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cleanup around ColliderCylinderInit usage

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Dragorn421 2025-02-15 11:15:52 +01:00
parent 18a1d34c77
commit 29a9fab5ad
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GPG key ID: 381AEBAF3D429335
4 changed files with 15 additions and 15 deletions

View file

@ -47,7 +47,7 @@ ActorProfile Bg_Dodoago_Profile = {
/**/ BgDodoago_Draw, /**/ BgDodoago_Draw,
}; };
static ColliderCylinderInit sColCylinderInitMain = { static ColliderCylinderInit sMainColliderCylinderInit = {
{ {
COL_MATERIAL_NONE, COL_MATERIAL_NONE,
AT_NONE, AT_NONE,
@ -67,7 +67,7 @@ static ColliderCylinderInit sColCylinderInitMain = {
{ 80, 30, 80, { 0, 0, 0 } }, { 80, 30, 80, { 0, 0, 0 } },
}; };
static ColliderCylinderInit sColCylinderInitLeftRight = { static ColliderCylinderInit sLeftRightColliderCylinderInit = {
{ {
COL_MATERIAL_NONE, COL_MATERIAL_NONE,
AT_NONE, AT_NONE,
@ -143,9 +143,9 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->mainCollider); Collider_InitCylinder(play, &this->mainCollider);
Collider_InitCylinder(play, &this->leftCollider); Collider_InitCylinder(play, &this->leftCollider);
Collider_InitCylinder(play, &this->rightCollider); Collider_InitCylinder(play, &this->rightCollider);
Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sColCylinderInitMain); Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sMainColliderCylinderInit);
Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sColCylinderInitLeftRight); Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sLeftRightColliderCylinderInit);
Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sColCylinderInitLeftRight); Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sLeftRightColliderCylinderInit);
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives); BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
sDisableBombCatcher = false; sDisableBombCatcher = false;

View file

@ -59,7 +59,7 @@ ActorProfile En_Eiyer_Profile = {
/**/ EnEiyer_Draw, /**/ EnEiyer_Draw,
}; };
static ColliderCylinderInit sColCylInit = { static ColliderCylinderInit sColliderCylinderInit = {
{ {
COL_MATERIAL_HIT0, COL_MATERIAL_HIT0,
AT_ON | AT_TYPE_ENEMY, AT_ON | AT_TYPE_ENEMY,
@ -135,7 +135,7 @@ void EnEiyer_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 600.0f, ActorShadow_DrawCircle, 65.0f); ActorShape_Init(&this->actor.shape, 600.0f, ActorShadow_DrawCircle, 65.0f);
SkelAnime_Init(play, &this->skelanime, &gStingerSkel, &gStingerIdleAnim, this->jointTable, this->morphTable, 19); SkelAnime_Init(play, &this->skelanime, &gStingerSkel, &gStingerIdleAnim, this->jointTable, this->morphTable, 19);
Collider_InitCylinder(play, &this->collider); Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit); Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit);
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
if (this->actor.params < 3) { if (this->actor.params < 3) {
@ -282,7 +282,7 @@ void EnEiyer_SetupLand(EnEiyer* this) {
// Update BgCheck info, play sound, and spawn effect on the first frame of the land action // Update BgCheck info, play sound, and spawn effect on the first frame of the land action
this->timer = -1; this->timer = -1;
this->actor.gravity = 0.0f; this->actor.gravity = 0.0f;
this->collider.dim.height = sColCylInit.dim.height; this->collider.dim.height = sColliderCylinderInit.dim.height;
this->actionFunc = EnEiyer_Land; this->actionFunc = EnEiyer_Land;
} }
@ -328,7 +328,7 @@ void EnEiyer_SetupStunned(EnEiyer* this) {
this->actor.speed = 0.0f; this->actor.speed = 0.0f;
this->actor.velocity.y = 0.0f; this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f; this->actor.gravity = -1.0f;
this->collider.dim.height = sColCylInit.dim.height + 8; this->collider.dim.height = sColliderCylinderInit.dim.height + 8;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80);
this->collider.base.atFlags &= ~AT_ON; this->collider.base.atFlags &= ~AT_ON;
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
@ -606,7 +606,7 @@ void EnEiyer_Stunned(EnEiyer* this, PlayState* play) {
if (this->timer == 0) { if (this->timer == 0) {
this->actor.gravity = 0.0f; this->actor.gravity = 0.0f;
this->actor.velocity.y = 0.0f; this->actor.velocity.y = 0.0f;
this->collider.dim.height = sColCylInit.dim.height; this->collider.dim.height = sColliderCylinderInit.dim.height;
EnEiyer_SetupGlide(this); EnEiyer_SetupGlide(this);
} }
} }
@ -638,7 +638,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DAMAGE); Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DAMAGE);
EnEiyer_SetupHurt(this); EnEiyer_SetupHurt(this);
} else { } else {
this->collider.dim.height = sColCylInit.dim.height; this->collider.dim.height = sColliderCylinderInit.dim.height;
EnEiyer_SetupDie(this); EnEiyer_SetupDie(this);
} }
} }

View file

@ -98,7 +98,7 @@ ActorProfile En_GeldB_Profile = {
/**/ EnGeldB_Draw, /**/ EnGeldB_Draw,
}; };
static ColliderCylinderInit sBodyCylInit = { static ColliderCylinderInit sBodyCylinderInit = {
{ {
COL_MATERIAL_HIT5, COL_MATERIAL_HIT5,
AT_NONE, AT_NONE,
@ -252,7 +252,7 @@ void EnGeldB_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoRedSkel, &gGerudoRedNeutralAnim, this->jointTable, SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoRedSkel, &gGerudoRedNeutralAnim, this->jointTable,
this->morphTable, GELDB_LIMB_MAX); this->morphTable, GELDB_LIMB_MAX);
Collider_InitCylinder(play, &this->bodyCollider); Collider_InitCylinder(play, &this->bodyCollider);
Collider_SetCylinder(play, &this->bodyCollider, thisx, &sBodyCylInit); Collider_SetCylinder(play, &this->bodyCollider, thisx, &sBodyCylinderInit);
Collider_InitTris(play, &this->blockCollider); Collider_InitTris(play, &this->blockCollider);
Collider_SetTris(play, &this->blockCollider, thisx, &sBlockTrisInit, this->blockElements); Collider_SetTris(play, &this->blockCollider, thisx, &sBlockTrisInit, this->blockElements);
Collider_InitQuad(play, &this->swordCollider); Collider_InitQuad(play, &this->swordCollider);

View file

@ -59,7 +59,7 @@ ActorProfile En_Hy_Profile = {
/**/ EnHy_Draw, /**/ EnHy_Draw,
}; };
static ColliderCylinderInit sColCylInit = { static ColliderCylinderInit sColliderCylinderInit = {
{ {
COL_MATERIAL_NONE, COL_MATERIAL_NONE,
AT_NONE, AT_NONE,
@ -1168,7 +1168,7 @@ void EnHy_WaitForObjects(EnHy* this, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotOsAnime].segment); gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotOsAnime].segment);
Collider_InitCylinder(play, &this->collider); Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit); Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit);
EnHy_InitCollider(this); EnHy_InitCollider(this);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, sModelInfo[ENHY_GET_TYPE(&this->actor)].animInfoIndex); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, sModelInfo[ENHY_GET_TYPE(&this->actor)].animInfoIndex);