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Fix RaycastFloor flags (#1328)

* fix raycast floor flags

* format.sh

* Name flags

* Rename RaycastFloor functions, clean up caller code, document z_bg_spot15_rrbox

* change comment to prevent format wrap

* change to "if BGCHECK_GROUND_CHECK_ON is set"

* roman suggestions
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mzxrules 2022-08-30 11:49:51 -04:00 committed by GitHub
parent fe8d5988b9
commit 327a813b37
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42 changed files with 497 additions and 451 deletions

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@ -98,17 +98,17 @@ void ObjTsubo_ApplyGravity(ObjTsubo* this) {
}
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play) {
CollisionPoly* floorPoly;
CollisionPoly* groundPoly;
Vec3f pos;
s32 bgID;
f32 floorY;
s32 bgId;
f32 groundY;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 20.0f;
pos.z = this->actor.world.pos.z;
floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgID, &this->actor, &pos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY;
groundY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos);
if (groundY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = groundY;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
return true;
} else {