mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 22:41:14 +00:00
Colliders: change "touch, bump" to AT and AC (elems) (#1637)
* toucherFlags, bumperFlags -> atElemFlags, acElemFlags * TOUCH_ -> ATELEM_ * BUMP_ -> ACELEM_ * ColliderElementTouch,Bump -> ColliderElementDamageInfoAT,AC * toucher,bumper -> atDmgInfo,acDmgInfo * Update docs and zcolchk funcs names * run formatter * remove the last mentions of "bump" for colliders * Update renamed functions in disasm
This commit is contained in:
parent
bf37ad1368
commit
68a86d2d00
253 changed files with 1509 additions and 1509 deletions
|
@ -70,8 +70,8 @@ static ColliderCylinderInit sDorfCylinderInit = {
|
|||
ELEMTYPE_UNK0,
|
||||
{ 0xFFCFFFFF, 0x00, 0x10 },
|
||||
{ 0xFFCFFFFE, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NORMAL,
|
||||
BUMP_ON | BUMP_HOOKABLE,
|
||||
ATELEM_ON | ATELEM_SFX_NORMAL,
|
||||
ACELEM_ON | ACELEM_HOOKABLE,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 20, 80, -50, { 0, 0, 0 } },
|
||||
|
@ -90,8 +90,8 @@ static ColliderCylinderInit sLightBallCylinderInit = {
|
|||
ELEMTYPE_UNK6,
|
||||
{ 0x00100700, 0x00, 0x08 },
|
||||
{ 0x0D900740, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NORMAL,
|
||||
BUMP_ON,
|
||||
ATELEM_ON | ATELEM_SFX_NORMAL,
|
||||
ACELEM_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 20, 30, -15, { 0, 0, 0 } },
|
||||
|
@ -2691,14 +2691,14 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
|
|||
acHitElem = this->collider.elem.acHitElem;
|
||||
|
||||
if ((this->actionFunc == BossGanon_HitByLightBall) || (this->actionFunc == BossGanon_ChargeBigMagic)) {
|
||||
if (acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
|
||||
if (acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_LIGHT) {
|
||||
BossGanon_SetupVulnerable(this, play);
|
||||
this->timers[2] = 0;
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DAMAGE1);
|
||||
this->unk_1A6 = 15;
|
||||
}
|
||||
} else if ((this->actionFunc == BossGanon_Vulnerable) && (this->unk_1C2 >= 3)) {
|
||||
if (!(acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
|
||||
if (!(acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT)) {
|
||||
u8 hitWithSword = false;
|
||||
u8 damage;
|
||||
Vec3f sp50;
|
||||
|
@ -2712,7 +2712,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
|
|||
0x1E);
|
||||
}
|
||||
|
||||
damage = flags = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
|
||||
damage = flags = CollisionCheck_GetSwordDamage(acHitElem->atDmgInfo.dmgFlags);
|
||||
|
||||
if (flags == 0) {
|
||||
damage = 2;
|
||||
|
@ -2746,7 +2746,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
|
|||
sCape->tearTimer = 1;
|
||||
}
|
||||
}
|
||||
} else if (acHitElem->toucher.dmgFlags & DMG_RANGED) {
|
||||
} else if (acHitElem->atDmgInfo.dmgFlags & DMG_RANGED) {
|
||||
Actor_PlaySfx(&this->actor, 0);
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(sCape->strands); i++) {
|
||||
|
@ -3941,7 +3941,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
|
||||
if ((hitWithBottle == false) && (acHitElem->toucher.dmgFlags & DMG_SHIELD)) {
|
||||
if ((hitWithBottle == false) && (acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD)) {
|
||||
spBA = 2;
|
||||
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||||
|
@ -4427,7 +4427,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
|
||||
if (!(acHitElem->toucher.dmgFlags & DMG_SHIELD) || Player_HasMirrorShieldEquipped(play)) {
|
||||
if (!(acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD) || Player_HasMirrorShieldEquipped(play)) {
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||
this->unk_1C2 = 0xC;
|
||||
this->actor.speed = -30.0f;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue