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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
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bf37ad1368
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253 changed files with 1509 additions and 1509 deletions
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@ -144,8 +144,8 @@ static ColliderCylinderInit sCylinderInitBlasts = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x30 },
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{ 0x00100000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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ATELEM_ON | ATELEM_SFX_NORMAL,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 25, 35, -17, { 0, 0, 0 } },
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@ -164,8 +164,8 @@ static ColliderCylinderInit sCylinderInitKoumeKotake = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x20 },
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{ 0xFFCDFFFE, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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ATELEM_ON | ATELEM_SFX_NORMAL,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 45, 120, -30, { 0, 0, 0 } },
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@ -184,8 +184,8 @@ static ColliderCylinderInit sCylinderInitTwinrova = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x20 },
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{ 0xFFCDFFFE, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON | BUMP_HOOKABLE,
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ATELEM_ON | ATELEM_SFX_NORMAL,
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ACELEM_ON | ACELEM_HOOKABLE,
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OCELEM_ON,
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},
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{ 45, 120, -30, { 0, 0, 0 } },
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@ -464,7 +464,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
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if (this->actor.params == TW_FIRE_BLAST || this->actor.params == TW_FIRE_BLAST_GROUND) {
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this->actionFunc = BossTw_BlastFire;
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this->collider.elem.toucher.effect = 1;
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this->collider.elem.atDmgInfo.effect = 1;
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} else if (this->actor.params == TW_ICE_BLAST || this->actor.params == TW_ICE_BLAST_GROUND) {
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this->actionFunc = BossTw_BlastIce;
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} else if (this->actor.params >= TW_DEATHBALL_KOTAKE) {
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@ -3097,7 +3097,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
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ColliderElement* acHitElem = this->collider.elem.acHitElem;
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this->collider.base.acFlags &= ~AC_HIT;
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if (acHitElem->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_ARROW)) {}
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if (acHitElem->atDmgInfo.dmgFlags & (DMG_SLINGSHOT | DMG_ARROW)) {}
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}
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} else if (this->collider.base.acFlags & AC_HIT) {
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u8 damage;
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@ -3106,7 +3106,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
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this->collider.base.acFlags &= ~AC_HIT;
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swordDamage = false;
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damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
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damage = CollisionCheck_GetSwordDamage(acHitElem->atDmgInfo.dmgFlags);
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if (damage == 0) {
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damage = 2;
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@ -3114,7 +3114,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
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swordDamage = true;
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}
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if (!(acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
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if (!(acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT)) {
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if (((s8)this->actor.colChkInfo.health < 3) && !swordDamage) {
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damage = 0;
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}
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@ -4338,7 +4338,7 @@ s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
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this->collider.base.atFlags &= ~AT_HIT;
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acHitElem = this->collider.elem.acHitElem;
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if (acHitElem->toucher.dmgFlags & DMG_SHIELD) {
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if (acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD) {
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this->work[INVINC_TIMER] = 7;
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play->envCtx.lightBlend = 1.0f;
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Rumble_Request(0.0f, 100, 5, 4);
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