mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-22 06:52:03 +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
|
@ -56,8 +56,8 @@ static ColliderCylinderInit sCylinderInit = {
|
|||
ELEMTYPE_UNK0,
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
{ 0x00000008, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON,
|
||||
ATELEM_NONE,
|
||||
ACELEM_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 35, 70, 0, { 0, 0, 0 } },
|
||||
|
@ -69,8 +69,8 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = {
|
|||
ELEMTYPE_UNK0,
|
||||
{ 0x00000000, 0x00, 0x00 },
|
||||
{ 0xFFCFFFFF, 0x00, 0x00 },
|
||||
TOUCH_NONE,
|
||||
BUMP_ON,
|
||||
ATELEM_NONE,
|
||||
ACELEM_ON,
|
||||
OCELEM_ON | OCELEM_UNK3,
|
||||
},
|
||||
{ 1, { { 0, 0, 0 }, 20 }, 100 },
|
||||
|
@ -302,8 +302,8 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
|
|||
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE,
|
||||
-4.0f);
|
||||
this->actionState = 4;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags = AT_NONE; // also TOUCH_NONE
|
||||
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags = AT_NONE; // also ATELEM_NONE
|
||||
this->collider2.elements[0].base.atDmgInfo.dmgFlags = this->collider2.elements[0].base.atDmgInfo.damage = 0;
|
||||
}
|
||||
switch (this->actionState) {
|
||||
case 1:
|
||||
|
@ -316,16 +316,17 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
|
|||
break;
|
||||
case 2:
|
||||
if (this->skelAnime.curFrame >= 4.0f) {
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
|
||||
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
|
||||
this->collider2.elements[0].base.toucher.dmgFlags = DMG_DEFAULT;
|
||||
this->collider2.elements[0].base.toucher.damage = 8;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags =
|
||||
AT_ON | AT_TYPE_ENEMY; // also ATELEM_ON | ATELEM_SFX_WOOD
|
||||
this->collider2.elements[0].base.atDmgInfo.dmgFlags = DMG_DEFAULT;
|
||||
this->collider2.elements[0].base.atDmgInfo.damage = 8;
|
||||
}
|
||||
if (this->collider2.base.atFlags & AT_BOUNCED) {
|
||||
this->collider2.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
|
||||
AT_NONE; // also TOUCH_NONE
|
||||
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags =
|
||||
AT_NONE; // also ATELEM_NONE
|
||||
this->collider2.elements[0].base.atDmgInfo.dmgFlags =
|
||||
this->collider2.elements[0].base.atDmgInfo.damage = 0;
|
||||
this->actionState++;
|
||||
} else if (this->collider2.base.atFlags & AT_HIT) {
|
||||
this->collider2.base.atFlags &= ~AT_HIT;
|
||||
|
@ -343,9 +344,10 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
|
|||
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f,
|
||||
Animation_GetLastFrame(&object_dh_Anim_004658), 0.0f, ANIMMODE_ONCE, -4.0f);
|
||||
this->actionState++;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
|
||||
AT_NONE; // also TOUCH_NONE
|
||||
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags =
|
||||
AT_NONE; // also ATELEM_NONE
|
||||
this->collider2.elements[0].base.atDmgInfo.dmgFlags =
|
||||
this->collider2.elements[0].base.atDmgInfo.damage = 0;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
|
@ -374,10 +376,10 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
|
|||
case 0:
|
||||
this->actionState++;
|
||||
this->drawDirtWave++;
|
||||
this->collider1.base.atFlags = this->collider1.elem.toucherFlags =
|
||||
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
|
||||
this->collider1.elem.toucher.dmgFlags = DMG_DEFAULT;
|
||||
this->collider1.elem.toucher.damage = 4;
|
||||
this->collider1.base.atFlags = this->collider1.elem.atElemFlags =
|
||||
AT_ON | AT_TYPE_ENEMY; // also ATELEM_ON | ATELEM_SFX_WOOD
|
||||
this->collider1.elem.atDmgInfo.dmgFlags = DMG_DEFAULT;
|
||||
this->collider1.elem.atDmgInfo.damage = 4;
|
||||
FALLTHROUGH;
|
||||
case 1:
|
||||
this->dirtWavePhase += 0x47E;
|
||||
|
@ -393,8 +395,8 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
|
|||
case 2:
|
||||
this->drawDirtWave = false;
|
||||
this->collider1.dim.radius = 35;
|
||||
this->collider1.base.atFlags = this->collider1.elem.toucherFlags = AT_NONE; // Also TOUCH_NONE
|
||||
this->collider1.elem.toucher.dmgFlags = this->collider1.elem.toucher.damage = 0;
|
||||
this->collider1.base.atFlags = this->collider1.elem.atElemFlags = AT_NONE; // Also ATELEM_NONE
|
||||
this->collider1.elem.atDmgInfo.dmgFlags = this->collider1.elem.atDmgInfo.damage = 0;
|
||||
EnDh_SetupWait(this);
|
||||
break;
|
||||
}
|
||||
|
@ -477,8 +479,8 @@ void EnDh_CollisionCheck(EnDh* this, PlayState* play) {
|
|||
if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
|
||||
this->collider2.base.acFlags &= ~AC_HIT;
|
||||
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags = AT_NONE; // also TOUCH_NONE
|
||||
this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
|
||||
this->collider2.base.atFlags = this->collider2.elements[0].base.atElemFlags = AT_NONE; // also ATELEM_NONE
|
||||
this->collider2.elements[0].base.atDmgInfo.dmgFlags = this->collider2.elements[0].base.atDmgInfo.damage = 0;
|
||||
if (player->unk_844 != 0) {
|
||||
this->unk_258 = player->unk_845;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue