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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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@ -66,8 +66,8 @@ static ColliderCylinderInitType1 sCylinderInit = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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ATELEM_NONE,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 18, 32, 0, { 0, 0, 0 } },
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@ -156,7 +156,7 @@ void EnDns_Init(Actor* thisx, PlayState* play) {
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Actor_SetScale(&this->actor, 0.01f);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->bumpOn = true;
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this->isColliderEnabled = true;
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this->standOnGround = true;
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this->dropCollectible = false;
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this->actor.speed = 0.0f;
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@ -434,7 +434,7 @@ void EnDns_SetupBurrow(EnDns* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
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this->dnsItemEntry->payment(this);
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this->dropCollectible = true;
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this->bumpOn = false;
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this->isColliderEnabled = false;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnDns_ChangeAnim(this, DNS_ANIM_BURROW);
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this->actionFunc = EnDns_Burrow;
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@ -442,7 +442,7 @@ void EnDns_SetupBurrow(EnDns* this, PlayState* play) {
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} else {
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this->dnsItemEntry->payment(this);
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this->dropCollectible = true;
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this->bumpOn = false;
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this->isColliderEnabled = false;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnDns_ChangeAnim(this, DNS_ANIM_BURROW);
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this->actionFunc = EnDns_Burrow;
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@ -451,7 +451,7 @@ void EnDns_SetupBurrow(EnDns* this, PlayState* play) {
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void EnDns_SetupNoSaleBurrow(EnDns* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
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this->bumpOn = false;
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this->isColliderEnabled = false;
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnDns_ChangeAnim(this, DNS_ANIM_BURROW);
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this->actionFunc = EnDns_Burrow;
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@ -515,7 +515,7 @@ void EnDns_Update(Actor* thisx, PlayState* play) {
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Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
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}
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if (this->bumpOn) {
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if (this->isColliderEnabled) {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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}
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@ -58,7 +58,7 @@ typedef struct EnDns {
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/* 0x026C */ ColliderCylinder collider;
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/* 0x02B8 */ s16 dustTimer;
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/* 0x02BA */ u8 animIndex; // set but not read
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/* 0x02BB */ u8 bumpOn;
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/* 0x02BB */ u8 isColliderEnabled;
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/* 0x02BC */ u8 standOnGround;
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/* 0x02BD */ u8 dropCollectible;
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/* 0x02C0 */ DnsItemEntry* dnsItemEntry;
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