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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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@ -80,8 +80,8 @@ static ColliderCylinderInit sCylinderInit = {
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x000007A2, 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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{ 20, 60, 0, { 0, 0, 0 } },
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@ -556,7 +556,7 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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} else if (this->collider.base.acFlags & AC_HIT) {
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if ((this->collider.elem.acHitElem != NULL) &&
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(this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
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(this->collider.elem.acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT)) {
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//! @bug duration parameter is larger than 255 which messes with the internal bitpacking of the colorfilter.
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//! Because of the duration being tracked as an unsigned byte it ends up being truncated to 144
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 400);
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@ -607,8 +607,9 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.elem.acHitElem == NULL) ||
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!(this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT))) {
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if ((this->collider.base.acFlags & AC_HIT) &&
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((this->collider.elem.acHitElem == NULL) ||
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!(this->collider.elem.acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT))) {
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this->actor.colorFilterTimer = 0;
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EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
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this->timer = 100;
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