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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
This commit is contained in:
Dragorn421 2024-03-05 01:33:08 +01:00 committed by GitHub
parent bf37ad1368
commit 68a86d2d00
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -44,8 +44,8 @@ static ColliderCylinderInit sProjectileColliderInit = {
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_HARD,
BUMP_ON,
ATELEM_ON | ATELEM_SFX_HARD,
ACELEM_ON,
OCELEM_ON,
},
{ 13, 20, 0, { 0, 0, 0 } },
@ -64,8 +64,8 @@ static ColliderCylinderInit sOctorockColliderInit = {
ELEMTYPE_UNK1,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
ATELEM_NONE,
ACELEM_ON,
OCELEM_ON,
},
{ 20, 40, -30, { 0, 0, 0 } },
@ -490,7 +490,7 @@ void EnOkuta_ProjectileFly(EnOkuta* this, PlayState* play) {
this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
this->collider.base.atFlags |= AT_TYPE_PLAYER;
this->collider.elem.toucher.dmgFlags = DMG_DEKU_STICK;
this->collider.elem.atDmgInfo.dmgFlags = DMG_DEKU_STICK;
Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, 0);
this->actor.world.rot.y = shieldRot.y + 0x8000;
this->timer = 30;