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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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@ -95,8 +95,8 @@ static ColliderCylinderInitType1 sCylinderInit1 = {
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON | BUMP_HOOKABLE,
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_ON | ACELEM_HOOKABLE,
OCELEM_ON,
},
{ 30, 55, 0, { 0, 0, 0 } },
@ -114,8 +114,8 @@ static ColliderCylinderInitType1 sCylinderInit2 = {
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x08 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_ON,
OCELEM_ON,
},
{ 20, 20, -10, { 0, 0, 0 } },
@ -419,9 +419,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
this->collider2.base.acFlags &= ~AC_HIT;
// "Kakin" (not sure what this means)
PRINTF(VT_FGCOL(GREEN) "カキン(%d)" VT_RST "\n", this->frameCount);
hitPos.x = this->collider2.elem.bumper.hitPos.x;
hitPos.y = this->collider2.elem.bumper.hitPos.y;
hitPos.z = this->collider2.elem.bumper.hitPos.z;
hitPos.x = this->collider2.elem.acDmgInfo.hitPos.x;
hitPos.y = this->collider2.elem.acDmgInfo.hitPos.y;
hitPos.z = this->collider2.elem.acDmgInfo.hitPos.z;
CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPos);
} else {
if (this->collider1.base.acFlags & AC_HIT) {
@ -429,9 +429,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
this->collider1.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect != 0) {
hitPos.x = this->collider1.elem.bumper.hitPos.x;
hitPos.y = this->collider1.elem.bumper.hitPos.y;
hitPos.z = this->collider1.elem.bumper.hitPos.z;
hitPos.x = this->collider1.elem.acDmgInfo.hitPos.x;
hitPos.y = this->collider1.elem.acDmgInfo.hitPos.y;
hitPos.z = this->collider1.elem.acDmgInfo.hitPos.z;
CollisionCheck_BlueBlood(play, NULL, &hitPos);
}
switch (this->actor.colChkInfo.damageEffect) {