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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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253 changed files with 1509 additions and 1509 deletions
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@ -95,8 +95,8 @@ static ColliderCylinderInitType1 sCylinderInit1 = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x08 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON | BUMP_HOOKABLE,
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ATELEM_ON | ATELEM_SFX_NORMAL,
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ACELEM_ON | ACELEM_HOOKABLE,
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OCELEM_ON,
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},
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{ 30, 55, 0, { 0, 0, 0 } },
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@ -114,8 +114,8 @@ static ColliderCylinderInitType1 sCylinderInit2 = {
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ELEMTYPE_UNK0,
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{ 0xFFCFFFFF, 0x00, 0x08 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_ON,
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ATELEM_ON | ATELEM_SFX_NORMAL,
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ACELEM_ON,
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OCELEM_ON,
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},
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{ 20, 20, -10, { 0, 0, 0 } },
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@ -419,9 +419,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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this->collider2.base.acFlags &= ~AC_HIT;
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// "Kakin" (not sure what this means)
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PRINTF(VT_FGCOL(GREEN) "カキン(%d)!!" VT_RST "\n", this->frameCount);
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hitPos.x = this->collider2.elem.bumper.hitPos.x;
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hitPos.y = this->collider2.elem.bumper.hitPos.y;
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hitPos.z = this->collider2.elem.bumper.hitPos.z;
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hitPos.x = this->collider2.elem.acDmgInfo.hitPos.x;
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hitPos.y = this->collider2.elem.acDmgInfo.hitPos.y;
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hitPos.z = this->collider2.elem.acDmgInfo.hitPos.z;
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CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPos);
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} else {
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if (this->collider1.base.acFlags & AC_HIT) {
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@ -429,9 +429,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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this->collider1.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect != 0) {
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hitPos.x = this->collider1.elem.bumper.hitPos.x;
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hitPos.y = this->collider1.elem.bumper.hitPos.y;
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hitPos.z = this->collider1.elem.bumper.hitPos.z;
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hitPos.x = this->collider1.elem.acDmgInfo.hitPos.x;
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hitPos.y = this->collider1.elem.acDmgInfo.hitPos.y;
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hitPos.z = this->collider1.elem.acDmgInfo.hitPos.z;
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CollisionCheck_BlueBlood(play, NULL, &hitPos);
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}
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switch (this->actor.colChkInfo.damageEffect) {
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