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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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@ -388,7 +388,7 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
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FALLTHROUGH;
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case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow
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if (EnSb_IsVulnerable(this)) {
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hitY = this->collider.elem.bumper.hitPos.y - this->actor.world.pos.y;
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hitY = this->collider.elem.acDmgInfo.hitPos.y - this->actor.world.pos.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
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Actor_ApplyDamage(&this->actor);
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@ -406,7 +406,7 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
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case 1: // hookshot/longshot
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case 13: // all sword damage
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if (EnSb_IsVulnerable(this)) {
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hitY = this->collider.elem.bumper.hitPos.y - this->actor.world.pos.y;
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hitY = this->collider.elem.acDmgInfo.hitPos.y - this->actor.world.pos.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
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Actor_ApplyDamage(&this->actor);
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@ -430,9 +430,9 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
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// if player attack didn't do damage, play recoil sound effect and spawn sparks
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if (!tookDamage) {
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hitPoint.x = this->collider.elem.bumper.hitPos.x;
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hitPoint.y = this->collider.elem.bumper.hitPos.y;
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hitPoint.z = this->collider.elem.bumper.hitPos.z;
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hitPoint.x = this->collider.elem.acDmgInfo.hitPos.x;
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hitPoint.y = this->collider.elem.acDmgInfo.hitPos.y;
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hitPoint.z = this->collider.elem.acDmgInfo.hitPos.z;
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CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPoint);
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}
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}
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