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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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@ -150,8 +150,8 @@ static ColliderCylinderInit sBodyColliderInit = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
ATELEM_NONE,
ACELEM_ON,
OCELEM_ON,
},
{ 25, 65, 0, { 0, 0, 0 } },
@ -170,8 +170,8 @@ static ColliderCylinderInit sShieldColliderInit = {
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0xFFC1FFFF, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
ATELEM_NONE,
ACELEM_ON,
OCELEM_NONE,
},
{ 20, 70, -50, { 0, 0, 0 } },
@ -190,8 +190,8 @@ static ColliderQuadInit sSwordColliderInit = {
ELEMTYPE_UNK0,
{ 0xFFCFFFFF, 0x00, 0x10 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL | TOUCH_UNK7,
BUMP_NONE,
ATELEM_ON | ATELEM_SFX_NORMAL | ATELEM_UNK7,
ACELEM_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
@ -899,7 +899,7 @@ void EnTest_SetupSlashDown(EnTest* this) {
this->unk_7C8 = 0x10;
this->actor.speed = 0.0f;
EnTest_SetupAction(this, EnTest_SlashDown);
this->swordCollider.elem.toucher.damage = 16;
this->swordCollider.elem.atDmgInfo.damage = 16;
if (this->unk_7DE != 0) {
this->unk_7DE = 3;
@ -996,7 +996,7 @@ void EnTest_SetupSlashUp(EnTest* this) {
Animation_PlayOnce(&this->skelAnime, &gStalfosUpSlashAnim);
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
this->unk_7C8 = 0x11;
this->swordCollider.elem.toucher.damage = 16;
this->swordCollider.elem.atDmgInfo.damage = 16;
this->actor.speed = 0.0f;
EnTest_SetupAction(this, EnTest_SlashUp);
@ -1085,7 +1085,7 @@ void EnTest_SetupJumpslash(EnTest* this) {
this->actor.world.rot.y = this->actor.shape.rot.y;
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
EnTest_SetupAction(this, EnTest_Jumpslash);
this->swordCollider.elem.toucher.damage = 32;
this->swordCollider.elem.atDmgInfo.damage = 32;
if (this->unk_7DE != 0) {
this->unk_7DE = 3;