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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
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GPG key ID: B5690EEEBB952194
253 changed files with 1509 additions and 1509 deletions

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@ -57,8 +57,8 @@ static ColliderCylinderInit sCylinderInit = {
ELEMTYPE_UNK0,
{ 0x00020000, 0x00, 0x01 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NONE,
BUMP_NONE,
ATELEM_ON | ATELEM_SFX_NONE,
ACELEM_NONE,
OCELEM_NONE,
},
{ 9, 9, 0, { 0, 0, 0 } },
@ -133,9 +133,9 @@ void MagicFire_Update(Actor* thisx, PlayState* play) {
}
if (this->action == DF_ACTION_EXPAND_SLOWLY) {
this->collider.elem.toucher.damage = this->actionTimer + 25;
this->collider.elem.atDmgInfo.damage = this->actionTimer + 25;
} else if (this->action == DF_ACTION_STOP_EXPANDING) {
this->collider.elem.toucher.damage = this->actionTimer;
this->collider.elem.atDmgInfo.damage = this->actionTimer;
}
Collider_UpdateCylinder(&this->actor, &this->collider);
this->collider.dim.radius = (this->actor.scale.x * 325.0f);