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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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@ -67,8 +67,8 @@ static ColliderCylinderInit sCylinderInit = {
ELEMTYPE_UNK0,
{ 0x00000002, 0x00, 0x01 },
{ 0x4FC1FFFE, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_ON,
ATELEM_ON | ATELEM_SFX_NORMAL,
ACELEM_ON,
OCELEM_ON,
},
{ 9, 26, 0, { 0, 0, 0 } },
@ -246,7 +246,7 @@ void ObjTsubo_Idle(ObjTsubo* this, PlayState* play) {
ObjTsubo_SpawnCollectible(this, play);
Actor_Kill(&this->actor);
} else if ((this->collider.base.acFlags & AC_HIT) &&
(this->collider.elem.acHitElem->toucher.dmgFlags &
(this->collider.elem.acHitElem->atDmgInfo.dmgFlags &
(DMG_SWORD | DMG_RANGED | DMG_HAMMER | DMG_BOOMERANG | DMG_EXPLOSIVE))) {
ObjTsubo_AirBreak(this, play);
ObjTsubo_SpawnCollectible(this, play);