From b3a16a61d433a25732a09154dd3d84d9df09ed8b Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Mon, 26 May 2025 19:15:33 +0200 Subject: [PATCH] Cleanup colliders 4 (#2470) * cleanup around `ColliderJntSphElement` usage * cleanup around `ColliderCylinder` usage * cleanup around `ColliderCylinderInit` usage * cleanup around `ColliderTrisElement`, `ColliderTris` usage * cleanup around `ColliderTrisElementInit`, `ColliderTrisInit` usage * cleanup around `ColliderQuadInit` usage * sColliderInit -> sColliderInit * format * triElemInit -> triElementInit --- .../actors/ovl_Bg_Dodoago/z_bg_dodoago.c | 10 +- .../ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c | 14 +-- .../ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h | 4 +- .../actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c | 14 +-- .../actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.h | 4 +- .../z_bg_hidan_rsekizou.c | 16 ++-- .../ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c | 8 +- .../ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c | 5 +- .../ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c | 24 ++--- .../actors/ovl_Bg_Po_Event/z_bg_po_event.c | 6 +- .../ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c | 18 ++-- .../actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c | 54 +++++------ .../actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h | 4 +- src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c | 8 +- src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c | 92 +++++++++---------- src/overlays/actors/ovl_En_Arrow/z_en_arrow.c | 4 +- src/overlays/actors/ovl_En_Butte/z_en_butte.c | 4 +- src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c | 12 +-- .../actors/ovl_En_Floormas/z_en_floormas.c | 4 +- src/overlays/actors/ovl_En_GeldB/z_en_geldb.c | 4 +- src/overlays/actors/ovl_En_Hy/z_en_hy.c | 4 +- src/overlays/actors/ovl_En_Ik/z_en_ik.c | 2 +- src/overlays/actors/ovl_En_Ik/z_en_ik.h | 2 +- .../actors/ovl_En_Insect/z_en_insect.c | 4 +- src/overlays/actors/ovl_En_Mb/z_en_mb.c | 27 +++--- src/overlays/actors/ovl_En_Mb/z_en_mb.h | 4 +- src/overlays/actors/ovl_En_Ny/z_en_ny.c | 4 +- .../actors/ovl_En_Po_Desert/z_en_po_desert.c | 4 +- src/overlays/actors/ovl_En_Ssh/z_en_ssh.c | 12 +-- src/overlays/actors/ovl_En_St/z_en_st.c | 16 ++-- src/overlays/actors/ovl_En_Test/z_en_test.c | 4 +- 31 files changed, 198 insertions(+), 194 deletions(-) diff --git a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c index 3764381c19..55dd43407b 100644 --- a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c +++ b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c @@ -50,7 +50,7 @@ ActorProfile Bg_Dodoago_Profile = { /**/ BgDodoago_Draw, }; -static ColliderCylinderInit sColCylinderInitMain = { +static ColliderCylinderInit sMainColliderCylinderInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -70,7 +70,7 @@ static ColliderCylinderInit sColCylinderInitMain = { { 80, 30, 80, { 0, 0, 0 } }, }; -static ColliderCylinderInit sColCylinderInitLeftRight = { +static ColliderCylinderInit sLeftRightColliderCylinderInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -146,9 +146,9 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->mainCollider); Collider_InitCylinder(play, &this->leftCollider); Collider_InitCylinder(play, &this->rightCollider); - Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sColCylinderInitMain); - Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sColCylinderInitLeftRight); - Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sColCylinderInitLeftRight); + Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sMainColliderCylinderInit); + Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sLeftRightColliderCylinderInit); + Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sLeftRightColliderCylinderInit); BgDodoago_SetupAction(this, BgDodoago_WaitExplosives); sDisableBombCatcher = false; diff --git a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c index f11973a86f..d72cb56d0b 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c +++ b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c @@ -142,7 +142,7 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) { BgHakaSgami* this = (BgHakaSgami*)thisx; EffectBlureInit1 blureInit; s32 i; - ColliderTris* colliderScythe = &this->colliderScythe; + ColliderTris* scytheCollider = &this->scytheCollider; Actor_ProcessInitChain(thisx, sInitChain); @@ -153,8 +153,8 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) { thisx->flags |= ACTOR_FLAG_REACT_TO_LENS; } - Collider_InitTris(play, colliderScythe); - Collider_SetTris(play, colliderScythe, thisx, &sTrisInit, this->colliderScytheItems); + Collider_InitTris(play, scytheCollider); + Collider_SetTris(play, scytheCollider, thisx, &sTrisInit, this->scytheColliderElements); Collider_InitCylinder(play, &this->scytheCenterCollider); Collider_SetCylinder(play, &this->scytheCenterCollider, thisx, &sCylinderInit); @@ -199,7 +199,7 @@ void BgHakaSgami_Destroy(Actor* thisx, PlayState* play) { Effect_Delete(play, this->blureEffectIndex[0]); Effect_Delete(play, this->blureEffectIndex[1]); - Collider_DestroyTris(play, &this->colliderScythe); + Collider_DestroyTris(play, &this->scytheCollider); Collider_DestroyCylinder(play, &this->scytheCenterCollider); } @@ -256,14 +256,14 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) { elementInit->dim.vtx[j].x * actorRotYSin; } - Collider_SetTrisVertices(&this->colliderScythe, i, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]); + Collider_SetTrisVertices(&this->scytheCollider, i, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]); for (j = 0; j < 3; j++) { scytheVertices[j].x = (2 * this->actor.world.pos.x) - scytheVertices[j].x; scytheVertices[j].z = (2 * this->actor.world.pos.z) - scytheVertices[j].z; } - Collider_SetTrisVertices(&this->colliderScythe, (i + 2) % 4, &scytheVertices[0], &scytheVertices[1], + Collider_SetTrisVertices(&this->scytheCollider, (i + 2) % 4, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]); } @@ -288,7 +288,7 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) { EffectBlure_AddVertex(Effect_GetByIndex(this->blureEffectIndex[1]), &scytheVertices[0], &scytheVertices[1]); } - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderScythe.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->scytheCollider.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->scytheCenterCollider.base); Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG); } diff --git a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h index 53c0b63400..a5019eb84f 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h +++ b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h @@ -16,8 +16,8 @@ typedef struct BgHakaSgami { /* 0x0152 */ s16 timer; /* 0x0154 */ s32 blureEffectIndex[2]; /* 0x015C */ ColliderCylinder scytheCenterCollider; - /* 0x01A8 */ ColliderTris colliderScythe; - /* 0x01C8 */ ColliderTrisElement colliderScytheItems[4]; + /* 0x01A8 */ ColliderTris scytheCollider; + /* 0x01C8 */ ColliderTrisElement scytheColliderElements[4]; } BgHakaSgami; // size = 0x0338 #endif diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c index cf34101f56..e9ec138a8e 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c +++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c @@ -171,8 +171,8 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) { CollisionHeader_GetVirtual(&object_haka_objects_Col_008D10, &colHeader); } - Collider_InitTris(play, &this->colliderSpikes); - Collider_SetTris(play, &this->colliderSpikes, thisx, &sTrisInit, this->colliderSpikesItem); + Collider_InitTris(play, &this->spikesCollider); + Collider_SetTris(play, &this->spikesCollider, thisx, &sTrisInit, this->spikesColliderElements); this->colliderCylinder.dim.radius = 18; this->colliderCylinder.dim.height = 115; @@ -202,7 +202,7 @@ void BgHakaTrap_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); if ((this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) || (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2)) { - Collider_DestroyTris(play, &this->colliderSpikes); + Collider_DestroyTris(play, &this->spikesCollider); } } @@ -253,7 +253,7 @@ void func_808801B8(BgHakaTrap* this, PlayState* play) { func_8087FFC0(this, play); - if (this->colliderSpikes.base.acFlags & AC_HIT) { + if (this->spikesCollider.base.acFlags & AC_HIT) { this->timer = 20; D_80880F30 = 1; this->actionFunc = func_808802D8; @@ -502,7 +502,7 @@ void BgHakaTrap_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder.base); } else { if (this->actionFunc == func_808801B8) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderSpikes.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->spikesCollider.base); } CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder.base); @@ -518,10 +518,10 @@ void func_80880D68(BgHakaTrap* this) { Matrix_MultVec3f(&sTrisElementsInit[0].dim.vtx[0], &vec1); Matrix_MultVec3f(&sTrisElementsInit[0].dim.vtx[1], &vec2); Matrix_MultVec3f(&sTrisElementsInit[0].dim.vtx[2], &vec3); - Collider_SetTrisVertices(&this->colliderSpikes, 0, &vec1, &vec2, &vec3); + Collider_SetTrisVertices(&this->spikesCollider, 0, &vec1, &vec2, &vec3); Matrix_MultVec3f(&sTrisElementsInit[1].dim.vtx[2], &vec2); - Collider_SetTrisVertices(&this->colliderSpikes, 1, &vec1, &vec3, &vec2); + Collider_SetTrisVertices(&this->spikesCollider, 1, &vec1, &vec3, &vec2); } void BgHakaTrap_Draw(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.h b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.h index 0ef71acec9..cfcceaa3e2 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.h +++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.h @@ -25,8 +25,8 @@ typedef struct BgHakaTrap { /* 0x016A */ s16 unk_16A; // used as boolean for HAKA_TRAP_GUILLOTINE_SLOW/FAST, s16 for HAKA_TRAP_SPIKED_BOX /* 0x016C */ Vec3f unk_16C; /* 0x0178 */ ColliderCylinder colliderCylinder; - /* 0x01C4 */ ColliderTris colliderSpikes; - /* 0x01E4 */ ColliderTrisElement colliderSpikesItem[2]; + /* 0x01C4 */ ColliderTris spikesCollider; + /* 0x01E4 */ ColliderTrisElement spikesColliderElements[2]; } BgHakaTrap; // size = 0x029C #endif diff --git a/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c b/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c index 0b64a4ff6b..8a7e68700c 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c @@ -160,7 +160,7 @@ void BgHidanRsekizou_Destroy(Actor* thisx, PlayState* play) { void BgHidanRsekizou_Update(Actor* thisx, PlayState* play) { BgHidanRsekizou* this = (BgHidanRsekizou*)thisx; s32 i; - ColliderJntSphElement* sphere; + ColliderJntSphElement* element; s32 pad; f32 yawSine; f32 yawCosine; @@ -180,12 +180,14 @@ void BgHidanRsekizou_Update(Actor* thisx, PlayState* play) { yawCosine = Math_CosS(this->dyna.actor.shape.rot.y); for (i = 0; i < ARRAY_COUNT(this->colliderElements); i++) { - sphere = &this->collider.elements[i]; - sphere->dim.worldSphere.center.x = this->dyna.actor.home.pos.x + yawCosine * sphere->dim.modelSphere.center.x + - yawSine * sphere->dim.modelSphere.center.z; - sphere->dim.worldSphere.center.y = (s16)this->dyna.actor.home.pos.y + sphere->dim.modelSphere.center.y; - sphere->dim.worldSphere.center.z = (this->dyna.actor.home.pos.z - yawSine * sphere->dim.modelSphere.center.x) + - yawCosine * sphere->dim.modelSphere.center.z; + element = &this->collider.elements[i]; + element->dim.worldSphere.center.x = this->dyna.actor.home.pos.x + + (yawCosine * element->dim.modelSphere.center.x) + + (yawSine * element->dim.modelSphere.center.z); + element->dim.worldSphere.center.y = (s16)this->dyna.actor.home.pos.y + element->dim.modelSphere.center.y; + element->dim.worldSphere.center.z = this->dyna.actor.home.pos.z - + (yawSine * element->dim.modelSphere.center.x) + + (yawCosine * element->dim.modelSphere.center.z); } CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c index cb326593a7..93ca5a2360 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c +++ b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c @@ -91,15 +91,15 @@ static InitChainEntry sInitChain[] = { static CollisionHeader* sCollisionHeaders[] = { &gPillarCol, &gThroneCol }; void BgJyaIronobj_InitCylinder(BgJyaIronobj* this, PlayState* play) { - ColliderCylinder* colCylinder = &this->colliderCylinder; + s32 pad; - Collider_InitCylinder(play, colCylinder); - Collider_SetCylinder(play, colCylinder, &this->dyna.actor, &sCylinderInit); + Collider_InitCylinder(play, &this->colliderCylinder); + Collider_SetCylinder(play, &this->colliderCylinder, &this->dyna.actor, &sCylinderInit); if (PARAMS_GET_U(this->dyna.actor.params, 0, 1) == 1) { this->colliderCylinder.dim.radius = 40; this->colliderCylinder.dim.height = 100; } - Collider_UpdateCylinder(&this->dyna.actor, colCylinder); + Collider_UpdateCylinder(&this->dyna.actor, &this->colliderCylinder); } /* diff --git a/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c b/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c index 79102a7c12..9a53c837ff 100644 --- a/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c +++ b/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c @@ -70,7 +70,7 @@ static InitChainEntry sInitChain[] = { void BgMenkuriEye_Init(Actor* thisx, PlayState* play) { BgMenkuriEye* this = (BgMenkuriEye*)thisx; - ColliderJntSphElement* colliderList; + s32 pad; Actor_ProcessInitChain(&this->actor, sInitChain); Collider_InitJntSph(play, &this->collider); @@ -78,8 +78,7 @@ void BgMenkuriEye_Init(Actor* thisx, PlayState* play) { this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x; this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y; this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z; - colliderList = this->collider.elements; - colliderList->dim.worldSphere.radius = colliderList->dim.modelSphere.radius; + this->collider.elements[0].dim.worldSphere.radius = this->collider.elements[0].dim.modelSphere.radius; if (!Flags_GetSwitch(play, this->actor.params)) { sNumEyesShot = 0; } diff --git a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c index 7dc55fbe02..672a54b440 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c @@ -44,7 +44,7 @@ ActorProfile Bg_Mizu_Bwall_Profile = { /**/ BgMizuBwall_Draw, }; -static ColliderTrisElementInit sTrisElementInitFloor[2] = { +static ColliderTrisElementInit sTrisElementsInitFloor[2] = { { { ELEM_MATERIAL_UNK0, @@ -79,10 +79,10 @@ static ColliderTrisInit sTrisInitFloor = { COLSHAPE_TRIS, }, 2, - sTrisElementInitFloor, + sTrisElementsInitFloor, }; -static ColliderTrisElementInit sTrisElementInitRutoWall[1] = { +static ColliderTrisElementInit sTrisElementsInitRutoWall[1] = { { { ELEM_MATERIAL_UNK0, @@ -106,10 +106,10 @@ static ColliderTrisInit sTrisInitRutoWall = { COLSHAPE_TRIS, }, 1, - sTrisElementInitRutoWall, + sTrisElementsInitRutoWall, }; -static ColliderTrisElementInit sTrisElementInitWall[2] = { +static ColliderTrisElementInit sTrisElementsInitWall[2] = { { { ELEM_MATERIAL_UNK0, @@ -144,7 +144,7 @@ static ColliderTrisInit sTrisInitUnusedWall = { COLSHAPE_TRIS, }, 2, - sTrisElementInitWall, + sTrisElementsInitWall, }; static ColliderTrisInit sTrisInitStingerWall = { @@ -157,7 +157,7 @@ static ColliderTrisInit sTrisInitStingerWall = { COLSHAPE_TRIS, }, 2, - sTrisElementInitWall, + sTrisElementsInitWall, }; static Gfx* sDLists[] = { @@ -219,7 +219,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { offset.x = sTrisInitFloor.elements[i].dim.vtx[j].x; offset.y = sTrisInitFloor.elements[i].dim.vtx[j].y; @@ -260,7 +260,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitRutoWall); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitRutoWall); i++) { for (j = 0; j < 3; j++) { offset.x = sTrisInitRutoWall.elements[i].dim.vtx[j].x; offset.y = sTrisInitRutoWall.elements[i].dim.vtx[j].y; @@ -301,7 +301,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { //! @bug This uses the wrong set of collision triangles, causing the collider to be //! flat to the ground instead of vertical. It should use sTrisInitUnusedWall. @@ -344,7 +344,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { //! @bug This uses the wrong set of collision triangles, causing the collider to be //! flat to the ground instead of vertical. It should use sTrisInitStingerWall. @@ -387,7 +387,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { //! @bug This uses the wrong set of collision triangles, causing the collider to be //! flat to the ground instead of vertical. It should use sTrisInitStingerWall. diff --git a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c index eda5a530eb..2622c43204 100644 --- a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c +++ b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c @@ -103,7 +103,7 @@ void BgPoEvent_InitPaintings(BgPoEvent* this, PlayState* play) { static s16 paintingPosX[] = { -1302, -866, 1421, 985 }; static s16 paintingPosY[] = { 1107, 1091 }; static s16 paintingPosZ[] = { -3384, -3252 }; - ColliderTrisElementInit* item; + ColliderTrisElementInit* elementInit; Vec3f* vtxVec; s32 i1; s32 i2; @@ -124,10 +124,10 @@ void BgPoEvent_InitPaintings(BgPoEvent* this, PlayState* play) { scaleY = 1.0f; } for (i1 = 0; i1 < sTrisInit.count; i1++) { - item = &sTrisInit.elements[i1]; + elementInit = &sTrisInit.elements[i1]; if (1) {} // This section looks like a macro of some sort. for (i2 = 0; i2 < 3; i2++) { - vtxVec = &item->dim.vtx[i2]; + vtxVec = &elementInit->dim.vtx[i2]; sp9C[i2].x = (vtxVec->x * coss) + (this->dyna.actor.home.pos.x + (sins * vtxVec->z)); sp9C[i2].y = (vtxVec->y * scaleY) + this->dyna.actor.home.pos.y; sp9C[i2].z = this->dyna.actor.home.pos.z + (coss * vtxVec->z) - (vtxVec->x * sins); diff --git a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c index becd2a11cc..e338635846 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c @@ -89,7 +89,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { f32 sinRotY; f32 cosRotY; CollisionHeader* colHeader = NULL; - ColliderTrisElementInit* triInit; + ColliderTrisElementInit* triElementInit; Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Collider_InitTris(play, &this->collider); @@ -99,10 +99,10 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { thisx->params = PARAMS_GET_U(thisx->params, 8, 8); // thisx is required to match here if (this->dyna.actor.params == 0) { - triInit = &sTrisElementsInit[0]; + triElementInit = &sTrisElementsInit[0]; this->actionFunc = func_808BEFF4; } else { - triInit = &sTrisElementsInit[1]; + triElementInit = &sTrisElementsInit[1]; DynaPolyActor_Init(&this->dyna, 0); CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); @@ -119,16 +119,16 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { cosRotY = Math_CosS(this->dyna.actor.shape.rot.y); for (i = 0; i < 3; i++) { - sp4C[i].x = (triInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x; - sp4C[i].y = triInit->dim.vtx[i].y + this->dyna.actor.world.pos.y; - sp4C[i].z = this->dyna.actor.world.pos.z - (triInit->dim.vtx[i].x * sinRotY); + sp4C[i].x = (triElementInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x; + sp4C[i].y = triElementInit->dim.vtx[i].y + this->dyna.actor.world.pos.y; + sp4C[i].z = this->dyna.actor.world.pos.z - (triElementInit->dim.vtx[i].x * sinRotY); } Collider_SetTrisVertices(&this->collider, 0, &sp4C[0], &sp4C[1], &sp4C[2]); - sp4C[1].x = (triInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x; - sp4C[1].y = triInit->dim.vtx[0].y + this->dyna.actor.world.pos.y; - sp4C[1].z = this->dyna.actor.world.pos.z - (triInit->dim.vtx[2].x * sinRotY); + sp4C[1].x = (triElementInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x; + sp4C[1].y = triElementInit->dim.vtx[0].y + this->dyna.actor.world.pos.y; + sp4C[1].z = this->dyna.actor.world.pos.z - (triElementInit->dim.vtx[2].x * sinRotY); Collider_SetTrisVertices(&this->collider, 1, &sp4C[0], &sp4C[2], &sp4C[1]); } diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c index 0034cfb4ca..d6b7fcf476 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c @@ -51,7 +51,7 @@ ActorProfile Bg_Ydan_Sp_Profile = { /**/ BgYdanSp_Draw, }; -static ColliderTrisElementInit sTrisItemsInit[2] = { +static ColliderTrisElementInit sTrisElementsInit[2] = { { { ELEM_MATERIAL_UNK0, @@ -86,7 +86,7 @@ static ColliderTrisInit sTrisInit = { COLSHAPE_TRIS, }, 2, - sTrisItemsInit, + sTrisElementsInit, }; static InitChainEntry sInitChain[] = { @@ -95,11 +95,11 @@ static InitChainEntry sInitChain[] = { void BgYdanSp_Init(Actor* thisx, PlayState* play) { BgYdanSp* this = (BgYdanSp*)thisx; - ColliderTrisElementInit* ti0 = &sTrisItemsInit[0]; + ColliderTrisElementInit* triElementInit0 = &sTrisElementsInit[0]; Vec3f tri[3]; s32 i; CollisionHeader* colHeader = NULL; - ColliderTrisElementInit* ti1 = &sTrisItemsInit[1]; + ColliderTrisElementInit* triElementInit1 = &sTrisElementsInit[1]; f32 cossY; f32 sinsY; f32 cossX; @@ -110,22 +110,22 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { this->burnSwitchFlag = PARAMS_GET_U(thisx->params, 6, 6); this->dyna.actor.params = PARAMS_GET_U(thisx->params, 12, 4); DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS); - Collider_InitTris(play, &this->trisCollider); - Collider_SetTris(play, &this->trisCollider, &this->dyna.actor, &sTrisInit, this->trisColliderItems); + Collider_InitTris(play, &this->colliderTris); + Collider_SetTris(play, &this->colliderTris, &this->dyna.actor, &sTrisInit, this->colliderTrisElements); if (this->dyna.actor.params == WEB_FLOOR) { CollisionHeader_GetVirtual(&gDTWebFloorCol, &colHeader); this->actionFunc = BgYdanSp_FloorWebIdle; for (i = 0; i < 3; i++) { - tri[i].x = ti0->dim.vtx[i].x + this->dyna.actor.world.pos.x; - tri[i].y = ti0->dim.vtx[i].y + this->dyna.actor.world.pos.y; - tri[i].z = ti0->dim.vtx[i].z + this->dyna.actor.world.pos.z; + tri[i].x = triElementInit0->dim.vtx[i].x + this->dyna.actor.world.pos.x; + tri[i].y = triElementInit0->dim.vtx[i].y + this->dyna.actor.world.pos.y; + tri[i].z = triElementInit0->dim.vtx[i].z + this->dyna.actor.world.pos.z; } - Collider_SetTrisVertices(&this->trisCollider, 0, &tri[0], &tri[1], &tri[2]); + Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]); tri[1].x = tri[0].x; tri[1].z = tri[2].z; - Collider_SetTrisVertices(&this->trisCollider, 1, &tri[0], &tri[2], &tri[1]); + Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]); this->unk_16C = 0.0f; } else { CollisionHeader_GetVirtual(&gDTWebWallCol, &colHeader); @@ -137,19 +137,21 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { cossX = Math_CosS(this->dyna.actor.shape.rot.x); for (i = 0; i < 3; i++) { - tri[i].x = - this->dyna.actor.world.pos.x + (cossY * ti1->dim.vtx[i].x) - (sinsY * ti1->dim.vtx[i].y * nSinsX); - tri[i].y = this->dyna.actor.world.pos.y + (ti1->dim.vtx[i].y * cossX); - tri[i].z = - this->dyna.actor.world.pos.z - (sinsY * ti1->dim.vtx[i].x) + (ti1->dim.vtx[i].y * cossY * nSinsX); + tri[i].x = this->dyna.actor.world.pos.x + (cossY * triElementInit1->dim.vtx[i].x) - + (sinsY * triElementInit1->dim.vtx[i].y * nSinsX); + tri[i].y = this->dyna.actor.world.pos.y + (triElementInit1->dim.vtx[i].y * cossX); + tri[i].z = this->dyna.actor.world.pos.z - (sinsY * triElementInit1->dim.vtx[i].x) + + (triElementInit1->dim.vtx[i].y * cossY * nSinsX); } - Collider_SetTrisVertices(&this->trisCollider, 0, &tri[0], &tri[1], &tri[2]); + Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]); - tri[1].x = this->dyna.actor.world.pos.x + (cossY * ti1->dim.vtx[0].x) - (ti1->dim.vtx[2].y * sinsY * nSinsX); - tri[1].y = this->dyna.actor.world.pos.y + (ti1->dim.vtx[2].y * cossX); - tri[1].z = this->dyna.actor.world.pos.z - (sinsY * ti1->dim.vtx[0].x) + (ti1->dim.vtx[2].y * cossY * nSinsX); - Collider_SetTrisVertices(&this->trisCollider, 1, &tri[0], &tri[2], &tri[1]); + tri[1].x = this->dyna.actor.world.pos.x + (cossY * triElementInit1->dim.vtx[0].x) - + (triElementInit1->dim.vtx[2].y * sinsY * nSinsX); + tri[1].y = this->dyna.actor.world.pos.y + (triElementInit1->dim.vtx[2].y * cossX); + tri[1].z = this->dyna.actor.world.pos.z - (sinsY * triElementInit1->dim.vtx[0].x) + + (triElementInit1->dim.vtx[2].y * cossY * nSinsX); + Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]); } this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->timer = 0; @@ -161,7 +163,7 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { void BgYdanSp_Destroy(Actor* thisx, PlayState* play) { BgYdanSp* this = (BgYdanSp*)thisx; DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); - Collider_DestroyTris(play, &this->trisCollider); + Collider_DestroyTris(play, &this->colliderTris); } void BgYdanSp_UpdateFloorWebCollision(BgYdanSp* this) { @@ -298,7 +300,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) { BgYdanSp_BurnWeb(this, play); return; } - if (this->trisCollider.base.acFlags & AC_HIT) { + if (this->colliderTris.base.acFlags & AC_HIT) { BgYdanSp_BurnWeb(this, play); return; } @@ -345,7 +347,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) { } } BgYdanSp_UpdateFloorWebCollision(this); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->trisCollider.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderTris.base); } void BgYdanSp_BurnWallWeb(BgYdanSp* this, PlayState* play) { @@ -406,7 +408,7 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) { Vec3f sp30; player = GET_PLAYER(play); - if (Flags_GetSwitch(play, this->burnSwitchFlag) || (this->trisCollider.base.acFlags & AC_HIT)) { + if (Flags_GetSwitch(play, this->burnSwitchFlag) || (this->colliderTris.base.acFlags & AC_HIT)) { this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f; BgYdanSp_BurnWeb(this, play); } else if (player->heldItemAction == PLAYER_IA_DEKU_STICK && player->unk_860 != 0) { @@ -417,7 +419,7 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) { BgYdanSp_BurnWeb(this, play); } } - CollisionCheck_SetAC(play, &play->colChkCtx, &this->trisCollider.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderTris.base); } void BgYdanSp_Update(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h index b2138e23a5..467ec18383 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h @@ -15,8 +15,8 @@ typedef struct BgYdanSp { /* 0x0169 */ u8 burnSwitchFlag; /* 0x016A */ s16 timer; /* 0x016C */ f32 unk_16C; - /* 0x0170 */ ColliderTris trisCollider; - /* 0x0190 */ ColliderTrisElement trisColliderItems[2]; + /* 0x0170 */ ColliderTris colliderTris; + /* 0x0190 */ ColliderTrisElement colliderTrisElements[2]; } BgYdanSp; // size = 0x0248 #endif diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c index c66883ddd8..3b80c5804c 100644 --- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c +++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c @@ -1307,12 +1307,12 @@ void BossFd_Effects(BossFd* this, PlayState* play) { } void BossFd_CollisionCheck(BossFd* this, PlayState* play) { - ColliderJntSphElement* headCollider = &this->collider.elements[0]; + ColliderJntSphElement* headColliderElem = &this->collider.elements[0]; ColliderElement* acHitElem; - if (headCollider->base.acElemFlags & ACELEM_HIT) { - headCollider->base.acElemFlags &= ~ACELEM_HIT; - acHitElem = headCollider->base.acHitElem; + if (headColliderElem->base.acElemFlags & ACELEM_HIT) { + headColliderElem->base.acElemFlags &= ~ACELEM_HIT; + acHitElem = headColliderElem->base.acHitElem; this->actor.colChkInfo.health -= 2; if (acHitElem->atDmgInfo.dmgFlags & DMG_ARROW_ICE) { this->actor.colChkInfo.health -= 2; diff --git a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c index e7e6afe3a4..3445287f34 100644 --- a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c +++ b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c @@ -116,14 +116,14 @@ s32 DemoGj_GetType(DemoGj* this) { return type; } -void DemoGj_InitCylinder(DemoGj* this, PlayState* play, ColliderCylinder* cylinder, - ColliderCylinderInitType1* cylinderInit) { - Collider_InitCylinder(play, cylinder); - Collider_SetCylinderType1(play, cylinder, &this->dyna.actor, cylinderInit); +void DemoGj_InitCylinder(DemoGj* this, PlayState* play, ColliderCylinder* collider, + ColliderCylinderInitType1* colliderInit) { + Collider_InitCylinder(play, collider); + Collider_SetCylinderType1(play, collider, &this->dyna.actor, colliderInit); } -s32 DemoGj_HitByExplosion(DemoGj* this, PlayState* play, ColliderCylinder* cylinder) { - if (Actor_GetCollidedExplosive(play, &cylinder->base) != NULL) { +s32 DemoGj_HitByExplosion(DemoGj* this, PlayState* play, ColliderCylinder* collider) { + if (Actor_GetCollidedExplosive(play, &collider->base) != NULL) { return true; } return false; @@ -1008,38 +1008,38 @@ void DemoGj_DoNothing1(DemoGj* this, PlayState* play) { * Used by DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_1 */ void func_8097AEE8(DemoGj* this, PlayState* play) { - ColliderCylinder* cylinder0 = &this->colliderCylinders[0]; - ColliderCylinder* cylinder1 = &this->colliderCylinders[1]; - ColliderCylinder* cylinder2 = &this->colliderCylinders[2]; + ColliderCylinder* collider0 = &this->colliderCylinders[0]; + ColliderCylinder* collider1 = &this->colliderCylinders[1]; + ColliderCylinder* collider2 = &this->colliderCylinders[2]; Vec3f* actorPos = &this->dyna.actor.world.pos; s32 pad; - s16 theta = this->dyna.actor.world.rot.y; - f32 cos_theta = Math_CosS(theta); - f32 sin_theta = Math_SinS(theta); + s16 yaw = this->dyna.actor.world.rot.y; + f32 cos = Math_CosS(yaw); + f32 sin = Math_SinS(yaw); - cylinder0->dim.pos.z = actorPos->z + (20.0f * cos_theta) - (-20.0f * sin_theta); - cylinder0->dim.pos.x = actorPos->x + (20.0f * sin_theta) + (-20.0f * cos_theta); - cylinder0->dim.pos.y = actorPos->y; + collider0->dim.pos.z = actorPos->z + (20.0f * cos) - (-20.0f * sin); + collider0->dim.pos.x = actorPos->x + (20.0f * sin) + (-20.0f * cos); + collider0->dim.pos.y = actorPos->y; - cylinder1->dim.pos.z = actorPos->z + (-20.0f * cos_theta) - (20.0f * sin_theta); - cylinder1->dim.pos.x = actorPos->x + (-20.0f * sin_theta) + (20.0f * cos_theta); - cylinder1->dim.pos.y = actorPos->y; + collider1->dim.pos.z = actorPos->z + (-20.0f * cos) - (20.0f * sin); + collider1->dim.pos.x = actorPos->x + (-20.0f * sin) + (20.0f * cos); + collider1->dim.pos.y = actorPos->y; - cylinder2->dim.pos.z = actorPos->z + (-60.0f * cos_theta) - (60.0f * sin_theta); - cylinder2->dim.pos.x = actorPos->x + (-60.0f * sin_theta) + (60.0f * cos_theta); - cylinder2->dim.pos.y = actorPos->y; + collider2->dim.pos.z = actorPos->z + (-60.0f * cos) - (60.0f * sin); + collider2->dim.pos.x = actorPos->x + (-60.0f * sin) + (60.0f * cos); + collider2->dim.pos.y = actorPos->y; } void DemoGj_SetCylindersAsAC(DemoGj* this, PlayState* play) { s32 pad[2]; - Collider* cylinder0 = &this->colliderCylinders[0].base; - Collider* cylinder1 = &this->colliderCylinders[1].base; - Collider* cylinder2 = &this->colliderCylinders[2].base; + Collider* collider0 = &this->colliderCylinders[0].base; + Collider* collider1 = &this->colliderCylinders[1].base; + Collider* collider2 = &this->colliderCylinders[2].base; s32 pad2[3]; - CollisionCheck_SetAC(play, &play->colChkCtx, cylinder0); - CollisionCheck_SetAC(play, &play->colChkCtx, cylinder1); - CollisionCheck_SetAC(play, &play->colChkCtx, cylinder2); + CollisionCheck_SetAC(play, &play->colChkCtx, collider0); + CollisionCheck_SetAC(play, &play->colChkCtx, collider1); + CollisionCheck_SetAC(play, &play->colChkCtx, collider2); } void DemoGj_DirectedExplosion(DemoGj* this, PlayState* play, Vec3f* direction) { @@ -1142,26 +1142,26 @@ void DemoGj_DoNothing2(DemoGj* this, PlayState* play) { // Moves the ColliderCylinder's relative to the actor's position. void func_8097B450(DemoGj* this, PlayState* play) { - ColliderCylinder* cylinder0 = &this->colliderCylinders[0]; - ColliderCylinder* cylinder1 = &this->colliderCylinders[1]; - ColliderCylinder* cylinder2 = &this->colliderCylinders[2]; + ColliderCylinder* collider0 = &this->colliderCylinders[0]; + ColliderCylinder* collider1 = &this->colliderCylinders[1]; + ColliderCylinder* collider2 = &this->colliderCylinders[2]; Vec3f* actorPos = &this->dyna.actor.world.pos; s32 pad; - s16 theta = this->dyna.actor.world.rot.y; - f32 cos_theta = Math_CosS(theta); - f32 sin_theta = Math_SinS(theta); + s16 yaw = this->dyna.actor.world.rot.y; + f32 cos = Math_CosS(yaw); + f32 sin = Math_SinS(yaw); - cylinder0->dim.pos.z = actorPos->z - (35.0f * sin_theta); - cylinder0->dim.pos.x = actorPos->x + (35.0f * cos_theta); - cylinder0->dim.pos.y = actorPos->y; + collider0->dim.pos.z = actorPos->z - (35.0f * sin); + collider0->dim.pos.x = actorPos->x + (35.0f * cos); + collider0->dim.pos.y = actorPos->y; - cylinder1->dim.pos.z = actorPos->z - (-10.0f * sin_theta); - cylinder1->dim.pos.x = actorPos->x + (-10.0f * cos_theta); - cylinder1->dim.pos.y = actorPos->y; + collider1->dim.pos.z = actorPos->z - (-10.0f * sin); + collider1->dim.pos.x = actorPos->x + (-10.0f * cos); + collider1->dim.pos.y = actorPos->y; - cylinder2->dim.pos.z = actorPos->z - (-55.0f * sin_theta); - cylinder2->dim.pos.x = actorPos->x + (-55.0f * cos_theta); - cylinder2->dim.pos.y = actorPos->y; + collider2->dim.pos.z = actorPos->z - (-55.0f * sin); + collider2->dim.pos.x = actorPos->x + (-55.0f * cos); + collider2->dim.pos.y = actorPos->y; } void DemoGj_SetCylindersAsAC2(DemoGj* this, PlayState* play) { @@ -1307,12 +1307,12 @@ void func_8097B9BC(DemoGj* this, PlayState* play) { */ void func_8097BA48(DemoGj* this, PlayState* play) { Actor* thisx = &this->dyna.actor; - ColliderCylinder* cylinder = &this->colliderCylinders[0]; + ColliderCylinder* collider = &this->colliderCylinders[0]; s32 pad[2]; if (func_809797E4(this, 4)) { Actor_Kill(thisx); - } else if (DemoGj_HitByExplosion(this, play, cylinder)) { + } else if (DemoGj_HitByExplosion(this, play, collider)) { Vec3f vec1 = { 0.0f, 0.0f, 0.0f }; DemoGj_DropCollectible(this, play); @@ -1329,8 +1329,8 @@ void func_8097BA48(DemoGj* this, PlayState* play) { Actor_Kill(thisx); } - Collider_UpdateCylinder(thisx, cylinder); - CollisionCheck_SetAC(play, &play->colChkCtx, &cylinder->base); + Collider_UpdateCylinder(thisx, collider); + CollisionCheck_SetAC(play, &play->colChkCtx, &collider->base); } // func_8097BB78 diff --git a/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c b/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c index 9000417a23..3f0f7b66a5 100644 --- a/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c +++ b/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c @@ -46,7 +46,7 @@ ActorProfile En_Arrow_Profile = { /**/ EnArrow_Draw, }; -static ColliderQuadInit sColliderInit = { +static ColliderQuadInit sColliderQuadInit = { { COL_MATERIAL_NONE, AT_ON | AT_TYPE_PLAYER, @@ -133,7 +133,7 @@ void EnArrow_Init(Actor* thisx, PlayState* play) { } Collider_InitQuad(play, &this->collider); - Collider_SetQuad(play, &this->collider, &this->actor, &sColliderInit); + Collider_SetQuad(play, &this->collider, &this->actor, &sColliderQuadInit); if (this->actor.params <= ARROW_NORMAL) { this->collider.elem.atElemFlags &= ~ATELEM_SFX_MASK; diff --git a/src/overlays/actors/ovl_En_Butte/z_en_butte.c b/src/overlays/actors/ovl_En_Butte/z_en_butte.c index ea580c6539..2ec5e260f8 100644 --- a/src/overlays/actors/ovl_En_Butte/z_en_butte.c +++ b/src/overlays/actors/ovl_En_Butte/z_en_butte.c @@ -51,7 +51,7 @@ static ColliderJntSphElementInit sJntSphElementsInit[] = { }, { 0, { { 0, 0, 0 }, 5 }, 100 } }, }; -static ColliderJntSphInit sColliderInit = { +static ColliderJntSphInit sColliderJntSphInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -174,7 +174,7 @@ void EnButte_Init(Actor* thisx, PlayState* play) { SkelAnime_Init(play, &this->skelAnime, &gButterflySkel, &gButterflyAnim, this->jointTable, this->morphTable, 8); Collider_InitJntSph(play, &this->collider); - Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderInit, this->colliderElements); + Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderElements); this->actor.colChkInfo.mass = 0; this->unk_25C = Rand_ZeroOne() * 0xFFFF; this->unk_25E = Rand_ZeroOne() * 0xFFFF; diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c index d60d91c222..9477eb0df1 100644 --- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c +++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c @@ -59,7 +59,7 @@ ActorProfile En_Eiyer_Profile = { /**/ EnEiyer_Draw, }; -static ColliderCylinderInit sColCylInit = { +static ColliderCylinderInit sColliderCylinderInit = { { COL_MATERIAL_HIT0, AT_ON | AT_TYPE_ENEMY, @@ -135,7 +135,7 @@ void EnEiyer_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 600.0f, ActorShadow_DrawCircle, 65.0f); SkelAnime_Init(play, &this->skelanime, &gStingerSkel, &gStingerIdleAnim, this->jointTable, this->morphTable, 19); Collider_InitCylinder(play, &this->collider); - Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit); + Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); if (this->actor.params < 3) { @@ -282,7 +282,7 @@ void EnEiyer_SetupLand(EnEiyer* this) { // Update BgCheck info, play sound, and spawn effect on the first frame of the land action this->timer = -1; this->actor.gravity = 0.0f; - this->collider.dim.height = sColCylInit.dim.height; + this->collider.dim.height = sColliderCylinderInit.dim.height; this->actionFunc = EnEiyer_Land; } @@ -328,7 +328,7 @@ void EnEiyer_SetupStunned(EnEiyer* this) { this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; this->actor.gravity = -1.0f; - this->collider.dim.height = sColCylInit.dim.height + 8; + this->collider.dim.height = sColliderCylinderInit.dim.height + 8; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80); this->collider.base.atFlags &= ~AT_ON; Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); @@ -606,7 +606,7 @@ void EnEiyer_Stunned(EnEiyer* this, PlayState* play) { if (this->timer == 0) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; - this->collider.dim.height = sColCylInit.dim.height; + this->collider.dim.height = sColliderCylinderInit.dim.height; EnEiyer_SetupGlide(this); } } @@ -638,7 +638,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DAMAGE); EnEiyer_SetupHurt(this); } else { - this->collider.dim.height = sColCylInit.dim.height; + this->collider.dim.height = sColliderCylinderInit.dim.height; EnEiyer_SetupDie(this); } } diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index a9d9036e9f..87747933d3 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -189,8 +189,8 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) { void EnFloormas_Destroy(Actor* thisx, PlayState* play) { EnFloormas* this = (EnFloormas*)thisx; - ColliderCylinder* col = &this->collider; - Collider_DestroyCylinder(play, col); + + Collider_DestroyCylinder(play, &this->collider); } void EnFloormas_MakeInvulnerable(EnFloormas* this) { diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index 33b53f4dcd..a0fea77783 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -99,7 +99,7 @@ ActorProfile En_GeldB_Profile = { /**/ EnGeldB_Draw, }; -static ColliderCylinderInit sBodyCylInit = { +static ColliderCylinderInit sBodyCylinderInit = { { COL_MATERIAL_HIT5, AT_NONE, @@ -253,7 +253,7 @@ void EnGeldB_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &gGerudoRedSkel, &gGerudoRedNeutralAnim, this->jointTable, this->morphTable, GELDB_LIMB_MAX); Collider_InitCylinder(play, &this->bodyCollider); - Collider_SetCylinder(play, &this->bodyCollider, thisx, &sBodyCylInit); + Collider_SetCylinder(play, &this->bodyCollider, thisx, &sBodyCylinderInit); Collider_InitTris(play, &this->blockCollider); Collider_SetTris(play, &this->blockCollider, thisx, &sBlockTrisInit, this->blockElements); Collider_InitQuad(play, &this->swordCollider); diff --git a/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/src/overlays/actors/ovl_En_Hy/z_en_hy.c index 655ebd4789..8680d13aa6 100644 --- a/src/overlays/actors/ovl_En_Hy/z_en_hy.c +++ b/src/overlays/actors/ovl_En_Hy/z_en_hy.c @@ -60,7 +60,7 @@ ActorProfile En_Hy_Profile = { /**/ EnHy_Draw, }; -static ColliderCylinderInit sColCylInit = { +static ColliderCylinderInit sColliderCylinderInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -1169,7 +1169,7 @@ void EnHy_WaitForObjects(EnHy* this, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[this->objectSlotOsAnime].segment); Collider_InitCylinder(play, &this->collider); - Collider_SetCylinder(play, &this->collider, &this->actor, &sColCylInit); + Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit); EnHy_InitCollider(this); CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, sModelInfo[ENHY_GET_TYPE(&this->actor)].animInfoIndex); diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c index a0533d4569..582455f17e 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -228,7 +228,7 @@ void EnIk_InitImpl(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->bodyCollider); Collider_SetCylinder(play, &this->bodyCollider, thisx, &sCylinderInit); Collider_InitTris(play, &this->shieldCollider); - Collider_SetTris(play, &this->shieldCollider, thisx, &sTrisInit, this->shieldColliderItems); + Collider_SetTris(play, &this->shieldCollider, thisx, &sTrisInit, this->shieldColliderElements); Collider_InitQuad(play, &this->axeCollider); Collider_SetQuad(play, &this->axeCollider, thisx, &sQuadInit); diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.h b/src/overlays/actors/ovl_En_Ik/z_en_ik.h index a0ecd34d0f..9b4c16d7b9 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.h +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.h @@ -109,7 +109,7 @@ typedef struct EnIk { /* 0x0320 */ ColliderCylinder bodyCollider; /* 0x036C */ ColliderQuad axeCollider; /* 0x03EC */ ColliderTris shieldCollider; - /* 0x040C */ ColliderTrisElement shieldColliderItems[2]; + /* 0x040C */ ColliderTrisElement shieldColliderElements[2]; /* 0x04C4 */ s32 blureIdx; /* 0x04C8 */ s32 csAction; /* 0x04CC */ s32 csDrawMode; diff --git a/src/overlays/actors/ovl_En_Insect/z_en_insect.c b/src/overlays/actors/ovl_En_Insect/z_en_insect.c index bc3640c4ac..16a4b5abf1 100644 --- a/src/overlays/actors/ovl_En_Insect/z_en_insect.c +++ b/src/overlays/actors/ovl_En_Insect/z_en_insect.c @@ -83,7 +83,7 @@ static ColliderJntSphElementInit sColliderElementsInit[1] = { }, }; -static ColliderJntSphInit sColliderInit = { +static ColliderJntSphInit sColliderJntSphInit = { { COL_MATERIAL_NONE, AT_NONE, @@ -206,7 +206,7 @@ void EnInsect_Init(Actor* thisx, PlayState* play2) { SkelAnime_Init(play, &this->skelAnime, &gBugSkel, &gBugCrawlAnim, this->jointTable, this->morphTable, 24); Collider_InitJntSph(play, &this->collider); - Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderInit, this->colliderElements); + Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderElements); this->actor.colChkInfo.mass = 30; diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index 485052002e..a69a25f0d5 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -126,7 +126,7 @@ static ColliderCylinderInit sBodyColliderInit = { { 20, 70, 0, { 0, 0, 0 } }, }; -static ColliderTrisElementInit sFrontShieldingTrisInit[2] = { +static ColliderTrisElementInit sFrontShieldingTrisElementsInit[2] = { { { ELEM_MATERIAL_UNK2, @@ -151,7 +151,7 @@ static ColliderTrisElementInit sFrontShieldingTrisInit[2] = { }, }; -static ColliderTrisInit sFrontShieldingInit = { +static ColliderTrisInit sFrontShieldingTrisInit = { { COL_MATERIAL_METAL, AT_NONE, @@ -161,10 +161,10 @@ static ColliderTrisInit sFrontShieldingInit = { COLSHAPE_TRIS, }, 2, - sFrontShieldingTrisInit, + sFrontShieldingTrisElementsInit, }; -static ColliderQuadInit sAttackColliderInit = { +static ColliderQuadInit sAttackColliderQuadInit = { { COL_MATERIAL_NONE, AT_ON | AT_TYPE_ENEMY, @@ -284,10 +284,11 @@ void EnMb_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.damageTable = &sSpearMoblinDamageTable; Collider_InitCylinder(play, &this->bodyCollider); Collider_SetCylinder(play, &this->bodyCollider, &this->actor, &sBodyColliderInit); - Collider_InitTris(play, &this->frontShielding); - Collider_SetTris(play, &this->frontShielding, &this->actor, &sFrontShieldingInit, this->frontShieldingTris); + Collider_InitTris(play, &this->frontShieldingCollider); + Collider_SetTris(play, &this->frontShieldingCollider, &this->actor, &sFrontShieldingTrisInit, + this->frontShieldingColliderElements); Collider_InitQuad(play, &this->attackCollider); - Collider_SetQuad(play, &this->attackCollider, &this->actor, &sAttackColliderInit); + Collider_SetQuad(play, &this->attackCollider, &this->actor, &sAttackColliderQuadInit); switch (this->actor.params) { case ENMB_TYPE_SPEAR_GUARD: @@ -349,7 +350,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) { void EnMb_Destroy(Actor* thisx, PlayState* play) { EnMb* this = (EnMb*)thisx; - Collider_DestroyTris(play, &this->frontShielding); + Collider_DestroyTris(play, &this->frontShieldingCollider); Collider_DestroyCylinder(play, &this->bodyCollider); Collider_DestroyQuad(play, &this->attackCollider); } @@ -1434,8 +1435,8 @@ void EnMb_ClubUpdateAttackCollider(Actor* thisx, PlayState* play) { void EnMb_CheckColliding(EnMb* this, PlayState* play) { Player* player = GET_PLAYER(play); - if (this->frontShielding.base.acFlags & AC_HIT) { - this->frontShielding.base.acFlags &= ~(AC_HIT | AC_BOUNCED); + if (this->frontShieldingCollider.base.acFlags & AC_HIT) { + this->frontShieldingCollider.base.acFlags &= ~(AC_HIT | AC_BOUNCED); this->bodyCollider.base.acFlags &= ~AC_HIT; } else if ((this->bodyCollider.base.acFlags & AC_HIT) && this->state >= ENMB_STATE_STUNNED) { this->bodyCollider.base.acFlags &= ~AC_HIT; @@ -1502,7 +1503,7 @@ void EnMb_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); } if (this->state >= ENMB_STATE_IDLE) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->frontShielding.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->frontShieldingCollider.base); } if (this->attack > ENMB_ATTACK_NONE) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->attackCollider.base); @@ -1601,9 +1602,9 @@ void EnMb_Draw(Actor* thisx, PlayState* play) { Matrix_MultVec3f(&frontShieldingTriModel0[i], &frontShieldingTri0[i]); Matrix_MultVec3f(&frontShieldingTriModel1[i], &frontShieldingTri1[i]); } - Collider_SetTrisVertices(&this->frontShielding, 0, &frontShieldingTri0[0], &frontShieldingTri0[1], + Collider_SetTrisVertices(&this->frontShieldingCollider, 0, &frontShieldingTri0[0], &frontShieldingTri0[1], &frontShieldingTri0[2]); - Collider_SetTrisVertices(&this->frontShielding, 1, &frontShieldingTri1[0], &frontShieldingTri1[1], + Collider_SetTrisVertices(&this->frontShieldingCollider, 1, &frontShieldingTri1[0], &frontShieldingTri1[1], &frontShieldingTri1[2]); } diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.h b/src/overlays/actors/ovl_En_Mb/z_en_mb.h index 8c3ddc6029..776e7421e0 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.h +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.h @@ -46,8 +46,8 @@ typedef struct EnMb { /* 0x0364 */ f32 playerDetectionRange; /* 0x0368 */ ColliderCylinder bodyCollider; /* 0x03B4 */ ColliderQuad attackCollider; // for attacking the player - /* 0x0434 */ ColliderTris frontShielding; // Moblins don't have shields, but this acts as one - /* 0x0454 */ ColliderTrisElement frontShieldingTris[2]; + /* 0x0434 */ ColliderTris frontShieldingCollider; // Moblins don't have shields, but this acts as one + /* 0x0454 */ ColliderTrisElement frontShieldingColliderElements[2]; } EnMb; // size = 0x050C #endif diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c index d7f4537512..5423fad2d2 100644 --- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c +++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c @@ -64,7 +64,7 @@ static ColliderJntSphElementInit sJntSphElementsInit[1] = { }, }; -static ColliderJntSphInit sColliderInit = { +static ColliderJntSphInit sColliderJntSphInit = { { COL_MATERIAL_NONE, AT_ON | AT_TYPE_ENEMY, @@ -125,7 +125,7 @@ void EnNy_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.damageTable = &sDamageTable; this->actor.colChkInfo.health = 2; Collider_InitJntSph(play, &this->collider); - Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderInit, this->colliderElements); + Collider_SetJntSph(play, &this->collider, &this->actor, &sColliderJntSphInit, this->colliderElements); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f); this->unk_1CA = 0; this->unk_1D0 = 0; diff --git a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c index 282d6249f1..8110c00f3e 100644 --- a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c +++ b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c @@ -43,7 +43,7 @@ ActorProfile En_Po_Desert_Profile = { /**/ EnPoDesert_Draw, }; -static ColliderCylinderInit sColliderInit = { +static ColliderCylinderInit sColliderCylinderInit = { { COL_MATERIAL_HIT3, AT_NONE, @@ -76,7 +76,7 @@ void EnPoDesert_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); SkelAnime_Init(play, &this->skelAnime, &gPoeFieldSkel, &gPoeFieldFloatAnim, this->jointTable, this->morphTable, 10); Collider_InitCylinder(play, &this->collider); - Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderInit); + Collider_SetCylinder(play, &this->collider, &this->actor, &sColliderCylinderInit); this->lightColor.r = 255; this->lightColor.g = 255; this->lightColor.b = 210; diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index 43a59dce46..95abf52374 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -510,16 +510,16 @@ s32 EnSsh_CheckHitFront(EnSsh* this) { } s32 EnSsh_CheckHitBack(EnSsh* this, PlayState* play) { - ColliderCylinder* cyl = &this->colliderCylinders[0]; + ColliderCylinder* collider = &this->colliderCylinders[0]; s32 hit = false; - if (cyl->base.acFlags & AC_HIT) { - cyl->base.acFlags &= ~AC_HIT; + if (collider->base.acFlags & AC_HIT) { + collider->base.acFlags &= ~AC_HIT; hit = true; } - cyl = &this->colliderCylinders[1]; - if (cyl->base.acFlags & AC_HIT) { - cyl->base.acFlags &= ~AC_HIT; + collider = &this->colliderCylinders[1]; + if (collider->base.acFlags & AC_HIT) { + collider->base.acFlags &= ~AC_HIT; hit = true; } if (!hit) { diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index 7f8bf6497a..d0e8f79ecc 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -439,21 +439,21 @@ s32 EnSt_CheckHitFrontside(EnSt* this) { } s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) { - ColliderCylinder* cyl = &this->colliderCylinders[0]; + ColliderCylinder* collider = &this->colliderCylinders[0]; s32 flags = 0; // damage flags from colliders 0 and 1 s32 hit = false; - if (cyl->base.acFlags & AC_HIT) { - cyl->base.acFlags &= ~AC_HIT; + if (collider->base.acFlags & AC_HIT) { + collider->base.acFlags &= ~AC_HIT; hit = true; - flags |= cyl->elem.acHitElem->atDmgInfo.dmgFlags; + flags |= collider->elem.acHitElem->atDmgInfo.dmgFlags; } - cyl = &this->colliderCylinders[1]; - if (cyl->base.acFlags & AC_HIT) { - cyl->base.acFlags &= ~AC_HIT; + collider = &this->colliderCylinders[1]; + if (collider->base.acFlags & AC_HIT) { + collider->base.acFlags &= ~AC_HIT; hit = true; - flags |= cyl->elem.acHitElem->atDmgInfo.dmgFlags; + flags |= collider->elem.acHitElem->atDmgInfo.dmgFlags; } if (!hit) { diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c index 61628f342c..17a18d8a6a 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.c +++ b/src/overlays/actors/ovl_En_Test/z_en_test.c @@ -192,7 +192,7 @@ static ColliderCylinderInit sShieldColliderInit = { { 20, 70, -50, { 0, 0, 0 } }, }; -static ColliderQuadInit sSwordColliderInit = { +static ColliderQuadInit sSwordColliderQuadInit = { { COL_MATERIAL_NONE, AT_ON | AT_TYPE_ENEMY, @@ -294,7 +294,7 @@ void EnTest_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->shieldCollider, &this->actor, &sShieldColliderInit); Collider_InitQuad(play, &this->swordCollider); - Collider_SetQuad(play, &this->swordCollider, &this->actor, &sSwordColliderInit); + Collider_SetQuad(play, &this->swordCollider, &this->actor, &sSwordColliderQuadInit); this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 10;