diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2024-10-12 17:31:16 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-10-12 17:31:16 -0700 |
| commit | 3472e79caa697ba2b915850171f97f9515aec6b2 (patch) | |
| tree | e187f6b6a3b64508057c4a1945086b5ceb1728b1 /src/code/z_actor.c | |
| parent | 0514d963d9fcf16cc77f39880445db5271766b3d (diff) | |
Colliders Sync JntSphere (#1700)
* JntSphere
* Format
* PR review
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 19 |
1 files changed, 9 insertions, 10 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 428404ae7..ae7a0b1ac 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -4723,17 +4723,17 @@ void Actor_SetDropFlag(Actor* actor, ColliderElement* elem) { } } -void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSphere) { +void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph) { s32 i; - ColliderJntSphElement* jntElement; + ColliderJntSphElement* jntSphElem; ColliderElement* acHitElem; s32 flag; actor->dropFlag = DROPFLAG_NONE; - for (i = jntSphere->count - 1; i >= 0; i--) { - jntElement = &jntSphere->elements[i]; - acHitElem = jntElement->info.acHitElem; + for (i = jntSph->count - 1; i >= 0; i--) { + jntSphElem = &jntSph->elements[i]; + acHitElem = jntSphElem->base.acHitElem; if (acHitElem == NULL) { flag = DROPFLAG_NONE; @@ -4806,12 +4806,11 @@ void func_800BE568(Actor* actor, ColliderSphere* collider) { } } -void func_800BE5CC(Actor* actor, ColliderJntSph* collider, s32 colliderIndex) { - if (collider->elements[colliderIndex].info.acHitElem->toucher.dmgFlags & - (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) { - actor->world.rot.y = collider->base.ac->shape.rot.y; +void func_800BE5CC(Actor* actor, ColliderJntSph* jntSph, s32 elemIndex) { + if (jntSph->elements[elemIndex].base.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) { + actor->world.rot.y = jntSph->base.ac->shape.rot.y; } else { - actor->world.rot.y = Actor_WorldYawTowardActor(collider->base.ac, actor); + actor->world.rot.y = Actor_WorldYawTowardActor(jntSph->base.ac, actor); } } |
