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authorfig02 <fig02srl@gmail.com>2021-01-18 16:04:04 -0500
committerGitHub <noreply@github.com>2021-01-18 16:04:04 -0500
commit00a5edea71a605e7bdad78892b2863000e53624e (patch)
tree8750e088e82191ddda97b566e2dc28d9d999a3a6 /src/code/z_collision_check.c
parent20206fba0d1c404c7493c470a0526a5e50cc1576 (diff)
Actor Struct Changes (and a few related things) (#617)
* reformat header * type -> category * done for now i think * some more stuff * first -> head * focus * flag comment * ground -> floor * remove asm, name wrapper funcs * name func, format * review * targetPriority, format * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "0305ec2c2" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "0305ec2c2" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * comment * review * feet flags * horse shadow
Diffstat (limited to 'src/code/z_collision_check.c')
-rw-r--r--src/code/z_collision_check.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index be884c444..30f71cda2 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -1632,7 +1632,7 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
*/
s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
- if (at->actor != NULL && at->actor->type == ACTORTYPE_PLAYER) {
+ if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
if (acInfo->elemType == ELEMTYPE_UNK0) {
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
@@ -2962,8 +2962,8 @@ void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
*/
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init) {
info->health = init->health;
- info->unk_10 = init->unk_02;
- info->unk_12 = init->unk_04;
+ info->cylRadius = init->cylRadius;
+ info->cylHeight = init->cylHeight;
info->mass = init->mass;
}
@@ -2973,8 +2973,8 @@ void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionChec
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init) {
info->health = init->health;
info->damageTable = damageTable;
- info->unk_10 = init->unk_02;
- info->unk_12 = init->unk_04;
+ info->cylRadius = init->cylRadius;
+ info->cylHeight = init->cylHeight;
info->mass = init->mass;
}
@@ -2984,9 +2984,9 @@ void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable,
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init) {
info->health = init->health;
info->damageTable = damageTable;
- info->unk_10 = init->unk_02;
- info->unk_12 = init->unk_04;
- info->unk_14 = init->unk_06;
+ info->cylRadius = init->cylRadius;
+ info->cylHeight = init->cylHeight;
+ info->cylYShift = init->cylYShift;
info->mass = init->mass;
}
@@ -3218,9 +3218,9 @@ s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext*
* Moves the ColliderCylinder's position to the actor's position
*/
void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider) {
- collider->dim.pos.x = actor->posRot.pos.x;
- collider->dim.pos.y = actor->posRot.pos.y;
- collider->dim.pos.z = actor->posRot.pos.z;
+ collider->dim.pos.x = actor->world.pos.x;
+ collider->dim.pos.y = actor->world.pos.y;
+ collider->dim.pos.z = actor->world.pos.z;
}
/**