diff options
| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2024-09-17 00:11:01 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-16 18:11:01 -0400 |
| commit | 48780cd2b1d9a0f4f274ee1a0f91be2c98e80657 (patch) | |
| tree | f167bed4e11f641b3924d6c9f59ca7780233d488 /src/code | |
| parent | 8f0e2fc29c6050b1eb48623a2ce90eeaa1f2fecc (diff) | |
Colliders: elemType -> elemMaterial (#2189)
* elemType -> elemMaterial
* format
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_collision_check.c | 27 | ||||
| -rw-r--r-- | src/code/z_en_a_keep.c | 2 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 2 |
3 files changed, 18 insertions, 13 deletions
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 922b7e052..1f6bb36cd 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -189,11 +189,16 @@ s32 Collider_SetElementDamageInfoAC(PlayState* play, ColliderElementDamageInfoAC s32 Collider_InitElement(PlayState* play, ColliderElement* elem) { static ColliderElement init = { - { 0, 0, 0 }, { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } }, - ELEMTYPE_UNK0, ATELEM_NONE, - ACELEM_NONE, OCELEM_NONE, - NULL, NULL, - NULL, NULL, + { 0, 0, 0 }, + { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } }, + ELEM_MATERIAL_UNK0, + ATELEM_NONE, + ACELEM_NONE, + OCELEM_NONE, + NULL, + NULL, + NULL, + NULL, }; *elem = init; @@ -209,7 +214,7 @@ s32 Collider_DestroyElement(PlayState* play, ColliderElement* elem) { } s32 Collider_SetElement(PlayState* play, ColliderElement* elem, ColliderElementInit* elemInit) { - elem->elemType = elemInit->elemType; + elem->elemMaterial = elemInit->elemMaterial; Collider_SetElementDamageInfoAT(play, &elem->atDmgInfo, &elemInit->atDmgInfo); Collider_SetElementDamageInfoAC(play, &elem->acDmgInfo, &elemInit->acDmgInfo); elem->atElemFlags = elemInit->atElemFlags; @@ -1584,20 +1589,20 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c } /** - * Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType. + * Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemMaterial. */ s32 CollisionCheck_SwordHitAudio(Collider* atCol, ColliderElement* acElem) { if (atCol->actor != NULL && atCol->actor->category == ACTORCAT_PLAYER) { - if (acElem->elemType == ELEMTYPE_UNK0) { + if (acElem->elemMaterial == ELEM_MATERIAL_UNK0) { Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - } else if (acElem->elemType == ELEMTYPE_UNK1) { + } else if (acElem->elemMaterial == ELEM_MATERIAL_UNK1) { Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - } else if (acElem->elemType == ELEMTYPE_UNK2) { + } else if (acElem->elemMaterial == ELEM_MATERIAL_UNK2) { Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - } else if (acElem->elemType == ELEMTYPE_UNK3) { + } else if (acElem->elemMaterial == ELEM_MATERIAL_UNK3) { Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); } diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index bfa7c383c..c90a7eb3b 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -42,7 +42,7 @@ static ColliderCylinderInit sCylinderInit = { COLSHAPE_CYLINDER, }, { - ELEMTYPE_UNK2, + ELEM_MATERIAL_UNK2, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, ATELEM_NONE, diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 22aefff8b..74b05cf06 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -42,7 +42,7 @@ static ColliderCylinderInit sCylinderInit = { COLSHAPE_CYLINDER, }, { - ELEMTYPE_UNK0, + ELEM_MATERIAL_UNK0, { 0x00000000, 0x00, 0x00 }, { 0x00000010, 0x00, 0x00 }, ATELEM_NONE | ATELEM_SFX_NORMAL, |
