Sync Colliders Final (#1718)

* ElementDamageInfoAT

* ElementDamageInfoAC

* colMaterial

* elemMaterial
This commit is contained in:
Derek Hensley
2024-10-18 05:54:54 -07:00
committed by GitHub
parent 001c6f0bff
commit 784c1724ff
329 changed files with 3222 additions and 3205 deletions
+7 -7
View File
@@ -4725,11 +4725,11 @@ void Actor_SetDropFlag(Actor* actor, ColliderElement* elem) {
if (acHitElem == NULL) {
actor->dropFlag = DROPFLAG_NONE;
} else if (acHitElem->toucher.dmgFlags & DMG_FIRE_ARROW) {
} else if (acHitElem->atDmgInfo.dmgFlags & DMG_FIRE_ARROW) {
actor->dropFlag = DROPFLAG_1;
} else if (acHitElem->toucher.dmgFlags & DMG_ICE_ARROW) {
} else if (acHitElem->atDmgInfo.dmgFlags & DMG_ICE_ARROW) {
actor->dropFlag = DROPFLAG_2;
} else if (acHitElem->toucher.dmgFlags & DMG_LIGHT_ARROW) {
} else if (acHitElem->atDmgInfo.dmgFlags & DMG_LIGHT_ARROW) {
actor->dropFlag = DROPFLAG_20;
} else {
actor->dropFlag = DROPFLAG_NONE;
@@ -4751,7 +4751,7 @@ void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph) {
if (acHitElem == NULL) {
flag = DROPFLAG_NONE;
} else {
s32 dmgFlags = acHitElem->toucher.dmgFlags;
s32 dmgFlags = acHitElem->atDmgInfo.dmgFlags;
if (dmgFlags & DMG_FIRE_ARROW) {
flag = DROPFLAG_1;
@@ -4804,7 +4804,7 @@ void func_800BE3D0(Actor* actor, s16 angle, Vec3s* arg2) {
void func_800BE504(Actor* actor, ColliderCylinder* cyl) {
// Checks if was hit by either DMG_NORMAL_ARROW, DMG_FIRE_ARROW, DMG_ICE_ARROW, DMG_LIGHT_ARROW or DMG_DEKU_BUBBLE
if ((cyl->elem.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20))) {
if ((cyl->elem.acHitElem->atDmgInfo.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20))) {
actor->world.rot.y = cyl->base.ac->shape.rot.y;
} else {
actor->world.rot.y = Actor_WorldYawTowardActor(cyl->base.ac, actor);
@@ -4812,7 +4812,7 @@ void func_800BE504(Actor* actor, ColliderCylinder* cyl) {
}
void func_800BE568(Actor* actor, ColliderSphere* sph) {
if (sph->elem.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
if (sph->elem.acHitElem->atDmgInfo.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
actor->world.rot.y = sph->base.ac->shape.rot.y;
} else {
actor->world.rot.y = Actor_WorldYawTowardActor(sph->base.ac, actor);
@@ -4820,7 +4820,7 @@ void func_800BE568(Actor* actor, ColliderSphere* sph) {
}
void func_800BE5CC(Actor* actor, ColliderJntSph* jntSph, s32 elemIndex) {
if (jntSph->elements[elemIndex].base.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
if (jntSph->elements[elemIndex].base.acHitElem->atDmgInfo.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
actor->world.rot.y = jntSph->base.ac->shape.rot.y;
} else {
actor->world.rot.y = Actor_WorldYawTowardActor(jntSph->base.ac, actor);