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https://github.com/zeldaret/oot
synced 2026-05-23 06:54:24 -04:00
Colliders: colType -> colMaterial (#2186)
* colType -> colMaterial * fixups
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@@ -17,23 +17,6 @@ struct PlayState;
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* Bases for all shapes of colliders
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*/
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typedef enum ColliderType {
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/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
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/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
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/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
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/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
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/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
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/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
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/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
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/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
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/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
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/* 9 */ COLTYPE_METAL,
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/* 10 */ COLTYPE_NONE,
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/* 11 */ COLTYPE_WOOD,
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/* 12 */ COLTYPE_HARD,
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/* 13 */ COLTYPE_TREE
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} ColliderType;
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typedef enum ColliderShape {
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/* 0 */ COLSHAPE_JNTSPH,
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/* 1 */ COLSHAPE_CYLINDER,
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@@ -42,6 +25,23 @@ typedef enum ColliderShape {
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/* 4 */ COLSHAPE_MAX
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} ColliderShape;
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typedef enum ColliderMaterial {
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/* 0 */ COL_MATERIAL_HIT0, // Blue blood, white hitmark
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/* 1 */ COL_MATERIAL_HIT1, // No blood, dust hitmark
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/* 2 */ COL_MATERIAL_HIT2, // Green blood, dust hitmark
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/* 3 */ COL_MATERIAL_HIT3, // No blood, white hitmark
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/* 4 */ COL_MATERIAL_HIT4, // Water burst, no hitmark
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/* 5 */ COL_MATERIAL_HIT5, // No blood, red hitmark
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/* 6 */ COL_MATERIAL_HIT6, // Green blood, white hitmark
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/* 7 */ COL_MATERIAL_HIT7, // Red blood, white hitmark
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/* 8 */ COL_MATERIAL_HIT8, // Blue blood, red hitmark
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/* 9 */ COL_MATERIAL_METAL,
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/* 10 */ COL_MATERIAL_NONE,
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/* 11 */ COL_MATERIAL_WOOD,
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/* 12 */ COL_MATERIAL_HARD,
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/* 13 */ COL_MATERIAL_TREE
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} ColliderMaterial;
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typedef struct Collider {
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/* 0x00 */ struct Actor* actor; // Attached actor
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/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
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@@ -51,12 +51,12 @@ typedef struct Collider {
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/* 0x11 */ u8 acFlags;
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/* 0x12 */ u8 ocFlags1;
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
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/* 0x14 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
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/* 0x15 */ u8 shape; // See `ColliderShape` enum
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} Collider; // size = 0x18
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typedef struct ColliderInit {
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/* 0x00 */ u8 colType;
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/* 0x00 */ u8 colMaterial;
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/* 0x01 */ u8 atFlags;
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/* 0x02 */ u8 acFlags;
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/* 0x03 */ u8 ocFlags1;
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@@ -65,7 +65,7 @@ typedef struct ColliderInit {
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} ColliderInit; // size = 0x06
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typedef struct ColliderInitType1 {
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/* 0x00 */ u8 colType;
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/* 0x00 */ u8 colMaterial;
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/* 0x01 */ u8 atFlags;
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/* 0x02 */ u8 acFlags;
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/* 0x03 */ u8 ocFlags1;
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