Colliders: colType -> colMaterial (#2186)

* colType -> colMaterial

* fixups
This commit is contained in:
Dragorn421
2024-09-12 03:18:46 +02:00
committed by GitHub
parent 64570e871f
commit f193311013
249 changed files with 448 additions and 448 deletions
+20 -20
View File
@@ -17,23 +17,6 @@ struct PlayState;
* Bases for all shapes of colliders
*/
typedef enum ColliderType {
/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
/* 1 */ COLTYPE_HIT1, // No blood, dust hitmark
/* 2 */ COLTYPE_HIT2, // Green blood, dust hitmark
/* 3 */ COLTYPE_HIT3, // No blood, white hitmark
/* 4 */ COLTYPE_HIT4, // Water burst, no hitmark
/* 5 */ COLTYPE_HIT5, // No blood, red hitmark
/* 6 */ COLTYPE_HIT6, // Green blood, white hitmark
/* 7 */ COLTYPE_HIT7, // Red blood, white hitmark
/* 8 */ COLTYPE_HIT8, // Blue blood, red hitmark
/* 9 */ COLTYPE_METAL,
/* 10 */ COLTYPE_NONE,
/* 11 */ COLTYPE_WOOD,
/* 12 */ COLTYPE_HARD,
/* 13 */ COLTYPE_TREE
} ColliderType;
typedef enum ColliderShape {
/* 0 */ COLSHAPE_JNTSPH,
/* 1 */ COLSHAPE_CYLINDER,
@@ -42,6 +25,23 @@ typedef enum ColliderShape {
/* 4 */ COLSHAPE_MAX
} ColliderShape;
typedef enum ColliderMaterial {
/* 0 */ COL_MATERIAL_HIT0, // Blue blood, white hitmark
/* 1 */ COL_MATERIAL_HIT1, // No blood, dust hitmark
/* 2 */ COL_MATERIAL_HIT2, // Green blood, dust hitmark
/* 3 */ COL_MATERIAL_HIT3, // No blood, white hitmark
/* 4 */ COL_MATERIAL_HIT4, // Water burst, no hitmark
/* 5 */ COL_MATERIAL_HIT5, // No blood, red hitmark
/* 6 */ COL_MATERIAL_HIT6, // Green blood, white hitmark
/* 7 */ COL_MATERIAL_HIT7, // Red blood, white hitmark
/* 8 */ COL_MATERIAL_HIT8, // Blue blood, red hitmark
/* 9 */ COL_MATERIAL_METAL,
/* 10 */ COL_MATERIAL_NONE,
/* 11 */ COL_MATERIAL_WOOD,
/* 12 */ COL_MATERIAL_HARD,
/* 13 */ COL_MATERIAL_TREE
} ColliderMaterial;
typedef struct Collider {
/* 0x00 */ struct Actor* actor; // Attached actor
/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
@@ -51,12 +51,12 @@ typedef struct Collider {
/* 0x11 */ u8 acFlags;
/* 0x12 */ u8 ocFlags1;
/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
/* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
/* 0x14 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
/* 0x15 */ u8 shape; // See `ColliderShape` enum
} Collider; // size = 0x18
typedef struct ColliderInit {
/* 0x00 */ u8 colType;
/* 0x00 */ u8 colMaterial;
/* 0x01 */ u8 atFlags;
/* 0x02 */ u8 acFlags;
/* 0x03 */ u8 ocFlags1;
@@ -65,7 +65,7 @@ typedef struct ColliderInit {
} ColliderInit; // size = 0x06
typedef struct ColliderInitType1 {
/* 0x00 */ u8 colType;
/* 0x00 */ u8 colMaterial;
/* 0x01 */ u8 atFlags;
/* 0x02 */ u8 acFlags;
/* 0x03 */ u8 ocFlags1;