diff --git a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c index d202bd9abd1..7153161f348 100644 --- a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c +++ b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c @@ -140,12 +140,12 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) { return; } - Collider_InitCylinder(play, &this->colliderMain); - Collider_InitCylinder(play, &this->colliderLeft); - Collider_InitCylinder(play, &this->colliderRight); - Collider_SetCylinder(play, &this->colliderMain, &this->dyna.actor, &sColCylinderInitMain); - Collider_SetCylinder(play, &this->colliderLeft, &this->dyna.actor, &sColCylinderInitLeftRight); - Collider_SetCylinder(play, &this->colliderRight, &this->dyna.actor, &sColCylinderInitLeftRight); + Collider_InitCylinder(play, &this->mainCollider); + Collider_InitCylinder(play, &this->leftCollider); + Collider_InitCylinder(play, &this->rightCollider); + Collider_SetCylinder(play, &this->mainCollider, &this->dyna.actor, &sColCylinderInitMain); + Collider_SetCylinder(play, &this->leftCollider, &this->dyna.actor, &sColCylinderInitLeftRight); + Collider_SetCylinder(play, &this->rightCollider, &this->dyna.actor, &sColCylinderInitLeftRight); BgDodoago_SetupAction(this, BgDodoago_WaitExplosives); sDisableBombCatcher = false; @@ -155,13 +155,13 @@ void BgDodoago_Destroy(Actor* thisx, PlayState* play) { BgDodoago* this = (BgDodoago*)thisx; DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); - Collider_DestroyCylinder(play, &this->colliderMain); - Collider_DestroyCylinder(play, &this->colliderLeft); - Collider_DestroyCylinder(play, &this->colliderRight); + Collider_DestroyCylinder(play, &this->mainCollider); + Collider_DestroyCylinder(play, &this->leftCollider); + Collider_DestroyCylinder(play, &this->rightCollider); } void BgDodoago_WaitExplosives(BgDodoago* this, PlayState* play) { - Actor* explosive = Actor_GetCollidedExplosive(play, &this->colliderMain.base); + Actor* explosive = Actor_GetCollidedExplosive(play, &this->mainCollider.base); if (explosive != NULL) { this->state = @@ -198,21 +198,21 @@ void BgDodoago_WaitExplosives(BgDodoago* this, PlayState* play) { sTimer = 50; } } else if (Flags_GetEventChkInf(EVENTCHKINF_B0)) { - Collider_UpdateCylinder(&this->dyna.actor, &this->colliderMain); - Collider_UpdateCylinder(&this->dyna.actor, &this->colliderLeft); - Collider_UpdateCylinder(&this->dyna.actor, &this->colliderRight); + Collider_UpdateCylinder(&this->dyna.actor, &this->mainCollider); + Collider_UpdateCylinder(&this->dyna.actor, &this->leftCollider); + Collider_UpdateCylinder(&this->dyna.actor, &this->rightCollider); - this->colliderMain.dim.pos.z += 200; + this->mainCollider.dim.pos.z += 200; - this->colliderLeft.dim.pos.z += 215; - this->colliderLeft.dim.pos.x += 90; + this->leftCollider.dim.pos.z += 215; + this->leftCollider.dim.pos.x += 90; - this->colliderRight.dim.pos.z += 215; - this->colliderRight.dim.pos.x -= 90; + this->rightCollider.dim.pos.z += 215; + this->rightCollider.dim.pos.x -= 90; - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderMain.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderLeft.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderRight.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->mainCollider.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->leftCollider.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->rightCollider.base); } } @@ -290,15 +290,15 @@ void BgDodoago_Update(Actor* thisx, PlayState* play) { if (this->dyna.actor.parent == NULL) { // this is a "bomb catcher", it kills the XZ speed and sets the timer for bombs that are dropped through the // holes in the bridge above the skull - if ((this->colliderLeft.base.ocFlags1 & OC1_HIT) || (this->colliderRight.base.ocFlags1 & OC1_HIT)) { + if ((this->leftCollider.base.ocFlags1 & OC1_HIT) || (this->rightCollider.base.ocFlags1 & OC1_HIT)) { - if (this->colliderLeft.base.ocFlags1 & OC1_HIT) { - actor = this->colliderLeft.base.oc; + if (this->leftCollider.base.ocFlags1 & OC1_HIT) { + actor = this->leftCollider.base.oc; } else { - actor = this->colliderRight.base.oc; + actor = this->rightCollider.base.oc; } - this->colliderLeft.base.ocFlags1 &= ~OC1_HIT; - this->colliderRight.base.ocFlags1 &= ~OC1_HIT; + this->leftCollider.base.ocFlags1 &= ~OC1_HIT; + this->rightCollider.base.ocFlags1 &= ~OC1_HIT; if (actor->category == ACTORCAT_EXPLOSIVE && actor->id == ACTOR_EN_BOM && actor->params == 0) { bomb = (EnBom*)actor; diff --git a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h index c767ed50036..9f361a3ccb2 100644 --- a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h +++ b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h @@ -16,9 +16,9 @@ typedef void (*BgDodoagoActionFunc)(struct BgDodoago*, struct PlayState*); typedef struct BgDodoago { /* 0x0000 */ DynaPolyActor dyna; /* 0x0164 */ s16 state; // BgDodoagoEye or a timer-like value - /* 0x0168 */ ColliderCylinder colliderMain; // Used to detect explosions for lighting the eyes - /* 0x01B4 */ ColliderCylinder colliderLeft; // OC-colliding bombs have their xz speed cleared and timer set - /* 0x0200 */ ColliderCylinder colliderRight; // same as colliderLeft + /* 0x0168 */ ColliderCylinder mainCollider; // Used to detect explosions for lighting the eyes + /* 0x01B4 */ ColliderCylinder leftCollider; // OC-colliding bombs have their xz speed cleared and timer set + /* 0x0200 */ ColliderCylinder rightCollider; // same as colliderLeft /* 0x024C */ BgDodoagoActionFunc actionFunc; } BgDodoago; // size = 0x0250 diff --git a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c index ce4da2a2ea9..f11973a86fc 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c +++ b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c @@ -155,12 +155,12 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) { Collider_InitTris(play, colliderScythe); Collider_SetTris(play, colliderScythe, thisx, &sTrisInit, this->colliderScytheItems); - Collider_InitCylinder(play, &this->colliderScytheCenter); - Collider_SetCylinder(play, &this->colliderScytheCenter, thisx, &sCylinderInit); + Collider_InitCylinder(play, &this->scytheCenterCollider); + Collider_SetCylinder(play, &this->scytheCenterCollider, thisx, &sCylinderInit); - this->colliderScytheCenter.dim.pos.x = thisx->world.pos.x; - this->colliderScytheCenter.dim.pos.y = thisx->world.pos.y; - this->colliderScytheCenter.dim.pos.z = thisx->world.pos.z; + this->scytheCenterCollider.dim.pos.x = thisx->world.pos.x; + this->scytheCenterCollider.dim.pos.y = thisx->world.pos.y; + this->scytheCenterCollider.dim.pos.z = thisx->world.pos.z; CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit); @@ -181,8 +181,8 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) { thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } else { this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_ICE_OBJECTS); - this->colliderScytheCenter.dim.radius = 30; - this->colliderScytheCenter.dim.height = 70; + this->scytheCenterCollider.dim.radius = 30; + this->scytheCenterCollider.dim.height = 70; Actor_SetFocus(thisx, 40.0f); } @@ -200,7 +200,7 @@ void BgHakaSgami_Destroy(Actor* thisx, PlayState* play) { Effect_Delete(play, this->blureEffectIndex[0]); Effect_Delete(play, this->blureEffectIndex[1]); Collider_DestroyTris(play, &this->colliderScythe); - Collider_DestroyCylinder(play, &this->colliderScytheCenter); + Collider_DestroyCylinder(play, &this->scytheCenterCollider); } void BgHakaSgami_SetupSpin(BgHakaSgami* this, PlayState* play) { @@ -289,7 +289,7 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) { } CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderScythe.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderScytheCenter.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->scytheCenterCollider.base); Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG); } diff --git a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h index 2bbcd2dc0d0..53c0b634001 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h +++ b/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h @@ -15,7 +15,7 @@ typedef struct BgHakaSgami { /* 0x0151 */ s8 unk_151; /* 0x0152 */ s16 timer; /* 0x0154 */ s32 blureEffectIndex[2]; - /* 0x015C */ ColliderCylinder colliderScytheCenter; + /* 0x015C */ ColliderCylinder scytheCenterCollider; /* 0x01A8 */ ColliderTris colliderScythe; /* 0x01C8 */ ColliderTrisElement colliderScytheItems[4]; } BgHakaSgami; // size = 0x0338 diff --git a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c index e953b653c18..3ecb0cb2f8c 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c +++ b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c @@ -89,13 +89,13 @@ static InitChainEntry sInitChain[] = { static CollisionHeader* sCollisionHeaders[] = { &gPillarCol, &gThroneCol }; void BgJyaIronobj_InitCylinder(BgJyaIronobj* this, PlayState* play) { - ColliderCylinder* colCylinder = &this->colCylinder; + ColliderCylinder* colCylinder = &this->colliderCylinder; Collider_InitCylinder(play, colCylinder); Collider_SetCylinder(play, colCylinder, &this->dyna.actor, &sCylinderInit); if (PARAMS_GET_U(this->dyna.actor.params, 0, 1) == 1) { - this->colCylinder.dim.radius = 40; - this->colCylinder.dim.height = 100; + this->colliderCylinder.dim.radius = 40; + this->colliderCylinder.dim.height = 100; } Collider_UpdateCylinder(&this->dyna.actor, colCylinder); } @@ -244,7 +244,7 @@ void BgJyaIronobj_Init(Actor* thisx, PlayState* play) { void BgJyaIronobj_Destroy(Actor* thisx, PlayState* play) { BgJyaIronobj* this = (BgJyaIronobj*)thisx; - Collider_DestroyCylinder(play, &this->colCylinder); + Collider_DestroyCylinder(play, &this->colliderCylinder); DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } @@ -258,9 +258,9 @@ void func_808992E8(BgJyaIronobj* this, PlayState* play) { Vec3f dropPos; s32 i; - if (this->colCylinder.base.acFlags & AC_HIT) { - actor = this->colCylinder.base.ac; - this->colCylinder.base.acFlags &= ~AC_HIT; + if (this->colliderCylinder.base.acFlags & AC_HIT) { + actor = this->colliderCylinder.base.ac; + this->colliderCylinder.base.acFlags &= ~AC_HIT; if (actor != NULL && actor->id == ACTOR_EN_IK) { particleFunc[PARAMS_GET_U(this->dyna.actor.params, 0, 1)](this, play, (EnIk*)actor); SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 80, NA_SE_EN_IRONNACK_BREAK_PILLAR); @@ -275,7 +275,7 @@ void func_808992E8(BgJyaIronobj* this, PlayState* play) { return; } } else { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colCylinder.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder.base); } } diff --git a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.h b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.h index e31894172e6..9768aec2a5e 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.h +++ b/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.h @@ -11,7 +11,7 @@ typedef void (*BgJyaIronobjActionFunc)(struct BgJyaIronobj*, struct PlayState*); typedef struct BgJyaIronobj { /* 0x0000 */ DynaPolyActor dyna; /* 0x0164 */ BgJyaIronobjActionFunc actionFunc; - /* 0x0168 */ ColliderCylinder colCylinder; + /* 0x0168 */ ColliderCylinder colliderCylinder; } BgJyaIronobj; // size = 0x01B4 #endif diff --git a/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c b/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c index 2a2e8bae0c0..a713bb557c1 100644 --- a/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c +++ b/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c @@ -68,7 +68,7 @@ ActorProfile Bg_Spot06_Objects_Profile = { /**/ BgSpot06Objects_Draw, }; -static ColliderJntSphElementInit sJntSphItemsInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -92,7 +92,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sJntSphItemsInit, + sJntSphElementsInit, }; static InitChainEntry sInitChain[] = { diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd_colchk.inc.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd_colchk.inc.c index 78dda01d3e0..1012117e52c 100644 --- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd_colchk.inc.c +++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd_colchk.inc.c @@ -1,6 +1,6 @@ #include "z64collision_check.h" -static ColliderJntSphElementInit sJntSphItemsInit[19] = { +static ColliderJntSphElementInit sJntSphElementsInit[19] = { { { ELEM_MATERIAL_UNK3, @@ -222,5 +222,5 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 19, - sJntSphItemsInit, + sJntSphElementsInit, }; diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c index 8d73bf78c3a..368c3fdb216 100644 --- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -87,7 +87,7 @@ static Vec3f D_80906D6C = { 0.0f, 0.0f, 500.0f }; static u8 D_80906D78 = 0; -static ColliderJntSphElementInit sJntSphItemsInit1[] = { +static ColliderJntSphElementInit sJntSphElementsInit1[] = { { { ELEM_MATERIAL_UNK0, @@ -275,11 +275,11 @@ static ColliderJntSphInit sJntSphInit1 = { OC2_FIRST_ONLY | OC2_TYPE_1, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(sJntSphItemsInit1), - sJntSphItemsInit1, + ARRAY_COUNT(sJntSphElementsInit1), + sJntSphElementsInit1, }; -static ColliderJntSphElementInit sJntSphItemsInit2[] = { +static ColliderJntSphElementInit sJntSphElementsInit2[] = { { { ELEM_MATERIAL_UNK2, @@ -313,8 +313,8 @@ static ColliderJntSphInit sJntSphInit2 = { OC2_TYPE_1, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(sJntSphItemsInit2), - sJntSphItemsInit2, + ARRAY_COUNT(sJntSphElementsInit2), + sJntSphElementsInit2, }; static Vec3f D_8090EB20; diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c index f257cd3b960..cc30350bc40 100644 --- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c +++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c @@ -313,10 +313,10 @@ void BossGanondrof_Init(Actor* thisx, PlayState* play) { BossGanondrof_SetupPaintings(this); } - Collider_InitCylinder(play, &this->colliderBody); - Collider_InitCylinder(play, &this->colliderSpear); - Collider_SetCylinder(play, &this->colliderBody, &this->actor, &sCylinderInitBody); - Collider_SetCylinder(play, &this->colliderSpear, &this->actor, &sCylinderInitSpear); + Collider_InitCylinder(play, &this->bodyCollider); + Collider_InitCylinder(play, &this->spearCollider); + Collider_SetCylinder(play, &this->bodyCollider, &this->actor, &sCylinderInitBody); + Collider_SetCylinder(play, &this->spearCollider, &this->actor, &sCylinderInitSpear); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (Flags_GetClear(play, play->roomCtx.curRoom.num)) { Actor_Kill(&this->actor); @@ -336,8 +336,8 @@ void BossGanondrof_Destroy(Actor* thisx, PlayState* play) { PRINTF("DT1\n"); SkelAnime_Free(&this->skelAnime, play); - Collider_DestroyCylinder(play, &this->colliderBody); - Collider_DestroyCylinder(play, &this->colliderSpear); + Collider_DestroyCylinder(play, &this->bodyCollider); + Collider_DestroyCylinder(play, &this->spearCollider); if (this->actor.params == GND_REAL_BOSS) { LightContext_RemoveLight(play, &play->lightCtx, this->lightNode); } @@ -480,9 +480,9 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) { if (this->flyMode != GND_FLY_PAINTING) { BossGanondrof_SetupNeutral(this, -20.0f); this->timers[0] = 100; - this->colliderBody.dim.radius = 20; - this->colliderBody.dim.height = 60; - this->colliderBody.dim.yShift = -33; + this->bodyCollider.dim.radius = 20; + this->bodyCollider.dim.height = 60; + this->bodyCollider.dim.yShift = -33; Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_LAUGH); this->actor.naviEnemyId = NAVI_ENEMY_PHANTOM_GANON_PHASE_2; } else { @@ -794,7 +794,7 @@ void BossGanondrof_SetupBlock(BossGanondrof* this, PlayState* play) { } void BossGanondrof_Block(BossGanondrof* this, PlayState* play) { - this->colliderBody.base.colMaterial = COL_MATERIAL_METAL; + this->bodyCollider.base.colMaterial = COL_MATERIAL_METAL; SkelAnime_Update(&this->skelAnime); this->actor.world.pos.x += this->actor.velocity.x; this->actor.world.pos.z += this->actor.velocity.z; @@ -823,7 +823,7 @@ void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) { f32 dxCenter = thisx->world.pos.x - GND_BOSSROOM_CENTER_X; f32 dzCenter = thisx->world.pos.z - GND_BOSSROOM_CENTER_Z; - this->colliderBody.base.colMaterial = COL_MATERIAL_METAL; + this->bodyCollider.base.colMaterial = COL_MATERIAL_METAL; SkelAnime_Update(&this->skelAnime); switch (this->work[GND_ACTION_STATE]) { case CHARGE_WINDUP: @@ -1250,13 +1250,13 @@ void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) { if (this->work[GND_INVINC_TIMER] != 0) { this->work[GND_INVINC_TIMER]--; this->returnCount = 0; - this->colliderBody.base.acFlags &= ~AC_HIT; + this->bodyCollider.base.acFlags &= ~AC_HIT; } else { - acHit = this->colliderBody.base.acFlags & AC_HIT; + acHit = this->bodyCollider.base.acFlags & AC_HIT; if ((acHit && ((s8)this->actor.colChkInfo.health > 0)) || (this->returnCount != 0)) { if (acHit) { - this->colliderBody.base.acFlags &= ~AC_HIT; - acHitElem = this->colliderBody.elem.acHitElem; + this->bodyCollider.base.acFlags &= ~AC_HIT; + acHitElem = this->bodyCollider.elem.acHitElem; } if (this->flyMode != GND_FLY_PAINTING) { if (acHit && (this->actionFunc != BossGanondrof_Stunned) && @@ -1319,7 +1319,7 @@ void BossGanondrof_Update(Actor* thisx, PlayState* play) { PRINTF("MOVE START %d\n", this->actor.params); this->actor.flags &= ~ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER; - this->colliderBody.base.colMaterial = COL_MATERIAL_HIT3; + this->bodyCollider.base.colMaterial = COL_MATERIAL_HIT3; if (this->killActor) { Actor_Kill(&this->actor); return; @@ -1347,20 +1347,20 @@ void BossGanondrof_Update(Actor* thisx, PlayState* play) { } PRINTF("MOVE END\n"); - BossGanondrof_SetColliderPos(&this->targetPos, &this->colliderBody); - BossGanondrof_SetColliderPos(&this->spearTip, &this->colliderSpear); + BossGanondrof_SetColliderPos(&this->targetPos, &this->bodyCollider); + BossGanondrof_SetColliderPos(&this->spearTip, &this->spearCollider); if ((this->flyMode == GND_FLY_PAINTING) && !horse->bossGndInPainting) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); } if ((this->actionFunc == BossGanondrof_Stunned) && (this->timers[0] > 1)) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base); } else if (this->actionFunc == BossGanondrof_Block) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); } else if (this->actionFunc == BossGanondrof_Charge) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderBody.base); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSpear.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->bodyCollider.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->spearCollider.base); } this->actor.focus.pos = this->targetPos; diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.h b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.h index 5b5bd846fe0..1fed43e4280 100644 --- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.h +++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.h @@ -98,8 +98,8 @@ typedef struct BossGanondrof { /* 0x0454 */ f32 rideRotY[30]; // possibly only 25 used /* 0x04CC */ LightNode* lightNode; /* 0x04D0 */ LightInfo lightInfo; - /* 0x04E0 */ ColliderCylinder colliderBody; - /* 0x052C */ ColliderCylinder colliderSpear; + /* 0x04E0 */ ColliderCylinder bodyCollider; + /* 0x052C */ ColliderCylinder spearCollider; } BossGanondrof; // size = 0x0578 #endif diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c index 5f24de4dfb8..2b144701285 100644 --- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c +++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c @@ -89,7 +89,7 @@ ActorProfile Boss_Goma_Profile = { /**/ BossGoma_Draw, }; -static ColliderJntSphElementInit sColliderJntSphElementInit[13] = { +static ColliderJntSphElementInit sColliderJntSphElementsInit[13] = { { { ELEM_MATERIAL_UNK3, @@ -245,7 +245,7 @@ static ColliderJntSphInit sColliderJntSphInit = { COLSHAPE_JNTSPH, }, 13, - sColliderJntSphElementInit, + sColliderJntSphElementsInit, }; static u8 sClearPixelTableFirstPass[16 * 16] = { diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index 26870e2b8da..8a45962aa9c 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -296,7 +296,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) { BossSst* this = (BossSst*)thisx; Actor_ProcessInitChain(&this->actor, sInitChain); - Collider_InitCylinder(play, &this->colliderCyl); + Collider_InitCylinder(play, &this->colliderCylinder); Collider_InitJntSph(play, &this->colliderJntSph); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); Flags_SetSwitch(play, 0x14); @@ -307,7 +307,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) { this->morphTable, 45); ActorShape_Init(&this->actor.shape, 70000.0f, ActorShadow_DrawCircle, 95.0f); Collider_SetJntSph(play, &this->colliderJntSph, &this->actor, &sJntSphInitHead, this->colliderJntSphElements); - Collider_SetCylinder(play, &this->colliderCyl, &this->actor, &sCylinderInitHead); + Collider_SetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInitHead); sHead = this; this->actor.world.pos.x = ROOM_CENTER_X + 50.0f; this->actor.world.pos.y = ROOM_CENTER_Y + 0.0f; @@ -340,7 +340,7 @@ void BossSst_Init(Actor* thisx, PlayState* play2) { } } else { Collider_SetJntSph(play, &this->colliderJntSph, &this->actor, &sJntSphInitHand, this->colliderJntSphElements); - Collider_SetCylinder(play, &this->colliderCyl, &this->actor, &sCylinderInitHand); + Collider_SetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInitHand); if (this->actor.params == BONGO_LEFT_HAND) { SkelAnime_InitFlex(play, &this->skelAnime, &gBongoLeftHandSkel, &gBongoLeftHandIdleAnim, this->jointTable, this->morphTable, 27); @@ -365,7 +365,7 @@ void BossSst_Destroy(Actor* thisx, PlayState* play) { BossSst* this = (BossSst*)thisx; Collider_DestroyJntSph(play, &this->colliderJntSph); - Collider_DestroyCylinder(play, &this->colliderCyl); + Collider_DestroyCylinder(play, &this->colliderCylinder); Audio_StopSfxByPos(&this->center); } @@ -727,7 +727,7 @@ void BossSst_HeadDamagedHand(BossSst* this, PlayState* play) { void BossSst_HeadSetupReadyCharge(BossSst* this) { Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeOpenIdleAnim, -5.0f); this->actor.speed = 0.0f; - this->colliderCyl.base.acFlags |= AC_ON; + this->colliderCylinder.base.acFlags |= AC_ON; this->actionFunc = BossSst_HeadReadyCharge; } @@ -803,7 +803,7 @@ void BossSst_HeadSetupEndCharge(BossSst* this) { Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeCloseIdleAnim, -20.0f); this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &sRoomCenter); this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); - this->colliderCyl.base.acFlags &= ~AC_ON; + this->colliderCylinder.base.acFlags &= ~AC_ON; this->radius *= -1.0f; this->actionFunc = BossSst_HeadEndCharge; } @@ -820,7 +820,7 @@ void BossSst_HeadEndCharge(BossSst* this, PlayState* play) { void BossSst_HeadSetupFrozenHand(BossSst* this) { Animation_MorphToLoop(&this->skelAnime, &gBongoHeadEyeOpenIdleAnim, -5.0f); this->ready = false; - this->colliderCyl.base.acFlags |= AC_ON; + this->colliderCylinder.base.acFlags |= AC_ON; this->actionFunc = BossSst_HeadFrozenHand; } @@ -833,7 +833,7 @@ void BossSst_HeadFrozenHand(BossSst* this, PlayState* play) { void BossSst_HeadSetupUnfreezeHand(BossSst* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadEyeCloseAnim, -5.0f); - this->colliderCyl.base.acFlags &= ~AC_ON; + this->colliderCylinder.base.acFlags &= ~AC_ON; this->actionFunc = BossSst_HeadUnfreezeHand; } @@ -848,7 +848,7 @@ void BossSst_HeadSetupStunned(BossSst* this) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, Animation_GetLastFrame(&gBongoHeadKnockoutAnim)); this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); - this->colliderCyl.base.acFlags &= ~AC_ON; + this->colliderCylinder.base.acFlags &= ~AC_ON; this->vVanish = false; this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS; BossSst_HeadSfx(this, NA_SE_EN_SHADEST_FREEZE); @@ -900,8 +900,8 @@ void BossSst_HeadStunned(BossSst* this, PlayState* play) { void BossSst_HeadSetupVulnerable(BossSst* this) { Animation_MorphToLoop(&this->skelAnime, &gBongoHeadStunnedAnim, -5.0f); - this->colliderCyl.base.acFlags |= AC_ON; - this->colliderCyl.elem.acDmgInfo.dmgFlags = DMG_SWORD | DMG_DEKU_STICK; + this->colliderCylinder.base.acFlags |= AC_ON; + this->colliderCylinder.elem.acDmgInfo.dmgFlags = DMG_SWORD | DMG_DEKU_STICK; this->actor.speed = 0.0f; this->colliderJntSph.elements[10].base.acElemFlags |= (ACELEM_ON | ACELEM_HOOKABLE); this->colliderJntSph.elements[0].base.acElemFlags &= ~ACELEM_ON; @@ -942,7 +942,7 @@ void BossSst_HeadSetupDamage(BossSst* this) { Animation_GetLastFrame(&gBongoHeadDamageAnim)); Actor_SetColorFilter(&sHands[RIGHT]->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, Animation_GetLastFrame(&gBongoHeadDamageAnim)); - this->colliderCyl.base.acFlags &= ~AC_ON; + this->colliderCylinder.base.acFlags &= ~AC_ON; BossSst_HeadSfx(this, NA_SE_EN_SHADEST_DAMAGE); this->actionFunc = BossSst_HeadDamage; } @@ -959,8 +959,8 @@ void BossSst_HeadDamage(BossSst* this, PlayState* play) { void BossSst_HeadSetupRecover(BossSst* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadRecoverAnim, -5.0f); - this->colliderCyl.base.acFlags &= ~AC_ON; - this->colliderCyl.elem.acDmgInfo.dmgFlags = DMG_DEFAULT; + this->colliderCylinder.base.acFlags &= ~AC_ON; + this->colliderCylinder.elem.acDmgInfo.dmgFlags = DMG_DEFAULT; this->colliderJntSph.elements[10].base.acElemFlags &= ~(ACELEM_ON | ACELEM_HOOKABLE); this->colliderJntSph.elements[0].base.acElemFlags |= ACELEM_ON; this->vVanish = true; @@ -1046,7 +1046,7 @@ void BossSst_HeadSetupDeath(BossSst* this, PlayState* play) { Actor_SetColorFilter(&sHands[LEFT]->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 60); Actor_SetColorFilter(&sHands[RIGHT]->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 60); this->timer = 60; - this->colliderCyl.base.acFlags &= ~AC_ON; + this->colliderCylinder.base.acFlags &= ~AC_ON; this->colliderJntSph.base.ocFlags1 &= ~OC1_ON; sHands[LEFT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON; sHands[RIGHT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON; @@ -1536,9 +1536,9 @@ void BossSst_HandSlam(BossSst* this, PlayState* play) { this->ready = true; Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_TAIKO_LOW); BossSst_SpawnShockwave(this); - this->colliderCyl.base.atFlags |= AT_ON; - Collider_UpdateCylinder(&this->actor, &this->colliderCyl); - this->colliderCyl.dim.radius = sCylinderInitHand.dim.radius; + this->colliderCylinder.base.atFlags |= AT_ON; + Collider_UpdateCylinder(&this->actor, &this->colliderCylinder); + this->colliderCylinder.dim.radius = sCylinderInitHand.dim.radius; } } @@ -2582,8 +2582,8 @@ void BossSst_HandCollisionCheck(BossSst* this, PlayState* play) { } void BossSst_HeadCollisionCheck(BossSst* this, PlayState* play) { - if (this->colliderCyl.base.acFlags & AC_HIT) { - this->colliderCyl.base.acFlags &= ~AC_HIT; + if (this->colliderCylinder.base.acFlags & AC_HIT) { + this->colliderCylinder.base.acFlags &= ~AC_HIT; if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { if (this->actionFunc == BossSst_HeadVulnerable) { if (Actor_ApplyDamage(&this->actor) == 0) { @@ -2615,13 +2615,13 @@ void BossSst_UpdateHand(Actor* thisx, PlayState* play) { BossSst* this = (BossSst*)thisx; BossSstHandTrail* trail; - if (this->colliderCyl.base.atFlags & AT_ON) { + if (this->colliderCylinder.base.atFlags & AT_ON) { if ((this->effects[0].move < 5) || (this->actor.xzDistToPlayer < ((this->effects[2].scale * 0.01f) * sCylinderInitHand.dim.radius)) || - (this->colliderCyl.base.atFlags & AT_HIT)) { - this->colliderCyl.base.atFlags &= ~(AT_ON | AT_HIT); + (this->colliderCylinder.base.atFlags & AT_HIT)) { + this->colliderCylinder.base.atFlags &= ~(AT_ON | AT_HIT); } else { - this->colliderCyl.dim.radius = (this->effects[0].scale * 0.01f) * sCylinderInitHand.dim.radius; + this->colliderCylinder.dim.radius = (this->effects[0].scale * 0.01f) * sCylinderInitHand.dim.radius; } } @@ -2648,8 +2648,8 @@ void BossSst_UpdateHand(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base); } - if (this->colliderCyl.base.atFlags & AT_ON) { - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCyl.base); + if (this->colliderCylinder.base.atFlags & AT_ON) { + CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder.base); } if ((HAND_STATE(this) != HAND_DEATH) && (HAND_STATE(this) != HAND_WAIT) && (HAND_STATE(this) != HAND_BEAT) && @@ -2696,14 +2696,14 @@ void BossSst_UpdateHead(Actor* thisx, PlayState* play2) { } #if OOT_VERSION < NTSC_1_2 - if (this->colliderCyl.base.acFlags & AC_ON) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCyl.base); + if (this->colliderCylinder.base.acFlags & AC_ON) { + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder.base); } CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderJntSph.base); #else if ((this->actionFunc != BossSst_HeadLurk) && (this->actionFunc != BossSst_HeadIntro)) { - if (this->colliderCyl.base.acFlags & AC_ON) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCyl.base); + if (this->colliderCylinder.base.acFlags & AC_ON) { + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder.base); } CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderJntSph.base); } @@ -2884,9 +2884,9 @@ void BossSst_PostHeadDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* ro if (limbIndex == 8) { Matrix_MultVec3f(&zeroVec, &this->actor.focus.pos); Matrix_MultVec3f(&headVec, &headPos); - this->colliderCyl.dim.pos.x = headPos.x; - this->colliderCyl.dim.pos.y = headPos.y; - this->colliderCyl.dim.pos.z = headPos.z; + this->colliderCylinder.dim.pos.x = headPos.x; + this->colliderCylinder.dim.pos.y = headPos.y; + this->colliderCylinder.dim.pos.z = headPos.z; } Collider_UpdateSpheres(limbIndex, &this->colliderJntSph); diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.h b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.h index 1aab0e84c38..caf4891ccb6 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.h +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.h @@ -47,7 +47,7 @@ typedef struct BossSst { /* 0x03C8 */ Vec3f center; /* 0x03D4 */ ColliderJntSph colliderJntSph; /* 0x03F4 */ ColliderJntSphElement colliderJntSphElements[11]; - /* 0x06B4 */ ColliderCylinder colliderCyl; + /* 0x06B4 */ ColliderCylinder colliderCylinder; /* 0x0700 */ BossSstEffect effects[BOSS_SST_EFFECT_COUNT]; /* 0x09D0 */ s16 trailIndex; /* 0x09D2 */ s16 trailCount; diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst_colchk.inc.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst_colchk.inc.c index 4cbb650d7e0..0016ff93d5e 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst_colchk.inc.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst_colchk.inc.c @@ -1,6 +1,6 @@ #include "z64collision_check.h" -static ColliderJntSphElementInit sJntSphItemsInitHand[11] = { +static ColliderJntSphElementInit sJntSphElementsInitHand[11] = { { { ELEM_MATERIAL_UNK1, @@ -134,10 +134,10 @@ static ColliderJntSphInit sJntSphInitHand = { COLSHAPE_JNTSPH, }, 11, - sJntSphItemsInitHand, + sJntSphElementsInitHand, }; -static ColliderJntSphElementInit sJntSphItemsInitHead[11] = { +static ColliderJntSphElementInit sJntSphElementsInitHead[11] = { { { ELEM_MATERIAL_UNK1, @@ -271,7 +271,7 @@ static ColliderJntSphInit sJntSphInitHead = { COLSHAPE_JNTSPH, }, 11, - sJntSphItemsInitHead, + sJntSphElementsInitHead, }; static ColliderCylinderInit sCylinderInitHead = { diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index 77a338f0901..ce20e3d2e11 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -698,8 +698,8 @@ void BossVa_Init(Actor* thisx, PlayState* play2) { } this->zapHeadPos.x = 1.0f; - Collider_InitCylinder(play, &this->colliderBody); - Collider_SetCylinder(play, &this->colliderBody, &this->actor, &sCylinderInit); + Collider_InitCylinder(play, &this->bodyCollider); + Collider_SetCylinder(play, &this->bodyCollider, &this->actor, &sCylinderInit); for (i = BOSSVA_ZAPPER_3; i >= BOSSVA_SUPPORT_1; i--) { Actor_SpawnAsChild( @@ -773,7 +773,7 @@ void BossVa_Destroy(Actor* thisx, PlayState* play) { SkelAnime_Free(&this->skelAnime, play); Collider_DestroyJntSph(play, &this->colliderJntSph); - Collider_DestroyCylinder(play, &this->colliderBody); + Collider_DestroyCylinder(play, &this->bodyCollider); } void BossVa_SetupIntro(BossVa* this) { @@ -1091,9 +1091,9 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) { } } - if (this->colliderBody.base.atFlags & AT_HIT) { - this->colliderBody.base.atFlags &= ~AT_HIT; - if (this->colliderBody.base.at == &player->actor) { + if (this->bodyCollider.base.atFlags & AT_HIT) { + this->bodyCollider.base.atFlags &= ~AT_HIT; + if (this->bodyCollider.base.at == &player->actor) { Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); } } @@ -1121,9 +1121,9 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG); } - Collider_UpdateCylinder(&this->actor, &this->colliderBody); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderBody.base); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderBody.base); + Collider_UpdateCylinder(&this->actor, &this->bodyCollider); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->bodyCollider.base); func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, 1.0f); } @@ -1153,17 +1153,17 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 160); this->actor.colorFilterTimer = this->invincibilityTimer; } else { - this->colliderBody.elem.acDmgInfo.dmgFlags = DMG_BOOMERANG; + this->bodyCollider.elem.acDmgInfo.dmgFlags = DMG_BOOMERANG; } } - if (this->colliderBody.base.acFlags & AC_HIT) { - this->colliderBody.base.acFlags &= ~AC_HIT; + if (this->bodyCollider.base.acFlags & AC_HIT) { + this->bodyCollider.base.acFlags &= ~AC_HIT; - if (this->colliderBody.base.ac->id == ACTOR_EN_BOOM) { + if (this->bodyCollider.base.ac->id == ACTOR_EN_BOOM) { sPhase2Timer &= 0xFE00; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 160); - this->colliderBody.elem.acDmgInfo.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK; + this->bodyCollider.elem.acDmgInfo.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK; } else { sKillBari++; if ((this->actor.colorFilterTimer != 0) && !(this->actor.colorFilterParams & 0x4000)) { @@ -1181,11 +1181,11 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT); } - if (this->colliderBody.base.atFlags & AT_HIT) { - this->colliderBody.base.atFlags &= ~AT_HIT; + if (this->bodyCollider.base.atFlags & AT_HIT) { + this->bodyCollider.base.atFlags &= ~AT_HIT; sPhase2Timer = (sPhase2Timer + 0x18) & 0xFFF0; - if (this->colliderBody.base.at == &player->actor) { + if (this->bodyCollider.base.at == &player->actor) { Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); } @@ -1229,14 +1229,14 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 45.0f; - Collider_UpdateCylinder(&this->actor, &this->colliderBody); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderBody.base); + Collider_UpdateCylinder(&this->actor, &this->bodyCollider); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base); if (this->actor.colorFilterTimer == 0) { - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->bodyCollider.base); } if ((this->actor.colorFilterTimer == 0) || !(this->actor.colorFilterParams & 0x4000)) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); } func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, @@ -1244,7 +1244,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { } void BossVa_SetupBodyPhase3(BossVa* this) { - this->colliderBody.elem.acDmgInfo.dmgFlags = DMG_BOOMERANG; + this->bodyCollider.elem.acDmgInfo.dmgFlags = DMG_BOOMERANG; this->actor.speed = 0.0f; sPhase3StopMoving = false; BossVa_SetupAction(this, BossVa_BodyPhase3); @@ -1259,16 +1259,16 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { sp62 = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos); this->unk_1B0 += 0xCE4; this->bodyGlow = (s16)(Math_SinS(this->unk_1B0) * 50.0f) + 150; - if (this->colliderBody.base.atFlags & AT_HIT) { - this->colliderBody.base.atFlags &= ~AT_HIT; - if (this->colliderBody.base.at == &player->actor) { + if (this->bodyCollider.base.atFlags & AT_HIT) { + this->bodyCollider.base.atFlags &= ~AT_HIT; + if (this->bodyCollider.base.at == &player->actor) { Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000; Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); } } - if (this->colliderBody.base.acFlags & AC_HIT) { + if (this->bodyCollider.base.acFlags & AC_HIT) { this->skelAnime.curFrame = 0.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 12); Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT); @@ -1346,11 +1346,11 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG); } - Collider_UpdateCylinder(&this->actor, &this->colliderBody); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderBody.base); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderBody.base); + Collider_UpdateCylinder(&this->actor, &this->bodyCollider); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->bodyCollider.base); if (this->timer == 0) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); } func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, @@ -1369,7 +1369,7 @@ void BossVa_SetupBodyPhase4(BossVa* this, PlayState* play) { this->timer = -30; } - this->colliderBody.dim.radius = 55; + this->bodyCollider.dim.radius = 55; BossVa_SetupAction(this, BossVa_BodyPhase4); } @@ -1380,9 +1380,9 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { this->unk_1B0 = (this->unk_1B0 + (s16)((sFightPhase - PHASE_4 + 1) * 1000.0f)) + 0xCE4; this->bodyGlow = (s16)(Math_SinS(this->unk_1B0) * 50.0f) + 150; - if (this->colliderBody.base.atFlags & AT_HIT) { - this->colliderBody.base.atFlags &= ~AT_HIT; - if (this->colliderBody.base.at == &player->actor) { + if (this->bodyCollider.base.atFlags & AT_HIT) { + this->bodyCollider.base.atFlags &= ~AT_HIT; + if (this->bodyCollider.base.at == &player->actor) { Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000; Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); @@ -1392,8 +1392,8 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_BL_SPARK - SFX_FLAG); } - if (this->colliderBody.base.acFlags & AC_HIT) { - this->colliderBody.base.acFlags &= ~AC_HIT; + if (this->bodyCollider.base.acFlags & AC_HIT) { + this->bodyCollider.base.acFlags &= ~AC_HIT; this->skelAnime.curFrame = 0.0f; if (this->timer >= 0) { if (this->invincibilityTimer == 0) { @@ -1423,8 +1423,8 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_FAINT); } } - } else if (this->colliderBody.base.ac->id == ACTOR_EN_BOOM) { - boomerang = (EnBoom*)this->colliderBody.base.ac; + } else if (this->bodyCollider.base.ac->id == ACTOR_EN_BOOM) { + boomerang = (EnBoom*)this->bodyCollider.base.ac; boomerang->returnTimer = 0; boomerang->moveTo = &player->actor; boomerang->actor.world.rot.y = boomerang->actor.yawTowardsPlayer; @@ -1448,7 +1448,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { } Math_SmoothStepToF(&this->actor.speed, ((sFightPhase - PHASE_4 + 1) * 1.5f) + 4.0f, 1.0f, 0.25f, 0.0f); } - this->colliderBody.elem.acDmgInfo.dmgFlags = DMG_BOOMERANG; + this->bodyCollider.elem.acDmgInfo.dmgFlags = DMG_BOOMERANG; } else { Math_SmoothStepToS(&this->vaBodySpinRate, 0, 1, 0x96, 0); if (this->timer > 0) { @@ -1456,7 +1456,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { this->timer = 35; } Math_SmoothStepToF(&this->actor.shape.yOffset, -480.0f, 1.0f, 30.0f, 0.0f); - this->colliderBody.elem.acDmgInfo.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK; + this->bodyCollider.elem.acDmgInfo.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK; this->timer--; } else { if ((player->stateFlags1 & PLAYER_STATE1_26) && (this->timer < -60)) { @@ -1518,13 +1518,13 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { } Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 70.0f, 0.0f, UPDBGCHECKINFO_FLAG_0); - Collider_UpdateCylinder(&this->actor, &this->colliderBody); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderBody.base); + Collider_UpdateCylinder(&this->actor, &this->bodyCollider); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base); if (this->invincibilityTimer == 0) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base); } if ((this->vaBodySpinRate > 0x3E8) || (this->actor.shape.yOffset < -1200.0f)) { - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderBody.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->bodyCollider.base); } func_800F436C(&this->actor.projectedPos, NA_SE_EN_BALINADE_LEVEL - SFX_FLAG, (this->vaBodySpinRate * 0.00025f) + 1.0f); @@ -2839,10 +2839,10 @@ void BossVa_Update(Actor* thisx, PlayState* play2) { switch (this->actor.params) { case BOSSVA_BODY: - if (this->colliderBody.base.acFlags & AC_HIT) { - this->colliderBody.base.acFlags &= ~AC_HIT; - if (this->colliderBody.base.ac->id == ACTOR_EN_BOOM) { - boomerang = (EnBoom*)this->colliderBody.base.ac; + if (this->bodyCollider.base.acFlags & AC_HIT) { + this->bodyCollider.base.acFlags &= ~AC_HIT; + if (this->bodyCollider.base.ac->id == ACTOR_EN_BOOM) { + boomerang = (EnBoom*)this->bodyCollider.base.ac; boomerang->returnTimer = 0; } } diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.h b/src/overlays/actors/ovl_Boss_Va/z_boss_va.h index 9ce6cb970c9..628831ad2fb 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.h +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.h @@ -41,7 +41,7 @@ typedef struct BossVa { /* 0x01FC */ Vec3f effectPos[10]; /* 0x0274 */ Vec3f unk_274; // Unused body position /* 0x0280 */ Vec3f unk_280; // Unused body position - /* 0x028C */ ColliderCylinder colliderBody; + /* 0x028C */ ColliderCylinder bodyCollider; /* 0x02D8 */ ColliderJntSph colliderJntSph; /* 0x02F8 */ ColliderJntSphElement colliderJntSphElements[1]; /* 0x0338 */ ColliderQuad colliderLightning; diff --git a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c index 307cc9bf00f..4af78a9b65c 100644 --- a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c +++ b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c @@ -128,19 +128,19 @@ s32 DemoGj_HitByExplosion(DemoGj* this, PlayState* play, ColliderCylinder* cylin void DemoGj_DestroyCylinder(DemoGj* this, PlayState* play) { switch (DemoGj_GetType(this)) { case DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_1: - Collider_DestroyCylinder(play, &this->cylinders[0]); - Collider_DestroyCylinder(play, &this->cylinders[1]); - Collider_DestroyCylinder(play, &this->cylinders[2]); + Collider_DestroyCylinder(play, &this->colliderCylinders[0]); + Collider_DestroyCylinder(play, &this->colliderCylinders[1]); + Collider_DestroyCylinder(play, &this->colliderCylinders[2]); break; case DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_2: - Collider_DestroyCylinder(play, &this->cylinders[0]); - Collider_DestroyCylinder(play, &this->cylinders[1]); - Collider_DestroyCylinder(play, &this->cylinders[2]); + Collider_DestroyCylinder(play, &this->colliderCylinders[0]); + Collider_DestroyCylinder(play, &this->colliderCylinders[1]); + Collider_DestroyCylinder(play, &this->colliderCylinders[2]); break; case DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_TALL: - Collider_DestroyCylinder(play, &this->cylinders[0]); + Collider_DestroyCylinder(play, &this->colliderCylinders[0]); break; } } @@ -987,9 +987,9 @@ void DemoGj_DrawRubbleAroundArena(DemoGj* this, PlayState* play) { // Inits the three cylinders with `sCylinderInit1` void DemoGj_InitDestructableRubble1(DemoGj* this, PlayState* play) { DemoGj_InitSetIndices(this, play, 15, 0, NULL); - DemoGj_InitCylinder(this, play, &this->cylinders[0], &sCylinderInit1); - DemoGj_InitCylinder(this, play, &this->cylinders[1], &sCylinderInit1); - DemoGj_InitCylinder(this, play, &this->cylinders[2], &sCylinderInit1); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[0], &sCylinderInit1); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[1], &sCylinderInit1); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[2], &sCylinderInit1); } #if DEBUG_FEATURES @@ -1002,9 +1002,9 @@ void DemoGj_DoNothing1(DemoGj* this, PlayState* play) { * Used by DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_1 */ void func_8097AEE8(DemoGj* this, PlayState* play) { - ColliderCylinder* cylinder0 = &this->cylinders[0]; - ColliderCylinder* cylinder1 = &this->cylinders[1]; - ColliderCylinder* cylinder2 = &this->cylinders[2]; + ColliderCylinder* cylinder0 = &this->colliderCylinders[0]; + ColliderCylinder* cylinder1 = &this->colliderCylinders[1]; + ColliderCylinder* cylinder2 = &this->colliderCylinders[2]; Vec3f* actorPos = &this->dyna.actor.world.pos; s32 pad; s16 theta = this->dyna.actor.world.rot.y; @@ -1026,9 +1026,9 @@ void func_8097AEE8(DemoGj* this, PlayState* play) { void DemoGj_SetCylindersAsAC(DemoGj* this, PlayState* play) { s32 pad[2]; - Collider* cylinder0 = &this->cylinders[0].base; - Collider* cylinder1 = &this->cylinders[1].base; - Collider* cylinder2 = &this->cylinders[2].base; + Collider* cylinder0 = &this->colliderCylinders[0].base; + Collider* cylinder1 = &this->colliderCylinders[1].base; + Collider* cylinder2 = &this->colliderCylinders[2].base; s32 pad2[3]; CollisionCheck_SetAC(play, &play->colChkCtx, cylinder0); @@ -1060,13 +1060,13 @@ void func_8097B128(DemoGj* this, PlayState* play) { } s32 DemoGj_HasCylinderAnyExploded(DemoGj* this, PlayState* play) { - if (DemoGj_HitByExplosion(this, play, &this->cylinders[0])) { + if (DemoGj_HitByExplosion(this, play, &this->colliderCylinders[0])) { return true; } - if (DemoGj_HitByExplosion(this, play, &this->cylinders[1])) { + if (DemoGj_HitByExplosion(this, play, &this->colliderCylinders[1])) { return true; } - if (DemoGj_HitByExplosion(this, play, &this->cylinders[2])) { + if (DemoGj_HitByExplosion(this, play, &this->colliderCylinders[2])) { return true; } return false; @@ -1124,9 +1124,9 @@ void DemoGj_DrawDestructableRubble1(DemoGj* this, PlayState* play) { // Inits the three cylinders with `sCylinderInit2` void DemoGj_InitDestructableRubble2(DemoGj* this, PlayState* play) { DemoGj_InitSetIndices(this, play, 16, 0, NULL); - DemoGj_InitCylinder(this, play, &this->cylinders[0], &sCylinderInit2); - DemoGj_InitCylinder(this, play, &this->cylinders[1], &sCylinderInit2); - DemoGj_InitCylinder(this, play, &this->cylinders[2], &sCylinderInit2); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[0], &sCylinderInit2); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[1], &sCylinderInit2); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[2], &sCylinderInit2); } #if DEBUG_FEATURES @@ -1136,9 +1136,9 @@ void DemoGj_DoNothing2(DemoGj* this, PlayState* play) { // Moves the ColliderCylinder's relative to the actor's position. void func_8097B450(DemoGj* this, PlayState* play) { - ColliderCylinder* cylinder0 = &this->cylinders[0]; - ColliderCylinder* cylinder1 = &this->cylinders[1]; - ColliderCylinder* cylinder2 = &this->cylinders[2]; + ColliderCylinder* cylinder0 = &this->colliderCylinders[0]; + ColliderCylinder* cylinder1 = &this->colliderCylinders[1]; + ColliderCylinder* cylinder2 = &this->colliderCylinders[2]; Vec3f* actorPos = &this->dyna.actor.world.pos; s32 pad; s16 theta = this->dyna.actor.world.rot.y; @@ -1160,9 +1160,9 @@ void func_8097B450(DemoGj* this, PlayState* play) { void DemoGj_SetCylindersAsAC2(DemoGj* this, PlayState* play) { s32 pad[2]; - Collider* cylinder0 = &this->cylinders[0].base; - Collider* cylinder1 = &this->cylinders[1].base; - Collider* cylinder2 = &this->cylinders[2].base; + Collider* cylinder0 = &this->colliderCylinders[0].base; + Collider* cylinder1 = &this->colliderCylinders[1].base; + Collider* cylinder2 = &this->colliderCylinders[2].base; s32 pad2[3]; CollisionCheck_SetAC(play, &play->colChkCtx, cylinder0); @@ -1172,13 +1172,13 @@ void DemoGj_SetCylindersAsAC2(DemoGj* this, PlayState* play) { // Does the same as `DemoGj_HasCylinderAnyExploded` s32 DemoGj_HasCylinderAnyExploded2(DemoGj* this, PlayState* play) { - if (DemoGj_HitByExplosion(this, play, &this->cylinders[0])) { + if (DemoGj_HitByExplosion(this, play, &this->colliderCylinders[0])) { return true; } - if (DemoGj_HitByExplosion(this, play, &this->cylinders[1])) { + if (DemoGj_HitByExplosion(this, play, &this->colliderCylinders[1])) { return true; } - if (DemoGj_HitByExplosion(this, play, &this->cylinders[2])) { + if (DemoGj_HitByExplosion(this, play, &this->colliderCylinders[2])) { return true; } return false; @@ -1259,7 +1259,7 @@ void DemoGj_DemoGj_InitDestructableRubble2(DemoGj* this, PlayState* play) { // Inits the first cylinder (only that one) with `sCylinderInit3` void DemoGj_InitDestructableRubbleTall(DemoGj* this, PlayState* play) { DemoGj_InitSetIndices(this, play, 17, 0, NULL); - DemoGj_InitCylinder(this, play, &this->cylinders[0], &sCylinderInit3); + DemoGj_InitCylinder(this, play, &this->colliderCylinders[0], &sCylinderInit3); } #if DEBUG_FEATURES @@ -1301,7 +1301,7 @@ void func_8097B9BC(DemoGj* this, PlayState* play) { */ void func_8097BA48(DemoGj* this, PlayState* play) { Actor* thisx = &this->dyna.actor; - ColliderCylinder* cylinder = &this->cylinders[0]; + ColliderCylinder* cylinder = &this->colliderCylinders[0]; s32 pad[2]; if (func_809797E4(this, 4)) { diff --git a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.h b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.h index 01a829f4fc1..313788893fe 100644 --- a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.h +++ b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.h @@ -17,7 +17,7 @@ typedef struct DemoGj { /* 0x0178 */ BossGanon2* ganon; /* 0x017C */ s32 isTransformedIntoGanon; // flag /* 0x0180 */ s32 isRotated; // flag - /* 0x0184 */ ColliderCylinder cylinders[3]; + /* 0x0184 */ ColliderCylinder colliderCylinders[3]; /* 0x0268 */ s32 killFlag; // This actor never sets this flag, but it reads it. If set to `true` and the actor type is DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_1, DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_2 or DEMOGJ_TYPE_DESTRUCTABLE_RUBBLE_TALL, then the actor will be killed and will drop the specified amount of collectibles. /* 0x026C */ Vec3f unk_26C; // This actor never sets this. Specifies which direction will this actor explode when killed using `killFlag`. } DemoGj; // size = 0x0278 diff --git a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c index 5d2fc11486d..7c00f0118c7 100644 --- a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c +++ b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c @@ -72,7 +72,7 @@ static ColliderCylinderInit sCylinderInit = { { 20, 100, 0, { 0, 0, 0 } }, }; -static ColliderJntSphElementInit sJntSphItemsInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -96,7 +96,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sJntSphItemsInit, + sJntSphElementsInit, }; static DoorKillerTextureEntry sDoorTextures[4] = { diff --git a/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c b/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c index 3bb23a85ae7..480940dc44a 100644 --- a/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c +++ b/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c @@ -68,8 +68,8 @@ void EnAnubiceFire_Init(Actor* thisx, PlayState* play) { EnAnubiceFire* this = (EnAnubiceFire*)thisx; s32 i; - Collider_InitCylinder(play, &this->cylinder); - Collider_SetCylinder(play, &this->cylinder, &this->actor, &sCylinderInit); + Collider_InitCylinder(play, &this->colliderCylinder); + Collider_SetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit); this->unk_15A = 30; this->unk_154 = 2.0f; @@ -86,7 +86,7 @@ void EnAnubiceFire_Init(Actor* thisx, PlayState* play) { void EnAnubiceFire_Destroy(Actor* thisx, PlayState* play) { EnAnubiceFire* this = (EnAnubiceFire*)thisx; - Collider_DestroyCylinder(play, &this->cylinder); + Collider_DestroyCylinder(play, &this->colliderCylinder); } void func_809B26EC(EnAnubiceFire* this, PlayState* play) { @@ -121,12 +121,12 @@ void func_809B27D8(EnAnubiceFire* this, PlayState* play) { Math_ApproachF(&this->scale, this->unk_154, 0.2f, 0.4f); if ((this->unk_15A == 0) && (this->scale < 0.1f)) { Actor_Kill(&this->actor); - } else if ((this->actor.params == 0) && (this->cylinder.base.atFlags & AT_BOUNCED)) { + } else if ((this->actor.params == 0) && (this->colliderCylinder.base.atFlags & AT_BOUNCED)) { if (Player_HasMirrorShieldEquipped(play)) { Actor_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW); - this->cylinder.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY); - this->cylinder.base.atFlags |= AT_TYPE_PLAYER; - this->cylinder.elem.atDmgInfo.dmgFlags = DMG_DEKU_STICK; + this->colliderCylinder.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY); + this->colliderCylinder.base.atFlags |= AT_TYPE_PLAYER; + this->colliderCylinder.elem.atDmgInfo.dmgFlags = DMG_DEKU_STICK; this->unk_15A = 30; this->actor.params = 1; this->actor.velocity.x *= -1.0f; @@ -208,14 +208,14 @@ void EnAnubiceFire_Update(Actor* thisx, PlayState* play) { UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4); if (!(this->scale < 0.6f || this->actionFunc == func_809B2B48)) { - this->cylinder.dim.radius = this->scale * 15.0f + 5.0f; - this->cylinder.dim.height = this->scale * 15.0f + 5.0f; - this->cylinder.dim.yShift = this->scale * -0.75f + -15.0f; + this->colliderCylinder.dim.radius = this->scale * 15.0f + 5.0f; + this->colliderCylinder.dim.height = this->scale * 15.0f + 5.0f; + this->colliderCylinder.dim.yShift = this->scale * -0.75f + -15.0f; if (this->unk_15A != 0) { - Collider_UpdateCylinder(&this->actor, &this->cylinder); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->cylinder.base); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->cylinder.base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinder); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder.base); } if (BgCheck_SphVsFirstPoly(&play->colCtx, &this->actor.world.pos, 30.0f)) { diff --git a/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.h b/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.h index 0cafde43912..34072a43b59 100644 --- a/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.h +++ b/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.h @@ -18,7 +18,7 @@ typedef struct EnAnubiceFire { /* 0x015C */ s16 unk_15C; /* 0x015E */ s16 unk_15E; /* 0x0178 */ Vec3f unk_160[6]; - /* 0x01A8 */ ColliderCylinder cylinder; + /* 0x01A8 */ ColliderCylinder colliderCylinder; } EnAnubiceFire; // size = 0x01F4 #endif diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/src/overlays/actors/ovl_En_Ba/z_en_ba.c index ddbaf4785c5..a149d3c63de 100644 --- a/src/overlays/actors/ovl_En_Ba/z_en_ba.c +++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.c @@ -51,7 +51,7 @@ ActorProfile En_Ba_Profile = { static Vec3f D_809B8080 = { 0.0f, 0.0f, 32.0f }; -static ColliderJntSphElementInit sJntSphElementInit[2] = { +static ColliderJntSphElementInit sJntSphElementsInit[2] = { { { ELEM_MATERIAL_UNK0, @@ -86,7 +86,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 2, - sJntSphElementInit, + sJntSphElementsInit, }; void EnBa_SetupAction(EnBa* this, EnBaActionFunc actionFunc) { diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index 4076b77fdf6..18dad815197 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -225,7 +225,7 @@ ActorProfile En_Bb_Profile = { /**/ EnBb_Draw, }; -static ColliderJntSphElementInit sJntSphElementInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -249,7 +249,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sJntSphElementInit, + sJntSphElementsInit, }; static InitChainEntry sInitChain[] = { diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index ea86855810b..4600804f83c 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -63,7 +63,7 @@ ActorProfile En_Bigokuta_Profile = { /**/ EnBigokuta_Draw, }; -static ColliderJntSphElementInit sJntSphElementInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK1, @@ -86,8 +86,8 @@ static ColliderJntSphInit sJntSphInit = { OC2_TYPE_1, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(sJntSphElementInit), - sJntSphElementInit, + ARRAY_COUNT(sJntSphElementsInit), + sJntSphElementsInit, }; static ColliderCylinderInit sCylinderInit[] = { @@ -189,8 +189,8 @@ void EnBigokuta_Init(Actor* thisx, PlayState* play) { this->collider.elements[0].dim.worldSphere.radius = this->collider.elements[0].dim.modelSphere.radius; for (i = 0; i < ARRAY_COUNT(sCylinderInit); i++) { - Collider_InitCylinder(play, &this->cylinder[i]); - Collider_SetCylinder(play, &this->cylinder[i], &this->actor, &sCylinderInit[i]); + Collider_InitCylinder(play, &this->colliderCylinders[i]); + Collider_SetCylinder(play, &this->colliderCylinders[i], &this->actor, &sCylinderInit[i]); } CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, sColChkInfoInit); @@ -213,8 +213,8 @@ void EnBigokuta_Destroy(Actor* thisx, PlayState* play) { s32 i; Collider_DestroyJntSph(play, &this->collider); - for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { - Collider_DestroyCylinder(play, &this->cylinder[i]); + for (i = 0; i < ARRAY_COUNT(this->colliderCylinders); i++) { + Collider_DestroyCylinder(play, &this->colliderCylinders[i]); } } @@ -326,7 +326,7 @@ void func_809BD3F8(EnBigokuta* this) { this->unk_198 = 80; this->unk_19A = this->unk_194 * -0x200; func_809BCE3C(this); - this->cylinder[0].base.atFlags |= AT_ON; + this->colliderCylinders[0].base.atFlags |= AT_ON; this->collider.base.acFlags |= AC_ON; this->actionFunc = func_809BDC08; } @@ -344,7 +344,7 @@ void func_809BD4A4(EnBigokuta* this) { this->actor.world.rot.x = this->actor.shape.rot.y + 0x8000; this->unk_19A = this->unk_194 * 0x200; this->collider.base.acFlags &= ~AC_ON; - this->cylinder[0].base.atFlags |= AT_ON; + this->colliderCylinders[0].base.atFlags |= AT_ON; this->actionFunc = func_809BDFC8; } @@ -352,7 +352,7 @@ void func_809BD524(EnBigokuta* this) { Animation_MorphToPlayOnce(&this->skelAnime, &object_bigokuta_Anim_000D1C, -5.0f); this->unk_196 = 80; this->unk_19A = 0; - this->cylinder[0].base.atFlags |= AT_ON; + this->colliderCylinders[0].base.atFlags |= AT_ON; Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_MAHI); if (this->collider.elements[0].base.acHitElem->atDmgInfo.dmgFlags & DMG_DEKU_NUT) { this->unk_195 = true; @@ -369,7 +369,7 @@ void func_809BD5E0(EnBigokuta* this) { Animation_MorphToPlayOnce(&this->skelAnime, &object_bigokuta_Anim_000444, -5.0f); this->unk_196 = 24; this->unk_19A = 0; - this->cylinder[0].base.atFlags &= ~AT_ON; + this->colliderCylinders[0].base.atFlags &= ~AT_ON; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 24); this->actionFunc = func_809BE180; } @@ -405,7 +405,7 @@ void func_809BD768(EnBigokuta* this) { this->unk_194 = Rand_ZeroOne() < 0.5f ? -1 : 1; this->unk_19A = 0; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->cylinder[0].base.atFlags &= ~AT_ON; + this->colliderCylinders[0].base.atFlags &= ~AT_ON; Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_SINK); this->actionFunc = func_809BE4A4; } @@ -601,12 +601,12 @@ void func_809BE058(EnBigokuta* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - if ((this->collider.base.ocFlags1 & OC1_HIT) || (this->cylinder[0].base.ocFlags1 & OC1_HIT) || - (this->cylinder[1].base.ocFlags1 & OC1_HIT)) { + if ((this->collider.base.ocFlags1 & OC1_HIT) || (this->colliderCylinders[0].base.ocFlags1 & OC1_HIT) || + (this->colliderCylinders[1].base.ocFlags1 & OC1_HIT)) { speedXZ = CLAMP_MIN(player->actor.speed, 1.0f); if (!(this->collider.base.ocFlags1 & OC1_HIT)) { - this->cylinder[0].base.ocFlags1 &= ~OC1_HIT; - this->cylinder[1].base.ocFlags1 &= ~OC1_HIT; + this->colliderCylinders[0].base.ocFlags1 &= ~OC1_HIT; + this->colliderCylinders[1].base.ocFlags1 &= ~OC1_HIT; speedXZ *= -1.0f; } player->actor.world.pos.x -= speedXZ * Math_SinS(this->actor.shape.rot.y); @@ -724,12 +724,12 @@ void func_809BE568(EnBigokuta* this) { this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + this->collider.elements[0].dim.modelSphere.center.y; - for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { - this->cylinder[i].dim.pos.x = + for (i = 0; i < ARRAY_COUNT(this->colliderCylinders); i++) { + this->colliderCylinders[i].dim.pos.x = this->actor.world.pos.x + sCylinderInit[i].dim.pos.z * sin + sCylinderInit[i].dim.pos.x * cos; - this->cylinder[i].dim.pos.z = + this->colliderCylinders[i].dim.pos.z = this->actor.world.pos.z + sCylinderInit[i].dim.pos.z * cos - sCylinderInit[i].dim.pos.x * sin; - this->cylinder[i].dim.pos.y = this->actor.world.pos.y; + this->colliderCylinders[i].dim.pos.y = this->actor.world.pos.y; } } @@ -737,10 +737,10 @@ void func_809BE798(EnBigokuta* this, PlayState* play) { s16 effectRot; s16 yawDiff; - if ((this->cylinder[0].base.atFlags & AT_HIT) || (this->cylinder[1].base.atFlags & AT_HIT) || + if ((this->colliderCylinders[0].base.atFlags & AT_HIT) || (this->colliderCylinders[1].base.atFlags & AT_HIT) || (this->collider.base.atFlags & AT_HIT)) { - this->cylinder[0].base.atFlags &= ~AT_HIT; - this->cylinder[1].base.atFlags &= ~AT_HIT; + this->colliderCylinders[0].base.atFlags &= ~AT_HIT; + this->colliderCylinders[1].base.atFlags &= ~AT_HIT; this->collider.base.atFlags &= ~AT_HIT; yawDiff = this->actor.yawTowardsPlayer - this->actor.world.rot.y; if (yawDiff > 0x4000) { @@ -801,19 +801,19 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play2) { Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BIG_OCTO); Camera_UnsetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG); - if (this->cylinder[0].base.atFlags & AT_ON) { + if (this->colliderCylinders[0].base.atFlags & AT_ON) { if (this->actionFunc != func_809BE058) { - for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { - CollisionCheck_SetAT(play, &play->colChkCtx, &this->cylinder[i].base); + for (i = 0; i < ARRAY_COUNT(this->colliderCylinders); i++) { + CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinders[i].base); } this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; } else { - for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { - CollisionCheck_SetOC(play, &play->colChkCtx, &this->cylinder[i].base); + for (i = 0; i < ARRAY_COUNT(this->colliderCylinders); i++) { + CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinders[i].base); } } - for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { - CollisionCheck_SetAC(play, &play->colChkCtx, &this->cylinder[i].base); + for (i = 0; i < ARRAY_COUNT(this->colliderCylinders); i++) { + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[i].base); } if (this->collider.base.acFlags & AC_ON) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.h b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.h index 5f74f31a316..c04da49c863 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.h +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.h @@ -21,7 +21,7 @@ typedef struct EnBigokuta { /* 0x0214 */ Vec3s morphTable[20]; /* 0x028C */ ColliderJntSph collider; /* 0x02AC */ ColliderJntSphElement colliderElements[1]; - /* 0x02EC */ ColliderCylinder cylinder[2]; + /* 0x02EC */ ColliderCylinder colliderCylinders[2]; } EnBigokuta; // size = 0x0384 #endif diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c index 8d1df99a4de..3af6e87eca7 100644 --- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c +++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c @@ -41,7 +41,7 @@ ActorProfile En_Bom_Chu_Profile = { /**/ EnBomChu_Draw, }; -static ColliderJntSphElementInit sJntSphElemInit[] = { +static ColliderJntSphElementInit sJntSphElementsInit[] = { { { ELEM_MATERIAL_UNK0, @@ -64,8 +64,8 @@ static ColliderJntSphInit sJntSphInit = { OC2_TYPE_2, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(sJntSphElemInit), - sJntSphElemInit, + ARRAY_COUNT(sJntSphElementsInit), + sJntSphElementsInit, }; static InitChainEntry sInitChain[] = { diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c index 6228b1c2fdc..e8cc546f26e 100644 --- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c +++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c @@ -149,16 +149,16 @@ void EnDntNomal_Init(Actor* thisx, PlayState* play) { PRINTF("\n\n"); // "Deku Scrub target" PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ デグナッツ的当て ☆☆☆☆☆ \n" VT_RST); - Collider_InitQuad(play, &this->targetQuad); - Collider_SetQuad(play, &this->targetQuad, &this->actor, &sTargetQuadInit); + Collider_InitQuad(play, &this->targetColliderQuad); + Collider_SetQuad(play, &this->targetColliderQuad, &this->actor, &sTargetQuadInit); this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->objectId = OBJECT_HINTNUTS; } else { PRINTF("\n\n"); // "Deku Scrub mask show audience" PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ デグナッツお面品評会一般人 ☆☆☆☆☆ \n" VT_RST); - Collider_InitCylinder(play, &this->bodyCyl); - Collider_SetCylinder(play, &this->bodyCyl, &this->actor, &sBodyCylinderInit); + Collider_InitCylinder(play, &this->bodyColliderCylinder); + Collider_SetCylinder(play, &this->bodyColliderCylinder, &this->actor, &sBodyCylinderInit); this->objectId = OBJECT_DNK; } if (this->objectId >= 0) { @@ -182,9 +182,9 @@ void EnDntNomal_Destroy(Actor* thisx, PlayState* play) { EnDntNomal* this = (EnDntNomal*)thisx; if (this->type == ENDNTNOMAL_TARGET) { - Collider_DestroyQuad(play, &this->targetQuad); + Collider_DestroyQuad(play, &this->targetColliderQuad); } else { - Collider_DestroyCylinder(play, &this->bodyCyl); + Collider_DestroyCylinder(play, &this->bodyColliderCylinder); } } @@ -256,16 +256,16 @@ void EnDntNomal_TargetWait(EnDntNomal* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); #if OOT_VERSION < PAL_1_0 - if (this->targetQuad.base.acFlags & AC_HIT) + if (this->targetColliderQuad.base.acFlags & AC_HIT) #else - if ((this->targetQuad.base.acFlags & AC_HIT) || BREG(0)) + if ((this->targetColliderQuad.base.acFlags & AC_HIT) || BREG(0)) #endif { - this->targetQuad.base.acFlags &= ~AC_HIT; + this->targetColliderQuad.base.acFlags &= ~AC_HIT; - dx = fabsf(targetX - this->targetQuad.elem.acDmgInfo.hitPos.x); - dy = fabsf(targetY - this->targetQuad.elem.acDmgInfo.hitPos.y); - dz = fabsf(targetZ - this->targetQuad.elem.acDmgInfo.hitPos.z); + dx = fabsf(targetX - this->targetColliderQuad.elem.acDmgInfo.hitPos.x); + dy = fabsf(targetY - this->targetColliderQuad.elem.acDmgInfo.hitPos.y); + dz = fabsf(targetZ - this->targetColliderQuad.elem.acDmgInfo.hitPos.z); scoreVel.y = 5.0f; @@ -854,13 +854,13 @@ void EnDntNomal_Update(Actor* thisx, PlayState* play) { UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4); if (this->type == ENDNTNOMAL_TARGET) { - Collider_SetQuadVertices(&this->targetQuad, &this->targetVtx[0], &this->targetVtx[1], &this->targetVtx[2], - &this->targetVtx[3]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->targetQuad.base); + Collider_SetQuadVertices(&this->targetColliderQuad, &this->targetVtx[0], &this->targetVtx[1], + &this->targetVtx[2], &this->targetVtx[3]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->targetColliderQuad.base); } else { - Collider_UpdateCylinder(&this->actor, &this->bodyCyl); + Collider_UpdateCylinder(&this->actor, &this->bodyColliderCylinder); if (this->isSolid) { - CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCyl.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyColliderCylinder.base); } } } diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.h b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.h index f0bcab6ed10..21f77798a03 100644 --- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.h +++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.h @@ -38,8 +38,8 @@ typedef struct EnDntNomal { /* 0x0279 */ s8 requiredObjectSlot; /* 0x027C */ Vec3f mouthPos; /* 0x0288 */ Vec3f targetPos; - /* 0x0294 */ ColliderQuad targetQuad; - /* 0x0314 */ ColliderCylinder bodyCyl; + /* 0x0294 */ ColliderQuad targetColliderQuad; + /* 0x0314 */ ColliderCylinder bodyColliderCylinder; } EnDntNomal; // size = 0x0360 #define ENDNTNOMAL_TARGET 0 diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c index f2e02c709cf..82175795bdb 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c @@ -185,10 +185,10 @@ void EnGoma_Init(Actor* thisx, PlayState* play) { this->eggScale = 1.0f; this->eggSquishAngle = Rand_ZeroOne() * 1000.0f; this->actionTimer = 50; - Collider_InitCylinder(play, &this->colCyl1); - Collider_SetCylinder(play, &this->colCyl1, &this->actor, &D_80A4B7A0); - Collider_InitCylinder(play, &this->colCyl2); - Collider_SetCylinder(play, &this->colCyl2, &this->actor, &D_80A4B7CC); + Collider_InitCylinder(play, &this->colliderCylinder1); + Collider_SetCylinder(play, &this->colliderCylinder1, &this->actor, &D_80A4B7A0); + Collider_InitCylinder(play, &this->colliderCylinder2); + Collider_SetCylinder(play, &this->colliderCylinder2, &this->actor, &D_80A4B7CC); } } @@ -196,8 +196,8 @@ void EnGoma_Destroy(Actor* thisx, PlayState* play) { EnGoma* this = (EnGoma*)thisx; if (this->actor.params < 10) { - Collider_DestroyCylinder(play, &this->colCyl1); - Collider_DestroyCylinder(play, &this->colCyl2); + Collider_DestroyCylinder(play, &this->colliderCylinder1); + Collider_DestroyCylinder(play, &this->colliderCylinder2); } } @@ -635,15 +635,15 @@ void EnGoma_UpdateHit(EnGoma* this, PlayState* play) { ColliderElement* acHitElem; u8 swordDamage; - if ((this->colCyl1.base.atFlags & AT_HIT) && this->actionFunc == EnGoma_Jump) { + if ((this->colliderCylinder1.base.atFlags & AT_HIT) && this->actionFunc == EnGoma_Jump) { EnGoma_SetupLand(this); this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; } - if ((this->colCyl2.base.acFlags & AC_HIT) && (s8)this->actor.colChkInfo.health > 0) { - acHitElem = this->colCyl2.elem.acHitElem; - this->colCyl2.base.acFlags &= ~AC_HIT; + if ((this->colliderCylinder2.base.acFlags & AC_HIT) && (s8)this->actor.colChkInfo.health > 0) { + acHitElem = this->colliderCylinder2.elem.acHitElem; + this->colliderCylinder2.base.acFlags &= ~AC_HIT; if (this->gomaType == ENGOMA_NORMAL) { u32 dmgFlags = acHitElem->atDmgInfo.dmgFlags; @@ -753,20 +753,20 @@ void EnGoma_Update(Actor* thisx, PlayState* play) { EnGoma_UpdateEyeEnvColor(this); this->visualState = 1; if (player->meleeWeaponState != 0) { - this->colCyl2.dim.radius = 35; - this->colCyl2.dim.height = 35; - this->colCyl2.dim.yShift = 0; + this->colliderCylinder2.dim.radius = 35; + this->colliderCylinder2.dim.height = 35; + this->colliderCylinder2.dim.yShift = 0; } else { - this->colCyl2.dim.radius = 15; - this->colCyl2.dim.height = 30; - this->colCyl2.dim.yShift = 10; + this->colliderCylinder2.dim.radius = 15; + this->colliderCylinder2.dim.height = 30; + this->colliderCylinder2.dim.yShift = 10; } if (this->invincibilityTimer == 0) { - Collider_UpdateCylinder(&this->actor, &this->colCyl1); - Collider_UpdateCylinder(&this->actor, &this->colCyl2); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colCyl1.base); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colCyl2.base); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colCyl1.base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinder1); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinder2); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder1.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder2.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder1.base); } } } diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.h b/src/overlays/actors/ovl_En_Goma/z_en_goma.h index c901cc937c3..6b2f7cf309c 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.h +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.h @@ -73,8 +73,8 @@ typedef struct EnGoma { /* 0x2F8 */ s16 stunTimer; /* 0x2FC */ Vec3f shieldKnockbackVel; /* 0x308 */ Gfx* bossLimbDL; // set by z_boss_goma - /* 0x30C */ ColliderCylinder colCyl1; - /* 0x358 */ ColliderCylinder colCyl2; + /* 0x30C */ ColliderCylinder colliderCylinder1; + /* 0x358 */ ColliderCylinder colliderCylinder2; } EnGoma; // size = 0x03A4 #endif diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c index a2d4bc5f282..ba22fcc5322 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -143,7 +143,7 @@ static ColliderCylinderInit sCylinderInit2 = { { 20, 70, 0, { 0, 0, 0 } }, }; -static ColliderJntSphElementInit sJntSphItemsInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -167,7 +167,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sJntSphItemsInit, + sJntSphElementsInit, }; static CollisionCheckInfoInit D_80A65F38 = { 10, 35, 100, MASS_HEAVY }; @@ -840,10 +840,10 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawHorse, 20.0f); this->action = ENHORSE_ACT_IDLE; this->actor.speed = 0.0f; - Collider_InitCylinder(play, &this->cyl1); - Collider_SetCylinder(play, &this->cyl1, &this->actor, &sCylinderInit1); - Collider_InitCylinder(play, &this->cyl2); - Collider_SetCylinder(play, &this->cyl2, &this->actor, &sCylinderInit2); + Collider_InitCylinder(play, &this->colliderCylinder1); + Collider_SetCylinder(play, &this->colliderCylinder1, &this->actor, &sCylinderInit1); + Collider_InitCylinder(play, &this->colliderCylinder2); + Collider_SetCylinder(play, &this->colliderCylinder2, &this->actor, &sCylinderInit2); Collider_InitJntSph(play, &this->colliderJntSph); Collider_SetJntSph(play, &this->colliderJntSph, &this->actor, &sJntSphInit, this->colliderJntSphElements); CollisionCheck_SetInfo(&this->actor.colChkInfo, DamageTable_Get(0xB), &D_80A65F38); @@ -928,8 +928,8 @@ void EnHorse_Destroy(Actor* thisx, PlayState* play) { Audio_StopSfxByPos(&this->unk_21C); } Skin_Free(play, &this->skin); - Collider_DestroyCylinder(play, &this->cyl1); - Collider_DestroyCylinder(play, &this->cyl2); + Collider_DestroyCylinder(play, &this->colliderCylinder1); + Collider_DestroyCylinder(play, &this->colliderCylinder2); Collider_DestroyJntSph(play, &this->colliderJntSph); } @@ -949,8 +949,8 @@ void EnHorse_Freeze(EnHorse* this) { } this->prevAction = this->action; this->action = ENHORSE_ACT_FROZEN; - this->cyl1.base.ocFlags1 &= ~OC1_ON; - this->cyl2.base.ocFlags1 &= ~OC1_ON; + this->colliderCylinder1.base.ocFlags1 &= ~OC1_ON; + this->colliderCylinder2.base.ocFlags1 &= ~OC1_ON; this->colliderJntSph.base.ocFlags1 &= ~OC1_ON; this->animationIdx = ENHORSE_ANIM_IDLE; } @@ -965,8 +965,8 @@ void EnHorse_Frozen(EnHorse* this, PlayState* play) { this->actor.speed = 0.0f; this->noInputTimer--; if (this->noInputTimer < 0) { - this->cyl1.base.ocFlags1 |= OC1_ON; - this->cyl2.base.ocFlags1 |= OC1_ON; + this->colliderCylinder1.base.ocFlags1 |= OC1_ON; + this->colliderCylinder2.base.ocFlags1 |= OC1_ON; this->colliderJntSph.base.ocFlags1 |= OC1_ON; if (this->playerControlled == true) { this->stateFlags &= ~ENHORSE_FLAG_7; @@ -1750,8 +1750,8 @@ void EnHorse_HighJump(EnHorse* this, PlayState* play) { } void EnHorse_InitInactive(EnHorse* this) { - this->cyl1.base.ocFlags1 &= ~OC1_ON; - this->cyl2.base.ocFlags1 &= ~OC1_ON; + this->colliderCylinder1.base.ocFlags1 &= ~OC1_ON; + this->colliderCylinder2.base.ocFlags1 &= ~OC1_ON; this->colliderJntSph.base.ocFlags1 &= ~OC1_ON; this->action = ENHORSE_ACT_INACTIVE; this->animationIdx = ENHORSE_ANIM_WALK; @@ -1784,8 +1784,8 @@ void EnHorse_Inactive(EnHorse* this, PlayState* play2) { this->followTimer = 0; EnHorse_SetFollowAnimation(this, play); this->actor.params = HORSE_PTYPE_0; - this->cyl1.base.ocFlags1 |= OC1_ON; - this->cyl2.base.ocFlags1 |= OC1_ON; + this->colliderCylinder1.base.ocFlags1 |= OC1_ON; + this->colliderCylinder2.base.ocFlags1 |= OC1_ON; this->colliderJntSph.base.ocFlags1 |= OC1_ON; } } @@ -3585,17 +3585,21 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) { if (this->action != ENHORSE_ACT_INGO_RACE) { EnHorse_TiltBody(this, play); } - Collider_UpdateCylinder(thisx, &this->cyl1); - Collider_UpdateCylinder(thisx, &this->cyl2); + Collider_UpdateCylinder(thisx, &this->colliderCylinder1); + Collider_UpdateCylinder(thisx, &this->colliderCylinder2); // Required to match - this->cyl1.dim.pos.x = this->cyl1.dim.pos.x + (s16)(Math_SinS(thisx->shape.rot.y) * 11.0f); - this->cyl1.dim.pos.z = this->cyl1.dim.pos.z + (s16)(Math_CosS(thisx->shape.rot.y) * 11.0f); - this->cyl2.dim.pos.x = this->cyl2.dim.pos.x + (s16)(Math_SinS(thisx->shape.rot.y) * -18.0f); - this->cyl2.dim.pos.z = this->cyl2.dim.pos.z + (s16)(Math_CosS(thisx->shape.rot.y) * -18.0f); - CollisionCheck_SetAT(play, &play->colChkCtx, &this->cyl1.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->cyl1.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->cyl2.base); + this->colliderCylinder1.dim.pos.x = + this->colliderCylinder1.dim.pos.x + (s16)(Math_SinS(thisx->shape.rot.y) * 11.0f); + this->colliderCylinder1.dim.pos.z = + this->colliderCylinder1.dim.pos.z + (s16)(Math_CosS(thisx->shape.rot.y) * 11.0f); + this->colliderCylinder2.dim.pos.x = + this->colliderCylinder2.dim.pos.x + (s16)(Math_SinS(thisx->shape.rot.y) * -18.0f); + this->colliderCylinder2.dim.pos.z = + this->colliderCylinder2.dim.pos.z + (s16)(Math_CosS(thisx->shape.rot.y) * -18.0f); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder1.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder1.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder2.base); if ((player->stateFlags1 & PLAYER_STATE1_0) && player->rideActor != NULL) { if (play->sceneId != SCENE_LON_LON_RANCH || (play->sceneId == SCENE_LON_LON_RANCH && (thisx->world.pos.z < -2400.0f))) { @@ -3639,9 +3643,9 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) { } if (thisx->speed >= 5.0f) { - this->cyl1.base.atFlags |= AT_ON; + this->colliderCylinder1.base.atFlags |= AT_ON; } else { - this->cyl1.base.atFlags &= ~AT_ON; + this->colliderCylinder1.base.atFlags &= ~AT_ON; } if (gSaveContext.save.entranceIndex != ENTR_LON_LON_RANCH_0 || gSaveContext.sceneLayer != 9) { diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.h b/src/overlays/actors/ovl_En_Horse/z_en_horse.h index 2acf6383951..0eed5c001cb 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.h +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.h @@ -140,8 +140,8 @@ typedef struct EnHorse { /* 0x0264 */ Vec2f curStick; /* 0x026C */ Vec2f lastStick; /* 0x0274 */ f32 jumpStartY; - /* 0x0278 */ ColliderCylinder cyl1; - /* 0x02C4 */ ColliderCylinder cyl2; + /* 0x0278 */ ColliderCylinder colliderCylinder1; + /* 0x02C4 */ ColliderCylinder colliderCylinder2; /* 0x0310 */ ColliderJntSph colliderJntSph; /* 0x0330 */ ColliderJntSphElement colliderJntSphElements[1]; /* 0x0370 */ u32 playerDir; diff --git a/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c b/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c index d88cf92eeb7..3ed4fb16bc8 100644 --- a/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c +++ b/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c @@ -66,7 +66,7 @@ static ColliderCylinderInitType1 sCylinderInit = { { 20, 100, 0, { 0, 0, 0 } }, }; -static ColliderJntSphElementInit sJntSphElementInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -90,7 +90,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sJntSphElementInit, + sJntSphElementsInit, }; static CollisionCheckInfoInit sColCheckInfoInit = { 10, 35, 100, MASS_HEAVY }; diff --git a/src/overlays/actors/ovl_En_Insect/z_en_insect.c b/src/overlays/actors/ovl_En_Insect/z_en_insect.c index 2175769fbe2..09e4c8d4019 100644 --- a/src/overlays/actors/ovl_En_Insect/z_en_insect.c +++ b/src/overlays/actors/ovl_En_Insect/z_en_insect.c @@ -67,7 +67,7 @@ ActorProfile En_Insect_Profile = { /**/ EnInsect_Draw, }; -static ColliderJntSphElementInit sColliderItemInit[1] = { +static ColliderJntSphElementInit sColliderElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -91,7 +91,7 @@ static ColliderJntSphInit sColliderInit = { COLSHAPE_JNTSPH, }, 1, - sColliderItemInit, + sColliderElementsInit, }; /** diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index b78715e962b..9572cf393ba 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -89,7 +89,7 @@ static ColliderCylinderInit sCylinderInit = { { 50, 160, -70, { 0, 0, 0 } }, }; -static ColliderJntSphElementInit sJntSphElemInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -113,7 +113,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sJntSphElemInit, + sJntSphElementsInit, }; static ColliderQuadInit sQuadInit = { diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index 969260e5a1f..616b8be696c 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -91,7 +91,7 @@ static ColliderCylinderInit sCylinderInit = { { 20, 40, 20, { 0, 0, 0 } }, }; -static ColliderJntSphElementInit D_80AE1AA0[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -115,7 +115,7 @@ static ColliderJntSphInit sJntSphInit = { COLSHAPE_JNTSPH, }, 1, - D_80AE1AA0, + sJntSphElementsInit, }; static CollisionCheckInfoInit sColChkInfoInit = { 4, 25, 50, 40 }; diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index f90bee0dcf7..8c9112354a0 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -210,19 +210,19 @@ void EnSsh_InitColliders(EnSsh* this, PlayState* play) { s32 pad; for (i = 0; i < ARRAY_COUNT(cylinders); i++) { - Collider_InitCylinder(play, &this->collidersCylinder[i]); - Collider_SetCylinder(play, &this->collidersCylinder[i], &this->actor, cylinders[i]); + Collider_InitCylinder(play, &this->colliderCylinders[i]); + Collider_SetCylinder(play, &this->colliderCylinders[i], &this->actor, cylinders[i]); } - this->collidersCylinder[0].elem.acDmgInfo.dmgFlags = + this->colliderCylinders[0].elem.acDmgInfo.dmgFlags = DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT; - this->collidersCylinder[1].elem.acDmgInfo.dmgFlags = + this->colliderCylinders[1].elem.acDmgInfo.dmgFlags = DMG_DEFAULT & ~(DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT) & ~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE); - this->collidersCylinder[2].base.colMaterial = COL_MATERIAL_METAL; - this->collidersCylinder[2].elem.acElemFlags = ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO; - this->collidersCylinder[2].elem.elemMaterial = ELEM_MATERIAL_UNK2; - this->collidersCylinder[2].elem.acDmgInfo.dmgFlags = + this->colliderCylinders[2].base.colMaterial = COL_MATERIAL_METAL; + this->colliderCylinders[2].elem.acElemFlags = ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO; + this->colliderCylinders[2].elem.elemMaterial = ELEM_MATERIAL_UNK2; + this->colliderCylinders[2].elem.acDmgInfo.dmgFlags = DMG_DEFAULT & ~(DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(2), &sColChkInfoInit); @@ -287,16 +287,16 @@ void EnSsh_SetColliderScale(EnSsh* this, f32 scale, f32 radiusMod) { this->colliderJntSph.elements[0].dim.modelSphere.radius = radius; for (i = 0; i < 6; i++) { - yShift = this->collidersCylinder[i].dim.yShift; - radius = this->collidersCylinder[i].dim.radius; - height = this->collidersCylinder[i].dim.height; + yShift = this->colliderCylinders[i].dim.yShift; + radius = this->colliderCylinders[i].dim.radius; + height = this->colliderCylinders[i].dim.height; yShift *= scale; radius *= scale * radiusMod; height *= scale; - this->collidersCylinder[i].dim.yShift = yShift; - this->collidersCylinder[i].dim.radius = radius; - this->collidersCylinder[i].dim.height = height; + this->colliderCylinders[i].dim.yShift = yShift; + this->colliderCylinders[i].dim.radius = radius; + this->colliderCylinders[i].dim.height = height; } Actor_SetScale(&this->actor, 0.04f * scale); this->floorHeightOffset = 40.0f * scale; @@ -448,17 +448,17 @@ void EnSsh_Sway(EnSsh* this) { } void EnSsh_CheckBodyStickHit(EnSsh* this, PlayState* play) { - ColliderElement* elem = &this->collidersCylinder[0].elem; + ColliderElement* elem = &this->colliderCylinders[0].elem; Player* player = GET_PLAYER(play); if (player->unk_860 != 0) { elem->acDmgInfo.dmgFlags |= DMG_DEKU_STICK; - this->collidersCylinder[1].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; - this->collidersCylinder[2].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; + this->colliderCylinders[1].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; + this->colliderCylinders[2].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; } else { elem->acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; - this->collidersCylinder[1].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; - this->collidersCylinder[2].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; + this->colliderCylinders[1].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; + this->colliderCylinders[2].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; } } @@ -470,8 +470,8 @@ s32 EnSsh_CheckHitPlayer(EnSsh* this, PlayState* play) { return false; } for (i = 0; i < 3; i++) { - if (this->collidersCylinder[i + 3].base.ocFlags2 & OC2_HIT_PLAYER) { - this->collidersCylinder[i + 3].base.ocFlags2 &= ~OC2_HIT_PLAYER; + if (this->colliderCylinders[i + 3].base.ocFlags2 & OC2_HIT_PLAYER) { + this->colliderCylinders[i + 3].base.ocFlags2 &= ~OC2_HIT_PLAYER; hit = true; } } @@ -493,13 +493,13 @@ s32 EnSsh_CheckHitPlayer(EnSsh* this, PlayState* play) { s32 EnSsh_CheckHitFront(EnSsh* this) { u32 acFlags; - if (this->collidersCylinder[2].base.acFlags) {} // Needed for matching - acFlags = this->collidersCylinder[2].base.acFlags; + if (this->colliderCylinders[2].base.acFlags) {} // Needed for matching + acFlags = this->colliderCylinders[2].base.acFlags; if (!!(acFlags & AC_HIT) == 0) { return 0; } else { - this->collidersCylinder[2].base.acFlags &= ~AC_HIT; + this->colliderCylinders[2].base.acFlags &= ~AC_HIT; this->invincibilityTimer = 8; if ((this->swayTimer == 0) && (this->hitTimer == 0) && (this->stunTimer == 0)) { this->swayTimer = 60; @@ -509,14 +509,14 @@ s32 EnSsh_CheckHitFront(EnSsh* this) { } s32 EnSsh_CheckHitBack(EnSsh* this, PlayState* play) { - ColliderCylinder* cyl = &this->collidersCylinder[0]; + ColliderCylinder* cyl = &this->colliderCylinders[0]; s32 hit = false; if (cyl->base.acFlags & AC_HIT) { cyl->base.acFlags &= ~AC_HIT; hit = true; } - cyl = &this->collidersCylinder[1]; + cyl = &this->colliderCylinders[1]; if (cyl->base.acFlags & AC_HIT) { cyl->base.acFlags &= ~AC_HIT; hit = true; @@ -559,19 +559,19 @@ s32 EnSsh_CollisionCheck(EnSsh* this, PlayState* play) { } void EnSsh_SetBodyCylinderAC(EnSsh* this, PlayState* play) { - Collider_UpdateCylinder(&this->actor, &this->collidersCylinder[0]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->collidersCylinder[0].base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinders[0]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[0].base); } void EnSsh_SetLegsCylinderAC(EnSsh* this, PlayState* play) { s16 angleTowardsLink = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)); if (angleTowardsLink < 90 * (0x10000 / 360)) { - Collider_UpdateCylinder(&this->actor, &this->collidersCylinder[2]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->collidersCylinder[2].base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinders[2]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[2].base); } else { - Collider_UpdateCylinder(&this->actor, &this->collidersCylinder[1]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->collidersCylinder[1].base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinders[1]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[1].base); } } @@ -594,10 +594,10 @@ s32 EnSsh_SetCylinderOC(EnSsh* this, PlayState* play) { Matrix_RotateY(BINANG_TO_RAD_ALT(this->initialYaw), MTXMODE_APPLY); Matrix_MultVec3f(&cyloffsets[i], &cylPos); Matrix_Pop(); - this->collidersCylinder[i + 3].dim.pos.x = cylPos.x; - this->collidersCylinder[i + 3].dim.pos.y = cylPos.y; - this->collidersCylinder[i + 3].dim.pos.z = cylPos.z; - CollisionCheck_SetOC(play, &play->colChkCtx, &this->collidersCylinder[i + 3].base); + this->colliderCylinders[i + 3].dim.pos.x = cylPos.x; + this->colliderCylinders[i + 3].dim.pos.y = cylPos.y; + this->colliderCylinders[i + 3].dim.pos.z = cylPos.z; + CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinders[i + 3].base); } return 1; } @@ -657,7 +657,7 @@ void EnSsh_Destroy(Actor* thisx, PlayState* play) { Effect_Delete(play, this->blureIdx); for (i = 0; i < 6; i++) { - Collider_DestroyCylinder(play, &this->collidersCylinder[i]); + Collider_DestroyCylinder(play, &this->colliderCylinders[i]); } Collider_DestroyJntSph(play, &this->colliderJntSph); } diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.h b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.h index 4c0e3e275b4..741770cec55 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.h +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.h @@ -14,7 +14,7 @@ typedef struct EnSsh { /* 0x0190 */ Vec3s jointTable[30]; /* 0x0244 */ Vec3s morphTable[30]; /* 0x02F8 */ EnSshActionFunc actionFunc; - /* 0x02FC */ ColliderCylinder collidersCylinder[6]; + /* 0x02FC */ ColliderCylinder colliderCylinders[6]; /* 0x04C4 */ ColliderJntSph colliderJntSph; /* 0x04E4 */ ColliderJntSphElement colliderJntSphElements[1]; /* 0x0524 */ s16 initialYaw; diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index d4f4ebf183b..3b36545dbaf 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -295,20 +295,20 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) { s32 pad; for (i = 0; i < ARRAY_COUNT(cylinders); i++) { - Collider_InitCylinder(play, &this->colliderCylinder[i]); - Collider_SetCylinder(play, &this->colliderCylinder[i], &this->actor, cylinders[i]); + Collider_InitCylinder(play, &this->colliderCylinders[i]); + Collider_SetCylinder(play, &this->colliderCylinders[i], &this->actor, cylinders[i]); } - this->colliderCylinder[0].elem.acDmgInfo.dmgFlags = + this->colliderCylinders[0].elem.acDmgInfo.dmgFlags = DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT; - this->colliderCylinder[1].elem.acDmgInfo.dmgFlags = + this->colliderCylinders[1].elem.acDmgInfo.dmgFlags = DMG_DEFAULT & ~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT) & ~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE); - this->colliderCylinder[2].base.colMaterial = COL_MATERIAL_METAL; - this->colliderCylinder[2].elem.acElemFlags = ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO; - this->colliderCylinder[2].elem.elemMaterial = ELEM_MATERIAL_UNK2; - this->colliderCylinder[2].elem.acDmgInfo.dmgFlags = + this->colliderCylinders[2].base.colMaterial = COL_MATERIAL_METAL; + this->colliderCylinders[2].elem.acElemFlags = ACELEM_ON | ACELEM_HOOKABLE | ACELEM_NO_AT_INFO; + this->colliderCylinders[2].elem.elemMaterial = ELEM_MATERIAL_UNK2; + this->colliderCylinders[2].elem.acDmgInfo.dmgFlags = DMG_DEFAULT & ~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT); @@ -319,34 +319,34 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) { } void EnSt_CheckBodyStickHit(EnSt* this, PlayState* play) { - ColliderElement* bodyElem = &this->colliderCylinder[0].elem; + ColliderElement* bodyElem = &this->colliderCylinders[0].elem; Player* player = GET_PLAYER(play); if (player->unk_860 != 0) { bodyElem->acDmgInfo.dmgFlags |= DMG_DEKU_STICK; - this->colliderCylinder[1].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; - this->colliderCylinder[2].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; + this->colliderCylinders[1].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; + this->colliderCylinders[2].elem.acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; } else { bodyElem->acDmgInfo.dmgFlags &= ~DMG_DEKU_STICK; - this->colliderCylinder[1].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; - this->colliderCylinder[2].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; + this->colliderCylinders[1].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; + this->colliderCylinders[2].elem.acDmgInfo.dmgFlags |= DMG_DEKU_STICK; } } void EnSt_SetBodyCylinderAC(EnSt* this, PlayState* play) { - Collider_UpdateCylinder(&this->actor, &this->colliderCylinder[0]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder[0].base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinders[0]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[0].base); } void EnSt_SetLegsCylinderAC(EnSt* this, PlayState* play) { s16 angleTowardsLink = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)); if (angleTowardsLink < 0x3FFC) { - Collider_UpdateCylinder(&this->actor, &this->colliderCylinder[2]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder[2].base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinders[2]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[2].base); } else { - Collider_UpdateCylinder(&this->actor, &this->colliderCylinder[1]); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder[1].base); + Collider_UpdateCylinder(&this->actor, &this->colliderCylinders[1]); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinders[1].base); } } @@ -369,10 +369,10 @@ s32 EnSt_SetCylinderOC(EnSt* this, PlayState* play) { Matrix_RotateY(BINANG_TO_RAD_ALT(this->initialYaw), MTXMODE_APPLY); Matrix_MultVec3f(&cyloffsets[i], &cylPos); Matrix_Pop(); - this->colliderCylinder[i + 3].dim.pos.x = cylPos.x; - this->colliderCylinder[i + 3].dim.pos.y = cylPos.y; - this->colliderCylinder[i + 3].dim.pos.z = cylPos.z; - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder[i + 3].base); + this->colliderCylinders[i + 3].dim.pos.x = cylPos.x; + this->colliderCylinders[i + 3].dim.pos.y = cylPos.y; + this->colliderCylinders[i + 3].dim.pos.z = cylPos.z; + CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinders[i + 3].base); } return true; @@ -400,10 +400,10 @@ s32 EnSt_CheckHitPlayer(EnSt* this, PlayState* play) { s32 i; for (i = 0, hit = 0; i < 3; i++) { - if (((this->colliderCylinder[i + 3].base.ocFlags2 & OC2_HIT_PLAYER) != 0) == 0) { + if (((this->colliderCylinders[i + 3].base.ocFlags2 & OC2_HIT_PLAYER) != 0) == 0) { continue; } - this->colliderCylinder[i + 3].base.ocFlags2 &= ~OC2_HIT_PLAYER; + this->colliderCylinders[i + 3].base.ocFlags2 &= ~OC2_HIT_PLAYER; hit = true; } @@ -423,13 +423,13 @@ s32 EnSt_CheckHitPlayer(EnSt* this, PlayState* play) { } s32 EnSt_CheckHitFrontside(EnSt* this) { - u8 acFlags = this->colliderCylinder[2].base.acFlags; + u8 acFlags = this->colliderCylinders[2].base.acFlags; if (!!(acFlags & AC_HIT) == 0) { // not hit return false; } else { - this->colliderCylinder[2].base.acFlags &= ~AC_HIT; + this->colliderCylinders[2].base.acFlags &= ~AC_HIT; this->invulnerableTimer = 8; this->playSwayFlag = 0; this->swayTimer = 60; @@ -438,7 +438,7 @@ s32 EnSt_CheckHitFrontside(EnSt* this) { } s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) { - ColliderCylinder* cyl = &this->colliderCylinder[0]; + ColliderCylinder* cyl = &this->colliderCylinders[0]; s32 flags = 0; // damage flags from colliders 0 and 1 s32 hit = false; @@ -448,7 +448,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) { flags |= cyl->elem.acHitElem->atDmgInfo.dmgFlags; } - cyl = &this->colliderCylinder[1]; + cyl = &this->colliderCylinders[1]; if (cyl->base.acFlags & AC_HIT) { cyl->base.acFlags &= ~AC_HIT; hit = true; @@ -538,16 +538,16 @@ void EnSt_SetColliderScale(EnSt* this) { this->colliderJntSph.elements[0].dim.modelSphere.radius = radius; for (i = 0; i < 6; i++) { - yShift = this->colliderCylinder[i].dim.yShift; - radius = this->colliderCylinder[i].dim.radius; - height = this->colliderCylinder[i].dim.height; + yShift = this->colliderCylinders[i].dim.yShift; + radius = this->colliderCylinders[i].dim.radius; + height = this->colliderCylinders[i].dim.height; yShift *= scaleAmount; radius *= scaleAmount; height *= scaleAmount; - this->colliderCylinder[i].dim.yShift = yShift; - this->colliderCylinder[i].dim.radius = radius; - this->colliderCylinder[i].dim.height = height; + this->colliderCylinders[i].dim.yShift = yShift; + this->colliderCylinders[i].dim.radius = radius; + this->colliderCylinders[i].dim.height = height; } Actor_SetScale(&this->actor, 0.04f * scaleAmount); this->colliderScale = scaleAmount; @@ -828,7 +828,7 @@ void EnSt_Destroy(Actor* thisx, PlayState* play) { Effect_Delete(play, this->blureIdx); for (i = 0; i < 6; i++) { - Collider_DestroyCylinder(play, &this->colliderCylinder[i]); + Collider_DestroyCylinder(play, &this->colliderCylinders[i]); } Collider_DestroyJntSph(play, &this->colliderJntSph); } diff --git a/src/overlays/actors/ovl_En_St/z_en_st.h b/src/overlays/actors/ovl_En_St/z_en_st.h index a36dfded6eb..08e9e8bd8de 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.h +++ b/src/overlays/actors/ovl_En_St/z_en_st.h @@ -12,7 +12,7 @@ typedef struct EnSt { /* 0x0000 */ Actor actor; /* 0x014C */ SkelAnime skelAnime; /* 0x0190 */ EnStActionFunc actionFunc; - /* 0x0194 */ ColliderCylinder colliderCylinder[6]; + /* 0x0194 */ ColliderCylinder colliderCylinders[6]; /* 0x035C */ ColliderJntSph colliderJntSph; /* 0x037C */ ColliderJntSphElement colliderJntSphElements[1]; /* 0x03BC */ s16 initialYaw; diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/src/overlays/actors/ovl_En_Sw/z_en_sw.c index bce08a0853b..3a6da425ca4 100644 --- a/src/overlays/actors/ovl_En_Sw/z_en_sw.c +++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.c @@ -47,7 +47,7 @@ ActorProfile En_Sw_Profile = { /**/ EnSw_Draw, }; -static ColliderJntSphElementInit sJntSphItemsInit[1] = { +static ColliderJntSphElementInit sJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, { 0xFFCFFFFF, 0x00, 0x08 }, { 0xFFC3FFFE, 0x00, 0x00 }, 0x01, 0x05, 0x01 }, { 2, { { 0, -300, 0 }, 21 }, 100 }, @@ -57,7 +57,7 @@ static ColliderJntSphElementInit sJntSphItemsInit[1] = { static ColliderJntSphInit sJntSphInit = { { COL_MATERIAL_HIT6, 0x11, 0x09, 0x39, 0x10, COLSHAPE_JNTSPH }, 1, - sJntSphItemsInit, + sJntSphElementsInit, }; static CollisionCheckInfoInit2 D_80B0F074 = { 1, 2, 25, 25, MASS_IMMOVABLE }; diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c index f65c2b08440..95f1061d625 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -60,7 +60,7 @@ void EnWf_SetupDie(EnWf* this); void EnWf_Die(EnWf* this, PlayState* play); s32 EnWf_DodgeRanged(PlayState* play, EnWf* this); -static ColliderJntSphElementInit sJntSphItemsInit[4] = { +static ColliderJntSphElementInit sJntSphElementsInit[4] = { { { ELEM_MATERIAL_UNK0, @@ -116,8 +116,8 @@ static ColliderJntSphInit sJntSphInit = { OC2_TYPE_1, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(sJntSphItemsInit), - sJntSphItemsInit, + ARRAY_COUNT(sJntSphElementsInit), + sJntSphElementsInit, }; static ColliderCylinderInit sBodyCylinderInit = { diff --git a/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c b/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c index bdbecf5a74a..71ff43d277a 100644 --- a/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c +++ b/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c @@ -96,18 +96,18 @@ void ObjIcePoly_Init(Actor* thisx, PlayState* play) { } Actor_SetScale(thisx, sScale[thisx->params]); thisx->world.pos.y = sOffsetY[thisx->params] + thisx->home.pos.y; - Collider_InitCylinder(play, &this->colliderIce); - Collider_SetCylinder(play, &this->colliderIce, thisx, &sCylinderInitIce); - Collider_InitCylinder(play, &this->colliderHard); - Collider_SetCylinder(play, &this->colliderHard, thisx, &sCylinderInitHard); - Collider_UpdateCylinder(thisx, &this->colliderIce); - Collider_UpdateCylinder(thisx, &this->colliderHard); + Collider_InitCylinder(play, &this->iceCollider); + Collider_SetCylinder(play, &this->iceCollider, thisx, &sCylinderInitIce); + Collider_InitCylinder(play, &this->hardCollider); + Collider_SetCylinder(play, &this->hardCollider, thisx, &sCylinderInitHard); + Collider_UpdateCylinder(thisx, &this->iceCollider); + Collider_UpdateCylinder(thisx, &this->hardCollider); thisx->colChkInfo.mass = MASS_IMMOVABLE; this->alpha = 255; - this->colliderIce.dim.radius *= thisx->scale.x; - this->colliderIce.dim.height *= thisx->scale.y; - this->colliderHard.dim.radius *= thisx->scale.x; - this->colliderHard.dim.height *= thisx->scale.y; + this->iceCollider.dim.radius *= thisx->scale.x; + this->iceCollider.dim.height *= thisx->scale.y; + this->hardCollider.dim.radius *= thisx->scale.x; + this->hardCollider.dim.height *= thisx->scale.y; Actor_SetFocus(thisx, thisx->scale.y * 30.0f); this->actionFunc = ObjIcePoly_Idle; } @@ -117,8 +117,8 @@ void ObjIcePoly_Destroy(Actor* thisx, PlayState* play) { ObjIcePoly* this = (ObjIcePoly*)thisx; if ((this->actor.params >= 0) && (this->actor.params < 3)) { - Collider_DestroyCylinder(play, &this->colliderIce); - Collider_DestroyCylinder(play, &this->colliderHard); + Collider_DestroyCylinder(play, &this->iceCollider); + Collider_DestroyCylinder(play, &this->hardCollider); } } @@ -127,17 +127,17 @@ void ObjIcePoly_Idle(ObjIcePoly* this, PlayState* play) { s32 pad; Vec3f pos; - if (this->colliderIce.base.acFlags & AC_HIT) { - this->meltTimer = -this->colliderIce.elem.acHitElem->atDmgInfo.damage; + if (this->iceCollider.base.acFlags & AC_HIT) { + this->meltTimer = -this->iceCollider.elem.acHitElem->atDmgInfo.damage; this->actor.focus.rot.y = this->actor.yawTowardsPlayer; OnePointCutscene_Init(play, 5120, 40, &this->actor, CAM_ID_MAIN); this->actionFunc = ObjIcePoly_Melt; } else if (this->actor.parent != NULL) { this->actor.parent->freezeTimer = 40; - CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderIce.base); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderIce.base); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderIce.base); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderHard.base); + CollisionCheck_SetAT(play, &play->colChkCtx, &this->iceCollider.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->iceCollider.base); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->iceCollider.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->hardCollider.base); } else { Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h b/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h index 22bdf34d955..c6a56d16f11 100644 --- a/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h +++ b/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h @@ -14,8 +14,8 @@ typedef struct ObjIcePoly { /* 0x0150 */ u8 alpha; /* 0x0151 */ u8 unk_151; // Unused. Probably intended to be a switch flag. /* 0x0152 */ s16 meltTimer; - /* 0x0154 */ ColliderCylinder colliderIce; - /* 0x01A0 */ ColliderCylinder colliderHard; + /* 0x0154 */ ColliderCylinder iceCollider; + /* 0x01A0 */ ColliderCylinder hardCollider; } ObjIcePoly; // size = 0x01EC #endif diff --git a/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c b/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c index 8d0447bfb22..a433834d662 100644 --- a/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c +++ b/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c @@ -60,7 +60,7 @@ ActorProfile Obj_Lightswitch_Profile = { /**/ ObjLightswitch_Draw, }; -static ColliderJntSphElementInit sColliderJntSphElementInit[] = { +static ColliderJntSphElementInit sColliderJntSphElementsInit[] = { { { ELEM_MATERIAL_UNK0, @@ -83,7 +83,7 @@ static ColliderJntSphInit sColliderJntSphInit = { COLSHAPE_JNTSPH, }, 1, - sColliderJntSphElementInit, + sColliderJntSphElementsInit, }; static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 60, MASS_IMMOVABLE }; diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c index c238b3d9da7..45c8594c6e4 100644 --- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c +++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c @@ -160,7 +160,7 @@ static ColliderTrisInit sEyeTrisInit = { sEyeTrisElementsInit, }; -static ColliderJntSphElementInit sCrystalJntSphElementInit[1] = { +static ColliderJntSphElementInit sCrystalJntSphElementsInit[1] = { { { ELEM_MATERIAL_UNK0, @@ -183,8 +183,8 @@ static ColliderJntSphInit sCrystalJntSphInit = { OC2_TYPE_2, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(sCrystalJntSphElementInit), - sCrystalJntSphElementInit, + ARRAY_COUNT(sCrystalJntSphElementsInit), + sCrystalJntSphElementsInit, }; static InitChainEntry sInitChain[] = { diff --git a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c index acdf87414d8..a189fe4345b 100644 --- a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c +++ b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c @@ -97,12 +97,12 @@ void ObjSyokudai_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f); - Collider_InitCylinder(play, &this->colliderStand); - Collider_SetCylinder(play, &this->colliderStand, &this->actor, &sCylInitStand); - this->colliderStand.base.colMaterial = sColMaterialsStand[PARAMS_GET_NOMASK(this->actor.params, 12)]; + Collider_InitCylinder(play, &this->standCollider); + Collider_SetCylinder(play, &this->standCollider, &this->actor, &sCylInitStand); + this->standCollider.base.colMaterial = sColMaterialsStand[PARAMS_GET_NOMASK(this->actor.params, 12)]; - Collider_InitCylinder(play, &this->colliderFlame); - Collider_SetCylinder(play, &this->colliderFlame, &this->actor, &sCylInitFlame); + Collider_InitCylinder(play, &this->flameCollider); + Collider_SetCylinder(play, &this->flameCollider, &this->actor, &sCylInitFlame); this->actor.colChkInfo.mass = MASS_IMMOVABLE; @@ -124,8 +124,8 @@ void ObjSyokudai_Destroy(Actor* thisx, PlayState* play) { s32 pad; ObjSyokudai* this = (ObjSyokudai*)thisx; - Collider_DestroyCylinder(play, &this->colliderStand); - Collider_DestroyCylinder(play, &this->colliderFlame); + Collider_DestroyCylinder(play, &this->standCollider); + Collider_DestroyCylinder(play, &this->flameCollider); LightContext_RemoveLight(play, &play->lightCtx, this->lightNode); } @@ -182,8 +182,8 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) { this->litTimer = 20; } } - if (this->colliderFlame.base.acFlags & AC_HIT) { - dmgFlags = this->colliderFlame.elem.acHitElem->atDmgInfo.dmgFlags; + if (this->flameCollider.base.acFlags & AC_HIT) { + dmgFlags = this->flameCollider.elem.acHitElem->atDmgInfo.dmgFlags; if (dmgFlags & (DMG_FIRE | DMG_ARROW_NORMAL)) { interactionType = 1; } @@ -206,7 +206,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) { player->unk_860 = 200; } } else if (dmgFlags & DMG_ARROW_NORMAL) { - arrow = (EnArrow*)this->colliderFlame.base.ac; + arrow = (EnArrow*)this->flameCollider.base.ac; if ((arrow->actor.update != NULL) && (arrow->actor.id == ACTOR_EN_ARROW)) { arrow->actor.params = 0; arrow->collider.elem.atDmgInfo.dmgFlags = DMG_ARROW_FIRE; @@ -243,12 +243,12 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) { } } - Collider_UpdateCylinder(&this->actor, &this->colliderStand); - CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderStand.base); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderStand.base); + Collider_UpdateCylinder(&this->actor, &this->standCollider); + CollisionCheck_SetOC(play, &play->colChkCtx, &this->standCollider.base); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->standCollider.base); - Collider_UpdateCylinder(&this->actor, &this->colliderFlame); - CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderFlame.base); + Collider_UpdateCylinder(&this->actor, &this->flameCollider); + CollisionCheck_SetAC(play, &play->colChkCtx, &this->flameCollider.base); if (this->litTimer > 0) { this->litTimer--; diff --git a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h index 795e855ae86..4dee2ba671f 100644 --- a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h +++ b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h @@ -9,8 +9,8 @@ struct ObjSyokudai; typedef struct ObjSyokudai { /* 0x0000 */ Actor actor; - /* 0x014C */ ColliderCylinder colliderStand; - /* 0x0198 */ ColliderCylinder colliderFlame; + /* 0x014C */ ColliderCylinder standCollider; + /* 0x0198 */ ColliderCylinder flameCollider; /* 0x01E4 */ s16 litTimer; /* 0x01E6 */ u8 flameTexScroll; /* 0x01E8 */ LightNode* lightNode;