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Cleanup colliders 3 #2467

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Feb 15, 2025
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54 changes: 27 additions & 27 deletions src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
Original file line number Diff line number Diff line change
Expand Up @@ -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;
Expand All @@ -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 =
Expand Down Expand Up @@ -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);
}
}

Expand Down Expand Up @@ -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;
Expand Down
6 changes: 3 additions & 3 deletions src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h
Original file line number Diff line number Diff line change
Expand Up @@ -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

Expand Down
18 changes: 9 additions & 9 deletions src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.c
Original file line number Diff line number Diff line change
Expand Up @@ -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);

Expand All @@ -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);
}

Expand All @@ -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) {
Expand Down Expand Up @@ -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);
}

Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
16 changes: 8 additions & 8 deletions src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.c
Original file line number Diff line number Diff line change
Expand Up @@ -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);
}
Expand Down Expand Up @@ -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);
}

Expand All @@ -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);
Expand All @@ -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);
}
}

Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@ ActorProfile Bg_Spot06_Objects_Profile = {
/**/ BgSpot06Objects_Draw,
};

static ColliderJntSphElementInit sJntSphItemsInit[1] = {
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEM_MATERIAL_UNK0,
Expand All @@ -92,7 +92,7 @@ static ColliderJntSphInit sJntSphInit = {
COLSHAPE_JNTSPH,
},
1,
sJntSphItemsInit,
sJntSphElementsInit,
};

static InitChainEntry sInitChain[] = {
Expand Down
4 changes: 2 additions & 2 deletions src/overlays/actors/ovl_Boss_Fd/z_boss_fd_colchk.inc.c
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#include "z64collision_check.h"

static ColliderJntSphElementInit sJntSphItemsInit[19] = {
static ColliderJntSphElementInit sJntSphElementsInit[19] = {
{
{
ELEM_MATERIAL_UNK3,
Expand Down Expand Up @@ -222,5 +222,5 @@ static ColliderJntSphInit sJntSphInit = {
COLSHAPE_JNTSPH,
},
19,
sJntSphItemsInit,
sJntSphElementsInit,
};
12 changes: 6 additions & 6 deletions src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Original file line number Diff line number Diff line change
Expand Up @@ -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,
Expand Down Expand Up @@ -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,
Expand Down Expand Up @@ -313,8 +313,8 @@ static ColliderJntSphInit sJntSphInit2 = {
OC2_TYPE_1,
COLSHAPE_JNTSPH,
},
ARRAY_COUNT(sJntSphItemsInit2),
sJntSphItemsInit2,
ARRAY_COUNT(sJntSphElementsInit2),
sJntSphElementsInit2,
};

static Vec3f D_8090EB20;
Expand Down
50 changes: 25 additions & 25 deletions src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
Original file line number Diff line number Diff line change
Expand Up @@ -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);
Expand All @@ -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);
}
Expand Down Expand Up @@ -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 {
Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -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:
Expand Down Expand Up @@ -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) &&
Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -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;
Expand Down
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