diff --git a/include/z64actor.h b/include/z64actor.h index 3a5ab55cc7..08f1f99399 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -506,8 +506,8 @@ typedef enum DoorLockType { // When Player is carrying this actor, it can only be thrown, not dropped/placed. // Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still. #define ACTOR_FLAG_THROW_ONLY (1 << 23) -// -#define ACTOR_FLAG_1000000 (1 << 24) +// When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit +#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24) // Actor can update even if Player is currently using the ocarina. // Typically an actor will halt while the ocarina is active (depending on category). // This flag allows a given actor to be an exception. diff --git a/src/code/z_actor.c b/src/code/z_actor.c index c399562694..a470420bfc 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -2557,7 +2557,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) { actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->playerHeightRel); actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, ¶ms->player->actor); - actor->flags &= ~ACTOR_FLAG_1000000; + actor->flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) { if (actor == params->player->focusActor) { diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c index c3287d5057..021dff4d5e 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -499,7 +499,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) { } CollisionCheck_SetAC(play, &play->colChkCtx, &this->interactCollider.base); if (this->enemyCollider.base.atFlags & AT_ON) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->enemyCollider.base); } Math_StepToF(&this->drawDmgEffAlpha, 0.0f, 0.05f); 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 2408c293ca..c69c8c331c 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -580,7 +580,7 @@ void EnBb_Update(Actor* thisx, PlayState* play) { Math_Vec3s_ToVec3f(&this->actor.focus.pos, &this->collider.dim.worldSphere.center); if (this->collider.base.atFlags & AT_ON) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } diff --git a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c index b772004880..f21d318a82 100644 --- a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c +++ b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c @@ -617,7 +617,7 @@ void EnBbfall_Update(Actor* thisx, PlayState* play) { Math_Vec3s_ToVec3f(&this->actor.focus.pos, &this->collider.elements[0].dim.worldSphere.center); if (this->collider.base.atFlags & AT_ON) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c index 61007b7026..1487018524 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -1199,7 +1199,7 @@ void EnDekubaba_Update(Actor* thisx, PlayState* play) { if (this->actionFunc == EnDekubaba_Lunge) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; } if (this->collider.base.acFlags & AC_ON) { diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c index 22df4d8d9a..9d28b98292 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -860,7 +860,7 @@ void func_80878424(EnDodongo* this, PlayState* play) { sp20.z = this->collider1Elements[2].dim.worldSphere.center.z; func_80876930(this, play, &sp20); CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base); - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; } void func_80878594(EnDodongo* this) { diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index 1d47cd092e..ee9cb440e7 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -1107,7 +1107,7 @@ void EnFloormas_Update(Actor* thisx, PlayState* play) { UPDBGCHECKINFO_FLAG_10); Collider_UpdateCylinder(&this->actor, &this->collider); if (this->actionFunc == func_808D1650) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } diff --git a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c index 81035529de..e36d67c3ab 100644 --- a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c +++ b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c @@ -158,7 +158,7 @@ void EnNutsball_Update(Actor* thisx, PlayState* play2) { } Collider_UpdateCylinder(&this->actor, &this->collider); - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 93e3ba6309..1ad2f50761 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -971,7 +971,7 @@ void EnOkuta_Projectile_Update(Actor* thisx, PlayState* play) { } Collider_UpdateCylinder(&this->actor, &this->collider); - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); 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 c92ffd2af1..03253101a8 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -793,7 +793,7 @@ void EnPeehat_Update(Actor* thisx, PlayState* play2) { } if (this->colliderTris.base.atFlags & AT_ON) { - thisx->flags |= ACTOR_FLAG_1000000; + thisx->flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderTris.base); if (thisx->params == 0) { Vec3f sp74; diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index a8db3bd2b4..d7b610c899 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -1016,7 +1016,7 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { } if (this->actionFunc == EnPoSisters_SpinAttack) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } 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 f4fd9dd5a0..662a4e58ce 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -810,7 +810,7 @@ void EnPoh_Update(Actor* thisx, PlayState* play2) { this->actionFunc(this, play); Actor_MoveWithGravity(&this->actor); if ((this->actionFunc == func_80B2CF28) && (this->unk_18E < 10)) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSph.base); } 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 1971531abe..d1a5ccfe6b 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -10,7 +10,7 @@ #define FLAGS \ (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | \ - ACTOR_FLAG_1000000) + ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT) #define THIS ((EnSt*)thisx) diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index de9eb6b559..5addcc6eb3 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -385,7 +385,7 @@ void func_808942B4(EnTite* this, PlayState* play) { } } } else if (!(this->collider.base.atFlags & AT_HIT)) { - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } else { this->collider.base.atFlags &= ~AT_HIT; @@ -784,7 +784,7 @@ void func_80895738(EnTite* this, PlayState* play) { } else if (this->unk_2BC > 0) { this->unk_2BC--; Math_StepToF(&this->actor.speed, 10.0f, 0.3f); - this->actor.flags |= ACTOR_FLAG_1000000; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); if (!func_80893A34(this, play)) { this->unk_2BC = 0; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 541619b4a6..92e8114d17 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -6031,7 +6031,7 @@ s32 func_80834600(Player* this, PlayState* play) { Actor* sp60 = this->cylinder.base.ac; s32 var_a2_2; - if (sp60->flags & ACTOR_FLAG_1000000) { + if (sp60->flags & ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT) { Player_PlaySfx(this, NA_SE_PL_BODY_HIT); }