SHOCK -> ELECTRIC

This commit is contained in:
Dragorn421 2025-06-20 13:30:47 +02:00
parent 3518b3927b
commit 2cfc25217e
No known key found for this signature in database
GPG Key ID: 05949E029F4EF294
4 changed files with 6 additions and 6 deletions

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@ -84,7 +84,7 @@ typedef enum HitSpecialEffect {
HIT_SPECIAL_EFFECT_NONE,
HIT_SPECIAL_EFFECT_FIRE,
HIT_SPECIAL_EFFECT_ICE,
HIT_SPECIAL_EFFECT_SHOCK, // electric shock
HIT_SPECIAL_EFFECT_ELECTRIC,
HIT_SPECIAL_EFFECT_KNOCKBACK
} HitSpecialEffect;
@ -96,7 +96,7 @@ typedef struct ColliderElementDamageInfoAT {
typedef enum HitBacklash {
HIT_BACKLASH_NONE,
HIT_BACKLASH_SHOCK // electric shock
HIT_BACKLASH_ELECTRIC
} HitBacklash;
typedef struct ColliderElementDamageInfoAC {

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@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) {
void EnBili_SetupFloatIdle(EnBili* this) {
this->actor.speed = 0.7f;
this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_SHOCK;
this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC;
this->timer = 32;
this->actor.home.pos.y = this->actor.world.pos.y;
this->actor.gravity = 0.0f;

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@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) {
}
if (this->timer == 0) {
this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_SHOCK;
this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC;
EnVali_SetupFloatIdle(this);
}
}

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@ -4940,7 +4940,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
sp4C = PLAYER_HIT_RESPONSE_NONE;
} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ICE) {
sp4C = PLAYER_HIT_RESPONSE_ICE_TRAP;
} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_SHOCK) {
} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ELECTRIC) {
sp4C = PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK;
} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_KNOCKBACK) {
sp4C = PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE;
@ -9145,7 +9145,7 @@ s32 func_80842DF4(PlayState* play, Player* this) {
if ((func_80842AC4(play, this) == 0) && (this->heldItemAction != PLAYER_IA_HAMMER)) {
func_80842B7C(play, this);
if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_SHOCK) {
if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_ELECTRIC) {
this->actor.colChkInfo.damage = 8;
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK, 0.0f, 0.0f, this->actor.shape.rot.y,
20);