mirror of https://github.com/zeldaret/oot.git
SHOCK -> ELECTRIC
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@ -84,7 +84,7 @@ typedef enum HitSpecialEffect {
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HIT_SPECIAL_EFFECT_NONE,
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HIT_SPECIAL_EFFECT_FIRE,
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HIT_SPECIAL_EFFECT_ICE,
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HIT_SPECIAL_EFFECT_SHOCK, // electric shock
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HIT_SPECIAL_EFFECT_ELECTRIC,
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HIT_SPECIAL_EFFECT_KNOCKBACK
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} HitSpecialEffect;
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@ -96,7 +96,7 @@ typedef struct ColliderElementDamageInfoAT {
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typedef enum HitBacklash {
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HIT_BACKLASH_NONE,
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HIT_BACKLASH_SHOCK // electric shock
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HIT_BACKLASH_ELECTRIC
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} HitBacklash;
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typedef struct ColliderElementDamageInfoAC {
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@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) {
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void EnBili_SetupFloatIdle(EnBili* this) {
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this->actor.speed = 0.7f;
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this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_SHOCK;
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this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC;
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this->timer = 32;
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this->actor.home.pos.y = this->actor.world.pos.y;
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this->actor.gravity = 0.0f;
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@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) {
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}
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if (this->timer == 0) {
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this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_SHOCK;
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this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC;
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EnVali_SetupFloatIdle(this);
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}
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}
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@ -4940,7 +4940,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
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sp4C = PLAYER_HIT_RESPONSE_NONE;
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ICE) {
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sp4C = PLAYER_HIT_RESPONSE_ICE_TRAP;
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_SHOCK) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ELECTRIC) {
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sp4C = PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK;
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_KNOCKBACK) {
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sp4C = PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE;
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@ -9145,7 +9145,7 @@ s32 func_80842DF4(PlayState* play, Player* this) {
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if ((func_80842AC4(play, this) == 0) && (this->heldItemAction != PLAYER_IA_HAMMER)) {
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func_80842B7C(play, this);
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if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_SHOCK) {
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if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_ELECTRIC) {
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this->actor.colChkInfo.damage = 8;
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func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK, 0.0f, 0.0f, this->actor.shape.rot.y,
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20);
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