diff --git a/include/z64collision_check.h b/include/z64collision_check.h index 2c27563766..4a15431acc 100644 --- a/include/z64collision_check.h +++ b/include/z64collision_check.h @@ -391,7 +391,7 @@ typedef struct CollisionCheckContext { #define OCLINE_NONE 0 // Did not have an OcLine collision #define OCLINE_HIT (1 << 0) // Had an OcLine collision -#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4)) +#define DMG_ENTRY(damage, reaction) ((damage) | ((reaction) << 4)) #define DMG_DEKU_NUT (1 << 0) #define DMG_DEKU_STICK (1 << 1) @@ -464,7 +464,7 @@ typedef struct CollisionCheckInfo { /* 0x16 */ u8 mass; // Used to compute displacement for OC collisions /* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one /* 0x18 */ u8 damage; // Amount to decrement health by - /* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon + /* 0x19 */ u8 damageReaction; // Stores what reaction should occur after being hit /* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC /* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT } CollisionCheckInfo; // size = 0x1C diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index dcf07766e6..283a9b2fb0 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -3027,7 +3027,7 @@ void CollisionCheck_InitInfo(CollisionCheckInfo* info) { */ void CollisionCheck_ResetDamage(CollisionCheckInfo* info) { info->damage = 0; - info->damageEffect = 0; + info->damageReaction = 0; info->atHitEffect = 0; info->acHitEffect = 0; info->displacement.x = info->displacement.y = info->displacement.z = 0.0f; @@ -3108,7 +3108,7 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colChkCt } damage = tbl->table[i] & 0xF; - col->actor->colChkInfo.damageEffect = tbl->table[i] >> 4 & 0xF; + col->actor->colChkInfo.damageReaction = tbl->table[i] >> 4 & 0xF; } if (!(col->acFlags & AC_HARD)) { col->actor->colChkInfo.damage += damage; 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 89ba5fab34..ccd825ad52 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -2552,7 +2552,7 @@ void BossSst_HandCollisionCheck(BossSst* this, PlayState* play) { s32 bothHands = true; this->colliderJntSph.base.acFlags &= ~AC_HIT; - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); this->colliderJntSph.base.acFlags &= ~AC_ON; this->colliderJntSph.base.ocFlags1 &= ~OC1_NO_PUSH; @@ -2563,7 +2563,7 @@ void BossSst_HandCollisionCheck(BossSst* this, PlayState* play) { } this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - if (this->actor.colChkInfo.damageEffect == 3) { + if (this->actor.colChkInfo.damageReaction == 3) { BossSst_HandSetupFrozen(this); } else { BossSst_HandSetupReel(this); @@ -2583,7 +2583,7 @@ void BossSst_HandCollisionCheck(BossSst* this, PlayState* play) { void BossSst_HeadCollisionCheck(BossSst* this, PlayState* play) { 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->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { if (this->actionFunc == BossSst_HeadVulnerable) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); 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 aec25c7cf2..f9e617573c 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -1402,7 +1402,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { if (this->timer >= 0) { if (this->invincibilityTimer == 0) { this->invincibilityTimer = 8; - if (this->actor.colChkInfo.damageEffect != 1) { + if (this->actor.colChkInfo.damageReaction != 1) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_DAMAGE); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12); 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 3f7649ea7e..507e29ba8f 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -127,48 +127,48 @@ static ColliderQuadInit sQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; -typedef enum ArmosDamageEffect { - /* 0 */ AM_DMGEFF_NONE, // used by anything that can't kill the armos - /* 1 */ AM_DMGEFF_NUT, - /* 6 */ AM_DMGEFF_STUN = 6, // doesn't include deku nuts - /* 13 */ AM_DMGEFF_ICE = 13, - /* 14 */ AM_DMGEFF_MAGIC_FIRE_LIGHT, - /* 15 */ AM_DMGEFF_KILL // any damage source that can kill the armos (and isn't a special case) -} ArmosDamageEffect; +typedef enum ArmosDamageReaction { + /* 0 */ AM_DMG_REACT_NONE, // used by anything that can't kill the armos + /* 1 */ AM_DMG_REACT_NUT, + /* 6 */ AM_DMG_REACT_STUN = 6, // doesn't include deku nuts + /* 13 */ AM_DMG_REACT_ICE = 13, + /* 14 */ AM_DMG_REACT_MAGIC_FIRE_LIGHT, + /* 15 */ AM_DMG_REACT_KILL // any damage source that can kill the armos (and isn't a special case) +} ArmosDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, AM_DMGEFF_NUT), - /* Deku stick */ DMG_ENTRY(2, AM_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(1, AM_DMGEFF_NONE), - /* Explosive */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Boomerang */ DMG_ENTRY(0, AM_DMGEFF_STUN), - /* Normal arrow */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Hammer swing */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Hookshot */ DMG_ENTRY(0, AM_DMGEFF_STUN), - /* Kokiri sword */ DMG_ENTRY(1, AM_DMGEFF_NONE), - /* Master sword */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Giant's Knife */ DMG_ENTRY(4, AM_DMGEFF_KILL), - /* Fire arrow */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Ice arrow */ DMG_ENTRY(4, AM_DMGEFF_ICE), - /* Light arrow */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Unk arrow 1 */ DMG_ENTRY(2, AM_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(2, AM_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(2, AM_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(0, AM_DMGEFF_MAGIC_FIRE_LIGHT), - /* Ice magic */ DMG_ENTRY(3, AM_DMGEFF_ICE), - /* Light magic */ DMG_ENTRY(0, AM_DMGEFF_MAGIC_FIRE_LIGHT), - /* Shield */ DMG_ENTRY(0, AM_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, AM_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, AM_DMGEFF_NONE), - /* Giant spin */ DMG_ENTRY(4, AM_DMGEFF_KILL), - /* Master spin */ DMG_ENTRY(2, AM_DMGEFF_KILL), - /* Kokiri jump */ DMG_ENTRY(2, AM_DMGEFF_NONE), - /* Giant jump */ DMG_ENTRY(8, AM_DMGEFF_KILL), - /* Master jump */ DMG_ENTRY(4, AM_DMGEFF_KILL), - /* Unknown 1 */ DMG_ENTRY(0, AM_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, AM_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, AM_DMGEFF_KILL), - /* Unknown 2 */ DMG_ENTRY(0, AM_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, AM_DMG_REACT_NUT), + /* Deku stick */ DMG_ENTRY(2, AM_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(1, AM_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Boomerang */ DMG_ENTRY(0, AM_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Hammer swing */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Hookshot */ DMG_ENTRY(0, AM_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, AM_DMG_REACT_NONE), + /* Master sword */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Giant's Knife */ DMG_ENTRY(4, AM_DMG_REACT_KILL), + /* Fire arrow */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Ice arrow */ DMG_ENTRY(4, AM_DMG_REACT_ICE), + /* Light arrow */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Unk arrow 1 */ DMG_ENTRY(2, AM_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, AM_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, AM_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(0, AM_DMG_REACT_MAGIC_FIRE_LIGHT), + /* Ice magic */ DMG_ENTRY(3, AM_DMG_REACT_ICE), + /* Light magic */ DMG_ENTRY(0, AM_DMG_REACT_MAGIC_FIRE_LIGHT), + /* Shield */ DMG_ENTRY(0, AM_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, AM_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, AM_DMG_REACT_NONE), + /* Giant spin */ DMG_ENTRY(4, AM_DMG_REACT_KILL), + /* Master spin */ DMG_ENTRY(2, AM_DMG_REACT_KILL), + /* Kokiri jump */ DMG_ENTRY(2, AM_DMG_REACT_NONE), + /* Giant jump */ DMG_ENTRY(8, AM_DMG_REACT_KILL), + /* Master jump */ DMG_ENTRY(4, AM_DMG_REACT_KILL), + /* Unknown 1 */ DMG_ENTRY(0, AM_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, AM_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, AM_DMG_REACT_KILL), + /* Unknown 2 */ DMG_ENTRY(0, AM_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -735,7 +735,7 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) { Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 100); - if (this->damageEffect == AM_DMGEFF_ICE) { + if (this->damageReaction == AM_DMG_REACT_ICE) { this->iceTimer = 48; } @@ -810,27 +810,27 @@ void EnAm_UpdateDamage(EnAm* this, PlayState* play) { } else if ((this->hurtCollider.base.acFlags & AC_HIT) && (this->behavior >= AM_BEHAVIOR_5)) { this->hurtCollider.base.acFlags &= ~AC_HIT; - if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) { + if (this->dyna.actor.colChkInfo.damageReaction != AM_DMG_REACT_MAGIC_FIRE_LIGHT) { this->unk_264 = 0; - this->damageEffect = this->dyna.actor.colChkInfo.damageEffect; + this->damageReaction = this->dyna.actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.elem, false); - if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_NUT) || - (this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) || - (this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_ICE)) { + if ((this->dyna.actor.colChkInfo.damageReaction == AM_DMG_REACT_NUT) || + (this->dyna.actor.colChkInfo.damageReaction == AM_DMG_REACT_STUN) || + (this->dyna.actor.colChkInfo.damageReaction == AM_DMG_REACT_ICE)) { if (this->behavior != AM_BEHAVIOR_STUNNED) { EnAm_SetupStunned(this, play); if (this->dyna.actor.colChkInfo.damage != 0) { this->dyna.actor.colChkInfo.health = 0; } - } else if (this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) { + } else if (this->dyna.actor.colChkInfo.damageReaction == AM_DMG_REACT_STUN) { Vec3f sparkPos = this->dyna.actor.world.pos; sparkPos.y += 50.0f; CollisionCheck_SpawnShieldParticlesMetal(play, &sparkPos); } - } else if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_KILL) || + } else if ((this->dyna.actor.colChkInfo.damageReaction == AM_DMG_REACT_KILL) || (this->behavior == AM_BEHAVIOR_STUNNED)) { this->dyna.actor.colChkInfo.health = 0; @@ -857,7 +857,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) { EnAm_UpdateDamage(this, play); } - if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) { + if (this->dyna.actor.colChkInfo.damageReaction != AM_DMG_REACT_MAGIC_FIRE_LIGHT) { if (this->attackTimer != 0) { this->attackTimer--; } diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.h b/src/overlays/actors/ovl_En_Am/z_en_am.h index 2903a3b6ea..a8335c5ad3 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.h +++ b/src/overlays/actors/ovl_En_Am/z_en_am.h @@ -23,7 +23,7 @@ typedef struct EnAm { /* 0x0262 */ s16 panicSpinRot; // used when panicking before death /* 0x0264 */ s16 unk_264; /* 0x0266 */ u8 textureBlend; // 0 = statue textures; 255 = enemy textures - /* 0x0267 */ u8 damageEffect; + /* 0x0267 */ u8 damageReaction; /* 0x0267 */ Vec3f shakeOrigin; // center point to shake around when waking up /* 0x0274 */ ColliderCylinder hurtCollider; /* 0x02C0 */ ColliderCylinder blockCollider; diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c index a37aae8954..dca62ddf43 100644 --- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c +++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c @@ -73,45 +73,45 @@ static ColliderCylinderInit sCylinderInit = { { 29, 103, 0, { 0, 0, 0 } }, }; -typedef enum AnubiceDamageEffect { - /* 0x0 */ ANUBICE_DMGEFF_NONE, - /* 0x2 */ ANUBICE_DMGEFF_FIRE = 2, - /* 0xF */ ANUBICE_DMGEFF_0xF = 0xF // Treated the same as ANUBICE_DMGEFF_NONE in code -} AnubiceDamageEffect; +typedef enum AnubiceDamageReaction { + /* 0x0 */ ANUBICE_DMG_REACT_NONE, + /* 0x2 */ ANUBICE_DMG_REACT_FIRE = 2, + /* 0xF */ ANUBICE_DMG_REACT_0xF = 0xF // Treated the same as ANUBICE_DMG_REACT_NONE in code +} AnubiceDamageReaction; static DamageTable sDamageTable[] = { - /* Deku nut */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Deku stick */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Slingshot */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Explosive */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Boomerang */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Normal arrow */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Hammer swing */ DMG_ENTRY(1, ANUBICE_DMGEFF_0xF), - /* Hookshot */ DMG_ENTRY(2, ANUBICE_DMGEFF_0xF), - /* Kokiri sword */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Master sword */ DMG_ENTRY(2, ANUBICE_DMGEFF_0xF), - /* Giant's Knife */ DMG_ENTRY(6, ANUBICE_DMGEFF_0xF), - /* Fire arrow */ DMG_ENTRY(2, ANUBICE_DMGEFF_FIRE), - /* Ice arrow */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Light arrow */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Unk arrow 1 */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Unk arrow 2 */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Unk arrow 3 */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Fire magic */ DMG_ENTRY(3, ANUBICE_DMGEFF_FIRE), - /* Ice magic */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Light magic */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Giant spin */ DMG_ENTRY(6, ANUBICE_DMGEFF_0xF), - /* Master spin */ DMG_ENTRY(2, ANUBICE_DMGEFF_0xF), - /* Kokiri jump */ DMG_ENTRY(0, ANUBICE_DMGEFF_0xF), - /* Giant jump */ DMG_ENTRY(12, ANUBICE_DMGEFF_0xF), - /* Master jump */ DMG_ENTRY(4, ANUBICE_DMGEFF_0xF), - /* Unknown 1 */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, ANUBICE_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Deku stick */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Slingshot */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Explosive */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Boomerang */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Normal arrow */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Hammer swing */ DMG_ENTRY(1, ANUBICE_DMG_REACT_0xF), + /* Hookshot */ DMG_ENTRY(2, ANUBICE_DMG_REACT_0xF), + /* Kokiri sword */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Master sword */ DMG_ENTRY(2, ANUBICE_DMG_REACT_0xF), + /* Giant's Knife */ DMG_ENTRY(6, ANUBICE_DMG_REACT_0xF), + /* Fire arrow */ DMG_ENTRY(2, ANUBICE_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Light arrow */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Unk arrow 1 */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Unk arrow 2 */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Unk arrow 3 */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Fire magic */ DMG_ENTRY(3, ANUBICE_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Light magic */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Giant spin */ DMG_ENTRY(6, ANUBICE_DMG_REACT_0xF), + /* Master spin */ DMG_ENTRY(2, ANUBICE_DMG_REACT_0xF), + /* Kokiri jump */ DMG_ENTRY(0, ANUBICE_DMG_REACT_0xF), + /* Giant jump */ DMG_ENTRY(12, ANUBICE_DMG_REACT_0xF), + /* Master jump */ DMG_ENTRY(4, ANUBICE_DMG_REACT_0xF), + /* Unknown 1 */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, ANUBICE_DMG_REACT_NONE), }; void EnAnubice_Hover(EnAnubice* this, PlayState* play) { @@ -399,7 +399,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect == ANUBICE_DMGEFF_FIRE) { + if (this->actor.colChkInfo.damageReaction == ANUBICE_DMG_REACT_FIRE) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Enemy_StartFinishingBlow(play, &this->actor); diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.h b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.h index 51cd02d1ef..0ad49e2eb3 100644 --- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.h +++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.h @@ -41,7 +41,7 @@ typedef struct EnAnubice { /* 0x025C */ s16 knockbackTimer; /* 0x025E */ s16 isMirroringPlayer; /* 0x0260 */ s16 isPlayerOutOfRange; - /* 0x0262 */ s16 isKnockedback; // Hit by an attack without ANUBICE_DMGEFF_FIRE + /* 0x0262 */ s16 isKnockedback; // Hit by an attack without ANUBICE_DMG_REACT_FIRE /* 0x0264 */ s16 hasSearchedForFlameCircles; /* 0x0268 */ f32 hoverVelocityTimer; /* 0x026C */ f32 animLastFrame; 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 18dad81519..86b167bcae 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -1169,7 +1169,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) { } if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - this->dmgEffect = this->actor.colChkInfo.damageEffect; + this->dmgEffect = this->actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, false); switch (this->dmgEffect) { case 7: @@ -1252,7 +1252,7 @@ void EnBb_Update(Actor* thisx, PlayState* play2) { if (this->actor.params <= ENBB_BLUE) { EnBb_CollisionCheck(this, play); } - if (this->actor.colChkInfo.damageEffect != 0xD) { + if (this->actor.colChkInfo.damageReaction != 0xD) { this->actionFunc(this, play); if ((this->actor.params <= ENBB_BLUE) && (this->actor.speed >= -6.0f) && !(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) { 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 4243bbdf79..7760866ae5 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -767,12 +767,12 @@ void func_809BE798(EnBigokuta* this, PlayState* play) { void EnBigokuta_UpdateDamage(EnBigokuta* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != 0 || this->actor.colChkInfo.damage != 0) { - if (this->actor.colChkInfo.damageEffect == 1) { + if (this->actor.colChkInfo.damageReaction != 0 || this->actor.colChkInfo.damage != 0) { + if (this->actor.colChkInfo.damageReaction == 1) { if (this->actionFunc != func_809BE058) { func_809BD524(this); } - } else if (this->actor.colChkInfo.damageEffect == 0xF) { + } else if (this->actor.colChkInfo.damageReaction == 0xF) { func_809BD47C(this); } else if (!Actor_IsFacingPlayer(&this->actor, 0x4000)) { if (Actor_ApplyDamage(&this->actor) == 0) { // Dead diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/src/overlays/actors/ovl_En_Bili/z_en_bili.c index 82f7b62796..7a6b7fd78b 100644 --- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c +++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c @@ -78,48 +78,48 @@ static ColliderCylinderInit sCylinderInit = { static CollisionCheckInfoInit2 sColChkInfoInit = { 1, 9, 28, -20, 30 }; -typedef enum BiriDamageEffect { - /* 0x0 */ BIRI_DMGEFF_NONE, - /* 0x1 */ BIRI_DMGEFF_DEKUNUT, - /* 0x2 */ BIRI_DMGEFF_FIRE, - /* 0x3 */ BIRI_DMGEFF_ICE, - /* 0xE */ BIRI_DMGEFF_SLINGSHOT = 0xE, - /* 0xF */ BIRI_DMGEFF_SWORD -} BiriDamageEffect; +typedef enum BiriDamageReaction { + /* 0x0 */ BIRI_DMG_REACT_NONE, + /* 0x1 */ BIRI_DMG_REACT_DEKUNUT, + /* 0x2 */ BIRI_DMG_REACT_FIRE, + /* 0x3 */ BIRI_DMG_REACT_ICE, + /* 0xE */ BIRI_DMG_REACT_SLINGSHOT = 0xE, + /* 0xF */ BIRI_DMG_REACT_SWORD +} BiriDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, BIRI_DMGEFF_DEKUNUT), - /* Deku stick */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(0, BIRI_DMGEFF_SLINGSHOT), - /* Explosive */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(1, BIRI_DMGEFF_NONE), - /* Normal arrow */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Hookshot */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Kokiri sword */ DMG_ENTRY(1, BIRI_DMGEFF_SWORD), - /* Master sword */ DMG_ENTRY(2, BIRI_DMGEFF_SWORD), - /* Giant's Knife */ DMG_ENTRY(4, BIRI_DMGEFF_SWORD), - /* Fire arrow */ DMG_ENTRY(4, BIRI_DMGEFF_FIRE), - /* Ice arrow */ DMG_ENTRY(4, BIRI_DMGEFF_ICE), - /* Light arrow */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(4, BIRI_DMGEFF_FIRE), - /* Ice magic */ DMG_ENTRY(4, BIRI_DMGEFF_ICE), - /* Light magic */ DMG_ENTRY(0, BIRI_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, BIRI_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, BIRI_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, BIRI_DMGEFF_NONE), - /* Giant spin */ DMG_ENTRY(4, BIRI_DMGEFF_NONE), - /* Master spin */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Kokiri jump */ DMG_ENTRY(2, BIRI_DMGEFF_NONE), - /* Giant jump */ DMG_ENTRY(8, BIRI_DMGEFF_NONE), - /* Master jump */ DMG_ENTRY(4, BIRI_DMGEFF_NONE), - /* Unknown 1 */ DMG_ENTRY(0, BIRI_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, BIRI_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, BIRI_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, BIRI_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, BIRI_DMG_REACT_DEKUNUT), + /* Deku stick */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(0, BIRI_DMG_REACT_SLINGSHOT), + /* Explosive */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(1, BIRI_DMG_REACT_NONE), + /* Normal arrow */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Kokiri sword */ DMG_ENTRY(1, BIRI_DMG_REACT_SWORD), + /* Master sword */ DMG_ENTRY(2, BIRI_DMG_REACT_SWORD), + /* Giant's Knife */ DMG_ENTRY(4, BIRI_DMG_REACT_SWORD), + /* Fire arrow */ DMG_ENTRY(4, BIRI_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(4, BIRI_DMG_REACT_ICE), + /* Light arrow */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, BIRI_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(4, BIRI_DMG_REACT_ICE), + /* Light magic */ DMG_ENTRY(0, BIRI_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, BIRI_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, BIRI_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, BIRI_DMG_REACT_NONE), + /* Giant spin */ DMG_ENTRY(4, BIRI_DMG_REACT_NONE), + /* Master spin */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Kokiri jump */ DMG_ENTRY(2, BIRI_DMG_REACT_NONE), + /* Giant jump */ DMG_ENTRY(8, BIRI_DMG_REACT_NONE), + /* Master jump */ DMG_ENTRY(4, BIRI_DMG_REACT_NONE), + /* Unknown 1 */ DMG_ENTRY(0, BIRI_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, BIRI_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, BIRI_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, BIRI_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -566,26 +566,26 @@ void EnBili_Frozen(EnBili* this, PlayState* play) { } void EnBili_UpdateDamage(EnBili* this, PlayState* play) { - u8 damageEffect; + u8 damageReaction; if ((this->actor.colChkInfo.health != 0) && (this->collider.base.acFlags & AC_HIT)) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { if (Actor_ApplyDamage(&this->actor) == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_DEAD); Enemy_StartFinishingBlow(play, &this->actor); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } - damageEffect = this->actor.colChkInfo.damageEffect; + damageReaction = this->actor.colChkInfo.damageReaction; - if (damageEffect == BIRI_DMGEFF_DEKUNUT) { + if (damageReaction == BIRI_DMG_REACT_DEKUNUT) { if (this->actionFunc != EnBili_Stunned) { EnBili_SetupStunned(this); } - } else if (damageEffect == BIRI_DMGEFF_SWORD) { + } else if (damageReaction == BIRI_DMG_REACT_SWORD) { if (this->actionFunc != EnBili_Stunned) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_XLU, 10); @@ -596,12 +596,12 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) { } else { EnBili_SetupBurnt(this); } - } else if (damageEffect == BIRI_DMGEFF_FIRE) { + } else if (damageReaction == BIRI_DMG_REACT_FIRE) { EnBili_SetupBurnt(this); this->timer = 2; - } else if (damageEffect == BIRI_DMGEFF_ICE) { + } else if (damageReaction == BIRI_DMG_REACT_ICE) { EnBili_SetupFrozen(this, play); - } else if (damageEffect == BIRI_DMGEFF_SLINGSHOT) { + } else if (damageReaction == BIRI_DMG_REACT_SLINGSHOT) { EnBili_SetupRecoil(this); } else { EnBili_SetupBurnt(this); diff --git a/src/overlays/actors/ovl_En_Bw/z_en_bw.c b/src/overlays/actors/ovl_En_Bw/z_en_bw.c index 0aad9cccae..3e82fd07cd 100644 --- a/src/overlays/actors/ovl_En_Bw/z_en_bw.c +++ b/src/overlays/actors/ovl_En_Bw/z_en_bw.c @@ -617,7 +617,7 @@ void func_809D01CC(EnBw* this) { this->actor.speed = 0.0f; this->unk_25C = (Rand_ZeroOne() * 0.25f) + 1.0f; this->unk_260 = 0.0f; - if (this->damageEffect == 0xE) { + if (this->damageReaction == 0xE) { this->iceTimer = 0x50; } this->unk_222 = (this->actor.colorFilterParams & 0x4000) ? 25 : 80; @@ -658,7 +658,7 @@ void func_809D0268(EnBw* this, PlayState* play) { void func_809D03CC(EnBw* this) { this->actor.speed = 0.0f; - if (this->damageEffect == 0xE) { + if (this->damageReaction == 0xE) { this->iceTimer = 32; } this->unk_23C = this->actor.colorFilterTimer; @@ -706,12 +706,12 @@ void func_809D0584(EnBw* this, PlayState* play) { } else { if (this->collider2.base.acFlags & AC_HIT) { this->collider2.base.acFlags &= ~AC_HIT; - if ((this->actor.colChkInfo.damageEffect == 0) || (this->unk_220 == 6)) { + if ((this->actor.colChkInfo.damageReaction == 0) || (this->unk_220 == 6)) { return; } - this->damageEffect = this->actor.colChkInfo.damageEffect; + this->damageReaction = this->actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->actor, &this->collider2.elem, false); - if ((this->damageEffect == 1) || (this->damageEffect == 0xE)) { + if ((this->damageReaction == 1) || (this->damageReaction == 0xE)) { if (this->unk_23C == 0) { Actor_ApplyDamage(&this->actor); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); @@ -771,7 +771,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) { Color_RGBA8 sp44 = { 0, 0, 0, 220 }; func_809D0584(this, play); - if (thisx->colChkInfo.damageEffect != 6) { + if (thisx->colChkInfo.damageReaction != 6) { this->actionFunc(this, play); if (this->unk_23C == 0) { this->unk_23A = (this->unk_23A + 4) & 0x7F; diff --git a/src/overlays/actors/ovl_En_Bw/z_en_bw.h b/src/overlays/actors/ovl_En_Bw/z_en_bw.h index 7c0698d22c..fdcf31765f 100644 --- a/src/overlays/actors/ovl_En_Bw/z_en_bw.h +++ b/src/overlays/actors/ovl_En_Bw/z_en_bw.h @@ -35,7 +35,7 @@ typedef struct EnBw { /* 0x0228 */ EnBwActionFunc actionFunc; /* 0x022C */ Color_RGBA8 color1; /* 0x0230 */ u8 unk_230; - /* 0x0231 */ u8 damageEffect; + /* 0x0231 */ u8 damageReaction; /* 0x0232 */ u8 unk_232; /* 0x0234 */ s16 unk_234; /* 0x0236 */ s16 unk_236; diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c index 3ce86ff9d3..5fa951f44e 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -169,7 +169,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) { this->actor.lockOnArrowOffset = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_DEAD); - if (this->actor.colChkInfo.damageEffect == 3) { // Ice arrows + if (this->actor.colChkInfo.damageReaction == 3) { // Ice arrows Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 40); for (i = 0; i < 8; i++) { iceParticlePos.x = ((i & 1 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.x; @@ -178,7 +178,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) { EffectSsEnIce_SpawnFlyingVec3f(play, &this->actor, &iceParticlePos, 150, 150, 150, 250, 235, 245, 255, ((Rand_ZeroOne() * 0.15f) + 0.85f) * scale); } - } else if (this->actor.colChkInfo.damageEffect == 2) { // Fire arrows and Din's Fire + } else if (this->actor.colChkInfo.damageReaction == 2) { // Fire arrows and Din's Fire Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40); for (i = 0; i < 4; i++) { @@ -426,8 +426,8 @@ void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { - if (this->actor.colChkInfo.damageEffect == 1) { // Deku Nuts + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { + if (this->actor.colChkInfo.damageReaction == 1) { // Deku Nuts EnCrow_SetupTurnAway(this); } else { Actor_ApplyDamage(&this->actor); 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 df9b566f87..f9bb260404 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -150,84 +150,84 @@ static ColliderJntSphInit sJntSphInit = { static CollisionCheckInfoInit sColChkInfoInit = { 2, 25, 25, MASS_IMMOVABLE }; -typedef enum DekuBabaDamageEffect { - /* 0x0 */ DEKUBABA_DMGEFF_NONE, - /* 0x1 */ DEKUBABA_DMGEFF_DEKUNUT, - /* 0x2 */ DEKUBABA_DMGEFF_FIRE, - /* 0xE */ DEKUBABA_DMGEFF_BOOMERANG = 14, - /* 0xF */ DEKUBABA_DMGEFF_SWORD -} DekuBabaDamageEffect; +typedef enum DekuBabaDamageReaction { + /* 0x0 */ DEKUBABA_DMG_REACT_NONE, + /* 0x1 */ DEKUBABA_DMG_REACT_DEKUNUT, + /* 0x2 */ DEKUBABA_DMG_REACT_FIRE, + /* 0xE */ DEKUBABA_DMG_REACT_BOOMERANG = 14, + /* 0xF */ DEKUBABA_DMG_REACT_SWORD +} DekuBabaDamageReaction; static DamageTable sDekuBabaDamageTable = { - /* Deku nut */ DMG_ENTRY(0, DEKUBABA_DMGEFF_DEKUNUT), - /* Deku stick */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(1, DEKUBABA_DMGEFF_NONE), - /* Explosive */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(2, DEKUBABA_DMGEFF_BOOMERANG), - /* Normal arrow */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Hookshot */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Kokiri sword */ DMG_ENTRY(1, DEKUBABA_DMGEFF_SWORD), - /* Master sword */ DMG_ENTRY(2, DEKUBABA_DMGEFF_SWORD), - /* Giant's Knife */ DMG_ENTRY(4, DEKUBABA_DMGEFF_SWORD), - /* Fire arrow */ DMG_ENTRY(4, DEKUBABA_DMGEFF_FIRE), - /* Ice arrow */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Light arrow */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(4, DEKUBABA_DMGEFF_FIRE), - /* Ice magic */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Light magic */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, DEKUBABA_DMGEFF_SWORD), - /* Giant spin */ DMG_ENTRY(4, DEKUBABA_DMGEFF_SWORD), - /* Master spin */ DMG_ENTRY(2, DEKUBABA_DMGEFF_SWORD), - /* Kokiri jump */ DMG_ENTRY(2, DEKUBABA_DMGEFF_SWORD), - /* Giant jump */ DMG_ENTRY(8, DEKUBABA_DMGEFF_SWORD), - /* Master jump */ DMG_ENTRY(4, DEKUBABA_DMGEFF_SWORD), - /* Unknown 1 */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, DEKUBABA_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_DEKUNUT), + /* Deku stick */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(1, DEKUBABA_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_BOOMERANG), + /* Normal arrow */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Kokiri sword */ DMG_ENTRY(1, DEKUBABA_DMG_REACT_SWORD), + /* Master sword */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_SWORD), + /* Giant's Knife */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_SWORD), + /* Fire arrow */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Light arrow */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Light magic */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, DEKUBABA_DMG_REACT_SWORD), + /* Giant spin */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_SWORD), + /* Master spin */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_SWORD), + /* Kokiri jump */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_SWORD), + /* Giant jump */ DMG_ENTRY(8, DEKUBABA_DMG_REACT_SWORD), + /* Master jump */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_SWORD), + /* Unknown 1 */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), }; // The only difference is that for Big Deku Babas, Hookshot will act the same as Deku Nuts: i.e. it will stun, but // cannot kill. static DamageTable sBigDekuBabaDamageTable = { - /* Deku nut */ DMG_ENTRY(0, DEKUBABA_DMGEFF_DEKUNUT), - /* Deku stick */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(1, DEKUBABA_DMGEFF_NONE), - /* Explosive */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(2, DEKUBABA_DMGEFF_BOOMERANG), - /* Normal arrow */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Hookshot */ DMG_ENTRY(0, DEKUBABA_DMGEFF_DEKUNUT), - /* Kokiri sword */ DMG_ENTRY(1, DEKUBABA_DMGEFF_SWORD), - /* Master sword */ DMG_ENTRY(2, DEKUBABA_DMGEFF_SWORD), - /* Giant's Knife */ DMG_ENTRY(4, DEKUBABA_DMGEFF_SWORD), - /* Fire arrow */ DMG_ENTRY(4, DEKUBABA_DMGEFF_FIRE), - /* Ice arrow */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Light arrow */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(2, DEKUBABA_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(4, DEKUBABA_DMGEFF_FIRE), - /* Ice magic */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Light magic */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, DEKUBABA_DMGEFF_SWORD), - /* Giant spin */ DMG_ENTRY(4, DEKUBABA_DMGEFF_SWORD), - /* Master spin */ DMG_ENTRY(2, DEKUBABA_DMGEFF_SWORD), - /* Kokiri jump */ DMG_ENTRY(2, DEKUBABA_DMGEFF_SWORD), - /* Giant jump */ DMG_ENTRY(8, DEKUBABA_DMGEFF_SWORD), - /* Master jump */ DMG_ENTRY(4, DEKUBABA_DMGEFF_SWORD), - /* Unknown 1 */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, DEKUBABA_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, DEKUBABA_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_DEKUNUT), + /* Deku stick */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(1, DEKUBABA_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_BOOMERANG), + /* Normal arrow */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_DEKUNUT), + /* Kokiri sword */ DMG_ENTRY(1, DEKUBABA_DMG_REACT_SWORD), + /* Master sword */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_SWORD), + /* Giant's Knife */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_SWORD), + /* Fire arrow */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Light arrow */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Light magic */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, DEKUBABA_DMG_REACT_SWORD), + /* Giant spin */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_SWORD), + /* Master spin */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_SWORD), + /* Kokiri jump */ DMG_ENTRY(2, DEKUBABA_DMG_REACT_SWORD), + /* Giant jump */ DMG_ENTRY(8, DEKUBABA_DMG_REACT_SWORD), + /* Master jump */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_SWORD), + /* Unknown 1 */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, DEKUBABA_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, DEKUBABA_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -257,7 +257,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) { // (Of course they reckoned without each age being able to use the other's items, so Stick and Master Sword // jumpslash can give the Stick drop as adult, and neither will as child.) if (!LINK_IS_ADULT) { - sBigDekuBabaDamageTable.table[0x1B] = DMG_ENTRY(4, DEKUBABA_DMGEFF_NONE); // DMG_JUMP_MASTER + sBigDekuBabaDamageTable.table[0x1B] = DMG_ENTRY(4, DEKUBABA_DMG_REACT_NONE); // DMG_JUMP_MASTER } CollisionCheck_SetInfo(&this->actor.colChkInfo, &sBigDekuBabaDamageTable, &sColChkInfoInit); @@ -272,7 +272,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) { } if (!LINK_IS_ADULT) { - sDekuBabaDamageTable.table[0x1B] = DMG_ENTRY(4, DEKUBABA_DMGEFF_NONE); // DMG_JUMP_MASTER + sDekuBabaDamageTable.table[0x1B] = DMG_ENTRY(4, DEKUBABA_DMG_REACT_NONE); // DMG_JUMP_MASTER } CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDekuBabaDamageTable, &sColChkInfoInit); @@ -1049,14 +1049,15 @@ void EnDekubaba_UpdateDamage(EnDekubaba* this, PlayState* play) { Actor_SetDropFlagJntSph(&this->actor, &this->collider, true); if ((this->collider.base.colMaterial != COL_MATERIAL_HARD) && - ((this->actor.colChkInfo.damageEffect != DEKUBABA_DMGEFF_NONE) || (this->actor.colChkInfo.damage != 0))) { + ((this->actor.colChkInfo.damageReaction != DEKUBABA_DMG_REACT_NONE) || + (this->actor.colChkInfo.damage != 0))) { phi_s0 = this->actor.colChkInfo.health - this->actor.colChkInfo.damage; if (this->actionFunc != EnDekubaba_StunnedVertical) { - if ((this->actor.colChkInfo.damageEffect == DEKUBABA_DMGEFF_BOOMERANG) || - (this->actor.colChkInfo.damageEffect == DEKUBABA_DMGEFF_DEKUNUT)) { - if (this->actor.colChkInfo.damageEffect == DEKUBABA_DMGEFF_BOOMERANG) { + if ((this->actor.colChkInfo.damageReaction == DEKUBABA_DMG_REACT_BOOMERANG) || + (this->actor.colChkInfo.damageReaction == DEKUBABA_DMG_REACT_DEKUNUT)) { + if (this->actor.colChkInfo.damageReaction == DEKUBABA_DMG_REACT_BOOMERANG) { phi_s0 = this->actor.colChkInfo.health; } @@ -1070,14 +1071,14 @@ void EnDekubaba_UpdateDamage(EnDekubaba* this, PlayState* play) { } else { EnDekubaba_SetupHit(this, 0); } - } else if ((this->actor.colChkInfo.damageEffect == DEKUBABA_DMGEFF_BOOMERANG) || - (this->actor.colChkInfo.damageEffect == DEKUBABA_DMGEFF_SWORD)) { + } else if ((this->actor.colChkInfo.damageReaction == DEKUBABA_DMG_REACT_BOOMERANG) || + (this->actor.colChkInfo.damageReaction == DEKUBABA_DMG_REACT_SWORD)) { if (phi_s0 > 0) { EnDekubaba_SetupSway(this); } else { EnDekubaba_SetupPrunedSomersault(this); } - } else if (this->actor.colChkInfo.damageEffect != DEKUBABA_DMGEFF_DEKUNUT) { + } else if (this->actor.colChkInfo.damageReaction != DEKUBABA_DMG_REACT_DEKUNUT) { EnDekubaba_SetupHit(this, 0); } else { return; @@ -1085,7 +1086,7 @@ void EnDekubaba_UpdateDamage(EnDekubaba* this, PlayState* play) { this->actor.colChkInfo.health = CLAMP_MIN(phi_s0, 0); - if (this->actor.colChkInfo.damageEffect == DEKUBABA_DMGEFF_FIRE) { + if (this->actor.colChkInfo.damageReaction == DEKUBABA_DMG_REACT_FIRE) { firePos = &this->actor.world.pos; fireScale = (this->size * 70.0f); diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index cf498eb726..800ddacca6 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -456,9 +456,9 @@ void EnDekunuts_ColliderCheck(EnDekunuts* this, PlayState* play) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); if (this->actor.colChkInfo.mass == 50) { - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { - if (this->actor.colChkInfo.damageEffect != 1) { - if (this->actor.colChkInfo.damageEffect == 2) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { + if (this->actor.colChkInfo.damageReaction != 1) { + if (this->actor.colChkInfo.damageReaction == 2) { EffectSsFCircle_Spawn(play, &this->actor, &this->actor.world.pos, 40, 50); } EnDekunuts_SetupBeDamaged(this); diff --git a/src/overlays/actors/ovl_En_Dh/z_en_dh.c b/src/overlays/actors/ovl_En_Dh/z_en_dh.c index 34acb2d982..4e9b399cfa 100644 --- a/src/overlays/actors/ovl_En_Dh/z_en_dh.c +++ b/src/overlays/actors/ovl_En_Dh/z_en_dh.c @@ -507,7 +507,7 @@ void EnDh_CollisionCheck(EnDh* this, PlayState* play) { if ((this->colliderJntSph.base.acFlags & AC_HIT) && !this->retreat) { this->colliderJntSph.base.acFlags &= ~AC_HIT; - if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) { + if ((this->actor.colChkInfo.damageReaction != 0) && (this->actor.colChkInfo.damageReaction != 6)) { this->colliderJntSph.base.atFlags = this->colliderJntSph.elements[0].base.atElemFlags = AT_NONE; // also ATELEM_NONE this->colliderJntSph.elements[0].base.atDmgInfo.dmgFlags = diff --git a/src/overlays/actors/ovl_En_Dha/z_en_dha.c b/src/overlays/actors/ovl_En_Dha/z_en_dha.c index 5754d8ae1e..9be8d65d94 100644 --- a/src/overlays/actors/ovl_En_Dha/z_en_dha.c +++ b/src/overlays/actors/ovl_En_Dha/z_en_dha.c @@ -409,7 +409,7 @@ void EnDha_UpdateHealth(EnDha* this, PlayState* play) { if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) { this->collider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) { + if (this->actor.colChkInfo.damageReaction == 0 || this->actor.colChkInfo.damageReaction == 6) { return; } else { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8); diff --git a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c index 1d967ed5fa..dba63237b4 100644 --- a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c +++ b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c @@ -360,14 +360,14 @@ s32 EnDodojr_CheckDamaged(EnDodojr* this, PlayState* play) { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; } - if ((this->actor.colChkInfo.damageEffect == 0) && (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction == 0) && (this->actor.colChkInfo.damage != 0)) { Enemy_StartFinishingBlow(play, &this->actor); this->freezeFrameTimer = 2; this->actionFunc = EnDodojr_WaitFreezeFrames; return true; } - if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != EnDodojr_Stunned) && + if ((this->actor.colChkInfo.damageReaction == 1) && (this->actionFunc != EnDodojr_Stunned) && (this->actionFunc != EnDodojr_StunnedBounce)) { Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); this->stunTimer = 120; 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 5d013911eb..602e879afb 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -415,7 +415,7 @@ void EnDodongo_SetupStunned(EnDodongo* this) { Animation_Change(&this->skelAnime, &gDodongoBreatheFireAnim, 0.0f, 25.0f, 0.0f, ANIMMODE_ONCE, -4.0f); this->actionState = DODONGO_STUNNED; this->actor.speed = 0.0f; - if (this->damageEffect == 0xF) { + if (this->damageReaction == 0xF) { this->iceTimer = 36; } Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); @@ -733,9 +733,9 @@ void EnDodongo_CollisionCheck(EnDodongo* this, PlayState* play) { } else if ((this->bodyCollider.base.acFlags & AC_HIT) && (this->actionState > DODONGO_DEATH)) { this->bodyCollider.base.acFlags &= ~AC_HIT; Actor_SetDropFlagJntSph(&this->actor, &this->bodyCollider, false); - if (this->actor.colChkInfo.damageEffect != 0xE) { - this->damageEffect = this->actor.colChkInfo.damageEffect; - if ((this->actor.colChkInfo.damageEffect == 1) || (this->actor.colChkInfo.damageEffect == 0xF)) { + if (this->actor.colChkInfo.damageReaction != 0xE) { + this->damageReaction = this->actor.colChkInfo.damageReaction; + if ((this->actor.colChkInfo.damageReaction == 1) || (this->actor.colChkInfo.damageReaction == 0xF)) { if (this->actionState != DODONGO_STUNNED) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); Actor_ApplyDamage(&this->actor); @@ -783,7 +783,7 @@ void EnDodongo_Update(Actor* thisx, PlayState* play) { EnDodongo* this = (EnDodongo*)thisx; EnDodongo_CollisionCheck(this, play); - if (this->actor.colChkInfo.damageEffect != 0xE) { + if (this->actor.colChkInfo.damageReaction != 0xE) { this->actionFunc(this, play); Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 60.0f, 70.0f, diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.h b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.h index 7785030d49..bbaab19f82 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.h +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.h @@ -30,7 +30,7 @@ typedef struct EnDodongo { /* 0x0358 */ Vec3f icePos[9]; /* 0x03C4 */ Color_RGBA8 bombSmokePrimColor; /* 0x03C8 */ Color_RGBA8 bombSmokeEnvColor; - /* 0x03CC */ u8 damageEffect; + /* 0x03CC */ u8 damageReaction; /* 0x03D0 */ s32 blureIdx; /* 0x03D4 */ ColliderQuad colliderAT; /* 0x0454 */ ColliderTris colliderHard; diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c index 9477eb0df1..35239e2dcb 100644 --- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c +++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c @@ -616,7 +616,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if (this->actor.colChkInfo.damageEffect != 0 || this->actor.colChkInfo.damage != 0) { + if (this->actor.colChkInfo.damageReaction != 0 || this->actor.colChkInfo.damage != 0) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_EIER_DEAD); @@ -630,7 +630,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) { } else { EnEiyer_SetupDie(this); } - } else if (this->actor.colChkInfo.damageEffect == 1) { + } else if (this->actor.colChkInfo.damageReaction == 1) { if (this->actionFunc != EnEiyer_Stunned) { EnEiyer_SetupStunned(this); } diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c index e674ee9bf5..5604e83b74 100644 --- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c +++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c @@ -637,21 +637,21 @@ void EnFirefly_Combust(EnFirefly* this, PlayState* play) { } void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) { - u8 damageEffect; + u8 damageReaction; if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } - damageEffect = this->actor.colChkInfo.damageEffect; + damageReaction = this->actor.colChkInfo.damageReaction; - if (damageEffect == 2) { // Din's Fire + if (damageReaction == 2) { // Din's Fire if (this->actor.params == KEESE_ICE_FLY) { this->actor.colChkInfo.health = 0; Enemy_StartFinishingBlow(play, &this->actor); @@ -663,18 +663,18 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) { EnFirefly_SetupFlyIdle(this); } } - } else if (damageEffect == 3) { // Ice Arrows or Ice Magic + } else if (damageReaction == 3) { // Ice Arrows or Ice Magic if (this->actor.params == KEESE_ICE_FLY) { EnFirefly_SetupFall(this); } else { EnFirefly_SetupFrozenFall(this, play); } - } else if (damageEffect == 1) { // Deku Nuts + } else if (damageReaction == 1) { // Deku Nuts if (this->actionFunc != EnFirefly_Stunned) { EnFirefly_SetupStunned(this); } } else { // Fire Arrows - if ((damageEffect == 0xF) && (this->actor.params == KEESE_ICE_FLY)) { + if ((damageReaction == 0xF) && (this->actor.params == KEESE_ICE_FLY)) { EnFirefly_Combust(this, play); } EnFirefly_SetupFall(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 87747933d3..4f31952f72 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -423,7 +423,7 @@ void EnFloormas_SetupRecover(EnFloormas* this) { void EnFloormas_SetupFreeze(EnFloormas* this) { Animation_Change(&this->skelAnime, &gWallmasterJumpAnim, 1.5f, 0, 20.0f, ANIMMODE_ONCE, -3.0f); this->actor.speed = 0.0f; - if (this->actor.colChkInfo.damageEffect == 4) { + if (this->actor.colChkInfo.damageReaction == 4) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 255, COLORFILTER_BUFFLAG_OPA, 80); } else { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80); @@ -992,7 +992,7 @@ void EnFloormas_ColliderCheck(EnFloormas* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { if (this->collider.base.colMaterial != COL_MATERIAL_HARD) { isSmall = false; if (this->actor.scale.x < 0.01f) { @@ -1000,7 +1000,7 @@ void EnFloormas_ColliderCheck(EnFloormas* this, PlayState* play) { } if (isSmall && this->collider.elem.acHitElem->atDmgInfo.dmgFlags & DMG_HOOKSHOT) { this->actor.colChkInfo.damage = 2; - this->actor.colChkInfo.damageEffect = 0; + this->actor.colChkInfo.damageReaction = 0; } if (Actor_ApplyDamage(&this->actor) == 0) { if (isSmall) { @@ -1014,12 +1014,12 @@ void EnFloormas_ColliderCheck(EnFloormas* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); } - if ((this->actor.colChkInfo.damageEffect == 4) || (this->actor.colChkInfo.damageEffect == 1)) { + if ((this->actor.colChkInfo.damageReaction == 4) || (this->actor.colChkInfo.damageReaction == 1)) { if (this->actionFunc != EnFloormas_Freeze) { EnFloormas_SetupFreeze(this); } } else { - if (this->actor.colChkInfo.damageEffect == 2) { + if (this->actor.colChkInfo.damageReaction == 2) { EffectSsFCircle_Spawn(play, &this->actor, &this->actor.world.pos, this->actor.scale.x * 4000.0f, this->actor.scale.x * 4000.0f); } diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c index 6ded127aef..73ee412ee5 100644 --- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c +++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c @@ -356,7 +356,7 @@ void EnFz_ApplyDamage(EnFz* this, PlayState* play) { this->collider1.base.acFlags &= ~AC_HIT; } else if (this->collider1.base.acFlags & AC_HIT) { this->collider1.base.acFlags &= ~AC_HIT; - switch (this->actor.colChkInfo.damageEffect) { + switch (this->actor.colChkInfo.damageReaction) { case 0xF: Actor_ApplyDamage(&this->actor); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_XLU, 8); diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index a0fea77783..e24904798e 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -177,48 +177,48 @@ static ColliderQuadInit sSwordQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; -typedef enum EnGeldBDamageEffects { - /* 0x0 */ GELDB_DMG_NORMAL, - /* 0x1 */ GELDB_DMG_STUN, - /* 0x6 */ GELDB_DMG_UNK_6 = 0x6, - /* 0xD */ GELDB_DMG_UNK_D = 0xD, - /* 0xE */ GELDB_DMG_UNK_E, - /* 0xF */ GELDB_DMG_FREEZE -} EnGeldBDamageEffects; +typedef enum EnGeldBDamageReaction { + /* 0x0 */ GELDB_DMG_REACT_NORMAL, + /* 0x1 */ GELDB_DMG_REACT_STUN, + /* 0x6 */ GELDB_DMG_REACT_UNK_6 = 0x6, + /* 0xD */ GELDB_DMG_REACT_UNK_D = 0xD, + /* 0xE */ GELDB_DMG_REACT_UNK_E, + /* 0xF */ GELDB_DMG_REACT_FREEZE +} EnGeldBDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, GELDB_DMG_STUN), - /* Deku stick */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Slingshot */ DMG_ENTRY(1, GELDB_DMG_NORMAL), - /* Explosive */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Boomerang */ DMG_ENTRY(0, GELDB_DMG_STUN), - /* Normal arrow */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Hammer swing */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Hookshot */ DMG_ENTRY(0, GELDB_DMG_STUN), - /* Kokiri sword */ DMG_ENTRY(1, GELDB_DMG_NORMAL), - /* Master sword */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Giant's Knife */ DMG_ENTRY(4, GELDB_DMG_NORMAL), - /* Fire arrow */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Ice arrow */ DMG_ENTRY(2, GELDB_DMG_FREEZE), - /* Light arrow */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Unk arrow 1 */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Unk arrow 2 */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Unk arrow 3 */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Fire magic */ DMG_ENTRY(4, GELDB_DMG_UNK_E), - /* Ice magic */ DMG_ENTRY(0, GELDB_DMG_UNK_6), - /* Light magic */ DMG_ENTRY(3, GELDB_DMG_UNK_D), - /* Shield */ DMG_ENTRY(0, GELDB_DMG_NORMAL), - /* Mirror Ray */ DMG_ENTRY(0, GELDB_DMG_NORMAL), - /* Kokiri spin */ DMG_ENTRY(1, GELDB_DMG_NORMAL), - /* Giant spin */ DMG_ENTRY(4, GELDB_DMG_NORMAL), - /* Master spin */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Kokiri jump */ DMG_ENTRY(2, GELDB_DMG_NORMAL), - /* Giant jump */ DMG_ENTRY(8, GELDB_DMG_NORMAL), - /* Master jump */ DMG_ENTRY(4, GELDB_DMG_NORMAL), - /* Unknown 1 */ DMG_ENTRY(4, GELDB_DMG_NORMAL), - /* Unblockable */ DMG_ENTRY(0, GELDB_DMG_NORMAL), - /* Hammer jump */ DMG_ENTRY(4, GELDB_DMG_NORMAL), - /* Unknown 2 */ DMG_ENTRY(0, GELDB_DMG_NORMAL), + /* Deku nut */ DMG_ENTRY(0, GELDB_DMG_REACT_STUN), + /* Deku stick */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Slingshot */ DMG_ENTRY(1, GELDB_DMG_REACT_NORMAL), + /* Explosive */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Boomerang */ DMG_ENTRY(0, GELDB_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Hammer swing */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Hookshot */ DMG_ENTRY(0, GELDB_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, GELDB_DMG_REACT_NORMAL), + /* Master sword */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Giant's Knife */ DMG_ENTRY(4, GELDB_DMG_REACT_NORMAL), + /* Fire arrow */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Ice arrow */ DMG_ENTRY(2, GELDB_DMG_REACT_FREEZE), + /* Light arrow */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Unk arrow 1 */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Unk arrow 2 */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Unk arrow 3 */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Fire magic */ DMG_ENTRY(4, GELDB_DMG_REACT_UNK_E), + /* Ice magic */ DMG_ENTRY(0, GELDB_DMG_REACT_UNK_6), + /* Light magic */ DMG_ENTRY(3, GELDB_DMG_REACT_UNK_D), + /* Shield */ DMG_ENTRY(0, GELDB_DMG_REACT_NORMAL), + /* Mirror Ray */ DMG_ENTRY(0, GELDB_DMG_REACT_NORMAL), + /* Kokiri spin */ DMG_ENTRY(1, GELDB_DMG_REACT_NORMAL), + /* Giant spin */ DMG_ENTRY(4, GELDB_DMG_REACT_NORMAL), + /* Master spin */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Kokiri jump */ DMG_ENTRY(2, GELDB_DMG_REACT_NORMAL), + /* Giant jump */ DMG_ENTRY(8, GELDB_DMG_REACT_NORMAL), + /* Master jump */ DMG_ENTRY(4, GELDB_DMG_REACT_NORMAL), + /* Unknown 1 */ DMG_ENTRY(4, GELDB_DMG_REACT_NORMAL), + /* Unblockable */ DMG_ENTRY(0, GELDB_DMG_REACT_NORMAL), + /* Hammer jump */ DMG_ENTRY(4, GELDB_DMG_REACT_NORMAL), + /* Unknown 2 */ DMG_ENTRY(0, GELDB_DMG_REACT_NORMAL), }; static InitChainEntry sInitChain[] = { @@ -1030,10 +1030,10 @@ void EnGeldB_SetupStunned(EnGeldB* this) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->actor.speed = 0.0f; } - if ((this->damageEffect != GELDB_DMG_FREEZE) || (this->action == GELDB_SPIN_ATTACK)) { + if ((this->damageReaction != GELDB_DMG_REACT_FREEZE) || (this->action == GELDB_SPIN_ATTACK)) { Animation_PlayOnceSetSpeed(&this->skelAnime, &gGerudoRedDamageAnim, 0.0f); } - if (this->damageEffect == GELDB_DMG_FREEZE) { + if (this->damageReaction == GELDB_DMG_REACT_FREEZE) { this->iceTimer = 36; } Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); @@ -1390,12 +1390,12 @@ void EnGeldB_CollisionCheck(EnGeldB* this, PlayState* play) { } else if ((this->bodyCollider.base.acFlags & AC_HIT) && (this->action >= GELDB_READY) && (this->spinAttackState < 2)) { this->bodyCollider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) { - this->damageEffect = this->actor.colChkInfo.damageEffect; + if (this->actor.colChkInfo.damageReaction != GELDB_DMG_REACT_UNK_6) { + this->damageReaction = this->actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true); Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH); - if ((this->actor.colChkInfo.damageEffect == GELDB_DMG_STUN) || - (this->actor.colChkInfo.damageEffect == GELDB_DMG_FREEZE)) { + if ((this->actor.colChkInfo.damageReaction == GELDB_DMG_REACT_STUN) || + (this->actor.colChkInfo.damageReaction == GELDB_DMG_REACT_FREEZE)) { if (this->action != GELDB_STUNNED) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); Actor_ApplyDamage(&this->actor); @@ -1429,7 +1429,7 @@ void EnGeldB_Update(Actor* thisx, PlayState* play) { EnGeldB* this = (EnGeldB*)thisx; EnGeldB_CollisionCheck(this, play); - if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) { + if (this->actor.colChkInfo.damageReaction != GELDB_DMG_REACT_UNK_6) { Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.h b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.h index e1a7ff3ea0..a2c9563ac6 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.h +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.h @@ -48,7 +48,7 @@ typedef struct EnGeldB { /* 0x02F8 */ s16 unkTimer; /* 0x02FA */ s16 lookTimer; /* 0x02FC */ s16 iceTimer; - /* 0x02FE */ u8 damageEffect; + /* 0x02FE */ u8 damageReaction; /* 0x0300 */ s32 timer; /* 0x0304 */ f32 approachRate; /* 0x0308 */ char unk_308[4]; diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/src/overlays/actors/ovl_En_Gs/z_en_gs.c index 4e590217f0..8beef25775 100644 --- a/src/overlays/actors/ovl_En_Gs/z_en_gs.c +++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.c @@ -544,7 +544,7 @@ void EnGs_Update(Actor* thisx, PlayState* play2) { this->unk_19F = 0; this->collider.base.acFlags &= ~AC_HIT; - switch (this->actor.colChkInfo.damageEffect) { + switch (this->actor.colChkInfo.damageReaction) { case 15: this->unk_19E |= 1; func_80A4F77C(this); diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c index 582455f17e..690d2d29d9 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -52,13 +52,13 @@ typedef enum EnIkCsDrawMode { /* 0x02 */ IK_CS_DRAW_DEFEAT } EnIkCsDrawMode; -typedef enum EnIkDamageEffect { - /* 0x0 */ EN_IK_DMGEFF_NONE, - /* 0x6 */ EN_IK_DMGEFF_ELEMENTAL_MAGIC = 0x6, - /* 0xD */ EN_IK_DMGEFF_SPARKS_NO_DMG = 0xD, - /* 0xE */ EN_IK_DMGEFF_PROJECTILE, - /* 0xF */ EN_IK_DMGEFF_DAMAGE -} EnIkDamageEffect; +typedef enum EnIkDamageReaction { + /* 0x0 */ EN_IK_DMG_REACT_NONE, + /* 0x6 */ EN_IK_DMG_REACT_ELEMENTAL_MAGIC = 0x6, + /* 0xD */ EN_IK_DMG_REACT_SPARKS_NO_DMG = 0xD, + /* 0xE */ EN_IK_DMG_REACT_PROJECTILE, + /* 0xF */ EN_IK_DMG_REACT_DAMAGE +} EnIkDamageReaction; void EnIk_UpdateEnemy(Actor* thisx, PlayState* play); void EnIk_DrawEnemy(Actor* thisx, PlayState* play); @@ -166,38 +166,38 @@ static ColliderQuadInit sQuadInit = { }; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, EN_IK_DMGEFF_SPARKS_NO_DMG), - /* Deku stick */ DMG_ENTRY(2, EN_IK_DMGEFF_DAMAGE), - /* Slingshot */ DMG_ENTRY(1, EN_IK_DMGEFF_PROJECTILE), - /* Explosive */ DMG_ENTRY(2, EN_IK_DMGEFF_DAMAGE), - /* Boomerang */ DMG_ENTRY(0, EN_IK_DMGEFF_SPARKS_NO_DMG), - /* Normal arrow */ DMG_ENTRY(2, EN_IK_DMGEFF_PROJECTILE), - /* Hammer swing */ DMG_ENTRY(2, EN_IK_DMGEFF_DAMAGE), - /* Hookshot */ DMG_ENTRY(0, EN_IK_DMGEFF_SPARKS_NO_DMG), - /* Kokiri sword */ DMG_ENTRY(1, EN_IK_DMGEFF_DAMAGE), - /* Master sword */ DMG_ENTRY(2, EN_IK_DMGEFF_DAMAGE), - /* Giant's Knife */ DMG_ENTRY(4, EN_IK_DMGEFF_DAMAGE), - /* Fire arrow */ DMG_ENTRY(2, EN_IK_DMGEFF_PROJECTILE), - /* Ice arrow */ DMG_ENTRY(2, EN_IK_DMGEFF_PROJECTILE), - /* Light arrow */ DMG_ENTRY(2, EN_IK_DMGEFF_PROJECTILE), - /* Unk arrow 1 */ DMG_ENTRY(2, EN_IK_DMGEFF_PROJECTILE), - /* Unk arrow 2 */ DMG_ENTRY(2, EN_IK_DMGEFF_PROJECTILE), - /* Unk arrow 3 */ DMG_ENTRY(15, EN_IK_DMGEFF_PROJECTILE), - /* Fire magic */ DMG_ENTRY(0, EN_IK_DMGEFF_ELEMENTAL_MAGIC), - /* Ice magic */ DMG_ENTRY(0, EN_IK_DMGEFF_ELEMENTAL_MAGIC), - /* Light magic */ DMG_ENTRY(0, EN_IK_DMGEFF_ELEMENTAL_MAGIC), - /* Shield */ DMG_ENTRY(0, EN_IK_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, EN_IK_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, EN_IK_DMGEFF_DAMAGE), - /* Giant spin */ DMG_ENTRY(4, EN_IK_DMGEFF_DAMAGE), - /* Master spin */ DMG_ENTRY(2, EN_IK_DMGEFF_DAMAGE), - /* Kokiri jump */ DMG_ENTRY(2, EN_IK_DMGEFF_DAMAGE), - /* Giant jump */ DMG_ENTRY(8, EN_IK_DMGEFF_DAMAGE), - /* Master jump */ DMG_ENTRY(4, EN_IK_DMGEFF_DAMAGE), - /* Unknown 1 */ DMG_ENTRY(10, EN_IK_DMGEFF_DAMAGE), - /* Unblockable */ DMG_ENTRY(0, EN_IK_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, EN_IK_DMGEFF_DAMAGE), - /* Unknown 2 */ DMG_ENTRY(0, EN_IK_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, EN_IK_DMG_REACT_SPARKS_NO_DMG), + /* Deku stick */ DMG_ENTRY(2, EN_IK_DMG_REACT_DAMAGE), + /* Slingshot */ DMG_ENTRY(1, EN_IK_DMG_REACT_PROJECTILE), + /* Explosive */ DMG_ENTRY(2, EN_IK_DMG_REACT_DAMAGE), + /* Boomerang */ DMG_ENTRY(0, EN_IK_DMG_REACT_SPARKS_NO_DMG), + /* Normal arrow */ DMG_ENTRY(2, EN_IK_DMG_REACT_PROJECTILE), + /* Hammer swing */ DMG_ENTRY(2, EN_IK_DMG_REACT_DAMAGE), + /* Hookshot */ DMG_ENTRY(0, EN_IK_DMG_REACT_SPARKS_NO_DMG), + /* Kokiri sword */ DMG_ENTRY(1, EN_IK_DMG_REACT_DAMAGE), + /* Master sword */ DMG_ENTRY(2, EN_IK_DMG_REACT_DAMAGE), + /* Giant's Knife */ DMG_ENTRY(4, EN_IK_DMG_REACT_DAMAGE), + /* Fire arrow */ DMG_ENTRY(2, EN_IK_DMG_REACT_PROJECTILE), + /* Ice arrow */ DMG_ENTRY(2, EN_IK_DMG_REACT_PROJECTILE), + /* Light arrow */ DMG_ENTRY(2, EN_IK_DMG_REACT_PROJECTILE), + /* Unk arrow 1 */ DMG_ENTRY(2, EN_IK_DMG_REACT_PROJECTILE), + /* Unk arrow 2 */ DMG_ENTRY(2, EN_IK_DMG_REACT_PROJECTILE), + /* Unk arrow 3 */ DMG_ENTRY(15, EN_IK_DMG_REACT_PROJECTILE), + /* Fire magic */ DMG_ENTRY(0, EN_IK_DMG_REACT_ELEMENTAL_MAGIC), + /* Ice magic */ DMG_ENTRY(0, EN_IK_DMG_REACT_ELEMENTAL_MAGIC), + /* Light magic */ DMG_ENTRY(0, EN_IK_DMG_REACT_ELEMENTAL_MAGIC), + /* Shield */ DMG_ENTRY(0, EN_IK_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, EN_IK_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, EN_IK_DMG_REACT_DAMAGE), + /* Giant spin */ DMG_ENTRY(4, EN_IK_DMG_REACT_DAMAGE), + /* Master spin */ DMG_ENTRY(2, EN_IK_DMG_REACT_DAMAGE), + /* Kokiri jump */ DMG_ENTRY(2, EN_IK_DMG_REACT_DAMAGE), + /* Giant jump */ DMG_ENTRY(8, EN_IK_DMG_REACT_DAMAGE), + /* Master jump */ DMG_ENTRY(4, EN_IK_DMG_REACT_DAMAGE), + /* Unknown 1 */ DMG_ENTRY(10, EN_IK_DMG_REACT_DAMAGE), + /* Unblockable */ DMG_ENTRY(0, EN_IK_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, EN_IK_DMG_REACT_DAMAGE), + /* Unknown 2 */ DMG_ENTRY(0, EN_IK_DMG_REACT_NONE), }; void EnIk_Destroy(Actor* thisx, PlayState* play) { @@ -747,19 +747,19 @@ void EnIk_UpdateDamage(EnIk* this, PlayState* play) { } else if (this->bodyCollider.base.acFlags & AC_HIT) { s16 pad; u8 prevHealth; - s32 damageEffect; + s32 damageReaction; Vec3f sparksPos = this->actor.world.pos; sparksPos.y += 50.0f; Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true); - this->damageEffect = this->actor.colChkInfo.damageEffect; + this->damageReaction = this->actor.colChkInfo.damageReaction; this->bodyCollider.base.acFlags &= ~AC_HIT; - if ((this->damageEffect == EN_IK_DMGEFF_NONE) || (this->damageEffect == EN_IK_DMGEFF_SPARKS_NO_DMG) || - ((this->armorStatusFlag == 0) && (this->damageEffect == EN_IK_DMGEFF_PROJECTILE))) { - if (this->damageEffect != EN_IK_DMGEFF_NONE) { + if ((this->damageReaction == EN_IK_DMG_REACT_NONE) || (this->damageReaction == EN_IK_DMG_REACT_SPARKS_NO_DMG) || + ((this->armorStatusFlag == 0) && (this->damageReaction == EN_IK_DMG_REACT_PROJECTILE))) { + if (this->damageReaction != EN_IK_DMG_REACT_NONE) { // spawn sparks and don't damage CollisionCheck_SpawnShieldParticlesMetal(play, &sparksPos); } diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.h b/src/overlays/actors/ovl_En_Ik/z_en_ik.h index 9b4c16d7b9..e9fb906d52 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.h +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.h @@ -99,7 +99,7 @@ typedef struct EnIk { /* 0x02FA */ u8 drawArmorFlag; /* 0x02FB */ u8 armorStatusFlag; /* 0x02FC */ u8 isBreakingProp; - /* 0x02FD */ u8 damageEffect; + /* 0x02FD */ u8 damageReaction; /* 0x02FE */ s8 unk_2FE; /* 0x02FF */ s8 unk_2FF; /* 0x0300 */ s16 unk_300; diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index a69a25f0d5..a2700bd6b5 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -184,82 +184,82 @@ static ColliderQuadInit sAttackColliderQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; -typedef enum EnMbDamageEffect { - /* 0x0 */ ENMB_DMGEFF_IGNORE, - /* 0x1 */ ENMB_DMGEFF_STUN, - /* 0x5 */ ENMB_DMGEFF_FREEZE = 0x5, - /* 0x6 */ ENMB_DMGEFF_STUN_ICE, - /* 0xF */ ENMB_DMGEFF_DEFAULT = 0xF -} EnMbDamageEffect; +typedef enum EnMbDamageReaction { + /* 0x0 */ ENMB_DMG_REACT_IGNORE, + /* 0x1 */ ENMB_DMG_REACT_STUN, + /* 0x5 */ ENMB_DMG_REACT_FREEZE = 0x5, + /* 0x6 */ ENMB_DMG_REACT_STUN_ICE, + /* 0xF */ ENMB_DMG_REACT_DEFAULT = 0xF +} EnMbDamageReaction; static DamageTable sSpearMoblinDamageTable = { - /* Deku nut */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Deku stick */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Slingshot */ DMG_ENTRY(1, ENMB_DMGEFF_DEFAULT), - /* Explosive */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Boomerang */ DMG_ENTRY(0, ENMB_DMGEFF_STUN), - /* Normal arrow */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Hammer swing */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Hookshot */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Kokiri sword */ DMG_ENTRY(1, ENMB_DMGEFF_DEFAULT), - /* Master sword */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Giant's Knife */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Fire arrow */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Ice arrow */ DMG_ENTRY(4, ENMB_DMGEFF_STUN_ICE), - /* Light arrow */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Unk arrow 1 */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Unk arrow 2 */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Unk arrow 3 */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Fire magic */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Ice magic */ DMG_ENTRY(3, ENMB_DMGEFF_STUN_ICE), - /* Light magic */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Shield */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Mirror Ray */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Kokiri spin */ DMG_ENTRY(1, ENMB_DMGEFF_DEFAULT), - /* Giant spin */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Master spin */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Kokiri jump */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Giant jump */ DMG_ENTRY(8, ENMB_DMGEFF_DEFAULT), - /* Master jump */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Unknown 1 */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Unblockable */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Hammer jump */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Unknown 2 */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), + /* Deku nut */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Deku stick */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Slingshot */ DMG_ENTRY(1, ENMB_DMG_REACT_DEFAULT), + /* Explosive */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Boomerang */ DMG_ENTRY(0, ENMB_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Hammer swing */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Hookshot */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Kokiri sword */ DMG_ENTRY(1, ENMB_DMG_REACT_DEFAULT), + /* Master sword */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Giant's Knife */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Fire arrow */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Ice arrow */ DMG_ENTRY(4, ENMB_DMG_REACT_STUN_ICE), + /* Light arrow */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Unk arrow 1 */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Unk arrow 2 */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Unk arrow 3 */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Fire magic */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Ice magic */ DMG_ENTRY(3, ENMB_DMG_REACT_STUN_ICE), + /* Light magic */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Shield */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Mirror Ray */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Kokiri spin */ DMG_ENTRY(1, ENMB_DMG_REACT_DEFAULT), + /* Giant spin */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Master spin */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Kokiri jump */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Giant jump */ DMG_ENTRY(8, ENMB_DMG_REACT_DEFAULT), + /* Master jump */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Unknown 1 */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Unblockable */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Hammer jump */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Unknown 2 */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), }; static DamageTable sClubMoblinDamageTable = { - /* Deku nut */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Deku stick */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Slingshot */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Explosive */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Boomerang */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Normal arrow */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Hammer swing */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Hookshot */ DMG_ENTRY(0, ENMB_DMGEFF_STUN), - /* Kokiri sword */ DMG_ENTRY(1, ENMB_DMGEFF_DEFAULT), - /* Master sword */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Giant's Knife */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Fire arrow */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Ice arrow */ DMG_ENTRY(4, ENMB_DMGEFF_STUN_ICE), - /* Light arrow */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Unk arrow 1 */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Unk arrow 2 */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Unk arrow 3 */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Fire magic */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Ice magic */ DMG_ENTRY(3, ENMB_DMGEFF_STUN_ICE), - /* Light magic */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Shield */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Mirror Ray */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Kokiri spin */ DMG_ENTRY(1, ENMB_DMGEFF_DEFAULT), - /* Giant spin */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Master spin */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Kokiri jump */ DMG_ENTRY(2, ENMB_DMGEFF_DEFAULT), - /* Giant jump */ DMG_ENTRY(8, ENMB_DMGEFF_DEFAULT), - /* Master jump */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Unknown 1 */ DMG_ENTRY(0, ENMB_DMGEFF_FREEZE), - /* Unblockable */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), - /* Hammer jump */ DMG_ENTRY(4, ENMB_DMGEFF_DEFAULT), - /* Unknown 2 */ DMG_ENTRY(0, ENMB_DMGEFF_IGNORE), + /* Deku nut */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Deku stick */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Slingshot */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Explosive */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Boomerang */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Normal arrow */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Hammer swing */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Hookshot */ DMG_ENTRY(0, ENMB_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, ENMB_DMG_REACT_DEFAULT), + /* Master sword */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Giant's Knife */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Fire arrow */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Ice arrow */ DMG_ENTRY(4, ENMB_DMG_REACT_STUN_ICE), + /* Light arrow */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Unk arrow 1 */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Unk arrow 2 */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Unk arrow 3 */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Fire magic */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Ice magic */ DMG_ENTRY(3, ENMB_DMG_REACT_STUN_ICE), + /* Light magic */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Shield */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Mirror Ray */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Kokiri spin */ DMG_ENTRY(1, ENMB_DMG_REACT_DEFAULT), + /* Giant spin */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Master spin */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Kokiri jump */ DMG_ENTRY(2, ENMB_DMG_REACT_DEFAULT), + /* Giant jump */ DMG_ENTRY(8, ENMB_DMG_REACT_DEFAULT), + /* Master jump */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Unknown 1 */ DMG_ENTRY(0, ENMB_DMG_REACT_FREEZE), + /* Unblockable */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), + /* Hammer jump */ DMG_ENTRY(4, ENMB_DMG_REACT_DEFAULT), + /* Unknown 2 */ DMG_ENTRY(0, ENMB_DMG_REACT_IGNORE), }; static InitChainEntry sInitChain[] = { @@ -605,7 +605,7 @@ void EnMb_SetupStunned(EnMb* this) { this->state = ENMB_STATE_STUNNED; this->actor.speed = 0.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); - if (this->damageEffect == ENMB_DMGEFF_STUN_ICE) { + if (this->damageReaction == ENMB_DMG_REACT_STUN_ICE) { this->iceEffectTimer = 40; } else { if (this->actor.params != ENMB_TYPE_CLUB) { @@ -1440,8 +1440,8 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) { this->bodyCollider.base.acFlags &= ~AC_HIT; } else if ((this->bodyCollider.base.acFlags & AC_HIT) && this->state >= ENMB_STATE_STUNNED) { this->bodyCollider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != ENMB_DMGEFF_IGNORE && - this->actor.colChkInfo.damageEffect != ENMB_DMGEFF_FREEZE) { + if (this->actor.colChkInfo.damageReaction != ENMB_DMG_REACT_IGNORE && + this->actor.colChkInfo.damageReaction != ENMB_DMG_REACT_FREEZE) { if ((player->stateFlags2 & PLAYER_STATE2_7) && player->actor.parent == &this->actor) { player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; @@ -1450,11 +1450,11 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) { #endif Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, this->actor.world.rot.y, 6.0f); } - this->damageEffect = this->actor.colChkInfo.damageEffect; + this->damageReaction = this->actor.colChkInfo.damageReaction; this->attack = ENMB_ATTACK_NONE; Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false); - if (this->actor.colChkInfo.damageEffect == ENMB_DMGEFF_STUN || - this->actor.colChkInfo.damageEffect == ENMB_DMGEFF_STUN_ICE) { + if (this->actor.colChkInfo.damageReaction == ENMB_DMG_REACT_STUN || + this->actor.colChkInfo.damageReaction == ENMB_DMG_REACT_STUN_ICE) { if (this->state != ENMB_STATE_STUNNED) { Actor_ApplyDamage(&this->actor); EnMb_SetupStunned(this); @@ -1485,7 +1485,7 @@ void EnMb_Update(Actor* thisx, PlayState* play) { s32 pad; EnMb_CheckColliding(this, play); - if (thisx->colChkInfo.damageEffect != ENMB_DMGEFF_FREEZE) { + if (thisx->colChkInfo.damageReaction != ENMB_DMG_REACT_FREEZE) { this->actionFunc(this, play); Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 40.0f, 40.0f, 70.0f, diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.h b/src/overlays/actors/ovl_En_Mb/z_en_mb.h index 776e7421e0..31b621b1bb 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.h +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.h @@ -23,7 +23,7 @@ typedef enum EnMbState { typedef struct EnMb { /* 0x0000 */ Actor actor; /* 0x014C */ Vec3s bodyPartsPos[10]; - /* 0x0188 */ u8 damageEffect; + /* 0x0188 */ u8 damageReaction; /* 0x018C */ SkelAnime skelAnime; /* 0x01D0 */ Vec3s jointTable[28]; /* 0x0278 */ Vec3s morphTable[28]; diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c index be7fc69f09..172d8b912b 100644 --- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c +++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c @@ -323,7 +323,7 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) { effectPos.y = this->collider.elements[0].base.acDmgInfo.hitPos.y; effectPos.z = this->collider.elements[0].base.acDmgInfo.hitPos.z; if ((this->unk_1E0 == 0.25f) && (this->unk_1D4 == 0xFF)) { - switch (this->actor.colChkInfo.damageEffect) { + switch (this->actor.colChkInfo.damageReaction) { case 0xE: sp3F = 1; FALLTHROUGH; 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 b7063e0f00..f52ba1d54c 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -570,11 +570,11 @@ void EnOkuta_ColliderCheck(EnOkuta* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { Enemy_StartFinishingBlow(play, &this->actor); this->actor.colChkInfo.health = 0; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - if (this->actor.colChkInfo.damageEffect == 3) { + if (this->actor.colChkInfo.damageReaction == 3) { EnOkuta_SetupFreeze(this); } else { EnOkuta_SetupWaitToDie(this); 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 2246b3df16..ec59725c25 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -137,48 +137,48 @@ static ColliderQuadInit sQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; -typedef enum DamageEffect { - /* 00 */ PEAHAT_DMG_EFF_ATTACK = 0, - /* 06 */ PEAHAT_DMG_EFF_LIGHT_ICE_ARROW = 6, - /* 12 */ PEAHAT_DMG_EFF_FIRE = 12, - /* 13 */ PEAHAT_DMG_EFF_HOOKSHOT = 13, - /* 14 */ PEAHAT_DMG_EFF_BOOMERANG = 14, - /* 15 */ PEAHAT_DMG_EFF_NUT = 15 -} DamageEffect; +typedef enum EnPeehatDamageReaction { + /* 00 */ PEAHAT_DMG_REACT_ATTACK = 0, + /* 06 */ PEAHAT_DMG_REACT_LIGHT_ICE_ARROW = 6, + /* 12 */ PEAHAT_DMG_REACT_FIRE = 12, + /* 13 */ PEAHAT_DMG_REACT_HOOKSHOT = 13, + /* 14 */ PEAHAT_DMG_REACT_BOOMERANG = 14, + /* 15 */ PEAHAT_DMG_REACT_NUT = 15 +} EnPeehatDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, PEAHAT_DMG_EFF_NUT), - /* Deku stick */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Slingshot */ DMG_ENTRY(1, PEAHAT_DMG_EFF_ATTACK), - /* Explosive */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Boomerang */ DMG_ENTRY(0, PEAHAT_DMG_EFF_BOOMERANG), - /* Normal arrow */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Hammer swing */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Hookshot */ DMG_ENTRY(2, PEAHAT_DMG_EFF_HOOKSHOT), - /* Kokiri sword */ DMG_ENTRY(1, PEAHAT_DMG_EFF_ATTACK), - /* Master sword */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Giant's Knife */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Fire arrow */ DMG_ENTRY(4, PEAHAT_DMG_EFF_FIRE), - /* Ice arrow */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Light arrow */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Unk arrow 1 */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Unk arrow 2 */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Unk arrow 3 */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Fire magic */ DMG_ENTRY(3, PEAHAT_DMG_EFF_FIRE), - /* Ice magic */ DMG_ENTRY(0, PEAHAT_DMG_EFF_LIGHT_ICE_ARROW), - /* Light magic */ DMG_ENTRY(0, PEAHAT_DMG_EFF_LIGHT_ICE_ARROW), - /* Shield */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Mirror Ray */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Kokiri spin */ DMG_ENTRY(1, PEAHAT_DMG_EFF_ATTACK), - /* Giant spin */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Master spin */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Kokiri jump */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Giant jump */ DMG_ENTRY(8, PEAHAT_DMG_EFF_ATTACK), - /* Master jump */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Unknown 1 */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Unblockable */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Hammer jump */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Unknown 2 */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), + /* Deku nut */ DMG_ENTRY(0, PEAHAT_DMG_REACT_NUT), + /* Deku stick */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Slingshot */ DMG_ENTRY(1, PEAHAT_DMG_REACT_ATTACK), + /* Explosive */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Boomerang */ DMG_ENTRY(0, PEAHAT_DMG_REACT_BOOMERANG), + /* Normal arrow */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Hammer swing */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Hookshot */ DMG_ENTRY(2, PEAHAT_DMG_REACT_HOOKSHOT), + /* Kokiri sword */ DMG_ENTRY(1, PEAHAT_DMG_REACT_ATTACK), + /* Master sword */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Giant's Knife */ DMG_ENTRY(4, PEAHAT_DMG_REACT_ATTACK), + /* Fire arrow */ DMG_ENTRY(4, PEAHAT_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Light arrow */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Unk arrow 1 */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Unk arrow 2 */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Unk arrow 3 */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Fire magic */ DMG_ENTRY(3, PEAHAT_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(0, PEAHAT_DMG_REACT_LIGHT_ICE_ARROW), + /* Light magic */ DMG_ENTRY(0, PEAHAT_DMG_REACT_LIGHT_ICE_ARROW), + /* Shield */ DMG_ENTRY(0, PEAHAT_DMG_REACT_ATTACK), + /* Mirror Ray */ DMG_ENTRY(0, PEAHAT_DMG_REACT_ATTACK), + /* Kokiri spin */ DMG_ENTRY(1, PEAHAT_DMG_REACT_ATTACK), + /* Giant spin */ DMG_ENTRY(4, PEAHAT_DMG_REACT_ATTACK), + /* Master spin */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Kokiri jump */ DMG_ENTRY(2, PEAHAT_DMG_REACT_ATTACK), + /* Giant jump */ DMG_ENTRY(8, PEAHAT_DMG_REACT_ATTACK), + /* Master jump */ DMG_ENTRY(4, PEAHAT_DMG_REACT_ATTACK), + /* Unknown 1 */ DMG_ENTRY(0, PEAHAT_DMG_REACT_ATTACK), + /* Unblockable */ DMG_ENTRY(0, PEAHAT_DMG_REACT_ATTACK), + /* Hammer jump */ DMG_ENTRY(4, PEAHAT_DMG_REACT_ATTACK), + /* Unknown 2 */ DMG_ENTRY(0, PEAHAT_DMG_REACT_ATTACK), }; typedef enum PeahatState { @@ -902,13 +902,13 @@ void EnPeehat_Adult_CollisionCheck(EnPeehat* this, PlayState* play) { } else if (this->colliderJntSph.base.acFlags & AC_HIT) { this->colliderJntSph.base.acFlags &= ~AC_HIT; Actor_SetDropFlagJntSph(&this->actor, &this->colliderJntSph, true); - if (this->actor.colChkInfo.damageEffect == PEAHAT_DMG_EFF_NUT || - this->actor.colChkInfo.damageEffect == PEAHAT_DMG_EFF_LIGHT_ICE_ARROW) { + if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_REACT_NUT || + this->actor.colChkInfo.damageReaction == PEAHAT_DMG_REACT_LIGHT_ICE_ARROW) { return; } - if (this->actor.colChkInfo.damageEffect == PEAHAT_DMG_EFF_HOOKSHOT) { + if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_REACT_HOOKSHOT) { this->actor.colChkInfo.health = 0; - } else if (this->actor.colChkInfo.damageEffect == PEAHAT_DMG_EFF_BOOMERANG) { + } else if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_REACT_BOOMERANG) { if (this->state != PEAHAT_STATE_STUNNED) { EnPeehat_SetStateBoomerangStunned(this); } @@ -919,7 +919,7 @@ void EnPeehat_Adult_CollisionCheck(EnPeehat* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_PIHAT_DAMAGE); } - if (this->actor.colChkInfo.damageEffect == PEAHAT_DMG_EFF_FIRE) { + if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_REACT_FIRE) { Vec3f pos; s32 i; for (i = 4; i >= 0; i--) { @@ -949,7 +949,7 @@ void EnPeehat_Update(Actor* thisx, PlayState* play) { if (thisx->params <= 0) { EnPeehat_Adult_CollisionCheck(this, play); } - if (thisx->colChkInfo.damageEffect != PEAHAT_DMG_EFF_LIGHT_ICE_ARROW) { + if (thisx->colChkInfo.damageReaction != PEAHAT_DMG_REACT_LIGHT_ICE_ARROW) { if (thisx->speed != 0.0f || thisx->velocity.y != 0.0f) { Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 25.0f, 30.0f, 30.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c index 30218e20e5..83bd58ec90 100644 --- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c +++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c @@ -744,7 +744,7 @@ void EnPoField_SoulInteract(EnPoField* this, PlayState* play) { void EnPoField_TestForDamage(EnPoField* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != 0 || this->actor.colChkInfo.damage != 0) { + if (this->actor.colChkInfo.damageReaction != 0 || this->actor.colChkInfo.damage != 0) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD); 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 ba165bd3ad..155a5625a3 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 @@ -1166,15 +1166,15 @@ void func_80ADC10C(EnPoSisters* this, PlayState* play) { Item_DropCollectible(play, &sp24, ITEM00_ARROWS_SMALL); } } else if (this->collider.base.colMaterial == COL_MATERIAL_METAL || - (this->actor.colChkInfo.damageEffect == 0 && this->actor.colChkInfo.damage == 0)) { + (this->actor.colChkInfo.damageReaction == 0 && this->actor.colChkInfo.damage == 0)) { if (this->unk_194 == 0) { this->actor.freezeTimer = 0; } - } else if (this->actor.colChkInfo.damageEffect == 0xF) { + } else if (this->actor.colChkInfo.damageReaction == 0xF) { this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_199 |= 2; func_80AD98F4(this, play); - } else if (this->unk_194 == 0 && this->actor.colChkInfo.damageEffect == 0xE && + } else if (this->unk_194 == 0 && this->actor.colChkInfo.damageReaction == 0xE && this->actionFunc == func_80ADB770) { if (this->unk_19C == 0) { this->unk_19C = -45; 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 fceb18ef7c..930708bc24 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -880,7 +880,7 @@ void EnPoh_TalkComposer(EnPoh* this, PlayState* play) { void func_80AE032C(EnPoh* this, PlayState* play) { 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->actor.colChkInfo.damageReaction != 0 || this->actor.colChkInfo.damage != 0) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD); diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index af9ed8f112..701ce5a5f3 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -108,48 +108,48 @@ static ColliderCylinderInit sCylinderInit = { { 20, 70, 0, { 0, 0, 0 } }, }; -typedef enum EnRdDamageEffect { - /* 0x0 */ REDEAD_DMGEFF_NONE, // Does not interact with the Gibdo/Redead at all - /* 0x1 */ REDEAD_DMGEFF_HOOKSHOT, // Stuns the Gibdo/Redead - /* 0x6 */ REDEAD_DMGEFF_ICE_MAGIC = 0x6, // Does not interact with the Gibdo/Redead at all - /* 0xD */ REDEAD_DMGEFF_LIGHT_MAGIC = 0xD, // Stuns the Gibdo/Redead - /* 0xE */ REDEAD_DMGEFF_FIRE_MAGIC, // Applies a fire effect - /* 0xF */ REDEAD_DMGEFF_DAMAGE // Deals damage without stunning or applying an effect -} EnRdDamageEffect; +typedef enum EnRdDamageReaction { + /* 0x0 */ REDEAD_DMG_REACT_NONE, // Does not interact with the Gibdo/Redead at all + /* 0x1 */ REDEAD_DMG_REACT_HOOKSHOT, // Stuns the Gibdo/Redead + /* 0x6 */ REDEAD_DMG_REACT_ICE_MAGIC = 0x6, // Does not interact with the Gibdo/Redead at all + /* 0xD */ REDEAD_DMG_REACT_LIGHT_MAGIC = 0xD, // Stuns the Gibdo/Redead + /* 0xE */ REDEAD_DMG_REACT_FIRE_MAGIC, // Applies a fire effect + /* 0xF */ REDEAD_DMG_REACT_DAMAGE // Deals damage without stunning or applying an effect +} EnRdDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Deku stick */ DMG_ENTRY(2, REDEAD_DMGEFF_DAMAGE), - /* Slingshot */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Explosive */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Normal arrow */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, REDEAD_DMGEFF_DAMAGE), - /* Hookshot */ DMG_ENTRY(0, REDEAD_DMGEFF_HOOKSHOT), - /* Kokiri sword */ DMG_ENTRY(1, REDEAD_DMGEFF_DAMAGE), - /* Master sword */ DMG_ENTRY(2, REDEAD_DMGEFF_DAMAGE), - /* Giant's Knife */ DMG_ENTRY(4, REDEAD_DMGEFF_DAMAGE), - /* Fire arrow */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Ice arrow */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Light arrow */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(4, REDEAD_DMGEFF_FIRE_MAGIC), - /* Ice magic */ DMG_ENTRY(0, REDEAD_DMGEFF_ICE_MAGIC), - /* Light magic */ DMG_ENTRY(3, REDEAD_DMGEFF_LIGHT_MAGIC), - /* Shield */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, REDEAD_DMGEFF_DAMAGE), - /* Giant spin */ DMG_ENTRY(4, REDEAD_DMGEFF_DAMAGE), - /* Master spin */ DMG_ENTRY(2, REDEAD_DMGEFF_DAMAGE), - /* Kokiri jump */ DMG_ENTRY(2, REDEAD_DMGEFF_DAMAGE), - /* Giant jump */ DMG_ENTRY(8, REDEAD_DMGEFF_DAMAGE), - /* Master jump */ DMG_ENTRY(4, REDEAD_DMGEFF_DAMAGE), - /* Unknown 1 */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, REDEAD_DMGEFF_DAMAGE), - /* Unknown 2 */ DMG_ENTRY(0, REDEAD_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Deku stick */ DMG_ENTRY(2, REDEAD_DMG_REACT_DAMAGE), + /* Slingshot */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Normal arrow */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, REDEAD_DMG_REACT_DAMAGE), + /* Hookshot */ DMG_ENTRY(0, REDEAD_DMG_REACT_HOOKSHOT), + /* Kokiri sword */ DMG_ENTRY(1, REDEAD_DMG_REACT_DAMAGE), + /* Master sword */ DMG_ENTRY(2, REDEAD_DMG_REACT_DAMAGE), + /* Giant's Knife */ DMG_ENTRY(4, REDEAD_DMG_REACT_DAMAGE), + /* Fire arrow */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Ice arrow */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Light arrow */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, REDEAD_DMG_REACT_FIRE_MAGIC), + /* Ice magic */ DMG_ENTRY(0, REDEAD_DMG_REACT_ICE_MAGIC), + /* Light magic */ DMG_ENTRY(3, REDEAD_DMG_REACT_LIGHT_MAGIC), + /* Shield */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, REDEAD_DMG_REACT_DAMAGE), + /* Giant spin */ DMG_ENTRY(4, REDEAD_DMG_REACT_DAMAGE), + /* Master spin */ DMG_ENTRY(2, REDEAD_DMG_REACT_DAMAGE), + /* Kokiri jump */ DMG_ENTRY(2, REDEAD_DMG_REACT_DAMAGE), + /* Giant jump */ DMG_ENTRY(8, REDEAD_DMG_REACT_DAMAGE), + /* Master jump */ DMG_ENTRY(4, REDEAD_DMG_REACT_DAMAGE), + /* Unknown 1 */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, REDEAD_DMG_REACT_DAMAGE), + /* Unknown 2 */ DMG_ENTRY(0, REDEAD_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -768,7 +768,7 @@ void EnRd_SetupStunned(EnRd* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, COLORFILTER_INTENSITY_FLAG | 200, COLORFILTER_BUFFLAG_OPA, 255); - } else if (this->damageEffect == REDEAD_DMGEFF_HOOKSHOT) { + } else if (this->damageReaction == REDEAD_DMG_REACT_HOOKSHOT) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80); } else { Actor_PlaySfx(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT); @@ -835,7 +835,7 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - this->damageEffect = this->actor.colChkInfo.damageEffect; + this->damageReaction = this->actor.colChkInfo.damageReaction; if (this->action != REDEAD_ACTION_RISE_FROM_COFFIN) { Actor_SetDropFlag(&this->actor, &this->collider.elem, true); @@ -843,9 +843,10 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) { this->unk_31D = player->unk_845; } - if ((this->damageEffect != REDEAD_DMGEFF_NONE) && (this->damageEffect != REDEAD_DMGEFF_ICE_MAGIC)) { - if (((this->damageEffect == REDEAD_DMGEFF_HOOKSHOT) || - (this->damageEffect == REDEAD_DMGEFF_LIGHT_MAGIC)) && + if ((this->damageReaction != REDEAD_DMG_REACT_NONE) && + (this->damageReaction != REDEAD_DMG_REACT_ICE_MAGIC)) { + if (((this->damageReaction == REDEAD_DMG_REACT_HOOKSHOT) || + (this->damageReaction == REDEAD_DMG_REACT_LIGHT_MAGIC)) && (this->action != REDEAD_ACTION_STUNNED)) { Actor_ApplyDamage(&this->actor); EnRd_SetupStunned(this); @@ -855,7 +856,7 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) { this->stunnedBySunsSong = false; this->sunsSongStunTimer = 0; - if (this->damageEffect == REDEAD_DMGEFF_FIRE_MAGIC) { + if (this->damageReaction == REDEAD_DMG_REACT_FIRE_MAGIC) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 80); this->fireTimer = 40; } else { @@ -887,8 +888,8 @@ void EnRd_Update(Actor* thisx, PlayState* play) { gSaveContext.sunsSongState = SUNSSONG_INACTIVE; } - if (this->damageEffect != REDEAD_DMGEFF_ICE_MAGIC && - ((this->action != REDEAD_ACTION_RISE_FROM_COFFIN) || (this->damageEffect != REDEAD_DMGEFF_FIRE_MAGIC))) { + if (this->damageReaction != REDEAD_DMG_REACT_ICE_MAGIC && + ((this->action != REDEAD_ACTION_RISE_FROM_COFFIN) || (this->damageReaction != REDEAD_DMG_REACT_FIRE_MAGIC))) { if (this->playerStunWaitTimer != 0) { this->playerStunWaitTimer--; } diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.h b/src/overlays/actors/ovl_En_Rd/z_en_rd.h index 5e9f328dee..b2e9f3a271 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.h +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.h @@ -71,7 +71,7 @@ typedef struct EnRd { /* 0x0319 */ u8 grabDamageTimer; /* 0x031A */ u8 fireTimer; /* 0x031B */ u8 action; - /* 0x031C */ u8 damageEffect; + /* 0x031C */ u8 damageReaction; /* 0x031D */ u8 unk_31D; // related to player->unk_845 /* 0x0320 */ ColliderCylinder collider; } EnRd; // size = 0x036C diff --git a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c index b4cafe6817..f672e9c4c9 100644 --- a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c +++ b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c @@ -49,49 +49,49 @@ void EnReeba_Die(EnReeba* this, PlayState* play); void EnReeba_Stunned(EnReeba* this, PlayState* play); void EnReeba_StunDie(EnReeba* this, PlayState* play); -typedef enum LeeverDamageEffect { - /* 0x00 */ LEEVER_DMGEFF_NONE, // used by anything that cant kill the Leever - /* 0x01 */ LEEVER_DMGEFF_UNK, // used by "unknown 1" attack - /* 0x03 */ LEEVER_DMGEFF_ICE = 3, - /* 0x0B */ LEEVER_DMGEFF_UNUSED = 11, // not used in the damage table, but still checked for. - /* 0x0C */ LEEVER_DMGEFF_BOOMERANG, - /* 0x0D */ LEEVER_DMGEFF_HOOKSHOT, - /* 0x0E */ LEEVER_DMGEFF_OTHER -} LeeverDamageEffect; +typedef enum LeeverDamageReaction { + /* 0x00 */ LEEVER_DMG_REACT_NONE, // used by anything that cant kill the Leever + /* 0x01 */ LEEVER_DMG_REACT_UNK, // used by "unknown 1" attack + /* 0x03 */ LEEVER_DMG_REACT_ICE = 3, + /* 0x0B */ LEEVER_DMG_REACT_UNUSED = 11, // not used in the damage table, but still checked for. + /* 0x0C */ LEEVER_DMG_REACT_BOOMERANG, + /* 0x0D */ LEEVER_DMG_REACT_HOOKSHOT, + /* 0x0E */ LEEVER_DMG_REACT_OTHER +} LeeverDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Deku stick */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Slingshot */ DMG_ENTRY(1, LEEVER_DMGEFF_OTHER), - /* Explosive */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Boomerang */ DMG_ENTRY(1, LEEVER_DMGEFF_BOOMERANG), - /* Normal arrow */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Hammer swing */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Hookshot */ DMG_ENTRY(2, LEEVER_DMGEFF_HOOKSHOT), - /* Kokiri sword */ DMG_ENTRY(1, LEEVER_DMGEFF_OTHER), - /* Master sword */ DMG_ENTRY(4, LEEVER_DMGEFF_OTHER), - /* Giant's Knife */ DMG_ENTRY(6, LEEVER_DMGEFF_OTHER), - /* Fire arrow */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Ice arrow */ DMG_ENTRY(4, LEEVER_DMGEFF_ICE), - /* Light arrow */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Unk arrow 1 */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Unk arrow 2 */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Unk arrow 3 */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Fire magic */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Ice magic */ DMG_ENTRY(4, LEEVER_DMGEFF_ICE), - /* Light magic */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Giant spin */ DMG_ENTRY(8, LEEVER_DMGEFF_OTHER), - /* Master spin */ DMG_ENTRY(4, LEEVER_DMGEFF_OTHER), - /* Kokiri jump */ DMG_ENTRY(2, LEEVER_DMGEFF_OTHER), - /* Giant jump */ DMG_ENTRY(8, LEEVER_DMGEFF_OTHER), - /* Master jump */ DMG_ENTRY(4, LEEVER_DMGEFF_OTHER), - /* Unknown 1 */ DMG_ENTRY(0, LEEVER_DMGEFF_UNK), - /* Unblockable */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, LEEVER_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Deku stick */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Slingshot */ DMG_ENTRY(1, LEEVER_DMG_REACT_OTHER), + /* Explosive */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Boomerang */ DMG_ENTRY(1, LEEVER_DMG_REACT_BOOMERANG), + /* Normal arrow */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Hammer swing */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Hookshot */ DMG_ENTRY(2, LEEVER_DMG_REACT_HOOKSHOT), + /* Kokiri sword */ DMG_ENTRY(1, LEEVER_DMG_REACT_OTHER), + /* Master sword */ DMG_ENTRY(4, LEEVER_DMG_REACT_OTHER), + /* Giant's Knife */ DMG_ENTRY(6, LEEVER_DMG_REACT_OTHER), + /* Fire arrow */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Ice arrow */ DMG_ENTRY(4, LEEVER_DMG_REACT_ICE), + /* Light arrow */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Unk arrow 1 */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Unk arrow 2 */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Unk arrow 3 */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Fire magic */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Ice magic */ DMG_ENTRY(4, LEEVER_DMG_REACT_ICE), + /* Light magic */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Giant spin */ DMG_ENTRY(8, LEEVER_DMG_REACT_OTHER), + /* Master spin */ DMG_ENTRY(4, LEEVER_DMG_REACT_OTHER), + /* Kokiri jump */ DMG_ENTRY(2, LEEVER_DMG_REACT_OTHER), + /* Giant jump */ DMG_ENTRY(8, LEEVER_DMG_REACT_OTHER), + /* Master jump */ DMG_ENTRY(4, LEEVER_DMG_REACT_OTHER), + /* Unknown 1 */ DMG_ENTRY(0, LEEVER_DMG_REACT_UNK), + /* Unblockable */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, LEEVER_DMG_REACT_NONE), }; ActorProfile En_Reeba_Profile = { @@ -557,9 +557,9 @@ void EnReeba_CheckDamage(EnReeba* this, PlayState* play) { this->actor.shape.rot.x = this->actor.shape.rot.z = 0; this->stunType = LEEVER_STUN_NONE; - switch (this->actor.colChkInfo.damageEffect) { - case LEEVER_DMGEFF_UNUSED: - case LEEVER_DMGEFF_BOOMERANG: + switch (this->actor.colChkInfo.damageReaction) { + case LEEVER_DMG_REACT_UNUSED: + case LEEVER_DMG_REACT_BOOMERANG: if ((this->actor.colChkInfo.health > 1) && (this->stunType != LEEVER_STUN_OTHER)) { this->stunType = LEEVER_STUN_OTHER; Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); @@ -569,7 +569,7 @@ void EnReeba_CheckDamage(EnReeba* this, PlayState* play) { break; } FALLTHROUGH; - case LEEVER_DMGEFF_HOOKSHOT: + case LEEVER_DMG_REACT_HOOKSHOT: if ((this->actor.colChkInfo.health > 2) && (this->stunType != LEEVER_STUN_OTHER)) { this->stunType = LEEVER_STUN_OTHER; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, @@ -579,7 +579,7 @@ void EnReeba_CheckDamage(EnReeba* this, PlayState* play) { break; } FALLTHROUGH; - case LEEVER_DMGEFF_OTHER: + case LEEVER_DMG_REACT_OTHER: this->unkDamageField = 6; Actor_ApplyDamage(&this->actor); if (this->actor.colChkInfo.health == 0) { @@ -595,7 +595,7 @@ void EnReeba_CheckDamage(EnReeba* this, PlayState* play) { } break; - case LEEVER_DMGEFF_ICE: + case LEEVER_DMG_REACT_ICE: Actor_ApplyDamage(&this->actor); this->unkDamageField = 2; this->stunType = LEEVER_STUN_ICE; @@ -603,7 +603,7 @@ void EnReeba_CheckDamage(EnReeba* this, PlayState* play) { this->actionfunc = EnReeba_SetupStunned; break; - case LEEVER_DMGEFF_UNK: + case LEEVER_DMG_REACT_UNK: if (this->stunType != LEEVER_STUN_OTHER) { this->stunType = LEEVER_STUN_OTHER; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c index ad19ebe447..b5bba141ba 100644 --- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -45,18 +45,18 @@ typedef enum EnRrReachState { /* 5 */ REACH_CLOSE } EnRrReachState; -typedef enum EnRrDamageEffect { - /* 0x0 */ RR_DMG_NONE, - /* 0x1 */ RR_DMG_STUN, - /* 0x2 */ RR_DMG_FIRE, - /* 0x3 */ RR_DMG_ICE, - /* 0x4 */ RR_DMG_LIGHT_MAGIC, - /* 0xB */ RR_DMG_LIGHT_ARROW = 11, - /* 0xC */ RR_DMG_SHDW_ARROW, - /* 0xD */ RR_DMG_WIND_ARROW, - /* 0xE */ RR_DMG_SPRT_ARROW, - /* 0xF */ RR_DMG_NORMAL -} EnRrDamageEffect; +typedef enum EnRrDamageReaction { + /* 0x0 */ RR_DMG_REACT_NONE, + /* 0x1 */ RR_DMG_REACT_STUN, + /* 0x2 */ RR_DMG_REACT_FIRE, + /* 0x3 */ RR_DMG_REACT_ICE, + /* 0x4 */ RR_DMG_REACT_LIGHT_MAGIC, + /* 0xB */ RR_DMG_REACT_LIGHT_ARROW = 11, + /* 0xC */ RR_DMG_REACT_SHDW_ARROW, + /* 0xD */ RR_DMG_REACT_WIND_ARROW, + /* 0xE */ RR_DMG_REACT_SPRT_ARROW, + /* 0xF */ RR_DMG_REACT_NORMAL +} EnRrDamageReaction; typedef enum EnRrDropType { /* 0 */ RR_DROP_RANDOM_RUPEE, @@ -143,38 +143,38 @@ static ColliderCylinderInitType1 sCylinderInit2 = { }; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, RR_DMG_NONE), - /* Deku stick */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Slingshot */ DMG_ENTRY(1, RR_DMG_NORMAL), - /* Explosive */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Boomerang */ DMG_ENTRY(0, RR_DMG_STUN), - /* Normal arrow */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Hammer swing */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Hookshot */ DMG_ENTRY(0, RR_DMG_STUN), - /* Kokiri sword */ DMG_ENTRY(1, RR_DMG_NORMAL), - /* Master sword */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Giant's Knife */ DMG_ENTRY(4, RR_DMG_NORMAL), - /* Fire arrow */ DMG_ENTRY(4, RR_DMG_FIRE), - /* Ice arrow */ DMG_ENTRY(4, RR_DMG_ICE), - /* Light arrow */ DMG_ENTRY(15, RR_DMG_LIGHT_ARROW), - /* Unk arrow 1 */ DMG_ENTRY(4, RR_DMG_WIND_ARROW), - /* Unk arrow 2 */ DMG_ENTRY(15, RR_DMG_SHDW_ARROW), - /* Unk arrow 3 */ DMG_ENTRY(15, RR_DMG_SPRT_ARROW), - /* Fire magic */ DMG_ENTRY(4, RR_DMG_FIRE), - /* Ice magic */ DMG_ENTRY(3, RR_DMG_ICE), - /* Light magic */ DMG_ENTRY(10, RR_DMG_LIGHT_MAGIC), - /* Shield */ DMG_ENTRY(0, RR_DMG_NONE), - /* Mirror Ray */ DMG_ENTRY(0, RR_DMG_NONE), - /* Kokiri spin */ DMG_ENTRY(1, RR_DMG_NORMAL), - /* Giant spin */ DMG_ENTRY(4, RR_DMG_NORMAL), - /* Master spin */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Kokiri jump */ DMG_ENTRY(2, RR_DMG_NORMAL), - /* Giant jump */ DMG_ENTRY(8, RR_DMG_NORMAL), - /* Master jump */ DMG_ENTRY(4, RR_DMG_NORMAL), - /* Unknown 1 */ DMG_ENTRY(10, RR_DMG_SPRT_ARROW), - /* Unblockable */ DMG_ENTRY(0, RR_DMG_NONE), - /* Hammer jump */ DMG_ENTRY(0, RR_DMG_NONE), - /* Unknown 2 */ DMG_ENTRY(0, RR_DMG_NONE), + /* Deku nut */ DMG_ENTRY(0, RR_DMG_REACT_NONE), + /* Deku stick */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Slingshot */ DMG_ENTRY(1, RR_DMG_REACT_NORMAL), + /* Explosive */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Boomerang */ DMG_ENTRY(0, RR_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Hammer swing */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Hookshot */ DMG_ENTRY(0, RR_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, RR_DMG_REACT_NORMAL), + /* Master sword */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Giant's Knife */ DMG_ENTRY(4, RR_DMG_REACT_NORMAL), + /* Fire arrow */ DMG_ENTRY(4, RR_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(4, RR_DMG_REACT_ICE), + /* Light arrow */ DMG_ENTRY(15, RR_DMG_REACT_LIGHT_ARROW), + /* Unk arrow 1 */ DMG_ENTRY(4, RR_DMG_REACT_WIND_ARROW), + /* Unk arrow 2 */ DMG_ENTRY(15, RR_DMG_REACT_SHDW_ARROW), + /* Unk arrow 3 */ DMG_ENTRY(15, RR_DMG_REACT_SPRT_ARROW), + /* Fire magic */ DMG_ENTRY(4, RR_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(3, RR_DMG_REACT_ICE), + /* Light magic */ DMG_ENTRY(10, RR_DMG_REACT_LIGHT_MAGIC), + /* Shield */ DMG_ENTRY(0, RR_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, RR_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, RR_DMG_REACT_NORMAL), + /* Giant spin */ DMG_ENTRY(4, RR_DMG_REACT_NORMAL), + /* Master spin */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Kokiri jump */ DMG_ENTRY(2, RR_DMG_REACT_NORMAL), + /* Giant jump */ DMG_ENTRY(8, RR_DMG_REACT_NORMAL), + /* Master jump */ DMG_ENTRY(4, RR_DMG_REACT_NORMAL), + /* Unknown 1 */ DMG_ENTRY(10, RR_DMG_REACT_SPRT_ARROW), + /* Unblockable */ DMG_ENTRY(0, RR_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(0, RR_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, RR_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -449,30 +449,30 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) { u8 dropType = RR_DROP_RANDOM_RUPEE; this->collider1.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != 0) { + if (this->actor.colChkInfo.damageReaction != 0) { hitPos.x = this->collider1.elem.acDmgInfo.hitPos.x; hitPos.y = this->collider1.elem.acDmgInfo.hitPos.y; hitPos.z = this->collider1.elem.acDmgInfo.hitPos.z; CollisionCheck_BlueBlood(play, NULL, &hitPos); } - switch (this->actor.colChkInfo.damageEffect) { - case RR_DMG_LIGHT_ARROW: + switch (this->actor.colChkInfo.damageReaction) { + case RR_DMG_REACT_LIGHT_ARROW: dropType++; // purple rupee FALLTHROUGH; - case RR_DMG_SHDW_ARROW: + case RR_DMG_REACT_SHDW_ARROW: dropType++; // flexible FALLTHROUGH; - case RR_DMG_WIND_ARROW: + case RR_DMG_REACT_WIND_ARROW: dropType++; // arrow FALLTHROUGH; - case RR_DMG_SPRT_ARROW: + case RR_DMG_REACT_SPRT_ARROW: dropType++; // magic jar FALLTHROUGH; - case RR_DMG_NORMAL: + case RR_DMG_REACT_NORMAL: PRINTF(VT_FGCOL(RED) T("いてっ( %d : LIFE %d : DAMAGE %d : %x )!!", "ouch ( %d : LIFE %d : DAMAGE %d : %x )!!") VT_RST "\n", this->frameCount, this->actor.colChkInfo.health, this->actor.colChkInfo.damage, - this->actor.colChkInfo.damageEffect); + this->actor.colChkInfo.damageReaction); this->stopScroll = false; Actor_ApplyDamage(&this->actor); this->invincibilityTimer = 40; @@ -487,7 +487,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) { EnRr_SetupDeath(this); } return; - case RR_DMG_FIRE: // Fire Arrow and Din's Fire + case RR_DMG_REACT_FIRE: // Fire Arrow and Din's Fire Actor_ApplyDamage(&this->actor); if (this->actor.colChkInfo.health == 0) { this->dropType = RR_DROP_RANDOM_RUPEE; @@ -496,7 +496,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) { this->effectTimer = 20; EnRr_SetupStunned(this); return; - case RR_DMG_ICE: // Ice Arrow and unused ice magic + case RR_DMG_REACT_ICE: // Ice Arrow and unused ice magic Actor_ApplyDamage(&this->actor); if (this->actor.colChkInfo.health == 0) { this->dropType = RR_DROP_RANDOM_RUPEE; @@ -513,7 +513,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) { #endif EnRr_SetupStunned(this); return; - case RR_DMG_LIGHT_MAGIC: // Unused light magic + case RR_DMG_REACT_LIGHT_MAGIC: // Unused light magic Actor_ApplyDamage(&this->actor); if (this->actor.colChkInfo.health == 0) { this->dropType = RR_DROP_RUPEE_RED; @@ -521,7 +521,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 255, COLORFILTER_BUFFLAG_XLU, 80); EnRr_SetupStunned(this); return; - case RR_DMG_STUN: // Boomerang and Hookshot + case RR_DMG_REACT_STUN: // Boomerang and Hookshot Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80); EnRr_SetupStunned(this); diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c index 52e3134b6a..2a909207e9 100644 --- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c +++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c @@ -393,7 +393,7 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) { tookDamage = false; this->collider.base.acFlags &= ~AC_HIT; - switch (this->actor.colChkInfo.damageEffect) { + switch (this->actor.colChkInfo.damageReaction) { case 14: // wind arrow hitByWindArrow = true; FALLTHROUGH; diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 52e521df9c..723f6f4836 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -472,11 +472,11 @@ void EnSkb_CheckDamage(EnSkb* this, PlayState* play) { } else if (this->actionState >= SKB_BEHAVIOR_ATTACKING) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != 6) { - this->lastDamageEffect = this->actor.colChkInfo.damageEffect; + if (this->actor.colChkInfo.damageReaction != 6) { + this->lastDamageReaction = this->actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->actor, &this->collider.elements[1].base, true); this->setColliderAT = false; - if (this->actor.colChkInfo.damageEffect == 1) { + if (this->actor.colChkInfo.damageReaction == 1) { if (this->actionState != SKB_BEHAVIOR_STUNNED) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); @@ -485,7 +485,7 @@ void EnSkb_CheckDamage(EnSkb* this, PlayState* play) { } } else { colorFilterDuration = 8; - if (this->actor.colChkInfo.damageEffect == 7) { + if (this->actor.colChkInfo.damageReaction == 7) { scale = this->actor.scale.y * 7500.0f; for (i = 4; i >= 0; i--) { flamePos = this->actor.world.pos; @@ -504,8 +504,8 @@ void EnSkb_CheckDamage(EnSkb* this, PlayState* play) { } player = GET_PLAYER(play); if (this->breakFlags == 0) { - if ((this->actor.colChkInfo.damageEffect == 0xD) || - ((this->actor.colChkInfo.damageEffect == 0xE) && + if ((this->actor.colChkInfo.damageReaction == 0xD) || + ((this->actor.colChkInfo.damageReaction == 0xE) && ((player->meleeWeaponAnimation >= PLAYER_MWA_RIGHT_SLASH_1H && player->meleeWeaponAnimation <= PLAYER_MWA_LEFT_COMBO_2H) || (player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_RIGHT || diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.h b/src/overlays/actors/ovl_En_Skb/z_en_skb.h index dd96d9e16e..eac534f2ff 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.h +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.h @@ -15,7 +15,7 @@ typedef struct EnSkb { /* 0x0208 */ Vec3s morphTable[20]; /* 0x0280 */ u8 actionState; /* 0x0281 */ u8 setColliderAT; - /* 0x0282 */ u8 lastDamageEffect; + /* 0x0282 */ u8 lastDamageReaction; /* 0x0283 */ u8 breakFlags; /* 0x0284 */ EnSkbActionFunc actionFunc; /* 0x0288 */ s16 headlessYawOffset; diff --git a/src/overlays/actors/ovl_En_Skj/z_en_skj.c b/src/overlays/actors/ovl_En_Skj/z_en_skj.c index 52b1c4ae3f..68ac8d2c41 100644 --- a/src/overlays/actors/ovl_En_Skj/z_en_skj.c +++ b/src/overlays/actors/ovl_En_Skj/z_en_skj.c @@ -606,7 +606,7 @@ s32 EnSkj_CollisionCheck(EnSkj* this, PlayState* play) { if (!((this->unk_2D3 == 0) || (D_80B01EA0 != 0) || !(this->collider.base.acFlags & AC_HIT))) { this->collider.base.acFlags &= ~AC_HIT; - switch (this->actor.colChkInfo.damageEffect) { + switch (this->actor.colChkInfo.damageReaction) { case 0xF: effectPos.x = this->collider.elem.acDmgInfo.hitPos.x; effectPos.y = this->collider.elem.acDmgInfo.hitPos.y; 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 d0e8f79ecc..1c40afeeb2 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -461,7 +461,7 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) { } this->invulnerableTimer = 8; - if (this->actor.colChkInfo.damageEffect == 1) { + if (this->actor.colChkInfo.damageReaction == 1) { if (this->stunTimer == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); this->stunTimer = 120; diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c index 17a18d8a6a..aba5f6d564 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.c +++ b/src/overlays/actors/ovl_En_Test/z_en_test.c @@ -212,48 +212,48 @@ static ColliderQuadInit sSwordColliderQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; -typedef enum StalfosDamageEffect { - /* 0x0 */ STALFOS_DMGEFF_NORMAL, - /* 0x1 */ STALFOS_DMGEFF_STUN, - /* 0x6 */ STALFOS_DMGEFF_FIREMAGIC = 6, - /* 0xD */ STALFOS_DMGEFF_SLING = 0xD, - /* 0xE */ STALFOS_DMGEFF_LIGHT, - /* 0xF */ STALFOS_DMGEFF_FREEZE -} StalfosDamageEffect; +typedef enum StalfosDamageReaction { + /* 0x0 */ STALFOS_DMG_REACT_NORMAL, + /* 0x1 */ STALFOS_DMG_REACT_STUN, + /* 0x6 */ STALFOS_DMG_REACT_FIREMAGIC = 6, + /* 0xD */ STALFOS_DMG_REACT_SLING = 0xD, + /* 0xE */ STALFOS_DMG_REACT_LIGHT, + /* 0xF */ STALFOS_DMG_REACT_FREEZE +} StalfosDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, STALFOS_DMGEFF_STUN), - /* Deku stick */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Slingshot */ DMG_ENTRY(1, STALFOS_DMGEFF_SLING), - /* Explosive */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Boomerang */ DMG_ENTRY(0, STALFOS_DMGEFF_STUN), - /* Normal arrow */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Hammer swing */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Hookshot */ DMG_ENTRY(0, STALFOS_DMGEFF_STUN), - /* Kokiri sword */ DMG_ENTRY(1, STALFOS_DMGEFF_NORMAL), - /* Master sword */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Giant's Knife */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL), - /* Fire arrow */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Ice arrow */ DMG_ENTRY(4, STALFOS_DMGEFF_FREEZE), - /* Light arrow */ DMG_ENTRY(2, STALFOS_DMGEFF_LIGHT), - /* Unk arrow 1 */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Unk arrow 2 */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Unk arrow 3 */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Fire magic */ DMG_ENTRY(0, STALFOS_DMGEFF_FIREMAGIC), - /* Ice magic */ DMG_ENTRY(3, STALFOS_DMGEFF_FREEZE), - /* Light magic */ DMG_ENTRY(0, STALFOS_DMGEFF_LIGHT), - /* Shield */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL), - /* Mirror Ray */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL), - /* Kokiri spin */ DMG_ENTRY(1, STALFOS_DMGEFF_NORMAL), - /* Giant spin */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL), - /* Master spin */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Kokiri jump */ DMG_ENTRY(2, STALFOS_DMGEFF_NORMAL), - /* Giant jump */ DMG_ENTRY(8, STALFOS_DMGEFF_NORMAL), - /* Master jump */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL), - /* Unknown 1 */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL), - /* Unblockable */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL), - /* Hammer jump */ DMG_ENTRY(4, STALFOS_DMGEFF_NORMAL), - /* Unknown 2 */ DMG_ENTRY(0, STALFOS_DMGEFF_NORMAL), + /* Deku nut */ DMG_ENTRY(0, STALFOS_DMG_REACT_STUN), + /* Deku stick */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Slingshot */ DMG_ENTRY(1, STALFOS_DMG_REACT_SLING), + /* Explosive */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Boomerang */ DMG_ENTRY(0, STALFOS_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Hammer swing */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Hookshot */ DMG_ENTRY(0, STALFOS_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, STALFOS_DMG_REACT_NORMAL), + /* Master sword */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Giant's Knife */ DMG_ENTRY(4, STALFOS_DMG_REACT_NORMAL), + /* Fire arrow */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Ice arrow */ DMG_ENTRY(4, STALFOS_DMG_REACT_FREEZE), + /* Light arrow */ DMG_ENTRY(2, STALFOS_DMG_REACT_LIGHT), + /* Unk arrow 1 */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Unk arrow 2 */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Unk arrow 3 */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Fire magic */ DMG_ENTRY(0, STALFOS_DMG_REACT_FIREMAGIC), + /* Ice magic */ DMG_ENTRY(3, STALFOS_DMG_REACT_FREEZE), + /* Light magic */ DMG_ENTRY(0, STALFOS_DMG_REACT_LIGHT), + /* Shield */ DMG_ENTRY(0, STALFOS_DMG_REACT_NORMAL), + /* Mirror Ray */ DMG_ENTRY(0, STALFOS_DMG_REACT_NORMAL), + /* Kokiri spin */ DMG_ENTRY(1, STALFOS_DMG_REACT_NORMAL), + /* Giant spin */ DMG_ENTRY(4, STALFOS_DMG_REACT_NORMAL), + /* Master spin */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Kokiri jump */ DMG_ENTRY(2, STALFOS_DMG_REACT_NORMAL), + /* Giant jump */ DMG_ENTRY(8, STALFOS_DMG_REACT_NORMAL), + /* Master jump */ DMG_ENTRY(4, STALFOS_DMG_REACT_NORMAL), + /* Unknown 1 */ DMG_ENTRY(0, STALFOS_DMG_REACT_NORMAL), + /* Unblockable */ DMG_ENTRY(0, STALFOS_DMG_REACT_NORMAL), + /* Hammer jump */ DMG_ENTRY(4, STALFOS_DMG_REACT_NORMAL), + /* Unknown 2 */ DMG_ENTRY(0, STALFOS_DMG_REACT_NORMAL), }; static InitChainEntry sInitChain[] = { @@ -1313,12 +1313,12 @@ void EnTest_SetupStunned(EnTest* this) { this->skelAnime.playSpeed = 0.0f; this->actor.speed = -4.0f; - if (this->lastDamageEffect == STALFOS_DMGEFF_LIGHT) { + if (this->lastDamageReaction == STALFOS_DMG_REACT_LIGHT) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 120, COLORFILTER_BUFFLAG_OPA, 80); } else { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); - if (this->lastDamageEffect == STALFOS_DMGEFF_FREEZE) { + if (this->lastDamageReaction == STALFOS_DMG_REACT_FREEZE) { this->iceTimer = 36; } else { Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalfosFlinchFromHitFrontAnim, 0.0f); @@ -1678,9 +1678,9 @@ void EnTest_UpdateDamage(EnTest* this, PlayState* play) { } else if (this->bodyCollider.base.acFlags & AC_HIT) { this->bodyCollider.base.acFlags &= ~AC_HIT; - if ((this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_SLING) && - (this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_FIREMAGIC)) { - this->lastDamageEffect = this->actor.colChkInfo.damageEffect; + if ((this->actor.colChkInfo.damageReaction != STALFOS_DMG_REACT_SLING) && + (this->actor.colChkInfo.damageReaction != STALFOS_DMG_REACT_FIREMAGIC)) { + this->lastDamageReaction = this->actor.colChkInfo.damageReaction; if (this->swordState >= 1) { this->swordState = 0; } @@ -1689,9 +1689,9 @@ void EnTest_UpdateDamage(EnTest* this, PlayState* play) { Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false); Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU); - if ((this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_STUN) || - (this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_FREEZE) || - (this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_LIGHT)) { + if ((this->actor.colChkInfo.damageReaction == STALFOS_DMG_REACT_STUN) || + (this->actor.colChkInfo.damageReaction == STALFOS_DMG_REACT_FREEZE) || + (this->actor.colChkInfo.damageReaction == STALFOS_DMG_REACT_LIGHT)) { if (this->unk_7C8 != 0xB) { Actor_ApplyDamage(&this->actor); EnTest_SetupStunned(this); @@ -1723,7 +1723,7 @@ void EnTest_Update(Actor* thisx, PlayState* play) { EnTest_UpdateDamage(this, play); - if (this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_FIREMAGIC) { + if (this->actor.colChkInfo.damageReaction != STALFOS_DMG_REACT_FIREMAGIC) { Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.h b/src/overlays/actors/ovl_En_Test/z_en_test.h index 030fcf740f..28192142c5 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.h +++ b/src/overlays/actors/ovl_En_Test/z_en_test.h @@ -90,7 +90,7 @@ typedef struct EnTest { /* 0x7DD */ char unk_7DD[0x1]; /* 0x7DE */ u8 unk_7DE; /* 0x7E0 */ s16 iceTimer; - /* 0x7E2 */ u8 lastDamageEffect; + /* 0x7E2 */ u8 lastDamageReaction; /* 0x7E4 */ s32 unk_7E4; /* 0x7E8 */ s32 timer; /* 0x7EC */ f32 unk_7EC; 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 71ea089bbd..fbdaf61bf4 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -696,7 +696,7 @@ void EnTite_SetupStunned(EnTite* this) { this->action = TEKTITE_STUNNED; this->actor.speed = -6.0f; this->actor.world.rot.y = this->actor.yawTowardsPlayer; - if (this->damageEffect == 0xF) { + if (this->damageReaction == 0xF) { this->spawnIceTimer = 48; } Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); @@ -867,11 +867,11 @@ void EnTite_CheckDamage(Actor* thisx, PlayState* play) { if ((this->collider.base.acFlags & AC_HIT) && (this->action >= TEKTITE_IDLE)) { this->collider.base.acFlags &= ~AC_HIT; - if (thisx->colChkInfo.damageEffect != 0xE) { // Immune to fire magic - this->damageEffect = thisx->colChkInfo.damageEffect; + if (thisx->colChkInfo.damageReaction != 0xE) { // Immune to fire magic + this->damageReaction = thisx->colChkInfo.damageReaction; Actor_SetDropFlag(thisx, &this->collider.elements[0].base, false); // Stun if Tektite hit by nut, boomerang, hookshot, ice arrow or ice magic - if ((thisx->colChkInfo.damageEffect == 1) || (thisx->colChkInfo.damageEffect == 0xF)) { + if ((thisx->colChkInfo.damageReaction == 1) || (thisx->colChkInfo.damageReaction == 0xF)) { if (this->action != TEKTITE_STUNNED) { Actor_SetColorFilter(thisx, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); Actor_ApplyDamage(thisx); @@ -917,7 +917,7 @@ void EnTite_Update(Actor* thisx, PlayState* play) { EnTite_CheckDamage(thisx, play); // Stay still if hit by immunity damage type this frame - if (thisx->colChkInfo.damageEffect != 0xE) { + if (thisx->colChkInfo.damageReaction != 0xE) { this->actionFunc(this, play); Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 25.0f, 40.0f, 20.0f, this->unk_2DC); diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.h b/src/overlays/actors/ovl_En_Tite/z_en_tite.h index d4ec9ab8dd..78de6938e7 100755 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.h +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.h @@ -26,7 +26,7 @@ typedef struct EnTite { /* 0x02E0 */ s16 actionVar1; // Usage depends on current action function /* 0x02E2 */ u8 actionVar2; // Usage depends on current action function /* 0x02E3 */ u8 spawnIceTimer; - /* 0x02E4 */ u8 damageEffect; + /* 0x02E4 */ u8 damageReaction; /* 0x02E8 */ ColliderJntSph collider; /* 0x0308 */ ColliderJntSphElement colliderElements[1]; /* 0x0348 */ Vec3f frontLeftFootPos; diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index a02e9bc3bb..21ab44a0ff 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -612,7 +612,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { this->stateFlags3 &= ~PLAYER_STATE3_2; } else { func_800F5ACC(NA_BGM_MINI_BOSS); - if (this->actor.colChkInfo.damageEffect == 1) { + if (this->actor.colChkInfo.damageReaction == 1) { if (sAlpha == 255) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80); } else { diff --git a/src/overlays/actors/ovl_En_Tp/z_en_tp.c b/src/overlays/actors/ovl_En_Tp/z_en_tp.c index a1ce22995c..3b29e01601 100644 --- a/src/overlays/actors/ovl_En_Tp/z_en_tp.c +++ b/src/overlays/actors/ovl_En_Tp/z_en_tp.c @@ -95,46 +95,46 @@ static ColliderJntSphInit sJntSphInit = { sJntSphElementsInit, }; -typedef enum TailpasaranDamageEffect { - /* 00 */ TAILPASARAN_DMGEFF_NONE, - /* 01 */ TAILPASARAN_DMGEFF_DEKUNUT, - /* 14 */ TAILPASARAN_DMGEFF_SHOCKING = 14, // Kills the Tailpasaran but shocks Player - /* 15 */ TAILPASARAN_DMGEFF_INSULATING // Kills the Tailpasaran and does not shock Player -} TailpasaranDamageEffect; +typedef enum TailpasaranDamageReaction { + /* 00 */ TAILPASARAN_DMG_REACT_NONE, + /* 01 */ TAILPASARAN_DMG_REACT_DEKUNUT, + /* 14 */ TAILPASARAN_DMG_REACT_SHOCKING = 14, // Kills the Tailpasaran but shocks Player + /* 15 */ TAILPASARAN_DMG_REACT_INSULATING // Kills the Tailpasaran and does not shock Player +} TailpasaranDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_DEKUNUT), - /* Deku stick */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_INSULATING), - /* Slingshot */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Explosive */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(1, TAILPASARAN_DMGEFF_INSULATING), - /* Normal arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING), - /* Hookshot */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Kokiri sword */ DMG_ENTRY(1, TAILPASARAN_DMGEFF_SHOCKING), - /* Master sword */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING), - /* Giant's Knife */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING), - /* Fire arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Ice arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Light arrow */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Ice magic */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Light magic */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, TAILPASARAN_DMGEFF_SHOCKING), - /* Giant spin */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING), - /* Master spin */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING), - /* Kokiri jump */ DMG_ENTRY(2, TAILPASARAN_DMGEFF_SHOCKING), - /* Giant jump */ DMG_ENTRY(8, TAILPASARAN_DMGEFF_SHOCKING), - /* Master jump */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING), - /* Unknown 1 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, TAILPASARAN_DMGEFF_SHOCKING), - /* Unknown 2 */ DMG_ENTRY(0, TAILPASARAN_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_DEKUNUT), + /* Deku stick */ DMG_ENTRY(2, TAILPASARAN_DMG_REACT_INSULATING), + /* Slingshot */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(1, TAILPASARAN_DMG_REACT_INSULATING), + /* Normal arrow */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, TAILPASARAN_DMG_REACT_SHOCKING), + /* Hookshot */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Kokiri sword */ DMG_ENTRY(1, TAILPASARAN_DMG_REACT_SHOCKING), + /* Master sword */ DMG_ENTRY(2, TAILPASARAN_DMG_REACT_SHOCKING), + /* Giant's Knife */ DMG_ENTRY(4, TAILPASARAN_DMG_REACT_SHOCKING), + /* Fire arrow */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Ice arrow */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Light arrow */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Ice magic */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Light magic */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, TAILPASARAN_DMG_REACT_SHOCKING), + /* Giant spin */ DMG_ENTRY(4, TAILPASARAN_DMG_REACT_SHOCKING), + /* Master spin */ DMG_ENTRY(2, TAILPASARAN_DMG_REACT_SHOCKING), + /* Kokiri jump */ DMG_ENTRY(2, TAILPASARAN_DMG_REACT_SHOCKING), + /* Giant jump */ DMG_ENTRY(8, TAILPASARAN_DMG_REACT_SHOCKING), + /* Master jump */ DMG_ENTRY(4, TAILPASARAN_DMG_REACT_SHOCKING), + /* Unknown 1 */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, TAILPASARAN_DMG_REACT_SHOCKING), + /* Unknown 2 */ DMG_ENTRY(0, TAILPASARAN_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -604,10 +604,10 @@ void EnTp_UpdateDamage(EnTp* this, PlayState* play) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlagJntSph(&this->actor, &this->collider, true); - this->damageEffect = this->actor.colChkInfo.damageEffect; + this->damageReaction = this->actor.colChkInfo.damageReaction; - if (this->actor.colChkInfo.damageEffect != TAILPASARAN_DMGEFF_NONE) { - if (this->actor.colChkInfo.damageEffect == TAILPASARAN_DMGEFF_DEKUNUT) { + if (this->actor.colChkInfo.damageReaction != TAILPASARAN_DMG_REACT_NONE) { + if (this->actor.colChkInfo.damageReaction == TAILPASARAN_DMG_REACT_DEKUNUT) { phi_s4 = 1; } @@ -622,7 +622,7 @@ void EnTp_UpdateDamage(EnTp* this, PlayState* play) { if (head->actor.params <= TAILPASARAN_HEAD) { EnTp_SetupDie(head); - head->damageEffect = this->actor.colChkInfo.damageEffect; + head->damageReaction = this->actor.colChkInfo.damageReaction; head->actor.params = TAILPASARAN_HEAD_DYING; } } else { @@ -686,7 +686,7 @@ void EnTp_Update(Actor* thisx, PlayState* play) { s16 yawToWall; if (player->stateFlags1 & PLAYER_STATE1_26) { // Shielding - this->damageEffect = TAILPASARAN_DMGEFF_NONE; + this->damageReaction = TAILPASARAN_DMG_REACT_NONE; } if (this->actor.colChkInfo.health != 0) { @@ -737,7 +737,7 @@ void EnTp_Update(Actor* thisx, PlayState* play) { this->actor.focus.pos = this->actor.world.pos; - if (this->damageEffect == TAILPASARAN_DMGEFF_SHOCKING) { + if (this->damageReaction == TAILPASARAN_DMG_REACT_SHOCKING) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } diff --git a/src/overlays/actors/ovl_En_Tp/z_en_tp.h b/src/overlays/actors/ovl_En_Tp/z_en_tp.h index 71fdca8188..3c8fd5f15e 100644 --- a/src/overlays/actors/ovl_En_Tp/z_en_tp.h +++ b/src/overlays/actors/ovl_En_Tp/z_en_tp.h @@ -13,7 +13,7 @@ typedef struct EnTp { /* 0x014C */ s32 actionIndex; /* 0x0150 */ s32 unk_150; // Some kind of state indicator /* 0x0154 */ EnTpActionFunc actionFunc; - /* 0x0158 */ u8 damageEffect; // Used to propagate the effect to the other segments' actors + /* 0x0158 */ u8 damageReaction; // Used to propagate the reaction to the other segments' actors /* 0x015A */ s16 timer; /* 0x015C */ s16 unk_15C; // Multipurpose, used to change the horizontal position of tail segments /* 0x015E */ s16 alpha; // The dying types fade away diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c index 011b004b68..9a188bca56 100644 --- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c +++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c @@ -97,48 +97,48 @@ static ColliderCylinderInit sCylinderInit = { static CollisionCheckInfoInit sColChkInfoInit = { 2, 18, 32, MASS_HEAVY }; -typedef enum BariDamageEffect { - /* 0x0 */ BARI_DMGEFF_NONE, - /* 0x1 */ BARI_DMGEFF_STUN, - /* 0x2 */ BARI_DMGEFF_FIRE, - /* 0x3 */ BARI_DMGEFF_ICE, - /* 0xE */ BARI_DMGEFF_SLINGSHOT = 0xE, - /* 0xF */ BARI_DMGEFF_SWORD -} BariDamageEffect; +typedef enum BariDamageReaction { + /* 0x0 */ BARI_DMG_REACT_NONE, + /* 0x1 */ BARI_DMG_REACT_STUN, + /* 0x2 */ BARI_DMG_REACT_FIRE, + /* 0x3 */ BARI_DMG_REACT_ICE, + /* 0xE */ BARI_DMG_REACT_SLINGSHOT = 0xE, + /* 0xF */ BARI_DMG_REACT_SWORD +} BariDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, BARI_DMGEFF_STUN), - /* Deku stick */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(0, BARI_DMGEFF_SLINGSHOT), - /* Explosive */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(0, BARI_DMGEFF_STUN), - /* Normal arrow */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Hookshot */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Kokiri sword */ DMG_ENTRY(1, BARI_DMGEFF_SWORD), - /* Master sword */ DMG_ENTRY(2, BARI_DMGEFF_SWORD), - /* Giant's Knife */ DMG_ENTRY(4, BARI_DMGEFF_SWORD), - /* Fire arrow */ DMG_ENTRY(4, BARI_DMGEFF_FIRE), - /* Ice arrow */ DMG_ENTRY(4, BARI_DMGEFF_ICE), - /* Light arrow */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(4, BARI_DMGEFF_FIRE), - /* Ice magic */ DMG_ENTRY(4, BARI_DMGEFF_ICE), - /* Light magic */ DMG_ENTRY(0, BARI_DMGEFF_NONE), - /* Shield */ DMG_ENTRY(0, BARI_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, BARI_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, BARI_DMGEFF_NONE), - /* Giant spin */ DMG_ENTRY(4, BARI_DMGEFF_NONE), - /* Master spin */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Kokiri jump */ DMG_ENTRY(2, BARI_DMGEFF_NONE), - /* Giant jump */ DMG_ENTRY(8, BARI_DMGEFF_NONE), - /* Master jump */ DMG_ENTRY(4, BARI_DMGEFF_NONE), - /* Unknown 1 */ DMG_ENTRY(0, BARI_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, BARI_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, BARI_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, BARI_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, BARI_DMG_REACT_STUN), + /* Deku stick */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(0, BARI_DMG_REACT_SLINGSHOT), + /* Explosive */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(0, BARI_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Kokiri sword */ DMG_ENTRY(1, BARI_DMG_REACT_SWORD), + /* Master sword */ DMG_ENTRY(2, BARI_DMG_REACT_SWORD), + /* Giant's Knife */ DMG_ENTRY(4, BARI_DMG_REACT_SWORD), + /* Fire arrow */ DMG_ENTRY(4, BARI_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(4, BARI_DMG_REACT_ICE), + /* Light arrow */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, BARI_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(4, BARI_DMG_REACT_ICE), + /* Light magic */ DMG_ENTRY(0, BARI_DMG_REACT_NONE), + /* Shield */ DMG_ENTRY(0, BARI_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, BARI_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, BARI_DMG_REACT_NONE), + /* Giant spin */ DMG_ENTRY(4, BARI_DMG_REACT_NONE), + /* Master spin */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Kokiri jump */ DMG_ENTRY(2, BARI_DMG_REACT_NONE), + /* Giant jump */ DMG_ENTRY(8, BARI_DMG_REACT_NONE), + /* Master jump */ DMG_ENTRY(4, BARI_DMG_REACT_NONE), + /* Unknown 1 */ DMG_ENTRY(0, BARI_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, BARI_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, BARI_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, BARI_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -512,21 +512,21 @@ void EnVali_UpdateDamage(EnVali* this, PlayState* play) { this->bodyCollider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true); - if ((this->actor.colChkInfo.damageEffect != BARI_DMGEFF_NONE) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != BARI_DMG_REACT_NONE) || (this->actor.colChkInfo.damage != 0)) { if (Actor_ApplyDamage(&this->actor) == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_BARI_DEAD); Enemy_StartFinishingBlow(play, &this->actor); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - } else if ((this->actor.colChkInfo.damageEffect != BARI_DMGEFF_STUN) && - (this->actor.colChkInfo.damageEffect != BARI_DMGEFF_SLINGSHOT)) { + } else if ((this->actor.colChkInfo.damageReaction != BARI_DMG_REACT_STUN) && + (this->actor.colChkInfo.damageReaction != BARI_DMG_REACT_SLINGSHOT)) { Actor_PlaySfx(&this->actor, NA_SE_EN_BARI_DAMAGE); } - if (this->actor.colChkInfo.damageEffect == BARI_DMGEFF_STUN) { + if (this->actor.colChkInfo.damageReaction == BARI_DMG_REACT_STUN) { if (this->actionFunc != EnVali_Stunned) { EnVali_SetupStunned(this); } - } else if (this->actor.colChkInfo.damageEffect == BARI_DMGEFF_SWORD) { + } else if (this->actor.colChkInfo.damageReaction == BARI_DMG_REACT_SWORD) { if (this->actionFunc != EnVali_Stunned) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 150, COLORFILTER_BUFFLAG_XLU, 30); this->actor.params = BARI_TYPE_SWORD_DAMAGE; @@ -534,11 +534,11 @@ void EnVali_UpdateDamage(EnVali* this, PlayState* play) { } else { EnVali_SetupRetaliate(this); } - } else if (this->actor.colChkInfo.damageEffect == BARI_DMGEFF_FIRE) { + } else if (this->actor.colChkInfo.damageReaction == BARI_DMG_REACT_FIRE) { EnVali_SetupBurnt(this); - } else if (this->actor.colChkInfo.damageEffect == BARI_DMGEFF_ICE) { + } else if (this->actor.colChkInfo.damageReaction == BARI_DMG_REACT_ICE) { EnVali_SetupFrozen(this); - } else if (this->actor.colChkInfo.damageEffect == BARI_DMGEFF_SLINGSHOT) { + } else if (this->actor.colChkInfo.damageReaction == BARI_DMG_REACT_SLINGSHOT) { if (this->slingshotReactionTimer == 0) { this->slingshotReactionTimer = 20; } diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c index abb91c80b9..9c6a27e026 100644 --- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c +++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c @@ -26,10 +26,6 @@ #define TIMER_SCALE ((f32)OS_CLOCK_RATE / 10000000000) -#define DAMAGE_EFFECT_BURN 2 -#define DAMAGE_EFFECT_STUN_WHITE 4 -#define DAMAGE_EFFECT_STUN_BLUE 1 - void EnWallmas_Init(Actor* thisx, PlayState* play); void EnWallmas_Destroy(Actor* thisx, PlayState* play); void EnWallmas_Update(Actor* thisx, PlayState* play); @@ -86,39 +82,46 @@ static ColliderCylinderInit sCylinderInit = { static CollisionCheckInfoInit sColChkInfoInit = { 4, 30, 40, 150 }; +typedef enum EnWallmasDamageReaction { + /* 0 */ WALLMAS_DMG_REACT_NONE, + /* 1 */ WALLMAS_DMG_REACT_STUN_BLUE, + /* 2 */ WALLMAS_DMG_REACT_BURN, + /* 4 */ WALLMAS_DMG_REACT_STUN_WHITE = 4 +} EnWallmasDamageReaction; + static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, 0x1), - /* Deku stick */ DMG_ENTRY(2, 0x0), - /* Slingshot */ DMG_ENTRY(1, 0x0), - /* Explosive */ DMG_ENTRY(2, 0x0), - /* Boomerang */ DMG_ENTRY(0, 0x1), - /* Normal arrow */ DMG_ENTRY(2, 0x0), - /* Hammer swing */ DMG_ENTRY(2, 0x0), - /* Hookshot */ DMG_ENTRY(0, 0x1), - /* Kokiri sword */ DMG_ENTRY(1, 0x0), - /* Master sword */ DMG_ENTRY(2, 0x0), - /* Giant's Knife */ DMG_ENTRY(4, 0x0), - /* Fire arrow */ DMG_ENTRY(4, 0x2), - /* Ice arrow */ DMG_ENTRY(2, 0x0), - /* Light arrow */ DMG_ENTRY(4, 0x4), - /* Unk arrow 1 */ DMG_ENTRY(4, 0x0), - /* Unk arrow 2 */ DMG_ENTRY(2, 0x0), - /* Unk arrow 3 */ DMG_ENTRY(2, 0x0), - /* Fire magic */ DMG_ENTRY(4, 0x2), - /* Ice magic */ DMG_ENTRY(0, 0x0), - /* Light magic */ DMG_ENTRY(4, 0x4), - /* Shield */ DMG_ENTRY(0, 0x0), - /* Mirror Ray */ DMG_ENTRY(0, 0x0), - /* Kokiri spin */ DMG_ENTRY(1, 0x0), - /* Giant spin */ DMG_ENTRY(4, 0x0), - /* Master spin */ DMG_ENTRY(2, 0x0), - /* Kokiri jump */ DMG_ENTRY(2, 0x0), - /* Giant jump */ DMG_ENTRY(8, 0x0), - /* Master jump */ DMG_ENTRY(4, 0x0), - /* Unknown 1 */ DMG_ENTRY(0, 0x0), - /* Unblockable */ DMG_ENTRY(0, 0x0), - /* Hammer jump */ DMG_ENTRY(4, 0x0), - /* Unknown 2 */ DMG_ENTRY(0, 0x0), + /* Deku nut */ DMG_ENTRY(0, WALLMAS_DMG_REACT_STUN_BLUE), + /* Deku stick */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(1, WALLMAS_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(0, WALLMAS_DMG_REACT_STUN_BLUE), + /* Normal arrow */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(0, WALLMAS_DMG_REACT_STUN_BLUE), + /* Kokiri sword */ DMG_ENTRY(1, WALLMAS_DMG_REACT_NONE), + /* Master sword */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Giant's Knife */ DMG_ENTRY(4, WALLMAS_DMG_REACT_NONE), + /* Fire arrow */ DMG_ENTRY(4, WALLMAS_DMG_REACT_BURN), + /* Ice arrow */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Light arrow */ DMG_ENTRY(4, WALLMAS_DMG_REACT_STUN_WHITE), + /* Unk arrow 1 */ DMG_ENTRY(4, WALLMAS_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, WALLMAS_DMG_REACT_BURN), + /* Ice magic */ DMG_ENTRY(0, WALLMAS_DMG_REACT_NONE), + /* Light magic */ DMG_ENTRY(4, WALLMAS_DMG_REACT_STUN_WHITE), + /* Shield */ DMG_ENTRY(0, WALLMAS_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, WALLMAS_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, WALLMAS_DMG_REACT_NONE), + /* Giant spin */ DMG_ENTRY(4, WALLMAS_DMG_REACT_NONE), + /* Master spin */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Kokiri jump */ DMG_ENTRY(2, WALLMAS_DMG_REACT_NONE), + /* Giant jump */ DMG_ENTRY(8, WALLMAS_DMG_REACT_NONE), + /* Master jump */ DMG_ENTRY(4, WALLMAS_DMG_REACT_NONE), + /* Unknown 1 */ DMG_ENTRY(0, WALLMAS_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, WALLMAS_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, WALLMAS_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, WALLMAS_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -292,7 +295,7 @@ void EnWallmas_SetupStun(EnWallmas* this) { Animation_Change(&this->skelAnime, &gWallmasterJumpAnim, 1.5f, 0, 20.0f, ANIMMODE_ONCE, -3.0f); this->actor.speed = 0.0f; - if (this->actor.colChkInfo.damageEffect == 4) { + if (this->actor.colChkInfo.damageReaction == 4) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 255, COLORFILTER_BUFFLAG_OPA, 80); } else { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80); @@ -522,7 +525,7 @@ void EnWallmas_ColUpdate(EnWallmas* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DEAD); @@ -533,13 +536,13 @@ void EnWallmas_ColUpdate(EnWallmas* this, PlayState* play) { } } - if ((this->actor.colChkInfo.damageEffect == DAMAGE_EFFECT_STUN_WHITE) || - (this->actor.colChkInfo.damageEffect == DAMAGE_EFFECT_STUN_BLUE)) { + if ((this->actor.colChkInfo.damageReaction == WALLMAS_DMG_REACT_STUN_WHITE) || + (this->actor.colChkInfo.damageReaction == WALLMAS_DMG_REACT_STUN_BLUE)) { if (this->actionFunc != EnWallmas_Stun) { EnWallmas_SetupStun(this); } } else { - if (this->actor.colChkInfo.damageEffect == DAMAGE_EFFECT_BURN) { + if (this->actor.colChkInfo.damageReaction == WALLMAS_DMG_REACT_BURN) { EffectSsFCircle_Spawn(play, &this->actor, &this->actor.world.pos, 40, 40); } diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c index 2e19328961..4fa8370d0a 100644 --- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c +++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c @@ -575,8 +575,8 @@ void func_80B3368C(EnWeiyer* this, PlayState* play) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { - if (this->actor.colChkInfo.damageEffect == 1) { + if ((this->actor.colChkInfo.damageReaction != 0) || (this->actor.colChkInfo.damage != 0)) { + if (this->actor.colChkInfo.damageReaction == 1) { if (this->actionFunc != func_80B333B8) { func_80B32660(this); } 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 f7ae2db60b..6e86771d7a 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -163,48 +163,48 @@ static ColliderCylinderInit sTailCylinderInit = { { 15, 20, -15, { 0, 0, 0 } }, }; -typedef enum EnWfDamageEffect { - /* 0 */ ENWF_DMGEFF_NONE, - /* 1 */ ENWF_DMGEFF_STUN, - /* 6 */ ENWF_DMGEFF_ICE_MAGIC = 6, - /* 13 */ ENWF_DMGEFF_LIGHT_MAGIC = 13, - /* 14 */ ENWF_DMGEFF_FIRE, - /* 15 */ ENWF_DMGEFF_UNDEF // used like STUN in the code, but not in the table -} EnWfDamageEffect; +typedef enum EnWfDamageReaction { + /* 0 */ ENWF_DMG_REACT_NONE, + /* 1 */ ENWF_DMG_REACT_STUN, + /* 6 */ ENWF_DMG_REACT_ICE_MAGIC = 6, + /* 13 */ ENWF_DMG_REACT_LIGHT_MAGIC = 13, + /* 14 */ ENWF_DMG_REACT_FIRE, + /* 15 */ ENWF_DMG_REACT_UNDEF // used like STUN in the code, but not in the table +} EnWfDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, ENWF_DMGEFF_STUN), - /* Deku stick */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(1, ENWF_DMGEFF_NONE), - /* Explosive */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(0, ENWF_DMGEFF_STUN), - /* Normal arrow */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Hookshot */ DMG_ENTRY(0, ENWF_DMGEFF_STUN), - /* Kokiri sword */ DMG_ENTRY(1, ENWF_DMGEFF_NONE), - /* Master sword */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Giant's Knife */ DMG_ENTRY(4, ENWF_DMGEFF_NONE), - /* Fire arrow */ DMG_ENTRY(4, ENWF_DMGEFF_FIRE), - /* Ice arrow */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Light arrow */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Unk arrow 1 */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Unk arrow 2 */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Unk arrow 3 */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Fire magic */ DMG_ENTRY(4, ENWF_DMGEFF_FIRE), - /* Ice magic */ DMG_ENTRY(0, ENWF_DMGEFF_ICE_MAGIC), - /* Light magic */ DMG_ENTRY(3, ENWF_DMGEFF_LIGHT_MAGIC), - /* Shield */ DMG_ENTRY(0, ENWF_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, ENWF_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, ENWF_DMGEFF_NONE), - /* Giant spin */ DMG_ENTRY(4, ENWF_DMGEFF_NONE), - /* Master spin */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Kokiri jump */ DMG_ENTRY(2, ENWF_DMGEFF_NONE), - /* Giant jump */ DMG_ENTRY(8, ENWF_DMGEFF_NONE), - /* Master jump */ DMG_ENTRY(4, ENWF_DMGEFF_NONE), - /* Unknown 1 */ DMG_ENTRY(0, ENWF_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, ENWF_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, ENWF_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, ENWF_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, ENWF_DMG_REACT_STUN), + /* Deku stick */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(1, ENWF_DMG_REACT_NONE), + /* Explosive */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(0, ENWF_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(0, ENWF_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, ENWF_DMG_REACT_NONE), + /* Master sword */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Giant's Knife */ DMG_ENTRY(4, ENWF_DMG_REACT_NONE), + /* Fire arrow */ DMG_ENTRY(4, ENWF_DMG_REACT_FIRE), + /* Ice arrow */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Light arrow */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Unk arrow 1 */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Unk arrow 2 */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Unk arrow 3 */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Fire magic */ DMG_ENTRY(4, ENWF_DMG_REACT_FIRE), + /* Ice magic */ DMG_ENTRY(0, ENWF_DMG_REACT_ICE_MAGIC), + /* Light magic */ DMG_ENTRY(3, ENWF_DMG_REACT_LIGHT_MAGIC), + /* Shield */ DMG_ENTRY(0, ENWF_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, ENWF_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, ENWF_DMG_REACT_NONE), + /* Giant spin */ DMG_ENTRY(4, ENWF_DMG_REACT_NONE), + /* Master spin */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Kokiri jump */ DMG_ENTRY(2, ENWF_DMG_REACT_NONE), + /* Giant jump */ DMG_ENTRY(8, ENWF_DMG_REACT_NONE), + /* Master jump */ DMG_ENTRY(4, ENWF_DMG_REACT_NONE), + /* Unknown 1 */ DMG_ENTRY(0, ENWF_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, ENWF_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, ENWF_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, ENWF_DMG_REACT_NONE), }; ActorProfile En_Wf_Profile = { @@ -1285,15 +1285,15 @@ void EnWf_UpdateDamage(EnWf* this, PlayState* play) { this->bodyColliderCylinder.base.acFlags &= ~AC_HIT; this->tailColliderCylinder.base.acFlags &= ~AC_HIT; - if (this->actor.colChkInfo.damageEffect != ENWF_DMGEFF_ICE_MAGIC) { - this->damageEffect = this->actor.colChkInfo.damageEffect; + if (this->actor.colChkInfo.damageReaction != ENWF_DMG_REACT_ICE_MAGIC) { + this->damageReaction = this->actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->actor, &this->bodyColliderCylinder.elem, true); #if OOT_VERSION >= PAL_1_0 this->slashStatus = 0; #endif - if ((this->actor.colChkInfo.damageEffect == ENWF_DMGEFF_STUN) || - (this->actor.colChkInfo.damageEffect == ENWF_DMGEFF_UNDEF)) { + if ((this->actor.colChkInfo.damageReaction == ENWF_DMG_REACT_STUN) || + (this->actor.colChkInfo.damageReaction == ENWF_DMG_REACT_UNDEF)) { if (this->action != WOLFOS_ACTION_STUNNED) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); @@ -1303,7 +1303,7 @@ void EnWf_UpdateDamage(EnWf* this, PlayState* play) { } else { // LIGHT_MAGIC, FIRE, NONE Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8); - if (this->damageEffect == ENWF_DMGEFF_FIRE) { + if (this->damageReaction == ENWF_DMG_REACT_FIRE) { this->fireTimer = 40; } @@ -1325,7 +1325,7 @@ void EnWf_Update(Actor* thisx, PlayState* play) { EnWf_UpdateDamage(this, play); - if (this->actor.colChkInfo.damageEffect != ENWF_DMGEFF_ICE_MAGIC) { + if (this->actor.colChkInfo.damageReaction != ENWF_DMG_REACT_ICE_MAGIC) { Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 32.0f, 30.0f, 60.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.h b/src/overlays/actors/ovl_En_Wf/z_en_wf.h index afc18f7d01..38827154aa 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.h +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.h @@ -63,7 +63,7 @@ typedef struct EnWf { /* 0x02E0 */ s16 unk_2E0; // Used, but has no effect /* 0x02E2 */ s16 unk_2E2; /* 0x02E4 */ s16 fireTimer; - /* 0x02E6 */ u8 damageEffect; + /* 0x02E6 */ u8 damageReaction; /* 0x02E8 */ s32 actionTimer; // Used to make an action last for a certain amount of time /* 0x02EC */ f32 runSpeed; /* 0x02F0 */ char unk_2F0[4]; diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.c b/src/overlays/actors/ovl_En_Zf/z_en_zf.c index b49481e881..48f02b074e 100644 --- a/src/overlays/actors/ovl_En_Zf/z_en_zf.c +++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.c @@ -169,47 +169,47 @@ static ColliderQuadInit sSwordQuadInit = { { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } }, }; -typedef enum EnZfDamageEffect { - /* 0x0 */ ENZF_DMGEFF_NONE, - /* 0x1 */ ENZF_DMGEFF_STUN, - /* 0x6 */ ENZF_DMGEFF_IMMUNE = 6, // Skips damage code, but also skips the top half of Update - /* 0xD */ ENZF_DMGEFF_PROJECTILE = 0xD, // Projectiles that don't have another damageeffect - /* 0xF */ ENZF_DMGEFF_ICE = 0xF -} EnZfDamageEffect; +typedef enum EnZfDamageReaction { + /* 0x0 */ ENZF_DMG_REACT_NONE, + /* 0x1 */ ENZF_DMG_REACT_STUN, + /* 0x6 */ ENZF_DMG_REACT_IMMUNE = 6, // Skips damage code, but also skips the top half of Update + /* 0xD */ ENZF_DMG_REACT_PROJECTILE = 0xD, // Projectiles that don't have another damageeffect + /* 0xF */ ENZF_DMG_REACT_ICE = 0xF +} EnZfDamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, ENZF_DMGEFF_STUN), - /* Deku stick */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Slingshot */ DMG_ENTRY(1, ENZF_DMGEFF_PROJECTILE), - /* Explosive */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Boomerang */ DMG_ENTRY(0, ENZF_DMGEFF_STUN), - /* Normal arrow */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Hammer swing */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Hookshot */ DMG_ENTRY(0, ENZF_DMGEFF_STUN), - /* Kokiri sword */ DMG_ENTRY(1, ENZF_DMGEFF_NONE), - /* Master sword */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Giant's Knife */ DMG_ENTRY(4, ENZF_DMGEFF_NONE), - /* Fire arrow */ DMG_ENTRY(2, ENZF_DMGEFF_PROJECTILE), - /* Ice arrow */ DMG_ENTRY(4, ENZF_DMGEFF_ICE), - /* Light arrow */ DMG_ENTRY(2, ENZF_DMGEFF_PROJECTILE), - /* Unk arrow 1 */ DMG_ENTRY(2, ENZF_DMGEFF_PROJECTILE), - /* Unk arrow 2 */ DMG_ENTRY(2, ENZF_DMGEFF_PROJECTILE), - /* Unk arrow 3 */ DMG_ENTRY(2, ENZF_DMGEFF_PROJECTILE), - /* Fire magic */ DMG_ENTRY(0, ENZF_DMGEFF_IMMUNE), - /* Ice magic */ DMG_ENTRY(3, ENZF_DMGEFF_ICE), - /* Light magic */ DMG_ENTRY(0, ENZF_DMGEFF_IMMUNE), - /* Shield */ DMG_ENTRY(0, ENZF_DMGEFF_NONE), - /* Mirror Ray */ DMG_ENTRY(0, ENZF_DMGEFF_NONE), - /* Kokiri spin */ DMG_ENTRY(1, ENZF_DMGEFF_NONE), - /* Giant spin */ DMG_ENTRY(4, ENZF_DMGEFF_NONE), - /* Master spin */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Kokiri jump */ DMG_ENTRY(2, ENZF_DMGEFF_NONE), - /* Giant jump */ DMG_ENTRY(8, ENZF_DMGEFF_NONE), - /* Master jump */ DMG_ENTRY(4, ENZF_DMGEFF_NONE), - /* Unknown 1 */ DMG_ENTRY(0, ENZF_DMGEFF_NONE), - /* Unblockable */ DMG_ENTRY(0, ENZF_DMGEFF_NONE), - /* Hammer jump */ DMG_ENTRY(4, ENZF_DMGEFF_NONE), - /* Unknown 2 */ DMG_ENTRY(0, ENZF_DMGEFF_NONE), + /* Deku nut */ DMG_ENTRY(0, ENZF_DMG_REACT_STUN), + /* Deku stick */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Slingshot */ DMG_ENTRY(1, ENZF_DMG_REACT_PROJECTILE), + /* Explosive */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Boomerang */ DMG_ENTRY(0, ENZF_DMG_REACT_STUN), + /* Normal arrow */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Hammer swing */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Hookshot */ DMG_ENTRY(0, ENZF_DMG_REACT_STUN), + /* Kokiri sword */ DMG_ENTRY(1, ENZF_DMG_REACT_NONE), + /* Master sword */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Giant's Knife */ DMG_ENTRY(4, ENZF_DMG_REACT_NONE), + /* Fire arrow */ DMG_ENTRY(2, ENZF_DMG_REACT_PROJECTILE), + /* Ice arrow */ DMG_ENTRY(4, ENZF_DMG_REACT_ICE), + /* Light arrow */ DMG_ENTRY(2, ENZF_DMG_REACT_PROJECTILE), + /* Unk arrow 1 */ DMG_ENTRY(2, ENZF_DMG_REACT_PROJECTILE), + /* Unk arrow 2 */ DMG_ENTRY(2, ENZF_DMG_REACT_PROJECTILE), + /* Unk arrow 3 */ DMG_ENTRY(2, ENZF_DMG_REACT_PROJECTILE), + /* Fire magic */ DMG_ENTRY(0, ENZF_DMG_REACT_IMMUNE), + /* Ice magic */ DMG_ENTRY(3, ENZF_DMG_REACT_ICE), + /* Light magic */ DMG_ENTRY(0, ENZF_DMG_REACT_IMMUNE), + /* Shield */ DMG_ENTRY(0, ENZF_DMG_REACT_NONE), + /* Mirror Ray */ DMG_ENTRY(0, ENZF_DMG_REACT_NONE), + /* Kokiri spin */ DMG_ENTRY(1, ENZF_DMG_REACT_NONE), + /* Giant spin */ DMG_ENTRY(4, ENZF_DMG_REACT_NONE), + /* Master spin */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Kokiri jump */ DMG_ENTRY(2, ENZF_DMG_REACT_NONE), + /* Giant jump */ DMG_ENTRY(8, ENZF_DMG_REACT_NONE), + /* Master jump */ DMG_ENTRY(4, ENZF_DMG_REACT_NONE), + /* Unknown 1 */ DMG_ENTRY(0, ENZF_DMG_REACT_NONE), + /* Unblockable */ DMG_ENTRY(0, ENZF_DMG_REACT_NONE), + /* Hammer jump */ DMG_ENTRY(4, ENZF_DMG_REACT_NONE), + /* Unknown 2 */ DMG_ENTRY(0, ENZF_DMG_REACT_NONE), }; static InitChainEntry sInitChain[] = { @@ -1324,7 +1324,7 @@ void EnZf_SetupStunned(EnZf* this) { this->hopAnimIndex = 1; } - if (this->damageEffect == ENZF_DMGEFF_ICE) { + if (this->damageReaction == ENZF_DMG_REACT_ICE) { this->iceTimer = 36; } else { Animation_PlayOnceSetSpeed(&this->skelAnime, &gZfKnockedBackAnim, 0.0f); @@ -1685,7 +1685,7 @@ void EnZf_Damaged(EnZf* this, PlayState* play) { SkelAnime_Update(&this->skelAnime) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { if (D_80B4A1B4 != -1) { - if (this->damageEffect == ENZF_DMGEFF_PROJECTILE) { + if (this->damageReaction == ENZF_DMG_REACT_PROJECTILE) { D_80B4A1B0++; } else { this->actor.world.rot.y = this->actor.shape.rot.y; @@ -2028,12 +2028,12 @@ void EnZf_UpdateDamage(EnZf* this, PlayState* play) { if (((this->actor.params < ENZF_TYPE_LIZALFOS_MINIBOSS_A) /* not miniboss */ || (D_80B4A1B4 != this->actor.params)) && - (this->actor.colChkInfo.damageEffect != ENZF_DMGEFF_IMMUNE)) { - this->damageEffect = this->actor.colChkInfo.damageEffect; + (this->actor.colChkInfo.damageReaction != ENZF_DMG_REACT_IMMUNE)) { + this->damageReaction = this->actor.colChkInfo.damageReaction; Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false); - if ((this->actor.colChkInfo.damageEffect == ENZF_DMGEFF_STUN) || - (this->actor.colChkInfo.damageEffect == ENZF_DMGEFF_ICE)) { + if ((this->actor.colChkInfo.damageReaction == ENZF_DMG_REACT_STUN) || + (this->actor.colChkInfo.damageReaction == ENZF_DMG_REACT_ICE)) { if (this->action != ENZF_ACTION_STUNNED) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80); Actor_ApplyDamage(&this->actor); @@ -2056,7 +2056,7 @@ void EnZf_UpdateDamage(EnZf* this, PlayState* play) { } else { if ((D_80B4A1B4 != -1) && ((this->actor.colChkInfo.health + this->actor.colChkInfo.damage) >= 4) && (this->actor.colChkInfo.health < 4)) { - this->damageEffect = ENZF_DMGEFF_PROJECTILE; + this->damageReaction = ENZF_DMG_REACT_PROJECTILE; } EnZf_SetupDamaged(this); @@ -2072,7 +2072,7 @@ void EnZf_Update(Actor* thisx, PlayState* play) { s32 pad2; EnZf_UpdateDamage(this, play); - if (this->actor.colChkInfo.damageEffect != ENZF_DMGEFF_IMMUNE) { + if (this->actor.colChkInfo.damageReaction != ENZF_DMG_REACT_IMMUNE) { this->unk_3F8 = false; if ((this->hopAnimIndex != 1) && (this->action != ENZF_ACTION_HOP_AWAY)) { if (this->actor.speed != 0.0f) { diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.h b/src/overlays/actors/ovl_En_Zf/z_en_zf.h index 9dfb3119b9..1995b48943 100644 --- a/src/overlays/actors/ovl_En_Zf/z_en_zf.h +++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.h @@ -112,7 +112,7 @@ typedef struct EnZf { /* 0x0404 */ u8 alpha; /* 0x0408 */ f32 unk_408; // related to XZ speeds /* 0x040C */ f32 unk_40C; // related to y velocity - /* 0x0410 */ u8 damageEffect; + /* 0x0410 */ u8 damageReaction; /* 0x0414 */ s32 blureIndex; /* 0x0418 */ ColliderCylinder bodyCollider; /* 0x0464 */ ColliderQuad swordCollider;