mirror of https://github.com/zeldaret/oot.git
damageResponseType -> hitResponseType
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parent
f89ce25753
commit
5129475ed3
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@ -4619,7 +4619,7 @@ static LinkAnimationHeader* D_808544B0[] = {
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&gPlayerAnim_link_normal_back_hit, &gPlayerAnim_link_anchor_back_hitR,
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&gPlayerAnim_link_normal_back_hit, &gPlayerAnim_link_anchor_back_hitR,
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};
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};
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void func_80837C0C(PlayState* play, Player* this, s32 damageResponseType, f32 speed, f32 yVelocity, s16 yRot,
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void func_80837C0C(PlayState* play, Player* this, s32 hitResponseType, f32 speed, f32 yVelocity, s16 yRot,
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s32 invincibilityTimer) {
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s32 invincibilityTimer) {
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LinkAnimationHeader* anim = NULL;
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LinkAnimationHeader* anim = NULL;
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LinkAnimationHeader** sp28;
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LinkAnimationHeader** sp28;
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@ -4642,7 +4642,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 damageResponseType, f32 sp
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Player_SetIntangibility(this, invincibilityTimer);
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Player_SetIntangibility(this, invincibilityTimer);
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if (damageResponseType == PLAYER_HIT_RESPONSE_FROZEN) {
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if (hitResponseType == PLAYER_HIT_RESPONSE_FROZEN) {
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Player_SetupAction(play, this, Player_Action_8084FB10, 0);
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Player_SetupAction(play, this, Player_Action_8084FB10, 0);
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anim = &gPlayerAnim_link_normal_ice_down;
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anim = &gPlayerAnim_link_normal_ice_down;
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@ -4652,7 +4652,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 damageResponseType, f32 sp
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Player_PlaySfx(this, NA_SE_PL_FREEZE_S);
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Player_PlaySfx(this, NA_SE_PL_FREEZE_S);
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_FREEZE);
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_FREEZE);
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} else if (damageResponseType == PLAYER_HIT_RESPONSE_ELECTRIFIED) {
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} else if (hitResponseType == PLAYER_HIT_RESPONSE_ELECTRIFIED) {
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Player_SetupAction(play, this, Player_Action_8084FBF4, 0);
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Player_SetupAction(play, this, Player_Action_8084FBF4, 0);
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Player_RequestRumble(this, 255, 80, 150, 0);
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Player_RequestRumble(this, 255, 80, 150, 0);
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@ -4673,8 +4673,8 @@ void func_80837C0C(PlayState* play, Player* this, s32 damageResponseType, f32 sp
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anim = &gPlayerAnim_link_swimer_swim_hit;
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anim = &gPlayerAnim_link_swimer_swim_hit;
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
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} else if ((damageResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE) ||
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} else if ((hitResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE) ||
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(damageResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL) ||
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(hitResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL) ||
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!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
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!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
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(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) {
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(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) {
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Player_SetupAction(play, this, Player_Action_8084377C, 0);
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Player_SetupAction(play, this, Player_Action_8084377C, 0);
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@ -4684,7 +4684,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 damageResponseType, f32 sp
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Player_RequestRumble(this, 255, 20, 150, 0);
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Player_RequestRumble(this, 255, 20, 150, 0);
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func_80832224(this);
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func_80832224(this);
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if (damageResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL) {
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if (hitResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL) {
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this->av2.actionVar2 = 4;
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this->av2.actionVar2 = 4;
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this->actor.speed = 3.0f;
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this->actor.speed = 3.0f;
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