diff --git a/include/z64collision_check.h b/include/z64collision_check.h index 0fcf9f11df..5f472b4d04 100644 --- a/include/z64collision_check.h +++ b/include/z64collision_check.h @@ -88,7 +88,7 @@ typedef struct ColliderElementDamageInfoAT { typedef struct ColliderElementDamageInfoAC { /* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC. - /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.) + /* 0x04 */ u8 hitBacklash; // The backlash type applied to other ATs touching this AC. /* 0x05 */ u8 defense; // Damage Resistance /* 0x06 */ Vec3s hitPos; // Point of contact } ColliderElementDamageInfoAC; // size = 0x0C diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 2bd5082ed8..0cd014f372 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -194,7 +194,7 @@ s32 Collider_DestroyElementDamageInfoAC(PlayState* play, ColliderElementDamageIn s32 Collider_SetElementDamageInfoAC(PlayState* play, ColliderElementDamageInfoAC* acDmgInfo, ColliderElementDamageInfoACInit* init) { acDmgInfo->dmgFlags = init->dmgFlags; - acDmgInfo->effect = init->effect; + acDmgInfo->hitBacklash = init->effect; acDmgInfo->defense = init->defense; return true; } @@ -1739,7 +1739,7 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* atCol, ColliderElement* atElem->atHitElem = acElem; atElem->atElemFlags |= ATELEM_HIT; if (atCol->actor != NULL) { - atCol->actor->colChkInfo.atHitBacklash = acElem->acDmgInfo.effect; + atCol->actor->colChkInfo.atHitBacklash = acElem->acDmgInfo.hitBacklash; } } acCol->acFlags |= AC_HIT; 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..16b99cbef4 100644 --- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c +++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c @@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) { void EnBili_SetupFloatIdle(EnBili* this) { this->actor.speed = 0.7f; - this->collider.elem.acDmgInfo.effect = 1; // Shock? + this->collider.elem.acDmgInfo.hitBacklash = 1; // Shock? this->timer = 32; this->actor.home.pos.y = this->actor.world.pos.y; this->actor.gravity = 0.0f; @@ -253,7 +253,7 @@ void EnBili_SetupDie(EnBili* this) { */ void EnBili_SetupStunned(EnBili* this) { this->timer = 80; - this->collider.elem.acDmgInfo.effect = 0; + this->collider.elem.acDmgInfo.hitBacklash = 0; this->actor.gravity = -1.0f; this->actor.speed = 0.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80); 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..224b76d9e8 100644 --- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c +++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c @@ -272,7 +272,7 @@ void EnVali_SetupStunned(EnVali* this) { this->timer = 80; this->actor.velocity.y = 0.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80); - this->bodyCollider.elem.acDmgInfo.effect = 0; + this->bodyCollider.elem.acDmgInfo.hitBacklash = 0; Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); this->actor.velocity.y = 1.0f; this->actionFunc = EnVali_Stunned; @@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) { } if (this->timer == 0) { - this->bodyCollider.elem.acDmgInfo.effect = 1; // Shock? + this->bodyCollider.elem.acDmgInfo.hitBacklash = 1; // Shock? EnVali_SetupFloatIdle(this); } }