ColliderElementDamageInfoAC.effect -> hitBacklash

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Dragorn421 2025-05-28 10:55:33 +02:00
parent 0a272c99ab
commit 62f0275c83
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GPG Key ID: 381AEBAF3D429335
4 changed files with 7 additions and 7 deletions

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@ -88,7 +88,7 @@ typedef struct ColliderElementDamageInfoAT {
typedef struct ColliderElementDamageInfoAC { typedef struct ColliderElementDamageInfoAC {
/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC. /* 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 /* 0x05 */ u8 defense; // Damage Resistance
/* 0x06 */ Vec3s hitPos; // Point of contact /* 0x06 */ Vec3s hitPos; // Point of contact
} ColliderElementDamageInfoAC; // size = 0x0C } ColliderElementDamageInfoAC; // size = 0x0C

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@ -194,7 +194,7 @@ s32 Collider_DestroyElementDamageInfoAC(PlayState* play, ColliderElementDamageIn
s32 Collider_SetElementDamageInfoAC(PlayState* play, ColliderElementDamageInfoAC* acDmgInfo, s32 Collider_SetElementDamageInfoAC(PlayState* play, ColliderElementDamageInfoAC* acDmgInfo,
ColliderElementDamageInfoACInit* init) { ColliderElementDamageInfoACInit* init) {
acDmgInfo->dmgFlags = init->dmgFlags; acDmgInfo->dmgFlags = init->dmgFlags;
acDmgInfo->effect = init->effect; acDmgInfo->hitBacklash = init->effect;
acDmgInfo->defense = init->defense; acDmgInfo->defense = init->defense;
return true; return true;
} }
@ -1739,7 +1739,7 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* atCol, ColliderElement*
atElem->atHitElem = acElem; atElem->atHitElem = acElem;
atElem->atElemFlags |= ATELEM_HIT; atElem->atElemFlags |= ATELEM_HIT;
if (atCol->actor != NULL) { if (atCol->actor != NULL) {
atCol->actor->colChkInfo.atHitBacklash = acElem->acDmgInfo.effect; atCol->actor->colChkInfo.atHitBacklash = acElem->acDmgInfo.hitBacklash;
} }
} }
acCol->acFlags |= AC_HIT; acCol->acFlags |= AC_HIT;

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@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) {
void EnBili_SetupFloatIdle(EnBili* this) { void EnBili_SetupFloatIdle(EnBili* this) {
this->actor.speed = 0.7f; this->actor.speed = 0.7f;
this->collider.elem.acDmgInfo.effect = 1; // Shock? this->collider.elem.acDmgInfo.hitBacklash = 1; // Shock?
this->timer = 32; this->timer = 32;
this->actor.home.pos.y = this->actor.world.pos.y; this->actor.home.pos.y = this->actor.world.pos.y;
this->actor.gravity = 0.0f; this->actor.gravity = 0.0f;
@ -253,7 +253,7 @@ void EnBili_SetupDie(EnBili* this) {
*/ */
void EnBili_SetupStunned(EnBili* this) { void EnBili_SetupStunned(EnBili* this) {
this->timer = 80; this->timer = 80;
this->collider.elem.acDmgInfo.effect = 0; this->collider.elem.acDmgInfo.hitBacklash = 0;
this->actor.gravity = -1.0f; this->actor.gravity = -1.0f;
this->actor.speed = 0.0f; this->actor.speed = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80);

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@ -272,7 +272,7 @@ void EnVali_SetupStunned(EnVali* this) {
this->timer = 80; this->timer = 80;
this->actor.velocity.y = 0.0f; this->actor.velocity.y = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80); 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); Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actor.velocity.y = 1.0f; this->actor.velocity.y = 1.0f;
this->actionFunc = EnVali_Stunned; this->actionFunc = EnVali_Stunned;
@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) {
} }
if (this->timer == 0) { if (this->timer == 0) {
this->bodyCollider.elem.acDmgInfo.effect = 1; // Shock? this->bodyCollider.elem.acDmgInfo.hitBacklash = 1; // Shock?
EnVali_SetupFloatIdle(this); EnVali_SetupFloatIdle(this);
} }
} }