mirror of https://github.com/zeldaret/oot.git
damageEffect -> damageReaction in other structs/temps
This commit is contained in:
parent
a1c6da7146
commit
8b322955a1
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@ -735,7 +735,7 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) {
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Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 100);
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if (this->damageEffect == AM_DMGEFF_ICE) {
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if (this->damageReaction == AM_DMGEFF_ICE) {
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this->iceTimer = 48;
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}
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@ -812,7 +812,7 @@ void EnAm_UpdateDamage(EnAm* this, PlayState* play) {
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if (this->dyna.actor.colChkInfo.damageReaction != AM_DMGEFF_MAGIC_FIRE_LIGHT) {
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this->unk_264 = 0;
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this->damageEffect = this->dyna.actor.colChkInfo.damageReaction;
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this->damageReaction = this->dyna.actor.colChkInfo.damageReaction;
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Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.elem, false);
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if ((this->dyna.actor.colChkInfo.damageReaction == AM_DMGEFF_NUT) ||
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@ -23,7 +23,7 @@ typedef struct EnAm {
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/* 0x0262 */ s16 panicSpinRot; // used when panicking before death
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/* 0x0264 */ s16 unk_264;
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/* 0x0266 */ u8 textureBlend; // 0 = statue textures; 255 = enemy textures
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/* 0x0267 */ u8 damageEffect;
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/* 0x0267 */ u8 damageReaction;
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/* 0x0267 */ Vec3f shakeOrigin; // center point to shake around when waking up
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/* 0x0274 */ ColliderCylinder hurtCollider;
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/* 0x02C0 */ ColliderCylinder blockCollider;
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@ -566,7 +566,7 @@ void EnBili_Frozen(EnBili* this, PlayState* play) {
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}
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void EnBili_UpdateDamage(EnBili* this, PlayState* play) {
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u8 damageEffect;
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u8 damageReaction;
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if ((this->actor.colChkInfo.health != 0) && (this->collider.base.acFlags & AC_HIT)) {
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this->collider.base.acFlags &= ~AC_HIT;
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@ -579,13 +579,13 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) {
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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}
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damageEffect = this->actor.colChkInfo.damageReaction;
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damageReaction = this->actor.colChkInfo.damageReaction;
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if (damageEffect == BIRI_DMGEFF_DEKUNUT) {
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if (damageReaction == BIRI_DMGEFF_DEKUNUT) {
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if (this->actionFunc != EnBili_Stunned) {
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EnBili_SetupStunned(this);
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}
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} else if (damageEffect == BIRI_DMGEFF_SWORD) {
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} else if (damageReaction == BIRI_DMGEFF_SWORD) {
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if (this->actionFunc != EnBili_Stunned) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_XLU, 10);
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@ -596,12 +596,12 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) {
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} else {
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EnBili_SetupBurnt(this);
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}
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} else if (damageEffect == BIRI_DMGEFF_FIRE) {
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} else if (damageReaction == BIRI_DMGEFF_FIRE) {
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EnBili_SetupBurnt(this);
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this->timer = 2;
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} else if (damageEffect == BIRI_DMGEFF_ICE) {
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} else if (damageReaction == BIRI_DMGEFF_ICE) {
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EnBili_SetupFrozen(this, play);
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} else if (damageEffect == BIRI_DMGEFF_SLINGSHOT) {
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} else if (damageReaction == BIRI_DMGEFF_SLINGSHOT) {
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EnBili_SetupRecoil(this);
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} else {
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EnBili_SetupBurnt(this);
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@ -617,7 +617,7 @@ void func_809D01CC(EnBw* this) {
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this->actor.speed = 0.0f;
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this->unk_25C = (Rand_ZeroOne() * 0.25f) + 1.0f;
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this->unk_260 = 0.0f;
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if (this->damageEffect == 0xE) {
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if (this->damageReaction == 0xE) {
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this->iceTimer = 0x50;
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}
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this->unk_222 = (this->actor.colorFilterParams & 0x4000) ? 25 : 80;
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@ -658,7 +658,7 @@ void func_809D0268(EnBw* this, PlayState* play) {
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void func_809D03CC(EnBw* this) {
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this->actor.speed = 0.0f;
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if (this->damageEffect == 0xE) {
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if (this->damageReaction == 0xE) {
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this->iceTimer = 32;
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}
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this->unk_23C = this->actor.colorFilterTimer;
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@ -709,9 +709,9 @@ void func_809D0584(EnBw* this, PlayState* play) {
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if ((this->actor.colChkInfo.damageReaction == 0) || (this->unk_220 == 6)) {
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return;
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}
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this->damageEffect = this->actor.colChkInfo.damageReaction;
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this->damageReaction = this->actor.colChkInfo.damageReaction;
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Actor_SetDropFlag(&this->actor, &this->collider2.elem, false);
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if ((this->damageEffect == 1) || (this->damageEffect == 0xE)) {
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if ((this->damageReaction == 1) || (this->damageReaction == 0xE)) {
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if (this->unk_23C == 0) {
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80);
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@ -35,7 +35,7 @@ typedef struct EnBw {
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/* 0x0228 */ EnBwActionFunc actionFunc;
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/* 0x022C */ Color_RGBA8 color1;
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/* 0x0230 */ u8 unk_230;
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/* 0x0231 */ u8 damageEffect;
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/* 0x0231 */ u8 damageReaction;
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/* 0x0232 */ u8 unk_232;
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/* 0x0234 */ s16 unk_234;
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/* 0x0236 */ s16 unk_236;
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@ -415,7 +415,7 @@ void EnDodongo_SetupStunned(EnDodongo* this) {
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Animation_Change(&this->skelAnime, &gDodongoBreatheFireAnim, 0.0f, 25.0f, 0.0f, ANIMMODE_ONCE, -4.0f);
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this->actionState = DODONGO_STUNNED;
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this->actor.speed = 0.0f;
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if (this->damageEffect == 0xF) {
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if (this->damageReaction == 0xF) {
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this->iceTimer = 36;
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}
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Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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@ -734,7 +734,7 @@ void EnDodongo_CollisionCheck(EnDodongo* this, PlayState* play) {
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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Actor_SetDropFlagJntSph(&this->actor, &this->bodyCollider, false);
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if (this->actor.colChkInfo.damageReaction != 0xE) {
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this->damageEffect = this->actor.colChkInfo.damageReaction;
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this->damageReaction = this->actor.colChkInfo.damageReaction;
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if ((this->actor.colChkInfo.damageReaction == 1) || (this->actor.colChkInfo.damageReaction == 0xF)) {
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if (this->actionState != DODONGO_STUNNED) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80);
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@ -30,7 +30,7 @@ typedef struct EnDodongo {
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/* 0x0358 */ Vec3f icePos[9];
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/* 0x03C4 */ Color_RGBA8 bombSmokePrimColor;
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/* 0x03C8 */ Color_RGBA8 bombSmokeEnvColor;
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/* 0x03CC */ u8 damageEffect;
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/* 0x03CC */ u8 damageReaction;
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/* 0x03D0 */ s32 blureIdx;
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/* 0x03D4 */ ColliderQuad colliderAT;
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/* 0x0454 */ ColliderTris colliderHard;
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@ -637,7 +637,7 @@ void EnFirefly_Combust(EnFirefly* this, PlayState* play) {
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}
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void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
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u8 damageEffect;
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u8 damageReaction;
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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@ -649,9 +649,9 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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}
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damageEffect = this->actor.colChkInfo.damageReaction;
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damageReaction = this->actor.colChkInfo.damageReaction;
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if (damageEffect == 2) { // Din's Fire
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if (damageReaction == 2) { // Din's Fire
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if (this->actor.params == KEESE_ICE_FLY) {
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this->actor.colChkInfo.health = 0;
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Enemy_StartFinishingBlow(play, &this->actor);
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@ -663,18 +663,18 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
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EnFirefly_SetupFlyIdle(this);
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}
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}
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} else if (damageEffect == 3) { // Ice Arrows or Ice Magic
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} else if (damageReaction == 3) { // Ice Arrows or Ice Magic
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if (this->actor.params == KEESE_ICE_FLY) {
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EnFirefly_SetupFall(this);
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} else {
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EnFirefly_SetupFrozenFall(this, play);
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}
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} else if (damageEffect == 1) { // Deku Nuts
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} else if (damageReaction == 1) { // Deku Nuts
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if (this->actionFunc != EnFirefly_Stunned) {
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EnFirefly_SetupStunned(this);
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}
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} else { // Fire Arrows
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if ((damageEffect == 0xF) && (this->actor.params == KEESE_ICE_FLY)) {
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if ((damageReaction == 0xF) && (this->actor.params == KEESE_ICE_FLY)) {
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EnFirefly_Combust(this, play);
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}
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EnFirefly_SetupFall(this);
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@ -1030,10 +1030,10 @@ void EnGeldB_SetupStunned(EnGeldB* this) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->actor.speed = 0.0f;
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}
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if ((this->damageEffect != GELDB_DMG_FREEZE) || (this->action == GELDB_SPIN_ATTACK)) {
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if ((this->damageReaction != GELDB_DMG_FREEZE) || (this->action == GELDB_SPIN_ATTACK)) {
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Animation_PlayOnceSetSpeed(&this->skelAnime, &gGerudoRedDamageAnim, 0.0f);
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}
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if (this->damageEffect == GELDB_DMG_FREEZE) {
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if (this->damageReaction == GELDB_DMG_FREEZE) {
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this->iceTimer = 36;
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}
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Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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@ -1391,7 +1391,7 @@ void EnGeldB_CollisionCheck(EnGeldB* this, PlayState* play) {
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(this->spinAttackState < 2)) {
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageReaction != GELDB_DMG_UNK_6) {
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this->damageEffect = this->actor.colChkInfo.damageReaction;
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this->damageReaction = this->actor.colChkInfo.damageReaction;
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true);
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Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
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if ((this->actor.colChkInfo.damageReaction == GELDB_DMG_STUN) ||
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@ -48,7 +48,7 @@ typedef struct EnGeldB {
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/* 0x02F8 */ s16 unkTimer;
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/* 0x02FA */ s16 lookTimer;
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/* 0x02FC */ s16 iceTimer;
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/* 0x02FE */ u8 damageEffect;
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/* 0x02FE */ u8 damageReaction;
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/* 0x0300 */ s32 timer;
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/* 0x0304 */ f32 approachRate;
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/* 0x0308 */ char unk_308[4];
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@ -747,19 +747,19 @@ void EnIk_UpdateDamage(EnIk* this, PlayState* play) {
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} else if (this->bodyCollider.base.acFlags & AC_HIT) {
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s16 pad;
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u8 prevHealth;
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s32 damageEffect;
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s32 damageReaction;
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Vec3f sparksPos = this->actor.world.pos;
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sparksPos.y += 50.0f;
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true);
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this->damageEffect = this->actor.colChkInfo.damageReaction;
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this->damageReaction = this->actor.colChkInfo.damageReaction;
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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if ((this->damageEffect == EN_IK_DMGEFF_NONE) || (this->damageEffect == EN_IK_DMGEFF_SPARKS_NO_DMG) ||
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((this->armorStatusFlag == 0) && (this->damageEffect == EN_IK_DMGEFF_PROJECTILE))) {
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if (this->damageEffect != EN_IK_DMGEFF_NONE) {
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if ((this->damageReaction == EN_IK_DMGEFF_NONE) || (this->damageReaction == EN_IK_DMGEFF_SPARKS_NO_DMG) ||
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((this->armorStatusFlag == 0) && (this->damageReaction == EN_IK_DMGEFF_PROJECTILE))) {
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if (this->damageReaction != EN_IK_DMGEFF_NONE) {
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// spawn sparks and don't damage
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CollisionCheck_SpawnShieldParticlesMetal(play, &sparksPos);
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}
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@ -99,7 +99,7 @@ typedef struct EnIk {
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/* 0x02FA */ u8 drawArmorFlag;
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/* 0x02FB */ u8 armorStatusFlag;
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/* 0x02FC */ u8 isBreakingProp;
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/* 0x02FD */ u8 damageEffect;
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/* 0x02FD */ u8 damageReaction;
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/* 0x02FE */ s8 unk_2FE;
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/* 0x02FF */ s8 unk_2FF;
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/* 0x0300 */ s16 unk_300;
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@ -605,7 +605,7 @@ void EnMb_SetupStunned(EnMb* this) {
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this->state = ENMB_STATE_STUNNED;
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this->actor.speed = 0.0f;
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80);
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if (this->damageEffect == ENMB_DMGEFF_STUN_ICE) {
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if (this->damageReaction == ENMB_DMGEFF_STUN_ICE) {
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this->iceEffectTimer = 40;
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} else {
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if (this->actor.params != ENMB_TYPE_CLUB) {
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@ -1450,7 +1450,7 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) {
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#endif
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Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, this->actor.world.rot.y, 6.0f);
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}
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this->damageEffect = this->actor.colChkInfo.damageReaction;
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this->damageReaction = this->actor.colChkInfo.damageReaction;
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this->attack = ENMB_ATTACK_NONE;
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Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false);
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if (this->actor.colChkInfo.damageReaction == ENMB_DMGEFF_STUN ||
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@ -23,7 +23,7 @@ typedef enum EnMbState {
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typedef struct EnMb {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ Vec3s bodyPartsPos[10];
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/* 0x0188 */ u8 damageEffect;
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/* 0x0188 */ u8 damageReaction;
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/* 0x018C */ SkelAnime skelAnime;
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/* 0x01D0 */ Vec3s jointTable[28];
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/* 0x0278 */ Vec3s morphTable[28];
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@ -768,7 +768,7 @@ void EnRd_SetupStunned(EnRd* this) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, COLORFILTER_INTENSITY_FLAG | 200,
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COLORFILTER_BUFFLAG_OPA, 255);
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} else if (this->damageEffect == REDEAD_DMGEFF_HOOKSHOT) {
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} else if (this->damageReaction == REDEAD_DMGEFF_HOOKSHOT) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80);
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} else {
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Actor_PlaySfx(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
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@ -835,7 +835,7 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) {
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->damageEffect = this->actor.colChkInfo.damageReaction;
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this->damageReaction = this->actor.colChkInfo.damageReaction;
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if (this->action != REDEAD_ACTION_RISE_FROM_COFFIN) {
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Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
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@ -843,9 +843,9 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) {
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this->unk_31D = player->unk_845;
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}
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if ((this->damageEffect != REDEAD_DMGEFF_NONE) && (this->damageEffect != REDEAD_DMGEFF_ICE_MAGIC)) {
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if (((this->damageEffect == REDEAD_DMGEFF_HOOKSHOT) ||
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(this->damageEffect == REDEAD_DMGEFF_LIGHT_MAGIC)) &&
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if ((this->damageReaction != REDEAD_DMGEFF_NONE) && (this->damageReaction != REDEAD_DMGEFF_ICE_MAGIC)) {
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if (((this->damageReaction == REDEAD_DMGEFF_HOOKSHOT) ||
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(this->damageReaction == REDEAD_DMGEFF_LIGHT_MAGIC)) &&
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(this->action != REDEAD_ACTION_STUNNED)) {
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Actor_ApplyDamage(&this->actor);
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EnRd_SetupStunned(this);
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@ -855,7 +855,7 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) {
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this->stunnedBySunsSong = false;
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this->sunsSongStunTimer = 0;
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if (this->damageEffect == REDEAD_DMGEFF_FIRE_MAGIC) {
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if (this->damageReaction == REDEAD_DMGEFF_FIRE_MAGIC) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 80);
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this->fireTimer = 40;
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} else {
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@ -887,8 +887,8 @@ void EnRd_Update(Actor* thisx, PlayState* play) {
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gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
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}
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if (this->damageEffect != REDEAD_DMGEFF_ICE_MAGIC &&
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((this->action != REDEAD_ACTION_RISE_FROM_COFFIN) || (this->damageEffect != REDEAD_DMGEFF_FIRE_MAGIC))) {
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if (this->damageReaction != REDEAD_DMGEFF_ICE_MAGIC &&
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((this->action != REDEAD_ACTION_RISE_FROM_COFFIN) || (this->damageReaction != REDEAD_DMGEFF_FIRE_MAGIC))) {
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if (this->playerStunWaitTimer != 0) {
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this->playerStunWaitTimer--;
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}
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|
|
@ -71,7 +71,7 @@ typedef struct EnRd {
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|||
/* 0x0319 */ u8 grabDamageTimer;
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||||
/* 0x031A */ u8 fireTimer;
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||||
/* 0x031B */ u8 action;
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||||
/* 0x031C */ u8 damageEffect;
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||||
/* 0x031C */ u8 damageReaction;
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||||
/* 0x031D */ u8 unk_31D; // related to player->unk_845
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||||
/* 0x0320 */ ColliderCylinder collider;
|
||||
} EnRd; // size = 0x036C
|
||||
|
|
|
@ -694,7 +694,7 @@ void EnTite_SetupStunned(EnTite* this) {
|
|||
this->action = TEKTITE_STUNNED;
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||||
this->actor.speed = -6.0f;
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||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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||||
if (this->damageEffect == 0xF) {
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||||
if (this->damageReaction == 0xF) {
|
||||
this->spawnIceTimer = 48;
|
||||
}
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||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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||||
|
@ -866,7 +866,7 @@ 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.damageReaction != 0xE) { // Immune to fire magic
|
||||
this->damageEffect = thisx->colChkInfo.damageReaction;
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||||
this->damageReaction = thisx->colChkInfo.damageReaction;
|
||||
Actor_SetDropFlag(thisx, &this->collider.elements[0].base, false);
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||||
// Stun if Tektite hit by nut, boomerang, hookshot, ice arrow or ice magic
|
||||
if ((thisx->colChkInfo.damageReaction == 1) || (thisx->colChkInfo.damageReaction == 0xF)) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -604,7 +604,7 @@ 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.damageReaction;
|
||||
this->damageReaction = this->actor.colChkInfo.damageReaction;
|
||||
|
||||
if (this->actor.colChkInfo.damageReaction != TAILPASARAN_DMGEFF_NONE) {
|
||||
if (this->actor.colChkInfo.damageReaction == TAILPASARAN_DMGEFF_DEKUNUT) {
|
||||
|
@ -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.damageReaction;
|
||||
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_DMGEFF_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_DMGEFF_SHOCKING) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -1284,7 +1284,7 @@ void EnWf_UpdateDamage(EnWf* this, PlayState* play) {
|
|||
this->tailColliderCylinder.base.acFlags &= ~AC_HIT;
|
||||
|
||||
if (this->actor.colChkInfo.damageReaction != ENWF_DMGEFF_ICE_MAGIC) {
|
||||
this->damageEffect = this->actor.colChkInfo.damageReaction;
|
||||
this->damageReaction = this->actor.colChkInfo.damageReaction;
|
||||
Actor_SetDropFlag(&this->actor, &this->bodyColliderCylinder.elem, true);
|
||||
#if OOT_VERSION >= PAL_1_0
|
||||
this->slashStatus = 0;
|
||||
|
@ -1301,7 +1301,7 @@ 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_DMGEFF_FIRE) {
|
||||
this->fireTimer = 40;
|
||||
}
|
||||
|
||||
|
|
|
@ -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];
|
||||
|
|
|
@ -1324,7 +1324,7 @@ void EnZf_SetupStunned(EnZf* this) {
|
|||
this->hopAnimIndex = 1;
|
||||
}
|
||||
|
||||
if (this->damageEffect == ENZF_DMGEFF_ICE) {
|
||||
if (this->damageReaction == ENZF_DMGEFF_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_DMGEFF_PROJECTILE) {
|
||||
D_80B4A1B0++;
|
||||
} else {
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
|
@ -2029,7 +2029,7 @@ 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.damageReaction != ENZF_DMGEFF_IMMUNE)) {
|
||||
this->damageEffect = this->actor.colChkInfo.damageReaction;
|
||||
this->damageReaction = this->actor.colChkInfo.damageReaction;
|
||||
Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false);
|
||||
|
||||
if ((this->actor.colChkInfo.damageReaction == ENZF_DMGEFF_STUN) ||
|
||||
|
@ -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_DMGEFF_PROJECTILE;
|
||||
}
|
||||
|
||||
EnZf_SetupDamaged(this);
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue