mirror of https://github.com/zeldaret/oot.git
T() z_boss_mo, fix z_bg_mori_elevator
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1ad8137514
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c1ea60e6dc
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@ -218,7 +218,6 @@ void BgMoriElevator_SetPosition(BgMoriElevator* this, PlayState* play) {
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this->targetY = 233.0f;
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this->targetY = 233.0f;
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BgMoriElevator_StopMovement(this);
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BgMoriElevator_StopMovement(this);
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} else {
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} else {
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// "Error:Forest Temple obj elevator Room setting is dangerous(%s %d)"
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PRINTF(T("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n",
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PRINTF(T("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n",
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"Error : Forest Temple obj elevator room setting is dangerous(%s %d)\n"),
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"Error : Forest Temple obj elevator room setting is dangerous(%s %d)\n"),
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"../z_bg_mori_elevator.c", 479);
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"../z_bg_mori_elevator.c", 479);
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@ -26,6 +26,7 @@
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#include "sfx.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z_lib.h"
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#include "z64audio.h"
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#include "z64audio.h"
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#include "z64effect.h"
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#include "z64effect.h"
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@ -1785,20 +1786,17 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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}
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}
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if (this->coreCollider.base.acFlags & AC_HIT) {
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if (this->coreCollider.base.acFlags & AC_HIT) {
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ColliderElement* acHitElem = this->coreCollider.elem.acHitElem;
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ColliderElement* acHitElem = this->coreCollider.elem.acHitElem;
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// "hit!!"
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PRINTF(T("Core_Damage_check 当り!!\n", "Core_Damage_check hit!!\n"));
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PRINTF("Core_Damage_check 当り!!\n");
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this->coreCollider.base.acFlags &= ~AC_HIT;
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this->coreCollider.base.acFlags &= ~AC_HIT;
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if ((acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
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if ((acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT;
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT;
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}
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}
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// "hit 2 !!"
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PRINTF(T("Core_Damage_check 当り 2 !!\n", "Core_Damage_check hit 2 !!\n"));
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PRINTF("Core_Damage_check 当り 2 !!\n");
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if ((this->work[MO_TENT_ACTION_STATE] != MO_CORE_UNDERWATER) && (this->work[MO_TENT_INVINC_TIMER] == 0)) {
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if ((this->work[MO_TENT_ACTION_STATE] != MO_CORE_UNDERWATER) && (this->work[MO_TENT_INVINC_TIMER] == 0)) {
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u8 damage = CollisionCheck_GetSwordDamage(acHitElem->atDmgInfo.dmgFlags);
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u8 damage = CollisionCheck_GetSwordDamage(acHitElem->atDmgInfo.dmgFlags);
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if ((damage != 0) && (this->work[MO_TENT_ACTION_STATE] < MO_CORE_ATTACK)) {
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if ((damage != 0) && (this->work[MO_TENT_ACTION_STATE] < MO_CORE_ATTACK)) {
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// "sword hit !!"
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PRINTF(T("Core_Damage_check 剣 当り!!\n", "Core_Damage_check sword hit!!\n"));
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PRINTF("Core_Damage_check 剣 当り!!\n");
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED;
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED;
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this->timers[0] = 25;
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this->timers[0] = 25;
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@ -1868,8 +1866,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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}
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}
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}
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}
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}
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}
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// "end !!"
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PRINTF(T("Core_Damage_check 終わり !!\n", "Core_Damage_check end !!\n"));
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PRINTF("Core_Damage_check 終わり !!\n");
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PRINTF_RST();
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PRINTF_RST();
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}
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}
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