mirror of https://github.com/zeldaret/oot.git
cleanup: EnWallmas DAMAGE_EFFECT_ -> WALLMAS_DMGREAC_
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@ -26,10 +26,6 @@
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#define TIMER_SCALE ((f32)OS_CLOCK_RATE / 10000000000)
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#define DAMAGE_EFFECT_BURN 2
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#define DAMAGE_EFFECT_STUN_WHITE 4
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#define DAMAGE_EFFECT_STUN_BLUE 1
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void EnWallmas_Init(Actor* thisx, PlayState* play);
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void EnWallmas_Destroy(Actor* thisx, PlayState* play);
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void EnWallmas_Update(Actor* thisx, PlayState* play);
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@ -86,39 +82,46 @@ static ColliderCylinderInit sCylinderInit = {
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static CollisionCheckInfoInit sColChkInfoInit = { 4, 30, 40, 150 };
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typedef enum EnWallmasDamageReaction {
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/* 0 */ WALLMAS_DMGREAC_NONE,
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/* 1 */ WALLMAS_DMGREAC_STUN_BLUE,
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/* 2 */ WALLMAS_DMGREAC_BURN,
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/* 4 */ WALLMAS_DMGREAC_STUN_WHITE = 4
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} EnWallmasDamageReaction;
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x1),
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/* Deku stick */ DMG_ENTRY(2, 0x0),
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/* Slingshot */ DMG_ENTRY(1, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x1),
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/* Normal arrow */ DMG_ENTRY(2, 0x0),
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/* Hammer swing */ DMG_ENTRY(2, 0x0),
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/* Hookshot */ DMG_ENTRY(0, 0x1),
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/* Kokiri sword */ DMG_ENTRY(1, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0x0),
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/* Giant's Knife */ DMG_ENTRY(4, 0x0),
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/* Fire arrow */ DMG_ENTRY(4, 0x2),
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/* Ice arrow */ DMG_ENTRY(2, 0x0),
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/* Light arrow */ DMG_ENTRY(4, 0x4),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0x0),
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/* Fire magic */ DMG_ENTRY(4, 0x2),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(4, 0x4),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(1, 0x0),
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/* Giant spin */ DMG_ENTRY(4, 0x0),
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/* Master spin */ DMG_ENTRY(2, 0x0),
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/* Kokiri jump */ DMG_ENTRY(2, 0x0),
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/* Giant jump */ DMG_ENTRY(8, 0x0),
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/* Master jump */ DMG_ENTRY(4, 0x0),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0x0),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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/* Deku nut */ DMG_ENTRY(0, WALLMAS_DMGREAC_STUN_BLUE),
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/* Deku stick */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Slingshot */ DMG_ENTRY(1, WALLMAS_DMGREAC_NONE),
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/* Explosive */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Boomerang */ DMG_ENTRY(0, WALLMAS_DMGREAC_STUN_BLUE),
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/* Normal arrow */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Hammer swing */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Hookshot */ DMG_ENTRY(0, WALLMAS_DMGREAC_STUN_BLUE),
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/* Kokiri sword */ DMG_ENTRY(1, WALLMAS_DMGREAC_NONE),
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/* Master sword */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Giant's Knife */ DMG_ENTRY(4, WALLMAS_DMGREAC_NONE),
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/* Fire arrow */ DMG_ENTRY(4, WALLMAS_DMGREAC_BURN),
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/* Ice arrow */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Light arrow */ DMG_ENTRY(4, WALLMAS_DMGREAC_STUN_WHITE),
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/* Unk arrow 1 */ DMG_ENTRY(4, WALLMAS_DMGREAC_NONE),
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/* Unk arrow 2 */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Unk arrow 3 */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Fire magic */ DMG_ENTRY(4, WALLMAS_DMGREAC_BURN),
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/* Ice magic */ DMG_ENTRY(0, WALLMAS_DMGREAC_NONE),
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/* Light magic */ DMG_ENTRY(4, WALLMAS_DMGREAC_STUN_WHITE),
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/* Shield */ DMG_ENTRY(0, WALLMAS_DMGREAC_NONE),
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/* Mirror Ray */ DMG_ENTRY(0, WALLMAS_DMGREAC_NONE),
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/* Kokiri spin */ DMG_ENTRY(1, WALLMAS_DMGREAC_NONE),
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/* Giant spin */ DMG_ENTRY(4, WALLMAS_DMGREAC_NONE),
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/* Master spin */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Kokiri jump */ DMG_ENTRY(2, WALLMAS_DMGREAC_NONE),
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/* Giant jump */ DMG_ENTRY(8, WALLMAS_DMGREAC_NONE),
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/* Master jump */ DMG_ENTRY(4, WALLMAS_DMGREAC_NONE),
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/* Unknown 1 */ DMG_ENTRY(0, WALLMAS_DMGREAC_NONE),
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/* Unblockable */ DMG_ENTRY(0, WALLMAS_DMGREAC_NONE),
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/* Hammer jump */ DMG_ENTRY(4, WALLMAS_DMGREAC_NONE),
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/* Unknown 2 */ DMG_ENTRY(0, WALLMAS_DMGREAC_NONE),
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};
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static InitChainEntry sInitChain[] = {
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@ -533,13 +536,13 @@ void EnWallmas_ColUpdate(EnWallmas* this, PlayState* play) {
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}
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}
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if ((this->actor.colChkInfo.damageReaction == DAMAGE_EFFECT_STUN_WHITE) ||
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(this->actor.colChkInfo.damageReaction == DAMAGE_EFFECT_STUN_BLUE)) {
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if ((this->actor.colChkInfo.damageReaction == WALLMAS_DMGREAC_STUN_WHITE) ||
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(this->actor.colChkInfo.damageReaction == WALLMAS_DMGREAC_STUN_BLUE)) {
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if (this->actionFunc != EnWallmas_Stun) {
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EnWallmas_SetupStun(this);
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}
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} else {
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if (this->actor.colChkInfo.damageReaction == DAMAGE_EFFECT_BURN) {
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if (this->actor.colChkInfo.damageReaction == WALLMAS_DMGREAC_BURN) {
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EffectSsFCircle_Spawn(play, &this->actor, &this->actor.world.pos, 40, 40);
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}
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