diff --git a/include/actor.h b/include/actor.h index 985f32abb3..153fa9de5f 100644 --- a/include/actor.h +++ b/include/actor.h @@ -704,11 +704,11 @@ void Actor_SetClosestSecretDistance(Actor* actor, struct PlayState* play); s32 Actor_IsMounted(struct PlayState* play, Actor* horse); u32 Actor_SetRideActor(struct PlayState* play, Actor* horse, s32 mountSide); s32 Actor_NotMounted(struct PlayState* play, Actor* horse); -void Actor_SetPlayerKnockback(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage); -void Actor_SetPlayerKnockbackLarge(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage); -void Actor_SetPlayerKnockbackLargeNoDamage(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity); -void Actor_SetPlayerKnockbackSmall(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage); -void Actor_SetPlayerKnockbackSmallNoDamage(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity); +void Actor_SetPlayerBump(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage); +void Actor_SetPlayerBumpKnockdown(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage); +void Actor_SetPlayerBumpKnockdownNoDamage(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity); +void Actor_SetPlayerBumpKnockback(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage); +void Actor_SetPlayerBumpKnockbackNoDamage(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity); void Player_PlaySfx(struct Player* player, u16 sfxId); void Actor_PlaySfx(Actor* actor, u16 sfxId); void Actor_PlaySfx_SurfaceBomb(struct PlayState* play, Actor* actor); diff --git a/include/player.h b/include/player.h index d9c7a05322..577f936083 100644 --- a/include/player.h +++ b/include/player.h @@ -643,17 +643,17 @@ typedef enum PlayerStickDirection { /* 3 */ PLAYER_STICK_DIR_RIGHT } PlayerStickDirection; -typedef enum PlayerKnockType { - /* 0 */ PLAYER_KNOCK_NONE, // No knockback - /* 1 */ PLAYER_KNOCK_BACK, // A small hop, remains standing up - /* 2 */ PLAYER_KNOCK_DOWN, // Sent flying in the air and lands laying down on the floor - /* 3 */ PLAYER_KNOCK_DOWN_ELECTRIFIED // Same as`PLAYER_KNOCK_DOWN` with a shock effect -} PlayerKnockType; +typedef enum PlayerBumpType { + /* 0 */ PLAYER_BUMP_NONE, // No knockback + /* 1 */ PLAYER_BUMP_KNOCKBACK, // A small hop, remains standing up + /* 2 */ PLAYER_BUMP_KNOCKDOWN, // Sent flying in the air and lands laying down on the floor + /* 3 */ PLAYER_BUMP_KNOCKDOWN_ELECTRIFIED // Same as`PLAYER_BUMP_KNOCKDOWN` with a shock effect +} PlayerBumpType; typedef enum PlayerHitResponseType { /* 0 */ PLAYER_HIT_RESPONSE_NONE, - /* 1 */ PLAYER_HIT_RESPONSE_KNOCK_DOWN, - /* 2 */ PLAYER_HIT_RESPONSE_KNOCK_BACK, + /* 1 */ PLAYER_HIT_RESPONSE_KNOCKDOWN, + /* 2 */ PLAYER_HIT_RESPONSE_KNOCKBACK, /* 3 */ PLAYER_HIT_RESPONSE_FROZEN, /* 4 */ PLAYER_HIT_RESPONSE_ELECTRIFIED } PlayerHitResponseType; @@ -961,11 +961,11 @@ typedef struct Player { /* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful /* 0x089C */ s16 unk_89C; /* 0x089E */ u16 floorSfxOffset; - /* 0x08A0 */ u8 knockbackDamage; - /* 0x08A1 */ u8 knockbackType; - /* 0x08A2 */ s16 knockbackRot; - /* 0x08A4 */ f32 knockbackSpeed; - /* 0x08A8 */ f32 knockbackYVelocity; + /* 0x08A0 */ u8 bumpDamage; + /* 0x08A1 */ u8 bumpType; + /* 0x08A2 */ s16 bumpRot; + /* 0x08A4 */ f32 bumpSpeed; + /* 0x08A8 */ f32 bumpYVelocity; /* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces /* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed /* 0x08B4 */ WeaponInfo meleeWeaponInfo[3]; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 732c7b30f4..0fdbbdf00b 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1952,78 +1952,63 @@ s32 Actor_NotMounted(PlayState* play, Actor* horse) { } /** - * Sets the player's knockback properties + * Sets the player's bump (knockback/knockdown) properties. * - * @param play - * @param actor source actor applying knockback damage - * @param speed - * @param rot the direction the player will be pushed - * @param yVelocity - * @param type PlayerKnockbackType + * @param actor source actor applying bump + * @param rot the direction the player will be pushed in + * @param type see `PlayerBumpType` * @param damage additional amount of damage to deal to the player */ -void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage) { +void Actor_SetPlayerBump(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage) { Player* player = GET_PLAYER(play); - player->knockbackDamage = damage; - player->knockbackType = type; - player->knockbackSpeed = speed; - player->knockbackRot = rot; - player->knockbackYVelocity = yVelocity; + player->bumpDamage = damage; + player->bumpType = type; + player->bumpSpeed = speed; + player->bumpRot = rot; + player->bumpYVelocity = yVelocity; } /** - * Knocks the player to the ground + * Knocks the player down to the ground. * - * @param play - * @param actor source actor applying knockback damage - * @param speed - * @param rot the direction the player will be pushed - * @param yVelocity + * @param actor source actor applying bump + * @param rot the direction the player will be pushed in * @param damage additional amount of damage to deal to the player */ -void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) { - Actor_SetPlayerKnockback(play, actor, speed, rot, yVelocity, PLAYER_KNOCK_DOWN, damage); +void Actor_SetPlayerBumpKnockdown(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) { + Actor_SetPlayerBump(play, actor, speed, rot, yVelocity, PLAYER_BUMP_KNOCKDOWN, damage); } /** - * Knocks the player to the ground, without applying additional damage + * Knocks the player down to the ground, without applying additional damage. * - * @param play - * @param actor source actor applying knockback damage - * @param speed - * @param rot the direction the player will be pushed - * @param yVelocity + * @param actor source actor applying bump + * @param rot the direction the player will be pushed in */ -void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) { - Actor_SetPlayerKnockbackLarge(play, actor, speed, rot, yVelocity, 0); +void Actor_SetPlayerBumpKnockdownNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) { + Actor_SetPlayerBumpKnockdown(play, actor, speed, rot, yVelocity, 0); } /** - * Knocks the player back while keeping them on their feet + * Knocks the player back while keeping them on their feet. * - * @param play - * @param actor - * @param speed overridden - * @param rot the direction the player will be pushed - * @param yVelocity overridden + * @param actor source actor applying bump + * @param rot the direction the player will be pushed in * @param damage additional amount of damage to deal to the player */ -void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) { - Actor_SetPlayerKnockback(play, actor, speed, rot, yVelocity, PLAYER_KNOCK_BACK, damage); +void Actor_SetPlayerBumpKnockback(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) { + Actor_SetPlayerBump(play, actor, speed, rot, yVelocity, PLAYER_BUMP_KNOCKBACK, damage); } /** - * Knocks the player back while keeping them on their feet, without applying additional damage + * Knocks the player back while keeping them on their feet, without applying additional damage. * - * @param play - * @param actor - * @param speed overridden + * @param actor source actor applying bump * @param rot the direction the player will be pushed - * @param yVelocity overridden */ -void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) { - Actor_SetPlayerKnockbackSmall(play, actor, speed, rot, yVelocity, 0); +void Actor_SetPlayerBumpKnockbackNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) { + Actor_SetPlayerBumpKnockback(play, actor, speed, rot, yVelocity, 0); } /** diff --git a/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c b/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c index d4b20752d5..32035ef657 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c +++ b/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c @@ -126,7 +126,7 @@ void BgHakaTubo_Idle(BgHakaTubo* this, PlayState* play) { // Colliding with flame circle if (this->flamesCollider.base.atFlags & AT_HIT) { this->flamesCollider.base.atFlags &= ~AT_HIT; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f); } // Colliding with collider inside the pot if (this->potCollider.base.acFlags & AC_HIT) { diff --git a/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c b/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c index 7abcc1f912..3fc5641b95 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c @@ -225,7 +225,7 @@ void BgHidanCurtain_Update(Actor* thisx, PlayState* play2) { } else { if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f); } if ((this->type == 4) || (this->type == 5)) { this->actor.world.pos.y = (2.0f * this->actor.home.pos.y) - hcParams->riseDist - this->actor.world.pos.y; diff --git a/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c b/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c index af66735b5b..e73bf56e75 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c @@ -142,7 +142,7 @@ void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play) { phi_a3 = this->actor.shape.rot.y + 0x8000; } - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, phi_a3, 1.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, phi_a3, 1.0f); } void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c b/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c index 0a01e35dcd..c4ed75d226 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c @@ -235,7 +235,7 @@ void BgHidanFwbig_Update(Actor* thisx, PlayState* play) { if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f); if (this->direction != 0) { this->actionFunc = BgHidanFwbig_Lower; } diff --git a/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c b/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c index 01bf9de8c7..af25bdf971 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c @@ -271,7 +271,7 @@ void func_8088D750(BgHidanSekizou* this, PlayState* play) { phi_a3 = -0x4000; } } - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f); } void BgHidanSekizou_Update(Actor* thisx, PlayState* play2) { diff --git a/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c b/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c index 0a7e119025..2aa3663454 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c +++ b/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c @@ -160,7 +160,7 @@ void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, PlayState* play) { thisx->world.rot.y += 0x8000; } - Actor_SetPlayerKnockbackLarge(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0); + Actor_SetPlayerBumpKnockdown(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0); Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT); this->yOffsetSpeed = 10.0f; diff --git a/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c b/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c index 148d6c0098..13d77658ed 100644 --- a/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c +++ b/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.c @@ -108,13 +108,13 @@ void func_8089B4C8(BgJyaZurerukabe* this, PlayState* play) { case 3: case 5: if (fabsf(D_8089B9C0[D_8089BA30[i]]) > 1.0f) { - Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0); + Actor_SetPlayerBumpKnockdown(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0); } break; case 1: case 4: if (fabsf(D_8089B9C0[D_8089BA30[i]] - D_8089B9C0[D_8089BA30[i + 1]]) > 1.0f) { - Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0); + Actor_SetPlayerBumpKnockdown(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0); } break; } diff --git a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c index 1e435b914d..630f5d6009 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c @@ -145,7 +145,7 @@ void BgYdanMaruta_Destroy(Actor* thisx, PlayState* play) { void func_808BEFF4(BgYdanMaruta* this, PlayState* play) { if (this->collider.base.atFlags & AT_HIT) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f); } this->dyna.actor.shape.rot.x += 0x360; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c index b1fffc4294..eaa14e91e2 100644 --- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c +++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c @@ -1495,7 +1495,7 @@ void BossFd_UpdateEffects(BossFd* this, PlayState* play) { diff.z = player->actor.world.pos.z - effect->pos.z; if ((this->timers[3] == 0) && (sqrtf(SQ(diff.x) + SQ(diff.y) + SQ(diff.z)) < 20.0f)) { this->timers[3] = 50; - Actor_SetPlayerKnockbackLarge(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30); + Actor_SetPlayerBumpKnockdown(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30); if (!player->bodyIsBurning) { s16 i2; diff --git a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c index efc154e97f..7472b71797 100644 --- a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c +++ b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c @@ -315,7 +315,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) { case 2: Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0); if ((this->timers[0] == 1) && (this->actor.xzDistToPlayer < 120.0f)) { - Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); } if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) { diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c index 7880389683..42829a4da9 100644 --- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c +++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c @@ -4009,7 +4009,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) { } else { if (sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f) { spBA = 5; - Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER); ganondorf->timers[2] = 20; @@ -4481,7 +4481,7 @@ void func_808E2544(Actor* thisx, PlayState* play) { this->actor.speed = 0.0f; if (dorf->timers[2] == 0) { - Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER); dorf->timers[2] = 20; @@ -4803,8 +4803,8 @@ void BossGanon_UpdateEffects(PlayState* play) { if (((eff->scale * 150.0f) < distToPlayer) && (distToPlayer < (eff->scale * 300.0f))) { eff->timer = 150; - Actor_SetPlayerKnockbackLarge(play, &sGanondorf->actor, 7.0f, - sGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20); + Actor_SetPlayerBumpKnockdown(play, &sGanondorf->actor, 7.0f, sGanondorf->actor.yawTowardsPlayer, + 0.0f, 0x20); } } } diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c index 186f93ee10..83e8c64a0f 100644 --- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -2191,8 +2191,8 @@ void func_80902348(BossGanon2* this, PlayState* play) { phi_v0_2 = 0; } - Actor_SetPlayerKnockbackLarge(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f, - 0); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f, + 0); sZelda->unk_3C8 = 8; this->unk_316 = 10; break; @@ -2218,7 +2218,7 @@ void func_80902348(BossGanon2* this, PlayState* play) { } player->bodyIsBurning = true; - Actor_SetPlayerKnockbackLarge(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10); sZelda->unk_3C8 = 8; } } diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index ec5ee705bf..832cbe166a 100644 --- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -854,8 +854,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { player->actor.parent = NULL; player->csAction = PLAYER_CSACTION_NONE; if (this->timers[0] == 0) { - Actor_SetPlayerKnockbackLarge(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, - 10.0f, 0); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, + 10.0f, 0); } } this->timers[0] = 75; diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index 23fccf40f3..7e57a44a41 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -793,7 +793,7 @@ void BossSst_HeadCharge(BossSst* this, PlayState* play) { this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); sHands[LEFT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); sHands[RIGHT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f); Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT); } } @@ -1548,7 +1548,7 @@ void BossSst_HandSlam(BossSst* this, PlayState* play) { player->actor.world.pos.z = (Math_CosS(this->actor.yawTowardsPlayer) * 100.0f) + this->actor.world.pos.z; this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f); } Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200); @@ -1608,8 +1608,8 @@ void BossSst_HandSweep(BossSst* this, PlayState* play) { this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); this->ready = true; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, - this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, + this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f); Player_PlaySfx(player, NA_SE_PL_BODY_HIT); newTargetYaw = this->actor.shape.rot.y - (this->vParity * 0x1400); if (((s16)(newTargetYaw - this->targetYaw) * this->vParity) > 0) { @@ -1668,7 +1668,7 @@ void BossSst_HandPunch(BossSst* this, PlayState* play) { BossSst_HandSetupRetreat(this); } else if (this->colliderJntSph.base.atFlags & AT_HIT) { Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f); BossSst_HandSetupRetreat(this); } @@ -1986,7 +1986,7 @@ void BossSst_HandSwing(BossSst* this, PlayState* play) { BossSst_HandReleasePlayer(this, play, false); player->actor.world.pos.x += 70.0f * Math_SinS(this->actor.shape.rot.y); player->actor.world.pos.z += 70.0f * Math_CosS(this->actor.shape.rot.y); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f); Player_PlaySfx(player, NA_SE_PL_BODY_HIT); } @@ -2108,7 +2108,7 @@ void BossSst_HandReadyCharge(BossSst* this, PlayState* play) { this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); OTHER_HAND(this)->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); sHead->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f); Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT); } } @@ -2458,7 +2458,7 @@ void BossSst_HandReleasePlayer(BossSst* this, PlayState* play, s32 dropPlayer) { this->colliderJntSph.base.ocFlags1 |= OC1_ON; OTHER_HAND(this)->colliderJntSph.base.ocFlags1 |= OC1_ON; if (dropPlayer) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f); } } } diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c index 9c75e35f23..fd737cf22e 100644 --- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c +++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c @@ -832,7 +832,7 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) { if (sTwinrovaPtr->timers[2] == 0) { sTwinrovaPtr->timers[2] = 150; this->beamDist = sqrtf(SQ(offset.x) + SQ(offset.y) + SQ(offset.z)); - Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.shape.rot.y, 0.0f, 0x20); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 3.0f, this->actor.shape.rot.y, 0.0f, 0x20); if (this->actor.params == TW_KOTAKE) { if (sFreezeState == 0) { diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index 5fc7b7cd67..6954ce3b10 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -1098,7 +1098,7 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) { if (this->bodyCollider.base.atFlags & AT_HIT) { this->bodyCollider.base.atFlags &= ~AT_HIT; if (this->bodyCollider.base.at == &player->actor) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); } } @@ -1190,7 +1190,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { sPhase2Timer = (sPhase2Timer + 0x18) & 0xFFF0; if (this->bodyCollider.base.at == &player->actor) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); } } @@ -1266,7 +1266,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { if (this->bodyCollider.base.atFlags & AT_HIT) { this->bodyCollider.base.atFlags &= ~AT_HIT; if (this->bodyCollider.base.at == &player->actor) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000; Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); } @@ -1387,7 +1387,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { if (this->bodyCollider.base.atFlags & AT_HIT) { this->bodyCollider.base.atFlags &= ~AT_HIT; if (this->bodyCollider.base.at == &player->actor) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); this->actor.world.rot.y += (s16)Rand_CenteredFloat(0x2EE0) + 0x8000; Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); } @@ -2574,8 +2574,8 @@ void BossVa_BariPhase3Attack(BossVa* this, PlayState* play) { this->vaBariUnused.y += this->vaBariUnused.z; if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderJntSph.base.atFlags & AT_HIT)) { if ((this->colliderLightning.base.at == &player->actor) || (this->colliderJntSph.base.at == &player->actor)) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, - 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, + 8.0f); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); this->colliderJntSph.base.at = NULL; this->colliderLightning.base.at = NULL; @@ -2670,8 +2670,8 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) { if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderJntSph.base.atFlags & AT_HIT)) { if ((this->colliderLightning.base.at == &player->actor) || (this->colliderJntSph.base.at == &player->actor)) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, - 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, + 8.0f); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); this->colliderJntSph.base.at = NULL; this->colliderLightning.base.at = NULL; diff --git a/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c b/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c index 3ba0504137..7a85d9bd1a 100644 --- a/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c +++ b/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c @@ -203,7 +203,7 @@ void DemoKekkai_Update(Actor* thisx, PlayState* play2) { if (this->energyAlpha > 0.99f) { if ((this->collider1.base.atFlags & AT_HIT) || (this->collider2.base.atFlags & AT_HIT)) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f); } CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base); @@ -261,7 +261,7 @@ void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play) { DemoKekkai* this = (DemoKekkai*)thisx; if (this->collider1.base.atFlags & AT_HIT) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 5.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 5.0f); } CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base); diff --git a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c index 2c20ce03f1..6ed75d9c35 100644 --- a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c +++ b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c @@ -366,7 +366,7 @@ void DoorKiller_FallOver(DoorKiller* this, PlayState* play) { if ((fabsf(playerPosRelToDoor.y) < 20.0f) && (fabsf(playerPosRelToDoor.x) < 20.0f) && (playerPosRelToDoor.z < 100.0f) && (playerPosRelToDoor.z > 0.0f)) { this->hasHitPlayerOrGround |= 1; - Actor_SetPlayerKnockbackLarge(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f, 0x10); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f, 0x10); Actor_PlaySfx(&this->actor, NA_SE_EN_KDOOR_HIT); Player_PlaySfx(player, NA_SE_PL_BODY_HIT); } diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c index a7fd550149..6653e6105f 100644 --- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c +++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c @@ -379,7 +379,7 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) { (player->invincibilityTimer == 0) #endif ) { - Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.world.rot.y, 0.0f, 0x10); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 2.0f, this->actor.world.rot.y, 0.0f, 0x10); cucco->timer9 = 0x46; } } diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/src/overlays/actors/ovl_En_Ba/z_en_ba.c index 75dd460a60..f686a2557f 100644 --- a/src/overlays/actors/ovl_En_Ba/z_en_ba.c +++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.c @@ -326,7 +326,7 @@ void EnBa_SwingAtPlayer(EnBa* this, PlayState* play) { if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; if (this->collider.base.at == &player->actor) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); } } diff --git a/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c b/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c index bb8d0bed57..f3618308b2 100644 --- a/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c +++ b/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c @@ -184,7 +184,7 @@ void func_809BC598(EnBdfire* this, PlayState* play) { player->bodyFlameTimers[i] = Rand_S16Offset(0, 200); } player->bodyIsBurning = true; - Actor_SetPlayerKnockbackLarge(play, &this->actor, 20.0f, this->actor.world.rot.y, 0.0f, 8); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 20.0f, this->actor.world.rot.y, 0.0f, 8); PRINTF("POWER\n"); } } diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index 0ed240091f..1b3c71c03b 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -751,7 +751,7 @@ void func_809BE798(EnBigokuta* this, PlayState* play) { } else { effectRot = -0x6000; } - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.world.rot.y + effectRot, 5.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 10.0f, this->actor.world.rot.y + effectRot, 5.0f); if (this->actionFunc == func_809BDC08) { func_809BD4A4(this); this->unk_196 = 40; diff --git a/src/overlays/actors/ovl_En_Brob/z_en_brob.c b/src/overlays/actors/ovl_En_Brob/z_en_brob.c index 1dc0ea5e6e..6c50716aab 100644 --- a/src/overlays/actors/ovl_En_Brob/z_en_brob.c +++ b/src/overlays/actors/ovl_En_Brob/z_en_brob.c @@ -160,8 +160,8 @@ void EnBrob_Idle(EnBrob* this, PlayState* play) { } if (this->timer == 0) { if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, - 1.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, + 1.0f); EnBrob_SetupMoveUp(this, play); } else if (this->dyna.actor.xzDistToPlayer < 300.0f) { EnBrob_SetupMoveUp(this, play); @@ -287,8 +287,8 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) { if (this->actionFunc == EnBrob_MoveUp && !(this->colliders[0].base.atFlags & AT_BOUNCED) && !(this->colliders[1].base.atFlags & AT_BOUNCED)) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, - 1.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, + 1.0f); } else if (this->actionFunc != EnBrob_MoveUp) { EnBrob_SetupShock(this); } diff --git a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c index ee31df6fb1..291402f3bc 100644 --- a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c +++ b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c @@ -128,7 +128,7 @@ void EnBubble_DamagePlayer(EnBubble* this, PlayState* play) { s32 damage = -this->colliderJntSph.elements[0].base.atDmgInfo.damage; play->damagePlayer(play, damage); - Actor_SetPlayerKnockbackSmallNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockbackNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f); } s32 EnBubble_Explosion(EnBubble* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Bx/z_en_bx.c b/src/overlays/actors/ovl_En_Bx/z_en_bx.c index 942cfdd6fb..054c906962 100644 --- a/src/overlays/actors/ovl_En_Bx/z_en_bx.c +++ b/src/overlays/actors/ovl_En_Bx/z_en_bx.c @@ -166,7 +166,7 @@ void EnBx_Update(Actor* thisx, PlayState* play) { play->damagePlayer(play, -4); } } - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, tmp32, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 6.0f, tmp32, 6.0f); player->invincibilityTimer = tmp33; } diff --git a/src/overlays/actors/ovl_En_Dh/z_en_dh.c b/src/overlays/actors/ovl_En_Dh/z_en_dh.c index e9b252092e..7f18888c84 100644 --- a/src/overlays/actors/ovl_En_Dh/z_en_dh.c +++ b/src/overlays/actors/ovl_En_Dh/z_en_dh.c @@ -360,7 +360,7 @@ void EnDh_Attack(EnDh* this, PlayState* play) { this->actionState++; } else if (this->colliderJntSph.base.atFlags & AT_HIT) { this->colliderJntSph.base.atFlags &= ~AT_HIT; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f); } break; case 3: diff --git a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c index c9dd249402..0c2bc04c2f 100644 --- a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c +++ b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c @@ -351,7 +351,7 @@ void EnExRuppy_WaitToBlowUp(EnExRuppy* this, PlayState* play) { explosionScaleStep = 6; } EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &velocity, &accel, explosionScale, explosionScaleStep); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f); Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION); Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_En_Fd/z_en_fd.c b/src/overlays/actors/ovl_En_Fd/z_en_fd.c index aeebc1a610..2b5a843372 100644 --- a/src/overlays/actors/ovl_En_Fd/z_en_fd.c +++ b/src/overlays/actors/ovl_En_Fd/z_en_fd.c @@ -327,8 +327,8 @@ s32 EnFd_ColliderCheck(EnFd* this, PlayState* play) { } this->attackTimer = 30; Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, this->actor.speed + 2.0f, - this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, this->actor.speed + 2.0f, this->actor.yawTowardsPlayer, + 6.0f); } return false; } diff --git a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c index 8fa00b70f8..6fb0995fe5 100644 --- a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c +++ b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c @@ -549,8 +549,8 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) { if ((bossGnd->flyMode >= GND_FLY_VOLLEY) && (this->work[FHGFIRE_RETURN_COUNT] >= 2)) { Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_LAUGH); } - Actor_SetPlayerKnockback(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, - PLAYER_KNOCK_DOWN_ELECTRIFIED, 0x10); + Actor_SetPlayerBump(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, + PLAYER_BUMP_KNOCKDOWN_ELECTRIFIED, 0x10); } break; case FHGFIRE_LIGHT_BLUE: diff --git a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c index f07d0ac868..1df357ce7d 100644 --- a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c +++ b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c @@ -382,7 +382,7 @@ void EnFireRock_Update(Actor* thisx, PlayState* play) { this->collider.base.atFlags &= ~AT_HIT; if (this->collider.base.at == playerActor) { if (!(player->stateFlags1 & PLAYER_STATE1_26)) { - Actor_SetPlayerKnockbackSmall(play, thisx, 2.0f, -player->actor.world.rot.y, 3.0f, 4); + Actor_SetPlayerBumpKnockback(play, thisx, 2.0f, -player->actor.world.rot.y, 3.0f, 4); } return; } diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index 83aba60ddc..79b4db5eef 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -942,7 +942,7 @@ void EnGeldB_SpinAttack(EnGeldB* this, PlayState* play) { } else if (this->swordCollider.base.atFlags & AT_HIT) { this->swordCollider.base.atFlags &= ~AT_HIT; if (&player->actor == this->swordCollider.base.at) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f); this->spinAttackState = 2; Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_24); Message_StartTextbox(play, 0x6003, &this->actor); diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index 3d89726128..3899192fed 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -731,7 +731,7 @@ void EnGo_StopRolling(EnGo* this, PlayState* play) { if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) { this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER; play->damagePlayer(play, -4); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f); this->unk_20E = 0x10; } } diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c index 39b8da508a..065b3d8bfd 100644 --- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -922,7 +922,7 @@ s32 func_80A44AB0(EnGo2* this, PlayState* play) { arg2 = this->actionFunc == EnGo2_ContinueRolling ? 1.5f : this->actor.speed * 1.5f; play->damagePlayer(play, -4); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, arg2, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, arg2, this->actor.yawTowardsPlayer, 6.0f); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); this->collider.base.ocFlags1 &= ~OC1_TYPE_PLAYER; } diff --git a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c index b4d0fbd54c..20255bd6f4 100644 --- a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c +++ b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c @@ -625,7 +625,7 @@ void EnGoroiwa_Roll(EnGoroiwa* this, PlayState* play) { EnGoroiwa_FaceNextWaypoint(this, play); } } - Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 0); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 0); PRINTF_COLOR_CYAN(); PRINTF(T("Player ぶっ飛ばし\n", "Player knocked down\n")); PRINTF_RST(); @@ -711,7 +711,7 @@ void EnGoroiwa_SetupMoveUp(EnGoroiwa* this) { void EnGoroiwa_MoveUp(EnGoroiwa* this, PlayState* play) { if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; - Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 4); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 4); Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT); if ((this->actor.home.rot.z & 1) == 1) { this->collisionDisabledTimer = 50; @@ -736,7 +736,7 @@ void EnGoroiwa_SetupMoveDown(EnGoroiwa* this) { void EnGoroiwa_MoveDown(EnGoroiwa* this, PlayState* play) { if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; - Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 4); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 4); Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT); if ((this->actor.home.rot.z & 1) == 1) { this->collisionDisabledTimer = 50; diff --git a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c index 118c54dd29..dc29302f69 100644 --- a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c +++ b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c @@ -336,7 +336,7 @@ void EnHonotrap_SetupFlameDrop(EnHonotrap* this) { void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play) { if ((this->collider.cyl.base.atFlags & AT_HIT) || (this->timer <= 0)) { if ((this->collider.cyl.base.atFlags & AT_HIT) && !(this->collider.cyl.base.atFlags & AT_BOUNCED)) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f); } this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f; EnHonotrap_SetupFlameVanish(this); diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c index 0c3db73889..df558f05df 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -850,7 +850,7 @@ void EnIk_UpdateEnemy(Actor* thisx, PlayState* play) { } } - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f); player->invincibilityTimer = prevInvincibilityTimer; } } diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index 90ed9f3a68..16cc5673f2 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -626,7 +626,7 @@ void EnMb_Stunned(EnMb* this, PlayState* play) { #if OOT_VERSION >= PAL_1_0 player->av2.actionVar2 = 200; #endif - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); this->attack = ENMB_ATTACK_NONE; } @@ -746,7 +746,7 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, PlayState* play) { player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; player->av2.actionVar2 = 200; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); } #endif @@ -864,9 +864,9 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) { } } - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, - (650.0f - this->actor.xzDistToPlayer) * 0.04f + 4.0f, - this->actor.world.rot.y, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, + (650.0f - this->actor.xzDistToPlayer) * 0.04f + 4.0f, + this->actor.world.rot.y, 8.0f); player->invincibilityTimer = prevPlayerInvincibilityTimer; } @@ -973,20 +973,20 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) { player->stateFlags2 &= ~PLAYER_STATE2_7; this->attackCollider.base.atFlags &= ~AT_HIT; player->actor.parent = NULL; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); #elif OOT_VERSION < NTSC_1_2 player->stateFlags2 &= ~PLAYER_STATE2_7; this->attackCollider.base.atFlags &= ~AT_HIT; player->actor.parent = NULL; player->av2.actionVar2 = 200; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); #else this->attackCollider.base.atFlags &= ~AT_HIT; if (player->stateFlags2 & PLAYER_STATE2_7) { player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; player->av2.actionVar2 = 200; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); } #endif } @@ -1055,20 +1055,20 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play) { this->attackCollider.base.atFlags &= ~AT_HIT; player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); #elif OOT_VERSION < NTSC_1_2 this->attackCollider.base.atFlags &= ~AT_HIT; player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; player->av2.actionVar2 = 200; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); #else this->attackCollider.base.atFlags &= ~AT_HIT; if (player->stateFlags2 & PLAYER_STATE2_7) { player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; player->av2.actionVar2 = 200; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); } #endif this->attack = ENMB_ATTACK_NONE; @@ -1355,7 +1355,7 @@ void EnMb_SpearDead(EnMb* this, PlayState* play) { if ((player->stateFlags2 & PLAYER_STATE2_7) && player->actor.parent == &this->actor) { player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); this->attack = ENMB_ATTACK_NONE; } #else @@ -1363,7 +1363,7 @@ void EnMb_SpearDead(EnMb* this, PlayState* play) { player->stateFlags2 &= ~PLAYER_STATE2_7; player->actor.parent = NULL; player->av2.actionVar2 = 200; - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f); this->attack = ENMB_ATTACK_NONE; } #endif @@ -1449,7 +1449,7 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) { #if OOT_VERSION >= PAL_1_0 player->av2.actionVar2 = 200; #endif - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, this->actor.world.rot.y, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 6.0f, this->actor.world.rot.y, 6.0f); } this->damageReaction = this->actor.colChkInfo.damageReaction; this->attack = ENMB_ATTACK_NONE; diff --git a/src/overlays/actors/ovl_En_Mm/z_en_mm.c b/src/overlays/actors/ovl_En_Mm/z_en_mm.c index 9881334a0a..58a36a0bf3 100644 --- a/src/overlays/actors/ovl_En_Mm/z_en_mm.c +++ b/src/overlays/actors/ovl_En_Mm/z_en_mm.c @@ -476,7 +476,7 @@ void func_80AAE294(EnMm* this, PlayState* play) { } if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) { - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 4.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 4.0f); } } } diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index 5acaf3f9ed..df0d3ce532 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -1093,7 +1093,7 @@ void EnNiw_Update(Actor* thisx, PlayState* play) { if (this->unk_2A8 != 0 && thisx->xyzDistToPlayerSq < SQ(dist) && player->invincibilityTimer == 0) #endif { - Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, thisx->world.rot.y, 0.0f, 0x10); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 2.0f, thisx->world.rot.y, 0.0f, 0x10); } func_80AB747C(this, play); diff --git a/src/overlays/actors/ovl_En_Part/z_en_part.c b/src/overlays/actors/ovl_En_Part/z_en_part.c index 27956fd3d4..f15a175dc3 100644 --- a/src/overlays/actors/ovl_En_Part/z_en_part.c +++ b/src/overlays/actors/ovl_En_Part/z_en_part.c @@ -210,9 +210,9 @@ void func_80ACE5C8(EnPart* this, PlayState* play) { play->damagePlayer(play, -8); } } - Actor_SetPlayerKnockbackLargeNoDamage(play, this->actor.parent, - (650.0f - this->actor.parent->xzDistToPlayer) * 0.04f + 4.0f, - this->actor.parent->world.rot.y, 8.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, this->actor.parent, + (650.0f - this->actor.parent->xzDistToPlayer) * 0.04f + 4.0f, + this->actor.parent->world.rot.y, 8.0f); player->invincibilityTimer = prevInvincibilityTimer; this->timer = 1; } diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c index 5ed4a1ea37..384e749b6d 100644 --- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -345,7 +345,7 @@ void EnRr_SetupReleasePlayer(EnRr* this, PlayState* play) { break; } PRINTF(VT_FGCOL(YELLOW) "%s[%d] : Rr_Catch_Cancel" VT_RST "\n", "../z_en_rr.c", 650); - Actor_SetPlayerKnockbackLarge(play, &this->actor, 4.0f, this->actor.shape.rot.y, 12.0f, 8); + Actor_SetPlayerBumpKnockdown(play, &this->actor, 4.0f, this->actor.shape.rot.y, 12.0f, 8); if (this->actor.colorFilterTimer == 0) { this->actionFunc = EnRr_Approach; Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_THROW); diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index 0326e57cc3..55ada47433 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -486,7 +486,7 @@ s32 EnSsh_CheckHitPlayer(EnSsh* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_STALTU_ROLL); Actor_PlaySfx(&this->actor, NA_SE_VO_ST_ATTACK); play->damagePlayer(play, -8); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f); this->hitCount--; return true; } diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index da4e493a7a..1798bd0f7f 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -425,7 +425,7 @@ s32 EnSt_CheckHitPlayer(EnSt* this, PlayState* play) { this->gaveDamageSpinTimer = 30; play->damagePlayer(play, -8); Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT); - Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f); + Actor_SetPlayerBumpKnockdownNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f); return true; } diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index c9e1e8eed9..1d94857c69 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -602,11 +602,11 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { if (!Actor_ApplyDamage(&this->actor)) { func_800F5B58(); this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); - this->knockbackType = PLAYER_KNOCK_DOWN; - this->knockbackSpeed = 6.0f; - this->knockbackYVelocity = 6.0f; - this->knockbackDamage = this->actor.colChkInfo.damage; - this->knockbackRot = this->actor.yawTowardsPlayer + 0x8000; + this->bumpType = PLAYER_BUMP_KNOCKDOWN; + this->bumpSpeed = 6.0f; + this->bumpYVelocity = 6.0f; + this->bumpDamage = this->actor.colChkInfo.damage; + this->bumpRot = this->actor.yawTowardsPlayer + 0x8000; sDeathFlag++; sActionState = ENTORCH2_DEATH; Enemy_StartFinishingBlow(play, &this->actor); @@ -622,11 +622,11 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { } } else { this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->knockbackDamage = this->actor.colChkInfo.damage; - this->knockbackType = PLAYER_KNOCK_BACK; - this->knockbackYVelocity = 6.0f; - this->knockbackSpeed = 8.0f; - this->knockbackRot = this->actor.yawTowardsPlayer + 0x8000; + this->bumpDamage = this->actor.colChkInfo.damage; + this->bumpType = PLAYER_BUMP_KNOCKBACK; + this->bumpYVelocity = 6.0f; + this->bumpSpeed = 8.0f; + this->bumpRot = this->actor.yawTowardsPlayer + 0x8000; Actor_SetDropFlag(&this->actor, &this->cylinder.elem, true); this->stateFlags3 &= ~PLAYER_STATE3_2; this->stateFlags3 |= PLAYER_STATE3_0; @@ -639,7 +639,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { } } this->actor.colChkInfo.damage = 0; - this->knockbackDamage = 0; + this->bumpDamage = 0; } // Handles being frozen by a deku nut diff --git a/src/overlays/actors/ovl_En_Trap/z_en_trap.c b/src/overlays/actors/ovl_En_Trap/z_en_trap.c index 4a8cee9fda..a1017584b7 100644 --- a/src/overlays/actors/ovl_En_Trap/z_en_trap.c +++ b/src/overlays/actors/ovl_En_Trap/z_en_trap.c @@ -188,7 +188,7 @@ void EnTrap_Update(Actor* thisx, PlayState* play) { angleToKnockPlayer = thisx->yawTowardsPlayer; } play->damagePlayer(play, -4); - Actor_SetPlayerKnockbackSmallNoDamage(play, thisx, 6.0f, angleToKnockPlayer, 6.0f); + Actor_SetPlayerBumpKnockbackNoDamage(play, thisx, 6.0f, angleToKnockPlayer, 6.0f); this->playerDmgTimer = 15; } if (thisx->params & SPIKETRAP_MODE_LINEAR) { diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 50645ba6e9..ae26b8a496 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4673,8 +4673,8 @@ void func_80837C0C(PlayState* play, Player* this, s32 hitResponseType, f32 speed anim = &gPlayerAnim_link_swimer_swim_hit; Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S); - } else if ((hitResponseType == PLAYER_HIT_RESPONSE_KNOCK_DOWN) || - (hitResponseType == PLAYER_HIT_RESPONSE_KNOCK_BACK) || + } else if ((hitResponseType == PLAYER_HIT_RESPONSE_KNOCKDOWN) || + (hitResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK) || !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) { Player_SetupAction(play, this, Player_Action_8084377C, 0); @@ -4684,7 +4684,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 hitResponseType, f32 speed Player_RequestRumble(this, 255, 20, 150, 0); func_80832224(this); - if (hitResponseType == PLAYER_HIT_RESPONSE_KNOCK_BACK) { + if (hitResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK) { this->av2.actionVar2 = 4; this->actor.speed = 3.0f; @@ -4857,23 +4857,23 @@ s32 func_808382DC(Player* this, PlayState* play) { Player_PlayVoiceSfx(this, NA_SE_VO_LI_TAKEN_AWAY); play->haltAllActors = true; Sfx_PlaySfxCentered(NA_SE_OC_ABYSS); - } else if ((this->knockbackType != PLAYER_KNOCK_NONE) && - ((this->knockbackType >= PLAYER_KNOCK_DOWN) || (this->invincibilityTimer == 0))) { + } else if ((this->bumpType != PLAYER_BUMP_NONE) && + ((this->bumpType >= PLAYER_BUMP_KNOCKDOWN) || (this->invincibilityTimer == 0))) { u8 knockbackResponse[] = { - PLAYER_HIT_RESPONSE_KNOCK_BACK, - PLAYER_HIT_RESPONSE_KNOCK_DOWN, - PLAYER_HIT_RESPONSE_KNOCK_DOWN, + PLAYER_HIT_RESPONSE_KNOCKBACK, + PLAYER_HIT_RESPONSE_KNOCKDOWN, + PLAYER_HIT_RESPONSE_KNOCKDOWN, }; func_80838280(this); - if (this->knockbackType == PLAYER_KNOCK_DOWN_ELECTRIFIED) { + if (this->bumpType == PLAYER_BUMP_KNOCKDOWN_ELECTRIFIED) { this->bodyShockTimer = 40; } - this->actor.colChkInfo.damage += this->knockbackDamage; - func_80837C0C(play, this, knockbackResponse[this->knockbackType - 1], this->knockbackSpeed, - this->knockbackYVelocity, this->knockbackRot, 20); + this->actor.colChkInfo.damage += this->bumpDamage; + func_80837C0C(play, this, knockbackResponse[this->bumpType - 1], this->bumpSpeed, this->bumpYVelocity, + this->bumpRot, 20); } else { sp64 = (this->shieldQuad.base.acFlags & AC_BOUNCED) != 0; @@ -4943,7 +4943,7 @@ s32 func_808382DC(Player* this, PlayState* play) { } else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ELECTRIC) { sp4C = PLAYER_HIT_RESPONSE_ELECTRIFIED; } else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_KNOCKBACK) { - sp4C = PLAYER_HIT_RESPONSE_KNOCK_DOWN; + sp4C = PLAYER_HIT_RESPONSE_KNOCKDOWN; } else { func_80838280(this); sp4C = PLAYER_HIT_RESPONSE_NONE; @@ -9302,14 +9302,14 @@ void Player_Action_8084377C(Player* this, PlayState* play) { func_808382BC(this); if (!(this->stateFlags1 & PLAYER_STATE1_29) && (this->av2.actionVar2 == 0) && - (this->knockbackType != PLAYER_KNOCK_NONE)) { - s16 temp = this->actor.shape.rot.y - this->knockbackRot; + (this->knockbackType != PLAYER_BUMP_NONE)) { + s16 temp = this->actor.shape.rot.y - this->bumpRot; - this->yaw = this->actor.shape.rot.y = this->knockbackRot; - this->speedXZ = this->knockbackSpeed; + this->yaw = this->actor.shape.rot.y = this->bumpRot; + this->speedXZ = this->bumpSpeed; if (ABS(temp) > 0x4000) { - this->actor.shape.rot.y = this->knockbackRot + 0x8000; + this->actor.shape.rot.y = this->bumpRot + 0x8000; } if (this->actor.velocity.y < 0.0f) { @@ -9325,7 +9325,7 @@ void Player_Action_8084377C(Player* this, PlayState* play) { func_80853080(this, play); } } else if ((this->stateFlags1 & PLAYER_STATE1_29) || - (!(this->cylinder.base.acFlags & AC_HIT) && (this->knockbackType == PLAYER_KNOCK_NONE))) { + (!(this->cylinder.base.acFlags & AC_HIT) && (this->knockbackType == PLAYER_BUMP_NONE))) { if (this->stateFlags1 & PLAYER_STATE1_29) { this->av2.actionVar2++; } else { @@ -9790,7 +9790,7 @@ void Player_Action_80844A44(Player* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->actor.colChkInfo.damage = 0x10; - func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCK_DOWN, 4.0f, 5.0f, this->actor.shape.rot.y, 20); + func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCKDOWN, 4.0f, 5.0f, this->actor.shape.rot.y, 20); } } @@ -10616,7 +10616,7 @@ void Player_StartMode_Grotto(PlayState* play, Player* this) { } void Player_StartMode_KnockedOver(PlayState* play, Player* this) { - func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCK_DOWN, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0); + func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCKDOWN, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0); } void Player_StartMode_WarpSong(PlayState* play, Player* this) { @@ -12030,7 +12030,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { temp_f0 = this->actor.world.pos.y - this->actor.prevPos.y; this->doorType = PLAYER_DOORTYPE_NONE; - this->knockbackType = PLAYER_KNOCK_NONE; + this->bumpType = PLAYER_BUMP_NONE; this->autoLockOnActor = NULL; phi_f12 =