mirror of https://github.com/zeldaret/oot.git
cleanup: RR_DMG_ -> RR_DMGREAC_
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@ -45,16 +45,16 @@ typedef enum EnRrReachState {
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} EnRrReachState;
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typedef enum EnRrDamageReaction {
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/* 0x0 */ RR_DMG_NONE,
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/* 0x1 */ RR_DMG_STUN,
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/* 0x2 */ RR_DMG_FIRE,
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/* 0x3 */ RR_DMG_ICE,
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/* 0x4 */ RR_DMG_LIGHT_MAGIC,
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/* 0xB */ RR_DMG_LIGHT_ARROW = 11,
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/* 0xC */ RR_DMG_SHDW_ARROW,
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/* 0xD */ RR_DMG_WIND_ARROW,
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/* 0xE */ RR_DMG_SPRT_ARROW,
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/* 0xF */ RR_DMG_NORMAL
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/* 0x0 */ RR_DMGREAC_NONE,
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/* 0x1 */ RR_DMGREAC_STUN,
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/* 0x2 */ RR_DMGREAC_FIRE,
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/* 0x3 */ RR_DMGREAC_ICE,
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/* 0x4 */ RR_DMGREAC_LIGHT_MAGIC,
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/* 0xB */ RR_DMGREAC_LIGHT_ARROW = 11,
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/* 0xC */ RR_DMGREAC_SHDW_ARROW,
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/* 0xD */ RR_DMGREAC_WIND_ARROW,
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/* 0xE */ RR_DMGREAC_SPRT_ARROW,
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/* 0xF */ RR_DMGREAC_NORMAL
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} EnRrDamageReaction;
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typedef enum EnRrDropType {
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@ -142,38 +142,38 @@ static ColliderCylinderInitType1 sCylinderInit2 = {
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};
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, RR_DMG_NONE),
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/* Deku stick */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Slingshot */ DMG_ENTRY(1, RR_DMG_NORMAL),
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/* Explosive */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Boomerang */ DMG_ENTRY(0, RR_DMG_STUN),
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/* Normal arrow */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Hammer swing */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Hookshot */ DMG_ENTRY(0, RR_DMG_STUN),
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/* Kokiri sword */ DMG_ENTRY(1, RR_DMG_NORMAL),
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/* Master sword */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Giant's Knife */ DMG_ENTRY(4, RR_DMG_NORMAL),
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/* Fire arrow */ DMG_ENTRY(4, RR_DMG_FIRE),
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/* Ice arrow */ DMG_ENTRY(4, RR_DMG_ICE),
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/* Light arrow */ DMG_ENTRY(15, RR_DMG_LIGHT_ARROW),
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/* Unk arrow 1 */ DMG_ENTRY(4, RR_DMG_WIND_ARROW),
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/* Unk arrow 2 */ DMG_ENTRY(15, RR_DMG_SHDW_ARROW),
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/* Unk arrow 3 */ DMG_ENTRY(15, RR_DMG_SPRT_ARROW),
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/* Fire magic */ DMG_ENTRY(4, RR_DMG_FIRE),
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/* Ice magic */ DMG_ENTRY(3, RR_DMG_ICE),
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/* Light magic */ DMG_ENTRY(10, RR_DMG_LIGHT_MAGIC),
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/* Shield */ DMG_ENTRY(0, RR_DMG_NONE),
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/* Mirror Ray */ DMG_ENTRY(0, RR_DMG_NONE),
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/* Kokiri spin */ DMG_ENTRY(1, RR_DMG_NORMAL),
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/* Giant spin */ DMG_ENTRY(4, RR_DMG_NORMAL),
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/* Master spin */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Kokiri jump */ DMG_ENTRY(2, RR_DMG_NORMAL),
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/* Giant jump */ DMG_ENTRY(8, RR_DMG_NORMAL),
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/* Master jump */ DMG_ENTRY(4, RR_DMG_NORMAL),
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/* Unknown 1 */ DMG_ENTRY(10, RR_DMG_SPRT_ARROW),
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/* Unblockable */ DMG_ENTRY(0, RR_DMG_NONE),
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/* Hammer jump */ DMG_ENTRY(0, RR_DMG_NONE),
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/* Unknown 2 */ DMG_ENTRY(0, RR_DMG_NONE),
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/* Deku nut */ DMG_ENTRY(0, RR_DMGREAC_NONE),
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/* Deku stick */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Slingshot */ DMG_ENTRY(1, RR_DMGREAC_NORMAL),
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/* Explosive */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Boomerang */ DMG_ENTRY(0, RR_DMGREAC_STUN),
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/* Normal arrow */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Hammer swing */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Hookshot */ DMG_ENTRY(0, RR_DMGREAC_STUN),
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/* Kokiri sword */ DMG_ENTRY(1, RR_DMGREAC_NORMAL),
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/* Master sword */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Giant's Knife */ DMG_ENTRY(4, RR_DMGREAC_NORMAL),
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/* Fire arrow */ DMG_ENTRY(4, RR_DMGREAC_FIRE),
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/* Ice arrow */ DMG_ENTRY(4, RR_DMGREAC_ICE),
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/* Light arrow */ DMG_ENTRY(15, RR_DMGREAC_LIGHT_ARROW),
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/* Unk arrow 1 */ DMG_ENTRY(4, RR_DMGREAC_WIND_ARROW),
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/* Unk arrow 2 */ DMG_ENTRY(15, RR_DMGREAC_SHDW_ARROW),
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/* Unk arrow 3 */ DMG_ENTRY(15, RR_DMGREAC_SPRT_ARROW),
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/* Fire magic */ DMG_ENTRY(4, RR_DMGREAC_FIRE),
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/* Ice magic */ DMG_ENTRY(3, RR_DMGREAC_ICE),
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/* Light magic */ DMG_ENTRY(10, RR_DMGREAC_LIGHT_MAGIC),
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/* Shield */ DMG_ENTRY(0, RR_DMGREAC_NONE),
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/* Mirror Ray */ DMG_ENTRY(0, RR_DMGREAC_NONE),
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/* Kokiri spin */ DMG_ENTRY(1, RR_DMGREAC_NORMAL),
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/* Giant spin */ DMG_ENTRY(4, RR_DMGREAC_NORMAL),
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/* Master spin */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Kokiri jump */ DMG_ENTRY(2, RR_DMGREAC_NORMAL),
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/* Giant jump */ DMG_ENTRY(8, RR_DMGREAC_NORMAL),
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/* Master jump */ DMG_ENTRY(4, RR_DMGREAC_NORMAL),
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/* Unknown 1 */ DMG_ENTRY(10, RR_DMGREAC_SPRT_ARROW),
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/* Unblockable */ DMG_ENTRY(0, RR_DMGREAC_NONE),
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/* Hammer jump */ DMG_ENTRY(0, RR_DMGREAC_NONE),
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/* Unknown 2 */ DMG_ENTRY(0, RR_DMGREAC_NONE),
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};
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static InitChainEntry sInitChain[] = {
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@ -455,19 +455,19 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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CollisionCheck_BlueBlood(play, NULL, &hitPos);
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}
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switch (this->actor.colChkInfo.damageReaction) {
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case RR_DMG_LIGHT_ARROW:
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case RR_DMGREAC_LIGHT_ARROW:
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dropType++; // purple rupee
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FALLTHROUGH;
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case RR_DMG_SHDW_ARROW:
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case RR_DMGREAC_SHDW_ARROW:
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dropType++; // flexible
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FALLTHROUGH;
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case RR_DMG_WIND_ARROW:
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case RR_DMGREAC_WIND_ARROW:
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dropType++; // arrow
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FALLTHROUGH;
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case RR_DMG_SPRT_ARROW:
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case RR_DMGREAC_SPRT_ARROW:
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dropType++; // magic jar
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FALLTHROUGH;
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case RR_DMG_NORMAL:
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case RR_DMGREAC_NORMAL:
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// "ouch"
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PRINTF(VT_FGCOL(RED) "いてっ( %d : LIFE %d : DAMAGE %d : %x )!!" VT_RST "\n", this->frameCount,
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this->actor.colChkInfo.health, this->actor.colChkInfo.damage,
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@ -486,7 +486,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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EnRr_SetupDeath(this);
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}
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return;
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case RR_DMG_FIRE: // Fire Arrow and Din's Fire
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case RR_DMGREAC_FIRE: // Fire Arrow and Din's Fire
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Actor_ApplyDamage(&this->actor);
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if (this->actor.colChkInfo.health == 0) {
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this->dropType = RR_DROP_RANDOM_RUPEE;
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@ -495,7 +495,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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this->effectTimer = 20;
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EnRr_SetupStunned(this);
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return;
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case RR_DMG_ICE: // Ice Arrow and unused ice magic
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case RR_DMGREAC_ICE: // Ice Arrow and unused ice magic
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Actor_ApplyDamage(&this->actor);
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if (this->actor.colChkInfo.health == 0) {
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this->dropType = RR_DROP_RANDOM_RUPEE;
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@ -512,7 +512,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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#endif
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EnRr_SetupStunned(this);
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return;
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case RR_DMG_LIGHT_MAGIC: // Unused light magic
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case RR_DMGREAC_LIGHT_MAGIC: // Unused light magic
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Actor_ApplyDamage(&this->actor);
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if (this->actor.colChkInfo.health == 0) {
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this->dropType = RR_DROP_RUPEE_RED;
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@ -520,7 +520,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 255, COLORFILTER_BUFFLAG_XLU, 80);
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EnRr_SetupStunned(this);
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return;
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case RR_DMG_STUN: // Boomerang and Hookshot
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case RR_DMGREAC_STUN: // Boomerang and Hookshot
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Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80);
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EnRr_SetupStunned(this);
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