cleanup: RR_DMG_ -> RR_DMGREAC_

This commit is contained in:
Dragorn421 2025-05-28 10:37:46 +02:00
parent f173a2ce9f
commit dd5dad93cb
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GPG Key ID: 381AEBAF3D429335
1 changed files with 51 additions and 51 deletions

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