diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index a40a326cd7..185ba74ce4 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -138,47 +138,47 @@ static ColliderQuadInit sQuadInit = { }; typedef enum DamageReaction { - /* 00 */ PEAHAT_DMG_EFF_ATTACK = 0, - /* 06 */ PEAHAT_DMG_EFF_LIGHT_ICE_ARROW = 6, - /* 12 */ PEAHAT_DMG_EFF_FIRE = 12, - /* 13 */ PEAHAT_DMG_EFF_HOOKSHOT = 13, - /* 14 */ PEAHAT_DMG_EFF_BOOMERANG = 14, - /* 15 */ PEAHAT_DMG_EFF_NUT = 15 + /* 00 */ PEAHAT_DMGREAC_ATTACK = 0, + /* 06 */ PEAHAT_DMGREAC_LIGHT_ICE_ARROW = 6, + /* 12 */ PEAHAT_DMGREAC_FIRE = 12, + /* 13 */ PEAHAT_DMGREAC_HOOKSHOT = 13, + /* 14 */ PEAHAT_DMGREAC_BOOMERANG = 14, + /* 15 */ PEAHAT_DMGREAC_NUT = 15 } DamageReaction; static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, PEAHAT_DMG_EFF_NUT), - /* Deku stick */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Slingshot */ DMG_ENTRY(1, PEAHAT_DMG_EFF_ATTACK), - /* Explosive */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Boomerang */ DMG_ENTRY(0, PEAHAT_DMG_EFF_BOOMERANG), - /* Normal arrow */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Hammer swing */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Hookshot */ DMG_ENTRY(2, PEAHAT_DMG_EFF_HOOKSHOT), - /* Kokiri sword */ DMG_ENTRY(1, PEAHAT_DMG_EFF_ATTACK), - /* Master sword */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Giant's Knife */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Fire arrow */ DMG_ENTRY(4, PEAHAT_DMG_EFF_FIRE), - /* Ice arrow */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Light arrow */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Unk arrow 1 */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Unk arrow 2 */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Unk arrow 3 */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Fire magic */ DMG_ENTRY(3, PEAHAT_DMG_EFF_FIRE), - /* Ice magic */ DMG_ENTRY(0, PEAHAT_DMG_EFF_LIGHT_ICE_ARROW), - /* Light magic */ DMG_ENTRY(0, PEAHAT_DMG_EFF_LIGHT_ICE_ARROW), - /* Shield */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Mirror Ray */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Kokiri spin */ DMG_ENTRY(1, PEAHAT_DMG_EFF_ATTACK), - /* Giant spin */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Master spin */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Kokiri jump */ DMG_ENTRY(2, PEAHAT_DMG_EFF_ATTACK), - /* Giant jump */ DMG_ENTRY(8, PEAHAT_DMG_EFF_ATTACK), - /* Master jump */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Unknown 1 */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Unblockable */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), - /* Hammer jump */ DMG_ENTRY(4, PEAHAT_DMG_EFF_ATTACK), - /* Unknown 2 */ DMG_ENTRY(0, PEAHAT_DMG_EFF_ATTACK), + /* Deku nut */ DMG_ENTRY(0, PEAHAT_DMGREAC_NUT), + /* Deku stick */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Slingshot */ DMG_ENTRY(1, PEAHAT_DMGREAC_ATTACK), + /* Explosive */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Boomerang */ DMG_ENTRY(0, PEAHAT_DMGREAC_BOOMERANG), + /* Normal arrow */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Hammer swing */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Hookshot */ DMG_ENTRY(2, PEAHAT_DMGREAC_HOOKSHOT), + /* Kokiri sword */ DMG_ENTRY(1, PEAHAT_DMGREAC_ATTACK), + /* Master sword */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Giant's Knife */ DMG_ENTRY(4, PEAHAT_DMGREAC_ATTACK), + /* Fire arrow */ DMG_ENTRY(4, PEAHAT_DMGREAC_FIRE), + /* Ice arrow */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Light arrow */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Unk arrow 1 */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Unk arrow 2 */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Unk arrow 3 */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Fire magic */ DMG_ENTRY(3, PEAHAT_DMGREAC_FIRE), + /* Ice magic */ DMG_ENTRY(0, PEAHAT_DMGREAC_LIGHT_ICE_ARROW), + /* Light magic */ DMG_ENTRY(0, PEAHAT_DMGREAC_LIGHT_ICE_ARROW), + /* Shield */ DMG_ENTRY(0, PEAHAT_DMGREAC_ATTACK), + /* Mirror Ray */ DMG_ENTRY(0, PEAHAT_DMGREAC_ATTACK), + /* Kokiri spin */ DMG_ENTRY(1, PEAHAT_DMGREAC_ATTACK), + /* Giant spin */ DMG_ENTRY(4, PEAHAT_DMGREAC_ATTACK), + /* Master spin */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Kokiri jump */ DMG_ENTRY(2, PEAHAT_DMGREAC_ATTACK), + /* Giant jump */ DMG_ENTRY(8, PEAHAT_DMGREAC_ATTACK), + /* Master jump */ DMG_ENTRY(4, PEAHAT_DMGREAC_ATTACK), + /* Unknown 1 */ DMG_ENTRY(0, PEAHAT_DMGREAC_ATTACK), + /* Unblockable */ DMG_ENTRY(0, PEAHAT_DMGREAC_ATTACK), + /* Hammer jump */ DMG_ENTRY(4, PEAHAT_DMGREAC_ATTACK), + /* Unknown 2 */ DMG_ENTRY(0, PEAHAT_DMGREAC_ATTACK), }; typedef enum PeahatState { @@ -902,13 +902,13 @@ void EnPeehat_Adult_CollisionCheck(EnPeehat* this, PlayState* play) { } else if (this->colliderJntSph.base.acFlags & AC_HIT) { this->colliderJntSph.base.acFlags &= ~AC_HIT; Actor_SetDropFlagJntSph(&this->actor, &this->colliderJntSph, true); - if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_EFF_NUT || - this->actor.colChkInfo.damageReaction == PEAHAT_DMG_EFF_LIGHT_ICE_ARROW) { + if (this->actor.colChkInfo.damageReaction == PEAHAT_DMGREAC_NUT || + this->actor.colChkInfo.damageReaction == PEAHAT_DMGREAC_LIGHT_ICE_ARROW) { return; } - if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_EFF_HOOKSHOT) { + if (this->actor.colChkInfo.damageReaction == PEAHAT_DMGREAC_HOOKSHOT) { this->actor.colChkInfo.health = 0; - } else if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_EFF_BOOMERANG) { + } else if (this->actor.colChkInfo.damageReaction == PEAHAT_DMGREAC_BOOMERANG) { if (this->state != PEAHAT_STATE_STUNNED) { EnPeehat_SetStateBoomerangStunned(this); } @@ -919,7 +919,7 @@ void EnPeehat_Adult_CollisionCheck(EnPeehat* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_PIHAT_DAMAGE); } - if (this->actor.colChkInfo.damageReaction == PEAHAT_DMG_EFF_FIRE) { + if (this->actor.colChkInfo.damageReaction == PEAHAT_DMGREAC_FIRE) { Vec3f pos; s32 i; for (i = 4; i >= 0; i--) { @@ -949,7 +949,7 @@ void EnPeehat_Update(Actor* thisx, PlayState* play) { if (thisx->params <= 0) { EnPeehat_Adult_CollisionCheck(this, play); } - if (thisx->colChkInfo.damageReaction != PEAHAT_DMG_EFF_LIGHT_ICE_ARROW) { + if (thisx->colChkInfo.damageReaction != PEAHAT_DMGREAC_LIGHT_ICE_ARROW) { if (thisx->speed != 0.0f || thisx->velocity.y != 0.0f) { Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 25.0f, 30.0f, 30.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);