mirror of
https://github.com/zeldaret/oot.git
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Rename AT effect
to hitSpecialEffect
(#2637)
* Rename AT `effect` to `hitSpecialEffect` * bss
This commit is contained in:
parent
b11fdab792
commit
04a92708cf
18 changed files with 41 additions and 30 deletions
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@ -80,9 +80,17 @@ typedef struct ColliderInitToActor {
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/* 0x07 */ u8 shape;
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} ColliderInitToActor; // size = 0x08
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typedef enum HitSpecialEffect {
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HIT_SPECIAL_EFFECT_0, // None
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HIT_SPECIAL_EFFECT_1, // Fire
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HIT_SPECIAL_EFFECT_2, // Ice
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HIT_SPECIAL_EFFECT_3,
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HIT_SPECIAL_EFFECT_4
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} HitSpecialEffect;
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typedef struct ColliderElementDamageInfoAT {
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/* 0x00 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x04 */ u8 hitSpecialEffect; // The hit special effect applied to any actor attacked by this AT collider.
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/* 0x05 */ u8 damage; // Damage
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} ColliderElementDamageInfoAT; // size = 0x08
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@ -471,7 +479,7 @@ typedef struct CollisionCheckInfo {
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/* 0x18 */ u8 damage; // Amount to decrement health by
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/* 0x19 */ u8 damageReaction; // Stores what reaction should occur after being hit
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/* 0x1A */ u8 atHitBacklash; // Stores the hit backlash type received from attacking an AC collider
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
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/* 0x1B */ u8 acHitSpecialEffect; // Stores the hit special effect received from being attacked by an AT collider
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} CollisionCheckInfo; // size = 0x1C
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DamageTable* DamageTable_Get(s32 index);
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@ -35,8 +35,8 @@
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#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "assets/objects/object_bdoor/object_bdoor.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:0" \
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"ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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CollisionPoly* sCurCeilingPoly;
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s32 sCurCeilingBgId;
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@ -14,7 +14,7 @@
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#include "player.h"
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#include "skin_matrix.h"
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#pragma increment_block_number "ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144"
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#pragma increment_block_number "ntsc-1.0:136 ntsc-1.1:136 ntsc-1.2:136"
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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@ -3661,7 +3661,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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}
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ique-cn:128 ntsc-1.0:76 ntsc-1.1:76 ntsc-1.2:76 pal-1.0:76 pal-1.1:76"
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"ique-cn:128 ntsc-1.0:73 ntsc-1.1:73 ntsc-1.2:73 pal-1.0:73 pal-1.1:73"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f sAtTarget;
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@ -172,7 +172,7 @@ s32 Collider_DestroyElementDamageInfoAT(PlayState* play, ColliderElementDamageIn
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s32 Collider_SetElementDamageInfoAT(PlayState* play, ColliderElementDamageInfoAT* dest,
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ColliderElementDamageInfoAT* src) {
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dest->dmgFlags = src->dmgFlags;
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dest->effect = src->effect;
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dest->hitSpecialEffect = src->hitSpecialEffect;
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dest->damage = src->damage;
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return true;
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}
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@ -1735,7 +1735,7 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* atCol, ColliderElement*
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acElem->acHitElem = atElem;
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acElem->acElemFlags |= ACELEM_HIT;
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if (acCol->actor != NULL) {
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acCol->actor->colChkInfo.acHitEffect = atElem->atDmgInfo.effect;
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acCol->actor->colChkInfo.acHitSpecialEffect = atElem->atDmgInfo.hitSpecialEffect;
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}
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acElem->acDmgInfo.hitPos.x = hitPos->x;
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acElem->acDmgInfo.hitPos.y = hitPos->y;
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@ -3016,7 +3016,7 @@ void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
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info->damage = 0;
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info->damageReaction = 0;
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info->atHitBacklash = HIT_BACKLASH_0;
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info->acHitEffect = 0;
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info->acHitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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info->displacement.x = info->displacement.y = info->displacement.z = 0.0f;
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}
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@ -26,7 +26,7 @@
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#include "assets/textures/parameter_static/parameter_static.h"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:16" \
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:16" \
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"ntsc-1.1:16 ntsc-1.2:16 pal-1.0:0 pal-1.1:0"
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#if !PLATFORM_IQUE
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@ -29,7 +29,8 @@
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#include "assets/textures/do_action_static/do_action_static.h"
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#include "assets/textures/icon_item_static/icon_item_static.h"
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#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
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#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128 ntsc-1.0:128 ntsc-1.1:128" \
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"ntsc-1.2:128"
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typedef struct RestrictionFlags {
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/* 0x00 */ u8 sceneId;
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@ -31,7 +31,7 @@
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#include "assets/objects/object_geff/object_geff.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:128" \
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:128" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#define FLAGS \
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@ -39,7 +39,7 @@
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#include "assets/objects/object_mo/object_mo.h"
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"pal-1.0:128 pal-1.1:128"
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
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@ -492,7 +492,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
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if (this->actor.params == TW_FIRE_BLAST || this->actor.params == TW_FIRE_BLAST_GROUND) {
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this->actionFunc = BossTw_BlastFire;
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this->collider.elem.atDmgInfo.effect = 1;
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this->collider.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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} else if (this->actor.params == TW_ICE_BLAST || this->actor.params == TW_ICE_BLAST_GROUND) {
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this->actionFunc = BossTw_BlastIce;
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} else if (this->actor.params >= TW_DEATHBALL_KOTAKE) {
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@ -369,7 +369,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
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thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
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thisx->colChkInfo.damageTable = &sDamageTableRed;
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this->flameEnvColor.r = 255;
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this->collider.elements[0].base.atDmgInfo.effect = 1;
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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EnBb_SetupRed(play, this);
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break;
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case ENBB_WHITE:
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@ -110,7 +110,7 @@ u32 func_809CBCBC(EnBubble* this) {
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ColliderElement* elem = &this->colliderJntSph.elements[0].base;
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elem->atDmgInfo.dmgFlags = DMG_EXPLOSIVE;
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elem->atDmgInfo.effect = 0;
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elem->atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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elem->atDmgInfo.damage = 4;
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elem->atElemFlags = ATELEM_ON;
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this->actor.velocity.y = 0.0f;
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@ -786,7 +786,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
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func_8002836C(play, &thisx->world.pos, &velocity, &accel, &sp50, &sp4C, 0x3C, 0, 0x14);
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}
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if (this->unk_248 <= 0.4f) {
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this->collider1.elem.atDmgInfo.effect = 0;
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this->collider1.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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if (((play->gameplayFrames & 1) == 0) && (this->unk_220 < 5) && (this->unk_23C == 0)) {
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accel.y = -0.1f;
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velocity.x = Rand_CenteredFloat(4.0f);
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@ -806,7 +806,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
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20.0f - (this->unk_248 * 40.0f));
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}
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} else {
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this->collider1.elem.atDmgInfo.effect = 1;
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this->collider1.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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}
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this->unk_234 = Actor_TestFloorInDirection(thisx, play, 50.0f, thisx->world.rot.y);
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@ -134,7 +134,7 @@ static InitChainEntry sInitChain[] = {
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void EnFirefly_Extinguish(EnFirefly* this) {
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this->actor.params += 2;
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this->collider.elements[0].base.atDmgInfo.effect = 0; // None
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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this->auraType = KEESE_AURA_NONE;
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this->onFire = false;
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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@ -146,7 +146,7 @@ void EnFirefly_Ignite(EnFirefly* this) {
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} else {
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this->actor.params -= 2;
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}
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this->collider.elements[0].base.atDmgInfo.effect = 1; // Fire
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_1;
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this->auraType = KEESE_AURA_FIRE;
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this->onFire = true;
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this->actor.naviEnemyId = NAVI_ENEMY_FIRE_KEESE;
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@ -190,10 +190,10 @@ void EnFirefly_Init(Actor* thisx, PlayState* play) {
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}
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if (this->actor.params == KEESE_ICE_FLY) {
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this->collider.elements[0].base.atDmgInfo.effect = 2; // Ice
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_2;
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this->actor.naviEnemyId = NAVI_ENEMY_ICE_KEESE;
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} else {
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this->collider.elements[0].base.atDmgInfo.effect = 0; // Nothing
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this->collider.elements[0].base.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_0;
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this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
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}
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@ -151,7 +151,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ リーバぼす登場 ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Reeba boss appears ☆☆☆☆☆ %f\n") VT_RST,
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this->scale);
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this->actor.colChkInfo.health = 20;
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this->collider.elem.atDmgInfo.effect = 4;
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this->collider.elem.atDmgInfo.hitSpecialEffect = HIT_SPECIAL_EFFECT_4;
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this->collider.elem.atDmgInfo.damage = 16;
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Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
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}
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@ -25,6 +25,8 @@
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#include "assets/objects/object_torch2/object_torch2.h"
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#pragma increment_block_number "ique-cn:128"
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
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ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@ -37,8 +37,8 @@
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#include "cic6105.h"
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#endif
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:128" \
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"ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
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@ -4798,7 +4798,7 @@ void func_8083821C(Player* this) {
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}
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void func_80838280(Player* this) {
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if (this->actor.colChkInfo.acHitEffect == 1) {
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if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_1) {
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func_8083821C(this);
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}
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Player_PlayVoiceSfx(this, NA_SE_VO_LI_FALL_L);
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@ -4915,7 +4915,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
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}
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}
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if (sp64 && (this->shieldQuad.elem.acHitElem->atDmgInfo.effect == 1)) {
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if (sp64 && (this->shieldQuad.elem.acHitElem->atDmgInfo.hitSpecialEffect == HIT_SPECIAL_EFFECT_1)) {
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func_8083819C(this, play);
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}
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@ -4938,11 +4938,11 @@ s32 func_808382DC(Player* this, PlayState* play) {
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if (this->stateFlags1 & PLAYER_STATE1_27) {
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sp4C = PLAYER_HIT_RESPONSE_NONE;
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} else if (this->actor.colChkInfo.acHitEffect == 2) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_2) {
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sp4C = PLAYER_HIT_RESPONSE_ICE_TRAP;
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} else if (this->actor.colChkInfo.acHitEffect == 3) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_3) {
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sp4C = PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK;
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} else if (this->actor.colChkInfo.acHitEffect == 4) {
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} else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_4) {
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sp4C = PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE;
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} else {
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func_80838280(this);
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