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Document Player Knockback related functions (#1601)
* document knockback related functions * rotation -> yRot * implement some changes * Renames and comments * mq bss * format * Intangibility and Invulnerability * bss * .bss * add #pragma increment_block_number to z_en_item00.c * .bss
This commit is contained in:
parent
0f725405d1
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62 changed files with 298 additions and 187 deletions
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@ -838,11 +838,11 @@ void Actor_SetClosestSecretDistance(Actor* actor, struct PlayState* play);
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s32 Actor_IsMounted(struct PlayState* play, Actor* horse);
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u32 Actor_SetRideActor(struct PlayState* play, Actor* horse, s32 mountSide);
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s32 Actor_NotMounted(struct PlayState* play, Actor* horse);
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void func_8002F698(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void func_8002F6D4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F71C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_8002F758(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_8002F7A0(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void Actor_SetPlayerKnockback(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage);
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void Actor_SetPlayerKnockbackLarge(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage);
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void Actor_SetPlayerKnockbackLargeNoDamage(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity);
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void Actor_SetPlayerKnockbackSmall(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage);
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void Actor_SetPlayerKnockbackSmallNoDamage(struct PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity);
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void Player_PlaySfx(struct Player* player, u16 sfxId);
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void Actor_PlaySfx(Actor* actor, u16 sfxId);
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void Actor_PlaySfx_SurfaceBomb(struct PlayState* play, Actor* actor);
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@ -604,6 +604,21 @@ typedef enum PlayerStickDirection {
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/* 3 */ PLAYER_STICK_DIR_RIGHT
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} PlayerStickDirection;
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typedef enum {
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/* 0 */ PLAYER_KNOCKBACK_NONE, // No knockback
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/* 1 */ PLAYER_KNOCKBACK_SMALL, // A small hop, remains standing up
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/* 2 */ PLAYER_KNOCKBACK_LARGE, // Sent flying in the air and lands laying down on the floor
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/* 3 */ PLAYER_KNOCKBACK_LARGE_SHOCK // Same as`PLAYER_KNOCKBACK_LARGE` with a shock effect
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} PlayerKnockbackType;
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typedef enum {
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/* 0 */ PLAYER_HIT_RESPONSE_NONE,
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/* 1 */ PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE,
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/* 2 */ PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL,
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/* 3 */ PLAYER_HIT_RESPONSE_ICE_TRAP,
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/* 4 */ PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK
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} PlayerDamageResponseType;
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typedef struct PlayerAgeProperties {
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/* 0x00 */ f32 ceilingCheckHeight;
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/* 0x04 */ f32 unk_04;
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@ -875,7 +890,7 @@ typedef struct Player {
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/* 0x088C */ u8 ledgeClimbType;
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/* 0x088D */ u8 ledgeClimbDelayTimer;
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/* 0x088E */ u8 unk_88E;
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/* 0x088F */ u8 unk_88F;
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/* 0x088F */ u8 damageFlickerAnimCounter; // Used to flicker Link after taking damage
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/* 0x0890 */ u8 unk_890;
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/* 0x0891 */ u8 bodyShockTimer;
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/* 0x0892 */ u8 unk_892;
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@ -886,11 +901,11 @@ typedef struct Player {
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/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
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/* 0x089C */ s16 unk_89C;
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/* 0x089E */ u16 floorSfxOffset;
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/* 0x08A0 */ u8 unk_8A0;
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/* 0x08A1 */ u8 unk_8A1;
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/* 0x08A2 */ s16 unk_8A2;
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/* 0x08A4 */ f32 unk_8A4;
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/* 0x08A8 */ f32 unk_8A8;
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/* 0x08A0 */ u8 knockbackDamage;
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/* 0x08A1 */ u8 knockbackType;
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/* 0x08A2 */ s16 knockbackRot;
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/* 0x08A4 */ f32 knockbackSpeed;
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/* 0x08A8 */ f32 knockbackYVelocity;
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/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
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/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
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/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
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@ -901,7 +916,7 @@ typedef struct Player {
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/* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
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/* 0x0A73 */ u8 unk_A73;
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/* 0x0A74 */ AfterPutAwayFunc afterPutAwayFunc; // See `Player_SetupWaitForPutAway` and `Player_Action_WaitForPutAway`
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/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
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/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero. Positive values are intangibility, negative are invulnerability
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/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
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/* 0x0A7A */ u8 floorProperty;
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/* 0x0A7B */ u8 prevFloorType;
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@ -27,7 +27,7 @@
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#endif
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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-1.2:108"
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"ntsc-1.2:102"
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StackEntry sDmaMgrStackInfo;
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OSMesgQueue sDmaMgrMsgQueue;
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@ -42,8 +42,8 @@
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*/
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#if PLATFORM_GC
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#pragma increment_block_number "gc-eu:208 gc-eu-mq:208 gc-eu-mq-dbg:192 gc-jp:208 gc-jp-ce:208 gc-jp-mq:208 gc-us:208" \
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"gc-us-mq:208"
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-eu-mq-dbg:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192" \
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"gc-us-mq:192"
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#include "global.h"
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#include "alloca.h"
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@ -23,7 +23,7 @@ extern struct IrqMgr gIrqMgr;
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#endif
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ntsc-1.2:166"
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"ntsc-1.2:160"
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extern u8 _buffersSegmentEnd[];
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@ -1901,30 +1901,79 @@ s32 Actor_NotMounted(PlayState* play, Actor* horse) {
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}
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}
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void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
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/**
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* Sets the player's knockback properties
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*
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* @param play
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* @param actor source actor applying knockback damage
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* @param speed
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* @param rot the direction the player will be pushed
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* @param yVelocity
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* @param type PlayerKnockbackType
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* @param damage additional amount of damage to deal to the player
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*/
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void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage) {
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Player* player = GET_PLAYER(play);
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player->unk_8A0 = arg6;
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player->unk_8A1 = arg5;
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player->unk_8A4 = arg2;
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player->unk_8A2 = arg3;
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player->unk_8A8 = arg4;
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player->knockbackDamage = damage;
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player->knockbackType = type;
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player->knockbackSpeed = speed;
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player->knockbackRot = rot;
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player->knockbackYVelocity = yVelocity;
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}
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void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
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func_8002F698(play, actor, arg2, arg3, arg4, 2, arg5);
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/**
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* Knocks the player to the ground
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*
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* @param play
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* @param actor source actor applying knockback damage
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* @param speed
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* @param rot the direction the player will be pushed
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* @param yVelocity
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* @param damage additional amount of damage to deal to the player
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*/
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void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) {
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Actor_SetPlayerKnockback(play, actor, speed, rot, yVelocity, PLAYER_KNOCKBACK_LARGE, damage);
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}
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void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
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func_8002F6D4(play, actor, arg2, arg3, arg4, 0);
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/**
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* Knocks the player to the ground, without applying additional damage
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*
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* @param play
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* @param actor source actor applying knockback damage
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* @param speed
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* @param rot the direction the player will be pushed
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* @param yVelocity
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*/
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void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) {
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Actor_SetPlayerKnockbackLarge(play, actor, speed, rot, yVelocity, 0);
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}
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void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
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func_8002F698(play, actor, arg2, arg3, arg4, 1, arg5);
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/**
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* Knocks the player back while keeping them on their feet
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*
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* @param play
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* @param actor
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* @param speed overridden
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* @param rot the direction the player will be pushed
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* @param yVelocity overridden
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* @param damage additional amount of damage to deal to the player
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*/
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void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) {
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Actor_SetPlayerKnockback(play, actor, speed, rot, yVelocity, PLAYER_KNOCKBACK_SMALL, damage);
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}
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void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
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func_8002F758(play, actor, arg2, arg3, arg4, 0);
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/**
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* Knocks the player back while keeping them on their feet, without applying additional damage
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*
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* @param play
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* @param actor
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* @param speed overridden
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* @param rot the direction the player will be pushed
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* @param yVelocity overridden
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*/
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void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) {
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Actor_SetPlayerKnockbackSmall(play, actor, speed, rot, yVelocity, 0);
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}
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/**
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "terminal.h"
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#pragma increment_block_number "ntsc-1.2:152"
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#pragma increment_block_number "ntsc-1.2:148"
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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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@ -3638,7 +3638,7 @@ 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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"ntsc-1.2:110"
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"ntsc-1.2:104"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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@ -5,7 +5,7 @@
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#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.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-1.2:224"
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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-1.2:216"
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typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
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typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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@ -3,7 +3,7 @@
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#include "versions.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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"ntsc-1.2:224"
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"ntsc-1.2:192"
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ALIGNED(16) SaveContext gSaveContext;
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u32 D_8015FA88;
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@ -124,7 +124,7 @@ u16 gCamAtSplinePointsAppliedFrame;
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u16 gCamEyePointAppliedFrame;
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u16 gCamAtPointAppliedFrame;
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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#pragma increment_block_number "gc-eu:192 gc-eu-mq:176 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
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"ntsc-1.2:96"
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// Cam ID to return to when a scripted cutscene is finished
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@ -3,6 +3,9 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
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#pragma increment_block_number \
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"gc-eu:0 gc-eu-mq:0 gc-eu-mq-dbg:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
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#define FLAGS 0
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void EnItem00_Init(Actor* thisx, PlayState* play);
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@ -7,8 +7,7 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_field_keep/gameplay_field_keep.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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"ntsc-1.2:0"
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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-1.2:0"
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typedef enum LightningBoltState {
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/* 0x00 */ LIGHTNING_BOLT_START,
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s16 sSunDepthTestX;
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s16 sSunDepthTestY;
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#pragma increment_block_number "gc-eu:112 gc-eu-mq:112 gc-jp:96 gc-jp-ce:96 gc-jp-mq:96 gc-us:96 gc-us-mq:96" \
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#pragma increment_block_number "gc-eu:240 gc-eu-mq:240 gc-jp:216 gc-jp-ce:216 gc-jp-mq:216 gc-us:216 gc-us-mq:216" \
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"ntsc-1.2:224"
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LightNode* sNGameOverLightNode;
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// Colliding with flame circle
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if (this->flamesCollider.base.atFlags & AT_HIT) {
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this->flamesCollider.base.atFlags &= ~AT_HIT;
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func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
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Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
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}
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// Colliding with collider inside the pot
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if (this->potCollider.base.acFlags & AC_HIT) {
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@ -212,7 +212,7 @@ void BgHidanCurtain_Update(Actor* thisx, PlayState* play2) {
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} else {
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f);
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Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f);
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}
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if ((this->type == 4) || (this->type == 5)) {
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this->actor.world.pos.y = (2.0f * this->actor.home.pos.y) - hcParams->riseDist - this->actor.world.pos.y;
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@ -132,7 +132,7 @@ void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play) {
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phi_a3 = this->actor.shape.rot.y + 0x8000;
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}
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func_8002F71C(play, &this->actor, 5.0f, phi_a3, 1.0f);
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Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, phi_a3, 1.0f);
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}
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void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play) {
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@ -222,7 +222,7 @@ void BgHidanFwbig_Update(Actor* thisx, PlayState* play) {
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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func_8002F71C(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
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Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
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if (this->direction != 0) {
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this->actionFunc = BgHidanFwbig_Lower;
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}
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@ -259,7 +259,7 @@ void func_8088D750(BgHidanSekizou* this, PlayState* play) {
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phi_a3 = -0x4000;
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}
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}
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func_8002F71C(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f);
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Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f);
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}
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void BgHidanSekizou_Update(Actor* thisx, PlayState* play2) {
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@ -152,7 +152,7 @@ void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, PlayState* play) {
|
|||
thisx->world.rot.y += 0x8000;
|
||||
}
|
||||
|
||||
func_8002F6D4(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
|
||||
this->yOffsetSpeed = 10.0f;
|
||||
|
|
|
@ -97,13 +97,13 @@ void func_8089B4C8(BgJyaZurerukabe* this, PlayState* play) {
|
|||
case 3:
|
||||
case 5:
|
||||
if (fabsf(D_8089B9C0[D_8089BA30[i]]) > 1.0f) {
|
||||
func_8002F6D4(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(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) {
|
||||
func_8002F6D4(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -137,7 +137,7 @@ void BgYdanMaruta_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
void func_808BEFF4(BgYdanMaruta* this, PlayState* play) {
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
func_8002F71C(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
|
|
|
@ -1485,7 +1485,7 @@ 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;
|
||||
func_8002F6D4(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
|
||||
Actor_SetPlayerKnockbackLarge(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
|
||||
if (!player->bodyIsBurning) {
|
||||
s16 i2;
|
||||
|
||||
|
|
|
@ -295,7 +295,7 @@ 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)) {
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
|
||||
Actor_SetPlayerKnockbackLarge(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])) {
|
||||
|
|
|
@ -3981,7 +3981,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
|||
} else {
|
||||
if (sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f) {
|
||||
spBA = 5;
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30);
|
||||
Actor_SetPlayerKnockbackLarge(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;
|
||||
|
||||
|
@ -4453,7 +4453,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
|||
this->actor.speed = 0.0f;
|
||||
|
||||
if (dorf->timers[2] == 0) {
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50);
|
||||
Actor_SetPlayerKnockbackLarge(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;
|
||||
|
||||
|
@ -4775,7 +4775,8 @@ void BossGanon_UpdateEffects(PlayState* play) {
|
|||
|
||||
if (((eff->scale * 150.0f) < distToPlayer) && (distToPlayer < (eff->scale * 300.0f))) {
|
||||
eff->timer = 150;
|
||||
func_8002F6D4(play, &sGanondorf->actor, 7.0f, sGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20);
|
||||
Actor_SetPlayerKnockbackLarge(play, &sGanondorf->actor, 7.0f,
|
||||
sGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1859,7 +1859,8 @@ void func_80902348(BossGanon2* this, PlayState* play) {
|
|||
phi_v0_2 = 0;
|
||||
}
|
||||
|
||||
func_8002F6D4(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f,
|
||||
0);
|
||||
sZelda->unk_3C8 = 8;
|
||||
this->unk_316 = 10;
|
||||
break;
|
||||
|
@ -1880,7 +1881,7 @@ void func_80902348(BossGanon2* this, PlayState* play) {
|
|||
}
|
||||
|
||||
player->bodyIsBurning = true;
|
||||
func_8002F6D4(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
|
||||
sZelda->unk_3C8 = 8;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -825,7 +825,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
player->actor.parent = NULL;
|
||||
player->csAction = PLAYER_CSACTION_NONE;
|
||||
if (this->timers[0] == 0) {
|
||||
func_8002F6D4(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, 10.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000,
|
||||
10.0f, 0);
|
||||
}
|
||||
}
|
||||
this->timers[0] = 75;
|
||||
|
|
|
@ -769,7 +769,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
@ -1524,7 +1524,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
|
||||
|
@ -1584,7 +1584,8 @@ void BossSst_HandSweep(BossSst* this, PlayState* play) {
|
|||
|
||||
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
this->ready = true;
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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) {
|
||||
|
@ -1643,7 +1644,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
BossSst_HandSetupRetreat(this);
|
||||
}
|
||||
|
||||
|
@ -1961,7 +1962,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
|
||||
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
|
||||
|
@ -2083,7 +2084,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
|
||||
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
@ -2433,7 +2434,7 @@ 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) {
|
||||
func_8002F71C(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -804,7 +804,7 @@ 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));
|
||||
func_8002F6D4(play, &this->actor, 3.0f, this->actor.shape.rot.y, 0.0f, 0x20);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.shape.rot.y, 0.0f, 0x20);
|
||||
|
||||
if (this->actor.params == TW_KOTAKE) {
|
||||
if (sFreezeState == 0) {
|
||||
|
|
|
@ -1071,7 +1071,7 @@ void BossVa_BodyPhase1(BossVa* this, PlayState* play) {
|
|||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
this->colliderBody.base.atFlags &= ~AT_HIT;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1161,7 +1161,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
|
|||
|
||||
sPhase2Timer = (sPhase2Timer + 0x18) & 0xFFF0;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
}
|
||||
}
|
||||
|
@ -1237,7 +1237,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) {
|
|||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
this->colliderBody.base.atFlags &= ~AT_HIT;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
}
|
||||
|
@ -1358,7 +1358,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
this->colliderBody.base.atFlags &= ~AT_HIT;
|
||||
if (this->colliderBody.base.at == &player->actor) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
}
|
||||
|
@ -2545,7 +2545,8 @@ void BossVa_BariPhase3Attack(BossVa* this, PlayState* play) {
|
|||
this->vaBariUnused.y += this->vaBariUnused.z;
|
||||
if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderSph.base.atFlags & AT_HIT)) {
|
||||
if ((this->colliderLightning.base.at == &player->actor) || (this->colliderSph.base.at == &player->actor)) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer,
|
||||
8.0f);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
this->colliderSph.base.at = NULL;
|
||||
this->colliderLightning.base.at = NULL;
|
||||
|
@ -2640,7 +2641,8 @@ void BossVa_BariPhase2Attack(BossVa* this, PlayState* play) {
|
|||
|
||||
if ((this->colliderLightning.base.atFlags & AT_HIT) || (this->colliderSph.base.atFlags & AT_HIT)) {
|
||||
if ((this->colliderLightning.base.at == &player->actor) || (this->colliderSph.base.at == &player->actor)) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, GET_BODY(this)->actor.yawTowardsPlayer,
|
||||
8.0f);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
this->colliderSph.base.at = NULL;
|
||||
this->colliderLightning.base.at = NULL;
|
||||
|
|
|
@ -188,7 +188,7 @@ 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)) {
|
||||
func_8002F71C(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
|
@ -246,7 +246,7 @@ void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play) {
|
|||
DemoKekkai* this = (DemoKekkai*)thisx;
|
||||
|
||||
if (this->collider1.base.atFlags & AT_HIT) {
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
|
|
|
@ -353,7 +353,7 @@ 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;
|
||||
func_8002F6D4(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f, 16);
|
||||
Actor_SetPlayerKnockbackLarge(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);
|
||||
}
|
||||
|
|
|
@ -360,7 +360,7 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
|
|||
cucco = (EnNiw*)this->actor.parent;
|
||||
if ((this->actor.parent->update != NULL) && (this->actor.parent != NULL) && (cucco != NULL) &&
|
||||
(cucco->timer9 == 0) && (player->invincibilityTimer == 0)) {
|
||||
func_8002F6D4(play, &this->actor, 2.0f, this->actor.world.rot.y, 0.0f, 0x10);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.world.rot.y, 0.0f, 0x10);
|
||||
cucco->timer9 = 0x46;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -311,7 +311,7 @@ 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) {
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -171,7 +171,7 @@ void func_809BC598(EnBdfire* this, PlayState* play) {
|
|||
player->bodyFlameTimers[i] = Rand_S16Offset(0, 200);
|
||||
}
|
||||
player->bodyIsBurning = true;
|
||||
func_8002F6D4(play, &this->actor, 20.0f, this->actor.world.rot.y, 0.0f, 8);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 20.0f, this->actor.world.rot.y, 0.0f, 8);
|
||||
PRINTF("POWER\n");
|
||||
}
|
||||
}
|
||||
|
|
|
@ -731,7 +731,7 @@ void func_809BE798(EnBigokuta* this, PlayState* play) {
|
|||
} else {
|
||||
effectRot = -0x6000;
|
||||
}
|
||||
func_8002F71C(play, &this->actor, 10.0f, this->actor.world.rot.y + effectRot, 5.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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;
|
||||
|
|
|
@ -151,7 +151,8 @@ void EnBrob_Idle(EnBrob* this, PlayState* play) {
|
|||
}
|
||||
if (this->timer == 0) {
|
||||
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
|
||||
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
|
@ -277,7 +278,8 @@ 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)) {
|
||||
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer,
|
||||
1.0f);
|
||||
} else if (this->actionFunc != EnBrob_MoveUp) {
|
||||
EnBrob_SetupShock(this);
|
||||
}
|
||||
|
|
|
@ -115,7 +115,7 @@ void EnBubble_DamagePlayer(EnBubble* this, PlayState* play) {
|
|||
s32 damage = -this->colliderSphere.elements[0].base.atDmgInfo.damage;
|
||||
|
||||
play->damagePlayer(play, damage);
|
||||
func_8002F7A0(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackSmallNoDamage(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
}
|
||||
|
||||
s32 EnBubble_Explosion(EnBubble* this, PlayState* play) {
|
||||
|
|
|
@ -146,14 +146,14 @@ void EnBx_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
if ((&player->actor != this->collider.base.at) && (&player->actor != this->collider.base.ac) &&
|
||||
(&player->actor != this->colliderQuad.base.at) && (player->invincibilityTimer <= 0)) {
|
||||
if (player->invincibilityTimer < -39) {
|
||||
if (player->invincibilityTimer <= -40) {
|
||||
player->invincibilityTimer = 0;
|
||||
} else {
|
||||
player->invincibilityTimer = 0;
|
||||
play->damagePlayer(play, -4);
|
||||
}
|
||||
}
|
||||
func_8002F71C(play, &this->actor, 6.0f, tmp32, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, tmp32, 6.0f);
|
||||
player->invincibilityTimer = tmp33;
|
||||
}
|
||||
|
||||
|
|
|
@ -330,7 +330,7 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
|
|||
this->actionState++;
|
||||
} else if (this->collider2.base.atFlags & AT_HIT) {
|
||||
this->collider2.base.atFlags &= ~AT_HIT;
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
|
|
|
@ -338,7 +338,7 @@ void EnExRuppy_WaitToBlowUp(EnExRuppy* this, PlayState* play) {
|
|||
explosionScaleStep = 6;
|
||||
}
|
||||
EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &velocity, &accel, explosionScale, explosionScaleStep);
|
||||
func_8002F71C(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
|
|
@ -303,7 +303,8 @@ s32 EnFd_ColliderCheck(EnFd* this, PlayState* play) {
|
|||
}
|
||||
this->attackTimer = 30;
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
func_8002F71C(play, &this->actor, this->actor.speed + 2.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, this->actor.speed + 2.0f,
|
||||
this->actor.yawTowardsPlayer, 6.0f);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -525,7 +526,7 @@ void EnFd_SpinAndSpawnFire(EnFd* this, PlayState* play) {
|
|||
f32 tgtSpeed;
|
||||
f32 rotSpeed;
|
||||
|
||||
if ((this->spinTimer < 31) && (this->invincibilityTimer == 0)) {
|
||||
if ((this->spinTimer <= 30) && (this->invincibilityTimer == 0)) {
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLAME_FIRE_ATTACK - SFX_FLAG);
|
||||
} else {
|
||||
Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_FLAME_ROLL - SFX_FLAG);
|
||||
|
|
|
@ -535,7 +535,8 @@ 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);
|
||||
}
|
||||
func_8002F698(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 3, 0x10);
|
||||
Actor_SetPlayerKnockback(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f,
|
||||
PLAYER_KNOCKBACK_LARGE_SHOCK, 0x10);
|
||||
}
|
||||
break;
|
||||
case FHGFIRE_LIGHT_BLUE:
|
||||
|
|
|
@ -367,7 +367,7 @@ 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)) {
|
||||
func_8002F758(play, thisx, 2.0f, -player->actor.world.rot.y, 3.0f, 4);
|
||||
Actor_SetPlayerKnockbackSmall(play, thisx, 2.0f, -player->actor.world.rot.y, 3.0f, 4);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -923,7 +923,7 @@ 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) {
|
||||
func_8002F71C(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
|
|
|
@ -714,7 +714,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
this->unk_20E = 0x10;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -900,7 +900,7 @@ s32 func_80A44AB0(EnGo2* this, PlayState* play) {
|
|||
arg2 = this->actionFunc == EnGo2_ContinueRolling ? 1.5f : this->actor.speed * 1.5f;
|
||||
|
||||
play->damagePlayer(play, -4);
|
||||
func_8002F71C(play, &this->actor, arg2, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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;
|
||||
}
|
||||
|
|
|
@ -609,7 +609,7 @@ void EnGoroiwa_Roll(EnGoroiwa* this, PlayState* play) {
|
|||
EnGoroiwa_FaceNextWaypoint(this, play);
|
||||
}
|
||||
}
|
||||
func_8002F6D4(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 0);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 0);
|
||||
PRINTF(VT_FGCOL(CYAN));
|
||||
PRINTF("Player ぶっ飛ばし\n"); // "Player knocked down"
|
||||
PRINTF(VT_RST);
|
||||
|
@ -695,7 +695,7 @@ 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;
|
||||
func_8002F6D4(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 4);
|
||||
Actor_SetPlayerKnockbackLarge(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;
|
||||
|
@ -720,7 +720,7 @@ 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;
|
||||
func_8002F6D4(play, &this->actor, 2.0f, this->actor.yawTowardsPlayer, 0.0f, 4);
|
||||
Actor_SetPlayerKnockbackLarge(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;
|
||||
|
|
|
@ -319,7 +319,7 @@ 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)) {
|
||||
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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);
|
||||
|
|
|
@ -820,7 +820,7 @@ void EnIk_UpdateEnemy(Actor* thisx, PlayState* play) {
|
|||
prevInvincibilityTimer = player->invincibilityTimer;
|
||||
|
||||
if (player->invincibilityTimer <= 0) {
|
||||
if (player->invincibilityTimer < -39) {
|
||||
if (player->invincibilityTimer <= -40) {
|
||||
player->invincibilityTimer = 0;
|
||||
} else {
|
||||
player->invincibilityTimer = 0;
|
||||
|
@ -829,7 +829,7 @@ void EnIk_UpdateEnemy(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
func_8002F71C(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
|
||||
player->invincibilityTimer = prevInvincibilityTimer;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -606,7 +606,7 @@ void EnMb_Stunned(EnMb* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_7;
|
||||
player->actor.parent = NULL;
|
||||
player->av2.actionVar2 = 200;
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
this->attack = ENMB_ATTACK_NONE;
|
||||
}
|
||||
|
||||
|
@ -723,7 +723,7 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_7;
|
||||
player->actor.parent = NULL;
|
||||
player->av2.actionVar2 = 200;
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
|
@ -840,8 +840,9 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
func_8002F71C(play, &this->actor, (650.0f - this->actor.xzDistToPlayer) * 0.04f + 4.0f,
|
||||
this->actor.world.rot.y, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor,
|
||||
(650.0f - this->actor.xzDistToPlayer) * 0.04f + 4.0f,
|
||||
this->actor.world.rot.y, 8.0f);
|
||||
|
||||
player->invincibilityTimer = prevPlayerInvincibilityTimer;
|
||||
}
|
||||
|
@ -911,7 +912,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
|
|||
if (this->attackCollider.base.at == &player->actor) {
|
||||
if (!endCharge && !(player->stateFlags2 & PLAYER_STATE2_7)) {
|
||||
if (player->invincibilityTimer < 0) {
|
||||
if (player->invincibilityTimer < -39) {
|
||||
if (player->invincibilityTimer <= -40) {
|
||||
player->invincibilityTimer = 0;
|
||||
} else {
|
||||
player->invincibilityTimer = 0;
|
||||
|
@ -956,7 +957,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_7;
|
||||
player->actor.parent = NULL;
|
||||
player->av2.actionVar2 = 200;
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -1033,7 +1034,7 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_7;
|
||||
player->actor.parent = NULL;
|
||||
player->av2.actionVar2 = 200;
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
}
|
||||
#endif
|
||||
this->attack = ENMB_ATTACK_NONE;
|
||||
|
@ -1316,7 +1317,7 @@ void EnMb_SpearDead(EnMb* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_7;
|
||||
player->actor.parent = NULL;
|
||||
player->av2.actionVar2 = 200;
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
|
||||
this->attack = ENMB_ATTACK_NONE;
|
||||
}
|
||||
|
||||
|
@ -1399,7 +1400,7 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) {
|
|||
player->stateFlags2 &= ~PLAYER_STATE2_7;
|
||||
player->actor.parent = NULL;
|
||||
player->av2.actionVar2 = 200;
|
||||
func_8002F71C(play, &this->actor, 6.0f, this->actor.world.rot.y, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 6.0f, this->actor.world.rot.y, 6.0f);
|
||||
}
|
||||
this->damageEffect = this->actor.colChkInfo.damageEffect;
|
||||
this->attack = ENMB_ATTACK_NONE;
|
||||
|
|
|
@ -462,7 +462,7 @@ void func_80AAE294(EnMm* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
|
||||
func_8002F71C(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 4.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 4.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1056,7 +1056,7 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
|
|||
dist = 20.0f;
|
||||
|
||||
if (this->unk_2A8 != 0 && thisx->xyzDistToPlayerSq < SQ(dist) && player->invincibilityTimer == 0) {
|
||||
func_8002F6D4(play, &this->actor, 2.0f, thisx->world.rot.y, 0.0f, 0x10);
|
||||
Actor_SetPlayerKnockbackLarge(play, &this->actor, 2.0f, thisx->world.rot.y, 0.0f, 0x10);
|
||||
}
|
||||
|
||||
func_80AB747C(this, play);
|
||||
|
|
|
@ -196,8 +196,9 @@ void func_80ACE5C8(EnPart* this, PlayState* play) {
|
|||
play->damagePlayer(play, -8);
|
||||
}
|
||||
}
|
||||
func_8002F71C(play, this->actor.parent, (650.0f - this->actor.parent->xzDistToPlayer) * 0.04f + 4.0f,
|
||||
this->actor.parent->world.rot.y, 8.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(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;
|
||||
}
|
||||
|
|
|
@ -324,7 +324,7 @@ 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);
|
||||
func_8002F6D4(play, &this->actor, 4.0f, this->actor.shape.rot.y, 12.0f, 8);
|
||||
Actor_SetPlayerKnockbackLarge(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);
|
||||
|
|
|
@ -471,7 +471,7 @@ 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);
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
this->hitCount--;
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -404,7 +404,7 @@ s32 EnSt_CheckHitPlayer(EnSt* this, PlayState* play) {
|
|||
this->gaveDamageSpinTimer = 30;
|
||||
play->damagePlayer(play, -8);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
|
||||
func_8002F71C(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -581,11 +581,11 @@ 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->unk_8A1 = 2;
|
||||
this->unk_8A4 = 6.0f;
|
||||
this->unk_8A8 = 6.0f;
|
||||
this->unk_8A0 = this->actor.colChkInfo.damage;
|
||||
this->unk_8A2 = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->knockbackType = PLAYER_KNOCKBACK_LARGE;
|
||||
this->knockbackSpeed = 6.0f;
|
||||
this->knockbackYVelocity = 6.0f;
|
||||
this->knockbackDamage = this->actor.colChkInfo.damage;
|
||||
this->knockbackRot = this->actor.yawTowardsPlayer + 0x8000;
|
||||
sDeathFlag++;
|
||||
sActionState = ENTORCH2_DEATH;
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
|
@ -601,11 +601,11 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
} else {
|
||||
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
|
||||
this->unk_8A0 = this->actor.colChkInfo.damage;
|
||||
this->unk_8A1 = 1;
|
||||
this->unk_8A8 = 6.0f;
|
||||
this->unk_8A4 = 8.0f;
|
||||
this->unk_8A2 = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->knockbackDamage = this->actor.colChkInfo.damage;
|
||||
this->knockbackType = PLAYER_KNOCKBACK_SMALL;
|
||||
this->knockbackYVelocity = 6.0f;
|
||||
this->knockbackSpeed = 8.0f;
|
||||
this->knockbackRot = this->actor.yawTowardsPlayer + 0x8000;
|
||||
Actor_SetDropFlag(&this->actor, &this->cylinder.elem, true);
|
||||
this->stateFlags3 &= ~PLAYER_STATE3_2;
|
||||
this->stateFlags3 |= PLAYER_STATE3_0;
|
||||
|
@ -618,7 +618,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
}
|
||||
this->actor.colChkInfo.damage = 0;
|
||||
this->unk_8A0 = 0;
|
||||
this->knockbackDamage = PLAYER_KNOCKBACK_NONE;
|
||||
}
|
||||
|
||||
// Handles being frozen by a deku nut
|
||||
|
|
|
@ -175,7 +175,7 @@ void EnTrap_Update(Actor* thisx, PlayState* play) {
|
|||
angleToKnockPlayer = thisx->yawTowardsPlayer;
|
||||
}
|
||||
play->damagePlayer(play, -4);
|
||||
func_8002F7A0(play, thisx, 6.0f, angleToKnockPlayer, 6.0f);
|
||||
Actor_SetPlayerKnockbackSmallNoDamage(play, thisx, 6.0f, angleToKnockPlayer, 6.0f);
|
||||
this->playerDmgTimer = 15;
|
||||
}
|
||||
if (thisx->params & SPIKETRAP_MODE_LINEAR) {
|
||||
|
|
|
@ -1395,8 +1395,7 @@ void func_80B3F3D8(void) {
|
|||
Sfx_PlaySfxCentered2(NA_SE_PL_SKIP);
|
||||
}
|
||||
|
||||
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64" \
|
||||
"ntsc-1.2:128"
|
||||
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64 ntsc-1.2:64"
|
||||
|
||||
void EnXc_PlayDiveSFX(Vec3f* src, PlayState* play) {
|
||||
static Vec3f D_80B42DA0;
|
||||
|
|
|
@ -2070,7 +2070,7 @@ void func_80B58014(EnZl3* this, PlayState* play) {
|
|||
this->action = 34;
|
||||
this->unk_3D0 = 0;
|
||||
func_80B57AE0(this, play);
|
||||
} else if ((invincibilityTimer > 0) || (player->fallDistance >= 0x33)) {
|
||||
} else if ((invincibilityTimer > 0) || (player->fallDistance >= 51)) {
|
||||
func_80B54E14(this, &gZelda2Anime2Anim_007664, 0, -11.0f, 0);
|
||||
this->action = 30;
|
||||
func_80B537E8(this);
|
||||
|
@ -2225,7 +2225,7 @@ s32 func_80B5899C(EnZl3* this, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
s8 invincibilityTimer = player->invincibilityTimer;
|
||||
|
||||
if ((invincibilityTimer > 0) || (player->fallDistance >= 0x33)) {
|
||||
if ((invincibilityTimer > 0) || (player->fallDistance >= 51)) {
|
||||
func_80B54E14(this, &gZelda2Anime2Anim_007664, 2, -11.0f, 0);
|
||||
this->action = 35;
|
||||
func_80B56DC8(this);
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#include "cic6105.h"
|
||||
#endif
|
||||
|
||||
#pragma increment_block_number "gc-eu:131 gc-eu-mq:131 gc-jp:133 gc-jp-ce:133 gc-jp-mq:133 gc-us:133 gc-us-mq:133"
|
||||
#pragma increment_block_number "gc-eu:125 gc-eu-mq:125 gc-jp:127 gc-jp-ce:127 gc-jp-mq:127 gc-us:127 gc-us-mq:127"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
|
|
|
@ -4302,23 +4302,46 @@ void func_80837948(PlayState* play, Player* this, s32 arg2) {
|
|||
func_80837918(this, 1, dmgFlags);
|
||||
}
|
||||
|
||||
void func_80837AE0(Player* this, s32 timer) {
|
||||
/**
|
||||
* Gives the player intangibility frames. Used for when the player takes damage.
|
||||
*
|
||||
* If the player is already intangible, it will be overridden by the new intangibility duration.
|
||||
* If the player is already invunerable, no intangibility will be applied.
|
||||
*
|
||||
* @param timer must be a positive value representing the number of intangibility frames.
|
||||
* @note Intangibility prevents taking damage and responses to damage like knockback, while invulnerability only
|
||||
* prevents taking damage.
|
||||
*/
|
||||
void Player_SetIntangibility(Player* this, s32 timer) {
|
||||
if (this->invincibilityTimer >= 0) {
|
||||
this->invincibilityTimer = timer;
|
||||
this->unk_88F = 0;
|
||||
this->damageFlickerAnimCounter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void func_80837AFC(Player* this, s32 timer) {
|
||||
/**
|
||||
* Gives the player invulnerability frames. Used for when the player performs a dodging maneuver like a roll.
|
||||
*
|
||||
* If the player is already intangible, they will become invulnerable instead.
|
||||
* If the player is already invulnerable, the longer of the two invulnerability periods is kept.
|
||||
*
|
||||
* @param timer must be a negative value representing the number of invulnerability frames.
|
||||
* @note Intangibility prevents taking damage and responses to damage like knockback, while invulnerability only
|
||||
* prevents taking damage.
|
||||
*/
|
||||
void Player_SetInvulnerability(Player* this, s32 timer) {
|
||||
if (this->invincibilityTimer > timer) {
|
||||
this->invincibilityTimer = timer;
|
||||
}
|
||||
this->unk_88F = 0;
|
||||
this->damageFlickerAnimCounter = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return false if player is out of health
|
||||
*/
|
||||
s32 func_80837B18(PlayState* play, Player* this, s32 damage) {
|
||||
if ((this->invincibilityTimer != 0) || (this->actor.category != ACTORCAT_PLAYER)) {
|
||||
return 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
return Health_ChangeBy(play, damage);
|
||||
|
@ -4344,7 +4367,8 @@ static LinkAnimationHeader* D_808544B0[] = {
|
|||
&gPlayerAnim_link_normal_back_hit, &gPlayerAnim_link_anchor_back_hitR,
|
||||
};
|
||||
|
||||
void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, s16 arg5, s32 arg6) {
|
||||
void func_80837C0C(PlayState* play, Player* this, s32 damageResponseType, f32 speed, f32 yVelocity, s16 yRot,
|
||||
s32 invincibilityTimer) {
|
||||
LinkAnimationHeader* anim = NULL;
|
||||
LinkAnimationHeader** sp28;
|
||||
|
||||
|
@ -4364,9 +4388,9 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
return;
|
||||
}
|
||||
|
||||
func_80837AE0(this, arg6);
|
||||
Player_SetIntangibility(this, invincibilityTimer);
|
||||
|
||||
if (arg2 == 3) {
|
||||
if (damageResponseType == PLAYER_HIT_RESPONSE_ICE_TRAP) {
|
||||
Player_SetupAction(play, this, Player_Action_8084FB10, 0);
|
||||
|
||||
anim = &gPlayerAnim_link_normal_ice_down;
|
||||
|
@ -4376,7 +4400,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
|
||||
Player_PlaySfx(this, NA_SE_PL_FREEZE_S);
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_FREEZE);
|
||||
} else if (arg2 == 4) {
|
||||
} else if (damageResponseType == PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK) {
|
||||
Player_SetupAction(play, this, Player_Action_8084FBF4, 0);
|
||||
|
||||
Player_RequestRumble(this, 255, 80, 150, 0);
|
||||
|
@ -4386,7 +4410,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
|
||||
this->av2.actionVar2 = 20;
|
||||
} else {
|
||||
arg5 -= this->actor.shape.rot.y;
|
||||
yRot -= this->actor.shape.rot.y;
|
||||
if (this->stateFlags1 & PLAYER_STATE1_27) {
|
||||
Player_SetupAction(play, this, Player_Action_8084E30C, 0);
|
||||
Player_RequestRumble(this, 180, 20, 50, 0);
|
||||
|
@ -4397,7 +4421,9 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
anim = &gPlayerAnim_link_swimer_swim_hit;
|
||||
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
|
||||
} else if ((arg2 == 1) || (arg2 == 2) || !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
|
||||
} else if ((damageResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE) ||
|
||||
(damageResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL) ||
|
||||
!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
|
||||
(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) {
|
||||
Player_SetupAction(play, this, Player_Action_8084377C, 0);
|
||||
|
||||
|
@ -4406,7 +4432,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
Player_RequestRumble(this, 255, 20, 150, 0);
|
||||
func_80832224(this);
|
||||
|
||||
if (arg2 == 2) {
|
||||
if (damageResponseType == PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL) {
|
||||
this->av2.actionVar2 = 4;
|
||||
|
||||
this->actor.speed = 3.0f;
|
||||
|
@ -4416,11 +4442,11 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
Player_AnimChangeFreeze(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_damage_run, this->modelAnimType));
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
|
||||
} else {
|
||||
this->actor.speed = arg3;
|
||||
this->speedXZ = arg3;
|
||||
this->actor.velocity.y = arg4;
|
||||
this->actor.speed = speed;
|
||||
this->speedXZ = speed;
|
||||
this->actor.velocity.y = yVelocity;
|
||||
|
||||
if (ABS(arg5) > 0x4000) {
|
||||
if (ABS(yRot) > 0x4000) {
|
||||
anim = &gPlayerAnim_link_normal_front_downA;
|
||||
} else {
|
||||
anim = &gPlayerAnim_link_normal_back_downA;
|
||||
|
@ -4456,7 +4482,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
sp28 += 4;
|
||||
}
|
||||
|
||||
if (ABS(arg5) <= 0x4000) {
|
||||
if (ABS(yRot) <= 0x4000) {
|
||||
sp28 += 2;
|
||||
}
|
||||
|
||||
|
@ -4469,10 +4495,10 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
|
|||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_DAMAGE_S);
|
||||
}
|
||||
|
||||
this->actor.shape.rot.y += arg5;
|
||||
this->actor.shape.rot.y += yRot;
|
||||
this->yaw = this->actor.shape.rot.y;
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
if (ABS(arg5) > 0x4000) {
|
||||
if (ABS(yRot) > 0x4000) {
|
||||
this->actor.shape.rot.y += 0x8000;
|
||||
}
|
||||
}
|
||||
|
@ -4578,17 +4604,23 @@ 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->unk_8A1 != 0) && ((this->unk_8A1 >= 2) || (this->invincibilityTimer == 0))) {
|
||||
u8 sp5C[] = { 2, 1, 1 };
|
||||
} else if ((this->knockbackType != PLAYER_KNOCKBACK_NONE) &&
|
||||
((this->knockbackType >= PLAYER_KNOCKBACK_LARGE) || (this->invincibilityTimer == 0))) {
|
||||
u8 knockbackResponse[] = {
|
||||
PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL,
|
||||
PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE,
|
||||
PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE,
|
||||
};
|
||||
|
||||
func_80838280(this);
|
||||
|
||||
if (this->unk_8A1 == 3) {
|
||||
if (this->knockbackType == PLAYER_KNOCKBACK_LARGE_SHOCK) {
|
||||
this->bodyShockTimer = 40;
|
||||
}
|
||||
|
||||
this->actor.colChkInfo.damage += this->unk_8A0;
|
||||
func_80837C0C(play, this, sp5C[this->unk_8A1 - 1], this->unk_8A4, this->unk_8A8, this->unk_8A2, 20);
|
||||
this->actor.colChkInfo.damage += this->knockbackDamage;
|
||||
func_80837C0C(play, this, knockbackResponse[this->knockbackType - 1], this->knockbackSpeed,
|
||||
this->knockbackYVelocity, this->knockbackRot, 20);
|
||||
} else {
|
||||
sp64 = (this->shieldQuad.base.acFlags & AC_BOUNCED) != 0;
|
||||
|
||||
|
@ -4652,16 +4684,16 @@ s32 func_808382DC(Player* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->stateFlags1 & PLAYER_STATE1_27) {
|
||||
sp4C = 0;
|
||||
sp4C = PLAYER_HIT_RESPONSE_NONE;
|
||||
} else if (this->actor.colChkInfo.acHitEffect == 2) {
|
||||
sp4C = 3;
|
||||
sp4C = PLAYER_HIT_RESPONSE_ICE_TRAP;
|
||||
} else if (this->actor.colChkInfo.acHitEffect == 3) {
|
||||
sp4C = 4;
|
||||
sp4C = PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK;
|
||||
} else if (this->actor.colChkInfo.acHitEffect == 4) {
|
||||
sp4C = 1;
|
||||
sp4C = PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE;
|
||||
} else {
|
||||
func_80838280(this);
|
||||
sp4C = 0;
|
||||
sp4C = PLAYER_HIT_RESPONSE_NONE;
|
||||
}
|
||||
|
||||
func_80837C0C(play, this, sp4C, 4.0f, 5.0f, Actor_WorldYawTowardActor(ac, &this->actor), 20);
|
||||
|
@ -4679,7 +4711,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
|
|||
((this->currentTunic != PLAYER_TUNIC_GORON) || (this->floorTypeTimer >= D_808544F4[sp48])))) {
|
||||
this->floorTypeTimer = 0;
|
||||
this->actor.colChkInfo.damage = 4;
|
||||
func_80837C0C(play, this, 0, 4.0f, 5.0f, this->actor.shape.rot.y, 20);
|
||||
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_NONE, 4.0f, 5.0f, this->actor.shape.rot.y, 20);
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
|
@ -8718,7 +8750,8 @@ s32 func_80842DF4(PlayState* play, Player* this) {
|
|||
|
||||
if (this->actor.colChkInfo.atHitEffect == 1) {
|
||||
this->actor.colChkInfo.damage = 8;
|
||||
func_80837C0C(play, this, 4, 0.0f, 0.0f, this->actor.shape.rot.y, 20);
|
||||
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK, 0.0f, 0.0f, this->actor.shape.rot.y,
|
||||
20);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
@ -8872,14 +8905,15 @@ void Player_Action_8084377C(Player* this, PlayState* play) {
|
|||
|
||||
func_808382BC(this);
|
||||
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_29) && (this->av2.actionVar2 == 0) && (this->unk_8A1 != 0)) {
|
||||
s16 temp = this->actor.shape.rot.y - this->unk_8A2;
|
||||
if (!(this->stateFlags1 & PLAYER_STATE1_29) && (this->av2.actionVar2 == 0) &&
|
||||
(this->knockbackType != PLAYER_KNOCKBACK_NONE)) {
|
||||
s16 temp = this->actor.shape.rot.y - this->knockbackRot;
|
||||
|
||||
this->yaw = this->actor.shape.rot.y = this->unk_8A2;
|
||||
this->speedXZ = this->unk_8A4;
|
||||
this->yaw = this->actor.shape.rot.y = this->knockbackRot;
|
||||
this->speedXZ = this->knockbackSpeed;
|
||||
|
||||
if (ABS(temp) > 0x4000) {
|
||||
this->actor.shape.rot.y = this->unk_8A2 + 0x8000;
|
||||
this->actor.shape.rot.y = this->knockbackRot + 0x8000;
|
||||
}
|
||||
|
||||
if (this->actor.velocity.y < 0.0f) {
|
||||
|
@ -8895,7 +8929,7 @@ 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->unk_8A1 == 0))) {
|
||||
(!(this->cylinder.base.acFlags & AC_HIT) && (this->knockbackType == PLAYER_KNOCKBACK_NONE))) {
|
||||
if (this->stateFlags1 & PLAYER_STATE1_29) {
|
||||
this->av2.actionVar2++;
|
||||
} else {
|
||||
|
@ -8987,7 +9021,7 @@ void func_80843AE8(PlayState* play, Player* this) {
|
|||
func_80853080(this, play);
|
||||
}
|
||||
this->unk_A87 = 20;
|
||||
func_80837AFC(this, -20);
|
||||
Player_SetInvulnerability(this, -20);
|
||||
Audio_SetBgmVolumeOnDuringFanfare();
|
||||
}
|
||||
} else if (this->av1.actionVar1 != 0) {
|
||||
|
@ -9048,19 +9082,19 @@ static FallImpactInfo D_80854600[] = {
|
|||
};
|
||||
|
||||
s32 func_80843E64(PlayState* play, Player* this) {
|
||||
s32 sp34;
|
||||
s32 fallDistance;
|
||||
|
||||
if ((sFloorType == FLOOR_TYPE_6) || (sFloorType == FLOOR_TYPE_9)) {
|
||||
sp34 = 0;
|
||||
fallDistance = 0;
|
||||
} else {
|
||||
sp34 = this->fallDistance;
|
||||
fallDistance = this->fallDistance;
|
||||
}
|
||||
|
||||
Math_StepToF(&this->speedXZ, 0.0f, 1.0f);
|
||||
|
||||
this->stateFlags1 &= ~(PLAYER_STATE1_18 | PLAYER_STATE1_19);
|
||||
|
||||
if (sp34 >= 400) {
|
||||
if (fallDistance >= 400) {
|
||||
s32 impactIndex;
|
||||
FallImpactInfo* impactInfo;
|
||||
|
||||
|
@ -9076,7 +9110,7 @@ s32 func_80843E64(PlayState* play, Player* this) {
|
|||
return -1;
|
||||
}
|
||||
|
||||
func_80837AE0(this, 40);
|
||||
Player_SetIntangibility(this, 40);
|
||||
Player_RequestQuake(play, 32967, 2, 30);
|
||||
Player_RequestRumble(this, impactInfo->rumbleStrength, impactInfo->rumbleDuration,
|
||||
impactInfo->rumbleDecreaseRate, 0);
|
||||
|
@ -9086,14 +9120,14 @@ s32 func_80843E64(PlayState* play, Player* this) {
|
|||
return impactIndex + 1;
|
||||
}
|
||||
|
||||
if (sp34 > 200) {
|
||||
sp34 *= 2;
|
||||
if (fallDistance > 200) {
|
||||
fallDistance *= 2;
|
||||
|
||||
if (sp34 > 255) {
|
||||
sp34 = 255;
|
||||
if (fallDistance > 255) {
|
||||
fallDistance = 255;
|
||||
}
|
||||
|
||||
Player_RequestRumble(this, (u8)sp34, (u8)(sp34 * 0.1f), (u8)sp34, 0);
|
||||
Player_RequestRumble(this, (u8)fallDistance, (u8)(fallDistance * 0.1f), (u8)fallDistance, 0);
|
||||
|
||||
if (sFloorType == FLOOR_TYPE_6) {
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_CLIMB_END);
|
||||
|
@ -9258,7 +9292,7 @@ void Player_Action_80844708(Player* this, PlayState* play) {
|
|||
sp44 = LinkAnimation_Update(play, &this->skelAnime);
|
||||
|
||||
if (LinkAnimation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
func_80837AFC(this, FRAMERATE_CONST(-10, -8));
|
||||
Player_SetInvulnerability(this, FRAMERATE_CONST(-10, -8));
|
||||
}
|
||||
|
||||
if (func_80842964(this, play) == 0) {
|
||||
|
@ -9337,7 +9371,7 @@ void Player_Action_80844A44(Player* this, PlayState* play) {
|
|||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
this->actor.colChkInfo.damage = 0x10;
|
||||
func_80837C0C(play, this, 1, 4.0f, 5.0f, this->actor.shape.rot.y, 20);
|
||||
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE, 4.0f, 5.0f, this->actor.shape.rot.y, 20);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -9382,7 +9416,7 @@ s32 func_80844BE4(Player* this, PlayState* play) {
|
|||
}
|
||||
|
||||
func_80837948(play, this, temp);
|
||||
func_80837AFC(this, -8);
|
||||
Player_SetInvulnerability(this, -8);
|
||||
|
||||
this->stateFlags2 |= PLAYER_STATE2_17;
|
||||
if (this->controlStickDirections[this->controlStickDataIndex] == PLAYER_STICK_DIR_FORWARD) {
|
||||
|
@ -10140,7 +10174,7 @@ void func_808468E8(PlayState* play, Player* this) {
|
|||
}
|
||||
|
||||
void func_80846978(PlayState* play, Player* this) {
|
||||
func_80837C0C(play, this, 1, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0);
|
||||
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0);
|
||||
}
|
||||
|
||||
void func_808469BC(PlayState* play, Player* this) {
|
||||
|
@ -11537,7 +11571,7 @@ 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->unk_8A1 = 0;
|
||||
this->knockbackType = PLAYER_KNOCKBACK_NONE;
|
||||
this->autoLockOnActor = NULL;
|
||||
|
||||
phi_f12 =
|
||||
|
@ -11778,9 +11812,9 @@ void Player_Draw(Actor* thisx, PlayState* play2) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
if (this->invincibilityTimer > 0) {
|
||||
this->unk_88F += CLAMP(50 - this->invincibilityTimer, 8, 40);
|
||||
POLY_OPA_DISP =
|
||||
Gfx_SetFog2(POLY_OPA_DISP, 255, 0, 0, 0, 0, 4000 - (s32)(Math_CosS(this->unk_88F * 256) * 2000.0f));
|
||||
this->damageFlickerAnimCounter += CLAMP(50 - this->invincibilityTimer, 8, 40);
|
||||
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, 255, 0, 0, 0, 0,
|
||||
4000 - (s32)(Math_CosS(this->damageFlickerAnimCounter * 256) * 2000.0f));
|
||||
}
|
||||
|
||||
func_8002EBCC(&this->actor, play, 0);
|
||||
|
@ -13403,7 +13437,7 @@ void Player_Action_8084E6D4(Player* this, PlayState* play) {
|
|||
func_8083C0E8(this, play);
|
||||
} else {
|
||||
this->actor.colChkInfo.damage = 0;
|
||||
func_80837C0C(play, this, 3, 0.0f, 0.0f, 0, 20);
|
||||
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ICE_TRAP, 0.0f, 0.0f, 0, 20);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -13917,7 +13951,7 @@ void Player_Action_8084FB10(Player* this, PlayState* play) {
|
|||
} else {
|
||||
if (LinkAnimation_Update(play, &this->skelAnime)) {
|
||||
func_80839F90(this, play);
|
||||
func_80837AFC(this, -20);
|
||||
Player_SetInvulnerability(this, -20);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue