diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index f80a01a11e..1849c7e41e 100644 --- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -381,7 +381,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) { } else { Actor_SetScale(&this->actor, 0.01f); BossMo_SetupTentacle(this, play); - this->actor.colChkInfo.mass = 0xFF; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; MO_WATER_LEVEL(play) = -50; this->waterTexAlpha = 90.0f; this->actor.world.pos.y = MO_WATER_LEVEL(play); diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c index 67b820b93a..72b07e4e01 100644 --- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c +++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c @@ -484,7 +484,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) { } Actor_SetScale(&this->actor, 2.5 * 0.01f); - this->actor.colChkInfo.mass = 255; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.colChkInfo.health = 0; Collider_InitCylinder(play, &this->collider); diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index 3577d1394b..c21d760eb9 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -178,7 +178,7 @@ void EnDekunuts_SetupBurrow(EnDekunuts* this) { void EnDekunuts_SetupBeginRun(EnDekunuts* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gDekuNutsUnburrowAnim, -3.0f); this->collider.dim.height = 37; - this->actor.colChkInfo.mass = 0x32; + this->actor.colChkInfo.mass = 50; Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DAMAGE); this->collider.base.acFlags &= ~AC_ON; this->actionFunc = EnDekunuts_BeginRun; @@ -446,7 +446,7 @@ void EnDekunuts_ColliderCheck(EnDekunuts* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.elem, true); - if (this->actor.colChkInfo.mass == 0x32) { + if (this->actor.colChkInfo.mass == 50) { if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { if (this->actor.colChkInfo.damageEffect != 1) { if (this->actor.colChkInfo.damageEffect == 2) { diff --git a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c index 5bd9228946..fb0b7bc340 100644 --- a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c +++ b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c @@ -83,7 +83,7 @@ void EnDntJiji_Init(Actor* thisx, PlayState* play) { // "Deku Scrub mask show elder" PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ デグナッツお面品評会長老 ☆☆☆☆☆ %x\n" VT_RST, this->stage); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->actor.colChkInfo.mass = 0xFF; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.attentionRangeType = ATTENTION_RANGE_6; this->actionFunc = EnDntJiji_SetFlower; this->actor.gravity = -2.0f; diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c index f6eaf076b5..2863aa1f80 100644 --- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c +++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c @@ -128,7 +128,7 @@ void EnDntNomal_Init(Actor* thisx, PlayState* play) { this->type = ENDNTNOMAL_TARGET; } this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->actor.colChkInfo.mass = 0xFF; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->objectId = -1; if (this->type == ENDNTNOMAL_TARGET) { PRINTF("\n\n"); @@ -676,7 +676,7 @@ void EnDntNomal_SetupStageAttack(EnDntNomal* this, PlayState* play) { if (this->timer3 == 0) { this->endFrame = (f32)Animation_GetLastFrame(&gDntStageSpitAnim); Animation_Change(&this->skelAnime, &gDntStageSpitAnim, 1.0f, 0.0f, this->endFrame, ANIMMODE_ONCE, -10.0f); - this->actor.colChkInfo.mass = 0xFF; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->isSolid = true; this->timer2 = 0; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); diff --git a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c index 7b5d7a7586..0090a17cd3 100644 --- a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c +++ b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c @@ -63,7 +63,7 @@ static ColliderCylinderInit sCylinderInit = { { 18, 20, 0, { 0, 0, 0 } }, }; -static CollisionCheckInfoInit2 sColChkInit = { 1, 2, 25, 25, 0xFF }; +static CollisionCheckInfoInit2 sColChkInit = { 1, 2, 25, 25, MASS_IMMOVABLE }; void EnDodojr_Init(Actor* thisx, PlayState* play) { EnDodojr* this = (EnDodojr*)thisx; diff --git a/src/overlays/actors/ovl_En_Gb/z_en_gb.c b/src/overlays/actors/ovl_En_Gb/z_en_gb.c index e7fa809a06..40612e8646 100644 --- a/src/overlays/actors/ovl_En_Gb/z_en_gb.c +++ b/src/overlays/actors/ovl_En_Gb/z_en_gb.c @@ -176,7 +176,7 @@ void EnGb_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->dyna.actor.shape, 0.0f, ActorShadow_DrawCircle, 35.0f); Actor_SetScale(&this->dyna.actor, 0.01f); - this->dyna.actor.colChkInfo.mass = 0xFF; + this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; this->dyna.actor.speed = 0.0f; this->dyna.actor.velocity.y = 0.0f; this->dyna.actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c index d02d1b5fa4..843427fc8b 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -3608,9 +3608,9 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) { } if (thisx->speed == 0.0f && !(this->stateFlags & ENHORSE_FLAG_19)) { - thisx->colChkInfo.mass = 0xFF; + thisx->colChkInfo.mass = MASS_IMMOVABLE; } else { - thisx->colChkInfo.mass = 0xFE; + thisx->colChkInfo.mass = MASS_HEAVY; } if (thisx->speed >= 5.0f) { diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c index ba73bf7732..ab748fe164 100644 --- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c +++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c @@ -60,7 +60,7 @@ void EnMk_Init(Actor* thisx, PlayState* play) { Animation_PlayLoop(&this->skelAnime, &object_mk_Anim_000D88); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.colChkInfo.mass = 0xFF; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); this->actionFunc = EnMk_Wait; diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c index 2c04b71db8..e31bd37d52 100644 --- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c +++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c @@ -138,7 +138,7 @@ void EnNy_Init(Actor* thisx, PlayState* play) { // "Dummy new initials" PRINTF("ダミーニュウ イニシャル[ %d ] !!\n", this->actor.params); PRINTF("En_Ny_actor_move2[ %x ] !!\n", EnNy_UpdateUnused); - this->actor.colChkInfo.mass = 0xFF; + this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.update = EnNy_UpdateUnused; this->collider.base.colMaterial = COL_MATERIAL_METAL; } diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 824528d5d9..da5b8bd4bc 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -160,7 +160,7 @@ void EnSkb_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.damageTable = &sDamageTable; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.0f); this->actor.focus.pos = this->actor.world.pos; - this->actor.colChkInfo.mass = 0xFE; + this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 2; this->actor.shape.yOffset = -8000.0f; SkelAnime_Init(play, &this->skelAnime, &gStalchildSkel, &gStalchildUncurlingAnim, this->jointTable, diff --git a/src/overlays/actors/ovl_En_Trap/z_en_trap.c b/src/overlays/actors/ovl_En_Trap/z_en_trap.c index 8763edd047..420e5a1ca1 100644 --- a/src/overlays/actors/ovl_En_Trap/z_en_trap.c +++ b/src/overlays/actors/ovl_En_Trap/z_en_trap.c @@ -113,7 +113,7 @@ void EnTrap_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit); ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 0.0f); thisx->attentionRangeType = ATTENTION_RANGE_3; - thisx->colChkInfo.mass = 0xFF; + thisx->colChkInfo.mass = MASS_IMMOVABLE; } void EnTrap_Destroy(Actor* thisx, PlayState* play) {