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Use DMG_ defines in code (#1245)

* Use `DMG_` defines for `dmgFlags` when single bits are used

* Pass on several (in code, no colliders)

* Conditional cleanup

* Remove wip comment, just use the flags 4head
This commit is contained in:
Dragorn421 2022-06-03 11:36:04 -07:00 committed by GitHub
parent b2752a6a2e
commit b3b913d33d
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GPG key ID: 4AEE18F83AFDEB23
53 changed files with 201 additions and 180 deletions

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@ -832,7 +832,7 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
hurtbox = this->collider.elements[0].info.acHitInfo;
if (!bossFd->faceExposed) {
if (hurtbox->toucher.dmgFlags & 0x40000040) {
if (hurtbox->toucher.dmgFlags & DMG_HAMMER) {
bossFd->actor.colChkInfo.health -= 2;
if ((s8)bossFd->actor.colChkInfo.health <= 2) {
bossFd->actor.colChkInfo.health = 1;
@ -864,11 +864,11 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
u8 damage;
if ((damage = CollisionCheck_GetSwordDamage(hurtbox->toucher.dmgFlags)) == 0) {
damage = (hurtbox->toucher.dmgFlags & 0x00001000) ? 4 : 2;
damage = (hurtbox->toucher.dmgFlags & DMG_ARROW_ICE) ? 4 : 2;
} else {
canKill = true;
}
if (hurtbox->toucher.dmgFlags & 0x80) {
if (hurtbox->toucher.dmgFlags & DMG_HOOKSHOT) {
damage = 0;
}
if (((s8)bossFd->actor.colChkInfo.health > 2) || canKill) {