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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
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53 changed files with 201 additions and 180 deletions
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@ -1151,14 +1151,15 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
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}
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hurtbox = this->tentCollider.elements[i1].info.acHitInfo;
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this->work[MO_TENT_INVINC_TIMER] = 5;
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if (hurtbox->toucher.dmgFlags & 0x00020000) {
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if (hurtbox->toucher.dmgFlags & DMG_MAGIC_FIRE) {
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func_80078914(&this->tentTipPos, NA_SE_EN_MOFER_CUT);
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this->cutIndex = 15;
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this->meltIndex = this->cutIndex + 1;
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this->work[MO_TENT_ACTION_STATE] = MO_TENT_CUT;
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this->timers[0] = 40;
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this->cutScale = 1.0f;
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} else if (hurtbox->toucher.dmgFlags & 0x0D800600) {
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} else if (hurtbox->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
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DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
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this->linkHitTimer = 5;
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}
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this->tentRippleSize = 0.2f;
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@ -1750,7 +1751,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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// "hit!!"
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osSyncPrintf("Core_Damage_check 当り!!\n");
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this->coreCollider.base.acFlags &= ~AC_HIT;
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if ((hurtbox->toucher.dmgFlags & 0x00020000) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
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if ((hurtbox->toucher.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT;
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}
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// "hit 2 !!"
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@ -1794,7 +1795,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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}
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}
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this->work[MO_TENT_INVINC_TIMER] = 10;
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} else if (!(hurtbox->toucher.dmgFlags & 0x00100000) && (hurtbox->toucher.dmgFlags & 0x80)) {
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} else if (!(hurtbox->toucher.dmgFlags & DMG_SHIELD) && (hurtbox->toucher.dmgFlags & DMG_HOOKSHOT)) {
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if (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_ATTACK) {
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func_80078914(&sMorphaTent1->tentTipPos, NA_SE_EN_MOFER_CUT);
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sMorphaTent1->cutIndex = this->work[MO_CORE_POS_IN_TENT];
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