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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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53 changed files with 201 additions and 180 deletions

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@ -630,7 +630,7 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
this->timer = 18;
this->colliderBody.base.atFlags = this->sphElements[1].info.toucherFlags =
this->sphElements[2].info.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = 0xFFCFFFFF;
this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = DMG_DEFAULT;
this->sphElements[1].info.toucher.damage = this->sphElements[2].info.toucher.damage = 8;
}
} else if (this->timer > 1) {