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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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b2752a6a2e
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53 changed files with 201 additions and 180 deletions
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@ -554,7 +554,8 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
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if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) {
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this->actionFunc(this, play);
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} else if (this->collider.base.acFlags & AC_HIT) {
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if ((this->collider.info.acHitInfo != NULL) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x80)) {
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if ((this->collider.info.acHitInfo != NULL) &&
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(this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT)) {
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Actor_SetColorFilter(&this->actor, 0, 120, 0, 400);
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this->actor.update = EnGe2_UpdateStunned;
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return;
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@ -603,8 +604,8 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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if ((this->collider.base.acFlags & AC_HIT) &&
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((this->collider.info.acHitInfo == NULL) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0x80))) {
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if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.info.acHitInfo == NULL) ||
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!(this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT))) {
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this->actor.colorFilterTimer = 0;
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EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
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this->timer = 100;
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