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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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@ -246,7 +246,8 @@ void ObjTsubo_Idle(ObjTsubo* this, PlayState* play) {
ObjTsubo_SpawnCollectible(this, play);
Actor_Kill(&this->actor);
} else if ((this->collider.base.acFlags & AC_HIT) &&
(this->collider.info.acHitInfo->toucher.dmgFlags & 0x4FC1FFFC)) {
(this->collider.info.acHitInfo->toucher.dmgFlags &
(DMG_SWORD | DMG_RANGED | DMG_HAMMER | DMG_BOOMERANG | DMG_EXPLOSIVE))) {
ObjTsubo_AirBreak(this, play);
ObjTsubo_SpawnCollectible(this, play);
SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN);