diff --git a/include/z64actor.h b/include/z64actor.h index 503ad0f3f6..6318ff9422 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -188,8 +188,8 @@ typedef struct ActorShape { // Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still. #define ACTOR_FLAG_THROW_ONLY (1 << 23) -// -#define ACTOR_FLAG_24 (1 << 24) +// When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit +#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24) // Actor can update even if Player is currently using the ocarina. // Typically an actor will halt while the ocarina is active (depending on category). diff --git a/src/code/z_actor.c b/src/code/z_actor.c index cbefaea19d..e91ab50d84 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -2426,7 +2426,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->yDistToPlayer); actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor); - actor->flags &= ~ACTOR_FLAG_24; + actor->flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_4 | ACTOR_FLAG_6))) { if (actor == player->focusActor) { diff --git a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c index 53c58c143f..5363ae0c54 100644 --- a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c +++ b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c @@ -730,7 +730,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) { f32 sp4C; f32 sp48; - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; SkelAnime_Update(&this->skelAnime); if (this->unk_1DA == 10) { diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c index 6920ae0412..f8d9a39c82 100644 --- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c +++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c @@ -687,7 +687,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) { } break; case BOSSFD_FLY_CHASE: - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; temp_y = Math_SinS(this->work[BFD_MOVE_TIMER] * 2396.0f) * 30.0f + this->fwork[BFD_TARGET_Y_OFFSET]; this->targetPosition.x = player->actor.world.pos.x; this->targetPosition.y = player->actor.world.pos.y + temp_y + 30.0f; diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c index 9b52c8a52f..de21070a97 100644 --- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c +++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c @@ -1296,7 +1296,7 @@ void BossGoma_FloorPrepareAttack(BossGoma* this, PlayState* play) { void BossGoma_FloorAttack(BossGoma* this, PlayState* play) { s16 i; - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; SkelAnime_Update(&this->skelanime); switch (this->actionState) { diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index 1849c7e41e..c634a6ecc2 100644 --- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -630,7 +630,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { } break; case MO_TENT_ATTACK: - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EN_MOFER_ATTACK - SFX_FLAG); Math_ApproachF(&this->waterLevelMod, -5.0f, 0.1f, 0.4f); for (indS1 = 0; indS1 < 41; indS1++) { diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index dac0649e4c..1d4bbd8b8a 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -590,7 +590,7 @@ void BossVa_Init(Actor* thisx, PlayState* play2) { switch (this->actor.params) { case BOSSVA_BODY: SkelAnime_Init(play, &this->skelAnime, &gBarinadeBodySkel, &gBarinadeBodyAnim, NULL, NULL, 0); - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; break; case BOSSVA_SUPPORT_1: case BOSSVA_SUPPORT_2: @@ -609,7 +609,7 @@ void BossVa_Init(Actor* thisx, PlayState* play2) { SkelAnime_InitFlex(play, &this->skelAnime, &gBarinadeStumpSkel, &gBarinadeStumpAnim, NULL, NULL, 0); break; default: - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; SkelAnime_Init(play, &this->skelAnime, &gBarinadeBariSkel, &gBarinadeBariAnim, NULL, NULL, 0); this->actor.shape.yOffset = 400.0f; break; diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index e337512755..1373821f66 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -8,7 +8,7 @@ #include "assets/objects/gameplay_keep/gameplay_keep.h" #include "assets/objects/object_Bb/object_Bb.h" -#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_24) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT) #define vBombHopPhase actionVar1 #define vTrailIdx actionVar1 diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index de7141aa3a..559305e71d 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -785,7 +785,7 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play2) { for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->cylinder[i].base); } - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; } else { for (i = 0; i < ARRAY_COUNT(this->cylinder); i++) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->cylinder[i].base); diff --git a/src/overlays/actors/ovl_En_Bw/z_en_bw.c b/src/overlays/actors/ovl_En_Bw/z_en_bw.c index b05855a7cb..4c5c38e36a 100644 --- a/src/overlays/actors/ovl_En_Bw/z_en_bw.c +++ b/src/overlays/actors/ovl_En_Bw/z_en_bw.c @@ -435,7 +435,7 @@ void func_809CF8F0(EnBw* this) { this->unk_222 = 1000; this->actor.velocity.y = 11.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP); - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; EnBw_SetupAction(this, func_809CF984); } @@ -465,7 +465,7 @@ void func_809CF984(EnBw* this, PlayState* play) { } Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false); this->unk_222 = 3000; - this->actor.flags &= ~ACTOR_FLAG_24; + this->actor.flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND); EnBw_SetupAction(this, func_809CE884); diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c index 1e89ac5ff8..b2d7f0c8af 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -1132,7 +1132,7 @@ void EnDekubaba_Update(Actor* thisx, PlayState* play) { } if (this->actionFunc == EnDekubaba_Lunge) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; } if (this->collider.base.acFlags & AC_ON) { diff --git a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c index 0090a17cd3..5438c03f4b 100644 --- a/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c +++ b/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c @@ -535,7 +535,7 @@ void EnDodojr_Stunned(EnDodojr* this, PlayState* play) { } void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play) { - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; Actor_UpdateVelocityXZGravity(&this->actor); if (EnDodojr_UpdateBounces(this, play)) { diff --git a/src/overlays/actors/ovl_En_Fd/z_en_fd.c b/src/overlays/actors/ovl_En_Fd/z_en_fd.c index 64f6cc1ed9..7a88080ae2 100644 --- a/src/overlays/actors/ovl_En_Fd/z_en_fd.c +++ b/src/overlays/actors/ovl_En_Fd/z_en_fd.c @@ -461,7 +461,7 @@ void EnFd_Init(Actor* thisx, PlayState* play) { Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colSphs); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0xF), &sColChkInit); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; Actor_SetScale(&this->actor, 0.01f); this->firstUpdateFlag = true; this->actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index 9483d29d19..bc241f43df 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -1047,7 +1047,7 @@ void EnFloormas_Update(Actor* thisx, PlayState* play) { UPDBGCHECKINFO_FLAG_4); Collider_UpdateCylinder(&this->actor, &this->collider); if (this->actionFunc == EnFloormas_Charge) { - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } if (this->actionFunc != EnFloormas_GrabLink) { diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c index 8554c808aa..397c9e7cc9 100644 --- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -888,7 +888,7 @@ s32 func_80A44AB0(EnGo2* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - this->actor.flags &= ~ACTOR_FLAG_24; + this->actor.flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; this->collider.base.acFlags &= ~AC_HIT; EnGo2_StopRolling(this, play); return true; @@ -1349,7 +1349,7 @@ void EnGo2_SetupRolling(EnGo2* this, PlayState* play) { } else { this->actor.speed = 6.0f; } - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; this->animTimer = 10; this->actor.shape.yOffset = 1800.0f; this->actor.speed *= 2.0f; // Speeding up diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c index ceb7b3649d..5791eccb67 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c @@ -498,7 +498,7 @@ void EnGoma_SetupJump(EnGoma* this) { } void EnGoma_Jump(EnGoma* this, PlayState* play) { - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; SkelAnime_Update(&this->skelanime); Math_ApproachF(&this->actor.speed, 10.0f, 0.5f, 5.0f); diff --git a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c index d2f6fbdea6..016501b5fa 100644 --- a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c +++ b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c @@ -156,7 +156,7 @@ void EnNutsball_Update(Actor* thisx, PlayState* play) { UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); Collider_UpdateCylinder(&this->actor, &this->collider); - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 45b047f53f..0360e73379 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -624,7 +624,7 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) { this->collider.dim.radius = sOctorockColliderInit.dim.radius * this->actor.scale.x * 100.0f; } if (this->actor.params == 0x10) { - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } if (this->actionFunc != EnOkuta_WaitToAppear) { diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index 2543995736..8761c568d0 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -3,7 +3,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_24) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT) #define GROUND_HOVER_HEIGHT 75.0f #define MAX_LARVA 3 diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index a648327dc6..6825c9bc68 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -1216,7 +1216,7 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { this->unk_198 = CLAMP_MIN(temp, 1); } if (this->actionFunc == func_80ADA8C0) { - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } if (this->unk_199 & 1) { diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index 7a415baff6..ceebba950c 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -996,7 +996,7 @@ void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) { this->actionFunc(this, play); Actor_MoveXZGravity(&this->actor); if (this->actionFunc == EnPoh_Attack && this->unk_198 < 10) { - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSph.base); } Collider_UpdateCylinder(&this->actor, &this->colliderCyl); diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index 8c79f61db2..89050a2ed3 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -799,7 +799,7 @@ void EnSt_Init(Actor* thisx, PlayState* play) { } EnSt_CheckCeilingPos(this, play); this->actor.flags |= ACTOR_FLAG_14; - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; EnSt_SetColliderScale(this); this->actor.gravity = 0.0f; this->initialYaw = this->actor.world.rot.y; diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index eb28e6a164..2471e1e371 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -288,7 +288,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) { case TEKTITE_MID_LUNGE: // Continue trajectory until tektite has negative velocity and has landed on ground/water surface // Snap to ground/water surface, or if falling fast dip into the water and slow fall speed - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH)) || ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & BGCHECKFLAG_WATER))) { if (this->actor.velocity.y <= 0.0f) { @@ -571,7 +571,7 @@ void EnTite_MoveTowardPlayer(EnTite* this, PlayState* play) { } else { this->actor.velocity.y = 10.0f; this->actor.speed = 4.0f; - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; this->actor.gravity = -1.0f; if ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) { Actor_PlaySfx(&this->actor, NA_SE_EN_TEKU_JUMP_WATER); @@ -582,7 +582,7 @@ void EnTite_MoveTowardPlayer(EnTite* this, PlayState* play) { } else { this->actor.velocity.y = 10.0f; this->actor.speed = 4.0f; - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; this->actor.gravity = -1.0f; if ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) { Actor_PlaySfx(&this->actor, NA_SE_EN_TEKU_JUMP_WATER); @@ -593,7 +593,7 @@ void EnTite_MoveTowardPlayer(EnTite* this, PlayState* play) { // If in midair: } else { // Turn slowly toward player - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 1000, 0); if (this->actor.velocity.y >= 6.0f) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { diff --git a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c index 8ac0995c59..4f739acac8 100644 --- a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c +++ b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c @@ -134,7 +134,7 @@ void EnYukabyun_Update(Actor* thisx, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 20.0f, 8.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); Collider_UpdateCylinder(&this->actor, &this->collider); - this->actor.flags |= ACTOR_FLAG_24; + this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 7fb2b90ff3..9bc5bd44de 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4911,7 +4911,7 @@ s32 func_808382DC(Player* this, PlayState* play) { Actor* ac = this->cylinder.base.ac; s32 sp4C; - if (ac->flags & ACTOR_FLAG_24) { + if (ac->flags & ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT) { Player_PlaySfx(this, NA_SE_PL_BODY_HIT); }