Rename acDmgInfo.effect -> hitBacklash (#2555)

* CollisionCheckInfo.atHitEffect -> atHitBacklash

* ColliderElementDamageInfoAC.effect -> hitBacklash

* add HIT_BACKLASH_ enum

* bss

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* Update comments
This commit is contained in:
Dragorn421
2025-06-17 11:23:49 +02:00
committed by GitHub
parent fc2992abf6
commit e8c59385bc
10 changed files with 23 additions and 18 deletions
+7 -2
View File
@@ -86,9 +86,14 @@ typedef struct ColliderElementDamageInfoAT {
/* 0x05 */ u8 damage; // Damage
} ColliderElementDamageInfoAT; // size = 0x08
typedef enum HitBacklash {
HIT_BACKLASH_0,
HIT_BACKLASH_1 // Shock?
} HitBacklash;
typedef struct ColliderElementDamageInfoAC {
/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
/* 0x04 */ u8 hitBacklash; // The hit backlash type applied to any attacker hurting this AC collider.
/* 0x05 */ u8 defense; // Damage Resistance
/* 0x06 */ Vec3s hitPos; // Point of contact
} ColliderElementDamageInfoAC; // size = 0x0C
@@ -465,7 +470,7 @@ typedef struct CollisionCheckInfo {
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
/* 0x18 */ u8 damage; // Amount to decrement health by
/* 0x19 */ u8 damageReaction; // Stores what reaction should occur after being hit
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
/* 0x1A */ u8 atHitBacklash; // Stores the hit backlash type received from attacking an AC collider
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
} CollisionCheckInfo; // size = 0x1C