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Rename acDmgInfo.effect -> hitBacklash (#2555)
* CollisionCheckInfo.atHitEffect -> atHitBacklash * ColliderElementDamageInfoAC.effect -> hitBacklash * add HIT_BACKLASH_ enum * bss * bss * bss * bss * bss * Update comments
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@@ -86,9 +86,14 @@ typedef struct ColliderElementDamageInfoAT {
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/* 0x05 */ u8 damage; // Damage
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} ColliderElementDamageInfoAT; // size = 0x08
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typedef enum HitBacklash {
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HIT_BACKLASH_0,
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HIT_BACKLASH_1 // Shock?
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} HitBacklash;
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typedef struct ColliderElementDamageInfoAC {
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/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x04 */ u8 hitBacklash; // The hit backlash type applied to any attacker hurting this AC collider.
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/* 0x05 */ u8 defense; // Damage Resistance
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/* 0x06 */ Vec3s hitPos; // Point of contact
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} ColliderElementDamageInfoAC; // size = 0x0C
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@@ -465,7 +470,7 @@ typedef struct CollisionCheckInfo {
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/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
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/* 0x18 */ u8 damage; // Amount to decrement health by
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/* 0x19 */ u8 damageReaction; // Stores what reaction should occur after being hit
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/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
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/* 0x1A */ u8 atHitBacklash; // Stores the hit backlash type received from attacking an AC collider
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
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} CollisionCheckInfo; // size = 0x1C
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