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authorengineer124 <47598039+engineer124@users.noreply.github.com>2024-10-23 12:13:17 +1100
committerGitHub <noreply@github.com>2024-10-22 18:13:17 -0700
commite3a535d3d0f24806c19b8b4f9a59caeee7f0b6c9 (patch)
tree12db3833e4bab7eba8574a5bdfd8e80d11a89798
parentec9b5839ade6b9ab5b9aa51260865ea7b894b496 (diff)
actor flag thump (#1730)
-rw-r--r--include/z64actor.h4
-rw-r--r--src/code/z_actor.c2
-rw-r--r--src/overlays/actors/ovl_En_Am/z_en_am.c2
-rw-r--r--src/overlays/actors/ovl_En_Bb/z_en_bb.c2
-rw-r--r--src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c2
-rw-r--r--src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c2
-rw-r--r--src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c2
-rw-r--r--src/overlays/actors/ovl_En_Floormas/z_en_floormas.c2
-rw-r--r--src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c2
-rw-r--r--src/overlays/actors/ovl_En_Okuta/z_en_okuta.c2
-rw-r--r--src/overlays/actors/ovl_En_Peehat/z_en_peehat.c2
-rw-r--r--src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c2
-rw-r--r--src/overlays/actors/ovl_En_Poh/z_en_poh.c2
-rw-r--r--src/overlays/actors/ovl_En_St/z_en_st.c2
-rw-r--r--src/overlays/actors/ovl_En_Tite/z_en_tite.c4
-rw-r--r--src/overlays/actors/ovl_player_actor/z_player.c2
16 files changed, 18 insertions, 18 deletions
diff --git a/include/z64actor.h b/include/z64actor.h
index 3a5ab55cc..08f1f9939 100644
--- a/include/z64actor.h
+++ b/include/z64actor.h
@@ -506,8 +506,8 @@ typedef enum DoorLockType {
// When Player is carrying this actor, it can only be thrown, not dropped/placed.
// 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_1000000 (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).
// This flag allows a given actor to be an exception.
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index c39956269..a470420bf 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -2557,7 +2557,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->playerHeightRel);
actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &params->player->actor);
- actor->flags &= ~ACTOR_FLAG_1000000;
+ actor->flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) {
if (actor == params->player->focusActor) {
diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c
index c3287d505..021dff4d5 100644
--- a/src/overlays/actors/ovl_En_Am/z_en_am.c
+++ b/src/overlays/actors/ovl_En_Am/z_en_am.c
@@ -499,7 +499,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
}
CollisionCheck_SetAC(play, &play->colChkCtx, &this->interactCollider.base);
if (this->enemyCollider.base.atFlags & AT_ON) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->enemyCollider.base);
}
Math_StepToF(&this->drawDmgEffAlpha, 0.0f, 0.05f);
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 2408c293c..c69c8c331 100644
--- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c
+++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
@@ -580,7 +580,7 @@ void EnBb_Update(Actor* thisx, PlayState* play) {
Math_Vec3s_ToVec3f(&this->actor.focus.pos, &this->collider.dim.worldSphere.center);
if (this->collider.base.atFlags & AT_ON) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
diff --git a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c
index b77200488..f21d318a8 100644
--- a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c
+++ b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c
@@ -617,7 +617,7 @@ void EnBbfall_Update(Actor* thisx, PlayState* play) {
Math_Vec3s_ToVec3f(&this->actor.focus.pos, &this->collider.elements[0].dim.worldSphere.center);
if (this->collider.base.atFlags & AT_ON) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
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 61007b702..148701852 100644
--- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
+++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
@@ -1199,7 +1199,7 @@ 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_1000000;
+ 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_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
index 22df4d8d9..9d28b9829 100644
--- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
+++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
@@ -860,7 +860,7 @@ void func_80878424(EnDodongo* this, PlayState* play) {
sp20.z = this->collider1Elements[2].dim.worldSphere.center.z;
func_80876930(this, play, &sp20);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base);
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
}
void func_80878594(EnDodongo* this) {
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 1d47cd092..ee9cb440e 100644
--- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
+++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
@@ -1107,7 +1107,7 @@ void EnFloormas_Update(Actor* thisx, PlayState* play) {
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->actionFunc == func_808D1650) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
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 81035529d..e36d67c3a 100644
--- a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c
+++ b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c
@@ -158,7 +158,7 @@ void EnNutsball_Update(Actor* thisx, PlayState* play2) {
}
Collider_UpdateCylinder(&this->actor, &this->collider);
- this->actor.flags |= ACTOR_FLAG_1000000;
+ 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 93e3ba630..1ad2f5076 100644
--- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
+++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
@@ -971,7 +971,7 @@ void EnOkuta_Projectile_Update(Actor* thisx, PlayState* play) {
}
Collider_UpdateCylinder(&this->actor, &this->collider);
- this->actor.flags |= ACTOR_FLAG_1000000;
+ 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);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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 c92ffd2af..03253101a 100644
--- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
+++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
@@ -793,7 +793,7 @@ void EnPeehat_Update(Actor* thisx, PlayState* play2) {
}
if (this->colliderTris.base.atFlags & AT_ON) {
- thisx->flags |= ACTOR_FLAG_1000000;
+ thisx->flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderTris.base);
if (thisx->params == 0) {
Vec3f sp74;
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 a8db3bd2b..d7b610c89 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
@@ -1016,7 +1016,7 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) {
}
if (this->actionFunc == EnPoSisters_SpinAttack) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
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 f4fd9dd5a..662a4e58c 100644
--- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c
+++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
@@ -810,7 +810,7 @@ void EnPoh_Update(Actor* thisx, PlayState* play2) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
if ((this->actionFunc == func_80B2CF28) && (this->unk_18E < 10)) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSph.base);
}
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 1971531ab..d1a5ccfe6 100644
--- a/src/overlays/actors/ovl_En_St/z_en_st.c
+++ b/src/overlays/actors/ovl_En_St/z_en_st.c
@@ -10,7 +10,7 @@
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | \
- ACTOR_FLAG_1000000)
+ ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT)
#define THIS ((EnSt*)thisx)
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 de9eb6b55..5addcc6eb 100644
--- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c
+++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
@@ -385,7 +385,7 @@ void func_808942B4(EnTite* this, PlayState* play) {
}
}
} else if (!(this->collider.base.atFlags & AT_HIT)) {
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
} else {
this->collider.base.atFlags &= ~AT_HIT;
@@ -784,7 +784,7 @@ void func_80895738(EnTite* this, PlayState* play) {
} else if (this->unk_2BC > 0) {
this->unk_2BC--;
Math_StepToF(&this->actor.speed, 10.0f, 0.3f);
- this->actor.flags |= ACTOR_FLAG_1000000;
+ this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
if (!func_80893A34(this, play)) {
this->unk_2BC = 0;
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 541619b4a..92e8114d1 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -6031,7 +6031,7 @@ s32 func_80834600(Player* this, PlayState* play) {
Actor* sp60 = this->cylinder.base.ac;
s32 var_a2_2;
- if (sp60->flags & ACTOR_FLAG_1000000) {
+ if (sp60->flags & ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT) {
Player_PlaySfx(this, NA_SE_PL_BODY_HIT);
}