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authorDragorn421 <Dragorn421@users.noreply.github.com>2025-06-17 11:23:49 +0200
committerGitHub <noreply@github.com>2025-06-17 05:23:49 -0400
commite8c59385bc4652a2d51dc0f4cbea3f7078926eb3 (patch)
treecbaad7f0adc504547962b77067c888467de6c92e /include/collision_check.h
parentfc2992abf60904fbc026da84c574068e7fea7b4d (diff)
Rename `acDmgInfo.effect` -> `hitBacklash` (#2555)
* CollisionCheckInfo.atHitEffect -> atHitBacklash * ColliderElementDamageInfoAC.effect -> hitBacklash * add HIT_BACKLASH_ enum * bss * bss * bss * bss * bss * Update comments
Diffstat (limited to 'include/collision_check.h')
-rw-r--r--include/collision_check.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/include/collision_check.h b/include/collision_check.h
index ddcafb24e..f44b113ee 100644
--- a/include/collision_check.h
+++ b/include/collision_check.h
@@ -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