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| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2022-07-31 20:57:18 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-07-31 20:57:18 +0200 |
| commit | 706d5596bf4661ac895779bc6b9837ba8b0f8d99 (patch) | |
| tree | fe6693d3759fefafed8a3e12673b49320fa83199 /src/code/z_actor.c | |
| parent | 6889c275cbc143697537c1861b1a860ccb2c473e (diff) | |
Doc, macros, enums for `SurfaceType.data` (#1293)
* `SURFACETYPE`0/1 getter macros
* Cleanup/assess/revert existing names
* `SURFACETYPE0_30` -> "soft"
* `SURFACETYPE0_`13/26 -> floortype/floorproperty
* Introduce `SURFACETYPE_FLOORTYPE_` enum
* Introduce `SURFACETYPE_FLOORPROPERTY_` enum
* `SURFACETYPE0_21` -> "wall type", and maps to "wall flags"
* Introduce `SURFACETYPE_WALLTYPE_` enum
* Introduce `SURFACETYPE_WALLFLAG_` defines
* `SURFACETYPE1_0` -> "sfx type"
* `SurfaceType_GetSfx` -> `GetSfxId` and cleanup
* Introduce `SURFACETYPE_SFXTYPE_` enum
* Note oddity on `Player.unk_89E` (more docs needed)
* `SURFACETYPE1_4` -> "floor effect" (not 100% set on the name, just something different from type and property)
* Introduce `SURFACETYPE_FLOOREFFECT_` enum
* Introduce `SURFACETYPE_CONVEYORSPEED_` enum
* Add `SURFACETYPE_CONVEYORDIRECTION_TO_BINANG` macro
* `wallDamage` -> `hasFlag27`
* Be more underscore-happy
* Revert "`SURFACETYPE`0/1 getter macros"
This reverts commit e61cccf2e69a71c292a3680f9263b3eaf78c25f1.
* remove mention to removed define
* Remove surfacetype_ prefix, `SFX_TYPE_` -> `SURFACE_SFX_TYPE_`, `FLOOREFFECT_` -> `FLOOR_EFFECT_`
* Formatting
* 0-pad litteral to 8 nibbles
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 091f6fc02..75409861f 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1705,7 +1705,7 @@ void func_8002F850(PlayState* play, Actor* actor) { sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG; } } else { - sfxId = SurfaceType_GetSfx(&play->colCtx, actor->floorPoly, actor->floorBgId); + sfxId = SurfaceType_GetSfxId(&play->colCtx, actor->floorPoly, actor->floorBgId); } func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND); @@ -1749,7 +1749,7 @@ void func_8002F994(Actor* actor, s32 arg1) { // Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) { - if (func_80041D4C(&play->colCtx, poly, bgId) == 8) { + if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) { play->roomCtx.unk_74[0] = 1; CollisionCheck_BlueBlood(play, NULL, pos); Audio_PlayActorSfx2(actor, NA_SE_IT_WALL_HIT_BUYO); |
