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-rw-r--r--include/collision_check.h2
-rw-r--r--src/code/z_collision_check.c2
2 files changed, 2 insertions, 2 deletions
diff --git a/include/collision_check.h b/include/collision_check.h
index f44b113ee..c897da686 100644
--- a/include/collision_check.h
+++ b/include/collision_check.h
@@ -100,7 +100,7 @@ typedef struct ColliderElementDamageInfoAC {
typedef struct ColliderElementDamageInfoACInit {
/* 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
} ColliderElementDamageInfoACInit; // size = 0x08
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index 7f8c27634..771368e35 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -194,7 +194,7 @@ s32 Collider_DestroyElementDamageInfoAC(PlayState* play, ColliderElementDamageIn
s32 Collider_SetElementDamageInfoAC(PlayState* play, ColliderElementDamageInfoAC* acDmgInfo,
ColliderElementDamageInfoACInit* init) {
acDmgInfo->dmgFlags = init->dmgFlags;
- acDmgInfo->hitBacklash = init->effect;
+ acDmgInfo->hitBacklash = init->hitBacklash;
acDmgInfo->defense = init->defense;
return true;
}