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-rw-r--r--src/code/z_camera.c2
-rw-r--r--src/code/z_collision_check.c6
-rw-r--r--src/code/z_kaleido_scope_call.c2
-rw-r--r--src/code/z_message.c4
-rw-r--r--src/code/z_play.c4
-rw-r--r--src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c2
-rw-r--r--src/overlays/actors/ovl_En_Bili/z_en_bili.c4
-rw-r--r--src/overlays/actors/ovl_En_Vali/z_en_vali.c4
-rw-r--r--src/overlays/actors/ovl_player_actor/z_player.c4
9 files changed, 16 insertions, 16 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index 0dbffa669..dde42b792 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -3661,7 +3661,7 @@ s32 Camera_KeepOn3(Camera* camera) {
}
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
- "ique-cn:128 ntsc-1.0:79 ntsc-1.1:79 ntsc-1.2:79 pal-1.0:79 pal-1.1:79"
+ "ique-cn:128 ntsc-1.0:76 ntsc-1.1:76 ntsc-1.2:76 pal-1.0:76 pal-1.1:76"
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f sAtTarget;
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index a3b62a06e..7f8c27634 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->effect = init->effect;
+ acDmgInfo->hitBacklash = init->effect;
acDmgInfo->defense = init->defense;
return true;
}
@@ -1726,7 +1726,7 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* atCol, ColliderElement*
atElem->atHitElem = acElem;
atElem->atElemFlags |= ATELEM_HIT;
if (atCol->actor != NULL) {
- atCol->actor->colChkInfo.atHitEffect = acElem->acDmgInfo.effect;
+ atCol->actor->colChkInfo.atHitBacklash = acElem->acDmgInfo.hitBacklash;
}
}
acCol->acFlags |= AC_HIT;
@@ -3015,7 +3015,7 @@ void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
info->damage = 0;
info->damageReaction = 0;
- info->atHitEffect = 0;
+ info->atHitBacklash = HIT_BACKLASH_0;
info->acHitEffect = 0;
info->displacement.x = info->displacement.y = info->displacement.z = 0.0f;
}
diff --git a/src/code/z_kaleido_scope_call.c b/src/code/z_kaleido_scope_call.c
index 73d3b20db..ca7637214 100644
--- a/src/code/z_kaleido_scope_call.c
+++ b/src/code/z_kaleido_scope_call.c
@@ -1,5 +1,5 @@
#pragma increment_block_number "gc-eu:80 gc-eu-mq:80 gc-jp:80 gc-jp-ce:80 gc-jp-mq:80 gc-us:80 gc-us-mq:80 ique-cn:64" \
- "ntsc-1.0:96 ntsc-1.1:96 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
+ "ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:80 pal-1.0:80 pal-1.1:80"
#include "libu64/debug.h"
#include "kaleido_manager.h"
diff --git a/src/code/z_message.c b/src/code/z_message.c
index eb9f0e821..7ebe57ae7 100644
--- a/src/code/z_message.c
+++ b/src/code/z_message.c
@@ -26,8 +26,8 @@
#include "assets/textures/parameter_static/parameter_static.h"
-#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:32" \
- "ntsc-1.1:32 ntsc-1.2:32 pal-1.0:0 pal-1.1:0"
+#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.0:16" \
+ "ntsc-1.1:16 ntsc-1.2:16 pal-1.0:0 pal-1.1:0"
#if !PLATFORM_IQUE
#define MSG_BUF_DECODED (msgCtx->msgBufDecoded)
diff --git a/src/code/z_play.c b/src/code/z_play.c
index 222e13034..cff1d3970 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -47,8 +47,8 @@
#include "save.h"
#include "vis.h"
-#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:224" \
- "ntsc-1.0:240 ntsc-1.1:240 ntsc-1.2:240 pal-1.0:240 pal-1.1:240"
+#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
+ "ique-cn:224 ntsc-1.0:240 ntsc-1.1:240 ntsc-1.2:240 pal-1.0:240 pal-1.1:240"
TransitionTile gTransitionTile;
s32 gTransitionTileState;
diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
index 9576ae391..e592fd6be 100644
--- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
+++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
@@ -27,7 +27,7 @@
#include "assets/objects/object_tw/object_tw.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
- "ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
+ "ique-cn:0 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/src/overlays/actors/ovl_En_Bili/z_en_bili.c
index 4f7ef8cde..804f5e59c 100644
--- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c
+++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c
@@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) {
void EnBili_SetupFloatIdle(EnBili* this) {
this->actor.speed = 0.7f;
- this->collider.elem.acDmgInfo.effect = 1; // Shock?
+ this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_1;
this->timer = 32;
this->actor.home.pos.y = this->actor.world.pos.y;
this->actor.gravity = 0.0f;
@@ -253,7 +253,7 @@ void EnBili_SetupDie(EnBili* this) {
*/
void EnBili_SetupStunned(EnBili* this) {
this->timer = 80;
- this->collider.elem.acDmgInfo.effect = 0;
+ this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_0;
this->actor.gravity = -1.0f;
this->actor.speed = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80);
diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
index e2b1d5305..f6f11e51e 100644
--- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c
+++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
@@ -272,7 +272,7 @@ void EnVali_SetupStunned(EnVali* this) {
this->timer = 80;
this->actor.velocity.y = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80);
- this->bodyCollider.elem.acDmgInfo.effect = 0;
+ this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_0;
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actor.velocity.y = 1.0f;
this->actionFunc = EnVali_Stunned;
@@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) {
}
if (this->timer == 0) {
- this->bodyCollider.elem.acDmgInfo.effect = 1; // Shock?
+ this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_1;
EnVali_SetupFloatIdle(this);
}
}
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 8d3cde921..1ebf2bd7d 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -369,7 +369,7 @@ static s32 D_80858AA0;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
-#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
+#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ique-cn:192 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
static s32 sSavedCurrentMask;
@@ -9145,7 +9145,7 @@ s32 func_80842DF4(PlayState* play, Player* this) {
if ((func_80842AC4(play, this) == 0) && (this->heldItemAction != PLAYER_IA_HAMMER)) {
func_80842B7C(play, this);
- if (this->actor.colChkInfo.atHitEffect == 1) {
+ if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_1) {
this->actor.colChkInfo.damage = 8;
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK, 0.0f, 0.0f, this->actor.shape.rot.y,
20);