From 145b14dbc4eeabe2547d458de7bbd3fffd446190 Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Mon, 21 Feb 2022 00:45:12 +0100 Subject: sword -> meleeWeapon (#1147) --- src/code/z_actor.c | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'src/code/z_actor.c') diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 7e90800c9..2781e2a4c 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3999,7 +3999,8 @@ s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s var1 = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y; var2 = actor->yawTowardsPlayer - arg5; - if ((actor->xzDistToPlayer <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) { + if ((actor->xzDistToPlayer <= range) && (player->meleeWeaponState != 0) && (arg4 >= ABS(var1)) && + (arg3 >= ABS(var2))) { return true; } else { return false; @@ -4039,7 +4040,8 @@ void func_800355B8(GlobalContext* globalCtx, Vec3f* pos) { u8 func_800355E4(GlobalContext* globalCtx, Collider* collider) { Player* player = GET_PLAYER(globalCtx); - if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->swordAnimation == 0x16)) { + if ((collider->acFlags & AC_TYPE_PLAYER) && (player->meleeWeaponState != 0) && + (player->meleeWeaponAnimation == 0x16)) { return true; } else { return false; -- cgit v1.2.3