From e8c59385bc4652a2d51dc0f4cbea3f7078926eb3 Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Tue, 17 Jun 2025 11:23:49 +0200 Subject: Rename `acDmgInfo.effect` -> `hitBacklash` (#2555) * CollisionCheckInfo.atHitEffect -> atHitBacklash * ColliderElementDamageInfoAC.effect -> hitBacklash * add HIT_BACKLASH_ enum * bss * bss * bss * bss * bss * Update comments --- src/code/z_camera.c | 2 +- src/code/z_collision_check.c | 6 +++--- src/code/z_kaleido_scope_call.c | 2 +- src/code/z_message.c | 4 ++-- src/code/z_play.c | 4 ++-- src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c | 2 +- src/overlays/actors/ovl_En_Bili/z_en_bili.c | 4 ++-- src/overlays/actors/ovl_En_Vali/z_en_vali.c | 4 ++-- src/overlays/actors/ovl_player_actor/z_player.c | 4 ++-- 9 files changed, 16 insertions(+), 16 deletions(-) (limited to 'src') 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); -- cgit v1.2.3