From a7f837014f0fc7eb8e4ec75dca49efad34fa9c99 Mon Sep 17 00:00:00 2001 From: briaguya <70942617+briaguya-ai@users.noreply.github.com> Date: Sun, 9 Feb 2025 09:58:27 -0800 Subject: [PATCH] fix dark link not getting hit when stunned (#5028) in https://github.com/HarbourMasters/Shipwright/pull/3280 both `0x00400000` and `0x04000000` were replaced with `PLAYER_STATE1_SHIELDING`. `0x00400000` is `PLAYER_STATE1_SHIELDING`, but `0x04000000` is `PLAYER_STATE1_DAMAGED` this fixes the spots in `z_en_torch2` where we had `PLAYER_STATE1_SHIELDING` where it should have been `PLAYER_STATE1_DAMAGED` --- soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 0b6f16c59..378e93bb6 100644 --- a/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -608,7 +608,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { sDeathFlag = false; } if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) && - (this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & PLAYER_STATE1_SHIELDING) && + (this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & PLAYER_STATE1_DAMAGED) && !(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) { if (!Actor_ApplyDamage(&this->actor)) { @@ -660,7 +660,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { this->stateFlags3 &= ~PLAYER_STATE3_PAUSE_ACTION_FUNC; } else { this->stateFlags3 |= PLAYER_STATE3_PAUSE_ACTION_FUNC; - this->stateFlags1 &= ~PLAYER_STATE1_SHIELDING; + this->stateFlags1 &= ~PLAYER_STATE1_DAMAGED; this->invincibilityTimer = 0; input->press.stick_x = input->press.stick_y = 0; /*! @bug