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Document Player Knockback related functions #1601

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Sep 23, 2024
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10 changes: 5 additions & 5 deletions include/functions.h
Original file line number Diff line number Diff line change
Expand Up @@ -413,11 +413,11 @@ void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play);
s32 Actor_IsMounted(PlayState* play, Actor* horse);
u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide);
s32 Actor_NotMounted(PlayState* play, Actor* horse);
void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage);
void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage);
void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity);
void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage);
void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity);
void Player_PlaySfx(Player* player, u16 sfxId);
void Actor_PlaySfx(Actor* actor, u16 sfxId);
void func_8002F850(PlayState* play, Actor* actor);
Expand Down
31 changes: 23 additions & 8 deletions include/z64player.h
Original file line number Diff line number Diff line change
Expand Up @@ -549,6 +549,21 @@ typedef enum {
/* 4 */ PLAYER_LEDGE_CLIMB_4
} PlayerLedgeClimbType;

typedef enum {
/* 0 */ PLAYER_KNOCKBACK_NONE,
/* 1 */ PLAYER_KNOCKBACK_SMALL,
/* 2 */ PLAYER_KNOCKBACK_LARGE,
/* 3 */ PLAYER_KNOCKBACK_LARGE_SHOCK
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} PlayerKnockbackType;

typedef enum {
/* 0 */ PLAYER_DAMAGE_RESPONSE_NONE,
/* 1 */ PLAYER_DAMAGE_RESPONSE_KNOCKBACK_LARGE,
/* 2 */ PLAYER_DAMAGE_RESPONSE_KNOCKBACK_SMALL,
/* 3 */ PLAYER_DAMAGE_RESPONSE_ICE_TRAP,
/* 4 */ PLAYER_DAMAGE_RESPONSE_ELECTRIC_SHOCK
} PlayerDamageResponseType;
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typedef struct {
/* 0x00 */ f32 ceilingCheckHeight;
/* 0x04 */ f32 unk_04;
Expand Down Expand Up @@ -731,7 +746,7 @@ typedef struct Player {
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ union {
/* 0x046A */ union {
s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction`
s16 slidingDoorBgCamIndex; // `BgCamIndex` used during a sliding door cutscene
} cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
Expand Down Expand Up @@ -793,11 +808,11 @@ typedef struct Player {
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];

/* 0x084F */ union {
/* 0x084F */ union {
s8 actionVar1;
} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running

/* 0x0850 */ union {
/* 0x0850 */ union {
s16 actionVar2;
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running

Expand Down Expand Up @@ -831,11 +846,11 @@ typedef struct Player {
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08A0 */ u8 knockbackDamage;
/* 0x08A1 */ u8 knockbackType;
/* 0x08A2 */ s16 knockbackRot;
/* 0x08A4 */ f32 knockbackSpeed;
/* 0x08A8 */ f32 knockbackYVelocity;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
Expand Down
77 changes: 63 additions & 14 deletions src/code/z_actor.c
Original file line number Diff line number Diff line change
Expand Up @@ -1760,30 +1760,79 @@ s32 Actor_NotMounted(PlayState* play, Actor* horse) {
}
}

void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
/**
* Sets the player's knockback properties
*
* @param play
* @param actor source actor applying knockback damage
* @param speed
* @param rot the direction the player will be pushed
* @param yVelocity
* @param type PlayerKnockbackType
* @param damage additional amount of damage to deal to the player
*/
void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 type, u32 damage) {
Player* player = GET_PLAYER(play);

player->unk_8A0 = arg6;
player->unk_8A1 = arg5;
player->unk_8A2 = arg3;
player->unk_8A4 = arg2;
player->unk_8A8 = arg4;
player->knockbackDamage = damage;
player->knockbackType = type;
player->knockbackRot = rot;
player->knockbackSpeed = speed;
player->knockbackYVelocity = yVelocity;
}

void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
func_8002F698(play, actor, arg2, arg3, arg4, 2, arg5);
/**
* Knocks the player to the ground
*
* @param play
* @param actor source actor applying knockback damage
* @param speed
* @param rot the direction the player will be pushed
* @param yVelocity
* @param damage additional amount of damage to deal to the player
*/
void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) {
Actor_SetPlayerKnockback(play, actor, speed, rot, yVelocity, PLAYER_KNOCKBACK_LARGE, damage);
}

void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
func_8002F6D4(play, actor, arg2, arg3, arg4, 0);
/**
* Knocks the player to the ground, without applying additional damage
*
* @param play
* @param actor source actor applying knockback damage
* @param speed
* @param rot the direction the player will be pushed
* @param yVelocity
*/
void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) {
Actor_SetPlayerKnockbackLarge(play, actor, speed, rot, yVelocity, 0);
}

void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) {
func_8002F698(play, actor, arg2, arg3, arg4, 1, arg5);
/**
* Knocks the player back while keeping them on their feet
*
* @param play
* @param actor
* @param speed overridden
* @param rot the direction the player will be pushed
* @param yVelocity overridden
* @param damage additional amount of damage to deal to the player
*/
void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity, u32 damage) {
Actor_SetPlayerKnockback(play, actor, speed, rot, yVelocity, PLAYER_KNOCKBACK_SMALL, damage);
}

void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) {
func_8002F758(play, actor, arg2, arg3, arg4, 0);
/**
* Knocks the player back while keeping them on their feet, without applying additional damage
*
* @param play
* @param actor
* @param speed overridden
* @param rot the direction the player will be pushed
* @param yVelocity overridden
*/
void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 speed, s16 rot, f32 yVelocity) {
Actor_SetPlayerKnockbackSmall(play, actor, speed, rot, yVelocity, 0);
}

/**
Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ void BgHakaTubo_Idle(BgHakaTubo* this, PlayState* play) {
// Colliding with flame circle
if (this->flamesCollider.base.atFlags & AT_HIT) {
this->flamesCollider.base.atFlags &= ~AT_HIT;
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
}
// Colliding with hitbox inside the pot
if (this->potCollider.base.acFlags & AC_HIT) {
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -211,7 +211,7 @@ void BgHidanCurtain_Update(Actor* thisx, PlayState* play2) {
} else {
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 1.0f);
}
if ((this->type == 4) || (this->type == 5)) {
this->actor.world.pos.y = (2.0f * this->actor.home.pos.y) - hcParams->riseDist - this->actor.world.pos.y;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,7 @@ void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play) {
phi_a3 = this->actor.shape.rot.y + 0x8000;
}

func_8002F71C(play, &this->actor, 5.0f, phi_a3, 1.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, phi_a3, 1.0f);
}

void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play) {
Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c
Original file line number Diff line number Diff line change
Expand Up @@ -222,7 +222,7 @@ void BgHidanFwbig_Update(Actor* thisx, PlayState* play) {

if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
func_8002F71C(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.world.rot.y, 1.0f);
if (this->direction != 0) {
this->actionFunc = BgHidanFwbig_Lower;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -258,7 +258,7 @@ void func_8088D750(BgHidanSekizou* this, PlayState* play) {
phi_a3 = -0x4000;
}
}
func_8002F71C(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 5.0f, phi_a3, 1.0f);
}

void BgHidanSekizou_Update(Actor* thisx, PlayState* play2) {
Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c
Original file line number Diff line number Diff line change
Expand Up @@ -152,7 +152,7 @@ void BgJyaGoroiwa_Move(BgJyaGoroiwa* this, PlayState* play) {
thisx->world.rot.y += 0x8000;
}

func_8002F6D4(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
Actor_SetPlayerKnockbackLarge(play, thisx, 2.0f, thisx->yawTowardsPlayer, 0.0f, 0);
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);

this->yOffsetSpeed = 10.0f;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -93,13 +93,13 @@ void func_8089B4C8(BgJyaZurerukabe* this, PlayState* play) {
case 3:
case 5:
if (fabsf(D_8089B9C0[D_8089BA30[i]]) > 1.0f) {
func_8002F6D4(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
}
break;
case 1:
case 4:
if (fabsf(D_8089B9C0[D_8089BA30[i]] - D_8089B9C0[D_8089BA30[i + 1]]) > 1.0f) {
func_8002F6D4(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
Actor_SetPlayerKnockbackLarge(play, &this->dyna.actor, 1.5f, this->dyna.actor.shape.rot.y, 0.0f, 0);
}
break;
}
Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c
Original file line number Diff line number Diff line change
Expand Up @@ -137,7 +137,7 @@ void BgYdanMaruta_Destroy(Actor* thisx, PlayState* play) {

void func_808BEFF4(BgYdanMaruta* this, PlayState* play) {
if (this->collider.base.atFlags & AT_HIT) {
func_8002F71C(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->dyna.actor, 7.0f, this->dyna.actor.shape.rot.y, 6.0f);
}
this->dyna.actor.shape.rot.x += 0x360;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
Original file line number Diff line number Diff line change
Expand Up @@ -1475,7 +1475,7 @@ void BossFd_UpdateEffects(BossFd* this, PlayState* play) {
diff.z = player->actor.world.pos.z - effect->pos.z;
if ((this->timers[3] == 0) && (sqrtf(SQ(diff.x) + SQ(diff.y) + SQ(diff.z)) < 20.0f)) {
this->timers[3] = 50;
func_8002F6D4(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
Actor_SetPlayerKnockbackLarge(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
if (!player->bodyIsBurning) {
for (i2 = 0; i2 < PLAYER_BODYPART_MAX; i2++) {
player->bodyFlameTimers[i2] = Rand_S16Offset(0, 200);
Expand Down
2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
Original file line number Diff line number Diff line change
Expand Up @@ -294,7 +294,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
case 2:
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0);
if ((this->timers[0] == 1) && (this->actor.xzDistToPlayer < 120.0f)) {
func_8002F6D4(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.yawTowardsPlayer, 2.0f, 0x20);
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[FD2_END_FRAME])) {
Expand Down
7 changes: 4 additions & 3 deletions src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
Original file line number Diff line number Diff line change
Expand Up @@ -3978,7 +3978,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
} else {
if (sqrtf(SQ(xDistFromLink) + SQ(yDistFromLink) + SQ(zDistFromLink)) <= 25.0f) {
spBA = 5;
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30);
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x30);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
ganondorf->timers[2] = 20;

Expand Down Expand Up @@ -4455,7 +4455,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
this->actor.speed = 0.0f;

if (dorf->timers[2] == 0) {
func_8002F6D4(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50);
Actor_SetPlayerKnockbackLarge(play, &this->actor, 3.0f, this->actor.world.rot.y, 0.0f, 0x50);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_GANON_HIT_THUNDER);
dorf->timers[2] = 20;

Expand Down Expand Up @@ -4774,7 +4774,8 @@ void BossGanon_UpdateEffects(PlayState* play) {

if (((eff->scale * 150.0f) < distToPlayer) && (distToPlayer < (eff->scale * 300.0f))) {
eff->timer = 150;
func_8002F6D4(play, &sGanondorf->actor, 7.0f, sGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20);
Actor_SetPlayerKnockbackLarge(play, &sGanondorf->actor, 7.0f,
sGanondorf->actor.yawTowardsPlayer, 0.0f, 0x20);
}
}
}
Expand Down
5 changes: 3 additions & 2 deletions src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
Original file line number Diff line number Diff line change
Expand Up @@ -1853,7 +1853,8 @@ void func_80902348(BossGanon2* this, PlayState* play) {
phi_v0_2 = 0;
}

func_8002F6D4(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f, 0);
Actor_SetPlayerKnockbackLarge(play, &this->actor, 15.0f, this->actor.yawTowardsPlayer + phi_v0_2, 2.0f,
0);
sZelda->unk_3C8 = 8;
this->unk_316 = 10;
break;
Expand All @@ -1872,7 +1873,7 @@ void func_80902348(BossGanon2* this, PlayState* play) {
}

player->bodyIsBurning = true;
func_8002F6D4(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
Actor_SetPlayerKnockbackLarge(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
sZelda->unk_3C8 = 8;
}
}
Expand Down
3 changes: 2 additions & 1 deletion src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
Original file line number Diff line number Diff line change
Expand Up @@ -837,7 +837,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
player->actor.parent = NULL;
player->csAction = PLAYER_CSACTION_NONE;
if (this->timers[0] == 0) {
func_8002F6D4(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, 10.0f, 0);
Actor_SetPlayerKnockbackLarge(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000,
10.0f, 0);
}
}
this->timers[0] = 75;
Expand Down
15 changes: 8 additions & 7 deletions src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
Original file line number Diff line number Diff line change
Expand Up @@ -763,7 +763,7 @@ void BossSst_HeadCharge(BossSst* this, PlayState* play) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
sHands[LEFT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
sHands[RIGHT]->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
}
}
Expand Down Expand Up @@ -1518,7 +1518,7 @@ void BossSst_HandSlam(BossSst* this, PlayState* play) {
player->actor.world.pos.z = (Math_CosS(this->actor.yawTowardsPlayer) * 100.0f) + this->actor.world.pos.z;

this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
func_8002F71C(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f, this->actor.yawTowardsPlayer, 0.0f);
}

Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
Expand Down Expand Up @@ -1577,7 +1577,8 @@ void BossSst_HandSweep(BossSst* this, PlayState* play) {
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
this->ready = true;
func_8002F71C(play, &this->actor, 5.0f, this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 5.0f,
this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f);
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
newTargetYaw = this->actor.shape.rot.y - (this->vParity * 0x1400);
if (((s16)(newTargetYaw - this->targetYaw) * this->vParity) > 0) {
Expand Down Expand Up @@ -1636,7 +1637,7 @@ void BossSst_HandPunch(BossSst* this, PlayState* play) {
BossSst_HandSetupRetreat(this);
} else if (this->colliderJntSph.base.atFlags & AT_HIT) {
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
BossSst_HandSetupRetreat(this);
}

Expand Down Expand Up @@ -1954,7 +1955,7 @@ void BossSst_HandSwing(BossSst* this, PlayState* play) {
BossSst_HandReleasePlayer(this, play, false);
player->actor.world.pos.x += 70.0f * Math_SinS(this->actor.shape.rot.y);
player->actor.world.pos.z += 70.0f * Math_CosS(this->actor.shape.rot.y);
func_8002F71C(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 15.0f, this->actor.shape.rot.y, 2.0f);
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
}

Expand Down Expand Up @@ -2076,7 +2077,7 @@ void BossSst_HandReadyCharge(BossSst* this, PlayState* play) {
this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
OTHER_HAND(this)->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
sHead->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT);
func_8002F71C(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 10.0f, this->actor.shape.rot.y, 5.0f);
Player_PlaySfx(GET_PLAYER(play), NA_SE_PL_BODY_HIT);
}
}
Expand Down Expand Up @@ -2426,7 +2427,7 @@ void BossSst_HandReleasePlayer(BossSst* this, PlayState* play, s32 dropPlayer) {
this->colliderJntSph.base.ocFlags1 |= OC1_ON;
OTHER_HAND(this)->colliderJntSph.base.ocFlags1 |= OC1_ON;
if (dropPlayer) {
func_8002F71C(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
Actor_SetPlayerKnockbackLargeNoDamage(play, &this->actor, 0.0f, this->actor.shape.rot.y, 0.0f);
}
}
}
Expand Down
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