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`
This commit is contained in:
briaguya 2025-02-09 09:58:27 -08:00 committed by GitHub
parent 29cecd8502
commit a7f837014f
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@ -608,7 +608,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
sDeathFlag = false; sDeathFlag = false;
} }
if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) && 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)) { !(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) {
if (!Actor_ApplyDamage(&this->actor)) { if (!Actor_ApplyDamage(&this->actor)) {
@ -660,7 +660,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
this->stateFlags3 &= ~PLAYER_STATE3_PAUSE_ACTION_FUNC; this->stateFlags3 &= ~PLAYER_STATE3_PAUSE_ACTION_FUNC;
} else { } else {
this->stateFlags3 |= PLAYER_STATE3_PAUSE_ACTION_FUNC; this->stateFlags3 |= PLAYER_STATE3_PAUSE_ACTION_FUNC;
this->stateFlags1 &= ~PLAYER_STATE1_SHIELDING; this->stateFlags1 &= ~PLAYER_STATE1_DAMAGED;
this->invincibilityTimer = 0; this->invincibilityTimer = 0;
input->press.stick_x = input->press.stick_y = 0; input->press.stick_x = input->press.stick_y = 0;
/*! @bug /*! @bug