diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 753f24bb5..0f91ef007 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -1398,8 +1398,8 @@ void CollisionCheck_BlueBlood(PlayState* play, Collider* collider, Vec3f* v) { s32 effectIndex; D_801EEC00.position.x = v->x; - D_801EEC00.position.x = v->y; - D_801EEC00.position.x = v->z; + D_801EEC00.position.y = v->y; + D_801EEC00.position.z = v->z; D_801EEC00.uDiv = 5; D_801EEC00.vDiv = 5; D_801EEC00.colorStart[0].r = 10; @@ -1456,8 +1456,8 @@ void CollisionCheck_GreenBlood(PlayState* play, Collider* collider, Vec3f* v) { s32 effectIndex; D_801EF0C8.position.x = v->x; - D_801EF0C8.position.x = v->y; - D_801EF0C8.position.x = v->z; + D_801EF0C8.position.y = v->y; + D_801EF0C8.position.z = v->z; D_801EF0C8.uDiv = 5; D_801EF0C8.vDiv = 5; D_801EF0C8.colorStart[0].r = 10; @@ -3729,8 +3729,8 @@ void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v) { s32 effectIndex; D_801EE200.position.x = v->x; - D_801EE200.position.x = v->y; - D_801EE200.position.x = v->z; + D_801EE200.position.y = v->y; + D_801EE200.position.z = v->z; D_801EE200.uDiv = 5; D_801EE200.vDiv = 5; D_801EE200.colorStart[0].r = 128; @@ -3787,8 +3787,8 @@ void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v) { s32 effectIndex; D_801EE738.position.x = v->x; - D_801EE738.position.x = v->y; - D_801EE738.position.x = v->z; + D_801EE738.position.y = v->y; + D_801EE738.position.z = v->z; D_801EE738.uDiv = 5; D_801EE738.vDiv = 5; D_801EE738.colorStart[0].r = 255;