diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c index f0fc45e9bd..f70e75bfdf 100644 --- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -1878,8 +1878,8 @@ void func_80902348(BossGanon2* this, PlayState* play) { } } -void func_80902524(BossGanon2* this, PlayState* play) { - s8 temp_v0_4; +void BossGanon2_CollisionCheck(BossGanon2* this, PlayState* play) { + s8 health; ColliderElement* acHitElem; s16 i; u8 phi_v1_2; @@ -1909,11 +1909,11 @@ void func_80902524(BossGanon2* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE); Audio_StopSfxById(NA_SE_EN_MGANON_UNARI); this->actor.colChkInfo.health -= 2; - temp_v0_4 = this->actor.colChkInfo.health; - if (temp_v0_4 < 0x15 && this->unk_334 == 0) { + health = this->actor.colChkInfo.health; + if (health <= 20 && this->unk_334 == 0) { func_80900818(this, play); } else { - if (temp_v0_4 <= 0) { + if (health <= 0) { func_80901020(this, play); } else { func_80900210(this, play); @@ -1943,13 +1943,13 @@ void func_80902524(BossGanon2* this, PlayState* play) { } } this->actor.colChkInfo.health -= phi_v1_2; - temp_v0_4 = this->actor.colChkInfo.health; - if ((temp_v0_4 < 0x15) && (this->unk_334 == 0)) { + health = this->actor.colChkInfo.health; + if ((health <= 20) && (this->unk_334 == 0)) { func_80900818(this, play); - } else if ((temp_v0_4 <= 0) && (phi_v1_2 >= 2)) { + } else if ((health <= 0) && (phi_v1_2 >= 2)) { func_80901020(this, play); } else { - if (temp_v0_4 <= 0) { + if (health <= 0) { this->actor.colChkInfo.health = 1; } func_80900210(this, play); @@ -2067,7 +2067,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) { func_80902348(this, play); CollisionCheck_SetOC(play, &play->colChkCtx, &this->unk_424.base); if (this->actionFunc != func_8090120C) { - func_80902524(this, play); + BossGanon2_CollisionCheck(this, play); CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_424.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->unk_444.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_444.base);