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Named a couple things in z_boss_ganon2.c (#1606)
* Fixed minor style inconsistencies for CollisionCheckInfoInit * Minor renaming in z_boss_ganon2.c * Update z_boss_ganon2.c --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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1 changed files with 10 additions and 10 deletions
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@ -1878,8 +1878,8 @@ void func_80902348(BossGanon2* this, PlayState* play) {
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}
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}
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void func_80902524(BossGanon2* this, PlayState* play) {
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s8 temp_v0_4;
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void BossGanon2_CollisionCheck(BossGanon2* this, PlayState* play) {
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s8 health;
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ColliderElement* acHitElem;
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s16 i;
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u8 phi_v1_2;
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@ -1909,11 +1909,11 @@ void func_80902524(BossGanon2* this, PlayState* play) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
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Audio_StopSfxById(NA_SE_EN_MGANON_UNARI);
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this->actor.colChkInfo.health -= 2;
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temp_v0_4 = this->actor.colChkInfo.health;
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if (temp_v0_4 < 0x15 && this->unk_334 == 0) {
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health = this->actor.colChkInfo.health;
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if (health <= 20 && this->unk_334 == 0) {
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func_80900818(this, play);
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} else {
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if (temp_v0_4 <= 0) {
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if (health <= 0) {
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func_80901020(this, play);
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} else {
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func_80900210(this, play);
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@ -1943,13 +1943,13 @@ void func_80902524(BossGanon2* this, PlayState* play) {
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}
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}
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this->actor.colChkInfo.health -= phi_v1_2;
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temp_v0_4 = this->actor.colChkInfo.health;
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if ((temp_v0_4 < 0x15) && (this->unk_334 == 0)) {
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health = this->actor.colChkInfo.health;
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if ((health <= 20) && (this->unk_334 == 0)) {
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func_80900818(this, play);
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} else if ((temp_v0_4 <= 0) && (phi_v1_2 >= 2)) {
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} else if ((health <= 0) && (phi_v1_2 >= 2)) {
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func_80901020(this, play);
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} else {
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if (temp_v0_4 <= 0) {
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if (health <= 0) {
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this->actor.colChkInfo.health = 1;
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}
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func_80900210(this, play);
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@ -2067,7 +2067,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) {
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func_80902348(this, play);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->unk_424.base);
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if (this->actionFunc != func_8090120C) {
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func_80902524(this, play);
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BossGanon2_CollisionCheck(this, play);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_424.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->unk_444.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_444.base);
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