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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>
This commit is contained in:
Phil 2024-01-12 10:56:16 -06:00 committed by GitHub
parent f4306900ee
commit 616d6d4e46
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@ -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);