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Removed unnecessarily duplicated variable (#1508)

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adaliaramon 2023-07-04 01:26:32 +02:00 committed by GitHub
parent d5410fa2b8
commit d3c6836df7
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@ -1225,10 +1225,9 @@ void BossDodongo_SpawnFire(BossDodongo* this, PlayState* play, s16 params) {
void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) { void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
s32 pad; s32 pad;
ColliderInfo* item1; ColliderInfo* item;
u8 swordDamage; u8 swordDamage;
s32 damage; s32 damage;
ColliderInfo* item2;
s16 i; s16 i;
if ((this->health <= 0) && (this->actionFunc != BossDodongo_DeathCutscene)) { if ((this->health <= 0) && (this->actionFunc != BossDodongo_DeathCutscene)) {
@ -1241,10 +1240,9 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
if (this->actionFunc == BossDodongo_Inhale) { if (this->actionFunc == BossDodongo_Inhale) {
for (i = 0; i < 19; i++) { for (i = 0; i < 19; i++) {
if (this->collider.elements[i].info.bumperFlags & BUMP_HIT) { if (this->collider.elements[i].info.bumperFlags & BUMP_HIT) {
item1 = this->collider.elements[i].info.acHitInfo; item = this->collider.elements[i].info.acHitInfo;
item2 = item1;
if ((item2->toucher.dmgFlags & DMG_BOOMERANG) || (item2->toucher.dmgFlags & DMG_SLINGSHOT)) { if ((item->toucher.dmgFlags & DMG_BOOMERANG) || (item->toucher.dmgFlags & DMG_SLINGSHOT)) {
this->collider.elements[i].info.bumperFlags &= ~BUMP_HIT; this->collider.elements[i].info.bumperFlags &= ~BUMP_HIT;
this->unk_1C0 = 2; this->unk_1C0 = 2;
BossDodongo_SetupWalk(this); BossDodongo_SetupWalk(this);
@ -1257,9 +1255,9 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
if (this->collider.elements->info.bumperFlags & BUMP_HIT) { if (this->collider.elements->info.bumperFlags & BUMP_HIT) {
this->collider.elements->info.bumperFlags &= ~BUMP_HIT; this->collider.elements->info.bumperFlags &= ~BUMP_HIT;
item1 = this->collider.elements[0].info.acHitInfo; item = this->collider.elements[0].info.acHitInfo;
if ((this->actionFunc == BossDodongo_Vulnerable) || (this->actionFunc == BossDodongo_LayDown)) { if ((this->actionFunc == BossDodongo_Vulnerable) || (this->actionFunc == BossDodongo_LayDown)) {
swordDamage = damage = CollisionCheck_GetSwordDamage(item1->toucher.dmgFlags); swordDamage = damage = CollisionCheck_GetSwordDamage(item->toucher.dmgFlags);
if (damage != 0) { if (damage != 0) {
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE); Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);