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Removed unnecessarily duplicated variable (#1508)
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1 changed files with 5 additions and 7 deletions
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@ -1225,10 +1225,9 @@ void BossDodongo_SpawnFire(BossDodongo* this, PlayState* play, s16 params) {
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void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
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void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
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s32 pad;
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s32 pad;
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ColliderInfo* item1;
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ColliderInfo* item;
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u8 swordDamage;
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u8 swordDamage;
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s32 damage;
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s32 damage;
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ColliderInfo* item2;
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s16 i;
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s16 i;
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if ((this->health <= 0) && (this->actionFunc != BossDodongo_DeathCutscene)) {
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if ((this->health <= 0) && (this->actionFunc != BossDodongo_DeathCutscene)) {
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@ -1241,10 +1240,9 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
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if (this->actionFunc == BossDodongo_Inhale) {
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if (this->actionFunc == BossDodongo_Inhale) {
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for (i = 0; i < 19; i++) {
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for (i = 0; i < 19; i++) {
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if (this->collider.elements[i].info.bumperFlags & BUMP_HIT) {
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if (this->collider.elements[i].info.bumperFlags & BUMP_HIT) {
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item1 = this->collider.elements[i].info.acHitInfo;
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item = this->collider.elements[i].info.acHitInfo;
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item2 = item1;
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if ((item2->toucher.dmgFlags & DMG_BOOMERANG) || (item2->toucher.dmgFlags & DMG_SLINGSHOT)) {
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if ((item->toucher.dmgFlags & DMG_BOOMERANG) || (item->toucher.dmgFlags & DMG_SLINGSHOT)) {
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this->collider.elements[i].info.bumperFlags &= ~BUMP_HIT;
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this->collider.elements[i].info.bumperFlags &= ~BUMP_HIT;
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this->unk_1C0 = 2;
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this->unk_1C0 = 2;
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BossDodongo_SetupWalk(this);
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BossDodongo_SetupWalk(this);
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@ -1257,9 +1255,9 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
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if (this->collider.elements->info.bumperFlags & BUMP_HIT) {
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if (this->collider.elements->info.bumperFlags & BUMP_HIT) {
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this->collider.elements->info.bumperFlags &= ~BUMP_HIT;
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this->collider.elements->info.bumperFlags &= ~BUMP_HIT;
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item1 = this->collider.elements[0].info.acHitInfo;
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item = this->collider.elements[0].info.acHitInfo;
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if ((this->actionFunc == BossDodongo_Vulnerable) || (this->actionFunc == BossDodongo_LayDown)) {
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if ((this->actionFunc == BossDodongo_Vulnerable) || (this->actionFunc == BossDodongo_LayDown)) {
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swordDamage = damage = CollisionCheck_GetSwordDamage(item1->toucher.dmgFlags);
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swordDamage = damage = CollisionCheck_GetSwordDamage(item->toucher.dmgFlags);
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if (damage != 0) {
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if (damage != 0) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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