mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-10 19:20:13 +00:00
Removed unnecessarily duplicated variable (#1508)
This commit is contained in:
parent
d5410fa2b8
commit
d3c6836df7
1 changed files with 5 additions and 7 deletions
|
@ -1225,10 +1225,9 @@ void BossDodongo_SpawnFire(BossDodongo* this, PlayState* play, s16 params) {
|
|||
|
||||
void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
|
||||
s32 pad;
|
||||
ColliderInfo* item1;
|
||||
ColliderInfo* item;
|
||||
u8 swordDamage;
|
||||
s32 damage;
|
||||
ColliderInfo* item2;
|
||||
s16 i;
|
||||
|
||||
if ((this->health <= 0) && (this->actionFunc != BossDodongo_DeathCutscene)) {
|
||||
|
@ -1241,10 +1240,9 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
|
|||
if (this->actionFunc == BossDodongo_Inhale) {
|
||||
for (i = 0; i < 19; i++) {
|
||||
if (this->collider.elements[i].info.bumperFlags & BUMP_HIT) {
|
||||
item1 = this->collider.elements[i].info.acHitInfo;
|
||||
item2 = item1;
|
||||
item = this->collider.elements[i].info.acHitInfo;
|
||||
|
||||
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->unk_1C0 = 2;
|
||||
BossDodongo_SetupWalk(this);
|
||||
|
@ -1257,9 +1255,9 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
|
|||
|
||||
if (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)) {
|
||||
swordDamage = damage = CollisionCheck_GetSwordDamage(item1->toucher.dmgFlags);
|
||||
swordDamage = damage = CollisionCheck_GetSwordDamage(item->toucher.dmgFlags);
|
||||
|
||||
if (damage != 0) {
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
|
|
Loading…
Reference in a new issue