diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index 4d728c3f99..cfb3b95ea2 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -436,6 +436,11 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) { Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150); Audio_PlayActorSfx2(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH); } else if (GET_EVENTCHKINF(EVENTCHKINF_77)) { + //! @bug This condition assumes that the second bounce on the ground will occur before frame 545 on the timer. + //! However, it is possible to delay Player's descent to the ground by, for example, jumpslashing on the last possible + //! frame before the cutscene takes control. This delays Player's fall to the ground by enough time such that + //! the second bounce will occur after the timer has decremented past 546. + //! The end result is that the cutscene will not be shortened like it should even though the flag is set. sHands[RIGHT]->actor.draw = BossSst_DrawHand; sHands[LEFT]->actor.draw = BossSst_DrawHand; this->actor.draw = BossSst_DrawHead;