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document bongo cutscene bug (#1384)
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@ -436,6 +436,11 @@ void BossSst_HeadIntro(BossSst* this, PlayState* play) {
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Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
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Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
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Audio_PlayActorSfx2(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
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Audio_PlayActorSfx2(&sFloor->dyna.actor, NA_SE_EN_SHADEST_TAIKO_HIGH);
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} else if (GET_EVENTCHKINF(EVENTCHKINF_77)) {
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} else if (GET_EVENTCHKINF(EVENTCHKINF_77)) {
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//! @bug This condition assumes that the second bounce on the ground will occur before frame 545 on the timer.
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//! However, it is possible to delay Player's descent to the ground by, for example, jumpslashing on the last possible
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//! frame before the cutscene takes control. This delays Player's fall to the ground by enough time such that
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//! the second bounce will occur after the timer has decremented past 546.
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//! The end result is that the cutscene will not be shortened like it should even though the flag is set.
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sHands[RIGHT]->actor.draw = BossSst_DrawHand;
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sHands[RIGHT]->actor.draw = BossSst_DrawHand;
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sHands[LEFT]->actor.draw = BossSst_DrawHand;
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sHands[LEFT]->actor.draw = BossSst_DrawHand;
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this->actor.draw = BossSst_DrawHead;
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this->actor.draw = BossSst_DrawHead;
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