diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index d4e68f42a..e4fc0e0c7 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -594,10 +594,10 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { void func_8086F2FC(EnOkuta* this, PlayState* play) { this->unk18E = 0xA; - Actor_SetColorFilter(&this->actor, 0x8000, 0x80FF, 0, 0xA); + Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 0x80FF, COLORFILTER_BUFFLAG_OPA, 0xA); this->actor.child = Actor_SpawnAsChild( - &play->actorCtx, &this->actor, play, 0x143, this->actor.world.pos.x, + &play->actorCtx, &this->actor, play, ACTOR_OBJ_ICEBLOCK, this->actor.world.pos.x, this->actor.world.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y) + (25.0f * this->headScale.y), this->actor.world.pos.z, 0, this->actor.home.rot.y, 0, 3); @@ -758,7 +758,7 @@ void func_8086F8FC(EnOkuta* this) { void func_8086FCA4(EnOkuta* this, PlayState* play) { if ((this->collider.base.acFlags & 2) && - ((this->collider.base.acFlags = (u8)(this->collider.base.acFlags & 0xFFFD), (this->unk18C != 0xA)) || + ((this->collider.base.acFlags = (this->collider.base.acFlags & 0xFFFD), (this->unk18C != 0xA)) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0xDB0B3))) { Actor_SetDropFlag(&this->actor, &this->collider.info); func_8086E0F0(this, play);