mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
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This commit is contained in:
@@ -546,7 +546,7 @@ void Boss07_Wrath_Dodge(Boss07* this, PlayState* play, u8 canCancel) {
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} else {
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Boss07_Wrath_SetupJump(this, play);
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}
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this->unk_158 = 10;
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this->collisionTimer = 10;
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this->whipGrabIndex = 0;
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if (&this->actor == player->actor.parent) {
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player->unk_AE8 = 101;
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@@ -1351,7 +1351,7 @@ void Boss07_Wrath_SetupSidestep(Boss07* this, PlayState* play) {
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this->moveTarget.x += this->actor.world.pos.x;
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this->moveTarget.z += this->actor.world.pos.z;
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this->timers[1] = 21;
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this->unk_158 = 10;
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this->collisionTimer = 10;
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this->vel_170 = 0.0f;
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this->timer_ABCC = 0;
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}
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@@ -1750,7 +1750,7 @@ void Boss07_Wrath_SetupStunned(Boss07* this, PlayState* play) {
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Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasWrathStunAnim, -10.0f);
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this->animEndFrame = Animation_GetLastFrame(&gMajorasWrathStunAnim);
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}
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this->unk_158 = 10;
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this->collisionTimer = 10;
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Actor_PlaySfx(&this->actor, NA_SE_EN_LAST3_VOICE_DAMAGE_OLD);
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}
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@@ -1840,7 +1840,7 @@ void Boss07_Wrath_SetupDamaged(Boss07* this, PlayState* play, u8 damage, u8 dmgE
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this->timer_ABCC = 0;
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} else if (dmgEffect == MAJORAS_WRATH_DMGEFF_E) {
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if (this->skelAnime.curFrame <= (this->animEndFrame - 5.0f)) {
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this->unk_158 = 30;
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this->collisionTimer = 30;
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} else {
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Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasWrathDamageAnim, -5.0f);
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}
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@@ -1971,27 +1971,27 @@ void Boss07_Wrath_CollisionCheck(Boss07* this, PlayState* play) {
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for (j = 0; j < ARRAY_COUNT(this->bodyElements); j++) {
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this->bodyCollider.elements[j].info.bumperFlags &= ~BUMP_HIT;
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}
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if (this->unk_1804 == 10) {
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if (this->unk_1804 == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
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this->unk_1806 = 0;
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}
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switch (this->actor.colChkInfo.damageEffect) {
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case MAJORAS_WRATH_DMGEFF_3:
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this->unk_1805 = 10;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_10;
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break;
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case MAJORAS_WRATH_DMGEFF_2:
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this->unk_1805 = 1;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_1;
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break;
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case MAJORAS_WRATH_DMGEFF_4:
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this->unk_1805 = 20;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_20;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x,
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this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 0, 4);
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break;
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case MAJORAS_WRATH_DMGEFF_A:
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this->unk_1805 = 40;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_40;
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Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
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break;
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case MAJORAS_WRATH_DMGEFF_9:
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this->unk_1805 = 30;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_30;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x,
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this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 3, 4);
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break;
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@@ -2053,12 +2053,12 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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switch (this->unk_1805) {
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case MAJORAS_DAMAGE_STATE_0:
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this->unk_1804 = 0;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_FIRE;
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this->unk_1806 = 0;
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this->unk_1800 = 0.0f;
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break;
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case MAJORAS_DAMAGE_STATE_1:
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this->unk_1804 = 0;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_FIRE;
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this->unk_1806 = 40;
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this->unk_1800 = 1.0f;
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this->unk_17F8 = 0.0f;
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@@ -2068,14 +2068,14 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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if (this->unk_1806 == 0) {
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Math_ApproachZeroF(&this->unk_1800, 1.0f, 0.02f);
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if (this->unk_1800 == 0.0f) {
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this->unk_1805 = 0;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_0;
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}
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} else {
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Math_ApproachF(&this->unk_17F8, 1.0f, 0.1f, 0.5f);
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}
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break;
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case MAJORAS_DAMAGE_STATE_10:
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this->unk_1804 = 11;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_FROZEN_SFX;
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this->unk_1806 = 40;
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this->unk_1800 = 1.0f;
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this->unk_17FC = 1.0f;
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@@ -2084,10 +2084,10 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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case MAJORAS_DAMAGE_STATE_11:
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if (this->unk_1806 == 0) {
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Boss07_Wrath_BreakIce(this, play);
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this->unk_1805 = 0;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_0;
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} else {
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if (this->unk_1806 == 50) {
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this->unk_1804 = 10;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX;
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}
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Math_ApproachF(&this->unk_17F8, 1.0f, 1.0f, 0.08f);
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Math_ApproachF(&this->unk_17FC, 1.0f, 0.05f, 0.05f);
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@@ -2095,12 +2095,12 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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break;
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if (1) {
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case MAJORAS_DAMAGE_STATE_20:
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this->unk_1804 = 20;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_LIGHT_ORBS;
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this->unk_1806 = 40;
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this->unk_17F8 = 1.0f;
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} else {
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case MAJORAS_DAMAGE_STATE_30:
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this->unk_1804 = 21;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS;
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this->unk_1806 = 40;
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this->unk_17F8 = 3.0f;
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}
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@@ -2110,7 +2110,7 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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if (this->unk_1806 == 0) {
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Math_ApproachZeroF(&this->unk_17F8, 1.0f, 0.03f);
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if (this->unk_17F8 == 0.0f) {
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this->unk_1805 = 0;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_0;
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this->unk_1800 = 0.0f;
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}
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} else {
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@@ -2118,7 +2118,7 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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}
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break;
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case MAJORAS_DAMAGE_STATE_40:
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this->unk_1804 = 30;
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this->unk_1804 = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL;
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this->unk_1806 = 50;
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this->unk_1800 = 1.0f;
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this->unk_17F8 = (KREG(18) * 0.1f) + 1.0f;
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@@ -2127,7 +2127,7 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) {
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if (this->unk_1806 == 0) {
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Math_ApproachZeroF(&this->unk_17F8, 1.0f, 0.05f);
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if (this->unk_17F8 == 0.0f) {
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this->unk_1805 = 0;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_0;
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this->unk_1800 = 0.0f;
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}
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}
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@@ -2157,7 +2157,7 @@ void Boss07_Wrath_Update(Actor* thisx, PlayState* play2) {
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DECR(this->timers[i]);
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}
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DECR(this->whipCollisionTimer);
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DECR(this->unk_158);
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DECR(this->collisionTimer);
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DECR(this->invincibilityTimer);
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DECR(this->dmgFogEffectTimer);
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DECR(this->jumpSfxTimer);
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@@ -2178,7 +2178,7 @@ void Boss07_Wrath_Update(Actor* thisx, PlayState* play2) {
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}
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Boss07_Wrath_WhipCollisionCheck(this->rightWhip.pos, this->rightWhip.tension, this, play);
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Boss07_Wrath_WhipCollisionCheck(this->leftWhip.pos, this->leftWhip.tension, this, play);
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if (this->unk_158 != 0) {
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if (this->collisionTimer != 0) {
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for (i = 0; i < ARRAY_COUNT(this->bodyElements); i++) {
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this->bodyCollider.elements[i].info.bumperFlags &= ~BUMP_HIT;
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}
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@@ -2577,7 +2577,7 @@ void Boss07_Wrath_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3
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}
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index = sLimbColliderIndex[limbIndex];
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if (index >= 0) {
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if (this->unk_158 != 0) {
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if (this->collisionTimer != 0) {
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Matrix_MultVecZ(100000.0f, &colliderPos);
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} else {
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Matrix_MultVec3f(&sWrathColliderOffsets[index], &colliderPos);
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@@ -3125,7 +3125,7 @@ void Boss07_Incarnation_SetupStunned(Boss07* this, PlayState* play, s16 stunTime
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Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasIncarnationFallOverStartAnim, -10.0f);
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this->animEndFrame = Animation_GetLastFrame(&gMajorasIncarnationFallOverStartAnim);
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}
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this->unk_158 = 10;
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this->collisionTimer = 10;
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this->timers[0] = stunTime;
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this->timers[1] = 12;
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}
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@@ -3157,7 +3157,7 @@ void Boss07_Incarnation_SetupDamaged(Boss07* this, PlayState* play, u8 damage, u
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this->animEndFrame = Animation_GetLastFrame(&gMajorasIncarnationDamageAnim);
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} else if (dmgEffect == MAJORAS_INCARNATION_DMGEFF_E) {
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if (this->skelAnime.curFrame <= (this->animEndFrame - 5.0f)) {
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this->unk_158 = 30;
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this->collisionTimer = 30;
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this->invincibilityTimer = 30;
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} else {
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Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasIncarnationDamageAnim, -2.0f);
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@@ -3170,7 +3170,7 @@ void Boss07_Incarnation_SetupDamaged(Boss07* this, PlayState* play, u8 damage, u
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Actor_PlaySfx(&this->actor, NA_SE_EN_LAST2_DEAD_OLD);
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this->startDeath = true;
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this->invincibilityTimer = 100;
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this->unk_158 = 100;
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this->collisionTimer = 100;
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Enemy_StartFinishingBlow(play, &this->actor);
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return;
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}
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@@ -3535,27 +3535,27 @@ void Boss07_Incarnation_CollisionCheck(Boss07* this, PlayState* play) {
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for (j = 0; j < ARRAY_COUNT(this->bodyElements); j++) {
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this->bodyCollider.elements[j].info.bumperFlags &= ~BUMP_HIT;
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}
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if (this->unk_1804 == 10) {
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if (this->unk_1804 == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
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this->unk_1806 = 0;
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}
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switch (this->actor.colChkInfo.damageEffect) {
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case MAJORAS_INCARNATION_DMGEFF_3:
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this->unk_1805 = 10;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_10;
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break;
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case MAJORAS_INCARNATION_DMGEFF_2:
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this->unk_1805 = 1;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_1;
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break;
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case MAJORAS_INCARNATION_DMGEFF_4:
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this->unk_1805 = 20;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_20;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x,
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this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 0, 4);
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break;
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case MAJORAS_INCARNATION_DMGEFF_A:
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this->unk_1805 = 40;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_40;
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Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
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break;
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case MAJORAS_INCARNATION_DMGEFF_9:
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this->unk_1805 = 30;
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this->unk_1805 = MAJORAS_DAMAGE_STATE_30;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x,
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this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 3, 4);
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break;
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@@ -3621,7 +3621,7 @@ void Boss07_Incarnation_Update(Actor* thisx, PlayState* play2) {
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}
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DECR(this->invincibilityTimer);
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DECR(this->dmgFogEffectTimer);
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DECR(this->unk_158);
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DECR(this->collisionTimer);
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DECR(this->timer_18D6);
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Math_ApproachZeroF(&this->unk_330, 1.0f, 0.04f);
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@@ -3635,7 +3635,7 @@ void Boss07_Incarnation_Update(Actor* thisx, PlayState* play2) {
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Boss07_Incarnation_SetupDeath(this, play);
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}
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}
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if (this->unk_158 != 0) {
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if (this->collisionTimer != 0) {
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for (i = 0; i < ARRAY_COUNT(this->bodyElements); i++) {
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this->bodyCollider.elements[i].info.bumperFlags &= ~BUMP_HIT;
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}
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@@ -3739,7 +3739,7 @@ void Boss07_Incarnation_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList
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}
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i = sLimbColliderIndex[limbIndex];
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if (i >= 0) {
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if (this->unk_158 != 0) {
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if (this->collisionTimer != 0) {
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Matrix_MultVecZ(100000.0f, &sp28);
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} else {
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Matrix_MultVec3f(&sIncarnationColliderOffsets[i], &sp28);
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@@ -5617,8 +5617,8 @@ void Boss07_Top_Ground(Boss07* this, PlayState* play) {
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this->actor.world.pos.x += this->xRecoil;
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this->actor.world.pos.z += this->zRecoil;
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Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 40.0f, 80.0f, 5);
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if ((this->unk_158 == 0) && (this->actor.bgCheckFlags & 8)) {
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this->unk_158 = 10;
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if ((this->collisionTimer == 0) && (this->actor.bgCheckFlags & 8)) {
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this->collisionTimer = 10;
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if (this->topSpinRate > 0.01f) {
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if (this->topSpinRate < 0.45f) {
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this->actor.speed *= -1.0f;
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@@ -5695,17 +5695,17 @@ void Boss07_Top_Collide(Boss07* this, PlayState* play) {
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f32 dy;
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f32 dz;
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if (this->unk_158 == 0) {
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if (this->collisionTimer == 0) {
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top = (Boss07*)play->actorCtx.actorLists[ACTORCAT_BOSS].first;
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while (top != NULL) {
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if ((this != top) && (top->actor.params == MAJORAS_TOP) && (top->unk_158 == 0)) {
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if ((this != top) && (top->actor.params == MAJORAS_TOP) && (top->collisionTimer == 0)) {
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dx = top->actor.world.pos.x - this->actor.world.pos.x;
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dy = top->actor.world.pos.y - this->actor.world.pos.y;
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dz = top->actor.world.pos.z - this->actor.world.pos.z;
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if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < (sREG(28) + 50.0f)) {
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top->unk_158 = this->unk_158 = 10;
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top->collisionTimer = this->collisionTimer = 10;
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this->actor.world.rot.y = Math_Atan2S(dx, dz);
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top->actor.world.rot.y = this->actor.world.rot.y + 0x7FFF;
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if (this->timers[0] > 0) {
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@@ -5815,7 +5815,7 @@ void Boss07_Top_Update(Actor* thisx, PlayState* play2) {
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DECR(this->timers[1]);
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DECR(this->dmgFogEffectTimer);
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DECR(this->invincibilityTimer);
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DECR(this->unk_158);
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DECR(this->collisionTimer);
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this->actionFunc(this, play);
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Math_Vec3f_Copy(&this->actor.focus.pos, &this->actor.world.pos);
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this->actor.focus.pos.y += 25.0f;
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@@ -61,7 +61,7 @@ typedef struct Boss07 {
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/* 0x014F */ u8 whipCrackTimer;
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/* 0x0150 */ s16 timers[3];
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/* 0x0156 */ s16 jumpSfxTimer;
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/* 0x0158 */ s16 unk_158; // turns off collision
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/* 0x0158 */ s16 collisionTimer; // turns off collision
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/* 0x015A */ s16 whipCollisionTimer;
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/* 0x015C */ s16 invincibilityTimer;
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/* 0x015E */ s16 dmgFogEffectTimer;
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