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https://github.com/HarbourMasters/Shipwright.git
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Fixes Barinade's set whenever boss fight is reloaded (#639)
* Reimplements unused Barinade reset function. * Removes the Jellyfish from Barinade's body on reset.
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@ -121,6 +121,7 @@ void BossVa_Init(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Update(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Update(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Draw(Actor* thisx, GlobalContext* globalCtx);
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void BossVa_Reset(void);
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void BossVa_UpdateEffects(GlobalContext* globalCtx);
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void BossVa_UpdateEffects(GlobalContext* globalCtx);
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void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx);
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void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx);
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@ -204,7 +205,7 @@ const ActorInit Boss_Va_InitVars = {
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(ActorFunc)BossVa_Destroy,
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(ActorFunc)BossVa_Destroy,
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(ActorFunc)BossVa_Update,
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(ActorFunc)BossVa_Update,
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(ActorFunc)BossVa_Draw,
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(ActorFunc)BossVa_Draw,
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NULL,
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(ActorResetFunc)BossVa_Reset,
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};
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};
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static ColliderCylinderInit sCylinderInit = {
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static ColliderCylinderInit sCylinderInit = {
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@ -593,6 +594,8 @@ void BossVa_Init(Actor* thisx, GlobalContext* globalCtx2) {
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switch (this->actor.params) {
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switch (this->actor.params) {
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case BOSSVA_BODY:
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case BOSSVA_BODY:
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//sFightPhase = 0;
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//sBodyState = 1;
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SkelAnime_Init(globalCtx, &this->skelAnime, &gBarinadeBodySkel, &gBarinadeBodyAnim, NULL, NULL, 0);
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SkelAnime_Init(globalCtx, &this->skelAnime, &gBarinadeBodySkel, &gBarinadeBodyAnim, NULL, NULL, 0);
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this->actor.flags |= ACTOR_FLAG_24;
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this->actor.flags |= ACTOR_FLAG_24;
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break;
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break;
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@ -4032,6 +4035,8 @@ void BossVa_DrawDoor(GlobalContext* globalCtx, s16 scale) {
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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}
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#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
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void BossVa_Reset(void) {
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void BossVa_Reset(void) {
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sKillBari = 0;
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sKillBari = 0;
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sCsCamera = 0;
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sCsCamera = 0;
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@ -4046,4 +4051,7 @@ void BossVa_Reset(void) {
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sZapperRot.z = 0;
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sZapperRot.z = 0;
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sPhase2Timer = 0;
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sPhase2Timer = 0;
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sPhase4HP = 0;
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sPhase4HP = 0;
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for (u8 i = 0; i < ARRAY_SIZE(sBodyBari); i++) {
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sBodyBari[i] = 0;
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}
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}
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}
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