Fix several enemy ID's for Hyper Rush (#2871)

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aMannus 2023-05-11 02:44:40 +02:00 committed by GitHub
parent 23d89122b3
commit 6d4761f349
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 7 additions and 5 deletions

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@ -408,11 +408,13 @@ void RegisterHyperBosses() {
uint8_t isBossActor = uint8_t isBossActor =
actor->id == ACTOR_BOSS_GOMA || // Gohma actor->id == ACTOR_BOSS_GOMA || // Gohma
actor->id == ACTOR_BOSS_DODONGO || // King Dodongo actor->id == ACTOR_BOSS_DODONGO || // King Dodongo
actor->id == ACTOR_EN_BDFIRE || // King Dodongo Fire Breath
actor->id == ACTOR_BOSS_VA || // Barinade actor->id == ACTOR_BOSS_VA || // Barinade
actor->id == ACTOR_BOSS_GANONDROF || // Phantom Ganon actor->id == ACTOR_BOSS_GANONDROF || // Phantom Ganon
(actor->id == 0 && actor->category == ACTORCAT_BOSS) || // Phantom Ganon/Ganondorf Energy Ball/Thunder actor->id == ACTOR_EN_FHG_FIRE || // Phantom Ganon/Ganondorf Energy Ball/Thunder
actor->id == ACTOR_EN_FHG || // Phantom Ganon's Horse actor->id == ACTOR_EN_FHG || // Phantom Ganon's Horse
actor->id == ACTOR_BOSS_FD || actor->id == ACTOR_BOSS_FD2 || // Volvagia (grounded/flying) actor->id == ACTOR_BOSS_FD || actor->id == ACTOR_BOSS_FD2 || // Volvagia (grounded/flying)
actor->id == ACTOR_EN_VB_BALL || // Volvagia Rocks
actor->id == ACTOR_BOSS_MO || // Morpha actor->id == ACTOR_BOSS_MO || // Morpha
actor->id == ACTOR_BOSS_SST || // Bongo Bongo actor->id == ACTOR_BOSS_SST || // Bongo Bongo
actor->id == ACTOR_BOSS_TW || // Twinrova actor->id == ACTOR_BOSS_TW || // Twinrova

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@ -19,7 +19,7 @@ void func_809BC2A4(EnBdfire* this, PlayState* play);
void func_809BC598(EnBdfire* this, PlayState* play); void func_809BC598(EnBdfire* this, PlayState* play);
const ActorInit En_Bdfire_InitVars = { const ActorInit En_Bdfire_InitVars = {
0, ACTOR_EN_BDFIRE,
ACTORCAT_ENEMY, ACTORCAT_ENEMY,
FLAGS, FLAGS,
OBJECT_KINGDODONGO, OBJECT_KINGDODONGO,

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@ -45,7 +45,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play);
void EnFhgFire_PhantomWarp(EnFhgFire* this, PlayState* play); void EnFhgFire_PhantomWarp(EnFhgFire* this, PlayState* play);
const ActorInit En_Fhg_Fire_InitVars = { const ActorInit En_Fhg_Fire_InitVars = {
0, ACTOR_EN_FHG_FIRE,
ACTORCAT_BOSS, ACTORCAT_BOSS,
FLAGS, FLAGS,
OBJECT_FHG, OBJECT_FHG,

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@ -44,7 +44,7 @@ void EnGoma_SetupJump(EnGoma* this);
void EnGoma_SetupStunned(EnGoma* this, PlayState* play); void EnGoma_SetupStunned(EnGoma* this, PlayState* play);
const ActorInit En_Goma_InitVars = { const ActorInit En_Goma_InitVars = {
ACTOR_BOSS_GOMA, ACTOR_EN_GOMA,
ACTORCAT_ENEMY, ACTORCAT_ENEMY,
FLAGS, FLAGS,
OBJECT_GOL, OBJECT_GOL,

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@ -17,7 +17,7 @@ void EnVbBall_Update(Actor* thisx, PlayState* play);
void EnVbBall_Draw(Actor* thisx, PlayState* play); void EnVbBall_Draw(Actor* thisx, PlayState* play);
const ActorInit En_Vb_Ball_InitVars = { const ActorInit En_Vb_Ball_InitVars = {
0, ACTOR_EN_VB_BALL,
ACTORCAT_BOSS, ACTORCAT_BOSS,
FLAGS, FLAGS,
OBJECT_FD, OBJECT_FD,