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Fix several enemy ID's for Hyper Rush (#2871)
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23d89122b3
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@ -408,11 +408,13 @@ void RegisterHyperBosses() {
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uint8_t isBossActor =
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actor->id == ACTOR_BOSS_GOMA || // Gohma
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actor->id == ACTOR_BOSS_DODONGO || // King Dodongo
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actor->id == ACTOR_EN_BDFIRE || // King Dodongo Fire Breath
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actor->id == ACTOR_BOSS_VA || // Barinade
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actor->id == ACTOR_BOSS_GANONDROF || // Phantom Ganon
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(actor->id == 0 && actor->category == ACTORCAT_BOSS) || // Phantom Ganon/Ganondorf Energy Ball/Thunder
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actor->id == ACTOR_EN_FHG_FIRE || // Phantom Ganon/Ganondorf Energy Ball/Thunder
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actor->id == ACTOR_EN_FHG || // Phantom Ganon's Horse
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actor->id == ACTOR_BOSS_FD || actor->id == ACTOR_BOSS_FD2 || // Volvagia (grounded/flying)
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actor->id == ACTOR_EN_VB_BALL || // Volvagia Rocks
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actor->id == ACTOR_BOSS_MO || // Morpha
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actor->id == ACTOR_BOSS_SST || // Bongo Bongo
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actor->id == ACTOR_BOSS_TW || // Twinrova
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@ -19,7 +19,7 @@ void func_809BC2A4(EnBdfire* this, PlayState* play);
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void func_809BC598(EnBdfire* this, PlayState* play);
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const ActorInit En_Bdfire_InitVars = {
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0,
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ACTOR_EN_BDFIRE,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_KINGDODONGO,
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@ -45,7 +45,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play);
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void EnFhgFire_PhantomWarp(EnFhgFire* this, PlayState* play);
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const ActorInit En_Fhg_Fire_InitVars = {
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0,
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ACTOR_EN_FHG_FIRE,
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ACTORCAT_BOSS,
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FLAGS,
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OBJECT_FHG,
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@ -44,7 +44,7 @@ void EnGoma_SetupJump(EnGoma* this);
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void EnGoma_SetupStunned(EnGoma* this, PlayState* play);
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const ActorInit En_Goma_InitVars = {
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ACTOR_BOSS_GOMA,
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ACTOR_EN_GOMA,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_GOL,
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@ -17,7 +17,7 @@ void EnVbBall_Update(Actor* thisx, PlayState* play);
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void EnVbBall_Draw(Actor* thisx, PlayState* play);
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const ActorInit En_Vb_Ball_InitVars = {
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0,
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ACTOR_EN_VB_BALL,
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ACTORCAT_BOSS,
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FLAGS,
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OBJECT_FD,
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