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Fix Phantom Ganon fast death time saver crash. (#4476)
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@ -343,6 +343,7 @@ typedef enum {
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// Opt: *EnBox
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// Opt: *EnBox
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VB_GIVE_ITEM_FROM_CHEST,
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VB_GIVE_ITEM_FROM_CHEST,
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// Opt: ItemID
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VB_GIVE_ITEM_FROM_BLUE_WARP,
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VB_GIVE_ITEM_FROM_BLUE_WARP,
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// Opt: *EnItem00
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// Opt: *EnItem00
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VB_GIVE_ITEM_FROM_ITEM_00,
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VB_GIVE_ITEM_FROM_ITEM_00,
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@ -469,8 +470,9 @@ typedef enum {
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VB_DEKU_UPDATE_BURNING_DEKU_STICK,
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VB_DEKU_UPDATE_BURNING_DEKU_STICK,
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/*** Quick Boss Deaths ***/
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/*** Quick Boss Deaths ***/
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// Vanilla condition: true
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// Vanilla condition: true; Opt: *BossGanondrof
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VB_PHANTOM_GANON_DEATH_SCENE,
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VB_PHANTOM_GANON_DEATH_SCENE,
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// Opt: *EnIk
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VB_NABOORU_KNUCKLE_DEATH_SCENE,
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VB_NABOORU_KNUCKLE_DEATH_SCENE,
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/*** Fishsanity ***/
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/*** Fishsanity ***/
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@ -619,7 +619,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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*should = false;
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*should = false;
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BossGanondrof* pg = va_arg(args, BossGanondrof*);
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BossGanondrof* pg = va_arg(args, BossGanondrof*);
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Player* player = GET_PLAYER(gPlayState);
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Player* player = GET_PLAYER(gPlayState);
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if (pg != nullptr && pg->work[GND_ACTION_STATE] == DEATH_SPASM) {
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if (pg->work[GND_ACTION_STATE] == DEATH_SPASM) {
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// Skip to death scream animation and move ganondrof to middle
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// Skip to death scream animation and move ganondrof to middle
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pg->deathState = DEATH_SCREAM;
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pg->deathState = DEATH_SCREAM;
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pg->timers[0] = 50;
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pg->timers[0] = 50;
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@ -966,7 +966,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
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bodyDecayLevel = 1;
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bodyDecayLevel = 1;
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break;
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break;
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}
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}
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if (GameInteractor_Should(VB_PHANTOM_GANON_DEATH_SCENE, true)) {
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if (GameInteractor_Should(VB_PHANTOM_GANON_DEATH_SCENE, true, this)) {
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Math_ApproachS(&this->actor.shape.rot.y, this->work[GND_VARIANCE_TIMER] * -100, 5, 0xBB8);
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Math_ApproachS(&this->actor.shape.rot.y, this->work[GND_VARIANCE_TIMER] * -100, 5, 0xBB8);
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Math_ApproachF(&this->cameraNextEye.z, this->targetPos.z + 60.0f, 0.02f, 0.5f);
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Math_ApproachF(&this->cameraNextEye.z, this->targetPos.z + 60.0f, 0.02f, 0.5f);
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Math_ApproachF(&this->actor.world.pos.y, GND_BOSSROOM_CENTER_Y + 133.0f, 0.05f, 100.0f);
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Math_ApproachF(&this->actor.world.pos.y, GND_BOSSROOM_CENTER_Y + 133.0f, 0.05f, 100.0f);
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