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fix dark link not getting hit when stunned (#5028)
in https://github.com/HarbourMasters/Shipwright/pull/3280 both `0x00400000` and `0x04000000` were replaced with `PLAYER_STATE1_SHIELDING`. `0x00400000` is `PLAYER_STATE1_SHIELDING`, but `0x04000000` is `PLAYER_STATE1_DAMAGED` this fixes the spots in `z_en_torch2` where we had `PLAYER_STATE1_SHIELDING` where it should have been `PLAYER_STATE1_DAMAGED`
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@ -608,7 +608,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
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sDeathFlag = false;
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sDeathFlag = false;
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}
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}
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if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) &&
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if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) &&
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(this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & PLAYER_STATE1_SHIELDING) &&
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(this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & PLAYER_STATE1_DAMAGED) &&
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!(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) {
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!(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) {
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if (!Actor_ApplyDamage(&this->actor)) {
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if (!Actor_ApplyDamage(&this->actor)) {
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@ -660,7 +660,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
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this->stateFlags3 &= ~PLAYER_STATE3_PAUSE_ACTION_FUNC;
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this->stateFlags3 &= ~PLAYER_STATE3_PAUSE_ACTION_FUNC;
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} else {
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} else {
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this->stateFlags3 |= PLAYER_STATE3_PAUSE_ACTION_FUNC;
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this->stateFlags3 |= PLAYER_STATE3_PAUSE_ACTION_FUNC;
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this->stateFlags1 &= ~PLAYER_STATE1_SHIELDING;
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this->stateFlags1 &= ~PLAYER_STATE1_DAMAGED;
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this->invincibilityTimer = 0;
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this->invincibilityTimer = 0;
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input->press.stick_x = input->press.stick_y = 0;
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input->press.stick_x = input->press.stick_y = 0;
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/*! @bug
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/*! @bug
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