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Restore 1.0 quick Bongo kill glitch #2641
Restore 1.0 quick Bongo kill glitch #2641
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Awesome, great job! Just left a small nitpick, but otherwise short and sweet.
Provided this does what it says it does without any side effects, I would be ok with merging it even without confirming against 1.0 so long as we investigate in the future to make it matching with 1.0 decomp/ASM
@@ -356,12 +356,17 @@ void BossSst_HeadSetupLurk(BossSst* this) { | |||
} | |||
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void BossSst_HeadLurk(BossSst* this, PlayState* play) { | |||
if (CVarGetInteger("gQuickBongoKill", 0)) |
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Nit: please use braces with multi-line if statements
if (this->actor.yDistToPlayer < 1000.0f) { | ||
BossSst_HeadSetupIntro(this, play); | ||
} | ||
} | ||
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void BossSst_HeadSetupIntro(BossSst* this, PlayState* play) { | ||
//Make sure to restore original behavior if the quick kill didn't happen | ||
if (CVarGetInteger("gQuickBongoKill", 0)) |
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Braces here
Done. |
Don't have the decompiled 1.0 code to compare to, but looks good as far as I tested.
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