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Restore 1.0 quick Bongo kill glitch #2641

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RaelCappra
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@RaelCappra RaelCappra commented Mar 20, 2023

Don't have the decompiled 1.0 code to compare to, but looks good as far as I tested.

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@Archez Archez left a comment

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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) {
}

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);
}
}

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

@RaelCappra
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Done.

@briaguya-ai briaguya-ai merged commit c9c7fc7 into HarbourMasters:develop Mar 23, 2023
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3 participants