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[Maintenance] [th01] Bosses: Classify the end-of-boss scene load as ZUN bloat
Part of P0229, funded by Ember2528.
1 parent 97c16da commit b68a619

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5 files changed

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-0
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5 files changed

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lines changed

th01/main/boss/b10j.cpp

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@@ -1345,6 +1345,10 @@ void mima_main(void)
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Missiles.reset();
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shootout_lasers_unput_and_reset_broken(i, 5); // 5? Doubly broken...
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boss_defeat_animate();
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// ZUN bloat: Already done at the start of REIIDEN.EXE's main().
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// The REIIDEN.EXE process restarts after the end of a scene
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// anyway, making this load doubly pointless.
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scene_init_and_load(4);
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}
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}

th01/main/boss/b10m.cpp

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@@ -1211,6 +1211,12 @@ inline void conditionally_reset_missiles(bool cond) {
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/* 5? Triply broken, since this fight doesn't even use lasers... */ \
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shootout_lasers_unput_and_reset_broken(tmp_i, 5); \
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boss_defeat_animate(); \
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\
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/** \
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* ZUN bloat: Already done at the start of REIIDEN.EXE's main(). \
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* The REIIDEN.EXE process restarts after the end of a scene \
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* anyway, making this load doubly pointless. \
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*/ \
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scene_init_and_load(3); \
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} \
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}

th01/main/boss/b15j.cpp

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@@ -1158,6 +1158,10 @@ void kikuri_main(void)
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Pellets.unput_and_reset();
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shootout_lasers_unput_and_reset_broken(i, 4); // 4? Doubly broken...
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boss_defeat_animate();
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// ZUN bloat: Already done at the start of REIIDEN.EXE's main().
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// The REIIDEN.EXE process restarts after the end of a scene
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// anyway, making this load doubly pointless.
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scene_init_and_load(6);
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}
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}

th01/main/boss/b15m.cpp

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@@ -2140,6 +2140,10 @@ void elis_main(void)
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Missiles.reset();
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shootout_lasers_unput_and_reset_broken(i, SHOOTOUT_LASER_COUNT);
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boss_defeat_animate();
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// ZUN bloat: Already done at the start of REIIDEN.EXE's main().
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// The REIIDEN.EXE process restarts after the end of a scene
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// anyway, making this load doubly pointless.
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scene_init_and_load(5);
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}
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}

th01/main/boss/defeat.cpp

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@@ -199,11 +199,15 @@ void singyoku_defeat_animate_and_select_route(void)
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frame_delay(5);
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}
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// ZUN bloat: Already done at the start of REIIDEN.EXE's main(). The
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// REIIDEN:EXE process restarts after the end of a scene anyway, making
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// this load doubly pointless.
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if(route_sel.v == ROUTE_MAKAI) {
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scene_init_and_load(1);
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} else {
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scene_init_and_load(2);
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}
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route = route_sel.v;
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stage_cleared = true;
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player_is_hit = true;

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