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Match `Boss_Hakugin` for JP 1.1 (#1851)
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@ -1804,7 +1804,9 @@ void BossHakugin_SetupIntroCutsceneRun(BossHakugin* this, PlayState* play) {
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this->timer = 0;
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this->actor.speed = 5.0f;
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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#if MM_VERSION >= N64_US
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player->stateFlags1 |= PLAYER_STATE1_20;
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#endif
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play->actorCtx.isOverrideInputOn = true;
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this->actionFunc = BossHakugin_IntroCutsceneRun;
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}
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@ -1812,10 +1814,12 @@ void BossHakugin_SetupIntroCutsceneRun(BossHakugin* this, PlayState* play) {
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/**
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* Handles the final part of Goht's intro cutscene where Goht runs forward and smashes through the wall of stalactites
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* in front of it. This function manually overrides the control stick input to make the player run away from Goht, and
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* it manually knocks the player back when Goht collides with them to make it appear as if Goht is running them over.
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* starting with the US version, it manually knocks the player back when Goht collides with them.
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*/
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void BossHakugin_IntroCutsceneRun(BossHakugin* this, PlayState* play) {
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#if MM_VERSION >= N64_US
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Player* player = GET_PLAYER(play);
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#endif
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Camera* subCam = Play_GetCamera(play, this->subCamId);
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Vec3f subCamAt;
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f32 controlStickMagnitude;
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@ -1841,7 +1845,9 @@ void BossHakugin_IntroCutsceneRun(BossHakugin* this, PlayState* play) {
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} else if (this->timer == 62) {
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this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
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CutsceneManager_Stop(this->actor.csId);
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#if MM_VERSION >= N64_US
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player->stateFlags1 &= ~PLAYER_STATE1_20;
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#endif
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SET_EVENTINF(EVENTINF_INTRO_CS_WATCHED_GOHT);
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Play_DisableMotionBlur();
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BossHakugin_SetupRun(this);
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@ -1861,11 +1867,15 @@ void BossHakugin_IntroCutsceneRun(BossHakugin* this, PlayState* play) {
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}
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}
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#if MM_VERSION >= N64_US
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if (this->bodyCollider.base.atFlags & AT_HIT) {
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func_800B8D50(play, &this->actor, 10.0f, 0, 6.0f, 0);
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} else {
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play->actorCtx.isOverrideInputOn = true;
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}
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#else
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play->actorCtx.isOverrideInputOn = true;
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#endif
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if (this->timer > 4) {
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controlStickMagnitude = (this->timer - 4) * 5.0f;
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