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Diffstat (limited to 'src/bossFuzzyBear.cpp')
-rw-r--r--src/bossFuzzyBear.cpp13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/bossFuzzyBear.cpp b/src/bossFuzzyBear.cpp
index 0c16d42..463d063 100644
--- a/src/bossFuzzyBear.cpp
+++ b/src/bossFuzzyBear.cpp
@@ -25,7 +25,7 @@ class daFuzzyBear_c : public dEn_c {
float AreaWidthRight;
float LaunchSpeedShort;
float LaunchSpeedHigh;
- u8 dying;
+ char dying;
float storeSpeed;
Vec initialPos;
char RolyBounces;
@@ -70,7 +70,7 @@ extern "C" void *HandleYSpeed(daFuzzyBear_c *);
extern "C" void *UpdateObjectPosBasedOnSpeedValues_real(daFuzzyBear_c *);
extern "C" void *doSpriteMovement(dEn_c *);
extern "C" void *PlaySound(daFuzzyBear_c *, int soundID);
-extern "C" void *StopSound(int soundID, int thing=0);
+extern "C" void *StopSound(int soundID);
extern "C" u32 GenerateRandomNumber(int max);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
@@ -248,6 +248,7 @@ int daFuzzyBear_c::onCreate() {
this->roly = 0;
this->damage = 0;
this->isInvulnerable = 0;
+ this->dying = 0;
bindAnimChr_and_setUpdateRate("run", 1, 0.0, 1.0);
@@ -384,12 +385,12 @@ void daFuzzyBear_c::executeState_Bounce() {
// Check for walls
- if (this->pos.x <= this->initialPos.x - ((15 * 24.0) + wallDistance)) { // Hit left wall, head right.
+ if (this->pos.x <= this->initialPos.x - ((17 * 16.0) + wallDistance)) { // Hit left wall, head right.
this->speed.x = -this->speed.x;
this->direction = 1;
this->pos.x = this->pos.x + 1.0; }
- if (this->pos.x >= this->initialPos.x + ((5 * 24.0) - wallDistance)) { // Hit right wall, head left.
+ if (this->pos.x >= this->initialPos.x + ((7.5 * 16.0) - wallDistance)) { // Hit right wall, head left.
this->speed.x = -this->speed.x;
this->direction = 0;
this->pos.x = this->pos.x - 1.0; }
@@ -650,14 +651,14 @@ void daFuzzyBear_c::executeState_RolyPoly() {
this->timer += 1;
- if (this->pos.x <= this->initialPos.x - ((15 * 24.0) + wallDistance)) { // Hit left wall, head right.
+ if (this->pos.x <= this->initialPos.x - ((17 * 16.0) + wallDistance)) { // Hit left wall, head right.
this->speed.x = -this->speed.x;
this->direction = 1;
this->pos.x = this->pos.x + 1.0;
this->RolyBounces = this->RolyBounces + 1;
}
- if (this->pos.x >= this->initialPos.x + ((5 * 24.0) - wallDistance)) { // Hit right wall, head left.
+ if (this->pos.x >= this->initialPos.x + ((7.5 * 16.0) - wallDistance)) { // Hit right wall, head left.
this->speed.x = -this->speed.x;
this->direction = 0;
this->pos.x = this->pos.x - 1.0;