Fix bug in wrecked ship robot
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@@ -2804,7 +2804,7 @@ void WreckedShipRobotDeactivated_Init(void) { // 0xA8CBCC
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void WreckedShipRobot_Main(void) { // 0xA8CC36
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Enemy_WreckedShipRobot *E = Get_WreckedShipRobot(cur_enemy_index);
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if (Enemy_MoveDown(cur_enemy_index, __PAIR32__(E->wsrt_var_F, E->wsrt_var_E))) {
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if (!Enemy_MoveDown(cur_enemy_index, __PAIR32__(E->wsrt_var_F, E->wsrt_var_E))) {
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++E->base.instruction_timer;
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uint16 wsrt_var_E = E->wsrt_var_E;
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E->wsrt_var_E = wsrt_var_E + 0x8000;
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@@ -3104,7 +3104,7 @@ const uint16 *WreckedShipRobot_D147(uint16 k, const uint16 *jp, uint16 r48, uint
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SpawnEnemyProjectileWithGfx(v3, cur_enemy_index, r48);
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return INSTR_RETURN_ADDR(r50);
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}
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return INSTR_RETURN_ADDR(jp[0]);
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return jp;
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}
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const uint16 *WreckedShipRobot_Instr_11(uint16 k, const uint16 *jp) { // 0xA8D16B
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