diff --git a/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c b/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c index 6d816404c3..eec0c067b5 100644 --- a/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c +++ b/soh/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c @@ -94,7 +94,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP), }; -bool enhancedIceArrow = false; +bool enhancedIceArrowDC = false; void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) { this->actionFunc = actionFunc; @@ -105,7 +105,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF; - enhancedIceArrow = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0)); + enhancedIceArrowDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0)); Actor_ProcessInitChain(&this->dyna.actor, sInitChain); DynaPolyActor_Init(&this->dyna, DPM_UNK); @@ -126,7 +126,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) { Collider_InitQuad(globalCtx, &this->collider); Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit); // If "Blue Fire Arrows" are enabled, set up this collider for them - if (enhancedIceArrow) { + if (enhancedIceArrowDC) { Collider_InitQuad(globalCtx, &this->colliderIceArrow); Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit); } @@ -259,7 +259,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) { void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) { bool blueFireArrowHit = false; // If "Blue Fire Arrows" enabled, check this collider for a hit - if (enhancedIceArrow) { + if (enhancedIceArrowDC) { if (this->colliderIceArrow.base.acFlags & AC_HIT) { this->colliderIceArrow.base.acFlags &= ~AC_HIT; if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) { @@ -358,7 +358,7 @@ void BgBreakwall_Draw(Actor* thisx, GlobalContext* globalCtx) { Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); - if (enhancedIceArrow) { + if (enhancedIceArrowDC) { Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base); }