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Hyper Bosses (act and move twice as fast) (#2555)
* Hyper bosses * Actor* to void* + cast to fix build * Cleaner implementation * Fix enemies taking double damage * Fix smaller dodongo's being sped up * Additional fix and code cleanup * Proper fix for double damage * Extern variable -> GI state
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@@ -8,6 +8,7 @@
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#include "objects/object_bdoor/object_bdoor.h"
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#include "soh/frame_interpolation.h"
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#include "soh/Enhancements/enemyrandomizer.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#if defined(_MSC_VER) || defined(__GNUC__)
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#include <string.h>
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@@ -2597,6 +2598,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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actor->colorFilterTimer--;
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}
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actor->update(actor, play);
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GameInteractor_ExecuteOnActorUpdate(actor, play);
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func_8003F8EC(play, &play->colCtx.dyna, actor);
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}
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