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https://github.com/zeldaret/ss
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d_t_sword_battle_game Linked
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@@ -5,7 +5,6 @@
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#include "d/d_sc_game.h"
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#include "d/flag/storyflag_manager.h"
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#include "d/lyt/d_lyt_mini_game.h"
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#include "egg/prim/eggBitFlag.h"
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#include "f/f_base.h"
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#include "f/f_profile_name.h"
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#include "sized_string.h"
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@@ -24,7 +23,7 @@ STATE_VIRTUAL_DEFINE(dTgSwordBattleGame_c, Manage);
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SPECIAL_ACTOR_PROFILE(TAG_SWORD_BATTLE_GAME, dTgSwordBattleGame_c, fProfile::TAG_SWORD_BATTLE_GAME, 0x6F, 0, 4);
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int dTgSwordBattleGame_c::create() {
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if (!checkInBossRushFlag() && !checkInBossRushMinigame()) {
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if (!checkInBossRushFlag() && !MinigameManager::GetInstance()->checkInBossRush()) {
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return FAILED;
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}
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@@ -32,10 +31,6 @@ int dTgSwordBattleGame_c::create() {
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mStateMgr.changeState(StateID_Wait);
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return SUCCEEDED;
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}
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// This needs to be emitted before the change state function...
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bool dTgSwordBattleGame_c::checkInBossRushMinigame() {
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return MinigameManager::isInMinigameState(MinigameManager::BOSS_RUSH);
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}
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int dTgSwordBattleGame_c::doDelete() {
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fBase_c::doDelete();
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@@ -132,7 +127,7 @@ int dTgSwordBattleGame_c::draw() {
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void dTgSwordBattleGame_c::initializeState_Wait() {}
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void dTgSwordBattleGame_c::executeState_Wait() {
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if (checkInBossRushMinigame()) {
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if (MinigameManager::GetInstance()->checkInBossRush()) {
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if (field_0x1A8) {
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mStateMgr.changeState(StateID_Manage);
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} else {
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@@ -167,7 +162,7 @@ void dTgSwordBattleGame_c::executeState_Manage() {
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void dTgSwordBattleGame_c::finalizeState_Manage() {}
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void dTgSwordBattleGame_c::init() {
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if (checkInBossRushMinigame()) {
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if (MinigameManager::GetInstance()->checkInBossRush()) {
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createBase(fProfile::LYT_MINI_GAME, this, 8, OTHER);
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}
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mTimer.vt_0x0C();
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