Made piranha plant's hitbox consistent if event is missed

This commit is contained in:
MysterD 2020-10-04 13:59:14 -07:00
parent 03d8baca9e
commit 32f30d68a9
1 changed files with 3 additions and 3 deletions

View File

@ -268,9 +268,6 @@ void piranha_plant_act_biting(void) {
cur_obj_init_animation_with_sound(0); cur_obj_init_animation_with_sound(0);
cur_obj_set_hitbox_radius_and_height(150.0f, 100.0f);
cur_obj_set_hurtbox_radius_and_height(150.0f, 100.0f);
// Play a bite sound effect on certain frames. // Play a bite sound effect on certain frames.
if (is_item_in_array(frame, sPiranhaPlantBiteSoundFrames)) { if (is_item_in_array(frame, sPiranhaPlantBiteSoundFrames)) {
cur_obj_play_sound_2(SOUND_OBJ2_PIRANHA_PLANT_BITE); cur_obj_play_sound_2(SOUND_OBJ2_PIRANHA_PLANT_BITE);
@ -366,6 +363,9 @@ void bhv_piranha_plant_loop(void) {
network_init_object_field(o, &o->oTimer); network_init_object_field(o, &o->oTimer);
} }
cur_obj_set_hitbox_radius_and_height(150.0f, 100.0f);
cur_obj_set_hurtbox_radius_and_height(150.0f, 100.0f);
cur_obj_call_action_function(TablePiranhaPlantActions); cur_obj_call_action_function(TablePiranhaPlantActions);
#ifndef NODRAWINGDISTANCE #ifndef NODRAWINGDISTANCE
// In WF, hide all Piranha Plants once high enough up. // In WF, hide all Piranha Plants once high enough up.