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authorChristopher Leggett <chris@leggett.dev>2025-03-25 13:12:50 -0400
committerGitHub <noreply@github.com>2025-03-25 18:12:50 +0100
commit6abacc1024dd2c9684cf2fcaaab6ffa674a2b990 (patch)
tree84bececb094cb573372f8572ad564d476bb01343
parentebc3616a3ab83456b97812264b1b4ff4381a92ca (diff)
Fix the player state flag that Tailparasan checks for for Damage Effect (#5211)
* Fix the player state flag that Tailparasan checks for * Updated comment for accuracy
-rw-r--r--soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c b/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c
index 20966eac4..33449e4a0 100644
--- a/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c
+++ b/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c
@@ -657,7 +657,7 @@ void EnTp_Update(Actor* thisx, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 yawToWall;
- if (player->stateFlags1 & PLAYER_STATE1_SHIELDING) { // Shielding
+ if (player->stateFlags1 & PLAYER_STATE1_DAMAGED) { // Damaged
this->damageEffect = TAILPASARAN_DMGEFF_NONE;
}