Match various `Bg_*_Bombwall` actors for JP 1.1 (#1856)

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Tom Overton 2026-02-10 03:57:12 -08:00 committed by GitHub
parent b826285986
commit 6a2658058a
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GPG Key ID: B5690EEEBB952194
4 changed files with 9 additions and 1 deletions

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@ -200,7 +200,9 @@ void BgHakaBombwall_PlayCutscene(BgHakaBombwall* this, PlayState* play) {
func_80BD5E6C(this, play);
this->dyna.actor.draw = NULL;
Flags_SetSwitch(play, BGHAKABOMBWALL_GET_SWITCH_FLAG(&this->dyna.actor));
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 0x3C, NA_SE_EV_WALL_BROKEN);
#if MM_VERSION >= N64_US
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 60, NA_SE_EV_WALL_BROKEN);
#endif
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
BgHakaBombwall_SetupEndCutscene(this);
} else {

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@ -347,7 +347,9 @@ s32 func_80ABCB5C(BgHakuginBombwall* this, PlayState* play) {
if (Math3D_Vec3fDistSq(&thisx->world.pos, &this->collider.base.ac->world.pos) <
D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(thisx)].unk_1C) {
#if MM_VERSION >= N64_US
SoundSource_PlaySfxAtFixedWorldPos(play, &thisx->world.pos, 60, NA_SE_EV_WALL_BROKEN);
#endif
return true;
}
}

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@ -330,7 +330,9 @@ void func_80BD503C(BgIkanaBombwall* this, PlayState* play) {
func_80BD4A14(this, play);
}
this->dyna.actor.draw = NULL;
#if MM_VERSION >= N64_US
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 60, NA_SE_EV_WALL_BROKEN);
#endif
Flags_SetSwitch(play, BGIKANABOMBWALL_GET_SWITCH_FLAG(&this->dyna.actor));
if (!BGIKANABOMBWALL_GET_100(&this->dyna.actor)) {
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);

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@ -184,7 +184,9 @@ void BgKin2Bombwall_PlayCutscene(BgKin2Bombwall* this, PlayState* play) {
if (CutsceneManager_IsNext(this->dyna.actor.csId)) {
CutsceneManager_StartWithPlayerCs(this->dyna.actor.csId, &this->dyna.actor);
Flags_SetSwitch(play, BG_KIN2_BOMBWALL_GET_SWITCH_FLAG(&this->dyna.actor));
#if MM_VERSION >= N64_US
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 60, NA_SE_EV_WALL_BROKEN);
#endif
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
this->dyna.actor.draw = NULL;
BgKin2Bombwall_SpawnEffects(this, play);