mirror of https://github.com/zeldaret/mm.git
Remove a dummy label match in BgHakuginBombwall (#901)
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@ -20,8 +20,8 @@ void func_80ABBFC0(BgHakuginBombwall* this, PlayState* play);
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void func_80ABC2E0(BgHakuginBombwall* this, PlayState* play);
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void func_80ABC58C(BgHakuginBombwall* this, PlayState* play);
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void func_80ABC7FC(BgHakuginBombwall* this, PlayState* play);
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s32 func_80ABCB5C(Actor* thisx, PlayState* play);
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s32 func_80ABCC00(Actor* thisx, PlayState* play);
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s32 func_80ABCB5C(BgHakuginBombwall* this, PlayState* play);
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s32 func_80ABCC00(BgHakuginBombwall* this, PlayState* play);
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void func_80ABCCE4(BgHakuginBombwall* this, PlayState* play);
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void func_80ABCD98(BgHakuginBombwall* this, PlayState* play);
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void func_80ABCE60(BgHakuginBombwall* this, PlayState* play);
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@ -342,15 +342,14 @@ void BgHakuginBombwall_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyCylinder(play, &this->collider);
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}
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s32 func_80ABCB5C(Actor* thisx, PlayState* play) {
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BgHakuginBombwall* this = THIS;
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s32 pad;
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s32 func_80ABCB5C(BgHakuginBombwall* this, PlayState* play) {
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Actor* thisx = &this->dyna.actor;
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if (this->collider.base.acFlags & AC_HIT) {
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if (this->collider.base.ac != NULL) {
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if (Math3D_Vec3fDistSq(&this->dyna.actor.world.pos, &this->collider.base.ac->world.pos) <
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D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)].unk_1C) {
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 60, NA_SE_EV_WALL_BROKEN);
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if (Math3D_Vec3fDistSq(&thisx->world.pos, &this->collider.base.ac->world.pos) <
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D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(thisx)].unk_1C) {
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SoundSource_PlaySfxAtFixedWorldPos(play, &thisx->world.pos, 60, NA_SE_EV_WALL_BROKEN);
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return true;
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}
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}
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@ -358,13 +357,12 @@ s32 func_80ABCB5C(Actor* thisx, PlayState* play) {
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return false;
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}
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s32 func_80ABCC00(Actor* thisx, PlayState* play) {
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BgHakuginBombwall* this = THIS;
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s32 pad;
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s32 func_80ABCC00(BgHakuginBombwall* this, PlayState* play) {
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if (this->collider.base.acFlags & AC_HIT) {
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if (this->collider.info.acHitInfo->toucher.dmgFlags & 8) {
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if (this->collider.base.ac != NULL) {
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s32 requiredScopeTemp;
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if (Math3D_Vec3fDistSq(&this->dyna.actor.world.pos, &this->collider.base.ac->world.pos) <
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D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)].unk_1C) {
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 50, NA_SE_EV_WALL_BROKEN);
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@ -372,7 +370,6 @@ s32 func_80ABCC00(Actor* thisx, PlayState* play) {
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}
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}
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} else if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
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label:;
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 50, NA_SE_EV_WALL_BROKEN);
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return true;
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}
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@ -383,7 +380,7 @@ s32 func_80ABCC00(Actor* thisx, PlayState* play) {
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void func_80ABCCE4(BgHakuginBombwall* this, PlayState* play) {
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BgHakuginBombwallStruct* ptr = &D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)];
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if (ptr->unk_20(&this->dyna.actor, play)) {
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if (ptr->unk_20(this, play)) {
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this->dyna.actor.flags |= ACTOR_FLAG_10;
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ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
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this->actionFunc = func_80ABCD98;
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@ -6,7 +6,7 @@
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struct BgHakuginBombwall;
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typedef void (*BgHakuginBombwallActionFunc)(struct BgHakuginBombwall*, PlayState*);
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typedef s32 (*BgHakuginBombwallUnkFunc)(Actor*, PlayState*);
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typedef s32 (*BgHakuginBombwallUnkFunc)(struct BgHakuginBombwall*, PlayState*);
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typedef void (*BgHakuginBombwallUnkFunc2)(struct BgHakuginBombwall*, PlayState*);
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#define BGHAKUGIN_BOMBWALL_SWITCHFLAG(thisx) ((thisx)->params & 0x7F)
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