Remove a dummy label match in BgHakuginBombwall (#901)

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Tom Overton 2022-07-11 20:00:42 -07:00 committed by GitHub
parent 0fbc8ec9fb
commit 81ce7bebcc
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 12 additions and 15 deletions

View File

@ -20,8 +20,8 @@ void func_80ABBFC0(BgHakuginBombwall* this, PlayState* play);
void func_80ABC2E0(BgHakuginBombwall* this, PlayState* play);
void func_80ABC58C(BgHakuginBombwall* this, PlayState* play);
void func_80ABC7FC(BgHakuginBombwall* this, PlayState* play);
s32 func_80ABCB5C(Actor* thisx, PlayState* play);
s32 func_80ABCC00(Actor* thisx, PlayState* play);
s32 func_80ABCB5C(BgHakuginBombwall* this, PlayState* play);
s32 func_80ABCC00(BgHakuginBombwall* this, PlayState* play);
void func_80ABCCE4(BgHakuginBombwall* this, PlayState* play);
void func_80ABCD98(BgHakuginBombwall* this, PlayState* play);
void func_80ABCE60(BgHakuginBombwall* this, PlayState* play);
@ -342,15 +342,14 @@ void BgHakuginBombwall_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->collider);
}
s32 func_80ABCB5C(Actor* thisx, PlayState* play) {
BgHakuginBombwall* this = THIS;
s32 pad;
s32 func_80ABCB5C(BgHakuginBombwall* this, PlayState* play) {
Actor* thisx = &this->dyna.actor;
if (this->collider.base.acFlags & AC_HIT) {
if (this->collider.base.ac != NULL) {
if (Math3D_Vec3fDistSq(&this->dyna.actor.world.pos, &this->collider.base.ac->world.pos) <
D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)].unk_1C) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 60, NA_SE_EV_WALL_BROKEN);
if (Math3D_Vec3fDistSq(&thisx->world.pos, &this->collider.base.ac->world.pos) <
D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(thisx)].unk_1C) {
SoundSource_PlaySfxAtFixedWorldPos(play, &thisx->world.pos, 60, NA_SE_EV_WALL_BROKEN);
return true;
}
}
@ -358,13 +357,12 @@ s32 func_80ABCB5C(Actor* thisx, PlayState* play) {
return false;
}
s32 func_80ABCC00(Actor* thisx, PlayState* play) {
BgHakuginBombwall* this = THIS;
s32 pad;
s32 func_80ABCC00(BgHakuginBombwall* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
if (this->collider.info.acHitInfo->toucher.dmgFlags & 8) {
if (this->collider.base.ac != NULL) {
s32 requiredScopeTemp;
if (Math3D_Vec3fDistSq(&this->dyna.actor.world.pos, &this->collider.base.ac->world.pos) <
D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)].unk_1C) {
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 50, NA_SE_EV_WALL_BROKEN);
@ -372,7 +370,6 @@ s32 func_80ABCC00(Actor* thisx, PlayState* play) {
}
}
} else if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
label:;
SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 50, NA_SE_EV_WALL_BROKEN);
return true;
}
@ -383,7 +380,7 @@ s32 func_80ABCC00(Actor* thisx, PlayState* play) {
void func_80ABCCE4(BgHakuginBombwall* this, PlayState* play) {
BgHakuginBombwallStruct* ptr = &D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)];
if (ptr->unk_20(&this->dyna.actor, play)) {
if (ptr->unk_20(this, play)) {
this->dyna.actor.flags |= ACTOR_FLAG_10;
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
this->actionFunc = func_80ABCD98;

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@ -6,7 +6,7 @@
struct BgHakuginBombwall;
typedef void (*BgHakuginBombwallActionFunc)(struct BgHakuginBombwall*, PlayState*);
typedef s32 (*BgHakuginBombwallUnkFunc)(Actor*, PlayState*);
typedef s32 (*BgHakuginBombwallUnkFunc)(struct BgHakuginBombwall*, PlayState*);
typedef void (*BgHakuginBombwallUnkFunc2)(struct BgHakuginBombwall*, PlayState*);
#define BGHAKUGIN_BOMBWALL_SWITCHFLAG(thisx) ((thisx)->params & 0x7F)