diff --git a/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.c b/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.c index c856edb3af..37a232bc5b 100644 --- a/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.c +++ b/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.c @@ -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; diff --git a/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.h b/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.h index 9c1da4a06e..f849b356f1 100644 --- a/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.h +++ b/src/overlays/actors/ovl_Bg_Hakugin_Bombwall/z_bg_hakugin_bombwall.h @@ -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)