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authorJordan Longstaff <JordanLongstaff@users.noreply.github.com>2026-04-09 07:47:28 -0400
committerGitHub <noreply@github.com>2026-04-09 07:47:28 -0400
commit215f01d670094c0937cf87c590731afd88d8339d (patch)
tree7173b00df1c9f7d5d60003c80836cc1ac4811f58 /src
parent33f8d3c62b483c05e5d1bc9ccbc3f862141a2a00 (diff)
Document `BgAstrBombwall` (#1865)
Diffstat (limited to 'src')
-rw-r--r--src/overlays/actors/ovl_Bg_Astr_Bombwall/z_bg_astr_bombwall.c58
1 files changed, 29 insertions, 29 deletions
diff --git a/src/overlays/actors/ovl_Bg_Astr_Bombwall/z_bg_astr_bombwall.c b/src/overlays/actors/ovl_Bg_Astr_Bombwall/z_bg_astr_bombwall.c
index cbac0f7ed..d4ae4cea9 100644
--- a/src/overlays/actors/ovl_Bg_Astr_Bombwall/z_bg_astr_bombwall.c
+++ b/src/overlays/actors/ovl_Bg_Astr_Bombwall/z_bg_astr_bombwall.c
@@ -14,12 +14,12 @@ void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play);
void BgAstrBombwall_Update(Actor* thisx, PlayState* play);
void BgAstrBombwall_Draw(Actor* thisx, PlayState* play);
-void func_80C0A378(BgAstrBombwall* this);
-void func_80C0A38C(BgAstrBombwall* this, PlayState* play);
-void func_80C0A400(BgAstrBombwall* this, PlayState* play);
-void func_80C0A418(BgAstrBombwall* this, PlayState* play);
-void func_80C0A458(BgAstrBombwall* this, PlayState* play);
-void func_80C0A4BC(BgAstrBombwall* this, PlayState* play);
+void BgAstrBombwall_SetupStanding(BgAstrBombwall* this);
+void BgAstrBombwall_Standing(BgAstrBombwall* this, PlayState* play);
+void BgAstrBombwall_SetupExploding(BgAstrBombwall* this, PlayState* play);
+void BgAstrBombwall_Exploding(BgAstrBombwall* this, PlayState* play);
+void BgAstrBombwall_SetupCollapsing(BgAstrBombwall* this, PlayState* play);
+void BgAstrBombwall_Collapsing(BgAstrBombwall* this, PlayState* play);
ActorProfile Bg_Astr_Bombwall_Profile = {
/**/ ACTOR_BG_ASTR_BOMBWALL,
@@ -99,7 +99,7 @@ void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
- DynaPolyActor_LoadMesh(play, &this->dyna, &object_astr_obj_Colheader_002498);
+ DynaPolyActor_LoadMesh(play, &this->dyna, &gAstralObservatoryBombWallCol);
Collider_InitTris(play, &this->collider);
if (Flags_GetSwitch(play, BGASTRBOMBWALL_GET_SWITCH_FLAG(thisx))) {
Actor_Kill(&this->dyna.actor);
@@ -112,7 +112,7 @@ void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
}
BgAstrBombwall_InitCollider(&sTrisInit, &this->dyna.actor.world.pos, &this->dyna.actor.shape.rot, &this->collider);
SubS_FillCutscenesList(&this->dyna.actor, this->csIdList, ARRAY_COUNT(this->csIdList));
- func_80C0A378(this);
+ BgAstrBombwall_SetupStanding(this);
}
void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play) {
@@ -121,11 +121,11 @@ void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
-void func_80C0A120(BgAstrBombwall* this, PlayState* play) {
+void BgAstrBombwall_SpawnFragments(BgAstrBombwall* this, PlayState* play) {
s32 i;
Vec3f vec;
Vec3f pos;
- s16 var_v0;
+ s16 spinRate;
Vec3f velocity;
f32 rand;
@@ -143,50 +143,50 @@ void func_80C0A120(BgAstrBombwall* this, PlayState* play) {
rand = Rand_ZeroOne();
if (rand < 0.2f) {
- var_v0 = 0x60;
+ spinRate = 0x60;
} else if (rand < 0.6f) {
- var_v0 = 0x40;
+ spinRate = 0x40;
} else {
- var_v0 = 0x20;
+ spinRate = 0x20;
}
- EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -260, var_v0, 20, 0, 0, 10, 0, 0, 50, -1, OBJECT_ASTR_OBJ,
- object_astr_obj_DL_002178);
+ EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -260, spinRate, 20, 0, 0, 10, 0, 0, 50, -1, OBJECT_ASTR_OBJ,
+ gAstralObservatoryBombWallFragmentDL);
}
}
-void func_80C0A378(BgAstrBombwall* this) {
- this->actionFunc = func_80C0A38C;
+void BgAstrBombwall_SetupStanding(BgAstrBombwall* this) {
+ this->actionFunc = BgAstrBombwall_Standing;
}
-void func_80C0A38C(BgAstrBombwall* this, PlayState* play) {
+void BgAstrBombwall_Standing(BgAstrBombwall* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
Flags_SetSwitch(play, BGASTRBOMBWALL_GET_SWITCH_FLAG(&this->dyna.actor));
- func_80C0A400(this, play);
+ BgAstrBombwall_SetupExploding(this, play);
} else {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}
}
-void func_80C0A400(BgAstrBombwall* this, PlayState* play) {
- this->actionFunc = func_80C0A418;
+void BgAstrBombwall_SetupExploding(BgAstrBombwall* this, PlayState* play) {
+ this->actionFunc = BgAstrBombwall_Exploding;
}
-void func_80C0A418(BgAstrBombwall* this, PlayState* play) {
+void BgAstrBombwall_Exploding(BgAstrBombwall* this, PlayState* play) {
if (SubS_StartCutscene(&this->dyna.actor, this->csIdList[0], CS_ID_NONE, SUBS_CUTSCENE_WITH_PLAYER)) {
- func_80C0A458(this, play);
+ BgAstrBombwall_SetupCollapsing(this, play);
}
}
-void func_80C0A458(BgAstrBombwall* this, PlayState* play) {
+void BgAstrBombwall_SetupCollapsing(BgAstrBombwall* this, PlayState* play) {
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
this->dyna.actor.draw = NULL;
- func_80C0A120(this, play);
+ BgAstrBombwall_SpawnFragments(this, play);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
- this->actionFunc = func_80C0A4BC;
+ this->actionFunc = BgAstrBombwall_Collapsing;
}
-void func_80C0A4BC(BgAstrBombwall* this, PlayState* play) {
+void BgAstrBombwall_Collapsing(BgAstrBombwall* this, PlayState* play) {
}
void BgAstrBombwall_Update(Actor* thisx, PlayState* play) {
@@ -205,7 +205,7 @@ void BgAstrBombwall_Draw(Actor* thixs, PlayState* play) {
gSPDisplayList(&opa[0], gSetupDLs[SETUPDL_25]);
MATRIX_FINALIZE_AND_LOAD(&opa[1], play->state.gfxCtx);
gSPSetGeometryMode(&opa[2], G_LIGHTING_POSITIONAL);
- gSPDisplayList(&opa[3], object_astr_obj_DL_002380);
+ gSPDisplayList(&opa[3], gAstralObservatoryBombWallDL);
POLY_OPA_DISP = &opa[4];
CLOSE_DISPS(play->state.gfxCtx);
@@ -219,7 +219,7 @@ void BgAstrBombwall_Draw(Actor* thixs, PlayState* play) {
gSPDisplayList(&xlu[0], gSetupDLs[SETUPDL_25]);
MATRIX_FINALIZE_AND_LOAD(&xlu[1], play->state.gfxCtx);
gSPSetGeometryMode(&xlu[2], G_LIGHTING_POSITIONAL);
- gSPDisplayList(&xlu[3], object_astr_obj_DL_0022E0);
+ gSPDisplayList(&xlu[3], gAstralObservatoryBombWallCrackDL);
POLY_XLU_DISP = &xlu[4];
CLOSE_DISPS(play->state.gfxCtx);