diff options
| author | Jordan Longstaff <JordanLongstaff@users.noreply.github.com> | 2026-04-09 07:47:28 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-04-09 07:47:28 -0400 |
| commit | 215f01d670094c0937cf87c590731afd88d8339d (patch) | |
| tree | 7173b00df1c9f7d5d60003c80836cc1ac4811f58 /src | |
| parent | 33f8d3c62b483c05e5d1bc9ccbc3f862141a2a00 (diff) | |
Document `BgAstrBombwall` (#1865)
Diffstat (limited to 'src')
| -rw-r--r-- | src/overlays/actors/ovl_Bg_Astr_Bombwall/z_bg_astr_bombwall.c | 58 |
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); |
