diff --git a/assets/xml/objects/object_astr_obj.xml b/assets/xml/objects/object_astr_obj.xml
index 233de785b2..99228eddc0 100644
--- a/assets/xml/objects/object_astr_obj.xml
+++ b/assets/xml/objects/object_astr_obj.xml
@@ -5,9 +5,9 @@
-
-
-
-
+
+
+
+
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 cbac0f7ed7..d4ae4cea9b 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);
diff --git a/tools/disasm/n64-jp-1.1/functions.txt b/tools/disasm/n64-jp-1.1/functions.txt
index 72f4412cbf..d1f93e9645 100644
--- a/tools/disasm/n64-jp-1.1/functions.txt
+++ b/tools/disasm/n64-jp-1.1/functions.txt
@@ -16637,13 +16637,13 @@ EnKitan_Draw = 0x80C0CB70; // type:func size:0x60
BgAstrBombwall_InitCollider = 0x80C0CD70; // type:func size:0x11C
BgAstrBombwall_Init = 0x80C0CE8C; // type:func size:0x100
BgAstrBombwall_Destroy = 0x80C0CF8C; // type:func size:0x34
-func_80C0A120 = 0x80C0CFC0; // type:func size:0x258
-func_80C0A378 = 0x80C0D218; // type:func size:0x14
-func_80C0A38C = 0x80C0D22C; // type:func size:0x74
-func_80C0A400 = 0x80C0D2A0; // type:func size:0x18
-func_80C0A418 = 0x80C0D2B8; // type:func size:0x40
-func_80C0A458 = 0x80C0D2F8; // type:func size:0x64
-func_80C0A4BC = 0x80C0D35C; // type:func size:0x10
+BgAstrBombwall_SpawnFragments = 0x80C0CFC0; // type:func size:0x258
+BgAstrBombwall_SetupStanding = 0x80C0D218; // type:func size:0x14
+BgAstrBombwall_Standing = 0x80C0D22C; // type:func size:0x74
+BgAstrBombwall_SetupExploding = 0x80C0D2A0; // type:func size:0x18
+BgAstrBombwall_Exploding = 0x80C0D2B8; // type:func size:0x40
+BgAstrBombwall_SetupCollapsing = 0x80C0D2F8; // type:func size:0x64
+BgAstrBombwall_Collapsing = 0x80C0D35C; // type:func size:0x10
BgAstrBombwall_Update = 0x80C0D36C; // type:func size:0x24
BgAstrBombwall_Draw = 0x80C0D390; // type:func size:0x110
func_80C0A740 = 0x80C0D5E0; // type:func size:0xC4
diff --git a/tools/disasm/n64-us/functions.txt b/tools/disasm/n64-us/functions.txt
index 3643032702..3b74698131 100644
--- a/tools/disasm/n64-us/functions.txt
+++ b/tools/disasm/n64-us/functions.txt
@@ -16647,13 +16647,13 @@ EnKitan_Draw = 0x80C09CD0; // type:func
BgAstrBombwall_InitCollider = 0x80C09ED0; // type:func
BgAstrBombwall_Init = 0x80C09FEC; // type:func
BgAstrBombwall_Destroy = 0x80C0A0EC; // type:func
-func_80C0A120 = 0x80C0A120; // type:func
-func_80C0A378 = 0x80C0A378; // type:func
-func_80C0A38C = 0x80C0A38C; // type:func
-func_80C0A400 = 0x80C0A400; // type:func
-func_80C0A418 = 0x80C0A418; // type:func
-func_80C0A458 = 0x80C0A458; // type:func
-func_80C0A4BC = 0x80C0A4BC; // type:func
+BgAstrBombwall_SpawnFragments = 0x80C0A120; // type:func
+BgAstrBombwall_SetupStanding = 0x80C0A378; // type:func
+BgAstrBombwall_Standing = 0x80C0A38C; // type:func
+BgAstrBombwall_SetupExploding = 0x80C0A400; // type:func
+BgAstrBombwall_Exploding = 0x80C0A418; // type:func
+BgAstrBombwall_SetupCollapsing = 0x80C0A458; // type:func
+BgAstrBombwall_Collapsing = 0x80C0A4BC; // type:func
BgAstrBombwall_Update = 0x80C0A4CC; // type:func
BgAstrBombwall_Draw = 0x80C0A4F0; // type:func
func_80C0A740 = 0x80C0A740; // type:func