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