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Update comments because the things I thought were unused ARE actually used
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@@ -302,9 +302,9 @@ void ObjTokeidai_TowerGear_TransformedIdle(ObjTokeidai* this, GlobalContext* glo
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}
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/**
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* This doesn't seem to be used in the final game. This, used in conjunction
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* with the following function, would make the tower's clock slide off the
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* tower and spin through the air.
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* This is hard to see in the final game. This, used in conjunction
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* with the following function, makes the tower's clock slide off the
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* tower and spin through the air when the moon crashes.
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*/
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void ObjTokeidai_TowerClock_Fall(ObjTokeidai* this, GlobalContext* globalCtx) {
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this->actor.shape.rot.x += this->fallingClockFaceRotationalVelocity;
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@@ -319,7 +319,7 @@ void ObjTokeidai_TowerClock_Fall(ObjTokeidai* this, GlobalContext* globalCtx) {
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}
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/**
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* This doesn't seem to be used in the final game. Presumably, this would make the
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* This is hard to see in the final game. This makes the
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* tower's clock slide off as the moon crashes into it.
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*/
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void ObjTokeidai_TowerClock_SlideOff(ObjTokeidai* this, GlobalContext* globalCtx) {
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@@ -386,8 +386,9 @@ void ObjTokeidai_Counterweight_TransformedIdle(ObjTokeidai* this, GlobalContext*
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}
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/**
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* This doesn't seem to be used in the final game. Presumably, this would make the walls of
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* the clock tower appear to buckle as the moon crashes into it.
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* This is hard to see in the final game. It makes the walls of
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* the clock tower tip over as the moon crashes into it, but the
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* giant moon mostly obscures it.
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*/
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void ObjTokeidai_Walls_Collapse(ObjTokeidai* this, GlobalContext* globalCtx) {
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if (this->actor.shape.rot.x < 0x4000) {
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