Update comments because the things I thought were unused ARE actually used

This commit is contained in:
tom-overton
2021-11-20 09:19:39 -08:00
parent ef0a8c2f6d
commit 9082da5c03
@@ -302,9 +302,9 @@ void ObjTokeidai_TowerGear_TransformedIdle(ObjTokeidai* this, GlobalContext* glo
}
/**
* This doesn't seem to be used in the final game. This, used in conjunction
* with the following function, would make the tower's clock slide off the
* tower and spin through the air.
* This is hard to see in the final game. This, used in conjunction
* with the following function, makes the tower's clock slide off the
* tower and spin through the air when the moon crashes.
*/
void ObjTokeidai_TowerClock_Fall(ObjTokeidai* this, GlobalContext* globalCtx) {
this->actor.shape.rot.x += this->fallingClockFaceRotationalVelocity;
@@ -319,7 +319,7 @@ void ObjTokeidai_TowerClock_Fall(ObjTokeidai* this, GlobalContext* globalCtx) {
}
/**
* This doesn't seem to be used in the final game. Presumably, this would make the
* This is hard to see in the final game. This makes the
* tower's clock slide off as the moon crashes into it.
*/
void ObjTokeidai_TowerClock_SlideOff(ObjTokeidai* this, GlobalContext* globalCtx) {
@@ -386,8 +386,9 @@ void ObjTokeidai_Counterweight_TransformedIdle(ObjTokeidai* this, GlobalContext*
}
/**
* This doesn't seem to be used in the final game. Presumably, this would make the walls of
* the clock tower appear to buckle as the moon crashes into it.
* This is hard to see in the final game. It makes the walls of
* the clock tower tip over as the moon crashes into it, but the
* giant moon mostly obscures it.
*/
void ObjTokeidai_Walls_Collapse(ObjTokeidai* this, GlobalContext* globalCtx) {
if (this->actor.shape.rot.x < 0x4000) {