diff --git a/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c b/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c index 078678378a..9b16154b62 100644 --- a/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c +++ b/src/overlays/actors/ovl_Obj_Tokeidai/z_obj_tokeidai.c @@ -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) {