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https://github.com/zeldaret/st
synced 2026-10-13 07:23:27 -04:00
Match ActorBomb (#158)
* actor prog from overlay 0 * fix build issues * ActorBomb OK for eur * ActorBomb OK for eur1, usa and jp * fix regressions
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@@ -52,29 +52,18 @@ void MapObjectSwitchStep_40::func_ov000_0209dde0(void) {
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this->func_ov000_02057c38(6, 2);
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}
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void MapObjectSwitchStep_40::vfunc_1C(UnkSystem4_vfunc_1C *param1) {
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unk32 iVar1 = param1->mUnk_04[1];
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if (iVar1 != 0) {
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iVar1 += 0x40;
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} else {
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iVar1 = 0;
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}
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void MapObjectSwitchStep_40::vfunc_1C(G3d_RenderState *param1) {
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G3d_NameList *iVar1 = G3d_GetBoneList(param1->renderObj->model);
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uint uVar2 = iVar1 != NULL ? func_0200f218(iVar1, data_ov000_020af560) : -1;
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unk32 uVar2;
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if (iVar1 == 0) {
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uVar2 = -1;
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} else {
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uVar2 = func_0200f218(iVar1, data_ov000_020af560);
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}
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if (param1->mUnk_00[1] == uVar2) {
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if (param1->currentCmd[1] == uVar2) {
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if (this->mUnk_62) {
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param1->mUnk_B4->mUnk_00 &= ~0x04;
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param1->mUnk_B4->mUnk_50 = this->mUnk_60;
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param1->mUnk_B4->mUnk_4C = 0;
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param1->mUnk_B4->mUnk_54 = 0;
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} else {
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param1->mUnk_B8[0] = 0;
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*param1->visibilityPtr = false;
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}
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}
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}
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@@ -205,7 +194,7 @@ void MapObjectSwitchStep::vfunc_18(s8 *param1) {
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ActorRef sp4;
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//! TODO: fake match?
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sp4 = *(ActorRef *) &this->mUnk_38;
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sp4 = *(ActorRef *) &this->mRef;
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if (data_027e0998->vfunc_00(&this->mPos, &sp10, &sp4)) {
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sp8.mUnk_06 = 0x00;
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