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https://github.com/zeldaret/st
synced 2026-10-26 12:05:49 -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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@@ -49,15 +49,16 @@ MapObjectUnkSWSW_40::MapObjectUnkSWSW_40(G3d_Model *pModel) :
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this->ModelRender::func_ov000_02057c38(0x6, 0x2);
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}
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void MapObjectUnkSWSW_40::vfunc_1C(UnkSystem4_vfunc_1C *param1) {
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if (param1->mUnk_00[0x1] == this->mUnk_60) {
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void MapObjectUnkSWSW_40::vfunc_1C(G3d_RenderState *param1) {
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if (param1->currentCmd[1] == this->mUnk_60) {
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param1->mUnk_B4->mUnk_00 &= ~0x2;
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MtxFx33_InitXRotation(¶m1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_68), COS((u16) this->mUnk_68));
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}
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if (param1->mUnk_00[0x1] != this->mUnk_64) {
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if (param1->currentCmd[1] != this->mUnk_64) {
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return;
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}
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param1->mUnk_B4->mUnk_00 &= ~0x2;
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MtxFx33_InitXRotation(¶m1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_6A), COS((u16) this->mUnk_6A));
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}
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@@ -492,7 +493,7 @@ ActorUnkNSSW *MapObjectUnkSWSW::func_ov032_02121dc8(VecFx32 *param1) {
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params.func_ov000_020975f8();
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params.mInitialAngle = this->mAngle.angle_s;
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params.mUnk_28 = *(unk32 *) &this->mUnk_38;
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params.mUnk_28 = this->mRef.Get32(); //! TODO: ref conflicts
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VecFx32_Init(param1->x, param1->y, param1->z, ¶ms.mInitialPos);
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