bpw partial cleanup, fix inline usage across several actors

This commit is contained in:
LagoLunatic
2025-09-18 20:17:27 -04:00
parent ae94c57e73
commit 048d242eef
54 changed files with 733 additions and 518 deletions
+2 -2
View File
@@ -2152,7 +2152,7 @@ void damage_check(bb_class* i_this) {
dComIfGp_particle_setToon(dPa_name::ID_COMMON_0438, &a_this->current.pos, &a_this->current.angle, NULL, 0xFF, NULL,
fopAcM_GetRoomNo(a_this), &a_this->tevStr.mColorK0, &a_this->tevStr.mColorK0);
i_this->mParticleCallBack.end();
i_this->mParticleCallBack.remove();
emitter = dComIfGp_particle_setToon(dPa_name::ID_COMMON_0439, &a_this->current.pos, &a_this->current.angle, NULL, 0xFF, &i_this->mParticleCallBack,
fopAcM_GetRoomNo(a_this));
@@ -2514,7 +2514,7 @@ static BOOL daBb_Delete(bb_class* i_this) {
#if VERSION == VERSION_DEMO
l_bbHIO.removeHIO();
#endif
i_this->mParticleCallBack.end();
i_this->mParticleCallBack.remove();
enemy_fire_remove(&i_this->mEnemyFire);
#if VERSION > VERSION_DEMO
if (i_this->actor.heap != NULL) {