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
+6 -7
View File
@@ -1174,15 +1174,14 @@ static void head_damage(bst_class* i_this) {
cLib_addCalc2(&bomb->current.pos.y, actor->current.pos.y + 90.0f + REG0_F(0xb), 1.0f, 30.0f);
cLib_addCalc2(&bomb->current.pos.z, actor->current.pos.z, 1.0f, 30.0f);
}
if (i_this->m10FC[0] == 0) {
anm_init(i_this, BST_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mDamage++;
i_this->m2EE0[0] = dComIfGp_particle_set(dPa_name::ID_SCENE_81E3, &actor->current.pos);
fopAcM_seStart(actor, JA_SE_CM_BST_MOUTH_CLOSE, 0);
i_this->m10FC[0] = 0x3c;
} else {
if (i_this->m10FC[0] != 0) {
break;
}
anm_init(i_this, BST_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mDamage++;
i_this->m2EE0[0] = dComIfGp_particle_set(dPa_name::ID_SCENE_81E3, &actor->current.pos);
fopAcM_seStart(actor, JA_SE_CM_BST_MOUTH_CLOSE, 0);
i_this->m10FC[0] = 0x3c;
// fallthrough
}
case 5: