diff --git a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c index 75f3804c8..8d65f0fdf 100644 --- a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c +++ b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c @@ -1131,48 +1131,55 @@ void func_80C0E618(EnBsb* this, PlayState* play) { } s32 func_80C0E9CC(EnBsb* this, PlayState* play) { - s32 sp24; + s32 cueChannel; - if (Cutscene_IsCueInChannel(play, 0x214U) != 0) { - sp24 = Cutscene_GetCueChannel(play, 0x214U); - if (this->unk_0296 != play->csCtx.actorCues[sp24]->id) { - if (this->unk_02B4 != 0xE) { + if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_532) != 0) { + cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_532); + if (this->unk_0296 != play->csCtx.actorCues[cueChannel]->id) { + if (this->unk_02B4 != 14) { func_80C0E178(this); } - switch (play->csCtx.actorCues[sp24]->id) { + + switch (play->csCtx.actorCues[cueChannel]->id) { case 1: - func_80C0B290(this, 0xD); + func_80C0B290(this, 13); break; + case 2: - if ((this->unk_02D8 != 0xE) && (this->unk_02D8 != 0xF)) { - func_80C0B290(this, 0xE); + if ((this->unk_02D8 != 14) && (this->unk_02D8 != 15)) { + func_80C0B290(this, 14); } break; + case 3: - if ((this->unk_02D8 != 0x10) && (this->unk_02D8 != 0x11)) { - func_80C0B290(this, 0x10); + if ((this->unk_02D8 != 16) && (this->unk_02D8 != 17)) { + func_80C0B290(this, 16); } break; + case 4: - if ((this->unk_02D8 != 0x12) && (this->unk_02D8 != 0x13)) { - func_80C0B290(this, 0x12); + if ((this->unk_02D8 != 18) && (this->unk_02D8 != 19)) { + func_80C0B290(this, 18); } break; + case 5: - gSaveContext.save.saveInfo.weekEventReg[0x17] |= 4; - Actor_PlaySfx(&this->actor, 0x3AA9U); + WEEKEVENTREG(23) |= 4; + Actor_PlaySfx(&this->actor, NA_SE_EN_KITA_BREAK); break; + case 6: - Flags_SetSwitch(play, (s32)this->unk_02BA); - Actor_PlaySfx(&this->actor, 0x4823U); + Flags_SetSwitch(play, this->unk_02BA); + Actor_PlaySfx(&this->actor, NA_SE_SY_PIECE_OF_HEART); break; } } - this->unk_0296 = (s16)play->csCtx.actorCues[sp24]->id; - Cutscene_ActorTranslateAndYaw(&this->actor, play, sp24); + this->unk_0296 = play->csCtx.actorCues[cueChannel]->id; + Cutscene_ActorTranslateAndYaw(&this->actor, play, cueChannel); return 1; + } else { + return 0; } - return 0; } void EnBsb_Update(Actor* thisx, PlayState* play) {