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 5b070d205..9b49f8d86 100644 --- a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c +++ b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c @@ -991,7 +991,7 @@ void func_80C0E480(EnBsb* this, PlayState* play) { #pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Bsb/func_80C0E618.s") -s32 func_80C0E9CC(EnBsb *this, PlayState *play) { +s32 func_80C0E9CC(EnBsb* this, PlayState* play) { s32 sp24; if (Cutscene_IsCueInChannel(play, 0x214U) != 0) { @@ -1001,35 +1001,35 @@ s32 func_80C0E9CC(EnBsb *this, PlayState *play) { func_80C0E178(this); } switch (play->csCtx.actorCues[sp24]->id) { - case 1: - func_80C0B290(this, 0xD); - break; - case 2: - if ((this->unk_02D8 != 0xE) && (this->unk_02D8 != 0xF)) { - func_80C0B290(this, 0xE); - } - break; - case 3: - if ((this->unk_02D8 != 0x10) && (this->unk_02D8 != 0x11)) { - func_80C0B290(this, 0x10); - } - break; - case 4: - if ((this->unk_02D8 != 0x12) && (this->unk_02D8 != 0x13)) { - func_80C0B290(this, 0x12); - } - break; - case 5: - gSaveContext.save.saveInfo.weekEventReg[0x17] |= 4; - Actor_PlaySfx(&this->actor, 0x3AA9U); - break; - case 6: - Flags_SetSwitch(play, (s32) this->unk_02BA); - Actor_PlaySfx(&this->actor, 0x4823U); - break; + case 1: + func_80C0B290(this, 0xD); + break; + case 2: + if ((this->unk_02D8 != 0xE) && (this->unk_02D8 != 0xF)) { + func_80C0B290(this, 0xE); + } + break; + case 3: + if ((this->unk_02D8 != 0x10) && (this->unk_02D8 != 0x11)) { + func_80C0B290(this, 0x10); + } + break; + case 4: + if ((this->unk_02D8 != 0x12) && (this->unk_02D8 != 0x13)) { + func_80C0B290(this, 0x12); + } + break; + case 5: + gSaveContext.save.saveInfo.weekEventReg[0x17] |= 4; + Actor_PlaySfx(&this->actor, 0x3AA9U); + break; + case 6: + Flags_SetSwitch(play, (s32)this->unk_02BA); + Actor_PlaySfx(&this->actor, 0x4823U); + break; } } - this->unk_0296 = (s16) play->csCtx.actorCues[sp24]->id; + this->unk_0296 = (s16)play->csCtx.actorCues[sp24]->id; Cutscene_ActorTranslateAndYaw(&this->actor, play, sp24); return 1; } @@ -1147,17 +1147,18 @@ void func_80C0F170(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Acto void func_80C0F544(EnBsb* this, Vec3f* pos, Vec3f* velocity, Vec3f* accel, f32 arg0, s16 arg1) { EnBsbUnkStruct* var_s0 = &this->unk_0444; s16 i; + for (i = 0; i < ARRAY_COUNT(this->unk_0444); i++, var_s0++) { if (var_s0->unk_00 == 0) { - var_s0->unk_00 = 1U; + var_s0->unk_00 = 1; var_s0->pos = *pos; var_s0->velocity = *velocity; var_s0->accel = *accel; var_s0->unk_30 = arg0; var_s0->unk_34 = arg1; - var_s0->unk_28.x = (s16) (s32) Rand_CenteredFloat(30000.0f); - var_s0->unk_28.y = (s16) (s32) Rand_CenteredFloat(30000.0f); - var_s0->unk_28.z = (s16) (s32) Rand_CenteredFloat(30000.0f); + var_s0->unk_28.x = Rand_CenteredFloat(30000.0f); + var_s0->unk_28.y = Rand_CenteredFloat(30000.0f); + var_s0->unk_28.z = Rand_CenteredFloat(30000.0f); return; } }