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fggkyle

Untitled

Jun 29th, 2021
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  1. void func_80B49F88(Actor* thisx, GlobalContext* globalCtx) {
  2. s32 sp38;
  3. f32 temp_f0;
  4.  
  5. if (Object_IsLoaded(&globalCtx->objectCtx, thisx->unk2F4) != 0) {
  6. sp38 = gSaveContext.time;
  7. thisx->objBankIndex = thisx->unk2F4;
  8. Actor_SetObjectSegment(globalCtx, thisx);
  9. func_80B44F58();
  10. SkelAnime_InitSV(globalCtx, thisx + 0x144, 0x6013928, 0x6014088, thisx + 0x188, thisx + 0x212, 0x17);
  11. temp_f0 = D_80B4EF8C;
  12. func_80B45C04(thisx + 0x324, D_80B4EA90, 1, D_80B4EB00, 1, &D_801D15BC, 0x64, temp_f0, D_80B4EF90, temp_f0);
  13. func_80B44540(thisx, globalCtx);
  14. func_80B44570(thisx);
  15. func_80B44C24(thisx, globalCtx);
  16. func_80B43F0C(thisx);
  17. func_80B4516C(thisx);
  18. if ((gSaveContext.unkF0D & 0x20) != 0) {
  19. if ((gSaveContext.unkF2E & 0x10) != 0) {
  20. thisx->textId = 0x332E;
  21. } else {
  22. thisx->textId = 0x332D;
  23. }
  24. } else {
  25. thisx->textId = 0x332C;
  26. }
  27. if (sp38 < 0xC000) {
  28. if (sp38 < 0x1555) {
  29. block_8:
  30. thisx->update = func_80B4A168;
  31. thisx->draw = NULL;
  32. return;
  33. }
  34. if (sp38 < 0x4000) {
  35. if (sp38 >= 0x1555) {
  36. if (sp38 < 0x1800) {
  37. thisx->update = func_80B4A1B8;
  38. thisx->draw = func_80B4E324;
  39. func_80B49BD0(thisx);
  40. return;
  41. }
  42. block_13:
  43. Actor_MarkForDeath(thisx);
  44. return;
  45. }
  46. goto block_13;
  47. }
  48. goto block_13;
  49. }
  50. goto block_8;
  51. }
  52. // Duplicate return node #14. Try simplifying control flow for better match
  53. }
  54.  
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