diff --git a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c index ea355b8ad..eefb5b21c 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c @@ -113,9 +113,17 @@ void func_8087B938(BgHaka* this, PlayState* play) { actor = actor->next; } player->stateFlags2 &= ~0x10; + if (this->dyna.actor.params == 1) { func_80078884(NA_SE_SY_CORRECT_CHIME); - } else if (play->sceneNum == SCENE_SPOT02 && allPulled) { + } else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) { + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x, + this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, + 1, true); + } + + // un tss un tss + if (play->sceneNum == SCENE_SPOT02 && allPulled) { func_80078884(NA_SE_SY_CORRECT_CHIME); func_800F5ACC(NA_BGM_STAFF_2); Actor* actor2 = play->actorCtx.actorLists[ACTORCAT_BG].head; @@ -126,11 +134,8 @@ void func_8087B938(BgHaka* this, PlayState* play) { } actor2 = actor2->next; } - } else if (!IS_DAY && play->sceneNum == SCENE_SPOT02) { - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x, - this->dyna.actor.home.pos.y, this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, - 1, true); } + this->actionFunc = func_8087BAAC; } func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);