diff --git a/soh/soh/Enhancements/timesaver_hook_handlers.cpp b/soh/soh/Enhancements/timesaver_hook_handlers.cpp index d9c13ed92..9fd658bc3 100644 --- a/soh/soh/Enhancements/timesaver_hook_handlers.cpp +++ b/soh/soh/Enhancements/timesaver_hook_handlers.cpp @@ -35,7 +35,7 @@ extern SaveContext gSaveContext; extern PlayState* gPlayState; extern int32_t D_8011D3AC; -extern void func_808ADEF0(BgSpot03Taki* bgSpot03Taki, PlayState* play); +extern void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* bgSpot03Taki, PlayState* play); extern void BgSpot03Taki_ApplyOpeningAlpha(BgSpot03Taki* bgSpot03Taki, s32 bufferIndex); extern void func_80AF36EC(EnRu2* enRu2, PlayState* play); @@ -814,7 +814,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) { } BgSpot03Taki* bgSpot03 = static_cast(innerActorRef); - if (bgSpot03->actionFunc == func_808ADEF0) { + if (bgSpot03->actionFunc == BgSpot03Taki_HandleWaterfallState) { bgSpot03->actionFunc = BgSpot03Taki_KeepOpen; bgSpot03->state = WATERFALL_OPENED; bgSpot03->openingAlpha = 0.0f; diff --git a/soh/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c b/soh/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c index 28c2769f4..979a0eb0d 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c @@ -15,7 +15,7 @@ void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play); void BgSpot03Taki_Update(Actor* thisx, PlayState* play); void BgSpot03Taki_Draw(Actor* thisx, PlayState* play); -void func_808ADEF0(BgSpot03Taki* this, PlayState* play); +void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* this, PlayState* play); const ActorInit Bg_Spot03_Taki_InitVars = { ACTOR_BG_SPOT03_TAKI, @@ -60,7 +60,7 @@ void BgSpot03Taki_Init(Actor* thisx, PlayState* play) { this->openingAlpha = 255.0f; BgSpot03Taki_ApplyOpeningAlpha(this, 0); BgSpot03Taki_ApplyOpeningAlpha(this, 1); - this->actionFunc = func_808ADEF0; + this->actionFunc = BgSpot03Taki_HandleWaterfallState; } void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play) { @@ -69,7 +69,7 @@ void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } -void func_808ADEF0(BgSpot03Taki* this, PlayState* play) { +void BgSpot03Taki_HandleWaterfallState(BgSpot03Taki* this, PlayState* play) { if (this->state == WATERFALL_CLOSED) { if (Flags_GetSwitch(play, this->switchFlag)) { this->state = WATERFALL_OPENING_ANIMATED;