Shipwright/soh/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c

558 lines
19 KiB
C

#include "z_bg_spot16_bombstone.h"
#include "objects/object_spot16_obj/object_spot16_obj.h"
#include "objects/object_bombiwa/object_bombiwa.h"
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#define FLAGS ACTOR_FLAG_4
void BgSpot16Bombstone_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot16Bombstone_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot16Bombstone_Update(Actor* thisx, GlobalContext* globalCtx);
void BgSpot16Bombstone_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgSpot16Bombstone_Reset(void);
void func_808B5A94(BgSpot16Bombstone* this, GlobalContext* globalCtx);
void func_808B5B04(BgSpot16Bombstone* this, GlobalContext* globalCtx);
void func_808B5B6C(BgSpot16Bombstone* this, GlobalContext* globalCtx);
void func_808B5B58(BgSpot16Bombstone* this);
void func_808B5950(BgSpot16Bombstone* this, GlobalContext* globalCtx);
void func_808B5934(BgSpot16Bombstone* this);
void func_808B5AF0(BgSpot16Bombstone* this);
void func_808B5A78(BgSpot16Bombstone* this);
static EnBombf* sPlayerBomb = NULL;
static s16 sTimer = 0;
static s16 D_808B5DD8[][10] = {
{ 0x0008, 0x0004, 0x0046, 0x07D0, 0xFCE0, 0x0000, 0x0064, 0x0000, 0x0000, 0x0000 },
{ 0x0006, 0x0003, 0x0032, 0x00C8, 0x0A28, 0xC350, 0x005A, 0x0000, 0x0000, 0x0000 },
{ 0x0005, 0x0003, 0x0028, 0xF63C, 0x0190, 0x30B0, 0x0032, 0x0000, 0x0000, 0x0000 },
{ 0x0003, 0x0001, 0x003C, 0x0258, 0xFF9C, 0xAFC8, 0x0032, 0x0000, 0x0000, 0x0000 },
{ 0x0003, 0x0001, 0x0028, 0xF2B8, 0xFF9C, 0x6590, 0x001E, 0x0000, 0x0000, 0x0000 },
{ 0x0006, 0x0009, 0x0028, 0x0000, 0x0BB8, 0xD8F0, 0x001E, 0x0000, 0x0000, 0x0000 },
};
static ColliderJntSphElementInit sJntSphElementsInit[] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x4FC1FFF6, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_ON,
},
{ 0, { { 0, 50, 0 }, 288 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_HARD,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ 190, 80, 0, { 10, 0, 50 } },
};
static s16 D_808B5EB0[][7] = {
{ 0x0000, 0x000A, 0x003C, 0xFFF6, 0x0104, 0x01E0, 0x0007 },
{ 0x0000, 0x0000, 0x0032, 0x0000, 0x0104, 0x017C, 0x000D },
{ 0x0001, 0x001E, 0x0014, 0x0014, 0x00A0, 0x0104, 0x000A },
{ 0x0002, 0x0014, 0x0028, 0x0014, 0x00C8, 0x0096, 0x0007 },
{ 0x0003, 0xFFD8, 0x0064, 0x001E, 0x00D2, 0x0064, 0x0007 },
{ 0x0004, 0x000A, 0x0078, 0x000A, 0x00A0, 0x0028, 0x000A },
{ 0x0005, 0xFFA7, 0x006E, 0x0041, 0x0096, 0x0118, 0x0007 },
{ 0x0006, 0xFFC4, 0x0070, 0x006D, 0x006E, 0x0082, 0x0007 },
{ 0x0007, 0xFFF2, 0x0050, 0x007F, 0x008C, 0x00D2, 0x0007 },
{ 0x0008, 0x0014, 0x0032, 0x001E, 0x008C, 0x00C8, 0x0007 },
{ 0x0009, 0xFFEC, 0x0014, 0x0028, 0x00C8, 0x00B4, 0x0007 },
{ 0x000A, 0x001E, 0x0028, 0xFFE2, 0x0064, 0x0078, 0x0007 },
{ 0x000A, 0xFF92, 0x001D, 0x0078, 0x008C, 0x0118, 0x000A },
{ 0x000B, 0x001E, 0x0014, 0x001E, 0x0050, 0x00C8, 0x0006 },
{ 0x000C, 0x0028, 0x001E, 0xFFE2, 0x00AA, 0x010E, 0x0011 },
{ 0x000D, 0xFFD8, 0x0032, 0xFFEC, 0x008C, 0x0056, 0x0006 },
{ 0x000D, 0x0032, 0x0032, 0x0032, 0x0096, 0x00C8, 0x000A },
{ 0x000E, 0x0028, 0x0028, 0xFFD8, 0x003C, 0x00A0, 0x0006 },
{ 0x000F, 0xFFE2, 0x0014, 0x0032, 0x00AA, 0x012C, 0x0006 },
{ 0x0010, 0x0028, 0x0032, 0x0014, 0x00AA, 0x0078, 0x0007 },
{ 0x0010, 0x001E, 0x0032, 0x003C, 0x0096, 0x00C8, 0x0006 },
{ 0x0011, 0x000A, 0x000A, 0x0000, 0x0082, 0x00DC, 0x0006 },
{ 0x0012, 0x000A, 0x0028, 0x0014, 0x00B4, 0x00DC, 0x000B },
{ 0x0013, 0x000A, 0x0005, 0x0000, 0x006E, 0x0046, 0x0011 },
{ 0x0013, 0xFFEC, 0x0032, 0xFFE2, 0x0096, 0x00C8, 0x0006 },
{ 0x0014, 0x0050, 0x0032, 0x0000, 0x0096, 0x00C8, 0x0008 },
};
const ActorInit Bg_Spot16_Bombstone_InitVars = {
ACTOR_BG_SPOT16_BOMBSTONE,
ACTORCAT_PROP,
FLAGS,
OBJECT_SPOT16_OBJ,
sizeof(BgSpot16Bombstone),
(ActorFunc)BgSpot16Bombstone_Init,
(ActorFunc)BgSpot16Bombstone_Destroy,
(ActorFunc)BgSpot16Bombstone_Update,
(ActorFunc)BgSpot16Bombstone_Draw,
(ActorResetFunc)BgSpot16Bombstone_Reset
};
static InitChainEntry sInitChainBoulder[] = {
ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
static InitChainEntry sInitChainDebris[] = {
ICHAIN_F32(gravity, -1, ICHAIN_CONTINUE),
ICHAIN_F32(minVelocityY, -10, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
static Vec3f sVelocity = { 0.0f, 0.0f, 0.0f };
static Vec3f sAcceleration = { 0.0f, 0.4f, 0.0f };
static f32 D_808B6074[] = { 66.0f, 51.0f, 48.0f, 36.0f, 21.0f };
static s16 D_808B6088[] = { 0, 1, 2, 3, 4 };
void func_808B4C30(BgSpot16Bombstone* this) {
this->switchFlag = (this->actor.params >> 8) & 0x3F;
this->actor.params = this->actor.params & 0xFF;
}
void func_808B4C4C(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
s32 pad;
Collider_InitJntSph(globalCtx, &this->colliderJntSph);
Collider_SetJntSph(globalCtx, &this->colliderJntSph, &this->actor, &sJntSphInit, this->colliderElements);
this->colliderJntSph.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
this->colliderJntSph.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + 50.0f;
this->colliderJntSph.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
this->colliderJntSph.elements[0].dim.worldSphere.radius = 120;
}
void func_808B4D04(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
s32 pad;
Collider_InitCylinder(globalCtx, &this->colliderCylinder);
Collider_SetCylinder(globalCtx, &this->colliderCylinder, &this->actor, &sCylinderInit);
this->colliderCylinder.dim.pos.x += (s16)this->actor.world.pos.x;
this->colliderCylinder.dim.pos.y += (s16)this->actor.world.pos.y;
this->colliderCylinder.dim.pos.z += (s16)this->actor.world.pos.z;
}
s32 func_808B4D9C(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->switchFlag)) {
osSyncPrintf("Spot16 obj 爆弾石 破壊済み\n");
return false;
}
Actor_ProcessInitChain(&this->actor, sInitChainBoulder);
Actor_SetScale(&this->actor, 0.4f);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
func_808B4C4C(this, globalCtx);
func_808B4D04(this, globalCtx);
this->sinRotation = Math_SinS(this->actor.shape.rot.y);
this->cosRotation = Math_CosS(this->actor.shape.rot.y);
this->dList = gDodongosCavernRock3DL;
func_808B5934(this);
return true;
}
s32 func_808B4E58(BgSpot16Bombstone* this, GlobalContext* globalctx) {
Actor* actor = &this->actor;
f32 scaleFactor = 1.0f / 600.0f;
f32 sinCosPosFactor = 50.0f;
f32 sinValue;
f32 cosValue;
Actor_ProcessInitChain(actor, sInitChainDebris);
actor->speedXZ = D_808B5DD8[actor->params][0];
actor->velocity.y = D_808B5DD8[actor->params][1];
Actor_SetScale(actor, D_808B5DD8[actor->params][2] * scaleFactor);
this->unk_210 = (f32)D_808B5DD8[actor->params][3];
this->unk_212 = (f32)D_808B5DD8[actor->params][4];
actor->world.rot.y = D_808B5DD8[actor->params][5];
sinValue = Math_SinS(this->actor.world.rot.y);
cosValue = Math_CosS(this->actor.world.rot.y);
actor->world.pos.x = (sinValue * sinCosPosFactor) + actor->home.pos.x;
actor->world.pos.y = D_808B5DD8[actor->params][6] + actor->home.pos.y;
actor->world.pos.z = (cosValue * sinCosPosFactor) + actor->home.pos.z;
actor->shape.rot.x = D_808B5DD8[actor->params][7];
actor->shape.rot.y = D_808B5DD8[actor->params][8];
actor->shape.rot.z = D_808B5DD8[actor->params][9];
this->dList = object_bombiwa_DL_0009E0;
this->bombiwaBankIndex = Object_GetIndex(&globalctx->objectCtx, OBJECT_BOMBIWA);
if (this->bombiwaBankIndex < 0) {
osSyncPrintf("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", actor->params, __FILE__,
__LINE__);
return false;
}
func_808B5AF0(this);
return true;
}
void BgSpot16Bombstone_Init(Actor* thisx, GlobalContext* globalCtx) {
BgSpot16Bombstone* this = (BgSpot16Bombstone*)thisx;
s16 shouldLive;
func_808B4C30(this);
switch (this->actor.params) {
case 0xFF:
// The boulder is intact
shouldLive = func_808B4D9C(this, globalCtx);
break;
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
// The boulder is debris
shouldLive = func_808B4E58(this, globalCtx);
break;
default:
osSyncPrintf("Error : arg_data おかしいな(%s %d)(arg_data 0x%04x)\n", __FILE__, __LINE__,
this->actor.params);
shouldLive = false;
break;
}
if (!shouldLive) {
Actor_Kill(&this->actor);
return;
}
osSyncPrintf("Spot16 obj 爆弾石 (scaleX %f)(arg_data 0x%04x)\n", this->actor.scale.x, this->actor.params);
}
void BgSpot16Bombstone_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgSpot16Bombstone* this = (BgSpot16Bombstone*)thisx;
if (this->actor.params == 0xFF) {
// Boulder is intact so remove its collider
Collider_DestroyJntSph(globalCtx, &this->colliderJntSph);
Collider_DestroyCylinder(globalCtx, &this->colliderCylinder);
}
}
void BgSpot16Bombstone_SpawnDust(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
f32 scaleX1 = this->actor.scale.x * 150;
s16 scaleX2 = this->actor.scale.x * 250;
Vec3f world;
world.x = this->actor.world.pos.x;
world.y = this->actor.world.pos.y + 50.0f;
world.z = this->actor.world.pos.z;
func_80033480(globalCtx, &world, scaleX1, 2, scaleX2, 0xA0, 1);
}
void func_808B5240(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
f32 tempUnk6;
f32 tempUnk2;
s16 index;
Vec3f position;
Vec3f* actorPosition = &this->actor.world.pos;
while (true) {
if ((u32)this->unk_158 >= ARRAY_COUNTU(D_808B5EB0) || this->unk_154 < D_808B5EB0[this->unk_158][0]) {
break;
}
index = this->unk_158;
tempUnk2 = D_808B5EB0[index][1];
tempUnk6 = D_808B5EB0[index][3];
position.x = ((this->sinRotation * tempUnk6) + (tempUnk2 * this->cosRotation)) + actorPosition->x;
position.y = D_808B5EB0[index][2] + actorPosition->y;
position.z = ((this->cosRotation * tempUnk6) - (tempUnk2 * this->sinRotation)) + actorPosition->z;
func_800287AC(globalCtx, &position, &sVelocity, &sAcceleration, D_808B5EB0[index][4], D_808B5EB0[index][5],
D_808B5EB0[index][6]);
this->unk_158 += 1;
}
}
void BgSpot16Bombstone_SpawnFragments(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
f32 velocityYMultiplier = 1.3f;
Vec3f pos;
Vec3f velocity;
s32 index;
s16 scale;
if (this->actor.params == 0) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_SPOT16_BOMBSTONE, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 5);
index = 3;
} else {
index = 0;
}
if (index < ARRAY_COUNT(D_808B6074)) {
do {
pos.x = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.x;
pos.y = ((Rand_ZeroOne() * 5.0f) + this->actor.world.pos.y) + 8.0f;
pos.z = ((Rand_ZeroOne() - 0.5f) * 8.0f) + this->actor.world.pos.z;
velocity.x = (Rand_ZeroOne() - 0.5f) * 16.0f;
velocity.y = (Rand_ZeroOne() * 14.0) + (fabsf(this->actor.velocity.y) * velocityYMultiplier);
velocity.z = (Rand_ZeroOne() - 0.5f) * 16.0f;
scale = D_808B6074[index] * this->actor.scale.x * 3;
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, -420, 0x31, 0xF, 0xF, 0, scale, 2,
0x40, 160, KAKERA_COLOR_NONE, OBJECT_BOMBIWA, object_bombiwa_DL_0009E0);
index += 1;
} while (index != ARRAY_COUNT(D_808B6074));
}
}
void func_808B561C(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
s32 index;
PosRot* world;
world = &this->actor.world;
for (index = 0; index < ARRAY_COUNT(D_808B6088); index++) {
if (Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_BG_SPOT16_BOMBSTONE, world->pos.x, world->pos.y,
world->pos.z, 0, 0, 0, D_808B6088[index]) == NULL) {
break;
}
}
}
void func_808B56BC(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 sinValue;
s16 adjustedYawDiff;
s32 yawDiff;
s32 absYawDiff;
if (this->actor.xzDistToPlayer < 130.0f && this->actor.yDistToPlayer < 160.0f &&
this->actor.yDistToPlayer >= -10.0f) {
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
absYawDiff = ABS(yawDiff);
adjustedYawDiff = absYawDiff - 0x3FFF;
if (adjustedYawDiff > 0) {
sinValue = Math_SinS(adjustedYawDiff) * this->actor.xzDistToPlayer;
if (sinValue >= 0.0f) {
player->actor.world.pos.x += sinValue * this->sinRotation;
player->actor.world.pos.z += sinValue * this->cosRotation;
} else {
osSyncPrintf("Error 補正出来ない(%s %d)(arg_data 0x%04x)(hosei_angY %x)\n",
__FILE__, __LINE__, this->actor.params, adjustedYawDiff);
}
}
}
}
void func_808B57E0(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
Actor* playerHeldActor;
Player* player = GET_PLAYER(globalCtx);
EnBombf* currentBomb;
if (sTimer > 0) {
sTimer--;
}
if (sPlayerBomb != NULL) {
if (sPlayerBomb->actor.update == NULL) {
sPlayerBomb = NULL;
} else if (sTimer <= 0 && sPlayerBomb->actor.world.pos.y < 1400.0f &&
Math3D_Dist1DSq(sPlayerBomb->actor.world.pos.x + 1579.0f, sPlayerBomb->actor.world.pos.z + 790.0f) <
SQ(400.0f) &&
sPlayerBomb->actor.params == 0) {
currentBomb = sPlayerBomb;
if (currentBomb->timer > 0) {
sTimer = currentBomb->timer + 20;
OnePointCutscene_Init(globalCtx, 4180, sTimer, NULL, MAIN_CAM);
}
}
} else if (player->stateFlags1 & 0x800) {
playerHeldActor = player->heldActor;
if (playerHeldActor != NULL && playerHeldActor->category == ACTORCAT_EXPLOSIVE &&
playerHeldActor->id == ACTOR_EN_BOMBF) {
sPlayerBomb = (EnBombf*)playerHeldActor;
}
}
}
void func_808B5934(BgSpot16Bombstone* this) {
this->actor.draw = BgSpot16Bombstone_Draw;
this->actionFunc = func_808B5950;
}
void func_808B5950(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
s32 pad;
func_808B56BC(this, globalCtx);
func_808B57E0(this, globalCtx);
if (globalCtx) {}
if (this->colliderCylinder.base.acFlags & AC_HIT) {
this->colliderCylinder.base.acFlags &= ~AC_HIT;
func_808B561C(this, globalCtx);
OnePointCutscene_Init(globalCtx, 4180, 50, NULL, MAIN_CAM);
Flags_SetSwitch(globalCtx, this->switchFlag);
gSaveContext.eventChkInf[2] |= 8;
func_808B5A78(this);
} else {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderCylinder.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
}
if (mREG(64) == 1) {
func_808B561C(this, globalCtx);
mREG(64) = -10;
} else if (mREG(64) < 0) {
mREG(64)++;
}
}
void func_808B5A78(BgSpot16Bombstone* this) {
this->unk_154 = 0;
this->unk_158 = 0;
this->actor.draw = NULL;
this->actionFunc = func_808B5A94;
}
void func_808B5A94(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
func_808B5240(this, globalCtx);
if (this->unk_154 == 56) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
if (this->unk_154 > 60) {
Actor_Kill(&this->actor);
}
}
void func_808B5AF0(BgSpot16Bombstone* this) {
this->actionFunc = func_808B5B04;
this->actor.draw = NULL;
}
void func_808B5B04(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->bombiwaBankIndex)) {
func_808B5B58(this);
this->actor.draw = BgSpot16Bombstone_Draw;
}
}
void func_808B5B58(BgSpot16Bombstone* this) {
this->unk_154 = 0;
this->actionFunc = func_808B5B6C;
}
void func_808B5B6C(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
Actor* actor = &this->actor;
Actor_MoveForward(actor);
actor->shape.rot.x += this->unk_210;
actor->shape.rot.z += this->unk_212;
if (this->unk_154 > 60) {
Actor_Kill(actor);
return;
}
if (actor->bgCheckFlags & 8 || (actor->bgCheckFlags & 1 && actor->velocity.y < 0.0f)) {
BgSpot16Bombstone_SpawnFragments(this, globalCtx);
BgSpot16Bombstone_SpawnDust(this, globalCtx);
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &actor->world.pos, 20, NA_SE_EV_ROCK_BROKEN);
Actor_Kill(actor);
return;
}
Actor_UpdateBgCheckInfo(globalCtx, actor, 17.5f, 35.0f, 0.0f, 5);
}
void BgSpot16Bombstone_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot16Bombstone* this = (BgSpot16Bombstone*)thisx;
this->unk_154++;
if (this->actionFunc != NULL) {
this->actionFunc(this, globalCtx);
}
}
void BgSpot16Bombstone_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgSpot16Bombstone* this = (BgSpot16Bombstone*)thisx;
s32 pad;
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D18(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params == 0xFF) {
// The boulder is intact
gSPDisplayList(POLY_OPA_DISP++, this->dList);
} else {
// The boulder is debris
gSPSegment(POLY_OPA_DISP++, 0x06, globalCtx->objectCtx.status[this->bombiwaBankIndex].segment);
gSPDisplayList(POLY_OPA_DISP++, this->dList);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void BgSpot16Bombstone_Reset(void) {
sPlayerBomb = NULL;
sTimer = 0;
}