remove some commented out code

This commit is contained in:
briaguya 2022-05-30 17:09:54 -04:00
commit ae8fa55bb8

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@ -31,8 +31,6 @@ void BgDyYoseizo_Update(Actor* thisx, GlobalContext* globalCtx);
void BgDyYoseizo_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, GlobalContext* globalCtx);
// void GivePlayerRandoRewardGreatFairy(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_ChooseType(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_SetupSpinGrow_NoReward(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_SpinGrow_NoReward(BgDyYoseizo* this, GlobalContext* globalCtx);
@ -73,19 +71,11 @@ u8 successGreatFairy;
void GivePlayerRandoRewardGreatFairy(BgDyYoseizo* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
GetItemID getItemId = GetRandomizedItemId(GI_NONE, this->actor.id, this->fountainType + 1, globalCtx->sceneNum);
// GetItemID getItemId = GetRandomizedItemIdFromKnownCheck(HC_GREAT_FAIRY_REWARD, GI_NONE);
if (successGreatFairy && !Player_InBlockingCsMode(globalCtx, GET_PLAYER(globalCtx))) {
Flags_SetTreasure(globalCtx, this->fountainType + 1);
successGreatFairy = 0;
Actor_Kill(&this->actor);
// globalCtx->sceneLoadFlag = 0x14;
// globalCtx->fadeTransition = 7;
// gSaveContext.nextTransition = 3;
// // gSaveContext.eventChkInf[5] |= 0x200;
// globalCtx->nextEntranceIndex = 0x0594;
// gSaveContext.nextCutsceneIndex = 0;
} else if (!successGreatFairy) {
successGreatFairy = func_8002F434(&this->actor, globalCtx, getItemId, 10000.0f, 100.0f);
}
@ -96,21 +86,6 @@ void BgDyYoseizo_Init(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
BgDyYoseizo* this = (BgDyYoseizo*)thisx;
// if(gSaveContext.n64ddFlag) {
// GivePlayerBlargRandoReward(this, GET_PLAYER(globalCtx), globalCtx);
// return;
// }
// if(gSaveContext.n64ddFlag) {
// if(Flags_GetCollectible(globalCtx, this->fountainType)) {
// gSaveContext.healthAccumulator = 0x140;
// Magic_Fill(globalCtx);
// Actor_Kill(&this->actor);
// } else {
// this->actionFunc = GivePlayerBlargRandoReward;
// }
// return;
// }
this->fountainType = globalCtx->curSpawn;
if (this->fountainType < 0) {