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authorDerek Hensley <hensley.derek58@gmail.com>2024-07-11 12:41:28 -0700
committerEblo <7004497+Eblo@users.noreply.github.com>2025-09-15 16:46:46 -0400
commit0bacee4a6fee5eaa8a814cc96d93d11fbb490cfb (patch)
treed4e4a52150e966528db668b0dfb600c8f4b9b65e /mm/src/code
parent52ac62b95b20a8a97c3552fdc2c986160844dfb2 (diff)
More General Cleanup (#1658)
* gDs2nEyeTexAnim * sEnMm2EmptyDL * object_um_Matanimheader_007D10 * object_mnk_Matanimheader_019A20 * gTurtleEmpty2TexAnim * object_iknv_obj_Matanimheader_0113E0 * object_botihasira_Matanimheader_001A48 * gTwinmoldEmptyTexAnim * gBeaverYoungerBrotherEmptyTexAnim * gNwcEyeTexAnim * gTwinmoldEmptyTex1Anim gTwinmoldEmpty2TexAnim * gGyorgEmpty1TexAnim gGyorgEmpty2TexAnim * gBurlyGuyEmpty1TexAnim gBurlyGuyEmpty2TexAnim * gKotakeEyeTexAnim * gDmZl4EmptyTexAnim * object_cs_Matanimheader_00F6D4 * gAnju1UnusedTexAnim * Empty blobs * EnKusa_IsUnderwater * IsUnderwater functions * s on static variable names in col check * scene_texture_01_Tex_002D40 * object_ds2_Tex_0030D8 object_ds2_Tex_0034D8 object_ds2_Tex_0038D8 * object_gk * undefined_syms * object_fall2_Matanimheader_005CF0 * gTwinmoldEmpty1TexAnim typo
Diffstat (limited to 'mm/src/code')
-rw-r--r--mm/src/code/z_collision_check.c74
1 files changed, 37 insertions, 37 deletions
diff --git a/mm/src/code/z_collision_check.c b/mm/src/code/z_collision_check.c
index 8194815cb..3133e2d64 100644
--- a/mm/src/code/z_collision_check.c
+++ b/mm/src/code/z_collision_check.c
@@ -49,7 +49,7 @@ TriNorm D_801EE188;
*/
f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo,
u32* effect) {
- static f32 damageMultipliers[] = {
+ static f32 sDamageMultipliers[] = {
0.0f, 1.0f, 2.0f, 0.5f, 0.25f, 3.0f, 4.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
};
u32 dmgFlags;
@@ -71,8 +71,8 @@ f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo
// #region 2S2H - Enhancements - Damage Multiplier and Effect
if ((GameInteractor_Should(VB_DAMAGE_MULTIPLIER, true, i, ac->actor->colChkInfo.damageTable, &damage,
- damageMultipliers))) {
- damage *= damageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
+ sDamageMultipliers))) {
+ damage *= sDamageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
}
if ((GameInteractor_Should(VB_DAMAGE_EFFECT, true, i, ac->actor->colChkInfo.damageTable, effect, ac->actor))) {
@@ -105,11 +105,11 @@ s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider
}
s32 Collider_InitBase(struct PlayState* play, Collider* collider) {
- static Collider defaultCollider = {
+ static Collider sDefaultCollider = {
NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
};
- *collider = defaultCollider;
+ *collider = sDefaultCollider;
return 1;
}
@@ -172,9 +172,9 @@ void Collider_ResetOCBase(struct PlayState* play, Collider* collider) {
}
s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch) {
- static ColliderTouch defaultColliderTouch = { 0x00000000, 0, 0 };
+ static ColliderTouch sDefaultColliderTouch = { 0x00000000, 0, 0 };
- *touch = defaultColliderTouch;
+ *touch = sDefaultColliderTouch;
return 1;
}
@@ -193,9 +193,9 @@ void Collider_ResetATInfoUnk(struct PlayState* play, ColliderInfo* info) {
}
s32 Collider_InitBump(struct PlayState* play, ColliderBump* bump) {
- static ColliderBump defaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
+ static ColliderBump sDefaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
- *bump = defaultColliderBump;
+ *bump = sDefaultColliderBump;
return 1;
}
@@ -211,7 +211,7 @@ s32 Collider_SetBump(struct PlayState* play, ColliderBump* bump, ColliderBumpIni
}
s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info) {
- static ColliderInfo defaultColliderInfo = {
+ static ColliderInfo sDefaultColliderInfo = {
{ 0, 0, 0 }, { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } },
ELEMTYPE_UNK0, TOUCH_NONE,
BUMP_NONE, OCELEM_NONE,
@@ -219,7 +219,7 @@ s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info) {
NULL, NULL,
};
- *info = defaultColliderInfo;
+ *info = sDefaultColliderInfo;
Collider_InitTouch(play, &info->toucher);
Collider_InitBump(play, &info->bumper);
return 1;
@@ -262,14 +262,14 @@ void Collider_ResetOCInfo(struct PlayState* play, ColliderInfo* info) {
}
s32 Collider_InitJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim) {
- static ColliderJntSphElementDim defaultColliderJntSphElementDim = {
+ static ColliderJntSphElementDim sDefaultColliderJntSphElementDim = {
{ { 0, 0, 0 }, 0 },
{ { 0, 0, 0 }, 0 },
0.0f,
0,
};
- *dim = defaultColliderJntSphElementDim;
+ *dim = sDefaultColliderJntSphElementDim;
return 1;
}
@@ -491,9 +491,9 @@ s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* collider) {
}
s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim) {
- static Cylinder16 defaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
+ static Cylinder16 sDefaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
- *dim = defaultColliderCylinderDim;
+ *dim = sDefaultColliderCylinderDim;
return 1;
}
@@ -602,12 +602,12 @@ s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* collider) {
}
s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim) {
- static TriNorm defaultColliderTrisElementDim = {
+ static TriNorm sDefaultColliderTrisElementDim = {
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
{ { 0.0f, 0.0f, 0.0f }, 0.0f },
};
- *dim = defaultColliderTrisElementDim;
+ *dim = sDefaultColliderTrisElementDim;
return 1;
}
@@ -819,14 +819,14 @@ s32 Collider_ResetTrisOC(struct PlayState* play, Collider* collider) {
}
s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim) {
- static ColliderQuadDim defaultColliderQuadDim = {
+ static ColliderQuadDim sDefaultColliderQuadDim = {
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
{ 0, 0, 0 },
{ 0, 0, 0 },
1.0E38f,
};
- *dim = defaultColliderQuadDim;
+ *dim = sDefaultColliderQuadDim;
return 1;
}
@@ -3313,11 +3313,11 @@ void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colCtxt) {
* Initializes CollisionCheckInfo to default values
*/
void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
- static CollisionCheckInfo defaultColChkInfo = {
+ static CollisionCheckInfo sDefaultColChkInfo = {
NULL, { 0.0f, 0.0f, 0.0f }, 10, 10, 0, MASS_IMMOVABLE, 8, 0, 0, 0, 0,
};
- *info = defaultColChkInfo;
+ *info = sDefaultColChkInfo;
}
/**
@@ -3852,7 +3852,7 @@ void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v) {
* Spawns streaks of light from hits against solid objects
*/
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v) {
- static EffectShieldParticleInit shieldParticleInitMetal = {
+ static EffectShieldParticleInit sShieldParticleInitMetal = {
16,
{ 0, 0, 0 },
{ 0, 200, 255, 255 },
@@ -3870,14 +3870,14 @@ void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v) {
};
s32 effectIndex;
- shieldParticleInitMetal.position.x = v->x;
- shieldParticleInitMetal.position.y = v->y;
- shieldParticleInitMetal.position.z = v->z;
- shieldParticleInitMetal.lightPoint.x = shieldParticleInitMetal.position.x;
- shieldParticleInitMetal.lightPoint.y = shieldParticleInitMetal.position.y;
- shieldParticleInitMetal.lightPoint.z = shieldParticleInitMetal.position.z;
+ sShieldParticleInitMetal.position.x = v->x;
+ sShieldParticleInitMetal.position.y = v->y;
+ sShieldParticleInitMetal.position.z = v->z;
+ sShieldParticleInitMetal.lightPoint.x = sShieldParticleInitMetal.position.x;
+ sShieldParticleInitMetal.lightPoint.y = sShieldParticleInitMetal.position.y;
+ sShieldParticleInitMetal.lightPoint.z = sShieldParticleInitMetal.position.z;
- Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &shieldParticleInitMetal);
+ Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &sShieldParticleInitMetal);
}
/**
@@ -3907,7 +3907,7 @@ void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v)
* Spawns streaks of light and makes a wooden sound
*/
void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* pos) {
- static EffectShieldParticleInit shieldParticleInitWood = {
+ static EffectShieldParticleInit sShieldParticleInitWood = {
16,
{ 0, 0, 0 },
{ 0, 200, 255, 255 },
@@ -3925,14 +3925,14 @@ void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, V
};
s32 effectIndex;
- shieldParticleInitWood.position.x = v->x;
- shieldParticleInitWood.position.y = v->y;
- shieldParticleInitWood.position.z = v->z;
- shieldParticleInitWood.lightPoint.x = shieldParticleInitWood.position.x;
- shieldParticleInitWood.lightPoint.y = shieldParticleInitWood.position.y;
- shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
+ sShieldParticleInitWood.position.x = v->x;
+ sShieldParticleInitWood.position.y = v->y;
+ sShieldParticleInitWood.position.z = v->z;
+ sShieldParticleInitWood.lightPoint.x = sShieldParticleInitWood.position.x;
+ sShieldParticleInitWood.lightPoint.y = sShieldParticleInitWood.position.y;
+ sShieldParticleInitWood.lightPoint.z = sShieldParticleInitWood.position.z;
- Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &shieldParticleInitWood);
+ Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &sShieldParticleInitWood);
Audio_PlaySfx_AtPos(pos, NA_SE_IT_REFLECTION_WOOD);
}