diff options
| author | Garrett Cox <garrettjcox@gmail.com> | 2023-09-15 13:39:46 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-09-15 18:39:46 +0000 |
| commit | c11a6a17e9c229bfe8f3c8b5c093eeaa09e3d557 (patch) | |
| tree | 7dd651c0850aa56143b135aae7589a37551e9f99 /soh/src/code | |
| parent | a4b5d569b175b1087a4097952c470e9e2a8fdaef (diff) | |
Some documentation changes for zplayer (#3172)
* Documentation changes for zplayer
* Update soh/include/z64player.h
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
---------
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Diffstat (limited to 'soh/src/code')
| -rw-r--r-- | soh/src/code/z_actor.c | 6 | ||||
| -rw-r--r-- | soh/src/code/z_camera.c | 2 | ||||
| -rw-r--r-- | soh/src/code/z_parameter.c | 12 | ||||
| -rw-r--r-- | soh/src/code/z_player_lib.c | 206 | ||||
| -rw-r--r-- | soh/src/code/z_scene_table.c | 2 |
5 files changed, 114 insertions, 114 deletions
diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index a8f258c1b..750419966 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -2174,7 +2174,7 @@ void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) func_8002F758(play, actor, arg2, arg3, arg4, 0); } -void func_8002F7DC(Actor* actor, u16 sfxId) { +void Player_PlaySfx(Actor* actor, u16 sfxId) { if (actor->id != ACTOR_PLAYER || sfxId < NA_SE_VO_LI_SWORD_N || sfxId > NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID) { Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &D_801333E0 , &D_801333E0, &D_801333E8); } else { @@ -4514,7 +4514,7 @@ s32 func_800354B4(PlayState* play, Actor* actor, f32 range, s16 arg3, s16 arg4, var1 = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y; var2 = actor->yawTowardsPlayer - arg5; - if ((actor->xzDistToPlayer <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) { + if ((actor->xzDistToPlayer <= range) && (player->meleeWeaponState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) { return true; } else { return false; @@ -4554,7 +4554,7 @@ void func_800355B8(PlayState* play, Vec3f* pos) { u8 func_800355E4(PlayState* play, Collider* collider) { Player* player = GET_PLAYER(play); - if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->meleeWeaponAnimation == 0x16)) { + if ((collider->acFlags & AC_TYPE_PLAYER) && (player->meleeWeaponState != 0) && (player->meleeWeaponAnimation == 0x16)) { return true; } else { return false; diff --git a/soh/src/code/z_camera.c b/soh/src/code/z_camera.c index 63c5d08a5..783731506 100644 --- a/soh/src/code/z_camera.c +++ b/soh/src/code/z_camera.c @@ -3083,7 +3083,7 @@ s32 Camera_Battle1(Camera* camera) { } anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37)); camera->roll = DEGF_TO_BINANG(anim->roll); - camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f + camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) * (fov - ((fov * 0.05f) * distRatio)), diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c index 5e7ef5e8e..82cb8a6b6 100644 --- a/soh/src/code/z_parameter.c +++ b/soh/src/code/z_parameter.c @@ -929,7 +929,7 @@ void func_80083108(PlayState* play) { gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] = gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[5] = gSaveContext.buttonStatus[6] = gSaveContext.buttonStatus[7] = gSaveContext.buttonStatus[8] = BTN_DISABLED; - } else if ((func_8008F2F8(play) >= 2) && (func_8008F2F8(play) < 5)) { + } else if ((Player_GetEnvironmentalHazard(play) >= 2) && (Player_GetEnvironmentalHazard(play) < 5)) { if (gSaveContext.buttonStatus[0] != BTN_DISABLED) { sp28 = 1; } @@ -945,7 +945,7 @@ void func_80083108(PlayState* play) { } gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] = BTN_ENABLED; - } else if (func_8008F2F8(play) == 2) { + } else if (Player_GetEnvironmentalHazard(play) == 2) { if ((gSaveContext.equips.buttonItems[i] != ITEM_HOOKSHOT) && (gSaveContext.equips.buttonItems[i] != ITEM_LONGSHOT)) { if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) { @@ -3367,7 +3367,7 @@ void Interface_UpdateMagicBar(PlayState* play) { break; } } - if ((gSaveContext.magic == 0) || ((func_8008F2F8(play) >= 2) && (func_8008F2F8(play) < 5)) || + if ((gSaveContext.magic == 0) || ((Player_GetEnvironmentalHazard(play) >= 2) && (Player_GetEnvironmentalHazard(play) < 5)) || !hasLens || !play->actorCtx.lensActive) { play->actorCtx.lensActive = false; @@ -4182,7 +4182,7 @@ void Interface_DrawItemButtons(PlayState* play) { if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) { temp = 0; - } else if ((player->stateFlags1 & 0x00200000) || (func_8008F2F8(play) == 4) || + } else if ((player->stateFlags1 & 0x00200000) || (Player_GetEnvironmentalHazard(play) == 4) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) { temp = 70; } else { @@ -6396,13 +6396,13 @@ void Interface_Update(PlayState* play) { } HealthMeter_HandleCriticalAlarm(play); - D_80125A58 = func_8008F2F8(play); + D_80125A58 = Player_GetEnvironmentalHazard(play); if (D_80125A58 == 1) { if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 2 || CVarGetInteger("gSuperTunic", 0) != 0) { D_80125A58 = 0; } - } else if ((func_8008F2F8(play) >= 2) && (func_8008F2F8(play) < 5)) { + } else if ((Player_GetEnvironmentalHazard(play) >= 2) && (Player_GetEnvironmentalHazard(play) < 5)) { if (CUR_EQUIP_VALUE(EQUIP_TUNIC) == 3 || CVarGetInteger("gSuperTunic", 0) != 0) { D_80125A58 = 0; } diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c index 4c527ad53..934df5f1b 100644 --- a/soh/src/code/z_player_lib.c +++ b/soh/src/code/z_player_lib.c @@ -53,7 +53,7 @@ u8 gPlayerModelTypes[][5] = { { 0, 0, 13, 18, 20 }, { 0, 0, 14, 18, 20 }, { 0, 7, 8, 18, 20 }, { 0, 2, 8, 19, 20 }, }; -Gfx* D_80125CE8[] = { +Gfx* sPlayerRightHandShieldDLs[] = { gLinkAdultRightHandClosedNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandClosedFarDL, @@ -72,7 +72,7 @@ Gfx* D_80125CE8[] = { gLinkChildRightHandClosedFarDL, }; -Gfx* D_80125D28[] = { +Gfx* sSheathWithSwordDLs[] = { gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL, @@ -87,7 +87,7 @@ Gfx* D_80125D28[] = { NULL, gLinkChildDekuShieldWithMatrixDL, }; -Gfx* D_80125D88[] = { +Gfx* sSheathWithoutSwordDLs[] = { gLinkAdultSheathNearDL, gLinkChildSheathNearDL, gLinkAdultSheathFarDL, @@ -114,162 +114,162 @@ Gfx* D_80125D88[] = { gLinkChildDekuShieldWithMatrixDL, }; -Gfx* D_80125DE8[] = { +Gfx* gPlayerLeftHandBgsDLs[] = { gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL, }; -Gfx* D_80125E08[] = { +Gfx* gPlayerLeftHandOpenDLs[] = { gLinkAdultLeftHandNearDL, gLinkChildLeftHandNearDL, gLinkAdultLeftHandFarDL, gLinkChildLeftHandFarDL, }; -Gfx* D_80125E18[] = { +Gfx* gPlayerLeftHandClosedDLs[] = { gLinkAdultLeftHandClosedNearDL, gLinkChildLeftFistNearDL, gLinkAdultLeftHandClosedFarDL, gLinkChildLeftFistFarDL, }; -Gfx* D_80125E28[] = { +Gfx* sPlayerLeftHandSwordDLs2[] = { gLinkAdultLeftHandHoldingMasterSwordNearDL, gLinkChildLeftFistAndKokiriSwordNearDL, gLinkAdultLeftHandHoldingMasterSwordFarDL, gLinkChildLeftFistAndKokiriSwordFarDL, }; -Gfx* D_80125E38[] = { +Gfx* sPlayerLeftHandSwordDLs[] = { gLinkAdultLeftHandHoldingMasterSwordNearDL, gLinkChildLeftFistAndKokiriSwordNearDL, gLinkAdultLeftHandHoldingMasterSwordFarDL, gLinkChildLeftFistAndKokiriSwordFarDL, }; -Gfx* D_80125E48[] = { +Gfx* sPlayerRightHandOpenDLs[] = { gLinkAdultRightHandNearDL, gLinkChildRightHandNearDL, gLinkAdultRightHandFarDL, gLinkChildRightHandFarDL, }; -Gfx* D_80125E58[] = { +Gfx* sPlayerRightHandClosedDLs[] = { gLinkAdultRightHandClosedNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandClosedFarDL, gLinkChildRightHandClosedFarDL, }; -Gfx* D_80125E68[] = { +Gfx* sPlayerRightHandBowSlingshotDLs[] = { gLinkAdultRightHandHoldingBowNearDL, gLinkChildRightHandHoldingSlingshotNearDL, gLinkAdultRightHandHoldingBowFarDL, gLinkChildRightHandHoldingSlingshotFarDL, }; -Gfx* D_80125E78[] = { +Gfx* sSwordAndSheathDLs[] = { gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, }; -Gfx* D_80125E88[] = { +Gfx* sSheathDLs[] = { gLinkAdultSheathNearDL, gLinkChildSheathNearDL, gLinkAdultSheathFarDL, gLinkChildSheathFarDL, }; -Gfx* D_80125E98[] = { +Gfx* sPlayerWaistDLs[] = { gLinkAdultWaistNearDL, gLinkChildWaistNearDL, gLinkAdultWaistFarDL, gLinkChildWaistFarDL, }; -Gfx* D_80125EA8[] = { +Gfx* sPlayerRightHandBowSlingshotDLs2[] = { gLinkAdultRightHandHoldingBowNearDL, gLinkChildRightHandHoldingSlingshotNearDL, gLinkAdultRightHandHoldingBowFarDL, gLinkChildRightHandHoldingSlingshotFarDL, }; -Gfx* D_80125EB8[] = { +Gfx* sPlayerRightHandOcarinaDLs[] = { gLinkAdultRightHandHoldingOotNearDL, gLinkChildRightHandHoldingFairyOcarinaNearDL, gLinkAdultRightHandHoldingOotFarDL, gLinkChildRightHandHoldingFairyOcarinaFarDL, }; -Gfx* D_80125EC8[] = { +Gfx* sPlayerRightHandOotDLs[] = { gLinkAdultRightHandHoldingOotNearDL, gLinkChildRightHandAndOotNearDL, gLinkAdultRightHandHoldingOotFarDL, gLinkChildRightHandHoldingOOTFarDL, }; -Gfx* D_80125ED8[] = { +Gfx* sPlayerRightHandHookshotDLs[] = { gLinkAdultRightHandHoldingHookshotNearDL, gLinkChildRightHandNearDL, gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used gLinkChildRightHandFarDL, }; -Gfx* D_80125EE8[] = { +Gfx* sPlayerLeftHandHammerDLs[] = { gLinkAdultLeftHandHoldingHammerNearDL, gLinkChildLeftHandNearDL, gLinkAdultLeftHandHoldingHammerFarDL, gLinkChildLeftHandFarDL, }; -Gfx* D_80125EF8[] = { +Gfx* gPlayerLeftHandBoomerangDLs[] = { gLinkAdultLeftHandNearDL, gLinkChildLeftFistAndBoomerangNearDL, gLinkAdultLeftHandFarDL, gLinkChildLeftFistAndBoomerangFarDL, }; -Gfx* D_80125F08[] = { +Gfx* sPlayerLeftHandBottleDLs[] = { gLinkAdultLeftHandOutNearDL, gLinkChildLeftHandUpNearDL, gLinkAdultLeftHandOutNearDL, gLinkChildLeftHandUpNearDL, }; -Gfx* sArmOutDLs[] = { +Gfx* sFirstPersonLeftForearmDLs[] = { gLinkAdultRightArmOutNearDL, NULL, }; -Gfx* sHandOutDLs[] = { +Gfx* sFirstPersonLeftHandDLs[] = { gLinkAdultRightHandOutNearDL, NULL, }; -Gfx* sRightShoulderNearDLs[] = { +Gfx* sFirstPersonRightShoulderDLs[] = { gLinkAdultRightShoulderNearDL, gLinkChildRightShoulderNearDL, }; -Gfx* D_80125F30[] = { +Gfx* sFirstPersonForearmDLs[] = { gLinkAdultLeftArmOutNearDL, NULL, }; -Gfx* sHoldingFirstPersonWeaponDLs[] = { +Gfx* sFirstPersonRightHandHoldingWeaponDLs[] = { gLinkAdultRightHandHoldingBowFirstPersonDL, gLinkChildRightArmStretchedSlingshotDL, }; // Indexed by model types (left hand, right hand, sheath or waist) Gfx** sPlayerDListGroups[] = { - D_80125E08, D_80125E18, D_80125E38, D_80125E28, D_80125DE8, D_80125EE8, D_80125EF8, - D_80125F08, D_80125E48, D_80125E58, D_80125CE8, D_80125E68, D_80125EA8, D_80125EB8, - D_80125EC8, D_80125ED8, D_80125E78, D_80125E88, D_80125D28, D_80125D88, D_80125E98, + gPlayerLeftHandOpenDLs, gPlayerLeftHandClosedDLs, sPlayerLeftHandSwordDLs, sPlayerLeftHandSwordDLs2, gPlayerLeftHandBgsDLs, sPlayerLeftHandHammerDLs, gPlayerLeftHandBoomerangDLs, + sPlayerLeftHandBottleDLs, sPlayerRightHandOpenDLs, sPlayerRightHandClosedDLs, sPlayerRightHandShieldDLs, sPlayerRightHandBowSlingshotDLs, sPlayerRightHandBowSlingshotDLs2, sPlayerRightHandOcarinaDLs, + sPlayerRightHandOotDLs, sPlayerRightHandHookshotDLs, sSwordAndSheathDLs, sSheathDLs, sSheathWithSwordDLs, sSheathWithoutSwordDLs, sPlayerWaistDLs, }; Gfx gCullBackDList[] = { @@ -285,8 +285,8 @@ Gfx gCullFrontDList[] = { Vec3f* D_80160000; s32 sDListsLodOffset; Vec3f sGetItemRefPos; -s32 D_80160014; -s32 D_80160018; +s32 sLeftHandType; +s32 sRightHandType; void Player_SetBootData(PlayState* play, Player* this) { s32 currentBoots; @@ -371,7 +371,7 @@ s32 Player_ActionToModelGroup(Player* this, s32 actionParam) { void Player_SetModelsForHoldingShield(Player* this) { if ((this->stateFlags1 & 0x400000) && ((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) { - if ((CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_STICK) || + if ((CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_DEKU_STICK) || !Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) { this->rightHandType = 10; this->rightHandDLists = &sPlayerDListGroups[10][gSaveContext.linkAge]; @@ -497,7 +497,7 @@ s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 y Vec3f diff; s32 pad; - if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_860 != 0)) { + if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) { Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff); return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange); } else { @@ -577,7 +577,7 @@ s32 func_8008F128(Player* this) { return Player_HoldsHookshot(this) && (this->heldActor == NULL); } -s32 Player_ActionToSword(s32 actionParam) { +s32 Player_ActionToMeleeWeapon(s32 actionParam) { s32 sword = actionParam - PLAYER_IA_FISHING_POLE; if ((sword > 0) && (sword < 6)) { @@ -587,12 +587,12 @@ s32 Player_ActionToSword(s32 actionParam) { } } -s32 Player_GetSwordHeld(Player* this) { - return Player_ActionToSword(this->heldItemAction); +s32 Player_GetMeleeWeaponHeld(Player* this) { + return Player_ActionToMeleeWeapon(this->heldItemAction); } s32 Player_HoldsTwoHandedWeapon(Player* this) { - if ((this->heldItemAction >= PLAYER_IA_SWORD_BGS) && (this->heldItemAction <= PLAYER_IA_HAMMER)) { + if ((this->heldItemAction >= PLAYER_IA_SWORD_BIGGORON) && (this->heldItemAction <= PLAYER_IA_HAMMER)) { return 1; } else { return 0; @@ -600,7 +600,7 @@ s32 Player_HoldsTwoHandedWeapon(Player* this) { } s32 Player_HoldsBrokenKnife(Player* this) { - return (this->heldItemAction == PLAYER_IA_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f); + return (this->heldItemAction == PLAYER_IA_SWORD_BIGGORON) && (gSaveContext.swordHealth <= 0.0f); } s32 Player_ActionToBottle(Player* this, s32 actionParam) { @@ -647,7 +647,7 @@ return_neg: return -1; } -s32 func_8008F2F8(PlayState* play) { +s32 Player_GetEnvironmentalHazard(PlayState* play) { Player* this = GET_PLAYER(play); TextTriggerEntry* triggerEntry; s32 var; @@ -747,7 +747,7 @@ Gfx* sBootDListGroups[][2] = { { gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL }, }; -void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, +void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* data) { Color_RGB8* color; @@ -805,8 +805,8 @@ void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dLis SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod); - if (((CVarGetInteger("gFPSGauntlets", 0) && LINK_IS_ADULT) || (overrideLimbDraw != func_800902F0)) && - (overrideLimbDraw != func_80090440) && + if (((CVarGetInteger("gFPSGauntlets", 0) && LINK_IS_ADULT) || (overrideLimbDraw != Player_OverrideLimbDrawGameplayFirstPerson)) && + (overrideLimbDraw != Player_OverrideLimbDrawGameplayCrawling) && (gSaveContext.gameMode != 3)) { if (LINK_IS_ADULT) { s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH); @@ -827,9 +827,9 @@ void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dLis gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL); gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL); gSPDisplayList(POLY_OPA_DISP++, - (D_80160014 == 0) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL); + (sLeftHandType == 0) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL); gSPDisplayList(POLY_OPA_DISP++, - (D_80160018 == 8) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL); + (sRightHandType == 8) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL); } if (boots != 0) { @@ -848,7 +848,7 @@ void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dLis CLOSE_DISPS(play->state.gfxCtx); } -Vec3f D_8012602C = { 0.0f, 0.0f, 0.0f }; +Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f }; Vec3f D_80126038[] = { { 1304.0f, 0.0f, 0.0f }, @@ -896,10 +896,10 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p Matrix_Push(); Matrix_TranslateRotateZYX(pos, rot); - Matrix_MultVec3f(&D_8012602C, &spA4); + Matrix_MultVec3f(&sZeroVec, &spA4); Matrix_TranslateRotateZYX(&D_80126038[gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]); Matrix_Translate(D_80126050[gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY); - Matrix_MultVec3f(&D_8012602C, &sp98); + Matrix_MultVec3f(&sZeroVec, &sp98); Matrix_MultVec3f(&D_80126070, &footprintPos); Matrix_Pop(); @@ -955,12 +955,12 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p } } -s32 func_8008FCC8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { +s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (limbIndex == PLAYER_LIMB_ROOT) { - D_80160014 = this->leftHandType; - D_80160018 = this->rightHandType; + sLeftHandType = this->leftHandType; + sRightHandType = this->rightHandType; D_80160000 = &this->meleeWeaponInfo[2].base; if (!LINK_IS_ADULT) { @@ -1036,33 +1036,33 @@ s32 func_8008FCC8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s return false; } -s32 func_80090014(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { +s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; - if (!func_8008FCC8(play, limbIndex, dList, pos, rot, thisx)) + if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) { if (limbIndex == PLAYER_LIMB_L_HAND) { Gfx** dLists = this->leftHandDLists; - if ((D_80160014 == 4) && (gSaveContext.swordHealth <= 0.0f)) { + if ((sLeftHandType == 4) && (gSaveContext.swordHealth <= 0.0f)) { dLists += 4; - } else if ((D_80160014 == 6) && (this->stateFlags1 & 0x2000000)) { - dLists = &D_80125E08[gSaveContext.linkAge]; - D_80160014 = 0; + } else if ((sLeftHandType == 6) && (this->stateFlags1 & 0x2000000)) { + dLists = &gPlayerLeftHandOpenDLs[gSaveContext.linkAge]; + sLeftHandType = 0; } else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { - dLists = &D_80125E18[gSaveContext.linkAge]; - D_80160014 = 1; + dLists = &gPlayerLeftHandClosedDLs[gSaveContext.linkAge]; + sLeftHandType = 1; } *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); } else if (limbIndex == PLAYER_LIMB_R_HAND) { Gfx** dLists = this->rightHandDLists; - if (D_80160018 == 10) { + if (sRightHandType == 10) { dLists += this->currentShield * 4; } else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { - dLists = &D_80125E58[gSaveContext.linkAge]; - D_80160018 = 9; + dLists = &sPlayerRightHandClosedDLs[gSaveContext.linkAge]; + sRightHandType = 9; } *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); @@ -1077,7 +1077,7 @@ s32 func_80090014(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s } } else if (!LINK_IS_ADULT && ((this->sheathType == 16) || (this->sheathType == 17)) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { - dLists = &D_80125D28[16]; + dLists = &sSheathWithSwordDLs[16]; } if (dLists[sDListsLodOffset] != NULL) { @@ -1105,24 +1105,24 @@ s32 func_80090014(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s return false; } -s32 func_800902F0(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { +s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; - if (!func_8008FCC8(play, limbIndex, dList, pos, rot, thisx)) { + if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) { if (this->unk_6AD != 2) { *dList = NULL; } else if (limbIndex == PLAYER_LIMB_L_FOREARM) { - *dList = sArmOutDLs[gSaveContext.linkAge]; + *dList = sFirstPersonLeftForearmDLs[gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_L_HAND) { s32 handOutDlIndex = gSaveContext.linkAge; if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && LINK_IS_ADULT && Player_HoldsSlingshot(this)) { handOutDlIndex = 1; } - *dList = sHandOutDLs[handOutDlIndex]; + *dList = sFirstPersonLeftHandDLs[handOutDlIndex]; } else if (limbIndex == PLAYER_LIMB_R_SHOULDER) { - *dList = sRightShoulderNearDLs[gSaveContext.linkAge]; + *dList = sFirstPersonRightShoulderDLs[gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_FOREARM) { - *dList = D_80125F30[gSaveContext.linkAge]; + *dList = sFirstPersonForearmDLs[gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_HAND) { s32 firstPersonWeaponIndex = gSaveContext.linkAge; if (CVarGetInteger("gBowSlingShotAmmoFix", 0)) { @@ -1133,7 +1133,7 @@ s32 func_800902F0(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s } } *dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL - : sHoldingFirstPersonWeaponDLs[firstPersonWeaponIndex]; + : sFirstPersonRightHandHoldingWeaponDLs[firstPersonWeaponIndex]; } else { *dList = NULL; } @@ -1142,8 +1142,8 @@ s32 func_800902F0(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s return false; } -s32 func_80090440(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { - if (!func_8008FCC8(play, limbIndex, dList, pos, rot, thisx)) { +s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { + if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) { *dList = NULL; } @@ -1179,7 +1179,7 @@ u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo } } -void func_80090604(PlayState* play, Player* this, ColliderQuad* collider, Vec3f* quadSrc) { +void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* collider, Vec3f* quadSrc) { static u8 shieldColTypes[PLAYER_SHIELD_MAX] = { COLTYPE_METAL, COLTYPE_WOOD, @@ -1226,7 +1226,7 @@ void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) { &this->meleeWeaponInfo[0].base); } - if ((this->swordState > 0) && ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & 0x20000))) { + if ((this->meleeWeaponState > 0) && ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & 0x20000))) { func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]); func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]); } @@ -1375,7 +1375,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 hookshotRange Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f }; -f32 sSwordLengths[] = { +f32 sMeleeWeaponLengths[] = { 0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f, }; @@ -1391,14 +1391,14 @@ Color_RGB8 sBottleColors[] = { { 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 }, }; -Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f }; +Vec3f sLeftHandArrowVec3 = { 398.0f, 1419.0f, 244.0f }; BowStringData sBowStringData[] = { { gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // bow { gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // slingshot }; -Vec3f D_80126154[] = { +Vec3f sRightHandLimbModelShieldQuadVertices[] = { { -4500.0f, -3000.0f, -600.0f }, { 1500.0f, -3000.0f, -600.0f }, { -4500.0f, 3000.0f, -600.0f }, @@ -1408,17 +1408,17 @@ Vec3f D_80126154[] = { Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f }; Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f }; -Vec3f D_8012619C[] = { +Vec3f sSheathLimbModelShieldQuadVertices[] = { { -3000.0f, -3000.0f, -900.0f }, { 3000.0f, -3000.0f, -900.0f }, { -3000.0f, 3000.0f, -900.0f }, { 3000.0f, 3000.0f, -900.0f }, }; -Vec3f D_801261CC = { 630.0f, 100.0f, -30.0f }; -Vec3s D_801261D8 = { 0, 0, 0x7FFF }; +Vec3f sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f }; +Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF }; -Vec3f D_801261E0[] = { +Vec3f sLeftRightFootLimbModelFootPos[] = { { 200.0f, 300.0f, 0.0f }, { 200.0f, 200.0f, 0.0f }, }; @@ -1428,11 +1428,11 @@ Vec3f D_801261E0[] = { // started working out properly #define RETICLE_MAX 3.402823466e+12f -void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { +void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (*dList != NULL) { - Matrix_MultVec3f(&D_8012602C, D_80160000); + Matrix_MultVec3f(&sZeroVec, D_80160000); } if (limbIndex == PLAYER_LIMB_L_HAND) { @@ -1441,7 +1441,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void Math_Vec3f_Copy(&this->leftHandPos, D_80160000); - if (this->itemAction == PLAYER_IA_STICK) { + if (this->itemAction == PLAYER_IA_DEKU_STICK) { Vec3f sp124[3]; OPEN_DISPS(play->state.gfxCtx); @@ -1449,7 +1449,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void if (this->actor.scale.y >= 0.0f) { D_80126080.x = this->unk_85C * 5000.0f; func_80090A28(this, sp124); - if (this->swordState != 0) { + if (this->meleeWeaponState != 0) { EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), 7); // stick sword type func_800906D4(play, this, sp124); } else { @@ -1466,14 +1466,14 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL); CLOSE_DISPS(play->state.gfxCtx); - } else if ((this->actor.scale.y >= 0.0f) && (this->swordState != 0)) { + } else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) { Vec3f spE4[3]; if (Player_HoldsBrokenKnife(this)) { D_80126080.x = 1500.0f; } else { - D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)]; - EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), sSwordTypes[Player_GetSwordHeld(this)]); + D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)]; + EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), sSwordTypes[Player_GetMeleeWeaponHeld(this)]); } func_80090A28(this, spE4); @@ -1494,7 +1494,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void if (this->actor.scale.y >= 0.0f) { if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) { if (this->stateFlags1 & 0x200) { - Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos); + Matrix_MultVec3f(&sLeftHandArrowVec3, &hookedActor->world.pos); Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY); Matrix_Get(&sp14C); Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0); @@ -1537,7 +1537,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void Vec3f sp90; f32 distXYZ; - Matrix_MultVec3f(&D_8012602C, &sp90); + Matrix_MultVec3f(&sZeroVec, &sp90); distXYZ = Math_Vec3f_DistXYZ(D_80160000, &sp90); this->unk_858 = distXYZ - 3.0f; @@ -1568,7 +1568,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void CLOSE_DISPS(play->state.gfxCtx); } else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == 10)) { Matrix_Get(&this->shieldMf); - func_80090604(play, this, &this->shieldQuad, D_80126154); + Player_UpdateShieldCollider(play, this, &this->shieldQuad, sRightHandLimbModelShieldQuadVertices); } if (this->actor.scale.y >= 0.0f) { @@ -1630,16 +1630,16 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void if (limbIndex == PLAYER_LIMB_SHEATH) { if ((this->rightHandType != 10) && (this->rightHandType != 0xFF)) { if (Player_IsChildWithHylianShield(this)) { - func_80090604(play, this, &this->shieldQuad, D_8012619C); + Player_UpdateShieldCollider(play, this, &this->shieldQuad, sSheathLimbModelShieldQuadVertices); } - Matrix_TranslateRotateZYX(&D_801261CC, &D_801261D8); + Matrix_TranslateRotateZYX(&sSheathLimbModelShieldOnBackPos, &sSheathLimbModelShieldOnBackZyxRot); Matrix_Get(&this->shieldMf); } } else if (limbIndex == PLAYER_LIMB_HEAD) { Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos); } else { - Vec3f* vec = &D_801261E0[(gSaveContext.linkAge)]; + Vec3f* vec = &sLeftRightFootLimbModelFootPos[(gSaveContext.linkAge)]; Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec); } @@ -1670,11 +1670,11 @@ u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) { return size + 0x8800 + 0x90; } -u8 D_801261F8[] = { 2, 2, 5 }; +u8 sPauseModelGroupBySword[] = { 2, 2, 5 }; -s32 func_80091880(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) { +s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) { u8* ptr = arg; - u8 modelGroup = D_801261F8[ptr[0] > 0 ? ptr[0] - 1 : 0]; + u8 modelGroup = sPauseModelGroupBySword[ptr[0] > 0 ? ptr[0] - 1 : 0]; s32 type; s32 dListOffset = 0; Gfx** dLists; @@ -1686,7 +1686,7 @@ s32 func_80091880(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s if (limbIndex == PLAYER_LIMB_L_HAND) { type = gPlayerModelTypes[modelGroup][1]; - D_80160014 = type; + sLeftHandType = type; if (ptr[0] == 0) type = 0; @@ -1696,7 +1696,7 @@ s32 func_80091880(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s } } else if (limbIndex == PLAYER_LIMB_R_HAND) { type = gPlayerModelTypes[modelGroup][2]; - D_80160018 = type; + sRightHandType = type; if (type == 10) { dListOffset = ptr[1] * ptrSize; } @@ -1741,7 +1741,7 @@ void Pause_DrawTriforceSpot(PlayState* play, s32 showLightColumn) { rotation += 0x03E8; } -void func_80091A24(PlayState* play, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, +void Player_DrawPauseImpl(PlayState* play, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at, f32 fovy, void* img1, void* img2) { static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 }; @@ -1805,8 +1805,8 @@ void func_80091A24(PlayState* play, void* seg04, void* seg06, SkelAnime* skelAni gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList); - func_8008F470(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0, - func_80091880, NULL, &sp12C); + Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0, + Player_OverrideLimbDrawPause, NULL, &sp12C); if (CVarGetInteger("gPauseTriforce", 0)) { @@ -1833,7 +1833,7 @@ s16 EquipedStance; // Link's current mode (Two handed, One handed...) s16 FrameCountSinceLastAnim = 0; // Time since last animation s16 MinFrameCount; // Frame to wait before checking if we need to change the animation -void func_8009214C(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale, +void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots) { Input* p1Input = &play->state.input[0]; Vec3f eye = { 0.0f, 0.0f, -400.0f }; @@ -2068,7 +2068,7 @@ void func_8009214C(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* po } - func_80091A24(play, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield, + Player_DrawPauseImpl(play, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield, boots, 64, 112, &eye, &at, 60.0f, play->state.gfxCtx->curFrameBuffer, play->state.gfxCtx->curFrameBuffer + 0x1C00); } diff --git a/soh/src/code/z_scene_table.c b/soh/src/code/z_scene_table.c index 13c758ab7..00593d0dd 100644 --- a/soh/src/code/z_scene_table.c +++ b/soh/src/code/z_scene_table.c @@ -2096,7 +2096,7 @@ void func_8009EE44(PlayState* play) { } if ((play->roomCtx.unk_74[0] == 0) && playerHasCojiro) { if (play->roomCtx.unk_74[1] == 50) { - func_8002F7DC(&GET_PLAYER(play)->actor, NA_SE_EV_CHICKEN_CRY_M); + Player_PlaySfx(&GET_PLAYER(play)->actor, NA_SE_EV_CHICKEN_CRY_M); play->roomCtx.unk_74[0] = 1; } play->roomCtx.unk_74[1]++; 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