From 5cf03a4cdadefe31d81cd324299ff5e0dc436748 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Philip=20Dub=C3=A9?= <159546+serprex@users.noreply.github.com> Date: Tue, 7 Jul 2026 01:51:44 +0000 Subject: pull decomp changes: actor functions, z_en_horse.c (#6877) --- soh/src/code/code_800A9F30.c | 2 +- soh/src/code/code_800EC960.c | 58 ++++++------- soh/src/code/z_actor.c | 188 +++++++++++++++++++++--------------------- soh/src/code/z_bgcheck.c | 2 +- soh/src/code/z_camera.c | 6 +- soh/src/code/z_debug.c | 2 +- soh/src/code/z_demo.c | 6 +- soh/src/code/z_en_a_keep.c | 2 +- soh/src/code/z_game_over.c | 8 +- soh/src/code/z_horse.c | 10 +-- soh/src/code/z_kankyo.c | 6 +- soh/src/code/z_lights.c | 4 +- soh/src/code/z_onepointdemo.c | 30 +++---- soh/src/code/z_parameter.c | 4 +- soh/src/code/z_play.c | 6 +- soh/src/code/z_player_lib.c | 2 +- soh/src/code/z_scene.c | 2 +- soh/src/code/z_sram.c | 2 +- 18 files changed, 170 insertions(+), 170 deletions(-) (limited to 'soh/src/code') diff --git a/soh/src/code/code_800A9F30.c b/soh/src/code/code_800A9F30.c index 2eba3774c..512ad4940 100644 --- a/soh/src/code/code_800A9F30.c +++ b/soh/src/code/code_800A9F30.c @@ -31,7 +31,7 @@ void func_800A9F6C(f32 a, u8 b, u8 c, u8 d) { } } -void func_800AA000(f32 a, u8 b, u8 c, u8 d) { +void Rumble_Request(f32 a, u8 b, u8 c, u8 d) { s32 temp1; s32 temp2; s32 i; diff --git a/soh/src/code/code_800EC960.c b/soh/src/code/code_800EC960.c index 39d45785c..ac6cb0d36 100644 --- a/soh/src/code/code_800EC960.c +++ b/soh/src/code/code_800EC960.c @@ -1261,7 +1261,7 @@ s32 sAudioUpdateTaskEnd; void PadMgr_RequestPadData(PadMgr* padmgr, Input* inputs, s32 mode); void Audio_StepFreqLerp(FreqLerp* lerp); -void func_800F56A8(void); +void Audio_UpdateSceneSequenceResumePoint(void); void Audio_PlayNatureAmbienceSequence(u8 natureAmbienceId); s32 Audio_SetGanonDistVol(u8 targetVol); void Audio_PlayFanfare_Rando(GetItemEntry getItem); @@ -3081,7 +3081,7 @@ void AudioDebug_ProcessInput_SndCont(void) { &gSfxDefaultReverb); break; case 4: - func_800F6700(sAudioSndContWork[sAudioSndContSel]); + Audio_SetSoundOutputMode(sAudioSndContWork[sAudioSndContSel]); break; case 5: Audio_SeqCmdE01(SEQ_PLAYER_BGM_MAIN, sAudioSndContWork[sAudioSndContSel]); @@ -3123,7 +3123,7 @@ void AudioDebug_ProcessInput_SndCont(void) { if (CHECK_BTN_ANY(sDebugPadPress, BTN_CDOWN)) { if (sAudioSndContSel == 0) { - func_800F595C(sAudioSndContWork[sAudioSndContSel]); + Audio_PlaySequenceInCutscene(sAudioSndContWork[sAudioSndContSel]); } } @@ -3607,7 +3607,7 @@ void AudioDebug_ProcessInput(void) { } void func_800F4A70(void); -void func_800F5CF8(void); +void Audio_UpdateFanfare(void); void func_800F3054(void) { if (func_800FAD34() == 0) { @@ -3617,8 +3617,8 @@ void func_800F3054(void) { Audio_StepFreqLerp(&sRiverFreqScaleLerp); Audio_StepFreqLerp(&sWaterfallFreqScaleLerp); func_800F4A70(); - func_800F56A8(); - func_800F5CF8(); + Audio_UpdateSceneSequenceResumePoint(); + Audio_UpdateFanfare(); if (gAudioSpecId == 7) { Audio_ClearSariaBgm(); } @@ -4475,7 +4475,7 @@ void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax) { dist = sqrtf(SQ(pos->z) + SQ(pos->x)); if (sSariaBgmPtr == NULL) { sSariaBgmPtr = pos; - func_800F5E18(SEQ_PLAYER_BGM_SUB, seqId, 0, 7, 2); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, seqId, 0, 7, 2); } else { prevDist = sqrtf(SQ(sSariaBgmPtr->z) + SQ(sSariaBgmPtr->x)); if (dist < prevDist) { @@ -4511,12 +4511,12 @@ void Audio_ClearSariaBgm2(void) { sSariaBgmPtr = NULL; } -void func_800F5510(u16 seqId) { - func_800F5550(seqId); - func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, 0, 0, 1); +void Audio_PlayMorningSceneSequence(u16 seqId) { + Audio_PlaySceneSequence(seqId); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, 0, 0, 1); } -void func_800F5550(u16 seqId) { +void Audio_PlaySceneSequence(u16 seqId) { u8 sp27 = 0; u16 nv; @@ -4532,12 +4532,12 @@ void func_800F5550(u16 seqId) { sp27 = 0x1E; } - func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, sp27, 7, D_8013062C); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, sp27, 7, D_8013062C); D_8013062C = 0; } else { nv = (Audio_GetSeqFlags((seqId & 0xFF) & 0xFF) & 0x40) ? 1 : 0xFF; - func_800F5E18(SEQ_PLAYER_BGM_MAIN, seqId, 0, 7, nv); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, seqId, 0, 7, nv); if (!(Audio_GetSeqFlags(seqId) & 0x20)) { D_8013062C = 0xC0; } @@ -4546,7 +4546,7 @@ void func_800F5550(u16 seqId) { } } -void func_800F56A8(void) { +void Audio_UpdateSceneSequenceResumePoint(void) { u16 temp_v0; u8 bvar; @@ -4561,13 +4561,13 @@ void func_800F56A8(void) { } } -void func_800F5718(void) { +void Audio_PlayWindmillBgm(void) { if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) != NA_BGM_WINDMILL) { Audio_StartSeq(SEQ_PLAYER_BGM_MAIN, 0, NA_BGM_WINDMILL); } } -void func_800F574C(f32 arg0, u8 arg2) { +void Audio_SetMainBgmTempoFreqAfterFanfare(f32 arg0, u8 arg2) { if (arg0 == 1.0f) { Audio_SeqCmdB40(SEQ_PLAYER_BGM_MAIN, arg2, 0); } else { @@ -4576,13 +4576,13 @@ void func_800F574C(f32 arg0, u8 arg2) { Audio_SeqCmdC(SEQ_PLAYER_FANFARE, 0xA0, arg2, arg0 * 100.0f); } -void func_800F5918(void) { +void Audio_SetFastTempoForTimedMinigame(void) { if (func_800FA0B4(SEQ_PLAYER_BGM_MAIN) == NA_BGM_TIMED_MINI_GAME && func_800FA11C(0, 0xF0000000)) { Audio_SeqCmdB(SEQ_PLAYER_BGM_MAIN, 5, 0, 0xD2); } } -void func_800F595C(u16 arg0) { +void Audio_PlaySequenceInCutscene(u16 arg0) { u8 arg0b = arg0 & 0xFF; if (Audio_GetSeqFlags(arg0b) & 2) { @@ -4591,12 +4591,12 @@ void func_800F595C(u16 arg0) { Audio_StartSeq(SEQ_PLAYER_FANFARE, 0, arg0); } else { - func_800F5E18(SEQ_PLAYER_BGM_MAIN, arg0, 0, 7, -1); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, arg0, 0, 7, -1); Audio_SeqCmd1(SEQ_PLAYER_FANFARE, 0); } } -void func_800F59E8(u16 arg0) { +void Audio_StopSequenceInCutscene(u16 arg0) { u8 arg0b = arg0 & 0xFF; if (Audio_GetSeqFlags(arg0b) & 2) { @@ -4608,7 +4608,7 @@ void func_800F59E8(u16 arg0) { } } -s32 func_800F5A58(u8 arg0) { +s32 Audio_IsSequencePlaying(u8 arg0) { u8 phi_a1 = 0; if (Audio_GetSeqFlags(arg0 & 0xFF) & 2) { @@ -4727,7 +4727,7 @@ void Audio_PlayFanfare(u16 seqId) { D_8016B9F6 = seqId; } -void func_800F5CF8(void) { +void Audio_UpdateFanfare(void) { u16 sp26; u16 pad; u16 sp22; @@ -4759,7 +4759,7 @@ void func_800F5CF8(void) { } } -void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4) { +void Audio_PlaySequenceWithSeqPlayerIO(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4) { Audio_SeqCmd7(playerIdx, arg3, arg4); Audio_StartSeq(playerIdx, fadeTimer, seqId); } @@ -4863,7 +4863,7 @@ void Audio_SetBgmEnemyVolume(f32 dist) { sAudioEnemyDist = dist; } -void func_800F6268(f32 dist, u16 arg1) { +void Audio_UpdateMalonSinging(f32 dist, u16 arg1) { s8 pad; s8 phi_v1; s16 temp_a0; @@ -4893,7 +4893,7 @@ void func_800F6268(f32 dist, u16 arg1) { } else if ((temp_a0 == NA_BGM_NATURE_AMBIENCE) && ((arg1 & 0xFF) == NA_BGM_LONLON)) { temp_a0 = (s8)(func_800FA0B4(SEQ_PLAYER_BGM_SUB) & 0xFF); if ((temp_a0 != (arg1 & 0xFF)) && (D_8016B9D8 < 10)) { - func_800F5E18(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0); Audio_SeqCmdA(SEQ_PLAYER_BGM_SUB, 0xFFFC); D_8016B9D8 = 10; } @@ -4929,7 +4929,7 @@ void func_800F64E0(u8 arg0) { } } -void func_800F6584(u8 arg0) { +void Audio_ToggleMalonSinging(u8 arg0) { u8 playerIdx; u16 sp34; @@ -4952,7 +4952,7 @@ void func_800F6584(u8 arg0) { } } else { if (playerIdx == SEQ_PLAYER_BGM_SUB) { - func_800F5E18(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0); + Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_SUB, NA_BGM_LONLON, 0, 0, 0); } Audio_SeqCmd6(playerIdx, 1, 0, 0x7F); Audio_SeqCmd6(playerIdx, 1, 1, 0x7F); @@ -4972,7 +4972,7 @@ void Audio_SetCodeReverb(s8 reverb) { } } -void func_800F6700(s8 arg0) { +void Audio_SetSoundOutputMode(s8 arg0) { s8 sp1F = 0; switch (arg0) { @@ -5076,7 +5076,7 @@ void func_800F6964(u16 arg0) { Audio_SeqCmd1(SEQ_PLAYER_BGM_SUB, (arg0 * 3) / 2); } -void func_800F6AB0(u16 arg0) { +void Audio_StopBgmAndFanfare(u16 arg0) { Audio_SeqCmd1(SEQ_PLAYER_BGM_MAIN, arg0); Audio_SeqCmd1(SEQ_PLAYER_FANFARE, arg0); Audio_SeqCmd1(SEQ_PLAYER_BGM_SUB, arg0); diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 7369727e0..c37d4b61d 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -292,7 +292,7 @@ void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* lef } } -void func_8002BE04(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) { +void Actor_ProjectPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3) { SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg1, arg2, arg3); *arg3 = (*arg3 < 1.0f) ? 1.0f : (1.0f / *arg3); } @@ -326,14 +326,14 @@ Gfx D_80115FF0[] = { gsSPEndDisplayList(), }; -void func_8002BE64(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) { +void Attention_SetReticlePos(TargetContext* targetCtx, s32 index, f32 arg2, f32 arg3, f32 arg4) { targetCtx->arr_50[index].pos.x = arg2; targetCtx->arr_50[index].pos.y = arg3; targetCtx->arr_50[index].pos.z = arg4; targetCtx->arr_50[index].unk_0C = targetCtx->unk_44; } -void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play) { +void Attention_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState* play) { TargetContextEntry* entry; NaviColor* naviColor; s32 i; @@ -346,7 +346,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play) entry = &targetCtx->arr_50[0]; for (i = 0; i < ARRAY_COUNT(targetCtx->arr_50); i++) { - func_8002BE64(targetCtx, i, 0.0f, 0.0f, 0.0f); + Attention_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f); entry->color.r = naviColor->inner.r; entry->color.g = naviColor->inner.g; entry->color.b = naviColor->inner.b; @@ -354,7 +354,7 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play) } } -void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) { +void Attention_SetNaviState(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) { if (CVarGetInteger(CVAR_COSMETIC("Navi.IdlePrimary.Changed"), 0)) { sNaviColorList[ACTORCAT_PLAYER].inner = CVarGetColor(CVAR_COSMETIC("Navi.IdlePrimary.Value"), defaultIdlePrimaryColor); @@ -427,7 +427,7 @@ void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, Pl targetCtx->naviOuter.a = naviColor->outer.a; } -void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) { +void Attention_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) { targetCtx->arrowPointedActor = NULL; targetCtx->targetedActor = NULL; targetCtx->unk_40 = 0.0f; @@ -435,11 +435,11 @@ void func_8002C0C0(TargetContext* targetCtx, Actor* actor, PlayState* play) { targetCtx->bgmEnemy = NULL; targetCtx->unk_4B = 0; targetCtx->unk_4C = 0; - func_8002BF60(targetCtx, actor, actor->category, play); - func_8002BE98(targetCtx, actor->category, play); + Attention_SetNaviState(targetCtx, actor, actor->category, play); + Attention_InitReticle(targetCtx, actor->category, play); } -void func_8002C124(TargetContext* targetCtx, PlayState* play) { +void Attention_Draw(TargetContext* targetCtx, PlayState* play) { Actor* actor = targetCtx->targetedActor; OPEN_DISPS(play->state.gfxCtx); @@ -481,7 +481,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) { spCE = targetCtx->unk_48; } - func_8002BE04(play, &targetCtx->targetCenterPos, &spBC, &spB4); + Actor_ProjectPos(play, &targetCtx->targetCenterPos, &spBC, &spB4); spBC.x = (160 * (spBC.x * spB4)) * var1; spBC.x = CLAMP(spBC.x, -320.0f, 320.0f); @@ -496,7 +496,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) { targetCtx->unk_4C = 2; } - func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z); + Attention_SetReticlePos(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z); if ((!(player->stateFlags1 & PLAYER_STATE1_TALKING)) || (actor != player->focusActor)) { OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, 0x39); @@ -558,7 +558,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) { CLOSE_DISPS(play->state.gfxCtx); } -void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) { +void Attention_Update(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) { s32 pad; Actor* unkActor; s32 actorCategory; @@ -577,7 +577,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl if ((player->focusActor != NULL) && (player->controlStickDirections[player->controlStickDataIndex] == 2)) { targetCtx->unk_94 = NULL; } else { - func_80032AF0(play, &play->actorCtx, &unkActor, player); + Attention_FindActor(play, &play->actorCtx, &unkActor, player); targetCtx->unk_94 = unkActor; } @@ -613,11 +613,11 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl targetCtx->naviRefPos.y += temp3 * temp1; targetCtx->naviRefPos.z += temp4 * temp1; } else { - func_8002BF60(targetCtx, unkActor, actorCategory, play); + Attention_SetNaviState(targetCtx, unkActor, actorCategory, play); } if ((actorArg != NULL) && (targetCtx->unk_4B == 0)) { - func_8002BE04(play, &actorArg->focus.pos, &sp50, &sp4C); + Actor_ProjectPos(play, &actorArg->focus.pos, &sp50, &sp4C); if (((sp50.z <= 0.0f) || (1.0f <= fabsf(sp50.x * sp4C))) || (1.0f <= fabsf(sp50.y * sp4C))) { actorArg = NULL; } @@ -625,7 +625,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl if (actorArg != NULL) { if (actorArg != targetCtx->targetedActor) { - func_8002BE98(targetCtx, actorArg->category, play); + Attention_InitReticle(targetCtx, actorArg->category, play); targetCtx->targetedActor = actorArg; if (actorArg->id == ACTOR_EN_BOOM) { @@ -834,7 +834,7 @@ void Flags_SetCollectible(PlayState* play, s32 flag) { } } -void func_8002CDE4(PlayState* play, TitleCardContext* titleCtx) { +void TitleCard_Init(PlayState* play, TitleCardContext* titleCtx) { titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityR = titleCtx->alpha = 0; titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityG = titleCtx->alpha = 0; titleCtx->durationTimer = titleCtx->delayTimer = titleCtx->intensityB = titleCtx->alpha = 0; @@ -1188,7 +1188,7 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) { } } -s32 func_8002D53C(PlayState* play, TitleCardContext* titleCtx) { +s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx) { if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) { titleCtx->durationTimer = 0; titleCtx->delayTimer = 0; @@ -1444,7 +1444,7 @@ s32 func_8002DDF4(PlayState* play) { return player->stateFlags2 & PLAYER_STATE2_STATIONARY_LADDER; } -void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB) { +void Actor_SwapHookshotAttachment(PlayState* play, Actor* actorA, Actor* actorB) { ArmsHook* hookshot = (ArmsHook*)Actor_Find(&play->actorCtx, ACTOR_ARMS_HOOK, ACTORCAT_ITEMACTION); hookshot->grabbed = actorB; @@ -1455,7 +1455,7 @@ void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB) { actorA->flags &= ~ACTOR_FLAG_HOOKSHOT_ATTACHED; } -void func_8002DE74(PlayState* play, Player* player) { +void Actor_RequestHorseCameraSetting(PlayState* play, Player* player) { if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && func_800C0CB8(play)) { Camera_ChangeSetting(Play_GetCamera(play, MAIN_CAM), CAM_SET_HORSE); } @@ -1471,11 +1471,11 @@ s32 func_8002DEEC(Player* player) { return (player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_CUTSCENE)) || (player->csAction != 0); } -void func_8002DF18(PlayState* play, Player* player) { +void Actor_InitPlayerHorse(PlayState* play, Player* player) { Horse_InitPlayerHorse(play, player); } -s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) { +s32 Player_SetCsAction(PlayState* play, Actor* actor, u8 csAction) { Player* player = GET_PLAYER(play); player->csAction = csAction; @@ -1488,7 +1488,7 @@ s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) { s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 csAction) { Player* player = GET_PLAYER(play); - func_8002DF38(play, actor, csAction); + Player_SetCsAction(play, actor, csAction); player->cv.haltActorsDuringCsAction = true; return true; @@ -1881,7 +1881,7 @@ PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor) { return arg0; } -f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) { +f32 Attention_WeightedDistToPlayerSq(Actor* actor, Player* player, s16 arg2) { s16 yawTemp = (s16)(actor->yawTowardsPlayer - 0x8000) - arg2; s16 yawTempAbs = ABS(yawTemp); @@ -1917,11 +1917,11 @@ TargetRangeParams D_80115FF8[] = { TARGET_RANGE(240, 576), TARGET_RANGE(280, 280000), }; -u32 func_8002F090(Actor* actor, f32 arg1) { +u32 Attention_ActorIsInRange(Actor* actor, f32 arg1) { return arg1 < D_80115FF8[actor->targetMode].rangeSq; } -s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) { +s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 flag) { if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED)) { return true; } @@ -1937,7 +1937,7 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) { dist = actor->xyzDistToPlayerSq; } - return !func_8002F090(actor, D_80115FF8[actor->targetMode].leashScale * dist); + return !Attention_ActorIsInRange(actor, D_80115FF8[actor->targetMode].leashScale * dist); } return false; @@ -1952,7 +1952,7 @@ u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play) { return false; } -s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId) { +s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId) { Player* player = GET_PLAYER(play); // This is convoluted but it seems like it must be a single if statement to match @@ -1970,18 +1970,18 @@ s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchang return true; } -s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId) { - return func_8002F1C4(actor, play, arg2, arg2, exchangeItemId); +s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId) { + return Actor_OfferTalkExchange(actor, play, arg2, arg2, exchangeItemId); } -s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2) { - return func_8002F298(actor, play, arg2, EXCH_ITEM_NONE); +s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 arg2) { + return Actor_OfferTalkExchangeEquiCylinder(actor, play, arg2, EXCH_ITEM_NONE); } -s32 func_8002F2F4(Actor* actor, PlayState* play) { +s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play) { f32 var1 = 50.0f + actor->colChkInfo.cylRadius; - return func_8002F2CC(actor, play, var1); + return Actor_OfferTalk(actor, play, var1); } u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) { @@ -1992,7 +1992,7 @@ u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) { } } -s8 func_8002F368(PlayState* play) { +s8 Actor_GetPlayerExchangeItemId(PlayState* play) { Player* player = GET_PLAYER(play); return player->exchangeItemId; @@ -2002,7 +2002,7 @@ void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) { Vec3f projectedPos; f32 w; - func_8002BE04(play, &actor->focus.pos, &projectedPos, &w); + Actor_ProjectPos(play, &actor->focus.pos, &projectedPos, &w); *x = projectedPos.x * w * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2); *y = projectedPos.y * w * -(SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2); } @@ -2173,7 +2173,7 @@ void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play) { actorA->parent = NULL; } -void func_8002F5F0(Actor* actor, PlayState* play) { +void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play) { Player* player = GET_PLAYER(play); if (actor->xyzDistToPlayerSq < player->closestSecretDistSq) { @@ -2212,7 +2212,7 @@ s32 Actor_NotMounted(PlayState* play, Actor* horse) { } } -void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) { +void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) { Player* player = GET_PLAYER(play); player->knockbackDamage = arg6; @@ -2222,20 +2222,20 @@ void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, player->knockbackYVelocity = arg4; } -void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) { - func_8002F698(play, actor, arg2, arg3, arg4, 2, arg5); +void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) { + Actor_SetPlayerKnockback(play, actor, arg2, arg3, arg4, 2, arg5); } -void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) { - func_8002F6D4(play, actor, arg2, arg3, arg4, 0); +void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) { + Actor_SetPlayerKnockbackLarge(play, actor, arg2, arg3, arg4, 0); } -void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) { - func_8002F698(play, actor, arg2, arg3, arg4, 1, arg5); +void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5) { + Actor_SetPlayerKnockback(play, actor, arg2, arg3, arg4, 1, arg5); } -void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) { - func_8002F758(play, actor, arg2, arg3, arg4, 0); +void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) { + Actor_SetPlayerKnockbackSmall(play, actor, arg2, arg3, arg4, 0); } void Player_PlaySfx(Actor* actor, u16 sfxId) { @@ -2262,7 +2262,7 @@ void Audio_PlayActorSound2(Actor* actor, u16 sfxId) { Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId); } -void func_8002F850(PlayState* play, Actor* actor) { +void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor) { s32 sfxId; if (actor->bgCheckFlags & 0x20) { @@ -2279,31 +2279,31 @@ void func_8002F850(PlayState* play, Actor* actor) { Sfx_PlaySfxAtPos(&actor->projectedPos, sfxId + SFX_FLAG); } -void func_8002F8F0(Actor* actor, u16 sfxId) { +void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId) { actor->sfx = sfxId; actor->flags |= ACTOR_FLAG_SFX_ACTOR_POS_2; actor->flags &= ~(ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER); } -void func_8002F91C(Actor* actor, u16 sfxId) { +void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId) { actor->sfx = sfxId; actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_1; actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER); } -void func_8002F948(Actor* actor, u16 sfxId) { +void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId) { actor->sfx = sfxId; actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_2; actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_FLAG_SFX_TIMER); } -void func_8002F974(Actor* actor, u16 sfxId) { +void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId) { actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER); actor->sfx = sfxId; } -void func_8002F994(Actor* actor, s32 arg1) { +void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 arg1) { actor->flags |= ACTOR_FLAG_SFX_TIMER; actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2); if (arg1 < 40) { @@ -2317,7 +2317,7 @@ void func_8002F994(Actor* actor, s32 arg1) { // Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) { - if (func_80041D4C(&play->colCtx, poly, bgId) == 8) { + if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == 8) { play->roomCtx.unk_74[0] = 1; CollisionCheck_BlueBlood(play, NULL, pos); Audio_PlayActorSound2(actor, NA_SE_IT_WALL_HIT_BUYO); @@ -2531,8 +2531,7 @@ void Actor_DisableLens(PlayState* play) { } } -// Actor_InitContext -void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry) { +void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry) { SavedSceneFlags* savedSceneFlags; s32 i; @@ -2548,12 +2547,12 @@ void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEnt actorCtx->flags.clear = savedSceneFlags->clear; actorCtx->flags.collect = savedSceneFlags->collect; - func_8002CDE4(play, &actorCtx->titleCtx); + TitleCard_Init(play, &actorCtx->titleCtx); actorCtx->absoluteSpace = NULL; Actor_SpawnEntry(actorCtx, actorEntry, play); - func_8002C0C0(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, play); + Attention_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, play); func_8002FA60(play); } @@ -2721,7 +2720,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { } } - func_8002C7BC(&actorCtx->targetCtx, player, actor, play); + Attention_Update(&actorCtx->targetCtx, player, actor, play); TitleCard_Update(play, &actorCtx->titleCtx); DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna); } @@ -2817,7 +2816,7 @@ void Actor_Draw(PlayState* play, Actor* actor) { Fault_RemoveClient(&faultClient); } -void func_80030ED8(Actor* actor) { +void Actor_UpdateFlaggedAudio(Actor* actor) { if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) { Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); @@ -2945,11 +2944,11 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis CLOSE_DISPS(gfxCtx); } -s32 func_800314B0(PlayState* play, Actor* actor) { - return func_800314D4(play, actor, &actor->projectedPos, actor->projectedW); +s32 Actor_CullingCheck(PlayState* play, Actor* actor) { + return Actor_CullingVolumeTest(play, actor, &actor->projectedPos, actor->projectedW); } -s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) { +s32 Actor_CullingVolumeTest(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) { f32 var; if ((arg2->z > -actor->uncullZoneScale) && (arg2->z < (actor->uncullZoneForward + actor->uncullZoneScale))) { @@ -2972,7 +2971,7 @@ s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projected f32 clampedProjectedW; // Check if the actor passes its original/vanilla culling requirements - if (func_800314D4(play, actor, projectedPos, projectedW)) { + if (Actor_CullingVolumeTest(play, actor, projectedPos, projectedW)) { *shouldUpdate = true; *shouldDraw = true; return true; @@ -3039,7 +3038,7 @@ s32 Ship_CalcShouldDrawAndUpdate(PlayState* play, Actor* actor, Vec3f* projected } // #endregion -void func_800315AC(PlayState* play, ActorContext* actorCtx) { +void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) { s32 invisibleActorCounter; Actor* invisibleActors[INVISIBLE_ACTOR_MAX]; ActorListEntry* actorListEntry; @@ -3070,7 +3069,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) { if (actor->sfx != 0) { - func_80030ED8(actor); + Actor_UpdateFlaggedAudio(actor); } } @@ -3089,7 +3088,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME; } } else { - if (func_800314B0(play, actor)) { + if (Actor_CullingCheck(play, actor)) { actor->flags |= ACTOR_FLAG_INSIDE_CULLING_VOLUME; } else { actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME; @@ -3157,7 +3156,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { CLOSE_DISPS(play->state.gfxCtx); } -void func_80031A28(PlayState* play, ActorContext* actorCtx) { +void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx) { Actor* actor; s32 i; @@ -3534,7 +3533,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) { return newHead; } -s32 func_80032880(PlayState* play, Actor* actor) { +s32 Attention_ActorOnScreen(PlayState* play, Actor* actor) { s16 sp1E; s16 sp1C; @@ -3550,7 +3549,7 @@ f32 sbgmEnemyDistSq; s32 D_8015BBF8; s16 D_8015BBFC; -void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) { +void Attention_FindActorInCategory(PlayState* play, ActorContext* actorCtx, Player* player, u32 actorCategory) { f32 var; Actor* actor; Actor* sp84; @@ -3578,8 +3577,9 @@ void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32 } if (actor != sp84) { - var = func_8002EFC0(actor, player, D_8015BBFC); - if ((var < D_8015BBF0) && func_8002F090(actor, var) && func_80032880(play, actor) && + var = Attention_WeightedDistToPlayerSq(actor, player, D_8015BBFC); + if ((var < D_8015BBF0) && Attention_ActorIsInRange(actor, var) && + Attention_ActorOnScreen(play, actor) && (!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &sp70, &sp80, 1, 1, 1, 1, &sp7C) || SurfaceType_IsIgnoredByProjectiles(&play->colCtx, sp80, sp7C))) { @@ -3605,7 +3605,7 @@ u8 D_801160A0[] = { ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH, }; -Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player) { +Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player) { s32 i; u8* entry; @@ -3620,13 +3620,13 @@ Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, D_8015BBFC = player->actor.shape.rot.y; for (i = 0; i < 3; i++) { - func_800328D4(play, actorCtx, player, *entry); + Attention_FindActorInCategory(play, actorCtx, player, *entry); entry++; } if (D_8015BBE8 == NULL) { for (; i < ARRAY_COUNT(D_801160A0); i++) { - func_800328D4(play, actorCtx, player, *entry); + Attention_FindActorInCategory(play, actorCtx, player, *entry); entry++; } } @@ -3666,7 +3666,7 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) { SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE); } -s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { +s16 FaceChange_UpdateBlinking(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { if (DECR(arg0[1]) == 0) { arg0[1] = Rand_S16Offset(arg1, arg2); } @@ -3682,7 +3682,7 @@ s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { return arg0[0]; } -s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { +s16 FaceChange_UpdateRandomSet(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { if (DECR(arg0[1]) == 0) { arg0[1] = Rand_S16Offset(arg1, arg2); arg0[0]++; @@ -4139,7 +4139,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) { CLOSE_DISPS(play->state.gfxCtx); } -void func_80033DB8(PlayState* play, s16 arg1, s16 arg2) { +void Actor_RequestQuake(PlayState* play, s16 arg1, s16 arg2) { s16 var = Quake_Add(&play->mainCamera, 3); Quake_SetSpeed(var, 20000); @@ -4147,7 +4147,7 @@ void func_80033DB8(PlayState* play, s16 arg1, s16 arg2) { Quake_SetCountdown(var, arg2); } -void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3) { +void Actor_RequestQuakeWithSpeed(PlayState* play, s16 arg1, s16 arg2, s16 arg3) { s16 var = Quake_Add(&play->mainCamera, 3); Quake_SetSpeed(var, arg3); @@ -4155,14 +4155,14 @@ void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3) { Quake_SetCountdown(var, arg2); } -void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3) { +void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 arg2, s16 arg3) { if (arg2 >= 5) { - func_800AA000(actor->xyzDistToPlayerSq, 0xFF, 0x14, 0x96); + Rumble_Request(actor->xyzDistToPlayerSq, 0xFF, 0x14, 0x96); } else { - func_800AA000(actor->xyzDistToPlayerSq, 0xB4, 0x14, 0x64); + Rumble_Request(actor->xyzDistToPlayerSq, 0xB4, 0x14, 0x64); } - func_80033DB8(play, arg2, arg3); + Actor_RequestQuake(play, arg2, arg3); } f32 Rand_ZeroFloat(f32 f) { @@ -4316,7 +4316,7 @@ s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interac return false; } - if (!func_8002F2CC(actor, play, interactRange)) { + if (!Actor_OfferTalk(actor, play, interactRange)) { return false; } @@ -4646,7 +4646,7 @@ void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, frameCount, animationInfo->mode, animationInfo->morphFrames); } -void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3) { +void Actor_UpdateFidgetTables(PlayState* play, s16* arg1, s16* arg2, s32 arg3) { u32 frames = play->gameplayFrames; s32 i; @@ -6383,11 +6383,11 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) { } if (actor->xyzDistToPlayerSq <= SQ(80.0f)) { - if (func_8002F2CC(actor, play, 80.0f)) { + if (Actor_OfferTalk(actor, play, 80.0f)) { actor->textId = func_80037C30(play, arg2); } } else { - if (func_8002F2F4(actor, play)) { + if (Actor_OfferTalkNearColChkInfoCylinder(actor, play)) { actor->textId = func_80037C30(play, arg2); } } @@ -6395,7 +6395,7 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) { return false; } -s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) { +s32 Actor_TrackNone(Vec3s* arg0, Vec3s* arg1) { Math_SmoothStepToS(&arg0->y, 0, 6, 6200, 100); Math_SmoothStepToS(&arg0->x, 0, 6, 6200, 100); Math_SmoothStepToS(&arg1->y, 0, 6, 6200, 100); @@ -6403,7 +6403,7 @@ s32 func_80037F30(Vec3s* arg0, Vec3s* arg1) { return true; } -s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) { +s32 Actor_TrackPoint(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) { s16 sp36; s16 sp34; s16 var; @@ -6427,7 +6427,7 @@ s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) { return true; } -s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) { +s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) { Player* player = GET_PLAYER(play); s32 pad; Vec3f sp2C; @@ -6442,7 +6442,7 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a var = actor->yawTowardsPlayer - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { - func_80037F30(arg2, arg3); + Actor_TrackNone(arg2, arg3); return false; } } @@ -6454,12 +6454,12 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a sp2C = player->actor.focus.pos; } - func_80037FC8(actor, &sp2C, arg2, arg3); + Actor_TrackPoint(actor, &sp2C, arg2, arg3); return true; } -s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) { +s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) { Player* player = GET_PLAYER(play); s32 pad; Vec3f sp24; @@ -6473,7 +6473,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f var = actor->yawTowardsPlayer - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { - func_80037F30(arg2, arg3); + Actor_TrackNone(arg2, arg3); return false; } } @@ -6485,7 +6485,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f sp24 = player->actor.focus.pos; } - func_80037FC8(actor, &sp24, arg2, arg3); + Actor_TrackPoint(actor, &sp24, arg2, arg3); return true; } diff --git a/soh/src/code/z_bgcheck.c b/soh/src/code/z_bgcheck.c index 3cce952f5..4c65371b0 100644 --- a/soh/src/code/z_bgcheck.c +++ b/soh/src/code/z_bgcheck.c @@ -3990,7 +3990,7 @@ u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, /** * SurfaceType Get ? Property (& 0x0003 E000) */ -u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { +u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 13 & 0x1F; } diff --git a/soh/src/code/z_camera.c b/soh/src/code/z_camera.c index 75297c546..24d7f434e 100644 --- a/soh/src/code/z_camera.c +++ b/soh/src/code/z_camera.c @@ -430,7 +430,7 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) { norm->z = 0.0f; floorY = BGCHECK_Y_MIN; break; - } else if (func_80041D4C(colCtx, floorPoly, *bgId) == 1) { + } else if (SurfaceType_GetFloorType(colCtx, floorPoly, *bgId) == 1) { // floor is not solid, check below that floor. pos->y = floorY - 10.0f; continue; @@ -5272,11 +5272,11 @@ s32 Camera_Unique9(Camera* camera) { Camera_UpdateInterface(0xF000 | ((anim->curKeyFrame->unk_01 & 0xF) << 8)); } else if (camera->player->stateFlags1 & PLAYER_STATE1_IN_WATER && player->currentBoots != PLAYER_BOOTS_IRON) { - func_8002DF38(camera->play, camera->target, 8); + Player_SetCsAction(camera->play, camera->target, 8); osSyncPrintf("camera: demo: player demo set WAIT\n"); } else { osSyncPrintf("camera: demo: player demo set %d\n", anim->curKeyFrame->unk_01); - func_8002DF38(camera->play, camera->target, anim->curKeyFrame->unk_01); + Player_SetCsAction(camera->play, camera->target, anim->curKeyFrame->unk_01); } } } else { diff --git a/soh/src/code/z_debug.c b/soh/src/code/z_debug.c index aebd08f86..aa762a08b 100644 --- a/soh/src/code/z_debug.c +++ b/soh/src/code/z_debug.c @@ -202,7 +202,7 @@ void func_8006390C(Input* input) { } if (iREG(0)) { iREG(0) = 0; - func_800AA000(0, iREG(1), iREG(2), iREG(3)); + Rumble_Request(0, iREG(1), iREG(2), iREG(3)); } } } diff --git a/soh/src/code/z_demo.c b/soh/src/code/z_demo.c index ecf26bead..dc01a5d79 100644 --- a/soh/src/code/z_demo.c +++ b/soh/src/code/z_demo.c @@ -444,14 +444,14 @@ void Cutscene_Command_SetLighting(PlayState* play, CutsceneContext* csCtx, CsCmd // Command 0x56: Play Background Music void Cutscene_Command_PlayBGM(PlayState* play, CutsceneContext* csCtx, CsCmdMusicChange* cmd) { if (csCtx->frames == cmd->startFrame) { - func_800F595C(cmd->sequence - 1); + Audio_PlaySequenceInCutscene(cmd->sequence - 1); } } // Command 0x57: Stop Background Music void Cutscene_Command_StopBGM(PlayState* play, CutsceneContext* csCtx, CsCmdMusicChange* cmd) { if (csCtx->frames == cmd->startFrame) { - func_800F59E8(cmd->sequence - 1); + Audio_StopSequenceInCutscene(cmd->sequence - 1); } } @@ -473,7 +473,7 @@ void Cutscene_Command_FadeBGM(PlayState* play, CutsceneContext* csCtx, CsCmdMusi // Command 9: ? void Cutscene_Command_09(PlayState* play, CutsceneContext* csCtx, CsCmdUnknown9* cmd) { if (csCtx->frames == cmd->startFrame) { - func_800AA000(0.0f, cmd->unk_06, cmd->unk_07, cmd->unk_08); + Rumble_Request(0.0f, cmd->unk_06, cmd->unk_07, cmd->unk_08); } } diff --git a/soh/src/code/z_en_a_keep.c b/soh/src/code/z_en_a_keep.c index 611d2dfb8..cd0f16a34 100644 --- a/soh/src/code/z_en_a_keep.c +++ b/soh/src/code/z_en_a_keep.c @@ -219,7 +219,7 @@ void EnAObj_WaitTalk(EnAObj* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) { EnAObj_SetupAction(this, EnAObj_WaitFinishedTalking); } else { - func_8002F2F4(&this->dyna.actor, play); + Actor_OfferTalkNearColChkInfoCylinder(&this->dyna.actor, play); } } } diff --git a/soh/src/code/z_game_over.c b/soh/src/code/z_game_over.c index e57e5a3a2..96004dbde 100644 --- a/soh/src/code/z_game_over.c +++ b/soh/src/code/z_game_over.c @@ -86,8 +86,8 @@ void GameOver_Update(PlayState* play) { v91 = VREG(91); v92 = VREG(92); - func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)), - ((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64)); + Rumble_Request(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)), + ((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64)); gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND; break; @@ -120,8 +120,8 @@ void GameOver_Update(PlayState* play) { v91 = VREG(91); v92 = VREG(92); - func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)), - ((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64)); + Rumble_Request(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)), + ((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64)); break; case GAMEOVER_REVIVE_WAIT_GROUND: diff --git a/soh/src/code/z_horse.c b/soh/src/code/z_horse.c index 2accaa9ac..a8f9f3969 100644 --- a/soh/src/code/z_horse.c +++ b/soh/src/code/z_horse.c @@ -59,7 +59,7 @@ void Horse_SetupInGameplay(PlayState* play, Player* player) { assert(player->rideActor != NULL); Actor_MountHorse(play, player, player->rideActor); - func_8002DE74(play, player); + Actor_RequestHorseCameraSetting(play, player); gSaveContext.horseData.scene = play->sceneNum; if (play->sceneNum == SCENE_GERUDOS_FORTRESS) { @@ -166,7 +166,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) { assert(player->rideActor != NULL); Actor_MountHorse(play, player, player->rideActor); - func_8002DE74(play, player); + Actor_RequestHorseCameraSetting(play, player); gSaveContext.horseData.scene = play->sceneNum; } else if ((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) && (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) == 0) && (DREG(1) == 0)) { @@ -175,7 +175,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) { assert(player->rideActor != NULL); Actor_MountHorse(play, player, player->rideActor); - func_8002DE74(play, player); + Actor_RequestHorseCameraSetting(play, player); gSaveContext.horseData.scene = play->sceneNum; if (play->sceneNum == SCENE_GERUDOS_FORTRESS) { @@ -209,7 +209,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) { assert(player->rideActor != NULL); Actor_MountHorse(play, player, player->rideActor); - func_8002DE74(play, player); + Actor_RequestHorseCameraSetting(play, player); } else if ((D_8011F9B8[i].type == 5) || (D_8011F9B8[i].type == 6) || (D_8011F9B8[i].type == 8)) { Vec3f sp54; s32 temp = 0; @@ -230,7 +230,7 @@ void Horse_SetupInCutscene(PlayState* play, Player* player) { player->actor.shape.rot.y = D_8011F9B8[i].angle; Actor_MountHorse(play, player, player->rideActor); - func_8002DE74(play, player); + Actor_RequestHorseCameraSetting(play, player); sp54.x = player->actor.world.pos.x - 200.0f; sp54.y = player->actor.world.pos.y + 100.0f; diff --git a/soh/src/code/z_kankyo.c b/soh/src/code/z_kankyo.c index 91aac9623..f978c8355 100644 --- a/soh/src/code/z_kankyo.c +++ b/soh/src/code/z_kankyo.c @@ -2011,11 +2011,11 @@ void Environment_PlaySceneSequence(PlayState* play) { osSyncPrintf("\n\n\nBGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]\n\n", play->sequenceCtx.seqId, ((void)0, gSaveContext.seqId)); if (((void)0, gSaveContext.seqId) != play->sequenceCtx.seqId) { - func_800F5550(play->sequenceCtx.seqId); + Audio_PlaySceneSequence(play->sequenceCtx.seqId); } } else if (((void)0, gSaveContext.dayTime) > 0x4AAA && ((void)0, gSaveContext.dayTime) < 0xB71D) { if (((void)0, gSaveContext.seqId) != play->sequenceCtx.seqId) { - func_800F5550(play->sequenceCtx.seqId); + Audio_PlaySceneSequence(play->sequenceCtx.seqId); } play->envCtx.unk_E0 = 1; @@ -2050,7 +2050,7 @@ void func_80075B44(PlayState* play) { CHANNEL_IO_PORT_1, 0); if (play->envCtx.unk_EE[0] == 0 && play->envCtx.unk_F2[0] == 0) { osSyncPrintf("\n\n\nNa_StartMorinigBgm\n\n"); - func_800F5510(play->sequenceCtx.seqId); + Audio_PlayMorningSceneSequence(play->sequenceCtx.seqId); } play->envCtx.unk_E0++; break; diff --git a/soh/src/code/z_lights.c b/soh/src/code/z_lights.c index 96fa86305..8a0fa68fd 100644 --- a/soh/src/code/z_lights.c +++ b/soh/src/code/z_lights.c @@ -345,7 +345,7 @@ void Lights_GlowCheckPrepare(PlayState* play) { pos.x = params->x; pos.y = params->y; pos.z = params->z; - func_8002BE04(play, &pos, &multDest, &wDest); + Actor_ProjectPos(play, &pos, &multDest, &wDest); wX = multDest.x * wDest; wY = multDest.y * wDest; @@ -385,7 +385,7 @@ void Lights_GlowCheck(PlayState* play) { pos.x = params->x; pos.y = params->y; pos.z = params->z; - func_8002BE04(play, &pos, &multDest, &wDest); + Actor_ProjectPos(play, &pos, &multDest, &wDest); params->drawGlow = false; wX = multDest.x * wDest; wY = multDest.y * wDest; diff --git a/soh/src/code/z_onepointdemo.c b/soh/src/code/z_onepointdemo.c index c3c2c2e76..8c0f4fd80 100644 --- a/soh/src/code/z_onepointdemo.c +++ b/soh/src/code/z_onepointdemo.c @@ -516,7 +516,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor Play_CameraSetAtEye(play, camIdx, &spC0, &spB4); csCam->roll = 0x50; csCam->fov = 55.0f; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); break; case 3170: Actor_GetWorld(&spA0, actor); @@ -532,7 +532,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor Play_CopyCamera(play, MAIN_CAM, camIdx); csCam->roll = -1; csCam->fov = 55.0f; - func_8002DF38(play, actor, 1); + Player_SetCsAction(play, actor, 1); break; case 3160: Actor_GetWorld(&spA0, actor); @@ -545,7 +545,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor Play_CameraSetAtEye(play, camIdx, &spC0, &spB4); csCam->roll = 0; csCam->fov = 55.0f; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); break; case 3180: Actor_GetWorldPosShapeRot(&spA0, actor); @@ -559,12 +559,12 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor Play_CameraSetAtEye(play, camIdx, &spC0, &spB4); csCam->roll = 0; csCam->fov = 60.0f; - func_8002DF38(play, actor, 1); + Player_SetCsAction(play, actor, 1); break; case 3190: Play_CameraChangeSetting(play, camIdx, CAM_SET_FOREST_DEFEAT_POE); Camera_ChangeMode(mainCam, CAM_MODE_NORMAL); - func_8002DF38(play, actor, 0xC); + Player_SetCsAction(play, actor, 0xC); break; case 3230: spC0.x = 120.0f; @@ -577,7 +577,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor Play_CameraSetAtEye(play, camIdx, &spC0, &spB4); csCam->roll = 0x1E; csCam->fov = 75.0f; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); Actor_GetWorldPosShapeRot(&spA0, actor); Actor_GetFocus(&sp8C, &player->actor); spC0.x = sp8C.pos.x; @@ -606,7 +606,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor Play_CameraSetAtEye(play, camIdx, &spC0, &spB4); csCam->roll = 0; csCam->fov = 45.0f; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); break; case 3220: Actor_GetFocus(&spA0, actor); @@ -650,7 +650,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor break; case 3400: Play_CameraChangeSetting(play, camIdx, CAM_SET_CS_3); - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); OnePointCutscene_SetCsCamPoints(csCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4); OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos); OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_801204D4[D_80120694 - 2].pos); @@ -716,7 +716,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor csInfo->keyFrames = D_8012205C; csInfo->keyFrameCnt = 3; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); func_800C0808(play, camIdx, player, CAM_SET_CS_C); break; case 3350: @@ -742,7 +742,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor csInfo->keyFrames = D_8012219C; csInfo->keyFrameCnt = 7; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); func_800C0808(play, camIdx, player, CAM_SET_CS_C); break; case 3410: @@ -761,7 +761,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor csInfo->keyFrames = D_8012237C; csInfo->keyFrameCnt = 2; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); func_800C0808(play, camIdx, player, CAM_SET_CS_C); i = Quake_Add(csCam, 1); @@ -807,7 +807,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor csInfo->keyFrames = D_8012269C; csInfo->keyFrameCnt = 3; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); func_800C0808(play, camIdx, player, CAM_SET_CS_C); break; case 4120: @@ -853,7 +853,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor csInfo->keyFrames = D_80122A5C; csInfo->keyFrameCnt = 8; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); Camera_ChangeMode(mainCam, CAM_MODE_NORMAL); func_800C0808(play, camIdx, player, CAM_SET_CS_C); break; @@ -861,7 +861,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor csInfo->keyFrames = D_80122B9C; csInfo->keyFrameCnt = 3; - func_8002DF38(play, &player->actor, 8); + Player_SetCsAction(play, &player->actor, 8); Camera_ChangeMode(mainCam, CAM_MODE_NORMAL); func_800C0808(play, camIdx, player, CAM_SET_CS_C); break; @@ -884,7 +884,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor func_800C0808(play, camIdx, player, CAM_SET_CS_C); if (GameInteractor_Should(VB_LINK_SPIN_WITH_GORON_POT, true)) { - func_8002DF38(play, &player->actor, 1); + Player_SetCsAction(play, &player->actor, 1); } i = Quake_Add(csCam, 3); diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c index 9a63d8de5..cae9cbec1 100644 --- a/soh/src/code/z_parameter.c +++ b/soh/src/code/z_parameter.c @@ -3633,7 +3633,7 @@ void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) { if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR) { // Get actor projected position - func_8002BE04(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW); + Actor_ProjectPos(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW); projTargetCenter.x = (SCREEN_WIDTH / 2) * (projTargetCenter.x * projTargetCappedInvW); projTargetCenter.x = projTargetCenter.x * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? -1 : 1); @@ -5395,7 +5395,7 @@ void Interface_Draw(PlayState* play) { gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionFlippedPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); } - func_8002C124(&play->actorCtx.targetCtx, play); // Draw Z-Target + Attention_Draw(&play->actorCtx.targetCtx, play); // Draw Z-Target if (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) { gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); diff --git a/soh/src/code/z_play.c b/soh/src/code/z_play.c index e4d707918..3a9bdb9dd 100644 --- a/soh/src/code/z_play.c +++ b/soh/src/code/z_play.c @@ -579,7 +579,7 @@ void Play_Init(GameState* thisx) { gItemAgeReqs[ITEM_ROCS_FEATHER] = AGE_REQ_NONE; gSlotAgeReqs[SLOT_NAYRUS_LOVE] = AGE_REQ_NONE; - func_800304DC(play, &play->actorCtx, play->linkActorEntry); + Actor_InitContext(play, &play->actorCtx, play->linkActorEntry); while (!func_800973FC(play, &play->roomCtx)) { ; // Empty Loop @@ -620,7 +620,7 @@ void Play_Init(GameState* thisx) { Environment_PlaySceneSequence(play); gSaveContext.seqId = play->sequenceCtx.seqId; gSaveContext.natureAmbienceId = play->sequenceCtx.natureAmbienceId; - func_8002DF18(play, GET_PLAYER(play)); + Actor_InitPlayerHorse(play, GET_PLAYER(play)); AnimationContext_Update(play, &play->animationCtx); gSaveContext.respawnFlag = 0; @@ -1546,7 +1546,7 @@ void Play_Draw(PlayState* play) { } if ((HREG(80) != 10) || (HREG(85) != 0)) { - func_800315AC(play, &play->actorCtx); + Actor_DrawAll(play, &play->actorCtx); } if ((HREG(80) != 10) || (HREG(86) != 0)) { diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c index b02a591c2..b6d84d954 100644 --- a/soh/src/code/z_player_lib.c +++ b/soh/src/code/z_player_lib.c @@ -1237,7 +1237,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1; skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1; - temp3 = func_80041D4C(&play->colCtx, sp88, sp84); + temp3 = SurfaceType_GetFloorType(&play->colCtx, sp88, sp84); if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&play->colCtx, sp88, sp84)) { footprintPos.y = sp80; diff --git a/soh/src/code/z_scene.c b/soh/src/code/z_scene.c index c138bd4cf..f488abe5a 100644 --- a/soh/src/code/z_scene.c +++ b/soh/src/code/z_scene.c @@ -286,7 +286,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) { status2++; } play->objectCtx.num = i; - func_80031A28(play, &play->actorCtx); + Actor_KillAllWithMissingObject(play, &play->actorCtx); continue; } diff --git a/soh/src/code/z_sram.c b/soh/src/code/z_sram.c index 7abc221a4..6c00149c6 100644 --- a/soh/src/code/z_sram.c +++ b/soh/src/code/z_sram.c @@ -276,5 +276,5 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) { void Sram_InitSram(GameState* gameState) { Save_Init(); - func_800F6700(gSaveContext.audioSetting); + Audio_SetSoundOutputMode(gSaveContext.audioSetting); } -- cgit v1.2.3