diff options
| author | Sonic Dreamcaster <alejandro.asenjo88@gmail.com> | 2025-05-17 20:33:28 -0300 |
|---|---|---|
| committer | Sonic Dreamcaster <alejandro.asenjo88@gmail.com> | 2025-05-17 20:33:28 -0300 |
| commit | 3b2efbb81ae7020d2bccb0b7a15a4f5eb14b1f63 (patch) | |
| tree | bbbc6c2a465c9e9e2eb5ecfef70a29d471b182b2 /src/code_80057C60.c | |
| parent | d52831e4ba9de27fdc70cd824a81f812011b81ce (diff) | |
fthismigration/vec-struct
Diffstat (limited to 'src/code_80057C60.c')
| -rw-r--r-- | src/code_80057C60.c | 680 |
1 files changed, 340 insertions, 340 deletions
diff --git a/src/code_80057C60.c b/src/code_80057C60.c index 761d2198b..3dec8d60e 100644 --- a/src/code_80057C60.c +++ b/src/code_80057C60.c @@ -1454,7 +1454,7 @@ void func_8005A14C(s32 playerId) { if (player->effects & 0x03000000) { func_80087D24(objectIndex, 6.0f, 1.5f, 0.0f); } else { - f32_step_towards(&gObjectList[objectIndex].offset[1], 0.0f, 1.0f); + f32_step_towards(&gObjectList[objectIndex].offset.y, 0.0f, 1.0f); } if ((player->type & PLAYER_INVISIBLE_OR_BOMB) || (player->effects & BOO_EFFECT)) { gObjectList[objectIndex].primAlpha = 0x0050; @@ -1465,9 +1465,9 @@ void func_8005A14C(s32 playerId) { gObjectList[objectIndex].direction_angle[2] = 0; gObjectList[objectIndex].direction_angle[1] = 0; gObjectList[objectIndex].direction_angle[0] = 0; - gObjectList[objectIndex].offset[2] = 0.0f; - gObjectList[objectIndex].offset[1] = 0.0f; - gObjectList[objectIndex].offset[0] = 0.0f; + gObjectList[objectIndex].offset.z = 0.0f; + gObjectList[objectIndex].offset.y = 0.0f; + gObjectList[objectIndex].offset.x = 0.0f; gObjectList[objectIndex].sizeScaling = 0.6f; gObjectList[objectIndex].primAlpha = 0x00FF; } @@ -2807,10 +2807,10 @@ void func_8005D6C0(Player* player) { } void func_8005D794(Player* player, UnkPlayerStruct258* arg1, f32 arg2, f32 arg3, f32 arg4, s8 surfaceType, s8 arg6) { - arg1->unk_000[2] = arg4; - arg1->unk_000[0] = arg2; - arg1->unk_000[1] = arg3; - arg1->unk_020 = -player->rotation[1]; + arg1->unk_000.x = arg2; + arg1->unk_000.y = arg3; + arg1->unk_000.z = arg4; + arg1->unk_020 = -player->rotation.y; arg1->unk_014 = surfaceType; arg1->unk_010 = arg6; } @@ -2994,7 +2994,7 @@ void func_8005DAF4(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 player->unk_258[10 + arg1].unk_03A -= arg1 * 8; player->unk_258[10 + arg1].unk_03C -= arg1 * 8; } - player->unk_258[10 + arg1].unk_000[1] -= 1.5; + player->unk_258[10 + arg1].unk_000.y -= 1.5; break; case SAND_OFFROAD: if ((arg1 == 0) && @@ -3256,7 +3256,7 @@ void func_8005ED48(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 player->unk_258[10 + arg1].unk_03A -= arg1 * 8; player->unk_258[10 + arg1].unk_03C -= arg1 * 8; } - player->unk_258[10 + arg1].unk_000[1] -= 1.5; + player->unk_258[10 + arg1].unk_000.y -= 1.5; break; case SAND_OFFROAD: if ((arg1 == 0) && @@ -3455,7 +3455,7 @@ void func_8005F90C(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 player->unk_258[10 + arg1].unk_03A -= arg1 * 8; player->unk_258[10 + arg1].unk_03C -= arg1 * 8; } - player->unk_258[10 + arg1].unk_000[1] -= 1.5; + player->unk_258[10 + arg1].unk_000.y -= 1.5; break; case SAND_OFFROAD: if ((arg1 == 0) && @@ -3613,10 +3613,10 @@ void func_80060504(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 } func_80062B18(&sp50, &sp4C, &sp48, 0.0f, 4.5f, (player->unk_258[arg1].unk_01E * var_f0) + -5.5, -thing2, -player->unk_206 * 2); - player->unk_258[arg1].unk_000[0] = player->pos.x + sp50; + player->unk_258[arg1].unk_000.x = player->pos.x + sp50; sp4C = sp4C + (player->pos.y - player->boundingBoxSize); - player->unk_258[arg1].unk_000[2] = player->pos.z + sp48; - player->unk_258[arg1].unk_000[1] = player->unk_258[arg1].unk_024 + sp4C; + player->unk_258[arg1].unk_000.z = player->pos.z + sp48; + player->unk_258[arg1].unk_000.y = player->unk_258[arg1].unk_024 + sp4C; player->unk_258[arg1].unk_010 = 0; } @@ -3645,9 +3645,9 @@ void func_800608E0(Player* player, s16 arg1, UNUSED s32 arg2, s8 arg3, UNUSED s8 func_80062B18(&sp50, &sp4C, &sp48, 0.0f, sp4C, ((-player->unk_258[arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 10.0f) + -4.0f, -player->unk_258[arg1].unk_020, -player->unk_206 * 2); - player->unk_258[arg1].unk_000[0] = player->pos.x + sp50; - player->unk_258[arg1].unk_000[2] = player->pos.z + sp48; - player->unk_258[arg1].unk_000[1] = player->pos.y + sp4C; + player->unk_258[arg1].unk_000.x = player->pos.x + sp50; + player->unk_258[arg1].unk_000.z = player->pos.z + sp48; + player->unk_258[arg1].unk_000.y = player->pos.y + sp4C; } void func_80060B14(Player* player, s16 arg1, s32 arg2, s8 arg3, s8 arg4) { @@ -3684,18 +3684,18 @@ void func_80060BCC(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 func_8005D794(player, &player->unk_258[arg1 + 10], 0.0f, 0.0f, 0.0f, (s8) 0, (s8) 0); func_8005D7D8(&player->unk_258[arg1 + 10], 0x0B, 0.4f); func_8005D800(&player->unk_258[arg1 + 10], 0x00FFFFFF, 0x00FF); - player->unk_258[arg1 + 10].unk_000[2] = player->pos.z + (coss(sp54 * 0xB6) * -1.8); - player->unk_258[arg1 + 10].unk_000[0] = player->pos.x + (sins(sp54 * 0xB6) * -1.8); - player->unk_258[arg1 + 10].unk_000[1] = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; + player->unk_258[arg1 + 10].unk_000.z = player->pos.z + (coss(sp54 * 0xB6) * -1.8); + player->unk_258[arg1 + 10].unk_000.x = player->pos.x + (sins(sp54 * 0xB6) * -1.8); + player->unk_258[arg1 + 10].unk_000.y = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; player->unk_258[arg1 + 10].unk_018 = sp44 + 1.0f; player->unk_258[arg1 + 10].unk_00C = (sp48 + 2.0f) / 10.0f; } else if (player->unk_258[arg2 + 10].unk_01E > 0) { func_8005D794(player, &player->unk_258[arg1 + 10], 0.0f, 0.0f, 0.0f, (s8) 0, (s8) 0); func_8005D7D8(&player->unk_258[arg1 + 10], 0x0B, 0.4f); func_8005D800(&player->unk_258[arg1 + 10], 0x00FFFFFF, 0x00FF); - player->unk_258[arg1 + 10].unk_000[2] = player->pos.z + (coss(sp54 * 0xB6) * -1.8); - player->unk_258[arg1 + 10].unk_000[0] = player->pos.x + (sins(sp54 * 0xB6) * -1.8); - player->unk_258[arg1 + 10].unk_000[1] = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; + player->unk_258[arg1 + 10].unk_000.z = player->pos.z + (coss(sp54 * 0xB6) * -1.8); + player->unk_258[arg1 + 10].unk_000.x = player->pos.x + (sins(sp54 * 0xB6) * -1.8); + player->unk_258[arg1 + 10].unk_000.y = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; player->unk_258[arg1 + 10].unk_018 = sp44 + 1.0f; player->unk_258[arg1 + 10].unk_00C = (sp48 + 2.0f) / 10.0f; } @@ -3711,9 +3711,9 @@ void func_80060F50(Player* player, s16 arg1, UNUSED s32 arg2, s8 arg3, UNUSED s8 func_8005D800(&player->unk_258[arg1], 0xFFFFFF, 0xFF); } - player->unk_258[arg1].unk_000[2] = player->pos.z + (coss(player->unk_258[arg1].unk_020) * -5.8); - player->unk_258[arg1].unk_000[0] = player->pos.x + (sins(player->unk_258[arg1].unk_020) * -5.8); - player->unk_258[arg1].unk_000[1] = D_801652A0[arg3]; + player->unk_258[arg1].unk_000.z = player->pos.z + (coss(player->unk_258[arg1].unk_020) * -5.8); + player->unk_258[arg1].unk_000.x = player->pos.x + (sins(player->unk_258[arg1].unk_020) * -5.8); + player->unk_258[arg1].unk_000.y = D_801652A0[arg3]; player->unk_0DE &= ~0x0008; } @@ -3733,9 +3733,9 @@ void func_80061130(Player* player, s16 arg1, UNUSED s32 arg2, UNUSED s8 arg3, UN func_8005D7D8(&player->unk_258[arg1], 7, 0.6f); func_8005D800(&player->unk_258[arg1], 0xFFFFFF, 0xD0); - player->unk_258[arg1].unk_000[2] = player->pos.z + (coss(player->unk_258[arg1].unk_020) * 6.0f); - player->unk_258[arg1].unk_000[0] = player->pos.x + (sins(player->unk_258[arg1].unk_020) * 6.0f); - player->unk_258[arg1].unk_000[1] = player->pos.y - 5.0f; + player->unk_258[arg1].unk_000.z = player->pos.z + (coss(player->unk_258[arg1].unk_020) * 6.0f); + player->unk_258[arg1].unk_000.x = player->pos.x + (sins(player->unk_258[arg1].unk_020) * 6.0f); + player->unk_258[arg1].unk_000.y = player->pos.y - 5.0f; player->unk_258[arg1].unk_040 = 0; player->unk_258[arg1].unk_024 = 0.0f; } @@ -3757,14 +3757,14 @@ void func_800612F8(Player* player, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s8 a for (var_s2 = 0; var_s2 < 10; var_s2++) { player->unk_258[0x1E + var_s2].unk_01C = 1; player->unk_258[0x1E + var_s2].unk_028 = player->pos.y + 5.0f; - player->unk_258[0x1E + var_s2].unk_020 = (0x1C70 * var_s2) - player->rotation[1]; + player->unk_258[0x1E + var_s2].unk_020 = (0x1C70 * var_s2) - player->rotation.y; player->unk_258[0x1E + var_s2].unk_024 = (random_int(0x0064U) / 100.0f) + 1.5; player->unk_258[0x1E + var_s2].unk_03A = 0; player->unk_258[0x1E + var_s2].unk_012 = 1; player->unk_258[0x1E + var_s2].unk_01E = 0; player->unk_258[0x1E + var_s2].unk_03E = 0x00FF; - player->unk_258[0x1E + var_s2].unk_000[2] = player->pos.z; - player->unk_258[0x1E + var_s2].unk_000[0] = player->pos.x; + player->unk_258[0x1E + var_s2].unk_000.z = player->pos.z; + player->unk_258[0x1E + var_s2].unk_000.x = player->pos.x; } player->unk_046 &= ~0x0008; } @@ -3775,7 +3775,7 @@ void func_80061430(Player* player, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s8 a for (var_s2 = 0; var_s2 < 7; var_s2++) { player->unk_258[0x1E + var_s2].unk_01C = 1; player->unk_258[0x1E + var_s2].unk_028 = player->pos.y - 4.0f; - player->unk_258[0x1E + var_s2].unk_020 = (0x1C70 * var_s2) - player->rotation[1]; + player->unk_258[0x1E + var_s2].unk_020 = (0x1C70 * var_s2) - player->rotation.y; // ??? player->unk_258[0x1E + var_s2].unk_024 = (random_int(0x0064U) / 100.0f) + 1.9; player->unk_258[0x1E + var_s2].unk_024 = (random_int(0x0064U) / 100.0f) + 1.5; @@ -3783,8 +3783,8 @@ void func_80061430(Player* player, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s8 a player->unk_258[0x1E + var_s2].unk_012 = 9; player->unk_258[0x1E + var_s2].unk_01E = 0; player->unk_258[0x1E + var_s2].unk_03E = 0x00FF; - player->unk_258[0x1E + var_s2].unk_000[2] = player->pos.z; - player->unk_258[0x1E + var_s2].unk_000[0] = player->pos.x; + player->unk_258[0x1E + var_s2].unk_000.z = player->pos.z; + player->unk_258[0x1E + var_s2].unk_000.x = player->pos.x; } player->unk_044 &= ~0x1000; } @@ -3798,14 +3798,14 @@ void func_800615AC(Player* player, s16 arg1, UNUSED s32 arg2, UNUSED s8 arg3, UN if (random_int(3U) == 2.0f) { player->unk_258[0x1E + arg1].unk_01C = 1; - player->unk_258[0x1E + arg1].unk_000[0] = player->pos.x; - player->unk_258[0x1E + arg1].unk_000[2] = player->pos.z; - player->unk_258[0x1E + arg1].unk_020 = -player->rotation[1] + sp28[arg1]; + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x; + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z; + player->unk_258[0x1E + arg1].unk_020 = -player->rotation.y + sp28[arg1]; player->unk_258[0x1E + arg1].unk_018 = random_int(1U) + 2.0f; temp_f0 = random_int(4U); temp_f0 -= test; player->unk_258[0x1E + arg1].unk_014 = temp_f0; - player->unk_258[0x1E + arg1].unk_000[1] = player->pos.y + temp_f0; + player->unk_258[0x1E + arg1].unk_000.y = player->pos.y + temp_f0; player->unk_258[0x1E + arg1].unk_00C = 0.15f; player->unk_258[0x1E + arg1].unk_012 = 5; player->unk_258[0x1E + arg1].unk_01E = 0; @@ -3840,9 +3840,9 @@ void func_80061754(Player* player, s16 arg1, UNUSED s32 arg2, UNUSED s32 arg3, U player->unk_258[0x1E + arg1].unk_03A += temp_s1; player->unk_258[0x1E + arg1].unk_03C += temp_s1; } - player->unk_258[0x1E + arg1].unk_000[2] = player->pos.z + (coss(sp54 * 0xB6) * -5.0f); - player->unk_258[0x1E + arg1].unk_000[0] = player->pos.x + (sins(sp54 * 0xB6) * -5.0f); - player->unk_258[0x1E + arg1].unk_000[1] = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z + (coss(sp54 * 0xB6) * -5.0f); + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x + (sins(sp54 * 0xB6) * -5.0f); + player->unk_258[0x1E + arg1].unk_000.y = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; player->unk_258[0x1E + arg1].unk_018 = sp44 + 1.0f; player->unk_258[0x1E + arg1].unk_00C = sp48 + 1.0f; } @@ -3870,17 +3870,17 @@ void func_80061A34(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 func_8005D794(player, &player->unk_258[0x1E + arg1], 0.0f, 0.0f, 0.0f, (s8) 0, (s8) 0); func_8005D7D8(&player->unk_258[0x1E + arg1], 7, 1.0f); func_8005D800(&player->unk_258[0x1E + arg1], 0x00FFFFFF, 0x00FF); - player->unk_258[0x1E + arg1].unk_000[2] = player->pos.z + (coss(sp54 * 0xB6) * -2.0); - player->unk_258[0x1E + arg1].unk_000[0] = player->pos.x + (sins(sp54 * 0xB6) * -2.0); - player->unk_258[0x1E + arg1].unk_000[1] = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z + (coss(sp54 * 0xB6) * -2.0); + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x + (sins(sp54 * 0xB6) * -2.0); + player->unk_258[0x1E + arg1].unk_000.y = (player->pos.y - player->boundingBoxSize) + sp4C + 2.0f; player->unk_258[0x1E + arg1].unk_00C = (sp48 + 2.0f) / 10.0f; } else if (player->unk_258[0x1E + arg2].unk_01E > 0) { func_8005D794(player, &player->unk_258[0x1E + arg1], 0.0f, 0.0f, 0.0f, (s8) 0, (s8) 0); func_8005D7D8(&player->unk_258[0x1E + arg1], 7, 1.0f); func_8005D800(&player->unk_258[0x1E + arg1], 0x00FFFFFF, 0x00FF); - player->unk_258[0x1E + arg1].unk_000[2] = player->pos.z + (coss(sp54 * 0xB6) * -2.0); - player->unk_258[0x1E + arg1].unk_000[0] = player->pos.x + (sins(sp54 * 0xB6) * -2.0); - player->unk_258[0x1E + arg1].unk_000[1] = (player->pos.y - player->boundingBoxSize) + (f32) sp4C + 2.0f; + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z + (coss(sp54 * 0xB6) * -2.0); + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x + (sins(sp54 * 0xB6) * -2.0); + player->unk_258[0x1E + arg1].unk_000.y = (player->pos.y - player->boundingBoxSize) + (f32) sp4C + 2.0f; player->unk_258[0x1E + arg1].unk_00C = (sp48 + 2.0f) / 10.0f; } } @@ -3894,10 +3894,10 @@ void func_80061D4C(Player* player, s16 arg1, UNUSED s32 arg2, UNUSED s8 arg3, UN if (random_int(3U) == 2.0f) { player->unk_258[0x1E + arg1].unk_01C = 1; - player->unk_258[0x1E + arg1].unk_000[0] = player->pos.x; - player->unk_258[0x1E + arg1].unk_000[1] = player->pos.y + 2.0f; - player->unk_258[0x1E + arg1].unk_000[2] = player->pos.z; - player->unk_258[0x1E + arg1].unk_020 = -player->rotation[1] + sp20[arg1]; + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x; + player->unk_258[0x1E + arg1].unk_000.y = player->pos.y + 2.0f; + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z; + player->unk_258[0x1E + arg1].unk_020 = -player->rotation.y + sp20[arg1]; player->unk_258[0x1E + arg1].unk_018 = random_int(3U) + 2.0f; player->unk_258[0x1E + arg1].unk_014 = random_int(4U); player->unk_258[0x1E + arg1].unk_014 -= test; @@ -3940,12 +3940,12 @@ void func_80061EF4(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 } else { player->unk_258[0x1E + arg1].unk_020 -= 0x888; } - player->unk_258[0x1E + arg1].unk_000[2] = + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z + - (coss(player->unk_258[0x1E + arg1].unk_020 - player->rotation[1] - player->unk_0C0) * 5.0f); - player->unk_258[0x1E + arg1].unk_000[0] = + (coss(player->unk_258[0x1E + arg1].unk_020 - player->rotation.y - player->unk_0C0) * 5.0f); + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x + - (sins(player->unk_258[0x1E + arg1].unk_020 - player->rotation[1] - player->unk_0C0) * 5.0f); + (sins(player->unk_258[0x1E + arg1].unk_020 - player->rotation.y - player->unk_0C0) * 5.0f); } else if (player->unk_258[0x1E + arg2].unk_01E > 0) { func_8005D794(player, &player->unk_258[0x1E + arg1], 0.0f, var_f2, 0.0f, (s8) var_t0, (s8) var_t1); func_8005D7D8(&player->unk_258[0x1E + arg1], 3, 0.5f); @@ -3956,12 +3956,12 @@ void func_80061EF4(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 } else { player->unk_258[0x1E + arg1].unk_020 -= 0x888; } - player->unk_258[0x1E + arg1].unk_000[2] = + player->unk_258[0x1E + arg1].unk_000.z = player->pos.z + - (coss(player->unk_258[0x1E + arg1].unk_020 - player->rotation[1] - player->unk_0C0) * 5.0f); - player->unk_258[0x1E + arg1].unk_000[0] = + (coss(player->unk_258[0x1E + arg1].unk_020 - player->rotation.y - player->unk_0C0) * 5.0f); + player->unk_258[0x1E + arg1].unk_000.x = player->pos.x + - (sins(player->unk_258[0x1E + arg1].unk_020 - player->rotation[1] - player->unk_0C0) * 5.0f); + (sins(player->unk_258[0x1E + arg1].unk_020 - player->rotation.y - player->unk_0C0) * 5.0f); } } } @@ -4003,12 +4003,12 @@ void func_800621BC(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 player->unk_258[30 + arg1].unk_020 -= 2184; } - player->unk_258[30 + arg1].unk_000[2] = + player->unk_258[30 + arg1].unk_000.z = player->pos.z + - (coss((player->unk_258[30 + arg1].unk_020 - player->rotation[1]) - player->unk_0C0) * 5.0f); - player->unk_258[30 + arg1].unk_000[0] = + (coss((player->unk_258[30 + arg1].unk_020 - player->rotation.y) - player->unk_0C0) * 5.0f); + player->unk_258[30 + arg1].unk_000.z = player->pos.x + - (sins((player->unk_258[30 + arg1].unk_020 - player->rotation[1]) - player->unk_0C0) * 5.0f); + (sins((player->unk_258[30 + arg1].unk_020 - player->rotation.y) - player->unk_0C0) * 5.0f); return; } @@ -4025,22 +4025,22 @@ void func_800621BC(Player* player, s16 arg1, s32 arg2, UNUSED s8 arg3, UNUSED s8 } new_var = new_var2; - new_var->unk_258[30 + arg1].unk_000[2] = + new_var->unk_258[30 + arg1].unk_000.z = new_var->pos.z + - (coss((new_var->unk_258[30 + arg1].unk_020 - new_var->rotation[1]) - new_var->unk_0C0) * 5.0f); - new_var->unk_258[30 + arg1].unk_000[0] = + (coss((new_var->unk_258[30 + arg1].unk_020 - new_var->rotation.y) - new_var->unk_0C0) * 5.0f); + new_var->unk_258[30 + arg1].unk_000.x = new_var->pos.x + - (sins((new_var->unk_258[30 + arg1].unk_020 - new_var->rotation[1]) - new_var->unk_0C0) * 5.0f); + (sins((new_var->unk_258[30 + arg1].unk_020 - new_var->rotation.y) - new_var->unk_0C0) * 5.0f); } } } void func_80062484(Player* player, UnkPlayerStruct258* arg1, s32 arg2) { arg1->unk_01C = 1; - arg1->unk_000[1] = player->unk_074 + 1.0f; - arg1->unk_000[2] = player->pos.z; - arg1->unk_000[0] = player->pos.x; - arg1->unk_020 = (arg2 * 0x1998) - player->rotation[1]; + arg1->unk_000.x = player->pos.x; + arg1->unk_000.y = player->unk_074 + 1.0f; + arg1->unk_000.z = player->pos.z; + arg1->unk_020 = (arg2 * 0x1998) - player->rotation.y; arg1->unk_012 = 4; arg1->unk_01E = 0; } @@ -4137,7 +4137,7 @@ void func_800624D8(Player* player, UNUSED s32 arg1, UNUSED s32 arg2, UNUSED s8 a void func_800628C0(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { player->unk_258[20 + arg3].unk_01C = 1; - player->unk_258[20 + arg3].unk_020 = -player->rotation[1]; + player->unk_258[20 + arg3].unk_020 = -player->rotation.y; player->unk_258[20 + arg3].unk_012 = 2; player->unk_258[20 + arg3].unk_01E = 0; player->unk_258[20 + arg3].unk_00C = 0.2f; @@ -4145,7 +4145,7 @@ void func_800628C0(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { void func_80062914(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { player->unk_258[20 + arg3].unk_01C = 1; - player->unk_258[20 + arg3].unk_020 = -player->rotation[1]; + player->unk_258[20 + arg3].unk_020 = -player->rotation.y; player->unk_258[20 + arg3].unk_012 = 4; player->unk_258[20 + arg3].unk_01E = 0; player->unk_258[20 + arg3].unk_00C = 1.0f; @@ -4153,7 +4153,7 @@ void func_80062914(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { void func_80062968(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { player->unk_258[20 + arg3].unk_01C = 1; - player->unk_258[20 + arg3].unk_020 = -player->rotation[1]; + player->unk_258[20 + arg3].unk_020 = -player->rotation.y; player->unk_258[20 + arg3].unk_012 = 5; player->unk_258[20 + arg3].unk_01E = 0; player->unk_258[20 + arg3].unk_00C = 0.2f; @@ -4161,11 +4161,11 @@ void func_80062968(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { void func_800629BC(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { player->unk_258[20 + arg3].unk_01C = 1; - player->unk_258[20 + arg3].unk_020 = -player->rotation[1]; + player->unk_258[20 + arg3].unk_020 = -player->rotation.y; player->unk_258[20 + arg3].unk_012 = 6; player->unk_258[20 + arg3].unk_01E = 0; player->unk_258[20 + arg3].unk_00C = 0.2f; - player->unk_258[20 + arg3].unk_000[1] = 0.0f; + player->unk_258[20 + arg3].unk_000.y = 0.0f; } void func_80062A18(Player* player, s8 arg1, UNUSED s8 arg2, s8 arg3) { @@ -4175,9 +4175,9 @@ void func_80062A18(Player* player, s8 arg1, UNUSED s8 arg2, s8 arg3) { player->unk_258[20 + arg3].unk_01E = 1; player->unk_258[20 + arg3].unk_020 = 0; player->unk_0B6 &= ~0x0080; - player->unk_258[20 + arg3].unk_000[2] = player->pos.z; - player->unk_258[20 + arg3].unk_000[0] = player->pos.x; - player->unk_258[20 + arg3].unk_000[1] = (player->pos.y + 4.0f); + player->unk_258[20 + arg3].unk_000.x = player->pos.x; + player->unk_258[20 + arg3].unk_000.y = (player->pos.y + 4.0f); + player->unk_258[20 + arg3].unk_000.z = player->pos.z; } void func_80062AA8(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { @@ -4185,7 +4185,7 @@ void func_80062AA8(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { player->unk_258[20 + arg3].unk_012 = 5; player->unk_258[20 + arg3].unk_00C = 0.1f; player->unk_258[20 + arg3].unk_01E = 0; - player->unk_258[20 + arg3].unk_000[1] = (player->pos.y + player->boundingBoxSize) - 2.5; + player->unk_258[20 + arg3].unk_000.y = (player->pos.y + player->boundingBoxSize) - 2.5; } void func_80062B18(f32* outX, f32* outY, f32* outZ, f32 inX, f32 inY, f32 inZ, u16 theta, u16 phi) { @@ -4260,10 +4260,10 @@ void func_80062C74(Player* player, s16 arg1, UNUSED s32 arg2, UNUSED s32 arg3) { } func_80062B18(&sp40, &sp38, &sp3C, 0.0f, sp48[player->characterId], (player->unk_258[arg1].unk_01E * var_f6) + -5.5, -thing, -player->unk_206 * 2); - player->unk_258[arg1].unk_000[0] = player->pos.x + sp40; + player->unk_258[arg1].unk_000.x = player->pos.x + sp40; sp38 = (player->pos.y - player->boundingBoxSize) + sp38; - player->unk_258[arg1].unk_000[2] = player->pos.z + sp3C; - player->unk_258[arg1].unk_000[1] = player->unk_258[arg1].unk_024 + sp38; + player->unk_258[arg1].unk_000.z = player->pos.z + sp3C; + player->unk_258[arg1].unk_000.y = player->unk_258[arg1].unk_024 + sp38; } void func_80062F98(Player* player, s16 arg1, s8 arg2, UNUSED s8 arg3) { @@ -4271,17 +4271,17 @@ void func_80062F98(Player* player, s16 arg1, s8 arg2, UNUSED s8 arg3) { temp_f0 = player->unk_258[10 + arg1].unk_018 / 10.0f; ++player->unk_258[10 + arg1].unk_01E; - player->unk_258[10 + arg1].unk_000[1] += temp_f0; + player->unk_258[10 + arg1].unk_000.y += temp_f0; if ((player->unk_0CA & 1) == 1) { - player->unk_258[10 + arg1].unk_000[1] += (temp_f0 + 0.3); + player->unk_258[10 + arg1].unk_000.y += (temp_f0 + 0.3); if ((player->unk_258[10 + arg1].unk_01E == 0x10) || - ((D_801652A0[arg2] - player->unk_258[10 + arg1].unk_000[1]) < 3.0f)) { + ((D_801652A0[arg2] - player->unk_258[10 + arg1].unk_000.y) < 3.0f)) { player->unk_258[10 + arg1].unk_01C = 0; player->unk_258[10 + arg1].unk_01E = 0; player->unk_258[10 + arg1].unk_012 = 0; } } else if ((player->unk_258[10 + arg1].unk_01E == 0xA) || - ((D_801652A0[arg2] - player->unk_258[10 + arg1].unk_000[1]) < 3.0f)) { + ((D_801652A0[arg2] - player->unk_258[10 + arg1].unk_000.y) < 3.0f)) { player->unk_258[10 + arg1].unk_01C = 0; player->unk_258[10 + arg1].unk_01E = 0; player->unk_258[10 + arg1].unk_012 = 0; @@ -4290,9 +4290,9 @@ void func_80062F98(Player* player, s16 arg1, s8 arg2, UNUSED s8 arg3) { void func_800630C0(Player* player, s16 arg1, s8 arg2, UNUSED s8 arg3) { ++player->unk_258[arg1].unk_01E; - player->unk_258[arg1].unk_000[2] = player->pos.z + coss(player->unk_258[arg1].unk_020) * -5.8; - player->unk_258[arg1].unk_000[0] = player->pos.x + sins(player->unk_258[arg1].unk_020) * -5.8; - player->unk_258[arg1].unk_000[1] = D_801652A0[arg2]; + player->unk_258[arg1].unk_000.z = player->pos.z + coss(player->unk_258[arg1].unk_020) * -5.8; + player->unk_258[arg1].unk_000.x = player->pos.x + sins(player->unk_258[arg1].unk_020) * -5.8; + player->unk_258[arg1].unk_000.y = D_801652A0[arg2]; if (player->unk_258[arg1].unk_01E == 15) { player->unk_258[arg1].unk_01C = 0; player->unk_258[arg1].unk_01E = 0; @@ -4333,11 +4333,11 @@ void func_80063268(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { } player->unk_258[arg1].unk_024 += 0.25; - player->unk_258[arg1].unk_000[2] = + player->unk_258[arg1].unk_000.z = player->pos.z + (coss((player->unk_258[arg1].unk_020 + player->unk_258[arg1].unk_040)) * 5.5); - player->unk_258[arg1].unk_000[0] = + player->unk_258[arg1].unk_000.x = player->pos.x + (sins((player->unk_258[arg1].unk_020 + player->unk_258[arg1].unk_040)) * 5.5); - player->unk_258[arg1].unk_000[1] = ((player->pos.y - 5.0f) + player->unk_258[arg1].unk_024); + player->unk_258[arg1].unk_000.y = ((player->pos.y - 5.0f) + player->unk_258[arg1].unk_024); ++player->unk_258[arg1].unk_01E; player->unk_258[arg1].unk_00C += 0.05; player->unk_258[arg1].unk_03E -= 5; @@ -4355,23 +4355,23 @@ void func_80063268(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_80063408(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { if (player->unk_258[10 + arg1].unk_010 == 1) { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_LEFT].pos.z + (player->unk_258[10 + arg1].unk_01E * -7) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_LEFT].pos.x + (player->unk_258[10 + arg1].unk_01E * -7) * sins(player->unk_258[10 + arg1].unk_020); } else { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_RIGHT].pos.z + (player->unk_258[10 + arg1].unk_01E * -7) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_RIGHT].pos.x + (player->unk_258[10 + arg1].unk_01E * -7) * sins(player->unk_258[10 + arg1].unk_020); } ++player->unk_258[10 + arg1].unk_01E; - player->unk_258[10 + arg1].unk_000[1] += 1.0f; + player->unk_258[10 + arg1].unk_000.y += 1.0f; if (((player->effects & 0x80) != 0) || ((player->effects & 0x40) != 0)) { player->unk_258[10 + arg1].unk_01C = 0; @@ -4404,14 +4404,14 @@ void func_800635D4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { func_80062B18(&sp44, &sp40, &sp3C, -2.0f, 0.0f, (-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 16, -player->unk_258[10 + arg1].unk_020, 2 * -player->unk_206); - player->unk_258[10 + arg1].unk_000[0] = player->tyres[BACK_LEFT].pos.x + sp44; - player->unk_258[10 + arg1].unk_000[2] = player->tyres[BACK_LEFT].pos.z + sp3C; + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_LEFT].pos.x + sp44; + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_LEFT].pos.z + sp3C; } else { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_LEFT].pos.z + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 16) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_LEFT].pos.x + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 16) * sins(player->unk_258[10 + arg1].unk_020); @@ -4420,21 +4420,21 @@ void func_800635D4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { func_80062B18(&sp44, &sp40, &sp3C, 2.0f, 0.0f, (-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 16, -player->unk_258[10 + arg1].unk_020, 2 * -player->unk_206); - player->unk_258[10 + arg1].unk_000[0] = player->tyres[BACK_RIGHT].pos.x + sp44; - player->unk_258[10 + arg1].unk_000[2] = player->tyres[BACK_RIGHT].pos.z + sp3C; + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_RIGHT].pos.x + sp44; + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_RIGHT].pos.z + sp3C; } else { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_RIGHT].pos.z + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 16) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_RIGHT].pos.x + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 16) * sins(player->unk_258[10 + arg1].unk_020); } ++player->unk_258[10 + arg1].unk_01E; - player->unk_258[10 + arg1].unk_000[1] += 0.2; + player->unk_258[10 + arg1].unk_000.y += 0.2; if (((player->effects & 0x80) != 0) || ((player->effects & 0x40) != 0)) { player->unk_258[10 + arg1].unk_01C = 0; player->unk_258[10 + arg1].unk_01E = 0; @@ -4466,22 +4466,22 @@ void func_800635D4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_800639DC(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { if (player->unk_258[10 + arg1].unk_010 == 1) { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_LEFT].pos.z + (-1.8f * player->unk_258[10 + arg1].unk_01E) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_LEFT].pos.x + (-1.8f * player->unk_258[10 + arg1].unk_01E) * sins(player->unk_258[10 + arg1].unk_020); } else { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_RIGHT].pos.z + (-1.8f * player->unk_258[10 + arg1].unk_01E) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_RIGHT].pos.x + (-1.8f * player->unk_258[10 + arg1].unk_01E) * sins(player->unk_258[10 + arg1].unk_020); } ++player->unk_258[10 + arg1].unk_01E; - player->unk_258[10 + arg1].unk_000[1] += 0.3; + player->unk_258[10 + arg1].unk_000.y += 0.3; if (player->unk_258[10 + arg1].unk_01E == 8) { player->unk_258[10 + arg1].unk_01C = 0; player->unk_258[10 + arg1].unk_01E = 0; @@ -4509,23 +4509,23 @@ void func_800639DC(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_80063BD4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { if (player->unk_258[10 + arg1].unk_010 == 1) { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_LEFT].pos.z + (-2 * player->unk_258[10 + arg1].unk_01E * coss(player->unk_258[10 + arg1].unk_020)); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_LEFT].pos.x + (-2 * player->unk_258[10 + arg1].unk_01E * sins(player->unk_258[10 + arg1].unk_020)); } else { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_RIGHT].pos.z + (-2 * player->unk_258[10 + arg1].unk_01E * coss(player->unk_258[10 + arg1].unk_020)); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_RIGHT].pos.x + (-2 * player->unk_258[10 + arg1].unk_01E * sins(player->unk_258[10 + arg1].unk_020)); } ++player->unk_258[10 + arg1].unk_01E; - player->unk_258[10 + arg1].unk_000[1] += 0.2; + player->unk_258[10 + arg1].unk_000.y += 0.2; if (player->unk_258[10 + arg1].unk_01E == 8) { player->unk_258[10 + arg1].unk_01C = 0; player->unk_258[10 + arg1].unk_01E = 0; @@ -4538,20 +4538,20 @@ void func_80063BD4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_80063D58(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { if (player->unk_258[10 + arg1].unk_010 == 1) { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_LEFT].pos.z + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 20.0f) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_LEFT].pos.x + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 20.0f) * sins(player->unk_258[10 + arg1].unk_020); } else { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->tyres[BACK_RIGHT].pos.z + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 20.0f) * coss(player->unk_258[10 + arg1].unk_020); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->tyres[BACK_RIGHT].pos.x + ((-player->unk_258[10 + arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 20.0f) * sins(player->unk_258[10 + arg1].unk_020); @@ -4567,9 +4567,9 @@ void func_80063D58(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { player->unk_258[10 + arg1].unk_00C += 0.2; if (player->unk_258[10 + arg1].unk_01E >= 4) { player->unk_258[10 + arg1].unk_03E -= 18; - player->unk_258[10 + arg1].unk_000[1] -= 0.1; + player->unk_258[10 + arg1].unk_000.y -= 0.1; } else { - player->unk_258[10 + arg1].unk_000[1] += 0.4; + player->unk_258[10 + arg1].unk_000.y += 0.4; } if (player->unk_258[10 + arg1].unk_03E <= 0) { @@ -4591,9 +4591,9 @@ void func_80063FBC(Player* player, s16 arg1, UNUSED s32 arg2, UNUSED s32 arg3) { -5.5 - (player->unk_258[10 + arg1].unk_01E * (((player->unk_094 / 18.0f) * 216.0f) / 15.0f)), -player->unk_258[10 + arg1].unk_020, 0); } - player->unk_258[10 + arg1].unk_000[0] = player->pos.x + sp3C; - player->unk_258[10 + arg1].unk_000[2] = player->pos.z + sp38; - player->unk_258[10 + arg1].unk_000[1] = (player->pos.y - player->boundingBoxSize) + sp34; + player->unk_258[10 + arg1].unk_000.x = player->pos.x + sp3C; + player->unk_258[10 + arg1].unk_000.z = player->pos.z + sp38; + player->unk_258[10 + arg1].unk_000.y = (player->pos.y - player->boundingBoxSize) + sp34; player->unk_258[10 + arg1].unk_01E++; if (player->unk_258[10 + arg1].unk_01E == 6) { player->unk_258[10 + arg1].unk_01C = 0; @@ -4615,9 +4615,9 @@ void func_80064184(Player* player, s16 arg1, s8 arg2, UNUSED s8 arg3) { func_80062B18(&sp44, &sp40, &sp3C, 0.0f, sp40, -4.0f + ((-player->unk_258[arg1].unk_01E * (player->unk_094 / 18.0f) * 216.0f) / 10.0f), -player->unk_258[arg1].unk_020, 2 * -player->unk_206); - player->unk_258[arg1].unk_000[0] = player->pos.x + sp44; - player->unk_258[arg1].unk_000[2] = player->pos.z + sp3C; - player->unk_258[arg1].unk_000[1] = player->pos.y + sp40; + player->unk_258[arg1].unk_000.x = player->pos.x + sp44; + player->unk_258[arg1].unk_000.z = player->pos.z + sp3C; + player->unk_258[arg1].unk_000.y = player->pos.y + sp40; ++player->unk_258[arg1].unk_01E; if ((player->unk_258[arg1].unk_01E == 12) || (D_801652A0[arg2] <= (player->pos.y - player->boundingBoxSize))) { player->unk_258[arg1].unk_01C = 0; @@ -4637,11 +4637,11 @@ void func_80064184(Player* player, s16 arg1, s8 arg2, UNUSED s8 arg3) { } void func_800643A8(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { - player->unk_258[10 + arg1].unk_000[2] = + player->unk_258[10 + arg1].unk_000.z = player->pos.z + (-1.2 * player->unk_258[10 + arg1].unk_01E * coss(player->unk_258[10 + arg1].unk_020)); - player->unk_258[10 + arg1].unk_000[0] = + player->unk_258[10 + arg1].unk_000.x = player->pos.x + (-1.2 * player->unk_258[10 + arg1].unk_01E * sins(player->unk_258[10 + arg1].unk_020)); - player->unk_258[10 + arg1].unk_000[1] = player->unk_258[10 + arg1].unk_000[1] + 0.5; + player->unk_258[10 + arg1].unk_000.y = player->unk_258[10 + arg1].unk_000.y + 0.5; ++player->unk_258[10 + arg1].unk_01E; if (player->unk_258[10 + arg1].unk_01E == 10) { @@ -4668,12 +4668,12 @@ void func_800644E8(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { } thing2 = player->unk_258[30 + arg1].unk_024; thing = player->unk_258[30 + arg1].unk_01E; - player->unk_258[30 + arg1].unk_000[2] = + player->unk_258[30 + arg1].unk_000.z = player->pos.z + (coss(player->unk_258[30 + arg1].unk_020) * (-0.7 * thing)); - player->unk_258[30 + arg1].unk_000[0] = + player->unk_258[30 + arg1].unk_000.z = player->pos.x + (sins(player->unk_258[30 + arg1].unk_020) * (-0.7 * thing)); player->unk_258[30 + arg1].unk_01E++; - player->unk_258[30 + arg1].unk_000[1] = + player->unk_258[30 + arg1].unk_000.y = player->unk_258[30 + arg1].unk_028 + (f32) ((thing * thing2) - (0.2 * (thing * thing))); if (player->unk_258[30 + arg1].unk_01E == 0x000A) { player->unk_258[30 + arg1].unk_01E = 0; @@ -4696,12 +4696,12 @@ void func_80064664(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { temp_v1 = player->unk_258[30 + arg1].unk_01E; temp_f4 = player->unk_258[30 + arg1].unk_024; - player->unk_258[30 + arg1].unk_000[2] = + player->unk_258[30 + arg1].unk_000.z = player->pos.z + (coss(player->unk_258[30 + arg1].unk_020) * (-0.6 * temp_v1)); - player->unk_258[30 + arg1].unk_000[0] = + player->unk_258[30 + arg1].unk_000.z = player->pos.x + (sins(player->unk_258[30 + arg1].unk_020) * (-0.6 * temp_v1)); player->unk_258[30 + arg1].unk_01E++; - player->unk_258[30 + arg1].unk_000[1] = + player->unk_258[30 + arg1].unk_000.y = player->unk_258[30 + arg1].unk_028 + (f32) ((temp_v1 * temp_f4) - (0.1 * (temp_v1 * temp_v1))); if (player->unk_258[30 + arg1].unk_01E == 0x0019) { player->unk_258[30 + arg1].unk_01E = 0; @@ -4719,11 +4719,11 @@ void func_80064664(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_800647C8(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { ++player->unk_258[30 + arg1].unk_01E; - player->unk_258[30 + arg1].unk_000[2] = + player->unk_258[30 + arg1].unk_000.z = player->pos.z + ((-0.8 * (player->unk_258[30 + arg1].unk_01E)) * coss(player->unk_258[30 + arg1].unk_020)); - player->unk_258[30 + arg1].unk_000[0] = + player->unk_258[30 + arg1].unk_000.z = player->pos.x + ((-0.8 * (player->unk_258[30 + arg1].unk_01E)) * sins(player->unk_258[30 + arg1].unk_020)); - player->unk_258[30 + arg1].unk_000[1] = (player->unk_074 + 2.0f); + player->unk_258[30 + arg1].unk_000.y = (player->unk_074 + 2.0f); if (player->unk_258[30 + arg1].unk_01E == 14) { player->unk_258[30 + arg1].unk_01C = 0; @@ -4740,7 +4740,7 @@ void func_800647C8(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_800648E4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { ++player->unk_258[30 + arg1].unk_01E; player->unk_258[30 + arg1].unk_00C -= 0.06; - player->unk_258[30 + arg1].unk_000[1] += 0.1; + player->unk_258[30 + arg1].unk_000.y += 0.1; player->unk_258[30 + arg1].unk_03E -= 12; if (player->unk_258[30 + arg1].unk_03E <= 0) { @@ -4756,7 +4756,7 @@ void func_800648E4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_80064988(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { ++player->unk_258[30 + arg1].unk_01E; - player->unk_258[30 + arg1].unk_000[1] -= 0.3; + player->unk_258[30 + arg1].unk_000.y -= 0.3; if (player->unk_258[30 + arg1].unk_01E == 10) { player->unk_258[30 + arg1].unk_01C = 0; @@ -4769,11 +4769,11 @@ void func_800649F4(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { f32 temp; temp = player->unk_258[30 + arg1].unk_018; - player->unk_258[30 + arg1].unk_000[2] = + player->unk_258[30 + arg1].unk_000.z = player->unk_21C + (((-temp) * player->unk_258[30 + arg1].unk_01E) * coss(player->unk_258[30 + arg1].unk_020)); - player->unk_258[30 + arg1].unk_000[0] = + player->unk_258[30 + arg1].unk_000.z = player->unk_218 + (((-temp) * player->unk_258[30 + arg1].unk_01E) * sins(player->unk_258[30 + arg1].unk_020)); - player->unk_258[30 + arg1].unk_000[1] = player->pos.y + player->unk_258[30 + arg1].unk_014; + player->unk_258[30 + arg1].unk_000.y = player->pos.y + player->unk_258[30 + arg1].unk_014; player->unk_258[30 + arg1].unk_00C += 0.04; ++player->unk_258[30 + arg1].unk_01E; @@ -4795,11 +4795,11 @@ void func_80064B30(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { f32 temp; temp = player->unk_258[30 + arg1].unk_018 * 1.2; - player->unk_258[30 + arg1].unk_000[2] = + player->unk_258[30 + arg1].unk_000.z = (player->pos.z + (-temp * player->unk_258[30 + arg1].unk_01E) * (coss(player->unk_258[30 + arg1].unk_020))); - player->unk_258[30 + arg1].unk_000[0] = + player->unk_258[30 + arg1].unk_000.z = (player->pos.x + (-temp * player->unk_258[30 + arg1].unk_01E) * (sins(player->unk_258[30 + arg1].unk_020))); - player->unk_258[30 + arg1].unk_000[1] += 0.1; + player->unk_258[30 + arg1].unk_000.y += 0.1; ++player->unk_258[30 + arg1].unk_01E; if (player->unk_258[30 + arg1].unk_01E == 10) { @@ -4825,11 +4825,11 @@ void func_80064C74(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { player->unk_258[30 + arg1].unk_020 -= 2184; } - player->unk_258[30 + arg1].unk_000[2] = - player->pos.z + (coss(player->unk_258[30 + arg1].unk_020 - player->rotation[1] - player->unk_0C0) * 5.0f); - player->unk_258[30 + arg1].unk_000[0] = - player->pos.x + (sins(player->unk_258[30 + arg1].unk_020 - player->rotation[1] - player->unk_0C0) * 5.0f); - player->unk_258[30 + arg1].unk_000[1] = player->pos.y - 1.0f; + player->unk_258[30 + arg1].unk_000.z = + player->pos.z + (coss(player->unk_258[30 + arg1].unk_020 - player->rotation.y - player->unk_0C0) * 5.0f); + player->unk_258[30 + arg1].unk_000.z = + player->pos.x + (sins(player->unk_258[30 + arg1].unk_020 - player->rotation.y - player->unk_0C0) * 5.0f); + player->unk_258[30 + arg1].unk_000.y = player->pos.y - 1.0f; player->unk_258[30 + arg1].unk_00C += 0.4; ++player->unk_258[30 + arg1].unk_01E; @@ -4848,7 +4848,7 @@ void func_80064C74(Player* player, s16 arg1, UNUSED s8 arg2, UNUSED s8 arg3) { void func_80064DEC(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { - player->unk_258[20 + arg3].unk_000[1] = player->pos.y; + player->unk_258[20 + arg3].unk_000.y = player->pos.y; ++player->unk_258[20 + arg3].unk_01E; if (player->unk_258[20 + arg3].unk_01E == 9) { @@ -4900,7 +4900,7 @@ void func_80064F88(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { void func_80065030(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { ++player->unk_258[20 + arg3].unk_01E; - player->unk_258[20 + arg3].unk_000[1] += 0.8; + player->unk_258[20 + arg3].unk_000.y += 0.8; player->unk_258[20 + arg3].unk_00C += 0.4; if (player->unk_258[20 + arg3].unk_00C >= (f64) 1.5) { player->unk_258[20 + arg3].unk_00C = 1.5f; @@ -4915,9 +4915,9 @@ void func_80065030(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { } void func_800650FC(Player* player, UNUSED s8 arg1, UNUSED s8 arg2, s8 arg3) { - player->unk_258[20 + arg3].unk_000[2] = (f32) player->pos.z; - player->unk_258[20 + arg3].unk_000[0] = (f32) player->pos.x; - player->unk_258[20 + arg3].unk_000[1] = (f32) (player->pos.y + 4.0f); + player->unk_258[20 + arg3].unk_000.x = (f32) player->pos.x; + player->unk_258[20 + arg3].unk_000.y = (f32)(player->pos.y + 4.0f); + player->unk_258[20 + arg3].unk_000.z = (f32) player->pos.z; if ((player->effects & 0x80) == 0x80) { player->unk_258[20 + arg3].unk_020 += 4732; } else { @@ -4980,12 +4980,12 @@ void func_8006538C(Player* player, s8 arg1, s16 arg2, s8 arg3) { s16 envBlue; if (player->unk_258[arg2].unk_01C == 1) { - spB4[0] = player->unk_258[arg2].unk_000[0]; - spB4[1] = player->unk_258[arg2].unk_000[1]; - spB4[2] = player->unk_258[arg2].unk_000[2]; - spAC[0] = 0; - spAC[1] = player->unk_048[arg3]; - spAC[2] = 0; + spB4.x = player->unk_258[arg2].unk_000.x; + spB4.y = player->unk_258[arg2].unk_000.y; + spB4.z = player->unk_258[arg2].unk_000.z; + spAC.x = 0; + spAC.y = player->unk_048[arg3]; + spAC.z = 0; if ((player->effects & STAR_EFFECT) && (((s32) gCourseTimer - D_8018D930[arg1]) < 9)) { primRed = (primColors[1] >> 0x10) & 0xFF; primGreen = (primColors[1] >> 0x08) & 0xFF; @@ -5035,12 +5035,12 @@ void func_800658A0(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { green = player->unk_258[arg2].unk_03A; blue = player->unk_258[arg2].unk_03C; alpha = player->unk_258[arg2].unk_03E; - sp54[0] = player->unk_258[arg2].unk_000[0]; - sp54[1] = player->unk_258[arg2].unk_000[1]; - sp54[2] = player->unk_258[arg2].unk_000[2]; - sp4C[0] = 0; - sp4C[1] = player->unk_048[arg3]; - sp4C[2] = 0; + sp54.x = player->unk_258[arg2].unk_000.x; + sp54.y = player->unk_258[arg2].unk_000.y; + sp54.z = player->unk_258[arg2].unk_000.z; + sp4C.x = 0; + sp4C.y = player->unk_048[arg3]; + sp4C.z = 0; func_800652D4(sp54, sp4C, player->unk_258[arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D48C, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0, @@ -5197,12 +5197,12 @@ void func_800664E0(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { green = player->unk_258[10 + arg2].unk_03A; blue = player->unk_258[10 + arg2].unk_03C; alpha = player->unk_258[10 + arg2].unk_03E; - sp54[0] = player->unk_258[10 + arg2].unk_000[0]; - sp54[1] = player->unk_258[10 + arg2].unk_000[1]; - sp54[2] = player->unk_258[10 + arg2].unk_000[2]; - sp4C[0] = 0; - sp4C[1] = player->unk_048[arg3]; - sp4C[2] = 0; + sp54.x = player->unk_258[10 + arg2].unk_000.x; + sp54.y = player->unk_258[10 + arg2].unk_000.y; + sp54.z = player->unk_258[10 + arg2].unk_000.z; + sp4C.x = 0; + sp4C.y = player->unk_048[arg3]; + sp4C.z = 0; func_800652D4(sp54, sp4C, player->unk_258[10 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPSetAlphaCompare(gDisplayListHead++, G_AC_DITHER); @@ -5228,12 +5228,12 @@ void func_80066714(Player* player, UNUSED s32 arg1, s16 arg2, s8 arg3) { green = player->unk_258[10 + arg2].unk_03A; blue = player->unk_258[10 + arg2].unk_03C; alpha = player->unk_258[10 + arg2].unk_03E; - sp5C[0] = player->unk_258[10 + arg2].unk_000[0]; - sp5C[1] = player->unk_258[10 + arg2].unk_000[1]; - sp5C[2] = player->unk_258[10 + arg2].unk_000[2]; - sp54[0] = 0; - sp54[1] = player->unk_048[arg3]; - sp54[2] = 0; + sp5C.x = player->unk_258[10 + arg2].unk_000.x; + sp5C.y = player->unk_258[10 + arg2].unk_000.y; + sp5C.z = player->unk_258[10 + arg2].unk_000.z; + sp54.x = 0; + sp54.y = player->unk_048[arg3]; + sp54.z = 0; func_800652D4(sp5C, sp54, player->unk_258[10 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008C90); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -5261,12 +5261,12 @@ void func_80066998(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { green = player->unk_258[arg2].unk_03A; blue = player->unk_258[arg2].unk_03C; alpha = player->unk_258[arg2].unk_03E; - sp54[0] = player->unk_258[arg2].unk_000[0]; - sp54[1] = player->unk_258[arg2].unk_000[1]; - sp54[2] = player->unk_258[arg2].unk_000[2]; - sp4C[0] = 0x4000; - sp4C[1] = player->unk_048[arg3]; - sp4C[2] = 0; + sp54.x = player->unk_258[arg2].unk_000.x; + sp54.y = player->unk_258[arg2].unk_000.y; + sp54.z = player->unk_258[arg2].unk_000.z; + sp4C.x = 0x4000; + sp4C.y = player->unk_048[arg3]; + sp4C.z = 0; func_800652D4(sp54, sp4C, player->unk_258[arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D48C, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0, @@ -5313,20 +5313,20 @@ void func_80066BAC(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { if ((player->unk_258[arg2].unk_01C == 1) && (player->unk_258[arg2].unk_038 != 0x00FF)) { - if (player->collision.surfaceDistance[2] >= 300.0f) { - spDC[1] = player->pos.y + 5.0f; + if (player->collision.surfaceDistance.z >= 300.0f) { + spDC.y = player->pos.y + 5.0f; } else { - spDC[1] = player->pos.y - 3.0f; + spDC.y = player->pos.y - 3.0f; } - spDC[2] = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); - spDC[0] = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); - if (player->collision.surfaceDistance[2] >= 300.0f) { - spD4[0] = cameras[arg3].rot.x - 0x4000; + spDC.z = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); + spDC.x = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); + if (player->collision.surfaceDistance.z >= 300.0f) { + spD4.x = cameras[arg3].rot.x - 0x4000; } else { - spD4[0] = 0; + spD4.x = 0; } - spD4[1] = player->unk_048[arg3]; - spD4[2] = 0; + spD4.y = player->unk_048[arg3]; + spD4.z = 0; func_800652D4(spDC, spD4, player->unk_258[arg2].unk_00C * player->size); if (player->unk_258[arg2].unk_038 == 0) { gSPDisplayList(gDisplayListHead++, D_0D008DB8); @@ -5374,13 +5374,13 @@ void func_80067280(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { green = player->unk_258[30 + arg2].unk_03A; blue = player->unk_258[30 + arg2].unk_03C; alpha = player->unk_258[30 + arg2].unk_03E; - sp7C[0] = player->unk_258[30 + arg2].unk_000[0]; - sp7C[1] = player->unk_258[30 + arg2].unk_000[1]; - sp7C[2] = player->unk_258[30 + arg2].unk_000[2]; - sp74[0] = -0x071C; - sp74[2] = 0; + sp7C.x = player->unk_258[30 + arg2].unk_000.x; + sp7C.y = player->unk_258[30 + arg2].unk_000.y; + sp7C.z = player->unk_258[30 + arg2].unk_000.z; + sp74.x = -0x071C; + sp74.z = 0; if (player->unk_258[30 + arg2].unk_010 == 1) { - sp74[1] = player->unk_048[arg3] - 0x2000; + sp74.y = player->unk_048[arg3] - 0x2000; func_800652D4(sp7C, sp74, player->unk_258[30 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D48C, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0, @@ -5389,7 +5389,7 @@ void func_80067280(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { func_8004B35C(red, green, blue, alpha); gSPDisplayList(gDisplayListHead++, D_0D008E70); } else { - sp74[1] = player->unk_048[arg3] + 0x2000; + sp74.y = player->unk_048[arg3] + 0x2000; func_800652D4(sp7C, sp74, player->unk_258[30 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D48C, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0, @@ -5408,12 +5408,12 @@ void func_80067604(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { UNUSED s32 stackPadding[4]; if (player->unk_258[30 + arg2].unk_01C == 1) { - sp8C[0] = player->unk_258[30 + arg2].unk_000[0]; - sp8C[1] = player->unk_258[30 + arg2].unk_000[1]; - sp8C[2] = player->unk_258[30 + arg2].unk_000[2]; - sp84[0] = 0; - sp84[1] = player->unk_048[arg3]; - sp84[2] = 0; + sp8C.x = player->unk_258[30 + arg2].unk_000.x; + sp8C.y = player->unk_258[30 + arg2].unk_000.y; + sp8C.z = player->unk_258[30 + arg2].unk_000.z; + sp84.x = 0; + sp84.y = player->unk_048[arg3]; + sp84.z = 0; func_800652D4(sp8C, sp84, player->unk_258[30 + arg2].unk_00C * player->size); if (player->unk_258[30 + arg2].unk_010 == 1) { gSPDisplayList(gDisplayListHead++, D_0D008DB8); @@ -5440,12 +5440,12 @@ void func_80067964(Player* player, UNUSED s8 arg1, f32 arg2, UNUSED s8 arg3, s8 UNUSED s32 stackPadding[2]; if (player->unk_258[20 + arg4].unk_01C == 1) { - sp9C[0] = player->unk_258[20 + arg4].unk_000[0]; - sp9C[1] = player->unk_258[20 + arg4].unk_000[1]; - sp9C[2] = player->unk_258[20 + arg4].unk_000[2]; - sp94[0] = 0; - sp94[1] = player->unk_258[20 + arg4].unk_020; - sp94[2] = 0; + sp9C.x = player->unk_258[20 + arg4].unk_000.x; + sp9C.y = player->unk_258[20 + arg4].unk_000.y; + sp9C.z = player->unk_258[20 + arg4].unk_000.z; + sp94.x = 0; + sp94.y = player->unk_258[20 + arg4].unk_020; + sp94.z = 0; func_800652D4(sp9C, sp94, player->size * arg2); gSPDisplayList(gDisplayListHead++, D_0D008C90); gSPClearGeometryMode(gDisplayListHead++, G_CULL_BOTH); @@ -5476,12 +5476,12 @@ void func_80067D3C(Player* player, s8 arg1, u8* texture, s8 arg3, f32 arg4, s32 // ???????????????????????????????????????? if (player->unk_258[20 + arg3].unk_01C == 1) { - sp74[0] = 0; - sp74[1] = player->unk_048[arg1]; - sp74[2] = 0; - sp7C[0] = player->pos.x + (sins((0x4000 & 0xFFFFFFFF) - (player->rotation[1] + player->unk_0C0)) * arg4); - sp7C[1] = player->pos.y + player->boundingBoxSize - sp54[player->characterId] - 2.0f; - sp7C[2] = player->pos.z + (coss((0x4000 & 0xFFFFFFFF) - (player->rotation[1] + player->unk_0C0)) * arg4); + sp74.x = 0; + sp74.y = player->unk_048[arg1]; + sp74.z = 0; + sp7C.x = player->pos.x + (sins((0x4000 & 0xFFFFFFFF) - (player->rotation.y + player->unk_0C0)) * arg4); + sp7C.y = player->pos.y + player->boundingBoxSize - sp54[player->characterId] - 2.0f; + sp7C.z = player->pos.z + (coss((0x4000 & 0xFFFFFFFF) - (player->rotation.y + player->unk_0C0)) * arg4); func_800652D4(sp7C, sp74, player->unk_258[20 + arg3].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, @@ -5504,12 +5504,12 @@ void func_8006801C(Player* player, s8 arg1, u8* texture, s8 arg3, f32 arg4, s32 // ???????????????????????????????????????? if (player->unk_258[20 + arg3].unk_01C == 1) { - sp74[0] = 0; - sp74[1] = player->unk_048[arg1]; - sp74[2] = 0; - sp7C[0] = player->pos.x + (sins((0x4000 & 0xFFFFFFFF) - (player->rotation[1] + player->unk_0C0)) * arg4); - sp7C[1] = player->pos.y + player->boundingBoxSize - sp54[player->characterId] - 2.0f; - sp7C[2] = player->pos.z + (coss((0x4000 & 0xFFFFFFFF) - (player->rotation[1] + player->unk_0C0)) * arg4); + sp74.x = 0; + sp74.y = player->unk_048[arg1]; + sp74.z = 0; + sp7C.x = player->pos.x + (sins((0x4000 & 0xFFFFFFFF) - (player->rotation.y + player->unk_0C0)) * arg4); + sp7C.y = player->pos.y + player->boundingBoxSize - sp54[player->characterId] - 2.0f; + sp7C.z = player->pos.z + (coss((0x4000 & 0xFFFFFFFF) - (player->rotation.y + player->unk_0C0)) * arg4); func_800652D4(sp7C, sp74, player->unk_258[20 + arg3].unk_00C * player->size * 0.8); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, @@ -5527,12 +5527,12 @@ void func_80068310(Player* player, UNUSED s8 arg1, UNUSED f32 arg2, s8 arg3, s8 Vec3s sp94; if (player->unk_258[20 + arg4].unk_01C == 1) { - sp9C[1] = player->unk_258[20 + arg4].unk_000[1]; - sp9C[2] = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); - sp9C[0] = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); - sp94[0] = 0; - sp94[1] = player->unk_048[arg3]; - sp94[2] = 0; + sp9C.x = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); + sp9C.y = player->unk_258[20 + arg4].unk_000.y; + sp9C.z = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); + sp94.x = 0; + sp94.y = player->unk_048[arg3]; + sp94.z = 0; func_800652D4(sp9C, sp94, player->unk_258[20 + arg4].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008C90); gDPLoadTLUT_pal256(gDisplayListHead++, gTLUTOnomatopoeia); @@ -5557,12 +5557,12 @@ void func_80068724(Player* player, UNUSED s8 arg1, UNUSED f32 arg2, s8 arg3, s8 Vec3s sp7C; if (player->unk_258[20 + arg4].unk_01C == 1) { - sp84[1] = player->pos.y - 3.0f; - sp84[2] = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); - sp84[0] = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); - sp7C[0] = 0; - sp7C[1] = player->unk_048[arg3]; - sp7C[2] = 0; + sp84.x = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); + sp84.y = player->pos.y - 3.0f; + sp84.z = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); + sp7C.x = 0; + sp7C.y = player->unk_048[arg3]; + sp7C.z = 0; func_800652D4(sp84, sp7C, player->unk_258[20 + arg4].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA); @@ -5585,19 +5585,19 @@ void func_80068AA4(Player* player, UNUSED s8 arg1, UNUSED f32 arg2, s8 arg3, s8 Vec3f sp64; Vec3s sp5C; - sp64[1] = player->pos.y; - sp64[2] = player->pos.z; - sp64[0] = player->pos.x; + sp64.x = player->pos.x; + sp64.y = player->pos.y; + sp64.z = player->pos.z; if ((player->unk_258[20 + arg4].unk_01C == 1) && (player->animFrameSelector[arg3] < 0xD)) { if (gTickVisuals) { - sp64[1] = player->pos.y - 3.0f; - sp64[2] = player->pos.z + ((-2.5 * player->unk_258[20 + arg4].unk_01E) * coss(player->unk_048[arg3])); - sp64[0] = player->pos.x + ((-2.5 * player->unk_258[20 + arg4].unk_01E) * sins(player->unk_048[arg3])); + sp64.x = player->pos.x + ((-2.5 * player->unk_258[20 + arg4].unk_01E) * sins(player->unk_048[arg3])); + sp64.y = player->pos.y - 3.0f; + sp64.z = player->pos.z + ((-2.5 * player->unk_258[20 + arg4].unk_01E) * coss(player->unk_048[arg3])); } - sp5C[0] = 0; - sp5C[1] = player->unk_048[arg3]; - sp5C[2] = 0; + sp5C.x = 0; + sp5C.y = player->unk_048[arg3]; + sp5C.z = 0; func_800652D4(sp64, sp5C, player->unk_258[20 + arg4].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008D58); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -5617,12 +5617,12 @@ void func_80068DA0(Player* player, UNUSED s8 arg1, UNUSED f32 arg2, s8 arg3, s8 Vec3s sp94; if ((player->unk_258[20 + arg4].unk_01C == 1) && ((s32) player->animFrameSelector[arg3] < 0xD)) { - sp9C[1] = (player->pos.y - 3.0f) + player->unk_258[20 + arg4].unk_000[1]; - sp9C[2] = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); - sp9C[0] = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); - sp94[0] = 0; - sp94[1] = player->unk_048[arg3]; - sp94[2] = 0; + sp9C.x = player->pos.x + (sins(player->unk_048[arg3]) * -10.0f); + sp9C.y = (player->pos.y - 3.0f) + player->unk_258[20 + arg4].unk_000.y; + sp9C.z = player->pos.z + (coss(player->unk_048[arg3]) * -10.0f); + sp94.x = 0; + sp94.y = player->unk_048[arg3]; + sp94.z = 0; func_800652D4(sp9C, sp94, player->unk_258[20 + arg4].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008C90); gDPLoadTLUT_pal256(gDisplayListHead++, gTLUTOnomatopoeia); @@ -5648,13 +5648,13 @@ void func_800691B8(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { if (player->unk_258[30 + arg2].unk_01C == 1) { alpha = player->unk_258[30 + arg2].unk_03E; - sp5C[0] = player->unk_258[30 + arg2].unk_000[0]; - sp5C[1] = player->unk_258[30 + arg2].unk_000[1]; - sp5C[2] = player->unk_258[30 + arg2].unk_000[2]; - sp54[0] = 0; - sp54[1] = player->unk_048[arg3]; + sp5C.x = player->unk_258[30 + arg2].unk_000.x; + sp5C.y = player->unk_258[30 + arg2].unk_000.y; + sp5C.z = player->unk_258[30 + arg2].unk_000.z; + sp54.y = 0; + sp54.z = player->unk_048[arg3]; player->unk_258[30 + arg2].unk_03A += 0x1C71; - sp54[2] = player->unk_258[30 + arg2].unk_03A; + sp54.z = player->unk_258[30 + arg2].unk_03A; func_800652D4(sp5C, sp54, player->size * 0.5); gSPDisplayList(gDisplayListHead++, D_0D008D58); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -5690,12 +5690,12 @@ void func_80069444(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { envBlue = D_800E480C[player->unk_258[30 + arg2].unk_038] & 0xFF; primAlpha = player->unk_258[30 + arg2].unk_03E; - sp74[0] = player->unk_258[30 + arg2].unk_000[0]; - sp74[1] = player->unk_258[30 + arg2].unk_000[1]; - sp74[2] = player->unk_258[30 + arg2].unk_000[2]; - sp6C[0] = 0; - sp6C[1] = player->unk_048[arg3]; - sp6C[2] = 0; + sp74.x = player->unk_258[30 + arg2].unk_000.x; + sp74.y = player->unk_258[30 + arg2].unk_000.y; + sp74.z = player->unk_258[30 + arg2].unk_000.z; + sp6C.x = 0; + sp6C.y = player->unk_048[arg3]; + sp6C.z = 0; func_800652D4(sp74, sp6C, player->size * 1.5); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D494, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, @@ -5719,12 +5719,12 @@ void func_800696CC(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3, f32 arg4) if (player->unk_258[30 + arg2].unk_01C == 1) { alpha = player->unk_258[30 + arg2].unk_03E; - sp5C[0] = player->unk_258[30 + arg2].unk_000[0]; - sp5C[1] = player->unk_258[30 + arg2].unk_000[1]; - sp5C[2] = player->unk_258[30 + arg2].unk_000[2]; - sp54[0] = 0; - sp54[1] = player->unk_048[arg3]; - sp54[2] = 0; + sp5C.x = player->unk_258[30 + arg2].unk_000.x; + sp5C.y = player->unk_258[30 + arg2].unk_000.y; + sp5C.z = player->unk_258[30 + arg2].unk_000.z; + sp54.x = 0; + sp54.y = player->unk_048[arg3]; + sp54.z = 0; // @port: Tag the transform. FrameInterpolation_RecordOpenChild("func_800696CC", TAG_OBJECT(arg2)); @@ -5753,12 +5753,12 @@ void func_80069938(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { if (player->unk_258[30 + arg2].unk_01C == 1) { alpha = player->unk_258[30 + arg2].unk_03E; - sp5C[0] = player->unk_258[30 + arg2].unk_000[0]; - sp5C[1] = player->unk_258[30 + arg2].unk_000[1]; - sp5C[2] = player->unk_258[30 + arg2].unk_000[2]; - sp54[0] = 0; - sp54[1] = player->unk_048[arg3]; - sp54[2] = player->unk_258[30 + arg2].unk_038; + sp5C.x = player->unk_258[30 + arg2].unk_000.x; + sp5C.y = player->unk_258[30 + arg2].unk_000.y; + sp5C.z = player->unk_258[30 + arg2].unk_000.z; + sp54.x = 0; + sp54.y = player->unk_048[arg3]; + sp54.z = player->unk_258[30 + arg2].unk_038; func_800652D4(sp5C, sp54, player->unk_258[30 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008D58); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -5786,12 +5786,12 @@ void func_80069BA8(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { green = player->unk_258[30 + arg2].unk_03A; blue = player->unk_258[30 + arg2].unk_03C; alpha = player->unk_258[30 + arg2].unk_03E; - sp54[0] = player->unk_258[30 + arg2].unk_000[0]; - sp54[1] = player->unk_258[30 + arg2].unk_000[1]; - sp54[2] = player->unk_258[30 + arg2].unk_000[2]; - sp4C[0] = 0; - sp4C[1] = player->unk_048[arg3]; - sp4C[2] = 0; + sp54.x = player->unk_258[30 + arg2].unk_000.x; + sp54.y = player->unk_258[30 + arg2].unk_000.y; + sp54.z = player->unk_258[30 + arg2].unk_000.z; + sp4C.x = 0; + sp4C.y = player->unk_048[arg3]; + sp4C.z = 0; func_800652D4(sp54, sp4C, player->unk_258[30 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D48C, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0, @@ -5809,12 +5809,12 @@ void func_80069DB8(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { UNUSED s32 stackPadding[2]; if (player->unk_258[30 + arg2].unk_01C == 1) { - sp5C[0] = player->unk_258[30 + arg2].unk_000[0]; - sp5C[1] = player->unk_258[30 + arg2].unk_000[1]; - sp5C[2] = player->unk_258[30 + arg2].unk_000[2]; - sp54[0] = 0; - sp54[1] = player->unk_048[arg3]; - sp54[2] = 0; + sp5C.x = player->unk_258[30 + arg2].unk_000.x; + sp5C.y = player->unk_258[30 + arg2].unk_000.y; + sp5C.z = player->unk_258[30 + arg2].unk_000.z; + sp54.x = 0; + sp54.y = player->unk_048[arg3]; + sp54.z = 0; func_800652D4(sp5C, sp54, player->unk_258[30 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008D58); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -5834,12 +5834,12 @@ void func_8006A01C(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { Vec3s sp4C; if (player->unk_258[arg2].unk_01C == 1) { - sp54[0] = player->unk_258[10 + arg2].unk_000[0]; - sp54[1] = player->unk_258[10 + arg2].unk_000[1]; - sp54[2] = player->unk_258[10 + arg2].unk_000[2]; - sp4C[0] = 0; - sp4C[1] = player->unk_048[arg3]; - sp4C[2] = 0; + sp54.x = player->unk_258[10 + arg2].unk_000.x; + sp54.y = player->unk_258[10 + arg2].unk_000.y; + sp54.z = player->unk_258[10 + arg2].unk_000.z; + sp4C.x = 0; + sp4C.y = player->unk_048[arg3]; + sp4C.z = 0; func_800652D4(sp54, sp4C, player->unk_258[10 + arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008D58); @@ -5866,12 +5866,12 @@ void func_8006A280(Player* player, UNUSED s8 arg1, s16 arg2, s8 arg3) { red = player->unk_258[arg2].unk_038; green = player->unk_258[arg2].unk_03A; blue = player->unk_258[arg2].unk_03C; - sp5C[0] = player->unk_258[arg2].unk_000[0]; - sp5C[1] = player->unk_258[arg2].unk_000[1]; - sp5C[2] = player->unk_258[arg2].unk_000[2]; - sp54[0] = 0; - sp54[1] = player->unk_048[arg3]; - sp54[2] = 0; + sp5C.x = player->unk_258[arg2].unk_000.x; + sp5C.y = player->unk_258[arg2].unk_000.y; + sp5C.z = player->unk_258[arg2].unk_000.z; + sp54.x = 0; + sp54.y = player->unk_048[arg3]; + sp54.z = 0; func_800652D4(sp5C, sp54, player->unk_258[arg2].unk_00C * player->size); gSPDisplayList(gDisplayListHead++, D_0D008D58); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -5900,8 +5900,8 @@ void func_8006A50C(Player* player, f32 arg1, f32 arg2, s8 arg3, s8 arg4, s16 arg D_8018D7D0[arg3][arg4] = 0; D_8018D800[arg3][arg4] = 5; D_8018D830[arg3][arg4] = 1; - D_8018D620[arg3][arg4] = -player->rotation[1] - player->unk_0C0; - func_80062B18(&someX, &someY, &someZ, arg1, 4.0f, arg2 + -3.8, -player->rotation[1], 0); + D_8018D620[arg3][arg4] = -player->rotation.y - player->unk_0C0; + func_80062B18(&someX, &someY, &someZ, arg1, 4.0f, arg2 + -3.8, -player->rotation.y, 0); D_8018D4D0[arg3][arg4] = player->pos.x + someX; D_8018D590[arg3][arg4] = player->pos.z + someZ; D_8018D530[arg3][arg4] = (player->pos.y - player->boundingBoxSize) + someY; @@ -5944,7 +5944,7 @@ void func_8006A7C0(Player* player, f32 arg1, f32 arg2, s8 arg3, s8 arg4) { D_8018D6B0[arg3][arg4] = 0.0f; D_8018D710[arg3][arg4] = 0.0f; } - D_8018D620[arg3][arg4] = -player->rotation[1] - player->unk_0C0; + D_8018D620[arg3][arg4] = -player->rotation.y - player->unk_0C0; move_s16_towards(&D_8018D890[arg3][arg4], player->unk_094 * 182.0f, 0.1f); } if (D_8018D830[arg3][arg4] == 1) { @@ -6026,7 +6026,7 @@ void render_battle_balloon(Player* player, s8 arg1, s16 arg2, s8 arg3) { envRed = (envColors[player->characterId] >> 0x10) & 0xFF; envGreen = (envColors[player->characterId] >> 0x08) & 0xFF; envBlue = (envColors[player->characterId] >> 0x00) & 0xFF; - temp_t1 = (((player->unk_048[arg3] + player->rotation[1] + player->unk_0C0) & 0xFFFF) / 128); + temp_t1 = (((player->unk_048[arg3] + player->rotation.y + player->unk_0C0) & 0xFFFF) / 128); temp_t1 <<= 7; if (arg3 == arg1) { var_f20 = 0.3f; @@ -6046,12 +6046,12 @@ void render_battle_balloon(Player* player, s8 arg1, s16 arg2, s8 arg3) { var_f20 = 0.3f; } } - sp134[0] = D_8018D4D0[arg1][arg2]; - sp134[1] = D_8018D530[arg1][arg2]; - sp134[2] = D_8018D590[arg1][arg2]; - sp12C[0] = -((D_8018D890[arg1][arg2] * 4) * coss(temp_t1)); - sp12C[1] = player->unk_048[arg3]; - sp12C[2] = D_8018D7D0[arg1][arg2] - (D_8018D860[arg1][arg2] * coss(temp_t1)) - + sp134.x = D_8018D4D0[arg1][arg2]; + sp134.y = D_8018D530[arg1][arg2]; + sp134.z = D_8018D590[arg1][arg2]; + sp12C.x = -((D_8018D890[arg1][arg2] * 4) * coss(temp_t1)); + sp12C.y = player->unk_048[arg3]; + sp12C.z = D_8018D7D0[arg1][arg2] - (D_8018D860[arg1][arg2] * coss(temp_t1)) - ((D_8018D890[arg1][arg2] * 8) * sins(temp_t1)); mtxf_translate_rotate(mtx, sp134, sp12C); mtxf_scale2(mtx, var_f20); @@ -6172,12 +6172,12 @@ void render_balloon(Vec3f arg0, f32 arg1, s16 arg2, s16 arg3) { envRed = (envColors[arg3] >> 0x10) & 0xFF; envGreen = (envColors[arg3] >> 0x08) & 0xFF; envBlue = (envColors[arg3] >> 0x00) & 0xFF; - spFC[0] = arg0[0]; - spFC[1] = arg0[1]; - spFC[2] = arg0[2]; - spF4[0] = 0; - spF4[1] = camera1->rot.y; - spF4[2] = arg2; + spFC.x = arg0.x; + spFC.y = arg0.y; + spFC.z = arg0.z; + spF4.x = 0; + spF4.y = camera1->rot.y; + spF4.z = arg2; mtxf_translate_rotate(mtx, spFC, spF4); mtxf_scale2(mtx, arg1); // convert_to_fixed_point_matrix(&gGfxPool->mtxEffect[gMatrixEffectCount], sp108); @@ -6217,12 +6217,12 @@ void func_8006C0C8(Vec3f arg0, f32 arg1, s32 rgb, s16 alpha) { s16 green; s16 blue; - sp4C[0] = arg0[0]; - sp4C[1] = arg0[1]; - sp4C[2] = arg0[2]; - sp44[0] = 0; - sp44[1] = camera1->rot.y; - sp44[2] = 0; + sp4C.x = arg0.x; + sp4C.y = arg0.y; + sp4C.z = arg0.z; + sp44.x = 0; + sp44.y = camera1->rot.y; + sp44.z = 0; func_800652D4(sp4C, sp44, arg1); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, D_8018D48C, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, @@ -6246,12 +6246,12 @@ void func_8006C294(Vec3f arg0, f32 arg1, s32 rgb, s16 alpha) { s16 blue = ((rgb >> 0x00) & 0xFF) & 0xFF; // ??????????????????????????????????????? - sp5C[0] = arg0[0]; - sp5C[1] = arg0[1]; - sp5C[2] = arg0[2]; - sp54[0] = 0; - sp54[1] = camera1->rot.y; - sp54[2] = 0; + sp5C.x = arg0.x; + sp5C.y = arg0.y; + sp5C.z = arg0.z; + sp54.x = 0; + sp54.y = camera1->rot.y; + sp54.z = 0; func_800652D4(sp5C, sp54, arg1); gSPDisplayList(gDisplayListHead++, D_0D008D58); gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE); @@ -6273,12 +6273,12 @@ void func_8006C4D4(Vec3f arg0, f32 arg1, s32 rgb, s16 alpha, s16 arg4) { s16 blue = ((rgb >> 0x00) & 0xFF) & 0xFF; // ??????????????????????????????????????? - sp4C[0] = arg0[0]; - sp4C[1] = arg0[1]; - sp4C[2] = arg0[2]; - sp44[0] = 0; - sp44[1] = camera1->rot.y; - sp44[2] = 0; + sp4C.x = arg0.x; + sp4C.y = arg0.y; + sp4C.z = arg0.z; + sp44.x = 0; + sp44.y = camera1->rot.y; + sp44.z = 0; func_800652D4(sp4C, sp44, arg1); gSPDisplayList(gDisplayListHead++, D_0D008DB8); gDPLoadTextureBlock(gDisplayListHead++, common_texture_particle_spark[arg4], G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, |
