diff options
| author | coco875 <59367621+coco875@users.noreply.github.com> | 2023-12-15 09:16:24 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-12-15 01:16:24 -0700 |
| commit | 4e84f00a25cd66f43d16af55d5772075779fd23f (patch) | |
| tree | 7fa21457cba6aa9f4b3b9b36b4f3faa8a91e76f4 /src/code_80086E70.c | |
| parent | f4658efbbaef30f88c7f041899a4236bc227c1af (diff) | |
Rename Functions For Calculating Distance (#500)
* Rename functions for calculating an objects distance to player/camera
Diffstat (limited to 'src/code_80086E70.c')
| -rw-r--r-- | src/code_80086E70.c | 490 |
1 files changed, 304 insertions, 186 deletions
diff --git a/src/code_80086E70.c b/src/code_80086E70.c index f2ce9f82e..c005292f8 100644 --- a/src/code_80086E70.c +++ b/src/code_80086E70.c @@ -65,7 +65,7 @@ s32 func_80087060(s32 objectIndex, s32 arg1) { s32 sp1C; sp1C = 0; - if (is_obj_index_flag_unk_054_inactive(objectIndex, 8) != 0) { + if (is_obj_index_flag_unk_054_inactive(objectIndex, 8) != FALSE) { set_object_flag_unk_054_true(objectIndex, 8); gObjectList[objectIndex].unk_0B0 = arg1; } @@ -81,7 +81,7 @@ s32 func_80087104(s32 objectIndex, u16 arg1) { s32 sp24; sp24 = 0; - if (is_obj_index_flag_unk_054_inactive(objectIndex, 8) != 0) { + if (is_obj_index_flag_unk_054_inactive(objectIndex, 8) != FALSE) { set_object_flag_unk_054_true(objectIndex, 8); gObjectList[objectIndex].unk_0B0 = random_int(arg1); } @@ -580,226 +580,344 @@ void func_800887C0(s32 objectIndex) { set_object_flag_unk_054_false(objectIndex, 0x00800000); } -UNUSED s32 func_80088880(s32 objectIndex, Player *player) { - s32 temp_f10; - s32 temp_f6; - - temp_f10 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f6 = gObjectList[objectIndex].pos[2] - player->pos[2]; - return (temp_f10 * temp_f10) + (temp_f6 * temp_f6); -} - -UNUSED s32 func_800888E8(s32 objectIndex, Player *player) { - s32 temp_f10; - s32 temp_f18; - s32 temp_f6; - - temp_f10 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f6 = gObjectList[objectIndex].pos[1] - player->pos[1]; - temp_f18 = gObjectList[objectIndex].pos[2] - player->pos[2]; - return (temp_f10 * temp_f10) + (temp_f6 * temp_f6) + (temp_f18 * temp_f18); -} - -u32 func_8008896C(s32 objectIndex, Camera *camera) { - s32 temp_f10; - s32 temp_f6; - - temp_f10 = gObjectList[objectIndex].pos[0] - camera->pos[0]; - temp_f6 = gObjectList[objectIndex].pos[2] - camera->pos[2]; - return (temp_f10 * temp_f10) + (temp_f6 * temp_f6); -} - -UNUSED s32 func_800889D4(s32 objectIndex, Camera *camera) { - s32 temp_f10; - s32 temp_f18; - s32 temp_f6; - - temp_f10 = gObjectList[objectIndex].pos[0] - camera->pos[0]; - temp_f6 = gObjectList[objectIndex].pos[1] - camera->pos[1]; - temp_f18 = gObjectList[objectIndex].pos[2] - camera->pos[2]; - return (temp_f10 * temp_f10) + (temp_f6 * temp_f6) + (temp_f18 * temp_f18); -} - -s32 func_80088A58(s32 objectIndex, Player *player, f32 arg2) { - f32 temp_f0; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[2] - player->pos[2]; - if (((temp_f0 * temp_f0) + (temp_f2 * temp_f2)) <= (arg2 * arg2)) { - var_v1 = 1; +/** + * @brief Returns the distance between the object and the player. + * + * @param objectIndex + * @param player + * @return UNUSED + */ +UNUSED s32 get_horizontal_distance_to_player(s32 objectIndex, Player *player) { + s32 x; + s32 y; + + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + y = gObjectList[objectIndex].pos[2] - player->pos[2]; + return (x * x) + (y * y); +} + +/** + * @brief Returns the distance between the object and the player. + * + * @param objectIndex + * @param player + * @return UNUSED + */ +UNUSED s32 get_distance_to_player(s32 objectIndex, Player *player) { + s32 x; + s32 z; + s32 y; + + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + y = gObjectList[objectIndex].pos[1] - player->pos[1]; + z = gObjectList[objectIndex].pos[2] - player->pos[2]; + return (x * x) + (y * y) + (z * z); +} + +/** + * @brief Returns the distance between the object and the camera. + * + * @param objectIndex + * @param camera + * @return UNUSED + */ +u32 get_horizontal_distance_to_camera(s32 objectIndex, Camera *camera) { + s32 x; + s32 y; + + x = gObjectList[objectIndex].pos[0] - camera->pos[0]; + y = gObjectList[objectIndex].pos[2] - camera->pos[2]; + return (x * x) + (y * y); +} + +/** + * @brief Returns the distance between the object and the camera. + * + * @param objectIndex + * @param camera + * @return UNUSED + */ +UNUSED s32 get_distance_to_camera(s32 objectIndex, Camera *camera) { + s32 x; + s32 z; + s32 y; + + x = gObjectList[objectIndex].pos[0] - camera->pos[0]; + y = gObjectList[objectIndex].pos[1] - camera->pos[1]; + z = gObjectList[objectIndex].pos[2] - camera->pos[2]; + return (x * x) + (y * y) + (z * z); +} + +/** + * @brief Returns if the object is closer than the distance to the player. + * + * @param objectIndex + * @param player + * @param distance + * @return true + * @return false + */ +bool is_within_horizontal_distance_of_player(s32 objectIndex, Player *player, f32 distance) { + f32 x; + f32 y; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + y = gObjectList[objectIndex].pos[2] - player->pos[2]; + if (((x * x) + (y * y)) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -s32 func_80088AC0(s32 objectIndex, Player *player, f32 arg2, f32 arg3) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[2] - player->pos[2]; - temp_f12 = (temp_f0 * temp_f0) + (temp_f2 * temp_f2); - if (((arg2 * arg2) <= temp_f12) && (temp_f12 <= (arg3 * arg3))) { - var_v1 = 1; +/** + * @brief Returns if the object is between the distance_min and distance_max to the player. + * + * @param objectIndex + * @param player + * @param distance_min + * @param distance_max + * @return true + * @return false + */ +bool is_in_bounds_to_player(s32 objectIndex, Player *player, f32 distance_min, f32 distance_max) { + f32 x; + f32 distance; + f32 z; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + z = gObjectList[objectIndex].pos[2] - player->pos[2]; + distance = (x * x) + (z * z); + if (((distance_min * distance_min) <= distance) && (distance <= (distance_max * distance_max))) { + var_v1 = TRUE; } return var_v1; } -s32 func_80088B40(s32 objectIndex, Player *player, f32 arg2) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[1] - player->pos[1]; - temp_f12 = gObjectList[objectIndex].pos[2] - player->pos[2]; - if (((temp_f0 * temp_f0) + (temp_f2 * temp_f2) + (temp_f12 * temp_f12)) <= (arg2 * arg2)) { - var_v1 = 1; +/** + * @brief Returns if the object is closer than the distance to the player. + * + * @param objectIndex + * @param player + * @param distance + * @return true + * @return false + */ +bool is_within_distance_to_player(s32 objectIndex, Player *player, f32 distance) { + f32 x; + f32 z; + f32 y; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + y = gObjectList[objectIndex].pos[1] - player->pos[1]; + z = gObjectList[objectIndex].pos[2] - player->pos[2]; + if (((x * x) + (y * y) + (z * z)) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -s32 func_80088BB8(s32 objectIndex, Camera *camera, f32 arg2) { - f32 temp_f0; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - camera->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[2] - camera->pos[2]; - if (((temp_f0 * temp_f0) + (temp_f2 * temp_f2)) <= (arg2 * arg2)) { - var_v1 = 1; +/** + * @brief Returns if the object is between the distance_min and distance_max to the camera. + * + * @param objectIndex + * @param camera + * @param distance + * @return true + * @return false + */ +bool is_within_horizontal_distance_to_camera(s32 objectIndex, Camera *camera, f32 distance) { + f32 x; + f32 y; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - camera->pos[0]; + y = gObjectList[objectIndex].pos[2] - camera->pos[2]; + if (((x * x) + (y * y)) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -UNUSED s32 func_80088C20(s32 objectIndex, Camera *camera, f32 arg2, f32 arg3) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - camera->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[2] - camera->pos[2]; - temp_f12 = (temp_f0 * temp_f0) + (temp_f2 * temp_f2); - if (((arg2 * arg2) <= temp_f12) && (temp_f12 <= (arg3 * arg3))) { - var_v1 = 1; +/** + * @brief Returns if the object is between the distance_min and distance_max to the camera. + * + * @param objectIndex + * @param camera + * @param distance_min + * @param distance_max + * @return UNUSED + */ +UNUSED bool is_within_bounds_to_camera(s32 objectIndex, Camera *camera, f32 distance_min, f32 distance_max) { + f32 x; + f32 distance; + f32 z; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - camera->pos[0]; + z = gObjectList[objectIndex].pos[2] - camera->pos[2]; + distance = (x * x) + (z * z); + if (((distance_min * distance_min) <= distance) && (distance <= (distance_max * distance_max))) { + var_v1 = TRUE; } return var_v1; } -UNUSED s32 func_80088CA0(s32 objectIndex, Camera *camera, f32 arg2) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - camera->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[1] - camera->pos[1]; - temp_f12 = gObjectList[objectIndex].pos[2] - camera->pos[2]; - if (((temp_f0 * temp_f0) + (temp_f2 * temp_f2) + (temp_f12 * temp_f12)) <= (arg2 * arg2)) { - var_v1 = 1; +/** + * @brief Returns if the object is closer than the distance to the camera. + * + * @param objectIndex + * @param camera + * @param distance + * @return UNUSED + */ +UNUSED bool is_within_distance_to_camera(s32 objectIndex, Camera *camera, f32 distance) { + f32 x; + f32 z; + f32 y; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - camera->pos[0]; + y = gObjectList[objectIndex].pos[1] - camera->pos[1]; + z = gObjectList[objectIndex].pos[2] - camera->pos[2]; + if (((x * x) + (y * y) + (z * z)) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -s32 func_80088D18(s32 objectIndex, Player *player) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[2] - player->pos[2]; - temp_f12 = gObjectList[objectIndex].unk_0C8 + player->boundingBoxSize; - if (((temp_f0 * temp_f0) + (temp_f2 * temp_f2)) <= (temp_f12 * temp_f12)) { - var_v1 = 1; +/** + * @brief Returns if the object collided with the player. + * + * @param objectIndex + * @param player + * @return true + * @return false + */ +bool has_collided_horizontally_with_player(s32 objectIndex, Player *player) { + f32 x; + f32 distance; + f32 z; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + z = gObjectList[objectIndex].pos[2] - player->pos[2]; + distance = gObjectList[objectIndex].boundingBoxSize + player->boundingBoxSize; + if (((x * x) + (z * z)) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -s32 func_80088DA4(s32 objectIndex, Player *player) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f14; - f32 temp_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - player->pos[0]; - temp_f2 = gObjectList[objectIndex].pos[1] - player->pos[1]; - temp_f12 = gObjectList[objectIndex].pos[2] - player->pos[2]; - temp_f14 = gObjectList[objectIndex].unk_0C8 + player->boundingBoxSize; - if (((temp_f0 * temp_f0) + (temp_f2 * temp_f2) + (temp_f12 * temp_f12)) <= (temp_f14 * temp_f14)) { - var_v1 = 1; +/** + * @brief Returns if the object collided with the player. + * + * @param objectIndex + * @param player + * @return true + * @return false + */ +bool has_collided_with_player(s32 objectIndex, Player *player) { + f32 x; + f32 z; + f32 distance; + f32 y; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + y = gObjectList[objectIndex].pos[1] - player->pos[1]; + z = gObjectList[objectIndex].pos[2] - player->pos[2]; + distance = gObjectList[objectIndex].boundingBoxSize + player->boundingBoxSize; + if (((x * x) + (y * y) + (z * z)) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -UNUSED s32 func_80088E48(s32 objectIndex, Player *player, f32 arg2) { - f32 temp_f0; - s32 var_v1; +/** + * @brief Returns if the object collided with the player. + * + * @param objectIndex + * @param player + * @param distance + * @return UNUSED + */ +UNUSED bool has_collided_with_player_1d(s32 objectIndex, Player *player, f32 distance) { + f32 x; + bool var_v1; - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[1] - player->pos[1]; - if ((temp_f0 * temp_f0) <= (arg2 * arg2)) { - var_v1 = 1; + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[1] - player->pos[1]; + if ((x * x) <= (distance * distance)) { + var_v1 = TRUE; } return var_v1; } -s32 func_80088E98(s32 objectIndex, Player *player, f32 arg2) { - f32 temp_f0; - f32 temp_f12; - f32 temp_f14; - f32 var_f2; - s32 var_v1; - - var_v1 = 0; - temp_f0 = gObjectList[objectIndex].pos[0] - player->pos[0]; - var_f2 = gObjectList[objectIndex].pos[1] - player->pos[1]; - temp_f12 = gObjectList[objectIndex].pos[2] - player->pos[2]; - temp_f14 = gObjectList[objectIndex].unk_0C8 + player->boundingBoxSize; - if (var_f2 < 0.0f) { - var_f2 = -var_f2; - } - if ((((temp_f0 * temp_f0) + (temp_f12 * temp_f12)) <= (temp_f14 * temp_f14)) && (var_f2 <= arg2)) { - var_v1 = 1; +/** + * @brief Returns if the object collided with the player and is closer than the distance in the y axis. + * + * @param objectIndex + * @param player + * @param distance_y + * @return true + * @return false + */ +bool has_collided_with_player_and_within_height(s32 objectIndex, Player *player, f32 distance_y) { + f32 x; + f32 z; + f32 distance; + f32 y; + bool var_v1; + + var_v1 = FALSE; + x = gObjectList[objectIndex].pos[0] - player->pos[0]; + y = gObjectList[objectIndex].pos[1] - player->pos[1]; + z = gObjectList[objectIndex].pos[2] - player->pos[2]; + distance = gObjectList[objectIndex].boundingBoxSize + player->boundingBoxSize; + // abs(y) + if (y < 0.0f) { + y = -y; + } + if ((((x * x) + (z * z)) <= (distance * distance)) && (y <= distance_y)) { + var_v1 = TRUE; } return var_v1; } f32 func_80088F54(s32 objectIndex, Player *player) { - f32 var_f2; + f32 distance; - var_f2 = gObjectList[objectIndex].pos[1] - player->unk_074; - if (var_f2 < 0.0f) { - var_f2 = -var_f2; + distance = gObjectList[objectIndex].pos[1] - player->unk_074; + // abs(distance) + if (distance < 0.0f) { + distance = -distance; } - return var_f2; + return distance; } -UNUSED s32 func_80088F94(s32 objectIndex, Player *player, f32 arg2) { - f32 var_f0; - s32 var_v1; +UNUSED bool func_80088F94(s32 objectIndex, Player *player, f32 arg2) { + f32 distance; + bool var_v1; - var_f0 = gObjectList[objectIndex].pos[1] - player->unk_074; - var_v1 = 0; - if (var_f0 < 0.0f) { - var_f0 = -var_f0; + distance = gObjectList[objectIndex].pos[1] - player->unk_074; + var_v1 = FALSE; + // abs(distance) + if (distance < 0.0f) { + distance = -distance; } - if (var_f0 <= arg2) { - var_v1 = 1; + if (distance <= arg2) { + var_v1 = TRUE; } return var_v1; } @@ -944,7 +1062,7 @@ s32 func_800895E4(s32 objectIndex) { player = gPlayerOne; if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { - if ((gObjectList[objectIndex].state != 0) && (func_80088D18(objectIndex, player) != 0)) { + if ((gObjectList[objectIndex].state != 0) && (has_collided_horizontally_with_player(objectIndex, player) != 0)) { if (is_obj_index_flag_unk_054_active(objectIndex, 0x04000000) != 0) { func_80072180(); } @@ -962,7 +1080,7 @@ void func_800896D4(s32 objectIndex, f32 arg1, f32 arg2) { player = gPlayerOne; if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { - if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x80000200) && (func_80088D18(objectIndex, player) != 0)) { + if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x80000200) && (has_collided_horizontally_with_player(objectIndex, player) != 0)) { func_8008933C(player, objectIndex, arg1, arg2 * 1.1); if (is_obj_index_flag_unk_054_active(objectIndex, 0x04000000) != 0) { func_80072180(); @@ -981,7 +1099,7 @@ void func_80089820(s32 objectIndex, f32 arg1, f32 arg2, u32 arg3) { if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x80000000)) { - if ((player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (func_80088D18(objectIndex, player) != 0)) { + if ((player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (has_collided_horizontally_with_player(objectIndex, player) != 0)) { if (player->effects & 0x200) { set_object_flag_unk_054_true(objectIndex, 0x02000000); } else { @@ -1005,7 +1123,7 @@ void func_80089A04(s32 objectIndex, f32 arg1, f32 arg2) { player = gPlayerOne; if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { - if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x80000200) && (func_80088DA4(objectIndex, player) != 0)) { + if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x80000200) && (has_collided_with_player(objectIndex, player) != 0)) { func_8008933C(player, objectIndex, arg1, arg2 * 1.1); if (is_obj_index_flag_unk_054_active(objectIndex, 0x04000000) != 0) { func_80072180(); @@ -1026,7 +1144,7 @@ s32 func_80089B50(s32 objectIndex) { player = gPlayerOne; if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++, test++) { - if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x81000000) && (player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (func_80088D18(objectIndex, player) != 0)) { + if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x81000000) && (player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (has_collided_horizontally_with_player(objectIndex, player) != 0)) { if (!(player->effects & 0x200)) { player->statusEffects |= REVERSE_EFFECT; if (is_obj_index_flag_unk_054_active(objectIndex, 0x04000000) != 0) { @@ -1052,7 +1170,7 @@ s32 func_80089CBC(s32 objectIndex, f32 arg1) { if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x81000000)) { - if ((player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (func_80088E98(objectIndex, player, arg1) != 0)) { + if ((player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (has_collided_with_player_and_within_height(objectIndex, player, arg1) != 0)) { if (!(player->effects & 0x200)) { player->statusEffects |= REVERSE_EFFECT; if (is_obj_index_flag_unk_054_active(objectIndex, 0x04000000) != 0) { @@ -1076,7 +1194,7 @@ s32 func_80089E18(s32 objectIndex) { player = gPlayerOne; if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { - if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x800000C0) && (func_80088D18(objectIndex, player) != 0)) { + if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x800000C0) && (has_collided_horizontally_with_player(objectIndex, player) != 0)) { if (player->effects & 0x200) { var_s6 = 1; } else { @@ -1098,7 +1216,7 @@ s32 func_80089F24(s32 objectIndex) { if (is_obj_index_flag_unk_054_active(objectIndex, 0x00000200) != 0) { for (var_s1 = 0; var_s1 < D_8018D158; var_s1++, player++) { if ((gObjectList[objectIndex].state != 0) && !(player->effects & 0x800002C0)) { - if ((player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (func_80088D18(objectIndex, player) != 0)) { + if ((player->type & PLAYER_EXISTS) && !(player->type & PLAYER_INVISIBLE_OR_BOMB) && (has_collided_horizontally_with_player(objectIndex, player) != 0)) { var_s7 = 1; if (is_obj_index_flag_unk_054_active(objectIndex, 0x04000000) != 0) { func_80072180(); @@ -1160,7 +1278,7 @@ void func_8008A1D0(s32 objectIndex, s32 cameraId, s32 arg2, s32 arg3) { camera = &camera1[cameraId]; set_object_flag_unk_054_false(objectIndex, 0x00140000); - temp_v0 = func_8008896C(objectIndex, camera); + temp_v0 = get_horizontal_distance_to_camera(objectIndex, camera); if (temp_v0 < 0x2711U) { var_a2 = 0x5555; } else if (temp_v0 < 0x9C41U) { @@ -1203,7 +1321,7 @@ s32 func_8008A364(s32 objectIndex, s32 cameraId, u16 arg2, s32 arg3) { camera = &camera1[cameraId]; set_object_flag_unk_054_false(objectIndex, 0x00060000); - var_v1 = func_8008896C(objectIndex, camera); + var_v1 = get_horizontal_distance_to_camera(objectIndex, camera); if (var_v1 < (arg3 * arg3)) { set_object_flag_unk_054_true(objectIndex, 0x00020000); if (var_v1 < 0x2711U) { @@ -1221,7 +1339,7 @@ s32 func_8008A364(s32 objectIndex, s32 cameraId, u16 arg2, s32 arg3) { } void func_8008A454(s32 objectIndex, s32 cameraId, s32 arg2) { - if (func_8008896C(objectIndex, &camera1[cameraId]) < (u32) (arg2 * arg2)) { + if (get_horizontal_distance_to_camera(objectIndex, &camera1[cameraId]) < (u32) (arg2 * arg2)) { set_object_flag_unk_054_true(objectIndex, 0x00000020); } else { set_object_flag_unk_054_false(objectIndex, 0x00000020); @@ -1267,7 +1385,7 @@ void func_8008A6DC(s32 objectIndex, f32 arg1) { set_object_flag_unk_054_false(objectIndex, 0x00060000); for (camera = camera1, loopIndex = 0; loopIndex < gPlayerCountSelection1; loopIndex++, camera++) { - if ((gObjectList[objectIndex].state != 0) && (func_80088BB8(objectIndex, camera, arg1) != 0)) { + if ((gObjectList[objectIndex].state != 0) && (is_within_horizontal_distance_to_camera(objectIndex, camera, arg1) != 0)) { set_object_flag_unk_054_true(objectIndex, 0x00020000); if (arg1 <= 500.0) { var_a2 = 0x4000; |
