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authorpetrie911 <69443847+petrie911@users.noreply.github.com>2024-05-25 12:17:03 -0500
committerGitHub <noreply@github.com>2024-05-25 12:17:03 -0500
commit0f6d7cca339705baa473b709be30e08ed85a67a6 (patch)
treeab0d5b4d19d3a46b2a0316f40f4cab194438813c /src/engine/fox_play.c
parent03ce166cca2b9d71b13b9af40cf6875698d36136 (diff)
Player and Vs docs, some improvement to ve1 boss (#259)
* playerstuff * stuff * small fixes * Torch * torch update again
Diffstat (limited to 'src/engine/fox_play.c')
-rw-r--r--src/engine/fox_play.c598
1 files changed, 300 insertions, 298 deletions
diff --git a/src/engine/fox_play.c b/src/engine/fox_play.c
index af3dd807..bbbff3fa 100644
--- a/src/engine/fox_play.c
+++ b/src/engine/fox_play.c
@@ -220,12 +220,13 @@ void Player_DamageEffects(Player* player) {
player->pos.y + sp40 + RAND_FLOAT(10.0f),
player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y,
player->vel.z, 0.04f + RAND_FLOAT(0.03f), player->num + 1);
- if (player->timer_224 == 0) {
- player->timer_224 = 2;
+ if (player->dmgEffectTimer == 0) {
+ player->dmgEffectTimer = 2;
}
}
- } else if (((gGameFrameCount & (var_v1 >> 2)) == 0) && (Rand_ZeroOne() < 0.5f) && (player->timer_224 == 0)) {
- player->timer_224 = 2;
+ } else if (((gGameFrameCount & (var_v1 >> 2)) == 0) && (Rand_ZeroOne() < 0.5f) &&
+ (player->dmgEffectTimer == 0)) {
+ player->dmgEffectTimer = 2;
}
}
}
@@ -292,7 +293,7 @@ void Play_InitVsStage(void) {
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302E0E4);
break;
case VS_STAGE_SECTOR_Z:
- if (gVsMatchType == 2) {
+ if (gVsMatchType == VS_MATCH_TIME) {
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302E378);
} else {
gLevelObjects = SEGMENTED_TO_VIRTUAL(D_versus_302E170);
@@ -819,8 +820,8 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
Vec3f sp38;
f32 sp34 = 20.0f;
- player->unk_1A4 = damage;
- player->unk_21C = direction;
+ player->dmgType = damage;
+ player->hitDirection = direction;
if ((damage == 39) || (damage == 41) || (damage == 42) || (damage == 43)) {
damage = 40;
}
@@ -834,15 +835,15 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
}
player->unk_284 = 0;
player->hitTimer = 20;
- if (player->unk_1A4 > 40) {
+ if (player->dmgType > 40) {
sp34 = (player->boostSpeed * 0.3f) + 20.0f;
- player->timer_498 = 5;
+ player->mercyTimer = 5;
} else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && !gBossActive) {
- player->timer_498 = 3;
+ player->mercyTimer = 3;
} else if ((gCurrentLevel == LEVEL_VENOM_1) || (gCurrentLevel == LEVEL_AQUAS)) {
- player->timer_498 = 5;
+ player->mercyTimer = 5;
} else {
- player->timer_498 = 20;
+ player->mercyTimer = 20;
}
if (gHasShield[player->num]) {
Player_PlaySfx(player->sfxSource, NA_SE_DAMAGE_S, player->num);
@@ -866,9 +867,9 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, player->bankAngle * M_DTOR, MTXF_APPLY);
sp44.z = 0.0f;
- switch (player->unk_21C) {
+ switch (player->hitDirection) {
case 0:
- player->timer_224 = 20;
+ player->dmgEffectTimer = 20;
player->knockback.x = 0.f;
player->knockback.y = 0.f;
player->knockback.z = 0.f;
@@ -896,7 +897,7 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
Player_DamageWings(player, 2, 20);
break;
case 3:
- player->timer_224 = 20;
+ player->dmgEffectTimer = 20;
Play_SpawnHitmark(player->hit4.x - player->vel.x, player->hit4.y, player->hit4.z - player->vel.z);
if (player->form != FORM_LANDMASTER) {
sp44.x = 0.0f;
@@ -913,7 +914,7 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
}
break;
case 4:
- player->timer_224 = 20;
+ player->dmgEffectTimer = 20;
Play_SpawnHitmark(player->hit3.x - player->vel.x, player->hit3.y, player->hit3.z - player->vel.z);
sp44.x = 0.0f;
sp44.y = sp34;
@@ -928,13 +929,13 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
}
break;
}
- if ((gCurrentLevel == LEVEL_VENOM_1) && (player->unk_1A4 == 42)) {
+ if ((gCurrentLevel == LEVEL_VENOM_1) && (player->dmgType == 42)) {
if (player->pos.x > 0.0f) {
player->knockback.x = -30.0f;
} else {
player->knockback.x = 30.0f;
}
- player->timer_498 = 10;
+ player->mercyTimer = 10;
}
}
@@ -943,15 +944,15 @@ f32 D_800D2FEC[5] = {
};
void Player_GroundedCollision(Player* player, u32 arg1, f32 arg2, f32 arg3) {
- player->unk_21C = arg1;
+ player->hitDirection = arg1;
switch (arg1) {
case 1:
case 2:
player->pos.x = player->basePos.x;
player->knockback.x = 0.0f;
- player->pos.x += D_800D2FEC[player->unk_21C];
+ player->pos.x += D_800D2FEC[player->hitDirection];
if (player->form == FORM_LANDMASTER) {
- player->pos.x -= D_800D2FEC[player->unk_21C];
+ player->pos.x -= D_800D2FEC[player->hitDirection];
}
Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f);
break;
@@ -959,9 +960,9 @@ void Player_GroundedCollision(Player* player, u32 arg1, f32 arg2, f32 arg3) {
case 4:
player->pos.z = player->basePos.z;
player->knockback.z = 0.0f;
- player->pos.z += D_800D2FEC[player->unk_21C];
+ player->pos.z += D_800D2FEC[player->hitDirection];
if (player->form == FORM_LANDMASTER) {
- player->pos.z += D_800D2FEC[player->unk_21C];
+ player->pos.z += D_800D2FEC[player->hitDirection];
}
player->trueZpos = player->pos.z;
Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f);
@@ -1487,7 +1488,7 @@ Vec3f D_800D30B8[4] = {
};
void Player_Collide(Player* playerA, Player* playerB) {
- if (playerA->timer_498 == 0) {
+ if (playerA->mercyTimer == 0) {
Player_ApplyDamage(playerA, 0, D_800D3000[playerA->form][playerB->form]);
playerA->attacker = playerB->num + 1;
playerB->attacker = playerA->num + 1;
@@ -1628,7 +1629,7 @@ void Player_CollisionCheck(Player* player) {
func_tank_800444BC(player);
}
- if ((player->timer_498 == 0) || ((gCamCount != 1) && (player->form != FORM_ARWING))) {
+ if ((player->mercyTimer == 0) || ((gCamCount != 1) && (player->form != FORM_ARWING))) {
if (gLevelMode == LEVELMODE_ALL_RANGE) {
Scenery360* scenery360;
@@ -1705,7 +1706,7 @@ void Player_CollisionCheck(Player* player) {
player->pos.y = player->basePos.y;
player->pos.z = player->basePos.z;
player->yRot_114 = scenery360->obj.rot.y + 180.0f;
- player->timer_498 = 5;
+ player->mercyTimer = 5;
}
if ((scenery360->obj.id == OBJ_SCENERY_135) ||
(scenery360->obj.id == OBJ_SCENERY_136)) {
@@ -1730,7 +1731,7 @@ void Player_CollisionCheck(Player* player) {
} else {
player->yRot_114 = scenery360->obj.rot.y;
}
- player->timer_498 = 5;
+ player->mercyTimer = 5;
}
}
}
@@ -1808,7 +1809,7 @@ void Player_CollisionCheck(Player* player) {
player->knockback.x = spBC.x;
player->knockback.y = spBC.y;
player->pos.x = player->basePos.x;
- player->timer_498 = 5;
+ player->mercyTimer = 5;
} else if (scenery->obj.id == OBJ_SCENERY_50) {
if (player->pos.x < scenery->obj.pos.x) {
player->knockback.x = -30.0f;
@@ -1819,7 +1820,7 @@ void Player_CollisionCheck(Player* player) {
}
player->knockback.y = 0.0f;
player->pos.x = player->basePos.x;
- player->timer_498 = 5;
+ player->mercyTimer = 5;
} else if (scenery->obj.id == OBJ_SCENERY_131) {
Matrix_RotateY(gCalcMatrix, (scenery->obj.rot.y + 180.0f) * M_DTOR, MTXF_NEW);
Matrix_RotateZ(gCalcMatrix, -scenery->obj.rot.z * M_DTOR, MTXF_APPLY);
@@ -1828,7 +1829,7 @@ void Player_CollisionCheck(Player* player) {
player->knockback.y = spBC.y;
player->rot.y = 0.0f;
player->rot.x = 0.0f;
- player->timer_498 = 5;
+ player->mercyTimer = 5;
player->pos.x = player->basePos.x;
player->pos.y = player->basePos.y;
}
@@ -1857,7 +1858,7 @@ void Player_CollisionCheck(Player* player) {
if ((VEC3F_MAG(&spfD4)) < 1500.0f) {
Player_ApplyDamage(player, 0, boss->info.damage);
player->boostSpeed = 0.0f;
- player->timer_498 = 5;
+ player->mercyTimer = 5;
player->knockback.y = 30.0f;
boss->dmgType = DMG_BEAM;
func_effect_8007BFFC(player->pos.x + RAND_FLOAT_CENTERED(10.0f),
@@ -2022,7 +2023,7 @@ void Player_CollisionCheck(Player* player) {
(sprite->obj.id == OBJ_SPRITE_TI_CACTUS) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) {
sprite->destroy = 1;
player->hitTimer = 6;
- player->unk_21C = 0;
+ player->hitDirection = 0;
} else {
Player_ApplyDamage(player, temp_v0, sprite->info.damage);
}
@@ -2155,73 +2156,130 @@ void Player_FloorCheck(Player* player) {
s32 pad3;
s32 pad4;
- if (player->unk_240 == 0) {
- player->groundPos.x = player->pos.x;
- player->groundPos.z = player->trueZpos - player->pos.y;
- if (gGroundType != 4) {
- if (gCamCount == 1) {
- player->groundPos.y = gGroundHeight + 3.0f;
- } else {
- player->groundPos.y = gGroundHeight;
- if (player->form == FORM_ON_FOOT) {
- player->groundPos.z = player->trueZpos;
+ if (player->hideShadow) {
+ return;
+ }
+ player->groundPos.x = player->pos.x;
+ player->groundPos.z = player->trueZpos - player->pos.y;
+ if (gGroundType != 4) {
+ if (gCamCount == 1) {
+ player->groundPos.y = gGroundHeight + 3.0f;
+ } else {
+ player->groundPos.y = gGroundHeight;
+ if (player->form == FORM_ON_FOOT) {
+ player->groundPos.z = player->trueZpos;
+ }
+ }
+ player->shadowRotX = player->shadowRotZ = player->groundRotY = 0.0f;
+ }
+ sp100 = 0.0f;
+ spFC = 0.0f;
+ spF8 = 0.0f;
+ if (gCamCount != 1) {
+ if (player->form == FORM_ON_FOOT) {
+ for (sp144 = 0; sp144 < 200; sp144++) {
+ scenery360 = &gScenery360[sp144];
+ if ((scenery360->obj.status == OBJ_ACTIVE) &&
+ ((scenery360->obj.id == OBJ_SCENERY_143) || (scenery360->obj.id == OBJ_SCENERY_140) ||
+ (scenery360->obj.id == OBJ_SCENERY_141)) &&
+ (fabsf(scenery360->obj.pos.x - player->pos.x) < 2000.0f) &&
+ (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2000.0f)) {
+ spC8.x = scenery360->obj.pos.x;
+ spC8.y = scenery360->obj.pos.y;
+ spC8.z = scenery360->obj.pos.z;
+ spD4.x = player->pos.x;
+ spD4.y = gGroundHeight;
+ spD4.z = player->trueZpos;
+ colId = COL2_4;
+ if (scenery360->obj.id == OBJ_SCENERY_141) {
+ colId = COL2_6;
+ } else if (scenery360->obj.id == OBJ_SCENERY_143) {
+ colId = COL2_17;
+ }
+ if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
+ player->groundPos.y = spBC.y + 1.0f;
+ player->shadowRotX = spBC.x;
+ player->shadowRotZ = spBC.z;
+ break;
+ }
}
}
- player->unk_248 = player->unk_24C = player->groundRotY = 0.0f;
}
- sp100 = 0.0f;
- spFC = 0.0f;
- spF8 = 0.0f;
- if (gCamCount != 1) {
- if (player->form == FORM_ON_FOOT) {
- for (sp144 = 0; sp144 < 200; sp144++) {
- scenery360 = &gScenery360[sp144];
- if ((scenery360->obj.status == OBJ_ACTIVE) &&
- ((scenery360->obj.id == OBJ_SCENERY_143) || (scenery360->obj.id == OBJ_SCENERY_140) ||
- (scenery360->obj.id == OBJ_SCENERY_141)) &&
- (fabsf(scenery360->obj.pos.x - player->pos.x) < 2000.0f) &&
- (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2000.0f)) {
- spC8.x = scenery360->obj.pos.x;
- spC8.y = scenery360->obj.pos.y;
- spC8.z = scenery360->obj.pos.z;
- spD4.x = player->pos.x;
- spD4.y = gGroundHeight;
- spD4.z = player->trueZpos;
- colId = COL2_4;
- if (scenery360->obj.id == OBJ_SCENERY_141) {
- colId = COL2_6;
- } else if (scenery360->obj.id == OBJ_SCENERY_143) {
- colId = COL2_17;
+ } else {
+ if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) {
+ player->groundPos.x = player->pos.x;
+ player->groundPos.z = player->trueZpos;
+ for (sp144 = 0, scenery360 = gScenery360; sp144 < 200; sp144++, scenery360++) {
+ if ((scenery360->obj.status == OBJ_ACTIVE) &&
+ ((scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) ||
+ (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_1) ||
+ (scenery360->obj.id == OBJ_SCENERY_3)) &&
+ (fabsf(scenery360->obj.pos.x - player->pos.x) < 2500.0f) &&
+ (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2500.0f)) {
+ tempx = scenery360->obj.pos.x;
+ tempy = scenery360->obj.pos.y;
+ tempz = scenery360->obj.pos.z;
+ sp120 = scenery360->obj.rot.y;
+ Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
+ spEC.x = player->pos.x - tempx;
+ spEC.y = 0.0f;
+ spEC.z = player->trueZpos - tempz;
+ Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
+ spD4.x = spE0.x + tempx;
+ spD4.y = spE0.y + tempy;
+ spD4.z = spE0.z + tempz;
+ spC8.x = tempx;
+ spC8.y = tempy;
+ spC8.z = tempz;
+
+ if ((scenery360->obj.id == OBJ_SCENERY_149) || (scenery360->obj.id == OBJ_SCENERY_150)) {
+ if (scenery360->obj.id == OBJ_SCENERY_149) {
+ colId = COL1_5;
+ } else {
+ colId = COL1_6;
+ }
+ if (func_col1_800998FC(&spD4, &spC8, &sp9C, colId, &spB0, spA8) > 0) {
+ player->groundPos.y = spB0.y;
+ player->shadowRotX = spA8[0];
+ player->shadowRotZ = spA8[1];
+ player->groundRotY = DEG_TO_RAD(sp120);
+ }
+ } else {
+ colId = COL2_0;
+ if (scenery360->obj.id == OBJ_SCENERY_3) {
+ colId = COL2_3;
}
if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
- player->groundPos.y = spBC.y + 1.0f;
- player->unk_248 = spBC.x;
- player->unk_24C = spBC.z;
- break;
+ player->groundPos.y = spBC.y;
+ player->shadowRotX = spBC.x;
+ player->shadowRotZ = spBC.z;
+ player->groundRotY = DEG_TO_RAD(sp120);
}
}
}
}
- } else {
- if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) {
- player->groundPos.x = player->pos.x;
- player->groundPos.z = player->trueZpos;
- for (sp144 = 0, scenery360 = gScenery360; sp144 < 200; sp144++, scenery360++) {
- if ((scenery360->obj.status == OBJ_ACTIVE) &&
- ((scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) ||
- (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_1) ||
- (scenery360->obj.id == OBJ_SCENERY_3)) &&
- (fabsf(scenery360->obj.pos.x - player->pos.x) < 2500.0f) &&
- (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2500.0f)) {
- tempx = scenery360->obj.pos.x;
- tempy = scenery360->obj.pos.y;
- tempz = scenery360->obj.pos.z;
- sp120 = scenery360->obj.rot.y;
- Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
+ }
+ for (sp144 = 0, scenery = gScenery;
+ (sp144 < 50) && (gLevelMode == LEVELMODE_ON_RAILS) && (gCurrentLevel != LEVEL_VENOM_1);
+ sp144++, scenery++) {
+ if ((scenery->obj.status == OBJ_ACTIVE) && ((player->trueZpos - 3000.0f) < scenery->obj.pos.z) &&
+ (scenery->obj.id != OBJ_SCENERY_0) && (scenery->obj.id != OBJ_SCENERY_8)) {
+ tempx = scenery->obj.pos.x;
+ tempy = scenery->obj.pos.y;
+ tempz = scenery->obj.pos.z;
+ sp120 = scenery->obj.rot.y;
+ if ((scenery->obj.id == OBJ_SCENERY_3) || (scenery->obj.id == OBJ_SCENERY_2) ||
+ (scenery->obj.id == OBJ_SCENERY_47) || (scenery->obj.id == OBJ_SCENERY_4) ||
+ (scenery->obj.id == OBJ_SCENERY_5)) {
+ Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
+ for (var_fs1 = var_fs0 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
spEC.x = player->pos.x - tempx;
- spEC.y = 0.0f;
- spEC.z = player->trueZpos - tempz;
+ spEC.y = player->pos.y + var_fs0 - tempy;
+ spEC.z = player->trueZpos + var_fs1 - tempz;
Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
+ if ((player->pos.y + var_fs0) <= gGroundHeight) {
+ break;
+ }
spD4.x = spE0.x + tempx;
spD4.y = spE0.y + tempy;
spD4.z = spE0.z + tempz;
@@ -2229,129 +2287,73 @@ void Player_FloorCheck(Player* player) {
spC8.y = tempy;
spC8.z = tempz;
- if ((scenery360->obj.id == OBJ_SCENERY_149) || (scenery360->obj.id == OBJ_SCENERY_150)) {
- if (scenery360->obj.id == OBJ_SCENERY_149) {
- colId = COL1_5;
- } else {
- colId = COL1_6;
- }
- if (func_col1_800998FC(&spD4, &spC8, &sp9C, colId, &spB0, spA8) > 0) {
- player->groundPos.y = spB0.y;
- player->unk_248 = spA8[0];
- player->unk_24C = spA8[1];
- player->groundRotY = DEG_TO_RAD(sp120);
- }
- } else {
- colId = COL2_0;
- if (scenery360->obj.id == OBJ_SCENERY_3) {
- colId = COL2_3;
- }
- if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
- player->groundPos.y = spBC.y;
- player->unk_248 = spBC.x;
- player->unk_24C = spBC.z;
- player->groundRotY = DEG_TO_RAD(sp120);
- }
+ colId = COL2_0;
+
+ if (scenery->obj.id == OBJ_SCENERY_47) {
+ colId = COL2_7;
+ }
+ if (scenery->obj.id == OBJ_SCENERY_2) {
+ colId = COL2_2;
+ } else if (scenery->obj.id == OBJ_SCENERY_3) {
+ colId = COL2_3;
+ } else if ((scenery->obj.id == OBJ_SCENERY_4) || (scenery->obj.id == OBJ_SCENERY_5)) {
+ colId = COL2_1;
+ }
+ if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
+ player->groundPos.y = spBC.y;
+ player->groundPos.z = player->trueZpos + var_fs1;
+ player->shadowRotX = spBC.x;
+ player->shadowRotZ = spBC.z;
+ player->groundRotY = DEG_TO_RAD(sp120);
+ break;
}
}
- }
- }
- for (sp144 = 0, scenery = gScenery;
- (sp144 < 50) && (gLevelMode == LEVELMODE_ON_RAILS) && (gCurrentLevel != LEVEL_VENOM_1);
- sp144++, scenery++) {
- if ((scenery->obj.status == OBJ_ACTIVE) && ((player->trueZpos - 3000.0f) < scenery->obj.pos.z) &&
- (scenery->obj.id != OBJ_SCENERY_0) && (scenery->obj.id != OBJ_SCENERY_8)) {
- tempx = scenery->obj.pos.x;
- tempy = scenery->obj.pos.y;
- tempz = scenery->obj.pos.z;
- sp120 = scenery->obj.rot.y;
- if ((scenery->obj.id == OBJ_SCENERY_3) || (scenery->obj.id == OBJ_SCENERY_2) ||
- (scenery->obj.id == OBJ_SCENERY_47) || (scenery->obj.id == OBJ_SCENERY_4) ||
- (scenery->obj.id == OBJ_SCENERY_5)) {
- Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
- for (var_fs1 = var_fs0 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
- spEC.x = player->pos.x - tempx;
- spEC.y = player->pos.y + var_fs0 - tempy;
- spEC.z = player->trueZpos + var_fs1 - tempz;
- Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
- if ((player->pos.y + var_fs0) <= gGroundHeight) {
+ } else {
+ hitboxData = scenery->info.hitbox;
+ count = *hitboxData;
+ if (count != 0) {
+ if (scenery->info.action == (ObjectFunc) func_enmy_80066EA8) {
+ sp120 = 0.0f;
+ }
+ hitboxData++;
+ for (i = 0; i < count; i++, hitboxData += 6) {
+ if (*hitboxData >= HITBOX_SHADOW) {
break;
}
- spD4.x = spE0.x + tempx;
- spD4.y = spE0.y + tempy;
- spD4.z = spE0.z + tempz;
- spC8.x = tempx;
- spC8.y = tempy;
- spC8.z = tempz;
- colId = COL2_0;
-
- if (scenery->obj.id == OBJ_SCENERY_47) {
- colId = COL2_7;
- }
- if (scenery->obj.id == OBJ_SCENERY_2) {
- colId = COL2_2;
- } else if (scenery->obj.id == OBJ_SCENERY_3) {
- colId = COL2_3;
- } else if ((scenery->obj.id == OBJ_SCENERY_4) || (scenery->obj.id == OBJ_SCENERY_5)) {
- colId = COL2_1;
- }
- if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
- player->groundPos.y = spBC.y;
- player->groundPos.z = player->trueZpos + var_fs1;
- player->unk_248 = spBC.x;
- player->unk_24C = spBC.z;
- player->groundRotY = DEG_TO_RAD(sp120);
- break;
- }
- }
- } else {
- hitboxData = scenery->info.hitbox;
- count = *hitboxData;
- if (count != 0) {
- if (scenery->info.action == (ObjectFunc) func_enmy_80066EA8) {
- sp120 = 0.0f;
+ if (*hitboxData == HITBOX_ROTATED) {
+ sp100 = hitboxData[1];
+ spFC = hitboxData[2];
+ spF8 = hitboxData[3];
+ hitboxData += 4;
+ Matrix_RotateZ(gCalcMatrix, -spF8 * M_DTOR, MTXF_NEW);
+ Matrix_RotateX(gCalcMatrix, -sp100 * M_DTOR, MTXF_APPLY);
+ Matrix_RotateY(gCalcMatrix, -spFC * M_DTOR, MTXF_APPLY);
+ Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_APPLY);
+ } else {
+ Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
}
- hitboxData++;
- for (i = 0; i < count; i++, hitboxData += 6) {
- if (*hitboxData >= HITBOX_SHADOW) {
+ hitbox = (Hitbox*) hitboxData;
+ for (var_fs0 = var_fs1 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
+ spEC.x = player->pos.x - tempx;
+ spEC.y = player->pos.y + var_fs0 - tempy;
+ spEC.z = player->trueZpos + var_fs1 - tempz;
+ Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
+ tempx2 = spE0.x + tempx;
+ tempy2 = spE0.y + tempy;
+ tempz2 = spE0.z + tempz;
+ if (spEC.y + tempy <= gGroundHeight) {
break;
}
- if (*hitboxData == HITBOX_ROTATED) {
- sp100 = hitboxData[1];
- spFC = hitboxData[2];
- spF8 = hitboxData[3];
- hitboxData += 4;
- Matrix_RotateZ(gCalcMatrix, -spF8 * M_DTOR, MTXF_NEW);
- Matrix_RotateX(gCalcMatrix, -sp100 * M_DTOR, MTXF_APPLY);
- Matrix_RotateY(gCalcMatrix, -spFC * M_DTOR, MTXF_APPLY);
- Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_APPLY);
- } else {
- Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
- }
- hitbox = (Hitbox*) hitboxData;
- for (var_fs0 = var_fs1 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
- spEC.x = player->pos.x - tempx;
- spEC.y = player->pos.y + var_fs0 - tempy;
- spEC.z = player->trueZpos + var_fs1 - tempz;
- Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
- tempx2 = spE0.x + tempx;
- tempy2 = spE0.y + tempy;
- tempz2 = spE0.z + tempz;
- if (spEC.y + tempy <= gGroundHeight) {
- break;
- }
-
- if (Play_CheckSingleHitbox(hitbox, tempx, tempy, tempz, tempx2, tempy2, tempz2)) {
- if (gGroundHeight < player->groundPos.y) {
- player->groundPos.y = spEC.y + 15.0f + tempy;
- player->groundPos.z = spEC.z + 10.0f + tempz;
- player->unk_248 = DEG_TO_RAD(sp100);
- player->groundRotY = DEG_TO_RAD(sp120);
- }
- break;
+ if (Play_CheckSingleHitbox(hitbox, tempx, tempy, tempz, tempx2, tempy2, tempz2)) {
+ if (gGroundHeight < player->groundPos.y) {
+ player->groundPos.y = spEC.y + 15.0f + tempy;
+ player->groundPos.z = spEC.z + 10.0f + tempz;
+ player->shadowRotX = DEG_TO_RAD(sp100);
+ player->groundRotY = DEG_TO_RAD(sp120);
}
+ break;
}
}
}
@@ -2520,7 +2522,7 @@ void Player_ResetVsData(void) {
s32 i;
s32 j;
- gVsMatchState = 0;
+ gVsMatchState = VS_STATE_0;
for (i = 0; i < 4; i++) {
gVsPoints[i] = 0;
for (j = 0; j < 10; j++) {
@@ -2529,7 +2531,7 @@ void Player_ResetVsData(void) {
gLaserStrength[i] = LASERS_SINGLE;
gBombCount[i] = 0;
}
- gVsMatchStart = gVsMatchOver = 0;
+ gVsMatchStart = gVsMatchOver = false;
}
void Player_InitVersus(void) {
@@ -2559,7 +2561,7 @@ void Play_Init(void) {
} else {
gEnemyShotSpeed = 100;
}
- gPauseEnabled = 0;
+ gPauseEnabled = false;
gVIsPerFrame = 2;
D_ctx_80177C70 = 0;
gTeamHelpActor = NULL;
@@ -2591,7 +2593,7 @@ void Play_Init(void) {
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) {
gLevelMode = LEVELMODE_ALL_RANGE;
}
- gVsMatchStart = 0;
+ gVsMatchStart = false;
Play_InitEnvironment();
gDropHitCountItem = gTeamLowHealthMsgTimer = gStartAndrossFightTimer = gSoShieldsEmpty = gAllRangeEventTimer =
gAllRangeFrameCount = gBossActive = gGameFrameCount = gCameraShake = gDynaFloorTimer = gBossFrameCount =
@@ -3185,24 +3187,24 @@ void Player_ArwingBank(Player* player) {
Math_SmoothStepToF(&player->zRotBank, sp3C, sp38, 10.0f, 0.f);
if (gInputPress->button & Z_TRIG) {
player->sfx.bank = 1;
- if (player->barrelInputTimerL != 0) {
- player->barrelRoll = 1;
- player->timer_1E8 = 10;
+ if (player->rollInputTimerL != 0) {
+ player->rollState = 1;
+ player->rollTimer = 10;
player->rollRate = player->baseRollRate = 30;
player->sfx.roll = 1;
} else {
- player->barrelInputTimerL = 10;
+ player->rollInputTimerL = 10;
}
}
if (gInputPress->button & R_TRIG) {
player->sfx.bank = 1;
- if (player->barrelInputTimerR != 0) {
- player->barrelRoll = 1;
- player->timer_1E8 = 10;
+ if (player->rollInputTimerR != 0) {
+ player->rollState = 1;
+ player->rollTimer = 10;
player->rollRate = player->baseRollRate = -30;
player->sfx.roll = 1;
} else {
- player->barrelInputTimerR = 10;
+ player->rollInputTimerR = 10;
}
}
}
@@ -3211,21 +3213,21 @@ void Player_UseTankJets(Player* player) {
Math_SmoothStepToF(&player->unk_170, 0.0f, 1.0f, 0.2f, 0.0f);
Math_SmoothStepToF(&player->unk_16C, 0.0f, 1.0f, 0.2f, 0.0f);
if (gInputPress->button & Z_TRIG) {
- if ((player->barrelInputTimerL != 0) && (player->zRotBank > 0.0f) && (player->boostMeter < 10.0f)) {
- player->barrelRoll = 1;
- player->timer_1E8 = 15;
+ if ((player->rollInputTimerL != 0) && (player->zRotBank > 0.0f) && (player->boostMeter < 10.0f)) {
+ player->rollState = 1;
+ player->rollTimer = 15;
player->rollRate = player->baseRollRate = 20;
} else {
- player->barrelInputTimerL = 10;
+ player->rollInputTimerL = 10;
}
}
if (gInputPress->button & R_TRIG) {
- if ((player->barrelInputTimerR != 0) && (player->zRotBank < 0.0f) && (player->boostMeter < 10.0f)) {
- player->barrelRoll = 1;
- player->timer_1E8 = 15;
+ if ((player->rollInputTimerR != 0) && (player->zRotBank < 0.0f) && (player->boostMeter < 10.0f)) {
+ player->rollState = 1;
+ player->rollTimer = 15;
player->rollRate = player->baseRollRate = -20;
} else {
- player->barrelInputTimerR = 10;
+ player->rollInputTimerR = 10;
}
}
player->unk_18C = fabsf(SIN_DEG(player->zRotBank) * 25.0f);
@@ -3614,7 +3616,7 @@ void Player_MoveArwingOnRails(Player* player) {
sp84 = 0.2f;
gPlayerTurnRate *= 2.0f;
}
- if (player->barrelRoll != 0) {
+ if (player->rollState != 0) {
sp84 = 0.2f;
gPlayerTurnRate = 6.8999996f; // 690.0f * 0.01f
}
@@ -3783,7 +3785,7 @@ void Player_MoveTank360(Player* player) {
var_fa0 = 0.1f;
var_fa1 = 4.0f;
}
- if (player->barrelRoll != 0) {
+ if (player->rollState != 0) {
if ((player->rollRate > 0) && (sp5C < 0.0f)) {
var_fa0 = 0.2f;
var_fa1 = 20.0f;
@@ -3816,7 +3818,7 @@ void Player_MoveTank360(Player* player) {
if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && player->grounded) {
Math_SmoothStepToF(&player->unk_184, 0.0f, 1.0f, 0.75f, 0.0f);
}
- if (player->barrelRoll != 0) {
+ if (player->rollState != 0) {
if (player->rollRate < 0) {
player->unk_184 = 15.0f;
}
@@ -4131,7 +4133,7 @@ void Player_Setup(Player* playerx) {
player->cam.at.z = player->cam.eye.z - 1000.0f;
D_ctx_80177950 = 1.0f;
if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
- player->unk_240 = 1;
+ player->hideShadow = true;
player->unk_0A8 = 3000.0f;
player->pathWidth = 700.0f;
player->pathHeight = 612.0f;
@@ -4275,19 +4277,19 @@ void Player_Setup(Player* playerx) {
Camera_Update360(player, 1);
}
player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
- player->unk_204 = gLevelType;
+ player->wingPosition = gLevelType;
if ((gLevelMode == LEVELMODE_ALL_RANGE) && !gVersusMode) {
player->pos.z = 8000.0f;
player->pos.y = 670.0f;
player->pathHeight = 730.0f;
- player->unk_204 = 2;
+ player->wingPosition = 2;
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) {
player->pos.x = -7910.0f;
player->pos.y = 300.0f;
player->pos.z = -11808.0f;
player->yRot_114 = 188.0f;
- player->unk_240 = 1;
+ player->hideShadow = true;
}
Camera_UpdateArwing360(player, 1);
} else {
@@ -4305,12 +4307,12 @@ void Player_Setup(Player* playerx) {
switch (gCurrentLevel) {
case LEVEL_CORNERIA:
player->state_1C8 = PLAYERSTATE_1C8_LEVEL_INTRO;
- player->unk_204 = 1;
+ player->wingPosition = 1;
gGroundSurface = gSavedGroundSurface = SURFACE_WATER;
Play_dummy_MuteSfx();
break;
case LEVEL_BOLSE:
- player->unk_204 = 1;
+ player->wingPosition = 1;
D_BO_801A03DC = 6;
/* fallthrough */
case LEVEL_SECTOR_X:
@@ -4354,7 +4356,7 @@ void Player_Setup(Player* playerx) {
}
}
if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
- player->unk_234 = 1;
+ player->draw = true;
switch (gCurrentLevel) {
case LEVEL_CORNERIA:
AUDIO_PLAY_BGM(NA_BGM_START_DEMO);
@@ -4398,14 +4400,14 @@ void Player_Setup(Player* playerx) {
gLevelClearScreenTimer = gBossHealthBar = D_ctx_80177850 = 0;
if ((gCurrentLevel == LEVEL_TRAINING)) {
- D_ctx_80177824 = 1;
+ gClearPlayerInfo = true;
}
- if (D_ctx_80177824 && !gVersusMode) {
+ if (gClearPlayerInfo && !gVersusMode) {
for (j = TEAM_ID_FALCO; j < TEAM_ID_MAX; j++) {
gTeamShields[j] = gSavedTeamShields[j] = gPrevPlanetTeamShields[j] = gPrevPlanetSavedTeamShields[j] = 255;
}
for (j = 0; j < 6; j++) {
- gStarWolfTeamAlive[j] = gSavedStarWolfTeamAlive[j] = 1;
+ gStarWolfTeamAlive[j] = gSavedStarWolfTeamAlive[j] = true;
}
gLaserStrength[gPlayerNum] = LASERS_SINGLE;
gGoldRingCount[0] = gSavedGoldRingCount[0] = gTotalHits = 0;
@@ -4418,11 +4420,11 @@ void Player_Setup(Player* playerx) {
D_hud_80161720[2] = 0.0f;
gDisplayedHitCount = 0;
gHitCount = 0;
- D_ctx_80177824 = 0;
+ gClearPlayerInfo = false;
}
}
if ((gCurrentLevel == LEVEL_TRAINING)) {
- D_ctx_80177824 = 1;
+ gClearPlayerInfo = true;
}
player->sfx.levelType = gLevelType;
player->sfx.form = player->form;
@@ -4432,7 +4434,7 @@ void Player_Setup(Player* playerx) {
Audio_StartPlayerNoise(gPlayerNum);
}
if ((player->form == FORM_ARWING) && !gVersusMode) {
- switch (player->unk_204) {
+ switch (player->wingPosition) {
case 0:
Animation_GetFrameData(&D_arwing_3015AF4, 0, player->jointTable);
break;
@@ -4447,7 +4449,7 @@ void Player_Setup(Player* playerx) {
if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) {
player->wings.unk_14 = -10.0f;
}
- gPauseEnabled = 0;
+ gPauseEnabled = false;
}
void Player_UpdateArwingRoll(Player* player) {
@@ -4473,14 +4475,14 @@ void Player_UpdateArwingRoll(Player* player) {
}
}
if (player->meteoWarpTimer == 0) {
- if (player->barrelRoll == 0) {
+ if (player->rollState == 0) {
Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 10.0f, 0.00001f);
}
- if (player->barrelInputTimerL != 0) {
- player->barrelInputTimerL--;
+ if (player->rollInputTimerL != 0) {
+ player->rollInputTimerL--;
}
- if (player->barrelInputTimerR != 0) {
- player->barrelInputTimerR--;
+ if (player->rollInputTimerR != 0) {
+ player->rollInputTimerR--;
}
if (player->timer_214 != 0) {
player->timer_214--;
@@ -4488,15 +4490,15 @@ void Player_UpdateArwingRoll(Player* player) {
if (player->timer_218 != 0) {
player->timer_218--;
}
- if (player->timer_1E8 != 0) {
- player->timer_1E8--;
+ if (player->rollTimer != 0) {
+ player->rollTimer--;
}
- if (player->barrelRoll != 0) {
- player->barrelInputTimerR = 0;
- player->barrelInputTimerL = 0;
+ if (player->rollState != 0) {
+ player->rollInputTimerR = 0;
+ player->rollInputTimerL = 0;
player->unk_150 = 1.5f;
player->zRotBarrelRoll += player->rollRate;
- if (player->timer_1E8 == 0) {
+ if (player->rollTimer == 0) {
if (player->rollRate > 0) {
player->rollRate -= 5;
}
@@ -4504,7 +4506,7 @@ void Player_UpdateArwingRoll(Player* player) {
player->rollRate += 5;
}
if (player->rollRate == 0) {
- player->barrelRoll = 0;
+ player->rollState = 0;
}
} else if (player->barrelRollAlpha < 180) {
player->barrelRollAlpha += 100;
@@ -4529,7 +4531,7 @@ void Player_UpdateTankRoll(Player* player) {
s32 var_v0;
player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
- if (player->barrelRoll == 0) {
+ if (player->rollState == 0) {
temp_fv0 = player->zRotBarrelRoll;
if (player->zRotBarrelRoll > 0.0f) {
player->zRotBarrelRoll -= (player->zRotBarrelRoll * 0.1f);
@@ -4544,19 +4546,19 @@ void Player_UpdateTankRoll(Player* player) {
}
}
}
- temp_v0 = player->barrelInputTimerL;
- if (player->barrelInputTimerL != 0) {
- player->barrelInputTimerL--;
+ temp_v0 = player->rollInputTimerL;
+ if (player->rollInputTimerL != 0) {
+ player->rollInputTimerL--;
}
- if (player->barrelInputTimerR != 0) {
- player->barrelInputTimerR--;
+ if (player->rollInputTimerR != 0) {
+ player->rollInputTimerR--;
}
- if (player->timer_1E8 != 0) {
- player->timer_1E8--;
+ if (player->rollTimer != 0) {
+ player->rollTimer--;
}
- if (player->barrelRoll != 0) {
- player->barrelInputTimerR = 0;
- player->barrelInputTimerL = 0;
+ if (player->rollState != 0) {
+ player->rollInputTimerR = 0;
+ player->rollInputTimerL = 0;
player->zRotBarrelRoll += player->rollRate;
if (player->zRotBank > 0.0f) {
player->zRotBank -= 8.0f;
@@ -4570,7 +4572,7 @@ void Player_UpdateTankRoll(Player* player) {
player->zRotBank = 0.0f;
}
}
- if (player->timer_1E8 == 0) {
+ if (player->rollTimer == 0) {
if (player->rollRate > 0) {
player->rollRate -= 2;
}
@@ -4578,12 +4580,12 @@ void Player_UpdateTankRoll(Player* player) {
player->rollRate += 2;
}
if (player->rollRate == 0) {
- player->barrelRoll = 0;
+ player->rollState = 0;
}
} else {
Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 30.0f, 0.0f);
}
- if ((player->timer_1E8 >= 5) && (player->timer_498 == 0)) {
+ if ((player->rollTimer >= 5) && (player->mercyTimer == 0)) {
if (player->rollRate > 0) {
player->unk_170 = 1.3f;
}
@@ -4927,7 +4929,7 @@ void Player_UpdateTankJets(Player* player) {
func_effect_8007BC7C(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f,
player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 4.0f);
}
- } else if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->barrelRoll == 0)) {
+ } else if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->rollState == 0)) {
if ((player->unk_16C > 0.2f) && (player->radioDamageTimer == 0)) {
func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f,
player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
@@ -4959,11 +4961,11 @@ void Player_UpdateEffects(Player* player) {
if (player->radioDamageTimer != 0) {
player->radioDamageTimer--;
}
- if (player->timer_498 != 0) {
- player->timer_498--;
+ if (player->mercyTimer != 0) {
+ player->mercyTimer--;
}
- if (player->timer_224 != 0) {
- player->timer_224--;
+ if (player->dmgEffectTimer != 0) {
+ player->dmgEffectTimer--;
}
if (gVersusMode) {
for (i = 0; i < gCamCount; i++) {
@@ -5000,11 +5002,11 @@ void Player_UpdateEffects(Player* player) {
if ((player->form == FORM_LANDMASTER) && (player->unk_1A0 != 0)) {
player->unk_1A0--;
}
- player->unk_200 = player->timer_224 & 1;
- if (player->timer_224 != 0) {
+ player->dmgEffect = player->dmgEffectTimer & 1;
+ if (player->dmgEffectTimer != 0) {
gFillScreenAlphaStep = 8;
}
- if (player->timer_224 == 19) {
+ if (player->dmgEffectTimer == 19) {
gFillScreenAlpha = 128;
gFillScreenRed = 255;
gFillScreenGreen = gFillScreenBlue = 0;
@@ -5025,19 +5027,20 @@ void Player_UpdateEffects(Player* player) {
}
player->hitTimer--;
if (player->form == FORM_ARWING) {
- player->damageShake = (SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer) * D_800D3164[player->unk_21C];
+ player->damageShake =
+ SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection];
if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
player->xShake =
- (SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer) * D_800D3164[player->unk_21C] * 0.8f;
+ SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection] * 0.8f;
}
} else {
player->damageShake =
- (SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer) * D_800D3164[player->unk_21C] * 1.5f;
+ SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer * D_800D3164[player->hitDirection] * 1.5f;
player->xShake = 0.0f;
}
if ((gLevelMode != LEVELMODE_UNK_2) &&
((player->knockback.x != 0.f) || (player->knockback.y != 0.f) || (player->knockback.z != 0.f)) &&
- ((player->unk_1A4 >= 40) || (player->unk_1A4 == 21))) {
+ ((player->dmgType >= 40) || (player->dmgType == 21))) {
player->boostCooldown = true;
player->rot.x = 0;
player->rot.y = 0;
@@ -5336,7 +5339,7 @@ void Player_Update(Player* player) {
}
player->flags_228 = 0;
if ((player->state_1C8 > PLAYERSTATE_1C8_INIT) && (player->form == FORM_ARWING) && !gVersusMode) {
- switch (player->unk_204) {
+ switch (player->wingPosition) {
case 0:
sp1C4 = Animation_GetFrameData(&D_arwing_3015AF4, 0, sp58);
break;
@@ -5356,18 +5359,18 @@ void Player_Update(Player* player) {
}
switch (player->state_1C8) {
case PLAYERSTATE_1C8_STANDBY:
- player->unk_234 = 0;
+ player->draw = false;
gShowHud = 0;
- gPauseEnabled = 0;
+ gPauseEnabled = false;
break;
case PLAYERSTATE_1C8_INIT:
Player_Setup(player);
gFillScreenAlphaTarget = 0;
- gPauseEnabled = 0;
+ gPauseEnabled = false;
break;
case PLAYERSTATE_1C8_LEVEL_INTRO:
gShowHud = 0;
- gPauseEnabled = 0;
+ gPauseEnabled = false;
player->wings.modelId = 1;
Cutscene_LevelStart(player);
break;
@@ -5376,7 +5379,7 @@ void Player_Update(Player* player) {
Player_LowHealthMsg(player);
player->wings.modelId = 0;
D_hud_80161704 = 255;
- if ((!gVersusMode || (gVsMatchStart != 0)) && !player->somersault && (gInputPress->button & U_CBUTTONS) &&
+ if ((!gVersusMode || gVsMatchStart) && !player->somersault && (gInputPress->button & U_CBUTTONS) &&
((player->form == FORM_ARWING) || (gVersusMode && (player->form == FORM_LANDMASTER)))) {
if (player->alternateView = 1 - player->alternateView) {
AUDIO_PLAY_SFX(NA_SE_VIEW_MOVE_IN, gDefaultSfxSource, 4);
@@ -5392,13 +5395,13 @@ void Player_Update(Player* player) {
case LEVELMODE_ON_RAILS:
gLoadLevelObjects = true;
Player_UpdateOnRails(player);
- player->unk_234 = 1;
+ player->draw = true;
break;
case LEVELMODE_ALL_RANGE:
if (!gVersusMode) {
Player_Update360(player);
- player->unk_234 = 1;
- } else if (gVsMatchStart != 0) {
+ player->draw = true;
+ } else if (gVsMatchStart) {
if (gPlayerInactive[player->num] == true) {
do {
sp1C4 = RAND_INT(3.9f);
@@ -5416,12 +5419,12 @@ void Player_Update(Player* player) {
}
}
Player_Update360(player);
- player->unk_234 = 1;
+ player->draw = true;
}
} else {
gInputPress->stick_x = gInputPress->stick_y = 0;
gVsItemSpawnTimer = 0;
- gPauseEnabled = 0;
+ gPauseEnabled = false;
}
break;
case LEVELMODE_UNK_2:
@@ -5462,20 +5465,20 @@ void Player_Update(Player* player) {
gShowHud = gChargeTimers[player->num] = 0;
break;
case PLAYERSTATE_1C8_ENTER_WARP_ZONE:
- gPauseEnabled = 0;
+ gPauseEnabled = false;
Player_UpdateShields(player);
Cutscene_EnterWarpZone(player);
gShowHud = 0;
break;
case PLAYERSTATE_1C8_START_360:
- gPauseEnabled = 0;
+ gPauseEnabled = false;
Player_UpdateShields(player);
Cutscene_AllRangeMode(player);
Player_UpdateArwingRoll(player);
gChargeTimers[player->num] = player->alternateView = gShowHud = 0;
break;
case PLAYERSTATE_1C8_GFOX_REPAIR:
- gPauseEnabled = 0;
+ gPauseEnabled = false;
AllRange_GreatFoxRepair(player);
gShowHud = 0;
break;
@@ -5486,10 +5489,10 @@ void Player_Update(Player* player) {
case PLAYERSTATE_1C8_12:
break;
case PLAYERSTATE_1C8_VS_STANDBY:
- player->unk_234 = 0;
+ player->draw = false;
if (gPlayerInactive[player->num] == true) {
Camera_FollowPlayer(player, player->attacker - 1, 0);
- } else if ((gVsMatchOver == 0) && (player->csState != 0)) {
+ } else if (!gVsMatchOver && (player->csState != 0)) {
player->csState = 0;
Player_Initialize(player);
Player_Setup(player);
@@ -5507,9 +5510,9 @@ void Player_Update(Player* player) {
case PLAYERSTATE_1C8_NEXT:
gShowHud = 0;
if (!gVersusMode) {
- gPauseEnabled = 0;
+ gPauseEnabled = false;
}
- player->unk_234 = 0;
+ player->draw = false;
player->vel.z = player->vel.x = player->vel.y = player->knockback.x = player->knockback.y = 0.0f;
if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gFadeoutType == 7)) {
@@ -6178,7 +6181,7 @@ void Play_UpdateLevel(void) {
if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) && (gLevelPhase == 2)) {
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
gPlayer[0].csState = 0;
- gPlayer[0].unk_234 = 1;
+ gPlayer[0].draw = true;
gPlayer[0].pos.z = 15000.0f;
Camera_Update360(gPlayer, 1);
gFillScreenAlpha = 255;
@@ -6505,13 +6508,12 @@ void Play_Main(void) {
}
}
}
- if ((D_ctx_80177868 == 4) && (gControllerPress[gMainController].button & START_BUTTON) &&
- (gPauseEnabled != 0)) {
+ if ((D_ctx_80177868 == 4) && (gControllerPress[gMainController].button & START_BUTTON) && gPauseEnabled) {
Audio_PlayPauseSfx(0);
gPlayState = PLAY_UPDATE;
gDrawMode = DRAW_PLAY;
}
- gPauseEnabled = 1;
+ gPauseEnabled = true;
break;
}
}