diff options
| author | petrie911 <69443847+petrie911@users.noreply.github.com> | 2024-05-25 12:17:03 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-05-25 12:17:03 -0500 |
| commit | 0f6d7cca339705baa473b709be30e08ed85a67a6 (patch) | |
| tree | ab0d5b4d19d3a46b2a0316f40f4cab194438813c /src/engine/fox_play.c | |
| parent | 03ce166cca2b9d71b13b9af40cf6875698d36136 (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.c | 598 |
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; } } |
