diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2023-11-23 15:41:25 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-11-23 15:41:25 +1100 |
| commit | c75d3b97d380be93dec40144595e31d207831183 (patch) | |
| tree | cf22cebe7e480744865c1c863279f12db70eedc2 /src/code | |
| parent | 282f84e3f37bc629c7e57974d5a353e6d40ccdc9 (diff) | |
Animation Cleanup: En_O* (#1506)
* anim O cleanup
* fix bss
* PR Review
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_collision_check.c | 6 | ||||
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 66 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 14 |
3 files changed, 43 insertions, 43 deletions
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index e190084af..55d27413f 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -1049,10 +1049,10 @@ s32 Collider_ResetSphereOC(PlayState* play, Collider* collider) { * Initializes an OcLine to default values */ s32 Collider_InitLine(PlayState* play, OcLine* line) { - static Vec3f defaultLinePoint = { 0.0f, 0.0f, 0.0f }; + static Vec3f sDefaultLinePoint = { 0.0f, 0.0f, 0.0f }; - Math_Vec3f_Copy(&line->line.a, &defaultLinePoint); - Math_Vec3f_Copy(&line->line.b, &defaultLinePoint); + Math_Vec3f_Copy(&line->line.a, &sDefaultLinePoint); + Math_Vec3f_Copy(&line->line.b, &sDefaultLinePoint); return 1; } diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index 4ee741801..183deb25e 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -316,10 +316,10 @@ void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac void EffectSsBlast_SpawnWhiteCustomScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life) { - static Color_RGBA8 primColor = { 255, 255, 255, 255 }; - static Color_RGBA8 envColor = { 200, 200, 200, 0 }; + static Color_RGBA8 sPrimColor = { 255, 255, 255, 255 }; + static Color_RGBA8 sEnvColor = { 200, 200, 200, 0 }; - EffectSsBlast_Spawn(play, pos, velocity, accel, &primColor, &envColor, scale, scaleStep, 35, life); + EffectSsBlast_Spawn(play, pos, velocity, accel, &sPrimColor, &sEnvColor, scale, scaleStep, 35, life); } void EffectSsBlast_SpawnShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, @@ -328,10 +328,10 @@ void EffectSsBlast_SpawnShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, } void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { - static Color_RGBA8 primColor = { 255, 255, 255, 255 }; - static Color_RGBA8 envColor = { 200, 200, 200, 0 }; + static Color_RGBA8 sPrimColor = { 255, 255, 255, 255 }; + static Color_RGBA8 sEnvColor = { 200, 200, 200, 0 }; - EffectSsBlast_SpawnShockwave(play, pos, velocity, accel, &primColor, &envColor, 10); + EffectSsBlast_SpawnShockwave(play, pos, velocity, accel, &sPrimColor, &sEnvColor, 10); } // EffectSsGSpk Spawn Functions @@ -756,8 +756,8 @@ void EffectSsIcePiece_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* veloc } void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale) { - static Vec3f accel = { 0.0f, 0.0f, 0.0f }; - static Vec3f vecScales[] = { + static Vec3f sAccel = { 0.0f, 0.0f, 0.0f }; + static Vec3f sVecScales[] = { { 0.0f, 70.0f, 0.0f }, { 0.0f, 45.0f, 20.0f }, { 17.320474f, 45.0f, 9.999695f }, @@ -774,20 +774,20 @@ void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale) { Vec3f pos; f32 velocityScale; - accel.y = -0.2f; + sAccel.y = -0.2f; - for (i = 0; i < ARRAY_COUNT(vecScales); i++) { + for (i = 0; i < ARRAY_COUNT(sVecScales); i++) { pos = *refPos; velocityScale = Rand_ZeroFloat(1.0f) + 0.5f; - velocity.x = (vecScales[i].x * 0.18f) * velocityScale; - velocity.y = (vecScales[i].y * 0.18f) * velocityScale; - velocity.z = (vecScales[i].z * 0.18f) * velocityScale; - pos.x += vecScales[i].x; - pos.y += vecScales[i].y; - pos.z += vecScales[i].z; - - EffectSsIcePiece_Spawn(play, &pos, (Rand_ZeroFloat(1.0f) + 0.5f) * ((scale * 1.3f) * 100.0f), &velocity, &accel, - 25); + velocity.x = (sVecScales[i].x * 0.18f) * velocityScale; + velocity.y = (sVecScales[i].y * 0.18f) * velocityScale; + velocity.z = (sVecScales[i].z * 0.18f) * velocityScale; + pos.x += sVecScales[i].x; + pos.y += sVecScales[i].y; + pos.z += sVecScales[i].z; + + EffectSsIcePiece_Spawn(play, &pos, (Rand_ZeroFloat(1.0f) + 0.5f) * ((scale * 1.3f) * 100.0f), &velocity, + &sAccel, 25); } } @@ -812,10 +812,10 @@ void EffectSsEnIce_SpawnFlying(PlayState* play, Actor* actor, Vec3f* pos, Color_ } void func_800B2B44(PlayState* play, Actor* actor, Vec3f* pos, f32 scale) { - static Color_RGBA8 primColor = { 150, 150, 150, 250 }; - static Color_RGBA8 envColor = { 235, 245, 255, 255 }; + static Color_RGBA8 sPrimColor = { 150, 150, 150, 250 }; + static Color_RGBA8 sEnvColor = { 235, 245, 255, 255 }; - EffectSsEnIce_SpawnFlying(play, actor, pos, &primColor, &envColor, scale); + EffectSsEnIce_SpawnFlying(play, actor, pos, &sPrimColor, &sEnvColor, scale); } void func_800B2B7C(PlayState* play, Actor* actor, Vec3s* arg2, f32 scale) { @@ -863,17 +863,17 @@ void EffectSsFireTail_Spawn(PlayState* play, Actor* actor, Vec3f* pos, f32 scale void EffectSsFireTail_SpawnFlame(PlayState* play, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart, f32 colorIntensity) { - static Color_RGBA8 primColor = { 255, 255, 0, 255 }; - static Color_RGBA8 envColor = { 255, 0, 0, 255 }; + static Color_RGBA8 sPrimColor = { 255, 255, 0, 255 }; + static Color_RGBA8 sEnvColor = { 255, 0, 0, 255 }; - primColor.g = (s32)(255.0f * colorIntensity); - primColor.b = 0; + sPrimColor.g = (s32)(255.0f * colorIntensity); + sPrimColor.b = 0; - envColor.g = 0; - envColor.b = 0; - primColor.r = envColor.r = (s32)(255.0f * colorIntensity); + sEnvColor.g = 0; + sEnvColor.b = 0; + sPrimColor.r = sEnvColor.r = (s32)(255.0f * colorIntensity); - EffectSsFireTail_Spawn(play, actor, pos, arg3, &actor->velocity, 15, &primColor, &envColor, + EffectSsFireTail_Spawn(play, actor, pos, arg3, &actor->velocity, 15, &sPrimColor, &sEnvColor, (colorIntensity == 1.0f) ? 0 : 1, bodyPart, 1); } @@ -962,15 +962,15 @@ void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* a void func_800B3030(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s32 colorIndex) { - static Color_RGBA8 primColor = { 255, 255, 255, 255 }; - static Color_RGBA8 envColors[] = { + static Color_RGBA8 sPrimColor = { 255, 255, 255, 255 }; + static Color_RGBA8 sEnvColors[] = { { 255, 0, 0, 255 }, { 0, 255, 0, 255 }, { 0, 0, 255, 255 }, { 150, 150, 150, 255 }, }; - EffectSsDeadDb_Spawn(play, pos, velocity, accel, &primColor, &envColors[colorIndex], scale, scaleStep, 9); + EffectSsDeadDb_Spawn(play, pos, velocity, accel, &sPrimColor, &sEnvColors[colorIndex], scale, scaleStep, 9); } // EffectSsDeadDd Spawn Functions diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 661516dba..7e9c2a1aa 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -2856,8 +2856,8 @@ void Player_DrawCouplesMask(PlayState* play, Player* player) { } void Player_DrawCircusLeadersMask(PlayState* play, Player* player) { - static Vec3f bubbleVelocity = { 0.0f, 0.0f, 0.0f }; - static Vec3f bubbleAccel = { 0.0f, 0.0f, 0.0f }; + static Vec3f sBubbleVelocity = { 0.0f, 0.0f, 0.0f }; + static Vec3f sBubbleAccel = { 0.0f, 0.0f, 0.0f }; Gfx* gfx; s32 i; @@ -2897,8 +2897,8 @@ void Player_DrawCircusLeadersMask(PlayState* play, Player* player) { s16 phi_s0 = speedXZ * 2000.0f; f32 temp_f20; - bubbleVelocity.y = speedXZ * 0.4f; - bubbleAccel.y = -0.3f; + sBubbleVelocity.y = speedXZ * 0.4f; + sBubbleAccel.y = -0.3f; if (phi_s0 > 0x3E80) { phi_s0 = 0x3E80; @@ -2908,10 +2908,10 @@ void Player_DrawCircusLeadersMask(PlayState* play, Player* player) { temp_f20 = speedXZ * 0.2f; temp_f20 = CLAMP_MAX(temp_f20, 4.0f); - bubbleVelocity.x = -Math_SinS(phi_s0) * temp_f20; - bubbleVelocity.z = -Math_CosS(phi_s0) * temp_f20; + sBubbleVelocity.x = -Math_SinS(phi_s0) * temp_f20; + sBubbleVelocity.z = -Math_CosS(phi_s0) * temp_f20; - EffectSsDtBubble_SpawnColorProfile(play, &D_801F59B0[i], &bubbleVelocity, &bubbleAccel, 20, 20, 3, 0); + EffectSsDtBubble_SpawnColorProfile(play, &D_801F59B0[i], &sBubbleVelocity, &sBubbleAccel, 20, 20, 3, 0); D_801F59C8[i] -= 400; } } |
