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Diffstat (limited to 'src/code/code_0x800E8EA0.c')
-rw-r--r--src/code/code_0x800E8EA0.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/code/code_0x800E8EA0.c b/src/code/code_0x800E8EA0.c
index 146fb9790..cfb9a5b18 100644
--- a/src/code/code_0x800E8EA0.c
+++ b/src/code/code_0x800E8EA0.c
@@ -31,8 +31,8 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4)
s16 targetYaw;
s16 yawDiffFromTarget;
- targetPitch = Math_Vec3f_Pitch(&actor->topPosRot.pos,param_2);
- targetYaw = Math_Vec3f_Yaw(&actor->topPosRot.pos,param_2) - actor->currPosRot.rot.y;
+ targetPitch = Math_Vec3f_Pitch(&actor->focus.pos,param_2);
+ targetYaw = Math_Vec3f_Yaw(&actor->focus.pos,param_2) - actor->world.rot.y;
Math_SmoothScaleMaxMinS(&param_3->x, targetPitch, 6, 2000, 1);
param_3->x = (param_3->x < -6000)? -6000 : ((6000 < param_3->x)? 6000 : param_3->x);
@@ -58,11 +58,11 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
Vec3f local_14;
player = (ctxt->actorCtx).actorList[2].first;
- actor->topPosRot.pos = actor->currPosRot.pos;
- actor->topPosRot.pos.y += param_5;
+ actor->focus.pos = actor->world.pos;
+ actor->focus.pos.y += param_5;
if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
- sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y;
+ sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
// TODO is this shifting because of a missing cast?
if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
func_800E8F08(param_3,param_4);
@@ -73,7 +73,7 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = ctxt->view.eye;
} else {
- local_14 = player->topPosRot.pos;
+ local_14 = player->focus.pos;
}
func_800E8FA4(actor,&local_14,param_3,param_4);
@@ -86,10 +86,10 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
Vec3f local_14;
player = (ctxt->actorCtx).actorList[2].first;
- actor->topPosRot.pos = param_5;
+ actor->focus.pos = param_5;
if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
- sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y;
+ sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
// TODO is this shifting because of a missing cast?
if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
func_800E8F08(param_3,param_4);
@@ -100,7 +100,7 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = ctxt->view.eye;
} else {
- local_14 = player->topPosRot.pos;
+ local_14 = player->focus.pos;
}
func_800E8FA4(actor,&local_14,param_3,param_4);