diff options
Diffstat (limited to 'src/code/code_0x800E8EA0.c')
| -rw-r--r-- | src/code/code_0x800E8EA0.c | 18 |
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(¶m_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); |
