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-rw-r--r--src/code/z_actor.c75
-rw-r--r--src/code/z_camera.c10
-rw-r--r--src/code/z_eff_blure.c84
-rw-r--r--src/code/z_en_hy_code.c16
-rw-r--r--src/code/z_play.c4
-rw-r--r--src/code/z_player_lib.c58
-rw-r--r--src/code/z_skelanime.c2
-rw-r--r--src/code/z_sub_s.c4
8 files changed, 123 insertions, 130 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index a5ca767dc..ffa77e9bf 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1374,7 +1374,7 @@ s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
player->csMode = csMode;
player->unk_398 = actor;
- player->unk_3BA = 0;
+ player->doorBgCamIndex = 0;
return true;
}
@@ -1382,7 +1382,7 @@ s32 func_800B7298(PlayState* play, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(play);
if (func_800B724C(play, actor, csMode)) {
- player->unk_3BA = 1;
+ player->doorBgCamIndex = 1;
return true;
}
return false;
@@ -3490,49 +3490,50 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
}
// blinking routine
-s16 func_800BBAC0(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(arg0[1]) == 0) {
- arg0[1] = Rand_S16Offset(arg1, arg2);
+s16 func_800BBAC0(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
+ if (DECR(info->blinkTimer) == 0) {
+ info->blinkTimer = Rand_S16Offset(arg1, arg2);
}
- if (arg0[1] - arg3 > 0) {
- arg0[0] = 0;
- } else if ((arg0[1] - arg3 >= -1) || (arg0[1] < 2)) {
- arg0[0] = 1;
+ if (info->blinkTimer - arg3 > 0) {
+ info->eyeTexIndex = 0;
+ } else if ((info->blinkTimer - arg3 >= -1) || (info->blinkTimer < 2)) {
+ info->eyeTexIndex = 1;
} else {
- arg0[0] = 2;
+ info->eyeTexIndex = 2;
}
- return arg0[0];
+ return info->eyeTexIndex;
}
// blinking routine
-s16 func_800BBB74(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(arg0[1]) == 0) {
- arg0[1] = Rand_S16Offset(arg1, arg2);
+s16 func_800BBB74(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
+ if (DECR(info->blinkTimer) == 0) {
+ info->blinkTimer = Rand_S16Offset(arg1, arg2);
}
- if (arg0[1] - arg3 > 0) {
- arg0[0] = 0;
- } else if (arg0[1] - arg3 == 0) {
- arg0[0] = 1;
+ if (info->blinkTimer - arg3 > 0) {
+ info->eyeTexIndex = 0;
+ } else if (info->blinkTimer - arg3 == 0) {
+ info->eyeTexIndex = 1;
} else {
- arg0[0] = 2;
+ info->eyeTexIndex = 2;
}
- return arg0[0];
+ return info->eyeTexIndex;
}
// unused blinking routine
-s16 func_800BBC20(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(arg0[1]) == 0) {
- arg0[1] = Rand_S16Offset(arg1, arg2);
- arg0[0]++;
- if ((arg0[0] % 3) == 0) {
- arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3;
+s16 func_800BBC20(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
+ if (DECR(info->blinkTimer) == 0) {
+ info->blinkTimer = Rand_S16Offset(arg1, arg2);
+ info->eyeTexIndex++;
+ if ((info->eyeTexIndex % 3) == 0) {
+ info->eyeTexIndex = (s32)(Rand_ZeroOne() * arg3) * 3;
}
}
- return arg0[0];
+
+ return info->eyeTexIndex;
}
void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 partParams, Gfx** dList) {
@@ -3614,15 +3615,15 @@ void func_800BC154(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 act
// Damage flags for EnArrow
u32 sArrowDmgFlags[] = {
- DMG_FIRE_ARROW, // ENARROW_0
- DMG_NORMAL_ARROW, // ENARROW_1
- DMG_NORMAL_ARROW, // ENARROW_2
- DMG_FIRE_ARROW, // ENARROW_3
- DMG_ICE_ARROW, // ENARROW_4
- DMG_LIGHT_ARROW, // ENARROW_5
- DMG_DEKU_NUT, // ENARROW_6
- DMG_DEKU_BUBBLE, // ENARROW_7
- DMG_DEKU_NUT, // ENARROW_8
+ DMG_FIRE_ARROW, // ARROW_TYPE_NORMAL_LIT
+ DMG_NORMAL_ARROW, // ARROW_TYPE_NORMAL_HORSE
+ DMG_NORMAL_ARROW, // ARROW_TYPE_NORMAL
+ DMG_FIRE_ARROW, // ARROW_TYPE_FIRE
+ DMG_ICE_ARROW, // ARROW_TYPE_ICE
+ DMG_LIGHT_ARROW, // ARROW_TYPE_LIGHT
+ DMG_DEKU_NUT, // ARROW_TYPE_SLINGSHOT
+ DMG_DEKU_BUBBLE, // ARROW_TYPE_DEKU_BUBBLE
+ DMG_DEKU_NUT, // ARROW_TYPE_DEKU_NUT
};
u32 Actor_GetArrowDmgFlags(s32 params) {
@@ -4476,7 +4477,7 @@ s32 func_800BE184(PlayState* play, Actor* actor, f32 xzDist, s16 arg3, s16 arg4,
s16 phi_v0 = BINANG_SUB(BINANG_ROT180(actor->yawTowardsPlayer), player->actor.shape.rot.y);
s16 temp_t0 = actor->yawTowardsPlayer - arg5;
- if ((actor->xzDistToPlayer <= xzDist) && (player->meleeWeaponState != 0)) {
+ if ((actor->xzDistToPlayer <= xzDist) && (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0)) {
if ((arg4 >= ABS_ALT(phi_v0)) && (arg3 >= ABS_ALT(temp_t0))) {
return true;
}
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index ea600b30e..89b148942 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -465,13 +465,13 @@ s32 func_800CBA7C(Camera* camera) {
}
}
-s32 func_800CBAAC(Camera* camera) {
+PlayerMeleeWeaponState func_800CBAAC(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->meleeWeaponState;
} else {
- return 0;
+ return PLAYER_MELEE_WEAPON_STATE_0;
}
}
@@ -506,13 +506,13 @@ s32 func_800CBB88(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
- if ((((Player*)focalActor)->meleeWeaponState != 0) &&
+ if ((((Player*)focalActor)->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(((Player*)focalActor)->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_BUTT)) {
return 3;
}
if ((((Player*)focalActor)->stateFlags2 & PLAYER_STATE2_20000) ||
- ((((Player*)focalActor)->meleeWeaponState != 0) &&
+ ((((Player*)focalActor)->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(((Player*)focalActor)->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_KICK))) {
return 1;
}
@@ -3958,7 +3958,7 @@ s32 Camera_Battle1(Camera* camera) {
}
camera->roll = Camera_ScaledStepToCeilS(sp88, camera->roll, 0.06f, 5);
- if (func_800CBAAC(camera) != 0) {
+ if (func_800CBAAC(camera) != PLAYER_MELEE_WEAPON_STATE_0) {
phi_f12 = ((camera->play->state.frames & 8) != 0) ? roData->unk_20 - (roData->unk_20 * 0.5f) : roData->unk_20;
} else {
phi_f12 = ((gSaveContext.save.saveInfo.playerData.health <= 16) ? 0.8f : 1.0f) * (sp78 - (sp78 * 0.05f * spEC));
diff --git a/src/code/z_eff_blure.c b/src/code/z_eff_blure.c
index 5f0221969..520431401 100644
--- a/src/code/z_eff_blure.c
+++ b/src/code/z_eff_blure.c
@@ -114,23 +114,17 @@ void EffectBlure_Init1(void* thisx, void* initParamsx) {
EffectBlureInit1* initParams = (EffectBlureInit1*)initParamsx;
if ((this != NULL) && (initParams != NULL)) {
+ s32 i;
+
EffectBlure_InitElements(this);
- this->p1StartColor.r = initParams->p1StartColor[0];
- this->p2StartColor.r = initParams->p2StartColor[0];
- this->p1EndColor.r = initParams->p1EndColor[0];
- this->p2EndColor.r = initParams->p2EndColor[0];
- this->p1StartColor.g = initParams->p1StartColor[1];
- this->p2StartColor.g = initParams->p2StartColor[1];
- this->p1EndColor.g = initParams->p1EndColor[1];
- this->p2EndColor.g = initParams->p2EndColor[1];
- this->p1StartColor.b = initParams->p1StartColor[2];
- this->p2StartColor.b = initParams->p2StartColor[2];
- this->p1EndColor.b = initParams->p1EndColor[2];
- this->p2EndColor.b = initParams->p2EndColor[2];
- this->p1StartColor.a = initParams->p1StartColor[3];
- this->p2StartColor.a = initParams->p2StartColor[3];
- this->p1EndColor.a = initParams->p1EndColor[3];
- this->p2EndColor.a = initParams->p2EndColor[3];
+
+ for (i = 0; i < 4; i++) {
+ this->p1StartColor[i] = initParams->p1StartColor[i];
+ this->p2StartColor[i] = initParams->p2StartColor[i];
+ this->p1EndColor[i] = initParams->p1EndColor[i];
+ this->p2EndColor[i] = initParams->p2EndColor[i];
+ }
+
this->elemDuration = initParams->elemDuration;
this->unkFlag = initParams->unkFlag;
this->calcMode = initParams->calcMode;
@@ -155,23 +149,17 @@ void EffectBlure_Init2(void* thisx, void* initParamsx) {
EffectBlureInit2* initParams = (EffectBlureInit2*)initParamsx;
if ((this != NULL) && (initParams != NULL)) {
+ s32 i;
+
EffectBlure_InitElements(this);
- this->p1StartColor.r = initParams->p1StartColor[0];
- this->p2StartColor.r = initParams->p2StartColor[0];
- this->p1EndColor.r = initParams->p1EndColor[0];
- this->p2EndColor.r = initParams->p2EndColor[0];
- this->p1StartColor.g = initParams->p1StartColor[1];
- this->p2StartColor.g = initParams->p2StartColor[1];
- this->p1EndColor.g = initParams->p1EndColor[1];
- this->p2EndColor.g = initParams->p2EndColor[1];
- this->p1StartColor.b = initParams->p1StartColor[2];
- this->p2StartColor.b = initParams->p2StartColor[2];
- this->p1EndColor.b = initParams->p1EndColor[2];
- this->p2EndColor.b = initParams->p2EndColor[2];
- this->p1StartColor.a = initParams->p1StartColor[3];
- this->p2StartColor.a = initParams->p2StartColor[3];
- this->p1EndColor.a = initParams->p1EndColor[3];
- this->p2EndColor.a = initParams->p2EndColor[3];
+
+ for (i = 0; i < 4; i++) {
+ this->p1StartColor[i] = initParams->p1StartColor[i];
+ this->p2StartColor[i] = initParams->p2StartColor[i];
+ this->p1EndColor[i] = initParams->p1EndColor[i];
+ this->p2EndColor[i] = initParams->p2EndColor[i];
+ }
+
this->elemDuration = initParams->elemDuration;
this->unkFlag = initParams->unkFlag;
this->calcMode = initParams->calcMode;
@@ -372,14 +360,14 @@ void EffectBlure_GetComputedValues(EffectBlure* this, s32 index, f32 ratio, Vec3
color1->r = color1->g = color1->b = color1->a = 255;
color2->r = color2->g = color2->b = color2->a = 255;
} else {
- color1->r = func_800B0A24(this->p1StartColor.r, this->p1EndColor.r, ratio);
- color1->g = func_800B0A24(this->p1StartColor.g, this->p1EndColor.g, ratio);
- color1->b = func_800B0A24(this->p1StartColor.b, this->p1EndColor.b, ratio);
- color1->a = func_800B0A24(this->p1StartColor.a, this->p1EndColor.a, ratio);
- color2->r = func_800B0A24(this->p2StartColor.r, this->p2EndColor.r, ratio);
- color2->g = func_800B0A24(this->p2StartColor.g, this->p2EndColor.g, ratio);
- color2->b = func_800B0A24(this->p2StartColor.b, this->p2EndColor.b, ratio);
- color2->a = func_800B0A24(this->p2StartColor.a, this->p2EndColor.a, ratio);
+ color1->r = func_800B0A24(this->p1StartColor[0], this->p1EndColor[0], ratio);
+ color1->g = func_800B0A24(this->p1StartColor[1], this->p1EndColor[1], ratio);
+ color1->b = func_800B0A24(this->p1StartColor[2], this->p1EndColor[2], ratio);
+ color1->a = func_800B0A24(this->p1StartColor[3], this->p1EndColor[3], ratio);
+ color2->r = func_800B0A24(this->p2StartColor[0], this->p2EndColor[0], ratio);
+ color2->g = func_800B0A24(this->p2StartColor[1], this->p2EndColor[1], ratio);
+ color2->b = func_800B0A24(this->p2StartColor[2], this->p2EndColor[2], ratio);
+ color2->a = func_800B0A24(this->p2StartColor[3], this->p2EndColor[3], ratio);
}
}
@@ -992,19 +980,19 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j].v.flag = 0;
vtx[j].v.tc[0] = 0;
vtx[j].v.tc[1] = 0;
- vtx[j].v.cn[0] = func_800B0A24(this->p1StartColor.r, this->p1EndColor.r, ratio);
- vtx[j].v.cn[1] = func_800B0A24(this->p1StartColor.g, this->p1EndColor.g, ratio);
- vtx[j].v.cn[2] = func_800B0A24(this->p1StartColor.b, this->p1EndColor.b, ratio);
- vtx[j].v.cn[3] = func_800B0A24(this->p1StartColor.a, this->p1EndColor.a, ratio);
+ vtx[j].v.cn[0] = func_800B0A24(this->p1StartColor[0], this->p1EndColor[0], ratio);
+ vtx[j].v.cn[1] = func_800B0A24(this->p1StartColor[1], this->p1EndColor[1], ratio);
+ vtx[j].v.cn[2] = func_800B0A24(this->p1StartColor[2], this->p1EndColor[2], ratio);
+ vtx[j].v.cn[3] = func_800B0A24(this->p1StartColor[3], this->p1EndColor[3], ratio);
j++;
vtx[j].v.flag = 0;
vtx[j].v.tc[0] = 0;
vtx[j].v.tc[1] = 0;
- vtx[j].v.cn[0] = func_800B0A24(this->p2StartColor.r, this->p2EndColor.r, ratio);
- vtx[j].v.cn[1] = func_800B0A24(this->p2StartColor.g, this->p2EndColor.g, ratio);
- vtx[j].v.cn[2] = func_800B0A24(this->p2StartColor.b, this->p2EndColor.b, ratio);
- vtx[j].v.cn[3] = func_800B0A24(this->p2StartColor.a, this->p2EndColor.a, ratio);
+ vtx[j].v.cn[0] = func_800B0A24(this->p2StartColor[0], this->p2EndColor[0], ratio);
+ vtx[j].v.cn[1] = func_800B0A24(this->p2StartColor[1], this->p2EndColor[1], ratio);
+ vtx[j].v.cn[2] = func_800B0A24(this->p2StartColor[2], this->p2EndColor[2], ratio);
+ vtx[j].v.cn[3] = func_800B0A24(this->p2StartColor[3], this->p2EndColor[3], ratio);
j++;
}
}
diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c
index 674f4bfa4..b5992dec4 100644
--- a/src/code/z_en_hy_code.c
+++ b/src/code/z_en_hy_code.c
@@ -69,13 +69,13 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
do {
doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
door = (EnDoor*)doorIter;
- dist = Actor_WorldDistXYZToActor(actor, &door->dyna.actor);
+ dist = Actor_WorldDistXYZToActor(actor, &door->knobDoor.dyna.actor);
if (!isSetup || (dist < minDist)) {
nearestDoor = door;
minDist = dist;
isSetup = true;
}
- doorIter = door->dyna.actor.next;
+ doorIter = door->knobDoor.dyna.actor.next;
} while (doorIter != NULL);
if (1) {}
@@ -134,16 +134,16 @@ void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4
Vec3f offset;
f32 phi_f0;
- Actor_OffsetOfPointInActorCoords(&door->dyna.actor, &offset, &enHy->actor.world.pos);
+ Actor_OffsetOfPointInActorCoords(&door->knobDoor.dyna.actor, &offset, &enHy->actor.world.pos);
phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f;
animIndex = ((s8)phi_f0 < 0) ? 0 : 2;
EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable;
enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable;
- enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATEY | ANIM_FLAG_1);
+ enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
AnimationContext_SetMoveActor(play, &enHy->actor, &enHy->skelAnime, 1.0f);
- door->unk_1A1 = 1;
- door->animIndex = animIndex;
+ door->knobDoor.playOpenAnim = true;
+ door->knobDoor.animIndex = animIndex;
}
s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
@@ -157,7 +157,7 @@ s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, play, door, arg3, arg4);
- yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
+ yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.pos.x += arg5 * Math_SinS(yaw);
enHy->actor.world.pos.z += arg5 * Math_CosS(yaw);
enHy->actor.world.rot.y = -yaw;
@@ -179,7 +179,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, play, door, arg2, arg3);
- enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
+ enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
enHy->actor.gravity = 0.0f;
enHy->actor.flags &= ~ACTOR_FLAG_1;
diff --git a/src/code/z_play.c b/src/code/z_play.c
index 7f615018e..e25b50b4b 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -2327,8 +2327,8 @@ void Play_Init(GameState* thisx) {
Camera_InitFocalActorSettings(&this->mainCamera, &player->actor);
gDbgCamEnabled = false;
- if ((player->actor.params & 0xFF) != 0xFF) {
- Camera_ChangeActorCsCamIndex(&this->mainCamera, player->actor.params & 0xFF);
+ if (PLAYER_GET_BG_CAM_INDEX(&player->actor) != 0xFF) {
+ Camera_ChangeActorCsCamIndex(&this->mainCamera, PLAYER_GET_BG_CAM_INDEX(&player->actor));
}
CutsceneManager_StoreCamera(&this->mainCamera);
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index f8b33b853..5509fd4a1 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -472,7 +472,7 @@ void func_80123140(PlayState* play, Player* player) {
REG(39) = bootRegs[8];
REG(43) = bootRegs[9];
R_RUN_SPEED_LIMIT = bootRegs[10];
- REG(68) = bootRegs[11];
+ REG(68) = bootRegs[11]; // gravity
REG(69) = bootRegs[12];
IREG(66) = bootRegs[13];
IREG(67) = bootRegs[14];
@@ -503,7 +503,7 @@ s32 Player_InBlockingCsMode(PlayState* play, Player* player) {
s32 Player_InCsMode(PlayState* play) {
Player* player = GET_PLAYER(play);
- return Player_InBlockingCsMode(play, player) || player->unk_AA5 == 5;
+ return Player_InBlockingCsMode(play, player) || (player->unk_AA5 == PLAYER_UNKAA5_5);
}
s32 func_80123420(Player* player) {
@@ -556,8 +556,8 @@ s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) {
Player* player = GET_PLAYER(play);
if (player->stateFlags3 & PLAYER_STATE3_1000) {
- player->unk_B08[0] = arg1;
- player->unk_B08[1] += arg1 * 0.05f;
+ player->unk_B08 = arg1;
+ player->unk_B0C += arg1 * 0.05f;
player->currentYaw = arg2;
player->actor.home.rot.y = arg2;
player->actor.shape.rot.y = arg2;
@@ -659,7 +659,7 @@ u8 sActionModelGroups[PLAYER_IA_MAX] = {
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_KOKIRI
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_RAZOR
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_GILDED
- PLAYER_MODELGROUP_TWO_HAND_SWORD, // PLAYER_IA_SWORD_GREAT_FAIRY
+ PLAYER_MODELGROUP_TWO_HAND_SWORD, // PLAYER_IA_SWORD_TWO_HANDED
PLAYER_MODELGROUP_STICK, // PLAYER_IA_STICK
PLAYER_MODELGROUP_ZORA_FINS, // PLAYER_IA_ZORA_FINS
PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW
@@ -1316,6 +1316,7 @@ void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, Pla
player->itemAction = itemAction;
}
+// Player_Untarget / Player_StopTargeting?
void func_80123DA4(Player* player) {
player->targetedActor = NULL;
player->stateFlags2 &= ~PLAYER_STATE2_2000;
@@ -1445,7 +1446,7 @@ PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player) {
s32 Player_IsHoldingTwoHandedWeapon(Player* player) {
// Relies on the itemActions for two-handed weapons being contiguous.
- if ((player->heldItemAction >= PLAYER_IA_SWORD_GREAT_FAIRY) && (player->heldItemAction <= PLAYER_IA_STICK)) {
+ if ((player->heldItemAction >= PLAYER_IA_SWORD_TWO_HANDED) && (player->heldItemAction <= PLAYER_IA_STICK)) {
return true;
}
@@ -2038,7 +2039,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
pos->x *= player->ageProperties->unk_08;
pos->z *= player->ageProperties->unk_08;
}
- if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_UPDATEY)) {
+ if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) {
pos->y *= player->ageProperties->unk_08;
}
}
@@ -2552,14 +2553,16 @@ void func_8012669C(PlayState* play, Player* player, Vec3f* arg2, Vec3f* arg3) {
Matrix_MultVec3f(arg2, &sp3C);
Matrix_MultVec3f(arg3, &sp30);
- if (player->meleeWeaponState != 0) {
+ if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (func_80126440(play, NULL, &player->meleeWeaponInfo[0], &sp3C, &sp30) &&
(player->transformation != PLAYER_FORM_GORON) && (!(player->stateFlags1 & PLAYER_STATE1_400000))) {
EffectBlure_AddVertex(Effect_GetByIndex(player->meleeWeaponEffectIndex[0]), &player->meleeWeaponInfo[0].tip,
&player->meleeWeaponInfo[0].base);
}
- if ((player->meleeWeaponState > 0) && ((player->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) ||
- (player->stateFlags2 & PLAYER_STATE2_20000))) {
+
+ if ((player->meleeWeaponState >= PLAYER_MELEE_WEAPON_STATE_1) &&
+ ((player->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) ||
+ (player->stateFlags2 & PLAYER_STATE2_20000))) {
Matrix_MultVec3f(&arg2[1], &sp3C);
Matrix_MultVec3f(&arg3[1], &sp30);
func_80126440(play, &player->meleeWeaponQuads[0], &player->meleeWeaponInfo[1], &sp3C, &sp30);
@@ -2714,7 +2717,7 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
gSPDisplayList(POLY_OPA_DISP++, D_801C0AB4[arg2]);
- if (player->meleeWeaponState != 0) {
+ if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if ((((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_LEFT)) && (arg2 == 0)) ||
((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_COMBO) && (arg2 != 0))) {
func_8012669C(play, player, D_801C0A00, D_801C09DC);
@@ -3296,7 +3299,7 @@ s32 func_80128640(PlayState* play, Player* player, Gfx* dlist) {
Matrix_Push();
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
- Matrix_Scale(1.0f, player->unk_B08[1], 1.0f, MTXMODE_APPLY);
+ Matrix_Scale(1.0f, player->unk_B0C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuStickDL);
@@ -3413,7 +3416,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
3000.0f, // PLAYER_MELEEWEAPON_SWORD_KOKIRI
3000.0f, // PLAYER_MELEEWEAPON_SWORD_RAZOR
4000.0f, // PLAYER_MELEEWEAPON_SWORD_GILDED
- 5500.0f, // PLAYER_MELEEWEAPON_SWORD_GREAT_FAIRY
+ 5500.0f, // PLAYER_MELEEWEAPON_SWORD_TWO_HANDED
-1.0f, // PLAYER_MELEEWEAPON_STICK
2500.0f, // PLAYER_MELEEWEAPON_ZORA_FINS
};
@@ -3421,19 +3424,19 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
if ((player->transformation == PLAYER_FORM_FIERCE_DEITY) ||
((player->transformation != PLAYER_FORM_ZORA) &&
((player->itemAction == PLAYER_IA_STICK) ||
- ((player->meleeWeaponState != 0) &&
+ ((player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(player->meleeWeaponAnimation != PLAYER_MWA_GORON_PUNCH_RIGHT) &&
(player->meleeWeaponAnimation != PLAYER_MWA_GORON_PUNCH_BUTT))))) {
if (player->itemAction == PLAYER_IA_STICK) {
- D_801C0994->x = player->unk_B08[1] * 5000.0f;
+ D_801C0994->x = player->unk_B0C * 5000.0f;
} else {
D_801C0994->x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(player)];
}
func_80126B8C(play, player);
}
- Matrix_Get(&player->mf_CC4);
- Matrix_MtxFToYXZRot(&player->mf_CC4, &player->leftHandWorld.rot, false);
+ Matrix_Get(&player->leftHandMf);
+ Matrix_MtxFToYXZRot(&player->leftHandMf, &player->leftHandWorld.rot, false);
}
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_HAND) {
@@ -3458,18 +3461,18 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
Matrix_MultZero(&sp20C);
temp_fv0 = Math_Vec3f_DistXYZ(sPlayerCurBodyPartPos, &sp20C);
- player->unk_B08[0] = temp_fv0 - 3.0f;
+ player->unk_B08 = temp_fv0 - 3.0f;
if (temp_fv0 < 3.0f) {
- player->unk_B08[0] = 0.0f;
+ player->unk_B08 = 0.0f;
} else {
- player->unk_B08[0] *= 1.6f;
- if (player->unk_B08[0] > 1.0f) {
- player->unk_B08[0] = 1.0f;
+ player->unk_B08 *= 1.6f;
+ if (player->unk_B08 > 1.0f) {
+ player->unk_B08 = 1.0f;
}
}
- player->unk_B08[1] = -0.5f;
+ player->unk_B0C = -0.5f;
}
- Matrix_Scale(1.0f, player->unk_B08[0], 1.0f, MTXMODE_APPLY);
+ Matrix_Scale(1.0f, player->unk_B08, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@@ -3518,7 +3521,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
Player_DrawHookshotReticle(play, player, 77600.0f);
}
}
- } else if (player->meleeWeaponState != 0) {
+ } else if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (player->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_RIGHT) {
func_80126B8C(play, player);
}
@@ -3590,6 +3593,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
for (i = 0; i < ARRAY_COUNT(sp178); i++) {
Matrix_Push();
Matrix_Scale(sp178[i].x, sp178[i].y, sp178[i].z, MTXMODE_APPLY);
+
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@@ -3811,7 +3815,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
&player->meleeWeaponInfo[0].base);
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_SHIN) {
- if (player->meleeWeaponState != 0) {
+ if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if ((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_KICK) ||
(player->meleeWeaponAnimation == PLAYER_MWA_ZORA_JUMPKICK_START) ||
(player->meleeWeaponAnimation == PLAYER_MWA_ZORA_JUMPKICK_FINISH)) {
@@ -3819,7 +3823,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
}
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
- if (player->meleeWeaponState != 0) {
+ if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (player->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_BUTT) {
Math_Vec3f_Copy(&player->unk_AF0[1], &player->meleeWeaponInfo[0].base);
func_8012669C(play, player, D_801C0A90, D_801C0A6C);
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c
index 085cb4de2..cff66dacb 100644
--- a/src/code/z_skelanime.c
+++ b/src/code/z_skelanime.c
@@ -1944,7 +1944,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
skelAnime->jointTable->x = skelAnime->baseTransl.x;
skelAnime->prevTransl.z = skelAnime->jointTable->z;
skelAnime->jointTable->z = skelAnime->baseTransl.z;
- if (skelAnime->moveFlags & ANIM_FLAG_UPDATEY) {
+ if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
diff->y = 0.0f;
} else {
diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c
index a4d95af64..d19253df5 100644
--- a/src/code/z_sub_s.c
+++ b/src/code/z_sub_s.c
@@ -15,7 +15,7 @@ Vec3f gOneVec3f = { 1.0f, 1.0f, 1.0f };
s32 D_801C5DBC[] = { 0, 1 }; // Unused
/**
- * Finds the first EnDoor instance with unk_1A4 == 5 and the specified switchFlag.
+ * Finds the first EnDoor instance with doorType == ENDOOR_TYPE_5 and the specified switchFlag.
*/
EnDoor* SubS_FindDoor(PlayState* play, s32 switchFlag) {
Actor* actor = NULL;
@@ -29,7 +29,7 @@ EnDoor* SubS_FindDoor(PlayState* play, s32 switchFlag) {
break;
}
- if ((door->unk_1A4 == 5) && (door->switchFlag == (u8)switchFlag)) {
+ if ((door->doorType == ENDOOR_TYPE_5) && (door->switchFlag == (u8)switchFlag)) {
break;
}