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authorkrm01 <krm01@users.noreply.github.com>2024-08-10 16:05:48 -0700
committerGitHub <noreply@github.com>2024-08-10 19:05:48 -0400
commit9ff6758458ca80cc3f4ea34ab6761c8288a19b05 (patch)
treeac7aab70d8483ef5deffbe6f03d02475aeddc27b
parent9eec8af4981ec7a6b75b1850713c061d83099e6b (diff)
doc pass for gravestone actor (#2026)
-rw-r--r--src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c49
1 files changed, 25 insertions, 24 deletions
diff --git a/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c
index e283244e5..cbe763788 100644
--- a/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c
+++ b/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c
@@ -14,11 +14,11 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play);
void BgHaka_Update(Actor* thisx, PlayState* play);
void BgHaka_Draw(Actor* thisx, PlayState* play);
-void func_8087B758(BgHaka* this, Player* player);
-void func_8087B7E8(BgHaka* this, PlayState* play);
-void func_8087B938(BgHaka* this, PlayState* play);
-void func_8087BAAC(BgHaka* this, PlayState* play);
-void func_8087BAE4(BgHaka* this, PlayState* play);
+void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player);
+void BgHaka_IdleClosed(BgHaka* this, PlayState* play);
+void BgHaka_Pull(BgHaka* this, PlayState* play);
+void BgHaka_IdleOpened(BgHaka* this, PlayState* play);
+void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play);
ActorProfile Bg_Haka_Profile = {
/**/ ACTOR_BG_HAKA,
@@ -46,7 +46,7 @@ void BgHaka_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
- this->actionFunc = func_8087B7E8;
+ this->actionFunc = BgHaka_IdleClosed;
}
void BgHaka_Destroy(Actor* thisx, PlayState* play) {
@@ -55,16 +55,16 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
-void func_8087B758(BgHaka* this, Player* player) {
- Vec3f sp1C;
+void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player) {
+ Vec3f playerRelativePos;
- func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos);
- if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) {
+ func_8002DBD0(&this->dyna.actor, &playerRelativePos, &player->actor.world.pos);
+ if (fabsf(playerRelativePos.x) < 34.6f && playerRelativePos.z > -112.8f && playerRelativePos.z < -36.0f) {
player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND;
}
}
-void func_8087B7E8(BgHaka* this, PlayState* play) {
+void BgHaka_IdleClosed(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->dyna.unk_150 != 0.0f) {
@@ -73,8 +73,8 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
player->stateFlags2 &= ~PLAYER_STATE2_4;
if (!Play_InCsMode(play)) {
Message_StartTextbox(play, 0x5073, NULL);
- this->dyna.actor.params = 100;
- this->actionFunc = func_8087BAE4;
+ this->dyna.actor.params = 100; // Used as a cooldown for displaying Graveyard Boy's warning
+ this->actionFunc = BgHaka_IdleLockedClosed;
}
} else if (0.0f < this->dyna.unk_150 ||
(play->sceneId == SCENE_LAKE_HYLIA && !LINK_IS_ADULT && !Flags_GetSwitch(play, 0x23))) {
@@ -82,24 +82,25 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
player->stateFlags2 &= ~PLAYER_STATE2_4;
} else {
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x8000;
- this->actionFunc = func_8087B938;
+ this->actionFunc = BgHaka_Pull;
}
}
- func_8087B758(this, player);
+ BgHaka_CheckPlayerOnDirtPatch(this, player);
}
-void func_8087B938(BgHaka* this, PlayState* play) {
+void BgHaka_Pull(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
- s32 sp38;
+ s32 reachedMaxPullDist;
this->dyna.actor.speed += 0.05f;
this->dyna.actor.speed = CLAMP_MAX(this->dyna.actor.speed, 1.5f);
- sp38 = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speed);
+ // minVelocityY is used to keep track of the distance pulled from home
+ reachedMaxPullDist = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speed);
this->dyna.actor.world.pos.x =
Math_SinS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z =
Math_CosS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.z;
- if (sp38 != 0) {
+ if (reachedMaxPullDist) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~PLAYER_STATE2_4;
if (this->dyna.actor.params == 1) {
@@ -108,12 +109,12 @@ void func_8087B938(BgHaka* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, 1);
}
- this->actionFunc = func_8087BAAC;
+ this->actionFunc = BgHaka_IdleOpened;
}
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
-void func_8087BAAC(BgHaka* this, PlayState* play) {
+void BgHaka_IdleOpened(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->dyna.unk_150 != 0.0f) {
@@ -122,7 +123,7 @@ void func_8087BAAC(BgHaka* this, PlayState* play) {
}
}
-void func_8087BAE4(BgHaka* this, PlayState* play) {
+void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 pad;
@@ -134,9 +135,9 @@ void func_8087BAE4(BgHaka* this, PlayState* play) {
player->stateFlags2 &= ~PLAYER_STATE2_4;
}
if (this->dyna.actor.params == 0) {
- this->actionFunc = func_8087B7E8;
+ this->actionFunc = BgHaka_IdleClosed;
}
- func_8087B758(this, player);
+ BgHaka_CheckPlayerOnDirtPatch(this, player);
}
void BgHaka_Update(Actor* thisx, PlayState* play) {