diff options
| author | fig02 <fig02srl@gmail.com> | 2020-06-14 00:09:51 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-06-14 00:09:51 -0400 |
| commit | 1c98ac27eb84d5b41bde76346fb17ef23489551a (patch) | |
| tree | 651fb317a335710b48beb0920c6b4e1aed60b7bc /src/code | |
| parent | 06fc61c83db6adf5d679ae877be17ece401c9c18 (diff) | |
Actor struct cleanup (#208)
* cleanup a few things
* fix mistake
* yawTowardsLink
* run format
* pr suggestion
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/mempak.c | 3 | ||||
| -rw-r--r-- | src/code/z_actor.c | 152 | ||||
| -rw-r--r-- | src/code/z_en_a_keep.c | 6 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 10 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 2 |
5 files changed, 87 insertions, 86 deletions
diff --git a/src/code/mempak.c b/src/code/mempak.c index 0c71f8756..b81a50125 100644 --- a/src/code/mempak.c +++ b/src/code/mempak.c @@ -8,7 +8,8 @@ u16 sMempakCompanyCode = 1; u32 sMempakGameCode = 1; // "ZELDA DEMO TOOL " -u8 sMempakGameName[0x10] = { 0x33, 0x1E, 0x25, 0x1D, 0x1A, 0x0F, 0x1D, 0x1E, 0x26, 0x28, 0x0F, 0x2D, 0x28, 0x28, 0x25, 0x0F }; +u8 sMempakGameName[0x10] = { 0x33, 0x1E, 0x25, 0x1D, 0x1A, 0x0F, 0x1D, 0x1E, + 0x26, 0x28, 0x0F, 0x2D, 0x28, 0x28, 0x25, 0x0F }; u8 sMempakExtName[8] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; s32 Mempak_Init(s32 controllerNb) { diff --git a/src/code/z_actor.c b/src/code/z_actor.c index d7af214e5..e6ea5ff88 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -19,7 +19,7 @@ void func_8002B200(Actor* actor, LightMapper* lightMapper, GlobalContext* global Gfx* dispRefs[4]; if (actor->floorPoly != NULL) { - temp1 = actor->posRot.pos.y - actor->unk_80; + temp1 = actor->posRot.pos.y - actor->groundY; if (temp1 >= -50.0f && temp1 < 500.0f) { gfxCtx = globalCtx->state.gfxCtx; @@ -40,7 +40,7 @@ void func_8002B200(Actor* actor, LightMapper* lightMapper, GlobalContext* global gDPSetPrimColor(gfxCtx->polyOpa.p++, 0, 0, 0, 0, 0, (u32)(actor->shape.unk_14 * temp2) & 0xFF); } - func_80038A28(actor->floorPoly, actor->posRot.pos.x, actor->unk_80, actor->posRot.pos.z, &sp60); + func_80038A28(actor->floorPoly, actor->posRot.pos.x, actor->groundY, actor->posRot.pos.z, &sp60); Matrix_Put(&sp60); if (dlist != D_04049210) { @@ -122,7 +122,7 @@ void ActorShadow_DrawFunc_Teardrop(Actor* actor, LightMapper* lightMapper, Globa s32 phi_s1; s32 phi_s2; - temp_f20 = actor->posRot.pos.y - actor->unk_80; + temp_f20 = actor->posRot.pos.y - actor->groundY; if (temp_f20 > 20.0f) { temp_10 = actor->shape.unk_10; @@ -839,7 +839,7 @@ void Actor_Init(Actor* actor, GlobalContext* globalCtx) { Actor_SetScale(actor, 0.01f); actor->unk_1F = 3; actor->minVelocityY = -20.0f; - actor->waterSurfaceDist = FLT_MAX; + actor->xyzDistFromLinkSq = FLT_MAX; actor->naviEnemyId = 0xFF; actor->unk_F4 = 1000.0f; actor->unk_F8 = 350.0f; @@ -1091,7 +1091,7 @@ void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2) { s32 func_8002DFC8(Actor* actor, s16 arg1, GlobalContext* globalCtx) { Player* player = PLAYER; - s16 var = (s16)(actor->rotTowardsLinkY + 0x8000) - player->actor.shape.rot.y; + s16 var = (s16)(actor->yawTowardsLink + 0x8000) - player->actor.shape.rot.y; if (ABS(var) < arg1) { return 1; @@ -1111,7 +1111,7 @@ s32 func_8002E020(Actor* actorA, Actor* actorB, s16 arg2) { } s32 func_8002E084(Actor* actor, s16 arg1) { - s16 var = actor->rotTowardsLinkY - actor->shape.rot.y; + s16 var = actor->yawTowardsLink - actor->shape.rot.y; if (ABS(var) < arg1) { return 1; @@ -1131,10 +1131,10 @@ s32 func_8002E0D0(Actor* actorA, Actor* actorB, s16 arg2) { } s32 func_8002E12C(Actor* actor, f32 arg1, s16 arg2) { - s16 var = actor->rotTowardsLinkY - actor->shape.rot.y; + s16 var = actor->yawTowardsLink - actor->shape.rot.y; if (ABS(var) < arg2) { - f32 xyzDistanceFromLink = sqrtf(SQ(actor->xzDistanceFromLink) + SQ(actor->yDistanceFromLink)); + f32 xyzDistanceFromLink = sqrtf(SQ(actor->xzDistFromLink) + SQ(actor->yDistFromLink)); if (xyzDistanceFromLink < arg1) { return 1; @@ -1180,14 +1180,14 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) arg2->y += 50.0f; - actor->unk_80 = func_8003CA0C(globalCtx, &globalCtx->colCtx, &actor->floorPoly, &sp30, actor, arg2); + actor->groundY = func_8003CA0C(globalCtx, &globalCtx->colCtx, &actor->floorPoly, &sp30, actor, arg2); actor->bgCheckFlags &= ~0x0086; - if (actor->unk_80 <= -32000.0f) { + if (actor->groundY <= -32000.0f) { return func_8002E234(actor, -32000.0f, arg3); } - sp34 = actor->unk_80 - actor->posRot.pos.y; + sp34 = actor->groundY - actor->posRot.pos.y; actor->floorPolySource = sp30; if (sp34 >= 0.0f) { @@ -1204,7 +1204,7 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3) } } - actor->posRot.pos.y = actor->unk_80; + actor->posRot.pos.y = actor->groundY; if (actor->velocity.y <= 0.0f) { if (!(actor->bgCheckFlags & 0x1)) { @@ -1279,8 +1279,8 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f func_8002E2AC(globalCtx, actor, &sp64, arg5); sp50 = actor->posRot.pos.y; if (func_8004213C(globalCtx, &globalCtx->colCtx, actor->posRot.pos.x, actor->posRot.pos.z, &sp50, &sp54)) { - actor->unk_84 = sp50 - actor->posRot.pos.y; - if (actor->unk_84 < 0.0f) { + actor->waterY = sp50 - actor->posRot.pos.y; + if (actor->waterY < 0.0f) { actor->bgCheckFlags &= ~0x60; } else { if (!(actor->bgCheckFlags & 0x20)) { @@ -1298,7 +1298,7 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f } } else { actor->bgCheckFlags &= ~0x60; - actor->unk_84 = -32000.0f; + actor->waterY = -32000.0f; } } } @@ -1445,14 +1445,15 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) { s16 var; s16 abs_var; - var = (s16)(actor->rotTowardsLinkY - 0x8000) - arg2; + var = (s16)(actor->yawTowardsLink - 0x8000) - arg2; abs_var = ABS(var); if (player->unk_664 != NULL) { if ((abs_var > 0x4000) || (actor->flags & 0x8000000)) { return FLT_MAX; } else { - return actor->waterSurfaceDist - actor->waterSurfaceDist * 0.8f * ((0x4000 - abs_var) * 3.0517578125e-05f); + return actor->xyzDistFromLinkSq - + actor->xyzDistFromLinkSq * 0.8f * ((0x4000 - abs_var) * 3.0517578125e-05f); } } @@ -1460,7 +1461,7 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) { return FLT_MAX; } - return actor->waterSurfaceDist; + return actor->xyzDistFromLinkSq; } #else extern f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2); @@ -1491,13 +1492,13 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) { } if (!flag) { - var = (s16)(actor->rotTowardsLinkY - 0x8000) - player->actor.shape.rot.y; + var = (s16)(actor->yawTowardsLink - 0x8000) - player->actor.shape.rot.y; abs_var = ABS(var); if ((player->unk_664 == NULL) && (abs_var > 0x2AAA)) { dist = FLT_MAX; } else { - dist = actor->waterSurfaceDist; + dist = actor->xyzDistFromLinkSq; } return !func_8002F090(actor, D_80115FF8[actor->unk_1F].unk_4 * dist); @@ -1521,13 +1522,13 @@ s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u3 // This is convoluted but it seems like it must be a single if statement to match if ((player->actor.flags & 0x100) || ((arg4 != 0) && func_8008E988(globalCtx)) || ((actor->unk_10C == 0) && - ((arg3 < fabsf(actor->yDistanceFromLink)) || (player->targetActorDistance < actor->xzDistanceFromLink) || - (arg2 < actor->xzDistanceFromLink)))) { + ((arg3 < fabsf(actor->yDistFromLink)) || (player->targetActorDistance < actor->xzDistFromLink) || + (arg2 < actor->xzDistFromLink)))) { return 0; } player->naviTargetActor = actor; - player->targetActorDistance = actor->xzDistanceFromLink; + player->targetActorDistance = actor->xzDistFromLink; player->exchangeItemId = arg4; return 1; @@ -1585,8 +1586,8 @@ s32 func_8002F434(Actor* actor, GlobalContext* globalCtx, s32 getItemId, f32 xzR if ((((player->heldActor != NULL) || (actor == player->naviTargetActor)) && (getItemId > 0) && (getItemId < 0x7E)) || (!(player->stateFlags1 & 0x20000800))) { - if ((actor->xzDistanceFromLink < xzRange) && (fabsf(actor->yDistanceFromLink) < yRange)) { - var = actor->rotTowardsLinkY - player->actor.shape.rot.y; + if ((actor->xzDistFromLink < xzRange) && (fabsf(actor->yDistFromLink) < yRange)) { + var = actor->yawTowardsLink - player->actor.shape.rot.y; abs_var = ABS(var); if ((getItemId != 0) || (player->getItemDirection < abs_var)) { player->getItemId = getItemId; @@ -1634,8 +1635,8 @@ void func_8002F5C4(Actor* actorA, Actor* actorB, GlobalContext* globalCtx) { void func_8002F5F0(Actor* actor, GlobalContext* globalCtx) { Player* player = PLAYER; - if (actor->waterSurfaceDist < player->unk_6A4) { - player->unk_6A4 = actor->waterSurfaceDist; + if (actor->xyzDistFromLinkSq < player->unk_6A4) { + player->unk_6A4 = actor->xyzDistFromLinkSq; } } @@ -1704,7 +1705,7 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) { s32 sfxId; if (actor->bgCheckFlags & 0x20) { - if (actor->unk_84 < 20.0f) { + if (actor->waterY < 20.0f) { sfxId = NA_SE_PL_WALK_WATER0; } else { sfxId = NA_SE_PL_WALK_WATER1; @@ -1718,37 +1719,37 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) { } void func_8002F8F0(Actor* actor, u16 sfxId) { - actor->soundEffect = sfxId; + actor->sfx = sfxId; actor->flags |= 0x80000; actor->flags &= ~0x10300000; } void func_8002F91C(Actor* actor, u16 sfxId) { - actor->soundEffect = sfxId; + actor->sfx = sfxId; actor->flags |= 0x100000; actor->flags &= ~0x10280000; } void func_8002F948(Actor* actor, u16 sfxId) { - actor->soundEffect = sfxId; + actor->sfx = sfxId; actor->flags |= 0x200000; actor->flags &= ~0x10180000; } void func_8002F974(Actor* actor, u16 sfxId) { actor->flags &= ~0x10380000; - actor->soundEffect = sfxId; + actor->sfx = sfxId; } void func_8002F994(Actor* actor, s32 sfxId) { actor->flags |= 0x10000000; actor->flags &= ~0x00380000; if (sfxId < NA_SE_PL_LAND_GRASS) { - actor->soundEffect = NA_SE_PL_WALK_DIRT; + actor->sfx = NA_SE_PL_WALK_DIRT; } else if (sfxId < NA_SE_PL_DIVE_BUBBLE) { - actor->soundEffect = NA_SE_PL_WALK_CONCRETE; + actor->sfx = NA_SE_PL_WALK_CONCRETE; } else { - actor->soundEffect = NA_SE_PL_WALK_SAND; + actor->sfx = NA_SE_PL_WALK_SAND; } } @@ -2085,7 +2086,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) { actor->posRot.pos.y = -25000.0f; } - actor->soundEffect = 0; + actor->sfx = 0; if (actor->init != NULL) { if (Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex)) { @@ -2111,11 +2112,11 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) { } } else { Math_Vec3f_Copy(&actor->pos4, &actor->posRot.pos); - actor->xzDistanceFromLink = func_8002DB8C(actor, &player->actor); - actor->yDistanceFromLink = Actor_HeightDiff(actor, &player->actor); - actor->waterSurfaceDist = SQ(actor->xzDistanceFromLink) + SQ(actor->yDistanceFromLink); + actor->xzDistFromLink = func_8002DB8C(actor, &player->actor); + actor->yDistFromLink = Actor_HeightDiff(actor, &player->actor); + actor->xyzDistFromLinkSq = SQ(actor->xzDistFromLink) + SQ(actor->yDistFromLink); - actor->rotTowardsLinkY = func_8002DA78(actor, &player->actor); + actor->yawTowardsLink = func_8002DA78(actor, &player->actor); actor->flags &= ~0x1000000; if ((DECR(actor->freeze) == 0) && (actor->flags & 0x50)) { @@ -2130,8 +2131,8 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) { } Actor_SetObjectDependency(globalCtx, actor); - if (actor->unk_114 != 0) { - actor->unk_114--; + if (actor->dmgEffectTimer != 0) { + actor->dmgEffectTimer--; } actor->update(actor, globalCtx); func_8003F8EC(globalCtx, &globalCtx->colCtx.dyna, actor); @@ -2226,28 +2227,28 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) { gSPSegment(gfxCtx->polyOpa.p++, 0x06, globalCtx->objectCtx.status[actor->objBankIndex].segment); gSPSegment(gfxCtx->polyXlu.p++, 0x06, globalCtx->objectCtx.status[actor->objBankIndex].segment); - if (actor->unk_114 != 0) { + if (actor->dmgEffectTimer != 0) { // Must be inline data to match Color_RGBA8 sp2C = { 0x00, 0x00, 0x00, 0xFF }; - if (actor->unk_112 & 0x8000) { - sp2C.r = sp2C.g = sp2C.b = ((actor->unk_112 & 0x1F00) >> 5) | 7; - } else if (actor->unk_112 & 0x4000) { - sp2C.r = ((actor->unk_112 & 0x1F00) >> 5) | 7; + if (actor->dmgEffectParams & 0x8000) { + sp2C.r = sp2C.g = sp2C.b = ((actor->dmgEffectParams & 0x1F00) >> 5) | 7; + } else if (actor->dmgEffectParams & 0x4000) { + sp2C.r = ((actor->dmgEffectParams & 0x1F00) >> 5) | 7; } else { - sp2C.b = ((actor->unk_112 & 0x1F00) >> 5) | 7; + sp2C.b = ((actor->dmgEffectParams & 0x1F00) >> 5) | 7; } - if (actor->unk_112 & 0x2000) { - func_80026860(globalCtx, &sp2C, actor->unk_114, actor->unk_112 & 0xFF); + if (actor->dmgEffectParams & 0x2000) { + func_80026860(globalCtx, &sp2C, actor->dmgEffectTimer, actor->dmgEffectParams & 0xFF); } else { - func_80026400(globalCtx, &sp2C, actor->unk_114, actor->unk_112 & 0xFF); + func_80026400(globalCtx, &sp2C, actor->dmgEffectTimer, actor->dmgEffectParams & 0xFF); } } actor->draw(actor, globalCtx); - if (actor->unk_114 != 0) { - if (actor->unk_112 & 0x2000) { + if (actor->dmgEffectTimer != 0) { + if (actor->dmgEffectParams & 0x2000) { func_80026A6C(globalCtx); } else { func_80026608(globalCtx); @@ -2265,15 +2266,15 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) { void func_80030ED8(Actor* actor) { if (actor->flags & 0x80000) { - Audio_PlaySoundGeneral(actor->soundEffect, &actor->unk_E4, 4, &D_801333E0, &D_801333E0, &D_801333E8); + Audio_PlaySoundGeneral(actor->sfx, &actor->unk_E4, 4, &D_801333E0, &D_801333E0, &D_801333E8); } else if (actor->flags & 0x100000) { - func_80078884(actor->soundEffect); + func_80078884(actor->sfx); } else if (actor->flags & 0x200000) { - func_800788CC(actor->soundEffect); + func_800788CC(actor->sfx); } else if (actor->flags & 0x10000000) { - func_800F4C58(&D_801333D4, 0x2021, (s8)(actor->soundEffect - 1)); + func_800F4C58(&D_801333D4, 0x2021, (s8)(actor->sfx - 1)); } else { - func_80078914(&actor->unk_E4, actor->soundEffect); + func_80078914(&actor->unk_E4, actor->sfx); } } @@ -2421,7 +2422,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) { } if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(69) == 0)) { - if (actor->soundEffect != 0) { + if (actor->sfx != 0) { func_80030ED8(actor); } } @@ -2968,10 +2969,10 @@ void func_800328D4(GlobalContext* globalCtx, ActorContext* actorCtx, Player* pla while (actor != NULL) { if ((actor->update != NULL) && ((Player*)actor != player) && ((actor->flags & 1) == 1)) { - if ((actorType == ACTORTYPE_ENEMY) && ((actor->flags & 5) == 5) && (actor->waterSurfaceDist < 250000.0f) && - (actor->waterSurfaceDist < D_8015BBF4)) { + if ((actorType == ACTORTYPE_ENEMY) && ((actor->flags & 5) == 5) && (actor->xyzDistFromLinkSq < 250000.0f) && + (actor->xyzDistFromLinkSq < D_8015BBF4)) { actorCtx->targetCtx.unk_90 = actor; - D_8015BBF4 = actor->waterSurfaceDist; + D_8015BBF4 = actor->xyzDistFromLinkSq; } if (actor != sp84) { @@ -3199,7 +3200,7 @@ void func_80033260(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3 s32 i; var = (Math_Rand_ZeroOne() - 0.5f) * 6.28f; - sp9C.y = actor->unk_80; + sp9C.y = actor->groundY; sp84.y += (Math_Rand_ZeroOne() - 0.5f) * 0.2f; for (i = arg4; i >= 0; i--) { @@ -3517,9 +3518,9 @@ void func_80033E1C(GlobalContext* globalCtx, s16 arg1, s16 arg2, s16 arg3) { void func_80033E88(Actor* actor, GlobalContext* globalCtx, s16 arg2, s16 arg3) { if (arg2 >= 5) { - func_800AA000(actor->waterSurfaceDist, 0xFF, 0x14, 0x96); + func_800AA000(actor->xyzDistFromLinkSq, 0xFF, 0x14, 0x96); } else { - func_800AA000(actor->waterSurfaceDist, 0xB4, 0x14, 0x64); + func_800AA000(actor->xyzDistFromLinkSq, 0xB4, 0x14, 0x64); } func_80033DB8(globalCtx, arg2, arg3); @@ -3613,8 +3614,8 @@ void func_8003426C(Actor* actor, s16 arg1, s16 arg2, s16 arg3, s16 arg4) { Audio_PlayActorSound2(actor, NA_SE_EN_LIGHT_ARROW_HIT); } - actor->unk_112 = arg1 | arg3 | ((arg2 & 0xF8) << 5) | arg4; - actor->unk_114 = arg4; + actor->dmgEffectParams = arg1 | arg3 | ((arg2 & 0xF8) << 5) | arg4; + actor->dmgEffectTimer = arg4; } Hilite* func_800342EC(Vec3f* object, GlobalContext* globalCtx) { @@ -4004,11 +4005,10 @@ s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s s16 var1; s16 var2; - var1 = (s16)(actor->rotTowardsLinkY + 0x8000) - player->actor.shape.rot.y; - var2 = actor->rotTowardsLinkY - arg5; + var1 = (s16)(actor->yawTowardsLink + 0x8000) - player->actor.shape.rot.y; + var2 = actor->yawTowardsLink - arg5; - if ((actor->xzDistanceFromLink <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && - (arg3 >= ABS(var2))) { + if ((actor->xzDistFromLink <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) { return 1; } else { return 0; @@ -5473,18 +5473,18 @@ s32 func_80037D98(GlobalContext* globalCtx, Actor* actor, s16 arg2, s32* arg3) { return 0; } - var = actor->rotTowardsLinkY - actor->shape.rot.y; + var = actor->yawTowardsLink - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { return 0; } - if ((actor->waterSurfaceDist > 25600.0f) && (actor->unk_10C == 0)) { + if ((actor->xyzDistFromLinkSq > 25600.0f) && (actor->unk_10C == 0)) { return 0; } - if (actor->waterSurfaceDist <= 6400.0f) { + if (actor->xyzDistFromLinkSq <= 6400.0f) { if (func_8002F2CC(actor, globalCtx, 80.0f)) { actor->textId = func_80037C30(globalCtx, arg2); } @@ -5540,7 +5540,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar actor->posRot2.pos.y += arg4; if (!(((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) && (gSaveContext.entranceIndex == 0x00EE))) { - var = actor->rotTowardsLinkY - actor->shape.rot.y; + var = actor->yawTowardsLink - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { func_80037F30(arg2, arg3); @@ -5569,7 +5569,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar actor->posRot2.pos = arg4; if (!(((globalCtx->csCtx.state != 0) || (D_8011D394 != 0)) && (gSaveContext.entranceIndex == 0x00EE))) { - var = actor->rotTowardsLinkY - actor->shape.rot.y; + var = actor->yawTowardsLink - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { func_80037F30(arg2, arg3); diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index 3d2a6b1fe..e6f3e3d6a 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -213,7 +213,7 @@ void func_8001D25C(EnAObj* this, GlobalContext* globalCtx) { s16 var; if (this->dyna.actor.textId != 0) { - var = this->dyna.actor.rotTowardsLinkY - this->dyna.actor.shape.rot.y; + var = this->dyna.actor.yawTowardsLink - this->dyna.actor.shape.rot.y; if ((ABS(var) < 0x2800) || ((this->dyna.actor.params == 0xA) && (ABS(var) > 0x5800))) { if (func_8002F194(&this->dyna.actor, globalCtx)) { EnAObj_SetupAction(this, func_8001D204); @@ -238,13 +238,13 @@ void func_8001D360(EnAObj* this, GlobalContext* globalCtx) { this->unk_16E++; this->unk_170 = 20; - if ((s16)(this->dyna.actor.rotTowardsLinkY + 0x4000) < 0) { + if ((s16)(this->dyna.actor.yawTowardsLink + 0x4000) < 0) { this->unk_174 = -1000; } else { this->unk_174 = 1000; } - if (this->dyna.actor.rotTowardsLinkY < 0) { + if (this->dyna.actor.yawTowardsLink < 0) { this->unk_172 = -this->unk_174; } else { this->unk_172 = this->unk_174; diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 54f7bfe5f..7e9606d40 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -413,9 +413,9 @@ void func_8001E304(EnItem00* this, GlobalContext* globalCtx) { } this->actor.initPosRot.rot.z += (s16)((this->actor.velocity.y + 3.0f) * 1000.0f); this->actor.posRot.pos.x += - Math_Coss(this->actor.rotTowardsLinkY) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z)); + Math_Coss(this->actor.yawTowardsLink) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z)); this->actor.posRot.pos.z += - Math_Sins(this->actor.rotTowardsLinkY) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z)); + Math_Sins(this->actor.yawTowardsLink) * (-3.0f * Math_Coss(this->actor.initPosRot.rot.z)); } } @@ -539,7 +539,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) { if (sp3A || D_80157D94) { func_8002E4B4(globalCtx, &this->actor, 10.0f, 15.0f, 15.0f, 0x1D); - if (this->actor.unk_80 <= -10000.0f) { + if (this->actor.groundY <= -10000.0f) { Actor_Kill(&this->actor); return; } @@ -564,8 +564,8 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) { return; } - if (!((this->actor.xzDistanceFromLink <= 30.0f) && (this->actor.yDistanceFromLink >= -50.0f) && - (this->actor.yDistanceFromLink <= 50.0f))) { + if (!((this->actor.xzDistFromLink <= 30.0f) && (this->actor.yDistFromLink >= -50.0f) && + (this->actor.yDistFromLink <= 50.0f))) { if (!func_8002F410(&this->actor, globalCtx)) { return; } diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index ad81bbbfd..71721b63c 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -225,7 +225,7 @@ void func_8008EDF0(Player* player) { void func_8008EE08(Player* player) { if ((player->actor.bgCheckFlags & 1) || (player->stateFlags1 & 0x8A00000) || - ((player->stateFlags1 & 0xC0000) == 0 && (player->actor.posRot.pos.y - player->actor.unk_80) < 100.0f)) { + ((player->stateFlags1 & 0xC0000) == 0 && (player->actor.posRot.pos.y - player->actor.groundY) < 100.0f)) { player->stateFlags1 &= 0xBFF07FFF; } else if ((player->stateFlags1 & 0x2C0000) == 0) { player->stateFlags1 |= 0x80000; |
