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authorblackgamma7 <blackgamma7@gmail.com>2022-11-19 10:30:56 -0500
committerGitHub <noreply@github.com>2022-11-19 16:30:56 +0100
commit39e4e63b4d896f383946d4bcfe9ecea8ed5ec175 (patch)
treeda590b71f0f2917d0acc0cfe124e550053021617 /src
parent1666517f47f5f3b694578b9e5580926043b12676 (diff)
`z_obj_lift`: doc remaining funcs and field (#1440)
* `z_obj_lift`: doc funcs and field doc remaining funcs and field in `z_obj_lift` * `z_obj_lift`: shakeVec->shakeOrientation * removed space from copy-paste of field name
Diffstat (limited to 'src')
-rw-r--r--src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c64
-rw-r--r--src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h2
2 files changed, 33 insertions, 33 deletions
diff --git a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c
index ebde3975c..31e25425c 100644
--- a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c
+++ b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c
@@ -16,13 +16,13 @@ void ObjLift_Destroy(Actor* thisx, PlayState* play);
void ObjLift_Update(Actor* thisx, PlayState* play);
void ObjLift_Draw(Actor* thisx, PlayState* play);
-void func_80B9651C(ObjLift* this);
-void func_80B9664C(ObjLift* this);
-void func_80B967C0(ObjLift* this);
+void ObjLift_SetupWait(ObjLift* this);
+void ObjLift_SetupShake(ObjLift* this);
+void ObjLift_SetupFall(ObjLift* this);
-void func_80B96560(ObjLift* this, PlayState* play);
-void func_80B96678(ObjLift* this, PlayState* play);
-void func_80B96840(ObjLift* this, PlayState* play);
+void ObjLift_Wait(ObjLift* this, PlayState* play);
+void ObjLift_Shake(ObjLift* this, PlayState* play);
+void ObjLift_Fall(ObjLift* this, PlayState* play);
ActorInit Obj_Lift_InitVars = {
ACTOR_OBJ_LIFT,
@@ -76,7 +76,7 @@ void ObjLift_InitDynaPoly(ObjLift* this, PlayState* play, CollisionHeader* colli
}
}
-void func_80B96160(ObjLift* this, PlayState* play) {
+void ObjLift_SpawnFragments(ObjLift* this, PlayState* play) {
Vec3f pos;
Vec3f velocity;
Vec3f* temp_s3;
@@ -116,10 +116,10 @@ void ObjLift_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->dyna.actor, sScales[(this->dyna.actor.params >> 1) & 1]);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
- this->unk_168.x = Rand_ZeroOne() * 65535.5f;
- this->unk_168.y = Rand_ZeroOne() * 65535.5f;
- this->unk_168.z = Rand_ZeroOne() * 65535.5f;
- func_80B9651C(this);
+ this->shakeOrientation.x = Rand_ZeroOne() * 65535.5f;
+ this->shakeOrientation.y = Rand_ZeroOne() * 65535.5f;
+ this->shakeOrientation.z = Rand_ZeroOne() * 65535.5f;
+ ObjLift_SetupWait(this);
osSyncPrintf("(Dungeon Lift)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
@@ -129,25 +129,25 @@ void ObjLift_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
-void func_80B9651C(ObjLift* this) {
+void ObjLift_SetupWait(ObjLift* this) {
this->timer = sFallTimerDurations[(this->dyna.actor.params >> 8) & 7];
- ObjLift_SetupAction(this, func_80B96560);
+ ObjLift_SetupAction(this, ObjLift_Wait);
}
-void func_80B96560(ObjLift* this, PlayState* play) {
+void ObjLift_Wait(ObjLift* this, PlayState* play) {
s32 pad;
s32 quakeIndex;
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->timer <= 0) {
if (((this->dyna.actor.params >> 8) & 7) == 7) {
- func_80B967C0(this);
+ ObjLift_SetupFall(this);
} else {
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
Quake_SetSpeed(quakeIndex, 10000);
Quake_SetPerturbations(quakeIndex, 2, 0, 0, 0);
Quake_SetDuration(quakeIndex, 20);
- func_80B9664C(this);
+ ObjLift_SetupShake(this);
}
}
} else {
@@ -155,25 +155,25 @@ void func_80B96560(ObjLift* this, PlayState* play) {
}
}
-void func_80B9664C(ObjLift* this) {
+void ObjLift_SetupShake(ObjLift* this) {
this->timer = 20;
- ObjLift_SetupAction(this, func_80B96678);
+ ObjLift_SetupAction(this, ObjLift_Shake);
}
-void func_80B96678(ObjLift* this, PlayState* play) {
+void ObjLift_Shake(ObjLift* this, PlayState* play) {
if (this->timer <= 0) {
- func_80B967C0(this);
+ ObjLift_SetupFall(this);
} else {
- this->unk_168.x += 10000;
- this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.x;
- this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.z;
+ this->shakeOrientation.x += 10000;
+ this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->shakeOrientation.x) * 300.0f) + this->dyna.actor.home.rot.x;
+ this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->shakeOrientation.x) * 300.0f) + this->dyna.actor.home.rot.z;
this->dyna.actor.shape.rot.x = this->dyna.actor.world.rot.x;
this->dyna.actor.shape.rot.z = this->dyna.actor.world.rot.z;
- this->unk_168.y += 18000;
- this->dyna.actor.world.pos.y = Math_SinS(this->unk_168.y) + this->dyna.actor.home.pos.y;
- this->unk_168.z += 18000;
- this->dyna.actor.world.pos.x = Math_SinS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.x;
- this->dyna.actor.world.pos.z = Math_CosS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.z;
+ this->shakeOrientation.y += 18000;
+ this->dyna.actor.world.pos.y = Math_SinS(this->shakeOrientation.y) + this->dyna.actor.home.pos.y;
+ this->shakeOrientation.z += 18000;
+ this->dyna.actor.world.pos.x = Math_SinS(this->shakeOrientation.z) * 3.0f + this->dyna.actor.home.pos.x;
+ this->dyna.actor.world.pos.z = Math_CosS(this->shakeOrientation.z) * 3.0f + this->dyna.actor.home.pos.z;
}
if ((this->timer & 3) == 3) {
@@ -181,13 +181,13 @@ void func_80B96678(ObjLift* this, PlayState* play) {
}
}
-void func_80B967C0(ObjLift* this) {
- ObjLift_SetupAction(this, func_80B96840);
+void ObjLift_SetupFall(ObjLift* this) {
+ ObjLift_SetupAction(this, ObjLift_Fall);
Math_Vec3f_Copy(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos);
this->dyna.actor.shape.rot = this->dyna.actor.world.rot = this->dyna.actor.home.rot;
}
-void func_80B96840(ObjLift* this, PlayState* play) {
+void ObjLift_Fall(ObjLift* this, PlayState* play) {
s32 pad;
s32 bgId;
Vec3f pos;
@@ -200,7 +200,7 @@ void func_80B96840(ObjLift* this, PlayState* play) {
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >=
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
- func_80B96160(this, play);
+ ObjLift_SpawnFragments(this, play);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 20, NA_SE_EV_BOX_BREAK);
Flags_SetSwitch(play, (this->dyna.actor.params >> 2) & 0x3F);
Actor_Kill(&this->dyna.actor);
diff --git a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h
index de25b3c1c..6ca27ddda 100644
--- a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h
+++ b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h
@@ -11,7 +11,7 @@ typedef void (*ObjLiftActionFunc)(struct ObjLift*, PlayState*);
typedef struct ObjLift {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ ObjLiftActionFunc actionFunc;
- /* 0x0168 */ Vec3s unk_168;
+ /* 0x0168 */ Vec3s shakeOrientation;
/* 0x016E */ s16 timer;
} ObjLift; // size = 0x0170