diff options
Diffstat (limited to 'src/code/z_player_lib.c')
| -rw-r--r-- | src/code/z_player_lib.c | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index ca4952c57..c9815c313 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -1625,8 +1625,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve } if (limbIndex == PLAYER_LIMB_L_HAND) { - MtxF sp14C; - Actor* hookedActor; + MtxF leftHandMtx; + Actor* heldActor; Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos); @@ -1682,25 +1682,25 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve } if (this->actor.scale.y >= 0.0f) { - if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) { + if (!Player_HoldsHookshot(this) && ((heldActor = this->heldActor) != NULL)) { if (this->stateFlags1 & PLAYER_STATE1_9) { static Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f }; - Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos); + Matrix_MultVec3f(&D_80126128, &heldActor->world.pos); Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY); - Matrix_Get(&sp14C); - Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0); - hookedActor->shape.rot = hookedActor->world.rot; + Matrix_Get(&leftHandMtx); + Matrix_MtxFToYXZRotS(&leftHandMtx, &heldActor->world.rot, 0); + heldActor->shape.rot = heldActor->world.rot; } else if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) { - Vec3s spB8; + Vec3s leftHandRot; - Matrix_Get(&sp14C); - Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0); + Matrix_Get(&leftHandMtx); + Matrix_MtxFToYXZRotS(&leftHandMtx, &leftHandRot, 0); - if (hookedActor->flags & ACTOR_FLAG_17) { - hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x; + if (heldActor->flags & ACTOR_FLAG_CARRY_X_ROT_INFLUENCE) { + heldActor->world.rot.x = heldActor->shape.rot.x = leftHandRot.x - this->unk_3BC.x; } else { - hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y; + heldActor->world.rot.y = heldActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y; } } } else { |
