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-rw-r--r--src/code/z_actor.c8
-rw-r--r--src/code/z_camera.c6
-rw-r--r--src/code/z_player_lib.c10
3 files changed, 11 insertions, 13 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 4a86cf25c..ddb8a9e0b 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -4511,9 +4511,7 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
displayList = displayListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
- gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A,
- AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
- GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA));
+ gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A, Z_UPD | G_RM_AA_ZB_XLU_SURF2);
gSPEndDisplayList(displayListHead++);
@@ -4565,10 +4563,10 @@ s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 ra
if (radius < distance) {
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
- Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
+ Math_SmoothStepToS(&alpha, 0, 6, 20, 1);
} else {
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
- Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
+ Math_SmoothStepToS(&alpha, 255, 6, 20, 1);
}
return alpha;
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index 803a89400..3baaf6579 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -6333,8 +6333,8 @@ s32 Camera_Demo5(Camera* camera) {
camera->timer += D_8011D79C[2].timerInit + D_8011D79C[3].timerInit;
}
} else if (eyeTargetDist < 300.0f && eyePlayerGeo.r < 30.0f) {
- // distance from the camera's current positon and the target is less than 300 units
- // and the distance fromthe camera's current position to the player is less than 30 units
+ // distance from the camera's current position and the target is less than 300 units
+ // and the distance from the camera's current position to the player is less than 30 units
static OnePointCsFull D_8011D83C[] = {
{
ONEPOINT_CS_ACTION(ONEPOINT_CS_ACTION_ID_3, false, true),
@@ -7237,7 +7237,7 @@ s32 Camera_Special6(Camera* camera) {
sCameraInterfaceField = roData->interfaceField;
if (eyeNext->x != bgCamPos.x || eyeNext->y != bgCamPos.y || eyeNext->z != bgCamPos.z || camera->animState == 0) {
- // A change in the current scene's camera positon has been detected,
+ // A change in the current scene's camera position has been detected,
// Change "screens"
camera->player->actor.freezeTimer = 12;
// Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 69d7b76d9..49948f856 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -1007,7 +1007,7 @@ PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
void* sEyeTextures[PLAYER_EYES_MAX] = {
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
- gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
@@ -1027,7 +1027,7 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
{
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
- gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
@@ -1035,9 +1035,9 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
},
{
- gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
- gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
- gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkChildEyesClosedTex, // PLAYER_EYES_CLOSED
/*
Note `PLAYER_EYES_RIGHT` corresponds to the "left" eyes texture, and vice-versa with the "right" eyes textures.
This is because on the textures Link appears to look left/right as if facing outwards the screen,