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-rw-r--r--src/code/z_actor.c2
-rw-r--r--src/code/z_player_lib.c24
2 files changed, 13 insertions, 13 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 71e25d953..cbe84c927 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1098,7 +1098,7 @@ int func_8002DD6C(Player* player) {
}
int func_8002DD78(Player* player) {
- return func_8002DD6C(player) && player->unk_834;
+ return func_8002DD6C(player) && (player->unk_834 != 0);
}
int func_8002DDA8(PlayState* play) {
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index c9815c313..d7ec54bd0 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -1295,22 +1295,22 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
}
if (limbIndex == PLAYER_LIMB_HEAD) {
- rot->x += this->unk_6BA;
- rot->y -= this->unk_6B8;
- rot->z += this->unk_6B6;
+ rot->x += this->headLimbRot.z;
+ rot->y -= this->headLimbRot.y;
+ rot->z += this->headLimbRot.x;
} else if (limbIndex == PLAYER_LIMB_UPPER) {
- if (this->unk_6B0 != 0) {
+ if (this->upperLimbYawSecondary != 0) {
Matrix_RotateZ(BINANG_TO_RAD(0x44C), MTXMODE_APPLY);
- Matrix_RotateY(BINANG_TO_RAD(this->unk_6B0), MTXMODE_APPLY);
+ Matrix_RotateY(BINANG_TO_RAD(this->upperLimbYawSecondary), MTXMODE_APPLY);
}
- if (this->unk_6BE != 0) {
- Matrix_RotateY(BINANG_TO_RAD(this->unk_6BE), MTXMODE_APPLY);
+ if (this->upperLimbRot.y != 0) {
+ Matrix_RotateY(BINANG_TO_RAD(this->upperLimbRot.y), MTXMODE_APPLY);
}
- if (this->unk_6BC != 0) {
- Matrix_RotateX(BINANG_TO_RAD(this->unk_6BC), MTXMODE_APPLY);
+ if (this->upperLimbRot.x != 0) {
+ Matrix_RotateX(BINANG_TO_RAD(this->upperLimbRot.x), MTXMODE_APPLY);
}
- if (this->unk_6C0 != 0) {
- Matrix_RotateZ(BINANG_TO_RAD(this->unk_6C0), MTXMODE_APPLY);
+ if (this->upperLimbRot.z != 0) {
+ Matrix_RotateZ(BINANG_TO_RAD(this->upperLimbRot.z), MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
s32 pad;
@@ -1788,7 +1788,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
- if (func_8002DD78(this) != 0) {
+ if (func_8002DD78(this)) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(play, this,
(this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f);