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-rw-r--r--src/overlays/actors/ovl_player_actor/z_player.c655
1 files changed, 328 insertions, 327 deletions
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index a56a1e42f..f4e391beb 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -161,45 +161,6 @@ s32 func_8083E0FC(Player* this, PlayState* play);
s32 func_8083E5A8(Player* this, PlayState* play);
s32 func_8083EB44(Player* this, PlayState* play);
s32 func_8083F7BC(Player* this, PlayState* play);
-void func_80840450(Player* this, PlayState* play);
-void func_808407CC(Player* this, PlayState* play);
-void func_80840BC8(Player* this, PlayState* play);
-void func_80840DE4(Player* this, PlayState* play);
-void func_808414F8(Player* this, PlayState* play);
-void func_8084170C(Player* this, PlayState* play);
-void func_808417FC(Player* this, PlayState* play);
-void func_8084193C(Player* this, PlayState* play);
-void func_80841BA8(Player* this, PlayState* play);
-void func_80842180(Player* this, PlayState* play);
-void func_8084227C(Player* this, PlayState* play);
-void func_8084279C(Player* this, PlayState* play);
-void func_808423EC(Player* this, PlayState* play);
-void func_8084251C(Player* this, PlayState* play);
-void func_80843188(Player* this, PlayState* play);
-void func_808435C4(Player* this, PlayState* play);
-void func_8084370C(Player* this, PlayState* play);
-void func_8084377C(Player* this, PlayState* play);
-void func_80843954(Player* this, PlayState* play);
-void func_80843A38(Player* this, PlayState* play);
-void func_80843CEC(Player* this, PlayState* play);
-void func_8084411C(Player* this, PlayState* play);
-void func_80844708(Player* this, PlayState* play);
-void func_80844A44(Player* this, PlayState* play);
-void func_80844AF4(Player* this, PlayState* play);
-void func_80844E68(Player* this, PlayState* play);
-void func_80845000(Player* this, PlayState* play);
-void func_80845308(Player* this, PlayState* play);
-void func_80845668(Player* this, PlayState* play);
-void func_808458D0(Player* this, PlayState* play);
-void func_80845CA4(Player* this, PlayState* play);
-void func_80845EF8(Player* this, PlayState* play);
-void func_80846050(Player* this, PlayState* play);
-void func_80846120(Player* this, PlayState* play);
-void func_80846260(Player* this, PlayState* play);
-void func_80846358(Player* this, PlayState* play);
-void func_80846408(Player* this, PlayState* play);
-void func_808464B0(Player* this, PlayState* play);
-void func_80846578(Player* this, PlayState* play);
void func_80846648(PlayState* play, Player* this);
void func_80846660(PlayState* play, Player* this);
void func_808467D4(PlayState* play, Player* this);
@@ -208,59 +169,11 @@ void func_808468E8(PlayState* play, Player* this);
void func_80846978(PlayState* play, Player* this);
void func_808469BC(PlayState* play, Player* this);
void func_80846A68(PlayState* play, Player* this);
-void func_8084B1D8(Player* this, PlayState* play);
-void func_8084B530(Player* this, PlayState* play);
-void func_8084B78C(Player* this, PlayState* play);
-void func_8084B898(Player* this, PlayState* play);
-void func_8084B9E4(Player* this, PlayState* play);
-void func_8084BBE4(Player* this, PlayState* play);
-void func_8084BDFC(Player* this, PlayState* play);
-void func_8084BF1C(Player* this, PlayState* play);
void Player_UpdateCommon(Player* this, PlayState* play, Input* input);
-void func_8084C5F8(Player* this, PlayState* play);
-void func_8084C760(Player* this, PlayState* play);
-void func_8084C81C(Player* this, PlayState* play);
-void func_8084CC98(Player* this, PlayState* play);
-void func_8084D3E4(Player* this, PlayState* play);
-void func_8084D610(Player* this, PlayState* play);
-void func_8084D7C4(Player* this, PlayState* play);
-void func_8084D84C(Player* this, PlayState* play);
-void func_8084DAB4(Player* this, PlayState* play);
-void func_8084DC48(Player* this, PlayState* play);
-void func_8084E1EC(Player* this, PlayState* play);
-void func_8084E30C(Player* this, PlayState* play);
-void func_8084E368(Player* this, PlayState* play);
-void func_8084E3C4(Player* this, PlayState* play);
-void func_8084E604(Player* this, PlayState* play);
-void func_8084E6D4(Player* this, PlayState* play);
-void func_8084E9AC(Player* this, PlayState* play);
-void func_8084EAC0(Player* this, PlayState* play);
-void func_8084ECA4(Player* this, PlayState* play);
-void func_8084EED8(Player* this, PlayState* play);
-void func_8084EFC0(Player* this, PlayState* play);
-void func_8084F104(Player* this, PlayState* play);
-void func_8084F390(Player* this, PlayState* play);
-void func_8084F608(Player* this, PlayState* play);
-void func_8084F698(Player* this, PlayState* play);
-void func_8084F710(Player* this, PlayState* play);
-void func_8084F88C(Player* this, PlayState* play);
-void func_8084F9A0(Player* this, PlayState* play);
-void func_8084F9C0(Player* this, PlayState* play);
-void func_8084FA54(Player* this, PlayState* play);
-void func_8084FB10(Player* this, PlayState* play);
-void func_8084FBF4(Player* this, PlayState* play);
s32 func_8084FCAC(Player* this, PlayState* play);
void func_8084FF7C(Player* this);
void Player_UpdateBunnyEars(Player* this);
s32 func_80850224(Player* this, PlayState* play);
-void func_808502D0(Player* this, PlayState* play);
-void func_808505DC(Player* this, PlayState* play);
-void func_8085063C(Player* this, PlayState* play);
-void func_8085076C(Player* this, PlayState* play);
-void func_808507F4(Player* this, PlayState* play);
-void func_80850AEC(Player* this, PlayState* play);
-void func_80850C68(Player* this, PlayState* play);
-void func_80850E84(Player* this, PlayState* play);
void func_80851008(PlayState* play, Player* this, void* anim);
void func_80851030(PlayState* play, Player* this, void* anim);
void func_80851050(PlayState* play, Player* this, void* anim);
@@ -335,7 +248,6 @@ void func_808528C8(PlayState* play, Player* this, CsCmdActorCue* cue);
void func_80852944(PlayState* play, Player* this, CsCmdActorCue* cue);
void func_808529D0(PlayState* play, Player* this, CsCmdActorCue* cue);
void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cue);
-void func_80852E14(Player* this, PlayState* play);
s32 Player_IsDroppingFish(PlayState* play);
s32 Player_StartFishing(PlayState* play);
s32 func_80852F38(PlayState* play, Player* this);
@@ -344,6 +256,95 @@ void func_80853080(Player* this, PlayState* play);
s32 Player_InflictDamage(PlayState* play, s32 damage);
void func_80853148(PlayState* play, Actor* actor);
+void Player_Action_80840450(Player* this, PlayState* play);
+void Player_Action_808407CC(Player* this, PlayState* play);
+void Player_Action_80840BC8(Player* this, PlayState* play);
+void Player_Action_80840DE4(Player* this, PlayState* play);
+void Player_Action_808414F8(Player* this, PlayState* play);
+void Player_Action_8084170C(Player* this, PlayState* play);
+void Player_Action_808417FC(Player* this, PlayState* play);
+void Player_Action_8084193C(Player* this, PlayState* play);
+void Player_Action_80841BA8(Player* this, PlayState* play);
+void Player_Action_80842180(Player* this, PlayState* play);
+void Player_Action_8084227C(Player* this, PlayState* play);
+void Player_Action_8084279C(Player* this, PlayState* play);
+void Player_Action_808423EC(Player* this, PlayState* play);
+void Player_Action_8084251C(Player* this, PlayState* play);
+void Player_Action_80843188(Player* this, PlayState* play);
+void Player_Action_808435C4(Player* this, PlayState* play);
+void Player_Action_8084370C(Player* this, PlayState* play);
+void Player_Action_8084377C(Player* this, PlayState* play);
+void Player_Action_80843954(Player* this, PlayState* play);
+void Player_Action_80843A38(Player* this, PlayState* play);
+void Player_Action_80843CEC(Player* this, PlayState* play);
+void Player_Action_8084411C(Player* this, PlayState* play);
+void Player_Action_80844708(Player* this, PlayState* play);
+void Player_Action_80844A44(Player* this, PlayState* play);
+void Player_Action_80844AF4(Player* this, PlayState* play);
+void Player_Action_80844E68(Player* this, PlayState* play);
+void Player_Action_80845000(Player* this, PlayState* play);
+void Player_Action_80845308(Player* this, PlayState* play);
+void Player_Action_80845668(Player* this, PlayState* play);
+void Player_Action_808458D0(Player* this, PlayState* play);
+void Player_Action_80845CA4(Player* this, PlayState* play);
+void Player_Action_80845EF8(Player* this, PlayState* play);
+void Player_Action_80846050(Player* this, PlayState* play);
+void Player_Action_80846120(Player* this, PlayState* play);
+void Player_Action_80846260(Player* this, PlayState* play);
+void Player_Action_80846358(Player* this, PlayState* play);
+void Player_Action_80846408(Player* this, PlayState* play);
+void Player_Action_808464B0(Player* this, PlayState* play);
+void Player_Action_80846578(Player* this, PlayState* play);
+void Player_Action_8084B1D8(Player* this, PlayState* play);
+void Player_Action_8084B530(Player* this, PlayState* play);
+void Player_Action_8084B78C(Player* this, PlayState* play);
+void Player_Action_8084B898(Player* this, PlayState* play);
+void Player_Action_8084B9E4(Player* this, PlayState* play);
+void Player_Action_8084BBE4(Player* this, PlayState* play);
+void Player_Action_8084BDFC(Player* this, PlayState* play);
+void Player_Action_8084BF1C(Player* this, PlayState* play);
+void Player_Action_8084C5F8(Player* this, PlayState* play);
+void Player_Action_8084C760(Player* this, PlayState* play);
+void Player_Action_8084C81C(Player* this, PlayState* play);
+void Player_Action_8084CC98(Player* this, PlayState* play);
+void Player_Action_8084D3E4(Player* this, PlayState* play);
+void Player_Action_8084D610(Player* this, PlayState* play);
+void Player_Action_8084D7C4(Player* this, PlayState* play);
+void Player_Action_8084D84C(Player* this, PlayState* play);
+void Player_Action_8084DAB4(Player* this, PlayState* play);
+void Player_Action_8084DC48(Player* this, PlayState* play);
+void Player_Action_8084E1EC(Player* this, PlayState* play);
+void Player_Action_8084E30C(Player* this, PlayState* play);
+void Player_Action_8084E368(Player* this, PlayState* play);
+void Player_Action_8084E3C4(Player* this, PlayState* play);
+void Player_Action_8084E604(Player* this, PlayState* play);
+void Player_Action_8084E6D4(Player* this, PlayState* play);
+void Player_Action_8084E9AC(Player* this, PlayState* play);
+void Player_Action_8084EAC0(Player* this, PlayState* play);
+void Player_Action_8084ECA4(Player* this, PlayState* play);
+void Player_Action_8084EED8(Player* this, PlayState* play);
+void Player_Action_8084EFC0(Player* this, PlayState* play);
+void Player_Action_8084F104(Player* this, PlayState* play);
+void Player_Action_8084F390(Player* this, PlayState* play);
+void Player_Action_8084F608(Player* this, PlayState* play);
+void Player_Action_8084F698(Player* this, PlayState* play);
+void Player_Action_8084F710(Player* this, PlayState* play);
+void Player_Action_8084F88C(Player* this, PlayState* play);
+void Player_Action_8084F9A0(Player* this, PlayState* play);
+void Player_Action_8084F9C0(Player* this, PlayState* play);
+void Player_Action_8084FA54(Player* this, PlayState* play);
+void Player_Action_8084FB10(Player* this, PlayState* play);
+void Player_Action_8084FBF4(Player* this, PlayState* play);
+void Player_Action_808502D0(Player* this, PlayState* play);
+void Player_Action_808505DC(Player* this, PlayState* play);
+void Player_Action_8085063C(Player* this, PlayState* play);
+void Player_Action_8085076C(Player* this, PlayState* play);
+void Player_Action_808507F4(Player* this, PlayState* play);
+void Player_Action_80850AEC(Player* this, PlayState* play);
+void Player_Action_80850C68(Player* this, PlayState* play);
+void Player_Action_80850E84(Player* this, PlayState* play);
+void Player_Action_80852E14(Player* this, PlayState* play);
+
// .bss part 1
static s32 D_80858AA0;
static s32 D_80858AA4;
@@ -3053,19 +3054,19 @@ s32 func_80835C08(Player* this, PlayState* play) {
return 1;
}
-s32 func_80835C58(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) {
- if (func == this->func_674) {
+s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
+ if (actionFunc == this->actionFunc) {
return 0;
}
- if (func_8084E3C4 == this->func_674) {
+ if (Player_Action_8084E3C4 == this->actionFunc) {
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_OFF);
this->stateFlags2 &= ~(PLAYER_STATE2_24 | PLAYER_STATE2_25);
- } else if (func_808507F4 == this->func_674) {
+ } else if (Player_Action_808507F4 == this->actionFunc) {
func_80832340(play, this);
}
- this->func_674 = func;
+ this->actionFunc = actionFunc;
if ((this->itemAction != this->heldItemAction) && (!(flags & 1) || !(this->stateFlags1 & PLAYER_STATE1_22))) {
func_8008EC70(this);
@@ -3089,22 +3090,22 @@ s32 func_80835C58(PlayState* play, Player* this, PlayerFunc674 func, s32 flags)
return 1;
}
-void func_80835DAC(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) {
+void func_80835DAC(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
s32 temp;
temp = this->skelAnime.moveFlags;
this->skelAnime.moveFlags = 0;
- func_80835C58(play, this, func, flags);
+ Player_SetupAction(play, this, actionFunc, flags);
this->skelAnime.moveFlags = temp;
}
-void func_80835DE4(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) {
+void func_80835DE4(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) {
s32 temp;
if (this->itemAction >= 0) {
temp = this->itemAction;
this->itemAction = this->heldItemAction;
- func_80835C58(play, this, func, flags);
+ Player_SetupAction(play, this, actionFunc, flags);
this->itemAction = temp;
Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction));
}
@@ -3231,7 +3232,7 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) {
func_80832564(play, this);
- func_80835C58(play, this, cond ? func_8084E368 : func_80843CEC, 0);
+ Player_SetupAction(play, this, cond ? Player_Action_8084E368 : Player_Action_80843CEC, 0);
this->stateFlags1 |= PLAYER_STATE1_7;
@@ -3263,7 +3264,7 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) {
}
s32 func_808365C8(Player* this) {
- return (!(func_808458D0 == this->func_674) ||
+ return (!(Player_Action_808458D0 == this->actionFunc) ||
((this->stateFlags1 & PLAYER_STATE1_8) &&
((this->heldItemId == ITEM_LAST_USED) || (this->heldItemId == ITEM_NONE)))) &&
(!(func_80834A2C == this->func_82C) || (Player_ItemToItemAction(this->heldItemId) == this->heldItemAction));
@@ -3271,7 +3272,7 @@ s32 func_808365C8(Player* this) {
s32 func_80836670(Player* this, PlayState* play) {
if (!(this->stateFlags1 & PLAYER_STATE1_23) && (this->actor.parent != NULL) && Player_HoldsHookshot(this)) {
- func_80835C58(play, this, func_80850AEC, 1);
+ Player_SetupAction(play, this, Player_Action_80850AEC, 1);
this->stateFlags3 |= PLAYER_STATE3_7;
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_hook_fly_start);
Player_AnimReplaceApplyFlags(play, this,
@@ -3288,7 +3289,7 @@ s32 func_80836670(Player* this, PlayState* play) {
if (func_808365C8(this)) {
func_80834298(this, play);
- if (func_8084E604 == this->func_674) {
+ if (Player_Action_8084E604 == this->actionFunc) {
return 1;
}
}
@@ -3318,7 +3319,7 @@ s32 func_80836670(Player* this, PlayState* play) {
s32 func_80836898(PlayState* play, Player* this, PlayerFuncA74 func) {
this->func_A74 = func;
- func_80835C58(play, this, func_808458D0, 0);
+ Player_SetupAction(play, this, Player_Action_808458D0, 0);
this->stateFlags2 |= PLAYER_STATE2_6;
return func_80832528(play, this);
}
@@ -3585,7 +3586,7 @@ s32 func_80837348(PlayState* play, Player* this, s8* arg2, s32 arg3) {
if (!(this->stateFlags1 & (PLAYER_STATE1_0 | PLAYER_STATE1_7 | PLAYER_STATE1_29))) {
if (arg3 != 0) {
D_808535E0 = func_80836670(this, play);
- if (func_8084E604 == this->func_674) {
+ if (Player_Action_8084E604 == this->actionFunc) {
return 1;
}
}
@@ -3698,7 +3699,7 @@ void func_80837704(PlayState* play, Player* this) {
}
void func_808377DC(PlayState* play, Player* this) {
- func_80835C58(play, this, func_80844E68, 1);
+ Player_SetupAction(play, this, Player_Action_80844E68, 1);
func_80837704(play, this);
}
@@ -3776,7 +3777,7 @@ void func_80837948(PlayState* play, Player* this, s32 arg2) {
u32 dmgFlags;
s32 temp;
- func_80835C58(play, this, func_808502D0, 0);
+ Player_SetupAction(play, this, Player_Action_808502D0, 0);
this->unk_844 = 8;
if (!((arg2 >= PLAYER_MWA_FLIPSLASH_FINISH) && (arg2 <= PLAYER_MWA_JUMPSLASH_FINISH))) {
func_80832318(this);
@@ -3844,7 +3845,7 @@ void func_80837B60(Player* this) {
}
void func_80837B9C(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084411C, 0);
+ Player_SetupAction(play, this, Player_Action_8084411C, 0);
Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_landing_wait);
this->unk_850 = 1;
if (this->unk_6AD != 3) {
@@ -3881,7 +3882,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
func_80837AE0(this, arg6);
if (arg2 == 3) {
- func_80835C58(play, this, func_8084FB10, 0);
+ Player_SetupAction(play, this, Player_Action_8084FB10, 0);
anim = &gPlayerAnim_link_normal_ice_down;
@@ -3891,7 +3892,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
Player_PlaySfx(this, NA_SE_PL_FREEZE_S);
func_80832698(this, NA_SE_VO_LI_FREEZE);
} else if (arg2 == 4) {
- func_80835C58(play, this, func_8084FBF4, 0);
+ Player_SetupAction(play, this, Player_Action_8084FBF4, 0);
Player_RequestRumble(this, 255, 80, 150, 0);
@@ -3902,7 +3903,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
} else {
arg5 -= this->actor.shape.rot.y;
if (this->stateFlags1 & PLAYER_STATE1_27) {
- func_80835C58(play, this, func_8084E30C, 0);
+ Player_SetupAction(play, this, Player_Action_8084E30C, 0);
Player_RequestRumble(this, 180, 20, 50, 0);
this->speedXZ = 4.0f;
@@ -3913,7 +3914,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
func_80832698(this, NA_SE_VO_LI_DAMAGE_S);
} else if ((arg2 == 1) || (arg2 == 2) || !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) {
- func_80835C58(play, this, func_8084377C, 0);
+ Player_SetupAction(play, this, Player_Action_8084377C, 0);
this->stateFlags3 |= PLAYER_STATE3_1;
@@ -3959,7 +3960,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4,
sp28 = D_808544B0;
- func_80835C58(play, this, func_8084370C, 0);
+ Player_SetupAction(play, this, Player_Action_8084370C, 0);
func_80833C3C(this);
if (this->actor.colChkInfo.damage < 5) {
@@ -4118,10 +4119,10 @@ s32 func_808382DC(Player* this, PlayState* play) {
if (!Player_IsChildWithHylianShield(this)) {
if (this->invincibilityTimer >= 0) {
LinkAnimationHeader* anim;
- s32 sp54 = func_80843188 == this->func_674;
+ s32 sp54 = Player_Action_80843188 == this->actionFunc;
if (!func_808332B8(this)) {
- func_80835C58(play, this, func_808435C4, 0);
+ Player_SetupAction(play, this, Player_Action_808435C4, 0);
}
if (!(this->unk_84F = sp54)) {
@@ -4205,7 +4206,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
}
void func_80838940(Player* this, LinkAnimationHeader* anim, f32 arg2, PlayState* play, u16 sfxId) {
- func_80835C58(play, this, func_8084411C, 1);
+ Player_SetupAction(play, this, Player_Action_8084411C, 1);
if (anim != NULL) {
Player_AnimPlayOnceAdjusted(play, this, anim);
@@ -4264,7 +4265,7 @@ s32 func_80838A14(Player* this, PlayState* play) {
}
if (sp3C != 0) {
- func_80835C58(play, this, func_80845668, 0);
+ Player_SetupAction(play, this, Player_Action_80845668, 0);
this->stateFlags1 |= PLAYER_STATE1_18;
@@ -4323,7 +4324,7 @@ s32 func_80838A14(Player* this, PlayState* play) {
}
void func_80838E70(PlayState* play, Player* this, f32 arg2, s16 arg3) {
- func_80835C58(play, this, func_80845CA4, 0);
+ Player_SetupAction(play, this, Player_Action_80845CA4, 0);
func_80832440(play, this);
this->unk_84F = 1;
@@ -4336,12 +4337,12 @@ void func_80838E70(PlayState* play, Player* this, f32 arg2, s16 arg3) {
}
void func_80838F18(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084D610, 0);
+ Player_SetupAction(play, this, Player_Action_8084D610, 0);
Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim_wait);
}
void func_80838F5C(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084F88C, 0);
+ Player_SetupAction(play, this, Player_Action_8084F88C, 0);
this->stateFlags1 |= PLAYER_STATE1_29 | PLAYER_STATE1_31;
@@ -4618,7 +4619,7 @@ s32 func_80839800(Player* this, PlayState* play) {
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) {
- if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (func_8084F9A0 == this->func_674)) {
+ if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_8084F9A0 == this->actionFunc)) {
doorActor = this->doorActor;
if (this->doorType <= PLAYER_DOORTYPE_AJAR) {
@@ -4692,7 +4693,7 @@ s32 func_80839800(Player* this, PlayState* play) {
sp5C = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_doorB, this->modelAnimType);
}
- func_80835C58(play, this, func_80845EF8, 0);
+ Player_SetupAction(play, this, Player_Action_80845EF8, 0);
func_80832528(play, this);
if (doorDirection < 0) {
@@ -4780,7 +4781,7 @@ s32 func_80839800(Player* this, PlayState* play) {
void func_80839E88(Player* this, PlayState* play) {
LinkAnimationHeader* anim;
- func_80835C58(play, this, func_80840450, 1);
+ Player_SetupAction(play, this, Player_Action_80840450, 1);
if (this->unk_870 < 0.5f) {
anim = func_808334E4(this);
@@ -4796,7 +4797,7 @@ void func_80839E88(Player* this, PlayState* play) {
}
void func_80839F30(Player* this, PlayState* play) {
- func_80835C58(play, this, func_808407CC, 1);
+ Player_SetupAction(play, this, Player_Action_808407CC, 1);
Player_AnimChangeOnceMorph(play, this, func_80833338(this));
this->yaw = this->actor.shape.rot.y;
}
@@ -4812,17 +4813,17 @@ void func_80839F90(Player* this, PlayState* play) {
}
void func_80839FFC(Player* this, PlayState* play) {
- PlayerFunc674 func;
+ PlayerActionFunc actionFunc;
if (func_8008E9C4(this)) {
- func = func_80840450;
+ actionFunc = Player_Action_80840450;
} else if (func_80833B2C(this)) {
- func = func_808407CC;
+ actionFunc = Player_Action_808407CC;
} else {
- func = func_80840BC8;
+ actionFunc = Player_Action_80840BC8;
}
- func_80835C58(play, this, func, 1);
+ Player_SetupAction(play, this, actionFunc, 1);
}
void func_8083A060(Player* this, PlayState* play) {
@@ -4848,21 +4849,21 @@ void func_8083A0F4(PlayState* play, Player* this) {
if (interactActorId == ACTOR_BG_TOKI_SWD) {
this->interactRangeActor->parent = &this->actor;
- func_80835C58(play, this, func_8084F608, 0);
+ Player_SetupAction(play, this, Player_Action_8084F608, 0);
this->stateFlags1 |= PLAYER_STATE1_29;
} else {
LinkAnimationHeader* anim;
if (interactActorId == ACTOR_BG_HEAVY_BLOCK) {
- func_80835C58(play, this, func_80846120, 0);
+ Player_SetupAction(play, this, Player_Action_80846120, 0);
this->stateFlags1 |= PLAYER_STATE1_29;
anim = &gPlayerAnim_link_normal_heavy_carry;
} else if ((interactActorId == ACTOR_EN_ISHI) && ((interactRangeActor->params & 0xF) == 1)) {
- func_80835C58(play, this, func_80846260, 0);
+ Player_SetupAction(play, this, Player_Action_80846260, 0);
anim = &gPlayerAnim_link_silver_carry;
} else if (((interactActorId == ACTOR_EN_BOMBF) || (interactActorId == ACTOR_EN_KUSA)) &&
(Player_GetStrength() <= PLAYER_STR_NONE)) {
- func_80835C58(play, this, func_80846408, 0);
+ Player_SetupAction(play, this, Player_Action_80846408, 0);
this->actor.world.pos.x =
(Math_SinS(interactRangeActor->yawTowardsPlayer) * 20.0f) + interactRangeActor->world.pos.x;
this->actor.world.pos.z =
@@ -4870,7 +4871,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
this->yaw = this->actor.shape.rot.y = interactRangeActor->yawTowardsPlayer + 0x8000;
anim = &gPlayerAnim_link_normal_nocarry_free;
} else {
- func_80835C58(play, this, func_80846050, 0);
+ Player_SetupAction(play, this, Player_Action_80846050, 0);
anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_carryB, this->modelAnimType);
}
@@ -4883,7 +4884,7 @@ void func_8083A0F4(PlayState* play, Player* this) {
}
void func_8083A2F8(PlayState* play, Player* this) {
- func_80835DAC(play, this, func_8084B530, 0);
+ func_80835DAC(play, this, Player_Action_8084B530, 0);
this->stateFlags1 |= PLAYER_STATE1_6 | PLAYER_STATE1_29;
@@ -4894,18 +4895,18 @@ void func_8083A2F8(PlayState* play, Player* this) {
}
void func_8083A360(PlayState* play, Player* this) {
- func_80835DAC(play, this, func_8084CC98, 0);
+ func_80835DAC(play, this, Player_Action_8084CC98, 0);
}
void func_8083A388(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084B78C, 0);
+ Player_SetupAction(play, this, Player_Action_8084B78C, 0);
}
void func_8083A3B0(PlayState* play, Player* this) {
s32 sp1C = this->unk_850;
s32 sp18 = this->unk_84F;
- func_80835DAC(play, this, func_8084BF1C, 0);
+ func_80835DAC(play, this, Player_Action_8084BF1C, 0);
this->actor.velocity.y = 0.0f;
this->unk_850 = sp1C;
@@ -4913,11 +4914,11 @@ void func_8083A3B0(PlayState* play, Player* this) {
}
void func_8083A40C(PlayState* play, Player* this) {
- func_80835DAC(play, this, func_8084C760, 0);
+ func_80835DAC(play, this, Player_Action_8084C760, 0);
}
void func_8083A434(PlayState* play, Player* this) {
- func_80835DAC(play, this, func_8084E6D4, 0);
+ func_80835DAC(play, this, Player_Action_8084E6D4, 0);
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_29;
@@ -4959,7 +4960,7 @@ void func_8083A5C4(PlayState* play, Player* this, CollisionPoly* arg2, f32 arg3,
f32 nx = COLPOLY_GET_NORMAL(arg2->normal.x);
f32 nz = COLPOLY_GET_NORMAL(arg2->normal.z);
- func_80835C58(play, this, func_8084BBE4, 0);
+ Player_SetupAction(play, this, Player_Action_8084BBE4, 0);
func_80832564(play, this);
Player_AnimPlayOnce(play, this, anim);
@@ -5043,7 +5044,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) {
}
void func_8083A9B8(Player* this, LinkAnimationHeader* anim, PlayState* play) {
- func_80835C58(play, this, func_8084BDFC, 0);
+ Player_SetupAction(play, this, Player_Action_8084BDFC, 0);
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 1.3f);
}
@@ -5070,7 +5071,7 @@ void func_8083AA10(Player* this, PlayState* play) {
}
if (!(this->stateFlags3 & PLAYER_STATE3_1) && !(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_7) &&
- (func_8084411C != this->func_674) && (func_80844A44 != this->func_674)) {
+ (Player_Action_8084411C != this->actionFunc) && (Player_Action_80844A44 != this->actionFunc)) {
if ((sPrevFloorProperty == FLOOR_PROPERTY_7) || (this->meleeWeaponState != 0)) {
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
@@ -5086,7 +5087,7 @@ void func_8083AA10(Player* this, PlayState* play) {
sp5C = (s16)(this->yaw - this->actor.shape.rot.y);
- func_80835C58(play, this, func_8084411C, 1);
+ Player_SetupAction(play, this, Player_Action_8084411C, 1);
func_80832440(play, this);
this->floorSfxOffset = this->prevFloorSfxOffset;
@@ -5104,7 +5105,7 @@ void func_8083AA10(Player* this, PlayState* play) {
if (WaterBox_GetSurface1(play, &play->colCtx, sp44.x, sp44.z, &sp3C, &sp50) &&
((sp3C - sp40) > 50.0f)) {
func_808389E8(this, &gPlayerAnim_link_normal_run_jump_water_fall, 6.0f, play);
- func_80835C58(play, this, func_80844A44, 0);
+ Player_SetupAction(play, this, Player_Action_80844A44, 0);
return;
}
}
@@ -5146,7 +5147,7 @@ s32 func_8083AD4C(PlayState* play, Player* this) {
s32 func_8083ADD4(PlayState* play, Player* this) {
if (this->unk_6AD == 3) {
- func_80835C58(play, this, func_80852E14, 0);
+ Player_SetupAction(play, this, Player_Action_80852E14, 0);
if (this->doorBgCamIndex != 0) {
this->stateFlags1 |= PLAYER_STATE1_29;
}
@@ -5176,7 +5177,7 @@ void func_8083AE40(Player* this, s16 objectId) {
}
void func_8083AF44(PlayState* play, Player* this, s32 magicSpell) {
- func_80835DE4(play, this, func_808507F4, 0);
+ func_80835DE4(play, this, Player_Action_808507F4, 0);
this->unk_84F = magicSpell - 3;
Magic_RequestChange(play, sMagicSpellCosts[magicSpell], MAGIC_CONSUME_WAIT_PREVIEW);
@@ -5251,7 +5252,7 @@ s32 func_8083B040(Player* this, PlayState* play) {
if ((sp2C != 3) || (gSaveContext.respawn[RESPAWN_MODE_TOP].data <= 0)) {
func_8083AF44(play, this, sp2C);
} else {
- func_80835C58(play, this, func_8085063C, 1);
+ Player_SetupAction(play, this, Player_Action_8085063C, 1);
this->stateFlags1 |= PLAYER_STATE1_28 | PLAYER_STATE1_29;
Player_AnimPlayOnce(play, this, func_80833338(this));
func_80835EA4(play, 4);
@@ -5271,7 +5272,7 @@ s32 func_8083B040(Player* this, PlayState* play) {
(this->exchangeItemId == EXCH_ITEM_BOTTLE_BLUE_FIRE))))))) {
if ((play->actorCtx.titleCtx.delayTimer == 0) && (play->actorCtx.titleCtx.alpha == 0)) {
- func_80835DE4(play, this, func_8084F104, 0);
+ func_80835DE4(play, this, Player_Action_8084F104, 0);
if (sp2C >= 0) {
giEntry = &sGetItemTable[D_80854528[sp2C] - 1];
@@ -5298,7 +5299,7 @@ s32 func_8083B040(Player* this, PlayState* play) {
(this->itemAction == PLAYER_IA_MAGIC_BEAN))) {
if (this->exchangeItemId == EXCH_ITEM_MAGIC_BEAN) {
Inventory_ChangeAmmo(ITEM_MAGIC_BEAN, -1);
- func_80835DE4(play, this, func_8084279C, 0);
+ func_80835DE4(play, this, Player_Action_8084279C, 0);
this->stateFlags1 |= PLAYER_STATE1_29;
this->unk_850 = 0x50;
this->unk_84F = -1;
@@ -5333,20 +5334,20 @@ s32 func_8083B040(Player* this, PlayState* play) {
sp2C = Player_ActionToBottle(this, this->itemAction);
if (sp2C >= 0) {
if (sp2C == 0xC) {
- func_80835DE4(play, this, func_8084EED8, 0);
+ func_80835DE4(play, this, Player_Action_8084EED8, 0);
Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_bug_out);
func_80835EA4(play, 3);
} else if ((sp2C > 0) && (sp2C < 4)) {
- func_80835DE4(play, this, func_8084EFC0, 0);
+ func_80835DE4(play, this, Player_Action_8084EFC0, 0);
Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_fish_out);
func_80835EA4(play, (sp2C == 1) ? 1 : 5);
} else {
- func_80835DE4(play, this, func_8084EAC0, 0);
+ func_80835DE4(play, this, Player_Action_8084EAC0, 0);
Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_start);
func_80835EA4(play, 2);
}
} else {
- func_80835DE4(play, this, func_8084E3C4, 0);
+ func_80835DE4(play, this, Player_Action_8084E3C4, 0);
Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_okarina_start);
this->stateFlags2 |= PLAYER_STATE2_27;
func_80835EA4(play, (this->unk_6A8 != NULL) ? 0x5B : 0x5A);
@@ -5357,7 +5358,7 @@ s32 func_8083B040(Player* this, PlayState* play) {
}
} else if (func_8083AD4C(play, this)) {
if (!(this->stateFlags1 & PLAYER_STATE1_23)) {
- func_80835C58(play, this, func_8084B1D8, 1);
+ Player_SetupAction(play, this, Player_Action_8084B1D8, 1);
this->unk_850 = 13;
func_8083B010(this);
}
@@ -5486,7 +5487,7 @@ s32 func_8083B998(Player* this, PlayState* play) {
void func_8083BA90(PlayState* play, Player* this, s32 arg2, f32 xzSpeed, f32 yVelocity) {
func_80837948(play, this, arg2);
- func_80835C58(play, this, func_80844AF4, 0);
+ Player_SetupAction(play, this, Player_Action_80844AF4, 0);
this->stateFlags3 |= PLAYER_STATE3_1;
@@ -5522,7 +5523,7 @@ s32 func_8083BBA0(Player* this, PlayState* play) {
}
void func_8083BC04(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80844708, 0);
+ Player_SetupAction(play, this, Player_Action_80844708, 0);
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime,
GET_PLAYER_ANIM(PLAYER_ANIMGROUP_landing_roll, this->modelAnimType),
1.25f * D_808535E8);
@@ -5623,7 +5624,7 @@ void func_8083C0B8(Player* this, PlayState* play) {
}
void func_8083C0E8(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80840BC8, 1);
+ Player_SetupAction(play, this, Player_Action_80840BC8, 1);
Player_AnimPlayOnce(play, this, func_80833338(this));
this->yaw = this->actor.shape.rot.y;
}
@@ -5671,7 +5672,7 @@ s32 func_8083C2B0(Player* this, PlayState* play) {
func_80832318(this);
func_808323B4(play, this);
- if (func_80835C58(play, this, func_80843188, 0)) {
+ if (Player_SetupAction(play, this, Player_Action_80843188, 0)) {
this->stateFlags1 |= PLAYER_STATE1_22;
if (!Player_IsChildWithHylianShield(this)) {
@@ -5748,7 +5749,7 @@ s32 func_8083C544(Player* this, PlayState* play) {
s32 func_8083C61C(PlayState* play, Player* this) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) &&
(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (AMMO(ITEM_DEKU_NUT) != 0)) {
- func_80835C58(play, this, func_8084E604, 0);
+ Player_SetupAction(play, this, Player_Action_8084E604, 0);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_light_bom);
this->unk_6AD = 0;
return 1;
@@ -5767,7 +5768,7 @@ s32 func_8083C6B8(PlayState* play, Player* this) {
if (D_80853614) {
if (Player_GetBottleHeld(this) >= 0) {
- func_80835C58(play, this, func_8084ECA4, 0);
+ Player_SetupAction(play, this, Player_Action_8084ECA4, 0);
if (this->actor.yDistToWater > 12.0f) {
this->unk_850 = 1;
@@ -5790,7 +5791,7 @@ s32 func_8083C6B8(PlayState* play, Player* this) {
return 0;
}
- func_80835C58(play, this, func_80850C68, 0);
+ Player_SetupAction(play, this, Player_Action_80850C68, 0);
this->unk_860 = 1;
Player_ZeroSpeedXZ(this);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_fishing_throw);
@@ -5804,15 +5805,15 @@ s32 func_8083C6B8(PlayState* play, Player* this) {
}
void func_8083C858(Player* this, PlayState* play) {
- PlayerFunc674 func;
+ PlayerActionFunc actionFunc;
if (func_80833BCC(this)) {
- func = func_8084227C;
+ actionFunc = Player_Action_8084227C;
} else {
- func = func_80842180;
+ actionFunc = Player_Action_80842180;
}
- func_80835C58(play, this, func, 1);
+ Player_SetupAction(play, this, actionFunc, 1);
Player_AnimChangeLoopMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_run, this->modelAnimType));
this->unk_89C = 0;
@@ -5833,7 +5834,7 @@ s32 func_8083C910(PlayState* play, Player* this, f32 arg2) {
0) {
sp28 -= this->actor.world.pos.y;
if (this->ageProperties->unk_24 <= sp28) {
- func_80835C58(play, this, func_8084D7C4, 0);
+ Player_SetupAction(play, this, Player_Action_8084D7C4, 0);
Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim);
this->stateFlags1 |= PLAYER_STATE1_27 | PLAYER_STATE1_29;
this->unk_850 = 20;
@@ -5878,19 +5879,19 @@ void func_8083CA9C(PlayState* play, Player* this) {
}
void func_8083CB2C(Player* this, s16 yaw, PlayState* play) {
- func_80835C58(play, this, func_808414F8, 1);
+ Player_SetupAction(play, this, Player_Action_808414F8, 1);
LinkAnimation_CopyJointToMorph(play, &this->skelAnime);
this->unk_864 = this->unk_868 = 0.0f;
this->yaw = yaw;
}
void func_8083CB94(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80840DE4, 1);
+ Player_SetupAction(play, this, Player_Action_80840DE4, 1);
Player_AnimChangeLoopMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType));
}
void func_8083CBF0(Player* this, s16 yaw, PlayState* play) {
- func_80835C58(play, this, func_808423EC, 1);
+ Player_SetupAction(play, this, Player_Action_808423EC, 1);
LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_anchor_back_walk, 2.2f, 0.0f,
Animation_GetLastFrame(&gPlayerAnim_link_anchor_back_walk), ANIMMODE_ONCE, -6.0f);
this->speedXZ = 8.0f;
@@ -5898,19 +5899,19 @@ void func_8083CBF0(Player* this, s16 yaw, PlayState* play) {
}
void func_8083CC9C(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084193C, 1);
+ Player_SetupAction(play, this, Player_Action_8084193C, 1);
Player_AnimChangeLoopMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_side_walkR, this->modelAnimType));
this->unk_868 = 0.0f;
}
void func_8083CD00(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084251C, 1);
+ Player_SetupAction(play, this, Player_Action_8084251C, 1);
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, &gPlayerAnim_link_anchor_back_brake, 2.0f);
}
void func_8083CD54(PlayState* play, Player* this, s16 yaw) {
this->yaw = yaw;
- func_80835C58(play, this, func_80841BA8, 1);
+ Player_SetupAction(play, this, Player_Action_80841BA8, 1);
this->unk_87E = 1200;
this->unk_87E *= D_808535E8;
LinkAnimation_Change(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_45_turn, this->modelAnimType), 1.0f,
@@ -5920,7 +5921,7 @@ void func_8083CD54(PlayState* play, Player* this, s16 yaw) {
void func_8083CE0C(Player* this, PlayState* play) {
LinkAnimationHeader* anim;
- func_80835C58(play, this, func_80840BC8, 1);
+ Player_SetupAction(play, this, Player_Action_80840BC8, 1);
if (this->unk_870 < 0.5f) {
anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_waitR2wait, this->modelAnimType);
@@ -5933,7 +5934,7 @@ void func_8083CE0C(Player* this, PlayState* play) {
}
void func_8083CEAC(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80840450, 1);
+ Player_SetupAction(play, this, Player_Action_80840450, 1);
Player_AnimChangeOnceMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait2waitR, this->modelAnimType));
this->unk_850 = 1;
}
@@ -5995,7 +5996,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
if ((arg2 == NULL) || (CHECK_BTN_ALL(arg2->press.button, BTN_A) && (ABS(this->unk_6C2) < 12000) &&
(this->currentBoots != PLAYER_BOOTS_IRON))) {
- func_80835C58(play, this, func_8084DC48, 0);
+ Player_SetupAction(play, this, Player_Action_8084DC48, 0);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_swimer_swim_deep_start);
this->unk_6C2 = 0;
@@ -6018,7 +6019,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
this->stateFlags2 &= ~PLAYER_STATE2_10;
if (arg2 != NULL) {
- func_80835C58(play, this, func_8084E1EC, 1);
+ Player_SetupAction(play, this, Player_Action_8084E1EC, 1);
if (this->stateFlags1 & PLAYER_STATE1_10) {
this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_11 | PLAYER_STATE1_29;
@@ -6059,11 +6060,11 @@ void func_8083D36C(PlayState* play, Player* this) {
this->stateFlags2 &= ~PLAYER_STATE2_10;
func_8083D12C(play, this, NULL);
this->unk_84F = 1;
- } else if (func_80844A44 == this->func_674) {
- func_80835C58(play, this, func_8084DC48, 0);
+ } else if (Player_Action_80844A44 == this->actionFunc) {
+ Player_SetupAction(play, this, Player_Action_8084DC48, 0);
func_8083D330(play, this);
} else {
- func_80835C58(play, this, func_8084D610, 1);
+ Player_SetupAction(play, this, Player_Action_8084D610, 1);
Player_AnimChangeOnceMorph(play, this,
(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)
? &gPlayerAnim_link_swimer_wait2swim_wait
@@ -6100,14 +6101,14 @@ void func_8083D53C(PlayState* play, Player* this) {
}
}
- if ((func_80845668 != this->func_674) && (func_8084BDFC != this->func_674)) {
+ if ((Player_Action_80845668 != this->actionFunc) && (Player_Action_8084BDFC != this->actionFunc)) {
if (this->ageProperties->unk_2C < this->actor.yDistToWater) {
if (!(this->stateFlags1 & PLAYER_STATE1_27) ||
(!((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) &&
- (func_8084E30C != this->func_674) && (func_8084E368 != this->func_674) &&
- (func_8084D610 != this->func_674) && (func_8084D84C != this->func_674) &&
- (func_8084DAB4 != this->func_674) && (func_8084DC48 != this->func_674) &&
- (func_8084E1EC != this->func_674) && (func_8084D7C4 != this->func_674))) {
+ (Player_Action_8084E30C != this->actionFunc) && (Player_Action_8084E368 != this->actionFunc) &&
+ (Player_Action_8084D610 != this->actionFunc) && (Player_Action_8084D84C != this->actionFunc) &&
+ (Player_Action_8084DAB4 != this->actionFunc) && (Player_Action_8084DC48 != this->actionFunc) &&
+ (Player_Action_8084E1EC != this->actionFunc) && (Player_Action_8084D7C4 != this->actionFunc))) {
func_8083D36C(play, this);
return;
}
@@ -6381,7 +6382,7 @@ s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly)
f32 slopeSlowdownSpeedStep;
s16 velYawToDownwardSlope;
- if (!Player_InBlockingCsMode(play, this) && (func_8084F390 != this->func_674) &&
+ if (!Player_InBlockingCsMode(play, this) && (Player_Action_8084F390 != this->actionFunc) &&
(SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) == FLOOR_EFFECT_1)) {
// Get direction of movement relative to the downward direction of the slope
playerVelYaw = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
@@ -6402,7 +6403,7 @@ s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly)
Math_StepToF(&this->pushedSpeed, slopeSlowdownSpeed, slopeSlowdownSpeedStep);
} else {
// moving downward on the slope, causing player to slip
- func_80835C58(play, this, func_8084F390, 0);
+ Player_SetupAction(play, this, Player_Action_8084F390, 0);
func_80832564(play, this);
if (sFloorShapePitch >= 0) {
@@ -6556,7 +6557,7 @@ s32 func_8083E5A8(Player* this, PlayState* play) {
}
void func_8083EA94(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80846578, 1);
+ Player_SetupAction(play, this, Player_Action_80846578, 1);
Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_throw, this->modelAnimType));
}
@@ -6574,7 +6575,7 @@ s32 func_8083EB44(Player* this, PlayState* play) {
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)) {
if (!func_80835644(play, this, this->heldActor)) {
if (!func_8083EAF0(this, this->heldActor)) {
- func_80835C58(play, this, func_808464B0, 1);
+ Player_SetupAction(play, this, Player_Action_808464B0, 1);
Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_put, this->modelAnimType));
} else {
func_8083EA94(this, play);
@@ -6698,7 +6699,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) {
}
void func_8083F070(Player* this, LinkAnimationHeader* anim, PlayState* play) {
- func_80835DAC(play, this, func_8084C5F8, 0);
+ func_80835DAC(play, this, Player_Action_8084C5F8, 0);
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, (4.0f / 3.0f));
}
@@ -6849,7 +6850,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) {
}
if (ABS(yawToWall) > 0x4000) {
- func_80835C58(play, this, func_8084C81C, 0);
+ Player_SetupAction(play, this, Player_Action_8084C81C, 0);
if (this->speedXZ > 0.0f) {
// Leaving a crawlspace forwards
@@ -6883,7 +6884,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) {
void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) {
if (!func_80836898(play, this, func_8083A388)) {
- func_80835C58(play, this, func_8084B78C, 0);
+ Player_SetupAction(play, this, Player_Action_8084B78C, 0);
}
Player_AnimPlayOnce(play, this, anim);
@@ -6969,13 +6970,13 @@ s32 func_8083F9D0(PlayState* play, Player* this) {
}
void func_8083FAB8(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084B898, 0);
+ Player_SetupAction(play, this, Player_Action_8084B898, 0);
this->stateFlags2 |= PLAYER_STATE2_4;
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_push_start);
}
void func_8083FB14(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084B9E4, 0);
+ Player_SetupAction(play, this, Player_Action_8084B9E4, 0);
this->stateFlags2 |= PLAYER_STATE2_4;
Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_pull_start, this->modelAnimType));
}
@@ -7154,7 +7155,7 @@ void func_8084029C(Player* this, f32 arg1) {
}
}
-void func_80840450(Player* this, PlayState* play) {
+void Player_Action_80840450(Player* this, PlayState* play) {
f32 sp44;
s16 sp42;
s32 temp1;
@@ -7236,7 +7237,7 @@ void func_80840450(Player* this, PlayState* play) {
}
}
-void func_808407CC(Player* this, PlayState* play) {
+void Player_Action_808407CC(Player* this, PlayState* play) {
f32 sp3C;
s16 sp3A;
s32 temp1;
@@ -7257,7 +7258,7 @@ void func_808407CC(Player* this, PlayState* play) {
}
if (!func_80833B2C(this)) {
- func_80835DAC(play, this, func_80840BC8, 1);
+ func_80835DAC(play, this, Player_Action_80840BC8, 1);
this->yaw = this->actor.shape.rot.y;
return;
}
@@ -7348,7 +7349,7 @@ void func_808409CC(PlayState* play, Player* this) {
ANIMMODE_ONCE, -6.0f);
}
-void func_80840BC8(Player* this, PlayState* play) {
+void Player_Action_80840BC8(Player* this, PlayState* play) {
s32 sp44;
s32 sp40;
f32 sp3C;
@@ -7410,7 +7411,7 @@ void func_80840BC8(Player* this, PlayState* play) {
}
}
-void func_80840DE4(Player* this, PlayState* play) {
+void Player_Action_80840DE4(Player* this, PlayState* play) {
f32 frames;
f32 coeff;
f32 sp44;
@@ -7542,7 +7543,7 @@ void func_80841138(Player* this, PlayState* play) {
}
void func_8084140C(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084170C, 1);
+ Player_SetupAction(play, this, Player_Action_8084170C, 1);
Player_AnimChangeOnceMorph(play, this, &gPlayerAnim_link_normal_back_brake);
}
@@ -7564,7 +7565,7 @@ s32 func_80841458(Player* this, f32* arg1, s16* arg2, PlayState* play) {
return 0;
}
-void func_808414F8(Player* this, PlayState* play) {
+void Player_Action_808414F8(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
s32 sp2C;
@@ -7605,11 +7606,11 @@ void func_808414F8(Player* this, PlayState* play) {
}
void func_808416C0(Player* this, PlayState* play) {
- func_80835C58(play, this, func_808417FC, 1);
+ Player_SetupAction(play, this, Player_Action_808417FC, 1);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_back_brake_end);
}
-void func_8084170C(Player* this, PlayState* play) {
+void Player_Action_8084170C(Player* this, PlayState* play) {
s32 sp34;
f32 sp30;
s16 sp2E;
@@ -7632,7 +7633,7 @@ void func_8084170C(Player* this, PlayState* play) {
}
}
-void func_808417FC(Player* this, PlayState* play) {
+void Player_Action_808417FC(Player* this, PlayState* play) {
s32 sp1C;
sp1C = LinkAnimation_Update(play, &this->skelAnime);
@@ -7657,7 +7658,7 @@ void func_80841860(PlayState* play, Player* this) {
LinkAnimation_BlendToJoint(play, &this->skelAnime, sp34, frame, sp38, frame, this->unk_870, this->blendTable);
}
-void func_8084193C(Player* this, PlayState* play) {
+void Player_Action_8084193C(Player* this, PlayState* play) {
f32 sp3C;
s16 sp3A;
s32 temp1;
@@ -7721,7 +7722,7 @@ void func_8084193C(Player* this, PlayState* play) {
}
}
-void func_80841BA8(Player* this, PlayState* play) {
+void Player_Action_80841BA8(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
@@ -7845,7 +7846,7 @@ void func_80841EE4(Player* this, PlayState* play) {
}
}
-void func_80842180(Player* this, PlayState* play) {
+void Player_Action_80842180(Player* this, PlayState* play) {
f32 sp2C;
s16 sp2A;
@@ -7871,7 +7872,7 @@ void func_80842180(Player* this, PlayState* play) {
}
}
-void func_8084227C(Player* this, PlayState* play) {
+void Player_Action_8084227C(Player* this, PlayState* play) {
f32 sp2C;
s16 sp2A;
@@ -7903,7 +7904,7 @@ void func_8084227C(Player* this, PlayState* play) {
}
}
-void func_808423EC(Player* this, PlayState* play) {
+void Player_Action_808423EC(Player* this, PlayState* play) {
s32 sp34;
f32 sp30;
s16 sp2E;
@@ -7933,7 +7934,7 @@ void func_808423EC(Player* this, PlayState* play) {
}
}
-void func_8084251C(Player* this, PlayState* play) {
+void Player_Action_8084251C(Player* this, PlayState* play) {
s32 sp34;
f32 sp30;
s16 sp2E;
@@ -7985,7 +7986,7 @@ s32 func_8084269C(PlayState* play, Player* this) {
return 0;
}
-void func_8084279C(Player* this, PlayState* play) {
+void Player_Action_8084279C(Player* this, PlayState* play) {
func_80832CB0(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check_wait, this->modelAnimType));
if (DECR(this->unk_850) == 0) {
@@ -8092,9 +8093,9 @@ void func_80842D20(PlayState* play, Player* this) {
s32 pad;
s32 sp28;
- if (func_80843188 != this->func_674) {
+ if (Player_Action_80843188 != this->actionFunc) {
func_80832440(play, this);
- func_80835C58(play, this, func_808505DC, 0);
+ Player_SetupAction(play, this, Player_Action_808505DC, 0);
if (func_8008E9C4(this)) {
sp28 = 2;
@@ -8202,7 +8203,7 @@ s32 func_80842DF4(PlayState* play, Player* this) {
return 0;
}
-void func_80843188(Player* this, PlayState* play) {
+void Player_Action_80843188(Player* this, PlayState* play) {
f32 sp54;
f32 sp50;
s16 sp4E;
@@ -8299,7 +8300,7 @@ void func_80843188(Player* this, PlayState* play) {
this->unk_6AE |= 0xC1;
}
-void func_808435C4(Player* this, PlayState* play) {
+void Player_Action_808435C4(Player* this, PlayState* play) {
s32 temp;
LinkAnimationHeader* anim;
f32 frames;
@@ -8309,12 +8310,12 @@ void func_808435C4(Player* this, PlayState* play) {
if (this->unk_84F == 0) {
D_808535E0 = func_80836670(this, play);
if ((func_80834B5C == this->func_82C) || (func_808374A0(play, this, &this->skelAnime2, 4.0f) > 0)) {
- func_80835C58(play, this, func_80840450, 1);
+ Player_SetupAction(play, this, Player_Action_80840450, 1);
}
} else {
temp = func_808374A0(play, this, &this->skelAnime, 4.0f);
if ((temp != 0) && ((temp > 0) || LinkAnimation_Update(play, &this->skelAnime))) {
- func_80835C58(play, this, func_80843188, 1);
+ Player_SetupAction(play, this, Player_Action_80843188, 1);
this->stateFlags1 |= PLAYER_STATE1_22;
Player_SetModelsForHoldingShield(this);
anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense, this->modelAnimType);
@@ -8324,7 +8325,7 @@ void func_808435C4(Player* this, PlayState* play) {
}
}
-void func_8084370C(Player* this, PlayState* play) {
+void Player_Action_8084370C(Player* this, PlayState* play) {
s32 sp1C;
func_8083721C(this);
@@ -8335,7 +8336,7 @@ void func_8084370C(Player* this, PlayState* play) {
}
}
-void func_8084377C(Player* this, PlayState* play) {
+void Player_Action_8084377C(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6;
func_808382BC(this);
@@ -8367,7 +8368,7 @@ void func_8084377C(Player* this, PlayState* play) {
if (this->stateFlags1 & PLAYER_STATE1_29) {
this->unk_850++;
} else {
- func_80835C58(play, this, func_80843954, 0);
+ Player_SetupAction(play, this, Player_Action_80843954, 0);
this->stateFlags1 |= PLAYER_STATE1_26;
}
@@ -8383,7 +8384,7 @@ void func_8084377C(Player* this, PlayState* play) {
}
}
-void func_80843954(Player* this, PlayState* play) {
+void Player_Action_80843954(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6;
func_808382BC(this);
@@ -8393,7 +8394,7 @@ void func_80843954(Player* this, PlayState* play) {
if (this->stateFlags1 & PLAYER_STATE1_29) {
this->unk_850++;
} else {
- func_80835C58(play, this, func_80843A38, 0);
+ Player_SetupAction(play, this, Player_Action_80843A38, 0);
this->stateFlags1 |= PLAYER_STATE1_26;
}
@@ -8409,7 +8410,7 @@ static struct_80832924 D_808545DC[] = {
{ 0, -0x401E },
};
-void func_80843A38(Player* this, PlayState* play) {
+void Player_Action_80843A38(Player* this, PlayState* play) {
s32 sp24;
this->stateFlags2 |= PLAYER_STATE2_5;
@@ -8473,7 +8474,7 @@ static struct_80832924 D_808545F0[] = {
{ 0, -0x40AA },
};
-void func_80843CEC(Player* this, PlayState* play) {
+void Player_Action_80843CEC(Player* this, PlayState* play) {
if (this->currentTunic != PLAYER_TUNIC_GORON) {
if ((play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) || (sFloorType == FLOOR_TYPE_9) ||
((func_80838144(sFloorType) >= 0) &&
@@ -8584,7 +8585,7 @@ void func_8084409C(PlayState* play, Player* this, f32 speedXZ, f32 velocityY) {
}
}
-void func_8084411C(Player* this, PlayState* play) {
+void Player_Action_8084411C(Player* this, PlayState* play) {
f32 sp4C;
s16 sp4A;
@@ -8704,7 +8705,7 @@ static struct_80832924 D_8085460C[] = {
{ 0, -0x2812 },
};
-void func_80844708(Player* this, PlayState* play) {
+void Player_Action_80844708(Player* this, PlayState* play) {
Actor* cylinderOc;
s32 temp;
s32 sp44;
@@ -8784,7 +8785,7 @@ void func_80844708(Player* this, PlayState* play) {
}
}
-void func_80844A44(Player* this, PlayState* play) {
+void Player_Action_80844A44(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -8799,7 +8800,7 @@ void func_80844A44(Player* this, PlayState* play) {
}
}
-void func_80844AF4(Player* this, PlayState* play) {
+void Player_Action_80844AF4(Player* this, PlayState* play) {
f32 sp2C;
s16 sp2A;
@@ -8855,11 +8856,11 @@ s32 func_80844BE4(Player* this, PlayState* play) {
}
void func_80844CF8(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80845000, 1);
+ Player_SetupAction(play, this, Player_Action_80845000, 1);
}
void func_80844D30(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80845308, 1);
+ Player_SetupAction(play, this, Player_Action_80845308, 1);
}
void func_80844D68(Player* this, PlayState* play) {
@@ -8870,7 +8871,7 @@ void func_80844D68(Player* this, PlayState* play) {
}
void func_80844DC8(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80844E68, 1);
+ Player_SetupAction(play, this, Player_Action_80844E68, 1);
this->unk_868 = 0.0f;
Player_AnimPlayLoop(play, this, D_80854360[Player_HoldsTwoHandedWeapon(this)]);
this->unk_850 = 1;
@@ -8880,7 +8881,7 @@ void func_80844E3C(Player* this) {
Math_StepToF(&this->unk_858, 1.0f, 0.02f);
}
-void func_80844E68(Player* this, PlayState* play) {
+void Player_Action_80844E68(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
s32 temp;
@@ -8920,7 +8921,7 @@ void func_80844E68(Player* this, PlayState* play) {
}
}
-void func_80845000(Player* this, PlayState* play) {
+void Player_Action_80845000(Player* this, PlayState* play) {
s16 temp1;
s32 temp2;
f32 sp5C;
@@ -8988,7 +8989,7 @@ void func_80845000(Player* this, PlayState* play) {
}
}
-void func_80845308(Player* this, PlayState* play) {
+void Player_Action_80845308(Player* this, PlayState* play) {
f32 sp5C;
f32 sp58;
f32 sp54;
@@ -9056,7 +9057,7 @@ void func_80845308(Player* this, PlayState* play) {
}
}
-void func_80845668(Player* this, PlayState* play) {
+void Player_Action_80845668(Player* this, PlayState* play) {
s32 sp3C;
f32 temp1;
s32 temp2;
@@ -9131,7 +9132,7 @@ void func_80845668(Player* this, PlayState* play) {
}
}
-void func_808458D0(Player* this, PlayState* play) {
+void Player_Action_808458D0(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6;
LinkAnimation_Update(play, &this->skelAnime);
@@ -9208,7 +9209,7 @@ s32 func_80845C68(PlayState* play, s32 arg1) {
return arg1;
}
-void func_80845CA4(Player* this, PlayState* play) {
+void Player_Action_80845CA4(Player* this, PlayState* play) {
f32 sp3C;
s32 temp;
f32 sp34;
@@ -9271,7 +9272,7 @@ void func_80845CA4(Player* this, PlayState* play) {
}
}
-void func_80845EF8(Player* this, PlayState* play) {
+void Player_Action_80845EF8(Player* this, PlayState* play) {
s32 sp2C;
this->stateFlags2 |= PLAYER_STATE2_5;
@@ -9301,7 +9302,7 @@ void func_80845EF8(Player* this, PlayState* play) {
}
}
-void func_80846050(Player* this, PlayState* play) {
+void Player_Action_80846050(Player* this, PlayState* play) {
func_8083721C(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -9333,7 +9334,7 @@ static struct_80832924 D_8085461C[] = {
{ NA_SE_VO_LI_SWORD_N, -0x20E6 },
};
-void func_80846120(Player* this, PlayState* play) {
+void Player_Action_80846120(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime) && (this->unk_850++ > 20)) {
if (!func_8083B040(this, play)) {
func_8083A098(this, &gPlayerAnim_link_normal_heavy_carry_end, play);
@@ -9365,7 +9366,7 @@ void func_80846120(Player* this, PlayState* play) {
func_80832924(this, D_8085461C);
}
-void func_80846260(Player* this, PlayState* play) {
+void Player_Action_80846260(Player* this, PlayState* play) {
func_8083721C(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -9390,12 +9391,12 @@ void func_80846260(Player* this, PlayState* play) {
}
} else if (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN)) {
- func_80835C58(play, this, func_80846358, 1);
+ Player_SetupAction(play, this, Player_Action_80846358, 1);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_silver_throw);
}
}
-void func_80846358(Player* this, PlayState* play) {
+void Player_Action_80846358(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
func_80839F90(this, play);
return;
@@ -9413,7 +9414,7 @@ void func_80846358(Player* this, PlayState* play) {
}
}
-void func_80846408(Player* this, PlayState* play) {
+void Player_Action_80846408(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_nocarry_free_wait);
this->unk_850 = 15;
@@ -9430,7 +9431,7 @@ void func_80846408(Player* this, PlayState* play) {
}
}
-void func_808464B0(Player* this, PlayState* play) {
+void Player_Action_808464B0(Player* this, PlayState* play) {
func_8083721C(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -9452,7 +9453,7 @@ void func_808464B0(Player* this, PlayState* play) {
}
}
-void func_80846578(Player* this, PlayState* play) {
+void Player_Action_80846578(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
@@ -9538,7 +9539,7 @@ void func_80846648(PlayState* play, Player* this) {
}
void func_80846660(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084F710, 0);
+ Player_SetupAction(play, this, Player_Action_8084F710, 0);
if ((play->sceneId == SCENE_LAKE_HYLIA) && IS_CUTSCENE_LAYER) {
this->unk_84F = 1;
}
@@ -9571,7 +9572,7 @@ void func_80846720(PlayState* play, Player* this, s32 arg2) {
static Vec3f D_808546F4 = { -1.0f, 69.0f, 20.0f };
void func_808467D4(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084E9AC, 0);
+ Player_SetupAction(play, this, Player_Action_8084E9AC, 0);
this->stateFlags1 |= PLAYER_STATE1_29;
Math_Vec3f_Copy(&this->actor.world.pos, &D_808546F4);
this->yaw = this->actor.shape.rot.y = -0x8000;
@@ -9587,7 +9588,7 @@ void func_808467D4(PlayState* play, Player* this) {
}
void func_808468A8(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084F9A0, 0);
+ Player_SetupAction(play, this, Player_Action_8084F9A0, 0);
Player_AnimReplaceApplyFlags(play, this,
ANIM_FLAG_0 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE |
ANIM_FLAG_PLAYER_7);
@@ -9595,7 +9596,7 @@ void func_808468A8(PlayState* play, Player* this) {
void func_808468E8(PlayState* play, Player* this) {
func_808389E8(this, &gPlayerAnim_link_normal_jump, 12.0f, play);
- func_80835C58(play, this, func_8084F9C0, 0);
+ Player_SetupAction(play, this, Player_Action_8084F9C0, 0);
this->stateFlags1 |= PLAYER_STATE1_29;
this->fallStartHeight = this->actor.world.pos.y;
OnePointCutscene_Init(play, 5110, 40, &this->actor, CAM_ID_MAIN);
@@ -9606,7 +9607,7 @@ void func_80846978(PlayState* play, Player* this) {
}
void func_808469BC(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084F698, 0);
+ Player_SetupAction(play, this, Player_Action_8084F698, 0);
this->actor.draw = NULL;
this->stateFlags1 |= PLAYER_STATE1_29;
}
@@ -9620,7 +9621,7 @@ Actor* func_80846A00(PlayState* play, Player* this, s32 arg2) {
void func_80846A68(PlayState* play, Player* this) {
this->actor.draw = NULL;
- func_80835C58(play, this, func_8085076C, 0);
+ Player_SetupAction(play, this, Player_Action_8085076C, 0);
this->stateFlags1 |= PLAYER_STATE1_29;
}
@@ -9878,7 +9879,7 @@ void func_808473D4(PlayState* play, Player* this) {
if (this->unk_860 == 2) {
doAction = DO_ACTION_REEL;
}
- } else if ((func_8084E3C4 != this->func_674) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
+ } else if ((Player_Action_8084E3C4 != this->actionFunc) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
((heldActor != NULL) && (heldActor->id == ACTOR_EN_RU1)))) {
@@ -9900,7 +9901,7 @@ void func_808473D4(PlayState* play, Player* this) {
(!(this->stateFlags1 & PLAYER_STATE1_23) && (this->rideActor != NULL))) {
doAction = DO_ACTION_CLIMB;
} else if ((this->stateFlags1 & PLAYER_STATE1_23) && !EN_HORSE_CHECK_4((EnHorse*)this->rideActor) &&
- (func_8084D3E4 != this->func_674)) {
+ (Player_Action_8084D3E4 != this->actionFunc)) {
if ((this->stateFlags2 & PLAYER_STATE2_1) && (this->targetActor != NULL)) {
if (this->targetActor->category == ACTORCAT_NPC) {
doAction = DO_ACTION_SPEAK;
@@ -10068,7 +10069,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) {
} else if ((this->stateFlags1 & PLAYER_STATE1_0) && ((this->unk_A84 - (s32)this->actor.world.pos.y) >= 100)) {
flags = UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_5;
} else if (!(this->stateFlags1 & PLAYER_STATE1_0) &&
- ((func_80845EF8 == this->func_674) || (func_80845CA4 == this->func_674))) {
+ ((Player_Action_80845EF8 == this->actionFunc) || (Player_Action_80845CA4 == this->actionFunc))) {
this->actor.bgCheckFlags &= ~(BGCHECKFLAG_WALL | BGCHECKFLAG_PLAYER_WALL_INTERACT);
flags = UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_5;
} else {
@@ -10334,7 +10335,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
if ((this->actor.parent != NULL) && (this->stateFlags3 & PLAYER_STATE3_7)) {
camMode = CAM_MODE_HOOKSHOT_FLY;
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, this->actor.parent);
- } else if (func_8084377C == this->func_674) {
+ } else if (Player_Action_8084377C == this->actionFunc) {
camMode = CAM_MODE_STILL;
} else if (this->stateFlags2 & PLAYER_STATE2_8) {
camMode = CAM_MODE_PUSH_PULL;
@@ -10371,7 +10372,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
camMode = CAM_MODE_Z_PARALLEL;
}
} else if (this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_21)) {
- if ((func_80845668 == this->func_674) || (this->stateFlags1 & PLAYER_STATE1_21)) {
+ if ((Player_Action_80845668 == this->actionFunc) || (this->stateFlags1 & PLAYER_STATE1_21)) {
camMode = CAM_MODE_WALL_CLIMB;
} else {
camMode = CAM_MODE_JUMP;
@@ -10740,7 +10741,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
if ((this->pushedSpeed != 0.0f) && !Player_InCsMode(play) &&
!(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21)) &&
- (func_80845668 != this->func_674) && (func_808507F4 != this->func_674)) {
+ (Player_Action_80845668 != this->actionFunc) && (Player_Action_808507F4 != this->actionFunc)) {
this->actor.velocity.x += this->pushedSpeed * Math_SinS(this->pushedYaw);
this->actor.velocity.z += this->pushedSpeed * Math_CosS(this->pushedYaw);
}
@@ -10845,7 +10846,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
if ((this->csMode != PLAYER_CSMODE_7) ||
!(this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21 | PLAYER_STATE1_26))) {
this->unk_6AD = 3;
- } else if (func_80852E14 != this->func_674) {
+ } else if (Player_Action_80852E14 != this->actionFunc) {
func_80852944(play, this, NULL);
}
} else {
@@ -10878,7 +10879,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
D_80858AA4 = this->currentMask;
if (!(this->stateFlags3 & PLAYER_STATE3_2)) {
- this->func_674(this, play);
+ this->actionFunc(this, play);
}
Player_UpdateCamAndSeqModes(play, this);
@@ -11360,7 +11361,7 @@ void func_8084B158(PlayState* play, Player* this, Input* input, f32 arg3) {
LinkAnimation_Update(play, &this->skelAnime);
}
-void func_8084B1D8(Player* this, PlayState* play) {
+void Player_Action_8084B1D8(Player* this, PlayState* play) {
if (this->stateFlags1 & PLAYER_STATE1_27) {
func_8084B000(this);
func_8084AEEC(this, &this->speedXZ, 0, this->actor.shape.rot.y);
@@ -11395,7 +11396,7 @@ void func_8084B1D8(Player* this, PlayState* play) {
s32 func_8084B3CC(PlayState* play, Player* this) {
if (play->shootingGalleryStatus != 0) {
func_80832564(play, this);
- func_80835C58(play, this, func_8084FA54, 0);
+ Player_SetupAction(play, this, Player_Action_8084FA54, 0);
if (!func_8002DD6C(this) || Player_HoldsHookshot(this)) {
func_80835F44(play, this, 3);
@@ -11428,7 +11429,7 @@ s32 func_8084B4D4(PlayState* play, Player* this) {
return 0;
}
-void func_8084B530(Player* this, PlayState* play) {
+void Player_Action_8084B530(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
func_80836670(this, play);
@@ -11460,9 +11461,9 @@ void func_8084B530(Player* this, PlayState* play) {
}
if (this->stateFlags1 & PLAYER_STATE1_23) {
- func_8084CC98(this, play);
+ Player_Action_8084CC98(this, play);
} else if (func_808332B8(this)) {
- func_8084D610(this, play);
+ Player_Action_8084D610(this, play);
} else if (!func_8008E9C4(this) && LinkAnimation_Update(play, &this->skelAnime)) {
if (this->skelAnime.moveFlags != 0) {
func_80832DBC(this);
@@ -11481,7 +11482,7 @@ void func_8084B530(Player* this, PlayState* play) {
}
}
-void func_8084B78C(Player* this, PlayState* play) {
+void Player_Action_8084B78C(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
s32 temp;
@@ -11517,7 +11518,7 @@ static struct_80832924 D_80854870[] = {
{ NA_SE_PL_SLIP, -0x1015 },
};
-void func_8084B898(Player* this, PlayState* play) {
+void Player_Action_8084B898(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
s32 temp;
@@ -11560,7 +11561,7 @@ static struct_80832924 D_80854878[] = {
static Vec3f D_80854880 = { 0.0f, 26.0f, -40.0f };
-void func_8084B9E4(Player* this, PlayState* play) {
+void Player_Action_8084B9E4(Player* this, PlayState* play) {
LinkAnimationHeader* anim;
f32 sp70;
s16 sp6E;
@@ -11616,7 +11617,7 @@ void func_8084B9E4(Player* this, PlayState* play) {
}
}
-void func_8084BBE4(Player* this, PlayState* play) {
+void Player_Action_8084BBE4(Player* this, PlayState* play) {
f32 sp3C;
s16 sp3A;
LinkAnimationHeader* anim;
@@ -11672,7 +11673,7 @@ void func_8084BBE4(Player* this, PlayState* play) {
}
}
-void func_8084BDFC(Player* this, PlayState* play) {
+void Player_Action_8084BDFC(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_6;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -11695,7 +11696,7 @@ void func_8084BEE4(Player* this) {
: NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_WOOD);
}
-void func_8084BF1C(Player* this, PlayState* play) {
+void Player_Action_8084BF1C(Player* this, PlayState* play) {
static Vec3f D_8085488C = { 0.0f, 0.0f, 26.0f };
s32 sp84;
s32 sp80;
@@ -11847,7 +11848,7 @@ static struct_80832924 D_808548A8[] = {
{ NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_WOOD, -0x81E },
};
-void func_8084C5F8(Player* this, PlayState* play) {
+void Player_Action_8084C5F8(Player* this, PlayState* play) {
s32 temp;
f32* sp38;
CollisionPoly* groundPoly;
@@ -11899,7 +11900,7 @@ static struct_80832924 D_808548B4[] = {
* Update player's animation while entering the crawlspace.
* Once inside, stop all player animations and update player's movement.
*/
-void func_8084C760(Player* this, PlayState* play) {
+void Player_Action_8084C760(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_6;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -11930,7 +11931,7 @@ static struct_80832924 D_808548D8[] = {
/**
* Update player's animation while leaving the crawlspace.
*/
-void func_8084C81C(Player* this, PlayState* play) {
+void Player_Action_8084C81C(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_6;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -12003,7 +12004,7 @@ s32 func_8084C9BC(Player* this, PlayState* play) {
if (EN_HORSE_CHECK_1(rideActor) ||
(EN_HORSE_CHECK_4(rideActor) && CHECK_BTN_ALL(sControlInput->press.button, BTN_A))) {
rideActor->actor.child = NULL;
- func_80835DAC(play, this, func_8084D3E4, 0);
+ func_80835DAC(play, this, Player_Action_8084D3E4, 0);
this->unk_878 = sp34 - rideActor->actor.world.pos.y;
Player_AnimPlayOnce(play, this,
(this->mountSide < 0) ? &gPlayerAnim_link_uma_left_down
@@ -12079,7 +12080,7 @@ static struct_80832924 D_808549A4[] = {
{ NA_SE_PL_CALM_PAT, 0x884 }, { NA_SE_PL_CALM_PAT, -0x888 },
};
-void func_8084CC98(Player* this, PlayState* play) {
+void Player_Action_8084CC98(Player* this, PlayState* play) {
EnHorse* rideActor = (EnHorse*)this->rideActor;
u8* arr;
@@ -12257,7 +12258,7 @@ static struct_80832924 D_808549C4[] = {
{ NA_SE_PL_SLIPDOWN, -0x819 },
};
-void func_8084D3E4(Player* this, PlayState* play) {
+void Player_Action_8084D3E4(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_6;
func_8084CBF4(this, 1.0f, 10.0f);
@@ -12297,17 +12298,17 @@ void func_8084D530(Player* this, f32* arg1, f32 arg2, s16 arg3) {
}
void func_8084D574(PlayState* play, Player* this, s16 arg2) {
- func_80835C58(play, this, func_8084D84C, 0);
+ Player_SetupAction(play, this, Player_Action_8084D84C, 0);
this->actor.shape.rot.y = this->yaw = arg2;
Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim);
}
void func_8084D5CC(PlayState* play, Player* this) {
- func_80835C58(play, this, func_8084DAB4, 0);
+ Player_SetupAction(play, this, Player_Action_8084DAB4, 0);
Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim);
}
-void func_8084D610(Player* this, PlayState* play) {
+void Player_Action_8084D610(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
@@ -12350,7 +12351,7 @@ void func_8084D610(Player* this, PlayState* play) {
}
}
-void func_8084D7C4(Player* this, PlayState* play) {
+void Player_Action_8084D7C4(Player* this, PlayState* play) {
if (!func_8083B040(this, play)) {
this->stateFlags2 |= PLAYER_STATE2_5;
@@ -12363,7 +12364,7 @@ void func_8084D7C4(Player* this, PlayState* play) {
}
}
-void func_8084D84C(Player* this, PlayState* play) {
+void Player_Action_8084D84C(Player* this, PlayState* play) {
f32 sp34;
s16 sp32;
s16 temp;
@@ -12425,7 +12426,7 @@ s32 func_8084D980(PlayState* play, Player* this, f32* arg2, s16* arg3) {
return 0;
}
-void func_8084DAB4(Player* this, PlayState* play) {
+void Player_Action_8084DAB4(Player* this, PlayState* play) {
f32 sp2C;
s16 sp2A;
@@ -12456,7 +12457,7 @@ void func_8084DBC4(PlayState* play, Player* this, f32 arg2) {
func_8084AEEC(this, &this->actor.velocity.y, arg2, this->yaw);
}
-void func_8084DC48(Player* this, PlayState* play) {
+void Player_Action_8084DC48(Player* this, PlayState* play) {
f32 sp2C;
this->stateFlags2 |= PLAYER_STATE2_5;
@@ -12584,7 +12585,7 @@ s32 func_8084DFF4(PlayState* play, Player* this) {
return 0;
}
-void func_8084E1EC(Player* this, PlayState* play) {
+void Player_Action_8084E1EC(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -12607,7 +12608,7 @@ void func_8084E1EC(Player* this, PlayState* play) {
func_8084AEEC(this, &this->speedXZ, 0.0f, this->actor.shape.rot.y);
}
-void func_8084E30C(Player* this, PlayState* play) {
+void Player_Action_8084E30C(Player* this, PlayState* play) {
func_8084B000(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -12617,7 +12618,7 @@ void func_8084E30C(Player* this, PlayState* play) {
func_8084AEEC(this, &this->speedXZ, 0.0f, this->actor.shape.rot.y);
}
-void func_8084E368(Player* this, PlayState* play) {
+void Player_Action_8084E368(Player* this, PlayState* play) {
func_8084B000(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -12636,7 +12637,7 @@ static s16 sWarpSongEntrances[] = {
ENTR_TEMPLE_OF_TIME_7,
};
-void func_8084E3C4(Player* this, PlayState* play) {
+void Player_Action_8084E3C4(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_normal_okarina_swing);
this->unk_850 = 1;
@@ -12691,7 +12692,7 @@ void func_8084E3C4(Player* this, PlayState* play) {
}
}
-void func_8084E604(Player* this, PlayState* play) {
+void Player_Action_8084E604(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
func_8083A098(this, &gPlayerAnim_link_normal_light_bom_end, play);
} else if (LinkAnimation_OnFrame(&this->skelAnime, 3.0f)) {
@@ -12712,7 +12713,7 @@ static struct_80832924 D_808549E0[] = {
{ 0, -0x287B },
};
-void func_8084E6D4(Player* this, PlayState* play) {
+void Player_Action_8084E6D4(Player* this, PlayState* play) {
s32 cond;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -12795,7 +12796,7 @@ static struct_80832924 D_808549F4[] = {
{ 0, -0x280F },
};
-void func_8084E9AC(Player* this, PlayState* play) {
+void Player_Action_8084E9AC(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->unk_84F == 0) {
if (DECR(this->unk_850) == 0) {
@@ -12823,7 +12824,7 @@ static u8 D_808549FC[] = {
0x01, 0x03, 0x02, 0x04, 0x04,
};
-void func_8084EAC0(Player* this, PlayState* play) {
+void Player_Action_8084EAC0(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->unk_850 == 0) {
if (this->itemAction == PLAYER_IA_BOTTLE_POE) {
@@ -12884,7 +12885,7 @@ static BottleCatchInfo sBottleCatchInfos[] = {
{ ACTOR_EN_INSECT, ITEM_BOTTLE_BUG, PLAYER_IA_BOTTLE_BUG, 0x7A },
};
-void func_8084ECA4(Player* this, PlayState* play) {
+void Player_Action_8084ECA4(Player* this, PlayState* play) {
struct_80854554* sp24;
BottleCatchInfo* catchInfo;
s32 temp;
@@ -12951,7 +12952,7 @@ void func_8084ECA4(Player* this, PlayState* play) {
static Vec3f D_80854A1C = { 0.0f, 0.0f, 5.0f };
-void func_8084EED8(Player* this, PlayState* play) {
+void Player_Action_8084EED8(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
func_8083C0E8(this, play);
func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
@@ -12979,7 +12980,7 @@ static struct_80832924 D_80854A34[] = {
{ NA_SE_EV_BOTTLE_CAP_OPEN, -0x828 },
};
-void func_8084EFC0(Player* this, PlayState* play) {
+void Player_Action_8084EFC0(Player* this, PlayState* play) {
func_8083721C(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -13007,7 +13008,7 @@ static struct_80832924 D_80854A3C[] = {
{ NA_SE_PL_PUT_OUT_ITEM, -0x81E },
};
-void func_8084F104(Player* this, PlayState* play) {
+void Player_Action_8084F104(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -13060,7 +13061,7 @@ void func_8084F104(Player* this, PlayState* play) {
}
}
-void func_8084F308(Player* this, PlayState* play) {
+void Player_Action_8084F308(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6;
if (LinkAnimation_Update(play, &this->skelAnime)) {
@@ -13073,7 +13074,7 @@ void func_8084F308(Player* this, PlayState* play) {
}
}
-void func_8084F390(Player* this, PlayState* play) {
+void Player_Action_8084F390(Player* this, PlayState* play) {
CollisionPoly* floorPoly;
f32 sp50;
f32 sp4C;
@@ -13136,21 +13137,21 @@ void func_8084F390(Player* this, PlayState* play) {
}
}
-void func_8084F608(Player* this, PlayState* play) {
+void Player_Action_8084F608(Player* this, PlayState* play) {
if ((DECR(this->unk_850) == 0) && func_8083ADD4(play, this)) {
func_80852280(play, this, NULL);
- func_80835C58(play, this, func_80852E14, 0);
- func_80852E14(this, play);
+ Player_SetupAction(play, this, Player_Action_80852E14, 0);
+ Player_Action_80852E14(this, play);
}
}
-void func_8084F698(Player* this, PlayState* play) {
- func_80835C58(play, this, func_8084F608, 0);
+void Player_Action_8084F698(Player* this, PlayState* play) {
+ Player_SetupAction(play, this, Player_Action_8084F608, 0);
this->unk_850 = 40;
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, 0.0f, 0.0f, 0.0f, 0, 0, 0, DEMOKANKYO_WARP_IN);
}
-void func_8084F710(Player* this, PlayState* play) {
+void Player_Action_8084F710(Player* this, PlayState* play) {
s32 pad;
if ((this->unk_84F != 0) && (play->csCtx.curFrame < 305)) {
@@ -13185,7 +13186,7 @@ void func_8084F710(Player* this, PlayState* play) {
}
}
-void func_8084F88C(Player* this, PlayState* play) {
+void Player_Action_8084F88C(Player* this, PlayState* play) {
LinkAnimation_Update(play, &this->skelAnime);
if ((this->unk_850++ > 8) && (play->transitionTrigger == TRANS_TRIGGER_OFF)) {
@@ -13213,11 +13214,11 @@ void func_8084F88C(Player* this, PlayState* play) {
}
}
-void func_8084F9A0(Player* this, PlayState* play) {
+void Player_Action_8084F9A0(Player* this, PlayState* play) {
func_80839800(this, play);
}
-void func_8084F9C0(Player* this, PlayState* play) {
+void Player_Action_8084F9C0(Player* this, PlayState* play) {
this->actor.gravity = -1.0f;
LinkAnimation_Update(play, &this->skelAnime);
@@ -13229,7 +13230,7 @@ void func_8084F9C0(Player* this, PlayState* play) {
}
}
-void func_8084FA54(Player* this, PlayState* play) {
+void Player_Action_8084FA54(Player* this, PlayState* play) {
this->unk_6AD = 2;
func_8083AD4C(play, this);
@@ -13247,7 +13248,7 @@ void func_8084FA54(Player* this, PlayState* play) {
}
}
-void func_8084FB10(Player* this, PlayState* play) {
+void Player_Action_8084FB10(Player* this, PlayState* play) {
if (this->unk_84F >= 0) {
if (this->unk_84F < 6) {
this->unk_84F++;
@@ -13272,7 +13273,7 @@ void func_8084FB10(Player* this, PlayState* play) {
}
}
-void func_8084FBF4(Player* this, PlayState* play) {
+void Player_Action_8084FBF4(Player* this, PlayState* play) {
LinkAnimation_Update(play, &this->skelAnime);
func_808382BC(this);
@@ -13438,7 +13439,7 @@ s32 func_80850224(Player* this, PlayState* play) {
static Vec3f D_80854A40 = { 0.0f, 40.0f, 45.0f };
-void func_808502D0(Player* this, PlayState* play) {
+void Player_Action_808502D0(Player* this, PlayState* play) {
struct_80854190* sp44 = &D_80854190[this->meleeWeaponAnimation];
this->stateFlags2 |= PLAYER_STATE2_5;
@@ -13509,7 +13510,7 @@ void func_808502D0(Player* this, PlayState* play) {
}
}
-void func_808505DC(Player* this, PlayState* play) {
+void Player_Action_808505DC(Player* this, PlayState* play) {
LinkAnimation_Update(play, &this->skelAnime);
func_8083721C(this);
@@ -13518,7 +13519,7 @@ void func_808505DC(Player* this, PlayState* play) {
}
}
-void func_8085063C(Player* this, PlayState* play) {
+void Player_Action_8085063C(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
LinkAnimation_Update(play, &this->skelAnime);
@@ -13553,7 +13554,7 @@ void func_8085063C(Player* this, PlayState* play) {
}
}
-void func_8085076C(Player* this, PlayState* play) {
+void Player_Action_8085076C(Player* this, PlayState* play) {
s32 respawnData = gSaveContext.respawn[RESPAWN_MODE_TOP].data;
if (this->unk_850 > 20) {
@@ -13610,7 +13611,7 @@ static struct_80832924 D_80854A8C[][2] = {
},
};
-void func_808507F4(Player* this, PlayState* play) {
+void Player_Action_808507F4(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->unk_84F < 0) {
if ((this->itemAction == PLAYER_IA_NAYRUS_LOVE) || (gSaveContext.magicState == MAGIC_STATE_IDLE)) {
@@ -13677,7 +13678,7 @@ void func_808507F4(Player* this, PlayState* play) {
func_8083721C(this);
}
-void func_80850AEC(Player* this, PlayState* play) {
+void Player_Action_80850AEC(Player* this, PlayState* play) {
f32 temp;
this->stateFlags2 |= PLAYER_STATE2_5;
@@ -13715,7 +13716,7 @@ void func_80850AEC(Player* this, PlayState* play) {
}
}
-void func_80850C68(Player* this, PlayState* play) {
+void Player_Action_80850C68(Player* this, PlayState* play) {
if ((this->unk_850 != 0) && ((this->unk_858 != 0.0f) || (this->unk_85C != 0.0f))) {
f32 updateScale = R_UPDATE_RATE * 0.5f;
@@ -13744,12 +13745,12 @@ void func_80850C68(Player* this, PlayState* play) {
if (this->unk_860 == 0) {
func_80853080(this, play);
} else if (this->unk_860 == 3) {
- func_80835C58(play, this, func_80850E84, 0);
+ Player_SetupAction(play, this, Player_Action_80850E84, 0);
Player_AnimChangeOnceMorph(play, this, &gPlayerAnim_link_fishing_fish_catch);
}
}
-void func_80850E84(Player* this, PlayState* play) {
+void Player_Action_80850E84(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime) && (this->unk_860 == 0)) {
func_8083A098(this, &gPlayerAnim_link_fishing_fish_catch_end, play);
}
@@ -14596,11 +14597,11 @@ void func_808524B0(PlayState* play, Player* this, CsCmdActorCue* cue) {
void func_808524D0(PlayState* play, Player* this, CsCmdActorCue* cue) {
sControlInput->press.button |= BTN_B;
- func_80844E68(this, play);
+ Player_Action_80844E68(this, play);
}
void func_80852514(PlayState* play, Player* this, CsCmdActorCue* cue) {
- func_80844E68(this, play);
+ Player_Action_80844E68(this, play);
}
void func_80852544(PlayState* play, Player* this, CsCmdActorCue* cue) {
@@ -14619,9 +14620,9 @@ void func_80852564(PlayState* play, Player* this, CsCmdActorCue* cue) {
}
static void (*D_808551FC[])(Player* this, PlayState* play) = {
- func_8084377C,
- func_80843954,
- func_80843A38,
+ Player_Action_8084377C,
+ Player_Action_80843954,
+ Player_Action_80843A38,
};
void func_808525C0(PlayState* play, Player* this, CsCmdActorCue* cue) {
@@ -14811,7 +14812,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cueUnused) {
func_80852B4C(play, this, cue, &D_80854E50[ABS(csMode)]);
}
-void func_80852E14(Player* this, PlayState* play) {
+void Player_Action_80852E14(Player* this, PlayState* play) {
if (this->csMode != this->prevCsMode) {
D_80858AA0 = this->skelAnime.moveFlags;
@@ -14828,7 +14829,7 @@ void func_80852E14(Player* this, PlayState* play) {
s32 Player_IsDroppingFish(PlayState* play) {
Player* this = GET_PLAYER(play);
- return (func_8084EFC0 == this->func_674) && (this->itemAction == PLAYER_IA_BOTTLE_FISH);
+ return (Player_Action_8084EFC0 == this->actionFunc) && (this->itemAction == PLAYER_IA_BOTTLE_FISH);
}
s32 Player_StartFishing(PlayState* play) {
@@ -14843,7 +14844,7 @@ s32 func_80852F38(PlayState* play, Player* this) {
if (!Player_InBlockingCsMode(play, this) && (this->invincibilityTimer >= 0) && !func_8008F128(this) &&
!(this->stateFlags3 & PLAYER_STATE3_7)) {
func_80832564(play, this);
- func_80835C58(play, this, func_8084F308, 0);
+ Player_SetupAction(play, this, Player_Action_8084F308, 0);
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_re_dead_attack);
this->stateFlags2 |= PLAYER_STATE2_7;
func_80832224(this);
@@ -14860,7 +14861,7 @@ s32 func_80852FFC(PlayState* play, Actor* actor, s32 csMode) {
if (!Player_InBlockingCsMode(play, this)) {
func_80832564(play, this);
- func_80835C58(play, this, func_80852E14, 0);
+ Player_SetupAction(play, this, Player_Action_80852E14, 0);
this->csMode = csMode;
this->unk_448 = actor;
func_80832224(this);
@@ -14871,7 +14872,7 @@ s32 func_80852FFC(PlayState* play, Actor* actor, s32 csMode) {
}
void func_80853080(Player* this, PlayState* play) {
- func_80835C58(play, this, func_80840BC8, 1);
+ Player_SetupAction(play, this, Player_Action_80840BC8, 1);
Player_AnimChangeOnceMorph(play, this, func_80833338(this));
this->yaw = this->actor.shape.rot.y;
}