diff options
| author | LagoLunatic <LagoLunatic@users.noreply.github.com> | 2024-03-08 21:31:41 -0500 |
|---|---|---|
| committer | LagoLunatic <LagoLunatic@users.noreply.github.com> | 2024-03-08 21:31:41 -0500 |
| commit | 443691603d40fde49c29245374ce98ead02ac02b (patch) | |
| tree | d9bb147fe8d41b3624c15b7ed290ec3c4c617228 /src/d/actor/d_a_am2.cpp | |
| parent | 74d629665c05293cc22172330410258bd2ae7f47 (diff) | |
rename fopAc_ac_c member vars to match TP decomp
Diffstat (limited to 'src/d/actor/d_a_am2.cpp')
| -rw-r--r-- | src/d/actor/d_a_am2.cpp | 128 |
1 files changed, 64 insertions, 64 deletions
diff --git a/src/d/actor/d_a_am2.cpp b/src/d/actor/d_a_am2.cpp index 4aa5b3f4..f2ee1ea9 100644 --- a/src/d/actor/d_a_am2.cpp +++ b/src/d/actor/d_a_am2.cpp @@ -100,7 +100,7 @@ static BOOL nodeCallBack(J3DNode* node, int param_1) { /* 000001B0-00000278 .text draw_SUB__FP9am2_class */ static void draw_SUB(am2_class* i_this) { J3DModel* model = i_this->mpMorf->getModel(); - model->setBaseScale(i_this->mScale); + model->setBaseScale(i_this->scale); mDoMtx_stack_c::transS(i_this->current.pos); cMtx_YrotM(mDoMtx_stack_c::get(), i_this->shape_angle.y); cMtx_XrotM(mDoMtx_stack_c::get(), i_this->shape_angle.x); @@ -109,13 +109,13 @@ static void draw_SUB(am2_class* i_this) { i_this->mpMorf->calc(); - g_env_light.settingTevStruct(TEV_TYPE_ACTOR, &i_this->current.pos, &i_this->mTevStr); + g_env_light.settingTevStruct(TEV_TYPE_ACTOR, &i_this->current.pos, &i_this->tevStr); } /* 00000278-00000374 .text daAM2_Draw__FP9am2_class */ static BOOL daAM2_Draw(am2_class* i_this) { J3DModel* model = i_this->mpMorf->getModel(); - g_env_light.setLightTevColorType(model, &i_this->mTevStr); + g_env_light.setLightTevColorType(model, &i_this->tevStr); dSnap_RegistFig(DSNAP_TYPE_AM2, i_this, 1.0f, 1.0f, 1.0f); @@ -168,14 +168,14 @@ static BOOL medama_atari_check(am2_class* i_this) { if (hitObj->ChkAtType(AT_TYPE_GRAPPLING_HOOK)) { if (i_this->mCurrBckIdx != AM2_BCK_SLEEP) { - if (i_this->mStealItemLeft > 0) { - s8 origHealth = i_this->mHealth; - i_this->mHealth = 10; + if (i_this->stealItemLeft > 0) { + s8 origHealth = i_this->health; + i_this->health = 10; atInfo.mpObj = i_this->mEyeSph.GetTgHitObj(); atInfo.pParticlePos = NULL; cc_at_check(i_this, &atInfo); - i_this->mHealth = origHealth; - dComIfGp_particle_set(dPa_name::ID_COMMON_STARS_BLOW, &i_this->mAttentionInfo.mPosition); + i_this->health = origHealth; + dComIfGp_particle_set(dPa_name::ID_COMMON_STARS_BLOW, &i_this->attention_info.position); } else { dComIfGp_particle_set(dPa_name::ID_COMMON_PURPLE_HIT, &hitPos); } @@ -189,7 +189,7 @@ static BOOL medama_atari_check(am2_class* i_this) { i_this->mEnemyIce.mLightShrinkTimer = 1; i_this->mEnemyIce.mParticleScale = 1.0f; i_this->mEnemyIce.mYOffset = 80.0f; - i_this->mAttentionInfo.mFlags = 0; + i_this->attention_info.flags = 0; return TRUE; } @@ -197,7 +197,7 @@ static BOOL medama_atari_check(am2_class* i_this) { ret = true; if (i_this->mCurrBckIdx == AM2_BCK_SLEEP) { anm_init(i_this, AM2_BCK_WAIT, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1); - i_this->mAttentionInfo.mFlags = fopAc_Attn_LOCKON_ENEMY_e; + i_this->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e; fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e); i_this->mNeedleCyl.OnAtSetBit(); i_this->mNeedleCyl.OnAtHitBit(); @@ -208,7 +208,7 @@ static BOOL medama_atari_check(am2_class* i_this) { dComIfGp_particle_set(0x10, &hitPos, &player->shape_angle); // Using the fopAcM_seStart inline breaks the codegen. // fopAcM_seStart(i_this, JA_SE_CM_AM2_PARALYZED, 0); - mDoAud_seStart(JA_SE_CM_AM2_PARALYZED, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this))); + mDoAud_seStart(JA_SE_CM_AM2_PARALYZED, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this))); fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_PARALYZED, 0x42); i_this->mAction = ACTION_MAHI; i_this->mState = 10; @@ -248,7 +248,7 @@ static BOOL week_atari_check(am2_class* i_this) { i_this->mEnemyIce.mLightShrinkTimer = 1; i_this->mEnemyIce.mParticleScale = 1.0f; i_this->mEnemyIce.mYOffset = 80.0f; - actor->mAttentionInfo.mFlags = 0; + actor->attention_info.flags = 0; return TRUE; } @@ -322,7 +322,7 @@ static BOOL week_atari_check(am2_class* i_this) { i_this->mAction = ACTION_ITAI; i_this->mState = 0x14; if (i_this->m2CE == 7 || i_this->m2CE == 8) { - actor->mHealth = 0; + actor->health = 0; } } return TRUE; @@ -423,7 +423,7 @@ static BOOL naraku_check(am2_class* i_this) { if (i_this->current.pos.y < -500.0f || i_this->mInAbyssTimer > 50) { i_this->speedF = 0.0f; i_this->speed.setall(0.0f); - i_this->mGravity = 0.0f; + i_this->gravity = 0.0f; return TRUE; } } @@ -457,7 +457,7 @@ static BOOL naraku_check(am2_class* i_this) { if (i_this->current.pos.y < i_this->mAcch.m_wtr.GetHeight() - waterSinkDepth) { i_this->speedF = 0.0f; i_this->speed.setall(0.0f); - i_this->mGravity = 0.0f; + i_this->gravity = 0.0f; return TRUE; } } else if (i_this->mbMadeWaterSplash) { @@ -499,7 +499,7 @@ static void action_dousa(am2_class* i_this) { cXyz centerPos = player->current.pos; centerPos.y += 100.0f + g_regHIO.mChild[12].mFloatRegs[19]; if (Line_check(i_this, centerPos)) { - i_this->mAttentionInfo.mFlags = fopAc_Attn_LOCKON_ENEMY_e; + i_this->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e; fopAcM_OnStatus(i_this, fopAcStts_SHOWMAP_e); anm_init(i_this, AM2_BCK_START, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1); fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_AWAKE, 0); @@ -532,7 +532,7 @@ static void action_dousa(am2_class* i_this) { i_this->mNeedleCyl.OnAtHitBit(); i_this->mNeedleCyl.OnTgSetBit(); i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(i_this); - i_this->mGravity = -3.0f; + i_this->gravity = -3.0f; i_this->speed.y = 12.0f; if (i_this->mCurrBckIdx != AM2_BCK_JUMP) { anm_init(i_this, AM2_BCK_JUMP, 2.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1); @@ -542,7 +542,7 @@ static void action_dousa(am2_class* i_this) { break; case 4: if (i_this->mAcch.ChkGroundHit()) { - i_this->mGravity = -3.0f; + i_this->gravity = -3.0f; i_this->speed.y = 12.0f; fopAcM_seStart(i_this, JA_SE_CM_AM2_LANDING, 0); i_this->mState = 3; @@ -565,7 +565,7 @@ static void action_dousa(am2_class* i_this) { i_this->mSmokeCb.end(); // Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match. // fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP_S, 0); - mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this))); + mDoAud_seStart(JA_SE_CM_AM_JUMP_S, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this))); dComIfGp_particle_setToon(0xA125, &i_this->current.pos, &i_this->shape_angle, NULL, 0xB9, &i_this->mSmokeCb, fopAcM_GetRoomNo(i_this)); if (i_this->mSmokeCb.getEmitter()) { @@ -579,7 +579,7 @@ static void action_dousa(am2_class* i_this) { i_this->mState = 3; } else { i_this->speedF = 9.0f; - i_this->mGravity = -8.0f; + i_this->gravity = -8.0f; i_this->speed.y = 20.0f; i_this->mCountUpTimers[1] = 0; if (!Line_check(i_this, rotOffset) || player->getDamageWaitTimer() != 0) { @@ -670,7 +670,7 @@ static void action_mahi(am2_class* i_this) { break; case 0xC: if (i_this->mCountDownTimers[3] == 0 || i_this->mCountDownTimers[3] > 3) { - actor->mAttentionInfo.mFlags |= fopAc_Attn_ACTION_CARRY_e; + actor->attention_info.flags |= fopAc_Attn_ACTION_CARRY_e; } if (naraku_check(i_this)) { if (i_this->mbNotInHomeRoom) { @@ -691,7 +691,7 @@ static void action_mahi(am2_class* i_this) { i_this->mPickedUpYPos = actor->current.pos.y; fopAcM_OffStatus(actor, fopAcStts_SHOWMAP_e); actor->current.angle.y = player->shape_angle.y; - actor->mGravity = 0.0f; + actor->gravity = 0.0f; actor->speed.setall(0.0f); actor->speedF = 0.0f; i_this->mbNotInHomeRoom = false; @@ -712,13 +712,13 @@ static void action_mahi(am2_class* i_this) { i_this->mAcchRadius = 40.0f + g_regHIO.mChild[8].mFloatRegs[10]; i_this->mBodyCyl.OnCoSetBit(); if (actor->speedF > 0.0f) { - actor->mGravity = -5.0f; + actor->gravity = -5.0f; actor->speed.y = 25.0f; actor->speedF = 35.0f; i_this->mAcch.OnLineCheck(); i_this->mState = 0xE; } else { - actor->mGravity = -3.0f; + actor->gravity = -3.0f; i_this->mCountUpTimers[1] = 1; i_this->mState = 0xC; } @@ -759,7 +759,7 @@ static void action_mahi(am2_class* i_this) { actor->speedF = 7.0f; actor->speed.y = 25.0f; - actor->mGravity = -14.0f; + actor->gravity = -14.0f; i_this->mCountUpTimers[0]++; } else { actor->speedF = 0.0f; @@ -784,8 +784,8 @@ static void action_mahi(am2_class* i_this) { actor->shape_angle.y += 0x1000; if (i_this->mAcch.ChkGroundHit()) { - actor->mGravity = -3.0f; - actor->mAttentionInfo.mFlags = fopAc_Attn_LOCKON_ENEMY_e; + actor->gravity = -3.0f; + actor->attention_info.flags = fopAc_Attn_LOCKON_ENEMY_e; fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e); i_this->mAction = ACTION_DOUSA; i_this->mState = 3; @@ -809,8 +809,8 @@ static void action_mahi(am2_class* i_this) { if (fopAcM_checkStatus(actor, fopAcStts_CARRY_e)) { fopAcM_cancelCarryNow(actor); - actor->mAttentionInfo.mFlags &= ~fopAc_Attn_ACTION_CARRY_e; - actor->mGravity = -4.0f; + actor->attention_info.flags &= ~fopAc_Attn_ACTION_CARRY_e; + actor->gravity = -4.0f; actor->speed.y = 20.0f; } @@ -821,7 +821,7 @@ static void action_mahi(am2_class* i_this) { if (i_this->mCurrBckIdx != AM2_BCK_BURUBURU) { anm_init(i_this, AM2_BCK_BURUBURU, 1.0f, J3DFrameCtrl::LOOP_REPEAT_e, 1.0f, -1); i_this->mCountDownTimers[3] = 20*30; - actor->mAttentionInfo.mFlags &= ~fopAc_Attn_ACTION_CARRY_e; + actor->attention_info.flags &= ~fopAc_Attn_ACTION_CARRY_e; fopAcM_seStart(i_this, JA_SE_CM_AM2_RECOVER, 0); fopAcM_monsSeStart(actor, JA_SE_CV_AM2_AWAKE, 0); } @@ -829,10 +829,10 @@ static void action_mahi(am2_class* i_this) { if (i_this->mCountDownTimers[3] == 1) { if (fopAcM_checkStatus(actor, fopAcStts_CARRY_e)) { fopAcM_cancelCarryNow(actor); - actor->mAttentionInfo.mFlags &= ~fopAc_Attn_ACTION_CARRY_e; + actor->attention_info.flags &= ~fopAc_Attn_ACTION_CARRY_e; } fopAcM_OnStatus(actor, fopAcStts_SHOWMAP_e); - actor->mGravity = -4.0f; + actor->gravity = -4.0f; actor->speed.y = 20.0f; i_this->mBodyCyl.OnCoSetBit(); i_this->mState = 0xF; @@ -864,7 +864,7 @@ static void action_itai(am2_class* i_this) { fopAcM_monsSeStart(i_this, JA_SE_CV_AM2_DAMAGE, 0x42); dComIfGp_particle_set(0x81AE, &i_this->mWeakPos, &i_this->shape_angle); - if (i_this->mHealth > 0) { + if (i_this->health > 0) { anm_init(i_this, AM2_BCK_DAMAGE, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1); if (i_this->mCountDownTimers[2] > 5) { i_this->speedF = 5.0f; @@ -878,7 +878,7 @@ static void action_itai(am2_class* i_this) { cLib_addCalc0(&i_this->speedF, 0.5f, 1.0f); if (i_this->speedF < 0.2f) { i_this->speedF = 0.0f; - i_this->mGravity = -3.0f; + i_this->gravity = -3.0f; if (i_this->mCountDownTimers[2] < 5) { i_this->mAction = ACTION_DOUSA; i_this->mState = 3; @@ -904,7 +904,7 @@ static void action_itai(am2_class* i_this) { i_this->mNeedleCyl.OnAtSetBit(); i_this->mNeedleCyl.OnAtHitBit(); i_this->speed.y = 25.0f; - i_this->mGravity = -10.0f; + i_this->gravity = -10.0f; i_this->speedF = 10.0f; i_this->mCountDownTimers[0] = 100; i_this->current.angle.y = fopAcM_searchPlayerAngleY(i_this); @@ -931,11 +931,11 @@ static void action_itai(am2_class* i_this) { // Using the fopAcM_seStart inline multiple times in a single case makes the codegen not match. // fopAcM_seStart(i_this, JA_SE_CM_AM2_JUMP2, 0); - mDoAud_seStart(JA_SE_CM_AM2_JUMP2, &i_this->mEyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this))); + mDoAud_seStart(JA_SE_CM_AM2_JUMP2, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this))); fopAcM_monsSeStart(i_this, JA_SE_CV_AM_JITABATA, 0x42); i_this->speed.y = 25.0f; - i_this->mGravity = -10.0f; + i_this->gravity = -10.0f; i_this->speedF = 10.0f; } @@ -965,7 +965,7 @@ static void action_itai(am2_class* i_this) { } if (naraku_check(i_this)) { - if (i_this->mbNotInHomeRoom || i_this->mHealth <= 0) { + if (i_this->mbNotInHomeRoom || i_this->health <= 0) { if (i_this->mState != 0x19) { anm_init(i_this, AM2_BCK_DEAD3, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1); fopAcM_seStart(i_this, JA_SE_CM_AM2_BEF_EXPLODE, 0); @@ -1006,7 +1006,7 @@ static void action_handou_move(am2_class* i_this) { i_this->mAction = ACTION_DOUSA; i_this->mState = 3; if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) { - i_this->mAttentionInfo.mFlags = 0; + i_this->attention_info.flags = 0; i_this->mCountDownTimers[2] = 20*30; i_this->mAction = ACTION_MAHI; i_this->mState = 0xC; @@ -1038,19 +1038,19 @@ static void action_modoru_move(am2_class* i_this) { i_this->mState++; // Fall-through case 0x29: - cLib_addCalc0(&i_this->mScale.x, 1.0f, 0.1f); - i_this->mScale.y = i_this->mScale.z = i_this->mScale.x; + cLib_addCalc0(&i_this->scale.x, 1.0f, 0.1f); + i_this->scale.y = i_this->scale.z = i_this->scale.x; - if (i_this->mScale.x < 0.1f) { + if (i_this->scale.x < 0.1f) { i_this->speedF = 0.0f; i_this->speed.setall(0.0f); - i_this->mGravity = -3.0f; + i_this->gravity = -3.0f; i_this->mbMadeWaterSplash = false; i_this->mRippleCb.end(); i_this->current.angle.y = i_this->shape_angle.y; i_this->current.pos = i_this->mSpawnPos; - i_this->mScale.setall(0.0f); + i_this->scale.setall(0.0f); i_this->shape_angle.y = i_this->mSpawnRotY; i_this->current.angle.y = i_this->shape_angle.y; i_this->current.pos = i_this->mSpawnPos; @@ -1065,12 +1065,12 @@ static void action_modoru_move(am2_class* i_this) { i_this->current.pos = i_this->mSpawnPos; i_this->mTargetAngleY = i_this->current.angle.y; - cLib_addCalc2(&i_this->mScale.x, 1.0f, 1.0f, 0.1f); - i_this->mScale.y = i_this->mScale.z = i_this->mScale.x; + cLib_addCalc2(&i_this->scale.x, 1.0f, 1.0f, 0.1f); + i_this->scale.y = i_this->scale.z = i_this->scale.x; - if (i_this->mScale.x > 0.9f) { + if (i_this->scale.x > 0.9f) { i_this->mCountUpTimers[1] = 0; - i_this->mScale.setall(1.0f); + i_this->scale.setall(1.0f); i_this->mWeakSph.OffTgSetBit(); i_this->mNeedleCyl.OffAtSetBit(); i_this->mNeedleCyl.OffCoSetBit(); @@ -1081,7 +1081,7 @@ static void action_modoru_move(am2_class* i_this) { i_this->mState = 0; if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) { - i_this->mAttentionInfo.mFlags = 0; + i_this->attention_info.flags = 0; i_this->mCountDownTimers[2] = 20*30; i_this->mAction = ACTION_MAHI; i_this->mState = 0xC; @@ -1143,15 +1143,15 @@ static BOOL daAM2_Execute(am2_class* i_this) { MtxPosition(&offset, &rotOffset); actor->speed.x = rotOffset.x; actor->speed.z = rotOffset.z; - actor->speed.y += actor->mGravity; + actor->speed.y += actor->gravity; if (actor->speed.y < -50.0f) { actor->speed.y = -50.0f; } - actor->mAttentionInfo.mPosition = actor->current.pos; - actor->mAttentionInfo.mPosition.y += 120.0f; - actor->mEyePos = i_this->mEyeballPos; - actor->mEyePos.y -= 15.0f + g_regHIO.mChild[8].mFloatRegs[2]; + actor->attention_info.position = actor->current.pos; + actor->attention_info.position.y += 120.0f; + actor->eyePos = i_this->mEyeballPos; + actor->eyePos.y -= 15.0f + g_regHIO.mChild[8].mFloatRegs[2]; i_this->mBodyCyl.SetC(i_this->current.pos); i_this->mBodyCyl.SetH(150.0f); @@ -1261,7 +1261,7 @@ static BOOL useHeapInit(fopAc_ac_c* i_actor) { }; i_this->mEyeJntHit = JntHit_create(i_this->mpMorf->getModel(), search_data, ARRAY_SIZE(search_data)); if (i_this->mEyeJntHit) { - i_this->mJntHit = i_this->mEyeJntHit; + i_this->jntHit = i_this->mEyeJntHit; } else { return FALSE; } @@ -1307,16 +1307,16 @@ static s32 daAM2_Create(fopAc_ac_c* i_actor) { return cPhs_ERROR_e; } - i_this->mItemTableIdx = dComIfGp_CharTbl()->GetNameIndex("amos2", 0); - i_this->mMaxHealth = 2; - i_this->mHealth = 2; - i_this->mStealItemLeft = 3; + i_this->itemTableIdx = dComIfGp_CharTbl()->GetNameIndex("amos2", 0); + i_this->max_health = 2; + i_this->health = 2; + i_this->stealItemLeft = 3; i_this->model = i_this->mpMorf->getModel(); fopAcM_SetMtx(i_this, i_this->mpMorf->mpModel->getBaseTRMtx()); fopAcM_setCullSizeBox(i_this, -50.0f, 0.0f, -20.0f, 60.0f, 180.0f, 60.0f); - i_this->mAttentionInfo.mFlags = 0; + i_this->attention_info.flags = 0; i_this->mAcch.Set( fopAcM_GetPosition_p(i_this), fopAcM_GetOldPosition_p(i_this), @@ -1324,12 +1324,12 @@ static s32 daAM2_Create(fopAc_ac_c* i_actor) { ); i_this->mStts.Init(254, 1, i_this); - i_this->mGravity = -3.0f; + i_this->gravity = -3.0f; i_this->mEnemyIce.mpActor = i_this; i_this->mEnemyIce.mWallRadius = 50.0f; i_this->mEnemyIce.mCylHeight = 100.0f; - i_this->mAttentionInfo.mDistances[4] = 9; + i_this->attention_info.distances[4] = 9; fopAcM_OnStatus(i_this, fopAcStts_UNK8000000_e); @@ -1475,7 +1475,7 @@ static s32 daAM2_Create(fopAc_ac_c* i_actor) { draw_SUB(i_this); if (i_this->mStartsInactive == 1 && i_this->mSwitch != 0xFF && !dComIfGs_isSwitch(i_this->mSwitch, dComIfGp_roomControl_getStayNo())) { - i_this->mAttentionInfo.mFlags = 0; + i_this->attention_info.flags = 0; i_this->mCountDownTimers[2] = 20*30; i_this->mAction = ACTION_MAHI; i_this->mState = 0xC; @@ -1500,7 +1500,7 @@ actor_process_profile_definition g_profile_AM2 = { /* ListID */ 7, /* ListPrio */ fpcPi_CURRENT_e, /* ProcName */ PROC_AM2, - /* Proc SubMtd */ &g_fpcLf_Method.mBase, + /* Proc SubMtd */ &g_fpcLf_Method.base, /* Size */ sizeof(am2_class), /* SizeOther */ 0, /* Parameters */ 0, |
