diff --git a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c index 8239e13bdf..e338635846 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c @@ -89,7 +89,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { f32 sinRotY; f32 cosRotY; CollisionHeader* colHeader = NULL; - ColliderTrisElementInit* triElemInit; + ColliderTrisElementInit* triElementInit; Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Collider_InitTris(play, &this->collider); @@ -99,10 +99,10 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { thisx->params = PARAMS_GET_U(thisx->params, 8, 8); // thisx is required to match here if (this->dyna.actor.params == 0) { - triElemInit = &sTrisElementsInit[0]; + triElementInit = &sTrisElementsInit[0]; this->actionFunc = func_808BEFF4; } else { - triElemInit = &sTrisElementsInit[1]; + triElementInit = &sTrisElementsInit[1]; DynaPolyActor_Init(&this->dyna, 0); CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); @@ -119,16 +119,16 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { cosRotY = Math_CosS(this->dyna.actor.shape.rot.y); for (i = 0; i < 3; i++) { - sp4C[i].x = (triElemInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x; - sp4C[i].y = triElemInit->dim.vtx[i].y + this->dyna.actor.world.pos.y; - sp4C[i].z = this->dyna.actor.world.pos.z - (triElemInit->dim.vtx[i].x * sinRotY); + sp4C[i].x = (triElementInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x; + sp4C[i].y = triElementInit->dim.vtx[i].y + this->dyna.actor.world.pos.y; + sp4C[i].z = this->dyna.actor.world.pos.z - (triElementInit->dim.vtx[i].x * sinRotY); } Collider_SetTrisVertices(&this->collider, 0, &sp4C[0], &sp4C[1], &sp4C[2]); - sp4C[1].x = (triElemInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x; - sp4C[1].y = triElemInit->dim.vtx[0].y + this->dyna.actor.world.pos.y; - sp4C[1].z = this->dyna.actor.world.pos.z - (triElemInit->dim.vtx[2].x * sinRotY); + sp4C[1].x = (triElementInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x; + sp4C[1].y = triElementInit->dim.vtx[0].y + this->dyna.actor.world.pos.y; + sp4C[1].z = this->dyna.actor.world.pos.z - (triElementInit->dim.vtx[2].x * sinRotY); Collider_SetTrisVertices(&this->collider, 1, &sp4C[0], &sp4C[2], &sp4C[1]); } diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c index d7769cf19d..d6b7fcf476 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c @@ -95,11 +95,11 @@ static InitChainEntry sInitChain[] = { void BgYdanSp_Init(Actor* thisx, PlayState* play) { BgYdanSp* this = (BgYdanSp*)thisx; - ColliderTrisElementInit* triElemInit0 = &sTrisElementsInit[0]; + ColliderTrisElementInit* triElementInit0 = &sTrisElementsInit[0]; Vec3f tri[3]; s32 i; CollisionHeader* colHeader = NULL; - ColliderTrisElementInit* triElemInit1 = &sTrisElementsInit[1]; + ColliderTrisElementInit* triElementInit1 = &sTrisElementsInit[1]; f32 cossY; f32 sinsY; f32 cossX; @@ -117,9 +117,9 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { this->actionFunc = BgYdanSp_FloorWebIdle; for (i = 0; i < 3; i++) { - tri[i].x = triElemInit0->dim.vtx[i].x + this->dyna.actor.world.pos.x; - tri[i].y = triElemInit0->dim.vtx[i].y + this->dyna.actor.world.pos.y; - tri[i].z = triElemInit0->dim.vtx[i].z + this->dyna.actor.world.pos.z; + tri[i].x = triElementInit0->dim.vtx[i].x + this->dyna.actor.world.pos.x; + tri[i].y = triElementInit0->dim.vtx[i].y + this->dyna.actor.world.pos.y; + tri[i].z = triElementInit0->dim.vtx[i].z + this->dyna.actor.world.pos.z; } Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]); @@ -137,20 +137,20 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { cossX = Math_CosS(this->dyna.actor.shape.rot.x); for (i = 0; i < 3; i++) { - tri[i].x = this->dyna.actor.world.pos.x + (cossY * triElemInit1->dim.vtx[i].x) - - (sinsY * triElemInit1->dim.vtx[i].y * nSinsX); - tri[i].y = this->dyna.actor.world.pos.y + (triElemInit1->dim.vtx[i].y * cossX); - tri[i].z = this->dyna.actor.world.pos.z - (sinsY * triElemInit1->dim.vtx[i].x) + - (triElemInit1->dim.vtx[i].y * cossY * nSinsX); + tri[i].x = this->dyna.actor.world.pos.x + (cossY * triElementInit1->dim.vtx[i].x) - + (sinsY * triElementInit1->dim.vtx[i].y * nSinsX); + tri[i].y = this->dyna.actor.world.pos.y + (triElementInit1->dim.vtx[i].y * cossX); + tri[i].z = this->dyna.actor.world.pos.z - (sinsY * triElementInit1->dim.vtx[i].x) + + (triElementInit1->dim.vtx[i].y * cossY * nSinsX); } Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]); - tri[1].x = this->dyna.actor.world.pos.x + (cossY * triElemInit1->dim.vtx[0].x) - - (triElemInit1->dim.vtx[2].y * sinsY * nSinsX); - tri[1].y = this->dyna.actor.world.pos.y + (triElemInit1->dim.vtx[2].y * cossX); - tri[1].z = this->dyna.actor.world.pos.z - (sinsY * triElemInit1->dim.vtx[0].x) + - (triElemInit1->dim.vtx[2].y * cossY * nSinsX); + tri[1].x = this->dyna.actor.world.pos.x + (cossY * triElementInit1->dim.vtx[0].x) - + (triElementInit1->dim.vtx[2].y * sinsY * nSinsX); + tri[1].y = this->dyna.actor.world.pos.y + (triElementInit1->dim.vtx[2].y * cossX); + tri[1].z = this->dyna.actor.world.pos.z - (sinsY * triElementInit1->dim.vtx[0].x) + + (triElementInit1->dim.vtx[2].y * cossY * nSinsX); Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]); } this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);