diff --git a/assets/xml/objects/object_ganon.xml b/assets/xml/objects/object_ganon.xml
index e877b60f49..79cba2ab36 100644
--- a/assets/xml/objects/object_ganon.xml
+++ b/assets/xml/objects/object_ganon.xml
@@ -1,96 +1,106 @@
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diff --git a/assets/xml/objects/object_ganon2.xml b/assets/xml/objects/object_ganon2.xml
index 8b66cfcc2d..93f3a05e5e 100644
--- a/assets/xml/objects/object_ganon2.xml
+++ b/assets/xml/objects/object_ganon2.xml
@@ -1,158 +1,174 @@
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diff --git a/assets/xml/objects/object_ganon_anime1.xml b/assets/xml/objects/object_ganon_anime1.xml
index 6021fdd9b1..11e08a9eb5 100644
--- a/assets/xml/objects/object_ganon_anime1.xml
+++ b/assets/xml/objects/object_ganon_anime1.xml
@@ -1,29 +1,30 @@
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diff --git a/assets/xml/objects/object_ganon_anime2.xml b/assets/xml/objects/object_ganon_anime2.xml
index 96121689e9..f05c72dedc 100644
--- a/assets/xml/objects/object_ganon_anime2.xml
+++ b/assets/xml/objects/object_ganon_anime2.xml
@@ -1,21 +1,22 @@
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diff --git a/assets/xml/objects/object_ganon_anime3.xml b/assets/xml/objects/object_ganon_anime3.xml
index 2af1e94f95..17bc46eb49 100644
--- a/assets/xml/objects/object_ganon_anime3.xml
+++ b/assets/xml/objects/object_ganon_anime3.xml
@@ -1,13 +1,17 @@
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diff --git a/assets/xml/objects/object_gndd.xml b/assets/xml/objects/object_gndd.xml
index 10a5fff8ce..8bf5d770c4 100644
--- a/assets/xml/objects/object_gndd.xml
+++ b/assets/xml/objects/object_gndd.xml
@@ -1,96 +1,106 @@
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diff --git a/assets/xml/overlays/ovl_Boss_Ganon.xml b/assets/xml/overlays/ovl_Boss_Ganon.xml
index 07507ae63d..cdb87e9c16 100644
--- a/assets/xml/overlays/ovl_Boss_Ganon.xml
+++ b/assets/xml/overlays/ovl_Boss_Ganon.xml
@@ -1,53 +1,53 @@
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diff --git a/include/functions.h b/include/functions.h
index 7508a0ca35..9407602035 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -534,35 +534,25 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
-u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
-s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
- f32 checkHeight, CollisionPoly** outPoly);
-s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA,
- Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist,
- s32 bccFlags);
-void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
-s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly,
- Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
- Actor* actor, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
- f32 chkDist);
-f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
-f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos);
-f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos);
-f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
-f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
-s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
- f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
+f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
+f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
+f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
+f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
+ Vec3f* pos);
+f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
+ Actor* actor, Vec3f* pos);
+f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
+ Vec3f* pos, f32 chkDist);
+f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
+f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
+f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
+f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
+f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
+f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
CollisionPoly** outPoly, f32 checkHeight);
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
@@ -574,9 +564,6 @@ s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
-s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
- Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
- u32 bccFlags);
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
@@ -599,12 +586,7 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
-void SSNodeList_Initialize(SSNodeList*);
-void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
-u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
-void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
-void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
@@ -615,19 +597,8 @@ void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
-f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
-s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
- CollisionPoly** outPoly, s32* outBgId, Actor* actor);
-s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
- CollisionPoly** outPoly, s32* outBgId, Actor* actor);
-s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
- CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
- s32 bccFlags);
-s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
- Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
void func_800418D0(CollisionContext* colCtx, PlayState* play);
-void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
@@ -664,7 +635,7 @@ s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f3
WaterBox** outWaterBox);
u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox);
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
-u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
+u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox);
s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
@@ -1483,7 +1454,7 @@ void Play_Destroy(GameState* thisx);
void Play_Init(GameState* thisx);
void Play_Main(GameState* thisx);
s32 Play_InCsMode(PlayState* this);
-f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec);
+f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos);
void* Play_LoadFile(PlayState* this, RomFile* file);
void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
s16 Play_CreateSubCamera(PlayState* this);
diff --git a/include/z64.h b/include/z64.h
index f2838cf3ab..a458a8d028 100644
--- a/include/z64.h
+++ b/include/z64.h
@@ -1346,8 +1346,8 @@ typedef struct {
/* 0x1CAB4 */ s16 inputTimerY;
/* 0x1CAB6 */ s16 stickXDir;
/* 0x1CAB8 */ s16 stickYDir;
- /* 0x1CABA */ s16 stickRelX;
- /* 0x1CABC */ s16 stickRelY;
+ /* 0x1CABA */ s16 stickAdjX;
+ /* 0x1CABC */ s16 stickAdjY;
/* 0x1CABE */ s16 nameEntryBoxPosX;
/* 0x1CAC0 */ s16 windowPosX;
/* 0x1CAC4 */ f32 windowRot;
diff --git a/include/z64bgcheck.h b/include/z64bgcheck.h
index 2b9169f094..aa8a6859ce 100644
--- a/include/z64bgcheck.h
+++ b/include/z64bgcheck.h
@@ -26,8 +26,6 @@ struct DynaPolyActor;
#define FUNC_80041EA4_STOP 8
#define FUNC_80041EA4_VOID_OUT 12
-#define WATERBOX_ROOM(p) ((p >> 13) & 0x3F)
-
typedef struct {
Vec3f scale;
Vec3s rot;
@@ -73,6 +71,32 @@ typedef struct {
/* 0x10 */ s16 unk_10; // unused
} BgCamFuncData; // size = 0x12
+// Macros for `WaterBox.properties`
+
+#define WATERBOX_BGCAM_INDEX_SHIFT 0
+#define WATERBOX_BGCAM_INDEX_MASK 0x000000FF
+#define WATERBOX_BGCAM_INDEX(properties) \
+ (((properties) >> WATERBOX_BGCAM_INDEX_SHIFT) & (WATERBOX_BGCAM_INDEX_MASK >> WATERBOX_BGCAM_INDEX_SHIFT))
+
+#define WATERBOX_LIGHT_INDEX_SHIFT 8
+#define WATERBOX_LIGHT_INDEX_MASK 0x00001F00
+#define WATERBOX_LIGHT_INDEX(properties) \
+ (((properties) >> WATERBOX_LIGHT_INDEX_SHIFT) & (WATERBOX_LIGHT_INDEX_MASK >> WATERBOX_LIGHT_INDEX_SHIFT))
+#define WATERBOX_LIGHT_INDEX_NONE 0x1F // warns and defaults to 0
+
+#define WATERBOX_ROOM_SHIFT 13
+#define WATERBOX_ROOM_MASK 0x0007E000
+#define WATERBOX_ROOM(properties) (((properties) >> WATERBOX_ROOM_SHIFT) & (WATERBOX_ROOM_MASK >> WATERBOX_ROOM_SHIFT))
+#define WATERBOX_ROOM_ALL 0x3F // value for "room index" indicating "all rooms"
+
+#define WATERBOX_FLAG_19_SHIFT 19
+#define WATERBOX_FLAG_19 (1 << WATERBOX_FLAG_19_SHIFT)
+
+#define WATERBOX_PROPERTIES(bgCamIndex, lightIndex, room, setFlag19) \
+ ((((bgCamIndex) << WATERBOX_BGCAM_INDEX_SHIFT) & WATERBOX_BGCAM_INDEX_MASK) | \
+ (((lightIndex) << WATERBOX_LIGHT_INDEX_SHIFT) & WATERBOX_LIGHT_INDEX_MASK) | \
+ (((room) << WATERBOX_ROOM_SHIFT) & WATERBOX_ROOM_MASK) | (((setFlag19) & 1) << WATERBOX_FLAG_19_SHIFT))
+
typedef struct {
/* 0x00 */ s16 xMin;
/* 0x02 */ s16 ySurface;
@@ -80,11 +104,6 @@ typedef struct {
/* 0x06 */ s16 xLength;
/* 0x08 */ s16 zLength;
/* 0x0C */ u32 properties;
-
- // 0x0008_0000 = ?
- // 0x0007_E000 = Room Index, 0x3F = all rooms
- // 0x0000_1F00 = Lighting Settings Index
- // 0x0000_00FF = BgCam Index
} WaterBox; // size = 0x10
typedef enum {
@@ -277,11 +296,11 @@ typedef struct {
/* 0x14 */ Vec3f* pos;
/* 0x18 */ s32* bgId;
/* 0x1C */ struct Actor* actor;
- /* 0x20 */ u32 unk_20;
+ /* 0x20 */ u32 downChkFlags;
/* 0x24 */ f32 chkDist;
/* 0x28 */ DynaCollisionContext* dyna;
/* 0x2C */ SSList* ssList;
-} DynaRaycast;
+} DynaRaycastDown;
typedef struct {
/* 0x00 */ struct CollisionContext* colCtx;
diff --git a/src/code/code_800EC960.c b/src/code/code_800EC960.c
index 876d4f7cbd..074fececa9 100644
--- a/src/code/code_800EC960.c
+++ b/src/code/code_800EC960.c
@@ -1246,7 +1246,7 @@ OcarinaStaff sPlayingStaff;
OcarinaStaff sPlaybackStaff;
OcarinaStaff sRecordingStaff;
u32 sOcarinaUpdateTaskStart;
-OcarinaStick sOcarinaInputStickRel;
+OcarinaStick sOcarinaInputStickAdj;
u32 sOcarinaInputButtonCur;
u32 sOcarinaInputButtonStart;
u32 sOcarinaInputButtonPrev;
@@ -1299,8 +1299,8 @@ void AudioOcarina_ReadControllerInput(void) {
PadMgr_RequestPadData(&gPadMgr, inputs, 0);
sOcarinaInputButtonCur = input->cur.button;
sOcarinaInputButtonPrev = ocarinaInputButtonPrev;
- sOcarinaInputStickRel.x = input->rel.stick_x;
- sOcarinaInputStickRel.y = input->rel.stick_y;
+ sOcarinaInputStickAdj.x = input->rel.stick_x;
+ sOcarinaInputStickAdj.y = input->rel.stick_y;
}
/**
@@ -1719,11 +1719,11 @@ void AudioOcarina_PlayControllerInput(u8 unused) {
if (sRecordingState != OCARINA_RECORD_SCARECROW_SPAWN) {
// Bend the pitch of the note based on y control stick
- sCurOcarinaBendIndex = sOcarinaInputStickRel.y;
+ sCurOcarinaBendIndex = sOcarinaInputStickAdj.y;
sCurOcarinaBendFreq = AudioOcarina_BendPitchTwoSemitones(sCurOcarinaBendIndex);
// Add vibrato of the ocarina note based on the x control stick
- sCurOcarinaVibrato = ABS_ALT(sOcarinaInputStickRel.x) >> 2;
+ sCurOcarinaVibrato = ABS_ALT(sOcarinaInputStickAdj.x) >> 2;
// Sets vibrato to io port 6
Audio_QueueCmdS8(0x6 << 24 | SEQ_PLAYER_SFX << 16 | SFX_CHANNEL_OCARINA << 8 | 6, sCurOcarinaVibrato);
} else {
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index ab310a446d..9c71c31285 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1168,13 +1168,13 @@ s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) {
return true;
}
-s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* arg2, s32 arg3) {
+s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* pos, s32 arg3) {
f32 floorHeightDiff;
s32 floorBgId;
- arg2->y += 50.0f;
+ pos->y += 50.0f;
- actor->floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
+ actor->floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, pos);
actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);
if (actor->floorHeight <= BGCHECK_Y_MIN) {
@@ -3472,9 +3472,9 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar
void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
MtxF sp60;
- f32 var;
- Vec3f sp50;
- CollisionPoly* sp4C;
+ f32 yIntersect;
+ Vec3f checkPos;
+ CollisionPoly* groundPoly;
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8120);
@@ -3484,14 +3484,14 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
- sp50.x = arg0->x;
- sp50.y = arg0->y + 1.0f;
- sp50.z = arg0->z;
+ checkPos.x = arg0->x;
+ checkPos.y = arg0->y + 1.0f;
+ checkPos.z = arg0->z;
- var = BgCheck_EntityRaycastFloor2(play, &play->colCtx, &sp4C, &sp50);
+ yIntersect = BgCheck_EntityRaycastDown2(play, &play->colCtx, &groundPoly, &checkPos);
- if (sp4C != NULL) {
- func_80038A28(sp4C, arg0->x, var, arg0->z, &sp60);
+ if (groundPoly != NULL) {
+ func_80038A28(groundPoly, arg0->x, yIntersect, arg0->z, &sp60);
Matrix_Put(&sp60);
} else {
Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index 78d4edcc1b..2ded6b8f79 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -1,6 +1,29 @@
#include "global.h"
#include "vt.h"
+u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
+void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
+s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
+s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
+ Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
+ u32 bccFlags);
+void SSNodeList_Initialize(SSNodeList* this);
+void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
+u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
+void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
+void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
+f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown);
+s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
+ CollisionPoly** outPoly, s32* outBgId, Actor* actor);
+s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
+ CollisionPoly** outPoly, s32* outBgId, Actor* actor);
+s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
+ CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
+ s32 bccFlags);
+s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
+ Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
+void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
+
#define SS_NULL 0xFFFF
// bccFlags
@@ -24,6 +47,16 @@
#define COLPOLY_IGNORE_ENTITY (1 << 1)
#define COLPOLY_IGNORE_PROJECTILES (1 << 2)
+// raycast down flags (downChkFlags)
+#define BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS (1 << 0)
+#define BGCHECK_RAYCAST_DOWN_CHECK_WALLS (1 << 1)
+#define BGCHECK_RAYCAST_DOWN_CHECK_FLOORS (1 << 2)
+#define BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE (1 << 3) // stops checking dyna walls on finding first candidate result
+#define BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY (1 << 4) // skips walls and ceilings with normal.y < 0
+
+// raycast down groundChk flag. When enabled, search range is limited to floors and walls with a normal.y >= 0
+#define BGCHECK_GROUND_CHECK_ON (1 << 0)
+
s32 D_80119D90[WALL_TYPE_MAX] = {
0, // WALL_TYPE_0
WALL_FLAG_0, // WALL_TYPE_1
@@ -527,10 +560,10 @@ void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, Collis
* Locates the closest static poly directly underneath `pos`, starting at list `ssList`
* returns yIntersect of the closest poly, or `yIntersectMin`
* stores the pointer of the closest poly to `outPoly`
- * if (flags & 1), ignore polys with a normal.y < 0 (from vertical walls to ceilings)
+ * if BGCHECK_GROUND_CHECK_ON is set, ignore polys with a normal.y < 0 (from vertical walls to ceilings)
*/
-f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
- Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 flags) {
+f32 BgCheck_RaycastDownStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
+ Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 groundChk) {
SSNode* curNode;
s32 polyId;
f32 result;
@@ -547,7 +580,7 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
polyId = curNode->polyId;
if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[polyId].flags_vIA, xpFlags) ||
- ((flags & 1) && colCtx->colHeader->polyList[polyId].normal.y < 0)) {
+ ((groundChk & BGCHECK_GROUND_CHECK_ON) && colCtx->colHeader->polyList[polyId].normal.y < 0)) {
if (curNode->next == SS_NULL) {
break;
}
@@ -565,7 +598,6 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
pos->z, &yIntersect, chkDist) == true) {
// if poly is closer to pos without going over
if (yIntersect < pos->y && result < yIntersect) {
-
result = yIntersect;
*outPoly = &colCtx->colHeader->polyList[polyId];
}
@@ -584,31 +616,31 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
* returns yIntersect of the closest poly, or `yIntersectMin`
* stores the pointer of the closest poly to `outPoly`
*/
-f32 BgCheck_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
- Vec3f* pos, u32 arg5, f32 chkDist, f32 yIntersectMin) {
- s32 flag; // skip polys with normal.y < 0
+f32 BgCheck_RaycastDownStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
+ Vec3f* pos, u32 downChkFlags, f32 chkDist, f32 yIntersectMin) {
f32 yIntersect = yIntersectMin;
+ s32 groundChk;
- if (arg5 & 4) {
- yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
+ if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) {
+ yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
}
- if ((arg5 & 2) || (arg5 & 8)) {
- flag = 0;
- if (arg5 & 0x10) {
- flag = 1;
+ if ((downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) || (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE)) {
+ groundChk = 0;
+ if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) {
+ groundChk |= BGCHECK_GROUND_CHECK_ON;
}
yIntersect =
- BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, flag);
+ BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, groundChk);
}
- if (arg5 & 1) {
- flag = 0;
- if (arg5 & 0x10) {
- flag = 1;
+ if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) {
+ groundChk = 0;
+ if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) {
+ groundChk |= BGCHECK_GROUND_CHECK_ON;
}
yIntersect =
- BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, flag);
+ BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, groundChk);
}
return yIntersect;
@@ -1662,19 +1694,19 @@ s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos) {
}
/**
- * Raycast Toward Floor
+ * Raycast Downward
+ * If `actor` != null, bgcheck will be skipped for that actor
* returns the yIntersect of the nearest poly found directly below `pos`, or BGCHECK_Y_MIN if no floor detected
* returns the poly found in `outPoly`, and the bgId of the entity in `outBgId`
*/
-f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
- s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist) {
-
+f32 BgCheck_RaycastDownImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
+ s32* outBgId, Vec3f* pos, Actor* actor, u32 downChkFlags, f32 chkDist) {
f32 yIntersectDyna;
s32* temp_a0;
StaticLookup* lookupTbl;
Vec3f checkPos;
StaticLookup* lookup;
- DynaRaycast dynaRaycast;
+ DynaRaycastDown dynaRaycastDown;
f32 yIntersect;
*outBgId = BGCHECK_SCENE;
@@ -1697,25 +1729,26 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
checkPos.y -= colCtx->subdivLength.y;
continue;
}
- yIntersect = BgCheck_RaycastFloorStatic(lookup, colCtx, xpFlags, outPoly, pos, arg7, chkDist, BGCHECK_Y_MIN);
+ yIntersect =
+ BgCheck_RaycastDownStatic(lookup, colCtx, xpFlags, outPoly, pos, downChkFlags, chkDist, BGCHECK_Y_MIN);
if (yIntersect > BGCHECK_Y_MIN) {
break;
}
checkPos.y -= colCtx->subdivLength.y;
}
- dynaRaycast.colCtx = colCtx;
- dynaRaycast.xpFlags = xpFlags;
- dynaRaycast.yIntersect = yIntersect;
- dynaRaycast.pos = pos;
- dynaRaycast.actor = actor;
- dynaRaycast.unk_20 = arg7;
- dynaRaycast.chkDist = chkDist;
- dynaRaycast.play = play;
- dynaRaycast.resultPoly = outPoly;
- dynaRaycast.bgId = outBgId;
+ dynaRaycastDown.colCtx = colCtx;
+ dynaRaycastDown.xpFlags = xpFlags;
+ dynaRaycastDown.yIntersect = yIntersect;
+ dynaRaycastDown.pos = pos;
+ dynaRaycastDown.actor = actor;
+ dynaRaycastDown.downChkFlags = downChkFlags;
+ dynaRaycastDown.chkDist = chkDist;
+ dynaRaycastDown.play = play;
+ dynaRaycastDown.resultPoly = outPoly;
+ dynaRaycastDown.bgId = outBgId;
- yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast);
+ yIntersectDyna = BgCheck_RaycastDownDyna(&dynaRaycastDown);
if (yIntersect < yIntersectDyna) {
yIntersect = yIntersectDyna;
@@ -1728,133 +1761,171 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check (UNUSED)
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
+f32 BgCheck_CameraRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) {
s32 bgId;
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outGroundPoly, &bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
+f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) {
s32 bgId;
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
+f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) {
s32 bgId;
- return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
+ return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x1C, 1.0f);
+f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
+ * If `actor` != null, bgcheck will be skipped for that actor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
- Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
+f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
+ Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
+ * If `actor` != null, bgcheck will be skipped for that actor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
- Actor* actor, Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
+f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
+ Actor* actor, Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
+ * If `actor` != null, bgcheck will be skipped for that actor
+ * `chkDist` is the distance beyond the poly's boundary where the check will still pass
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
- f32 chkDist) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, chkDist);
+f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
+ Vec3f* pos, f32 chkDist) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ chkDist);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, floor and exhaustive wall check (UNUSED)
+ * If `actor` != null, bgcheck will be skipped for that actor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
- Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f);
+f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check
+ * `outGroundPoly` returns original value if no poly detected
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) {
- CollisionPoly* tempPoly;
+f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos) {
+ CollisionPoly* checkResultPoly;
f32 result;
s32 bgId;
- result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, &bgId, pos, NULL, 0x1C, 1.0f);
+ result = BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &checkResultPoly, &bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
- if (tempPoly != NULL) {
- *outPoly = *tempPoly;
+ if (checkResultPoly != NULL) {
+ *outGroundPoly = *checkResultPoly;
}
return result;
}
/**
- * Public raycast toward floor
+ * Public raycast downward, ground check (UNUSED)
+ * `outGroundPoly` returns original value if no poly detected
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos) {
- CollisionPoly* tempPoly;
- f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f);
+f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos) {
+ CollisionPoly* checkResultPoly;
+ f32 result = BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &checkResultPoly, bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
+ BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
+ 1.0f);
- if (tempPoly != NULL) {
- *outPoly = *tempPoly;
+ if (checkResultPoly != NULL) {
+ *outGroundPoly = *checkResultPoly;
}
return result;
}
/**
- * Public raycast toward floor
+ * Public raycast downward, floor and exhaustive wall check
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f);
+f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, exhaustive wall check (UNUSED)
+ * If `actor` != null, bgcheck will be skipped for that actor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
- Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f);
+f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
+ Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS, 1.0f);
}
/**
- * Public raycast toward floor
+ * Public raycast downward, floor and exhaustive wall check (UNUSED)
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
-f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
- return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 1.0f);
+f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
+ return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL,
+ BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
}
/**
@@ -3014,52 +3085,54 @@ void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyn
#define DYNA_RAYCAST_CEILINGS 4
/**
- * Perform dyna poly raycast toward floor on a list of floor, wall, or ceiling polys
+ * Performs a downward raycast check on a list of floor, wall, or ceiling dyna polys
* `listType` specifies the poly list type (e.g. DYNA_RAYCAST_FLOORS)
*/
-f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
+f32 BgCheck_RaycastDownDynaList(DynaRaycastDown* dynaRaycastDown, u32 listType) {
CollisionPoly* polyList;
SSNode* curNode;
f32 result;
f32 yIntersect;
s16 id;
- result = dynaRaycast->yIntersect;
- if (dynaRaycast->ssList->head == SS_NULL) {
+ result = dynaRaycastDown->yIntersect;
+ if (dynaRaycastDown->ssList->head == SS_NULL) {
return result;
}
- polyList = dynaRaycast->dyna->polyList;
- curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head];
+ polyList = dynaRaycastDown->dyna->polyList;
+ curNode = &dynaRaycastDown->dyna->polyNodes.tbl[dynaRaycastDown->ssList->head];
while (true) {
id = curNode->polyId;
- if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycast->xpFlags)) {
+ if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycastDown->xpFlags)) {
if (curNode->next == SS_NULL) {
break;
} else {
- curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
+ curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
continue;
}
}
- if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && (dynaRaycast->unk_20 & 0x10) &&
+ if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) &&
+ (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) &&
COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f) {
if (curNode->next == SS_NULL) {
break;
} else {
- curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
+ curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
continue;
}
}
- if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x,
- dynaRaycast->pos->z, &yIntersect, dynaRaycast->chkDist) == true &&
- yIntersect < dynaRaycast->pos->y && result < yIntersect) {
+ if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycastDown->dyna->vtxList, dynaRaycastDown->pos->x,
+ dynaRaycastDown->pos->z, &yIntersect,
+ dynaRaycastDown->chkDist) == true &&
+ yIntersect < dynaRaycastDown->pos->y && result < yIntersect) {
result = yIntersect;
- *dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id];
+ *dynaRaycastDown->resultPoly = &dynaRaycastDown->dyna->polyList[id];
}
if (curNode->next == SS_NULL) {
break;
} else {
- curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
+ curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
continue;
}
}
@@ -3067,10 +3140,10 @@ f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
}
/**
- * Perform dyna poly raycast toward floor
+ * Performs a downward raycast check on dyna polys
* returns the yIntersect of the poly found, or BGCHECK_Y_MIN if no poly is found
*/
-f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
+f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
s32 i;
f32 result;
f32 intersect2;
@@ -3092,75 +3165,76 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
CollisionPoly* poly;
result = BGCHECK_Y_MIN;
- *dynaRaycast->bgId = BGCHECK_SCENE;
+ *dynaRaycastDown->bgId = BGCHECK_SCENE;
for (i = 0; i < BG_ACTOR_MAX; i++) {
- if (!(dynaRaycast->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) {
+ if (!(dynaRaycastDown->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) {
continue;
}
- if (dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor ||
- dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY ||
- Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x,
- dynaRaycast->pos->z) == false) {
+ if (dynaRaycastDown->actor == dynaRaycastDown->colCtx->dyna.bgActors[i].actor ||
+ dynaRaycastDown->pos->y < dynaRaycastDown->colCtx->dyna.bgActors[i].minY ||
+ Math3D_XZInSphere(&dynaRaycastDown->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycastDown->pos->x,
+ dynaRaycastDown->pos->z) == false) {
continue;
}
- dynaRaycast->dyna = &dynaRaycast->colCtx->dyna;
- if (dynaRaycast->unk_20 & BGCHECK_IGNORE_FLOOR) {
- dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor;
- intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS);
+ dynaRaycastDown->dyna = &dynaRaycastDown->colCtx->dyna;
+ if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) {
+ dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.floor;
+ intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_FLOORS);
- if (dynaRaycast->yIntersect < intersect2) {
-
- dynaRaycast->yIntersect = intersect2;
- *dynaRaycast->bgId = i;
+ if (dynaRaycastDown->yIntersect < intersect2) {
+ dynaRaycastDown->yIntersect = intersect2;
+ *dynaRaycastDown->bgId = i;
result = intersect2;
}
}
- if ((dynaRaycast->unk_20 & BGCHECK_IGNORE_WALL) ||
- (*dynaRaycast->resultPoly == NULL && (dynaRaycast->unk_20 & 8))) {
- dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall;
- intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS);
- if (dynaRaycast->yIntersect < intersect2) {
+ if ((dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) ||
+ (*dynaRaycastDown->resultPoly == NULL &&
+ (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE))) {
+ dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.wall;
+ intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_WALLS);
- dynaRaycast->yIntersect = intersect2;
- *dynaRaycast->bgId = i;
+ if (dynaRaycastDown->yIntersect < intersect2) {
+ dynaRaycastDown->yIntersect = intersect2;
+ *dynaRaycastDown->bgId = i;
result = intersect2;
}
}
- if (dynaRaycast->unk_20 & BGCHECK_IGNORE_CEILING) {
- dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
- intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS);
- if (dynaRaycast->yIntersect < intersect2) {
+ if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) {
+ dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
+ intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_CEILINGS);
- dynaRaycast->yIntersect = intersect2;
- *dynaRaycast->bgId = i;
+ if (dynaRaycastDown->yIntersect < intersect2) {
+ dynaRaycastDown->yIntersect = intersect2;
+ *dynaRaycastDown->bgId = i;
result = intersect2;
}
}
}
- dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId);
- if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->play != NULL)) {
- pauseState = dynaRaycast->play->pauseCtx.state != PAUSE_STATE_OFF;
+ dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId);
+ if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) {
+ pauseState = dynaRaycastDown->play->pauseCtx.state != PAUSE_STATE_OFF;
if (!pauseState) {
- pauseState = dynaRaycast->play->pauseCtx.debugState != 0;
+ pauseState = dynaRaycastDown->play->pauseCtx.debugState != 0;
}
- if (!pauseState && (dynaRaycast->colCtx->dyna.bgActorFlags[*dynaRaycast->bgId] & BGACTOR_1)) {
- curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform;
+ if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
+ curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform;
polyMin =
- &dynaRaycast->dyna->polyList[dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex];
- polyIndex = *dynaRaycast->resultPoly - polyMin;
- poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex];
+ &dynaRaycastDown->dyna
+ ->polyList[dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].dynaLookup.polyStartIndex];
+ polyIndex = *dynaRaycastDown->resultPoly - polyMin;
+ poly = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->polyList[polyIndex];
SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y,
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
curTransform->pos.z);
- vtxList = dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->vtxList;
+ vtxList = dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->vtxList;
for (i2 = 0; i2 < 3; i2++) {
Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[i2])]);
@@ -3174,9 +3248,9 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
polyNorm.y *= 1.0f / magnitude;
polyNorm.z *= 1.0f / magnitude;
polyDist = -DOTXYZ(polyNorm, polyVtx[0]);
- if (Math3D_TriChkPointParaYIntersectInsideTri(&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x,
- polyNorm.y, polyNorm.z, polyDist, dynaRaycast->pos->z,
- dynaRaycast->pos->x, &intersect, dynaRaycast->chkDist)) {
+ if (Math3D_TriChkPointParaYIntersectInsideTri(
+ &polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, polyNorm.y, polyNorm.z, polyDist,
+ dynaRaycastDown->pos->z, dynaRaycastDown->pos->x, &intersect, dynaRaycastDown->chkDist)) {
if (fabsf(intersect - result) < 1.0f) {
result = intersect;
@@ -4174,9 +4248,9 @@ s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f3
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
curWaterBox++) {
- room = (curWaterBox->properties >> 13) & 0x3F;
- if (room == (u32)play->roomCtx.curRoom.num || room == 0x3F) {
- if ((curWaterBox->properties & 0x80000) == 0) {
+ room = WATERBOX_ROOM(curWaterBox->properties);
+ if (room == (u32)play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL) {
+ if (!(curWaterBox->properties & WATERBOX_FLAG_19)) {
if (curWaterBox->xMin < x && x < curWaterBox->xMin + curWaterBox->xLength) {
if (curWaterBox->zMin < z && z < curWaterBox->zMin + curWaterBox->zLength) {
*outWaterBox = curWaterBox;
@@ -4191,7 +4265,7 @@ s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f3
}
/**
- * Gets the first active WaterBox at `pos` where WaterBox.properties & 0x80000 == 0
+ * Gets the first active WaterBox at `pos` with WATERBOX_FLAG_19 not set
* `surfaceChkDist` is the absolute y distance from the water surface to check
* returns the index of the waterbox found, or -1 if no waterbox is found
* `outWaterBox` returns the pointer to the waterbox found, or NULL if none is found
@@ -4213,10 +4287,10 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos,
waterBox = &colHeader->waterBoxes[i];
room = WATERBOX_ROOM(waterBox->properties);
- if (!(room == play->roomCtx.curRoom.num || room == 0x3F)) {
+ if (!(room == play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL)) {
continue;
}
- if (waterBox->properties & 0x80000) {
+ if (waterBox->properties & WATERBOX_FLAG_19) {
continue;
}
if (!(waterBox->xMin < pos->x && pos->x < waterBox->xMin + waterBox->xLength)) {
@@ -4239,9 +4313,9 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos,
* WaterBox get BgCam index
*/
u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox) {
- u32 prop = waterBox->properties >> 0;
+ u32 bgCamIndex = WATERBOX_BGCAM_INDEX(waterBox->properties);
- return prop & 0xFF;
+ return bgCamIndex;
}
/**
@@ -4261,15 +4335,15 @@ u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox) {
/**
* WaterBox get lighting settings
*/
-u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox) {
- u32 prop = waterBox->properties >> 8;
+u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox) {
+ u32 lightIndex = WATERBOX_LIGHT_INDEX(waterBox->properties);
- return prop & 0x1F;
+ return lightIndex;
}
/**
* Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input
- * same as WaterBox_GetSurfaceImpl, but tests if WaterBox properties & 0x80000 != 0
+ * same as WaterBox_GetSurfaceImpl, but tests if WATERBOX_FLAG_19 is set
* returns true if point is within the xz boundaries of an active water box, else false
* `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox
*/
@@ -4284,9 +4358,9 @@ s32 func_800425B0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32*
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
curWaterBox++) {
- room = (curWaterBox->properties >> 0xD) & 0x3F;
- if ((room == (u32)play->roomCtx.curRoom.num) || (room == 0x3F)) {
- if ((curWaterBox->properties & 0x80000) != 0) {
+ room = WATERBOX_ROOM(curWaterBox->properties);
+ if ((room == (u32)play->roomCtx.curRoom.num) || (room == WATERBOX_ROOM_ALL)) {
+ if (curWaterBox->properties & WATERBOX_FLAG_19) {
if (curWaterBox->xMin < x && x < (curWaterBox->xMin + curWaterBox->xLength)) {
if (curWaterBox->zMin < z && z < (curWaterBox->zMin + curWaterBox->zLength)) {
*outWaterBox = curWaterBox;
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index ee0b45eb5f..89db13211a 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -233,7 +233,7 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
toNewPos = to->pos;
toNewPos.y += 5.0f;
- floorPolyY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &floorBgId, &toNewPos);
+ floorPolyY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, &floorBgId, &toNewPos);
if ((to->pos.y - floorPolyY) > 5.0f) {
// if the y distance from the check point to the floor is more than 5 units
@@ -293,7 +293,7 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
to->norm.z = -fromToNorm.z;
toNewPos = to->pos;
toNewPos.y += 5.0f;
- floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &bgId, &toNewPos);
+ floorY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, &bgId, &toNewPos);
if ((to->pos.y - floorY) > 5.0f) {
// to is not on the ground or below it.
to->pos.x += to->norm.x;
@@ -377,7 +377,7 @@ s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) {
s32 pad;
CollisionPoly* floorPoly;
- f32 floorY = BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, bgId, chkPos);
+ f32 floorY = BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, bgId, chkPos);
if (floorY == BGCHECK_Y_MIN) {
// no floor
@@ -418,7 +418,7 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) {
s32 i;
for (i = 3; i > 0; i--) {
- floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, bgId, pos);
+ floorY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, bgId, pos);
if (floorY == BGCHECK_Y_MIN ||
(camera->playerGroundY < floorY && !(COLPOLY_GET_NORMAL(floorPoly->normal.y) > 0.5f))) {
// no floor, or player is below the floor and floor is not considered steep
@@ -492,7 +492,7 @@ Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) {
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
playerPosShape.pos.y += Player_GetHeight(camera->player);
- if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
+ if (BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
// no floor
return NULL;
}
@@ -540,11 +540,11 @@ s32 Camera_GetWaterBoxBgCamIndex(Camera* camera, f32* waterY) {
}
/**
- * Checks if `chkPos` is inside a waterbox. If there is no water box below `chkPos`
- * or if `chkPos` is above the water surface, return BGCHECK_Y_MIN, output
- * environment properites to `envProp` if `chkPos` is inside the waterbox.
+ * Checks if `chkPos` is inside a waterbox.
+ * If there is no water box below `chkPos` or if `chkPos` is above the water surface, return BGCHECK_Y_MIN.
+ * If `chkPos` is inside the waterbox, output light index to `lightIndex`.
*/
-f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
+f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* lightIndex) {
PosRot playerPosRot;
f32 waterY;
WaterBox* waterBox;
@@ -563,7 +563,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
return BGCHECK_Y_MIN;
}
- *envProp = WaterBox_GetLightSettingIndex(&camera->play->colCtx, waterBox);
+ *lightIndex = WaterBox_GetLightIndex(&camera->play->colCtx, waterBox);
return waterY;
}
@@ -641,62 +641,55 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
return temp_s0 + temp_s1;
}
-Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* dest, s16 pitch, s16 yaw, s16 roll) {
- f32 sinPitch;
- f32 cosPitch;
- f32 sinYaw;
- f32 cosYaw;
- f32 sinNegRoll;
- f32 cosNegRoll;
- Vec3f spA4;
+/**
+ * Calculates a new Up vector from the pitch, yaw, roll
+ */
+Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll) {
+ f32 sinP = Math_SinS(pitch);
+ f32 cosP = Math_CosS(pitch);
+ f32 sinY = Math_SinS(yaw);
+ f32 cosY = Math_CosS(yaw);
+ f32 sinR = Math_SinS(-roll);
+ f32 cosR = Math_CosS(-roll);
+ Vec3f up;
+ Vec3f baseUp;
+ Vec3f u;
+ Vec3f rollMtxRow1;
+ Vec3f rollMtxRow2;
+ Vec3f rollMtxRow3;
f32 pad;
- f32 sp54;
- f32 sp4C;
- f32 cosPitchCosYawSinRoll;
- f32 negSinPitch;
- f32 temp_f10_2;
- f32 cosPitchcosYaw;
- f32 temp_f14;
- f32 negSinPitchSinYaw;
- f32 negSinPitchCosYaw;
- f32 cosPitchSinYaw;
- f32 temp_f4_2;
- f32 temp_f6;
- f32 temp_f8;
- f32 temp_f8_2;
- f32 temp_f8_3;
- sinPitch = Math_SinS(pitch);
- cosPitch = Math_CosS(pitch);
- sinYaw = Math_SinS(yaw);
- cosYaw = Math_CosS(yaw);
- negSinPitch = -sinPitch;
- sinNegRoll = Math_SinS(-roll);
- cosNegRoll = Math_CosS(-roll);
- negSinPitchSinYaw = negSinPitch * sinYaw;
- temp_f14 = 1.0f - cosNegRoll;
- cosPitchSinYaw = cosPitch * sinYaw;
- sp54 = SQ(cosPitchSinYaw);
- sp4C = (cosPitchSinYaw * sinPitch) * temp_f14;
- cosPitchcosYaw = cosPitch * cosYaw;
- temp_f4_2 = ((1.0f - sp54) * cosNegRoll) + sp54;
- cosPitchCosYawSinRoll = cosPitchcosYaw * sinNegRoll;
- negSinPitchCosYaw = negSinPitch * cosYaw;
- temp_f6 = (cosPitchcosYaw * cosPitchSinYaw) * temp_f14;
- temp_f10_2 = sinPitch * sinNegRoll;
- spA4.x = ((negSinPitchSinYaw * temp_f4_2) + (cosPitch * (sp4C - cosPitchCosYawSinRoll))) +
- (negSinPitchCosYaw * (temp_f6 + temp_f10_2));
- sp54 = SQ(sinPitch);
- temp_f4_2 = (sinPitch * cosPitchcosYaw) * temp_f14;
- temp_f8_3 = cosPitchSinYaw * sinNegRoll;
- temp_f8 = sp4C + cosPitchCosYawSinRoll;
- spA4.y = ((negSinPitchSinYaw * temp_f8) + (cosPitch * (((1.0f - sp54) * cosNegRoll) + sp54))) +
- (negSinPitchCosYaw * (temp_f4_2 - temp_f8_3));
- temp_f8_2 = temp_f6 - temp_f10_2;
- spA4.z = ((negSinPitchSinYaw * temp_f8_2) + (cosPitch * (temp_f4_2 + temp_f8_3))) +
- (negSinPitchCosYaw * (((1.0f - SQ(cosPitchcosYaw)) * cosNegRoll) + SQ(cosPitchcosYaw)));
- *dest = spA4;
- return dest;
+ // Axis to roll around
+ u.x = cosP * sinY;
+ u.y = sinP;
+ u.z = cosP * cosY;
+
+ // Matrix to apply the roll to the Up vector without roll
+ rollMtxRow1.x = ((1.0f - SQ(u.x)) * cosR) + SQ(u.x);
+ rollMtxRow1.y = ((u.x * u.y) * (1.0f - cosR)) - (u.z * sinR);
+ rollMtxRow1.z = ((u.z * u.x) * (1.0f - cosR)) + (u.y * sinR);
+
+ rollMtxRow2.x = ((u.x * u.y) * (1.0f - cosR)) + (u.z * sinR);
+ rollMtxRow2.y = ((1.0f - SQ(u.y)) * cosR) + SQ(u.y);
+ rollMtxRow2.z = ((u.y * u.z) * (1.0f - cosR)) - (u.x * sinR);
+
+ rollMtxRow3.x = ((u.z * u.x) * (1.0f - cosR)) - (u.y * sinR);
+ rollMtxRow3.y = ((u.y * u.z) * (1.0f - cosR)) + (u.x * sinR);
+ rollMtxRow3.z = ((1.0f - SQ(u.z)) * cosR) + SQ(u.z);
+
+ // Up without roll
+ baseUp.x = -sinP * sinY;
+ baseUp.y = cosP;
+ baseUp.z = -sinP * cosY;
+
+ // rollMtx * baseUp
+ up.x = DOTXYZ(baseUp, rollMtxRow1);
+ up.y = DOTXYZ(baseUp, rollMtxRow2);
+ up.z = DOTXYZ(baseUp, rollMtxRow3);
+
+ *viewUp = up;
+
+ return viewUp;
}
f32 Camera_ClampLERPScale(Camera* camera, f32 maxLERPScale) {
@@ -3654,7 +3647,7 @@ s32 Camera_KeepOn4(Camera* camera) {
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
D_8015BD50 = playerPosRot->pos;
D_8015BD50.y += playerHeight;
- temp_f0_2 = BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &spC0, &i, &D_8015BD50);
+ temp_f0_2 = BgCheck_CameraRaycastDown2(&camera->play->colCtx, &spC0, &i, &D_8015BD50);
if (temp_f0_2 > (roData->unk_00 + D_8015BD50.y)) {
D_8015BD50.y = temp_f0_2 + 10.0f;
} else {
@@ -7414,7 +7407,7 @@ Vec3s Camera_Update(Camera* camera) {
Vec3f viewEye;
Vec3f viewUp;
f32 viewFov;
- Vec3f spAC;
+ Vec3f pos;
s32 bgId;
f32 playerGroundY;
f32 playerXZSpeed;
@@ -7448,11 +7441,11 @@ Vec3s Camera_Update(Camera* camera) {
camera->playerPosDelta.x = curPlayerPosRot.pos.x - camera->playerPosRot.pos.x;
camera->playerPosDelta.y = curPlayerPosRot.pos.y - camera->playerPosRot.pos.y;
camera->playerPosDelta.z = curPlayerPosRot.pos.z - camera->playerPosRot.pos.z;
- spAC = curPlayerPosRot.pos;
- spAC.y += Player_GetHeight(camera->player);
+ pos = curPlayerPosRot.pos;
+ pos.y += Player_GetHeight(camera->player);
- playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
- &camera->player->actor, &spAC);
+ playerGroundY = BgCheck_EntityRaycastDown5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
+ &camera->player->actor, &pos);
if (playerGroundY != BGCHECK_Y_MIN) {
// player is above ground.
sOOBTimer = 0;
diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c
index 980353bffe..782009b680 100644
--- a/src/code/z_kankyo.c
+++ b/src/code/z_kankyo.c
@@ -783,7 +783,7 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
}
void Environment_EnableUnderwaterLights(PlayState* play, s32 waterLightsIndex) {
- if (waterLightsIndex == 0x1F) {
+ if (waterLightsIndex == WATERBOX_LIGHT_INDEX_NONE) {
waterLightsIndex = 0;
// "Underwater color is not set in the water poly data!"
osSyncPrintf(VT_COL(YELLOW, BLACK) "\n水ポリゴンデータに水中カラーが設定されておりません!" VT_RST);
diff --git a/src/code/z_onepointdemo.c b/src/code/z_onepointdemo.c
index 0f61caee18..9750aa21e6 100644
--- a/src/code/z_onepointdemo.c
+++ b/src/code/z_onepointdemo.c
@@ -39,11 +39,11 @@ s32 OnePointCutscene_BgCheckLineTest(CollisionContext* colCtx, Vec3f* vec1, Vec3
return BgCheck_CameraLineTest1(colCtx, vec1, vec2, &posResult, &outPoly, true, true, true, false, &bgId);
}
-f32 OnePointCutscene_RaycastFloor(CollisionContext* colCtx, Vec3f* pos) {
+f32 OnePointCutscene_RaycastDown(CollisionContext* colCtx, Vec3f* pos) {
CollisionPoly* outPoly;
s32 bgId;
- return BgCheck_EntityRaycastFloor3(colCtx, &outPoly, &bgId, pos);
+ return BgCheck_EntityRaycastDown3(colCtx, &outPoly, &bgId, pos);
}
void OnePointCutscene_SetCsCamPoints(Camera* camera, s16 actionParameters, s16 initTimer, CutsceneCameraPoint* atPoints,
@@ -292,7 +292,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 4500:
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
- spC0.y = OnePointCutscene_RaycastFloor(&play->colCtx, &spC0) + 40.0f;
+ spC0.y = OnePointCutscene_RaycastDown(&play->colCtx, &spC0) + 40.0f;
spD0.r = 150.0f;
spD0.yaw = spA0.rot.y;
spD0.pitch = 0x3E8;
diff --git a/src/code/z_play.c b/src/code/z_play.c
index 8cf2462672..4b9ef7efd3 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -1324,7 +1324,7 @@ s32 Play_InCsMode(PlayState* this) {
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
}
-f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
+f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos) {
CollisionPoly poly;
f32 temp1;
f32 temp2;
@@ -1335,7 +1335,7 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
f32 nz;
s32 pad[5];
- floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec);
+ floorY = BgCheck_AnyRaycastDown1(&this->colCtx, &poly, pos);
if (floorY > BGCHECK_Y_MIN) {
nx = COLPOLY_GET_NORMAL(poly.normal.x);
@@ -1364,9 +1364,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
mf->wy = 0.0f;
mf->xz = 0.0f;
mf->wz = 0.0f;
- mf->xw = vec->x;
+ mf->xw = pos->x;
mf->yw = floorY;
- mf->zw = vec->z;
+ mf->zw = pos->z;
mf->ww = 1.0f;
} else {
mf->xy = 0.0f;
@@ -1381,9 +1381,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
mf->yz = 0.0f;
mf->zy = 0.0f;
mf->yy = 1.0f;
- mf->xw = vec->x;
- mf->yw = vec->y;
- mf->zw = vec->z;
+ mf->xw = pos->x;
+ mf->yw = pos->y;
+ mf->zw = pos->z;
mf->ww = 1.0f;
}
@@ -1785,7 +1785,7 @@ s32 func_800C0DB4(PlayState* this, Vec3f* pos) {
if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
&waterBox) == true &&
pos->y < waterSurfacePos.y &&
- BgCheck_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
+ BgCheck_EntityRaycastDown3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
return true;
} else {
return false;
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 3933bac42c..dfafe0a72f 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -997,7 +997,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
footprintPos.y += 15.0f;
- sp80 = BgCheck_EntityRaycastFloor4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
+ sp80 = BgCheck_EntityRaycastDown4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
if (sp98.y < sp80) {
sp70 = sp98.x - spA4.x;
diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c
index b8ad536922..310fb6b7f1 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c
@@ -349,10 +349,9 @@ void func_808805C0(BgHakaTrap* this, PlayState* play) {
void func_808806BC(BgHakaTrap* this, PlayState* play) {
Vec3f vector;
- f32 tempf20;
- f32 temp;
+ f32 floorHeight;
+ f32 yIntersect;
s32 i;
- s32 sp64;
this->dyna.actor.velocity.y *= 1.6f;
@@ -364,20 +363,22 @@ void func_808806BC(BgHakaTrap* this, PlayState* play) {
vector.y = (this->dyna.actor.world.pos.y + 1.0f) + 25.0f;
vector.z = this->dyna.actor.world.pos.z;
- tempf20 = this->dyna.actor.floorHeight;
+ floorHeight = this->dyna.actor.floorHeight;
for (i = 0; i < 3; i++) {
- temp =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &sp64, &this->dyna.actor, &vector) -
+ s32 bgId;
+
+ yIntersect =
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &vector) -
25.0f;
- if (tempf20 < temp) {
- tempf20 = temp;
+ if (floorHeight < yIntersect) {
+ floorHeight = yIntersect;
}
vector.x -= 90.0f;
}
- if (Math_StepToF(&this->dyna.actor.world.pos.y, tempf20, this->dyna.actor.velocity.y)) {
+ if (Math_StepToF(&this->dyna.actor.world.pos.y, floorHeight, this->dyna.actor.velocity.y)) {
if (this->dyna.actor.velocity.y > 0.01f) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
}
diff --git a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c
index 4f9abc8ace..50c358532f 100644
--- a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c
+++ b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c
@@ -378,18 +378,18 @@ void BgHeavyBlock_LiftedUp(BgHeavyBlock* this, PlayState* play) {
void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
s32 bgId;
s32 quakeIndex;
- Vec3f pos;
- f32 raycastResult;
+ Vec3f checkPos;
+ f32 yIntersect;
Actor_MoveForward(&this->dyna.actor);
- pos.x = this->dyna.actor.home.pos.x;
- pos.y = this->dyna.actor.home.pos.y + 1000.0f;
- pos.z = this->dyna.actor.home.pos.z;
- raycastResult =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &pos);
- this->dyna.actor.floorHeight = raycastResult;
+ checkPos.x = this->dyna.actor.home.pos.x;
+ checkPos.y = this->dyna.actor.home.pos.y + 1000.0f;
+ checkPos.z = this->dyna.actor.home.pos.z;
+ yIntersect =
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &checkPos);
+ this->dyna.actor.floorHeight = yIntersect;
- if (this->dyna.actor.home.pos.y <= raycastResult) {
+ if (this->dyna.actor.home.pos.y <= yIntersect) {
func_800AA000(0.0f, 0xFF, 0x3C, 4);
switch (this->dyna.actor.params & 0xFF) {
diff --git a/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c b/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c
index 8ba8bc84d1..7db6322ed4 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.c
@@ -198,16 +198,16 @@ void BgJyaGoroiwa_Update(Actor* thisx, PlayState* play) {
BgJyaGoroiwa* this = (BgJyaGoroiwa*)thisx;
Player* player = GET_PLAYER(play);
s32 bgId;
- Vec3f pos;
+ Vec3f checkPos;
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
this->actionFunc(this, play);
BgJyaGoroiwa_UpdateRotation(this);
- pos.x = this->actor.world.pos.x;
- pos.y = this->actor.world.pos.y + 59.5f;
- pos.z = this->actor.world.pos.z;
+ checkPos.x = this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 59.5f;
+ checkPos.z = this->actor.world.pos.z;
this->actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &pos);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &checkPos);
BgJyaGoroiwa_UpdateCollider(this);
if (this->collider.base.atFlags & AT_ON) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
diff --git a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c
index 5fa503c0c0..621903b8c7 100644
--- a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c
+++ b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c
@@ -182,8 +182,8 @@ void BgPoEvent_InitBlocks(BgPoEvent* this, PlayState* play) {
}
}
this->dyna.actor.world.pos.y = 833.0f;
- this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
- &this->dyna.actor, &this->dyna.actor.world.pos);
+ this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
+ &this->dyna.actor, &this->dyna.actor.world.pos);
this->actionFunc = BgPoEvent_BlockWait;
}
diff --git a/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c b/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c
index fe8f81721f..3ecb301cf6 100644
--- a/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c
+++ b/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c
@@ -49,7 +49,8 @@ static Vec3f D_808B45C4[] = {
{ 770.0f, 1550.0f, -299.0f },
};
-static Vec3f D_808B45DC[] = {
+// list of ground check positions, relative to 1/10th model space
+static Vec3f sBoxGroundCheckPoints[] = {
{ 29.99f, 0.01f, -29.99f }, { -29.99f, 0.01f, -29.99f }, { -29.99f, 0.01f, 29.99f },
{ 29.99f, 0.01f, 29.99f }, { 0.0f, 0.01f, 0.0f },
};
@@ -70,10 +71,10 @@ void func_808B3960(BgSpot15Rrbox* this, PlayState* play, CollisionHeader* collis
}
}
-void func_808B39E8(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3) {
- arg0->x = (arg1->z * arg2) + (arg1->x * arg3);
- arg0->y = arg1->y;
- arg0->z = (arg1->z * arg3) - (arg1->x * arg2);
+void BgSpot15Rrbox_RotatePoint(Vec3f* outPos, Vec3f* pos, f32 arg2, f32 arg3) {
+ outPos->x = (pos->z * arg2) + (pos->x * arg3);
+ outPos->y = pos->y;
+ outPos->z = (pos->z * arg3) - (pos->x * arg2);
}
void func_808B3A34(BgSpot15Rrbox* this) {
@@ -140,25 +141,25 @@ void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) {
D_808B4590 = 0;
}
-s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) {
+s32 BgSpot15Rrbox_TrySnapToCheckedPoint(BgSpot15Rrbox* this, PlayState* play, s32 checkIndex) {
f32 chkDist = 0.0f;
- Vec3f actorPosition;
- Vec3f actorScale;
+ Vec3f checkPos;
+ Vec3f relCheckPos;
func_808B3A34(this);
- actorScale.x = D_808B45DC[arg2].x * (this->dyna.actor.scale.x * 10.0f);
- actorScale.y = D_808B45DC[arg2].y * (this->dyna.actor.scale.y * 10.0f);
- actorScale.z = D_808B45DC[arg2].z * (this->dyna.actor.scale.z * 10.0f);
+ relCheckPos.x = sBoxGroundCheckPoints[checkIndex].x * (this->dyna.actor.scale.x * 10.0f);
+ relCheckPos.y = sBoxGroundCheckPoints[checkIndex].y * (this->dyna.actor.scale.y * 10.0f);
+ relCheckPos.z = sBoxGroundCheckPoints[checkIndex].z * (this->dyna.actor.scale.z * 10.0f);
- func_808B39E8(&actorPosition, &actorScale, this->unk_16C, this->unk_170);
+ BgSpot15Rrbox_RotatePoint(&checkPos, &relCheckPos, this->unk_16C, this->unk_170);
- actorPosition.x += this->dyna.actor.world.pos.x;
- actorPosition.y += this->dyna.actor.prevPos.y;
- actorPosition.z += this->dyna.actor.world.pos.z;
+ checkPos.x += this->dyna.actor.world.pos.x;
+ checkPos.y += this->dyna.actor.prevPos.y;
+ checkPos.z += this->dyna.actor.world.pos.z;
- this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor6(&play->colCtx, &this->dyna.actor.floorPoly, &this->bgId,
- &this->dyna.actor, &actorPosition, chkDist);
+ this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown6(&play->colCtx, &this->dyna.actor.floorPoly, &this->bgId,
+ &this->dyna.actor, &checkPos, chkDist);
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= -0.001f) {
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
@@ -167,51 +168,51 @@ s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) {
return false;
}
-f32 func_808B3DDC(BgSpot15Rrbox* this, PlayState* play) {
+f32 BgSpot15Rrbox_GetFloorHeight(BgSpot15Rrbox* this, PlayState* play) {
s32 i;
- Vec3f position;
- Vec3f scale;
+ Vec3f checkPos;
+ Vec3f relCheckPos;
Actor* actor = &this->dyna.actor;
f32 yIntersect;
- f32 returnValue = BGCHECK_Y_MIN;
+ f32 floorY = BGCHECK_Y_MIN;
s32 bgId;
func_808B3A34(this);
- for (i = 0; i < ARRAY_COUNT(D_808B45DC); i++) {
- scale.x = D_808B45DC[i].x * (actor->scale.x * 10.0f);
- scale.y = D_808B45DC[i].y * (actor->scale.y * 10.0f);
- scale.z = D_808B45DC[i].z * (actor->scale.z * 10.0f);
+ for (i = 0; i < ARRAY_COUNT(sBoxGroundCheckPoints); i++) {
+ relCheckPos.x = sBoxGroundCheckPoints[i].x * (actor->scale.x * 10.0f);
+ relCheckPos.y = sBoxGroundCheckPoints[i].y * (actor->scale.y * 10.0f);
+ relCheckPos.z = sBoxGroundCheckPoints[i].z * (actor->scale.z * 10.0f);
- func_808B39E8(&position, &scale, this->unk_16C, this->unk_170);
+ BgSpot15Rrbox_RotatePoint(&checkPos, &relCheckPos, this->unk_16C, this->unk_170);
- position.x += actor->world.pos.x;
- position.y += actor->prevPos.y;
- position.z += actor->world.pos.z;
+ checkPos.x += actor->world.pos.x;
+ checkPos.y += actor->prevPos.y;
+ checkPos.z += actor->world.pos.z;
- yIntersect = BgCheck_EntityRaycastFloor6(&play->colCtx, &actor->floorPoly, &bgId, actor, &position, 0);
+ yIntersect = BgCheck_EntityRaycastDown6(&play->colCtx, &actor->floorPoly, &bgId, actor, &checkPos, 0);
- if (returnValue < yIntersect) {
- returnValue = yIntersect;
+ if (floorY < yIntersect) {
+ floorY = yIntersect;
this->bgId = bgId;
}
}
- return returnValue;
+ return floorY;
}
-s32 func_808B3F58(BgSpot15Rrbox* this, PlayState* play) {
- if (func_808B3CA0(this, play, 0)) {
+s32 BgSpot15Rrbox_TrySnapToFloor(BgSpot15Rrbox* this, PlayState* play) {
+ if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 0)) {
return true;
}
- if (func_808B3CA0(this, play, 1)) {
+ if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 1)) {
return true;
}
- if (func_808B3CA0(this, play, 2)) {
+ if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 2)) {
return true;
}
- if (func_808B3CA0(this, play, 3)) {
+ if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 3)) {
return true;
}
- if (func_808B3CA0(this, play, 4)) {
+ if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 4)) {
return true;
}
return false;
@@ -271,7 +272,7 @@ void func_808B4194(BgSpot15Rrbox* this, PlayState* play) {
actor->world.pos.x = actor->home.pos.x + (tempUnk178 * this->unk_16C);
actor->world.pos.z = actor->home.pos.z + (tempUnk178 * this->unk_170);
- if (!func_808B3F58(this, play)) {
+ if (!BgSpot15Rrbox_TrySnapToFloor(this, play)) {
actor->home.pos.x = actor->world.pos.x;
actor->home.pos.z = actor->world.pos.z;
player->stateFlags2 &= ~PLAYER_STATE2_4;
@@ -304,7 +305,7 @@ void func_808B4380(BgSpot15Rrbox* this, PlayState* play) {
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.gravity = -1.0f;
- this->dyna.actor.floorHeight = func_808B3DDC(this, play);
+ this->dyna.actor.floorHeight = BgSpot15Rrbox_GetFloorHeight(this, play);
this->actionFunc = func_808B43D0;
}
diff --git a/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c b/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c
index ad0595cf5f..56ff910426 100644
--- a/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c
+++ b/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c
@@ -431,8 +431,8 @@ void BgSpot18Basket_Update(Actor* thisx, PlayState* play) {
this->unk_216++;
this->actionFunc(this, play);
- this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
- &this->dyna.actor, &this->dyna.actor.world.pos);
+ this->dyna.actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId,
+ &this->dyna.actor, &this->dyna.actor.world.pos);
if (this->actionFunc != func_808B7AFC) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base);
if (this->actionFunc != func_808B7B6C) {
diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
index 141f111357..79d09fe1cf 100644
--- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
+++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
@@ -355,7 +355,7 @@ void BossGanon_Init(Actor* thisx, PlayState* play2) {
Actor_ProcessInitChain(thisx, sInitChain);
ActorShape_Init(&thisx->shape, 0, NULL, 0);
Actor_SetScale(thisx, 0.01f);
- SkelAnime_InitFlex(play, &this->skelAnime, &gDorfSkel, NULL, NULL, NULL, 0);
+ SkelAnime_InitFlex(play, &this->skelAnime, &gGanondorfSkel, NULL, NULL, NULL, 0);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sDorfCylinderInit);
@@ -485,7 +485,7 @@ void BossGanon_SetupIntroCutscene(BossGanon* this, PlayState* play) {
this->unk_198 = 1;
this->animBankIndex = animBankIndex;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animBankIndex].segment);
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_005FFC, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfPlayOrganAnim, 0.0f);
} else {
this->actionFunc = BossGanon_SetupIntroCutscene;
}
@@ -569,7 +569,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->csTimer = 0;
player->actor.world.pos.z = 20.0f;
this->useOpenHand = false;
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_0089F8, -5.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfStandBackwardsAnim, -5.0f);
this->fwork[GDF_FWORK_1] = 1000.0f;
BossGanon_SetIntroCsCamera(this, 11);
this->unk_198 = 2;
@@ -808,12 +808,12 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
if (this->csTimer == 30) {
Audio_QueueSeqCmd(0x100100FF);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_004F64);
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_004F64, -5.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfStopPlayingOrganAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfStopPlayingOrganAnim, -5.0f);
}
if ((this->csTimer > 30) && Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_006AF4, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfLeanOnOrganAnim, 0.0f);
this->fwork[GDF_FWORK_1] = 1000.0f;
}
@@ -853,12 +853,12 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
if (this->csTimer <= 20) {
if (this->csTimer == 20) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_004304, -5.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_004304);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfStandUpFromOrganAnim, -5.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfStandUpFromOrganAnim);
}
} else if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
Message_StartTextbox(play, 0x70CA, NULL);
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_0089F8, -5.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfStandBackwardsAnim, -5.0f);
this->fwork[GDF_FWORK_1] = 1000.0f;
}
@@ -872,8 +872,8 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->envLightMode = 3;
if (this->csTimer == 20) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_001F58, -5.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_001F58);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfTurnAroundAnim, -5.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfTurnAroundAnim);
}
if (this->csTimer > 10) {
@@ -906,7 +906,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->csCamEye.z += 6.0f;
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1] - 5.0f)) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_003018, -5.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfStandIdleAnim, -5.0f);
this->fwork[GDF_FWORK_1] = 1000.0f;
}
@@ -917,7 +917,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
this->csState = 19;
this->csTimer = 0;
Message_StartTextbox(play, 0x70CC, NULL);
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_007268, -5.0f);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfRaiseHandStartAnim, -5.0f);
this->triforceType = GDF_TRIFORCE_DORF;
this->fwork[GDF_TRIFORCE_SCALE] = 10.0f;
this->fwork[GDF_TRIFORCE_PRIM_A] = 0.0f;
@@ -953,7 +953,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
}
if (this->csTimer == 17) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_007A64, -5.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfRaiseHandLoopAnim, -5.0f);
}
if ((this->csTimer > 80) && (Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
@@ -1068,7 +1068,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
if (this->csTimer == 20) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp3Anim, 0.0f);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp3Anim, 0.0f);
SkelAnime_Update(&this->skelAnime);
this->actor.shape.yOffset = 0.0f;
sCape->attachShouldersTimer = 18.0f;
@@ -1082,8 +1082,8 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
play->objectCtx.status[Object_GetIndex(&play->objectCtx, OBJECT_GANON)].segment);
if (!GET_EVENTCHKINF(EVENTCHKINF_78)) {
- TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gDorfTitleCardTex), 160,
- 180, 128, 40);
+ TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gGanondorfTitleCardTex),
+ 160, 180, 128, 40);
}
SET_EVENTCHKINF(EVENTCHKINF_78);
@@ -1170,8 +1170,8 @@ void BossGanon_SetupDeathCutscene(BossGanon* this, PlayState* play) {
this->unk_198 = 1;
this->animBankIndex = animBankIndex;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animBankIndex].segment);
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_00EA00, 0.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_00EA00);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfDefeatedStartAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfDefeatedStartAnim);
this->unk_508 = 0.0f;
}
}
@@ -1183,8 +1183,8 @@ void BossGanon_SetupTowerCutscene(BossGanon* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, animBankIndex)) {
this->animBankIndex = animBankIndex;
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[animBankIndex].segment);
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_00EA00, 0.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_00EA00);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfDefeatedStartAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfDefeatedStartAnim);
this->actionFunc = BossGanon_DeathAndTowerCutscene;
this->csTimer = 0;
this->csState = 100;
@@ -1203,7 +1203,8 @@ void BossGanon_ShatterWindows(u8 windowShatterState) {
for (i = 0; i < 2048; i++) {
if ((tex1[i] != 0) && (Rand_ZeroOne() < 0.03f)) {
- if ((((u8*)gDorfWindowShatterTemplateTex)[i] == 0) || (windowShatterState == GDF_WINDOW_SHATTER_FULL)) {
+ if ((((u8*)gGanondorfWindowShatterTemplateTex)[i] == 0) ||
+ (windowShatterState == GDF_WINDOW_SHATTER_FULL)) {
tex1[i] = tex2[i] = 1;
}
}
@@ -1274,7 +1275,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->csCamAt.z = this->unk_1FC.z;
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_00F19C, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfDefeatedLoopAnim, 0.0f);
this->csState = 2;
this->csTimer = 0;
}
@@ -1320,8 +1321,8 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
if ((this->fwork[GDF_FWORK_1] > 100.0f) && (this->csTimer > 100) &&
(Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_00B668, 0.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_00B668);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfVomitStartAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfVomitStartAnim);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_TOKETU);
} else {
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1] - 16.0f)) {
@@ -1344,7 +1345,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_00BE38, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfVomitLoopAnim, 0.0f);
this->csState = 4;
this->csTimer = 0;
}
@@ -1367,8 +1368,8 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
if ((this->csTimer > 70) && (Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
this->csState = 6;
this->csTimer = 0;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_010298, 0.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_010298);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfYellStartAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfYellStartAnim);
this->csCamMovementScale = 0.05f;
this->csCamMaxStepScale = 0.0f;
@@ -1399,7 +1400,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
Math_ApproachF(&this->csCamMaxStepScale, 0.2f, 1.0f, 0.01f);
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime2_Anim_010514, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfYellLoopAnim, 0.0f);
this->csState = 7;
this->csTimer = 0;
this->unk_2E8 = 0;
@@ -1507,8 +1508,8 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
this->csCamIndex = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->csCamIndex, CAM_STAT_ACTIVE);
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_00ADDC, 0.0f);
- this->fwork[1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_00EA00);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfCollapseAnim, 0.0f);
+ this->fwork[1] = Animation_GetLastFrame(&gGanondorfDefeatedStartAnim);
this->csState = 101;
this->skelAnime.playSpeed = 0.0f;
sZelda = (EnZl3*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_ZL3, 0.0f, 6000.0f, 0.0f,
@@ -1875,8 +1876,8 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
Math_ApproachF(&this->actor.velocity.y, 20.0f, 1.0f, 1.0f);
if (this->timers[0] == 14) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfPoundAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfPoundAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfPoundAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfPoundAnim, 0.0f);
this->actor.velocity.y = 0.0f;
}
@@ -1918,8 +1919,8 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
this->envLightMode = 1;
if (this->timers[0] == 0) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfPoundEndAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfPoundEndAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfPoundEndAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfPoundEndAnim, 0.0f);
this->unk_1C2 = 3;
this->unk_19F = 1;
this->actor.velocity.y = 0.0f;
@@ -1931,8 +1932,8 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
Math_ApproachF(&this->actor.velocity.y, 20.0f, 1.0f, 1.0f);
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfGetUp3Anim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp3Anim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfGetUp3Anim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp3Anim, 0.0f);
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 18.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
@@ -2001,16 +2002,16 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
switch (this->unk_1C2) {
case 0:
if (this->timers[0] == 0) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBigMagicChargeStartAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfBigMagicChargeStartAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBigMagicChargeStartAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfBigMagicChargeStartAnim, 0.0f);
this->unk_1C2 = 1;
}
break;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBigMagicChargeHoldAnim);
- Animation_MorphToLoop(&this->skelAnime, &gDorfBigMagicChargeHoldAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBigMagicChargeHoldAnim);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfBigMagicChargeHoldAnim, 0.0f);
this->unk_1C2 = 2;
this->timers[0] = 100;
}
@@ -2032,8 +2033,8 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
}
if (this->timers[0] == 0) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBigMagicWindupAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfBigMagicWindupAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBigMagicWindupAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfBigMagicWindupAnim, 0.0f);
this->unk_1C2 = 3;
this->timers[0] = 6;
this->timers[1] = 15;
@@ -2132,8 +2133,8 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
}
if (this->timers[1] == 0) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBigMagicThrowAnim);
- Animation_MorphToLoop(&this->skelAnime, &gDorfBigMagicThrowAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBigMagicThrowAnim);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfBigMagicThrowAnim, 0.0f);
this->unk_1C2 = 4;
this->unk_288 = 0.0f;
this->unk_290 = 0.0f;
@@ -2161,8 +2162,8 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
}
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBigMagicThrowEndAnim);
- Animation_MorphToLoop(&this->skelAnime, &gDorfBigMagicThrowEndAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBigMagicThrowEndAnim);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfBigMagicThrowEndAnim, 0.0f);
this->unk_1C2 = 5;
}
break;
@@ -2179,7 +2180,7 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
void BossGanon_SetupWait(BossGanon* this, PlayState* play) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- Animation_MorphToLoop(&this->skelAnime, &gDorfFloatAnim, -10.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfFloatAnim, -10.0f);
this->actionFunc = BossGanon_Wait;
this->fwork[GDF_FWORK_0] = 0.0f;
this->timers[0] = (s16)Rand_ZeroFloat(64.0f) + 30;
@@ -2244,8 +2245,8 @@ void BossGanon_Wait(BossGanon* this, PlayState* play) {
void BossGanon_SetupChargeLightBall(BossGanon* this, PlayState* play) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfChargeLightBallAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfChargeLightBallAnim, -3.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfChargeLightBallAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfChargeLightBallAnim, -3.0f);
this->actionFunc = BossGanon_ChargeLightBall;
this->timers[0] = 25;
}
@@ -2291,13 +2292,13 @@ void BossGanon_ChargeLightBall(BossGanon* this, PlayState* play) {
void BossGanon_SetupPlayTennis(BossGanon* this, PlayState* play) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfThrowAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfThrowAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfThrowAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfThrowAnim, 0.0f);
this->actionFunc = BossGanon_PlayTennis;
}
void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
- static AnimationHeader* volleyAnims[] = { &gDorfVolleyLeftAnim, &gDorfVolleyRightAnim };
+ static AnimationHeader* volleyAnims[] = { &gGanondorfVolleyLeftAnim, &gGanondorfVolleyRightAnim };
static s16 capeRightArmDurations[] = { 26, 20 };
s16 rand;
@@ -2310,7 +2311,7 @@ void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
this->unk_1C2 = 1;
- Animation_MorphToLoop(&this->skelAnime, &gDorfFloatAnim, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfFloatAnim, 0.0f);
}
if (this->skelAnime.curFrame <= 12.0f) {
@@ -2359,8 +2360,8 @@ void BossGanon_PlayTennis(BossGanon* this, PlayState* play) {
void BossGanon_SetupBlock(BossGanon* this, PlayState* play) {
if ((this->actionFunc != BossGanon_Block) || (this->unk_1C2 != 0)) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBlockAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfBlockAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBlockAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfBlockAnim, 0.0f);
this->actionFunc = BossGanon_Block;
}
@@ -2381,8 +2382,8 @@ void BossGanon_Block(BossGanon* this, PlayState* play) {
if (this->unk_1C2 == 0) {
if (this->timers[0] == 0) {
this->unk_1C2 = 1;
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfBlockReleaseAnim, 0.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBlockReleaseAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfBlockReleaseAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBlockReleaseAnim);
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 15.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_MANTLE);
@@ -2408,8 +2409,8 @@ void BossGanon_SetupHitByLightBall(BossGanon* this, PlayState* play) {
s16 i;
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfBigMagicHitAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfBigMagicHitAnim, 0);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfBigMagicHitAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfBigMagicHitAnim, 0);
this->timers[0] = 70;
sCape->attachRightArmTimer = sCape->attachLeftArmTimer = 0;
@@ -2436,16 +2437,16 @@ void BossGanon_HitByLightBall(BossGanon* this, PlayState* play) {
BossGanonEff_SpawnShock(play, 1500.0f, GDF_SHOCK_DORF_YELLOW);
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfLightArrowWaitAnim);
- Animation_MorphToLoop(&this->skelAnime, &gDorfLightArrowWaitAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfLightArrowWaitAnim);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfLightArrowWaitAnim, 0.0f);
this->unk_1C2 = 1;
}
} else if (this->unk_1C2 == 1) {
BossGanonEff_SpawnShock(play, 1000.0f, GDF_SHOCK_DORF_YELLOW);
if (this->timers[0] == 0) {
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfGetUp3Anim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp3Anim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfGetUp3Anim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp3Anim, 0.0f);
this->unk_1C2 = 2;
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 18.0f;
@@ -2480,8 +2481,8 @@ void BossGanon_SetupVulnerable(BossGanon* this, PlayState* play) {
if (this->actionFunc != BossGanon_Vulnerable) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfLightArrowHitAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfLightArrowHitAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfLightArrowHitAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfLightArrowHitAnim, 0.0f);
sCape->attachRightArmTimer = sCape->attachLeftArmTimer = 0;
this->actionFunc = BossGanon_Vulnerable;
@@ -2539,16 +2540,16 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
case 0:
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
this->unk_1C2 = 1;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfLightEnergyHitAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfLightEnergyHitAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfLightEnergyHitAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfLightEnergyHitAnim, 0.0f);
}
break;
case 1:
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
this->unk_1C2 = 2;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfKneelVulnerableAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfKneelVulnerableAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfDownedAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfDownedAnim, 0.0f);
}
break;
@@ -2560,8 +2561,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
this->actor.world.pos.y = 40.0f;
this->actor.velocity.y = 0.0f;
this->unk_1C2 = 3;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfLandAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfLandAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfLandAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfLandAnim, 0.0f);
this->timers[0] = 70;
this->actor.flags |= ACTOR_FLAG_10;
}
@@ -2574,8 +2575,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
this->unk_1C2 = 4;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfVulnerableAnim);
- Animation_MorphToLoop(&this->skelAnime, &gDorfVulnerableAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfVulnerableAnim);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfVulnerableAnim, 0.0f);
}
break;
@@ -2586,8 +2587,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
if (this->timers[0] == 0) {
this->unk_1C2 = 5;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfGetUp1Anim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp1Anim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfGetUp1Anim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp1Anim, 0.0f);
this->unk_2D4 = 80;
for (i = 1; i < 15; i++) {
@@ -2605,8 +2606,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
this->unk_1C2 = 6;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfGetUp2Anim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp2Anim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfGetUp2Anim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp2Anim, 0.0f);
sCape->minDist = 20.0f;
this->unk_19F = 1;
}
@@ -2624,8 +2625,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
case 7:
this->envLightMode = 0;
Math_ApproachF(&this->actor.world.pos.y, 150.0f, 0.05f, 30.0f);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfGetUp3Anim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfGetUp3Anim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfGetUp3Anim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfGetUp3Anim, 0.0f);
this->unk_1C2 = 8;
SkelAnime_Update(&this->skelAnime);
sCape->attachShouldersTimer = 18.0f;
@@ -2658,8 +2659,8 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
void BossGanon_SetupDamaged(BossGanon* this, PlayState* play) {
BossGanon_SetAnimationObject(this, play, OBJECT_GANON_ANIME1);
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfDamageAnim);
- Animation_MorphToPlayOnce(&this->skelAnime, &gDorfDamageAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfDamageAnim);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfDamageAnim, 0.0f);
this->actionFunc = BossGanon_Damaged;
}
@@ -2676,8 +2677,8 @@ void BossGanon_Damaged(BossGanon* this, PlayState* play) {
if (Animation_OnFrame(&this->skelAnime, this->fwork[GDF_FWORK_1])) {
this->actionFunc = BossGanon_Vulnerable;
this->unk_1C2 = 4;
- this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gDorfVulnerableAnim);
- Animation_MorphToLoop(&this->skelAnime, &gDorfVulnerableAnim, 0.0f);
+ this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfVulnerableAnim);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfVulnerableAnim, 0.0f);
}
}
@@ -3191,40 +3192,40 @@ s32 BossGanon_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3
BossGanon* this = (BossGanon*)thisx;
switch (limbIndex) {
- case 10:
+ case GANONDORF_LIMB_RIGHT_HAND:
if (this->useOpenHand) {
- *dList = gDorfOpenHandDL;
+ *dList = gGanondorfRightHandOpenDL;
}
break;
- case 20:
+ case GANONDORF_LIMB_LEFT_THIGH:
rot->y += this->legRot.x + this->legRot.z;
rot->z += this->legRot.y;
break;
- case 21:
+ case GANONDORF_LIMB_LEFT_SHIN:
if (this->legRot.y > 0.0f) {
rot->z += this->legRot.y;
}
break;
- case 22:
+ case GANONDORF_LIMB_LEFT_FOOT:
rot->y += this->legRot.x + this->legRot.z;
rot->z += this->legRot.y;
break;
- case 23:
+ case GANONDORF_LIMB_RIGHT_THIGH:
rot->y += this->legRot.x - this->legRot.z;
rot->z += this->legRot.y;
break;
- case 24:
+ case GANONDORF_LIMB_RIGHT_SHIN:
if (this->legRot.y > 0.0f) {
rot->z += this->legRot.y;
}
break;
- case 25:
+ case GANONDORF_LIMB_RIGHT_FOOT:
rot->y += this->legRot.x - this->legRot.z;
rot->z += this->legRot.y;
break;
@@ -3255,22 +3256,22 @@ void BossGanon_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_MultVec3f(&D_808E4DB8, &this->unk_2EC[bodyPart]);
}
- if (limbIndex == 2) {
+ if (limbIndex == GANONDORF_LIMB_TORSO) {
Matrix_MultVec3f(&D_808E4DB8, &this->unk_1FC);
- } else if (limbIndex == 19) {
+ } else if (limbIndex == GANONDORF_LIMB_PELVIS) {
Matrix_MultVec3f(&D_808E4DB8, &this->actor.focus.pos);
- } else if (limbIndex == 11) {
+ } else if (limbIndex == GANONDORF_LIMB_JEWEL) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 7191);
Matrix_MultVec3f(&D_808E4DB8, &this->unk_208);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7196),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_ganon_DL_00BE90));
+ gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 7198);
- } else if (limbIndex == 6) {
+ } else if (limbIndex == GANONDORF_LIMB_LEFT_HAND) {
Matrix_MultVec3f(&D_808E4DC4, &this->unk_238);
- } else if (limbIndex == 10) {
+ } else if (limbIndex == GANONDORF_LIMB_RIGHT_HAND) {
Matrix_MultVec3f(&D_808E4DD0, &this->unk_22C);
if (this->unk_25C == 0) {
@@ -3282,7 +3283,7 @@ void BossGanon_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
if (this->triforceType == GDF_TRIFORCE_DORF) {
Matrix_MultVec3f(&D_808E4DE8, &this->triforcePos);
}
- } else if (limbIndex == 4) {
+ } else if (limbIndex == GANONDORF_LIMB_LEFT_UPPER_ARM) {
Vec3f sp28 = D_808E4DA0;
if (this->unk_198 == 1) {
@@ -3295,7 +3296,7 @@ void BossGanon_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
}
Matrix_MultVec3f(&sp28, &this->unk_220);
- } else if (limbIndex == 8) {
+ } else if (limbIndex == GANONDORF_LIMB_RIGHT_UPPER_ARM) {
Vec3f sp1C = D_808E4DAC;
if (this->unk_198 == 1) {
@@ -3346,7 +3347,7 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
if (this->unk_2E8 != 0) {
Player* player = GET_PLAYER(play);
@@ -3359,7 +3360,7 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7384),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
} else {
for (i = 1; i < 15; i++) {
@@ -3380,9 +3381,9 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
(this->unk_1A2 + i) * -15, 32, 64));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 128);
- gSPDisplayList(POLY_XLU_DISP++, gDorfShockGlowDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfShockGlowDL);
} else {
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
}
}
@@ -3408,7 +3409,7 @@ void BossGanon_DrawHandLightBall(BossGanon* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 100, 255, 0, 0);
}
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
Matrix_Translate(this->unk_260.x, this->unk_260.y, this->unk_260.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
@@ -3416,7 +3417,7 @@ void BossGanon_DrawHandLightBall(BossGanon* this, PlayState* play) {
Matrix_RotateZ(this->unk_258, 1);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7510),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
alpha = ((this->unk_1A2 % 2) != 0) ? 100 : 80;
gDPPipeSync(POLY_XLU_DISP++);
@@ -3425,7 +3426,7 @@ void BossGanon_DrawHandLightBall(BossGanon* this, PlayState* play) {
Matrix_Scale(this->handLightBallScale * 0.75f, 1.0f, this->handLightBallScale * 0.75f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7531),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightCoreDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightCoreDL);
CLOSE_DISPS(gfxCtx, "../z_boss_ganon.c", 7534);
}
@@ -3453,7 +3454,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_Scale(this->unk_28C, this->unk_28C, this->unk_28C, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7588),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightFlecksDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightFlecksDL);
// background circle texture
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
@@ -3465,19 +3466,19 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0, this->unk_1A2 * -4,
0x20, 0x20));
- gSPDisplayList(POLY_XLU_DISP++, gDorfBigMagicBGCircleDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfBigMagicBGCircleDL);
// yellow background dot
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 150, 170, 0, (s8)this->unk_288);
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, this->unk_1A2 * 2,
this->unk_1A2 * -0x14, 0x40, 0x40));
- gSPDisplayList(POLY_XLU_DISP++, gDorfDotDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfDotDL);
// light ball material
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 100, 0);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
// light ball geometry
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
@@ -3486,7 +3487,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_RotateZ((this->unk_1A2 * 10.0f) / 1000.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7673),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
BossGanon_InitRand(this->unk_1AA + 1, 0x71AC, 0x263A);
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
@@ -3507,7 +3508,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_Scale(4.0f, 4.0f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7713),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightRayTriDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightRayTriDL);
Matrix_Pop();
}
@@ -3560,7 +3561,7 @@ void BossGanon_DrawTriforce(BossGanon* this, PlayState* play) {
Matrix_Scale(this->fwork[GDF_TRIFORCE_SCALE], this->fwork[GDF_TRIFORCE_SCALE], 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7779),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gDorfTriforceDL));
+ gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfTriforceDL));
Matrix_Pop();
@@ -3595,7 +3596,7 @@ void BossGanon_DrawDarkVortex(BossGanon* this, PlayState* play) {
MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7841),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gDorfVortexDL));
+ gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfVortexDL));
Matrix_Pop();
@@ -3769,10 +3770,10 @@ void BossGanon_DrawShadowTexture(void* tex, BossGanon* this, PlayState* play) {
Matrix_Scale(0.95000005f, 1.0f, 0.95000005f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 8396),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_OPA_DISP++, gDorfShadowSetupDL);
+ gSPDisplayList(POLY_OPA_DISP++, gGanondorfShadowSetupDL);
gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
- gSPDisplayList(POLY_OPA_DISP++, gDorfShadowModelDL);
+ gSPDisplayList(POLY_OPA_DISP++, gGanondorfShadowModelDL);
CLOSE_DISPS(gfxCtx, "../z_boss_ganon.c", 8426);
}
@@ -3793,7 +3794,7 @@ void BossGanon_Draw(Actor* thisx, PlayState* play) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099);
}
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDorfEyeTex));
+ gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gGanondorfNormalEyeTex));
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
BossGanon_OverrideLimbDraw, BossGanon_PostLimbDraw, &this->actor);
@@ -4137,10 +4138,10 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale(this->actor.scale.x * 0.75f, 1.0f, this->actor.scale.z * 0.75f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 9875),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightCoreDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightCoreDL);
Matrix_Pop();
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s8)this->fwork[GDF_FWORK_1]);
@@ -4154,7 +4155,7 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 9899),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
Matrix_Pop();
}
} else if (this->unk_1A8 == 0) {
@@ -4162,7 +4163,7 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateZ((this->actor.shape.rot.z / 32768.0f) * 3.1416f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 9907),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 9911);
@@ -4276,7 +4277,7 @@ void func_808E229C(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
for (i = 9; i >= 0; i--) {
temp = (s16)(((this->unk_1A6 - i) + 0xF) % 15);
@@ -4287,7 +4288,7 @@ void func_808E229C(Actor* thisx, PlayState* play2) {
Matrix_RotateZ(((2.0f * (i * M_PI)) / 10.0f) + BINANG_TO_RAD_ALT(this->actor.shape.rot.z), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 10109),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 10113);
@@ -4541,9 +4542,9 @@ void func_808E2544(Actor* thisx, PlayState* play) {
}
static Gfx* sBigMagicLightStreakDLists[] = {
- gDorfLightStreak12DL, gDorfLightStreak11DL, gDorfLightStreak10DL, gDorfLightStreak9DL,
- gDorfLightStreak8DL, gDorfLightStreak7DL, gDorfLightStreak6DL, gDorfLightStreak5DL,
- gDorfLightStreak4DL, gDorfLightStreak3DL, gDorfLightStreak2DL, gDorfLightStreak1DL,
+ gGanondorfLightStreak12DL, gGanondorfLightStreak11DL, gGanondorfLightStreak10DL, gGanondorfLightStreak9DL,
+ gGanondorfLightStreak8DL, gGanondorfLightStreak7DL, gGanondorfLightStreak6DL, gGanondorfLightStreak5DL,
+ gGanondorfLightStreak4DL, gGanondorfLightStreak3DL, gGanondorfLightStreak2DL, gGanondorfLightStreak1DL,
};
void func_808E324C(Actor* thisx, PlayState* play) {
@@ -4580,9 +4581,9 @@ void func_808E324C(Actor* thisx, PlayState* play) {
Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 10534),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 10541);
}
@@ -4786,9 +4787,10 @@ void BossGanon_UpdateEffects(PlayState* play) {
}
static void* sLightningTextures[] = {
- gDorfLightning1Tex, gDorfLightning1Tex, gDorfLightning2Tex, gDorfLightning3Tex, gDorfLightning4Tex,
- gDorfLightning5Tex, gDorfLightning6Tex, gDorfLightning7Tex, gDorfLightning8Tex, gDorfLightning9Tex,
- gDorfLightning10Tex, gDorfLightning11Tex, gDorfLightning12Tex,
+ gGanondorfLightning1Tex, gGanondorfLightning1Tex, gGanondorfLightning2Tex, gGanondorfLightning3Tex,
+ gGanondorfLightning4Tex, gGanondorfLightning5Tex, gGanondorfLightning6Tex, gGanondorfLightning7Tex,
+ gGanondorfLightning8Tex, gGanondorfLightning9Tex, gGanondorfLightning10Tex, gGanondorfLightning11Tex,
+ gGanondorfLightning12Tex,
};
static u8 sLightningPrimColors[] = {
@@ -4817,7 +4819,7 @@ void BossGanon_DrawEffects(PlayState* play) {
if (eff->type == GDF_EFF_WINDOW_SHARD) {
gDPPipeSync(POLY_OPA_DISP++);
if (materialFlag == 0) {
- gSPDisplayList(POLY_OPA_DISP++, gDorfWindowShardMaterialDL);
+ gSPDisplayList(POLY_OPA_DISP++, gGanondorfWindowShardMaterialDL);
materialFlag++;
}
if ((eff->timer & 7) != 0) {
@@ -4831,7 +4833,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_RotateX(eff->unk_44, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 10898),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_OPA_DISP++, gDorfWindowShardModelDL);
+ gSPDisplayList(POLY_OPA_DISP++, gGanondorfWindowShardModelDL);
}
}
@@ -4843,7 +4845,7 @@ void BossGanon_DrawEffects(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
if (materialFlag == 0) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, eff->alpha);
@@ -4853,7 +4855,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_RotateZ(eff->unk_3C, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 10932),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
}
@@ -4865,7 +4867,7 @@ void BossGanon_DrawEffects(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
if (materialFlag == 0) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightBallMaterialDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
materialFlag++;
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, eff->alpha);
@@ -4877,7 +4879,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 10971),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfSquareDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
}
@@ -4903,7 +4905,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_RotateZ(eff->unk_3C, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11023),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfShockDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfShockDL);
}
}
@@ -4925,7 +4927,7 @@ void BossGanon_DrawEffects(PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11074),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLightningTextures[eff->timer]));
- gSPDisplayList(POLY_XLU_DISP++, gDorfLightningDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightningDL);
}
}
@@ -4943,7 +4945,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11121),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfImpactDarkDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfImpactDarkDL);
}
}
@@ -4961,7 +4963,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11165),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfImpactLightDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfImpactLightDL);
}
}
@@ -4980,7 +4982,7 @@ void BossGanon_DrawEffects(PlayState* play) {
(eff->scale * 200.0f) / 1500.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11209),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfShockwaveDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfShockwaveDL);
}
}
@@ -4999,7 +5001,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11250),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, gDorfDotDL);
+ gSPDisplayList(POLY_XLU_DISP++, gGanondorfDotDL);
}
}
diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h
index 4884942f63..c1db637928 100644
--- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h
+++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h
@@ -8,6 +8,36 @@ struct BossGanon;
typedef void (*BossGanonActionFunc)(struct BossGanon*, PlayState*);
+typedef enum {
+ /* 0 */ GANONDORF_LIMB_NONE,
+ /* 1 */ GANONDORF_LIMB_ROOT,
+ /* 2 */ GANONDORF_LIMB_TORSO,
+ /* 3 */ GANONDORF_LIMB_LEFT_SHOULDER,
+ /* 4 */ GANONDORF_LIMB_LEFT_UPPER_ARM,
+ /* 5 */ GANONDORF_LIMB_LEFT_FOREARM,
+ /* 6 */ GANONDORF_LIMB_LEFT_HAND,
+ /* 7 */ GANONDORF_LIMB_RIGHT_SHOULDER,
+ /* 8 */ GANONDORF_LIMB_RIGHT_UPPER_ARM,
+ /* 9 */ GANONDORF_LIMB_RIGHT_FOREARM,
+ /* 10 */ GANONDORF_LIMB_RIGHT_HAND,
+ /* 11 */ GANONDORF_LIMB_JEWEL,
+ /* 12 */ GANONDORF_LIMB_LEFT_UPPER_LIP,
+ /* 13 */ GANONDORF_LIMB_MOUTH,
+ /* 14 */ GANONDORF_LIMB_JAW,
+ /* 15 */ GANONDORF_LIMB_UPPER_HAIR_END,
+ /* 16 */ GANONDORF_LIMB_LOWER_HAIR_END,
+ /* 17 */ GANONDORF_LIMB_RIGHT_UPPER_LIP,
+ /* 18 */ GANONDORF_LIMB_HEAD,
+ /* 19 */ GANONDORF_LIMB_PELVIS,
+ /* 20 */ GANONDORF_LIMB_LEFT_THIGH,
+ /* 21 */ GANONDORF_LIMB_LEFT_SHIN,
+ /* 22 */ GANONDORF_LIMB_LEFT_FOOT,
+ /* 23 */ GANONDORF_LIMB_RIGHT_THIGH,
+ /* 24 */ GANONDORF_LIMB_RIGHT_SHIN,
+ /* 25 */ GANONDORF_LIMB_RIGHT_FOOT,
+ /* 26 */ GANONDORF_LIMB_MAX
+} GanondorfLimb;
+
typedef enum {
/* 0 */ GDF_FWORK_0,
/* 1 */ GDF_FWORK_1,
diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
index ccb443ea55..48644ffd13 100644
--- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
+++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
@@ -1,4 +1,5 @@
#include "z_boss_ganon2.h"
+#include "overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h"
#include "overlays/actors/ovl_Demo_Gj/z_demo_gj.h"
#include "overlays/actors/ovl_En_Zl3/z_en_zl3.h"
#include "assets/objects/object_ganon/object_ganon.h"
@@ -145,7 +146,7 @@ void BossGanon2_Init(Actor* thisx, PlayState* play) {
Collider_InitJntSph(play, &this->unk_444);
Collider_SetJntSph(play, &this->unk_444, &this->actor, &sJntSphInit2, this->unk_864);
BossGanon2_SetObjectSegment(this, play, OBJECT_GANON, false);
- SkelAnime_InitFlex(play, &this->skelAnime, &gDorfSkel, NULL, NULL, NULL, 0);
+ SkelAnime_InitFlex(play, &this->skelAnime, &gGanondorfSkel, NULL, NULL, NULL, 0);
func_808FD5C4(this, play);
this->actor.naviEnemyId = NAVI_ENEMY_GANON;
this->actor.gravity = 0.0f;
@@ -218,7 +219,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
player->actor.world.pos.y = 1086.0f;
player->actor.world.pos.z = -186.0f;
player->actor.shape.rot.y = -0x5000;
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime3_Anim_002168, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfBurstOutAnim, 0.0f);
play->envCtx.lightBlend = 0.0f;
// fake, tricks the compiler into allocating more stack
if (zero) {
@@ -406,8 +407,8 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
if (this->unk_398 == 50) {
this->unk_398 = 0;
this->unk_39C = 12;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_002168, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon_anime3_Anim_002168);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfBurstOutAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanondorfBurstOutAnim);
this->actor.world.pos.x = this->actor.world.pos.z = -200.0f;
this->actor.world.pos.y = 1009.0f;
this->actor.shape.yOffset = 7000.0f;
@@ -440,7 +441,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->subCamAt.y = this->actor.world.pos.y + 70.0f;
}
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime3_Anim_002E6C, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfFloatingHeavyBreathingAnim, 0.0f);
this->unk_39C = 14;
this->unk_398 = 0;
this->actor.world.pos.x = -200.0f;
@@ -493,12 +494,12 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
Math_ApproachF(&this->subCamAt.y, this->actor.world.pos.y + 77.0f, 0.05f, 5.0f);
if (this->unk_398 >= 50) {
if (this->unk_398 == 50) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_000BFC, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon_anime3_Anim_000BFC);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfShowTriforceStartAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanondorfShowTriforceStartAnim);
this->unk_314 = 3;
}
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon_anime3_Anim_003F38, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanondorfShowTriforceLoopAnim, 0.0f);
this->unk_194 = 1000.0f;
}
}
@@ -508,8 +509,8 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
if (this->unk_398 == 140) {
this->unk_39C = 16;
this->unk_398 = 0;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_003754, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon_anime3_Anim_003754);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfTransformStartAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanondorfTransformStartAnim);
this->unk_339 = 55;
play->envCtx.lightBlend = 1.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_CASBREAK);
@@ -531,7 +532,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->unk_1B4 = 0.0f;
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_0028A8, 0.0f);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfTransformEndAnim, 0.0f);
this->unk_194 = 1000.0f;
}
Math_ApproachF(&this->subCamEye.x, (this->actor.world.pos.x + 200.0f) - 90.0f, 0.1f, 6.3999996f);
@@ -555,7 +556,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->unk_337 = 2;
BossGanon2_SetObjectSegment(this, play, OBJECT_GANON2, false);
SkelAnime_Free(&this->skelAnime, play);
- SkelAnime_InitFlex(play, &this->skelAnime, &object_ganon2_Skel_025970, NULL, NULL, NULL, 0);
+ SkelAnime_InitFlex(play, &this->skelAnime, &gGanonSkel, NULL, NULL, NULL, 0);
BossGanon2_SetObjectSegment(this, play, OBJECT_GANON_ANIME3, false);
func_8002DF54(play, &this->actor, 0x54);
this->unk_314 = 3;
@@ -577,7 +578,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
if (this->unk_398 == 25) {
this->unk_39C = 18;
this->unk_398 = 0;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_010380, 0.0f);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonUncurlAndFlailAnim, 0.0f);
this->skelAnime.playSpeed = 0.0f;
this->subCamEye.x = ((this->actor.world.pos.x + 500.0f) - 350.0f) - 50.0f;
this->subCamEye.y = this->actor.world.pos.y;
@@ -640,7 +641,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->unk_398 = 0;
this->unk_420 = 10.0f;
this->actor.velocity.y = 0.0f;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_010380, 0.0f);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonUncurlAndFlailAnim, 0.0f);
func_808FD4D4(this, play, 0, 3);
func_800A9F6C(0.0f, 0xC8, 0x14, 0x14);
}
@@ -673,8 +674,8 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
}
if (this->unk_398 == 80) {
BossGanon2_SetObjectSegment(this, play, OBJECT_GANON2, false);
- TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(object_ganon2_Tex_021A90),
- 160, 180, 128, 40);
+ TitleCard_InitBossName(play, &play->actorCtx.titleCtx, SEGMENTED_TO_VIRTUAL(gGanonTitleCardTex), 160,
+ 180, 128, 40);
}
this->subCamEye.x = ((this->actor.world.pos.x + 500.0f) - 350.0f) + 100.0f;
this->subCamEye.y = this->actor.world.pos.y;
@@ -843,8 +844,8 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
if ((this->unk_398 > 40) && (Message_GetState(&play->msgCtx) == TEXT_STATE_NONE)) {
this->unk_39C = 29;
this->unk_398 = 0;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime3_Anim_0147E0, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon_anime3_Anim_0147E0);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonRoarAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonRoarAnim);
this->actor.shape.yOffset = 0.0f;
this->actor.world.pos.y = 1086.0f;
this->actor.gravity = -1.0f;
@@ -1043,7 +1044,7 @@ void func_808FFDB0(BossGanon2* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, objectIdx)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[objectIdx].segment);
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_00FFE4, -10.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonGuardIdleAnim, -10.0f);
this->actionFunc = func_808FFEBC;
if (this->unk_334 != 0) {
@@ -1081,7 +1082,7 @@ void func_808FFEBC(BossGanon2* this, PlayState* play) {
}
void func_808FFF90(BossGanon2* this, PlayState* play) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_00FFE4, -10.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonGuardIdleAnim, -10.0f);
this->actionFunc = func_808FFFE0;
this->unk_1A2[0] = 40;
}
@@ -1106,8 +1107,8 @@ void func_808FFFE0(BossGanon2* this, PlayState* play) {
}
void func_809000A0(BossGanon2* this, PlayState* play) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_026510, -2.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_026510);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonStunStartAnim, -2.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonStunStartAnim);
this->unk_1AC = 0;
this->actionFunc = func_80900104;
}
@@ -1120,15 +1121,15 @@ void func_80900104(BossGanon2* this, PlayState* play) {
case 0:
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
this->unk_1AC = 1;
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_026AF4, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonStunLoopAnim, 0.0f);
this->unk_1A2[0] = 80;
}
break;
case 1:
if (this->unk_1A2[0] == 0) {
this->unk_1AC = 2;
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_027824, -5.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_027824);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonStunEndAnim, -5.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonStunEndAnim);
}
break;
case 2:
@@ -1140,8 +1141,8 @@ void func_80900104(BossGanon2* this, PlayState* play) {
}
void func_80900210(BossGanon2* this, PlayState* play) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_00DFF0, -3.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_00DFF0);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonDamageAnim, -3.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonDamageAnim);
this->actionFunc = func_8090026C;
}
@@ -1155,7 +1156,7 @@ void func_8090026C(BossGanon2* this, PlayState* play) {
}
void func_809002CC(BossGanon2* this, PlayState* play) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_00E8EC, -10.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonGuardWalkAnim, -10.0f);
this->actionFunc = func_80900344;
this->unk_338 = 0;
this->unk_1A2[0] = 100;
@@ -1180,7 +1181,7 @@ void func_80900344(BossGanon2* this, PlayState* play) {
}
if (this->actor.xzDistToPlayer < 200.0f) {
this->unk_338 = 0;
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_00E8EC, -10.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonGuardWalkAnim, -10.0f);
} else {
this->skelAnime.playSpeed = ((this->actor.xzDistToPlayer - 300.0f) * 0.005f) + 1.0f;
if (this->skelAnime.playSpeed > 2.0f) {
@@ -1195,7 +1196,7 @@ void func_80900344(BossGanon2* this, PlayState* play) {
phi_f0 = 2.0f;
if (this->actor.xzDistToPlayer >= 200.0f) {
this->unk_338 = 1;
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_0353C0, -10.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonWalkAnim, -10.0f);
}
}
@@ -1214,12 +1215,12 @@ void func_80900344(BossGanon2* this, PlayState* play) {
void func_80900580(BossGanon2* this, PlayState* play) {
if (this->unk_311 == 0) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_00ADD0, -5.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_00ADD0);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonLeftSwordSwingAnim, -5.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonLeftSwordSwingAnim);
this->unk_198 = (this->unk_194 - 15.0f) - 5.0f;
} else {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_00CAF8, -5.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_00CAF8);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonRightSwordSwingAnim, -5.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonRightSwordSwingAnim);
this->unk_198 = (this->unk_194 - 15.0f) - 5.0f;
}
@@ -1266,8 +1267,8 @@ void func_80900650(BossGanon2* this, PlayState* play) {
}
void func_80900818(BossGanon2* this, PlayState* play) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_02A848, -5.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_02A848);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonDownedStartAnim, -5.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonDownedStartAnim);
this->actionFunc = func_80900890;
this->unk_1AC = 0;
this->unk_39C = 0;
@@ -1392,7 +1393,7 @@ void func_80900890(BossGanon2* this, PlayState* play) {
switch (this->unk_1AC) {
case 0:
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_034278, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonDownedLoopAnim, 0.0f);
this->unk_1AC = 1;
}
break;
@@ -1406,8 +1407,8 @@ void func_80900890(BossGanon2* this, PlayState* play) {
temp_f12 = -200.0f - player->actor.world.pos.z;
if (sqrtf(SQ(temp_f2) + SQ(temp_f12)) <= 784.0f) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_0334F8, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_0334F8);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonGetUpAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonGetUpAnim);
this->unk_1AC = 2;
this->unk_1A2[0] = 40;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_ROAR);
@@ -1431,8 +1432,8 @@ void func_80900890(BossGanon2* this, PlayState* play) {
}
void func_80901020(BossGanon2* this, PlayState* play) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_02A848, -5.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_02A848);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonDownedStartAnim, -5.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonDownedStartAnim);
this->actionFunc = func_8090120C;
this->unk_1AC = 0;
this->unk_39C = 0;
@@ -1642,8 +1643,8 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
this->unk_39C = 7;
this->unk_398 = 0;
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_003B1C, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_003B1C);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonFinalBlowAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonFinalBlowAnim);
play->startPlayerCutscene(play, &this->actor, 0x61);
} else {
break;
@@ -1709,8 +1710,8 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
case 75:
this->unk_339 = 23;
if (this->unk_398 == 55) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_007288, 0.0f);
- this->unk_194 = Animation_GetLastFrame(&object_ganon2_Anim_007288);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonDeadStartAnim, 0.0f);
+ this->unk_194 = Animation_GetLastFrame(&gGanonDeadStartAnim);
func_8002DF54(play, &this->actor, 0x62);
this->unk_39C = 8;
this->unk_398 = 1000;
@@ -1734,7 +1735,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
play->envCtx.lightBlend = 0.0f;
}
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_008EB8, 0.0f);
+ Animation_MorphToPlayOnce(&this->skelAnime, &gGanonDeadLoopAnim, 0.0f);
this->unk_398 = 0;
this->unk_194 = 1000.0f;
}
@@ -1819,7 +1820,7 @@ void func_8090120C(BossGanon2* this, PlayState* play) {
switch (this->unk_1AC) {
case 0:
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
- Animation_MorphToLoop(&this->skelAnime, &object_ganon2_Anim_034278, 0.0f);
+ Animation_MorphToLoop(&this->skelAnime, &gGanonDownedLoopAnim, 0.0f);
this->unk_1AC = 1;
}
break;
@@ -2515,12 +2516,12 @@ s32 BossGanon2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 5355);
- if (limbIndex == 15) {
+ if (limbIndex == GANON_LIMB_NECK) {
rot->y += this->unk_31A;
rot->z += this->unk_31C;
}
- if (limbIndex >= 42) {
+ if (limbIndex >= GANON_LIMB_TAIL1) {
rot->x += this->unk_2F4[limbIndex] + this->unk_346;
rot->y += this->unk_2FE[limbIndex];
@@ -2531,7 +2532,8 @@ s32 BossGanon2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
}
}
- if ((limbIndex == 7) || (limbIndex == 13) || (limbIndex == 33) || (limbIndex == 34)) {
+ if ((limbIndex == GANON_LIMB_LEFT_SWORD) || (limbIndex == GANON_LIMB_RIGHT_SWORD) ||
+ (limbIndex == GANON_LIMB_LEFT_HORN) || (limbIndex == GANON_LIMB_RIGHT_HORN)) {
*dList = NULL;
}
@@ -2554,17 +2556,17 @@ void BossGanon2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_MultVec3f(&D_80906D60, &this->unk_234[D_809070CC[limbIndex]]);
}
- if (limbIndex == 15) {
+ if (limbIndex == GANON_LIMB_NECK) {
Matrix_MultVec3f(&D_80906D60, &this->unk_1B8);
- } else if (limbIndex == 3) {
+ } else if (limbIndex == GANON_LIMB_LEFT_SHOULDER) {
Matrix_MultVec3f(&D_80907108, &this->unk_1F4);
- } else if (limbIndex == 9) {
+ } else if (limbIndex == GANON_LIMB_RIGHT_SHOULDER) {
Matrix_MultVec3f(&D_80907114, &this->unk_1E8);
- } else if (limbIndex == 38) {
+ } else if (limbIndex == GANON_LIMB_LEFT_FOOT) {
Matrix_MultVec3f(&D_80906D60, &this->unk_1DC);
- } else if (limbIndex == 41) {
+ } else if (limbIndex == GANON_LIMB_RIGHT_FOOT) {
Matrix_MultVec3f(&D_80906D60, &this->unk_1D0);
- } else if (limbIndex == 45) {
+ } else if (limbIndex == GANON_LIMB_TAIL4) {
Matrix_MultVec3f(&D_80907138, &this->unk_1C4);
}
@@ -2574,14 +2576,14 @@ void BossGanon2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
func_808FD080(temp_v0, &this->unk_424, &sp4C);
}
- if ((limbIndex == 7) || (limbIndex == 13)) {
+ if ((limbIndex == GANON_LIMB_LEFT_SWORD) || (limbIndex == GANON_LIMB_RIGHT_SWORD)) {
Matrix_Push();
Matrix_Scale(this->unk_224, this->unk_224, this->unk_224, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5522),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
- } else if ((limbIndex == 33) || (limbIndex == 34)) {
+ } else if ((limbIndex == GANON_LIMB_LEFT_HORN) || (limbIndex == GANON_LIMB_RIGHT_HORN)) {
Matrix_Push();
Matrix_Scale(this->unk_228, this->unk_228, this->unk_228, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5533),
@@ -2591,12 +2593,12 @@ void BossGanon2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
}
if (*dList != NULL) {
- if ((limbIndex == 7) && (this->unk_312 == 1)) {
+ if ((limbIndex == GANON_LIMB_LEFT_SWORD) && (this->unk_312 == 1)) {
Matrix_MultVec3f(&D_809070FC, &this->unk_218);
func_808FD080(0, &this->unk_444, &this->unk_218);
Matrix_MultVec3f(&D_80907120, &this->unk_200);
Matrix_MultVec3f(&D_8090712C, &this->unk_20C);
- } else if ((limbIndex == 13) && (this->unk_312 == 2)) {
+ } else if ((limbIndex == GANON_LIMB_RIGHT_SWORD) && (this->unk_312 == 2)) {
Matrix_MultVec3f(&D_809070FC, &this->unk_218);
func_808FD080(1, &this->unk_444, &this->unk_218);
Matrix_MultVec3f(&D_80907120, &this->unk_200);
@@ -2709,15 +2711,15 @@ void BossGanon2_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
if (temp_v1 >= 0) {
Matrix_MultVec3f(&D_80906D60, &this->unk_234[temp_v1]);
}
- if (limbIndex == 11) {
+ if (limbIndex == GANONDORF_LIMB_JEWEL) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 5749);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5752),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_ganon_DL_00BE90));
+ gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 5754);
- } else if (limbIndex == 10) {
+ } else if (limbIndex == GANONDORF_LIMB_RIGHT_HAND) {
Matrix_MultVec3f(&D_80907164, &this->unk_1B8);
}
}
@@ -2762,8 +2764,8 @@ void BossGanon2_Draw(Actor* thisx, PlayState* play) {
switch (this->unk_337) {
case 0:
BossGanon2_SetObjectSegment(this, play, OBJECT_GANON, true);
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(object_ganon_Tex_00A8E0));
- gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(object_ganon_Tex_00A8E0));
+ gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gGanondorfEmptyEyeTex));
+ gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gGanondorfEmptyEyeTex));
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, BossGanon2_PostLimbDraw2, this);
break;
diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.h b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.h
index 90b30ab998..2248b41350 100644
--- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.h
+++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.h
@@ -8,6 +8,57 @@ struct BossGanon2;
typedef void (*BossGanon2ActionFunc)(struct BossGanon2*, PlayState*);
+typedef enum {
+ /* 0 */ GANON_LIMB_NONE,
+ /* 1 */ GANON_LIMB_ROOT,
+ /* 2 */ GANON_LIMB_TORSO,
+ /* 3 */ GANON_LIMB_LEFT_SHOULDER,
+ /* 4 */ GANON_LIMB_LEFT_UPPER_ARM,
+ /* 5 */ GANON_LIMB_LEFT_FOREARM,
+ /* 6 */ GANON_LIMB_LEFT_WRIST,
+ /* 7 */ GANON_LIMB_LEFT_SWORD,
+ /* 8 */ GANON_LIMB_LEFT_HAND,
+ /* 9 */ GANON_LIMB_RIGHT_SHOULDER,
+ /* 10 */ GANON_LIMB_RIGHT_UPPER_ARM,
+ /* 11 */ GANON_LIMB_RIGHT_FOREARM,
+ /* 12 */ GANON_LIMB_RIGHT_WRIST,
+ /* 13 */ GANON_LIMB_RIGHT_SWORD,
+ /* 14 */ GANON_LIMB_RIGHT_HAND,
+ /* 15 */ GANON_LIMB_NECK,
+ /* 16 */ GANON_LIMB_JEWEL,
+ /* 17 */ GANON_LIMB_SNOUT,
+ /* 18 */ GANON_LIMB_OUTER_TEETH,
+ /* 19 */ GANON_LIMB_MOUTH,
+ /* 20 */ GANON_LIMB_INNER_TEETH,
+ /* 21 */ GANON_LIMB_JAW,
+ /* 22 */ GANON_LIMB_MIDDLE_HAIR_1,
+ /* 23 */ GANON_LIMB_MIDDLE_HAIR_2,
+ /* 24 */ GANON_LIMB_MIDDLE_HAIR_3,
+ /* 25 */ GANON_LIMB_LEFT_HAIR_1,
+ /* 26 */ GANON_LIMB_LEFT_HAIR_2,
+ /* 27 */ GANON_LIMB_LEFT_HAIR_3,
+ /* 28 */ GANON_LIMB_RIGHT_HAIR_1,
+ /* 29 */ GANON_LIMB_RIGHT_HAIR_2,
+ /* 30 */ GANON_LIMB_RIGHT_HAIR_3,
+ /* 31 */ GANON_LIMB_EYES,
+ /* 32 */ GANON_LIMB_HEAD,
+ /* 33 */ GANON_LIMB_LEFT_HORN,
+ /* 34 */ GANON_LIMB_RIGHT_HORN,
+ /* 35 */ GANON_LIMB_PELVIS,
+ /* 36 */ GANON_LIMB_LEFT_THIGH,
+ /* 37 */ GANON_LIMB_LEFT_SHIN,
+ /* 38 */ GANON_LIMB_LEFT_FOOT,
+ /* 39 */ GANON_LIMB_RIGHT_THIGH,
+ /* 40 */ GANON_LIMB_RIGHT_SHIN,
+ /* 41 */ GANON_LIMB_RIGHT_FOOT,
+ /* 42 */ GANON_LIMB_TAIL1,
+ /* 43 */ GANON_LIMB_TAIL2,
+ /* 44 */ GANON_LIMB_TAIL3,
+ /* 45 */ GANON_LIMB_TAIL4,
+ /* 46 */ GANON_LIMB_TAIL5,
+ /* 47 */ GANON_LIMB_MAX
+} GanonLimb;
+
typedef struct BossGanon2 {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2_data.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2_data.c
index b65404695a..407e0f020d 100644
--- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2_data.c
+++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2_data.c
@@ -309,9 +309,9 @@ static s8 D_80907144[] = {
static Vec3f D_80907164 = { 800.0f, 420.0f, 100.0f };
static void* sEyeTextures[] = {
- object_ganon2_Tex_01E188,
- object_ganon2_Tex_01E988,
- object_ganon2_Tex_01EA08,
+ gGanonEyeOpenTex,
+ gGanonEyeHalfTex,
+ gGanonEyeClosedTex,
};
static Vec3f D_8090717C = { 0.0f, -2000.0f, 0.0f };
diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
index cc26b44039..67a493c6d9 100644
--- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
+++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
@@ -3291,19 +3291,11 @@ void BossVa_UpdateEffects(PlayState* play) {
Player* player = GET_PLAYER(play);
s16 spB6;
s16 i;
- f32 floorY;
- s32 padAC;
+ f32 spB0;
+ f32 spAC;
s16 pitch;
- s16 yaw;
BossVa* refActor2;
BossVa* refActor;
- Vec3f sp94;
- CollisionPoly* sp90;
- f32 pad8C;
- Vec3f sp80;
- CollisionPoly* sp7C;
- f32 pad78;
- f32 pad74;
for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) {
if (effect->type != VA_NONE) {
@@ -3325,12 +3317,12 @@ void BossVa_UpdateEffects(PlayState* play) {
if ((effect->mode == SPARK_TETHER) || (effect->mode == SPARK_UNUSED)) {
pitch = effect->rot.x - Math_Vec3f_Pitch(&refActor->actor.world.pos, &GET_BODY(refActor)->unk_1D8);
- pad8C = Math_SinS(refActor->actor.world.rot.y);
- effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * pad8C);
- pad74 = Math_CosS(refActor->actor.world.rot.y);
- effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * pad74);
- pad78 = Math_CosS(-pitch);
- effect->pos.y = (effect->offset.y * pad78) + refActor->actor.world.pos.y;
+ spAC = Math_SinS(refActor->actor.world.rot.y);
+ effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * spAC);
+ spB0 = Math_CosS(refActor->actor.world.rot.y);
+ effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * spB0);
+ spB0 = Math_CosS(-pitch);
+ effect->pos.y = (effect->offset.y * spB0) + refActor->actor.world.pos.y;
} else if ((effect->mode == SPARK_BARI) || (effect->mode == SPARK_BODY)) {
effect->pos.x = effect->offset.x + refActor->actor.world.pos.x;
effect->pos.y = effect->offset.y + refActor->actor.world.pos.y;
@@ -3396,10 +3388,14 @@ void BossVa_UpdateEffects(PlayState* play) {
if (effect->type == VA_BLOOD) {
if (effect->mode < BLOOD_SPOT) {
- sp94 = effect->pos;
- sp94.y -= effect->velocity.y + 4.0f;
- floorY = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp90, &sp94);
- if ((sp90 != NULL) && (effect->pos.y <= floorY)) {
+ Vec3f checkPos;
+ CollisionPoly* groundPoly;
+ f32 floorY;
+
+ checkPos = effect->pos;
+ checkPos.y -= effect->velocity.y + 4.0f;
+ floorY = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos);
+ if ((groundPoly != NULL) && (effect->pos.y <= floorY)) {
effect->mode = BLOOD_SPOT;
effect->pos.y = floorY + 1.0f;
if (sCsState <= DEATH_SHELL_BURST) {
@@ -3429,11 +3425,15 @@ void BossVa_UpdateEffects(PlayState* play) {
if (effect->type == VA_GORE) {
if (effect->mode == GORE_PERMANENT) {
- sp80 = effect->pos;
- sp80.y -= effect->velocity.y + 4.0f;
+ Vec3f checkPos;
+ CollisionPoly* groundPoly;
+ f32 floorY;
+
+ checkPos = effect->pos;
+ checkPos.y -= effect->velocity.y + 4.0f;
effect->rot.x += 0x1770;
- floorY = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp7C, &sp80);
- if ((sp7C != NULL) && (effect->pos.y <= floorY)) {
+ floorY = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos);
+ if ((groundPoly != NULL) && (effect->pos.y <= floorY)) {
effect->mode = GORE_FLOOR;
effect->timer = 30;
effect->pos.y = floorY + 1.0f;
@@ -3462,6 +3462,8 @@ void BossVa_UpdateEffects(PlayState* play) {
}
if (effect->type == VA_TUMOR) {
+ s16 yaw;
+
refActor = effect->parent;
effect->rot.z += 0x157C;
diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c
index a70632c1a5..b2a93fd43e 100644
--- a/src/overlays/actors/ovl_En_Box/z_en_box.c
+++ b/src/overlays/actors/ovl_En_Box/z_en_box.c
@@ -79,11 +79,11 @@ void EnBox_ClipToGround(EnBox* this, PlayState* play) {
f32 newY;
CollisionPoly* poly;
s32 bgId;
- Vec3f pos;
+ Vec3f checkPos;
- pos = this->dyna.actor.world.pos;
- pos.y += 1.0f;
- newY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->dyna.actor, &pos);
+ checkPos = this->dyna.actor.world.pos;
+ checkPos.y += 1.0f;
+ newY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->dyna.actor, &checkPos);
if (newY != BGCHECK_Y_MIN) {
this->dyna.actor.world.pos.y = newY;
}
diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
index 6dcc182610..d1c4ee79f5 100644
--- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
+++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
@@ -402,8 +402,8 @@ void EnEiyer_Ambush(EnEiyer* this, PlayState* play) {
this->collider.base.acFlags |= AC_ON;
EnEiyer_SetupGlide(this);
} else {
- this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId,
- &this->actor, &this->actor.world.pos);
+ this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor,
+ &this->actor.world.pos);
}
}
diff --git a/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
index 6679c8b59c..202a2910be 100644
--- a/src/overlays/actors/ovl_En_Elf/z_en_elf.c
+++ b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
@@ -1209,9 +1209,9 @@ void func_80A04D90(EnElf* this, PlayState* play) {
s32 pad;
s32 bgId;
- this->actor.floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &this->actor.floorPoly, &bgId,
- &this->actor, &this->actor.world.pos);
- this->actor.shape.shadowAlpha = 0x32;
+ this->actor.floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &this->actor.floorPoly, &bgId,
+ &this->actor, &this->actor.world.pos);
+ this->actor.shape.shadowAlpha = 50;
}
// move to talk to player
diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c
index 7e5e1085a3..dfd0ddddd1 100644
--- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c
+++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c
@@ -131,7 +131,7 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
spawnPos.y = player->actor.floorHeight + 120.0f;
spawnPos.z = player->actor.world.pos.z + Math_CosS(spawnAngle) * spawnDist;
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
+ floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
if (floorY <= BGCHECK_Y_MIN) {
break;
}
@@ -192,7 +192,7 @@ void EnEncount1_SpawnTektites(EnEncount1* this, PlayState* play) {
spawnPos.x = this->actor.world.pos.x + Rand_CenteredFloat(50.0f);
spawnPos.y = this->actor.world.pos.y + 120.0f;
spawnPos.z = this->actor.world.pos.z + Rand_CenteredFloat(50.0f);
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
+ floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
if (floorY <= BGCHECK_Y_MIN) {
return;
}
@@ -266,7 +266,7 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) {
spawnPos.y = player->actor.floorHeight + 120.0f;
spawnPos.z =
player->actor.world.pos.z + (Math_CosS(spawnAngle) * spawnDist) + Rand_CenteredFloat(40.0f);
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
+ floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &floorPoly, &bgId, &this->actor, &spawnPos);
if (floorY <= BGCHECK_Y_MIN) {
break;
}
diff --git a/src/overlays/actors/ovl_En_Fish/z_en_fish.c b/src/overlays/actors/ovl_En_Fish/z_en_fish.c
index 0ac71aff75..f581c7cc1a 100644
--- a/src/overlays/actors/ovl_En_Fish/z_en_fish.c
+++ b/src/overlays/actors/ovl_En_Fish/z_en_fish.c
@@ -669,7 +669,7 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
this->actor.world.pos.z = (endPos.z - startPos.z) * progress + startPos.z;
this->actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
}
// Update functions and Draw
diff --git a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c
index eff775f2da..4a9636ef27 100644
--- a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c
+++ b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c
@@ -360,7 +360,7 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) {
f32 yDistToFloor;
s32 quakeIdx;
CollisionPoly* floorPoly;
- Vec3f raycastFrom;
+ Vec3f checkPos;
f32 floorY;
s32 pad2;
s32 floorBgId;
@@ -386,11 +386,11 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) {
}
this->rollRotSpeed = 0.0f;
if (!(this->stateFlags & ENGOROIWA_IN_WATER)) {
- raycastFrom.x = this->actor.world.pos.x;
- raycastFrom.y = this->actor.world.pos.y + 50.0f;
- raycastFrom.z = this->actor.world.pos.z;
- floorY = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &floorPoly, &floorBgId, &this->actor,
- &raycastFrom);
+ checkPos.x = this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 50.0f;
+ checkPos.z = this->actor.world.pos.z;
+ floorY =
+ BgCheck_EntityRaycastDown5(play, &play->colCtx, &floorPoly, &floorBgId, &this->actor, &checkPos);
yDistToFloor = floorY - (this->actor.world.pos.y - 59.5f);
if (fabsf(yDistToFloor) < 15.0f) {
dustPos.x = this->actor.world.pos.x;
@@ -723,7 +723,7 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) {
EnGoroiwa* this = (EnGoroiwa*)thisx;
Player* player = GET_PLAYER(play);
s32 pad;
- s32 sp30;
+ s32 bgId;
if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) {
if (this->collisionDisabledTimer > 0) {
@@ -736,8 +736,8 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) {
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
break;
case 0:
- this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp30,
- &this->actor, &this->actor.world.pos);
+ this->actor.floorHeight = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId,
+ &this->actor, &this->actor.world.pos);
break;
}
EnGoroiwa_UpdateRotation(this, play);
diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c
index 42340622c7..982a95d3f3 100644
--- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c
+++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c
@@ -2841,7 +2841,7 @@ s32 EnHorse_CalcFloorHeight(EnHorse* this, PlayState* play, Vec3f* pos, Collisio
WaterBox* waterBox;
*floorPoly = NULL;
- *floorHeight = BgCheck_EntityRaycastFloor3(&play->colCtx, floorPoly, &bgId, pos);
+ *floorHeight = BgCheck_EntityRaycastDown3(&play->colCtx, floorPoly, &bgId, pos);
if (*floorHeight == BGCHECK_Y_MIN) {
return 1; // No floor
@@ -2852,7 +2852,7 @@ s32 EnHorse_CalcFloorHeight(EnHorse* this, PlayState* play, Vec3f* pos, Collisio
return 2; // Water
}
- if ((*floorPoly)->normal.y * COLPOLY_NORMAL_FRAC < 0.81915206f || // cos(35 degrees)
+ if (COLPOLY_GET_NORMAL((*floorPoly)->normal.y) < 0.81915206f || // cos(35 degrees)
SurfaceType_IsHorseBlocked(&play->colCtx, *floorPoly, bgId) ||
SurfaceType_GetFloorType(&play->colCtx, *floorPoly, bgId) == FLOOR_TYPE_7) {
return 3; // Horse blocked surface
@@ -2957,9 +2957,9 @@ void EnHorse_CheckFloors(EnHorse* this, PlayState* play) {
floorSlope = RAD_TO_BINANG(Math_FAtan2F(this->yBack - this->yFront, 60.0f));
if (this->actor.floorPoly != 0) {
- nx = this->actor.floorPoly->normal.x * COLPOLY_NORMAL_FRAC;
- ny = this->actor.floorPoly->normal.y * COLPOLY_NORMAL_FRAC;
- nz = this->actor.floorPoly->normal.z * COLPOLY_NORMAL_FRAC;
+ nx = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x);
+ ny = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y);
+ nz = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z);
pos = frontPos;
pos.y = this->yFront;
dist = Math3D_DistPlaneToPos(nx, ny, nz, this->actor.floorPoly->dist, &pos);
@@ -3225,7 +3225,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
obstaclePos.y = this->actor.world.pos.y + 120.0f;
obstaclePos.z += intersectDist * Math_CosS(this->actor.world.rot.y);
obstacleTop = obstaclePos;
- obstacleTop.y = BgCheck_EntityRaycastFloor3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos);
+ obstacleTop.y = BgCheck_EntityRaycastDown3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos);
if (obstacleTop.y == BGCHECK_Y_MIN) {
return;
}
@@ -3234,13 +3234,12 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
return;
}
- if (Math3D_DistPlaneToPos(this->actor.floorPoly->normal.x * COLPOLY_NORMAL_FRAC,
- this->actor.floorPoly->normal.y * COLPOLY_NORMAL_FRAC,
- this->actor.floorPoly->normal.z * COLPOLY_NORMAL_FRAC, this->actor.floorPoly->dist,
- &obstacleTop) < -40.0f &&
- Math3D_DistPlaneToPos(
- obstacleFloor->normal.x * COLPOLY_NORMAL_FRAC, obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC,
- obstacleFloor->normal.z * COLPOLY_NORMAL_FRAC, obstacleFloor->dist, &this->actor.world.pos) > 40.0f) {
+ if (Math3D_DistPlaneToPos(
+ COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x), COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y),
+ COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z), this->actor.floorPoly->dist, &obstacleTop) < -40.0f &&
+ Math3D_DistPlaneToPos(COLPOLY_GET_NORMAL(obstacleFloor->normal.x), COLPOLY_GET_NORMAL(obstacleFloor->normal.y),
+ COLPOLY_GET_NORMAL(obstacleFloor->normal.z), obstacleFloor->dist,
+ &this->actor.world.pos) > 40.0f) {
if (movingFast == true && this->action != ENHORSE_ACT_STOPPING) {
this->stateFlags |= ENHORSE_FORCE_REVERSING;
EnHorse_StartBraking(this, play);
@@ -3249,7 +3248,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
return;
}
- ny = obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC;
+ ny = COLPOLY_GET_NORMAL(obstacleFloor->normal.y);
if (ny < 0.81915206f || // cos(35 degrees)
(SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) != 0) ||
(SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7)) {
@@ -3275,7 +3274,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
}
obstacleTop = obstaclePos;
- obstacleTop.y = BgCheck_EntityRaycastFloor3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos);
+ obstacleTop.y = BgCheck_EntityRaycastDown3(&play->colCtx, &obstacleFloor, &bgId, &obstaclePos);
if (obstacleTop.y == BGCHECK_Y_MIN) {
return;
}
@@ -3286,7 +3285,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
return;
}
- ny = obstacleFloor->normal.y * COLPOLY_NORMAL_FRAC;
+ ny = COLPOLY_GET_NORMAL(obstacleFloor->normal.y);
if (ny < 0.81915206f || // cos(35 degrees)
SurfaceType_IsHorseBlocked(&play->colCtx, obstacleFloor, bgId) ||
SurfaceType_GetFloorType(&play->colCtx, obstacleFloor, bgId) == FLOOR_TYPE_7) {
diff --git a/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c b/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c
index e502860872..0c7085b902 100644
--- a/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c
+++ b/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c
@@ -270,19 +270,16 @@ void func_80A68DB0(EnHorseGanon* this, PlayState* play) {
void func_80A68E14(EnHorseGanon* this, PlayState* play) {
s32 pad;
- CollisionPoly* col;
- f32 temp_ret;
- Vec3f v;
- s32 temp1;
+ CollisionPoly* poly;
+ s32 pad2;
+ Vec3f checkPos;
+ s32 bgId;
- v.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x;
- v.y = this->actor.world.pos.y + 60.0f;
- v.z = Math_CosS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.z;
-
- temp_ret = BgCheck_EntityRaycastFloor3(&play->colCtx, &col, &temp1, &v);
-
- this->unk_1F4 = temp_ret;
- this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - temp_ret, 30.0f));
+ checkPos.x = Math_SinS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 60.0f;
+ checkPos.z = Math_CosS(this->actor.shape.rot.y) * 30.0f + this->actor.world.pos.z;
+ this->unk_1F4 = BgCheck_EntityRaycastDown3(&play->colCtx, &poly, &bgId, &checkPos);
+ this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f));
}
void EnHorseGanon_Update(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c
index a3d0c2a05c..a61df481d4 100644
--- a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c
+++ b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c
@@ -557,15 +557,15 @@ void EnHorseNormal_WaitClone(EnHorseNormal* this, PlayState* play) {
void func_80A6C8E0(EnHorseNormal* this, PlayState* play) {
s32 pad;
- CollisionPoly* sp38;
+ CollisionPoly* groundPoly;
s32 pad2;
- Vec3f sp28;
- s32 sp24;
+ Vec3f checkPos;
+ s32 bgId;
- sp28.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
- sp28.y = this->actor.world.pos.y + 60.0f;
- sp28.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
- this->unk_220 = BgCheck_EntityRaycastFloor3(&play->colCtx, &sp38, &sp24, &sp28);
+ checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 60.0f;
+ checkPos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
+ this->unk_220 = BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &bgId, &checkPos);
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_220, 30.0f));
}
diff --git a/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c b/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c
index 8eaf3f3f86..d178b405a8 100644
--- a/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c
+++ b/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c
@@ -217,13 +217,13 @@ void func_80A6DE38(EnHorseZelda* this, PlayState* play) {
s32 pad;
CollisionPoly* poly;
s32 pad2;
- Vec3f pos;
+ Vec3f checkPos;
s32 bgId;
- pos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
- pos.y = this->actor.world.pos.y + 60.0f;
- pos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
- this->unk_1F4 = BgCheck_EntityRaycastFloor3(&play->colCtx, &poly, &bgId, &pos);
+ checkPos.x = (Math_SinS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 60.0f;
+ checkPos.z = (Math_CosS(this->actor.shape.rot.y) * 30.0f) + this->actor.world.pos.z;
+ this->unk_1F4 = BgCheck_EntityRaycastDown3(&play->colCtx, &poly, &bgId, &checkPos);
this->actor.shape.rot.x = RAD_TO_BINANG(Math_FAtan2F(this->actor.world.pos.y - this->unk_1F4, 30.0f));
}
diff --git a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c
index 7ab7ca164d..5b24bc47e5 100644
--- a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c
+++ b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c
@@ -112,14 +112,14 @@ void EnIshi_InitCollider(Actor* thisx, PlayState* play) {
s32 EnIshi_SnapToFloor(EnIshi* this, PlayState* play, f32 arg2) {
CollisionPoly* poly;
- Vec3f pos;
+ Vec3f checkPos;
s32 bgId;
f32 floorY;
- pos.x = this->actor.world.pos.x;
- pos.y = this->actor.world.pos.y + 30.0f;
- pos.z = this->actor.world.pos.z;
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->actor, &pos);
+ checkPos.x = this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 30.0f;
+ checkPos.z = this->actor.world.pos.z;
+ floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->actor, &checkPos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY + arg2;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
diff --git a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c
index e2f691e0af..0110d2ee19 100644
--- a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c
+++ b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c
@@ -99,7 +99,7 @@ void EnKusa_SetupAction(EnKusa* this, EnKusaActionFunc actionFunc) {
s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) {
s32 pad;
- CollisionPoly* poly;
+ CollisionPoly* groundPoly;
Vec3f pos;
s32 bgId;
f32 floorY;
@@ -108,7 +108,7 @@ s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) {
pos.y = this->actor.world.pos.y + 30.0f;
pos.z = this->actor.world.pos.z;
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &poly, &bgId, &this->actor, &pos);
+ floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY + yOffset;
diff --git a/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c b/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c
index f04a4d3a2d..b6803702ad 100644
--- a/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c
+++ b/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c
@@ -74,7 +74,7 @@ void EnNwc_ChickNoop(EnNwcChick* chick, EnNwc* this, PlayState* play) {
}
void EnNwc_ChickBgCheck(EnNwcChick* chick, PlayState* play) {
- CollisionPoly* outPoly;
+ CollisionPoly* groundPoly;
s32 bgId;
Vec3f outPos;
f32 dy;
@@ -90,7 +90,7 @@ void EnNwc_ChickBgCheck(EnNwcChick* chick, PlayState* play) {
//! @bug The use of outPos here is totally wrong. Even if it didn't get overwritten
// by the wall check, it should add an offset to the y-value so the raycast
// doesn't go through the floor and cause the chicks to ignore all floors.
- chick->floorY = BgCheck_EntityRaycastFloor3(&play->colCtx, &outPoly, &bgId, &outPos);
+ chick->floorY = BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &bgId, &outPos);
dy = chick->floorY - chick->pos.y;
if ((0.0f <= dy) && (dy < 40.0f)) {
chick->pos.y = chick->floorY;
diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
index 9bab150750..e8eec1126d 100644
--- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
+++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
@@ -133,7 +133,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play) {
this->numShots = 1;
}
thisx->floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &thisx->floorPoly, &floorBgId, thisx, &thisx->world.pos);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &thisx->floorPoly, &floorBgId, thisx, &thisx->world.pos);
//! @bug calls WaterBox_GetSurfaceImpl directly
if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, thisx->world.pos.x, thisx->world.pos.z, &ySurface,
&outWaterBox) ||
diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
index 688f1d8853..cd803523d4 100644
--- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
+++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
@@ -424,8 +424,8 @@ void EnPoField_WaitForSpawn(EnPoField* this, PlayState* play) {
this->actor.world.pos.x = Math_SinS(player->actor.shape.rot.y) * spawnDist + player->actor.world.pos.x;
this->actor.world.pos.z = Math_CosS(player->actor.shape.rot.y) * spawnDist + player->actor.world.pos.z;
this->actor.world.pos.y = player->actor.world.pos.y + 1000.0f;
- this->actor.world.pos.y = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId,
- &this->actor, &this->actor.world.pos);
+ this->actor.world.pos.y = BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId,
+ &this->actor, &this->actor.world.pos);
if (this->actor.world.pos.y != BGCHECK_Y_MIN) {
this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor);
EnPoField_SetupAppear(this);
diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
index e1b0f7f1dc..1ea543a43d 100644
--- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
+++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
@@ -1195,14 +1195,14 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
} else {
- Vec3f vec;
- s32 sp34;
+ Vec3f checkPos;
+ s32 bgId;
- vec.x = this->actor.world.pos.x;
- vec.y = this->actor.world.pos.y + 10.0f;
- vec.z = this->actor.world.pos.z;
+ checkPos.x = this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 10.0f;
+ checkPos.z = this->actor.world.pos.z;
this->actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp34, &this->actor, &vec);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &checkPos);
}
Collider_UpdateCylinder(&this->actor, &this->collider);
diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
index 746dc74541..93e7a7857e 100644
--- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c
+++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
@@ -984,8 +984,8 @@ void func_80AE089C(EnPoh* this) {
void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) {
EnPoh* this = (EnPoh*)thisx;
s32 pad;
- Vec3f vec;
- s32 sp38;
+ Vec3f checkPos;
+ s32 bgId;
if (this->colliderSph.base.atFlags & AT_HIT) {
this->colliderSph.base.atFlags &= ~AT_HIT;
@@ -1013,11 +1013,11 @@ void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) {
this->actor.shape.rot.y = this->actor.world.rot.y;
}
}
- vec.x = this->actor.world.pos.x;
- vec.y = this->actor.world.pos.y + 20.0f;
- vec.z = this->actor.world.pos.z;
+ checkPos.x = this->actor.world.pos.x;
+ checkPos.y = this->actor.world.pos.y + 20.0f;
+ checkPos.z = this->actor.world.pos.z;
this->actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &sp38, &this->actor, &vec);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &checkPos);
func_80AE089C(this);
this->actor.shape.shadowAlpha = this->lightColor.a;
}
diff --git a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c
index c55be8f1a1..66e0a60591 100644
--- a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c
+++ b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c
@@ -204,7 +204,7 @@ void EnRiverSound_Update(Actor* thisx, PlayState* play) {
pos = &thisx->world.pos;
if (EnRiverSound_GetSfxPos(SEGMENTED_TO_VIRTUAL(path->points), path->count, &player->actor.world.pos, pos)) {
- if (BgCheck_EntityRaycastFloor4(&play->colCtx, &thisx->floorPoly, &bgId, thisx, pos) != BGCHECK_Y_MIN) {
+ if (BgCheck_EntityRaycastDown4(&play->colCtx, &thisx->floorPoly, &bgId, thisx, pos) != BGCHECK_Y_MIN) {
// Get the river sfx frequency based on the speed of the river current under the actor
this->sfxFreqIndex = SurfaceType_GetConveyorSpeed(&play->colCtx, thisx->floorPoly, bgId);
} else {
diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
index b77d2da75c..697b31d86c 100644
--- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c
+++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
@@ -156,7 +156,7 @@ void EnVali_Init(Actor* thisx, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
this->actor.params = BARI_TYPE_NORMAL;
if (this->actor.floorHeight == BGCHECK_Y_MIN) {
diff --git a/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c b/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c
index cdc209d0c1..f0f256b5ca 100644
--- a/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c
+++ b/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c
@@ -5,6 +5,7 @@
*/
#include "z_en_viewer.h"
+#include "overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h"
#include "overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.h"
#include "assets/objects/object_zl4/object_zl4.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
@@ -57,26 +58,26 @@ static EnViewerInitData sInitData[] = {
{ OBJECT_ZL4, OBJECT_OPENING_DEMO1, 1, 0, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_ZELDA, &gChildZeldaSkel,
&object_opening_demo1_Anim_000450 },
/* ENVIEWER_TYPE_3_GANONDORF */
- { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &object_gndd_Skel_0119E8,
- &object_gndd_Anim_002928 },
+ { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &gYoungGanondorfSkel,
+ &gYoungGanondorfHorsebackIdleAnim },
/* ENVIEWER_TYPE_4_HORSE_GANONDORF */
{ OBJECT_HORSE_GANON, OBJECT_HORSE_GANON, 1, 0, ENVIEWER_SHADOW_HORSE, 20, ENVIEWER_DRAW_HORSE, &gHorseGanonSkel,
&gHorseGanonRearingAnim },
/* ENVIEWER_TYPE_5_GANONDORF */
- { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &object_gndd_Skel_0119E8,
- &object_gndd_Anim_0005B4 },
+ { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &gYoungGanondorfSkel,
+ &gYoungGanondorfHorsebackRideAnim },
/* ENVIEWER_TYPE_6_HORSE_GANONDORF */
{ OBJECT_HORSE_GANON, OBJECT_HORSE_GANON, 1, 0, ENVIEWER_SHADOW_HORSE, 20, ENVIEWER_DRAW_HORSE, &gHorseGanonSkel,
&gHorseGanonGallopingAnim },
/* ENVIEWER_TYPE_7_GANONDORF */
- { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &object_gndd_Skel_0119E8,
- &object_gndd_Anim_004260 },
+ { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &gYoungGanondorfSkel,
+ &gYoungGanondorfArmsCrossedAnim },
/* ENVIEWER_TYPE_8_GANONDORF */
- { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &object_gndd_Skel_0119E8,
- &object_gndd_Anim_0050A8 },
+ { OBJECT_GNDD, OBJECT_GNDD, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &gYoungGanondorfSkel,
+ &gYoungGanondorfWalkAnim },
/* ENVIEWER_TYPE_9_GANONDORF */
- { OBJECT_GANON, OBJECT_GANON, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &gDorfSkel,
- &object_ganon_Anim_011348 },
+ { OBJECT_GANON, OBJECT_GANON, 1, -6, ENVIEWER_SHADOW_NONE, 10, ENVIEWER_DRAW_GANONDORF, &gGanondorfSkel,
+ &gGanondorfEndingFloatAnim },
};
static EnGanonMant* sGanondorfCape;
@@ -281,8 +282,8 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.npcActions[1] != NULL) {
if (play->csCtx.npcActions[1]->action == 2 && sTimer == 0) {
if (type == ENVIEWER_TYPE_3_GANONDORF) {
- if (this->skin.skelAnime.animation != &object_gndd_Anim_002928) {
- Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &object_gndd_Anim_002928, 1.0f);
+ if (this->skin.skelAnime.animation != &gYoungGanondorfHorsebackIdleAnim) {
+ Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &gYoungGanondorfHorsebackIdleAnim, 1.0f);
}
} else if (this->skin.skelAnime.animation != &gHorseGanonIdleAnim) {
Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &gHorseGanonIdleAnim, 1.0f);
@@ -290,8 +291,8 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
} else if (play->csCtx.npcActions[1]->action == 1) {
sTimer = 100;
if (type == ENVIEWER_TYPE_3_GANONDORF) {
- if (this->skin.skelAnime.animation != &object_gndd_Anim_001D28) {
- Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &object_gndd_Anim_001D28, 1.0f);
+ if (this->skin.skelAnime.animation != &gYoungGanondorfHorsebackRearAnim) {
+ Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &gYoungGanondorfHorsebackRearAnim, 1.0f);
}
} else if (this->skin.skelAnime.animation != &gHorseGanonRearingAnim) {
Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &gHorseGanonRearingAnim, 1.0f);
@@ -300,44 +301,49 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
switch (this->state) {
case 0:
if (play->csCtx.npcActions[1]->action == 4) {
- Animation_MorphToPlayOnce(&this->skin.skelAnime, &object_gndd_Anim_000F54, -5.0f);
+ Animation_MorphToPlayOnce(&this->skin.skelAnime,
+ &gYoungGanondorfHorsebackLookSidewaysStartAnim, -5.0f);
this->state++;
}
break;
case 1:
if (animationEnded) {
- Animation_MorphToLoop(&this->skin.skelAnime, &object_gndd_Anim_0014F4, -5.0f);
+ Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfHorsebackLookSidewaysLoopAnim,
+ -5.0f);
this->state++;
}
break;
case 2:
if (play->csCtx.npcActions[1]->action == 5) {
- Animation_MorphToPlayOnce(&this->skin.skelAnime, &object_gndd_Anim_0008A0, -5.0f);
+ Animation_MorphToPlayOnce(&this->skin.skelAnime,
+ &gYoungGanondorfHorsebackMagicChargeUpStartAnim, -5.0f);
this->state++;
}
break;
case 3:
if (animationEnded) {
- Animation_MorphToLoop(&this->skin.skelAnime, &object_gndd_Anim_000BC8, -5.0f);
+ Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfHorsebackMagicChargeUpLoopAnim,
+ -5.0f);
this->state++;
}
break;
case 4:
if (play->csCtx.npcActions[1]->action == 11) {
- Animation_MorphToLoop(&this->skin.skelAnime, &object_gndd_Anim_0014F4, -20.0f);
+ Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfHorsebackLookSidewaysLoopAnim,
+ -20.0f);
this->state++;
}
break;
case 5:
if (play->csCtx.npcActions[1]->action == 8) {
- Animation_MorphToLoop(&this->skin.skelAnime, &object_gndd_Anim_002928, -15.0f);
+ Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfHorsebackIdleAnim, -15.0f);
this->state++;
}
break;
case 6:
if (play->csCtx.npcActions[1]->action == 12) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_VOICE_DEMO);
- Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &object_gndd_Anim_0005B4, 3.0f);
+ Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &gYoungGanondorfHorsebackRideAnim, 3.0f);
this->state++;
}
break;
@@ -432,13 +438,13 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
play->csCtx.npcActions[1]->action == 7) {
Audio_PlaySfxGeneral(NA_SE_EN_GANON_LAUGH, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- Animation_MorphToPlayOnce(&this->skin.skelAnime, &object_gndd_Anim_004534, -5.0f);
+ Animation_MorphToPlayOnce(&this->skin.skelAnime, &gYoungGanondorfLaughStartAnim, -5.0f);
this->state++;
}
break;
case 1:
if (animationEnded) {
- Animation_MorphToLoop(&this->skin.skelAnime, &object_gndd_Anim_0048B0, -5.0f);
+ Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfLaughLoopAnim, -5.0f);
this->state++;
}
break;
@@ -448,26 +454,26 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
case 0:
if (play->csCtx.state != CS_STATE_IDLE) {
if (play->csCtx.npcActions[1] != NULL && play->csCtx.npcActions[1]->action == 9) {
- Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &object_gndd_Anim_0050A8, 1.0f);
+ Animation_PlayLoopSetSpeed(&this->skin.skelAnime, &gYoungGanondorfWalkAnim, 1.0f);
this->state++;
}
}
break;
case 1:
if (play->csCtx.npcActions[1]->action == 10) {
- Animation_MorphToPlayOnce(&this->skin.skelAnime, &object_gndd_Anim_003284, -10.0f);
+ Animation_MorphToPlayOnce(&this->skin.skelAnime, &gYoungGanondorfKneelStartAnim, -10.0f);
this->state++;
}
break;
case 2:
if (animationEnded) {
- Animation_MorphToLoop(&this->skin.skelAnime, &object_gndd_Anim_003D84, -5.0f);
+ Animation_MorphToLoop(&this->skin.skelAnime, &gYoungGanondorfKneelLoopAnim, -5.0f);
this->state++;
}
break;
case 3:
if (play->csCtx.npcActions[1]->action == 4) {
- Animation_MorphToPlayOnce(&this->skin.skelAnime, &object_gndd_Anim_003428, -5.0f);
+ Animation_MorphToPlayOnce(&this->skin.skelAnime, &gYoungGanondorfKneelLookSidewaysAnim, -5.0f);
this->state++;
}
break;
@@ -489,14 +495,14 @@ s32 EnViewer_Ganondorf3OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dL
void* thisx) {
if (gSaveContext.sceneLayer == 4) {
if (play->csCtx.frames >= 400) {
- if (limbIndex == 5) {
- *dList = object_gndd_DL_00E1A8;
+ if (limbIndex == YOUNG_GANONDORF_LIMB_LEFT_HAND) {
+ *dList = gYoungGanondorfOpenLeftHandDL;
}
}
} else {
if (play->csCtx.frames >= 1510 && play->csCtx.frames <= 1650) {
- if (limbIndex == 5) {
- *dList = object_gndd_DL_00E1A8;
+ if (limbIndex == YOUNG_GANONDORF_LIMB_LEFT_HAND) {
+ *dList = gYoungGanondorfOpenLeftHandDL;
}
}
}
@@ -504,12 +510,12 @@ s32 EnViewer_Ganondorf3OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dL
}
void EnViewer_Ganondorf9PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
- if (limbIndex == 11) {
+ if (limbIndex == GANONDORF_LIMB_JEWEL) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1365);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_viewer.c", 1370),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_ganon_DL_00BE90));
+ gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
CLOSE_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1372);
}
}
@@ -517,7 +523,7 @@ void EnViewer_Ganondorf9PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList
void EnViewer_GanondorfPostLimbDrawUpdateCapeVec(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
- if (limbIndex == 15) {
+ if (limbIndex == YOUNG_GANONDORF_LIMB_HEAD) {
Matrix_MultVec3f(&zeroVec, &sGanondorfNeckWorldPos);
}
}
@@ -535,23 +541,23 @@ void EnViewer_DrawGanondorf(EnViewer* this, PlayState* play) {
}
if (frames + 1127 >= play->csCtx.frames) {
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F178));
- gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F178));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeOpenTex));
+ gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeOpenTex));
} else if (frames + 1128 >= play->csCtx.frames) {
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F378));
- gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F378));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeHalfTex));
+ gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeHalfTex));
} else if (frames + 1129 >= play->csCtx.frames) {
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F578));
- gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F578));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeClosedTex));
+ gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeClosedTex));
} else {
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F778));
- gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&object_gndd_Tex_00F778));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeLookingDownTex));
+ gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&gYoungGanondorfEyeLookingDownTex));
}
} else if (type == ENVIEWER_TYPE_9_GANONDORF) {
- gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&object_ganon_Tex_00A4E0));
+ gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&gGanondorfCrazedEyeTex));
}
if (type == ENVIEWER_TYPE_9_GANONDORF) {
diff --git a/src/overlays/actors/ovl_En_Viewer/z_en_viewer.h b/src/overlays/actors/ovl_En_Viewer/z_en_viewer.h
index 6d4cf91200..c24e0ff838 100644
--- a/src/overlays/actors/ovl_En_Viewer/z_en_viewer.h
+++ b/src/overlays/actors/ovl_En_Viewer/z_en_viewer.h
@@ -58,6 +58,34 @@ typedef struct {
/* 0x30 */ u8 state;
} EnViewerFireEffect; // size = 0x34
+typedef enum {
+ /* 0 */ YOUNG_GANONDORF_LIMB_NONE,
+ /* 1 */ YOUNG_GANONDORF_LIMB_ROOT,
+ /* 2 */ YOUNG_GANONDORF_LIMB_TORSO,
+ /* 3 */ YOUNG_GANONDORF_LIMB_LEFT_UPPER_ARM,
+ /* 4 */ YOUNG_GANONDORF_LIMB_LEFT_FOREARM,
+ /* 5 */ YOUNG_GANONDORF_LIMB_LEFT_HAND,
+ /* 6 */ YOUNG_GANONDORF_LIMB_RIGHT_UPPER_ARM,
+ /* 7 */ YOUNG_GANONDORF_LIMB_RIGHT_FOREARM,
+ /* 8 */ YOUNG_GANONDORF_LIMB_RIGHT_HAND,
+ /* 9 */ YOUNG_GANONDORF_LIMB_JEWEL,
+ /* 10 */ YOUNG_GANONDORF_LIMB_LEFT_UPPER_LIP,
+ /* 11 */ YOUNG_GANONDORF_LIMB_JAW,
+ /* 12 */ YOUNG_GANONDORF_LIMB_CHIN,
+ /* 13 */ YOUNG_GANONDORF_LIMB_RIGHT_UPPER_LIP,
+ /* 14 */ YOUNG_GANONDORF_LIMB_TEETH,
+ /* 15 */ YOUNG_GANONDORF_LIMB_HEAD,
+ /* 16 */ YOUNG_GANONDORF_LIMB_PELVIS,
+ /* 17 */ YOUNG_GANONDORF_LIMB_LEFT_THIGH,
+ /* 18 */ YOUNG_GANONDORF_LIMB_LEFT_SHIN,
+ /* 19 */ YOUNG_GANONDORF_LIMB_LEFT_FOOT,
+ /* 20 */ YOUNG_GANONDORF_LIMB_KNIFE,
+ /* 21 */ YOUNG_GANONDORF_LIMB_RIGHT_THIGH,
+ /* 22 */ YOUNG_GANONDORF_LIMB_RIGHT_SHIN,
+ /* 23 */ YOUNG_GANONDORF_LIMB_RIGHT_FOOT,
+ /* 24 */ YOUNG_GANONDORF_LIMB_MAX
+} YoungGanondorfLimb;
+
typedef struct EnViewer {
/* 0x0000 */ Actor actor;
/* 0x014C */ Skin skin;
diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
index da9ed88c36..7a9aa3a7d7 100644
--- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
+++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
@@ -218,7 +218,7 @@ void func_80B32804(EnWeiyer* this, PlayState* play) {
this->actor.world.pos.y += 0.5f;
this->actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
if (!WaterBox_GetSurfaceImpl(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z,
&this->actor.home.pos.y, &waterBox) ||
diff --git a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
index 2f6b6b0b54..0de5eb0265 100644
--- a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
+++ b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
@@ -162,7 +162,7 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) {
f32 actorScale;
PlayState* play = play2;
EnWood02* this = (EnWood02*)thisx;
- CollisionPoly* outPoly;
+ CollisionPoly* poly;
s32 bgId;
f32 floorY;
s16 extraRot;
@@ -280,7 +280,7 @@ void EnWood02_Init(Actor* thisx, PlayState* play2) {
// Snap to floor, or remove if over void
this->actor.world.pos.y += 200.0f;
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &outPoly, &bgId, &this->actor, &this->actor.world.pos);
+ floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &poly, &bgId, &this->actor, &this->actor.world.pos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY;
diff --git a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c
index 083c67a663..55502e6be1 100644
--- a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c
+++ b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c
@@ -151,14 +151,14 @@ void ObjBean_InitDynaPoly(ObjBean* this, PlayState* play, CollisionHeader* colli
}
void ObjBean_FindFloor(ObjBean* this, PlayState* play) {
- Vec3f vec;
- s32 sp20;
+ Vec3f checkPos;
+ s32 bgId;
- vec.x = this->dyna.actor.world.pos.x;
- vec.y = this->dyna.actor.world.pos.y + 29.999998f;
- vec.z = this->dyna.actor.world.pos.z;
+ checkPos.x = this->dyna.actor.world.pos.x;
+ checkPos.y = this->dyna.actor.world.pos.y + 29.999998f;
+ checkPos.z = this->dyna.actor.world.pos.z;
this->dyna.actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &sp20, &this->dyna.actor, &vec);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &checkPos);
}
void func_80B8EBC8(ObjBean* this) {
diff --git a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c
index 5e33f6c36e..172d96145c 100644
--- a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c
+++ b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c
@@ -189,13 +189,13 @@ void func_80B967C0(ObjLift* this) {
void func_80B96840(ObjLift* this, PlayState* play) {
s32 pad;
s32 bgId;
- Vec3f sp2C;
+ Vec3f pos;
Actor_MoveForward(&this->dyna.actor);
- Math_Vec3f_Copy(&sp2C, &this->dyna.actor.prevPos);
- sp2C.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1];
+ Math_Vec3f_Copy(&pos, &this->dyna.actor.prevPos);
+ pos.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1];
this->dyna.actor.floorHeight =
- BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &sp2C);
+ BgCheck_EntityRaycastDown4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &pos);
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >=
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
diff --git a/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c b/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c
index 60b80fd0ce..f1c6d6df90 100644
--- a/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c
+++ b/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c
@@ -333,7 +333,7 @@ void ObjOshihiki_SetFloors(ObjOshihiki* this, PlayState* play) {
floorPoly = &this->floorPolys[i];
floorBgId = &this->floorBgIds[i];
this->floorHeights[i] =
- BgCheck_EntityRaycastFloor6(&play->colCtx, floorPoly, floorBgId, &this->dyna.actor, &colCheckPoint, 0.0f);
+ BgCheck_EntityRaycastDown6(&play->colCtx, floorPoly, floorBgId, &this->dyna.actor, &colCheckPoint, 0.0f);
}
}
diff --git a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
index c8fe29cc95..1d2d25d0d5 100644
--- a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
+++ b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
@@ -98,17 +98,17 @@ void ObjTsubo_ApplyGravity(ObjTsubo* this) {
}
s32 ObjTsubo_SnapToFloor(ObjTsubo* this, PlayState* play) {
- CollisionPoly* floorPoly;
+ CollisionPoly* groundPoly;
Vec3f pos;
- s32 bgID;
- f32 floorY;
+ s32 bgId;
+ f32 groundY;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 20.0f;
pos.z = this->actor.world.pos.z;
- floorY = BgCheck_EntityRaycastFloor4(&play->colCtx, &floorPoly, &bgID, &this->actor, &pos);
- if (floorY > BGCHECK_Y_MIN) {
- this->actor.world.pos.y = floorY;
+ groundY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos);
+ if (groundY > BGCHECK_Y_MIN) {
+ this->actor.world.pos.y = groundY;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
return true;
} else {
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index d4b17efa64..b82f11ce93 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -4274,7 +4274,7 @@ Actor* Player_SpawnFairy(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3
f32 func_808396F4(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3, CollisionPoly** arg4, s32* arg5) {
func_808395DC(this, &this->actor.world.pos, arg2, arg3);
- return BgCheck_EntityRaycastFloor3(&play->colCtx, arg4, arg5, arg3);
+ return BgCheck_EntityRaycastDown3(&play->colCtx, arg4, arg5, arg3);
}
f32 func_8083973C(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3) {
@@ -4309,8 +4309,8 @@ s32 func_80839800(Player* this, PlayState* play) {
s32 frontRoom;
Actor* attachedActor;
LinkAnimationHeader* sp5C;
- CollisionPoly* sp58;
- Vec3f sp4C;
+ CollisionPoly* groundPoly;
+ Vec3f checkPos;
if ((this->doorType != PLAYER_DOORTYPE_NONE) &&
(!(this->stateFlags1 & PLAYER_STATE1_11) ||
@@ -4428,13 +4428,14 @@ s32 func_80839800(Player* this, PlayState* play) {
Actor_DisableLens(play);
if (ENDOOR_GET_TYPE(doorActor) == DOOR_SCENEEXIT) {
- sp4C.x = doorActor->world.pos.x - (sp6C * sp74);
- sp4C.y = doorActor->world.pos.y + 10.0f;
- sp4C.z = doorActor->world.pos.z - (sp6C * sp78);
+ checkPos.x = doorActor->world.pos.x - (sp6C * sp74);
+ checkPos.y = doorActor->world.pos.y + 10.0f;
+ checkPos.z = doorActor->world.pos.z - (sp6C * sp78);
- BgCheck_EntityRaycastFloor1(&play->colCtx, &sp58, &sp4C);
+ BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &checkPos);
- if (func_80839034(play, this, sp58, BGCHECK_SCENE)) {
+ //! @bug groundPoly's bgId is not guaranteed to be BGCHECK_SCENE
+ if (func_80839034(play, this, groundPoly, BGCHECK_SCENE)) {
gSaveContext.entranceSpeed = 2.0f;
gSaveContext.entranceSound = NA_SE_OC_DOOR_OPEN;
}
@@ -9766,7 +9767,7 @@ void func_80847BA0(PlayState* play, Player* this) {
f32 wallPolyNormalY = COLPOLY_GET_NORMAL(wallPoly->normal.y);
f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(wallPoly->normal.z);
f32 wallHeight;
- CollisionPoly* sp7C;
+ CollisionPoly* groundPoly;
CollisionPoly* sp78;
s32 sp74;
Vec3f sp68;
@@ -9782,7 +9783,7 @@ void func_80847BA0(PlayState* play, Player* this) {
sp68.z = this->actor.world.pos.z - (spB0 * wallPolyNormalZ);
sp68.y = this->actor.world.pos.y + this->ageProperties->unk_0C;
- sp64 = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp7C, &sp68);
+ sp64 = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &sp68);
wallHeight = sp64 - this->actor.world.pos.y;
this->wallHeight = wallHeight;
@@ -9800,7 +9801,7 @@ void func_80847BA0(PlayState* play, Player* this) {
this->wallHeight = 399.96002f;
} else if (SurfaceType_CheckWallFlag0(&play->colCtx, wallPoly, this->actor.wallBgId) == 0) {
if (this->ageProperties->unk_1C <= this->wallHeight) {
- if (ABS(sp7C->normal.y) > 28000) {
+ if (ABS(groundPoly->normal.y) > 28000) {
if (this->ageProperties->unk_14 <= this->wallHeight) {
spC7 = 4;
} else if (this->ageProperties->unk_18 <= this->wallHeight) {
@@ -11386,7 +11387,7 @@ static struct_80832924 D_808548A8[] = {
void func_8084C5F8(Player* this, PlayState* play) {
s32 temp;
f32* sp38;
- CollisionPoly* sp34;
+ CollisionPoly* groundPoly;
s32 sp30;
Vec3f sp24;
@@ -11416,8 +11417,8 @@ void func_8084C5F8(Player* this, PlayState* play) {
sp24.x = this->actor.world.pos.x;
sp24.y = this->actor.world.pos.y + 20.0f;
sp24.z = this->actor.world.pos.z;
- if (BgCheck_EntityRaycastFloor3(&play->colCtx, &sp34, &sp30, &sp24) != 0.0f) {
- this->unk_89E = SurfaceType_GetSfxType(&play->colCtx, sp34, sp30);
+ if (BgCheck_EntityRaycastDown3(&play->colCtx, &groundPoly, &sp30, &sp24) != 0.0f) {
+ this->unk_89E = SurfaceType_GetSfxType(&play->colCtx, groundPoly, sp30);
func_808328A0(this);
}
}
diff --git a/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c b/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c
index 0ac1b73e02..dabe791b77 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c
@@ -51,9 +51,9 @@ void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this) {
s32 pad1;
s32 pad2;
MtxF mf;
- f32 temp;
+ f32 yIntersect;
Vec3f pos;
- CollisionPoly* floorPoly;
+ CollisionPoly* groundPoly;
OPEN_DISPS(play->state.gfxCtx, "../z_eff_ss_dead_ds.c", 157);
@@ -65,21 +65,21 @@ void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this) {
if (this->rTimer == 0) {
Vec3s rpy;
- Vec3f sp44;
+ Vec3f prevPos;
- sp44.x = pos.x - this->velocity.x;
- sp44.y = pos.y - this->velocity.y;
- sp44.z = pos.z - this->velocity.z;
+ prevPos.x = pos.x - this->velocity.x;
+ prevPos.y = pos.y - this->velocity.y;
+ prevPos.z = pos.z - this->velocity.z;
- if (BgCheck_EntitySphVsWall1(&play->colCtx, &this->pos, &pos, &sp44, 1.5f, &floorPoly, 1.0f)) {
- func_80038A28(floorPoly, this->pos.x, this->pos.y, this->pos.z, &mf);
+ if (BgCheck_EntitySphVsWall1(&play->colCtx, &this->pos, &pos, &prevPos, 1.5f, &groundPoly, 1.0f)) {
+ func_80038A28(groundPoly, this->pos.x, this->pos.y, this->pos.z, &mf);
Matrix_Put(&mf);
} else {
pos.y++;
- temp = BgCheck_EntityRaycastFloor1(&play->colCtx, &floorPoly, &pos);
+ yIntersect = BgCheck_EntityRaycastDown1(&play->colCtx, &groundPoly, &pos);
- if (floorPoly != NULL) {
- func_80038A28(floorPoly, this->pos.x, temp + 1.5f, this->pos.z, &mf);
+ if (groundPoly != NULL) {
+ func_80038A28(groundPoly, this->pos.x, yIntersect + 1.5f, this->pos.z, &mf);
Matrix_Put(&mf);
} else {
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
diff --git a/src/overlays/gamestates/ovl_file_choose/z_file_choose.c b/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
index d614cfd167..ec1126b4d5 100644
--- a/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
+++ b/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
@@ -235,11 +235,11 @@ void FileSelect_UpdateMainMenu(GameState* thisx) {
}
}
} else {
- if (ABS(this->stickRelY) > 30) {
+ if (ABS(this->stickAdjY) > 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- if (this->stickRelY > 30) {
+ if (this->stickAdjY > 30) {
this->buttonIndex--;
if (this->buttonIndex < FS_BTN_MAIN_FILE_1) {
this->buttonIndex = FS_BTN_MAIN_OPTIONS;
@@ -1337,7 +1337,7 @@ void FileSelect_ConfirmFile(GameState* thisx) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CLOSE, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->selectMode++;
- } else if (ABS(this->stickRelY) >= 30) {
+ } else if (ABS(this->stickAdjY) >= 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->confirmButtonIndex ^= 1;
@@ -1611,28 +1611,28 @@ void FileSelect_Main(GameState* thisx) {
Gfx_SetupFrame(this->state.gfxCtx, 0, 0, 0);
- this->stickRelX = input->rel.stick_x;
- this->stickRelY = input->rel.stick_y;
+ this->stickAdjX = input->rel.stick_x;
+ this->stickAdjY = input->rel.stick_y;
- if (this->stickRelX < -30) {
+ if (this->stickAdjX < -30) {
if (this->stickXDir == -1) {
this->inputTimerX--;
if (this->inputTimerX < 0) {
this->inputTimerX = 2;
} else {
- this->stickRelX = 0;
+ this->stickAdjX = 0;
}
} else {
this->inputTimerX = 10;
this->stickXDir = -1;
}
- } else if (this->stickRelX > 30) {
+ } else if (this->stickAdjX > 30) {
if (this->stickXDir == 1) {
this->inputTimerX--;
if (this->inputTimerX < 0) {
this->inputTimerX = 2;
} else {
- this->stickRelX = 0;
+ this->stickAdjX = 0;
}
} else {
this->inputTimerX = 10;
@@ -1642,25 +1642,25 @@ void FileSelect_Main(GameState* thisx) {
this->stickXDir = 0;
}
- if (this->stickRelY < -30) {
+ if (this->stickAdjY < -30) {
if (this->stickYDir == -1) {
this->inputTimerY -= 1;
if (this->inputTimerY < 0) {
this->inputTimerY = 2;
} else {
- this->stickRelY = 0;
+ this->stickAdjY = 0;
}
} else {
this->inputTimerY = 10;
this->stickYDir = -1;
}
- } else if (this->stickRelY > 30) {
+ } else if (this->stickAdjY > 30) {
if (this->stickYDir == 1) {
this->inputTimerY -= 1;
if (this->inputTimerY < 0) {
this->inputTimerY = 2;
} else {
- this->stickRelY = 0;
+ this->stickAdjY = 0;
}
} else {
this->inputTimerY = 10;
diff --git a/src/overlays/gamestates/ovl_file_choose/z_file_copy_erase.c b/src/overlays/gamestates/ovl_file_choose/z_file_copy_erase.c
index b8b6608a1d..130340cf52 100644
--- a/src/overlays/gamestates/ovl_file_choose/z_file_copy_erase.c
+++ b/src/overlays/gamestates/ovl_file_choose/z_file_copy_erase.c
@@ -85,11 +85,11 @@ void FileSelect_SelectCopySource(GameState* thisx) {
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else {
- if (ABS(this->stickRelY) >= 30) {
+ if (ABS(this->stickAdjY) >= 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- if (this->stickRelY >= 30) {
+ if (this->stickAdjY >= 30) {
this->buttonIndex--;
if (this->buttonIndex < FS_BTN_COPY_FILE_1) {
@@ -201,11 +201,11 @@ void FileSelect_SelectCopyDest(GameState* thisx) {
}
} else {
- if (ABS(this->stickRelY) >= 30) {
+ if (ABS(this->stickAdjY) >= 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- if (this->stickRelY >= 30) {
+ if (this->stickAdjY >= 30) {
this->buttonIndex--;
if (this->buttonIndex == this->selectedFileIndex) {
@@ -387,7 +387,7 @@ void FileSelect_CopyConfirm(GameState* thisx) {
func_800AA000(300.0f, 0xB4, 0x14, 0x64);
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_DECIDE_L, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- } else if (ABS(this->stickRelY) >= 30) {
+ } else if (ABS(this->stickAdjY) >= 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->buttonIndex ^= 1;
@@ -716,11 +716,11 @@ void FileSelect_EraseSelect(GameState* thisx) {
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else {
- if (ABS(this->stickRelY) >= 30) {
+ if (ABS(this->stickAdjY) >= 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- if (this->stickRelY >= 30) {
+ if (this->stickAdjY >= 30) {
this->buttonIndex--;
if (this->buttonIndex < FS_BTN_ERASE_FILE_1) {
this->buttonIndex = FS_BTN_ERASE_QUIT;
@@ -852,7 +852,7 @@ void FileSelect_EraseConfirm(GameState* thisx) {
this->nextTitleLabel = FS_TITLE_ERASE_COMPLETE;
func_800AA000(200.0f, 0xFF, 0x14, 0x96);
sEraseDelayTimer = 15;
- } else if (ABS(this->stickRelY) >= 30) {
+ } else if (ABS(this->stickAdjY) >= 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->buttonIndex ^= 1;
diff --git a/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c b/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c
index 21cb4b58b9..360c00175b 100644
--- a/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c
+++ b/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c
@@ -520,7 +520,7 @@ void FileSelect_UpdateKeyboardCursor(GameState* thisx) {
this->kbdButton = 99;
if (this->kbdY != 5) {
- if (this->stickRelX < -30) {
+ if (this->stickAdjX < -30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->charIndex--;
@@ -529,7 +529,7 @@ void FileSelect_UpdateKeyboardCursor(GameState* thisx) {
this->kbdX = 12;
this->charIndex = (this->kbdY * 13) + this->kbdX;
}
- } else if (this->stickRelX > 30) {
+ } else if (this->stickAdjX > 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->charIndex++;
@@ -540,14 +540,14 @@ void FileSelect_UpdateKeyboardCursor(GameState* thisx) {
}
}
} else {
- if (this->stickRelX < -30) {
+ if (this->stickAdjX < -30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->kbdX--;
if (this->kbdX < 3) {
this->kbdX = 4;
}
- } else if (this->stickRelX > 30) {
+ } else if (this->stickAdjX > 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->kbdX++;
@@ -557,7 +557,7 @@ void FileSelect_UpdateKeyboardCursor(GameState* thisx) {
}
}
- if (this->stickRelY > 30) {
+ if (this->stickAdjY > 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->kbdY--;
@@ -589,7 +589,7 @@ void FileSelect_UpdateKeyboardCursor(GameState* thisx) {
this->charIndex += this->kbdX;
}
}
- } else if (this->stickRelY < -30) {
+ } else if (this->stickAdjY < -30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->kbdY++;
@@ -688,7 +688,7 @@ void FileSelect_UpdateOptionsMenu(GameState* thisx) {
return;
}
- if (this->stickRelX < -30) {
+ if (this->stickAdjX < -30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@@ -702,7 +702,7 @@ void FileSelect_UpdateOptionsMenu(GameState* thisx) {
} else {
gSaveContext.zTargetSetting ^= 1;
}
- } else if (this->stickRelX > 30) {
+ } else if (this->stickAdjX > 30) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@@ -717,7 +717,7 @@ void FileSelect_UpdateOptionsMenu(GameState* thisx) {
}
}
- if ((this->stickRelY < -30) || (this->stickRelY > 30)) {
+ if ((this->stickAdjY < -30) || (this->stickAdjY > 30)) {
Audio_PlaySfxGeneral(NA_SE_SY_FSEL_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
sSelectedSetting ^= 1;
diff --git a/src/overlays/misc/ovl_kaleido_scope/z_kaleido_collect.c b/src/overlays/misc/ovl_kaleido_scope/z_kaleido_collect.c
index 306feed39e..0398cf07fe 100644
--- a/src/overlays/misc/ovl_kaleido_scope/z_kaleido_collect.c
+++ b/src/overlays/misc/ovl_kaleido_scope/z_kaleido_collect.c
@@ -384,6 +384,10 @@ void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx) {
// QUEST_MEDALLION_FOREST, QUEST_MEDALLION_FIRE, QUEST_MEDALLION_WATER, QUEST_MEDALLION_SPIRIT,
// QUEST_MEDALLION_SHADOW, QUEST_MEDALLION_LIGHT
+ // Draw medallions
+ // QUEST_MEDALLION_FOREST, QUEST_MEDALLION_FIRE, QUEST_MEDALLION_WATER, QUEST_MEDALLION_SPIRIT,
+ // QUEST_MEDALLION_SHADOW, QUEST_MEDALLION_LIGHT
+
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
diff --git a/src/overlays/misc/ovl_kaleido_scope/z_kaleido_prompt.c b/src/overlays/misc/ovl_kaleido_scope/z_kaleido_prompt.c
index 875790a7cf..806bab8286 100644
--- a/src/overlays/misc/ovl_kaleido_scope/z_kaleido_prompt.c
+++ b/src/overlays/misc/ovl_kaleido_scope/z_kaleido_prompt.c
@@ -5,18 +5,18 @@ static s16 sKaleidoPromptCursorAlphaVals[] = { 100, 255 };
void KaleidoScope_UpdatePrompt(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
Input* input = &play->state.input[0];
- s8 relStickX = input->rel.stick_x;
+ s8 stickAdjX = input->rel.stick_x;
s16 step;
if (((pauseCtx->state == PAUSE_STATE_SAVE_PROMPT) &&
(pauseCtx->savePromptSubState == PAUSE_SAVE_PROMPT_STATE_WAIT_CHOICE)) ||
(pauseCtx->state == PAUSE_STATE_14) || (pauseCtx->state == PAUSE_STATE_16)) {
- if ((pauseCtx->promptChoice == 0) && (relStickX >= 30)) {
+ if ((pauseCtx->promptChoice == 0) && (stickAdjX >= 30)) {
Audio_PlaySfxGeneral(NA_SE_SY_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
pauseCtx->promptChoice = 4;
- } else if ((pauseCtx->promptChoice != 0) && (relStickX <= -30)) {
+ } else if ((pauseCtx->promptChoice != 0) && (stickAdjX <= -30)) {
Audio_PlaySfxGeneral(NA_SE_SY_CURSOR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
pauseCtx->promptChoice = 0;