diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c index 74f9988cd8..dbd0550f8c 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -544,10 +544,10 @@ u8 EnMd_ShouldSpawn(EnMd* this, PlayState* play) { void EnMd_UpdateEyes(EnMd* this) { if (DECR(this->blinkTimer) == 0) { - this->eyeIdx++; - if (this->eyeIdx > ENMD_EYE_CLOSED) { + this->eyeTexIndex++; + if (this->eyeTexIndex > ENMD_EYE_CLOSED) { this->blinkTimer = Rand_S16Offset(30, 30); - this->eyeIdx = ENMD_EYE_OPEN; + this->eyeTexIndex = ENMD_EYE_OPEN; } } } @@ -897,10 +897,10 @@ void EnMd_Draw(Actor* thisx, PlayState* play) { OPEN_DISPS(play->state.gfxCtx, "../z_en_md.c", 1280); if (this->alpha == 255) { - gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIdx])); + gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIndex])); func_80034BA0(play, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha); } else if (this->alpha != 0) { - gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIdx])); + gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIndex])); func_80034CC4(play, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha); } diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.h b/src/overlays/actors/ovl_En_Md/z_en_md.h index 2f4139142f..d741321c78 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.h +++ b/src/overlays/actors/ovl_En_Md/z_en_md.h @@ -49,7 +49,7 @@ typedef struct EnMd { /* 0x020A */ u8 animEntry; // each one changes animation info and waits /* 0x020B */ u8 animState; // defines a sequence of animation entries /* 0x020C */ s16 blinkTimer; - /* 0x020E */ s16 eyeIdx; + /* 0x020E */ s16 eyeTexIndex; /* 0x0210 */ s16 alpha; /* 0x0212 */ s16 waypoint; /* 0x0214 */ s16 unk_214[ENMD_LIMB_MAX];