diff --git a/include/functions.h b/include/functions.h index 8a3e3f526b..fe0a927a9c 100644 --- a/include/functions.h +++ b/include/functions.h @@ -1080,8 +1080,8 @@ s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx); s32 Player_ActionToMagicSpell(Player* player, s32 actionParam); s32 Player_HoldsHookshot(Player* player); s32 func_8008F128(Player* player); -s32 Player_ActionToSword(s32 actionParam); -s32 Player_GetSwordHeld(Player* player); +s32 Player_ActionToMeleeWeapon(s32 actionParam); +s32 Player_GetMeleeWeaponHeld(Player* player); s32 Player_HoldsTwoHandedWeapon(Player* player); s32 Player_HoldsBrokenKnife(Player* player); s32 Player_ActionToBottle(Player* player, s32 actionParam); diff --git a/include/z64player.h b/include/z64player.h index abef450282..3010914d45 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -346,12 +346,12 @@ typedef struct Player { /* 0x046C */ s16 unk_46C; /* 0x046E */ char unk_46E[0x02A]; /* 0x0498 */ ColliderCylinder cylinder; - /* 0x04E4 */ ColliderQuad swordQuads[2]; + /* 0x04E4 */ ColliderQuad meleeWeaponQuads[2]; /* 0x05E4 */ ColliderQuad shieldQuad; /* 0x0664 */ Actor* unk_664; /* 0x0668 */ char unk_668[0x004]; /* 0x066C */ s32 unk_66C; - /* 0x0670 */ s32 swordEffectIndex; + /* 0x0670 */ s32 meleeWeaponEffectIndex; /* 0x0674 */ PlayerFunc674 func_674; /* 0x0678 */ PlayerAgeProperties* ageProperties; /* 0x067C */ u32 stateFlags1; @@ -393,8 +393,8 @@ typedef struct Player { /* 0x083C */ s16 currentYaw; /* 0x083E */ s16 targetYaw; /* 0x0840 */ u16 unk_840; - /* 0x0842 */ s8 swordAnimation; - /* 0x0843 */ s8 swordState; + /* 0x0842 */ s8 meleeWeaponAnimation; + /* 0x0843 */ s8 meleeWeaponState; /* 0x0844 */ s8 unk_844; /* 0x0845 */ u8 unk_845; /* 0x0846 */ u8 unk_846; @@ -439,7 +439,7 @@ typedef struct Player { /* 0x08A8 */ f32 unk_8A8; /* 0x08AC */ f32 windSpeed; /* 0x08B0 */ s16 windDirection; - /* 0x08B4 */ WeaponInfo swordInfo[3]; + /* 0x08B4 */ WeaponInfo meleeWeaponInfo[3]; /* 0x0908 */ Vec3f bodyPartsPos[18]; /* 0x09E0 */ MtxF mf_9E0; /* 0x0A20 */ MtxF shieldMf; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 7e90800c92..2781e2a4c0 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3999,7 +3999,8 @@ s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s var1 = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y; var2 = actor->yawTowardsPlayer - arg5; - if ((actor->xzDistToPlayer <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) { + if ((actor->xzDistToPlayer <= range) && (player->meleeWeaponState != 0) && (arg4 >= ABS(var1)) && + (arg3 >= ABS(var2))) { return true; } else { return false; @@ -4039,7 +4040,8 @@ void func_800355B8(GlobalContext* globalCtx, Vec3f* pos) { u8 func_800355E4(GlobalContext* globalCtx, Collider* collider) { Player* player = GET_PLAYER(globalCtx); - if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->swordAnimation == 0x16)) { + if ((collider->acFlags & AC_TYPE_PLAYER) && (player->meleeWeaponState != 0) && + (player->meleeWeaponAnimation == 0x16)) { return true; } else { return false; diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 62cc90acf4..68f2d42447 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -2928,7 +2928,7 @@ s32 Camera_Battle1(Camera* camera) { } anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37)); camera->roll = DEGF_TO_BINANG(anim->roll); - camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f + camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) * (fov - ((fov * 0.05f) * distRatio)), diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index cdf4c0abe7..e58b3a6302 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -477,7 +477,7 @@ s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 xzRan s32 pad; if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) { - Math_Vec3f_Diff(&this->swordInfo[0].tip, pos, &diff); + Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff); return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange); } else { return false; @@ -540,7 +540,7 @@ s32 func_8008F128(Player* this) { return Player_HoldsHookshot(this) && (this->heldActor == NULL); } -s32 Player_ActionToSword(s32 actionParam) { +s32 Player_ActionToMeleeWeapon(s32 actionParam) { s32 sword = actionParam - PLAYER_AP_FISHING_POLE; if ((sword > 0) && (sword < 6)) { @@ -550,8 +550,8 @@ s32 Player_ActionToSword(s32 actionParam) { } } -s32 Player_GetSwordHeld(Player* this) { - return Player_ActionToSword(this->heldItemActionParam); +s32 Player_GetMeleeWeaponHeld(Player* this) { + return Player_ActionToMeleeWeapon(this->heldItemActionParam); } s32 Player_HoldsTwoHandedWeapon(Player* this) { @@ -881,7 +881,7 @@ s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p if (limbIndex == PLAYER_LIMB_ROOT) { D_80160014 = this->leftHandType; D_80160018 = this->rightHandType; - D_80160000 = &this->swordInfo[2].base; + D_80160000 = &this->meleeWeaponInfo[2].base; if (!LINK_IS_ADULT) { if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) { @@ -1098,15 +1098,16 @@ void func_800906D4(GlobalContext* globalCtx, Player* this, Vec3f* newTipPos) { Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]); Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]); - if (func_80090480(globalCtx, NULL, &this->swordInfo[0], &newTipPos[0], &newBasePos[0]) && + if (func_80090480(globalCtx, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) && !(this->stateFlags1 & PLAYER_STATE1_22)) { - EffectBlure_AddVertex(Effect_GetByIndex(this->swordEffectIndex), &this->swordInfo[0].tip, - &this->swordInfo[0].base); + EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip, + &this->meleeWeaponInfo[0].base); } - if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & PLAYER_STATE2_17))) { - func_80090480(globalCtx, &this->swordQuads[0], &this->swordInfo[1], &newTipPos[1], &newBasePos[1]); - func_80090480(globalCtx, &this->swordQuads[1], &this->swordInfo[2], &newTipPos[2], &newBasePos[2]); + if ((this->meleeWeaponState > 0) && + ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & PLAYER_STATE2_17))) { + func_80090480(globalCtx, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]); + func_80090480(globalCtx, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]); } } @@ -1194,7 +1195,7 @@ void Player_DrawHookshotReticle(GlobalContext* globalCtx, Player* this, f32 arg2 Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f }; -f32 sSwordLengths[] = { +f32 sMeleeWeaponLengths[] = { 0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f, }; @@ -1259,10 +1260,10 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* if (this->actor.scale.y >= 0.0f) { D_80126080.x = this->unk_85C * 5000.0f; func_80090A28(this, sp124); - if (this->swordState != 0) { + if (this->meleeWeaponState != 0) { func_800906D4(globalCtx, this, sp124); } else { - Math_Vec3f_Copy(&this->swordInfo[0].tip, &sp124[0]); + Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]); } } @@ -1275,13 +1276,13 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2656); - } else if ((this->actor.scale.y >= 0.0f) && (this->swordState != 0)) { + } else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) { Vec3f spE4[3]; if (Player_HoldsBrokenKnife(this)) { D_80126080.x = 1500.0f; } else { - D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)]; + D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)]; } func_80090A28(this, spE4); diff --git a/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c b/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c index 7cb699f48f..169e9e9a8a 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c @@ -126,7 +126,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); if ((this->collider.base.acFlags & AC_HIT) && !Player_InCsMode(globalCtx) && - (player->swordAnimation == 22 || player->swordAnimation == 23)) { + (player->meleeWeaponAnimation == 22 || player->meleeWeaponAnimation == 23)) { this->collider.base.acFlags &= ~AC_HIT; if ((this->collider.elements[0].info.bumperFlags & BUMP_HIT) || (this->collider.elements[1].info.bumperFlags & BUMP_HIT)) { diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c index 063b0b4437..8288c5d63f 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c @@ -279,8 +279,8 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, GlobalContext* globalCtx) { webPos.y = this->dyna.actor.world.pos.y - 50.0f; webPos.z = this->dyna.actor.world.pos.z; if (Player_IsBurningStickInRange(globalCtx, &webPos, 70.0f, 50.0f) != 0) { - this->dyna.actor.home.pos.x = player->swordInfo[0].tip.x; - this->dyna.actor.home.pos.z = player->swordInfo[0].tip.z; + this->dyna.actor.home.pos.x = player->meleeWeaponInfo[0].tip.x; + this->dyna.actor.home.pos.z = player->meleeWeaponInfo[0].tip.z; BgYdanSp_BurnWeb(this, globalCtx); return; } @@ -400,10 +400,10 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, GlobalContext* globalCtx) { this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f; BgYdanSp_BurnWeb(this, globalCtx); } else if (player->heldItemActionParam == PLAYER_AP_STICK && player->unk_860 != 0) { - func_8002DBD0(&this->dyna.actor, &sp30, &player->swordInfo[0].tip); + func_8002DBD0(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip); if (fabsf(sp30.x) < 100.0f && sp30.z < 1.0f && sp30.y < 200.0f) { OnePointCutscene_Init(globalCtx, 3020, 40, &this->dyna.actor, MAIN_CAM); - Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->swordInfo[0].tip); + Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->meleeWeaponInfo[0].tip); BgYdanSp_BurnWeb(this, globalCtx); } } 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 cf11222ce2..3365500f43 100644 --- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c +++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c @@ -3968,7 +3968,7 @@ void BossGanon_LightBall_Update(Actor* thisx, GlobalContext* globalCtx2) { } // if a spin attack is used - if (player->swordAnimation >= 0x18) { + if (player->meleeWeaponAnimation >= 0x18) { this->actor.speedXZ = 20.0f; } break; @@ -4410,7 +4410,8 @@ void func_808E2544(Actor* thisx, GlobalContext* globalCtx) { this->actor.world.rot.x = (Math_CosS(this->unk_1A2 * 0x3400) * sp84 * 0.1f) + this->actor.shape.rot.x; this->actor.world.rot.y = (Math_SinS(this->unk_1A2 * 0x1A00) * sp84) + this->actor.shape.rot.y; - if ((player->swordState != 0) && (player->swordAnimation >= 0x18) && (this->actor.xzDistToPlayer < 80.0f)) { + if ((player->meleeWeaponState != 0) && (player->meleeWeaponAnimation >= 0x18) && + (this->actor.xzDistToPlayer < 80.0f)) { this->unk_1C2 = 0xC; this->actor.speedXZ = -30.0f; func_8002D908(&this->actor); 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 ddc73d3fbc..b0c6409a47 100644 --- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -1624,7 +1624,7 @@ void func_8090120C(BossGanon2* this, GlobalContext* globalCtx) { temp_f12 = this->unk_1B8.z - player->actor.world.pos.z; temp_a0_2 = Math_Atan2S(temp_f12, temp_f14) - player->actor.shape.rot.y; if ((ABS(temp_a0_2) < 0x2000) && (sqrtf(SQ(temp_f14) + SQ(temp_f12)) < 70.0f) && - (player->swordState != 0) && (player->heldItemActionParam == PLAYER_AP_SWORD_MASTER)) { + (player->meleeWeaponState != 0) && (player->heldItemActionParam == PLAYER_AP_SWORD_MASTER)) { func_80064520(globalCtx, &globalCtx->csCtx); this->unk_39E = Gameplay_CreateSubCamera(globalCtx); Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT); diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c index 511e8d1e16..3f1686aa42 100644 --- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c +++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c @@ -221,7 +221,7 @@ void EnAnubice_Idle(EnAnubice* this, GlobalContext* globalCtx) { if (this->actor.shape.yOffset > -2.0f) { this->actor.shape.yOffset = 0.0f; - if (player->swordState != 0) { + if (player->meleeWeaponState != 0) { this->actionFunc = EnAnubice_SetupShootFireball; } else if (this->isPlayerOutOfRange) { this->actor.velocity.y = 0.0f; diff --git a/src/overlays/actors/ovl_En_Butte/z_en_butte.c b/src/overlays/actors/ovl_En_Butte/z_en_butte.c index 717a7a2692..3a3246fbf9 100644 --- a/src/overlays/actors/ovl_En_Butte/z_en_butte.c +++ b/src/overlays/actors/ovl_En_Butte/z_en_butte.c @@ -305,9 +305,9 @@ void EnButte_FollowLink(EnButte* this, GlobalContext* globalCtx) { minAnimSpeed = 0.0f; if ((this->flightParamsIdx != 0) && (this->timer < 12)) { - swordTip.x = player->swordInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f; - swordTip.y = player->swordInfo[0].tip.y; - swordTip.z = player->swordInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f; + swordTip.x = player->meleeWeaponInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f; + swordTip.y = player->meleeWeaponInfo[0].tip.y; + swordTip.z = player->meleeWeaponInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f; yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &swordTip) + (s16)(Rand_ZeroOne() * D_809CE410); if (Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000) != 0) { @@ -319,7 +319,7 @@ void EnButte_FollowLink(EnButte* this, GlobalContext* globalCtx) { } } - this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->swordInfo[0].tip.y); + this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->meleeWeaponInfo[0].tip.y); EnButte_Turn(this); @@ -339,7 +339,7 @@ void EnButte_FollowLink(EnButte* this, GlobalContext* globalCtx) { (this->swordDownTimer <= 0) && (distSqFromHome < SQ(320.0f)))) { EnButte_SetupFlyAround(this); } else if (distSqFromHome > SQ(240.0f)) { - distSqFromSword = Math3D_Dist2DSq(player->swordInfo[0].tip.x, player->swordInfo[0].tip.z, + distSqFromSword = Math3D_Dist2DSq(player->meleeWeaponInfo[0].tip.x, player->meleeWeaponInfo[0].tip.z, this->actor.world.pos.x, this->actor.world.pos.z); if (distSqFromSword < SQ(60.0f)) { EnButte_SetupTransformIntoFairy(this); @@ -398,7 +398,7 @@ void EnButte_Update(Actor* thisx, GlobalContext* globalCtx) { this->unk_260 += 0x600; if ((this->actor.params & 1) == 1) { - if (GET_PLAYER(globalCtx)->swordState == 0) { + if (GET_PLAYER(globalCtx)->meleeWeaponState == 0) { if (this->swordDownTimer > 0) { this->swordDownTimer--; } diff --git a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c index 83826987ad..8df143955e 100644 --- a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c +++ b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c @@ -509,7 +509,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, GlobalContext* globalCtx) { this->work[FHGFIRE_RETURN_COUNT] = 100; } - if (!canBottleReflect2 && (player->swordAnimation >= 24)) { + if (!canBottleReflect2 && (player->meleeWeaponAnimation >= 24)) { this->actor.speedXZ = 20.0f; this->work[FHGFIRE_RETURN_COUNT] = 4; } else { diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index ea5dbd043d..c9280629a7 100644 --- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -282,7 +282,7 @@ s32 EnGeldB_ReactToPlayer(GlobalContext* globalCtx, EnGeldB* this, s16 arg2) { angleToLink = ABS(angleToLink); if (func_800354B4(globalCtx, thisx, 100.0f, 0x2710, 0x3E80, thisx->shape.rot.y)) { - if (player->swordAnimation == 0x11) { + if (player->meleeWeaponAnimation == 0x11) { EnGeldB_SetupSpinDodge(this, globalCtx); return true; } else if (globalCtx->gameplayFrames & 1) { @@ -296,7 +296,7 @@ s32 EnGeldB_ReactToPlayer(GlobalContext* globalCtx, EnGeldB* this, s16 arg2) { (thisx->xzDistToPlayer < 90.0f)) { EnGeldB_SetupJump(this); return true; - } else if (player->swordAnimation == 0x11) { + } else if (player->meleeWeaponAnimation == 0x11) { EnGeldB_SetupSpinDodge(this, globalCtx); return true; } else if ((thisx->xzDistToPlayer < 90.0f) && (globalCtx->gameplayFrames & 1)) { @@ -444,7 +444,7 @@ void EnGeldB_Ready(EnGeldB* this, GlobalContext* globalCtx) { return; } angleToLink = player->actor.shape.rot.y - this->actor.shape.rot.y; - if ((this->actor.xzDistToPlayer < 100.0f) && (player->swordState != 0) && (ABS(angleToLink) >= 0x1F40)) { + if ((this->actor.xzDistToPlayer < 100.0f) && (player->meleeWeaponState != 0) && (ABS(angleToLink) >= 0x1F40)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; EnGeldB_SetupCircle(this); } else if (--this->timer == 0) { @@ -500,7 +500,7 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) { this->skelAnime.playSpeed = this->actor.speedXZ / 8.0f; facingAngletoLink = player->actor.shape.rot.y - this->actor.shape.rot.y; facingAngletoLink = ABS(facingAngletoLink); - if ((this->actor.xzDistToPlayer < 150.0f) && (player->swordState != 0) && (facingAngletoLink >= 0x1F40)) { + if ((this->actor.xzDistToPlayer < 150.0f) && (player->meleeWeaponState != 0) && (facingAngletoLink >= 0x1F40)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; if (Rand_ZeroOne() > 0.7f) { EnGeldB_SetupCircle(this); @@ -1141,7 +1141,7 @@ void EnGeldB_Block(EnGeldB* this, GlobalContext* globalCtx) { if ((ABS(angleToLink) <= 0x4000) && (this->actor.xzDistToPlayer < 40.0f) && (ABS(this->actor.yDistToPlayer) < 50.0f)) { if (func_800354B4(globalCtx, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y)) { - if (player->swordAnimation == 0x11) { + if (player->meleeWeaponAnimation == 0x11) { EnGeldB_SetupSpinDodge(this, globalCtx); } else if (globalCtx->gameplayFrames & 1) { EnGeldB_SetupBlock(this); @@ -1162,7 +1162,7 @@ void EnGeldB_Block(EnGeldB* this, GlobalContext* globalCtx) { } } else if ((this->timer == 0) && func_800354B4(globalCtx, &this->actor, 100.0f, 0x2710, 0x4000, this->actor.shape.rot.y)) { - if (player->swordAnimation == 0x11) { + if (player->meleeWeaponAnimation == 0x11) { EnGeldB_SetupSpinDodge(this, globalCtx); } else if (!EnGeldB_DodgeRanged(globalCtx, this)) { if ((globalCtx->gameplayFrames & 1)) { diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c index ee4c57960a..41ecc223d9 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c @@ -727,7 +727,7 @@ void EnGoma_Update(Actor* thisx, GlobalContext* globalCtx) { EnGoma_LookAtPlayer(this, globalCtx); EnGoma_UpdateEyeEnvColor(this); this->visualState = 1; - if (player->swordState != 0) { + if (player->meleeWeaponState != 0) { this->colCyl2.dim.radius = 35; this->colCyl2.dim.height = 35; this->colCyl2.dim.yShift = 0; diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c index beba97aaf3..2b475ce659 100644 --- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c +++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c @@ -286,7 +286,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) { u8 i; if (hitItem->toucher.dmgFlags & 0x700) { - this->cutType = sCutTypes[player->swordAnimation]; + this->cutType = sCutTypes[player->meleeWeaponAnimation]; } else { this->cutType = CUT_POST; } diff --git a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c index a8a1e588e4..a22355d155 100644 --- a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c +++ b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c @@ -131,7 +131,7 @@ void func_80A9F350(EnMThunder* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); if (player->stateFlags2 & PLAYER_STATE2_17) { - if (player->swordAnimation >= 0x18) { + if (player->meleeWeaponAnimation >= 0x18) { Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8); Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0, @@ -181,7 +181,7 @@ void func_80A9F408(EnMThunder* this, GlobalContext* globalCtx) { } if (player->unk_858 <= 0.15f) { - if ((player->unk_858 >= 0.1f) && (player->swordAnimation >= 0x18)) { + if ((player->unk_858 >= 0.1f) && (player->meleeWeaponAnimation >= 0x18)) { Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8); Audio_PlaySoundGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &D_801333E0, 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 1196c536cb..8a9195f02e 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 @@ -339,7 +339,7 @@ void func_80AD97C8(EnPoSisters* this, GlobalContext* globalCtx) { f32 sp20; if (this->unk_195 == 0 || this->actionFunc != func_80ADAAA4) { - if ((player->swordState == 0 || player->swordAnimation >= 24) && + if ((player->meleeWeaponState == 0 || player->meleeWeaponAnimation >= 24) && player->actor.world.pos.y - player->actor.floorHeight < 1.0f) { Math_StepToF(&this->unk_294, 110.0f, 3.0f); } else { diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 39e8d576c9..8761e6a4a4 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -479,8 +479,8 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) { if (this->unk_283 == 0) { if ((this->actor.colChkInfo.damageEffect == 0xD) || ((this->actor.colChkInfo.damageEffect == 0xE) && - ((player->swordAnimation >= 4 && player->swordAnimation <= 11) || - (player->swordAnimation == 20 || player->swordAnimation == 21)))) { + ((player->meleeWeaponAnimation >= 4 && player->meleeWeaponAnimation <= 11) || + (player->meleeWeaponAnimation == 20 || player->meleeWeaponAnimation == 21)))) { BodyBreak_Alloc(&this->bodyBreak, 2, globalCtx); this->unk_283 = 1; } diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c index 2d691e1832..2031c4b944 100644 --- a/src/overlays/actors/ovl_En_Test/z_en_test.c +++ b/src/overlays/actors/ovl_En_Test/z_en_test.c @@ -492,10 +492,10 @@ void EnTest_Idle(EnTest* this, GlobalContext* globalCtx) { yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y; if (this->actor.xzDistToPlayer < 100.0f) { - if ((player->swordState != 0) && (ABS(yawDiff) >= 0x1F40)) { + if ((player->meleeWeaponState != 0) && (ABS(yawDiff) >= 0x1F40)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; - if (Rand_ZeroOne() > 0.7f && player->swordAnimation != 0x11) { + if (Rand_ZeroOne() > 0.7f && player->meleeWeaponAnimation != 0x11) { EnTest_SetupJumpBack(this); } else { func_808627C4(this, globalCtx); @@ -622,11 +622,11 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) { yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y; - if ((this->actor.xzDistToPlayer < 100.0f) && (player->swordState != 0)) { + if ((this->actor.xzDistToPlayer < 100.0f) && (player->meleeWeaponState != 0)) { if (ABS(yawDiff) >= 0x1F40) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; - if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) { + if ((Rand_ZeroOne() > 0.7f) && (player->meleeWeaponAnimation != 0x11)) { EnTest_SetupJumpBack(this); } else { EnTest_SetupStopAndBlock(this); @@ -1233,13 +1233,13 @@ void func_808621D4(EnTest* this, GlobalContext* globalCtx) { } } - if (player->swordState != 0) { + if (player->meleeWeaponState != 0) { if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && ((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) && (this->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(this); } else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) && - (player->swordAnimation != 0x11)) { + (player->meleeWeaponAnimation != 0x11)) { EnTest_SetupJumpBack(this); } else { EnTest_SetupStopAndBlock(this); @@ -1273,13 +1273,13 @@ void func_80862418(EnTest* this, GlobalContext* globalCtx) { } } - if (player->swordState != 0) { + if (player->meleeWeaponState != 0) { if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && ((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) && (this->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(this); } else if ((Rand_ZeroOne() > 0.7f) && (this->actor.params != STALFOS_TYPE_CEILING) && - (player->swordAnimation != 0x11)) { + (player->meleeWeaponAnimation != 0x11)) { EnTest_SetupJumpBack(this); } else { EnTest_SetupStopAndBlock(this); @@ -1320,12 +1320,12 @@ void EnTest_Stunned(EnTest* this, GlobalContext* globalCtx) { if (this->actor.colorFilterTimer == 0) { if (this->actor.colChkInfo.health == 0) { func_80862FA8(this, globalCtx); - } else if (player->swordState != 0) { + } else if (player->meleeWeaponState != 0) { if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && ((ABS((s16)(this->actor.wallYaw - this->actor.shape.rot.y)) < 0x38A4) && (this->actor.xzDistToPlayer < 80.0f))) { EnTest_SetupJumpUp(this); - } else if ((Rand_ZeroOne() > 0.7f) && (player->swordAnimation != 0x11)) { + } else if ((Rand_ZeroOne() > 0.7f) && (player->meleeWeaponAnimation != 0x11)) { EnTest_SetupJumpBack(this); } else { EnTest_SetupStopAndBlock(this); diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 8b6d17c696..11b579d63e 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -132,11 +132,11 @@ void EnTorch2_Init(Actor* thisx, GlobalContext* globalCtx2) { globalCtx->playerInit(this, globalCtx, &gDarkLinkSkel); this->actor.naviEnemyId = 0x26; this->cylinder.base.acFlags = AC_ON | AC_TYPE_PLAYER; - this->swordQuads[0].base.atFlags = this->swordQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY; - this->swordQuads[0].base.acFlags = this->swordQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER; - this->swordQuads[0].base.colType = this->swordQuads[1].base.colType = COLTYPE_METAL; - this->swordQuads[0].info.toucher.damage = this->swordQuads[1].info.toucher.damage = 8; - this->swordQuads[0].info.bumperFlags = this->swordQuads[1].info.bumperFlags = BUMP_ON; + this->meleeWeaponQuads[0].base.atFlags = this->meleeWeaponQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY; + this->meleeWeaponQuads[0].base.acFlags = this->meleeWeaponQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER; + this->meleeWeaponQuads[0].base.colType = this->meleeWeaponQuads[1].base.colType = COLTYPE_METAL; + this->meleeWeaponQuads[0].info.toucher.damage = this->meleeWeaponQuads[1].info.toucher.damage = 8; + this->meleeWeaponQuads[0].info.bumperFlags = this->meleeWeaponQuads[1].info.bumperFlags = BUMP_ON; this->shieldQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY; this->shieldQuad.base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -161,11 +161,11 @@ void EnTorch2_Destroy(Actor* thisx, GlobalContext* globalCtx) { s32 pad; Player* this = (Player*)thisx; - Effect_Delete(globalCtx, this->swordEffectIndex); + Effect_Delete(globalCtx, this->meleeWeaponEffectIndex); func_800F5B58(); Collider_DestroyCylinder(globalCtx, &this->cylinder); - Collider_DestroyQuad(globalCtx, &this->swordQuads[0]); - Collider_DestroyQuad(globalCtx, &this->swordQuads[1]); + Collider_DestroyQuad(globalCtx, &this->meleeWeaponQuads[0]); + Collider_DestroyQuad(globalCtx, &this->meleeWeaponQuads[1]); Collider_DestroyQuad(globalCtx, &this->shieldQuad); } @@ -279,16 +279,17 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { // Handles Dark Link's sword clanking on Link's sword - if ((this->swordQuads[0].base.acFlags & AC_BOUNCED) || (this->swordQuads[1].base.acFlags & AC_BOUNCED)) { - this->swordQuads[0].base.acFlags &= ~AC_BOUNCED; - this->swordQuads[1].base.acFlags &= ~AC_BOUNCED; - this->swordQuads[0].base.atFlags |= AT_BOUNCED; - this->swordQuads[1].base.atFlags |= AT_BOUNCED; + if ((this->meleeWeaponQuads[0].base.acFlags & AC_BOUNCED) || + (this->meleeWeaponQuads[1].base.acFlags & AC_BOUNCED)) { + this->meleeWeaponQuads[0].base.acFlags &= ~AC_BOUNCED; + this->meleeWeaponQuads[1].base.acFlags &= ~AC_BOUNCED; + this->meleeWeaponQuads[0].base.atFlags |= AT_BOUNCED; + this->meleeWeaponQuads[1].base.atFlags |= AT_BOUNCED; this->cylinder.base.acFlags &= ~AC_HIT; - if (sLastSwordAnim != this->swordAnimation) { + if (sLastSwordAnim != this->meleeWeaponAnimation) { sStaggerCount++; - sLastSwordAnim = this->swordAnimation; + sLastSwordAnim = this->meleeWeaponAnimation; } /*! @bug * This code is needed to reset sCounterState, and should run regardless @@ -302,9 +303,9 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { sStaggerTimer = 50; } } - if ((sCounterState != 0) && (this->swordState != 0)) { - CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->swordQuads[0].base); - CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->swordQuads[1].base); + if ((sCounterState != 0) && (this->meleeWeaponState != 0)) { + CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->meleeWeaponQuads[0].base); + CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->meleeWeaponQuads[1].base); } // Ignores hits when jumping on Link's sword @@ -326,8 +327,8 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { // Handles Dark Link's initial reaction to jumpslashes - if (((player->swordState != 0) || (player->actor.velocity.y > -3.0f)) && - (player->swordAnimation == JUMPSLASH_START)) { + if (((player->meleeWeaponState != 0) || (player->actor.velocity.y > -3.0f)) && + (player->meleeWeaponAnimation == JUMPSLASH_START)) { this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer; if (globalCtx->gameplayFrames % 2) { @@ -354,7 +355,8 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { player->actor.world.pos.z, 1.0f, 5.0f, 0.0f); sSwordJumpTimer--; - if (((u32)sSwordJumpTimer == 0) || ((player->invincibilityTimer > 0) && (this->swordState == 0))) { + if (((u32)sSwordJumpTimer == 0) || + ((player->invincibilityTimer > 0) && (this->meleeWeaponState == 0))) { this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer; input->cur.button = BTN_A; player->stateFlags3 &= ~PLAYER_STATE3_2; @@ -381,21 +383,21 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { // Handles Dark Link's reaction to sword attack other than jumpslashes if (func_800354B4(globalCtx, &this->actor, 120.0f, 0x7FFF, 0x7FFF, this->actor.world.rot.y)) { - if ((player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) { + if ((player->meleeWeaponAnimation == STAB_1H) && (this->actor.xzDistToPlayer < 90.0f)) { // Handles the reaction to a one-handed stab. If the conditions are satisfied, // Dark Link jumps on Link's sword. Otherwise he backflips away. - if ((this->swordState == 0) && (sCounterState == 0) && (player->invincibilityTimer == 0) && - (player->swordAnimation == STAB_1H) && (this->actor.xzDistToPlayer <= 85.0f) && - Actor_IsTargeted(globalCtx, &this->actor)) { + if ((this->meleeWeaponState == 0) && (sCounterState == 0) && + (player->invincibilityTimer == 0) && (player->meleeWeaponAnimation == STAB_1H) && + (this->actor.xzDistToPlayer <= 85.0f) && Actor_IsTargeted(globalCtx, &this->actor)) { sStickTilt = 0.0f; sSwordJumpState = 1; player->stateFlags3 |= PLAYER_STATE3_2; this->actor.flags &= ~ACTOR_FLAG_0; sSwordJumpTimer = 27; - player->swordState = 0; + player->meleeWeaponState = 0; player->linearVelocity = 0.0f; this->invincibilityTimer = -7; this->linearVelocity = 0.0f; @@ -413,23 +415,23 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { sStickAngle = thisx->yawTowardsPlayer; input->cur.button = BTN_B; - if (player->swordAnimation <= FORWARD_COMBO_2H) { + if (player->meleeWeaponAnimation <= FORWARD_COMBO_2H) { sStickTilt = 0.0f; - } else if (player->swordAnimation <= RIGHT_COMBO_2H) { + } else if (player->meleeWeaponAnimation <= RIGHT_COMBO_2H) { sStickTilt = 127.0f; sStickAngle += 0x4000; - } else if (player->swordAnimation <= LEFT_COMBO_2H) { + } else if (player->meleeWeaponAnimation <= LEFT_COMBO_2H) { sStickTilt = 127.0f; sStickAngle -= 0x4000; - } else if (player->swordAnimation <= HAMMER_SIDE) { + } else if (player->meleeWeaponAnimation <= HAMMER_SIDE) { input->cur.button = BTN_R; - } else if (player->swordAnimation <= BIG_SPIN_2H) { + } else if (player->meleeWeaponAnimation <= BIG_SPIN_2H) { EnTorch2_Backflip(this, input, &this->actor); } else { EnTorch2_Backflip(this, input, &this->actor); } - if (!CHECK_BTN_ANY(input->cur.button, BTN_A | BTN_R) && (this->swordState == 0) && - (player->swordState != 0)) { + if (!CHECK_BTN_ANY(input->cur.button, BTN_A | BTN_R) && (this->meleeWeaponState == 0) && + (player->meleeWeaponState != 0)) { sCounterState = 1; } } @@ -444,9 +446,10 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { (this->actor.isTargeted || !(player->stateFlags1 & PLAYER_STATE1_22))) { EnTorch2_SwingSword(globalCtx, input, this); } else if (((this->actor.xzDistToPlayer <= 70.0f) || - ((this->actor.xzDistToPlayer <= 80.0f + sp50) && (player->swordState != 0))) && - (this->swordState == 0)) { - if (!EnTorch2_SwingSword(globalCtx, input, this) && (this->swordState == 0) && + ((this->actor.xzDistToPlayer <= 80.0f + sp50) && + (player->meleeWeaponState != 0))) && + (this->meleeWeaponState == 0)) { + if (!EnTorch2_SwingSword(globalCtx, input, this) && (this->meleeWeaponState == 0) && (sCounterState == 0)) { EnTorch2_Backflip(this, input, &this->actor); } @@ -457,8 +460,9 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { Math_SmoothStepToS(&sStickAngle, player->actor.shape.rot.y + 0x7FFF, 1, 0x2328, 0); } } else if (this->actor.xzDistToPlayer > 100.0f + sp50) { - if ((player->swordState == 0) || (player->swordAnimation < SPIN_ATTACK_1H) || - (player->swordAnimation > BIG_SPIN_2H) || (this->actor.xzDistToPlayer >= 280.0f)) { + if ((player->meleeWeaponState == 0) || (player->meleeWeaponAnimation < SPIN_ATTACK_1H) || + (player->meleeWeaponAnimation > BIG_SPIN_2H) || + (this->actor.xzDistToPlayer >= 280.0f)) { sStickTilt = 127.0f; sStickAngle = this->actor.yawTowardsPlayer; if (!this->actor.isTargeted) { @@ -509,7 +513,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { break; case ENTORCH2_DAMAGE: - this->swordState = 0; + this->meleeWeaponState = 0; input->cur.stick_x = input->cur.stick_y = 0; if ((this->invincibilityTimer > 0) && (this->actor.world.pos.y < (this->actor.floorHeight - 160.0f))) { this->stateFlags3 &= ~PLAYER_STATE3_0; @@ -556,8 +560,9 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { // Causes Dark Link to shield in place when Link is using magic attacks other than the spin attack - if ((gSaveContext.unk_13F0 == 3) && (player->swordState == 0 || (player->swordAnimation < SPIN_ATTACK_1H) || - (player->swordAnimation > BIG_SPIN_2H))) { + if ((gSaveContext.unk_13F0 == 3) && + (player->meleeWeaponState == 0 || (player->meleeWeaponAnimation < SPIN_ATTACK_1H) || + (player->meleeWeaponAnimation > BIG_SPIN_2H))) { sStickTilt = 0.0f; input->cur.stick_x = 0; input->cur.stick_y = 0; @@ -574,7 +579,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { pad54 = input->prev.button ^ input->cur.button; input->press.button = input->cur.button & pad54; if (CHECK_BTN_ANY(input->cur.button, BTN_R)) { - input->cur.button = ((sCounterState == 0) && (this->swordState == 0)) ? BTN_R : input->cur.button ^ BTN_R; + input->cur.button = ((sCounterState == 0) && (this->meleeWeaponState == 0)) ? BTN_R : input->cur.button ^ BTN_R; } input->rel.button = input->prev.button & pad54; input->prev.button = input->cur.button & (u16) ~(BTN_A | BTN_B); @@ -593,7 +598,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { } if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) && (this->cylinder.base.acFlags & AC_HIT) && !(this->stateFlags1 & PLAYER_STATE1_26) && - !(this->swordQuads[0].base.atFlags & AT_HIT) && !(this->swordQuads[1].base.atFlags & AT_HIT)) { + !(this->meleeWeaponQuads[0].base.atFlags & AT_HIT) && !(this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) { if (!Actor_ApplyDamage(&this->actor)) { func_800F5B58(); @@ -695,16 +700,16 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) { * This ensures Dark Link's counter animation mirrors Link's exactly. */ if ((sCounterState != 0) && (sCounterState == 1)) { - if (this->swordState == 0) { + if (this->meleeWeaponState == 0) { sCounterState = 0; } else { sCounterState = 2; - this->swordState = 1; + this->meleeWeaponState = 1; this->skelAnime.curFrame = player->skelAnime.curFrame - player->skelAnime.playSpeed; this->skelAnime.playSpeed = player->skelAnime.playSpeed; LinkAnimation_Update(globalCtx, &this->skelAnime); - Collider_ResetQuadAT(globalCtx, &this->swordQuads[0].base); - Collider_ResetQuadAT(globalCtx, &this->swordQuads[1].base); + Collider_ResetQuadAT(globalCtx, &this->meleeWeaponQuads[0].base); + Collider_ResetQuadAT(globalCtx, &this->meleeWeaponQuads[1].base); } } if (sStaggerTimer != 0) { diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c index ceda597fda..6e83338ef2 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -293,7 +293,7 @@ s32 EnWf_ChangeAction(GlobalContext* globalCtx, EnWf* this, s16 mustChoose) { playerYawDiff = ABS(playerYawDiff); if (func_800354B4(globalCtx, &this->actor, 100.0f, 0x2710, 0x2EE0, this->actor.shape.rot.y)) { - if (player->swordAnimation == 0x11) { + if (player->meleeWeaponAnimation == 0x11) { EnWf_SetupBlocking(this); return true; } @@ -311,7 +311,7 @@ s32 EnWf_ChangeAction(GlobalContext* globalCtx, EnWf* this, s16 mustChoose) { (this->actor.xzDistToPlayer < 120.0f)) { EnWf_SetupSomersaultAndAttack(this); return true; - } else if (player->swordAnimation == 0x11) { + } else if (player->meleeWeaponAnimation == 0x11) { EnWf_SetupBlocking(this); return true; } else if ((this->actor.xzDistToPlayer < 80.0f) && (globalCtx->gameplayFrames % 2) != 0) { @@ -457,7 +457,7 @@ void EnWf_Wait(EnWf* this, GlobalContext* globalCtx) { angle = player->actor.shape.rot.y - this->actor.shape.rot.y; angle = ABS(angle); - if ((this->actor.xzDistToPlayer < 80.0f) && (player->swordState != 0) && (angle >= 0x1F40)) { + if ((this->actor.xzDistToPlayer < 80.0f) && (player->meleeWeaponState != 0) && (angle >= 0x1F40)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; EnWf_SetupRunAroundPlayer(this); } else { @@ -518,7 +518,7 @@ void EnWf_RunAtPlayer(EnWf* this, GlobalContext* globalCtx) { playerFacingAngleDiff = player->actor.shape.rot.y - this->actor.shape.rot.y; playerFacingAngleDiff = ABS(playerFacingAngleDiff); - if ((this->actor.xzDistToPlayer < (150.0f + baseRange)) && (player->swordState != 0) && + if ((this->actor.xzDistToPlayer < (150.0f + baseRange)) && (player->meleeWeaponState != 0) && (playerFacingAngleDiff >= 8000)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; @@ -1024,7 +1024,7 @@ void EnWf_Blocking(EnWf* this, GlobalContext* globalCtx) { if ((ABS(yawDiff) <= 0x4000) && (this->actor.xzDistToPlayer < 60.0f) && (ABS(this->actor.yDistToPlayer) < 50.0f)) { if (func_800354B4(globalCtx, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) { - if (player->swordAnimation == 0x11) { + if (player->meleeWeaponAnimation == 0x11) { EnWf_SetupBlocking(this); } else if ((globalCtx->gameplayFrames % 2) != 0) { EnWf_SetupBlocking(this); @@ -1047,7 +1047,7 @@ void EnWf_Blocking(EnWf* this, GlobalContext* globalCtx) { } } else if (this->actionTimer == 0) { if (func_800354B4(globalCtx, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) { - if (player->swordAnimation == 0x11) { + if (player->meleeWeaponAnimation == 0x11) { EnWf_SetupBlocking(this); } else if ((globalCtx->gameplayFrames % 2) != 0) { EnWf_SetupBlocking(this); diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.c b/src/overlays/actors/ovl_En_Zf/z_en_zf.c index 604e71408e..a6ad044114 100644 --- a/src/overlays/actors/ovl_En_Zf/z_en_zf.c +++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.c @@ -727,7 +727,7 @@ void func_80B4543C(EnZf* this, GlobalContext* globalCtx) { angleToPlayer = player->actor.shape.rot.y - this->actor.shape.rot.y; angleToPlayer = ABS(angleToPlayer); - if ((this->actor.xzDistToPlayer < 100.0f) && (player->swordState != 0) && (angleToPlayer >= 0x1F40)) { + if ((this->actor.xzDistToPlayer < 100.0f) && (player->meleeWeaponState != 0) && (angleToPlayer >= 0x1F40)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; func_80B483E4(this, globalCtx); } else if (this->unk_3F0 != 0) { @@ -844,7 +844,7 @@ void EnZf_ApproachPlayer(EnZf* this, GlobalContext* globalCtx) { temp_v1 = player->actor.shape.rot.y - this->actor.shape.rot.y; temp_v1 = ABS(temp_v1); - if ((sp48 == this->curPlatform) && (this->actor.xzDistToPlayer < 150.0f) && (player->swordState != 0) && + if ((sp48 == this->curPlatform) && (this->actor.xzDistToPlayer < 150.0f) && (player->meleeWeaponState != 0) && (temp_v1 >= 0x1F40)) { this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer; diff --git a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c index dc1021da6e..aaf40e08fd 100644 --- a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c +++ b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c @@ -176,7 +176,7 @@ void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx2) { interactionType = 1; } } else if (player->heldItemActionParam == PLAYER_AP_STICK) { - Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame); + Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &this->actor.world.pos, &tipToFlame); tipToFlame.y -= 67.0f; if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) { interactionType = -1; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 2b522f574a..202772230c 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -1177,8 +1177,8 @@ void func_808322FC(Player* this) { void func_80832318(Player* this) { this->stateFlags2 &= ~PLAYER_STATE2_17; - this->swordState = 0; - this->swordInfo[0].active = this->swordInfo[1].active = this->swordInfo[2].active = 0; + this->meleeWeaponState = 0; + this->meleeWeaponInfo[0].active = this->meleeWeaponInfo[1].active = this->meleeWeaponInfo[2].active = 0; } void func_80832340(GlobalContext* globalCtx, Player* this) { @@ -1772,11 +1772,11 @@ void func_8083399C(GlobalContext* globalCtx, Player* this, s8 actionParam) { Player_SetModelGroup(this, this->modelGroup); } -void func_80833A20(Player* this, s32 newSwordState) { +void func_80833A20(Player* this, s32 newMeleeWeaponState) { u16 itemSfx; u16 voiceSfx; - if (this->swordState == 0) { + if (this->meleeWeaponState == 0) { if ((this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth > 0.0f)) { itemSfx = NA_SE_IT_HAMMER_SWING; } else { @@ -1786,7 +1786,7 @@ void func_80833A20(Player* this, s32 newSwordState) { voiceSfx = NA_SE_VO_LI_SWORD_N; if (this->heldItemActionParam == PLAYER_AP_HAMMER) { itemSfx = NA_SE_IT_HAMMER_SWING; - } else if (this->swordAnimation >= 0x18) { + } else if (this->meleeWeaponAnimation >= 0x18) { itemSfx = 0; voiceSfx = NA_SE_VO_LI_SWORD_L; } else if (this->unk_845 >= 3) { @@ -1798,12 +1798,12 @@ void func_80833A20(Player* this, s32 newSwordState) { func_808328EC(this, itemSfx); } - if ((this->swordAnimation < 0x10) || (this->swordAnimation >= 0x14)) { + if ((this->meleeWeaponAnimation < 0x10) || (this->meleeWeaponAnimation >= 0x14)) { func_80832698(this, voiceSfx); } } - this->swordState = newSwordState; + this->meleeWeaponState = newMeleeWeaponState; } s32 func_80833B2C(Player* this) { @@ -2702,10 +2702,10 @@ void func_80835F44(GlobalContext* globalCtx, Player* this, s32 item) { actionParam = Player_ItemToActionParam(item); if (((this->heldItemActionParam == this->itemActionParam) && - (!(this->stateFlags1 & PLAYER_STATE1_22) || (Player_ActionToSword(actionParam) != 0) || + (!(this->stateFlags1 & PLAYER_STATE1_22) || (Player_ActionToMeleeWeapon(actionParam) != 0) || (actionParam == PLAYER_AP_NONE))) || ((this->itemActionParam < 0) && - ((Player_ActionToSword(actionParam) != 0) || (actionParam == PLAYER_AP_NONE)))) { + ((Player_ActionToMeleeWeapon(actionParam) != 0) || (actionParam == PLAYER_AP_NONE)))) { if ((actionParam == PLAYER_AP_NONE) || !(this->stateFlags1 & PLAYER_STATE1_27) || ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && @@ -3211,7 +3211,7 @@ void func_80837530(GlobalContext* globalCtx, Player* this, s32 arg2) { if (this->actor.category == ACTORCAT_PLAYER) { Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_M_THUNDER, this->bodyPartsPos[0].x, - this->bodyPartsPos[0].y, this->bodyPartsPos[0].z, 0, 0, 0, Player_GetSwordHeld(this) | arg2); + this->bodyPartsPos[0].y, this->bodyPartsPos[0].z, 0, 0, 0, Player_GetMeleeWeaponHeld(this) | arg2); } } @@ -3255,7 +3255,7 @@ s32 func_808375D8(Player* this) { void func_80837704(GlobalContext* globalCtx, Player* this) { LinkAnimationHeader* anim; - if ((this->swordAnimation >= 4) && (this->swordAnimation < 8)) { + if ((this->meleeWeaponAnimation >= 4) && (this->meleeWeaponAnimation < 8)) { anim = D_80854358[Player_HoldsTwoHandedWeapon(this)]; } else { anim = D_80854350[Player_HoldsTwoHandedWeapon(this)]; @@ -3317,12 +3317,12 @@ s32 func_80837818(Player* this) { } void func_80837918(Player* this, s32 quadIndex, u32 flags) { - this->swordQuads[quadIndex].info.toucher.dmgFlags = flags; + this->meleeWeaponQuads[quadIndex].info.toucher.dmgFlags = flags; if (flags == 2) { - this->swordQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_WOOD; + this->meleeWeaponQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_WOOD; } else { - this->swordQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST; + this->meleeWeaponQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST; } } @@ -3342,7 +3342,7 @@ void func_80837948(GlobalContext* globalCtx, Player* this, s32 arg2) { func_80832318(this); } - if ((arg2 != this->swordAnimation) || !(this->unk_845 < 3)) { + if ((arg2 != this->meleeWeaponAnimation) || !(this->unk_845 < 3)) { this->unk_845 = 0; } @@ -3351,7 +3351,7 @@ void func_80837948(GlobalContext* globalCtx, Player* this, s32 arg2) { arg2 += 2; } - this->swordAnimation = arg2; + this->meleeWeaponAnimation = arg2; func_808322D0(globalCtx, this, D_80854190[arg2].unk_00); if ((arg2 != 16) && (arg2 != 17)) { @@ -3363,7 +3363,7 @@ void func_80837948(GlobalContext* globalCtx, Player* this, s32 arg2) { if (Player_HoldsBrokenKnife(this)) { temp = 1; } else { - temp = Player_GetSwordHeld(this) - 1; + temp = Player_GetMeleeWeaponHeld(this) - 1; } if ((arg2 >= 16) && (arg2 < 20)) { @@ -3711,8 +3711,8 @@ s32 func_808382DC(Player* this, GlobalContext* globalCtx) { } if ((this->unk_A87 != 0) || (this->invincibilityTimer > 0) || (this->stateFlags1 & PLAYER_STATE1_26) || - (this->csMode != 0) || (this->swordQuads[0].base.atFlags & AT_HIT) || - (this->swordQuads[1].base.atFlags & AT_HIT)) { + (this->csMode != 0) || (this->meleeWeaponQuads[0].base.atFlags & AT_HIT) || + (this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) { return 0; } @@ -4565,7 +4565,7 @@ void func_8083AA10(Player* this, GlobalContext* globalCtx) { if (!(this->stateFlags3 & PLAYER_STATE3_1) && !(this->skelAnime.moveFlags & 0x80) && (func_8084411C != this->func_674) && (func_80844A44 != this->func_674)) { - if ((D_80853604 == 7) || (this->swordState != 0)) { + if ((D_80853604 == 7) || (this->meleeWeaponState != 0)) { Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos); func_80832210(this); return; @@ -4585,7 +4585,7 @@ void func_8083AA10(Player* this, GlobalContext* globalCtx) { this->unk_89E = this->unk_A82; if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_LEAVE) && !(this->stateFlags1 & PLAYER_STATE1_27) && - (D_80853604 != 6) && (D_80853604 != 9) && (D_80853600 > 20.0f) && (this->swordState == 0) && + (D_80853604 != 6) && (D_80853604 != 9) && (D_80853600 > 20.0f) && (this->meleeWeaponState == 0) && (ABS(sp5C) < 0x2000) && (this->linearVelocity > 3.0f)) { if ((D_80853604 == 11) && !(this->stateFlags1 & PLAYER_STATE1_11)) { @@ -4971,7 +4971,7 @@ void func_8083BA90(GlobalContext* globalCtx, Player* this, s32 arg2, f32 xzVeloc } s32 func_8083BB20(Player* this) { - if (!(this->stateFlags1 & PLAYER_STATE1_22) && (Player_GetSwordHeld(this) != 0)) { + if (!(this->stateFlags1 & PLAYER_STATE1_22) && (Player_GetMeleeWeaponHeld(this) != 0)) { if (D_80853614 || ((this->actor.category != ACTORCAT_PLAYER) && CHECK_BTN_ALL(sControlInput->press.button, BTN_B))) { return 1; @@ -5037,7 +5037,7 @@ s32 func_8083BDBC(Player* this, GlobalContext* globalCtx) { func_8083BC04(this, globalCtx); } } else { - if (Player_GetSwordHeld(this) && func_808365C8(this)) { + if ((Player_GetMeleeWeaponHeld(this) != 0) && func_808365C8(this)) { func_8083BA90(globalCtx, this, 17, 5.0f, 5.0f); } else { func_8083BC04(this, globalCtx); @@ -5197,7 +5197,7 @@ void func_8083C50C(Player* this) { s32 func_8083C544(Player* this, GlobalContext* globalCtx) { if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_B)) { - if (!(this->stateFlags1 & PLAYER_STATE1_22) && (Player_GetSwordHeld(this) != 0) && (this->unk_844 == 1) && + if (!(this->stateFlags1 & PLAYER_STATE1_22) && (Player_GetMeleeWeaponHeld(this) != 0) && (this->unk_844 == 1) && (this->heldItemActionParam != PLAYER_AP_STICK)) { if ((this->heldItemActionParam != PLAYER_AP_SWORD_BGS) || (gSaveContext.swordHealth > 0.0f)) { func_808377DC(globalCtx, this); @@ -5754,7 +5754,7 @@ void func_8083DF68(Player* this, f32 arg1, s16 arg2) { void func_8083DFE0(Player* this, f32* arg1, s16* arg2) { s16 yawDiff = this->currentYaw - *arg2; - if (this->swordState == 0) { + if (this->meleeWeaponState == 0) { this->linearVelocity = CLAMP(this->linearVelocity, -(R_RUN_SPEED_LIMIT / 100.0f), (R_RUN_SPEED_LIMIT / 100.0f)); } @@ -6576,7 +6576,7 @@ void func_80840450(Player* this, GlobalContext* globalCtx) { s32 temp4; if (this->stateFlags3 & PLAYER_STATE3_3) { - if (Player_GetSwordHeld(this)) { + if (Player_GetMeleeWeaponHeld(this) != 0) { this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6; } else { this->stateFlags3 &= ~PLAYER_STATE3_3; @@ -6741,7 +6741,7 @@ void func_808409CC(GlobalContext* globalCtx, Player* this) { sp34 = Rand_ZeroOne() * 5.0f; if (sp34 < 4) { if (((sp34 != 0) && (sp34 != 3)) || - ((this->rightHandType == 10) && ((sp34 == 3) || Player_GetSwordHeld(this)))) { + ((this->rightHandType == 10) && ((sp34 == 3) || (Player_GetMeleeWeaponHeld(this) != 0)))) { if ((sp34 == 0) && Player_HoldsTwoHandedWeapon(this)) { sp34 = 4; } @@ -7417,10 +7417,10 @@ s32 func_8084285C(Player* this, f32 arg1, f32 arg2, f32 arg3) { } s32 func_808428D8(Player* this, GlobalContext* globalCtx) { - if (!Player_IsChildWithHylianShield(this) && Player_GetSwordHeld(this) && D_80853614) { + if (!Player_IsChildWithHylianShield(this) && (Player_GetMeleeWeaponHeld(this) != 0) && D_80853614) { func_80832264(globalCtx, this, &gPlayerAnim_002EC8); this->unk_84F = 1; - this->swordAnimation = 0xC; + this->meleeWeaponAnimation = 0xC; this->currentYaw = this->actor.shape.rot.y + this->unk_6BE; return 1; } @@ -7527,22 +7527,24 @@ s32 func_80842DF4(GlobalContext* globalCtx, Player* this) { s32 temp1; s32 sp48; - if (this->swordState > 0) { - if (this->swordAnimation < 0x18) { - if (!(this->swordQuads[0].base.atFlags & AT_BOUNCED) && !(this->swordQuads[1].base.atFlags & AT_BOUNCED)) { + if (this->meleeWeaponState > 0) { + if (this->meleeWeaponAnimation < 0x18) { + if (!(this->meleeWeaponQuads[0].base.atFlags & AT_BOUNCED) && + !(this->meleeWeaponQuads[1].base.atFlags & AT_BOUNCED)) { if (this->skelAnime.curFrame >= 2.0f) { - phi_f2 = Math_Vec3f_DistXYZAndStoreDiff(&this->swordInfo[0].tip, &this->swordInfo[0].base, &sp50); + phi_f2 = Math_Vec3f_DistXYZAndStoreDiff(&this->meleeWeaponInfo[0].tip, + &this->meleeWeaponInfo[0].base, &sp50); if (phi_f2 != 0.0f) { phi_f2 = (phi_f2 + 10.0f) / phi_f2; } - sp68.x = this->swordInfo[0].tip.x + (sp50.x * phi_f2); - sp68.y = this->swordInfo[0].tip.y + (sp50.y * phi_f2); - sp68.z = this->swordInfo[0].tip.z + (sp50.z * phi_f2); + sp68.x = this->meleeWeaponInfo[0].tip.x + (sp50.x * phi_f2); + sp68.y = this->meleeWeaponInfo[0].tip.y + (sp50.y * phi_f2); + sp68.z = this->meleeWeaponInfo[0].tip.z + (sp50.z * phi_f2); - if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp68, &this->swordInfo[0].tip, &sp5C, &sp78, true, - false, false, true, &sp74) && + if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp68, &this->meleeWeaponInfo[0].tip, &sp5C, &sp78, + true, false, false, true, &sp74) && !SurfaceType_IsIgnoredByEntities(&globalCtx->colCtx, sp78, sp74) && (func_80041D4C(&globalCtx->colCtx, sp78, sp74) != 6) && (func_8002F9EC(globalCtx, &this->actor, sp78, sp74, &sp5C) == 0)) { @@ -7581,11 +7583,11 @@ s32 func_80842DF4(GlobalContext* globalCtx, Player* this) { } } - temp1 = (this->swordQuads[0].base.atFlags & AT_HIT) || (this->swordQuads[1].base.atFlags & AT_HIT); + temp1 = (this->meleeWeaponQuads[0].base.atFlags & AT_HIT) || (this->meleeWeaponQuads[1].base.atFlags & AT_HIT); if (temp1) { - if (this->swordAnimation < 0x18) { - Actor* at = this->swordQuads[temp1 ? 1 : 0].base.at; + if (this->meleeWeaponAnimation < 0x18) { + Actor* at = this->meleeWeaponQuads[temp1 ? 1 : 0].base.at; if ((at != NULL) && (at->id != ACTOR_EN_KANBAN)) { func_80832630(globalCtx); @@ -8217,8 +8219,8 @@ void func_80844AF4(Player* this, GlobalContext* globalCtx) { } if (func_80843E64(globalCtx, this) >= 0) { - this->swordAnimation += 2; - func_80837948(globalCtx, this, this->swordAnimation); + this->meleeWeaponAnimation += 2; + func_80837948(globalCtx, this, this->meleeWeaponAnimation); this->unk_845 = 3; func_808328A0(this); } @@ -9033,7 +9035,7 @@ static Vec3s D_80854730 = { -57, 3377, 0 }; void Player_InitCommon(Player* this, GlobalContext* globalCtx, FlexSkeletonHeader* skelHeader) { this->ageProperties = &sAgeProperties[gSaveContext.linkAge]; Actor_ProcessInitChain(&this->actor, D_80854708); - this->swordEffectIndex = TOTAL_EFFECT_COUNT; + this->meleeWeaponEffectIndex = TOTAL_EFFECT_COUNT; this->currentYaw = this->actor.world.rot.y; func_80834644(globalCtx, this); @@ -9044,15 +9046,15 @@ void Player_InitCommon(Player* this, GlobalContext* globalCtx, FlexSkeletonHeade this->morphTable2, PLAYER_LIMB_MAX); this->skelAnime2.baseTransl = D_80854730; - Effect_Add(globalCtx, &this->swordEffectIndex, EFFECT_BLURE2, 0, 0, &D_8085470C); + Effect_Add(globalCtx, &this->meleeWeaponEffectIndex, EFFECT_BLURE2, 0, 0, &D_8085470C); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFeet, this->ageProperties->unk_04); this->unk_46C = SUBCAM_NONE; Collider_InitCylinder(globalCtx, &this->cylinder); Collider_SetCylinder(globalCtx, &this->cylinder, &this->actor, &D_80854624); - Collider_InitQuad(globalCtx, &this->swordQuads[0]); - Collider_SetQuad(globalCtx, &this->swordQuads[0], &this->actor, &D_80854650); - Collider_InitQuad(globalCtx, &this->swordQuads[1]); - Collider_SetQuad(globalCtx, &this->swordQuads[1], &this->actor, &D_80854650); + Collider_InitQuad(globalCtx, &this->meleeWeaponQuads[0]); + Collider_SetQuad(globalCtx, &this->meleeWeaponQuads[0], &this->actor, &D_80854650); + Collider_InitQuad(globalCtx, &this->meleeWeaponQuads[1]); + Collider_SetQuad(globalCtx, &this->meleeWeaponQuads[1], &this->actor, &D_80854650); Collider_InitQuad(globalCtx, &this->shieldQuad); Collider_SetQuad(globalCtx, &this->shieldQuad, &this->actor, &D_808546A0); } @@ -9715,7 +9717,8 @@ void Player_UpdateCamAndSeqModes(GlobalContext* globalCtx, Player* this) { } } else if (this->stateFlags1 & PLAYER_STATE1_19) { camMode = CAM_MODE_FREEFALL; - } else if ((this->swordState != 0) && (this->swordAnimation >= 0) && (this->swordAnimation < 0x18)) { + } else if ((this->meleeWeaponState != 0) && (this->meleeWeaponAnimation >= 0) && + (this->meleeWeaponAnimation < 0x18)) { camMode = CAM_MODE_STILL; } else { camMode = CAM_MODE_NORMAL; @@ -9770,8 +9773,8 @@ void func_80848A04(GlobalContext* globalCtx, Player* this) { this->unk_85C = temp; } - func_8002836C(globalCtx, &this->swordInfo[0].tip, &D_808547A4, &D_808547B0, &D_808547BC, &D_808547C0, temp * 200.0f, - 0, 8); + func_8002836C(globalCtx, &this->meleeWeaponInfo[0].tip, &D_808547A4, &D_808547B0, &D_808547BC, &D_808547C0, + temp * 200.0f, 0, 8); } void func_80848B44(GlobalContext* globalCtx, Player* this) { @@ -10283,8 +10286,8 @@ void Player_UpdateCommon(Player* this, GlobalContext* globalCtx, Input* input) { Collider_ResetCylinderAC(globalCtx, &this->cylinder.base); - Collider_ResetQuadAT(globalCtx, &this->swordQuads[0].base); - Collider_ResetQuadAT(globalCtx, &this->swordQuads[1].base); + Collider_ResetQuadAT(globalCtx, &this->meleeWeaponQuads[0].base); + Collider_ResetQuadAT(globalCtx, &this->meleeWeaponQuads[1].base); Collider_ResetQuadAC(globalCtx, &this->shieldQuad.base); Collider_ResetQuadAT(globalCtx, &this->shieldQuad.base); @@ -10528,11 +10531,11 @@ void Player_Draw(Actor* thisx, GlobalContext* globalCtx2) { void Player_Destroy(Actor* thisx, GlobalContext* globalCtx) { Player* this = (Player*)thisx; - Effect_Delete(globalCtx, this->swordEffectIndex); + Effect_Delete(globalCtx, this->meleeWeaponEffectIndex); Collider_DestroyCylinder(globalCtx, &this->cylinder); - Collider_DestroyQuad(globalCtx, &this->swordQuads[0]); - Collider_DestroyQuad(globalCtx, &this->swordQuads[1]); + Collider_DestroyQuad(globalCtx, &this->meleeWeaponQuads[0]); + Collider_DestroyQuad(globalCtx, &this->meleeWeaponQuads[1]); Collider_DestroyQuad(globalCtx, &this->shieldQuad); func_800876C8(globalCtx); @@ -12709,7 +12712,7 @@ s32 func_80850224(Player* this, GlobalContext* globalCtx) { static Vec3f D_80854A40 = { 0.0f, 40.0f, 45.0f }; void func_808502D0(Player* this, GlobalContext* globalCtx) { - struct_80854190* sp44 = &D_80854190[this->swordAnimation]; + struct_80854190* sp44 = &D_80854190[this->meleeWeaponAnimation]; this->stateFlags2 |= PLAYER_STATE2_5; @@ -12753,7 +12756,7 @@ void func_808502D0(Player* this, GlobalContext* globalCtx) { this->stateFlags3 |= PLAYER_STATE3_3; } } else if (this->heldItemActionParam == PLAYER_AP_HAMMER) { - if ((this->swordAnimation == 0x16) || (this->swordAnimation == 0x13)) { + if ((this->meleeWeaponAnimation == 0x16) || (this->meleeWeaponAnimation == 0x13)) { static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; Vec3f shockwavePos; f32 sp2C; @@ -12764,8 +12767,8 @@ void func_808502D0(Player* this, GlobalContext* globalCtx) { Math_ScaledStepToS(&this->actor.focus.rot.x, Math_Atan2S(45.0f, sp2C), 800); func_80836AB8(this, 1); - if ((((this->swordAnimation == 0x16) && LinkAnimation_OnFrame(&this->skelAnime, 7.0f)) || - ((this->swordAnimation == 0x13) && LinkAnimation_OnFrame(&this->skelAnime, 2.0f))) && + if ((((this->meleeWeaponAnimation == 0x16) && LinkAnimation_OnFrame(&this->skelAnime, 7.0f)) || + ((this->meleeWeaponAnimation == 0x13) && LinkAnimation_OnFrame(&this->skelAnime, 2.0f))) && (sp2C > -40.0f) && (sp2C < 40.0f)) { func_80842A28(globalCtx, this); EffectSsBlast_SpawnWhiteShockwave(globalCtx, &shockwavePos, &zeroVec, &zeroVec);