diff --git a/include/functions.h b/include/functions.h index a312de74e5..a1caecaece 100644 --- a/include/functions.h +++ b/include/functions.h @@ -452,7 +452,7 @@ void func_8002F974(Actor* actor, u16 sfxId); void func_8002F994(Actor* actor, s32 arg1); s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos); void Actor_DisableLens(PlayState* play); -void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry); +void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* playerEntry); void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx); s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3); void func_800315AC(PlayState* play, ActorContext* actorCtx); diff --git a/include/z64.h b/include/z64.h index 8bbe2acc17..6e21e8067f 100644 --- a/include/z64.h +++ b/include/z64.h @@ -1183,16 +1183,16 @@ typedef struct PlayState { /* 0x11DE4 */ u32 gameplayFrames; /* 0x11DE8 */ u8 linkAgeOnLoad; /* 0x11DE9 */ u8 unk_11DE9; - /* 0x11DEA */ u8 curSpawn; - /* 0x11DEB */ u8 numSetupActors; + /* 0x11DEA */ u8 spawn; + /* 0x11DEB */ u8 numActorEntries; /* 0x11DEC */ u8 numRooms; /* 0x11DF0 */ RomFile* roomList; - /* 0x11DF4 */ ActorEntry* linkActorEntry; - /* 0x11DF8 */ ActorEntry* setupActorList; + /* 0x11DF4 */ ActorEntry* playerEntry; + /* 0x11DF8 */ ActorEntry* actorEntryList; /* 0x11DFC */ void* unk_11DFC; - /* 0x11E00 */ EntranceEntry* setupEntranceList; - /* 0x11E04 */ s16* setupExitList; - /* 0x11E08 */ Path* setupPathList; + /* 0x11E00 */ Spawn* spawnList; + /* 0x11E04 */ s16* exitList; + /* 0x11E08 */ Path* pathList; /* 0x11E0C */ QuestHintCmd* naviQuestHints; /* 0x11E10 */ void* specialEffects; /* 0x11E14 */ u8 skyboxId; diff --git a/include/z64scene.h b/include/z64scene.h index 4dc2d54696..fd12ee3c0b 100644 --- a/include/z64scene.h +++ b/include/z64scene.h @@ -38,9 +38,12 @@ typedef struct { } TransitionActorEntry; // size = 0x10 typedef struct { - /* 0x00 */ u8 spawn; + /* 0x00 */ u8 playerEntryIndex; /* 0x01 */ u8 room; -} EntranceEntry; +} Spawn; + +// TODO: ZAPD Compatibility +typedef Spawn EntranceEntry; typedef struct { /* 0x00 */ u8 ambientColor[3]; @@ -179,13 +182,13 @@ typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 length; /* 0x04 */ ActorEntry* data; -} SCmdSpawnList; +} SCmdPlayerEntryList; typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 length; /* 0x04 */ ActorEntry* data; -} SCmdActorList; +} SCmdActorEntryList; typedef struct { /* 0x00 */ u8 code; @@ -218,8 +221,8 @@ typedef struct { typedef struct { /* 0x00 */ u8 code; /* 0x01 */ u8 data1; - /* 0x04 */ EntranceEntry* data; -} SCmdEntranceList; + /* 0x04 */ Spawn* data; +} SCmdSpawnList; typedef struct { /* 0x00 */ u8 code; @@ -342,11 +345,11 @@ typedef struct { typedef union { SCmdBase base; - SCmdSpawnList spawnList; - SCmdActorList actorList; + SCmdPlayerEntryList playerEntryList; + SCmdActorEntryList actorEntryList; SCmdUnused02 unused02; SCmdRoomList roomList; - SCmdEntranceList entranceList; + SCmdSpawnList spawnList; SCmdObjectList objectList; SCmdLightList lightList; SCmdPathList pathList; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index e1f9390296..e81004620d 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1953,15 +1953,14 @@ void Actor_DisableLens(PlayState* play) { } } -// Actor_InitContext -void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry) { +void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* playerEntry) { ActorOverlay* overlayEntry; SavedSceneFlags* savedSceneFlags; s32 i; savedSceneFlags = &gSaveContext.sceneFlags[play->sceneId]; - bzero(actorCtx, sizeof(*actorCtx)); + bzero(actorCtx, sizeof(ActorContext)); ActorOverlayTable_Init(); Matrix_MtxFCopy(&play->billboardMtxF, &gMtxFClear); @@ -1983,7 +1982,7 @@ void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEnt actorCtx->absoluteSpace = NULL; - Actor_SpawnEntry(actorCtx, actorEntry, play); + Actor_SpawnEntry(actorCtx, playerEntry, play); func_8002C0C0(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].head, play); func_8002FA60(play); } @@ -2024,12 +2023,12 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { sp74 = NULL; unkFlag = 0; - if (play->numSetupActors != 0) { - actorEntry = &play->setupActorList[0]; - for (i = 0; i < play->numSetupActors; i++) { + if (play->numActorEntries != 0) { + actorEntry = &play->actorEntryList[0]; + for (i = 0; i < play->numActorEntries; i++) { Actor_SpawnEntry(&play->actorCtx, actorEntry++, play); } - play->numSetupActors = 0; + play->numActorEntries = 0; } if (actorCtx->unk_02 != 0) { diff --git a/src/code/z_path.c b/src/code/z_path.c index db3c8af4d2..d27530eb3a 100644 --- a/src/code/z_path.c +++ b/src/code/z_path.c @@ -4,7 +4,7 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 max) { Path* path; if (index != max) { - path = &play->setupPathList[index]; + path = &play->pathList[index]; } else { path = NULL; } diff --git a/src/code/z_play.c b/src/code/z_play.c index 542eb08ce6..f768d7a9d8 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -403,7 +403,7 @@ void Play_Init(GameState* thisx) { (s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc)); Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL); - func_800304DC(this, &this->actorCtx, this->linkActorEntry); + Actor_InitContext(this, &this->actorCtx, this->playerEntry); while (!func_800973FC(this, &this->roomCtx)) { ; // Empty Loop @@ -1399,14 +1399,17 @@ void Play_InitEnvironment(PlayState* this, s16 skyboxId) { } void Play_InitScene(PlayState* this, s32 spawn) { - this->curSpawn = spawn; - this->linkActorEntry = NULL; + this->spawn = spawn; + + this->playerEntry = NULL; this->unk_11DFC = NULL; - this->setupEntranceList = NULL; - this->setupExitList = NULL; + this->spawnList = NULL; + this->exitList = NULL; this->naviQuestHints = NULL; - this->setupPathList = NULL; - this->numSetupActors = 0; + this->pathList = NULL; + + this->numActorEntries = 0; + Object_InitBank(this, &this->objectCtx); LightContext_Init(this, &this->lightCtx); TransitionActor_InitContext(&this->state, &this->transiActorCtx); diff --git a/src/code/z_room.c b/src/code/z_room.c index 953739f2a7..8447a04605 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -582,7 +582,7 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) { roomCtx->status = 0; frontRoom = gSaveContext.respawnFlag > 0 ? ((void)0, gSaveContext.respawn[gSaveContext.respawnFlag - 1].roomIndex) - : play->setupEntranceList[play->curSpawn].room; + : play->spawnList[play->spawn].room; func_8009728C(play, roomCtx, frontRoom); return maxRoomSize; diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 10de2959cc..7f8598fa76 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -182,22 +182,22 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) { return 0; } -void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { - ActorEntry* linkEntry = play->linkActorEntry = - (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.data) + play->setupEntranceList[play->curSpawn].spawn; +void Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) { + ActorEntry* playerEntry = play->playerEntry = + (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->playerEntryList.data) + play->spawnList[play->spawn].playerEntryIndex; s16 linkObjectId; play->linkAgeOnLoad = ((void)0, gSaveContext.linkAge); linkObjectId = gLinkObjectIds[((void)0, gSaveContext.linkAge)]; - gActorOverlayTable[linkEntry->id].initInfo->objectId = linkObjectId; + gActorOverlayTable[playerEntry->id].initInfo->objectId = linkObjectId; Object_Spawn(&play->objectCtx, linkObjectId); } -void Scene_CommandActorList(PlayState* play, SceneCmd* cmd) { - play->numSetupActors = cmd->actorList.length; - play->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.data); +void Scene_CommandActorEntryList(PlayState* play, SceneCmd* cmd) { + play->numActorEntries = cmd->actorEntryList.length; + play->actorEntryList = SEGMENTED_TO_VIRTUAL(cmd->actorEntryList.data); } void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) { @@ -221,8 +221,8 @@ void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) { play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data); } -void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd) { - play->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.data); +void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { + play->spawnList = SEGMENTED_TO_VIRTUAL(cmd->spawnList.data); } void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) { @@ -308,10 +308,10 @@ void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) { } void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) { - play->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data); + play->pathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data); } -void Scene_CommandTransitionActorList(PlayState* play, SceneCmd* cmd) { +void Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) { play->transiActorCtx.numActors = cmd->transiActorList.length; play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data); } @@ -386,7 +386,7 @@ void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) { } void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) { - play->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data); + play->exitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data); } void Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) { @@ -470,32 +470,32 @@ void Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) { } void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(PlayState*, SceneCmd*) = { - Scene_CommandSpawnList, // SCENE_CMD_ID_SPAWN_LIST - Scene_CommandActorList, // SCENE_CMD_ID_ACTOR_LIST - Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2 - Scene_CommandCollisionHeader, // SCENE_CMD_ID_COLLISION_HEADER - Scene_CommandRoomList, // SCENE_CMD_ID_ROOM_LIST - Scene_CommandWindSettings, // SCENE_CMD_ID_WIND_SETTINGS - Scene_CommandEntranceList, // SCENE_CMD_ID_ENTRANCE_LIST - Scene_CommandSpecialFiles, // SCENE_CMD_ID_SPECIAL_FILES - Scene_CommandRoomBehavior, // SCENE_CMD_ID_ROOM_BEHAVIOR - Scene_CommandUndefined9, // SCENE_CMD_ID_UNDEFINED_9 - Scene_CommandRoomShape, // SCENE_CMD_ID_ROOM_SHAPE - Scene_CommandObjectList, // SCENE_CMD_ID_OBJECT_LIST - Scene_CommandLightList, // SCENE_CMD_ID_LIGHT_LIST - Scene_CommandPathList, // SCENE_CMD_ID_PATH_LIST - Scene_CommandTransitionActorList, // SCENE_CMD_ID_TRANSITION_ACTOR_LIST - Scene_CommandLightSettingsList, // SCENE_CMD_ID_LIGHT_SETTINGS_LIST - Scene_CommandTimeSettings, // SCENE_CMD_ID_TIME_SETTINGS - Scene_CommandSkyboxSettings, // SCENE_CMD_ID_SKYBOX_SETTINGS - Scene_CommandSkyboxDisables, // SCENE_CMD_ID_SKYBOX_DISABLES - Scene_CommandExitList, // SCENE_CMD_ID_EXIT_LIST - NULL, // SCENE_CMD_ID_END - Scene_CommandSoundSettings, // SCENE_CMD_ID_SOUND_SETTINGS - Scene_CommandEchoSettings, // SCENE_CMD_ID_ECHO_SETTINGS - Scene_CommandCutsceneData, // SCENE_CMD_ID_CUTSCENE_DATA - Scene_CommandAlternateHeaderList, // SCENE_CMD_ID_ALTERNATE_HEADER_LIST - Scene_CommandMiscSettings, // SCENE_CMD_ID_MISC_SETTINGS + Scene_CommandPlayerEntryList, // SCENE_CMD_ID_SPAWN_LIST + Scene_CommandActorEntryList, // SCENE_CMD_ID_ACTOR_LIST + Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2 + Scene_CommandCollisionHeader, // SCENE_CMD_ID_COLLISION_HEADER + Scene_CommandRoomList, // SCENE_CMD_ID_ROOM_LIST + Scene_CommandWindSettings, // SCENE_CMD_ID_WIND_SETTINGS + Scene_CommandSpawnList, // SCENE_CMD_ID_ENTRANCE_LIST + Scene_CommandSpecialFiles, // SCENE_CMD_ID_SPECIAL_FILES + Scene_CommandRoomBehavior, // SCENE_CMD_ID_ROOM_BEHAVIOR + Scene_CommandUndefined9, // SCENE_CMD_ID_UNDEFINED_9 + Scene_CommandRoomShape, // SCENE_CMD_ID_ROOM_SHAPE + Scene_CommandObjectList, // SCENE_CMD_ID_OBJECT_LIST + Scene_CommandLightList, // SCENE_CMD_ID_LIGHT_LIST + Scene_CommandPathList, // SCENE_CMD_ID_PATH_LIST + Scene_CommandTransitionActorEntryList, // SCENE_CMD_ID_TRANSITION_ACTOR_LIST + Scene_CommandLightSettingsList, // SCENE_CMD_ID_LIGHT_SETTINGS_LIST + Scene_CommandTimeSettings, // SCENE_CMD_ID_TIME_SETTINGS + Scene_CommandSkyboxSettings, // SCENE_CMD_ID_SKYBOX_SETTINGS + Scene_CommandSkyboxDisables, // SCENE_CMD_ID_SKYBOX_DISABLES + Scene_CommandExitList, // SCENE_CMD_ID_EXIT_LIST + NULL, // SCENE_CMD_ID_END + Scene_CommandSoundSettings, // SCENE_CMD_ID_SOUND_SETTINGS + Scene_CommandEchoSettings, // SCENE_CMD_ID_ECHO_SETTINGS + Scene_CommandCutsceneData, // SCENE_CMD_ID_CUTSCENE_DATA + Scene_CommandAlternateHeaderList, // SCENE_CMD_ID_ALTERNATE_HEADER_LIST + Scene_CommandMiscSettings, // SCENE_CMD_ID_MISC_SETTINGS }; RomFile sNaviQuestHintFiles[] = { diff --git a/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c b/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c index 576fd963ed..d2cdbe095b 100644 --- a/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c +++ b/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c @@ -70,7 +70,7 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) { PlayState* play = play2; BgDyYoseizo* this = (BgDyYoseizo*)thisx; - this->fountainType = play->curSpawn; + this->fountainType = play->spawn; if (this->fountainType < 0) { this->fountainType = 0; @@ -82,12 +82,12 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) { if (play->sceneId == SCENE_DAIYOUSEI_IZUMI) { // "Great Fairy Fountain" - osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 大妖精の泉 ☆☆☆☆☆ %d\n" VT_RST, play->curSpawn); + osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 大妖精の泉 ☆☆☆☆☆ %d\n" VT_RST, play->spawn); SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairySittingTransitionAnim, this->jointTable, this->morphTable, 28); } else { // "Stone/Jewel Fairy Fountain" - osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 石妖精の泉 ☆☆☆☆☆ %d\n" VT_RST, play->curSpawn); + osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 石妖精の泉 ☆☆☆☆☆ %d\n" VT_RST, play->spawn); SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairyLayingDownTransitionAnim, this->jointTable, this->morphTable, 28); } diff --git a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c index 939d33f4b8..6731c2b857 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c @@ -143,7 +143,7 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) { ((BgMizuMovebg*)thisx)->scrollAlpha4 = 160; waypointId = MOVEBG_POINT_ID(thisx->params); ((BgMizuMovebg*)thisx)->waypointId = waypointId; - func_8089E108(play->setupPathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId); + func_8089E108(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId); ((BgMizuMovebg*)thisx)->actionFunc = func_8089E650; break; } @@ -323,7 +323,7 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) { f32 dz; this->dyna.actor.speedXZ = MOVEBG_SPEED(this->dyna.actor.params) * 0.1f; - func_8089E108(play->setupPathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId); + func_8089E108(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId); dist = Actor_WorldDistXYZToPoint(&this->dyna.actor, &waypoint); if (dist < this->dyna.actor.speedXZ) { this->dyna.actor.speedXZ = dist; @@ -335,9 +335,9 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) { dz = waypoint.z - this->dyna.actor.world.pos.z; if (fabsf(dx) < 2.0f && fabsf(dy) < 2.0f && fabsf(dz) < 2.0f) { this->waypointId++; - if (this->waypointId >= play->setupPathList[MOVEBG_PATH_ID(this->dyna.actor.params)].count) { + if (this->waypointId >= play->pathList[MOVEBG_PATH_ID(this->dyna.actor.params)].count) { this->waypointId = 0; - func_8089E108(play->setupPathList, &this->dyna.actor.world.pos, MOVEBG_PATH_ID(this->dyna.actor.params), 0); + func_8089E108(play->pathList, &this->dyna.actor.world.pos, MOVEBG_PATH_ID(this->dyna.actor.params), 0); } } if (!(D_8089EE40 & 1) && MOVEBG_SPEED(this->dyna.actor.params) != 0) { diff --git a/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.c b/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.c index f2be2128bf..47fba67a64 100644 --- a/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.c +++ b/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.c @@ -108,7 +108,7 @@ void func_808AC2BC(BgSpot01Objects2* this, PlayState* play) { CollisionHeader_GetVirtual(&object_spot01_matoyab_col, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); if (IS_DAY) { - func_808AC22C(play->setupPathList, &position, ((s32)thisx->params >> 8) & 0xFF, 0); + func_808AC22C(play->pathList, &position, ((s32)thisx->params >> 8) & 0xFF, 0); Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_EN_DAIKU_KAKARIKO, position.x, position.y, position.z, thisx->world.rot.x, thisx->world.rot.y, thisx->world.rot.z, ((((s32)thisx->params >> 8) & 0xFF) << 8) + 1); diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index b8f535cb90..308c4ec862 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -858,7 +858,7 @@ void EnBb_FaceWaypoint(EnBb* this) { } void EnBb_SetWaypoint(EnBb* this, PlayState* play) { - Path* path = &play->setupPathList[this->path]; + Path* path = &play->pathList[this->path]; Vec3s* point; if (this->waypoint == (s16)(path->count - 1)) { diff --git a/src/overlays/actors/ovl_En_Cs/z_en_cs.c b/src/overlays/actors/ovl_En_Cs/z_en_cs.c index f5b6c502d6..a5a6448c93 100644 --- a/src/overlays/actors/ovl_En_Cs/z_en_cs.c +++ b/src/overlays/actors/ovl_En_Cs/z_en_cs.c @@ -287,7 +287,7 @@ s32 EnCs_HandleWalking(EnCs* this, PlayState* play) { s16 walkAngle1; s16 walkAngle2; - EnCs_GetPathPoint(play->setupPathList, &pathPos, this->path, this->waypoint); + EnCs_GetPathPoint(play->pathList, &pathPos, this->path, this->waypoint); xDiff = pathPos.x - this->actor.world.pos.x; zDiff = pathPos.z - this->actor.world.pos.z; walkAngle1 = RAD_TO_BINANG(Math_FAtan2F(xDiff, zDiff)); @@ -296,13 +296,13 @@ s32 EnCs_HandleWalking(EnCs* this, PlayState* play) { while (this->walkDist <= 10.44f) { this->waypoint++; - waypointCount = EnCs_GetwaypointCount(play->setupPathList, this->path); + waypointCount = EnCs_GetwaypointCount(play->pathList, this->path); if ((this->waypoint < 0) || (!(this->waypoint < waypointCount))) { this->waypoint = 0; } - EnCs_GetPathPoint(play->setupPathList, &pathPos, this->path, this->waypoint); + EnCs_GetPathPoint(play->pathList, &pathPos, this->path, this->waypoint); xDiff = pathPos.x - this->actor.world.pos.x; zDiff = pathPos.z - this->actor.world.pos.z; walkAngle2 = RAD_TO_BINANG(Math_FAtan2F(xDiff, zDiff)); diff --git a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c index a90f2285ee..4969ae3ed6 100644 --- a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c +++ b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c @@ -407,7 +407,7 @@ void EnDaiku_InitEscape(EnDaiku* this, PlayState* play) { EnDaiku_InitSubCamera(this, play); exitLoop = false; - path = &play->setupPathList[this->actor.params >> 4 & 0xF]; + path = &play->pathList[this->actor.params >> 4 & 0xF]; while (!exitLoop) { pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint; dx = pointPos->x - this->actor.world.pos.x; @@ -522,7 +522,7 @@ void EnDaiku_EscapeRun(EnDaiku* this, PlayState* play) { f32 dxz; Vec3s* pointPos; - path = &play->setupPathList[this->actor.params >> 4 & 0xF]; + path = &play->pathList[this->actor.params >> 4 & 0xF]; pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->waypoint; dx = pointPos->x - this->actor.world.pos.x; dz = pointPos->z - this->actor.world.pos.z; diff --git a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c index 429a2c57a2..f54462de4f 100644 --- a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c +++ b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c @@ -359,7 +359,7 @@ void EnDaikuKakariko_Run(EnDaikuKakariko* this, PlayState* play) { s32 run; do { - path = &play->setupPathList[(this->actor.params >> 8) & 0xFF]; + path = &play->pathList[(this->actor.params >> 8) & 0xFF]; pathPos = &((Vec3s*)SEGMENTED_TO_VIRTUAL(path->points))[this->waypoint]; xDist = pathPos->x - this->actor.world.pos.x; zDist = pathPos->z - this->actor.world.pos.z; diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index f7a32a99d7..421345fa4a 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -473,7 +473,7 @@ s32 EnGo_FollowPath(EnGo* this, PlayState* play) { return false; } - path = &play->setupPathList[this->actor.params & 0xF]; + path = &play->pathList[this->actor.params & 0xF]; pointPos = SEGMENTED_TO_VIRTUAL(path->points); pointPos += this->unk_218; xDist = pointPos->x - this->actor.world.pos.x; @@ -507,7 +507,7 @@ s32 EnGo_SetMovedPos(EnGo* this, PlayState* play) { if ((this->actor.params & 0xF) == 0xF) { return false; } else { - path = &play->setupPathList[this->actor.params & 0xF]; + path = &play->pathList[this->actor.params & 0xF]; pointPos = SEGMENTED_TO_VIRTUAL(path->points); pointPos += (path->count - 1); this->actor.world.pos.x = pointPos->x; 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 e71402cbe5..dd09e19cb0 100644 --- a/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c +++ b/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c @@ -137,7 +137,7 @@ void EnGoroiwa_SetSpeed(EnGoroiwa* this, PlayState* play) { } void EnGoroiwa_FaceNextWaypoint(EnGoroiwa* this, PlayState* play) { - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; Vec3s* nextPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; Vec3f nextPosF; @@ -150,7 +150,7 @@ void EnGoroiwa_FaceNextWaypoint(EnGoroiwa* this, PlayState* play) { void EnGoroiwa_GetPrevWaypointDiff(EnGoroiwa* this, PlayState* play, Vec3f* dest) { s16 loopMode = (this->actor.params >> 8) & 3; - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; s16 prevWaypoint = this->currentWaypoint - this->pathDirection; Vec3s* prevPointPos; Vec3s* currentPointPos; @@ -215,14 +215,14 @@ void EnGoroiwa_ReverseDirection(EnGoroiwa* this) { } void EnGoroiwa_InitPath(EnGoroiwa* this, PlayState* play) { - this->endWaypoint = play->setupPathList[this->actor.params & 0xFF].count - 1; + this->endWaypoint = play->pathList[this->actor.params & 0xFF].count - 1; this->currentWaypoint = 0; this->nextWaypoint = 1; this->pathDirection = 1; } void EnGoroiwa_TeleportToWaypoint(EnGoroiwa* this, PlayState* play, s32 waypoint) { - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; Vec3s* pointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + waypoint; this->actor.world.pos.x = pointPos->x; @@ -237,7 +237,7 @@ void EnGoroiwa_InitRotation(EnGoroiwa* this) { s32 EnGoroiwa_GetAscendDirection(EnGoroiwa* this, PlayState* play) { s32 pad; - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; Vec3s* nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; Vec3s* currentPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->currentWaypoint; @@ -301,7 +301,7 @@ s32 EnGoroiwa_MoveAndFall(EnGoroiwa* this, PlayState* play) { Math_StepToF(&this->actor.speedXZ, R_EN_GOROIWA_SPEED * 0.01f, 0.3f); func_8002D868(&this->actor); - path = &play->setupPathList[this->actor.params & 0xFF]; + path = &play->pathList[this->actor.params & 0xFF]; nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; result = true; result &= Math_StepToF(&this->actor.world.pos.x, nextPointPos->x, fabsf(this->actor.velocity.x)); @@ -311,7 +311,7 @@ s32 EnGoroiwa_MoveAndFall(EnGoroiwa* this, PlayState* play) { } s32 EnGoroiwa_Move(EnGoroiwa* this, PlayState* play) { - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; s32 pad; Vec3s* nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; Vec3s* currentPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->currentWaypoint; @@ -343,7 +343,7 @@ s32 EnGoroiwa_Move(EnGoroiwa* this, PlayState* play) { s32 EnGoroiwa_MoveUpToNextWaypoint(EnGoroiwa* this, PlayState* play) { s32 pad; - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; Vec3s* nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; Math_StepToF(&this->actor.velocity.y, (R_EN_GOROIWA_SPEED * 0.01f) * 0.5f, 0.18f); @@ -354,7 +354,7 @@ s32 EnGoroiwa_MoveUpToNextWaypoint(EnGoroiwa* this, PlayState* play) { s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) { s32 pad; - Path* path = &play->setupPathList[this->actor.params & 0xFF]; + Path* path = &play->pathList[this->actor.params & 0xFF]; Vec3s* nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; f32 nextPointY; f32 thisY; @@ -543,7 +543,7 @@ void EnGoroiwa_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); return; } - if (play->setupPathList[pathIdx].count < 2) { + if (play->pathList[pathIdx].count < 2) { // "Error: Invalid Path Data" osSyncPrintf("Error : レールデータ が不正(%s %d)\n", "../z_en_gr.c", 1043); Actor_Kill(&this->actor); diff --git a/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c b/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c index 22064e62a5..f8f9a24a74 100644 --- a/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c +++ b/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c @@ -153,7 +153,7 @@ void EnHeishi1_Walk(EnHeishi1* this, PlayState* play) { } if (!sPlayerIsCaught) { - path = &play->setupPathList[this->path]; + path = &play->pathList[this->path]; pointPos = SEGMENTED_TO_VIRTUAL(path->points); pointPos += this->waypoint; 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 f9596531c7..cdb3b38323 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 @@ -286,7 +286,7 @@ void func_80A6B91C(EnHorseNormal* this, PlayState* play) { } void EnHorseNormal_FollowPath(EnHorseNormal* this, PlayState* play) { - Path* path = &play->setupPathList[this->actor.params & 0xF]; + Path* path = &play->pathList[this->actor.params & 0xF]; Vec3s* pointPos = SEGMENTED_TO_VIRTUAL(path->points); f32 dx; f32 dz; diff --git a/src/overlays/actors/ovl_En_Kz/z_en_kz.c b/src/overlays/actors/ovl_En_Kz/z_en_kz.c index c21534016f..0fee522ad9 100644 --- a/src/overlays/actors/ovl_En_Kz/z_en_kz.c +++ b/src/overlays/actors/ovl_En_Kz/z_en_kz.c @@ -279,7 +279,7 @@ s32 EnKz_FollowPath(EnKz* this, PlayState* play) { return 0; } - path = &play->setupPathList[(this->actor.params & 0xFF00) >> 8]; + path = &play->pathList[(this->actor.params & 0xFF00) >> 8]; pointPos = SEGMENTED_TO_VIRTUAL(path->points); pointPos += this->waypoint; @@ -305,7 +305,7 @@ s32 EnKz_SetMovedPos(EnKz* this, PlayState* play) { return 0; } - path = &play->setupPathList[(this->actor.params & 0xFF00) >> 8]; + path = &play->pathList[(this->actor.params & 0xFF00) >> 8]; lastPointPos = SEGMENTED_TO_VIRTUAL(path->points); lastPointPos += path->count - 1; diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index c103703efc..2fdbf9458b 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -348,7 +348,7 @@ void EnMb_NextWaypoint(EnMb* this, PlayState* play) { Path* path; Vec3s* waypointPos; - path = &play->setupPathList[this->path]; + path = &play->pathList[this->path]; if (this->waypoint == 0) { this->direction = 1; @@ -404,7 +404,7 @@ s32 EnMb_IsPlayerInCorridor(EnMb* this, PlayState* play) { } void EnMb_FindWaypointTowardsPlayer(EnMb* this, PlayState* play) { - Path* path = &play->setupPathList[this->path]; + Path* path = &play->pathList[this->path]; s16 yawToWaypoint; Vec3f waypointPosF; Vec3s* waypointPosS; 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 0a719c1e62..c9f018ba56 100644 --- a/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -595,7 +595,7 @@ u8 EnMd_FollowPath(EnMd* this, PlayState* play) { return 0; } - path = &play->setupPathList[(this->actor.params & 0xFF00) >> 8]; + path = &play->pathList[(this->actor.params & 0xFF00) >> 8]; pointPos = SEGMENTED_TO_VIRTUAL(path->points); pointPos += this->waypoint; @@ -622,7 +622,7 @@ u8 EnMd_SetMovedPos(EnMd* this, PlayState* play) { return 0; } - path = &play->setupPathList[(this->actor.params & 0xFF00) >> 8]; + path = &play->pathList[(this->actor.params & 0xFF00) >> 8]; lastPointPos = SEGMENTED_TO_VIRTUAL(path->points); lastPointPos += path->count - 1; diff --git a/src/overlays/actors/ovl_En_Mm/z_en_mm.c b/src/overlays/actors/ovl_En_Mm/z_en_mm.c index 6a522cb0e1..499fcd86b8 100644 --- a/src/overlays/actors/ovl_En_Mm/z_en_mm.c +++ b/src/overlays/actors/ovl_En_Mm/z_en_mm.c @@ -331,7 +331,7 @@ s32 func_80AADEF0(EnMm* this, PlayState* play) { s32 phi_a2; s32 phi_v1; - func_80AADE60(play->setupPathList, &waypointPos, this->path, this->waypoint); + func_80AADE60(play->pathList, &waypointPos, this->path, this->waypoint); xDiff = waypointPos.x - this->actor.world.pos.x; zDiff = waypointPos.z - this->actor.world.pos.z; @@ -349,7 +349,7 @@ s32 func_80AADEF0(EnMm* this, PlayState* play) { phi_a2 = 0; break; case 1: - phi_a2 = EnMm_GetPointCount(play->setupPathList, this->path) - 1; + phi_a2 = EnMm_GetPointCount(play->pathList, this->path) - 1; break; case 2: phi_a2 = this->unk_1F0; @@ -363,7 +363,7 @@ s32 func_80AADEF0(EnMm* this, PlayState* play) { phi_v1 = 0; break; case 1: - phi_v1 = EnMm_GetPointCount(play->setupPathList, this->path) - 1; + phi_v1 = EnMm_GetPointCount(play->pathList, this->path) - 1; break; case 2: phi_v1 = this->unk_1F0; @@ -376,7 +376,7 @@ s32 func_80AADEF0(EnMm* this, PlayState* play) { this->waypoint = sPathInfo[this->unk_1E8].unk_08; } - func_80AADE60(play->setupPathList, &waypointPos, this->path, this->waypoint); + func_80AADE60(play->pathList, &waypointPos, this->path, this->waypoint); xDiff = waypointPos.x - this->actor.world.pos.x; zDiff = waypointPos.z - this->actor.world.pos.z; diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index 6e1b116221..957ae13323 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -106,7 +106,7 @@ void EnNb_UpdatePath(EnNb* this, PlayState* play) { s32 pad; s32 path; - pathList = play->setupPathList; + pathList = play->pathList; if (pathList != NULL) { path = EnNb_GetPath(this); diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index 9b624f9fe4..e3b3ce3fd7 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -603,7 +603,7 @@ void func_80AB6A38(EnNiw* this, PlayState* play) { this->unk_2FC = this->unk_300 = 0.0f; this->actionFunc = EnNiw_ResetAction; } else { - path = &play->setupPathList[pathIndex]; + path = &play->pathList[pathIndex]; pointPos = SEGMENTED_TO_VIRTUAL(path->points); pointPos += this->waypoint; pathDiffX = pointPos->x - this->actor.world.pos.x; diff --git a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c index 69cedb5e55..c948ba2b55 100644 --- a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c +++ b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c @@ -101,7 +101,7 @@ void EnNiwGirl_Jump(EnNiwGirl* this, PlayState* play) { } void func_80AB9210(EnNiwGirl* this, PlayState* play) { - Path* path = &play->setupPathList[this->path]; + Path* path = &play->pathList[this->path]; f32 xDistBetween; f32 zDistBetween; diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c index 2f9b4393d6..1177489436 100644 --- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c +++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c @@ -471,7 +471,7 @@ void EnOssan_TalkDefaultShopkeeper(PlayState* play) { } void EnOssan_TalkKakarikoPotionShopkeeper(PlayState* play) { - if (play->curSpawn == 0) { + if (play->spawn == 0) { Message_ContinueTextbox(play, 0x5046); } else { Message_ContinueTextbox(play, 0x504E); @@ -487,7 +487,7 @@ void EnOssan_TalkKokiriShopkeeper(PlayState* play) { } void EnOssan_TalkBazaarShopkeeper(PlayState* play) { - if (play->curSpawn == 0) { + if (play->spawn == 0) { Message_ContinueTextbox(play, 0x9D); } else { Message_ContinueTextbox(play, 0x9C); diff --git a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c index 3f650fb36b..30a288d66e 100644 --- a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c +++ b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c @@ -87,7 +87,7 @@ void EnPoDesert_Destroy(Actor* thisx, PlayState* play) { } void EnPoDesert_SetNextPathPoint(EnPoDesert* this, PlayState* play) { - Path* path = &play->setupPathList[this->actor.params]; + Path* path = &play->pathList[this->actor.params]; Vec3s* pathPoint; Animation_MorphToLoop(&this->skelAnime, &gPoeFieldDisappearAnim, -6.0f); 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 66e0a60591..7f3992a0d6 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 @@ -200,7 +200,7 @@ void EnRiverSound_Update(Actor* thisx, PlayState* play) { if ((thisx->params == RS_RIVER_DEFAULT_LOW_FREQ) || (thisx->params == RS_RIVER_DEFAULT_MEDIUM_FREQ) || (thisx->params == RS_RIVER_DEFAULT_HIGH_FREQ)) { - path = &play->setupPathList[this->pathIndex]; + path = &play->pathList[this->pathIndex]; pos = &thisx->world.pos; if (EnRiverSound_GetSfxPos(SEGMENTED_TO_VIRTUAL(path->points), path->count, &player->actor.world.pos, pos)) { diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c index f710ed5765..c73c2378ca 100644 --- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -308,7 +308,7 @@ s32 EnTk_Orient(EnTk* this, PlayState* play) { return 1; } - path = &play->setupPathList[0]; + path = &play->pathList[0]; point = SEGMENTED_TO_VIRTUAL(path->points); point += this->currentWaypoint; diff --git a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c index 91c99fd4e5..e67820f3a8 100644 --- a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c +++ b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c @@ -1573,7 +1573,7 @@ s32 func_80B56EE4(EnZl3* this, PlayState* play) { void func_80B56F10(EnZl3* this, PlayState* play) { s32 waypoint; - Path* pathHead = play->setupPathList; + Path* pathHead = play->pathList; if (pathHead != NULL) { waypoint = func_80B54DC4(this); @@ -1838,49 +1838,49 @@ void func_80B57858(PlayState* play) { s32 func_80B57890(EnZl3* this, PlayState* play) { s8 pad[2]; - u8 curSpawn = play->curSpawn; + u8 spawn = play->spawn; s16 sceneId = play->sceneId; s32 result = func_80B54DB4(this); if (play) {} // Needed to match, this if can be almost anywhere and it still matches if (sceneId == SCENE_GANON_SONOGO) { - if ((result == 0x24) && (curSpawn == 0)) { + if ((result == 0x24) && (spawn == 0)) { return 1; } - if ((result == 0x25) && (curSpawn == 2)) { + if ((result == 0x25) && (spawn == 2)) { return 1; } - if ((result == 0x26) && (curSpawn == 4)) { + if ((result == 0x26) && (spawn == 4)) { return 1; } - if ((result == 0x27) && (curSpawn == 6)) { + if ((result == 0x27) && (spawn == 6)) { return 1; } - if ((result == 0x28) && (curSpawn == 6)) { + if ((result == 0x28) && (spawn == 6)) { return 1; } } else if (sceneId == SCENE_GANON_FINAL) { - if ((result == 0x20) && (curSpawn == 0) && Flags_GetSwitch(play, 0x37)) { + if ((result == 0x20) && (spawn == 0) && Flags_GetSwitch(play, 0x37)) { if ((play->sceneId == SCENE_GANON_DEMO) || (play->sceneId == SCENE_GANON_FINAL) || (play->sceneId == SCENE_GANON_SONOGO) || (play->sceneId == SCENE_GANONTIKA_SONOGO)) { return 1; } } - if ((result == 0x21) && (curSpawn == 2)) { + if ((result == 0x21) && (spawn == 2)) { return 1; } - if ((result == 0x22) && (curSpawn == 4)) { + if ((result == 0x22) && (spawn == 4)) { return 1; } - if ((result == 0x23) && (curSpawn == 6)) { + if ((result == 0x23) && (spawn == 6)) { return 1; } } else if (sceneId == SCENE_GANONTIKA_SONOGO) { - if ((result == 0x29) && (curSpawn == 0)) { + if ((result == 0x29) && (spawn == 0)) { return 1; } - if ((result == 0x2A) && (curSpawn == 0)) { + if ((result == 0x2A) && (spawn == 0)) { return 1; } } @@ -2489,9 +2489,9 @@ s32 func_80B59698(EnZl3* this, PlayState* play) { (play->sceneId == SCENE_GANON_SONOGO) || (play->sceneId == SCENE_GANONTIKA_SONOGO)); if (cond) { - u8 curSpawn = play->curSpawn; + u8 spawn = play->spawn; - if ((func_80B54DB4(this) == 0x20) && (curSpawn == 0) && + if ((func_80B54DB4(this) == 0x20) && (spawn == 0) && ((gSaveContext.timer2Value <= 0) || (gSaveContext.timer2State == 0))) { return 1; } @@ -2505,9 +2505,9 @@ s32 func_80B59768(EnZl3* this, PlayState* play) { (play->sceneId == SCENE_GANON_SONOGO) || (play->sceneId == SCENE_GANONTIKA_SONOGO)); if (cond) { - u8 curSpawn = play->curSpawn; + u8 spawn = play->spawn; - if ((func_80B54DB4(this) == 0x20) && (curSpawn == 0) && (gSaveContext.timer2Value <= 0)) { + if ((func_80B54DB4(this) == 0x20) && (spawn == 0) && (gSaveContext.timer2Value <= 0)) { return 1; } } 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 3997e0d1a6..4a977fec9d 100644 --- a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c +++ b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c @@ -226,13 +226,13 @@ void ObjBean_SetDrawMode(ObjBean* this, u8 drawFlag) { } void ObjBean_SetupPathCount(ObjBean* this, PlayState* play) { - this->pathCount = play->setupPathList[(this->dyna.actor.params >> 8) & 0x1F].count - 1; + this->pathCount = play->pathList[(this->dyna.actor.params >> 8) & 0x1F].count - 1; this->currentPointIndex = 0; this->nextPointIndex = 1; } void ObjBean_SetupPath(ObjBean* this, PlayState* play) { - Path* path = &play->setupPathList[(this->dyna.actor.params >> 8) & 0x1F]; + Path* path = &play->pathList[(this->dyna.actor.params >> 8) & 0x1F]; Math_Vec3s_ToVec3f(&this->pathPoints, SEGMENTED_TO_VIRTUAL(path->points)); } @@ -250,7 +250,7 @@ void ObjBean_FollowPath(ObjBean* this, PlayState* play) { f32 mag; Math_StepToF(&this->dyna.actor.speedXZ, sBeanSpeeds[this->unk_1F6].velocity, sBeanSpeeds[this->unk_1F6].accel); - path = &play->setupPathList[(this->dyna.actor.params >> 8) & 0x1F]; + path = &play->pathList[(this->dyna.actor.params >> 8) & 0x1F]; nextPathPoint = &((Vec3s*)SEGMENTED_TO_VIRTUAL(path->points))[this->nextPointIndex]; Math_Vec3s_ToVec3f(&pathPointsFloat, nextPathPoint); @@ -480,7 +480,7 @@ void ObjBean_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->dyna.actor); return; } - if (play->setupPathList[path].count < 3) { + if (play->pathList[path].count < 3) { osSyncPrintf(VT_COL(RED, WHITE)); // "Incorrect number of path data" osSyncPrintf("パスデータ数が不正(%s %d)(arg_data %xH)\n", "../z_obj_bean.c", 921, diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 56ef25f8b2..9ccf5999c7 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4357,7 +4357,7 @@ s32 func_80838FB8(PlayState* play, Player* this) { * The start of each group is indexed by `sReturnEntranceGroupIndices` values. * The resulting groups are then indexed by the spawn value. * - * The spawn value (`PlayState.curSpawn`) is set to a different value depending on the entrance used to enter the + * The spawn value (`PlayState.spawn`) is set to a different value depending on the entrance used to enter the * scene, which allows these dynamic "return entrances" to link back to the previous scene. * * Note: grottos and normal fairy fountains use `ENTR_RETURN_GROTTO` @@ -4428,7 +4428,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) Play_TriggerVoidOut(play); Scene_SetTransitionForNextEntrance(play); } else { - play->nextEntranceIndex = play->setupExitList[exitIndex - 1]; + play->nextEntranceIndex = play->exitList[exitIndex - 1]; if (play->nextEntranceIndex == ENTR_RETURN_GROTTO) { gSaveContext.respawnFlag = 2; @@ -4439,7 +4439,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) play->nextEntranceIndex = sReturnEntranceGroupData[sReturnEntranceGroupIndices[play->nextEntranceIndex - ENTR_RETURN_YOUSEI_IZUMI_YOKO] + - play->curSpawn]; + play->spawn]; Scene_SetTransitionForNextEntrance(play); } else { if (SurfaceType_GetFloorEffect(&play->colCtx, poly, bgId) == FLOOR_EFFECT_2) {