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Bring back naming consistency

This commit is contained in:
JordanLongstaff 2024-11-13 08:17:51 -05:00
parent da7260b35a
commit 3413e2f706
4 changed files with 14 additions and 14 deletions

View file

@ -159,16 +159,16 @@ void EnRu2_Destroy(Actor* thisx, PlayState* play) {
void EnRu2_UpdateEyes(EnRu2* this) { void EnRu2_UpdateEyes(EnRu2* this) {
s32 pad[3]; s32 pad[3];
s16* eyeTextureFrame = &this->eyeTextureFrame; s16* blinkTimer = &this->blinkTimer;
s16* eyeTextureIndex = &this->eyeTextureIndex; s16* eyeIndex = &this->eyeIndex;
if (DECR(*eyeTextureFrame) == 0) { if (DECR(*blinkTimer) == 0) {
*eyeTextureFrame = Rand_S16Offset(60, 60); *blinkTimer = Rand_S16Offset(60, 60);
} }
*eyeTextureIndex = *eyeTextureFrame; *eyeIndex = *blinkTimer;
if (*eyeTextureIndex >= 3) { if (*eyeIndex >= 3) {
*eyeTextureIndex = 0; *eyeIndex = 0;
} }
} }
@ -344,7 +344,7 @@ void EnRu2_CheckWaterMedallionCutscene(EnRu2* this, PlayState* play) {
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) && !IS_CUTSCENE_LAYER) { if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) && !IS_CUTSCENE_LAYER) {
player = GET_PLAYER(play); player = GET_PLAYER(play);
this->action = ENRU2_AWAIT_BLUE_WARP; this->action = ENRU2_AWAIT_BLUE_WARP;
play->csCtx.script = gWaterMedallionCs; play->csCtx.script = gWaterMedallionCS;
gSaveContext.cutsceneTrigger = 2; gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_WATER); Item_Give(play, ITEM_MEDALLION_WATER);
temp = this->actor.world.rot.y + 0x8000; temp = this->actor.world.rot.y + 0x8000;
@ -614,7 +614,7 @@ void EnRu2_AwaitSpawnLightBall(EnRu2* this, PlayState* play) {
void EnRu2_DrawXlu(EnRu2* this, PlayState* play) { void EnRu2_DrawXlu(EnRu2* this, PlayState* play) {
s32 pad[2]; s32 pad[2];
s16 temp = this->eyeTextureIndex; s16 temp = this->eyeIndex;
void* tex = sEyeTextures[temp]; void* tex = sEyeTextures[temp];
SkelAnime* skelAnime = &this->skelAnime; SkelAnime* skelAnime = &this->skelAnime;
@ -1013,7 +1013,7 @@ void EnRu2_DrawNothing(EnRu2* this, PlayState* play) {
void EnRu2_DrawOpa(EnRu2* this, PlayState* play) { void EnRu2_DrawOpa(EnRu2* this, PlayState* play) {
s32 pad[2]; s32 pad[2];
s16 temp = this->eyeTextureIndex; s16 temp = this->eyeIndex;
void* tex = sEyeTextures[temp]; void* tex = sEyeTextures[temp];
SkelAnime* skelAnime = &this->skelAnime; SkelAnime* skelAnime = &this->skelAnime;

View file

@ -14,8 +14,8 @@ typedef struct EnRu2 {
/* 0x014C */ SkelAnime skelAnime; /* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ Vec3s jointTable[23]; /* 0x0190 */ Vec3s jointTable[23];
/* 0x021A */ Vec3s morphTable[23]; /* 0x021A */ Vec3s morphTable[23];
/* 0x02A4 */ s16 eyeTextureIndex; /* 0x02A4 */ s16 eyeIndex;
/* 0x02A6 */ s16 eyeTextureFrame; /* 0x02A6 */ s16 blinkTimer;
/* 0x02A8 */ s32 action; /* 0x02A8 */ s32 action;
/* 0x02AC */ s32 drawConfig; /* 0x02AC */ s32 drawConfig;
/* 0x02B0 */ f32 fadeTimer; /* 0x02B0 */ f32 fadeTimer;

View file

@ -2,7 +2,7 @@
#include "z64cutscene_commands.h" #include "z64cutscene_commands.h"
// clang-format off // clang-format off
static CutsceneData gWaterMedallionCs[] = { static CutsceneData gWaterMedallionCS[] = {
CS_BEGIN_CUTSCENE(35, 3338), CS_BEGIN_CUTSCENE(35, 3338),
CS_UNK_DATA_LIST(0x00000020, 1), CS_UNK_DATA_LIST(0x00000020, 1),
CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000), CS_UNK_DATA(0x00010000, 0x0BB80000, 0x00000000, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0xFFFFFFFC, 0x00000002, 0x00000000, 0x00000000, 0x00000000),

View file

@ -36,7 +36,7 @@ HARDCODED_SYM_ROM = {
"D_80B4C5D0": 0xF022D0, "D_80B4C5D0": 0xF022D0,
"D_80ABF9D0": 0xE75A40, "D_80ABF9D0": 0xE75A40,
"D_80ABFB40": 0xE75BB0, "D_80ABFB40": 0xE75BB0,
"gWaterMedallionCs": 0xEAA0FC, "gWaterMedallionCS": 0xEAA0FC,
"D_80A88164": 0xE3ED34, "D_80A88164": 0xE3ED34,
"D_808BB2F0": 0xC89FF0, "D_808BB2F0": 0xC89FF0,
"D_808BB7A0": 0xC8A4A0, "D_808BB7A0": 0xC8A4A0,