diff --git a/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c b/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c index 368b928af4..b2ff04626c 100644 --- a/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c +++ b/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c @@ -119,55 +119,45 @@ void func_809BC2A4(EnBdfire* this, GlobalContext* globalCtx) { } void func_809BC598(EnBdfire* this, GlobalContext* globalCtx) { - s16 phi_v1_2; + s16 quarterTurn; Player* player = GET_PLAYER(globalCtx); f32 distToBurn; BossDodongo* bossDodongo; s16 i; - s16 phi_v1; - s32 temp; bossDodongo = ((BossDodongo*)this->actor.parent); this->unk_158 = bossDodongo->unk_1A2; - phi_v1_2 = 0; + quarterTurn = false; if (this->actor.params == 0) { Audio_PlaySoundGeneral(NA_SE_EN_DODO_K_FIRE - SFX_FLAG, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8); } Math_SmoothStepToF(&this->actor.scale.x, this->unk_188, 0.3f, 0.5f, 0.0f); Actor_SetScale(&this->actor, this->actor.scale.x); - if (this->actor.world.pos.x < -1390.0f) { - if (this->actor.velocity.x < -10.0f) { - this->actor.world.pos.x = -1390.0f; - phi_v1_2 = 1; - } + if ((this->actor.world.pos.x < -1390.0f) && (this->actor.velocity.x < -10.0f)) { + this->actor.world.pos.x = -1390.0f; + quarterTurn = true; } if ((this->actor.world.pos.x > -390.0f) && (this->actor.velocity.x > 10.0f)) { this->actor.world.pos.x = -390.0f; - phi_v1_2 = 1; + quarterTurn = true; } if ((this->actor.world.pos.z > -2804.0f) && (this->actor.velocity.z > 10.0f)) { this->actor.world.pos.z = -2804.0f; - phi_v1_2 = 1; + quarterTurn = true; } if ((this->actor.world.pos.z < -3804.0f) && (this->actor.velocity.z < -10.0f)) { this->actor.world.pos.z = -3804.0f; - phi_v1_2 = 1; + quarterTurn = true; } - if (phi_v1_2 != 0) { + if (quarterTurn) { if (this->unk_158 == 0) { this->actor.world.rot.y += 0x4000; } else { this->actor.world.rot.y -= 0x4000; } } - if (this->unk_154 == 0) { - temp = 0; - } else { - this->unk_154--; - temp = this->unk_154; - } - if (temp == 0) { + if (DECR(this->unk_154) == 0) { Math_SmoothStepToF(&this->unk_18C, 0.0f, 1.0f, 10.0f, 0.0f); if (this->unk_18C < 10.0f) { Actor_Kill(&this->actor); @@ -200,11 +190,11 @@ void EnBdfire_DrawFire(EnBdfire* this, GlobalContext* globalCtx) { object_kingdodongo_Tex_0294E0, object_kingdodongo_Tex_02A4E0, object_kingdodongo_Tex_02B4E0, object_kingdodongo_Tex_02C4E0, object_kingdodongo_Tex_02D4E0, }; - s16 temp; + s16 texIndex; s32 pad; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bdfire.c", 612); - temp = this->unk_156 & 7; + texIndex = this->unk_156 & 7; Matrix_ReplaceRotation(&globalCtx->billboardMtxF); func_80094BC4(globalCtx->state.gfxCtx); POLY_XLU_DISP = func_80094968(POLY_XLU_DISP); @@ -214,7 +204,7 @@ void EnBdfire_DrawFire(EnBdfire* this, GlobalContext* globalCtx) { gDPPipeSync(POLY_XLU_DISP++); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 100, (s8)this->unk_18C); gDPSetEnvColor(POLY_XLU_DISP++, 200, 0, 0, 0); - gSPSegment(POLY_XLU_DISP++, 8, SEGMENTED_TO_VIRTUAL(D_809BCB10[temp])); + gSPSegment(POLY_XLU_DISP++, 8, SEGMENTED_TO_VIRTUAL(D_809BCB10[texIndex])); Matrix_Translate(0.0f, 11.0f, 0.0f, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bdfire.c", 647), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c index 3582cf93ad..84f5c1efbc 100644 --- a/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -62,13 +62,13 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_STOP), }; -static AnimationHeader* D_809FCECC[] = { &gDoor3Anim, &gDoor1Anim, &gDoor4Anim, &gDoor2Anim }; +static AnimationHeader* sDoorAnims[] = { &gDoor3Anim, &gDoor1Anim, &gDoor4Anim, &gDoor2Anim }; static u8 sDoorAnimOpenFrames[] = { 25, 25, 25, 25 }; static u8 sDoorAnimCloseFrames[] = { 60, 70, 60, 70 }; -static Gfx* D_809FCEE4[5][2] = { +static Gfx* sDoorDLists[5][2] = { { gDoorLeftDL, gDoorRightDL }, { gFireTempleDoorWithHandleFrontDL, gFireTempleDoorWithHandleBackDL }, { gWaterTempleDoorLeftDL, gWaterTempleDoorRightDL }, @@ -185,13 +185,13 @@ void EnDoor_Idle(EnDoor* this, GlobalContext* globalCtx) { Player* player = GET_PLAYER(globalCtx); s32 doorType; Vec3f playerPosRelToDoor; - s16 phi_v0; + s16 yawDiff; doorType = this->actor.params >> 7 & 7; func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); if (this->playerIsOpening != 0) { this->actionFunc = EnDoor_Open; - Animation_PlayOnceSetSpeed(&this->skelAnime, D_809FCECC[this->animStyle], + Animation_PlayOnceSetSpeed(&this->skelAnime, sDoorAnims[this->animStyle], (player->stateFlags1 & PLAYER_STATE1_27) ? 0.75f : 1.5f); if (this->lockTimer != 0) { gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--; @@ -201,11 +201,11 @@ void EnDoor_Idle(EnDoor* this, GlobalContext* globalCtx) { } else if (!Player_InCsMode(globalCtx)) { if (fabsf(playerPosRelToDoor.y) < 20.0f && fabsf(playerPosRelToDoor.x) < 20.0f && fabsf(playerPosRelToDoor.z) < 50.0f) { - phi_v0 = player->actor.shape.rot.y - this->actor.shape.rot.y; + yawDiff = player->actor.shape.rot.y - this->actor.shape.rot.y; if (playerPosRelToDoor.z > 0.0f) { - phi_v0 = 0x8000 - phi_v0; + yawDiff = 0x8000 - yawDiff; } - if (ABS(phi_v0) < 0x3000) { + if (ABS(yawDiff) < 0x3000) { if (this->lockTimer != 0) { if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] <= 0) { Player* player2 = GET_PLAYER(globalCtx); @@ -299,27 +299,27 @@ void EnDoor_Update(Actor* thisx, GlobalContext* globalCtx) { s32 EnDoor_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { s32 pad; TransitionActorEntry* transitionEntry; - Gfx** temp_a2; + Gfx** doorDLists; s32 pad2; - s16 phi_v0_2; - s32 phi_v0; + s16 rotDiff; + s32 doorDListIndex; EnDoor* this = (EnDoor*)thisx; if (limbIndex == 4) { - temp_a2 = D_809FCEE4[this->dListIndex]; + doorDLists = sDoorDLists[this->dListIndex]; transitionEntry = &globalCtx->transiActorCtx.list[(u16)this->actor.params >> 0xA]; rot->z += this->actor.world.rot.y; if ((globalCtx->roomCtx.prevRoom.num >= 0) || (transitionEntry->sides[0].room == transitionEntry->sides[1].room)) { - phi_v0_2 = ((this->actor.shape.rot.y + this->skelAnime.jointTable[3].z) + rot->z) - - Math_Vec3f_Yaw(&globalCtx->view.eye, &this->actor.world.pos); - *dList = (ABS(phi_v0_2) < 0x4000) ? temp_a2[0] : temp_a2[1]; + rotDiff = ((this->actor.shape.rot.y + this->skelAnime.jointTable[3].z) + rot->z) - + Math_Vec3f_Yaw(&globalCtx->view.eye, &this->actor.world.pos); + *dList = (ABS(rotDiff) < 0x4000) ? doorDLists[0] : doorDLists[1]; } else { - phi_v0 = this->unk_192; + doorDListIndex = this->unk_192; if (transitionEntry->sides[0].room != this->actor.room) { - phi_v0 ^= 1; + doorDListIndex ^= 1; } - *dList = temp_a2[phi_v0]; + *dList = doorDLists[doorDListIndex]; } } return false; diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index bddd3bbbb9..452a27fdc3 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -118,7 +118,7 @@ void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx) { s32 pad; WaterBox* outWaterBox; f32 ySurface; - s32 sp30; + s32 floorBgId; Actor_ProcessInitChain(thisx, sInitChain); this->numShots = (thisx->params >> 8) & 0xFF; @@ -133,7 +133,7 @@ void EnOkuta_Init(Actor* thisx, GlobalContext* globalCtx) { this->numShots = 1; } thisx->floorHeight = - BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &thisx->floorPoly, &sp30, thisx, &thisx->world.pos); + BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &thisx->floorPoly, &floorBgId, thisx, &thisx->world.pos); //! @bug calls WaterBox_GetSurfaceImpl directly if (!WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, thisx->world.pos.x, thisx->world.pos.z, &ySurface, &outWaterBox) || @@ -262,20 +262,20 @@ void EnOkuta_SetupFreeze(EnOkuta* this) { void EnOkuta_SpawnProjectile(EnOkuta* this, GlobalContext* globalCtx) { Vec3f pos; Vec3f velocity; - f32 sin = Math_SinS(this->actor.shape.rot.y); - f32 cos = Math_CosS(this->actor.shape.rot.y); + f32 sinY = Math_SinS(this->actor.shape.rot.y); + f32 cosY = Math_CosS(this->actor.shape.rot.y); - pos.x = this->actor.world.pos.x + (25.0f * sin); + pos.x = this->actor.world.pos.x + (25.0f * sinY); pos.y = this->actor.world.pos.y - 6.0f; - pos.z = this->actor.world.pos.z + (25.0f * cos); + pos.z = this->actor.world.pos.z + (25.0f * cosY); if (Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_OKUTA, pos.x, pos.y, pos.z, this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0x10) != NULL) { - pos.x = this->actor.world.pos.x + (40.0f * sin); - pos.z = this->actor.world.pos.z + (40.0f * cos); + pos.x = this->actor.world.pos.x + (40.0f * sinY); + pos.z = this->actor.world.pos.z + (40.0f * cosY); pos.y = this->actor.world.pos.y; - velocity.x = 1.5f * sin; + velocity.x = 1.5f * sinY; velocity.y = 0.0f; - velocity.z = 1.5f * cos; + velocity.z = 1.5f * cosY; EnOkuta_SpawnDust(&pos, &velocity, 20, globalCtx); } Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_THROW); @@ -333,8 +333,8 @@ void EnOkuta_Hide(EnOkuta* this, GlobalContext* globalCtx) { } void EnOkuta_WaitToShoot(EnOkuta* this, GlobalContext* globalCtx) { - s16 temp_v0_2; - s32 phi_v1; + s16 yawDiff; + s32 absYawDiff; this->actor.world.pos.y = this->actor.home.pos.y; SkelAnime_Update(&this->skelAnime); @@ -349,9 +349,9 @@ void EnOkuta_WaitToShoot(EnOkuta* this, GlobalContext* globalCtx) { if (this->actor.xzDistToPlayer < 160.0f || this->actor.xzDistToPlayer > 560.0f) { EnOkuta_SetupHide(this); } else { - temp_v0_2 = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C, 0x38E); - phi_v1 = ABS(temp_v0_2); - if ((phi_v1 < 0x38E) && (this->timer == 0) && (this->actor.yDistToPlayer < 200.0f)) { + yawDiff = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C, 0x38E); + absYawDiff = ABS(yawDiff); + if ((absYawDiff < 0x38E) && (this->timer == 0) && (this->actor.yDistToPlayer < 200.0f)) { EnOkuta_SetupShoot(this, globalCtx); } } @@ -447,7 +447,7 @@ void EnOkuta_Die(EnOkuta* this, GlobalContext* globalCtx) { void EnOkuta_Freeze(EnOkuta* this, GlobalContext* globalCtx) { Vec3f pos; - s16 temp_v1; + s16 posParam; if (this->timer != 0) { this->timer--; @@ -456,10 +456,10 @@ void EnOkuta_Freeze(EnOkuta* this, GlobalContext* globalCtx) { EnOkuta_SetupDie(this); } if ((this->timer >= 64) && (this->timer & 1)) { - temp_v1 = (this->timer - 64) >> 1; - pos.y = (this->actor.world.pos.y - 32.0f) + (8.0f * (8 - temp_v1)); - pos.x = this->actor.world.pos.x + ((temp_v1 & 2) ? 10.0f : -10.0f); - pos.z = this->actor.world.pos.z + ((temp_v1 & 1) ? 10.0f : -10.0f); + posParam = (this->timer - 64) >> 1; + pos.y = (this->actor.world.pos.y - 32.0f) + (8.0f * (8 - posParam)); + pos.x = this->actor.world.pos.x + ((posParam & 2) ? 10.0f : -10.0f); + pos.z = this->actor.world.pos.z + ((posParam & 1) ? 10.0f : -10.0f); EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &pos, 150, 150, 150, 250, 235, 245, 255, (Rand_ZeroOne() * 0.2f) + 1.9f); } @@ -469,7 +469,7 @@ void EnOkuta_Freeze(EnOkuta* this, GlobalContext* globalCtx) { void EnOkuta_ProjectileFly(EnOkuta* this, GlobalContext* globalCtx) { Vec3f pos; Player* player = GET_PLAYER(globalCtx); - Vec3s sp40; + Vec3s shieldRot; this->timer--; if (this->timer == 0) { @@ -491,8 +491,8 @@ void EnOkuta_ProjectileFly(EnOkuta* this, GlobalContext* globalCtx) { this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY); this->collider.base.atFlags |= AT_TYPE_PLAYER; this->collider.info.toucher.dmgFlags = 2; - Matrix_MtxFToYXZRotS(&player->shieldMf, &sp40, 0); - this->actor.world.rot.y = sp40.y + 0x8000; + Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, 0); + this->actor.world.rot.y = shieldRot.y + 0x8000; this->timer = 30; } else { pos.x = this->actor.world.pos.x; @@ -575,8 +575,8 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx2) { Player* player = GET_PLAYER(globalCtx); WaterBox* outWaterBox; f32 ySurface; - Vec3f sp38; - s32 sp34; + Vec3f prevPos; + s32 canRestorePrevPos; if (!(player->stateFlags1 & (PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29))) { if (this->actor.params == 0) { @@ -599,23 +599,23 @@ void EnOkuta_Update(Actor* thisx, GlobalContext* globalCtx2) { (((sOctorockColliderInit.dim.height * this->headScale.y) - this->collider.dim.yShift) * this->actor.scale.y * 100.0f); } else { - sp34 = false; + canRestorePrevPos = false; Actor_MoveForward(&this->actor); - Math_Vec3f_Copy(&sp38, &this->actor.world.pos); + Math_Vec3f_Copy(&prevPos, &this->actor.world.pos); Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 15.0f, 30.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, this->actor.wallPoly, this->actor.wallBgId)) { - sp34 = true; + canRestorePrevPos = true; this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL; } if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId)) { - sp34 = true; + canRestorePrevPos = true; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; } - if (sp34 && !(this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL))) { - Math_Vec3f_Copy(&this->actor.world.pos, &sp38); + if (canRestorePrevPos && !(this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL))) { + Math_Vec3f_Copy(&this->actor.world.pos, &prevPos); } } Collider_UpdateCylinder(&this->actor, &this->collider);