diff --git a/include/z64player.h b/include/z64player.h index 65a59cda85..412ced0e61 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -914,7 +914,7 @@ typedef struct Player { s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use. s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground - s16 appearTimer; // Player_Action_BlueWarpArrive: Counts up, appear at 20 frames (1 second) + s16 appearTimer; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second) } av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running /* 0x0854 */ f32 unk_854; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index e884dd53e6..00568966e3 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -314,7 +314,7 @@ void Player_Action_WaitForCutscene(Player* this, PlayState* play); void Player_Action_StartWarpSongArrive(Player* this, PlayState* play); void Player_Action_BlueWarpArrive(Player* this, PlayState* play); void Player_Action_8084F88C(Player* this, PlayState* play); -void Player_Action_OpenDoor(Player* this, PlayState* play); +void Player_Action_TryOpeningDoor(Player* this, PlayState* play); void Player_Action_ExitGrotto(Player* this, PlayState* play); void Player_Action_8084FA54(Player* this, PlayState* play); void Player_Action_8084FB10(Player* this, PlayState* play); @@ -5347,7 +5347,7 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) { if ((this->doorType != PLAYER_DOORTYPE_NONE) && (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) || ((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) { - if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_OpenDoor == this->actionFunc)) { + if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (Player_Action_TryOpeningDoor == this->actionFunc)) { doorActor = this->doorActor; if (this->doorType <= PLAYER_DOORTYPE_AJAR) { @@ -10568,7 +10568,7 @@ void Player_StartMode_TimeTravel(PlayState* play, Player* this) { } void Player_StartMode_Door(PlayState* play, Player* this) { - Player_SetupAction(play, this, Player_Action_OpenDoor, 0); + Player_SetupAction(play, this, Player_Action_TryOpeningDoor, 0); Player_StartAnimMovement(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT | ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT); @@ -14373,7 +14373,7 @@ void Player_Action_8084F88C(Player* this, PlayState* play) { * Automatically open a door (no need for the A button). * Note: If no door is in useable range, a softlock will occur. */ -void Player_Action_OpenDoor(Player* this, PlayState* play) { +void Player_Action_TryOpeningDoor(Player* this, PlayState* play) { Player_ActionHandler_1(this, play); }