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Doc misc 4 (#1177)
* Doc/cleanup misc * Name `prevFrame`/`beforeCurFrame`/`afterPrevFrame` and related variables * Actually this pad variable I renamed can be removed
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6 changed files with 133 additions and 143 deletions
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@ -568,7 +568,7 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
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f32 checkDist = 0.0f;
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s32 pad1;
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s32 prevFrame;
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s32 temp_f16;
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s32 beforeCurFrame;
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f32 playSpeed;
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Player* player = GET_PLAYER(globalCtx);
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s32 absPlaySpeed;
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@ -636,16 +636,15 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
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}
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}
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prevFrame = this->skelAnime.curFrame;
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prevFrame = (s32)this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
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beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
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absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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s32 temp_v0_2 = absPlaySpeed + prevFrame;
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s32 afterPrevFrame = absPlaySpeed + prevFrame;
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if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
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if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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@ -719,8 +718,8 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
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s16 yawChange;
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f32 playSpeed;
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s32 prevFrame;
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s32 temp1;
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s32 temp2;
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s32 beforeCurFrame;
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s32 afterPrevFrame;
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s32 absPlaySpeed;
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if (!EnTest_ReactToProjectile(globalCtx, this)) {
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@ -747,15 +746,15 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
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this->skelAnime.playSpeed = playSpeed;
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}
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prevFrame = this->skelAnime.curFrame;
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prevFrame = (s32)this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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temp1 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
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beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
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absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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temp2 = absPlaySpeed + prevFrame;
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afterPrevFrame = absPlaySpeed + prevFrame;
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if (((temp2 > 2) && (temp1 <= 0)) || ((temp1 < 7) && (temp2 >= 9))) {
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if (((afterPrevFrame > 2) && (beforeCurFrame <= 0)) || ((beforeCurFrame < 7) && (afterPrevFrame >= 9))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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@ -790,7 +789,7 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
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s16 playerYaw180;
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s32 pad;
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s32 prevFrame;
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s32 temp_f16;
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s32 beforeCurFrame;
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s16 yawDiff;
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Player* player = GET_PLAYER(globalCtx);
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f32 checkDist = 0.0f;
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@ -862,15 +861,15 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
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this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
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prevFrame = this->skelAnime.curFrame;
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prevFrame = (s32)this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
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beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
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absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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s32 temp_v0_2 = absPlaySpeed + prevFrame;
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s32 afterPrevFrame = absPlaySpeed + prevFrame;
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if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
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if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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@ -1364,7 +1363,7 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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s32 pad1;
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s32 prevFrame;
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s32 temp_f16;
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s32 beforeCurFrame;
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s32 pad2;
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f32 checkDist = 0.0f;
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s16 newYaw;
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@ -1437,19 +1436,19 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
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}
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this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
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prevFrame = this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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prevFrame = (s32)this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
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absPlaySpeed = ABS(this->skelAnime.playSpeed);
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if ((this->timer % 32) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
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}
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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s32 temp_v0_2 = (s32)absPlaySpeed + prevFrame;
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s32 afterPrevFrame = (s32)absPlaySpeed + prevFrame;
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if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
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if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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}
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}
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