diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index 575755d445..9d80699d1a 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -37,13 +37,13 @@ void EnRu1_Destroy(Actor* thisx, PlayState* play); void EnRu1_Update(Actor* thisx, PlayState* play); void EnRu1_Draw(Actor* thisx, PlayState* play); -void func_80AEC0B4(EnRu1* this, PlayState* play); -void func_80AEC100(EnRu1* this, PlayState* play); -void func_80AEC130(EnRu1* this, PlayState* play); -void func_80AEC17C(EnRu1* this, PlayState* play); -void func_80AEC1D4(EnRu1* this, PlayState* play); -void func_80AEC244(EnRu1* this, PlayState* play); -void func_80AEC2C0(EnRu1* this, PlayState* play); +void EnRu1_GazingAtLink(EnRu1* this, PlayState* play); +void EnRu1_DivingIntoFountain(EnRu1* this, PlayState* play); +void EnRu1_Resurfacing(EnRu1* this, PlayState* play); +void EnRu1_Treading(EnRu1* this, PlayState* play); +void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play); +void EnRu1_SwimmingBack(EnRu1* this, PlayState* play); +void EnRu1_FinishingSwimBack(EnRu1* this, PlayState* play); void func_80AECA94(EnRu1* this, PlayState* play); void func_80AECAB4(EnRu1* this, PlayState* play); void func_80AECAD4(EnRu1* this, PlayState* play); @@ -154,13 +154,29 @@ static s32 sUnused = 0; static u32 D_80AF1938 = 0; static EnRu1ActionFunc sActionFuncs[] = { - func_80AEC0B4, func_80AEC100, func_80AEC130, func_80AEC17C, func_80AEC1D4, func_80AEC244, func_80AEC2C0, - func_80AECA94, func_80AECAB4, func_80AECAD4, func_80AECB18, func_80AECB60, func_80AECBB8, func_80AECC1C, - func_80AECC84, func_80AED304, func_80AED324, func_80AED344, func_80AED374, func_80AED3A4, func_80AED3E0, - func_80AED414, func_80AEF29C, func_80AEF2AC, func_80AEF2D0, func_80AEF354, func_80AEF3A8, func_80AEEBD4, - func_80AEEC5C, func_80AEECF0, func_80AEED58, func_80AEEDCC, func_80AEEE34, func_80AEEE9C, func_80AEEF08, - func_80AEEF5C, func_80AEF9D8, func_80AEFA2C, func_80AEFAAC, func_80AEFB04, func_80AEFB68, func_80AEFCE8, - func_80AEFBC8, func_80AEFC24, func_80AEFECC, func_80AEFF40, + EnRu1_GazingAtLink, EnRu1_DivingIntoFountain, + EnRu1_Resurfacing, EnRu1_Treading, + EnRu1_StartingSwimBack, EnRu1_SwimmingBack, + EnRu1_FinishingSwimBack, func_80AECA94, + func_80AECAB4, func_80AECAD4, + func_80AECB18, func_80AECB60, + func_80AECBB8, func_80AECC1C, + func_80AECC84, func_80AED304, + func_80AED324, func_80AED344, + func_80AED374, func_80AED3A4, + func_80AED3E0, func_80AED414, + func_80AEF29C, func_80AEF2AC, + func_80AEF2D0, func_80AEF354, + func_80AEF3A8, func_80AEEBD4, + func_80AEEC5C, func_80AEECF0, + func_80AEED58, func_80AEEDCC, + func_80AEEE34, func_80AEEE9C, + func_80AEEF08, func_80AEEF5C, + func_80AEF9D8, func_80AEFA2C, + func_80AEFAAC, func_80AEFB04, + func_80AEFB68, func_80AEFCE8, + func_80AEFBC8, func_80AEFC24, + func_80AEFECC, func_80AEFF40, }; static EnRu1PreLimbDrawFunc sPreLimbDrawFuncs[] = { @@ -299,7 +315,7 @@ CsCmdActorCue* EnRu1_GetCue(PlayState* play, s32 cueChannel) { return cue; } -s32 func_80AEAFA0(PlayState* play, u16 cueId, s32 cueChannel) { +s32 EnRu1_CheckCueMatchingId(PlayState* play, u16 cueId, s32 cueChannel) { CsCmdActorCue* cue = EnRu1_GetCue(play, cueChannel); if ((cue != NULL) && (cue->id == cueId)) { @@ -308,7 +324,7 @@ s32 func_80AEAFA0(PlayState* play, u16 cueId, s32 cueChannel) { return false; } -s32 func_80AEAFE0(PlayState* play, u16 cueId, s32 cueChannel) { +s32 EnRu1_CheckCueNotMatchingId(PlayState* play, u16 cueId, s32 cueChannel) { CsCmdActorCue* cue = EnRu1_GetCue(play, cueChannel); if ((cue != NULL) && (cue->id != cueId)) { @@ -455,16 +471,16 @@ void EnRu1_InitOutsideJabuJabu(EnRu1* this, PlayState* play) { EnRu1_SetMouth(this, ENRU1_MOUTH_SMILING); } -CsCmdActorCue* EnRu1_GetCueChannel3(PlayState* play) { +CsCmdActorCue* EnRu1_GetFountainCue(PlayState* play) { return EnRu1_GetCue(play, 3); } -s32 func_80AEB458(PlayState* play, u16 cueId) { - return func_80AEAFA0(play, cueId, 3); +s32 EnRu1_CheckFountainCueMatchingId(PlayState* play, u16 cueId) { + return EnRu1_CheckCueMatchingId(play, cueId, 3); } -s32 func_80AEB480(PlayState* play, u16 cueId) { - return func_80AEAFE0(play, cueId, 3); +s32 EnRu1_CheckFountainCueNotMatchingId(PlayState* play, u16 cueId) { + return EnRu1_CheckCueNotMatchingId(play, cueId, 3); } void EnRu1_SpawnRipple(EnRu1* this, PlayState* play, s16 radiusMax, s16 life) { @@ -477,15 +493,15 @@ void EnRu1_SpawnRipple(EnRu1* this, PlayState* play, s16 radiusMax, s16 life) { EffectSsGRipple_Spawn(play, &pos, 100, radiusMax, life); } -void func_80AEB50C(EnRu1* this, PlayState* play) { - this->unk_270 += 1.0f; - if (this->unk_270 >= kREG(3) + 10.0f) { +void EnRu1_SpawnRippleTreading(EnRu1* this, PlayState* play) { + this->treadTimer += 1.0f; + if (this->treadTimer >= kREG(3) + 10.0f) { EnRu1_SpawnRipple(this, play, kREG(1) + 500, 0); - this->unk_270 = 0.0f; + this->treadTimer = 0.0f; } } -void func_80AEB59C(EnRu1* this, PlayState* play) { +void EnRu1_SpawnThreeRipples(EnRu1* this, PlayState* play) { EnRu1_SpawnRipple(this, play, kREG(2) + 500, 0); EnRu1_SpawnRipple(this, play, kREG(2) + 500, kREG(3) + 10.0f); EnRu1_SpawnRipple(this, play, kREG(2) + 500, (kREG(3) + 10.0f) * 2.0f); @@ -501,7 +517,10 @@ void EnRu1_SpawnSplash(EnRu1* this, PlayState* play) { EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 1, 0); } -void func_80AEB6E0(EnRu1* this, PlayState* play) { +/** + * Used twice: once to start resurfacing, and once to start swimming toward Link. + */ +void EnRu1_StartMovingInWater(EnRu1* this, PlayState* play) { SkelAnime* skelAnime = &this->skelAnime; if (skelAnime->baseTransl.y < skelAnime->jointTable[0].y) { @@ -510,7 +529,7 @@ void func_80AEB6E0(EnRu1* this, PlayState* play) { } } -void func_80AEB738(EnRu1* this, PlayState* play) { +void EnRu1_MoveInWater(EnRu1* this, PlayState* play) { SkelAnime* skelAnime = &this->skelAnime; skelAnime->baseTransl = skelAnime->jointTable[0]; @@ -521,11 +540,11 @@ void func_80AEB738(EnRu1* this, PlayState* play) { } } -void func_80AEB7D0(EnRu1* this) { +void EnRu1_StopMovingInWater(EnRu1* this) { this->skelAnime.movementFlags &= ~(ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y); } -f32 func_80AEB7E0(CsCmdActorCue* cue, PlayState* play) { +f32 EnRu1_GetSwimProximityToLink(CsCmdActorCue* cue, PlayState* play) { s32 csCurFrame = play->csCtx.curFrame; if ((csCurFrame < cue->endFrame) && (cue->endFrame - cue->startFrame > 0)) { @@ -536,12 +555,12 @@ f32 func_80AEB7E0(CsCmdActorCue* cue, PlayState* play) { return 1.0f; } -f32 func_80AEB87C(f32 arg0, s32 arg1, s32 arg2) { - return (((f32)arg2 - arg1) * arg0) + arg1; +f32 EnRu1_GetLinearPosition(f32 scale, s32 startPos, s32 endPos) { + return (((f32)endPos - startPos) * scale) + startPos; } -void func_80AEB89C(EnRu1* this, PlayState* play) { - CsCmdActorCue* cue = EnRu1_GetCueChannel3(play); +void EnRu1_InitPositionFromFountainCue(EnRu1* this, PlayState* play) { + CsCmdActorCue* cue = EnRu1_GetFountainCue(play); if (cue != NULL) { this->actor.world.rot.y = this->actor.shape.rot.y = cue->rot.y; @@ -552,68 +571,70 @@ void func_80AEB89C(EnRu1* this, PlayState* play) { } } -void func_80AEB914(EnRu1* this, PlayState* play) { - func_80AEB89C(this, play); +// Why are there two of these? +void EnRu1_InitPositionDivingIntoFountain(EnRu1* this, PlayState* play) { + EnRu1_InitPositionFromFountainCue(this, play); } -void func_80AEB934(EnRu1* this, PlayState* play) { - func_80AEB89C(this, play); +void EnRu1_InitPositionResurfacing(EnRu1* this, PlayState* play) { + EnRu1_InitPositionFromFountainCue(this, play); } -void func_80AEB954(EnRu1* this, PlayState* play) { - func_80AEB6E0(this, play); +void EnRu1_StartSwimmingTowardLink(EnRu1* this, PlayState* play) { + EnRu1_StartMovingInWater(this, play); } -void func_80AEB974(EnRu1* this, PlayState* play) { +void EnRu1_SwimTowardLink(EnRu1* this, PlayState* play) { Vec3f* thisPos; - f32 sp30; - CsCmdActorCue* cue = EnRu1_GetCueChannel3(play); + f32 swimProximity; + CsCmdActorCue* cue = EnRu1_GetFountainCue(play); s32 pad; if (cue != NULL) { - sp30 = func_80AEB7E0(cue, play); + swimProximity = EnRu1_GetSwimProximityToLink(cue, play); thisPos = &this->actor.world.pos; - thisPos->x = func_80AEB87C(sp30, cue->startPos.x, cue->endPos.x); - thisPos->y = func_80AEB87C(sp30, cue->startPos.y, cue->endPos.y); - thisPos->z = func_80AEB87C(sp30, cue->startPos.z, cue->endPos.z); + thisPos->x = EnRu1_GetLinearPosition(swimProximity, cue->startPos.x, cue->endPos.x); + thisPos->y = EnRu1_GetLinearPosition(swimProximity, cue->startPos.y, cue->endPos.y); + thisPos->z = EnRu1_GetLinearPosition(swimProximity, cue->startPos.z, cue->endPos.z); } } -void func_80AEBA0C(EnRu1* this, PlayState* play) { - func_80AEB6E0(this, play); +// And why are there two of these? +void EnRu1_StartSwimmingAwayFromLink(EnRu1* this, PlayState* play) { + EnRu1_StartMovingInWater(this, play); } -void func_80AEBA2C(EnRu1* this, PlayState* play) { +void EnRu1_SwimAwayFromLink(EnRu1* this, PlayState* play) { s32 pad; - Vec3f* unk_364 = &this->unk_364; + Vec3f* treadPos = &this->treadPos; Vec3f* thisPos; - f32 temp_ret_2; - CsCmdActorCue* cue = EnRu1_GetCueChannel3(play); + f32 proximity; + CsCmdActorCue* cue = EnRu1_GetFountainCue(play); s32 pad2; if (cue != NULL) { - temp_ret_2 = func_80AEB7E0(cue, play); + proximity = EnRu1_GetSwimProximityToLink(cue, play); thisPos = &this->actor.world.pos; - thisPos->x = func_80AEB87C(temp_ret_2, unk_364->x, cue->endPos.x); - thisPos->y = func_80AEB87C(temp_ret_2, unk_364->y, cue->endPos.y); - thisPos->z = func_80AEB87C(temp_ret_2, unk_364->z, cue->endPos.z); + thisPos->x = EnRu1_GetLinearPosition(proximity, treadPos->x, cue->endPos.x); + thisPos->y = EnRu1_GetLinearPosition(proximity, treadPos->y, cue->endPos.y); + thisPos->z = EnRu1_GetLinearPosition(proximity, treadPos->z, cue->endPos.z); } } -void func_80AEBAFC(EnRu1* this) { +void EnRu1_PlayDivingEntrySfx(EnRu1* this) { if (this->unk_298 == 0) { Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_EV_DIVE_INTO_WATER); this->unk_298 = 1; } } -void func_80AEBB3C(EnRu1* this) { +void EnRu1_PlayResurfacingSfx(EnRu1* this) { if (Animation_OnFrame(&this->skelAnime, 5.0f)) { Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_PL_FACE_UP); } } -void func_80AEBB78(EnRu1* this) { +void EnRu1_PlaySwimStrokeSfx(EnRu1* this) { SkelAnime* skelAnime = &this->skelAnime; if (Animation_OnFrame(skelAnime, 4.0f) || Animation_OnFrame(skelAnime, 13.0f) || @@ -622,13 +643,16 @@ void func_80AEBB78(EnRu1* this) { } } -void func_80AEBBF4(EnRu1* this) { +void EnRu1_PlaySubmergeSfx(EnRu1* this) { if (Animation_OnFrame(&this->skelAnime, 8.0f)) { Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_PL_SUBMERGE); } } -void func_80AEBC30(PlayState* play) { +/** + * Plays the splashing sound effect when Link falls backwards into the Zora's Fountain waters. + */ +void EnRu1_LinkFallsIntoFountain(PlayState* play) { Player* player; if (play->csCtx.curFrame == 205) { @@ -638,85 +662,88 @@ void func_80AEBC30(PlayState* play) { } } -void func_80AEBC84(EnRu1* this, PlayState* play) { +/** + * Ruto giggles at Link outside of Jabu-Jabu. + */ +void EnRu1_PlayGiggleSfx(EnRu1* this, PlayState* play) { if (play->csCtx.curFrame == 130) { Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_RT_LAUGH_0); } } -void func_80AEBCB8(EnRu1* this, UNK_TYPE arg1) { - if (arg1 != 0) { +void EnRu1_StartBackSwimming(EnRu1* this, s32 isSwimming) { + if (isSwimming != 0) { Animation_Change(&this->skelAnime, &gRutoChildSwimOnBackAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildSwimOnBackAnim), ANIMMODE_LOOP, -8.0f); } } -void func_80AEBD1C(EnRu1* this, PlayState* play) { - if (func_80AEB480(play, 2)) { +void EnRu1_EnterFountainWater(EnRu1* this, PlayState* play) { + if (EnRu1_CheckFountainCueNotMatchingId(play, 2)) { this->action = 1; this->drawConfig = 0; - func_80AEB914(this, play); + EnRu1_InitPositionDivingIntoFountain(this, play); func_80AEAECC(this, play); EnRu1_SpawnSplash(this, play); - func_80AEB59C(this, play); + EnRu1_SpawnThreeRipples(this, play); } } -void func_80AEBD94(EnRu1* this, PlayState* play) { +void EnRu1_Resurface(EnRu1* this, PlayState* play) { s32 pad[2]; f32 frameCount; - if (func_80AEB480(play, 3)) { + if (EnRu1_CheckFountainCueNotMatchingId(play, 3)) { frameCount = Animation_GetLastFrame(&gRutoChildResurfaceAnim); - func_80AEB934(this, play); - func_80AEB738(this, play); + EnRu1_InitPositionResurfacing(this, play); + EnRu1_MoveInWater(this, play); Animation_Change(&this->skelAnime, &gRutoChildResurfaceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f); this->action = 2; this->drawConfig = 1; } } -void func_80AEBE3C(EnRu1* this, PlayState* play, s32 arg2) { +void EnRu1_ResurfaceProgress(EnRu1* this, PlayState* play, s32 isResurfaced) { s32 pad[2]; - if (arg2 != 0) { + if (isResurfaced != 0) { f32 frameCount = Animation_GetLastFrame(&gRutoChildTreadWaterAnim); - func_80AEB7D0(this); + EnRu1_StopMovingInWater(this); Animation_Change(&this->skelAnime, &gRutoChildTreadWaterAnim, 1.0f, 0, frameCount, ANIMMODE_LOOP, -8.0f); this->action = 3; } else { - func_80AEB954(this, play); + EnRu1_StartSwimmingTowardLink(this, play); } } -void func_80AEBEC8(EnRu1* this, PlayState* play) { +void EnRu1_StopTreading(EnRu1* this, PlayState* play) { s32 pad[2]; f32 frameCount; - if (func_80AEB458(play, 6)) { + if (EnRu1_CheckFountainCueMatchingId(play, 6)) { frameCount = Animation_GetLastFrame(&gRutoChildTransitionToSwimOnBackAnim); - func_80AEB738(this, play); + EnRu1_MoveInWater(this, play); Animation_Change(&this->skelAnime, &gRutoChildTransitionToSwimOnBackAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE, -8.0f); this->action = 4; } } -void func_80AEBF60(EnRu1* this, PlayState* play) { - if (func_80AEB480(play, 6)) { +void EnRu1_TransitionToBackSwimming(EnRu1* this, PlayState* play) { + if (EnRu1_CheckFountainCueNotMatchingId(play, 6)) { s32 pad; - func_80AEB7D0(this); + EnRu1_StopMovingInWater(this); this->action = 5; - this->unk_364 = this->actor.world.pos; + this->treadPos = this->actor.world.pos; } else { - func_80AEBA0C(this, play); + EnRu1_StartSwimmingAwayFromLink(this, play); } } -void func_80AEBFD8(EnRu1* this, PlayState* play) { - CsCmdActorCue* cue = EnRu1_GetCueChannel3(play); +void EnRu1_EndSwimBack(EnRu1* this, PlayState* play) { + CsCmdActorCue* cue = EnRu1_GetFountainCue(play); f32 frameCount; u16 csCurFrame; u16 endFrame; @@ -734,74 +761,74 @@ void func_80AEBFD8(EnRu1* this, PlayState* play) { } } -void func_80AEC070(EnRu1* this, PlayState* play, UNK_TYPE arg2) { - if ((func_80AEB458(play, 8)) && (arg2 != 0)) { +void EnRu1_EndGivingSapphire(EnRu1* this, PlayState* play, UNK_TYPE arg2) { + if ((EnRu1_CheckFountainCueMatchingId(play, 8)) && (arg2 != 0)) { Actor_Kill(&this->actor); } } -void func_80AEC0B4(EnRu1* this, PlayState* play) { - func_80AEB89C(this, play); +void EnRu1_GazingAtLink(EnRu1* this, PlayState* play) { + EnRu1_InitPositionFromFountainCue(this, play); EnRu1_UpdateSkelAnime(this); - func_80AEBC84(this, play); - func_80AEBC30(play); - func_80AEBD1C(this, play); + EnRu1_PlayGiggleSfx(this, play); + EnRu1_LinkFallsIntoFountain(play); + EnRu1_EnterFountainWater(this, play); } -void func_80AEC100(EnRu1* this, PlayState* play) { - func_80AEBAFC(this); - func_80AEBD94(this, play); +void EnRu1_DivingIntoFountain(EnRu1* this, PlayState* play) { + EnRu1_PlayDivingEntrySfx(this); + EnRu1_Resurface(this, play); } -void func_80AEC130(EnRu1* this, PlayState* play) { - s32 something = EnRu1_UpdateSkelAnime(this); +void EnRu1_Resurfacing(EnRu1* this, PlayState* play) { + s32 doneAnim = EnRu1_UpdateSkelAnime(this); func_80AEAECC(this, play); - func_80AEBB3C(this); - func_80AEBE3C(this, play, something); + EnRu1_PlayResurfacingSfx(this); + EnRu1_ResurfaceProgress(this, play, doneAnim); } -void func_80AEC17C(EnRu1* this, PlayState* play) { - func_80AEB974(this, play); +void EnRu1_Treading(EnRu1* this, PlayState* play) { + EnRu1_SwimTowardLink(this, play); func_80AEAECC(this, play); EnRu1_UpdateSkelAnime(this); - func_80AEB50C(this, play); - func_80AEBEC8(this, play); + EnRu1_SpawnRippleTreading(this, play); + EnRu1_StopTreading(this, play); } -void func_80AEC1D4(EnRu1* this, PlayState* play) { - s32 something; +void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play) { + s32 doneAnim; - something = EnRu1_UpdateSkelAnime(this); + doneAnim = EnRu1_UpdateSkelAnime(this); func_80AEAECC(this, play); EnRu1_UpdateEyes(this); - func_80AEB50C(this, play); - func_80AEBCB8(this, something); - func_80AEBBF4(this); - func_80AEBF60(this, play); + EnRu1_SpawnRippleTreading(this, play); + EnRu1_StartBackSwimming(this, doneAnim); + EnRu1_PlaySubmergeSfx(this); + EnRu1_TransitionToBackSwimming(this, play); } -void func_80AEC244(EnRu1* this, PlayState* play) { - s32 something; +void EnRu1_SwimmingBack(EnRu1* this, PlayState* play) { + s32 doneAnim; - something = EnRu1_UpdateSkelAnime(this); - func_80AEBA2C(this, play); + doneAnim = EnRu1_UpdateSkelAnime(this); + EnRu1_SwimAwayFromLink(this, play); func_80AEAECC(this, play); EnRu1_UpdateEyes(this); - func_80AEB50C(this, play); - func_80AEBCB8(this, something); - func_80AEBB78(this); - func_80AEBFD8(this, play); + EnRu1_SpawnRippleTreading(this, play); + EnRu1_StartBackSwimming(this, doneAnim); + EnRu1_PlaySwimStrokeSfx(this); + EnRu1_EndSwimBack(this, play); } -void func_80AEC2C0(EnRu1* this, PlayState* play) { - s32 something; +void EnRu1_FinishingSwimBack(EnRu1* this, PlayState* play) { + s32 doneAnim; - something = EnRu1_UpdateSkelAnime(this); + doneAnim = EnRu1_UpdateSkelAnime(this); func_80AEAECC(this, play); EnRu1_UpdateEyes(this); - func_80AEB50C(this, play); - func_80AEC070(this, play, something); + EnRu1_SpawnRippleTreading(this, play); + EnRu1_EndGivingSapphire(this, play, doneAnim); } void EnRu1_InitInJabuJabuHolesRoom(EnRu1* this, PlayState* play) { @@ -888,7 +915,7 @@ void func_80AEC6B0(EnRu1* this) { } void func_80AEC6E4(EnRu1* this, PlayState* play) { - if ((func_80AEAFA0(play, 4, 3)) && (this->unk_280 == 0)) { + if ((EnRu1_CheckCueMatchingId(play, 4, 3)) && (this->unk_280 == 0)) { Animation_Change(&this->skelAnime, &gRutoChildBringArmsUpAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildBringArmsUpAnim), ANIMMODE_ONCE, -8.0f); this->unk_280 = 1; @@ -915,7 +942,7 @@ void func_80AEC81C(EnRu1* this, PlayState* play) { CsCmdActorCue* cue; s16 newRotY; - if (func_80AEAFE0(play, 1, 3)) { + if (EnRu1_CheckCueNotMatchingId(play, 1, 3)) { cue = play->csCtx.actorCues[3]; this->actor.world.pos.x = cue->startPos.x; this->actor.world.pos.y = cue->startPos.y; @@ -929,7 +956,7 @@ void func_80AEC81C(EnRu1* this, PlayState* play) { } void func_80AEC8B8(EnRu1* this, PlayState* play) { - if (func_80AEAFA0(play, 3, 3)) { + if (EnRu1_CheckCueMatchingId(play, 3, 3)) { Animation_Change(&this->skelAnime, &gRutoChildTurnAroundAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildTurnAroundAnim), ANIMMODE_ONCE, -8.0f); this->action = 10; @@ -966,7 +993,7 @@ void func_80AECA18(EnRu1* this) { } void func_80AECA44(EnRu1* this, PlayState* play) { - if (func_80AEAFA0(play, 5, 3)) { + if (EnRu1_CheckCueMatchingId(play, 5, 3)) { SET_INFTABLE(INFTABLE_141); this->action = 14; } @@ -2012,7 +2039,7 @@ void func_80AEF624(EnRu1* this, PlayState* play) { CsCmdActorCue* cue2; s16 newRotTmp; - if (func_80AEAFE0(play, 1, 3)) { + if (EnRu1_CheckCueNotMatchingId(play, 1, 3)) { frameCount = Animation_GetLastFrame(&gRutoChildWalkToAndHoldUpSapphireAnim); // this weird part with the redundant variable is necessary to match for some reason cue2 = play->csCtx.actorCues[3]; @@ -2048,7 +2075,7 @@ void func_80AEF728(EnRu1* this, UNK_TYPE arg1) { } void func_80AEF79C(EnRu1* this, PlayState* play) { - if (func_80AEAFE0(play, 2, 3)) { + if (EnRu1_CheckCueNotMatchingId(play, 2, 3)) { Animation_Change(&this->skelAnime, &gRutoChildBringHandsDownAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildBringHandsDownAnim), ANIMMODE_ONCE, -8.0f); this->action = 39; diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h index 6968b6fb0d..ca6d1a760d 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h @@ -27,7 +27,7 @@ typedef struct EnRu1 { /* 0x0264 */ s32 action; /* 0x0268 */ s32 drawConfig; /* 0x026C */ f32 unk_26C; - /* 0x0270 */ f32 unk_270; + /* 0x0270 */ f32 treadTimer; /* 0x0274 */ char unk_274[0x4]; /* 0x0278 */ DoorWarp1* blueWarp; /* 0x027C */ f32 unk_27C; @@ -55,7 +55,7 @@ typedef struct EnRu1 { /* 0x0358 */ f32 bobDepth; /* 0x035C */ s16 bobPhase; /* 0x0360 */ f32 isSinking; - /* 0x0364 */ Vec3f unk_364; + /* 0x0364 */ Vec3f treadPos; /* 0x0370 */ f32 carryIdleTimer; /* 0x0374 */ NpcInteractInfo interactInfo; } EnRu1; // size = 0x039C