diff --git a/include/z64player.h b/include/z64player.h index 412ced0e61..09a1d34f5a 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -632,14 +632,14 @@ typedef enum PlayerStickDirection { /* 3 */ PLAYER_STICK_DIR_RIGHT } PlayerStickDirection; -typedef enum { +typedef enum PlayerKnockbackType { /* 0 */ PLAYER_KNOCKBACK_NONE, // No knockback /* 1 */ PLAYER_KNOCKBACK_SMALL, // A small hop, remains standing up /* 2 */ PLAYER_KNOCKBACK_LARGE, // Sent flying in the air and lands laying down on the floor /* 3 */ PLAYER_KNOCKBACK_LARGE_SHOCK // Same as`PLAYER_KNOCKBACK_LARGE` with a shock effect } PlayerKnockbackType; -typedef enum { +typedef enum PlayerDamageResponseType { /* 0 */ PLAYER_HIT_RESPONSE_NONE, /* 1 */ PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE, /* 2 */ PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL, @@ -703,7 +703,7 @@ typedef struct WeaponInfo { #define PLAYER_STATE1_9 (1 << 9) #define PLAYER_STATE1_10 (1 << 10) #define PLAYER_STATE1_CARRYING_ACTOR (1 << 11) // Currently carrying an actor -#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charing a spin attack (by holding down the B button) +#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charging a spin attack (by holding down the B button) #define PLAYER_STATE1_13 (1 << 13) #define PLAYER_STATE1_14 (1 << 14) #define PLAYER_STATE1_Z_TARGETING (1 << 15) // Either lock-on or parallel is active. This flag is never checked for and is practically unused. @@ -899,7 +899,7 @@ typedef struct Player { /* 0x084F */ union { s8 actionVar1; - s8 startedAnim; // Player_Action_EndTimeTravel: Started playing the animation that was previously frozen + s8 startedAnim; // Player_Action_TimeTravelEnd: Started playing the animation that was previously frozen s8 facingUpSlope; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope s8 isLakeHyliaCs; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene. s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle @@ -909,7 +909,7 @@ typedef struct Player { s16 actionVar2; s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun s16 bonked; // Player_Action_Roll: Set to true after bonking into a wall or an actor - s16 animDelayTimer; // Player_Action_EndTimeTravel: Delays playing animation until finished counting down + s16 animDelayTimer; // Player_Action_TimeTravelEnd: Delays playing animation until finished counting down s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started 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 diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 6b0ba4cea9..bef80ab310 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -618,7 +618,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { } } this->actor.colChkInfo.damage = 0; - this->knockbackDamage = PLAYER_KNOCKBACK_NONE; + this->knockbackDamage = 0; } // Handles being frozen by a deku nut diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 082f6ccfca..ceed64a30d 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -7254,7 +7254,7 @@ s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly) if (sFloorShapePitch >= 0) { this->av1.facingUpSlope = true; } - Player_AnimChangeLoopMorph(play, this, sSlopeSlideAnims[this->av1.actionVar1]); + Player_AnimChangeLoopMorph(play, this, sSlopeSlideAnims[this->av1.facingUpSlope]); this->speedXZ = sqrtf(SQ(this->actor.velocity.x) + SQ(this->actor.velocity.z)); this->yaw = playerVelYaw; return true; @@ -14244,17 +14244,17 @@ void Player_Action_SlideOnSlope(Player* this, PlayState* play) { shapeYawTarget = downwardSlopeYaw + 0x8000; } - if (this->speedXZ < 0) { + if (this->speedXZ < 0.0f) { downwardSlopeYaw += 0x8000; } xzSpeedTarget = (1.0f - slopeNormal.y) * 40.0f; - xzSpeedTarget = CLAMP(xzSpeedTarget, 0, 10.0f); + xzSpeedTarget = CLAMP(xzSpeedTarget, 0.0f, 10.0f); xzSpeedIncrStep = SQ(xzSpeedTarget) * 0.015f; xzSpeedDecrStep = slopeNormal.y * 0.01f; if (SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1) { - xzSpeedTarget = 0; + xzSpeedTarget = 0.0f; xzSpeedDecrStep = slopeNormal.y * 10.0f; } @@ -14262,7 +14262,8 @@ void Player_Action_SlideOnSlope(Player* this, PlayState* play) { xzSpeedIncrStep = 1.0f; } - if (Math_AsymStepToF(&this->speedXZ, xzSpeedTarget, xzSpeedIncrStep, xzSpeedDecrStep) && (xzSpeedTarget == 0)) { + if (Math_AsymStepToF(&this->speedXZ, xzSpeedTarget, xzSpeedIncrStep, xzSpeedDecrStep) && + (xzSpeedTarget == 0.0f)) { LinkAnimationHeader* slideAnimation; if (!this->av1.facingUpSlope) { @@ -14315,7 +14316,7 @@ void Player_Action_BlueWarpArrive(Player* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f; Player_PlayLandingSfx(this); - this->av2.actionVar2 = 1; + this->av2.playedLandingSfx = true; } } else { if ((play->sceneId == SCENE_KOKIRI_FOREST) && Player_StartCsAction(play, this)) {