From 6f3db36b42775bf47ac0d5cf246d96c4f62ffbbf Mon Sep 17 00:00:00 2001 From: JordanLongstaff Date: Sat, 9 Nov 2024 01:49:26 -0500 Subject: [PATCH] Suggested changes --- src/overlays/actors/ovl_En_Ru2/z_en_ru2.c | 54 +++++++++++------------ 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c b/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c index 997550ac40..60469ed87e 100644 --- a/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c +++ b/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c @@ -140,13 +140,13 @@ void EnRu2_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyCylinder(play, &this->collider); } -void EnRu2_UpdateEyeTextures(EnRu2* this) { +void EnRu2_UpdateEyes(EnRu2* this) { s32 pad[3]; s16* eyeTextureFrame = &this->eyeTextureFrame; s16* eyeTextureIndex = &this->eyeTextureIndex; if (DECR(*eyeTextureFrame) == 0) { - *eyeTextureFrame = Rand_S16Offset(0x3C, 0x3C); + *eyeTextureFrame = Rand_S16Offset(60, 60); } *eyeTextureIndex = *eyeTextureFrame; @@ -155,13 +155,13 @@ void EnRu2_UpdateEyeTextures(EnRu2* this) { } } -s32 EnRu2_GetParamsHighByte(EnRu2* this) { +s32 EnRu2_GetSwitchFlag(EnRu2* this) { s32 params_shift = PARAMS_GET_U(this->actor.params, 8, 8); return params_shift; } -s32 EnRu2_GetParamsLowByte(EnRu2* this) { +s32 EnRu2_GetType(EnRu2* this) { s32 params = PARAMS_GET_U(this->actor.params, 0, 8); return params; @@ -215,7 +215,7 @@ CsCmdActorCue* EnRu2_GetCue(PlayState* play, s32 cueChannel) { return NULL; } -s32 EnRu2_CheckCueIs(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) { +s32 EnRu2_CheckCueMatchingID(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) { CsCmdActorCue* cue = EnRu2_GetCue(play, cueChannel); if ((cue != NULL) && (cue->id == cueId)) { @@ -224,7 +224,7 @@ s32 EnRu2_CheckCueIs(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) { return false; } -s32 EnRu2_CheckCueIsNot(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) { +s32 EnRu2_CheckCueNotMatchingID(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) { CsCmdActorCue* cue = EnRu2_GetCue(play, cueChannel); if ((cue != NULL) && (cue->id != cueId)) { @@ -395,14 +395,14 @@ void EnRu2_Action01(EnRu2* this, PlayState* play) { void EnRu2_Action02(EnRu2* this, PlayState* play) { EnRu2_Rise(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_EndRise(this); } void EnRu2_Action03(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_RaiseArms(this, play); } @@ -411,21 +411,21 @@ void EnRu2_Action04(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); shouldHold = EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_HoldArmsUp(this, shouldHold); } void EnRu2_Action05(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_CheckWaterMedallion(this, play); } void EnRu2_Action06(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); } /* Sets up Ruto in her arms-crossing pose. Used in the Water Trial in Ganon's Castle and in the @@ -448,7 +448,7 @@ void EnRu2_SpawnLightBall(EnRu2* this, PlayState* play) { /* Checks to see if it's time for Ruto to fade in while crossing her arms. */ void EnRu2_CheckFadeIn(EnRu2* this, PlayState* play) { - if (EnRu2_CheckCueIs(this, play, 4, 3)) { + if (EnRu2_CheckCueMatchingID(this, play, 4, 3)) { this->action = ENRU2_CROSSING_ARMS_FADE; this->drawConfig = ENRU2_DRAW_SKELETON_FLEXIBLE; this->alpha = 0; @@ -463,7 +463,7 @@ void EnRu2_Fade(EnRu2* this, PlayState* play) { f32* fadeTimer = &this->fadeTimer; s32 alpha; - if (EnRu2_CheckCueIs(this, play, 4, 3)) { + if (EnRu2_CheckCueMatchingID(this, play, 4, 3)) { *fadeTimer += 1.0f; if (*fadeTimer >= kREG(5) + 10.0f) { this->action = ENRU2_AWAIT_SPAWN_LIGHT_BALL; @@ -491,7 +491,7 @@ void EnRu2_Fade(EnRu2* this, PlayState* play) { /* Checks to see if it's time for Ruto to fade out while her arms are crossed. */ void EnRu2_CheckFadeOut(EnRu2* this, PlayState* play) { - if (EnRu2_CheckCueIsNot(this, play, 4, 3)) { + if (EnRu2_CheckCueNotMatchingID(this, play, 4, 3)) { this->action = ENRU2_CROSSING_ARMS_FADE; this->drawConfig = ENRU2_DRAW_SKELETON_FLEXIBLE; this->fadeTimer = kREG(5) + 10.0f; @@ -514,7 +514,7 @@ void EnRu2_Action07(EnRu2* this, PlayState* play) { void EnRu2_Action08(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_Fade(this, play); #if OOT_DEBUG func_80AF26D0(this, play); @@ -524,7 +524,7 @@ void EnRu2_Action08(EnRu2* this, PlayState* play) { void EnRu2_Action09(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_CheckFadeOut(this, play); #if OOT_DEBUG func_80AF26D0(this, play); @@ -641,7 +641,7 @@ void EnRu2_Action10(EnRu2* this, PlayState* play) { void EnRu2_Action11(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_FadeInCredits(this); EnRu2_CheckVisibleInCredits(this); } @@ -649,7 +649,7 @@ void EnRu2_Action11(EnRu2* this, PlayState* play) { void EnRu2_Action12(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_NextCreditsAction(this, play); } @@ -658,18 +658,18 @@ void EnRu2_Action13(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); lookingDownLeft = EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); EnRu2_LookingDownLeft(this, lookingDownLeft); } /* Sets the switch indicating that Link met Ruto in the Water Temple. */ void EnRu2_MarkEncounterOccurred(EnRu2* this, PlayState* play) { - Flags_SetSwitch(play, EnRu2_GetParamsHighByte(this)); + Flags_SetSwitch(play, EnRu2_GetSwitchFlag(this)); } /* Returns whether Link met Ruto in the Water Temple. */ s32 EnRu2_EncounterOccurred(EnRu2* this, PlayState* play) { - return Flags_GetSwitch(play, EnRu2_GetParamsHighByte(this)); + return Flags_GetSwitch(play, EnRu2_GetSwitchFlag(this)); } /* Initializes Ruto's actor in the Water Temple, or destroys it if the encounter already happened. */ @@ -796,7 +796,7 @@ void EnRu2_Action15(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateCollider(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); Actor_SetFocus(&this->actor, 50.0f); EnRu2_TriggerEncounter(this, play); } @@ -804,7 +804,7 @@ void EnRu2_Action15(EnRu2* this, PlayState* play) { void EnRu2_Action16(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); Actor_SetFocus(&this->actor, 50.0f); EnRu2_BeginEncounter(this, play); } @@ -812,7 +812,7 @@ void EnRu2_Action16(EnRu2* this, PlayState* play) { void EnRu2_Action17(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); Actor_SetFocus(&this->actor, 50.0f); EnRu2_DialogCameraHandler(this, play); } @@ -820,7 +820,7 @@ void EnRu2_Action17(EnRu2* this, PlayState* play) { void EnRu2_Action18(EnRu2* this, PlayState* play) { EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); Actor_SetFocus(&this->actor, 50.0f); EnRu2_StartSwimmingUp(this, play); } @@ -829,7 +829,7 @@ void EnRu2_Action19(EnRu2* this, PlayState* play) { EnRu2_AccelerateUp(this); EnRu2_UpdateBgCheckInfo(this, play); EnRu2_UpdateSkelAnime(this); - EnRu2_UpdateEyeTextures(this); + EnRu2_UpdateEyes(this); Actor_SetFocus(&this->actor, 50.0f); EnRu2_EndSwimmingUp(this, play); } @@ -852,7 +852,7 @@ void EnRu2_Init(Actor* thisx, PlayState* play) { EnRu2_InitCollider(thisx, play); SkelAnime_InitFlex(play, &this->skelAnime, &gAdultRutoSkel, NULL, this->jointTable, this->morphTable, 23); - switch (EnRu2_GetParamsLowByte(this)) { + switch (EnRu2_GetType(this)) { case 2: EnRu2_InitCrossingArms(this, play); break;