diff --git a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c index 787739822f..a27d887a43 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c @@ -41,7 +41,7 @@ ActorProfile Bg_Mizu_Bwall_Profile = { /**/ BgMizuBwall_Draw, }; -static ColliderTrisElementInit sTrisElementInitFloor[2] = { +static ColliderTrisElementInit sTrisElementsInitFloor[2] = { { { ELEM_MATERIAL_UNK0, @@ -76,10 +76,10 @@ static ColliderTrisInit sTrisInitFloor = { COLSHAPE_TRIS, }, 2, - sTrisElementInitFloor, + sTrisElementsInitFloor, }; -static ColliderTrisElementInit sTrisElementInitRutoWall[1] = { +static ColliderTrisElementInit sTrisElementsInitRutoWall[1] = { { { ELEM_MATERIAL_UNK0, @@ -103,10 +103,10 @@ static ColliderTrisInit sTrisInitRutoWall = { COLSHAPE_TRIS, }, 1, - sTrisElementInitRutoWall, + sTrisElementsInitRutoWall, }; -static ColliderTrisElementInit sTrisElementInitWall[2] = { +static ColliderTrisElementInit sTrisElementsInitWall[2] = { { { ELEM_MATERIAL_UNK0, @@ -141,7 +141,7 @@ static ColliderTrisInit sTrisInitUnusedWall = { COLSHAPE_TRIS, }, 2, - sTrisElementInitWall, + sTrisElementsInitWall, }; static ColliderTrisInit sTrisInitStingerWall = { @@ -154,7 +154,7 @@ static ColliderTrisInit sTrisInitStingerWall = { COLSHAPE_TRIS, }, 2, - sTrisElementInitWall, + sTrisElementsInitWall, }; static Gfx* sDLists[] = { @@ -215,7 +215,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { offset.x = sTrisInitFloor.elements[i].dim.vtx[j].x; offset.y = sTrisInitFloor.elements[i].dim.vtx[j].y; @@ -255,7 +255,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitRutoWall); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitRutoWall); i++) { for (j = 0; j < 3; j++) { offset.x = sTrisInitRutoWall.elements[i].dim.vtx[j].x; offset.y = sTrisInitRutoWall.elements[i].dim.vtx[j].y; @@ -295,7 +295,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { //! @bug This uses the wrong set of collision triangles, causing the collider to be //! flat to the ground instead of vertical. It should use sTrisInitUnusedWall. @@ -337,7 +337,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { //! @bug This uses the wrong set of collision triangles, causing the collider to be //! flat to the ground instead of vertical. It should use sTrisInitStingerWall. @@ -379,7 +379,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) { sin = Math_SinS(this->dyna.actor.shape.rot.y); cos = Math_CosS(this->dyna.actor.shape.rot.y); - for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) { + for (i = 0; i < ARRAY_COUNT(sTrisElementsInitFloor); i++) { for (j = 0; j < 3; j++) { //! @bug This uses the wrong set of collision triangles, causing the collider to be //! flat to the ground instead of vertical. It should use sTrisInitStingerWall. diff --git a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c index 1c5ce99ec1..227ef32a46 100644 --- a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c +++ b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c @@ -102,7 +102,7 @@ void BgPoEvent_InitPaintings(BgPoEvent* this, PlayState* play) { static s16 paintingPosX[] = { -1302, -866, 1421, 985 }; static s16 paintingPosY[] = { 1107, 1091 }; static s16 paintingPosZ[] = { -3384, -3252 }; - ColliderTrisElementInit* item; + ColliderTrisElementInit* elementInit; Vec3f* vtxVec; s32 i1; s32 i2; @@ -123,10 +123,10 @@ void BgPoEvent_InitPaintings(BgPoEvent* this, PlayState* play) { scaleY = 1.0f; } for (i1 = 0; i1 < sTrisInit.count; i1++) { - item = &sTrisInit.elements[i1]; + elementInit = &sTrisInit.elements[i1]; if (1) {} // This section looks like a macro of some sort. for (i2 = 0; i2 < 3; i2++) { - vtxVec = &item->dim.vtx[i2]; + vtxVec = &elementInit->dim.vtx[i2]; sp9C[i2].x = (vtxVec->x * coss) + (this->dyna.actor.home.pos.x + (sins * vtxVec->z)); sp9C[i2].y = (vtxVec->y * scaleY) + this->dyna.actor.home.pos.y; sp9C[i2].z = this->dyna.actor.home.pos.z + (coss * vtxVec->z) - (vtxVec->x * sins); diff --git a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c index becd2a11cc..8239e13bdf 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.c @@ -89,7 +89,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { f32 sinRotY; f32 cosRotY; CollisionHeader* colHeader = NULL; - ColliderTrisElementInit* triInit; + ColliderTrisElementInit* triElemInit; Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Collider_InitTris(play, &this->collider); @@ -99,10 +99,10 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { thisx->params = PARAMS_GET_U(thisx->params, 8, 8); // thisx is required to match here if (this->dyna.actor.params == 0) { - triInit = &sTrisElementsInit[0]; + triElemInit = &sTrisElementsInit[0]; this->actionFunc = func_808BEFF4; } else { - triInit = &sTrisElementsInit[1]; + triElemInit = &sTrisElementsInit[1]; DynaPolyActor_Init(&this->dyna, 0); CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); @@ -119,16 +119,16 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) { cosRotY = Math_CosS(this->dyna.actor.shape.rot.y); for (i = 0; i < 3; i++) { - sp4C[i].x = (triInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x; - sp4C[i].y = triInit->dim.vtx[i].y + this->dyna.actor.world.pos.y; - sp4C[i].z = this->dyna.actor.world.pos.z - (triInit->dim.vtx[i].x * sinRotY); + sp4C[i].x = (triElemInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x; + sp4C[i].y = triElemInit->dim.vtx[i].y + this->dyna.actor.world.pos.y; + sp4C[i].z = this->dyna.actor.world.pos.z - (triElemInit->dim.vtx[i].x * sinRotY); } Collider_SetTrisVertices(&this->collider, 0, &sp4C[0], &sp4C[1], &sp4C[2]); - sp4C[1].x = (triInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x; - sp4C[1].y = triInit->dim.vtx[0].y + this->dyna.actor.world.pos.y; - sp4C[1].z = this->dyna.actor.world.pos.z - (triInit->dim.vtx[2].x * sinRotY); + sp4C[1].x = (triElemInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x; + sp4C[1].y = triElemInit->dim.vtx[0].y + this->dyna.actor.world.pos.y; + sp4C[1].z = this->dyna.actor.world.pos.z - (triElemInit->dim.vtx[2].x * sinRotY); Collider_SetTrisVertices(&this->collider, 1, &sp4C[0], &sp4C[2], &sp4C[1]); } diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c index a6ef4beec5..d7769cf19d 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c @@ -51,7 +51,7 @@ ActorProfile Bg_Ydan_Sp_Profile = { /**/ BgYdanSp_Draw, }; -static ColliderTrisElementInit sTrisItemsInit[2] = { +static ColliderTrisElementInit sTrisElementsInit[2] = { { { ELEM_MATERIAL_UNK0, @@ -86,7 +86,7 @@ static ColliderTrisInit sTrisInit = { COLSHAPE_TRIS, }, 2, - sTrisItemsInit, + sTrisElementsInit, }; static InitChainEntry sInitChain[] = { @@ -95,11 +95,11 @@ static InitChainEntry sInitChain[] = { void BgYdanSp_Init(Actor* thisx, PlayState* play) { BgYdanSp* this = (BgYdanSp*)thisx; - ColliderTrisElementInit* ti0 = &sTrisItemsInit[0]; + ColliderTrisElementInit* triElemInit0 = &sTrisElementsInit[0]; Vec3f tri[3]; s32 i; CollisionHeader* colHeader = NULL; - ColliderTrisElementInit* ti1 = &sTrisItemsInit[1]; + ColliderTrisElementInit* triElemInit1 = &sTrisElementsInit[1]; f32 cossY; f32 sinsY; f32 cossX; @@ -117,9 +117,9 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { this->actionFunc = BgYdanSp_FloorWebIdle; for (i = 0; i < 3; i++) { - tri[i].x = ti0->dim.vtx[i].x + this->dyna.actor.world.pos.x; - tri[i].y = ti0->dim.vtx[i].y + this->dyna.actor.world.pos.y; - tri[i].z = ti0->dim.vtx[i].z + this->dyna.actor.world.pos.z; + tri[i].x = triElemInit0->dim.vtx[i].x + this->dyna.actor.world.pos.x; + tri[i].y = triElemInit0->dim.vtx[i].y + this->dyna.actor.world.pos.y; + tri[i].z = triElemInit0->dim.vtx[i].z + this->dyna.actor.world.pos.z; } Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]); @@ -137,18 +137,20 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) { cossX = Math_CosS(this->dyna.actor.shape.rot.x); for (i = 0; i < 3; i++) { - tri[i].x = - this->dyna.actor.world.pos.x + (cossY * ti1->dim.vtx[i].x) - (sinsY * ti1->dim.vtx[i].y * nSinsX); - tri[i].y = this->dyna.actor.world.pos.y + (ti1->dim.vtx[i].y * cossX); - tri[i].z = - this->dyna.actor.world.pos.z - (sinsY * ti1->dim.vtx[i].x) + (ti1->dim.vtx[i].y * cossY * nSinsX); + tri[i].x = this->dyna.actor.world.pos.x + (cossY * triElemInit1->dim.vtx[i].x) - + (sinsY * triElemInit1->dim.vtx[i].y * nSinsX); + tri[i].y = this->dyna.actor.world.pos.y + (triElemInit1->dim.vtx[i].y * cossX); + tri[i].z = this->dyna.actor.world.pos.z - (sinsY * triElemInit1->dim.vtx[i].x) + + (triElemInit1->dim.vtx[i].y * cossY * nSinsX); } Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]); - tri[1].x = this->dyna.actor.world.pos.x + (cossY * ti1->dim.vtx[0].x) - (ti1->dim.vtx[2].y * sinsY * nSinsX); - tri[1].y = this->dyna.actor.world.pos.y + (ti1->dim.vtx[2].y * cossX); - tri[1].z = this->dyna.actor.world.pos.z - (sinsY * ti1->dim.vtx[0].x) + (ti1->dim.vtx[2].y * cossY * nSinsX); + tri[1].x = this->dyna.actor.world.pos.x + (cossY * triElemInit1->dim.vtx[0].x) - + (triElemInit1->dim.vtx[2].y * sinsY * nSinsX); + tri[1].y = this->dyna.actor.world.pos.y + (triElemInit1->dim.vtx[2].y * cossX); + tri[1].z = this->dyna.actor.world.pos.z - (sinsY * triElemInit1->dim.vtx[0].x) + + (triElemInit1->dim.vtx[2].y * cossY * nSinsX); Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]); } this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index 63e9b4fc85..87a9cc5d8c 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -126,7 +126,7 @@ static ColliderCylinderInit sBodyColliderInit = { { 20, 70, 0, { 0, 0, 0 } }, }; -static ColliderTrisElementInit sFrontShieldingTrisInit[2] = { +static ColliderTrisElementInit sFrontShieldingTrisElementsInit[2] = { { { ELEM_MATERIAL_UNK2, @@ -151,7 +151,7 @@ static ColliderTrisElementInit sFrontShieldingTrisInit[2] = { }, }; -static ColliderTrisInit sFrontShieldingInit = { +static ColliderTrisInit sFrontShieldingTrisInit = { { COL_MATERIAL_METAL, AT_NONE, @@ -161,7 +161,7 @@ static ColliderTrisInit sFrontShieldingInit = { COLSHAPE_TRIS, }, 2, - sFrontShieldingTrisInit, + sFrontShieldingTrisElementsInit, }; static ColliderQuadInit sAttackColliderInit = { @@ -285,7 +285,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->bodyCollider); Collider_SetCylinder(play, &this->bodyCollider, &this->actor, &sBodyColliderInit); Collider_InitTris(play, &this->frontShieldingCollider); - Collider_SetTris(play, &this->frontShieldingCollider, &this->actor, &sFrontShieldingInit, this->frontShieldingColliderElements); + Collider_SetTris(play, &this->frontShieldingCollider, &this->actor, &sFrontShieldingTrisInit, this->frontShieldingColliderElements); Collider_InitQuad(play, &this->attackCollider); Collider_SetQuad(play, &this->attackCollider, &this->actor, &sAttackColliderInit);