diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c index 3aaab5d557..2676417742 100644 --- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -1480,11 +1480,11 @@ s32 EnGo2_IsGoronLinkReversing(EnGo2* this) { return true; } -s32 EnGo2_IsRolling(EnGo2* this) { +s32 EnGo2_IsTalkingAndFast(EnGo2* this) { if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE || this->actor.speed < 1.0f) { return false; } - if (EnGo2_IsRollingOnGround(this, 2, 20.0 / 3.0f, 0)) { + if (EnGo2_IsRollingOnGround(this, 2, 20.0 / 3.0f, false)) { if ((this->bounceTimer >= 9) && (this->bounceCounter == 0)) { this->bounceTimer = 8; } @@ -1762,9 +1762,9 @@ void EnGo2_GoronHotRodder(EnGo2* this, PlayState* play) { } void EnGo2_RollingStart(EnGo2* this, PlayState* play) { - f32 float1 = 1000.0f; + f32 slowdownRadius = 1000.0f; - if ((ENGO2_GET_TYPE(this) != GORON_DMT_ROLLING_SMALL || !(this->actor.xyzDistToPlayerSq > SQ(float1))) && + if ((ENGO2_GET_TYPE(this) != GORON_DMT_ROLLING_SMALL || !(this->actor.xyzDistToPlayerSq > SQ(slowdownRadius))) && DECR(this->animTimer) == 0) { this->actionFunc = EnGo2_RollingSlow; this->actor.speed *= 0.5f; // slowdown @@ -1775,8 +1775,8 @@ void EnGo2_RollingStart(EnGo2* this, PlayState* play) { void EnGo2_RollingSlow(EnGo2* this, PlayState* play) { s32 updatedWaypoint; - if (!EnGo2_IsRolling(this)) { - if (EnGo2_IsRollingOnGround(this, 4, 8.0f, 1) == true) { + if (!EnGo2_IsTalkingAndFast(this)) { + if (EnGo2_IsRollingOnGround(this, 4, 8.0f, true) == true) { if (EnGo2_IsGoronLinkReversing(this)) { this->actionFunc = EnGo2_RollingReverse; return; @@ -1805,7 +1805,7 @@ void EnGo2_RollingSlow(EnGo2* this, PlayState* play) { } void EnGo2_GroundRolling(EnGo2* this, PlayState* play) { - if (EnGo2_IsRollingOnGround(this, 4, 8.0f, 0)) { + if (EnGo2_IsRollingOnGround(this, 4, 8.0f, false)) { EnGo2_SpawnDust(this, 0); if (this->bounceCounter == 0) { switch (ENGO2_GET_TYPE(this)) { @@ -1824,7 +1824,7 @@ void EnGo2_GroundRolling(EnGo2* this, PlayState* play) { } void EnGo2_RollingReverse(EnGo2* this, PlayState* play) { - if (!EnGo2_IsRolling(this)) { + if (!EnGo2_IsTalkingAndFast(this)) { Math_ApproachF(&this->actor.speed, 0.0f, 0.6f, 0.8f); if (this->actor.speed >= 1.0f) { EnGo2_SpawnDust(this, 3);