From b2a3fb2f7fb84220088d3f7ebc6bd1ac29d24027 Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Wed, 16 Mar 2022 22:14:56 +0100 Subject: [PATCH] Fix misc 8 (#1150) * Use `s32` as type instead of `StackStatus` enum type * `bossLimbDl` -> `bossLimbDL` * Fixup comment refering to `Actor.velocity` by struct offset * Fixup `feetFloorFlags` doc and -> `feetFloorFlag` * Fixup `xyzDistToPlayerSq` comment * Make `SkelAnime.mode` comment refer to `AnimationMode` (<- `AnimationModes`) * Use enum names to refer to anim modes and break long lines in z64animation.h * `EnDha_OverridePostDraw` -> `EnDha_PostLimbDraw` * ichains cleanup * Scene command ids usage cleanup * Properly name unkXXX members as unk_XXX * change `gSceneCmdHandlers` length in variables.h too * Revert Unknown flags to unk0 & unk1 * Remove "current scene" mention from `Flags_*Unknown` as they aren't saved or loaded so not scene-specific * `Struct_8011FAF0`: unk_00, unk_04 * Run formatter * Do not break long lines in headers * Revert "Fixup `feetFloorFlags` doc and -> `feetFloorFlag`" This reverts commit c45b3611e7c8997d27807cfd1c9e1fbdaeb026fe. --- include/functions.h | 2 +- include/variables.h | 2 +- include/z64actor.h | 4 +- include/z64animation.h | 12 +- include/z64scene.h | 3 +- src/boot/stackcheck.c | 2 +- src/code/z_actor.c | 6 +- src/code/z_kankyo.c | 6 +- src/code/z_scene.c | 10 +- .../ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c | 4 +- .../ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c | 4 +- .../actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c | 24 +- .../actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h | 2 +- .../actors/ovl_Boss_Goma/z_boss_goma.c | 2 +- .../actors/ovl_Efc_Erupc/z_efc_erupc.c | 44 +-- .../actors/ovl_Efc_Erupc/z_efc_erupc.h | 10 +- src/overlays/actors/ovl_En_Ba/z_en_ba.c | 292 +++++++++--------- src/overlays/actors/ovl_En_Ba/z_en_ba.h | 22 +- src/overlays/actors/ovl_En_Dha/z_en_dha.c | 4 +- .../actors/ovl_En_Encount2/z_en_encount2.c | 24 +- .../actors/ovl_En_Encount2/z_en_encount2.h | 8 +- .../actors/ovl_En_Fire_Rock/z_en_fire_rock.c | 4 +- .../actors/ovl_En_Fire_Rock/z_en_fire_rock.h | 2 +- src/overlays/actors/ovl_En_Goma/z_en_goma.c | 4 +- src/overlays/actors/ovl_En_Goma/z_en_goma.h | 2 +- .../actors/ovl_En_Peehat/z_en_peehat.c | 92 +++--- .../actors/ovl_En_Peehat/z_en_peehat.h | 8 +- src/overlays/actors/ovl_En_Skj/z_en_skj.c | 22 +- .../actors/ovl_En_Wallmas/z_en_wallmas.c | 6 +- src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c | 22 +- src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h | 2 +- .../actors/ovl_player_actor/z_player.c | 4 +- 32 files changed, 328 insertions(+), 327 deletions(-) diff --git a/include/functions.h b/include/functions.h index c4525ee7c6..d251dd7fd2 100644 --- a/include/functions.h +++ b/include/functions.h @@ -59,7 +59,7 @@ void Mio0_Decompress(Yaz0Header* hdr, u8* dst); void StackCheck_Init(StackEntry* entry, void* stackTop, void* stackBottom, u32 initValue, s32 minSpace, const char* name); void StackCheck_Cleanup(StackEntry* entry); -StackStatus StackCheck_GetState(StackEntry* entry); +s32 StackCheck_GetState(StackEntry* entry); u32 StackCheck_CheckAll(void); u32 StackCheck_Check(StackEntry* entry); f32 LogUtils_CheckFloatRange(const char* exp, s32 line, const char* valueName, f32 value, const char* minName, f32 min, diff --git a/include/variables.h b/include/variables.h index fafece16ab..dab9ea19a0 100644 --- a/include/variables.h +++ b/include/variables.h @@ -96,7 +96,7 @@ extern u32 gGsFlagsMasks[4]; extern u32 gGsFlagsShifts[4]; extern void* gItemIcons[0x82]; extern u8 gItemSlots[56]; -extern void (*gSceneCmdHandlers[26])(GlobalContext*, SceneCmd*); +extern void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(GlobalContext*, SceneCmd*); extern s16 gLinkObjectIds[2]; extern u32 gObjectTableSize; extern RomFile gObjectTable[OBJECT_ID_MAX]; diff --git a/include/z64actor.h b/include/z64actor.h index 4d4a64eedf..d402113714 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -77,7 +77,7 @@ typedef struct { typedef struct { /* 0x00 */ DamageTable* damageTable; - /* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body + /* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body /* 0x10 */ s16 cylRadius; // Used for various purposes /* 0x12 */ s16 cylHeight; // Used for various purposes /* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg @@ -167,7 +167,7 @@ typedef struct Actor { /* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water /* 0x088 */ u16 bgCheckFlags; // Flags indicating how the actor is interacting with collision /* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player - /* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis + /* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player /* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane /* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player /* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system diff --git a/include/z64animation.h b/include/z64animation.h index 31dd3e5dd6..0a5b5e1417 100755 --- a/include/z64animation.h +++ b/include/z64animation.h @@ -23,7 +23,7 @@ typedef enum { /* 3 */ ANIMMODE_ONCE_INTERP, /* 4 */ ANIMMODE_LOOP_PARTIAL, /* 5 */ ANIMMODE_LOOP_PARTIAL_INTERP -} AnimationModes; +} AnimationMode; typedef enum { /* -1 */ ANIMTAPER_DECEL = -1, @@ -241,21 +241,21 @@ typedef s32 (*AnimUpdateFunc)(); typedef struct SkelAnime { /* 0x00 */ u8 limbCount; // Number of limbs in the skeleton - /* 0x01 */ u8 mode; // 0: loop, 2: play once, 4: partial loop. +1 to interpolate between frames. + /* 0x01 */ u8 mode; // See `AnimationMode` /* 0x02 */ u8 dListCount; // Number of display lists in a flexible skeleton /* 0x03 */ s8 taper; // Tapering to use when morphing between animations. Only used by Door_Warp1. /* 0x04 */ void** skeleton; // An array of pointers to limbs. Can be StandardLimb, LodLimb, or SkinLimb. /* 0x08 */ void* animation; // Can be an AnimationHeader or LinkAnimationHeader. - /* 0x0C */ f32 startFrame; // In mode 4, start of partial loop. - /* 0x10 */ f32 endFrame; // In mode 2, Update returns true when curFrame is equal to this. In mode 4, end of partial loop. - /* 0x14 */ f32 animLength; // Total number of frames in the current animation's file. + /* 0x0C */ f32 startFrame; // In mode ANIMMODE_LOOP_PARTIAL*, start of partial loop. + /* 0x10 */ f32 endFrame; // In mode ANIMMODE_ONCE*, Update returns true when curFrame is equal to this. In mode ANIMMODE_LOOP_PARTIAL*, end of partial loop. + /* 0x14 */ f32 animLength; // Total number of frames in the current animation. /* 0x18 */ f32 curFrame; // Current frame in the animation /* 0x1C */ f32 playSpeed; // Multiplied by R_UPDATE_RATE / 3 to get the animation's frame rate. /* 0x20 */ Vec3s* jointTable; // Current translation of model and rotations of all limbs /* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations /* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1] /* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph - /* 0x30 */ s32 (*update)(); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph + /* 0x30 */ s32 (*update)(); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph. /* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton /* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace. /* 0x36 */ s16 prevRot; // Previous rotation in worldspace. diff --git a/include/z64scene.h b/include/z64scene.h index 51f77d7348..b1351e20e0 100644 --- a/include/z64scene.h +++ b/include/z64scene.h @@ -339,7 +339,8 @@ typedef enum { /* 0x16 */ SCENE_CMD_ID_ECHO_SETTINGS, /* 0x17 */ SCENE_CMD_ID_CUTSCENE_DATA, /* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, - /* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS + /* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS, + /* 0x20 */ SCENE_CMD_ID_MAX } SceneCommandTypeID; #define SCENE_CMD_SPAWN_LIST(numSpawns, spawnList) \ diff --git a/src/boot/stackcheck.c b/src/boot/stackcheck.c index 8451566787..f9d0c6c87d 100644 --- a/src/boot/stackcheck.c +++ b/src/boot/stackcheck.c @@ -72,7 +72,7 @@ void StackCheck_Cleanup(StackEntry* entry) { } } -StackStatus StackCheck_GetState(StackEntry* entry) { +s32 StackCheck_GetState(StackEntry* entry) { u32* last; u32 used; u32 free; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 816d98d633..5b9309acec 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -544,7 +544,7 @@ void Flags_UnsetSwitch(GlobalContext* globalCtx, s32 flag) { } /** - * Tests if current scene unknown flag is set. + * Tests if unknown flag is set. */ s32 Flags_GetUnknown(GlobalContext* globalCtx, s32 flag) { if (flag < 0x20) { @@ -555,7 +555,7 @@ s32 Flags_GetUnknown(GlobalContext* globalCtx, s32 flag) { } /** - * Sets current scene unknown flag. + * Sets unknown flag. */ void Flags_SetUnknown(GlobalContext* globalCtx, s32 flag) { if (flag < 0x20) { @@ -566,7 +566,7 @@ void Flags_SetUnknown(GlobalContext* globalCtx, s32 flag) { } /** - * Unsets current scene unknown flag. + * Unsets unknown flag. */ void Flags_UnsetUnknown(GlobalContext* globalCtx, s32 flag) { if (flag < 0x20) { diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c index a98196eb69..295dcc251d 100644 --- a/src/code/z_kankyo.c +++ b/src/code/z_kankyo.c @@ -35,8 +35,8 @@ typedef struct { } LightningBolt; // size = 0x20 typedef struct { - /* 0x00 */ s32 unk0; - /* 0x04 */ s32 unk1; + /* 0x00 */ s32 unk_00; + /* 0x04 */ s32 unk_04; } Struct_8011FAF0; // size = 0x8 Struct_8011FAF0 D_8011FAF0[] = { @@ -213,7 +213,7 @@ u8 sGameOverLightsIntensity; u16 D_8015FDB0; s32 func_8006F0A0(s32 a0) { - s32 ret = ((a0 >> 4 & 0x7FF) << D_8011FAF0[a0 >> 15 & 7].unk0) + D_8011FAF0[a0 >> 15 & 7].unk1; + s32 ret = ((a0 >> 4 & 0x7FF) << D_8011FAF0[a0 >> 15 & 7].unk_00) + D_8011FAF0[a0 >> 15 & 7].unk_04; return ret; } diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 7204dda46a..b0b5b7c637 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -166,11 +166,11 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) { osSyncPrintf("*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***\n", cmdCode, sceneCmd->base.data1, sceneCmd->base.data2); - if (cmdCode == 0x14) { + if (cmdCode == SCENE_CMD_ID_END) { break; } - if (cmdCode <= 0x19) { + if (cmdCode < ARRAY_COUNT(gSceneCmdHandlers)) { gSceneCmdHandlers[cmdCode](globalCtx, sceneCmd); } else { osSyncPrintf(VT_FGCOL(RED)); @@ -443,7 +443,7 @@ void func_800991A0(GlobalContext* globalCtx, SceneCmd* cmd) { if (altHeader != NULL) { Scene_ExecuteCommands(globalCtx, SEGMENTED_TO_VIRTUAL(altHeader)); - (cmd + 1)->base.code = 0x14; + (cmd + 1)->base.code = SCENE_CMD_ID_END; } else { // "Coughh! There is no specified dataaaaa!" osSyncPrintf("\nげぼはっ! 指定されたデータがないでええっす!"); @@ -457,7 +457,7 @@ void func_800991A0(GlobalContext* globalCtx, SceneCmd* cmd) { if (altHeader != NULL) { Scene_ExecuteCommands(globalCtx, SEGMENTED_TO_VIRTUAL(altHeader)); - (cmd + 1)->base.code = 0x14; + (cmd + 1)->base.code = SCENE_CMD_ID_END; } } } @@ -491,7 +491,7 @@ void func_800993C0(GlobalContext* globalCtx, SceneCmd* cmd) { } } -void (*gSceneCmdHandlers[])(GlobalContext*, SceneCmd*) = { +void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(GlobalContext*, SceneCmd*) = { func_80098508, func_800985DC, func_80098630, func_80098674, func_800987A4, func_80099090, func_800987F8, func_8009883C, func_80098904, func_80099134, func_80098958, func_8009899C, func_80098B74, func_80098C24, func_80098C68, func_80098CC8, func_80098D80, func_80098D1C, func_80098D5C, func_800990F0, NULL, 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 ce9196905a..59cf36b30b 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 @@ -156,7 +156,7 @@ static CollisionHeader* sColHeaders[] = { &gObjectMizuObjectsBwallCol_001DE8, &gObjectMizuObjectsBwallCol_001DE8, }; -static InitChainEntry D_8089D854[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), @@ -174,7 +174,7 @@ void BgMizuBwall_Init(Actor* thisx, GlobalContext* globalCtx) { BgMizuBwall* this = (BgMizuBwall*)thisx; CollisionHeader* colHeader = NULL; - Actor_ProcessInitChain(&this->dyna.actor, D_8089D854); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); this->yRot = this->dyna.actor.world.pos.y; this->dList = sDLists[(u16)this->dyna.actor.params & 0xF]; DynaPolyActor_Init(&this->dyna, DPM_PLAYER); diff --git a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c index 7fca47e1a8..efa6cdee2e 100644 --- a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c +++ b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c @@ -51,7 +51,7 @@ static CollisionHeader* D_8089EB70[] = { &gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_0015F8, }; -static InitChainEntry D_8089EB90[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), @@ -86,7 +86,7 @@ void BgMizuMovebg_Init(Actor* thisx, GlobalContext* globalCtx) { CollisionHeader* colHeader = NULL; Vec3f sp48; - Actor_ProcessInitChain(thisx, D_8089EB90); + Actor_ProcessInitChain(thisx, sInitChain); ((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y; ((BgMizuMovebg*)thisx)->dlist = D_8089EB50[MOVEBG_TYPE(thisx->params)]; DynaPolyActor_Init(&((BgMizuMovebg*)thisx)->dyna, DPM_PLAYER); 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 8288c5d63f..42dcad128a 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 @@ -111,7 +111,7 @@ void BgYdanSp_Init(Actor* thisx, GlobalContext* globalCtx) { tri[1].x = tri[0].x; tri[1].z = tri[2].z; Collider_SetTrisVertices(&this->trisCollider, 1, &tri[0], &tri[2], &tri[1]); - this->unk16C = 0.0f; + this->unk_16C = 0.0f; } else { CollisionHeader_GetVirtual(&gDTWebWallCol, &colHeader); this->actionFunc = BgYdanSp_WallWebIdle; @@ -248,7 +248,7 @@ void BgYdanSp_FloorWebBreaking(BgYdanSp* this, GlobalContext* globalCtx) { this->timer--; } - this->dyna.actor.world.pos.y = (sinf((f32)this->timer * (M_PI / 20)) * this->unk16C) + this->dyna.actor.home.pos.y; + this->dyna.actor.world.pos.y = (sinf((f32)this->timer * (M_PI / 20)) * this->unk_16C) + this->dyna.actor.home.pos.y; if (this->dyna.actor.home.pos.y - this->dyna.actor.world.pos.y > 190.0f) { func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId); this->timer = 40; @@ -292,7 +292,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, GlobalContext* globalCtx) { sqrtFallDistance = sqrtf(CLAMP_MIN(player->fallDistance, 0.0f)); if (player->fallDistance > 750.0f) { if (this->dyna.actor.xzDistToPlayer < 80.0f) { - this->unk16C = 200.0f; + this->unk_16C = 200.0f; this->dyna.actor.room = -1; this->dyna.actor.flags |= ACTOR_FLAG_4; this->timer = 40; @@ -302,20 +302,20 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, GlobalContext* globalCtx) { } } unk = sqrtFallDistance + sqrtFallDistance; - if (this->unk16C < unk) { + if (this->unk_16C < unk) { if (unk > 2.0f) { - this->unk16C = unk; + this->unk_16C = unk; this->timer = 14; } } if (player->actor.speedXZ != 0.0f) { - if (this->unk16C < 0.1f) { + if (this->unk_16C < 0.1f) { this->timer = 14; } - if (this->unk16C < 2.0f) { - this->unk16C = 2.0f; + if (this->unk_16C < 2.0f) { + this->unk_16C = 2.0f; } else { - this->unk16C = this->unk16C; + this->unk_16C = this->unk_16C; } } } @@ -325,10 +325,10 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, GlobalContext* globalCtx) { if (this->timer == 0) { this->timer = 14; } - this->dyna.actor.world.pos.y = sinf((f32)this->timer * (M_PI / 7)) * this->unk16C + this->dyna.actor.home.pos.y; - Math_ApproachZeroF(&this->unk16C, 1.0f, 0.8f); + this->dyna.actor.world.pos.y = sinf((f32)this->timer * (M_PI / 7)) * this->unk_16C + this->dyna.actor.home.pos.y; + Math_ApproachZeroF(&this->unk_16C, 1.0f, 0.8f); if (this->timer == 13) { - if (this->unk16C > 3.0f) { + if (this->unk_16C > 3.0f) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WEB_VIBRATION); } else { Audio_StopSfxById(NA_SE_EV_WEB_VIBRATION); diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h index 65f1faa8f1..9d0a000a0a 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.h @@ -14,7 +14,7 @@ typedef struct BgYdanSp { /* 0x0168 */ u8 isDestroyedSwitchFlag; /* 0x0169 */ u8 burnSwitchFlag; /* 0x016A */ s16 timer; - /* 0x016C */ f32 unk16C; + /* 0x016C */ f32 unk_16C; /* 0x0170 */ ColliderTris trisCollider; /* 0x0190 */ ColliderTrisElement trisColliderItems[2]; } BgYdanSp; // size = 0x0248 diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c index 0ff2e56b2a..b250f81e26 100644 --- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c +++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c @@ -2085,7 +2085,7 @@ void BossGoma_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, childPos.x, childPos.y, childPos.z, childRot.x, childRot.y, childRot.z, sDeadLimbLifetime[limbIndex] + 100); if (babyGohma != NULL) { - babyGohma->bossLimbDl = *dList; + babyGohma->bossLimbDL = *dList; babyGohma->actor.objBankIndex = this->actor.objBankIndex; } } diff --git a/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c b/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c index 7006bb2a7b..f4f27e1059 100644 --- a/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c +++ b/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c @@ -36,9 +36,9 @@ void EfcErupc_Init(Actor* thisx, GlobalContext* globalCtx) { EfcErupc_SetupAction(this, EfcErupc_UpdateAction); Actor_SetScale(&this->actor, 1.0f); EfcErupc_InitParticles(this->particles); - this->unk14C = this->unk14E = this->unk150 = 0; - this->unk152 = 5; - this->unk154 = -100; + this->unk_14C = this->unk_14E = this->unk_150 = 0; + this->unk_152 = 5; + this->unk_154 = -100; } void EfcErupc_Destroy(Actor* thisx, GlobalContext* globalCtx) { @@ -53,22 +53,22 @@ void EfcErupc_UpdateAction(EfcErupc* this, GlobalContext* globalCtx) { if (globalCtx->csCtx.state != 0) { if (globalCtx->csCtx.npcActions[1] != NULL) { if (globalCtx->csCtx.npcActions[1]->action == 2) { - if (this->unk150 == 30) { + if (this->unk_150 == 30) { func_800788CC(NA_SE_IT_EARTHQUAKE); } - if (this->unk150 <= 64) { - if (this->unk154 < 200) { - this->unk154 += 10; + if (this->unk_150 <= 64) { + if (this->unk_154 < 200) { + this->unk_154 += 10; } } else { - if (this->unk154 > -100) { - this->unk154 -= 10; + if (this->unk_154 > -100) { + this->unk_154 -= 10; } } - this->unk150++; + this->unk_150++; } else { - if (this->unk154 > -100) { - this->unk154 -= 10; + if (this->unk_154 > -100) { + this->unk_154 -= 10; } } } @@ -77,28 +77,28 @@ void EfcErupc_UpdateAction(EfcErupc* this, GlobalContext* globalCtx) { if (globalCtx->csCtx.npcActions[2] != NULL) { switch (globalCtx->csCtx.npcActions[2]->action) { case 2: - if (this->unk14E == 0) { + if (this->unk_14E == 0) { func_800F3F3C(6); gSaveContext.eventChkInf[2] |= 0x8000; } - this->unk14E++; + this->unk_14E++; break; case 3: - this->unk14E = 30; + this->unk_14E = 30; } - this->unk14C++; + this->unk_14C++; } } accel.z = 0.0f; accel.x = 0.0f; pos.y = this->actor.world.pos.y + 300.0f; - for (i = 0; i < this->unk152; i++) { + for (i = 0; i < this->unk_152; i++) { pos.x = Rand_CenteredFloat(100.0f) + this->actor.world.pos.x; pos.z = Rand_CenteredFloat(100.0f) + this->actor.world.pos.z; vel.x = Rand_CenteredFloat(100.0f); vel.y = Rand_ZeroFloat(100.0f); vel.z = Rand_CenteredFloat(100.0f); - accel.y = this->unk154 * 0.1f; + accel.y = this->unk_154 * 0.1f; EfcErupc_AddParticle(this->particles, &pos, &vel, &accel, 80.0f); } } @@ -119,16 +119,16 @@ void EfcErupc_Draw(Actor* thisx, GlobalContext* globalCtx) { func_80093D84(globalCtx->state.gfxCtx); gSPSegment(POLY_XLU_DISP++, 0x08, - Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, this->unk14C * 1, this->unk14E * -4, 32, 64, 1, - this->unk14C * 4, this->unk14E * -20, 64, 64)); + Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, this->unk_14C * 1, this->unk_14E * -4, 32, 64, 1, + this->unk_14C * 4, this->unk_14E * -20, 64, 64)); gSPSegment( POLY_XLU_DISP++, 0x09, - Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, this->unk150 * -4, 16, 128, 1, 0, this->unk150 * 12, 32, 32)); + Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, this->unk_150 * -4, 16, 128, 1, 0, this->unk_150 * 12, 32, 32)); gSPSegment( POLY_XLU_DISP++, 0x0A, - Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, this->unk150 * -4, 16, 128, 1, 0, this->unk150 * 12, 32, 32)); + Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, this->unk_150 * -4, 16, 128, 1, 0, this->unk_150 * 12, 32, 32)); Matrix_Push(); Matrix_Scale(0.8f, 0.8f, 0.8f, MTXMODE_APPLY); diff --git a/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.h b/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.h index 6b201cf5df..3cc425daba 100644 --- a/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.h +++ b/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.h @@ -25,11 +25,11 @@ typedef struct { typedef struct EfcErupc { /* 0x0000 */ Actor actor; - /* 0x014C */ s16 unk14C; - /* 0x014E */ s16 unk14E; - /* 0x0150 */ s16 unk150; - /* 0x0152 */ s16 unk152; - /* 0x0154 */ s16 unk154; + /* 0x014C */ s16 unk_14C; + /* 0x014E */ s16 unk_14E; + /* 0x0150 */ s16 unk_150; + /* 0x0152 */ s16 unk_152; + /* 0x0154 */ s16 unk_154; /* 0x0158 */ EfcErupcParticles particles[EFC_ERUPC_NUM_PARTICLES]; /* 0x18C8 */ EfcErupcActionFunc actionFunc; } EfcErupc; // size = 0x18CC diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/src/overlays/actors/ovl_En_Ba/z_en_ba.c index eb346b2b31..bd3c6cda05 100644 --- a/src/overlays/actors/ovl_En_Ba/z_en_ba.c +++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.c @@ -97,10 +97,10 @@ void EnBa_Init(Actor* thisx, GlobalContext* globalCtx) { Actor_ProcessInitChain(&this->actor, sInitChain); this->actor.world.pos.y = this->actor.home.pos.y + 100.0f; for (i = 13; i >= 0; i--) { - this->unk200[i] = sp38; - this->unk2A8[i].x = -0x4000; - this->unk158[i] = this->actor.world.pos; - this->unk158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f; + this->unk_200[i] = sp38; + this->unk_2A8[i].x = -0x4000; + this->unk_158[i] = this->actor.world.pos; + this->unk_158[i].y = this->actor.world.pos.y - (i + 1) * 32.0f; } this->actor.targetMode = 4; @@ -131,8 +131,8 @@ void EnBa_Destroy(Actor* thisx, GlobalContext* globalCtx) { } void EnBa_SetupIdle(EnBa* this) { - this->unk14C = 2; - this->unk31C = 1500; + this->unk_14C = 2; + this->unk_31C = 1500; this->actor.speedXZ = 10.0f; EnBa_SetupAction(this, EnBa_Idle); } @@ -149,41 +149,41 @@ void EnBa_Idle(EnBa* this, GlobalContext* globalCtx) { this->actor.flags |= ACTOR_FLAG_0; Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 100.0f, 1.0f, 10.0f, 0.0f); } - this->unk2FC = this->actor.world.pos; + this->unk_2FC = this->actor.world.pos; if (globalCtx->gameplayFrames % 16 == 0) { - this->unk308.z += Rand_CenteredFloat(180.0f); - this->unk314 += Rand_CenteredFloat(180.0f); - this->unk308.x = Math_SinF(this->unk308.z) * 80.0f; - this->unk308.y = Math_CosF(this->unk314) * 80.0f; + this->unk_308.z += Rand_CenteredFloat(180.0f); + this->unk_314 += Rand_CenteredFloat(180.0f); + this->unk_308.x = Math_SinF(this->unk_308.z) * 80.0f; + this->unk_308.y = Math_CosF(this->unk_314) * 80.0f; } - this->unk2FC.y -= 448.0f; - this->unk2FC.x += this->unk308.x; - this->unk2FC.z += this->unk308.y; - func_80033AEC(&this->unk2FC, &this->unk158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f); + this->unk_2FC.y -= 448.0f; + this->unk_2FC.x += this->unk_308.x; + this->unk_2FC.z += this->unk_308.y; + func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f); for (i = 12; i >= 0; i--) { - func_80035844(&this->unk158[i + 1], &this->unk158[i], &sp5C, 0); - Matrix_Translate(this->unk158[i + 1].x, this->unk158[i + 1].y, this->unk158[i + 1].z, MTXMODE_NEW); + func_80035844(&this->unk_158[i + 1], &this->unk_158[i], &sp5C, 0); + Matrix_Translate(this->unk_158[i + 1].x, this->unk_158[i + 1].y, this->unk_158[i + 1].z, MTXMODE_NEW); Matrix_RotateZYX(sp5C.x, sp5C.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i]); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i]); } - func_80035844(&this->unk158[0], &this->unk2FC, &sp5C, 0); + func_80035844(&this->unk_158[0], &this->unk_2FC, &sp5C, 0); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); - Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk2A8[0].y, 3, this->unk31C, 182); - Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk2A8[0].x, 3, this->unk31C, 182); + Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_2A8[0].y, 3, this->unk_31C, 182); + Math_SmoothStepToS(&this->actor.shape.rot.x, this->unk_2A8[0].x, 3, this->unk_31C, 182); Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[0]); - this->unk2A8[13].y = sp5C.y; - this->unk2A8[13].x = sp5C.x + 0x8000; + Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]); + this->unk_2A8[13].y = sp5C.y; + this->unk_2A8[13].x = sp5C.x + 0x8000; for (i = 0; i < 13; i++) { - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Math_SmoothStepToS(&this->unk2A8[i].y, this->unk2A8[i + 1].y, 3, this->unk31C, 182); - Math_SmoothStepToS(&this->unk2A8[i].x, this->unk2A8[i + 1].x, 3, this->unk31C, 182); - Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[i + 1].y, 3, this->unk_31C, 182); + Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[i + 1].x, 3, this->unk_31C, 182); + Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]); } - this->unk2A8[13].x = this->unk2A8[12].x; - this->unk2A8[13].y = this->unk2A8[12].y; + this->unk_2A8[13].x = this->unk_2A8[12].x; + this->unk_2A8[13].y = this->unk_2A8[12].y; if (!(player->stateFlags1 & PLAYER_STATE1_26) && (this->actor.xzDistToPlayer <= 175.0f) && (this->actor.world.pos.y == this->actor.home.pos.y + 100.0f)) { EnBa_SetupSwingAtPlayer(this); @@ -191,10 +191,10 @@ void EnBa_Idle(EnBa* this, GlobalContext* globalCtx) { } void EnBa_SetupFallAsBlob(EnBa* this) { - this->unk14C = 0; + this->unk_14C = 0; this->actor.speedXZ = Rand_CenteredFloat(8.0f); this->actor.world.rot.y = Rand_CenteredFloat(65535.0f); - this->unk318 = 20; + this->unk_318 = 20; this->actor.gravity = -2.0f; EnBa_SetupAction(this, EnBa_FallAsBlob); } @@ -207,8 +207,8 @@ void EnBa_FallAsBlob(EnBa* this, GlobalContext* globalCtx) { this->actor.scale.y -= 0.001f; this->actor.scale.x += 0.0005f; this->actor.scale.z += 0.0005f; - this->unk318--; - if (this->unk318 == 0) { + this->unk_318--; + if (this->unk_318 == 0) { Actor_Kill(&this->actor); } } else { @@ -219,10 +219,10 @@ void EnBa_FallAsBlob(EnBa* this, GlobalContext* globalCtx) { } void EnBa_SetupSwingAtPlayer(EnBa* this) { - this->unk14C = 3; - this->unk318 = 20; - this->unk31A = 0; - this->unk31C = 1500; + this->unk_14C = 3; + this->unk_318 = 20; + this->unk_31A = 0; + this->unk_31C = 1500; this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.speedXZ = 20.0f; EnBa_SetupAction(this, EnBa_SwingAtPlayer); @@ -236,71 +236,71 @@ void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx) { s16 phi_fp; Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 60.0f, 1.0f, 10.0f, 0.0f); - if ((this->actor.xzDistToPlayer <= 175.0f) || (this->unk31A != 0)) { - if (this->unk318 == 20) { + if ((this->actor.xzDistToPlayer <= 175.0f) || (this->unk_31A != 0)) { + if (this->unk_318 == 20) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_BALINADE_HAND_UP); - this->unk31C = 1500; + this->unk_31C = 1500; } - if (this->unk318 != 0) { - this->unk31A = 10; - this->unk318--; - if (this->unk318 >= 11) { - this->unk2FC = player->actor.world.pos; - this->unk2FC.y += 30.0f; + if (this->unk_318 != 0) { + this->unk_31A = 10; + this->unk_318--; + if (this->unk_318 >= 11) { + this->unk_2FC = player->actor.world.pos; + this->unk_2FC.y += 30.0f; phi_fp = this->actor.yawTowardsPlayer; } else { - phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk2FC); + phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_2FC); } - Math_SmoothStepToS(&this->unk31C, 1500, 1, 30, 0); - func_80035844(&this->actor.world.pos, &this->unk158[0], &sp58, 0); - Math_SmoothStepToS(&this->actor.shape.rot.y, sp58.y, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->actor.shape.rot.x, (sp58.x + 0x8000), 1, this->unk31C, 0); + Math_SmoothStepToS(&this->unk_31C, 1500, 1, 30, 0); + func_80035844(&this->actor.world.pos, &this->unk_158[0], &sp58, 0); + Math_SmoothStepToS(&this->actor.shape.rot.y, sp58.y, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->actor.shape.rot.x, (sp58.x + 0x8000), 1, this->unk_31C, 0); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); Matrix_RotateZYX((this->actor.shape.rot.x - 0x8000), this->actor.shape.rot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[0]); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]); for (i = 0; i < 13; i++) { - Math_SmoothStepToS(&this->unk2A8[i].x, (i * 1200) - 0x4000, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->unk2A8[i].y, phi_fp, 1, this->unk31C, 0); - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Matrix_RotateZYX((this->unk2A8[i].x - 0x8000), this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]); + Math_SmoothStepToS(&this->unk_2A8[i].x, (i * 1200) - 0x4000, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->unk_2A8[i].y, phi_fp, 1, this->unk_31C, 0); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Matrix_RotateZYX((this->unk_2A8[i].x - 0x8000), this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]); } } else { - if (this->unk31A == 10) { + if (this->unk_31A == 10) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_BALINADE_HAND_DOWN); } - if (this->unk31A != 0) { - this->unk31C = 8000; + if (this->unk_31A != 0) { + this->unk_31C = 8000; this->actor.speedXZ = 30.0f; - phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk2FC); - temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk158[0]) + 0x8000; - Math_SmoothStepToS(&this->actor.shape.rot.y, phi_fp, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk31C, 0); + phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_2FC); + temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000; + Math_SmoothStepToS(&this->actor.shape.rot.y, phi_fp, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk_31C, 0); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, this->unk158); + Matrix_MultVec3f(&D_809B8080, this->unk_158); for (i = 0; i < 13; i++) { - temp = -Math_CosS(this->unk31A * 0xCCC) * (i * 1200); - Math_SmoothStepToS(&this->unk2A8[i].x, temp - 0x4000, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->unk2A8[i].y, phi_fp, 1, this->unk31C, 0); - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]); + temp = -Math_CosS(this->unk_31A * 0xCCC) * (i * 1200); + Math_SmoothStepToS(&this->unk_2A8[i].x, temp - 0x4000, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->unk_2A8[i].y, phi_fp, 1, this->unk_31C, 0); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]); } - this->unk31A--; + this->unk_31A--; } else if ((this->actor.xzDistToPlayer > 175.0f) || (player->stateFlags1 & PLAYER_STATE1_26)) { EnBa_SetupIdle(this); } else { EnBa_SetupSwingAtPlayer(this); - this->unk318 = 27; - this->unk31C = 750; + this->unk_318 = 27; + this->unk_31C = 750; } } - this->unk2A8[13].x = this->unk2A8[12].x; - this->unk2A8[13].y = this->unk2A8[12].y; + this->unk_2A8[13].x = this->unk_2A8[12].x; + this->unk_2A8[13].y = this->unk_2A8[12].y; if (this->collider.base.atFlags & 2) { this->collider.base.atFlags &= ~2; if (this->collider.base.at == &player->actor) { @@ -314,15 +314,15 @@ void EnBa_SwingAtPlayer(EnBa* this, GlobalContext* globalCtx) { EnBa_SetupIdle(this); } else { EnBa_SetupSwingAtPlayer(this); - this->unk318 = 27; - this->unk31C = 750; + this->unk_318 = 27; + this->unk_31C = 750; } } void func_809B7174(EnBa* this) { - this->unk14C = 1; - this->unk31C = 1500; - this->unk318 = 20; + this->unk_14C = 1; + this->unk_31C = 1500; + this->unk_318 = 20; this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.speedXZ = 10.0f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_BALINADE_HAND_DAMAGE); @@ -335,43 +335,43 @@ void EnBa_RecoilFromDamage(EnBa* this, GlobalContext* globalCtx) { Vec3s sp6C; Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 330.0f, 1.0f, 30.0f, 0.0f); - this->unk2FC = this->actor.world.pos; + this->unk_2FC = this->actor.world.pos; if (globalCtx->gameplayFrames % 16 == 0) { - this->unk308.z += Rand_CenteredFloat(180.0f); - this->unk314 += Rand_CenteredFloat(180.0f); - this->unk308.x = Math_SinF(this->unk308.z) * 80.0f; - this->unk308.y = Math_CosF(this->unk314) * 80.0f; + this->unk_308.z += Rand_CenteredFloat(180.0f); + this->unk_314 += Rand_CenteredFloat(180.0f); + this->unk_308.x = Math_SinF(this->unk_308.z) * 80.0f; + this->unk_308.y = Math_CosF(this->unk_314) * 80.0f; } - this->unk2FC.y -= 448.0f; - this->unk2FC.x += this->unk308.x; - this->unk2FC.z += this->unk308.y; - func_80033AEC(&this->unk2FC, &this->unk158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f); + this->unk_2FC.y -= 448.0f; + this->unk_2FC.x += this->unk_308.x; + this->unk_2FC.z += this->unk_308.y; + func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f); for (i = 12; i >= 0; i--) { - func_80035844(&this->unk158[i + 1], &this->unk158[i], &sp6C, 0); - Matrix_Translate(this->unk158[i + 1].x, this->unk158[i + 1].y, this->unk158[i + 1].z, MTXMODE_NEW); + func_80035844(&this->unk_158[i + 1], &this->unk_158[i], &sp6C, 0); + Matrix_Translate(this->unk_158[i + 1].x, this->unk_158[i + 1].y, this->unk_158[i + 1].z, MTXMODE_NEW); Matrix_RotateZYX(sp6C.x, sp6C.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i]); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i]); } - func_80035844(&this->actor.world.pos, &this->unk158[0], &sp6C, 0); + func_80035844(&this->actor.world.pos, &this->unk_158[0], &sp6C, 0); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); - Math_SmoothStepToS(&this->actor.shape.rot.y, sp6C.y, 3, this->unk31C, 182); - Math_SmoothStepToS(&this->actor.shape.rot.x, sp6C.x + 0x8000, 3, this->unk31C, 182); + Math_SmoothStepToS(&this->actor.shape.rot.y, sp6C.y, 3, this->unk_31C, 182); + Math_SmoothStepToS(&this->actor.shape.rot.x, sp6C.x + 0x8000, 3, this->unk_31C, 182); Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[0]); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]); for (i = 0; i < 13; i++) { - func_80035844(&this->unk158[i], &this->unk158[i + 1], &sp6C, 0); - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Math_SmoothStepToS(&this->unk2A8[i].y, sp6C.y, 3, this->unk31C, 182); - Math_SmoothStepToS(&this->unk2A8[i].x, sp6C.x + 0x8000, 3, this->unk31C, 182); - Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]); + func_80035844(&this->unk_158[i], &this->unk_158[i + 1], &sp6C, 0); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Math_SmoothStepToS(&this->unk_2A8[i].y, sp6C.y, 3, this->unk_31C, 182); + Math_SmoothStepToS(&this->unk_2A8[i].x, sp6C.x + 0x8000, 3, this->unk_31C, 182); + Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]); } - this->unk2A8[13].x = this->unk2A8[12].x; - this->unk2A8[13].y = this->unk2A8[12].y; - this->unk318--; - if (this->unk318 == 0) { + this->unk_2A8[13].x = this->unk_2A8[12].x; + this->unk_2A8[13].y = this->unk_2A8[12].y; + this->unk_318--; + if (this->unk_318 == 0) { EnBa_SetupIdle(this); } } @@ -382,29 +382,29 @@ void func_809B75A0(EnBa* this, GlobalContext* globalCtx2) { Vec3f sp74 = { 0.0f, 0.0f, 0.0f }; GlobalContext* globalCtx = globalCtx2; - this->unk31C = 2500; + this->unk_31C = 2500; EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_BALINADE_HAND_DEAD, 1, 1, 40); - this->unk14C = 0; + this->unk_14C = 0; for (i = 7; i < 14; i++) { - Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BA, this->unk158[i].x, this->unk158[i].y, - this->unk158[i].z, 0, 0, 0, EN_BA_DEAD_BLOB); + Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BA, this->unk_158[i].x, this->unk_158[i].y, + this->unk_158[i].z, 0, 0, 0, EN_BA_DEAD_BLOB); } - unk_temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk158[0]) + 0x8000; - Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->actor.shape.rot.x, unk_temp, 1, this->unk31C, 0); + unk_temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000; + Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->actor.shape.rot.x, unk_temp, 1, this->unk_31C, 0); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[0]); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]); this->actor.flags &= ~ACTOR_FLAG_0; for (i = 5; i < 13; i++) { - Math_SmoothStepToS(&this->unk2A8[i].x, this->unk2A8[5].x, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->unk2A8[i].y, this->unk2A8[5].y, 1, this->unk31C, 0); - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&sp74, &this->unk158[i + 1]); + Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[5].x, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[5].y, 1, this->unk_31C, 0); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&sp74, &this->unk_158[i + 1]); } - this->unk31A = 15; + this->unk_31A = 15; EnBa_SetupAction(this, EnBa_Die); } @@ -413,32 +413,32 @@ void EnBa_Die(EnBa* this, GlobalContext* globalCtx) { s16 temp; s32 i; - if (this->unk31A != 0) { + if (this->unk_31A != 0) { this->actor.speedXZ = 30.0f; - this->unk31C = 8000; + this->unk_31C = 8000; this->actor.world.pos.y += 8.0f; - temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk158[0]) + 0x8000; - Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk31C, 0); + temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000; + Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->actor.shape.rot.x, temp, 1, this->unk_31C, 0); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); Matrix_RotateZYX(this->actor.shape.rot.x - 0x8000, this->actor.shape.rot.y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[0]); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[0]); for (i = 0; i < 5; i++) { - temp = -Math_CosS(this->unk31A * 0x444) * (i * 400); - Math_SmoothStepToS(&this->unk2A8[i].x, temp - 0x4000, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->unk2A8[i].y, this->actor.yawTowardsPlayer, 1, this->unk31C, 0); - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&D_809B8080, &this->unk158[i + 1]); + temp = -Math_CosS(this->unk_31A * 0x444) * (i * 400); + Math_SmoothStepToS(&this->unk_2A8[i].x, temp - 0x4000, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->unk_2A8[i].y, this->actor.yawTowardsPlayer, 1, this->unk_31C, 0); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&D_809B8080, &this->unk_158[i + 1]); } for (i = 5; i < 13; i++) { - Math_SmoothStepToS(&this->unk2A8[i].x, this->unk2A8[5].x, 1, this->unk31C, 0); - Math_SmoothStepToS(&this->unk2A8[i].y, this->unk2A8[5].y, 1, this->unk31C, 0); - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Matrix_RotateZYX(this->unk2A8[i].x - 0x8000, this->unk2A8[i].y, 0, MTXMODE_APPLY); - Matrix_MultVec3f(&sp6C, &this->unk158[i + 1]); + Math_SmoothStepToS(&this->unk_2A8[i].x, this->unk_2A8[5].x, 1, this->unk_31C, 0); + Math_SmoothStepToS(&this->unk_2A8[i].y, this->unk_2A8[5].y, 1, this->unk_31C, 0); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Matrix_RotateZYX(this->unk_2A8[i].x - 0x8000, this->unk_2A8[i].y, 0, MTXMODE_APPLY); + Matrix_MultVec3f(&sp6C, &this->unk_158[i + 1]); } - this->unk31A--; + this->unk_31A--; } else { Flags_SetSwitch(globalCtx, this->upperParams); Actor_Kill(&this->actor); @@ -459,9 +459,9 @@ void EnBa_Update(Actor* thisx, GlobalContext* globalCtx) { } this->actionFunc(this, globalCtx); if (this->actor.params < EN_BA_DEAD_BLOB) { - this->actor.focus.pos = this->unk158[6]; + this->actor.focus.pos = this->unk_158[6]; } - if (this->unk14C >= 2) { + if (this->unk_14C >= 2) { CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); } } @@ -489,9 +489,9 @@ void EnBa_Draw(Actor* thisx, GlobalContext* globalCtx) { Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (globalCtx->gameplayFrames * -10) % 128, 32, 32)); for (i = 0; i < 14; i++, mtx++) { - Matrix_Translate(this->unk158[i].x, this->unk158[i].y, this->unk158[i].z, MTXMODE_NEW); - Matrix_RotateZYX(this->unk2A8[i].x, this->unk2A8[i].y, this->unk2A8[i].z, MTXMODE_APPLY); - Matrix_Scale(this->unk200[i].x, this->unk200[i].y, this->unk200[i].z, MTXMODE_APPLY); + Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW); + Matrix_RotateZYX(this->unk_2A8[i].x, this->unk_2A8[i].y, this->unk_2A8[i].z, MTXMODE_APPLY); + Matrix_Scale(this->unk_200[i].x, this->unk_200[i].y, this->unk_200[i].z, MTXMODE_APPLY); if ((i == 6) || (i == 13)) { switch (i) { case 13: diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.h b/src/overlays/actors/ovl_En_Ba/z_en_ba.h index 22540be085..7e447af051 100644 --- a/src/overlays/actors/ovl_En_Ba/z_en_ba.h +++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.h @@ -17,19 +17,19 @@ typedef enum { typedef struct EnBa { /* 0x0000 */ Actor actor; - /* 0x014C */ s32 unk14C; + /* 0x014C */ s32 unk_14C; /* 0x0150 */ EnBaActionFunc actionFunc; /* 0x0154 */ s16 upperParams; - /* 0x0156 */ s16 unk156; - /* 0x0158 */ Vec3f unk158[14]; - /* 0x0200 */ Vec3f unk200[14]; - /* 0x02A8 */ Vec3s unk2A8[14]; - /* 0x02FC */ Vec3f unk2FC; - /* 0x0308 */ Vec3f unk308; - /* 0x0314 */ f32 unk314; - /* 0x0318 */ s16 unk318; - /* 0x031A */ s16 unk31A; - /* 0x031C */ s16 unk31C; + /* 0x0156 */ s16 unk_156; + /* 0x0158 */ Vec3f unk_158[14]; + /* 0x0200 */ Vec3f unk_200[14]; + /* 0x02A8 */ Vec3s unk_2A8[14]; + /* 0x02FC */ Vec3f unk_2FC; + /* 0x0308 */ Vec3f unk_308; + /* 0x0314 */ f32 unk_314; + /* 0x0318 */ s16 unk_318; + /* 0x031A */ s16 unk_31A; + /* 0x031C */ s16 unk_31C; /* 0x0320 */ ColliderJntSph collider; /* 0x0340 */ ColliderJntSphElement colliderItems[2]; } EnBa; // size = 0x03C0 diff --git a/src/overlays/actors/ovl_En_Dha/z_en_dha.c b/src/overlays/actors/ovl_En_Dha/z_en_dha.c index 99ffa3e496..451a0fc4a4 100644 --- a/src/overlays/actors/ovl_En_Dha/z_en_dha.c +++ b/src/overlays/actors/ovl_En_Dha/z_en_dha.c @@ -432,7 +432,7 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, return false; } -void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { +void EnDha_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { Vec3f handVec = { 1100.0f, 0.0f, 0.0f }; Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; EnDha* this = (EnDha*)thisx; @@ -461,5 +461,5 @@ void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) { func_80093D18(globalCtx->state.gfxCtx); SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, - EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, this); + EnDha_OverrideLimbDraw, EnDha_PostLimbDraw, this); } diff --git a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c index 93ef29e0eb..6dd647886b 100644 --- a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c +++ b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c @@ -266,18 +266,18 @@ void EnEncount2_Update(Actor* thisx, GlobalContext* globalCtx2) { EnEncount2_ParticleUpdate(this, globalCtx); if (!this->isNotDeathMountain) { - this->unk17C = this->envEffectsTimer / 60.0f; - this->unk160 = this->unk17C * -50.0f; - globalCtx->envCtx.adjAmbientColor[0] = (s16)this->unk160 * -1.5f; - globalCtx->envCtx.adjAmbientColor[1] = globalCtx->envCtx.adjAmbientColor[2] = this->unk160; - this->unk168 = this->unk17C * -20.0f; - globalCtx->envCtx.adjLight1Color[0] = (s16)this->unk168 * -1.5f; - globalCtx->envCtx.adjLight1Color[1] = globalCtx->envCtx.adjLight1Color[2] = this->unk168; - this->unk170 = this->unk17C * -50.0f; - globalCtx->envCtx.adjFogNear = this->unk170; - globalCtx->envCtx.adjFogColor[0] = (u8)((160.0f - globalCtx->envCtx.lightSettings.fogColor[0]) * this->unk17C); - globalCtx->envCtx.adjFogColor[1] = (u8)((160.0f - globalCtx->envCtx.lightSettings.fogColor[1]) * this->unk17C); - globalCtx->envCtx.adjFogColor[2] = (u8)((150.0f - globalCtx->envCtx.lightSettings.fogColor[2]) * this->unk17C); + this->unk_17C = this->envEffectsTimer / 60.0f; + this->unk_160 = this->unk_17C * -50.0f; + globalCtx->envCtx.adjAmbientColor[0] = (s16)this->unk_160 * -1.5f; + globalCtx->envCtx.adjAmbientColor[1] = globalCtx->envCtx.adjAmbientColor[2] = this->unk_160; + this->unk_168 = this->unk_17C * -20.0f; + globalCtx->envCtx.adjLight1Color[0] = (s16)this->unk_168 * -1.5f; + globalCtx->envCtx.adjLight1Color[1] = globalCtx->envCtx.adjLight1Color[2] = this->unk_168; + this->unk_170 = this->unk_17C * -50.0f; + globalCtx->envCtx.adjFogNear = this->unk_170; + globalCtx->envCtx.adjFogColor[0] = (u8)((160.0f - globalCtx->envCtx.lightSettings.fogColor[0]) * this->unk_17C); + globalCtx->envCtx.adjFogColor[1] = (u8)((160.0f - globalCtx->envCtx.lightSettings.fogColor[1]) * this->unk_17C); + globalCtx->envCtx.adjFogColor[2] = (u8)((150.0f - globalCtx->envCtx.lightSettings.fogColor[2]) * this->unk_17C); } } diff --git a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.h b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.h index 302affd9a3..433e5df74e 100644 --- a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.h +++ b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.h @@ -26,14 +26,14 @@ typedef struct EnEncount2 { /* 0x015A */ s16 isNotDeathMountain; /* 0x015C */ s16 collapseSpawnerInactive; /* 0x015E */ s16 particleSpawnTimer; - /* 0x0160 */ f32 unk160; + /* 0x0160 */ f32 unk_160; /* 0x0164 */ char unk164[0x4]; - /* 0x0168 */ f32 unk168; + /* 0x0168 */ f32 unk_168; /* 0x016C */ char unk16C[0x4]; - /* 0x0178 */ f32 unk170; + /* 0x0178 */ f32 unk_170; /* 0x0174 */ char unk174[0x4]; /* 0x0178 */ s16 envEffectsTimer; - /* 0x017C */ f32 unk17C; + /* 0x017C */ f32 unk_17C; /* 0x0180 */ u64 isQuaking; /* 0x0188 */ EnEncount2Particle particles[50]; } EnEncount2; // size = 0x0A20 diff --git a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c index e1551a1340..8ae9eccee6 100644 --- a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c +++ b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c @@ -104,8 +104,8 @@ void EnFireRock_Init(Actor* thisx, GlobalContext* globalCtx) { break; case FIRE_ROCK_SPAWNED_FALLING1: // spawned by encount2 // sets unused vars? - this->unk17C.x = (f32)(Rand_CenteredFloat(50.0f) + player->actor.world.pos.x); - this->unk17C.z = (f32)(Rand_CenteredFloat(50.0f) + player->actor.world.pos.z); + this->unk_17C.x = (f32)(Rand_CenteredFloat(50.0f) + player->actor.world.pos.x); + this->unk_17C.z = (f32)(Rand_CenteredFloat(50.0f) + player->actor.world.pos.z); case FIRE_ROCK_SPAWNED_FALLING2: // spawned by encount2 and by the ceilling spawner this->scale = (Rand_ZeroFloat(2.0f) / 100.0f) + 0.02f; Actor_SetScale(&this->actor, this->scale); diff --git a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h index 8dfb334d1d..9dd7de61fb 100644 --- a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h +++ b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h @@ -27,7 +27,7 @@ typedef struct EnFireRock { /* 0x0168 */ EnFireRockActionFunc actionFunc; /* 0x016C */ f32 scale; /* 0x0170 */ Vec3f relativePos; - /* 0x017C */ Vec3f unk17C; // set but unused? + /* 0x017C */ Vec3f unk_17C; // set but unused? /* 0x0188 */ s16 timer; /* 0x018A */ s16 timer2; /* 0x018C */ s16 type; diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c index d64dad410f..4e0efc9a88 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c @@ -830,11 +830,11 @@ void EnGoma_Draw(Actor* thisx, GlobalContext* globalCtx) { break; case ENGOMA_BOSSLIMB: - if (this->bossLimbDl != NULL) { + if (this->bossLimbDL != NULL) { gSPSegment(POLY_OPA_DISP++, 0x08, EnGoma_NoBackfaceCullingDlist(globalCtx->state.gfxCtx)); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_goma.c", 2114), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(POLY_OPA_DISP++, this->bossLimbDl); + gSPDisplayList(POLY_OPA_DISP++, this->bossLimbDL); } break; } diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.h b/src/overlays/actors/ovl_En_Goma/z_en_goma.h index 493cf69969..bcce4b4d5f 100644 --- a/src/overlays/actors/ovl_En_Goma/z_en_goma.h +++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.h @@ -72,7 +72,7 @@ typedef struct EnGoma { /* 0x2F4 */ s32 unk_2F4; /* 0x2F8 */ s16 stunTimer; /* 0x2FC */ Vec3f shieldKnockbackVel; - /* 0x308 */ Gfx* bossLimbDl; // set by z_boss_goma + /* 0x308 */ Gfx* bossLimbDL; // set by z_boss_goma /* 0x30C */ ColliderCylinder colCyl1; /* 0x358 */ ColliderCylinder colCyl2; } EnGoma; // size = 0x03A4 diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index 0f434f1323..73e7d20f4d 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -196,7 +196,7 @@ void EnPeehat_Init(Actor* thisx, GlobalContext* globalCtx) { 24); ActorShape_Init(&this->actor.shape, 100.0f, ActorShadow_DrawCircle, 27.0f); this->actor.focus.pos = this->actor.world.pos; - this->unk2D4 = 0; + this->unk_2D4 = 0; this->actor.world.rot.y = 0; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 6; @@ -252,7 +252,7 @@ void EnPeehat_Destroy(Actor* thisx, GlobalContext* globalCtx) { if (this->actor.params > 0) { parent = (EnPeehat*)this->actor.parent; if (parent != NULL && parent->actor.update != NULL) { - parent->unk2FA--; + parent->unk_2FA--; } } } @@ -287,12 +287,12 @@ void EnPeehat_HitWhenGrounded(EnPeehat* this, GlobalContext* globalCtx) { Item_DropCollectibleRandom(globalCtx, &this->actor, &itemDropPos, 0x40); Item_DropCollectibleRandom(globalCtx, &this->actor, &itemDropPos, 0x40); Item_DropCollectibleRandom(globalCtx, &this->actor, &itemDropPos, 0x40); - this->unk2D4 = 240; + this->unk_2D4 = 240; } else { s32 i; this->colCylinder.base.acFlags &= ~AC_HIT; - for (i = MAX_LARVA - this->unk2FA; i > 0; i--) { + for (i = MAX_LARVA - this->unk_2FA; i > 0; i--) { Actor* larva = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_PEEHAT, Rand_CenteredFloat(25.0f) + this->actor.world.pos.x, @@ -302,10 +302,10 @@ void EnPeehat_HitWhenGrounded(EnPeehat* this, GlobalContext* globalCtx) { if (larva != NULL) { larva->velocity.y = 6.0f; larva->shape.rot.y = larva->world.rot.y = Rand_CenteredFloat(0xFFFF); - this->unk2FA++; + this->unk_2FA++; } } - this->unk2D4 = 8; + this->unk_2D4 = 8; } Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_DAMAGE); } @@ -314,8 +314,8 @@ void EnPeehat_Ground_SetStateGround(EnPeehat* this) { Animation_Change(&this->skelAnime, &gPeehatRisingAnim, 0.0f, 3.0f, Animation_GetLastFrame(&gPeehatRisingAnim), ANIMMODE_ONCE, 0.0f); this->seekPlayerTimer = 600; - this->unk2D4 = 0; - this->unk2FA = 0; + this->unk_2D4 = 0; + this->unk_2FA = 0; this->state = PEAHAT_STATE_3; this->colCylinder.base.acFlags &= ~AC_HIT; EnPeehat_SetupAction(this, EnPeehat_Ground_StateGround); @@ -335,9 +335,9 @@ void EnPeehat_Ground_StateGround(EnPeehat* this, GlobalContext* globalCtx) { } else { this->actor.flags &= ~ACTOR_FLAG_0; Math_SmoothStepToF(&this->actor.shape.yOffset, -1000.0f, 1.0f, 50.0f, 0.0f); - if (this->unk2D4 != 0) { - this->unk2D4--; - if (this->unk2D4 & 4) { + if (this->unk_2D4 != 0) { + this->unk_2D4--; + if (this->unk_2D4 & 4) { Math_SmoothStepToF(&this->scaleShift, 0.205f, 1.0f, 0.235f, 0.0f); } else { Math_SmoothStepToF(&this->scaleShift, 0.0f, 1.0f, 0.005f, 0.0f); @@ -352,8 +352,8 @@ void EnPeehat_Flying_SetStateGround(EnPeehat* this) { Animation_Change(&this->skelAnime, &gPeehatRisingAnim, 0.0f, 3.0f, Animation_GetLastFrame(&gPeehatRisingAnim), ANIMMODE_ONCE, 0.0f); this->seekPlayerTimer = 400; - this->unk2D4 = 0; - this->unk2FA = 0; //! @bug: overwrites number of child larva spawned, allowing for more than MAX_LARVA spawns + this->unk_2D4 = 0; + this->unk_2FA = 0; //! @bug: overwrites number of child larva spawned, allowing for more than MAX_LARVA spawns this->state = PEAHAT_STATE_4; EnPeehat_SetupAction(this, EnPeehat_Flying_StateGrounded); } @@ -365,9 +365,9 @@ void EnPeehat_Flying_StateGrounded(EnPeehat* this, GlobalContext* globalCtx) { } } else { Math_SmoothStepToF(&this->actor.shape.yOffset, -1000.0f, 1.0f, 50.0f, 0.0f); - if (this->unk2D4 != 0) { - this->unk2D4--; - if (this->unk2D4 & 4) { + if (this->unk_2D4 != 0) { + this->unk_2D4--; + if (this->unk_2D4 & 4) { Math_SmoothStepToF(&this->scaleShift, 0.205f, 1.0f, 0.235f, 0.0f); } else { Math_SmoothStepToF(&this->scaleShift, 0.0f, 1.0f, 0.005f, 0.0f); @@ -390,14 +390,14 @@ void EnPeehat_Flying_StateFly(EnPeehat* this, GlobalContext* globalCtx) { if (!IS_DAY || this->xzDistToRise < this->actor.xzDistToPlayer) { EnPeehat_Flying_SetStateLanding(this); } else if (this->actor.xzDistToPlayer < this->xzDistMax) { - if (this->unk2FA < MAX_LARVA && (globalCtx->gameplayFrames & 7) == 0) { + if (this->unk_2FA < MAX_LARVA && (globalCtx->gameplayFrames & 7) == 0) { Actor* larva = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_PEEHAT, Rand_CenteredFloat(25.0f) + this->actor.world.pos.x, Rand_CenteredFloat(5.0f) + this->actor.world.pos.y, Rand_CenteredFloat(25.0f) + this->actor.world.pos.z, 0, 0, 0, 1); if (larva != NULL) { larva->shape.rot.y = larva->world.rot.y = Rand_CenteredFloat(0xFFFF); - this->unk2FA++; + this->unk_2FA++; } } } @@ -471,7 +471,7 @@ void EnPeehat_Flying_StateRise(EnPeehat* this, GlobalContext* globalCtx) { } if (SkelAnime_Update(&this->skelAnime) || this->animTimer == 0) { //! @bug: overwrites number of child larva spawned, allowing for more than MAX_LARVA spawns - this->unk2FA = 0; + this->unk_2FA = 0; EnPeehat_Flying_SetStateFly(this); } else { this->actor.world.pos.y += 18.0f; @@ -490,7 +490,7 @@ void EnPeehat_Flying_StateRise(EnPeehat* this, GlobalContext* globalCtx) { void EnPeehat_Ground_SetStateSeekPlayer(EnPeehat* this) { Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim); this->state = PEAHAT_STATE_SEEK_PLAYER; - this->unk2E0 = 0.0f; + this->unk_2E0 = 0.0f; EnPeehat_SetupAction(this, EnPeehat_Ground_StateSeekPlayer); } @@ -507,7 +507,7 @@ void EnPeehat_Ground_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) { } if (IS_DAY && (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < this->xzDistMax)) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 1000, 0); - if (this->unk2FA != 0) { + if (this->unk_2FA != 0) { this->actor.shape.rot.y += 0x1C2; } else { this->actor.shape.rot.y -= 0x1C2; @@ -525,7 +525,7 @@ void EnPeehat_Ground_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) { void EnPeehat_Larva_SetStateSeekPlayer(EnPeehat* this) { Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim); this->state = PEAHAT_STATE_SEEK_PLAYER; - this->unk2D4 = 0; + this->unk_2D4 = 0; EnPeehat_SetupAction(this, EnPeehat_Larva_StateSeekPlayer); } @@ -544,10 +544,10 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) { } else { Math_SmoothStepToF(&this->actor.velocity.y, -0.135f, 1.0f, 0.05f, 0.0f); } - if (this->unk2D4 == 0) { + if (this->unk_2D4 == 0) { Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 830, 0); } else { - this->unk2D4--; + this->unk_2D4--; } this->actor.shape.rot.y += 0x15E; SkelAnime_Update(&this->skelAnime); @@ -569,7 +569,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, GlobalContext* globalCtx) { } else { this->actor.world.rot.y -= 0x2000; } - this->unk2D4 = 40; + this->unk_2D4 = 40; } else if (this->colCylinder.base.acFlags & AC_HIT || this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { Vec3f zeroVec = { 0, 0, 0 }; s32 i; @@ -650,7 +650,7 @@ void EnPeehat_Flying_StateLanding(EnPeehat* this, GlobalContext* globalCtx) { void EnPeehat_Ground_SetStateHover(EnPeehat* this) { Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim); this->actor.speedXZ = Rand_ZeroOne() * 0.5f + 2.5f; - this->unk2D4 = Rand_ZeroOne() * 10 + 10; + this->unk_2D4 = Rand_ZeroOne() * 10 + 10; this->state = PEAHAT_STATE_15; EnPeehat_SetupAction(this, EnPeehat_Ground_StateHover); } @@ -663,17 +663,17 @@ void EnPeehat_Ground_StateHover(EnPeehat* this, GlobalContext* globalCtx) { if (this->actor.world.pos.y - this->actor.floorHeight > 75.0f) { this->actor.world.pos.y -= 1.0f; } - this->actor.world.pos.y += Math_CosF(this->unk2E0) * 1.4f; - cos = Math_CosF(this->unk2E0) * 0.18f; - this->unk2E0 += ((0.0f <= cos) ? cos : -cos) + 0.07f; - this->unk2D4--; - if (this->unk2D4 <= 0) { + this->actor.world.pos.y += Math_CosF(this->unk_2E0) * 1.4f; + cos = Math_CosF(this->unk_2E0) * 0.18f; + this->unk_2E0 += ((0.0f <= cos) ? cos : -cos) + 0.07f; + this->unk_2D4--; + if (this->unk_2D4 <= 0) { this->actor.speedXZ = Rand_ZeroOne() * 0.5f + 2.5f; - this->unk2D4 = Rand_ZeroOne() * 10.0f + 10.0f; - this->unk2F4 = (Rand_ZeroOne() - 0.5f) * 1000.0f; + this->unk_2D4 = Rand_ZeroOne() * 10.0f + 10.0f; + this->unk_2F4 = (Rand_ZeroOne() - 0.5f) * 1000.0f; } SkelAnime_Update(&this->skelAnime); - this->actor.world.rot.y += this->unk2F4; + this->actor.world.rot.y += this->unk_2F4; if (this->seekPlayerTimer <= 0) { EnPeehat_Ground_SetStateLanding(this); this->riseDelayTimer = 40; @@ -685,7 +685,7 @@ void EnPeehat_Ground_StateHover(EnPeehat* this, GlobalContext* globalCtx) { if (IS_DAY && Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < this->xzDistMax) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; EnPeehat_Ground_SetStateSeekPlayer(this); - this->unk2FA = globalCtx->gameplayFrames & 1; + this->unk_2FA = globalCtx->gameplayFrames & 1; } else { EnPeehat_Ground_SetStateReturnHome(this); } @@ -712,9 +712,9 @@ void EnPeehat_Ground_StateReturnHome(EnPeehat* this, GlobalContext* globalCtx) { } else { this->actor.world.pos.y += 1.0f; } - this->actor.world.pos.y += Math_CosF(this->unk2E0) * 1.4f; - cos = Math_CosF(this->unk2E0) * 0.18f; - this->unk2E0 += ((0.0f <= cos) ? cos : -cos) + 0.07f; + this->actor.world.pos.y += Math_CosF(this->unk_2E0) * 1.4f; + cos = Math_CosF(this->unk_2E0) * 0.18f; + this->unk_2E0 += ((0.0f <= cos) ? cos : -cos) + 0.07f; yRot = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos); Math_SmoothStepToS(&this->actor.world.rot.y, yRot, 1, 600, 0); Math_SmoothStepToS(&this->actor.shape.rot.x, 4500, 1, 600, 0); @@ -727,7 +727,7 @@ void EnPeehat_Ground_StateReturnHome(EnPeehat* this, GlobalContext* globalCtx) { if (IS_DAY && Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) < this->xzDistMax) { this->seekPlayerTimer = 400; EnPeehat_Ground_SetStateSeekPlayer(this); - this->unk2FA = (globalCtx->gameplayFrames & 1); + this->unk_2FA = (globalCtx->gameplayFrames & 1); } Audio_PlayActorSound2(&this->actor, NA_SE_EN_PIHAT_FLY - SFX_FLAG); } @@ -762,7 +762,7 @@ void EnPeehat_StateAttackRecoil(EnPeehat* this, GlobalContext* globalCtx) { EnPeehat_Ground_SetStateSeekPlayer(this); // Is PEAHAT_TYPE_GROUNDED if (this->actor.params < 0) { - this->unk2FA = (this->unk2FA != 0) ? 0 : 1; + this->unk_2FA = (this->unk_2FA != 0) ? 0 : 1; } } } @@ -802,11 +802,11 @@ void EnPeehat_Adult_SetStateDie(EnPeehat* this) { void EnPeehat_Adult_StateDie(EnPeehat* this, GlobalContext* globalCtx) { if (this->isStateDieFirstUpdate) { - this->unk2D4--; - if (this->unk2D4 <= 0 || this->actor.colChkInfo.health == 0) { + this->unk_2D4--; + if (this->unk_2D4 <= 0 || this->actor.colChkInfo.health == 0) { Animation_MorphToPlayOnce(&this->skelAnime, &gPeehatRecoilAnim, -4.0f); this->bladeRotVel = 4000; - this->unk2D4 = 14; + this->unk_2D4 = 14; this->actor.speedXZ = 0; this->actor.velocity.y = 6; this->isStateDieFirstUpdate = 0; @@ -834,8 +834,8 @@ void EnPeehat_Adult_StateDie(EnPeehat* this, GlobalContext* globalCtx) { if (this->actor.speedXZ < 0) { this->actor.speedXZ += 0.25f; } - this->unk2D4--; - if (this->unk2D4 <= 0) { + this->unk_2D4--; + if (this->unk_2D4 <= 0) { if (this->actor.colChkInfo.health == 0) { EnPeehat_SetStateExplode(this); // if PEAHAT_TYPE_GROUNDED @@ -853,7 +853,7 @@ void EnPeehat_SetStateExplode(EnPeehat* this) { Animation_PlayLoop(&this->skelAnime, &gPeehatFlyingAnim); this->state = PEAHAT_STATE_EXPLODE; this->animTimer = 5; - this->unk2E0 = 0.0f; + this->unk_2E0 = 0.0f; EnPeehat_SetupAction(this, EnPeehat_StateExplode); } diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.h b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.h index 726b47ad44..ffc7f265bd 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.h +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.h @@ -23,19 +23,19 @@ typedef struct EnPeehat { /* 0x02B4 */ s32 isStateDieFirstUpdate; /* 0x02B8 */ EnPeehatActionFunc actionFunc; /* 0x02BC */ Vec3f bladeTip[2]; // used to simulate the peahat's blades "digging up" earth - /* 0x02D4 */ s32 unk2D4; + /* 0x02D4 */ s32 unk_2D4; /* 0x02D8 */ f32 xzDistMax; // max xz dist to follow Link (PEAHAT_TYPE_GROUNDED) or spawn larva (PEAHAT_TYPE_FLYING) /* 0x02DC */ f32 xzDistToRise; // xz dist needed to rise from the ground - /* 0x02E0 */ f32 unk2E0; // rot? + /* 0x02E0 */ f32 unk_2E0; // rot? /* 0x02E4 */ f32 jiggleRot; /* 0x02E8 */ f32 jiggleRotInc; /* 0x02EC */ f32 scaleShift; // 0.0f for no distortion. used for "jiggle" effect when stabbed on ground /* 0x02F0 */ s16 bladeRotVel; // spinning blades rotational velocity /* 0x02F2 */ s16 bladeRot; // spinning blades rotation component - /* 0x02F4 */ s16 unk2F4; + /* 0x02F4 */ s16 unk_2F4; /* 0x02F6 */ s16 riseDelayTimer; // countdown timer until peahat is allowed to rise up from the ground /* 0x02F8 */ s16 seekPlayerTimer; // number of frames the peahat should seek the player before landing to rest - /* 0x02FA */ s16 unk2FA; // larva count (PEAHAT_TYPE_FLYING, PEAHAT_TYPE_GROUNDED), + /* 0x02FA */ s16 unk_2FA; // larva count (PEAHAT_TYPE_FLYING, PEAHAT_TYPE_GROUNDED), // shape rotation direction (PEAHAT_TYPE_GROUNDED) /* 0x02FC */ s16 animTimer; /* 0x0300 */ ColliderCylinder colCylinder; diff --git a/src/overlays/actors/ovl_En_Skj/z_en_skj.c b/src/overlays/actors/ovl_En_Skj/z_en_skj.c index e3077943e1..a7ad4c9600 100644 --- a/src/overlays/actors/ovl_En_Skj/z_en_skj.c +++ b/src/overlays/actors/ovl_En_Skj/z_en_skj.c @@ -153,7 +153,7 @@ typedef enum { } SkullKidAction; typedef struct { - u8 unk0; + u8 unk_0; EnSkj* skullkid; } EnSkjUnkStruct; @@ -370,7 +370,7 @@ void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx2) { Actor_ProcessInitChain(thisx, sInitChain); switch (type) { case 5: // Invisible on the small stump (sarias song)) - sSmallStumpSkullKid.unk0 = 1; + sSmallStumpSkullKid.unk_0 = 1; sSmallStumpSkullKid.skullkid = (EnSkj*)thisx; this->actor.destroy = NULL; this->actor.draw = NULL; @@ -381,7 +381,7 @@ void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx2) { break; case 6: // Invisible on the short stump (ocarina game) - sSmallStumpSkullKid.unk0 = 1; + sSmallStumpSkullKid.unk_0 = 1; sSmallStumpSkullKid.skullkid = (EnSkj*)thisx; this->actor.destroy = NULL; this->actor.draw = NULL; @@ -420,7 +420,7 @@ void EnSkj_Init(Actor* thisx, GlobalContext* globalCtx2) { if ((type > 0) && (type < 3)) { this->actor.targetMode = 7; this->posCopy = this->actor.world.pos; - sOcarinaMinigameSkullKids[type - 1].unk0 = 1; + sOcarinaMinigameSkullKids[type - 1].unk_0 = 1; sOcarinaMinigameSkullKids[type - 1].skullkid = this; this->minigameState = 0; this->alpha = 0; @@ -714,7 +714,7 @@ void EnSkj_SariasSongKidIdle(EnSkj* this, GlobalContext* globalCtx) { if (!(gSaveContext.itemGetInf[1] & 0x40) && (this->actor.xzDistToPlayer < 200.0f)) { this->backflipFlag = 1; EnSkj_Backflip(this); - } else if (sSmallStumpSkullKid.unk0 != 0) { + } else if (sSmallStumpSkullKid.unk_0 != 0) { Player* player = GET_PLAYER(globalCtx); if (EnSkj_RangeCheck(player, sSmallStumpSkullKid.skullkid)) { EnSkj_SetupWaitInRange(this); @@ -1222,7 +1222,7 @@ void EnSkj_OcarinaGameWaitForPlayer(EnSkj* this, GlobalContext* globalCtx) { s32 EnSkj_IsLeavingGame(EnSkj* this) { s32 paramDecr = this->actor.params - 1; - if (sOcarinaMinigameSkullKids[paramDecr].unk0 == 2) { + if (sOcarinaMinigameSkullKids[paramDecr].unk_0 == 2) { EnSkj_SetupLeaveOcarinaGame(this); return true; } @@ -1275,7 +1275,7 @@ void EnSkj_SetupLeaveOcarinaGame(EnSkj* this) { void EnSkj_LeaveOcarinaGame(EnSkj* this, GlobalContext* globalCtx) { s32 paramsDecr = this->actor.params - 1; - sOcarinaMinigameSkullKids[paramsDecr].unk0 = 0; + sOcarinaMinigameSkullKids[paramsDecr].unk_0 = 0; sOcarinaMinigameSkullKids[paramsDecr].skullkid = NULL; this->backflipFlag = 1; EnSkj_Backflip(this); @@ -1561,15 +1561,15 @@ void EnSkj_FinishOcarinaGameRound(EnSkj* this, GlobalContext* globalCtx) { void EnSkj_CleanupOcarinaGame(EnSkj* this, GlobalContext* globalCtx) { if (sOcarinaMinigameSkullKids[SKULL_KID_LEFT].skullkid != NULL) { - sOcarinaMinigameSkullKids[SKULL_KID_LEFT].unk0 = 2; + sOcarinaMinigameSkullKids[SKULL_KID_LEFT].unk_0 = 2; } if (sOcarinaMinigameSkullKids[SKULL_KID_RIGHT].skullkid != NULL) { - sOcarinaMinigameSkullKids[SKULL_KID_RIGHT].unk0 = 2; + sOcarinaMinigameSkullKids[SKULL_KID_RIGHT].unk_0 = 2; } - if ((sOcarinaMinigameSkullKids[SKULL_KID_LEFT].unk0 == 2) && - (sOcarinaMinigameSkullKids[SKULL_KID_RIGHT].unk0 == 2)) { + if ((sOcarinaMinigameSkullKids[SKULL_KID_LEFT].unk_0 == 2) && + (sOcarinaMinigameSkullKids[SKULL_KID_RIGHT].unk_0 == 2)) { func_800F5C2C(); Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c index df43faa59e..ec7b810ed5 100644 --- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c +++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c @@ -110,9 +110,9 @@ static DamageTable sDamageTable = { }; static InitChainEntry sInitChain[] = { - ICHAIN_S8(naviEnemyId, 0x30, 1), - ICHAIN_F32(targetArrowOffset, 5500, 1), - ICHAIN_F32_DIV1000(gravity, -1500, 0), + ICHAIN_S8(naviEnemyId, 0x30, ICHAIN_CONTINUE), + ICHAIN_F32(targetArrowOffset, 5500, ICHAIN_CONTINUE), + ICHAIN_F32_DIV1000(gravity, -1500, ICHAIN_STOP), }; void EnWallmas_Init(Actor* thisx, GlobalContext* globalCtx) { diff --git a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c index 193041358f..a0e001db94 100644 --- a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c +++ b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c @@ -115,9 +115,9 @@ void ObjLift_Init(Actor* thisx, GlobalContext* globalCtx) { Actor_SetScale(&this->dyna.actor, sScales[(this->dyna.actor.params >> 1) & 1]); Actor_ProcessInitChain(&this->dyna.actor, sInitChain); - this->unk168.x = Rand_ZeroOne() * 65535.5f; - this->unk168.y = Rand_ZeroOne() * 65535.5f; - this->unk168.z = Rand_ZeroOne() * 65535.5f; + this->unk_168.x = Rand_ZeroOne() * 65535.5f; + this->unk_168.y = Rand_ZeroOne() * 65535.5f; + this->unk_168.z = Rand_ZeroOne() * 65535.5f; func_80B9651C(this); osSyncPrintf("(Dungeon Lift)(arg_data 0x%04x)\n", this->dyna.actor.params); } @@ -163,16 +163,16 @@ void func_80B96678(ObjLift* this, GlobalContext* globalCtx) { if (this->timer <= 0) { func_80B967C0(this); } else { - this->unk168.x += 10000; - this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->unk168.x) * 300.0f) + this->dyna.actor.home.rot.x; - this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->unk168.x) * 300.0f) + this->dyna.actor.home.rot.z; + this->unk_168.x += 10000; + this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.x; + this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.z; this->dyna.actor.shape.rot.x = this->dyna.actor.world.rot.x; this->dyna.actor.shape.rot.z = this->dyna.actor.world.rot.z; - this->unk168.y += 18000; - this->dyna.actor.world.pos.y = Math_SinS(this->unk168.y) + this->dyna.actor.home.pos.y; - this->unk168.z += 18000; - this->dyna.actor.world.pos.x = Math_SinS(this->unk168.z) * 3.0f + this->dyna.actor.home.pos.x; - this->dyna.actor.world.pos.z = Math_CosS(this->unk168.z) * 3.0f + this->dyna.actor.home.pos.z; + this->unk_168.y += 18000; + this->dyna.actor.world.pos.y = Math_SinS(this->unk_168.y) + this->dyna.actor.home.pos.y; + this->unk_168.z += 18000; + this->dyna.actor.world.pos.x = Math_SinS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.x; + this->dyna.actor.world.pos.z = Math_CosS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.z; } if ((this->timer & 3) == 3) { diff --git a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h index 0bbf06a1fc..7b3f717ac0 100644 --- a/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h +++ b/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.h @@ -11,7 +11,7 @@ typedef void (*ObjLiftActionFunc)(struct ObjLift*, GlobalContext*); typedef struct ObjLift { /* 0x0000 */ DynaPolyActor dyna; /* 0x0164 */ ObjLiftActionFunc actionFunc; - /* 0x0168 */ Vec3s unk168; + /* 0x0168 */ Vec3s unk_168; /* 0x016E */ s16 timer; } ObjLift; // size = 0x0170 diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 79ebd3b8fe..df28236a5c 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -9066,7 +9066,7 @@ void func_80846A68(GlobalContext* globalCtx, Player* this) { this->stateFlags1 |= PLAYER_STATE1_29; } -static InitChainEntry D_80854708[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP), }; @@ -9079,7 +9079,7 @@ static Vec3s D_80854730 = { -57, 3377, 0 }; void Player_InitCommon(Player* this, GlobalContext* globalCtx, FlexSkeletonHeader* skelHeader) { this->ageProperties = &sAgeProperties[gSaveContext.linkAge]; - Actor_ProcessInitChain(&this->actor, D_80854708); + Actor_ProcessInitChain(&this->actor, sInitChain); this->meleeWeaponEffectIndex = TOTAL_EFFECT_COUNT; this->currentYaw = this->actor.world.rot.y; func_80834644(globalCtx, this);