From b86e1774cf04e3119306638791e86fa91585d854 Mon Sep 17 00:00:00 2001 From: cadmic Date: Sun, 28 Apr 2024 14:29:06 -0700 Subject: [PATCH] Rename yDistToWater -> depthInWater (#1950) * Rename yDistToWater -> yDistUnderWater * yDistUnderWater -> depthInWater --- include/z64actor.h | 2 +- src/code/z_actor.c | 8 +-- .../ovl_En_Attack_Niw/z_en_attack_niw.c | 2 +- src/overlays/actors/ovl_En_Bom/z_en_bom.c | 2 +- .../actors/ovl_En_Bom_Chu/z_en_bom_chu.c | 8 +-- src/overlays/actors/ovl_En_Bombf/z_en_bombf.c | 2 +- src/overlays/actors/ovl_En_Crow/z_en_crow.c | 6 +-- .../actors/ovl_En_Encount1/z_en_encount1.c | 4 +- .../actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c | 4 +- .../actors/ovl_En_Insect/z_en_insect.c | 6 +-- src/overlays/actors/ovl_En_Ishi/z_en_ishi.c | 2 +- .../actors/ovl_En_Kanban/z_en_kanban.c | 10 ++-- src/overlays/actors/ovl_En_Kusa/z_en_kusa.c | 2 +- src/overlays/actors/ovl_En_Mk/z_en_mk.c | 2 +- src/overlays/actors/ovl_En_Niw/z_en_niw.c | 8 +-- src/overlays/actors/ovl_En_Ny/z_en_ny.c | 16 +++--- src/overlays/actors/ovl_En_Ru1/z_en_ru1.c | 10 ++-- src/overlays/actors/ovl_En_Sb/z_en_sb.c | 14 ++--- src/overlays/actors/ovl_En_Skb/z_en_skb.c | 2 +- src/overlays/actors/ovl_En_Tite/z_en_tite.c | 22 ++++---- .../actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c | 4 +- .../actors/ovl_En_Weiyer/z_en_weiyer.c | 6 +-- src/overlays/actors/ovl_En_Zo/z_en_zo.c | 22 ++++---- .../actors/ovl_Obj_Kibako/z_obj_kibako.c | 4 +- .../actors/ovl_Obj_Tsubo/z_obj_tsubo.c | 4 +- .../actors/ovl_player_actor/z_player.c | 52 +++++++++---------- 26 files changed, 112 insertions(+), 112 deletions(-) diff --git a/include/z64actor.h b/include/z64actor.h index 73643c3508..68991ca7d5 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -276,7 +276,7 @@ typedef struct Actor { /* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor /* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching /* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor - /* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water + /* 0x084 */ f32 depthInWater; // Distance below the surface of active waterbox. Positive value means under water, 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 diff --git a/src/code/z_actor.c b/src/code/z_actor.c index ec8475535b..214fa7138d 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1358,8 +1358,8 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, waterBoxYSurface = actor->world.pos.y; if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &waterBoxYSurface, &waterBox)) { - actor->yDistToWater = waterBoxYSurface - actor->world.pos.y; - if (actor->yDistToWater < 0.0f) { + actor->depthInWater = waterBoxYSurface - actor->world.pos.y; + if (actor->depthInWater < 0.0f) { actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH); } else { if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) { @@ -1379,7 +1379,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, } } else { actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH); - actor->yDistToWater = BGCHECK_Y_MIN; + actor->depthInWater = BGCHECK_Y_MIN; } } } @@ -1835,7 +1835,7 @@ void func_8002F850(PlayState* play, Actor* actor) { s32 surfaceSfxOffset; if (actor->bgCheckFlags & BGCHECKFLAG_WATER) { - if (actor->yDistToWater < 20.0f) { + if (actor->depthInWater < 20.0f) { surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW; } else { surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP; diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c index f42593a57e..a045dd41bd 100644 --- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c +++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c @@ -345,7 +345,7 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) { s32 pad; Math_Vec3f_Copy(&sp30, &this->actor.world.pos); - sp30.y += this->actor.yDistToWater; + sp30.y += this->actor.depthInWater; EffectSsGSplash_Spawn(play, &sp30, NULL, NULL, 0, 0x190); this->unk_2DC = 0.0f; this->actor.gravity = 0.0f; diff --git a/src/overlays/actors/ovl_En_Bom/z_en_bom.c b/src/overlays/actors/ovl_En_Bom/z_en_bom.c index 7022780554..86871860ed 100644 --- a/src/overlays/actors/ovl_En_Bom/z_en_bom.c +++ b/src/overlays/actors/ovl_En_Bom/z_en_bom.c @@ -342,7 +342,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) { } if ((thisx->scale.x >= 0.01f) && (thisx->params != BOMB_EXPLOSION)) { - if (thisx->yDistToWater >= 20.0f) { + if (thisx->depthInWater >= 20.0f) { EffectSsDeadSound_SpawnStationary(play, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, true, DEADSOUND_REPEAT_MODE_OFF, 10); Actor_Kill(thisx); diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c index 5af68e436d..a0b95d2200 100644 --- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c +++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c @@ -114,7 +114,7 @@ void EnBomChu_Explode(EnBomChu* this, PlayState* play) { this->timer = 1; this->actor.speed = 0.0f; - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { for (i = 0; i < 40; i++) { EffectSsBubble_Spawn(play, &this->actor.world.pos, 1.0f, 5.0f, 30.0f, 0.25f); } @@ -452,9 +452,9 @@ void EnBomChu_Update(Actor* thisx, PlayState* play2) { if (WaterBox_GetSurface1(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &waterY, &waterBox)) { - this->actor.yDistToWater = waterY - this->actor.world.pos.y; + this->actor.depthInWater = waterY - this->actor.world.pos.y; - if (this->actor.yDistToWater < 0.0f) { + if (this->actor.depthInWater < 0.0f) { if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER) { EnBomChu_SpawnRipples(this, play, waterY); } @@ -471,7 +471,7 @@ void EnBomChu_Update(Actor* thisx, PlayState* play2) { } } else { this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER; - this->actor.yDistToWater = BGCHECK_Y_MIN; + this->actor.depthInWater = BGCHECK_Y_MIN; } } } diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c index f4864d5307..36860ca1cc 100644 --- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c +++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c @@ -452,7 +452,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) { } if ((thisx->scale.x >= 0.01f) && (thisx->params != BOMBFLOWER_EXPLOSION)) { - if (thisx->yDistToWater >= 20.0f) { + if (thisx->depthInWater >= 20.0f) { EffectSsDeadSound_SpawnStationary(play, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, true, DEADSOUND_REPEAT_MODE_OFF, 10); Actor_Kill(thisx); diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c index af8ec2dabe..fc6f9474e2 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -251,7 +251,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_CRY); } - if (this->actor.yDistToWater > -40.0f) { + if (this->actor.depthInWater > -40.0f) { this->aimRotX = -0x1000; } else if (this->actor.world.pos.y < (this->actor.home.pos.y - 50.0f)) { this->aimRotX = -0x800 - (Rand_ZeroOne() * 0x800); @@ -277,7 +277,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) { this->timer--; } if ((this->timer == 0) && (this->actor.xzDistToPlayer < 300.0f) && !(player->stateFlags1 & PLAYER_STATE1_23) && - (this->actor.yDistToWater < -40.0f) && (Player_GetMask(play) != PLAYER_MASK_SKULL)) { + (this->actor.depthInWater < -40.0f) && (Player_GetMask(play) != PLAYER_MASK_SKULL)) { EnCrow_SetupDiveAttack(this); } } @@ -315,7 +315,7 @@ void EnCrow_DiveAttack(EnCrow* this, PlayState* play) { if ((this->timer == 0) || (Player_GetMask(play) == PLAYER_MASK_SKULL) || (this->collider.base.atFlags & AT_HIT) || (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) || - (player->stateFlags1 & PLAYER_STATE1_23) || (this->actor.yDistToWater > -40.0f)) { + (player->stateFlags1 & PLAYER_STATE1_23) || (this->actor.depthInWater > -40.0f)) { if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_ATTACK); diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c index cca866a47b..45f993da0d 100644 --- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c +++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c @@ -272,8 +272,8 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) { if (floorY <= BGCHECK_Y_MIN) { break; } - if ((player->actor.yDistToWater != BGCHECK_Y_MIN) && - (floorY < (player->actor.world.pos.y - player->actor.yDistToWater))) { + if ((player->actor.depthInWater != BGCHECK_Y_MIN) && + (floorY < (player->actor.world.pos.y - player->actor.depthInWater))) { break; } spawnPos.y = floorY; diff --git a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c index f36ea32563..ea7d242248 100644 --- a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c +++ b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c @@ -249,9 +249,9 @@ void EnExRuppy_Sink(EnExRuppy* this, PlayState* play) { Vec3f pos; s32 pad; - if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.yDistToWater > 15.0f)) { + if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.depthInWater > 15.0f)) { pos = this->actor.world.pos; - pos.y += this->actor.yDistToWater; + pos.y += this->actor.depthInWater; this->actor.velocity.y = -1.0f; this->actor.gravity = -0.2f; EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 800); diff --git a/src/overlays/actors/ovl_En_Insect/z_en_insect.c b/src/overlays/actors/ovl_En_Insect/z_en_insect.c index 8d2bd997fc..9140aef7b0 100644 --- a/src/overlays/actors/ovl_En_Insect/z_en_insect.c +++ b/src/overlays/actors/ovl_En_Insect/z_en_insect.c @@ -477,7 +477,7 @@ void EnInsect_WalkOnWater(EnInsect* this, PlayState* play) { Math_StepToF(&this->actor.speed, 0.0f, 0.02f); } this->actor.velocity.y = 0.0f; - this->actor.world.pos.y += this->actor.yDistToWater; + this->actor.world.pos.y += this->actor.depthInWater; this->skelAnime.playSpeed = CLAMP(this->actionTimer * 0.018f, 0.1f, 1.9f); SkelAnime_Update(&this->skelAnime); @@ -500,7 +500,7 @@ void EnInsect_WalkOnWater(EnInsect* this, PlayState* play) { if (Rand_ZeroOne() < 0.03f) { ripplePoint.x = this->actor.world.pos.x; - ripplePoint.y = this->actor.world.pos.y + this->actor.yDistToWater; + ripplePoint.y = this->actor.world.pos.y + this->actor.depthInWater; ripplePoint.z = this->actor.world.pos.z; EffectSsGRipple_Spawn(play, &ripplePoint, 20, 100, 4); EffectSsGRipple_Spawn(play, &ripplePoint, 40, 200, 8); @@ -537,7 +537,7 @@ void EnInsect_Drown(EnInsect* this, PlayState* play) { this->actor.shape.rot.y += 200; Actor_SetScale(&this->actor, CLAMP_MIN(this->actor.scale.x - 0.00005f, 0.001f)); - if (this->actor.yDistToWater > 5.0f && this->actor.yDistToWater < 30.0f && Rand_ZeroOne() < 0.3f) { + if (this->actor.depthInWater > 5.0f && this->actor.depthInWater < 30.0f && Rand_ZeroOne() < 0.3f) { EffectSsBubble_Spawn(play, &this->actor.world.pos, -5.0f, 5.0f, 5.0f, (Rand_ZeroOne() * 0.04f) + 0.02f); } diff --git a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c index 2fbcf5fe68..3caf9062ad 100644 --- a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c +++ b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c @@ -443,7 +443,7 @@ void EnIshi_Fly(EnIshi* this, PlayState* play) { } if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) { contactPos.x = this->actor.world.pos.x; - contactPos.y = this->actor.world.pos.y + this->actor.yDistToWater; + contactPos.y = this->actor.world.pos.y + this->actor.depthInWater; contactPos.z = this->actor.world.pos.z; EffectSsGSplash_Spawn(play, &contactPos, NULL, NULL, 0, 350); if (type == ROCK_SMALL) { diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c index dd9aecd4e4..d86ae429a0 100644 --- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c +++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c @@ -440,7 +440,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { f32 tempX; f32 tempY; f32 tempZ; - f32 tempYDistToWater; + f32 tempDepthInWater; Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 50.0f, @@ -450,7 +450,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { tempY = this->actor.world.pos.y; tempZ = this->actor.world.pos.z; tempBgFlags = this->actor.bgCheckFlags; - tempYDistToWater = this->actor.yDistToWater; + tempDepthInWater = this->actor.depthInWater; this->actor.world.pos.z += ((this->actor.world.pos.y - this->actor.floorHeight) * -50.0f) / 100.0f; Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 50.0f, UPDBGCHECKINFO_FLAG_2); @@ -460,7 +460,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { this->actor.world.pos.y = tempY; this->actor.world.pos.z = tempZ; this->actor.bgCheckFlags = tempBgFlags; - this->actor.yDistToWater = tempYDistToWater; + this->actor.depthInWater = tempDepthInWater; PRINTF(VT_RST); @@ -511,13 +511,13 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { this->actionState = ENKANBAN_WATER; Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_DROP_WATER); this->bounceX = this->bounceZ = 0; - this->actor.world.pos.y += this->actor.yDistToWater; + this->actor.world.pos.y += this->actor.depthInWater; EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 0, (this->partCount * 20) + 300); EffectSsGRipple_Spawn(play, &this->actor.world.pos, 150, 650, 0); EffectSsGRipple_Spawn(play, &this->actor.world.pos, 300, 800, 5); this->actor.velocity.y = 0.0f; this->actor.gravity = 0.0f; - PRINTF(" WAT Y = %f\n", this->actor.yDistToWater); + PRINTF(" WAT Y = %f\n", this->actor.depthInWater); PRINTF(" POS Y = %f\n", this->actor.world.pos.y); PRINTF(" GROUND Y = %f\n", this->actor.floorHeight); break; diff --git a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c index 3e6bbb6c78..c5924df2b2 100644 --- a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c +++ b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c @@ -394,7 +394,7 @@ void EnKusa_Fall(EnKusa* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) { contactPos.x = this->actor.world.pos.x; - contactPos.y = this->actor.world.pos.y + this->actor.yDistToWater; + contactPos.y = this->actor.world.pos.y + this->actor.depthInWater; contactPos.z = this->actor.world.pos.z; EffectSsGSplash_Spawn(play, &contactPos, NULL, NULL, 0, 400); EffectSsGRipple_Spawn(play, &contactPos, 150, 650, 0); diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c index d65a6f0375..5b8e26d91c 100644 --- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c +++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c @@ -314,7 +314,7 @@ void EnMk_Update(Actor* thisx, PlayState* play) { if (player->currentBoots == PLAYER_BOOTS_IRON) { this->flags |= 8; } else if (player->stateFlags2 & PLAYER_STATE2_10) { - swimFlag = player->actor.yDistToWater; + swimFlag = player->actor.depthInWater; if (swimFlag > 0) { if (swimFlag >= 320) { diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index 09963b6e82..e24f78be87 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -723,13 +723,13 @@ void func_80AB6F04(EnNiw* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER) { this->actor.gravity = 0.0f; - if (this->actor.yDistToWater > 15.0f) { + if (this->actor.depthInWater > 15.0f) { this->actor.world.pos.y += 2.0f; } if (this->timer4 == 0) { this->timer4 = 30; Math_Vec3f_Copy(&pos, &this->actor.world.pos); - pos.y += this->actor.yDistToWater; + pos.y += this->actor.depthInWater; EffectSsGRipple_Spawn(play, &pos, 100, 500, 30); } if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { @@ -1014,12 +1014,12 @@ void EnNiw_Update(Actor* thisx, PlayState* play) { return; } - if ((thisx->bgCheckFlags & BGCHECKFLAG_WATER) && thisx->yDistToWater > 15.0f && this->actionFunc != func_80AB6F04 && + if ((thisx->bgCheckFlags & BGCHECKFLAG_WATER) && thisx->depthInWater > 15.0f && this->actionFunc != func_80AB6F04 && thisx->params != 0xD && thisx->params != 0xE && thisx->params != 0xA) { thisx->velocity.y = 0.0f; thisx->gravity = 0.0f; Math_Vec3f_Copy(&pos, &thisx->world.pos); - pos.y += thisx->yDistToWater; + pos.y += thisx->depthInWater; this->timer4 = 30; EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400); this->timer5 = 0; diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c index fd1332245e..38e717dd66 100644 --- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c +++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c @@ -152,7 +152,7 @@ void EnNy_Destroy(Actor* thisx, PlayState* play) { void func_80ABCD40(EnNy* this) { f32 temp; - temp = (this->actor.yDistToWater > 0.0f) ? 0.7f : 1.0f; + temp = (this->actor.depthInWater > 0.0f) ? 0.7f : 1.0f; this->unk_1E8 = 2.8f * temp; } @@ -224,7 +224,7 @@ void EnNy_Move(EnNy* this, PlayState* play) { f32 yawDiff; s32 stoneTimer; - if (!(this->unk_1F0 < this->actor.yDistToWater)) { + if (!(this->unk_1F0 < this->actor.depthInWater)) { func_8002F974(&this->actor, NA_SE_EN_NYU_MOVE - SFX_FLAG); } func_80ABCD40(this); @@ -238,7 +238,7 @@ void EnNy_Move(EnNy* this, PlayState* play) { this->actor.world.rot.y = this->actor.shape.rot.y; yawDiff = Math_FAtan2F(this->actor.yDistToPlayer, this->actor.xzDistToPlayer); this->actor.speed = fabsf(cosf(yawDiff) * this->unk_1E8); - if (this->unk_1F0 < this->actor.yDistToWater) { + if (this->unk_1F0 < this->actor.depthInWater) { this->unk_1EC = sinf(yawDiff) * this->unk_1E8; } } @@ -252,7 +252,7 @@ void EnNy_TurnToStone(EnNy* this, PlayState* play) { if (phi_f0 <= 0.25f) { phi_f0 = 0.25f; if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) { - if (!(this->unk_1F0 < this->actor.yDistToWater)) { + if (!(this->unk_1F0 < this->actor.depthInWater)) { Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND); } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH; @@ -346,9 +346,9 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) { void func_80ABD3B8(EnNy* this, f32 arg1, f32 arg2) { if (this->unk_1E8 == 0.0f) { this->actor.gravity = -0.4f; - } else if (!(arg1 < this->actor.yDistToWater)) { + } else if (!(arg1 < this->actor.depthInWater)) { this->actor.gravity = -0.4f; - } else if (arg2 < this->actor.yDistToWater) { + } else if (arg2 < this->actor.depthInWater) { this->actor.gravity = 0.0; if (this->unk_1EC < this->actor.velocity.y) { this->actor.velocity.y -= 0.4f; @@ -418,7 +418,7 @@ void EnNy_SetupDie(EnNy* this, PlayState* play) { Vec3f effectAccel = { 0.0f, 0.1f, 0.0f }; if (this->timer >= 2) { - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { for (i = 0; i < 10; i++) { effectPos.x = Rand_CenteredFloat(30.0f) + this->actor.world.pos.x; effectPos.y = Rand_CenteredFloat(30.0f) + this->actor.world.pos.y; @@ -453,7 +453,7 @@ void EnNy_SetupDie(EnNy* this, PlayState* play) { void EnNy_Die(EnNy* this, PlayState* play) { s32 i; - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { for (i = 0; i < 8; i += 1) { this->unk_1F8[i].x += this->unk_1F8[i + 8].x; this->unk_1F8[i].y += this->unk_1F8[i + 8].y; diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index b9df80354a..792457dc5a 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -429,7 +429,7 @@ void EnRu1_SpawnRipple(EnRu1* this, PlayState* play, s16 radiusMax, s16 life) { Actor* thisx = &this->actor; pos.x = this->actor.world.pos.x; - pos.y = this->actor.world.pos.y + this->actor.yDistToWater; + pos.y = this->actor.world.pos.y + this->actor.depthInWater; pos.z = this->actor.world.pos.z; EffectSsGRipple_Spawn(play, &pos, 100, radiusMax, life); } @@ -452,7 +452,7 @@ void EnRu1_SpawnSplash(EnRu1* this, PlayState* play) { Vec3f pos; pos.x = this->actor.world.pos.x; - pos.y = this->actor.world.pos.y + this->actor.yDistToWater; + pos.y = this->actor.world.pos.y + this->actor.depthInWater; pos.z = this->actor.world.pos.z; EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 1, 0); @@ -1230,7 +1230,7 @@ s32 func_80AED624(EnRu1* this, PlayState* play) { Actor_Kill(&this->actor); return false; } else if (((this->roomNum1 != curRoomNum) || (this->roomNum2 != curRoomNum)) && - (this->actor.yDistToWater > kREG(16) + 50.0f) && (this->action != 33)) { + (this->actor.depthInWater > kREG(16) + 50.0f) && (this->action != 33)) { this->action = 33; this->drawConfig = 2; this->alpha = 0xFF; @@ -1460,7 +1460,7 @@ void func_80AEE050(EnRu1* this) { this->unk_350 = 1; func_80AEE02C(this); this->unk_35C = 0; - this->unk_358 = (this->actor.yDistToWater - 10.0f) * 0.5f; + this->unk_358 = (this->actor.depthInWater - 10.0f) * 0.5f; this->unk_354 = this->actor.world.pos.y + thisx->unk_358; // thisx only used here } else { this->actor.gravity = 0.0f; @@ -1593,7 +1593,7 @@ void func_80AEE568(EnRu1* this, PlayState* play) { return; } - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { this->action = 29; this->unk_350 = 0; } diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c index 5c3499be29..df531b2b7c 100644 --- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c +++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c @@ -135,7 +135,7 @@ void EnSb_Destroy(Actor* thisx, PlayState* play) { void EnSb_SpawnBubbles(PlayState* play, EnSb* this) { s32 i; - if (this->actor.yDistToWater > 0) { + if (this->actor.depthInWater > 0) { for (i = 0; i < 10; i++) { EffectSsBubble_Spawn(play, &this->actor.world.pos, 10.0f, 10.0f, 30.0f, 0.25f); } @@ -166,7 +166,7 @@ void EnSb_SetupWaitOpen(EnSb* this) { void EnSb_SetupLunge(EnSb* this) { f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_000124); - f32 playbackSpeed = this->actor.yDistToWater > 0.0f ? 1.0f : 0.0f; + f32 playbackSpeed = this->actor.depthInWater > 0.0f ? 1.0f : 0.0f; Animation_Change(&this->skelAnime, &object_sb_Anim_000124, playbackSpeed, 0.0f, frameCount, ANIMMODE_ONCE, 0); this->behavior = SHELLBLADE_LUNGE; @@ -189,7 +189,7 @@ void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) { } this->behavior = SHELLBLADE_WAIT_CLOSED; if (changeSpeed) { - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { this->actor.speed = -5.0f; if (this->actor.velocity.y < 0.0f) { this->actor.velocity.y = 2.1f; @@ -254,7 +254,7 @@ void EnSb_TurnAround(EnSb* this, PlayState* play) { if (this->actor.shape.rot.y == invertedYaw) { this->actor.world.rot.y = this->attackYaw; - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { this->actor.velocity.y = 3.0f; this->actor.speed = 5.0f; this->actor.gravity = -0.35f; @@ -274,7 +274,7 @@ void EnSb_TurnAround(EnSb* this, PlayState* play) { void EnSb_Lunge(EnSb* this, PlayState* play) { Math_StepToF(&this->actor.speed, 0.0f, 0.2f); if ((this->actor.velocity.y <= -0.1f) || (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH)) { - if (!(this->actor.yDistToWater > 0.0f)) { + if (!(this->actor.depthInWater > 0.0f)) { Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND); } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH; @@ -295,7 +295,7 @@ void EnSb_Bounce(EnSb* this, PlayState* play) { if (this->bouncesLeft != 0) { this->bouncesLeft--; this->timer = 1; - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { this->actor.velocity.y = 3.0f; this->actor.speed = 5.0f; this->actor.gravity = -0.35f; @@ -445,7 +445,7 @@ void EnSb_Update(Actor* thisx, PlayState* play) { s32 pad; if (this->isDead) { - if (this->actor.yDistToWater > 0.0f) { + if (this->actor.depthInWater > 0.0f) { this->actor.params = 4; } else { this->actor.params = 1; diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index d6cfb0bbc0..c484ee2068 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -450,7 +450,7 @@ void EnSkb_CheckDamage(EnSkb* this, PlayState* play) { if ((this->actionState != SKB_BEHAVIOR_DYING) && (this->actor.bgCheckFlags & (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH)) && - (this->actor.yDistToWater >= 40.0f)) { + (this->actor.depthInWater >= 40.0f)) { this->actor.colChkInfo.health = 0; this->setColliderAT = false; EnSkb_SetupDeath(this, play); diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index adf19950a7..f9ab171274 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -234,7 +234,7 @@ void EnTite_Idle(EnTite* this, PlayState* play) { // Float on water surface this->actor.gravity = 0.0f; Math_SmoothStepToF(&this->actor.velocity.y, 0.0f, 1.0f, 2.0f, 0.0f); - Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.yDistToWater, 1.0f, 2.0f, + Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.depthInWater, 1.0f, 2.0f, 0.0f); } else { this->actor.gravity = -1.0f; @@ -278,7 +278,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) { } Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP); } else { - this->actor.world.pos.y += this->actor.yDistToWater; + this->actor.world.pos.y += this->actor.depthInWater; Actor_PlaySfx(&this->actor, NA_SE_EN_TEKU_JUMP_WATER); } this->actor.velocity.y = 8.0f; @@ -304,7 +304,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) { if (this->actor.velocity.y < -8.0f) { Vec3f ripplePos = this->actor.world.pos; - ripplePos.y += this->actor.yDistToWater; + ripplePos.y += this->actor.depthInWater; this->vAttackState++; // TEKTITE_SUBMERGED this->actor.velocity.y *= 0.75f; attackState = this->vAttackState; @@ -330,7 +330,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) { break; case TEKTITE_SUBMERGED: // Check if floated to surface - if (this->actor.yDistToWater == 0.0f) { + if (this->actor.depthInWater == 0.0f) { this->vAttackState = TEKTITE_LANDED; attackState = this->vAttackState; } @@ -388,7 +388,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) { // Float up to water surface Math_SmoothStepToF(&this->actor.velocity.y, 0.0f, 1.0f, 2.0f, 0.0f); Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f); - Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.yDistToWater, 1.0f, 2.0f, + Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.depthInWater, 1.0f, 2.0f, 0.0f); break; } @@ -447,7 +447,7 @@ void EnTite_TurnTowardPlayer(EnTite* this, PlayState* play) { } // Calculate turn velocity and animation speed based on angle to player if ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) { - this->actor.world.pos.y += this->actor.yDistToWater; + this->actor.world.pos.y += this->actor.depthInWater; } angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; if (angleToPlayer > 0) { @@ -546,7 +546,7 @@ void EnTite_MoveTowardPlayer(EnTite* this, PlayState* play) { } else if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) { Vec3f ripplePos = this->actor.world.pos; this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH; - ripplePos.y += this->actor.yDistToWater; + ripplePos.y += this->actor.depthInWater; this->actor.gravity = 0.0f; this->actor.velocity.y *= 0.75f; EffectSsGRipple_Spawn(play, &ripplePos, 0, 500, 0); @@ -554,9 +554,9 @@ void EnTite_MoveTowardPlayer(EnTite* this, PlayState* play) { } else { // If submerged, float to surface Math_SmoothStepToF(&this->actor.velocity.y, 0.0f, 1.0f, 2.0f, 0.0f); - Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.yDistToWater, 1.0f, 2.0f, + Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.world.pos.y + this->actor.depthInWater, 1.0f, 2.0f, 0.0f); - if (this->actor.yDistToWater != 0.0f) { + if (this->actor.depthInWater != 0.0f) { // Do not change state until tekite has floated to surface return; } @@ -633,7 +633,7 @@ void EnTite_Recoil(EnTite* this, PlayState* play) { } else { this->actor.velocity.y = 0.0f; this->actor.gravity = 0.0f; - this->actor.world.pos.y += this->actor.yDistToWater; + this->actor.world.pos.y += this->actor.depthInWater; } } @@ -704,7 +704,7 @@ void EnTite_Stunned(EnTite* this, PlayState* play) { } else { this->actor.velocity.y = 0.0f; this->actor.gravity = 0.0f; - this->actor.world.pos.y += this->actor.yDistToWater; + this->actor.world.pos.y += this->actor.depthInWater; } } // Play sound effect and spawn dirt effects upon landing diff --git a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c index 45d19e4f2e..9d40aa022f 100644 --- a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c +++ b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c @@ -133,7 +133,7 @@ void EnTuboTrap_SpawnEffectsInWater(EnTuboTrap* this, PlayState* play) { Vec3f* actorPos = &this->actor.world.pos; pos = *actorPos; - pos.y += this->actor.yDistToWater; + pos.y += this->actor.depthInWater; EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400); @@ -168,7 +168,7 @@ void EnTuboTrap_HandleImpact(EnTuboTrap* this, PlayState* play) { Player* player = GET_PLAYER(play); Player* player2 = GET_PLAYER(play); - if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.yDistToWater > 15.0f)) { + if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.depthInWater > 15.0f)) { EnTuboTrap_SpawnEffectsInWater(this, play); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_BOMB_DROP_WATER); EnTuboTrap_DropCollectible(this, play); diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c index 693e2796cc..ecf2ffb554 100644 --- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c +++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c @@ -388,7 +388,7 @@ void func_80B32E34(EnWeiyer* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0x200, 0x80); - if ((player->actor.yDistToWater < 50.0f) && (this->actor.yDistToWater < 20.0f) && + if ((player->actor.depthInWater < 50.0f) && (this->actor.depthInWater < 20.0f) && Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_80B327D8(this); } @@ -523,7 +523,7 @@ void func_80B3349C(EnWeiyer* this, PlayState* play) { if (this->unk_194 == -1) { if (phi_a0 || (this->collider.base.atFlags & AT_HIT)) { func_80B32538(this); - } else if (this->actor.yDistToWater < 0.0f) { + } else if (this->actor.depthInWater < 0.0f) { this->unk_194 = 10; EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 400); Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_JUMP); @@ -584,7 +584,7 @@ void EnWeiyer_Update(Actor* thisx, PlayState* play) { EnWeiyer* this = (EnWeiyer*)thisx; s32 pad; - this->actor.home.pos.y = this->actor.yDistToWater + this->actor.world.pos.y - 5.0f; + this->actor.home.pos.y = this->actor.depthInWater + this->actor.world.pos.y - 5.0f; func_80B3368C(this, play); this->actionFunc(this, play); this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/src/overlays/actors/ovl_En_Zo/z_en_zo.c index e71af51b68..8b6b591233 100644 --- a/src/overlays/actors/ovl_En_Zo/z_en_zo.c +++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.c @@ -60,7 +60,7 @@ void EnZo_SpawnBubble(EnZo* this, Vec3f* pos) { continue; } - waterSurface = this->actor.world.pos.y + this->actor.yDistToWater; + waterSurface = this->actor.world.pos.y + this->actor.depthInWater; if (!(waterSurface <= pos->y)) { effect->type = ENZO_EFFECT_BUBBLE; @@ -127,7 +127,7 @@ void EnZo_UpdateEffectsBubbles(EnZo* this) { effect->pos.y += effect->vel.y; // Bubbles turn into ripples when they reach the surface - waterSurface = this->actor.world.pos.y + this->actor.yDistToWater; + waterSurface = this->actor.world.pos.y + this->actor.depthInWater; if (waterSurface <= effect->pos.y) { effect->type = ENZO_EFFECT_NONE; effect->pos.y = waterSurface; @@ -158,7 +158,7 @@ void EnZo_UpdateEffectsSplashes(EnZo* this) { } // Splash particles turn into ripples when they hit the surface - waterSurface = this->actor.world.pos.y + this->actor.yDistToWater; + waterSurface = this->actor.world.pos.y + this->actor.depthInWater; if (effect->pos.y < waterSurface) { effect->type = ENZO_EFFECT_NONE; effect->pos.y = waterSurface; @@ -272,7 +272,7 @@ void EnZo_TreadWaterRipples(EnZo* this, f32 scale, f32 targetScale, u8 alpha) { Vec3f pos = { 0.0f, 0.0f, 0.0f }; pos.x = this->actor.world.pos.x; - pos.y = this->actor.world.pos.y + this->actor.yDistToWater; + pos.y = this->actor.world.pos.y + this->actor.depthInWater; pos.z = this->actor.world.pos.z; EnZo_SpawnRipple(this, &pos, scale, targetScale, alpha); } @@ -351,7 +351,7 @@ void EnZo_SpawnSplashes(EnZo* this) { pos = this->actor.world.pos; pos.x += vel.x * 6.0f; pos.z += vel.z * 6.0f; - pos.y += this->actor.yDistToWater; + pos.y += this->actor.depthInWater; EnZo_SpawnSplash(this, &pos, &vel, 0.08f); } } @@ -527,7 +527,7 @@ s32 EnZo_PlayerInProximity(EnZo* this, PlayState* play) { f32 hDist; surfacePos.x = this->actor.world.pos.x; - surfacePos.y = this->actor.world.pos.y + this->actor.yDistToWater; + surfacePos.y = this->actor.world.pos.y + this->actor.depthInWater; surfacePos.z = this->actor.world.pos.z; hDist = Math_Vec3f_DistXZ(&surfacePos, &player->actor.world.pos); @@ -596,7 +596,7 @@ void EnZo_Init(Actor* thisx, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.height * 0.5f, this->collider.dim.radius, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); - if (this->actor.yDistToWater < 54.0f || (this->actor.params & 0x3F) == 8) { + if (this->actor.depthInWater < 54.0f || (this->actor.params & 0x3F) == 8) { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; this->actor.shape.shadowScale = 24.0f; Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_1); @@ -642,7 +642,7 @@ void EnZo_Submerged(EnZo* this, PlayState* play) { } void EnZo_Surface(EnZo* this, PlayState* play) { - if (this->actor.yDistToWater < 54.0f) { + if (this->actor.depthInWater < 54.0f) { Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER); EnZo_SpawnSplashes(this); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_3); @@ -650,7 +650,7 @@ void EnZo_Surface(EnZo* this, PlayState* play) { this->actionFunc = EnZo_TreadWater; this->actor.velocity.y = 0.0f; this->alpha = 255.0f; - } else if (this->actor.yDistToWater < 80.0f) { + } else if (this->actor.depthInWater < 80.0f) { Math_ApproachF(&this->actor.velocity.y, 2.0f, 0.4f, 0.6f); Math_ApproachF(&this->alpha, 255.0f, 0.3f, 10.0f); } @@ -665,7 +665,7 @@ void EnZo_TreadWater(EnZo* this, PlayState* play) { } EnZo_SetAnimation(this); - Math_ApproachF(&this->actor.velocity.y, this->actor.yDistToWater < 54.0f ? -0.6f : 0.6f, 0.3f, 0.2f); + Math_ApproachF(&this->actor.velocity.y, this->actor.depthInWater < 54.0f ? -0.6f : 0.6f, 0.3f, 0.2f); if (this->rippleTimer != 0) { this->rippleTimer--; if ((this->rippleTimer == 3) || (this->rippleTimer == 6)) { @@ -705,7 +705,7 @@ void EnZo_Dive(EnZo* this, PlayState* play) { return; } - if (this->actor.yDistToWater > 80.0f || this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { + if (this->actor.depthInWater > 80.0f || this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { Math_ApproachF(&this->actor.velocity.y, -1.0f, 0.4f, 0.6f); Math_ApproachF(&this->alpha, 0.0f, 0.3f, 10.0f); } diff --git a/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c b/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c index c7752a4891..63b9fb1170 100644 --- a/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c +++ b/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c @@ -152,7 +152,7 @@ void ObjKibako_WaterBreak(ObjKibako* this, PlayState* play) { Vec3f velocity; pos = *breakPos; - pos.y += this->actor.yDistToWater; + pos.y += this->actor.depthInWater; EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 500); for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) { @@ -187,7 +187,7 @@ void ObjKibako_Idle(ObjKibako* this, PlayState* play) { if (Actor_HasParent(&this->actor, play)) { ObjKibako_SetupHeld(this); - } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.yDistToWater > 19.0f)) { + } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.depthInWater > 19.0f)) { ObjKibako_WaterBreak(this, play); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_WOODBOX_BREAK); ObjKibako_SpawnCollectible(this, play); diff --git a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c index e089a11481..7c05c22fa5 100644 --- a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c +++ b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c @@ -196,7 +196,7 @@ void ObjTsubo_WaterBreak(ObjTsubo* this, PlayState* play) { s32 phi_s0; s32 i; - pos.y += this->actor.yDistToWater; + pos.y += this->actor.depthInWater; EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400); for (i = 0, angle = 0; i < 15; i++, angle += 0x4E20) { f32 sins = Math_SinS(angle); @@ -240,7 +240,7 @@ void ObjTsubo_Idle(ObjTsubo* this, PlayState* play) { if (Actor_HasParent(&this->actor, play)) { ObjTsubo_SetupLiftedUp(this); - } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.yDistToWater > 15.0f)) { + } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.depthInWater > 15.0f)) { ObjTsubo_WaterBreak(this, play); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_POT_BROKEN); ObjTsubo_SpawnCollectible(this, play); diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 13632f4f11..8946f8f9f4 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4585,7 +4585,7 @@ s32 Player_ActionChange_12(Player* this, PlayState* play) { sp3C = 0; if (func_808332B8(this)) { - if (this->actor.yDistToWater < 50.0f) { + if (this->actor.depthInWater < 50.0f) { if ((this->ledgeClimbType < PLAYER_LEDGE_CLIMB_2) || (this->yDistToLedge > this->ageProperties->unk_10)) { return 0; @@ -5317,7 +5317,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) { //! @bug `floorPitch` and `floorPitchAlt` are cleared to 0 before this function is called, because the player //! left the ground. The angles will always be zero and therefore will always pass these checks. //! The intention seems to be to prevent ledge hanging or vine grabbing when walking off of a steep enough slope. - if ((this->actor.yDistToWater < -80.0f) && (ABS(this->floorPitch) < 0xAAA) && (ABS(this->floorPitchAlt) < 0xAAA)) { + if ((this->actor.depthInWater < -80.0f) && (ABS(this->floorPitch) < 0xAAA) && (ABS(this->floorPitchAlt) < 0xAAA)) { CollisionPoly* sp84; s32 sp80; Vec3f sp74; @@ -5816,7 +5816,7 @@ s32 func_8083B8F4(Player* this, PlayState* play) { if (!(this->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_23)) && Camera_CheckValidMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FIRST_PERSON)) { if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || - (func_808332B8(this) && (this->actor.yDistToWater < this->ageProperties->unk_2C))) { + (func_808332B8(this) && (this->actor.depthInWater < this->ageProperties->unk_2C))) { this->unk_6AD = 1; return 1; } @@ -6131,7 +6131,7 @@ s32 func_8083C6B8(PlayState* play, Player* this) { if (Player_GetBottleHeld(this) >= 0) { Player_SetupAction(play, this, Player_Action_8084ECA4, 0); - if (this->actor.yDistToWater > 12.0f) { + if (this->actor.depthInWater > 12.0f) { this->av2.actionVar2 = 1; } @@ -6376,7 +6376,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) { if ((this->stateFlags1 & PLAYER_STATE1_10) || (this->stateFlags2 & PLAYER_STATE2_10)) { if (this->actor.velocity.y > 0.0f) { - if (this->actor.yDistToWater < this->ageProperties->unk_30) { + if (this->actor.depthInWater < this->ageProperties->unk_30) { this->stateFlags2 &= ~PLAYER_STATE2_10; @@ -6434,7 +6434,7 @@ void func_8083D36C(PlayState* play, Player* this) { } } - if (!(this->stateFlags1 & PLAYER_STATE1_27) || (this->actor.yDistToWater < this->ageProperties->unk_2C)) { + if (!(this->stateFlags1 & PLAYER_STATE1_27) || (this->actor.depthInWater < this->ageProperties->unk_2C)) { if (func_8083CFA8(play, this, this->actor.velocity.y, 500)) { Player_PlaySfx(this, NA_SE_EV_DIVE_INTO_WATER); @@ -6453,7 +6453,7 @@ void func_8083D36C(PlayState* play, Player* this) { } void func_8083D53C(PlayState* play, Player* this) { - if (this->actor.yDistToWater < this->ageProperties->unk_2C) { + if (this->actor.depthInWater < this->ageProperties->unk_2C) { Audio_SetBaseFilter(0); this->underwaterTimer = 0; } else { @@ -6464,7 +6464,7 @@ void func_8083D53C(PlayState* play, Player* this) { } if ((Player_Action_80845668 != this->actionFunc) && (Player_Action_8084BDFC != this->actionFunc)) { - if (this->ageProperties->unk_2C < this->actor.yDistToWater) { + if (this->ageProperties->unk_2C < this->actor.depthInWater) { if (!(this->stateFlags1 & PLAYER_STATE1_27) || (!((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) && (Player_Action_8084E30C != this->actionFunc) && (Player_Action_8084E368 != this->actionFunc) && @@ -6474,7 +6474,7 @@ void func_8083D53C(PlayState* play, Player* this) { func_8083D36C(play, this); return; } - } else if ((this->stateFlags1 & PLAYER_STATE1_27) && (this->actor.yDistToWater < this->ageProperties->unk_24)) { + } else if ((this->stateFlags1 & PLAYER_STATE1_27) && (this->actor.depthInWater < this->ageProperties->unk_24)) { if ((this->skelAnime.moveFlags == 0) && (this->currentBoots != PLAYER_BOOTS_IRON)) { func_8083CD54(play, this, this->actor.shape.rot.y); } @@ -6534,7 +6534,7 @@ void func_8083D6EC(PlayState* play, Player* this) { } if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER) { - if (this->actor.yDistToWater < 50.0f) { + if (this->actor.depthInWater < 50.0f) { f32 temp4; temp4 = fabsf(this->bodyPartsPos[PLAYER_BODYPART_WAIST].x - this->unk_A88.x) + @@ -6549,20 +6549,20 @@ void func_8083D6EC(PlayState* play, Player* this) { this->unk_854 = 0.0f; ripplePos.x = (Rand_ZeroOne() * 10.0f) + this->actor.world.pos.x; - ripplePos.y = this->actor.world.pos.y + this->actor.yDistToWater; + ripplePos.y = this->actor.world.pos.y + this->actor.depthInWater; ripplePos.z = (Rand_ZeroOne() * 10.0f) + this->actor.world.pos.z; EffectSsGRipple_Spawn(play, &ripplePos, 100, 500, 0); if ((this->speedXZ > 4.0f) && !func_808332B8(this) && - ((this->actor.world.pos.y + this->actor.yDistToWater) < + ((this->actor.world.pos.y + this->actor.depthInWater) < this->bodyPartsPos[PLAYER_BODYPART_WAIST].y)) { func_8083CFA8(play, this, 20.0f, - (fabsf(this->speedXZ) * 50.0f) + (this->actor.yDistToWater * 5.0f)); + (fabsf(this->speedXZ) * 50.0f) + (this->actor.depthInWater * 5.0f)); } } } - if (this->actor.yDistToWater > 40.0f) { + if (this->actor.depthInWater > 40.0f) { s32 numBubbles = 0; s32 i; @@ -6971,7 +6971,7 @@ s32 Player_ActionChange_9(Player* this, PlayState* play) { s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) { if (this->yDistToLedge >= 79.0f) { if (!(this->stateFlags1 & PLAYER_STATE1_27) || (this->currentBoots == PLAYER_BOOTS_IRON) || - (this->actor.yDistToWater < this->ageProperties->unk_2C)) { + (this->actor.depthInWater < this->ageProperties->unk_2C)) { s32 sp8C = (wallFlags & WALL_FLAG_3) ? 2 : 0; if ((sp8C != 0) || (wallFlags & WALL_FLAG_1) || @@ -10327,7 +10327,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) { static u8 sDiveNumberDoActions[] = { DO_ACTION_1, DO_ACTION_2, DO_ACTION_3, DO_ACTION_4, DO_ACTION_5, DO_ACTION_6, DO_ACTION_7, DO_ACTION_8 }; - sp24 = (D_80854784[CUR_UPG_VALUE(UPG_SCALE)] - this->actor.yDistToWater) / 40.0f; + sp24 = (D_80854784[CUR_UPG_VALUE(UPG_SCALE)] - this->actor.depthInWater) / 40.0f; sp24 = CLAMP(sp24, 0, 7); doAction = sDiveNumberDoActions[sp24]; } else if (sp1C && !(this->stateFlags2 & PLAYER_STATE2_10)) { @@ -10397,7 +10397,7 @@ s32 Player_UpdateHoverBoots(Player* this) { canHoverOnGround = (this->currentBoots == PLAYER_BOOTS_HOVER) && - ((this->actor.yDistToWater >= 0.0f) || (func_80838144(sFloorType) >= 0) || func_8083816C(sFloorType)); + ((this->actor.depthInWater >= 0.0f) || (func_80838144(sFloorType) >= 0) || func_8083816C(sFloorType)); if (canHoverOnGround && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (this->hoverBootsTimer != 0)) { this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; @@ -10500,7 +10500,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) { this->prevFloorSfxOffset = this->floorSfxOffset; if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER) { - if (this->actor.yDistToWater < 20.0f) { + if (this->actor.depthInWater < 20.0f) { this->floorSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW; } else { this->floorSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP; @@ -10529,7 +10529,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) { if (sConveyorSpeed != CONVEYOR_SPEED_DISABLED) { sIsFloorConveyor = SurfaceType_IsFloorConveyor(&play->colCtx, floorPoly, this->actor.floorBgId); - if ((!sIsFloorConveyor && (this->actor.yDistToWater > 20.0f) && + if ((!sIsFloorConveyor && (this->actor.depthInWater > 20.0f) && (this->currentBoots != PLAYER_BOOTS_IRON)) || (sIsFloorConveyor && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND))) { sConveyorYaw = CONVEYOR_DIRECTION_TO_BINANG( @@ -11112,7 +11112,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { if (this->currentBoots == PLAYER_BOOTS_IRON) { if (this->stateFlags1 & PLAYER_STATE1_27) { func_80832340(play, this); - if (this->ageProperties->unk_2C < this->actor.yDistToWater) { + if (this->ageProperties->unk_2C < this->actor.depthInWater) { this->stateFlags2 |= PLAYER_STATE2_10; } } @@ -11770,7 +11770,7 @@ void func_8084B000(Player* this) { f32 phi_f18; f32 phi_f16; f32 phi_f14; - f32 yDistToWater; + f32 depthInWater; phi_f14 = -5.0f; @@ -11779,7 +11779,7 @@ void func_8084B000(Player* this) { phi_f16 += 1.0f; } - if (this->actor.yDistToWater < phi_f16) { + if (this->actor.depthInWater < phi_f16) { if (this->actor.velocity.y <= 0.0f) { phi_f16 = 0.0f; } else { @@ -11800,8 +11800,8 @@ void func_8084B000(Player* this) { phi_f18 = phi_f16 + 0.1f; } - yDistToWater = this->actor.yDistToWater; - if (yDistToWater > 100.0f) { + depthInWater = this->actor.depthInWater; + if (depthInWater > 100.0f) { this->stateFlags2 |= PLAYER_STATE2_10; } } @@ -12977,7 +12977,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) { if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) && !Player_ActionChange_2(this, play) && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && - (this->actor.yDistToWater < D_80854784[CUR_UPG_VALUE(UPG_SCALE)])) { + (this->actor.depthInWater < D_80854784[CUR_UPG_VALUE(UPG_SCALE)])) { func_8084DBC4(play, this, -2.0f); } else { this->av1.actionVar1++; @@ -12989,7 +12989,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) { if (this->unk_6C2 < 10000) { this->av1.actionVar1++; - this->av2.actionVar2 = this->actor.yDistToWater; + this->av2.actionVar2 = this->actor.depthInWater; Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); } } else if (!func_8083D12C(play, this, sControlInput)) {