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Rename "temp" variables in Adult Ruto functions (#2335)
* Rename "temp" variables in Adult Ruto functions * Change to yaw
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1 changed files with 15 additions and 15 deletions
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@ -340,7 +340,7 @@ void EnRu2_SpawnWaterMedallion(EnRu2* this, PlayState* play) {
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void EnRu2_CheckWaterMedallionCutscene(EnRu2* this, PlayState* play) {
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s32 pad[2];
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Player* player;
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s16 temp;
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s16 yaw;
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if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) && !IS_CUTSCENE_LAYER) {
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player = GET_PLAYER(play);
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@ -348,9 +348,9 @@ void EnRu2_CheckWaterMedallionCutscene(EnRu2* this, PlayState* play) {
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play->csCtx.script = gWaterMedallionCs;
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gSaveContext.cutsceneTrigger = 2;
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Item_Give(play, ITEM_MEDALLION_WATER);
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temp = this->actor.world.rot.y + 0x8000;
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player->actor.shape.rot.y = temp;
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player->actor.world.rot.y = temp;
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yaw = this->actor.world.rot.y + 0x8000;
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player->actor.shape.rot.y = yaw;
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player->actor.world.rot.y = yaw;
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}
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}
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@ -582,8 +582,8 @@ void EnRu2_AwaitSpawnLightBall(EnRu2* this, PlayState* play) {
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void EnRu2_DrawXlu(EnRu2* this, PlayState* play) {
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s32 pad[2];
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s16 temp = this->eyeIndex;
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void* tex = sEyeTextures[temp];
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s16 eyeIndex = this->eyeIndex;
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void* tex = sEyeTextures[eyeIndex];
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SkelAnime* skelAnime = &this->skelAnime;
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OPEN_DISPS(play->state.gfxCtx, "../z_en_ru2_inKenjyanomaDemo02.c", 264);
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@ -616,19 +616,19 @@ void EnRu2_InitCredits(EnRu2* this, PlayState* play) {
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*/
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void EnRu2_FadeInCredits(EnRu2* this) {
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f32* fadeTimer = &this->fadeTimer;
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f32 temp_f0;
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s32 temp_f18;
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f32 fadeDuration;
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s32 alpha;
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*fadeTimer += 1.0f;
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temp_f0 = kREG(17) + 10.0f;
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if (temp_f0 <= *fadeTimer) {
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fadeDuration = kREG(17) + 10.0f;
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if (fadeDuration <= *fadeTimer) {
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this->alpha = 255;
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this->actor.shape.shadowAlpha = 0xFF;
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} else {
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temp_f18 = (*fadeTimer / temp_f0) * 255.0f;
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this->alpha = temp_f18;
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this->actor.shape.shadowAlpha = temp_f18;
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alpha = (*fadeTimer / fadeDuration) * 255.0f;
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this->alpha = alpha;
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this->actor.shape.shadowAlpha = alpha;
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}
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}
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@ -945,8 +945,8 @@ void EnRu2_DrawNothing(EnRu2* this, PlayState* play) {
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void EnRu2_DrawOpa(EnRu2* this, PlayState* play) {
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s32 pad[2];
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s16 temp = this->eyeIndex;
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void* tex = sEyeTextures[temp];
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s16 eyeIndex = this->eyeIndex;
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void* tex = sEyeTextures[eyeIndex];
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SkelAnime* skelAnime = &this->skelAnime;
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OPEN_DISPS(play->state.gfxCtx, "../z_en_ru2.c", 642);
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