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Rename "temp" variables in Adult Ruto functions (#2335)

* Rename "temp" variables in Adult Ruto functions

* Change to yaw
This commit is contained in:
Jordan Longstaff 2024-12-10 01:34:55 -05:00 committed by GitHub
parent 07751d3d44
commit c04ed0e76c
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@ -340,7 +340,7 @@ void EnRu2_SpawnWaterMedallion(EnRu2* this, PlayState* play) {
void EnRu2_CheckWaterMedallionCutscene(EnRu2* this, PlayState* play) {
s32 pad[2];
Player* player;
s16 temp;
s16 yaw;
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) && !IS_CUTSCENE_LAYER) {
player = GET_PLAYER(play);
@ -348,9 +348,9 @@ void EnRu2_CheckWaterMedallionCutscene(EnRu2* this, PlayState* play) {
play->csCtx.script = gWaterMedallionCs;
gSaveContext.cutsceneTrigger = 2;
Item_Give(play, ITEM_MEDALLION_WATER);
temp = this->actor.world.rot.y + 0x8000;
player->actor.shape.rot.y = temp;
player->actor.world.rot.y = temp;
yaw = this->actor.world.rot.y + 0x8000;
player->actor.shape.rot.y = yaw;
player->actor.world.rot.y = yaw;
}
}
@ -582,8 +582,8 @@ void EnRu2_AwaitSpawnLightBall(EnRu2* this, PlayState* play) {
void EnRu2_DrawXlu(EnRu2* this, PlayState* play) {
s32 pad[2];
s16 temp = this->eyeIndex;
void* tex = sEyeTextures[temp];
s16 eyeIndex = this->eyeIndex;
void* tex = sEyeTextures[eyeIndex];
SkelAnime* skelAnime = &this->skelAnime;
OPEN_DISPS(play->state.gfxCtx, "../z_en_ru2_inKenjyanomaDemo02.c", 264);
@ -616,19 +616,19 @@ void EnRu2_InitCredits(EnRu2* this, PlayState* play) {
*/
void EnRu2_FadeInCredits(EnRu2* this) {
f32* fadeTimer = &this->fadeTimer;
f32 temp_f0;
s32 temp_f18;
f32 fadeDuration;
s32 alpha;
*fadeTimer += 1.0f;
temp_f0 = kREG(17) + 10.0f;
if (temp_f0 <= *fadeTimer) {
fadeDuration = kREG(17) + 10.0f;
if (fadeDuration <= *fadeTimer) {
this->alpha = 255;
this->actor.shape.shadowAlpha = 0xFF;
} else {
temp_f18 = (*fadeTimer / temp_f0) * 255.0f;
this->alpha = temp_f18;
this->actor.shape.shadowAlpha = temp_f18;
alpha = (*fadeTimer / fadeDuration) * 255.0f;
this->alpha = alpha;
this->actor.shape.shadowAlpha = alpha;
}
}
@ -945,8 +945,8 @@ void EnRu2_DrawNothing(EnRu2* this, PlayState* play) {
void EnRu2_DrawOpa(EnRu2* this, PlayState* play) {
s32 pad[2];
s16 temp = this->eyeIndex;
void* tex = sEyeTextures[temp];
s16 eyeIndex = this->eyeIndex;
void* tex = sEyeTextures[eyeIndex];
SkelAnime* skelAnime = &this->skelAnime;
OPEN_DISPS(play->state.gfxCtx, "../z_en_ru2.c", 642);