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Revert naming func_8083C0E8

This commit is contained in:
Pablo 2024-12-14 00:49:48 +01:00
parent 0f390cfd7e
commit cf024497a2

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@ -6413,7 +6413,7 @@ void func_8083C0B8(Player* this, PlayState* play) {
func_8083BF50(this, play);
}
void Player_SetupIdleAndPlayIdleAnim(Player* this, PlayState* play) {
void func_8083C0E8(Player* this, PlayState* play) {
Player_SetupAction(play, this, Player_Action_Idle, 1);
Player_AnimPlayOnce(play, this, Player_GetIdleAnim(this));
this->yaw = this->actor.shape.rot.y;
@ -8656,7 +8656,7 @@ void Player_Action_TurnInPlace(Player* this, PlayState* play) {
this->actor.shape.rot.y = yawTarget;
func_8083C858(this, play);
} else if (Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, this->turnRate)) {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
}
this->yaw = this->actor.shape.rot.y;
@ -10056,7 +10056,7 @@ void Player_Action_80845668(Player* this, PlayState* play) {
}
if ((sp3C != 0) || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
this->stateFlags1 &= ~(PLAYER_STATE1_14 | PLAYER_STATE1_18);
return;
}
@ -10264,7 +10264,7 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
}
} else {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
if (play->roomCtx.prevRoom.num >= 0) {
Room_FinishRoomChange(play, &play->roomCtx);
}
@ -12774,7 +12774,7 @@ void Player_Action_8084BDFC(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
Player_ApplyAnimMovementScaledByAge(this, ANIM_FLAG_UPDATE_XZ);
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
return;
}
@ -12963,7 +12963,7 @@ void Player_Action_8084C5F8(Player* this, PlayState* play) {
}
if ((interruptResult >= PLAYER_INTERRUPT_MOVE) || LinkAnimation_Update(play, &this->skelAnime)) {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
this->stateFlags1 &= ~PLAYER_STATE1_21;
return;
}
@ -13040,7 +13040,7 @@ void Player_Action_8084C81C(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
// Player is finished exiting the crawlspace and control is returned
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
this->stateFlags2 &= ~PLAYER_STATE2_CRAWLING;
return;
}
@ -13376,7 +13376,7 @@ void Player_Action_8084D3E4(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
EnHorse* rideActor = (EnHorse*)this->rideActor;
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
this->stateFlags1 &= ~PLAYER_STATE1_23;
this->actor.parent = NULL;
AREG(6) = 0;
@ -13645,7 +13645,7 @@ void func_8084DF6C(PlayState* play, Player* this) {
void func_8084DFAC(PlayState* play, Player* this) {
func_8084DF6C(play, this);
Player_ApplyYawFromAnim(this);
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
this->yaw = this->actor.shape.rot.y;
}
@ -13866,7 +13866,7 @@ void Player_Action_8084E6D4(Player* this, PlayState* play) {
if (this->getItemId != GI_ICE_TRAP) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x,
this->actor.world.pos.y + 100.0f, this->actor.world.pos.z, 0, 0, 0, 0);
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
} else {
this->actor.colChkInfo.damage = 0;
func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ICE_TRAP, 0.0f, 0.0f, 0, 20);
@ -13920,7 +13920,7 @@ void Player_Action_TimeTravelEnd(Player* this, PlayState* play) {
this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
}
} else {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
}
} else {
if (LINK_IS_ADULT && LinkAnimation_OnFrame(&this->skelAnime, 158.0f)) {
@ -14013,7 +14013,7 @@ void Player_Action_DrinkFromBottle(Player* this, PlayState* play) {
Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_wait);
this->av2.drinkingState = DRINGING_STATE_DRINKING;
} else {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
} else if (this->av2.drinkingState == DRINGING_STATE_DRINKING) {
@ -14070,7 +14070,7 @@ void Player_Action_SwingBottle(Player* this, PlayState* play) {
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
} else {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
}
} else if (this->av1.bottleCatchType == BOTTLE_CATCH_NONE) {
s32 activeFrame = this->skelAnime.curFrame - swingEntry->firstActiveFrame;
@ -14109,7 +14109,7 @@ void Player_Action_SwingBottle(Player* this, PlayState* play) {
}
}
//! @bug If the animation is changed at any point above (such as by Player_SetupIdleAndPlayIdleAnim() or
//! @bug If the animation is changed at any point above (such as by func_8083C0E8() or
//! Player_AnimPlayOnceAdjusted()), it will change the curFrame to 0. This causes this flag to be set for one frame,
//! at a time when it does not look like Player is swinging the bottle.
if (this->skelAnime.curFrame <= 7.0f) {
@ -14119,7 +14119,7 @@ void Player_Action_SwingBottle(Player* this, PlayState* play) {
void Player_Action_UseFairyFromBottle(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
return;
}
@ -14145,7 +14145,7 @@ void Player_Action_DropActorFromBottle(Player* this, PlayState* play) {
Player_DecelerateToZero(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
} else if (LinkAnimation_OnFrame(&this->skelAnime, 76.0f)) {
static BottleDropInfo sBottleDropInfos[] = {
@ -14181,7 +14181,7 @@ void Player_Action_ExchangeItem(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (this->av2.actionVar2 < 0) {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
} else if (this->exchangeItemId == EXCH_ITEM_NONE) {
Actor* talkActor = this->talkActor;
@ -14216,7 +14216,7 @@ void Player_Action_ExchangeItem(Player* this, PlayState* play) {
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_bottle_read_end);
this->av2.actionVar2 = -1;
} else {
Player_SetupIdleAndPlayIdleAnim(this, play);
func_8083C0E8(this, play);
}
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));