diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c index 8dd80549a9..b222a86692 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c @@ -18,20 +18,20 @@ void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play); void EnBomBowlMan_Update(Actor* thisx, PlayState* play); void EnBomBowlMan_Draw(Actor* thisx, PlayState* play); -void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play); void func_809C41FC(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play); -void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play); +void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play); ActorInit En_Bom_Bowl_Man_InitVars = { @@ -79,27 +79,27 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) { this->prizeSelect = (s16)Rand_ZeroFloat(4.99f); this->actor.targetMode = 1; - this->actionFunc = EnBomBowMan_SetupWaitAsleep; + this->actionFunc = EnBomBowlMan_SetupWaitAsleep; } void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play) { } -void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) { this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlNoddingOffAnim); Animation_Change(&this->skelAnime, &gChuGirlNoddingOffAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP, -10.0f); this->actor.textId = 0xC0; this->dialogState = TEXT_STATE_EVENT; - this->actionFunc = EnBomBowMan_WaitAsleep; + this->actionFunc = EnBomBowlMan_WaitAsleep; } -void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) { s16 yawDiff; SkelAnime_Update(&this->skelAnime); if (Actor_ProcessTalkRequest(&this->actor, play)) { - this->actionFunc = EnBomBowMan_TalkAsleep; + this->actionFunc = EnBomBowlMan_TalkAsleep; } else { yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)); @@ -109,23 +109,23 @@ void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) { } } -void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) { play->msgCtx.msgMode = MSGMODE_PAUSED; - this->actionFunc = EnBomBowMan_WakeUp; + this->actionFunc = EnBomBowlMan_WakeUp; } } -void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play) { this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlWakeUpAnim); Animation_Change(&this->skelAnime, &gChuGirlWakeUpAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_ONCE, -10.0f); this->eyeMode = CHU_GIRL_EYES_OPEN_SLOWLY; - this->actionFunc = EnBomBowMan_BlinkAwake; + this->actionFunc = EnBomBowlMan_BlinkAwake; } -void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) { f32 frameCount = this->skelAnime.curFrame; SkelAnime_Update(&this->skelAnime); @@ -146,12 +146,12 @@ void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) { this->eyeTextureIndex = 2; this->blinkCount++; if (this->blinkCount >= 3) { - this->actionFunc = EnBomBowMan_CheckBeatenDC; + this->actionFunc = EnBomBowlMan_CheckBeatenDC; } } } -void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) { @@ -164,7 +164,7 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) { // Check for beaten Dodongo's Cavern if (!(GET_EVENTCHKINF(EVENTCHKINF_25) || BREG(2))) { - this->actionFunc = EnBomBowMan_WaitNotBeatenDC; + this->actionFunc = EnBomBowlMan_WaitNotBeatenDC; } else { this->actor.textId = 0x18; this->dialogState = TEXT_STATE_CHOICE; @@ -174,26 +174,26 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) { } } -void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Actor_ProcessTalkRequest(&this->actor, play)) { - this->actionFunc = EnBomBowMan_TalkNotBeatenDC; + this->actionFunc = EnBomBowlMan_TalkNotBeatenDC; } else { func_8002F2CC(&this->actor, play, 120.0f); } } -void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) { Message_CloseTextbox(play); - this->actionFunc = EnBomBowMan_WaitNotBeatenDC; + this->actionFunc = EnBomBowlMan_WaitNotBeatenDC; } } -void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->minigamePlayStatus == 0) { @@ -209,10 +209,10 @@ void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) { this->dialogState = TEXT_STATE_EVENT; } - this->actionFunc = EnBomBowMan_RunGame; + this->actionFunc = EnBomBowlMan_RunGame; } -void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) { s16 yawDiff; SkelAnime_Update(&this->skelAnime); @@ -307,7 +307,7 @@ void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play) { this->dialogState = TEXT_STATE_EVENT; OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8); - this->actionFunc = EnBomBowMan_SetupChooseShowPrize; + this->actionFunc = EnBomBowlMan_SetupChooseShowPrize; } } else { this->playingAgain = false; @@ -343,17 +343,17 @@ void func_809C41FC(EnBomBowlMan* this, PlayState* play) { this->dialogState = TEXT_STATE_EVENT; OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8); - this->actionFunc = EnBomBowMan_SetupChooseShowPrize; + this->actionFunc = EnBomBowlMan_SetupChooseShowPrize; } else { if (this->gameResult == 2) { Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); } - this->actionFunc = EnBomBowMan_SetupRunGame; + this->actionFunc = EnBomBowlMan_SetupRunGame; } } } -void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) { Vec3f accel = { 0.0f, 0.1f, 0.0f }; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3f pos; @@ -367,7 +367,7 @@ void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) { EffectSsBomb2_SpawnLayered(play, &pos, &velocity, &accel, 50, 15); Actor_PlaySfx(&this->actor, NA_SE_IT_GOODS_APPEAR); this->prizeRevealTimer = 10; - this->actionFunc = EnBomBowMan_ChooseShowPrize; + this->actionFunc = EnBomBowlMan_ChooseShowPrize; } } @@ -377,7 +377,7 @@ static Vec3f sPrizePosOffset[] = { static s16 sPrizeRot[] = { 0x4268, 0x4268, -0x03E8, 0x0000, 0x4268, 0x0000 }; -void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) { +void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) { s16 prizeTemp; s32 pad; @@ -459,7 +459,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) { // "Wow" osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); - this->actionFunc = EnBomBowMan_SetupRunGame; + this->actionFunc = EnBomBowlMan_SetupRunGame; } }