From da79fb473fb7494ab59bad1d0d1856e693ce29c6 Mon Sep 17 00:00:00 2001 From: feacur Date: Tue, 12 Nov 2024 20:08:46 +0100 Subject: [PATCH] document `focusOffset` variables --- src/overlays/actors/ovl_En_Go/z_en_go.c | 12 ++++++------ src/overlays/actors/ovl_En_Go2/z_en_go2.c | 12 ++++++------ 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index 40bdc6708f..4cbfb91848 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -1074,7 +1074,7 @@ void EnGo_Update(Actor* thisx, PlayState* play) { } void EnGo_DrawCurledUp(EnGo* this, PlayState* play) { - Vec3f D_80A41BB4 = { 0.0f, 0.0f, 0.0f }; + Vec3f focusOffset = { 0.0f, 0.0f, 0.0f }; OPEN_DISPS(play->state.gfxCtx, "../z_en_go.c", 2320); @@ -1085,14 +1085,14 @@ void EnGo_DrawCurledUp(EnGo* this, PlayState* play) { gSPDisplayList(POLY_OPA_DISP++, gGoronCurledUpDL); - Matrix_MultVec3f(&D_80A41BB4, &this->actor.focus.pos); + Matrix_MultVec3f(&focusOffset, &this->actor.focus.pos); Matrix_Pop(); CLOSE_DISPS(play->state.gfxCtx, "../z_en_go.c", 2341); } void EnGo_DrawRolling(EnGo* this, PlayState* play) { - Vec3f D_80A41BC0 = { 0.0f, 0.0f, 0.0f }; + Vec3f focusOffset = { 0.0f, 0.0f, 0.0f }; OPEN_DISPS(play->state.gfxCtx, "../z_en_go.c", 2355); @@ -1102,7 +1102,7 @@ void EnGo_DrawRolling(EnGo* this, PlayState* play) { MTXMODE_APPLY); MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_en_go.c", 2368); gSPDisplayList(POLY_OPA_DISP++, gGoronRollingDL); - Matrix_MultVec3f(&D_80A41BC0, &this->actor.focus.pos); + Matrix_MultVec3f(&focusOffset, &this->actor.focus.pos); Matrix_Pop(); CLOSE_DISPS(play->state.gfxCtx, "../z_en_go.c", 2383); @@ -1136,10 +1136,10 @@ s32 EnGo_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Ve void EnGo_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { EnGo* this = (EnGo*)thisx; - Vec3f D_80A41BCC = { 600.0f, 0.0f, 0.0f }; + Vec3f focusOffset = { 600.0f, 0.0f, 0.0f }; // ahead, this distance if (limbIndex == GORON_LIMB_HEAD) { - Matrix_MultVec3f(&D_80A41BCC, &this->actor.focus.pos); + Matrix_MultVec3f(&focusOffset, &this->actor.focus.pos); } } diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c index 78d1eab9b3..16f2f65820 100644 --- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -2034,21 +2034,21 @@ void EnGo2_Update(Actor* thisx, PlayState* play) { } s32 EnGo2_DrawCurledUp(EnGo2* this, PlayState* play) { - Vec3f D_80A48554 = { 0.0f, 0.0f, 0.0f }; + Vec3f focusOffset = { 0.0f, 0.0f, 0.0f }; OPEN_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2881); Gfx_SetupDL_25Opa(play->state.gfxCtx); MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_en_go2.c", 2884); gSPDisplayList(POLY_OPA_DISP++, gGoronCurledUpDL); CLOSE_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2889); - Matrix_MultVec3f(&D_80A48554, &this->actor.focus.pos); + Matrix_MultVec3f(&focusOffset, &this->actor.focus.pos); return 1; } s32 EnGo2_DrawRolling(EnGo2* this, PlayState* play) { s32 pad; - Vec3f D_80A48560 = { 0.0f, 0.0f, 0.0f }; + Vec3f focusOffset = { 0.0f, 0.0f, 0.0f }; f32 speedXZ; OPEN_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2914); @@ -2058,7 +2058,7 @@ s32 EnGo2_DrawRolling(EnGo2* this, PlayState* play) { MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_en_go2.c", 2926); gSPDisplayList(POLY_OPA_DISP++, gGoronRollingDL); CLOSE_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2930); - Matrix_MultVec3f(&D_80A48560, &this->actor.focus.pos); + Matrix_MultVec3f(&focusOffset, &this->actor.focus.pos); return 1; } @@ -2087,10 +2087,10 @@ s32 EnGo2_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, V void EnGo2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { EnGo2* this = (EnGo2*)thisx; - Vec3f D_80A4856C = { 600.0f, 0.0f, 0.0f }; + Vec3f focusOffset = { 600.0f, 0.0f, 0.0f }; // ahead, this distance if (limbIndex == GORON_LIMB_HEAD) { - Matrix_MultVec3f(&D_80A4856C, &this->actor.focus.pos); + Matrix_MultVec3f(&focusOffset, &this->actor.focus.pos); } }