diff --git a/Makefile b/Makefile index 4bf4ec97..eb5eb181 100644 --- a/Makefile +++ b/Makefile @@ -414,7 +414,11 @@ endif decompress: $(BASEROM) @echo "Decompressing ROM..." - @$(PYTHON) $(COMPTOOL) -de $(COMPTOOL_DIR) -m $(MIO0) $(BASEROM) $(BASEROM_UNCOMPRESSED) + @$(PYTHON) $(COMPTOOL) -die $(COMPTOOL_DIR) -m $(MIO0) $(BASEROM) $(BASEROM_UNCOMPRESSED) + +compress: $(BASEROM) + @echo "Compressing ROM..." + @$(PYTHON) $(COMPTOOL) -c -m $(MIO0) $(ROM) $(ROMC) extract: @$(RM) -r asm/$(VERSION) bin/$(VERSION) @@ -466,7 +470,7 @@ disasm: # Final ROM $(ROMC): $(BASEROM_UNCOMPRESSED) $(call print,Compressing ROM...,$<,$@) - @$(PYTHON) $(COMPTOOL) -c $(ROM) $(ROMC) + @$(PYTHON) $(COMPTOOL) -c -m $(MIO0) $(ROM) $(ROMC) # Uncompressed ROM $(ROM): $(ELF) @@ -518,4 +522,4 @@ build/src/libultra/libc/ll.o: src/libultra/libc/ll.c # Print target for debugging print-% : ; $(info $* is a $(flavor $*) variable set to [$($*)]) @true -.PHONY: all uncompressed compressed clean init extract expected format checkformat decompress assets context disasm toolchain +.PHONY: all uncompressed compressed clean init extract expected format checkformat decompress compress assets context disasm toolchain diff --git a/include/context.h b/include/context.h index 5c697030..58e61911 100644 --- a/include/context.h +++ b/include/context.h @@ -26,7 +26,7 @@ extern s32 gPrevPlanetSavedTeamShields[6]; extern s32 gTeamDamage[6]; extern u8 gMissionStatus; extern f32 gGroundHeight; -extern f32 D_ctx_80177950; // sign of something to do with camera z rotations +extern f32 D_ctx_80177950; extern f32 gPlayerTurnRate; extern f32 gPlayerTurnStickMod; extern f32 gCsCamEyeX; @@ -35,14 +35,14 @@ extern f32 gCsCamEyeZ; extern f32 gCsCamAtX; extern f32 gCsCamAtY; extern f32 gCsCamAtZ; -extern Vec3f gPlayerCamEye; -extern Vec3f gPlayerCamAt; +extern Vec3f gPlayCamEye; +extern Vec3f gPlayCamAt; extern bool gExpertMode; extern s32 D_ctx_80177A10[10]; extern f32 D_ctx_80177A48[10]; extern s32 gCsFrameCount; -extern u8 D_ctx_80177A98; -extern u8 D_ctx_80177AB0; +extern u8 gDrawGround; +extern u8 gDrawBackdrop; // Venom Andross is the only level with multiple backdrops extern u8 gAqDrawMode; extern s32 gTitleState; extern s32 gMainController; @@ -81,11 +81,11 @@ extern s32 gRingPassCount; extern Vec3f gFormationInitRot; extern Vec3f gFormationInitPos; extern UNK_TYPE F_80178020; -extern s32 D_ctx_8017812C; +extern s32 gGroundClipMode; extern LevelId gCurrentLevel; extern s32 gLevelPhase; extern s32 gBossActive; -extern s32 D_ctx_8017828C; +extern bool gKillEventActors; extern s32 gUseDynaFloor; extern s32 gRadioState; extern s32 gCurrentRadioPortrait; @@ -132,22 +132,22 @@ extern s32 gFogFar; extern UNK_TYPE F_801783E0[12]; extern s32 gStarCount; extern f32 gStarWarpDistortion; -extern f32 D_ctx_80178418; +extern f32 gCOComplete2CamRotY; extern UNK_TYPE F_8017841C; extern f32 gStarfieldX; extern f32 gStarfieldY; extern f32 gStarfieldRoll; -extern f32 D_ctx_8017842C; -extern f32 D_ctx_80178430; +extern f32 gStarfieldScrollX; +extern f32 gStarfieldScrollY; extern UNK_TYPE F_80178434; extern UNK_TYPE F_80178438; extern UNK_TYPE F_8017843C; -extern f32 D_ctx_80178440; -extern f32 D_ctx_80178444; -extern f32 D_ctx_80178448; -extern f32 D_ctx_80178450[3]; -extern f32 D_ctx_80178460[3]; -extern f32 D_ctx_80178470[3]; +extern f32 gBossDeathCamAtX; +extern f32 gBossDeathCamAtY; +extern f32 gBossDeathCamAtZ; +extern f32 gCsTeamTargetsX[3]; +extern f32 gCsTeamTargetsY[3]; +extern f32 gCsTeamTargetsZ[3]; extern f32 gCameraShakeY; extern s32 gCameraShake; extern s32 D_ctx_80178484; @@ -155,10 +155,10 @@ extern bool gLoadLevelObjects; extern UNK_TYPE F_8017848C; extern UNK_TYPE F_80178490; extern s32 D_ctx_80178494; -extern f32 D_ctx_80178498; -extern f32 D_ctx_8017849C; -extern f32 D_ctx_801784A0; -extern s32 D_ctx_801784A4; +extern f32 gShotHitPosZ; +extern f32 gShotHitPosX; +extern f32 gShotHitPosY; +extern s32 gZOSnakeWaypointCount; extern UNK_TYPE F_801784A8; extern GroundType gGroundType; extern UNK_TYPE F_801784B0; @@ -221,7 +221,7 @@ extern s32 D_ctx_80161A84; extern s32 gGroundSurface; extern s32 gSavedGroundSurface; extern u8 gGoldRingCount[4]; -extern u8 D_ctx_80161A94[4]; +extern u8 gSavedGoldRingCount[4]; extern s32 gHitCount; extern s32 gSavedHitCount; extern s16 gLifeCount[4]; @@ -290,7 +290,7 @@ extern u8 gGreatFoxIntact; extern u8 gTiStartLandmaster; extern u16 gControllerRumbleTimers[4]; extern u16 gPlayerScores[4]; -extern s32 D_ctx_80177C50; +extern s32 gCircleWipeFrame; extern s32 D_ctx_80177C70; extern s32 gTraining360MsgTimer; extern s32 gTraining360MsgIndex; @@ -310,10 +310,10 @@ extern s32 gLeftWingFlashTimer[4]; extern s32 gRightWingDebrisTimer[4]; extern s32 gLeftWingDebrisTimer[4]; extern s32 gBombCount[4]; -extern s32 D_ctx_80177DB8[4]; -extern s32 D_ctx_80177DD0[4][10]; -extern s32 D_ctx_80177E74; -extern s32 D_ctx_80177E7C; +extern s32 gVsPoints[4]; +extern s32 gVsKills[4][10]; +extern s32 gVsMatchOver; +extern s32 gVsMatchStart; extern bool gChangeTo360; extern Vec3f gTeamArrowsViewPos[10]; extern f32 D_ctx_80177F20[65]; @@ -327,16 +327,16 @@ extern u32* gStarFillColors; extern UNK_TYPE F_801782A0; extern Scenery360* gScenery360; extern UNK_TYPE F_801782B0; -extern s32 D_ctx_801782B8; +extern s32 gDrawSmallRocks; extern s32 D_ctx_801782BC; -extern PosRot* D_ctx_801782C4; +extern PosRot* gZOSnakePosRots; extern f32* D_ctx_801782CC; extern f32* D_ctx_801782D4; extern f32* D_ctx_801782DC; extern f32* D_ctx_801782E4; extern f32* D_ctx_801782EC; extern UNK_TYPE F_801782F4; -extern s32 D_ctx_801782FC; +extern s32 gDynaFloorTimer; extern UNK_TYPE F_80178304; extern UNK_TYPE F_8017830C; extern UNK_TYPE F_80178314; diff --git a/include/functions.h b/include/functions.h index 81fa1215..1e70e995 100644 --- a/include/functions.h +++ b/include/functions.h @@ -21,7 +21,7 @@ void Actor272_Draw(Actor*); bool AllRange_PlayMessage(u16*, RadioCharacterId); void AllRange_GreatFoxRepair(Player*); void AllRange_ClearRadio(void); -void func_360_8002EE64(Actor* this); +void ActorAllRange_SetShadowData(Actor* this); void ActorAllRange_SpawnTeam(void); void ActorAllRange_PlayMessage(u16* msg, RadioCharacterId character); void ActorAllRange_UpdateStarWolfEvents(Actor*); @@ -48,7 +48,6 @@ void Background_DrawSun(void); void Background_DrawLensFlare(void); void Background_dummy_80040CDC(void); void Background_DrawGround(void); -void func_bg_80042D38(void); // fox_boss void Boss_AwardBonus(Boss* boss); @@ -227,7 +226,7 @@ void Actor_SetupPlayerShot(PlayerShotId, PlayerShot*, s32, f32, f32, f32, f32, f void Actor_SpawnPlayerLaser(s32, f32, f32, f32, f32, f32, f32, f32, f32, f32); void Actor_SpawnGreatFoxLaser(s32 actorId, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 xRot, f32 yRot, f32 zRot); -void ActorEvent_8006F0D8(f32 xPos, f32 yPos, f32 zPos, f32 scale1); +void ActorEvent_SpawnEffect347(f32 xPos, f32 yPos, f32 zPos, f32 scale1); void ActorEvent_8006F254(Actor*); void ActorEvent_Update(Actor*); s32 Scenery111_Draw(Scenery*); @@ -373,10 +372,7 @@ void func_effect_80083FA8(Effect*); void func_effect_80084194(Effect*); // fox_fade -void func_fade_80084370(s32); -void func_fade_800843FC(s32); -void func_fade_80084488(s32); -void func_fade_80084688(s32, s32); +void Wipe_Draw(WipeMode mode, s32 frame); // fox_hud void func_hud_80084B94(s32); diff --git a/include/gfx.h b/include/gfx.h index 38a54724..249861e1 100644 --- a/include/gfx.h +++ b/include/gfx.h @@ -64,10 +64,20 @@ #define VTX_T(x,y,z,s,t,cr,cg,cb,a) { { x, y, z }, 0, { s, t }, { cr, cg, cb, a } } +typedef enum WipeMode { + WIPE_CIRCULAR, + WIPE_HORIZONTAL, + WIPE_VERTICAL, +} WipeMode; + typedef struct { u8 r, g, b; } Color_RGB8; // size = 0x3 +typedef struct Color_RGBA32 { + u8 r, g, b, a; +} Color_RGBA32; // size = 0x4 + typedef union { u16 data[SCREEN_HEIGHT * SCREEN_WIDTH]; u16 array[SCREEN_HEIGHT][SCREEN_WIDTH]; diff --git a/include/prevent_context_reordering.h b/include/prevent_context_reordering.h index 968253ae..2fdd6c20 100644 --- a/include/prevent_context_reordering.h +++ b/include/prevent_context_reordering.h @@ -8,9 +8,9 @@ // struct Dummy3 {int x;}; // struct Dummy4 {int x;}; // struct Dummy5 {int x;}; -struct Dummy6 {int x;}; -struct Dummy7 {int x;}; -struct Dummy8 {int x;}; +// struct Dummy6 {int x;}; +// struct Dummy7 {int x;}; +// struct Dummy8 {int x;}; struct Dummy9 {int x;}; struct Dummy10 {int x;}; struct Dummy11 {int x;}; diff --git a/include/sf64event.h b/include/sf64event.h index 96c99b9f..9e75d7f6 100644 --- a/include/sf64event.h +++ b/include/sf64event.h @@ -325,8 +325,8 @@ typedef enum EventActorId { /* 18 */ EVID_18, /* 19 */ EVID_19, /* 20 */ EVID_20, - /* 21 */ EVID_21, - /* 22 */ EVID_22, + /* 21 */ EVID_A6_MISSILE, + /* 22 */ EVID_A6_ROCKET, /* 23 */ EVID_23, /* 24 */ EVID_24, /* 25 */ EVID_25, @@ -342,12 +342,12 @@ typedef enum EventActorId { /* 35 */ EVID_35, /* 36 */ EVID_36, /* 37 */ EVID_37, - /* 38 */ EVID_38, + /* 38 */ EVID_SX_WARP_GATE, /* 39 */ EVID_39, - /* 40 */ EVID_40, + /* 40 */ EVID_EVENT_HANDLER, /* 41 */ EVID_41, /* 42 */ EVID_42, - /* 43 */ EVID_43, + /* 43 */ EVID_TEAMMATE, /* 44 */ EVID_44, /* 45 */ EVID_45, /* 46 */ EVID_46, @@ -371,28 +371,28 @@ typedef enum EventActorId { /* 64 */ EVID_64, /* 65 */ EVID_65, /* 66 */ EVID_66, - /* 67 */ EVID_67, + /* 67 */ EVID_METEO_PYRAMID_SHIP, /* 68 */ EVID_68, /* 69 */ EVID_69, /* 70 */ EVID_70, - /* 71 */ EVID_71, + /* 71 */ EVID_WING_REPAIR, /* 72 */ EVID_72, /* 73 */ EVID_73, /* 74 */ EVID_74, /* 75 */ EVID_75, /* 76 */ EVID_76, /* 77 */ EVID_77, - /* 78 */ EVID_78, + /* 78 */ EVID_SUPPLY_CRATE, /* 79 */ EVID_79, /* 80 */ EVID_80, /* 81 */ EVID_81, /* 82 */ EVID_82, - /* 83 */ EVID_83, + /* 83 */ EVID_AQ_CLAM, /* 84 */ EVID_84, - /* 85 */ EVID_85, - /* 86 */ EVID_86, + /* 85 */ EVID_BILL, + /* 86 */ EVID_KATT, /* 87 */ EVID_87, - /* 88 */ EVID_88, + /* 88 */ EVID_AQ_STARFISH, /* 89 */ EVID_89, /* 90 */ EVID_90, /* 91 */ EVID_91, @@ -406,12 +406,12 @@ typedef enum EventActorId { /* 99 */ EVID_99, /* 100 */ EVID_100, /* 101 */ EVID_101, - /* 102 */ EVID_102, - /* 103 */ EVID_103, - /* 104 */ EVID_104, - /* 105 */ EVID_105, - /* 106 */ EVID_106, - /* 107 */ EVID_107, + /* 102 */ EVID_TR_BARRIER, + /* 103 */ EVID_ANDROSS_GATE, + /* 104 */ EVID_ANDROSS_GATE_2, + /* 105 */ EVID_SX_WARP_ENMY, + /* 106 */ EVID_KILLER_BEE, + /* 107 */ EVID_MA_SHOT_GATE, /* 200 */ EVID_200 = 200, /* 300 */ EVID_300 = 300, /* 4095*/ EVID_FFF = 4095, diff --git a/include/sf64object.h b/include/sf64object.h index 776b8591..1fae1be1 100644 --- a/include/sf64object.h +++ b/include/sf64object.h @@ -101,10 +101,7 @@ typedef struct { /* 0x20 */ f32 yRot; /* 0x24 */ f32 zScale; /* 0x28 */ f32 xyScale; - /* 0x2C */ u8 red; // possibly a color struct - /* 0x2D */ u8 green; - /* 0x2E */ u8 blue; - /* 0x2F */ u8 alpha; + /* 0x2C */ Color_RGBA32 prim; } TexturedLine; // size = 0x30 typedef struct { @@ -155,7 +152,7 @@ typedef struct { typedef struct { /* 0x00 */ Object obj; /* 0x1C */ ObjectInfo info; - /* 0x40 */ u8 unk_40; + /* 0x40 */ u8 pathIndex; /* 0x41 */ char unk_41[7]; /* 0x48 */ f32 sfxSource[3]; /* 0x54 */ f32 unk_54; @@ -170,9 +167,7 @@ typedef struct { /* 0x4C */ s32 timer_4C; /* 0x50 */ s8 dmgType; /* 0x54 */ s32 dmgPart; - /* 0x58 */ f32 unk_58; - /* 0x5C */ f32 unk_5C; - /* 0x60 */ f32 unk_60; + /* 0x58 */ Vec3f effectVel; /* 0x64 */ Vec3f vel; /* 0x70 */ f32 sfxSource[3]; /* 0x7C */ char pad7C[4]; @@ -183,9 +178,9 @@ typedef struct { /* 0x1C */ ObjectInfo info; /* 0x40 */ s32 index; /* 0x44 */ char pad44[1]; - /* 0x45 */ u8 unk_45; - /* 0x46 */ s8 unk_46; - /* 0x48 */ s32 unk_48; + /* 0x45 */ u8 sceneryId; + /* 0x46 */ s8 destroy; + /* 0x48 */ s32 toLeft; } Sprite; // size = 0x4C typedef struct { @@ -245,19 +240,19 @@ typedef struct { /* 0x058 */ s16 timer_058; /* 0x05A */ s16 timer_05A; /* 0x05C */ s16 timer_05C; - /* 0x05E */ u8 unk_05E; + /* 0x05E */ u8 drawShadow; /* 0x060 */ s16 health; /* 0x062 */ s8 dmgType; /* 0x064 */ s16 damage; /* 0x066 */ s16 dmgPart; - /* 0x068 */ f32 unk_068; + /* 0x068 */ f32 yOffset; /* 0x06C */ Vec3f vel; - /* 0x078 */ Vec3f unk_078; + /* 0x078 */ Vec3f rot_078; /* 0x084 */ f32 gravity; /* 0x088 */ s16 swork[40]; /* 0x0D8 */ f32 fwork[50]; /* 0x1A0 */ Vec3f vwork[50]; - /* 0x3F8 */ f32 unk_3F8; + /* 0x3F8 */ f32 scale; /* 0x3FC */ f32 sfxSource[3]; } Boss; // size = 0x408 @@ -279,10 +274,10 @@ typedef struct { /* 0x048 */ s16 unk_048; /* 0x04A */ s16 unk_04A; /* 0x04C */ s16 timer_04C; - /* 0x04E */ s16 unk_04E; + /* 0x04E */ s16 counter_04E; /* 0x050 */ s32 iwork[25]; - /* 0x0B4 */ s16 unk_0B4; - /* 0x0B6 */ s16 unk_0B6; + /* 0x0B4 */ s16 eventType; + /* 0x0B6 */ s16 animFrame; // used for model type in ActorAllRange and ActorCutscene /* 0x0B8 */ s16 state; /* 0x0BA */ char pad0BA[0x2]; /* 0x0BC */ u16 timer_0BC; @@ -291,8 +286,8 @@ typedef struct { /* 0x0C2 */ u16 timer_0C2; /* 0x0C4 */ u16 timer_0C4; /* 0x0C6 */ u16 timer_0C6; - /* 0x0C8 */ u8 unk_0C8; - /* 0x0C9 */ u8 unk_0C9; + /* 0x0C8 */ u8 unk_0C8; // may have been used for scenery shadowing + /* 0x0C9 */ u8 drawShadow; /* 0x0CA */ u8 lockOnTimers[4]; /* 0x0CE */ s16 health; /* 0x0D0 */ s8 dmgType; @@ -300,10 +295,10 @@ typedef struct { /* 0x0D4 */ s16 dmgSource; /* 0x0D6 */ u16 damage; /* 0x0D8 */ Vec3f hitPos; - /* 0x0E4 */ s16 aiType; - /* 0x0E6 */ s16 aiIndex; + /* 0x0E4 */ s16 aiType; // Actor index for AllRange, script index for Event + /* 0x0E6 */ s16 aiIndex; // Target index for AllRange, program counter for Event /* 0x0E8 */ Vec3f vel; - /* 0x0F4 */ Vec3f unk_0F4; + /* 0x0F4 */ Vec3f rot_0F4; /* 0x100 */ f32 sfxSource[3]; /* 0x10C */ f32 gravity; /* 0x110 */ f32 scale; diff --git a/include/sf64player.h b/include/sf64player.h index 22f78580..4a1a5de5 100644 --- a/include/sf64player.h +++ b/include/sf64player.h @@ -205,10 +205,10 @@ typedef struct Player { /* 0x104 */ Vec3f rot_104; /* 0x110 */ f32 boostSpeed; /* 0x114 */ f32 yRot_114; - /* 0x118 */ f32 yRot_118; + /* 0x118 */ f32 pathChangeYaw; /* 0x11C */ f32 yRotVel_11C; /* 0x120 */ f32 xRot_120; - /* 0x124 */ f32 xRot_124; + /* 0x124 */ f32 pathChangePitch; /* 0x128 */ char pad128[4]; /* 0x12C */ f32 zRotBank; /* 0x130 */ f32 zRotBarrelRoll; @@ -237,7 +237,7 @@ typedef struct Player { /* 0x18C */ f32 unk_18C; /* 0x190 */ f32 unk_190; /* 0x194 */ f32 unk_194; - /* 0x198 */ s32 savedCockpitView; + /* 0x198 */ s32 savedAlternateView; /* 0x19C */ s32 unk_19C; /* 0x1A0 */ s32 unk_1A0; /* 0x1A4 */ s32 unk_1A4; @@ -266,7 +266,7 @@ typedef struct Player { /* 0x204 */ s32 unk_204; /* 0x208 */ s32 unk_208; /* 0x20C */ s32 unk_20C; - /* 0x210 */ s32 timer_210; + /* 0x210 */ s32 pathChangeTimer; /* 0x214 */ s32 timer_214; /* 0x218 */ s32 timer_218; /* 0x21C */ s32 unk_21C; @@ -276,7 +276,7 @@ typedef struct Player { /* 0x22C */ s32 whooshTimer; /* 0x230 */ s32 unk_230; /* 0x234 */ s32 unk_234; - /* 0x238 */ s32 cockpitView; + /* 0x238 */ s32 alternateView; /* 0x23C */ s32 shadowing; /* 0x240 */ s32 unk_240; /* 0x244 */ s32 shotTimer; diff --git a/include/sf64thread.h b/include/sf64thread.h index e3d20022..8e439612 100644 --- a/include/sf64thread.h +++ b/include/sf64thread.h @@ -86,7 +86,7 @@ void Timer_CompleteTask(TimerTask*); void Timer_Wait(u64); void Fault_ThreadEntry(OSMesg); -void func_80007FE4(FrameBuffer*, u16, u16); +void Fault_SetFrameBuffer(FrameBuffer*, u16, u16); void Fault_Init(void); typedef enum { diff --git a/include/sys.h b/include/sys.h index f457a849..9c22f97c 100644 --- a/include/sys.h +++ b/include/sys.h @@ -40,18 +40,18 @@ s32 vsprintf(char* dst, const char* fmt, va_list args); void Game_Initialize(void); void Game_Update(void); -extern s32 gShowCrosshairs[]; -extern s32 D_game_800D2870; +extern bool gShowCrosshairs[]; +extern bool D_game_800D2870; -extern f32 D_game_80161A10; -extern f32 D_game_80161A14; +extern f32 gNextVsViewScale; +extern f32 gVsViewScale; extern s32 gPlayerInactive[4]; -extern s32 D_game_80161A28; +extern s32 gVsMenuSelection; extern u8 gShowHud; extern u16 gNextLevelPhase; extern u16 gNextLevel; extern u16 gNextGameState; -extern u16 D_game_80161A34; +extern u16 gLastGameState; extern u16 gBgColor; extern u8 gBlurAlpha; extern u8 gGameStandby; diff --git a/include/variables.h b/include/variables.h index 2080cfa7..5e0579c8 100644 --- a/include/variables.h +++ b/include/variables.h @@ -20,7 +20,7 @@ extern Vec3f D_tank_800C9F2C; // fox_display extern s32 D_display_800CA220; -extern f32 D_display_800CA230; +extern f32 gCamDistortion; extern Actor* gTeamHelpActor; extern s32 gTeamHelpTimer; diff --git a/linker_scripts/us/symbol_addrs_engine.txt b/linker_scripts/us/symbol_addrs_engine.txt index 8cb30781..73707f79 100644 --- a/linker_scripts/us/symbol_addrs_engine.txt +++ b/linker_scripts/us/symbol_addrs_engine.txt @@ -197,7 +197,7 @@ func_edisplay_8005B848 = 0x8005B848; func_edisplay_8005B9A4 = 0x8005B9A4; func_edisplay_8005BA30 = 0x8005BA30; func_edisplay_8005BAAC = 0x8005BAAC; -func_edisplay_8005BAB4 = 0x8005BAB4; +Object_SetShadowDL = 0x8005BAB4; ItemCheckpoint_Draw = 0x8005C5F0; ItemSilverRing_Draw = 0x8005C900; ItemSilverStar_Draw = 0x8005C9C0; @@ -348,18 +348,18 @@ TexturedLine_UpdateAll = 0x8006A38C; Object_Update = 0x8006A3E8; // fox_enmy2 -D_800D0DBC = 0x800D0DBC;//size:24 +sEventTexLineColors = 0x800D0DBC;//size:24 // fox_game -D_game_80161A10 = 0x80161A10; -D_game_80161A14 = 0x80161A14; +gNextVsViewScale = 0x80161A10; +gVsViewScale = 0x80161A14; gPlayerInactive = 0x80161A18; //size:0x10 -D_game_80161A28 = 0x80161A28; +gVsMenuSelection = 0x80161A28; gShowHud = 0x80161A2C; gNextLevelPhase = 0x80161A2E; gNextLevel = 0x80161A30; gNextGameState = 0x80161A32; -D_game_80161A34 = 0x80161A34; +gLastGameState = 0x80161A34; gBgColor = 0x80161A36; gBlurAlpha = 0x80161A38; gGameStandby = 0x80161A39; @@ -402,7 +402,7 @@ gArwingSpeed = 0x80161A54; D_play_80161A5C = 0x80161A5C; gScreenFlashTimer = 0x80161A60; gDropHitCountItem = 0x80161A62; -D_play_80161A64 = 0x80161A64; +sPlayWingSplash = 0x80161A64; sEnvironment = 0x80161A68; gVenomHardClear = 0x800D2F68; //type:u8 @@ -489,8 +489,8 @@ D_ctx_801779A8 = 0x801779A8; gCsCamAtY = 0x801779B8; gCsCamAtZ = 0x801779C0; gChargeTimers = 0x801779C8; -gPlayerCamEye = 0x801779D8; -gPlayerCamAt = 0x801779E8; +gPlayCamEye = 0x801779D8; +gPlayCamAt = 0x801779E8; gExpertMode = 0x801779F8; gUturnDownTimers = 0x80177A00; D_ctx_80177A10 = 0x80177A10;//size:0x28 @@ -499,9 +499,9 @@ D_ctx_80177A48 = 0x80177A48;//size:0x28 gLoopDownTimers = 0x80177A70;//size:0x10 gCsFrameCount = 0x80177A80; gLoopBoostTimers = 0x80177A88;//size:0x10 -D_ctx_80177A98 = 0x80177A98; +gDrawGround = 0x80177A98; gMuzzleFlashScale = 0x80177AA0; -D_ctx_80177AB0 = 0x80177AB0; +gDrawBackdrop = 0x80177AB0; gShieldAlpha = 0x80177AB8; gAqDrawMode = 0x80177AC8; gHasShield = 0x80177AD0; @@ -519,7 +519,7 @@ gMissionMedal = 0x80177BB0; gControllerRumbleTimers = 0x80177BD0; gPlanetPathStatus = 0x80177BD8; gPlayerScores = 0x80177C30; -D_ctx_80177C50 = 0x80177C50; +gCircleWipeFrame = 0x80177C50; D_ctx_80177C58 = 0x80177C58; gOptionSoundMode = 0x80177C74; gVolumeSettings = 0x80177C80; @@ -558,7 +558,7 @@ gTeamArrowsViewPos = 0x80177E98; gFormationInitPos = 0x80177F10; D_ctx_80177F20 = 0x80177F20; //size:0xF4 D_ctx_80178028 = 0x80178028; //size:0xF4 -D_ctx_8017812C = 0x8017812C; +gGroundClipMode = 0x8017812C; D_ctx_80178130 = 0x80178130; //size:0xF4 gCurrentLevel = 0x80178234; D_ctx_80178238 = 0x80178238;//size:0x3D type:u8 @@ -566,7 +566,7 @@ gLevelPhase = 0x8017827C; gPlayer = 0x80178280; gBossActive = 0x80178284; gStarOffsetsX = 0x80178288; -D_ctx_8017828C = 0x8017828C; +gKillEventActors = 0x8017828C; gStarOffsetsY = 0x80178290; gUseDynaFloor = 0x80178294; gStarFillColors = 0x80178298; @@ -575,7 +575,7 @@ gCurrentRadioPortrait = 0x801782A4; gScenery360 = 0x801782A8; gRadioStateTimer = 0x801782AC; gRadioMouthTimer = 0x801782B4; -D_ctx_801782B8 = 0x801782B8; +gDrawSmallRocks = 0x801782B8; D_ctx_801782BC = 0x801782BC; D_ctx_801782C0 = 0x801782C0; D_ctx_801782D0 = 0x801782D0; @@ -583,7 +583,7 @@ D_ctx_801782D4 = 0x801782D4; gRadioMsgCharIndex = 0x801782D8; gRadioMsgId = 0x801782E8; gMsgCharIsPrinting = 0x801782F8; -D_ctx_801782FC = 0x801782FC; +gDynaFloorTimer = 0x801782FC; gHideRadio = 0x80178300; gRadioMsg = 0x80178308; gLevelObjects = 0x80178310; @@ -614,15 +614,15 @@ gStarCount = 0x80178410; gStarfieldX = 0x80178420; gStarfieldY = 0x80178424; gStarfieldRoll = 0x80178428; -D_ctx_8017842C = 0x8017842C; -D_ctx_80178430 = 0x80178430; -D_ctx_80178440 = 0x80178440; -D_ctx_80178444 = 0x80178444; -D_ctx_80178448 = 0x80178448; +gStarfieldScrollX = 0x8017842C; +gStarfieldScrollY = 0x80178430; +gBossDeathCamAtX = 0x80178440; +gBossDeathCamAtY = 0x80178444; +gBossDeathCamAtZ = 0x80178448; gCameraShakeY = 0x8017847C; gCameraShake = 0x80178480; gLoadLevelObjects = 0x80178488; -D_ctx_801784A4 = 0x801784A4; +gZOSnakeWaypointCount = 0x801784A4; gGroundType = 0x801784AC; gLight1xRot = 0x801784B8; gLight1yRot = 0x801784BC; @@ -728,12 +728,12 @@ Player_ArwingBank = 0x800ADA28; Player_UseTankJets = 0x800ADD98; Player_UpdatePath = 0x800ADF58; Player_CheckBounds360 = 0x800AE278; -Player_ArwingMove360 = 0x800AE4A4; +Player_MoveArwing360 = 0x800AE4A4; Player_PerformLoop = 0x800AECAC; -Player_ArwingMoveOnRails = 0x800AF07C; -Player_TankMove360 = 0x800AF928; +Player_MoveArwingOnRails = 0x800AF07C; +Player_MoveTank360 = 0x800AF928; Player_OnFootUpdateSpeed = 0x800B00C0; -Player_OnFootMove = 0x800B0194; +Player_MoveOnFoot = 0x800B0194; Player_Setup = 0x800B0F50; Player_UpdateArwingRoll = 0x800B2130; Player_UpdateTankRoll = 0x800B22C0; diff --git a/src/engine/fox_360.c b/src/engine/fox_360.c index 0bb58c2c..e026dd71 100644 --- a/src/engine/fox_360.c +++ b/src/engine/fox_360.c @@ -278,7 +278,7 @@ void AllRange_ClearRadio(void) { sStarWolfKillTimer = gRadioState = gActors[1].iwork[1] = gActors[2].iwork[1] = gActors[3].iwork[1] = 0; } -void func_360_8002EE64(Actor* this) { +void ActorAllRange_SetShadowData(Actor* this) { s32 i; s32 colId; Scenery360* scenery360; @@ -297,7 +297,7 @@ void func_360_8002EE64(Actor* this) { s32 pad2; this->fwork[25] = this->fwork[26] = this->fwork[28] = this->fwork[27] = 0.0f; - if ((this->unk_0C9 != 0) && (gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) { + if (this->drawShadow && (gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) { for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) { if ((scenery360->obj.status == OBJ_ACTIVE) && ((scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) || @@ -387,13 +387,13 @@ void ActorAllRange_SpawnTeam(void) { actor->aiIndex = sTeamSpawnTargets[i]; } actor->state = STATE360_2; - actor->unk_0F4.y = 180.0f; + actor->rot_0F4.y = 180.0f; if (actor->aiIndex <= -1) { actor->state = STATE360_3; } actor->health = 50; if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) { - actor->unk_0C9 = 1; + actor->drawShadow = true; } actor->iwork[11] = 1; if (actor->aiType <= AI360_PEPPY) { @@ -434,11 +434,11 @@ void ActorAllRange_SpawnStarWolf(void) { actor->aiIndex = sStarWolfSpawnTargets[i]; gActors[actor->aiIndex].aiIndex = -1; actor->health = 100; - actor->unk_0C9 = 1; - actor->unk_0F4.y = 225.0f; + actor->drawShadow = true; + actor->rot_0F4.y = 225.0f; actor->state = STATE360_0; actor->timer_0BC = 250; - actor->unk_0F4.x = -20.0f; + actor->rot_0F4.x = -20.0f; actor->iwork[11] = 1; if (gCurrentLevel == LEVEL_VENOM_2) { actor->obj.rot.z = sStarWolfVE2SpawnRot[i]; @@ -534,7 +534,7 @@ void ActorAllRange_UpdateStarWolfEvents(Actor* this) { if (actor->aiType == AI360_WOLF) { if (gCurrentLevel != LEVEL_VENOM_2) { actor->state = STATE360_3; - actor->unk_04E = 300; + actor->counter_04E = 300; } } else { actor->state = STATE360_3; @@ -562,7 +562,7 @@ void ActorAllRange_ChooseNewTarget(Actor* actor) { s32 enemyId; for (enemyId = AI360_10, enemy = &gActors[AI360_10]; enemyId < ARRAY_COUNT(gActors); enemyId++, enemy++) { - if ((enemy->obj.status == OBJ_ACTIVE) && (enemy->obj.id == OBJ_ACTOR_ALLRANGE) && (enemy->unk_0B6 == 0) && + if ((enemy->obj.status == OBJ_ACTIVE) && (enemy->obj.id == OBJ_ACTOR_ALLRANGE) && (enemy->animFrame == 0) && (enemy->aiIndex <= -1)) { alreadyTaken = false; for (teamId = AI360_FALCO, team = &gActors[AI360_FALCO]; teamId <= AI360_PEPPY; teamId++, team++) { @@ -829,7 +829,7 @@ void ActorAllRange_ApplyDamage(Actor* this) { } if (this->dmgType != DMG_NONE) { var_a1 = false; - if ((this->unk_0B6 == 3) || + if ((this->animFrame == 3) || ((gCurrentLevel == LEVEL_BOLSE) && (gBosses[1].obj.status != OBJ_FREE) && (this->aiType >= AI360_WOLF)) || ((gCurrentLevel == LEVEL_VENOM_2) && (this->aiType >= AI360_WOLF) && (this->aiType < AI360_10) && @@ -920,7 +920,7 @@ void ActorAllRange_ApplyDamage(Actor* this) { if (this->damage >= 20) { this->timer_0BC = 0; } - if ((gCurrentLevel == LEVEL_KATINA) && (this->unk_0B6 == 1) && (this->dmgSource == AI360_FOX + 1)) { + if ((gCurrentLevel == LEVEL_KATINA) && (this->animFrame == 1) && (this->dmgSource == AI360_FOX + 1)) { if (gKaAllyKillCount < 2) { ActorAllRange_PlayMessage(gMsg_ID_18018, RCID_BILL); } @@ -1028,7 +1028,7 @@ void ActorAllRange_ApplyDamage(Actor* this) { } func_effect_8007D10C(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 1.5f); if (this->aiType < AI360_GREAT_FOX) { - Matrix_RotateY(gCalcMatrix, this->unk_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, MTXF_NEW); sp48.x = 30.0f; if (Rand_ZeroOne() < 0.5f) { sp48.x = -30.0f; @@ -1067,7 +1067,7 @@ void ActorAllRange_ApplyDamage(Actor* this) { } else if (this->dmgSource <= AI360_PEPPY + 101) { if (this->aiType >= AI360_WOLF) { if (this->dmgSource == AI360_FOX + 1) { - if ((gCurrentLevel == LEVEL_KATINA) && (this->unk_0B6 == 1) && !gKaKilledAlly) { + if ((gCurrentLevel == LEVEL_KATINA) && (this->animFrame == 1) && !gKaKilledAlly) { gKaKilledAlly = true; Radio_PlayMessage(gMsg_ID_18015, RCID_BILL); } else if (this->aiType == AI360_KATT) { @@ -1250,8 +1250,8 @@ void ActorAllRange_Update(Actor* this) { switch (this->state) { case STATE360_7: case STATE360_8: - if (this->unk_0F4.x > 180.0f) { - this->unk_0F4.x -= 360.0f; + if (this->rot_0F4.x > 180.0f) { + this->rot_0F4.x -= 360.0f; } this->unk_046 = 0; break; @@ -1407,16 +1407,16 @@ void ActorAllRange_Update(Actor* this) { if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_START_360) { this->fwork[0] = this->fwork[1] = 40.0f; if (gActors[0].state == STATE360_5) { - Math_SmoothStepToF(&this->unk_0F4.x, 30.0f, 0.1f, 0.5f, 0.0f); + Math_SmoothStepToF(&this->rot_0F4.x, 30.0f, 0.1f, 0.5f, 0.0f); this->fwork[1] = 200.0f; } if (this->timer_0BC == 0) { if (this->aiType == AI360_WOLF) { this->state = STATE360_3; if (gCurrentLevel == LEVEL_VENOM_2) { - this->unk_04E = 200; + this->counter_04E = 200; } else { - this->unk_04E = 200; + this->counter_04E = 200; } } else { this->state = STATE360_2; @@ -1432,7 +1432,7 @@ void ActorAllRange_Update(Actor* this) { case STATE360_1: this->fwork[1] = 40.0f; if ((this->timer_0BC < 35) && (gCurrentLevel == LEVEL_FORTUNA)) { - Math_SmoothStepToF(&this->unk_0F4.x, 15.0f, 0.1f, 1.0f, 0.0f); + Math_SmoothStepToF(&this->rot_0F4.x, 15.0f, 0.1f, 1.0f, 0.0f); } if (this->timer_0BC == 0) { this->state = STATE360_3; @@ -1451,7 +1451,7 @@ void ActorAllRange_Update(Actor* this) { sp10F = 0xB; if (this->aiType == AI360_FALCO) { spF0 = 0.5f; - } else if ((this->unk_0B6 != 2) && (this->unk_0B6 == 3)) { + } else if ((this->animFrame != 2) && (this->animFrame == 3)) { spF0 = 0.5f; } if (this->aiIndex == AI360_FOX) { @@ -1470,7 +1470,7 @@ void ActorAllRange_Update(Actor* this) { if ((gPlayer[0].somersault && (this->iwork[4] > 10)) || ((gCurrentLevel == LEVEL_BOLSE) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY))) { this->state = STATE360_3; - this->unk_04E = 300; + this->counter_04E = 300; this->timer_0BC = 160; if (this->aiType == AI360_WOLF) { ActorAllRange_PlayMessage(gMsg_ID_9369, RCID_WOLF); @@ -1822,10 +1822,10 @@ void ActorAllRange_Update(Actor* this) { this->iwork[2] = AI360_FOX; } if (this->aiIndex == AI360_FOX) { - if (this->unk_04E != 0) { - this->unk_04E--; + if (this->counter_04E != 0) { + this->counter_04E--; } - if (this->unk_04E == 0) { + if (this->counter_04E == 0) { this->state = STATE360_2; this->iwork[2] = AI360_FOX; } @@ -1833,9 +1833,9 @@ void ActorAllRange_Update(Actor* this) { break; case STATE360_7: this->fwork[1] = 40.0f; - Math_SmoothStepToF(&this->unk_0F4.x, 360.0f, 0.1f, 5.0f, 0.0001f); + Math_SmoothStepToF(&this->rot_0F4.x, 360.0f, 0.1f, 5.0f, 0.0001f); Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 3.0f, 0.01f); - if (this->unk_0F4.x > 350.0f) { + if (this->rot_0F4.x > 350.0f) { this->state = STATE360_3; } break; @@ -1848,19 +1848,19 @@ void ActorAllRange_Update(Actor* this) { } switch (this->unk_046) { case 0: - Math_SmoothStepToF(&this->unk_0F4.x, 200.0f, 0.1f, 6.0f, 0.0001f); - if (this->unk_0F4.x > 190.0f) { - this->unk_0F4.y += 190.0f; - if (this->unk_0F4.y >= 360.0f) { - this->unk_0F4.y -= 360.0f; + Math_SmoothStepToF(&this->rot_0F4.x, 200.0f, 0.1f, 6.0f, 0.0001f); + if (this->rot_0F4.x > 190.0f) { + this->rot_0F4.y += 190.0f; + if (this->rot_0F4.y >= 360.0f) { + this->rot_0F4.y -= 360.0f; } - this->unk_0F4.x = 360.0f - (this->unk_0F4.x - 180.0f); + this->rot_0F4.x = 360.0f - (this->rot_0F4.x - 180.0f); this->obj.rot.z += 180.0f; if (this->obj.rot.z >= 360.0f) { this->obj.rot.z -= 360.0f; } this->timer_0BC = 40; - this->unk_046 += 1; + this->unk_046++; } this->obj.pos.y -= 3.0f; break; @@ -1873,7 +1873,7 @@ void ActorAllRange_Update(Actor* this) { break; case STATE360_9: this->fwork[1] = 40.0f; - if (Math_SmoothStepToAngle(&this->unk_0F4.y, this->fwork[19], 0.5f, 5.0f, 0.0f) < 0.0f) { + if (Math_SmoothStepToAngle(&this->rot_0F4.y, this->fwork[19], 0.5f, 5.0f, 0.0f) < 0.0f) { spD0 = 70.0f; } else { spD0 = 290.0f; @@ -1903,7 +1903,7 @@ void ActorAllRange_Update(Actor* this) { if (gCurrentLevel == LEVEL_VENOM_2) { var_v0 = 2 - 1; } - if (!((this->index + gGameFrameCount) & var_v0)) { + if (((this->index + gGameFrameCount) & var_v0) == 0) { this->fwork[19] = Math_RadToDeg(Math_Atan2F(spE4, spDC)); this->fwork[20] = Math_RadToDeg(Math_Atan2F(spE0, sqrtf(SQ(spE4) + SQ(spDC)))); } @@ -1939,11 +1939,11 @@ void ActorAllRange_Update(Actor* this) { } } else if ((this->obj.pos.y < (gGroundHeight + 50.0f)) && (spD8 > 180.0f)) { spD8 = 0.0f; - this->unk_0F4.x = 0.0f; + this->rot_0F4.x = 0.0f; } } - Math_SmoothStepToAngle(&this->unk_0F4.x, spD8, 0.5f, this->fwork[2], 0.0001f); - spD0 = Math_SmoothStepToAngle(&this->unk_0F4.y, spD4, 0.5f, this->fwork[2], 0.0001f) * 30.0f; + Math_SmoothStepToAngle(&this->rot_0F4.x, spD8, 0.5f, this->fwork[2], 0.0001f); + spD0 = Math_SmoothStepToAngle(&this->rot_0F4.y, spD4, 0.5f, this->fwork[2], 0.0001f) * 30.0f; if (spD0 < 0.0f) { spD0 = spD0 * -1.0f; } else { @@ -1979,8 +1979,8 @@ void ActorAllRange_Update(Actor* this) { } } } - this->obj.rot.x = -this->unk_0F4.x; - this->obj.rot.y = this->unk_0F4.y; + this->obj.rot.x = -this->rot_0F4.x; + this->obj.rot.y = this->rot_0F4.y; Math_SmoothStepToF(&this->fwork[0], this->fwork[1], 0.2f, 1.0f, 0.1f); Math_SmoothStepToF(&this->fwork[2], this->fwork[3], 1.0f, 0.1f, 0.1f); spC0 = SIN_DEG(this->obj.rot.x); @@ -2053,7 +2053,7 @@ void ActorAllRange_Update(Actor* this) { radarMark->pos.x = this->obj.pos.x; radarMark->pos.y = this->obj.pos.y; radarMark->pos.z = this->obj.pos.z; - radarMark->yRot = this->unk_0F4.y + 180.0f; + radarMark->yRot = this->rot_0F4.y + 180.0f; if (this->iwork[1] != 0) { this->iwork[1]--; if ((this->iwork[1] == 0) && (gActors[0].state == STATE360_2) && (gRadioState == 0)) { @@ -2106,7 +2106,7 @@ void ActorAllRange_Update(Actor* this) { } } if (gCurrentLevel == LEVEL_FORTUNA) { - func_360_8002EE64(this); + ActorAllRange_SetShadowData(this); } else if (gCurrentLevel == LEVEL_VENOM_ANDROSS) { this->unk_04A++; if (this->unk_04A >= Animation_GetFrameCount(&D_VE2_600C200)) { @@ -2258,7 +2258,7 @@ void ActorAllRange_Draw(ActorAllRange* this) { break; case AI360_GREAT_FOX: Display_SetSecondLight(&this->obj.pos); - this->unk_0B6 = 1; + this->animFrame = 1; ActorCutscene_Draw(this); break; case AI360_MISSILE: @@ -2278,7 +2278,7 @@ void ActorAllRange_Draw(ActorAllRange* this) { Matrix_Scale(gGfxMatrix, 1.5f, 1.5f, 1.5f, MTXF_APPLY); Actor_DrawEngineGlow(this, 2); } else if (gCurrentLevel == LEVEL_KATINA) { - switch (this->unk_0B6) { + switch (this->animFrame) { case 0: gSPDisplayList(gMasterDisp++, aKaEnemy1LowPolyDL); break; diff --git a/src/engine/fox_A48A0.c b/src/engine/fox_A48A0.c index 677cf218..acda833b 100644 --- a/src/engine/fox_A48A0.c +++ b/src/engine/fox_A48A0.c @@ -22,11 +22,7 @@ void func_800A3E00(void) { case 1: D_ctx_80177868 = 2; gDrawMode = DRAW_UNK_7; - gCsCamAtY = 0.0f; - gCsCamAtX = gCsCamAtY; - gCsCamEyeZ = gCsCamAtX; - gCsCamEyeY = gCsCamEyeZ; - gCsCamEyeX = gCsCamEyeY; + gCsCamEyeX = gCsCamEyeY = gCsCamEyeZ = gCsCamAtX = gCsCamAtY = 0.0f; gCsCamAtZ = -10.0f; break; case 2: diff --git a/src/engine/fox_beam.c b/src/engine/fox_beam.c index 5f28e4eb..5160d6f1 100644 --- a/src/engine/fox_beam.c +++ b/src/engine/fox_beam.c @@ -126,9 +126,9 @@ void PlayerShot_Impact(PlayerShot* shot) { Object_Kill(&shot->obj, shot->sfxSource); return; } - shot->obj.pos.z = D_ctx_80178498; // strange order on the globals - shot->obj.pos.y = D_ctx_801784A0; - shot->obj.pos.x = D_ctx_8017849C; + shot->obj.pos.z = gShotHitPosZ; // strange order on the globals + shot->obj.pos.y = gShotHitPosY; + shot->obj.pos.x = gShotHitPosX; if ((shot->obj.id == PLAYERSHOT_BOMB) || ((gCurrentLevel != LEVEL_AQUAS) && (shot->obj.id == PLAYERSHOT_LOCK_ON) && (shot->unk_5C != 0))) { if (shot->obj.id == PLAYERSHOT_LOCK_ON) { @@ -391,10 +391,10 @@ s32 PlayerShot_CheckEventHitbox(PlayerShot* shot, Actor* actor) { Matrix_RotateX(gCalcMatrix, -actor->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY); } - if (((actor->vwork[29].z != 0.0f) || (actor->vwork[29].x != 0.0f) || (actor->unk_0F4.z != 0.0f) || + if (((actor->vwork[29].z != 0.0f) || (actor->vwork[29].x != 0.0f) || (actor->rot_0F4.z != 0.0f) || (actor->vwork[29].y != 0.0f)) && - (actor->unk_0B4 != EVID_31)) { - Matrix_RotateZ(gCalcMatrix, -(actor->vwork[29].z + actor->unk_0F4.z) * M_DTOR, MTXF_APPLY); + (actor->eventType != EVID_31)) { + Matrix_RotateZ(gCalcMatrix, -(actor->vwork[29].z + actor->rot_0F4.z) * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, -actor->vwork[29].x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -actor->vwork[29].y * M_DTOR, MTXF_APPLY); } @@ -686,9 +686,10 @@ void PlayerShot_ApplyDamageToActor(PlayerShot* shot, Actor* actor, s32 hitIndex) actor->hitPos.y = shot->obj.pos.y; actor->hitPos.z = shot->obj.pos.z; if (((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) && - ((actor->unk_0B4 == EVID_48) || (actor->unk_0B4 == EVID_49) || (actor->unk_0B4 == EVID_50))) || + ((actor->eventType == EVID_48) || (actor->eventType == EVID_49) || (actor->eventType == EVID_50))) || ((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->fwork[23] > 1.0f)) || - ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) && (actor->unk_0B4 == EVID_67)) || + ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) && + (actor->eventType == EVID_METEO_PYRAMID_SHIP)) || ((actor->obj.id == OBJ_ACTOR_261) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && ((actor->state < 3) || (actor->state >= 5))) || ((actor->obj.id == OBJ_ACTOR_260) && (shot->obj.id != PLAYERSHOT_LOCK_ON) && (actor->timer_0BC != 0))) { @@ -713,7 +714,7 @@ void PlayerShot_ApplyDamageToActor(PlayerShot* shot, Actor* actor, s32 hitIndex) actor->timer_0C2 = 3; func_effect_80078E50(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 8.0f); AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, actor->sfxSource, 4); - Play_SpawnHitmark(D_ctx_8017849C, D_ctx_801784A0, D_ctx_80178498); + Play_SpawnHitmark(gShotHitPosX, gShotHitPosY, gShotHitPosZ); } } else { PlayerShot_Impact(shot); @@ -765,13 +766,13 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { } break; case OBJ_ACTOR_EVENT: - if (actor->unk_0B4 == EVID_42) { + if (actor->eventType == EVID_42) { if (PlayerShot_CheckPolyCollision(shot, ACTOR_EVENT_ID, &actor->obj)) { actor->dmgType = DMG_BEAM; actor->dmgPart = shot->sourceId; return; } - } else if (actor->unk_0B4 == EVID_63) { + } else if (actor->eventType == EVID_63) { test.x = fabsf(actor->obj.pos.x - shot->obj.pos.x); test.y = fabsf(actor->obj.pos.y - shot->obj.pos.y); test.z = fabsf(actor->obj.pos.z - shot->obj.pos.z); @@ -939,11 +940,11 @@ void PlayerShot_CollisionCheck(PlayerShot* shot) { if (sprite->obj.status == OBJ_ACTIVE) { if (sprite->obj.id != OBJ_SPRITE_TI_CACTUS) { if (PlayerShot_CheckSpriteHitbox(shot, sprite)) { - sprite->unk_46 = 1; + sprite->destroy = 1; } } else { if (PlayerShot_CheckObjectHitbox(shot, sprite->info.hitbox, &sprite->obj) != 0) { - sprite->unk_46 = 1; + sprite->destroy = 1; } } } @@ -1125,14 +1126,14 @@ void PlayerShot_DrawLaser(PlayerShot* shot) { } else if (gCurrentLevel == LEVEL_KATINA) { if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) { if (shot->sourceId > NPC_SHOT_ID + AI360_PEPPY) { - if (gActors[shot->sourceId - NPC_SHOT_ID].unk_0B6 == 0) { + if (gActors[shot->sourceId - NPC_SHOT_ID].animFrame == 0) { var_a1 = 1; } - if (gActors[shot->sourceId - NPC_SHOT_ID].unk_0B6 == 2) { + if (gActors[shot->sourceId - NPC_SHOT_ID].animFrame == 2) { var_a1 = 2; } } - } else if (gActors[shot->sourceId - NPC_SHOT_ID].unk_0B6 == 34) { + } else if (gActors[shot->sourceId - NPC_SHOT_ID].animFrame == 34) { var_a1 = 1; } } @@ -1538,9 +1539,9 @@ void PlayerShot_UpdateShot2(PlayerShot* shot, Player* player) { } for (sp5C.z = 0.0f; sp5C.z <= shot->scale; sp5C.z += 200.0f) { Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp38); - D_ctx_80178498 = shot->obj.pos.z; - D_ctx_801784A0 = shot->obj.pos.y; - D_ctx_8017849C = shot->obj.pos.x; + gShotHitPosZ = shot->obj.pos.z; + gShotHitPosY = shot->obj.pos.y; + gShotHitPosX = shot->obj.pos.x; shot->obj.pos.x = player->pos.x + sp38.x; shot->obj.pos.y = player->pos.y + sp38.y; shot->obj.pos.z = player->trueZpos + sp38.z; @@ -1575,7 +1576,7 @@ void PlayerShot_UpdateShot2(PlayerShot* shot, Player* player) { shot->unk_4C += shot->vel.y; shot->unk_50 += shot->vel.z; if (((gGameFrameCount % 4) == 0)) { - Play_SpawnHitmark(D_ctx_8017849C, D_ctx_801784A0, D_ctx_80178498); + Play_SpawnHitmark(gShotHitPosX, gShotHitPosY, gShotHitPosZ); } if ((fabsf(shot->obj.pos.x - shot->unk_48) < 200.0f) && (fabsf(shot->obj.pos.y - shot->unk_4C) < 200.0f) && (fabsf(shot->obj.pos.z - shot->unk_50) < 200.0f)) { @@ -1823,18 +1824,18 @@ void PlayerShot_CheckBossHitbox(PlayerShot* shot) { } void PlayerShot_SetBombLight(PlayerShot* shot) { - static u8 D_800C9C18[4] = { 255, 255, 32, 32 }; - static u8 D_800C9C1C[4] = { 255, 32, 255, 32 }; - static u8 D_800C9C20[4] = { 32, 32, 32, 255 }; + static u8 sPlayerReds[4] = { 255, 255, 32, 32 }; + static u8 sPlayerGreens[4] = { 255, 32, 255, 32 }; + static u8 sPlayerBlues[4] = { 32, 32, 32, 255 }; f32 brightness; gLight3x = shot->obj.pos.x; gLight3y = shot->obj.pos.y; gLight3z = shot->obj.pos.z; if (gVersusMode) { - gLight3R = D_800C9C18[shot->sourceId]; - gLight3G = D_800C9C1C[shot->sourceId]; - gLight3B = D_800C9C20[shot->sourceId]; + gLight3R = sPlayerReds[shot->sourceId]; + gLight3G = sPlayerGreens[shot->sourceId]; + gLight3B = sPlayerBlues[shot->sourceId]; } else { gLight3R = 90; gLight3G = 90; @@ -1881,7 +1882,7 @@ void PlayerShot_ApplyExplosionDamage(PlayerShot* shot, s32 damage) { dy = sprite->obj.pos.y - shot->obj.pos.y; dz = sprite->obj.pos.z - shot->obj.pos.z; if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < radius) { - sprite->unk_46 = 1; + sprite->destroy = 1; } } } @@ -1905,8 +1906,8 @@ void PlayerShot_ApplyExplosionDamage(PlayerShot* shot, s32 damage) { if ((actor->obj.id == OBJ_ACTOR_193) || (actor->obj.id == OBJ_ACTOR_186) || (actor->obj.id == OBJ_ACTOR_190) || (actor->obj.id == OBJ_ACTOR_202) || (actor->obj.id == OBJ_ACTOR_201) || (actor->obj.id == OBJ_ACTOR_187) || - ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EVID_78)) || - ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EVID_38)) || + ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_SUPPLY_CRATE)) || + ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_SX_WARP_GATE)) || (actor->obj.id == OBJ_ACTOR_196)) { actor->dmgType = DMG_EXPLOSION; actor->dmgPart = 0; @@ -2039,7 +2040,7 @@ void PlayerShot_UpdateBomb(PlayerShot* shot) { PlayerShot_SetBombLight(shot); break; case 1: - D_ctx_8017812C = 2; + gGroundClipMode = 2; shot->obj.rot.y += 1.0f; Math_SmoothStepToF(&shot->scale, shot->unk_48, 0.05f, 1.5f, 0.001f); if ((shot->timer > 0) && (shot->timer < 30)) { @@ -2062,7 +2063,7 @@ void PlayerShot_UpdateBomb(PlayerShot* shot) { if (shot->unk_58 < 0) { shot->unk_58 = 0; Object_Kill(&shot->obj, shot->sfxSource); - D_ctx_8017812C = 0; + gGroundClipMode = 0; } } PlayerShot_ApplyExplosionDamage(shot, 50); @@ -2225,7 +2226,7 @@ void PlayerShot_UpdateShot(PlayerShot* shot, s32 index) { BonusText_Display(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus); gHitCount += shot->bonus; } - if ((shot->bonus >= 7) && (gBossActive == 0) && (gLevelMode == LEVELMODE_ON_RAILS) && + if ((shot->bonus >= 7) && !gBossActive && (gLevelMode == LEVELMODE_ON_RAILS) && ((gTeamShields[TEAM_ID_FALCO] > 0) || (gTeamShields[TEAM_ID_SLIPPY] > 0) || (gTeamShields[TEAM_ID_PEPPY] > 0))) { do { @@ -2284,9 +2285,9 @@ void PlayerShot_Update(PlayerShot* shot) { if (shot->timer > 0) { shot->timer--; } - D_ctx_80178498 = shot->obj.pos.z; - D_ctx_801784A0 = shot->obj.pos.y; - D_ctx_8017849C = shot->obj.pos.x; + gShotHitPosZ = shot->obj.pos.z; + gShotHitPosY = shot->obj.pos.y; + gShotHitPosX = shot->obj.pos.x; PlayerShot_UpdateShot(shot, i); } break; diff --git a/src/engine/fox_bg.c b/src/engine/fox_bg.c index 78c2b18e..dbded0a9 100644 --- a/src/engine/fox_bg.c +++ b/src/engine/fox_bg.c @@ -249,7 +249,7 @@ void Background_DrawBackdrop(void) { u8 levelType; s32 levelId; - if (D_ctx_80177AB0 == 0) { + if (gDrawBackdrop == 0) { return; } @@ -353,16 +353,16 @@ void Background_DrawBackdrop(void) { } break; case LEVEL_VENOM_ANDROSS: - if (D_ctx_80177AB0 != 6) { - if ((D_ctx_80177AB0 == 2) || (D_ctx_80177AB0 == 7)) { + if (gDrawBackdrop != 6) { + if ((gDrawBackdrop == 2) || (gDrawBackdrop == 7)) { Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY); Matrix_Translate(gGfxMatrix, 0.0f, -4000.0f, -7000.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_VE2_600F670); - } else if ((D_ctx_80177AB0 == 3) || (D_ctx_80177AB0 == 4)) { + } else if ((gDrawBackdrop == 3) || (gDrawBackdrop == 4)) { RCP_SetupDL(&gMasterDisp, 0x3E); - if (D_ctx_80177AB0 == 4) { - if (!(gGameFrameCount & 8)) { + if (gDrawBackdrop == 4) { + if ((gGameFrameCount & 8) == 0) { Math_SmoothStepToF(&gAndrossUnkBrightness, 0.0f, 1.0f, 30.0f, 0); } else { Math_SmoothStepToF(&gAndrossUnkBrightness, 120.0f, 1.0f, 30.0f, 0); @@ -387,7 +387,7 @@ void Background_DrawBackdrop(void) { } else { fake_label: // fake RCP_SetupDL(&gMasterDisp, 0x3E); - if (D_ctx_80177AB0 == 5) { + if (gDrawBackdrop == 5) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 64); } else { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 255, 128, (s32) gAndrossUnkAlpha); @@ -400,7 +400,7 @@ void Background_DrawBackdrop(void) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_ANDROSS_C039208); Matrix_Pop(&gGfxMatrix); - if (D_ctx_80177AB0 != 5) { + if (gDrawBackdrop != 5) { Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 10.0f, 10.0f, 1.0f, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, (gPlayer[0].camRoll + (gGameFrameCount * -1.3f)) * M_DTOR, @@ -821,7 +821,7 @@ void Background_DrawGround(void) { u16* sp1C4; Gfx* sp1C0; - if ((gCurrentLevel != LEVEL_VENOM_2) && ((gPlayer[0].cam.eye.y > 4000.0f) || (D_ctx_80177A98 == 0))) { + if ((gCurrentLevel != LEVEL_VENOM_2) && ((gPlayer[0].cam.eye.y > 4000.0f) || !gDrawGround)) { return; } if ((gCurrentLevel == LEVEL_BOLSE) && gBolseDynamicGround) { @@ -886,7 +886,7 @@ void Background_DrawGround(void) { Matrix_SetGfxMtx(&gMasterDisp); switch (gCurrentLevel) { case LEVEL_CORNERIA: - if (D_ctx_8017812C != 0) { + if (gGroundClipMode != 0) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } else { RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); @@ -1066,7 +1066,7 @@ void Background_DrawGround(void) { case LEVEL_KATINA: case LEVEL_BOLSE: case LEVEL_VENOM_2: - if ((D_ctx_8017812C != 0) || (gCurrentLevel == LEVEL_BOLSE)) { + if ((gGroundClipMode != 0) || (gCurrentLevel == LEVEL_BOLSE)) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } else { RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); @@ -1088,7 +1088,7 @@ void Background_DrawGround(void) { } break; case LEVEL_VERSUS: - if (D_ctx_8017812C != 0) { + if (gGroundClipMode != 0) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } else { RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); diff --git a/src/engine/fox_boss.c b/src/engine/fox_boss.c index 66806874..6d5d0858 100644 --- a/src/engine/fox_boss.c +++ b/src/engine/fox_boss.c @@ -88,12 +88,12 @@ void Boss_SpawnDebris(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5 for (i = (ARRAY_COUNT(gActors)) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Boss_SetupDebris(&gActors[i], arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, argA, argB); - return; + break; } } } -void func_boss_80043188(Boss* boss) { +void Boss_SetCullDistance(Boss* boss) { boss->info.cullDistance = 30000.0f; } @@ -102,9 +102,9 @@ void Boss_CompleteLevel(Player* player, f32 xPos, f32 yPos, f32 zPos) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 80); gCsFrameCount = 0; - D_ctx_80178448 = zPos + gPathProgress; - D_ctx_80178440 = xPos; - D_ctx_80178444 = yPos; + gBossDeathCamAtZ = zPos + gPathProgress; + gBossDeathCamAtX = xPos; + gBossDeathCamAtY = yPos; player->state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE; player->csState = 10; diff --git a/src/engine/fox_context.c b/src/engine/fox_context.c index dc11cf2e..3384f5e3 100644 --- a/src/engine/fox_context.c +++ b/src/engine/fox_context.c @@ -9,11 +9,11 @@ s32 gSceneSetup; s32 D_ctx_80177824; // some sort of flag s32 D_ctx_8017782C; // some sort of flag. all range related? GameState gGameState; -s32 gNextGameStateTimer; // next game state timer? -s32 gVsItemSpawnTimer; // timer for vs item spawn +s32 gNextGameStateTimer; +s32 gVsItemSpawnTimer; OptionState gOptionMenuStatus; -s32 gPlayState; // pause-related state -s32 D_ctx_80177868; // some sort of state. pause-related? +s32 gPlayState; +s32 D_ctx_80177868; // some sort of state. pause-related? Also used by game over LevelMode gLevelMode; DrawMode gDrawMode; s32 gPlayerNum; @@ -22,9 +22,9 @@ s32 gTeamShields[6]; s32 gSavedTeamShields[6]; s32 gPrevPlanetSavedTeamShields[6]; s32 gTeamDamage[6]; -u8 gMissionStatus; // next planet path +u8 gMissionStatus; f32 gGroundHeight; -f32 D_ctx_80177950; +f32 D_ctx_80177950; // Related to camera z-rotations? Only set to -1 in corneria intro, where it does nothing? f32 gPlayerTurnRate; f32 gPlayerTurnStickMod; f32 gCsCamEyeX; @@ -33,14 +33,14 @@ f32 gCsCamEyeZ; f32 gCsCamAtX; f32 gCsCamAtY; f32 gCsCamAtZ; -Vec3f gPlayerCamEye; -Vec3f gPlayerCamAt; +Vec3f gPlayCamEye; +Vec3f gPlayCamAt; bool gExpertMode; -s32 D_ctx_80177A10[10]; -f32 D_ctx_80177A48[10]; +s32 D_ctx_80177A10[10]; // work buffer +f32 D_ctx_80177A48[10]; // work buffer s32 gCsFrameCount; -u8 D_ctx_80177A98; // some sort of flag. Used in background -u8 D_ctx_80177AB0; +u8 gDrawGround; // some sort of flag. Used in background +u8 gDrawBackdrop; u8 gAqDrawMode; s32 gTitleState; s32 gMainController; @@ -56,7 +56,7 @@ s32 gPlanetPathStatus[24]; s32 gPlanetPathStatus[22]; // overruns gPrevPlanetTeamShields? #endif s32 gPrevPlanetTeamShields[6]; -s32 D_ctx_80177C58[6]; +s32 D_ctx_80177C58[6]; // another saved team shields. maybe this is prev planet? u8 gOptionSoundMode; s32 gVolumeSettings[3]; u16 gBgmSeqId; @@ -83,11 +83,11 @@ s32 gRingPassCount; Vec3f gFormationInitRot; Vec3f gFormationInitPos; UNK_TYPE F_80178020; -s32 D_ctx_8017812C; +s32 gGroundClipMode; LevelId gCurrentLevel; s32 gLevelPhase; s32 gBossActive; -s32 D_ctx_8017828C; +bool gKillEventActors; s32 gUseDynaFloor; s32 gRadioState; s32 gCurrentRadioPortrait; @@ -96,9 +96,9 @@ s32 gRadioMouthTimer; u8 gLeveLClearStatus[30] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; -s32 D_ctx_801782C0; -s32 D_ctx_801782C8; -s32 D_ctx_801782D0; +s32 D_ctx_801782C0; // set to 0, never used +s32 D_ctx_801782C8; // set to 0, never used +s32 D_ctx_801782D0; // set to 0, never used s32 gRadioMsgCharIndex; UNK_TYPE F_801782E0; s32 gRadioMsgId; @@ -150,39 +150,43 @@ UNK_TYPE F_8017840C; UNK_TYPE P_800D31A0 = 0; s32 gStarCount; f32 gStarWarpDistortion; -f32 D_ctx_80178418; +f32 gCOComplete2CamRotY; UNK_TYPE F_8017841C; f32 gStarfieldX; f32 gStarfieldY; f32 gStarfieldRoll; -f32 D_ctx_8017842C; -f32 D_ctx_80178430; +f32 gStarfieldScrollX; // starfield yaw? +f32 gStarfieldScrollY; // starfield roll? UNK_TYPE F_80178434; UNK_TYPE F_80178438; UNK_TYPE F_8017843C; -f32 D_ctx_80178440; -f32 D_ctx_80178444; -f32 D_ctx_80178448; -f32 D_ctx_80178450[3]; // x positions of certain actors (teammates?) -f32 D_ctx_80178460[3]; // y positions of certain actors (teammates?) -f32 D_ctx_80178470[3]; // z positions of certain actors (teammates?) +f32 gBossDeathCamAtX; // +f32 gBossDeathCamAtY; +f32 gBossDeathCamAtZ; +f32 gCsTeamTargetsX[3]; // x positions of certain actors (teammates?) +f32 gCsTeamTargetsY[3]; // y positions of certain actors (teammates?) +f32 gCsTeamTargetsZ[3]; // z positions of certain actors (teammates?) f32 gCameraShakeY; s32 gCameraShake; -s32 D_ctx_80178484; // set to 10000 but not used +s32 D_ctx_80178484; // set to 100000 when pausing but not used bool gLoadLevelObjects; UNK_TYPE F_8017848C; UNK_TYPE F_80178490; -s32 D_ctx_80178494; -f32 D_ctx_80178498; -f32 D_ctx_8017849C; -f32 D_ctx_801784A0; -s32 D_ctx_801784A4; +#ifdef AVOID_UB +s32 D_ctx_80178494 = 0; +#else +s32 D_ctx_80178494; // Torpedoes have this set to their unk_5C. Were they shot2s at some point? +#endif +f32 gShotHitPosZ; +f32 gShotHitPosX; +f32 gShotHitPosY; +s32 gZOSnakeWaypointCount; UNK_TYPE F_801784A8; GroundType gGroundType; UNK_TYPE F_801784B0; UNK_TYPE F_801784B4; -// light source 1 +// light source 1. Used for most things f32 gLight1xRot; // effective Vec3f f32 gLight1yRot; f32 gLight1zRot; @@ -197,7 +201,7 @@ s32 gLight1y; s32 gLight1z; f32 gLight1rotStep; -// light source 2 +// light source 2. used for Players f32 gLight2xRot; // effective Vec3f f32 gLight2yRot; f32 gLight2zRot; @@ -209,7 +213,7 @@ s32 gLight2y; s32 gLight2z; f32 gLight2rotStep; -// this section looks like a third light source +// this section looks like a third light source. May have been for scenery shadows UNK_TYPE F_801784514; UNK_TYPE F_801784518; UNK_TYPE F_80178451C; @@ -221,16 +225,19 @@ UNK_TYPE F_801784530; UNK_TYPE F_801784534; f32 D_ctx_80178538; -f32 D_ctx_8017853C; // hitbox size modifier. always 0.0f. seems out of place +f32 D_ctx_8017853C; // hitbox size modifier for player collisions. always 0.0f. seems out of place s32 gLight2colorStep; // light 2 color step s32 D_ctx_80178544; // light 3 color step? -s32 gLight1R; // Color32 light color 1 + +s32 gLight1R; // Color32 light color 1 s32 gLight1G; s32 gLight1B; s32 gAmbientR; // Color32 ambient color s32 gAmbientG; s32 gAmbientB; + UNK_TYPE F_80178560; + s32 gLight2R; // Color32 light color 2 s32 gLight2G; s32 gLight2B; @@ -238,16 +245,17 @@ s32 gLight2RTarget; // Color32 light color 2 modifier? s32 gLight2GTarget; s32 gLight2BTarget; -s32 D_ctx_80161A70; // Color32 set but not used, start of bss +s32 D_ctx_80161A70; // unused Color32, perhaps for third light? start of bss s32 D_ctx_80161A74; s32 D_ctx_80161A78; -s32 D_ctx_80161A7C; // Color32? set but not used +s32 D_ctx_80161A7C; // unused Color32, perhaps targets for third light? s32 D_ctx_80161A80; s32 D_ctx_80161A84; + GroundSurface gGroundSurface; GroundSurface gSavedGroundSurface; u8 gGoldRingCount[4]; -u8 D_ctx_80161A94[4]; +u8 gSavedGoldRingCount[4]; s32 gHitCount; s32 gSavedHitCount; s16 gLifeCount[4]; @@ -282,7 +290,7 @@ s32 gLevelStartStatusScreenTimer; s32 gLevelClearScreenTimer; // timer for mission accomplished scrren s32 gBossHealthBar; s32 D_ctx_80177850; // bonus text related. set to 15 but never read -s32 D_ctx_80177858[4]; // set to 3 but never used +s32 D_ctx_80177858[4]; // set to 3 but never used. related to VS mode customization? PlayerForm gPlayerForms[4]; s32 gHandicap[4]; VsStage gVersusStage; @@ -321,7 +329,7 @@ u8 gGreatFoxIntact; u8 gTiStartLandmaster; u16 gControllerRumbleTimers[4]; u16 gPlayerScores[4]; -s32 D_ctx_80177C50; +s32 gCircleWipeFrame; s32 D_ctx_80177C70; // sets camera field of view Y. initialized to 0 and never changed s32 gTraining360MsgTimer; s32 gTraining360MsgIndex; @@ -341,10 +349,10 @@ s32 gLeftWingFlashTimer[4]; s32 gRightWingDebrisTimer[4]; s32 gLeftWingDebrisTimer[4]; s32 gBombCount[4]; -s32 D_ctx_80177DB8[4]; -s32 D_ctx_80177DD0[4][10]; -s32 D_ctx_80177E74; -s32 D_ctx_80177E7C; +s32 gVsPoints[4]; +s32 gVsKills[4][10]; +s32 gVsMatchOver; +s32 gVsMatchStart; bool gChangeTo360; Vec3f gTeamArrowsViewPos[10]; f32 D_ctx_80177F20[65]; // Seem to be an early implementation of RadarMark @@ -358,16 +366,16 @@ u32* gStarFillColors; UNK_TYPE F_801782A0; Scenery360* gScenery360; UNK_TYPE F_801782B0; -s32 D_ctx_801782B8; -s32 D_ctx_801782BC; -PosRot* D_ctx_801782C4; -f32* D_ctx_801782CC; +s32 gDrawSmallRocks; +s32 D_ctx_801782BC; // set to 0, never used +PosRot* gZOSnakePosRots; +f32* D_ctx_801782CC; // arrays used for dynamic floor f32* D_ctx_801782D4; f32* D_ctx_801782DC; f32* D_ctx_801782E4; f32* D_ctx_801782EC; UNK_TYPE F_801782F4; -s32 D_ctx_801782FC; +s32 gDynaFloorTimer; // timer related to dynamic floor UNK_TYPE F_80178304; UNK_TYPE F_8017830C; UNK_TYPE F_80178314; diff --git a/src/engine/fox_demo.c b/src/engine/fox_demo.c index f3efc421..663d910d 100644 --- a/src/engine/fox_demo.c +++ b/src/engine/fox_demo.c @@ -169,14 +169,14 @@ void func_demo_80048CC4(Actor* actor, s32 arg1) { actor->obj.pos.x = D_demo_800C9F60[arg1].x + gPlayer[0].pos.x; actor->obj.pos.y = D_demo_800C9F60[arg1].y + gPlayer[0].pos.y; actor->obj.pos.z = D_demo_800C9F60[arg1].z + gPlayer[0].trueZpos; - actor->unk_0F4.y = 0.0f; - actor->unk_0F4.z = D_demo_800C9F90[arg1]; + actor->rot_0F4.y = 0.0f; + actor->rot_0F4.z = D_demo_800C9F90[arg1]; Object_SetInfo(&actor->info, actor->obj.id); if (arg1 == 3) { AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); AUDIO_PLAY_SFX(NA_SE_GREATFOX_BURNER, actor->sfxSource, 0); - actor->unk_0B6 = 1; + actor->animFrame = 1; } else { actor->iwork[11] = 1; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -350,9 +350,9 @@ void func_demo_80049630(ActorCutscene* this) { Math_SmoothStepToF(&this->obj.pos.x, this->vwork[0].x, 0.05f, 50.0f, 0.0001f); Math_SmoothStepToF(&this->obj.pos.y, this->vwork[0].y, 0.05f, 50.0f, 0.0001f); Math_SmoothStepToF(&this->obj.pos.z, this->vwork[0].z, 0.05f, 50.0f, 0.0001f); - Math_SmoothStepToF(&this->unk_0F4.x, gPlayer[0].rot.x, 0.1f, 2.0f, 0.0001f); - Math_SmoothStepToF(&this->unk_0F4.y, gPlayer[0].rot.y, 0.1f, 2.0f, 0.0001f); - Math_SmoothStepToF(&this->unk_0F4.z, 0.0f, 0.05f, 0.2f, 0.0001f); + Math_SmoothStepToF(&this->rot_0F4.x, gPlayer[0].rot.x, 0.1f, 2.0f, 0.0001f); + Math_SmoothStepToF(&this->rot_0F4.y, gPlayer[0].rot.y, 0.1f, 2.0f, 0.0001f); + Math_SmoothStepToF(&this->rot_0F4.z, 0.0f, 0.05f, 0.2f, 0.0001f); break; case 1: @@ -369,8 +369,8 @@ void func_demo_80049630(ActorCutscene* this) { } break; } - Matrix_RotateY(gCalcMatrix, (this->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(this->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (this->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(this->rot_0F4.x * M_DTOR), MTXF_APPLY); sp3C.x = 0.0f; sp3C.y = 0.0f; @@ -382,9 +382,9 @@ void func_demo_80049630(ActorCutscene* this) { this->vel.y = sp30.y; this->vel.z = sp30.z; - this->obj.rot.x = -this->unk_0F4.x; - this->obj.rot.y = this->unk_0F4.y + 180.0f; - this->obj.rot.z = -this->unk_0F4.z; + this->obj.rot.x = -this->rot_0F4.x; + this->obj.rot.y = this->rot_0F4.y + 180.0f; + this->obj.rot.z = -this->rot_0F4.z; } void func_demo_8004990C(Player* player) { @@ -404,7 +404,7 @@ void func_demo_80049968(Actor* actor, s32 arg1) { actor->obj.pos.z = D_demo_800C9FF0[arg1] + gPlayer[0].trueZpos; actor->fwork[0] = D_demo_800CA000[arg1]; actor->fwork[1] = D_demo_800CA010[arg1]; - actor->unk_0B6 = D_demo_800CA030[arg1]; + actor->animFrame = D_demo_800CA030[arg1]; actor->state = D_demo_800CA040[arg1]; actor->obj.rot.z = D_demo_800CA020[arg1]; actor->obj.rot.y = 180.0f; @@ -451,7 +451,7 @@ void Cutscene_EnterWarpZone(Player* player) { player->pos.x += player->vel.x; player->flags_228 = 0; - player->cockpitView = false; + player->alternateView = false; player->pos.y += player->vel.y; player->pos.z += player->vel.z; @@ -587,7 +587,7 @@ void Cutscene_EnterWarpZone(Player* player) { player->unk_234 = 1; gLevelPhase = 1; - D_display_800CA230 = 0.15f; + gCamDistortion = 0.15f; AUDIO_PLAY_SFX(NA_SE_WARP_OUT, gDefaultSfxSource, 0); Play_InitLevel(); } @@ -626,7 +626,7 @@ void Cutscene_EnterWarpZone(Player* player) { player->state_1C8 = PLAYERSTATE_1C8_ACTIVE; player->unk_014 = 0.0f; player->unk_018 = 0.0f; - D_ctx_801782B8 = 0; + gDrawSmallRocks = 0; gLoadLevelObjects = 1; } Math_SmoothStepToF(&player->cam.eye.y, (player->pos.y * player->unk_148) + 50.0f, 0.2f, 15.0f, 0.01f); @@ -639,7 +639,7 @@ void Cutscene_EnterWarpZone(Player* player) { } void Cutscene_LevelStart(Player* player) { - gCsFrameCount += 1; + gCsFrameCount++; if (gLevelMode == LEVELMODE_ON_RAILS) { switch (gCurrentLevel) { case LEVEL_CORNERIA: @@ -807,7 +807,7 @@ void Cutscene_AllRangeMode(Player* player) { s32 pad1; s32 pad2; - gCsFrameCount += 1; + gCsFrameCount++; Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f); if (gCsFrameCount == 37) { gChangeTo360 = true; @@ -892,7 +892,7 @@ void Cutscene_AllRangeMode(Player* player) { actor->obj.pos.x = D_demo_800CA080[i] + player->pos.x; actor->obj.pos.y = D_demo_800CA08C[i] + player->pos.y; actor->obj.pos.z = player->trueZpos - 1000.0f; - actor->unk_0F4.y = 180.0f; + actor->rot_0F4.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); } } @@ -979,12 +979,12 @@ void Cutscene_CoComplete2(Player* player) { case 11: D_ctx_80177A48[0] = 0.0f; Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 1.0f, 5.0f, 0.0f); - player->cam.at.x += (D_ctx_80178440 - player->cam.at.x) * 0.01f; - player->cam.at.y += (D_ctx_80178444 - player->cam.at.y) * 0.01f; - player->cam.at.z += (D_ctx_80178448 - player->cam.at.z) * 0.01f; + player->cam.at.x += (gBossDeathCamAtX - player->cam.at.x) * 0.01f; + player->cam.at.y += (gBossDeathCamAtY - player->cam.at.y) * 0.01f; + player->cam.at.z += (gBossDeathCamAtZ - player->cam.at.z) * 0.01f; player->cam.eye.x += (player->cam.at.x + (500.0f * player->unk_004) - player->cam.eye.x) * 0.01f; player->cam.eye.y += (player->cam.at.y + 500.0f - player->cam.eye.y) * 0.01f; - player->cam.eye.z += (D_ctx_80178448 + (2000.0f * D_ctx_80177950) - player->cam.eye.z) * 0.01f; + player->cam.eye.z += (gBossDeathCamAtZ + (2000.0f * D_ctx_80177950) - player->cam.eye.z) * 0.01f; if (player->csEventTimer > 25) { D_ctx_80177A48[2] += 1.5f * player->unk_004; @@ -1106,7 +1106,7 @@ void Cutscene_CoComplete2(Player* player) { player->csTimer = 200; player->csEventTimer = 500; player->csState = 2; - player->unk_000 = (player->unk_004 = (player->unk_008 = (D_ctx_80178418 = 0.0f))); + player->unk_000 = player->unk_004 = player->unk_008 = gCOComplete2CamRotY = 0.0f; player->baseSpeed = 0.0f; D_ctx_80177A48[6] = 0.0f; } @@ -1114,7 +1114,7 @@ void Cutscene_CoComplete2(Player* player) { case 2: player->pos.y += 5.0f; - Matrix_RotateY(gCalcMatrix, ((player->rot.y + 180.0f) + D_ctx_80178418) * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f + gCOComplete2CamRotY) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY); @@ -1134,12 +1134,12 @@ void Cutscene_CoComplete2(Player* player) { player->unk_000 = 0.3f; } - gCsCamEyeX += ((player->pos.x + sp6C.x) - gCsCamEyeX) * player->unk_000; - gCsCamEyeY += ((player->pos.y + sp6C.y) - gCsCamEyeY) * player->unk_000; - gCsCamEyeZ += ((player->trueZpos + gPathProgress + sp6C.z) - gCsCamEyeZ) * player->unk_000; - D_ctx_80178430 += 0.2f; - D_ctx_8017842C += 0.2f; - D_ctx_80178418 += player->unk_008; + gCsCamEyeX += (player->pos.x + sp6C.x - gCsCamEyeX) * player->unk_000; + gCsCamEyeY += (player->pos.y + sp6C.y - gCsCamEyeY) * player->unk_000; + gCsCamEyeZ += (player->trueZpos + gPathProgress + sp6C.z - gCsCamEyeZ) * player->unk_000; + gStarfieldScrollY += 0.2f; + gStarfieldScrollX += 0.2f; + gCOComplete2CamRotY += player->unk_008; Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.1f, 2.0f, 0.0f); if (player->csTimer == 0) { @@ -1176,7 +1176,7 @@ void Cutscene_CoComplete2(Player* player) { Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY); - if ((D_ctx_80178418 > 70.0f) && (D_ctx_80178418 < 280.0f)) { + if ((gCOComplete2CamRotY > 70.0f) && (gCOComplete2CamRotY < 280.0f)) { func_demo_8004AA84(); } sp78.x = gActors[0].fwork[0] * gActors[0].fwork[3]; @@ -1185,9 +1185,9 @@ void Cutscene_CoComplete2(Player* player) { Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C); - D_ctx_80178450[0] = player->pos.x + sp6C.x; - D_ctx_80178460[0] = player->pos.y + sp6C.y; - D_ctx_80178470[0] = player->trueZpos + sp6C.z; + gCsTeamTargetsX[0] = player->pos.x + sp6C.x; + gCsTeamTargetsY[0] = player->pos.y + sp6C.y; + gCsTeamTargetsZ[0] = player->trueZpos + sp6C.z; sp78.x = gActors[1].fwork[0] * gActors[1].fwork[3]; sp78.y = gActors[1].fwork[1] * gActors[1].fwork[3]; @@ -1195,9 +1195,9 @@ void Cutscene_CoComplete2(Player* player) { Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C); - D_ctx_80178450[1] = player->pos.x + sp6C.x; - D_ctx_80178460[1] = player->pos.y + sp6C.y; - D_ctx_80178470[1] = player->trueZpos + sp6C.z; + gCsTeamTargetsX[1] = player->pos.x + sp6C.x; + gCsTeamTargetsY[1] = player->pos.y + sp6C.y; + gCsTeamTargetsZ[1] = player->trueZpos + sp6C.z; sp78.x = gActors[2].fwork[0] * gActors[2].fwork[3]; sp78.y = gActors[2].fwork[1] * gActors[2].fwork[3]; @@ -1205,9 +1205,9 @@ void Cutscene_CoComplete2(Player* player) { Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C); - D_ctx_80178450[2] = player->pos.x + sp6C.x; - D_ctx_80178460[2] = player->pos.y + sp6C.y; - D_ctx_80178470[2] = player->trueZpos + sp6C.z; + gCsTeamTargetsX[2] = player->pos.x + sp6C.x; + gCsTeamTargetsY[2] = player->pos.y + sp6C.y; + gCsTeamTargetsZ[2] = player->trueZpos + sp6C.z; switch (gCsFrameCount) { case 330: @@ -1245,8 +1245,8 @@ void Cutscene_CoComplete2(Player* player) { break; case 3: - D_ctx_80178430 += 0.2f; - D_ctx_8017842C += 0.2f; + gStarfieldScrollY += 0.2f; + gStarfieldScrollX += 0.2f; if (player->csTimer == 0) { player->csState = 4; player->csTimer = 30; @@ -1257,8 +1257,8 @@ void Cutscene_CoComplete2(Player* player) { break; case 4: - D_ctx_80178430 += 0.2f; - D_ctx_8017842C += 0.2f; + gStarfieldScrollY += 0.2f; + gStarfieldScrollX += 0.2f; player->unk_190 = 2.0f; player->contrailScale += 0.1f; if (player->contrailScale > 0.6f) { @@ -1355,7 +1355,7 @@ void Cutscene_LevelComplete(Player* player) { s32 sp20; s32 btn; - gCsFrameCount += 1; + gCsFrameCount++; switch (player->form) { case FORM_ARWING: @@ -1650,13 +1650,13 @@ void Cutscene_KillPlayer(Player* player) { } if (gCurrentLevel != LEVEL_TRAINING) { - gLifeCount[gPlayerNum] -= 1; + gLifeCount[gPlayerNum]--; } } else { if (player->attacker > 0) { - D_ctx_80177DD0[player->attacker - 1][D_ctx_80177DB8[player->attacker - 1]] = player->num; - D_ctx_80177DB8[player->attacker - 1] += 1; - if (gVsPointsToWin == D_ctx_80177DB8[player->attacker - 1]) { + gVsKills[player->attacker - 1][gVsPoints[player->attacker - 1]] = player->num; + gVsPoints[player->attacker - 1]++; + if (gVsPointsToWin == gVsPoints[player->attacker - 1]) { player->attacker = -1; if (player->unk_284 == 0) { func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 1000); @@ -1695,8 +1695,8 @@ void func_demo_8004D828(Player* player) { player->pos.x += player->vel.x; player->pos.y += player->vel.y; - if ((gCurrentLevel != LEVEL_VENOM_1 || gBossActive == 0) && - (gLevelType == LEVELTYPE_PLANET || gCurrentLevel == LEVEL_BOLSE)) { + if (!((gCurrentLevel == LEVEL_VENOM_1) && gBossActive) && + ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE))) { player->vel.y -= 0.5f; player->rot.x -= 2.0f; } @@ -1814,7 +1814,7 @@ void func_demo_8004DEF8(Player* player) { player->pos.x += player->vel.x; player->pos.y += player->vel.y; - if (((gCurrentLevel != LEVEL_VENOM_ANDROSS) || (gBossActive == 0)) && (gLevelType == LEVELTYPE_PLANET)) { + if (!((gCurrentLevel == LEVEL_VENOM_ANDROSS) && gBossActive) && (gLevelType == LEVELTYPE_PLANET)) { player->vel.y = player->vel.y - 0.5f; } @@ -1931,7 +1931,7 @@ void func_demo_8004E4D4(ActorCutscene* this) { f32 sp34; this->fwork[7] += 3.0f; - this->unk_0F4.z = SIN_DEG(this->fwork[7]) * 1.5f; + this->rot_0F4.z = SIN_DEG(this->fwork[7]) * 1.5f; this->fwork[8] += 2.0f; sp34 = SIN_DEG(this->fwork[8]) * 10.0f; @@ -2027,7 +2027,7 @@ void func_demo_8004E4D4(ActorCutscene* this) { case 31: AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, this->sfxSource, 0); - this->state += 1; + this->state++; this->fwork[29] = 5.0f; /* fallthrough */ @@ -2059,9 +2059,9 @@ void func_demo_8004EBD0(ActorCutscene* this) { if (this->state < 4) { this->fwork[9] = 0.4f; - this->obj.pos.x += (D_ctx_80178450[this->index] - this->obj.pos.x) * 0.4f; - this->obj.pos.y += (D_ctx_80178460[this->index] - this->obj.pos.y) * 0.4f; - this->obj.pos.z += (D_ctx_80178470[this->index] - this->obj.pos.z) * 0.4f; + this->obj.pos.x += (gCsTeamTargetsX[this->index] - this->obj.pos.x) * 0.4f; + this->obj.pos.y += (gCsTeamTargetsY[this->index] - this->obj.pos.y) * 0.4f; + this->obj.pos.z += (gCsTeamTargetsZ[this->index] - this->obj.pos.z) * 0.4f; this->obj.rot.z *= 0.98f; this->obj.rot.x = -gPlayer[0].rot.x; @@ -2070,14 +2070,14 @@ void func_demo_8004EBD0(ActorCutscene* this) { if (1) {} this->fwork[7] += 1.0f; - if ((s32) this->fwork[7] & 0x40) { + if (((s32) this->fwork[7] & 0x40) != 0) { this->fwork[0] += 0.1f; } else { this->fwork[0] -= 0.1f; } this->fwork[8] += 1.2f; - if ((s32) this->fwork[8] & 0x40) { + if (((s32) this->fwork[8] & 0x40) != 0) { this->fwork[1] += 0.1f; } else { this->fwork[1] -= 0.1f; @@ -2088,7 +2088,7 @@ void func_demo_8004EBD0(ActorCutscene* this) { case 0: this->fwork[3] *= 0.992f; if (this->fwork[3] < 1.2f) { - this->state += 1; + this->state++; } break; @@ -2096,7 +2096,7 @@ void func_demo_8004EBD0(ActorCutscene* this) { this->fwork[3] *= 0.997f; if (this->fwork[3] < 1.0f) { this->fwork[3] = 1.0f; - this->state += 1; + this->state++; } this->timer_0BC = 560; break; @@ -2158,19 +2158,19 @@ void func_demo_8004EBD0(ActorCutscene* this) { } void func_demo_8004F05C(Actor* actor) { - if (((gLevelType == LEVELTYPE_PLANET) && (actor->unk_0B6 == 0)) || (gCurrentLevel == LEVEL_BOLSE)) { + if (((gLevelType == LEVELTYPE_PLANET) && (actor->animFrame == 0)) || (gCurrentLevel == LEVEL_BOLSE)) { actor->fwork[0] += 3.0f; actor->fwork[1] = SIN_DEG(actor->fwork[0]) * 1.5f; } switch (gCurrentLevel) { case LEVEL_BOLSE: - switch (actor->unk_0B6) { + switch (actor->animFrame) { case 0: if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) { - actor->unk_0F4.z += actor->unk_0F4.y; - actor->vel.x = SIN_DEG(actor->unk_0F4.z) * 10.0f; - actor->obj.rot.z = SIN_DEG(actor->unk_0F4.z) * 40.0f; + actor->rot_0F4.z += actor->rot_0F4.y; + actor->vel.x = SIN_DEG(actor->rot_0F4.z) * 10.0f; + actor->obj.rot.z = SIN_DEG(actor->rot_0F4.z) * 40.0f; break; } @@ -2203,7 +2203,7 @@ void func_demo_8004F05C(Actor* actor) { break; case 32: - actor->obj.rot.z += actor->unk_0F4.z; + actor->obj.rot.z += actor->rot_0F4.z; if (actor->timer_0BC == 0) { Object_Kill(&actor->obj, actor->sfxSource); } @@ -2219,7 +2219,7 @@ void func_demo_8004F05C(Actor* actor) { break; case LEVEL_SECTOR_Y: - switch (actor->unk_0B6) { + switch (actor->animFrame) { case 0: SectorY_8019FF00(actor); break; @@ -2266,8 +2266,8 @@ void func_demo_8004F05C(Actor* actor) { break; case 0: - actor->obj.rot.z = actor->unk_0F4.z; - if (actor->unk_0B6 == 10) { + actor->obj.rot.z = actor->rot_0F4.z; + if (actor->animFrame == 10) { actor->obj.pos.z = gPlayer[0].cam.eye.z + 12000.0f; } break; @@ -2388,14 +2388,13 @@ void ActorCutscene_Update(ActorCutscene* this) { case LEVEL_METEO: if (gLevelPhase == 0) { Meteo_8018ED9C(this); - break; + } else { + func_demo_80049630(this); } - - func_demo_80049630(this); break; case LEVEL_FORTUNA: - if (this->unk_0B6 == 11) { + if (this->animFrame == 11) { switch (this->state) { case 0: if (gCsFrameCount == 100) { @@ -2436,19 +2435,17 @@ void ActorCutscene_Update(ActorCutscene* this) { case LEVEL_CORNERIA: if (gLevelMode == LEVELMODE_ALL_RANGE) { func_demo_8004E4D4(this); - break; + } else { + func_demo_8004EBD0(this); } - - func_demo_8004EBD0(this); break; case LEVEL_SECTOR_X: if (gLevelPhase != 0) { func_demo_80049630(this); - break; + } else { + func_demo_8004E4D4(this); } - - func_demo_8004E4D4(this); break; case LEVEL_TITANIA: @@ -2537,7 +2534,7 @@ void ActorCutscene_Draw(Actor* actor) { f32 y; f32 x; - switch (actor->unk_0B6) { + switch (actor->animFrame) { case 1000: RCP_SetupDL(&gMasterDisp, 0x2D); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, actor->unk_046); diff --git a/src/engine/fox_display.c b/src/engine/fox_display.c index 99a85e1d..a2209ff1 100644 --- a/src/engine/fox_display.c +++ b/src/engine/fox_display.c @@ -19,13 +19,13 @@ s32 D_display_800CA220 = 0; u8 sPlayersVisible[] = { 0, 0, 0, 0 }; // s32 sDrawCockpit = 0; // s32 D_display_800CA22C = 0; // -f32 D_display_800CA230 = 0.0f; +f32 gCamDistortion = 0.0f; Actor* gTeamHelpActor = NULL; s32 gTeamHelpTimer = 0; f32 D_display_800CA23C[3] = { 0.5f, 0.25f, 0.25f }; // f32 D_display_800CA248[3] = { 2.0f, 1.0f, 0.5f }; // -void func_display_80051B30(void) { +void Display_DrawHelpAlert(void) { s32 sp7C; f32 sp78; f32 sp74; @@ -47,7 +47,7 @@ void func_display_80051B30(void) { return; } } - if (!(gTeamHelpTimer & 4)) { + if ((gTeamHelpTimer & 4) == 0) { Matrix_RotateY(gCalcMatrix, gPlayer[0].camYaw, MTXF_NEW); Matrix_RotateX(gCalcMatrix, gPlayer[0].camPitch, MTXF_APPLY); sp68.x = gTeamHelpActor->obj.pos.x - gPlayer[0].cam.eye.x; @@ -615,7 +615,7 @@ void func_display_80053C38(Player* player, s32 arg1) { sp4C.z = 2400.0f + sp48; Matrix_MultVec3f(gGfxMatrix, &sp4C, &D_display_801613E0[1]); } - if (player->cockpitView && (gLevelMode == LEVELMODE_ON_RAILS) && + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS) && (fabsf(player->trueZpos + gPathProgress - player->cam.eye.z) < 10.0f)) { if (arg1 == 0) { sDrawCockpit = 1; @@ -876,7 +876,7 @@ void func_display_80054E80(Player* player) { if (gChargeTimers[player->num] > 10) { RCP_SetupDL(&gMasterDisp, 0x43); Matrix_Copy(gCalcMatrix, &D_display_80161418[player->num]); - if (player->cockpitView && (gLevelMode == LEVELMODE_ON_RAILS)) { + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { Matrix_MultVec3f(gCalcMatrix, &spB8, &sp94); } else { Matrix_MultVec3f(gCalcMatrix, &spC4, &sp94); @@ -886,7 +886,7 @@ void func_display_80054E80(Player* player) { Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW); Matrix_Scale(gGfxMatrix, sp80, sp80, 1.0f, MTXF_APPLY); Matrix_Push(&gGfxMatrix); - if (player->cockpitView && (gLevelMode == LEVELMODE_ON_RAILS)) { + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { Matrix_Scale(gGfxMatrix, 3.0f, 3.0f, 3.0f, MTXF_APPLY); } else { Matrix_Scale(gGfxMatrix, 10.0f, 10.0f, 10.0f, MTXF_APPLY); @@ -918,7 +918,7 @@ void func_display_80054E80(Player* player) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_101C2E0); Matrix_Pop(&gGfxMatrix); - if (player->cockpitView && (gLevelMode == LEVELMODE_ON_RAILS)) { + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { Matrix_Scale(gGfxMatrix, 0.3f, 0.3f, 0.3f, MTXF_APPLY); } Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 1.0f, MTXF_APPLY); @@ -943,7 +943,7 @@ void func_display_80054E80(Player* player) { case LASERS_SINGLE: gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 192, 255, 192, 128); gDPSetEnvColor(gMasterDisp++, 64, 255, 64, 128); - if (player->cockpitView && (gLevelMode == LEVELMODE_ON_RAILS)) { + if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { Matrix_MultVec3f(gCalcMatrix, &spB8, &sp94); } else { Matrix_MultVec3f(gCalcMatrix, &spC4, &sp94); @@ -1382,7 +1382,7 @@ void func_display_80057248(void) { s32 i; f32 var_fs0; - if (!(gGameFrameCount & 4)) { + if ((gGameFrameCount & 4) == 0) { RCP_SetupDL_40(); for (i = 0; i < ARRAY_COUNT(gTeamArrowsViewPos); i++) { if (gTeamArrowsViewPos[i].z < 0.0f) { @@ -1487,12 +1487,12 @@ void func_display_800578C4(Player* player) { case 0: Math_SmoothStepToAngle(&player->wings.unk_30, 0.0f, 0.2f, 3.0f, 0.0f); Math_SmoothStepToAngle(&player->wings.unk_34, 0.0f, 0.2f, 3.0f, 0.0f); - gPlayerCamEye.x = player->cam.eye.x; - gPlayerCamEye.y = player->cam.eye.y; - gPlayerCamEye.z = player->cam.eye.z; - gPlayerCamAt.x = player->cam.at.x; - gPlayerCamAt.y = player->cam.at.y; - gPlayerCamAt.z = player->cam.at.z; + gPlayCamEye.x = player->cam.eye.x; + gPlayCamEye.y = player->cam.eye.y; + gPlayCamEye.z = player->cam.eye.z; + gPlayCamAt.x = player->cam.at.x; + gPlayCamAt.y = player->cam.at.y; + gPlayCamAt.z = player->cam.at.z; break; case 1: case 2: @@ -1521,12 +1521,12 @@ void func_display_800578C4(Player* player) { Matrix_RotateX(gCalcMatrix, (player->rot.y + D_display_800CA380) * M_DTOR, MTXF_NEW); Matrix_RotateY(gCalcMatrix, (player->rot.x + D_display_800CA384) * M_DTOR, MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40); - gPlayerCamEye.x = player->pos.x + sp40.x; - gPlayerCamEye.y = player->pos.y + sp40.y + 20.0f; - gPlayerCamEye.z = player->trueZpos + sp40.z; - gPlayerCamAt.x = (SIN_DEG(gGameFrameCount * 3.0f) * 3.0f) + player->pos.x; - gPlayerCamAt.y = (COS_DEG(gGameFrameCount * 4.0f) * 3.0f) + player->pos.y; - gPlayerCamAt.z = (SIN_DEG(gGameFrameCount * 3.5f) * 3.0f) + player->trueZpos; + gPlayCamEye.x = player->pos.x + sp40.x; + gPlayCamEye.y = player->pos.y + sp40.y + 20.0f; + gPlayCamEye.z = player->trueZpos + sp40.z; + gPlayCamAt.x = (SIN_DEG(gGameFrameCount * 3.0f) * 3.0f) + player->pos.x; + gPlayCamAt.y = (COS_DEG(gGameFrameCount * 4.0f) * 3.0f) + player->pos.y; + gPlayCamAt.z = (SIN_DEG(gGameFrameCount * 3.5f) * 3.0f) + player->trueZpos; break; } } @@ -1535,10 +1535,10 @@ void Play_Draw(void) { s32 i; Vec3f tempVec; Vec3f playerCamUp; - Vec3f opponentPos; + Vec3f playerPos; s32 pad; - Player* opponent; - Player* player = &gPlayer[gPlayerNum]; + Player* player; + Player* camPlayer = &gPlayer[gPlayerNum]; sDrawCockpit = 0; @@ -1547,72 +1547,77 @@ void Play_Draw(void) { } Matrix_Push(&gGfxMatrix); if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) { - Math_SmoothStepToF(&D_display_800CA230, 0.01f, 0.2f, 0.002f, 0.0f); + Math_SmoothStepToF(&gCamDistortion, 0.01f, 0.2f, 0.002f, 0.0f); } else { - Math_SmoothStepToF(&D_display_800CA230, 0.0f, 0.2f, 0.002f, 0.0f); + Math_SmoothStepToF(&gCamDistortion, 0.0f, 0.2f, 0.002f, 0.0f); } Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY); - Matrix_Scale(gGfxMatrix, 1.0f + D_display_800CA230, 1.0f - D_display_800CA230, 1.0f, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, 1.0f + gCamDistortion, 1.0f - gCamDistortion, 1.0f, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY); - Matrix_Scale(gGfxMatrix, 1.0f + D_display_800CA230, 1.0f - D_display_800CA230, 1.0f, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, 1.0f + gCamDistortion, 1.0f - gCamDistortion, 1.0f, MTXF_APPLY); Matrix_Push(&gGfxMatrix); - Camera_SetupLights(player); + Camera_SetupLights(camPlayer); Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, gLight1R, gLight1G, gLight1B, gAmbientR, gAmbientG, gAmbientB); if (gLevelMode == LEVELMODE_ON_RAILS) { - Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, player->xRot_120 * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, camPlayer->yRot_114 * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, camPlayer->xRot_120 * M_DTOR, MTXF_APPLY); - tempVec.x = player->cam.eye.x - player->pos.x; - tempVec.y = player->cam.eye.y - player->pos.y; - tempVec.z = player->cam.eye.z - (player->trueZpos + player->zPath); - Matrix_MultVec3f(gCalcMatrix, &tempVec, &gPlayerCamEye); - gPlayerCamEye.x += player->pos.x; - gPlayerCamEye.y += player->pos.y; - gPlayerCamEye.z += player->trueZpos + player->zPath; + tempVec.x = camPlayer->cam.eye.x - camPlayer->pos.x; + tempVec.y = camPlayer->cam.eye.y - camPlayer->pos.y; + tempVec.z = camPlayer->cam.eye.z - (camPlayer->trueZpos + camPlayer->zPath); + Matrix_MultVec3f(gCalcMatrix, &tempVec, &gPlayCamEye); + gPlayCamEye.x += camPlayer->pos.x; + gPlayCamEye.y += camPlayer->pos.y; + gPlayCamEye.z += camPlayer->trueZpos + camPlayer->zPath; - tempVec.x = player->cam.at.x - player->pos.x; - tempVec.y = player->cam.at.y - player->pos.y; - tempVec.z = player->cam.at.z - (player->trueZpos + player->zPath); - Matrix_MultVec3f(gCalcMatrix, &tempVec, &gPlayerCamAt); - gPlayerCamAt.x += player->pos.x; - gPlayerCamAt.y += player->pos.y; - gPlayerCamAt.z += player->trueZpos + player->zPath; + tempVec.x = camPlayer->cam.at.x - camPlayer->pos.x; + tempVec.y = camPlayer->cam.at.y - camPlayer->pos.y; + tempVec.z = camPlayer->cam.at.z - (camPlayer->trueZpos + camPlayer->zPath); + Matrix_MultVec3f(gCalcMatrix, &tempVec, &gPlayCamAt); + gPlayCamAt.x += camPlayer->pos.x; + gPlayCamAt.y += camPlayer->pos.y; + gPlayCamAt.z += camPlayer->trueZpos + camPlayer->zPath; - if (player->cockpitView && (player->boostSpeed > 5.0f)) { - gPlayerCamAt.x += SIN_DEG(gGameFrameCount * 150.0f) * player->boostSpeed * 0.2f; + if (camPlayer->alternateView && (camPlayer->boostSpeed > 5.0f)) { + gPlayCamAt.x += SIN_DEG(gGameFrameCount * 150.0f) * camPlayer->boostSpeed * 0.2f; } - } else if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) { - func_display_800578C4(player); + } else if (camPlayer->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) { + func_display_800578C4(camPlayer); } else { - gPlayerCamEye.x = player->cam.eye.x; - gPlayerCamEye.y = player->cam.eye.y; - gPlayerCamEye.z = player->cam.eye.z; - gPlayerCamAt.x = player->cam.at.x; - gPlayerCamAt.y = player->cam.at.y; - gPlayerCamAt.z = player->cam.at.z; + gPlayCamEye.x = camPlayer->cam.eye.x; + gPlayCamEye.y = camPlayer->cam.eye.y; + gPlayCamEye.z = camPlayer->cam.eye.z; + gPlayCamAt.x = camPlayer->cam.at.x; + gPlayCamAt.y = camPlayer->cam.at.y; + gPlayCamAt.z = camPlayer->cam.at.z; } - player->camYaw = -Math_Atan2F(gPlayerCamEye.x - gPlayerCamAt.x, gPlayerCamEye.z - gPlayerCamAt.z); - player->camPitch = -Math_Atan2F(gPlayerCamEye.y - gPlayerCamAt.y, - sqrtf(SQ(gPlayerCamEye.z - gPlayerCamAt.z) + SQ(gPlayerCamEye.x - gPlayerCamAt.x))); - Matrix_RotateY(gCalcMatrix, -player->camYaw, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, player->camPitch, MTXF_APPLY); - Matrix_RotateZ(gCalcMatrix, -player->camRoll * M_DTOR, MTXF_APPLY); + camPlayer->camYaw = -Math_Atan2F(gPlayCamEye.x - gPlayCamAt.x, gPlayCamEye.z - gPlayCamAt.z); + camPlayer->camPitch = -Math_Atan2F(gPlayCamEye.y - gPlayCamAt.y, + sqrtf(SQ(gPlayCamEye.z - gPlayCamAt.z) + SQ(gPlayCamEye.x - gPlayCamAt.x))); + Matrix_RotateY(gCalcMatrix, -camPlayer->camYaw, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, camPlayer->camPitch, MTXF_APPLY); + Matrix_RotateZ(gCalcMatrix, -camPlayer->camRoll * M_DTOR, MTXF_APPLY); tempVec.x = 0.0f; tempVec.y = 100.0f; tempVec.z = 0.0f; Matrix_MultVec3f(gCalcMatrix, &tempVec, &playerCamUp); if (gStarCount != 0) { gStarfieldRoll = DEG_TO_RAD(gPlayer[0].camRoll); - Camera_SetStarfieldPos(gPlayerCamEye.x, gPlayerCamEye.y, gPlayerCamEye.z, gPlayerCamAt.x, gPlayerCamAt.y, - gPlayerCamAt.z); + Camera_SetStarfieldPos(gPlayCamEye.x, gPlayCamEye.y, gPlayCamEye.z, gPlayCamAt.x, gPlayCamAt.y, gPlayCamAt.z); Background_DrawStarfield(); } Background_DrawBackdrop(); Background_DrawSun(); Matrix_Push(&gGfxMatrix); - Matrix_LookAt(gGfxMatrix, gPlayerCamEye.x, gPlayerCamEye.y, gPlayerCamEye.z, gPlayerCamAt.x, gPlayerCamAt.y, - gPlayerCamAt.z, playerCamUp.x, playerCamUp.y, playerCamUp.z, MTXF_APPLY); + // if(gControllerHold[gMainController]. button & L_TRIG) { + // Matrix_LookAt(gGfxMatrix, gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ, + // playerCamUp.x, playerCamUp.y, playerCamUp.z, MTXF_APPLY); + // } else { + Matrix_LookAt(gGfxMatrix, gPlayCamEye.x, gPlayCamEye.y, gPlayCamEye.z, gPlayCamAt.x, gPlayCamAt.y, gPlayCamAt.z, + playerCamUp.x, playerCamUp.y, playerCamUp.z, MTXF_APPLY); + // } + if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) { if ((gCurrentLevel == LEVEL_TITANIA) && ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) || (gPlayer[0].unk_19C != 0))) { @@ -1629,24 +1634,24 @@ void Play_Draw(void) { } Lights_SetOneLight(&gMasterDisp, gLight2x, gLight2y, gLight2z, gLight2R, gLight2G, gLight2B, gAmbientR, gAmbientG, gAmbientB); - for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) { - opponentPos.x = opponent->pos.x; - opponentPos.y = opponent->pos.y; - opponentPos.z = opponent->trueZpos; - Display_SetSecondLight(&opponentPos); - func_display_800564C0(opponent, 0); - func_display_80057814(opponent); + for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { + playerPos.x = player->pos.x; + playerPos.y = player->pos.y; + playerPos.z = player->trueZpos; + Display_SetSecondLight(&playerPos); + func_display_800564C0(player, 0); + func_display_80057814(player); } if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) { Lights_SetOneLight(&gMasterDisp, gLight2x, -1 * gLight2y, gLight2z, gLight2R, gLight2G, gLight2B, gAmbientR, gAmbientG, gAmbientB); Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY); - for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) { - opponentPos.x = opponent->pos.x; - opponentPos.y = opponent->pos.y; - opponentPos.z = opponent->trueZpos; - func_display_800564C0(opponent, 1); + for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { + playerPos.x = player->pos.x; + playerPos.y = player->pos.y; + playerPos.z = player->trueZpos; + func_display_800564C0(player, 1); } Matrix_Pop(&gGfxMatrix); } @@ -1667,10 +1672,10 @@ void Play_Draw(void) { if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) { Matrix_Push(&gGfxMatrix); Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY); - for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) { + for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { if (sPlayersVisible[i] != 0) { - func_display_80055B58(opponent); - func_display_80056230(opponent); + func_display_80055B58(player); + func_display_80056230(player); } Matrix_Pop(&gGfxMatrix); } @@ -1690,11 +1695,11 @@ void Play_Draw(void) { Effect_Draw(0); } gReflectY = 1; - for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) { + for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { if (sPlayersVisible[i] != 0) { - func_display_80056E2C(opponent); - func_display_80055B58(opponent); - func_display_80056230(opponent); + func_display_80056E2C(player); + func_display_80055B58(player); + func_display_80056230(player); } } if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) { @@ -1712,15 +1717,15 @@ void Play_Draw(void) { if (sDrawCockpit != 0) { func_display_80053B18(); } - for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) { + for (i = 0, player = gPlayer; i < gCamCount; i++, player++) { if (sPlayersVisible[i] != 0) { if (gShowCrosshairs[i]) { - func_display_80053F7C(opponent); + func_display_80053F7C(player); } - if (opponent->form == FORM_LANDMASTER) { - func_display_80052B80(opponent); - } else if (opponent->form == FORM_ON_FOOT) { - func_display_80052584(opponent); + if (player->form == FORM_LANDMASTER) { + func_display_80052B80(player); + } else if (player->form == FORM_ON_FOOT) { + func_display_80052584(player); } } } @@ -1729,12 +1734,12 @@ void Play_Draw(void) { } Background_DrawLensFlare(); if ((gCamCount != 1) && - ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (player->state_1C8 == PLAYERSTATE_1C8_U_TURN))) { + ((camPlayer->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (camPlayer->state_1C8 == PLAYERSTATE_1C8_U_TURN))) { HUD_Draw(); HUD_DrawEdgeArrows(); } Matrix_Pop(&gGfxMatrix); - func_display_80051B30(); + Display_DrawHelpAlert(); sPlayersVisible[gPlayerNum] = 0; Matrix_Pop(&gGfxMatrix); } diff --git a/src/engine/fox_edata.c b/src/engine/fox_edata.c index 3780107d..c58f1357 100644 --- a/src/engine/fox_edata.c +++ b/src/engine/fox_edata.c @@ -2,7 +2,7 @@ #include "fox_edata_info.c" -f32* D_edata_800CF964[] = { NULL }; +f32* D_edata_800CF964[] = { NULL }; // Likely a scrapped array of scenery shadow boxes void func_edata_800594F0(Scenery* scenery) { RCP_SetupDL_57(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); diff --git a/src/engine/fox_edisplay.c b/src/engine/fox_edisplay.c index 0d315d6e..56d9ac26 100644 --- a/src/engine/fox_edisplay.c +++ b/src/engine/fox_edisplay.c @@ -24,7 +24,7 @@ Vec3f D_edisplay_801615D0; Vec3f sViewPos; -s32 sDrewActor; +bool sDrewActor; Matrix D_edisplay_801615F0; WingInfo D_edisplay_80161630; @@ -90,11 +90,11 @@ f32 D_edisplay_800CFA2C[] = { void Actor202_Draw(Actor202* this) { Vec3f sp30[30]; - f32 temp = D_edisplay_800CF9B0[this->unk_0B6] - 114.0f; + f32 temp = D_edisplay_800CF9B0[this->animFrame] - 114.0f; Matrix_Translate(gGfxMatrix, 0.f, -temp, 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - Animation_GetFrameData(&D_ME_601E8C4, this->unk_0B6, sp30); + Animation_GetFrameData(&D_ME_601E8C4, this->animFrame, sp30); Animation_DrawSkeleton(1, D_ME_601E9D0, sp30, NULL, Actor202_PostLimbDraw, &this->index, &gIdentityMatrix); } @@ -119,7 +119,7 @@ void Scenery42_Draw(Scenery_42* this) { } void Actor196_Draw(Actor196* this) { - if (this->unk_0B6 != 0) { + if (this->animFrame != 0) { gSPDisplayList(gMasterDisp++, D_CO_6032BC0); } } @@ -133,7 +133,7 @@ void Sprite167_Draw(Sprite167* this) { void FogShadow_Draw(FogShadow* this) { RCP_SetupDL_47(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 180); - switch (this->unk_45) { + switch (this->sceneryId) { case OBJ_SCENERY_0: Matrix_Scale(gGfxMatrix, 2.0f, 1.0f, 0.7f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -179,8 +179,9 @@ void func_edisplay_80059FDC(Scenery* scenery) { gSPDisplayList(gMasterDisp++, D_CO_6035DA0); } +// repurposed into OBJ_SCENERY_15 void func_edisplay_8005A010(Sprite* sprite) { - if (sprite->unk_48 == 0) { + if (!sprite->toLeft) { Matrix_RotateY(gGfxMatrix, M_PI / 2, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_CO_60361F0); @@ -576,7 +577,7 @@ void func_edisplay_8005B7CC(Actor* actor) { void func_edisplay_8005B848(Actor* actor) { f32 scale; - switch (actor->unk_0B4) { + switch (actor->eventType) { case 0: gSPDisplayList(gMasterDisp++, D_1028230); break; @@ -600,7 +601,7 @@ void func_edisplay_8005B848(Actor* actor) { void func_edisplay_8005B9A4(Actor* actor) { Matrix_Translate(gGfxMatrix, 0.0f, -124.0f, 0.0f, MTXF_APPLY); - Animation_GetFrameData(&D_CO_6029528, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_CO_6029528, actor->animFrame, actor->vwork); Animation_DrawSkeleton(1, D_CO_6029674, actor->vwork, NULL, NULL, actor, &gIdentityMatrix); } @@ -619,7 +620,7 @@ f32 D_edisplay_800CFCCC[] = { 0.0f, 0.05f, 0.03f, 0.02f, 0.01f, 0.05f, 0.0f, 0.02f, }; -void func_edisplay_8005BAB4(ObjectId objId, s32 index) { +void Object_SetShadowDL(ObjectId objId, s32 index) { f32 temp_fv0; f32 temp1; f32 temp2; @@ -637,7 +638,7 @@ void func_edisplay_8005BAB4(ObjectId objId, s32 index) { case OBJ_ACTOR_CUTSCENE: case OBJ_ACTOR_TEAM_BOSS: case OBJ_ACTOR_EVENT: - switch (gActors[index].unk_0B4) { + switch (gActors[index].eventType) { case EVID_3: Matrix_Scale(gGfxMatrix, 2.3f, 0.0f, 2.3f, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, M_PI / 2, MTXF_APPLY); @@ -763,7 +764,7 @@ void func_edisplay_8005BAB4(ObjectId objId, s32 index) { void ItemCheckpoint_Draw(ItemCheckpoint* this) { s32 i; - if ((gGameFrameCount & 0x18) && (this->state == 0)) { + if (((gGameFrameCount & 0x18) != 0) && (this->state == 0)) { Matrix_Push(&gGfxMatrix); RCP_SetupDL(&gMasterDisp, 0x40); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255); @@ -1001,16 +1002,16 @@ void Actor_DrawOnRails(Actor* this) { Zoness_80190F08(this); return; } - if ((this->obj.id == OBJ_ACTOR_EVENT) && (this->unk_0B4 == EVID_200)) { + if ((this->obj.id == OBJ_ACTOR_EVENT) && (this->eventType == EVID_200)) { Actor194_Draw(this); } else { if (this->info.unk_19 != 0) { this->obj.pos.y += gCameraShakeY; func_edisplay_8005D008(&this->obj, this->info.drawType); this->obj.pos.y -= gCameraShakeY; - } else if ((this->obj.id == OBJ_ACTOR_EVENT) && (this->unk_0B4 != EVID_31)) { + } else if ((this->obj.id == OBJ_ACTOR_EVENT) && (this->eventType != EVID_31)) { func_edisplay_8005D3CC(&this->obj, this->vwork[29].x, this->vwork[29].y, - this->vwork[29].z + this->unk_0F4.z, this->info.drawType); + this->vwork[29].z + this->rot_0F4.z, this->info.drawType); } else { func_edisplay_8005D008(&this->obj, this->info.drawType); } @@ -1021,7 +1022,7 @@ void Actor_DrawOnRails(Actor* this) { this->info.draw(&this->obj); Object_UpdateSfxSource(this->sfxSource); if (((this->obj.id == OBJ_ACTOR_TEAM_BOSS) || - ((this->obj.id == OBJ_ACTOR_SLIPPY_SX) && (this->unk_0B6 > 0))) && + ((this->obj.id == OBJ_ACTOR_SLIPPY_SX) && (this->animFrame > 0))) && (gReflectY > 0)) { Matrix_MultVec3f(gGfxMatrix, &sp34, &gTeamArrowsViewPos[this->aiType]); } @@ -1140,9 +1141,9 @@ void Boss_Draw(Boss* this, s32 arg1) { Vec3f origin = { 0.0f, 0.0f, 0.0f }; if (this->info.unk_19 != 0) { - this->obj.pos.y += this->unk_068 + gCameraShakeY; + this->obj.pos.y += this->yOffset + gCameraShakeY; func_edisplay_8005D1F0(&this->obj, this->info.drawType); - this->obj.pos.y -= this->unk_068 + gCameraShakeY; + this->obj.pos.y -= this->yOffset + gCameraShakeY; } else { func_edisplay_8005D1F0(&this->obj, this->info.drawType); } @@ -1299,7 +1300,7 @@ void ActorAllRange_DrawShadow(Actor* actor) { Matrix_SetGfxMtx(&gMasterDisp); gSPDisplayList(gMasterDisp++, D_1032780); } else if (gCurrentLevel == LEVEL_KATINA) { - if ((actor->unk_0B6 == 1) || (actor->unk_0B6 == 2)) { + if ((actor->animFrame == 1) || (actor->animFrame == 2)) { gSPDisplayList(gMasterDisp++, D_KA_600D730); } else { gSPDisplayList(gMasterDisp++, D_KA_600DBC0); @@ -1347,7 +1348,7 @@ void Object_DrawShadow(s32 index, Object* obj) { Matrix_RotateZ(gGfxMatrix, obj->rot.z * M_DTOR, MTXF_APPLY); } Matrix_SetGfxMtx(&gMasterDisp); - func_edisplay_8005BAB4(obj->id, index); + Object_SetShadowDL(obj->id, index); } } @@ -1381,9 +1382,9 @@ void Object_SetSfxSourceToPos(f32* sfxSrc, Vec3f* pos) { } else { Matrix_RotateY(gCalcMatrix, gPlayer[0].camYaw, MTXF_NEW); Matrix_RotateX(gCalcMatrix, gPlayer[0].camPitch, MTXF_APPLY); - sp2C.x = pos->x - gPlayerCamEye.x; - sp2C.y = pos->y - gPlayerCamEye.y; - sp2C.z = pos->z + gPathProgress - gPlayerCamEye.z; + sp2C.x = pos->x - gPlayCamEye.x; + sp2C.y = pos->y - gPlayCamEye.y; + sp2C.z = pos->z + gPathProgress - gPlayCamEye.z; Matrix_MultVec3f(gCalcMatrix, &sp2C, &sp20); sfxSrc[0] = sp20.x; sfxSrc[1] = sp20.y; @@ -1494,7 +1495,7 @@ void Display_SetSecondLight(Vec3f* pos) { if (lightFade > 1.0f) { lightFade = 1.0f; } - if (D_ctx_8017812C == 2) { + if (gGroundClipMode == 2) { lightFade = 1.0f; } sp94 = Math_Atan2F(sp9C.x, sp9C.z); @@ -1550,7 +1551,7 @@ void Object_DrawAll(s32 arg0) { if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gCurrentLevel != LEVEL_KATINA)) { RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); - if (D_ctx_80177AB0 == 5) { + if (gDrawBackdrop == 5) { gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); } for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) { @@ -1593,7 +1594,7 @@ void Object_DrawAll(s32 arg0) { Matrix_Push(&gGfxMatrix); Boss_Draw(boss, arg0); Matrix_Pop(&gGfxMatrix); - if ((boss->unk_05E != 0) && (D_edisplay_801615D0.y > 0.0f)) { + if (boss->drawShadow && (D_edisplay_801615D0.y > 0.0f)) { Matrix_Push(&gGfxMatrix); Object_DrawShadow(i, &boss->obj); Matrix_Pop(&gGfxMatrix); @@ -1641,7 +1642,7 @@ void Object_DrawAll(s32 arg0) { Object_SetCullDirection(arg0); Actor_DrawOnRails(actor); Matrix_Pop(&gGfxMatrix); - if (actor->unk_0C9 != 0) { + if (actor->drawShadow) { Matrix_Push(&gGfxMatrix); Object_DrawShadow(i, &actor->obj); Matrix_Pop(&gGfxMatrix); @@ -1651,7 +1652,7 @@ void Object_DrawAll(s32 arg0) { Matrix_Push(&gGfxMatrix); Actor_DrawAllRange(actor); Matrix_Pop(&gGfxMatrix); - if ((actor->unk_0C9 != 0) && (sDrewActor != 0) && + if (actor->drawShadow && sDrewActor && ((sViewPos.z > -4000.0f) || (gCurrentLevel != LEVEL_KATINA))) { Matrix_Push(&gGfxMatrix); Object_DrawShadow(i, &actor->obj); @@ -1808,8 +1809,8 @@ void TexturedLine_Draw(void) { if (gCurrentLevel == LEVEL_MACBETH) { gSPDisplayList(gMasterDisp++, D_MA_6012C00); } else { - gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->red, texLine->green, texLine->blue, - texLine->alpha); + gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->prim.r, texLine->prim.g, texLine->prim.b, + texLine->prim.a); gSPDisplayList(gMasterDisp++, D_edisplay_800CFD80); } } @@ -1821,12 +1822,12 @@ void TexturedLine_Draw(void) { void TexturedLine_DrawPath(s32 index) { TexturedLine* texLine = &gTexturedLines[index]; - if (texLine->alpha == 255) { + if (texLine->prim.a == 255) { RCP_SetupDL(&gMasterDisp, 5); } else { RCP_SetupDL(&gMasterDisp, 0xE); } - gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->red, texLine->green, texLine->blue, texLine->alpha); + gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->prim.r, texLine->prim.g, texLine->prim.b, texLine->prim.a); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, texLine->posAA.x, texLine->posAA.y, texLine->posAA.z, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, texLine->yRot, MTXF_APPLY); diff --git a/src/engine/fox_effect.c b/src/engine/fox_effect.c index 3318e235..385455c4 100644 --- a/src/engine/fox_effect.c +++ b/src/engine/fox_effect.c @@ -423,7 +423,7 @@ static s32 D_800D173C[] = { 255, 255, 255, 0, 0, 0, 255, 0, 255, 0, 0, 0, 255, 2 void func_effect_800788B0(Effect* effect) { s32 temp_ft3; - s32* tmp; + s32 tmp; switch (gCurrentLevel) { case LEVEL_METEO: @@ -436,8 +436,8 @@ void func_effect_800788B0(Effect* effect) { RCP_SetupDL(&gMasterDisp, 0x43); temp_ft3 = Math_ModF(effect->index, 4.0f); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, (s32) effect->scale1); - tmp = &D_800D173C[(s32) (temp_ft3 * 4.0f)]; - gDPSetEnvColor(gMasterDisp++, tmp[0], tmp[1], tmp[2], 255); + tmp = temp_ft3 * 4.0f; + gDPSetEnvColor(gMasterDisp++, D_800D173C[tmp + 0], D_800D173C[tmp + 1], D_800D173C[tmp + 2], 255); Graphics_SetScaleMtx(effect->scale2); gSPDisplayList(gMasterDisp++, D_1024AC0); RCP_SetupDL(&gMasterDisp, 0x40); @@ -873,7 +873,7 @@ void func_effect_800798F0(Effect* effect) { void func_effect_8007A28C(Effect* effect) { Texture_Scroll(D_10190C0, 16, 32, 0); - D_ctx_8017812C = 2; + gGroundClipMode = 2; effect->obj.rot.y += 1.0f; Math_SmoothStepToF(&effect->scale2, effect->scale1, 0.05f, 1.5f, 0.001f); @@ -895,7 +895,7 @@ void func_effect_8007A28C(Effect* effect) { if (effect->unk_44 < 0) { effect->unk_44 = 0; Object_Kill(&effect->obj, effect->sfxSource); - D_ctx_8017812C = 0; + gGroundClipMode = 0; } } } @@ -1596,12 +1596,12 @@ void func_effect_8007C250(Effect* effect) { Math_SmoothStepToF(&effect->vel.y, 0.0f, 0.2f, 10.0f, 0.1f); Math_SmoothStepToF(&effect->vel.z, 0.0f, 0.2f, 10.0f, 0.1f); - var_v0 = 3; + var_v0 = 4 - 1; if (gLevelMode == LEVELMODE_ALL_RANGE) { - var_v0 = 1; + var_v0 = 2 - 1; } - if (!(effect->timer_50 & var_v0)) { + if ((effect->timer_50 & var_v0) == 0) { randX = RAND_FLOAT_CENTERED(40.0f); randY = RAND_FLOAT_CENTERED(40.0f); randOther = RAND_FLOAT(0.5f) + 1.0f; @@ -1738,12 +1738,12 @@ void func_effect_8007C8C4(Effect* effect) { f32 randOther; s32 var_v0; - var_v0 = 0; + var_v0 = 1 - 1; if ((gCurrentLevel == LEVEL_FORTUNA) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_NEXT)) { - var_v0 = 3; + var_v0 = 4 - 1; } - if (!(effect->timer_50 & var_v0) && (gLevelType == LEVELTYPE_PLANET)) { + if (((effect->timer_50 & var_v0) == 0) && (gLevelType == LEVELTYPE_PLANET)) { randX = RAND_FLOAT_CENTERED(10.0f); randY = RAND_FLOAT_CENTERED(10.0f); randOther = RAND_FLOAT(0.5f) + 1.0f; @@ -2032,8 +2032,7 @@ static f32 D_800D17F8[] = { 1.6f, 1.6f, 1.7f, 1.7f, 1.8f, 1.8f, 1.9f, 1.9f, 2.0f, 2.0f, }; -// RGBA values -static u8 D_800D184C[][4] = { +static Color_RGBA32 D_800D184C[] = { { 255, 255, 255, 255 }, { 255, 0, 0, 255 }, { 255, 40, 40, 255 }, { 255, 80, 80, 255 }, { 255, 120, 120, 255 }, { 255, 160, 160, 255 }, { 255, 200, 200, 255 }, { 255, 240, 240, 255 }, { 255, 255, 255, 255 }, { 255, 255, 255, 255 }, { 255, 255, 255, 255 }, { 255, 255, 255, 255 }, @@ -2053,8 +2052,8 @@ void func_effect_8007D55C(Effect* effect) { Graphics_SetScaleMtx(effect->scale2); if (gLevelType == LEVELTYPE_PLANET) { - gDPSetPrimColor(gMasterDisp++, 0, 0, D_800D184C[effect->unk_4C][0], D_800D184C[effect->unk_4C][1], - D_800D184C[effect->unk_4C][2], D_800D184C[effect->unk_4C][3]); + gDPSetPrimColor(gMasterDisp++, 0, 0, D_800D184C[effect->unk_4C].r, D_800D184C[effect->unk_4C].g, + D_800D184C[effect->unk_4C].b, D_800D184C[effect->unk_4C].a); scale = D_800D17F8[effect->unk_4C] - 0.5f; Matrix_Scale(gGfxMatrix, scale, scale, 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -2324,7 +2323,7 @@ void func_effect_8007E45C(Effect* effect) { } effect->scale2 += 0.02f; - effect->unk_44 -= 1; + effect->unk_44--; if (effect->unk_44 < 0) { Object_Kill(&effect->obj, effect->sfxSource); @@ -2643,7 +2642,7 @@ void func_effect_8007F438(Effect* effect) { if (effect->unk_46 == 0) { effect->unk_46 = 30; - effect->unk_44 += 1; + effect->unk_44++; effect->unk_44 &= 1; } else { effect->unk_46--; @@ -2670,7 +2669,7 @@ void func_effect_8007F438(Effect* effect) { void func_effect_8007F5AC(Effect* effect) { if (effect->unk_4C == 0) { effect->unk_46++; - if (!(effect->unk_46 & 0x20)) { + if ((effect->unk_46 & 0x20) == 0) { effect->vel.x += 0.5f; } else { effect->vel.x -= 0.5f; @@ -2684,7 +2683,7 @@ void func_effect_8007F5AC(Effect* effect) { } effect->scale2 += 0.02f; - if (!(gGameFrameCount & 0x10)) { + if ((gGameFrameCount & 0x10) == 0) { effect->scale2 += 0.01f; } else { effect->scale2 -= 0.01f; @@ -2846,7 +2845,7 @@ void func_effect_8007FE88(Effect* effect) { return; } - if (func_effect_8007FD84(effect) != 0) { + if (func_effect_8007FD84(effect)) { Object_Kill(&effect->obj, effect->sfxSource); return; } @@ -2870,7 +2869,7 @@ void func_effect_8007FE88(Effect* effect) { effect->vel.x = destVelocity.x; effect->vel.y = destVelocity.y; effect->vel.z = destVelocity.z; - gPlayer[0].unk_2C4 += 1; + gPlayer[0].unk_2C4++; AUDIO_PLAY_SFX(NA_SE_ROLLING_REFLECT, effect->sfxSource, 0); } @@ -2979,7 +2978,7 @@ void func_effect_8008040C(Effect* effect) { return; } - if (func_effect_8007FD84(effect) != 0) { + if (func_effect_8007FD84(effect)) { Object_Kill(&effect->obj, effect->sfxSource); return; } @@ -3079,11 +3078,11 @@ void func_effect_80080ACC(Effect* effect) { break; case 1: - effect->unk_46 -= 1; + effect->unk_46--; break; case 10: - effect->unk_44 -= 1; + effect->unk_44--; if (effect->unk_44 <= 0) { effect->unk_44 = effect->unk_46; } @@ -3572,7 +3571,7 @@ void func_effect_80081C5C(Effect* effect) { Object_Kill(&effect->obj, effect->sfxSource); func_effect_8007D0E0(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 5.0f); } else if (fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < 1000.0f) { - ActorEvent_8006F0D8(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 15.0f); + ActorEvent_SpawnEffect347(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 15.0f); Object_Kill(&effect->obj, effect->sfxSource); } sp84 = 50.0f; @@ -3756,7 +3755,7 @@ void func_effect_80081C5C(Effect* effect) { effect->unk_46 = 50; } if (effect->unk_46 != 0) { - effect->unk_46 -= 1; + effect->unk_46--; } if ((((gGameFrameCount % 16) == 0)) && (effect->timer_50 == 0)) { D_800D18EC = diff --git a/src/engine/fox_enmy.c b/src/engine/fox_enmy.c index 13cce9b7..7d918bbb 100644 --- a/src/engine/fox_enmy.c +++ b/src/engine/fox_enmy.c @@ -175,7 +175,7 @@ void Boss_Initialize(Boss* boss) { for (i = 0; i < sizeof(Boss); i++, ptr++) { *ptr = 0; } - boss->unk_3F8 = 1.0f; + boss->scale = 1.0f; } void Item_Initialize(Item* item) { @@ -380,12 +380,12 @@ void ActorEvent_Load(Actor* actor, ObjectInit* objInit, s32 index) { actor->obj.pos.z += -3000.0f + objInit->zPos2; actor->obj.pos.x = objInit->xPos; actor->obj.pos.y = objInit->yPos; - actor->obj.rot.y = actor->unk_0F4.y = objInit->rot.y; - actor->obj.rot.x = actor->unk_0F4.x = objInit->rot.x; - actor->unk_0F4.z = objInit->rot.z; + actor->obj.rot.y = actor->rot_0F4.y = objInit->rot.y; + actor->obj.rot.x = actor->rot_0F4.x = objInit->rot.x; + actor->rot_0F4.z = objInit->rot.z; actor->obj.id = OBJ_ACTOR_EVENT; actor->timer_0C2 = 10; - actor->unk_0B4 = EVID_FFF; + actor->eventType = EVID_FFF; actor->aiType = objInit->id - ACTOR_EVENT_ID; Object_SetInfo(&actor->info, actor->obj.id); @@ -483,12 +483,11 @@ void Object_Load(ObjectInit* objInit, f32 xMax, f32 xMin, f32 yMax, f32 yMin) { D_Andross_801A7F60 = -(f32) objInit->rot.x; break; case OBJ_UNK_400: - D_ctx_801782B8++; + gDrawSmallRocks++; break; case OBJ_UNK_401: - if (D_ctx_801782B8 > 0) { - D_ctx_801782B8--; - break; + if (gDrawSmallRocks > 0) { + gDrawSmallRocks--; } break; } @@ -538,8 +537,8 @@ void Object_LoadLevelObjects(void) { } else { gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]); } - if (D_ctx_8017812C == 0) { - for (j = 0; j < D_ctx_801782B8; j++) { + if (gGroundClipMode == 0) { + for (j = 0; j < gDrawSmallRocks; j++) { if (gCurrentLevel == LEVEL_AQUAS) { func_enmy_80061B68(); } else { @@ -561,10 +560,10 @@ void Object_LoadLevelObjects(void) { yMin = xMin = -4000.0f; } - if ((gPlayer[0].timer_210 != 0) && (gPlayer[0].yRot_118 < 0.0f)) { + if ((gPlayer[0].pathChangeTimer != 0) && (gPlayer[0].pathChangeYaw < 0.0f)) { xMax = 10000.0f; } - if ((gPlayer[0].timer_210 != 0) && (gPlayer[0].yRot_118 > 0.0f)) { + if ((gPlayer[0].pathChangeTimer != 0) && (gPlayer[0].pathChangeYaw > 0.0f)) { xMin = -10000.0f; } gLastPathChange = 0; @@ -851,7 +850,7 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { Object_CheckSingleHitbox(pos, sprite->info.hitbox, &sprite->obj.pos)) { if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { - sprite->unk_46 = 1; + sprite->destroy = 1; } return 0; } @@ -904,7 +903,7 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) { } } else if (actor->scale < 0.0f) { if (Object_CheckHitboxCollision(pos, actor->info.hitbox, &actor->obj, actor->vwork[29].x, - actor->vwork[29].y, actor->vwork[29].z + actor->unk_0F4.z)) { + actor->vwork[29].y, actor->vwork[29].z + actor->rot_0F4.z)) { actor->dmgType = DMG_BEAM; actor->damage = 10; actor->dmgPart = -1; @@ -962,7 +961,7 @@ void func_enmy_80063D58(Scenery* scenery) { Sprite_Initialize(&gSprites[i]); gSprites[i].obj.status = OBJ_INIT; gSprites[i].obj.id = OBJ_SPRITE_FOG_SHADOW; - gSprites[i].unk_45 = scenery->obj.id; + gSprites[i].sceneryId = scenery->obj.id; gSprites[i].obj.pos.x = scenery->obj.pos.x; gSprites[i].obj.pos.y = 5.0f; gSprites[i].obj.pos.z = scenery->obj.pos.z; @@ -1144,16 +1143,16 @@ void Object_Init(s32 index, ObjectId objId) { } break; case OBJ_ACTOR_239: - gActors[index].iwork[0] = D_ctx_801784A4; - D_ctx_801784A4++; + gActors[index].iwork[0] = gZOSnakeWaypointCount; + gZOSnakeWaypointCount++; break; case OBJ_ACTOR_236: - D_ctx_801784A4 = 0; - gActors[index].unk_0F4.x = gActors[index].obj.rot.x; - gActors[index].unk_0F4.y = gActors[index].obj.rot.y; + gZOSnakeWaypointCount = 0; + gActors[index].rot_0F4.x = gActors[index].obj.rot.x; + gActors[index].rot_0F4.y = gActors[index].obj.rot.y; gActors[index].obj.rot.x = gActors[index].obj.rot.y = 0.0f; gActors[index].fwork[2] = gActors[index].obj.pos.y; - var_v0 = D_ctx_801782C4; + var_v0 = gZOSnakePosRots; for (var_a0 = 0; var_a0 < 200; var_a0++, var_v0++) { var_v0->pos.x = gActors[index].obj.pos.x; var_v0->pos.y = gActors[index].obj.pos.y; @@ -1185,7 +1184,7 @@ void Object_Init(s32 index, ObjectId objId) { AUDIO_PLAY_SFX(NA_SE_EN_MISSILE_ENGINE, gActors[index].sfxSource, 4); break; case OBJ_ACTOR_192: - gActors[index].unk_0C9 = 1; + gActors[index].drawShadow = true; break; case OBJ_BOSS_320: Andross_Boss320_Init(&gBosses[index]); @@ -1408,9 +1407,9 @@ void func_enmy_800655C8(Actor* actor, f32 xPos, f32 yPos, f32 zPos, s32 arg4) { actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; - actor->unk_0B4 = arg4; + actor->eventType = arg4; actor->timer_0BE = 50; - if (actor->unk_0B4 == 1) { + if (actor->eventType == 1) { actor->timer_0BE = 30; } actor->fwork[5] = 15.0f; @@ -1530,7 +1529,7 @@ void func_enmy_800656D4(Actor* actor) { sp88 = actor->fwork[27] - actor->obj.pos.x; sp80 = actor->fwork[29] - actor->obj.pos.z; sp80 = sqrtf(SQ(sp88) + SQ(sp80)) * 0.2f; - if (actor->unk_0B4 == 1) { + if (actor->eventType == 1) { sp80 = 0.1f; } spD0 = SIN_DEG(actor->fwork[0]) * sp80; @@ -1562,10 +1561,10 @@ void func_enmy_800656D4(Actor* actor) { actor->vel.x = sp98.x; actor->vel.y = sp98.y; actor->vel.z = sp98.z - gPathVelZ; - if (actor->unk_0B4 == 0) { + if (actor->eventType == 0) { actor->obj.rot.z += 5.0f; } - if (actor->unk_0B4 == 1) { + if (actor->eventType == 1) { if (actor->timer_0BE == 0) { actor->timer_0BE = 30; Math_Vec3fFromAngles(&sp98, actor->obj.rot.x, actor->obj.rot.y, 120.0f); @@ -1656,7 +1655,7 @@ void Actor_Despawn(Actor* actor) { !((D_versus_80178768[0] == 0) && (D_versus_80178768[1] == 0) && (D_versus_80178768[2] == 0))) { gPlayerScores[actor->dmgSource - 1] += actor->info.bonus; } - } else if (!((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->unk_0B6 == 1))) { + } else if (!((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->animFrame == 1))) { if ((actor->dmgSource == AI360_FOX + 1) && (actor->info.bonus != 0)) { gHitCount += actor->info.bonus; D_ctx_80177850 = 15; @@ -1723,17 +1722,17 @@ void func_enmy_8006654C(Actor* actor) { if (actor->fwork[0] < 20.0f) { actor->fwork[0] += 0.5f; } - actor->unk_0B6++; - if (Animation_GetFrameCount(&D_CO_6029528) < actor->unk_0B6) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (Animation_GetFrameCount(&D_CO_6029528) < actor->animFrame) { + actor->animFrame = 0; } - if ((actor->obj.rot.z < 15.0f) && (actor->unk_0B6 < 20)) { + if ((actor->obj.rot.z < 15.0f) && (actor->animFrame < 20)) { actor->obj.rot.z += 1.0f; } - if ((actor->obj.rot.z > -15.0f) && (actor->unk_0B6 > 20)) { + if ((actor->obj.rot.z > -15.0f) && (actor->animFrame > 20)) { actor->obj.rot.z -= 1.0f; } - if ((actor->unk_0B6 == 20) || (actor->unk_0B6 == 40)) { + if ((actor->animFrame == 20) || (actor->animFrame == 40)) { actor->state++; actor->timer_0BC = 20; } @@ -1920,7 +1919,7 @@ void Item_CheckBounds(Item* this) { if (this->obj.pos.y < gGroundHeight + 70.0f) { Math_SmoothStepToF(&this->obj.pos.y, gGroundHeight + 70.0f, 0.1f, 5.0f, 0.01f); } - if ((gCurrentLevel == LEVEL_AQUAS) && (gBossActive != 0)) { + if ((gCurrentLevel == LEVEL_AQUAS) && gBossActive) { this->obj.pos.z += 20.0f; } } else if (this->obj.pos.y < -500.0f) { @@ -2208,7 +2207,7 @@ void ItemSupplyRing_Update(Item* this) { } else { this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.5f; } - if (gPlayer[0].cockpitView && (gLevelMode == LEVELMODE_ON_RAILS)) { + if (gPlayer[0].alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) { this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 300.0f - this->obj.pos.z) * 0.3f; } else { this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - this->obj.pos.z) * 0.5f; @@ -2308,7 +2307,7 @@ void ItemCheckpoint_Update(ItemCheckpoint* this) { } else { this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.3f; } - if (gPlayer[0].cockpitView) { + if (gPlayer[0].alternateView) { this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 200.0f - this->obj.pos.z) * 0.3f; } else { this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 100.0f - this->obj.pos.z) * 0.3f; @@ -2384,40 +2383,40 @@ void ItemPathChange_Update(Item* this) { if (this->collected) { Object_Kill(&this->obj, this->sfxSource); gPlayer[0].pathStep = 0.0f; - gPlayer[0].timer_210 = this->width * 0.05f; + gPlayer[0].pathChangeTimer = this->width * 0.05f; switch (this->obj.id) { case OBJ_ITEM_PATH_SPLIT_X: if (this->obj.pos.x < gPlayer[0].pos.x) { - gPlayer[0].yRot_118 = -30.0f; + gPlayer[0].pathChangeYaw = -30.0f; gPlayer[0].xPathTarget = gPlayer[0].xPath + this->width; } else { - gPlayer[0].yRot_118 = 30.0f; + gPlayer[0].pathChangeYaw = 30.0f; gPlayer[0].xPathTarget = gPlayer[0].xPath - this->width; } break; case OBJ_ITEM_PATH_TURN_LEFT: - gPlayer[0].yRot_118 = 30.0f; + gPlayer[0].pathChangeYaw = 30.0f; gPlayer[0].xPathTarget = gPlayer[0].xPath - this->width; break; case OBJ_ITEM_PATH_TURN_RIGHT: - gPlayer[0].yRot_118 = -30.0f; + gPlayer[0].pathChangeYaw = -30.0f; gPlayer[0].xPathTarget = gPlayer[0].xPath + this->width; break; case OBJ_ITEM_PATH_SPLIT_Y: if (this->obj.pos.y < gPlayer[0].pos.y) { - gPlayer[0].xRot_124 = 30.0f; + gPlayer[0].pathChangePitch = 30.0f; gPlayer[0].yPathTarget = gPlayer[0].yPath + this->width; } else { - gPlayer[0].xRot_124 = -30.0f; + gPlayer[0].pathChangePitch = -30.0f; gPlayer[0].yPathTarget = gPlayer[0].yPath - this->width; } break; case OBJ_ITEM_PATH_TURN_UP: - gPlayer[0].xRot_124 = 30.0f; + gPlayer[0].pathChangePitch = 30.0f; gPlayer[0].yPathTarget = gPlayer[0].yPath + this->width; break; case OBJ_ITEM_PATH_TURN_DOWN: - gPlayer[0].xRot_124 = -30.0f; + gPlayer[0].pathChangePitch = -30.0f; gPlayer[0].yPathTarget = gPlayer[0].yPath - this->width; break; } @@ -2430,7 +2429,7 @@ void Sprite_UpdateDoodad(Sprite* this) { (Math_Atan2F(gPlayer[0].cam.eye.x - this->obj.pos.x, gPlayer[0].cam.eye.z - (this->obj.pos.z + gPathProgress)) * 180.0f) / M_PI; - if (this->unk_46 != 0) { + if (this->destroy) { this->obj.status = OBJ_FREE; func_effect_8007A6F0(&this->obj.pos, NA_SE_OB_EXPLOSION_S); switch (this->obj.id) { @@ -2505,7 +2504,7 @@ void Actor_Move(Actor* actor) { var_fv0 = 4000.0f; if ((actor->obj.id == OBJ_ACTOR_236) || (gCurrentLevel == LEVEL_MACBETH) || - ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EVID_56))) { + ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_56))) { var_fv0 = 8000.0f; } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ENTER_WARP_ZONE) { var_fv0 = 100000.0f; @@ -2517,7 +2516,7 @@ void Actor_Move(Actor* actor) { Object_Kill(&actor->obj, actor->sfxSource); switch (actor->obj.id) { case OBJ_ACTOR_236: - D_ctx_801784A4 = 0; + gZOSnakeWaypointCount = 0; break; case OBJ_ACTOR_229: Titania_8018E3B0(actor); @@ -2526,9 +2525,9 @@ void Actor_Move(Actor* actor) { gActor194Status[actor->unk_046] = 0; break; case OBJ_ACTOR_EVENT: - if ((actor->unk_0B4 >= EVID_200) && (actor->unk_0B4 < EVID_300)) { + if ((actor->eventType >= EVID_200) && (actor->eventType < EVID_300)) { gActor194Status[actor->unk_046] = 0; - } else if ((actor->unk_0B4 == EVID_38) && (actor->unk_046 != 2)) { + } else if ((actor->eventType == EVID_SX_WARP_GATE) && (actor->unk_046 != 2)) { gRingPassCount = -1; } break; @@ -2552,7 +2551,7 @@ void Boss_Move(Boss* boss) { void Scenery_Move(Scenery* scenery) { if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) { - scenery->obj.pos.z += scenery->unk_60; + scenery->obj.pos.z += scenery->effectVel.z; if (scenery->info.cullDistance < scenery->obj.pos.z) { Object_Kill(&scenery->obj, scenery->sfxSource); } @@ -2580,7 +2579,7 @@ void Sprite_Move(Sprite* sprite) { f32 var_fa0 = 500.0f; if (((sprite->obj.id == OBJ_SPRITE_FOG_SHADOW) && - ((sprite->unk_45 == OBJ_SCENERY_6) || (sprite->unk_45 == OBJ_SCENERY_7))) || + ((sprite->sceneryId == OBJ_SCENERY_6) || (sprite->sceneryId == OBJ_SCENERY_7))) || (sprite->obj.id == OBJ_SCENERY_8)) { var_fa0 = 1000.0f; } diff --git a/src/engine/fox_enmy2.c b/src/engine/fox_enmy2.c index 85565616..2628bb02 100644 --- a/src/engine/fox_enmy2.c +++ b/src/engine/fox_enmy2.c @@ -164,13 +164,13 @@ void Actor202_Update(Actor202* this) { switch (this->state) { case 0: - this->unk_0B6++; + this->animFrame++; - if (this->unk_0B6 >= 30) { - this->unk_0B6 = 0; + if (this->animFrame >= 30) { + this->animFrame = 0; } - if (this->unk_0B6 == 21) { + if (this->animFrame == 21) { this->state = 1; this->vel.y = 40.0f; @@ -192,14 +192,14 @@ void Actor202_Update(Actor202* this) { case 1: if (this->vel.y > 10.0f) { - this->unk_0B6++; - if (this->unk_0B6 >= 30) { - this->unk_0B6 = 29; + this->animFrame++; + if (this->animFrame >= 30) { + this->animFrame = 29; } } else { - this->unk_0B6--; - if (this->unk_0B6 < 0) { - this->unk_0B6 = 0; + this->animFrame--; + if (this->animFrame < 0) { + this->animFrame = 0; } } @@ -244,18 +244,18 @@ void Actor194_Dying(Actor194* this) { Vec3f sp34; s32 temp_hi; - this->unk_04E++; + this->counter_04E++; - if (this->unk_04E >= 100) { - this->unk_04E = 0; + if (this->counter_04E >= 100) { + this->counter_04E = 0; } - gActor194xPos[this->unk_046][this->unk_04E] = this->obj.pos.x; - gActor194yPos[this->unk_046][this->unk_04E] = this->obj.pos.y; - gActor194zPos[this->unk_046][this->unk_04E] = this->obj.pos.z; - gActor194xRot[this->unk_046][this->unk_04E] = this->obj.rot.x; - gActor194yRot[this->unk_046][this->unk_04E] = this->obj.rot.y; - gActor194zRot[this->unk_046][this->unk_04E] = this->obj.rot.z; + gActor194xPos[this->unk_046][this->counter_04E] = this->obj.pos.x; + gActor194yPos[this->unk_046][this->counter_04E] = this->obj.pos.y; + gActor194zPos[this->unk_046][this->counter_04E] = this->obj.pos.z; + gActor194xRot[this->unk_046][this->counter_04E] = this->obj.rot.x; + gActor194yRot[this->unk_046][this->counter_04E] = this->obj.rot.y; + gActor194zRot[this->unk_046][this->counter_04E] = this->obj.rot.z; this->obj.rot.x -= 10.0f; this->obj.rot.y += 3.0f; @@ -268,7 +268,7 @@ void Actor194_Dying(Actor194* this) { this->vel.z = sp34.z; if ((this->timer_0BC == 0) && ((gGameFrameCount % 4) == 0)) { - temp_hi = (D_800CFF94[this->unk_04A] + this->unk_04E) % 100; + temp_hi = (D_800CFF94[this->unk_04A] + this->counter_04E) % 100; if (this->unk_04A == 0) { func_effect_8007D2C8(gActor194xPos[this->unk_046][temp_hi], gActor194yPos[this->unk_046][temp_hi], gActor194zPos[this->unk_046][temp_hi], 7.0f); @@ -333,7 +333,7 @@ void Actor194_Draw(Actor194* this) { s16 temp_hi; for (var_s0 = this->unk_04A; var_s0 < 16; var_s0++) { - temp_hi = (D_800CFF94[var_s0] + this->unk_04E) % 100; + temp_hi = (D_800CFF94[var_s0] + this->counter_04E) % 100; Actor194_8006B46C(this, gActor194xPos[this->unk_046][temp_hi], gActor194yPos[this->unk_046][temp_hi], gActor194zPos[this->unk_046][temp_hi], gActor194xRot[this->unk_046][temp_hi], gActor194yRot[this->unk_046][temp_hi], gActor194zRot[this->unk_046][temp_hi], @@ -435,7 +435,7 @@ void Actor196_Update(Actor196* this) { case 2: if (this->timer_0BC == 0) { this->state = 3; - this->unk_0B6 = 1; + this->animFrame = 1; this->obj.pos.y += 30.0f; this->timer_0BC = 30; this->vel.y = 30.0f; @@ -454,7 +454,7 @@ void Actor196_Update(Actor196* this) { if (this->obj.pos.y < (gGroundHeight + 10.0f)) { this->obj.pos.y = gGroundHeight; this->state = 4; - this->unk_0B6 = 0; + this->animFrame = 0; this->vel.y = 0.0f; this->gravity = 0.0f; this->obj.rot.x = 0.0f; @@ -473,12 +473,12 @@ void Actor196_Update(Actor196* this) { func_enmy2_8006BB1C(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z); } - if (((gGameFrameCount % 8) == 0)) { + if ((gGameFrameCount % 8) == 0) { func_enmy2_8006A900(RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.x, this->obj.pos.y + 10.0f, RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.z, 0.5f); } - if ((this->dmgType != DMG_NONE) && (this->unk_0B6 != 0)) { + if ((this->dmgType != DMG_NONE) && (this->animFrame != 0)) { func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, this->vel.y, 0.0f, 3.0f, 5); Object_Kill(&this->obj, this->sfxSource); this->itemDrop = DROP_SILVER_RING; @@ -579,7 +579,7 @@ void ActorDebris_Update(ActorDebris* this) { Math_SmoothStepToF(&this->fwork[2], 0.0f, 0.8f, 1.0f, 0.01f); Math_SmoothStepToF(&this->vel.x, 0.0f, 0.5f, 1.0f, 0.01f); this->obj.pos.y = 0.0f; - this->iwork[0] += 1; + this->iwork[0]++; if (this->vel.y < 0.0f) { if (this->unk_04A & 2) { this->vel.y = this->vel.y * -0.05f; @@ -855,6 +855,7 @@ void ActorDebris_Update(ActorDebris* this) { } } +// Appears to be a collision check for scenery shadow boxes void func_enmy2_8006D0F4(Actor* this) { s32 i; s32 j; @@ -1045,7 +1046,8 @@ static EventActorInfo sEventActorInfo[108] = { /* 106 */ { NULL, gCubeHitbox100, 1.0f, 100.0f, 3000.0f, 0, 0, EISFX_EN_ALIEN_FLY, 0, 0.0f, 0 }, /* 107 */ { D_MA_6002890, D_MA_60368E0, -1.0f, 100.0f, 3000.0f, 1, 0, EISFX_NONE, 0, 0.0f, 1 }, }; -static u8 D_800D0DBC[6][4] = { + +static Color_RGBA32 sEventTexLineColors[6] = { // could be in-function { 255, 255, 255, 255 }, { 160, 160, 255, 255 }, { 80, 80, 255, 255 }, { 80, 255, 80, 255 }, { 255, 80, 80, 255 }, { 255, 255, 80, 255 }, @@ -1118,9 +1120,9 @@ void ActorEvent_ProcessScript(ActorEvent* this) { case EV_OPC(EVOP_INIT_ACTOR): Audio_KillSfxBySource(this->sfxSource); - this->unk_0B4 = actorScript[this->aiIndex + 1]; + this->eventType = actorScript[this->aiIndex + 1]; - if (this->unk_0B4 == EVID_40) { + if (this->eventType == EVID_EVENT_HANDLER) { this->timer_0C2 = 10000; } else { this->timer_0C2 = 0; @@ -1129,16 +1131,16 @@ void ActorEvent_ProcessScript(ActorEvent* this) { this->fwork[11] = 0.0f; this->fwork[12] = 0.0f; - if ((this->unk_0B4 == EVID_64) || (this->unk_0B4 == EVID_81)) { + if ((this->eventType == EVID_64) || (this->eventType == EVID_81)) { this->fwork[15] = 0.0f; - } else if (this->unk_0B4 == EVID_79) { + } else if (this->eventType == EVID_79) { this->info.drawType = 2; } this->health = actorScript[this->aiIndex] & 0x1FF; this->aiIndex += 2; - if ((this->unk_0B4 >= EVID_200) && (this->unk_0B4 < EVID_300)) { + if ((this->eventType >= EVID_200) && (this->eventType < EVID_300)) { this->unk_046 = 100; this->info.hitbox = gCubeHitbox200; this->info.targetOffset = 1.0f; @@ -1151,7 +1153,7 @@ void ActorEvent_ProcessScript(ActorEvent* this) { gActor194yPos[i][j] = this->obj.pos.y; gActor194zPos[i][j] = this->obj.pos.z; } - if (this->unk_0B4 == EVID_200) { + if (this->eventType == EVID_200) { AUDIO_PLAY_SFX(NA_SE_EN_SPACE_SNAKE, this->sfxSource, 4); } break; @@ -1163,52 +1165,52 @@ void ActorEvent_ProcessScript(ActorEvent* this) { } } - if ((this->unk_0B4 == EVID_2) || (this->unk_0B4 == EVID_43)) { - this->unk_0C9 = 1; + if ((this->eventType == EVID_2) || (this->eventType == EVID_TEAMMATE)) { + this->drawShadow = true; this->iwork[11] = 1; } - if (this->unk_0B4 == EVID_81) { - this->unk_0C9 = 1; + if (this->eventType == EVID_81) { + this->drawShadow = true; } if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) { - if (this->unk_0B4 == EVID_86) { + if (this->eventType == EVID_KATT) { Audio_PlayFanfare(NA_BGM_KATT, 20, 10, 10); } - if (this->unk_0B4 == EVID_85) { + if (this->eventType == EVID_BILL) { Audio_PlayFanfare(NA_BGM_BILL, 20, 10, 10); } } - if (this->unk_0B4 == EVID_103) { - this->unk_0B6 = 0; + if (this->eventType == EVID_ANDROSS_GATE) { + this->animFrame = 0; } - if (this->unk_0B4 == EVID_104) { - this->unk_0B6 = Animation_GetFrameCount(&D_VE2_6014658) - 1; + if (this->eventType == EVID_ANDROSS_GATE_2) { + this->animFrame = Animation_GetFrameCount(&D_VE2_6014658) - 1; } - if (this->unk_0B4 < EVID_200) { - this->info.hitbox = SEGMENTED_TO_VIRTUAL(sEventActorInfo[this->unk_0B4].hitbox); - this->scale = sEventActorInfo[this->unk_0B4].scale; - this->info.unk_16 = sEventActorInfo[this->unk_0B4].info_unk_16; - this->info.unk_14 = sEventActorInfo[this->unk_0B4].info_unk_14; - this->info.unk_19 = sEventActorInfo[this->unk_0B4].info_unk_19; - this->info.targetOffset = sEventActorInfo[this->unk_0B4].targetOffset; - this->info.bonus = sEventActorInfo[this->unk_0B4].bonus; + if (this->eventType < EVID_200) { + this->info.hitbox = SEGMENTED_TO_VIRTUAL(sEventActorInfo[this->eventType].hitbox); + this->scale = sEventActorInfo[this->eventType].scale; + this->info.unk_16 = sEventActorInfo[this->eventType].info_unk_16; + this->info.unk_14 = sEventActorInfo[this->eventType].info_unk_14; + this->info.unk_19 = sEventActorInfo[this->eventType].info_unk_19; + this->info.targetOffset = sEventActorInfo[this->eventType].targetOffset; + this->info.bonus = sEventActorInfo[this->eventType].bonus; - if (this->unk_0B4 == EVID_78) { + if (this->eventType == EVID_SUPPLY_CRATE) { this->info.damage = 0; } - this->info.cullDistance = sEventActorInfo[this->unk_0B4].cullDistance; - this->fwork[25] = sEventActorInfo[this->unk_0B4].unk_10; + this->info.cullDistance = sEventActorInfo[this->eventType].cullDistance; + this->fwork[25] = sEventActorInfo[this->eventType].unk_10; - switch (sEventActorInfo[this->unk_0B4].sfx) { + switch (sEventActorInfo[this->eventType].sfx) { case EISFX_EN_ENGINE_01: - if (!((gCurrentLevel == LEVEL_SOLAR) || (this->unk_0B4 == EVID_6) || - ((gCurrentLevel == LEVEL_CORNERIA) && (this->unk_0B4 == EVID_8)))) { + if (!((gCurrentLevel == LEVEL_SOLAR) || (this->eventType == EVID_6) || + ((gCurrentLevel == LEVEL_CORNERIA) && (this->eventType == EVID_8)))) { AUDIO_PLAY_SFX(NA_SE_EN_ENGINE_01, this->sfxSource, 4); } break; @@ -1237,9 +1239,9 @@ void ActorEvent_ProcessScript(ActorEvent* this) { } if (this->info.unk_16 == 0) { - this->obj.rot.z = this->fwork[23] = this->unk_0F4.z; - if (this->unk_0B4 != EVID_31) { - this->unk_0F4.z = 0.0f; + this->obj.rot.z = this->fwork[23] = this->rot_0F4.z; + if (this->eventType != EVID_31) { + this->rot_0F4.z = 0.0f; } } } @@ -1389,10 +1391,10 @@ void ActorEvent_ProcessScript(ActorEvent* this) { gTexturedLines[i].posAA.x = this->obj.pos.x - this->vel.x; gTexturedLines[i].posAA.y = this->obj.pos.y - this->vel.y; gTexturedLines[i].posAA.z = this->obj.pos.z - this->vel.z; - gTexturedLines[i].red = D_800D0DBC[actorScript[this->aiIndex + 1]][0]; - gTexturedLines[i].green = D_800D0DBC[actorScript[this->aiIndex + 1]][1]; - gTexturedLines[i].blue = D_800D0DBC[actorScript[this->aiIndex + 1]][2]; - gTexturedLines[i].alpha = D_800D0DBC[actorScript[this->aiIndex + 1]][3]; + gTexturedLines[i].prim.r = sEventTexLineColors[actorScript[this->aiIndex + 1]].r; + gTexturedLines[i].prim.g = sEventTexLineColors[actorScript[this->aiIndex + 1]].g; + gTexturedLines[i].prim.b = sEventTexLineColors[actorScript[this->aiIndex + 1]].b; + gTexturedLines[i].prim.a = sEventTexLineColors[actorScript[this->aiIndex + 1]].a; this->iwork[8] = i; break; } @@ -1626,7 +1628,7 @@ void ActorEvent_UpdateTexLines(ActorEvent* this) { } } -void ActorEvent_8006EAC4(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { +void ActorEvent_SetupEffect374(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_374; @@ -1640,12 +1642,12 @@ void ActorEvent_8006EAC4(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { AUDIO_PLAY_SFX(NA_SE_EN_FALLING_DOWN, effect->sfxSource, 4); } -void ActorEvent_8006EB64(f32 xPos, f32 yPos, f32 zPos) { +void ActorEvent_SpawnEffect374(f32 xPos, f32 yPos, f32 zPos) { s32 i; for (i = 50; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - ActorEvent_8006EAC4(&gEffects[i], xPos, yPos, zPos); + ActorEvent_SetupEffect374(&gEffects[i], xPos, yPos, zPos); break; } } @@ -1747,7 +1749,7 @@ void Actor_SpawnGreatFoxLaser(s32 actorId, f32 xPos, f32 yPos, f32 zPos, f32 xVe } } -void ActorEvent_8006F044(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void ActorEvent_SetupEffect347(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_347; @@ -1762,18 +1764,18 @@ void ActorEvent_8006F044(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale func_effect_8007A6F0(&effect->obj.pos, NA_SE_EN_EXPLOSION_M); } -void ActorEvent_8006F0D8(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void ActorEvent_SpawnEffect347(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - ActorEvent_8006F044(&gEffects[i], xPos, yPos, zPos, scale1); + ActorEvent_SetupEffect347(&gEffects[i], xPos, yPos, zPos, scale1); break; } } } -void ActorEvent_8006F140(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void ActorEvent_SetupEffect394(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_394; @@ -1791,12 +1793,12 @@ void ActorEvent_8006F140(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale func_effect_8007A6F0(&effect->obj.pos, NA_SE_EN_EXPLOSION_M); } -void ActorEvent_8006F1EC(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { +void ActorEvent_SpawnEffect394(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - ActorEvent_8006F140(&gEffects[i], xPos, yPos, zPos, scale1); + ActorEvent_SetupEffect394(&gEffects[i], xPos, yPos, zPos, scale1); break; } } @@ -1808,9 +1810,9 @@ void ActorEvent_8006F254(ActorEvent* this) { Matrix_RotateY(gCalcMatrix, this->vwork[29].y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->vwork[29].x * M_DTOR, MTXF_APPLY); - Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->unk_0F4.z) * M_DTOR, MTXF_APPLY); - Matrix_RotateY(gCalcMatrix, this->unk_0F4.y * M_DTOR, MTXF_APPLY); - Matrix_RotateX(gCalcMatrix, this->unk_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->rot_0F4.z) * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, MTXF_APPLY); + Matrix_RotateX(gCalcMatrix, this->rot_0F4.x * M_DTOR, MTXF_APPLY); sp54.x = 0.0f; sp54.y = 0.0f; @@ -1819,7 +1821,7 @@ void ActorEvent_8006F254(ActorEvent* this) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); func_effect_8007F04C(OBJ_EFFECT_353, this->obj.pos.x + sp48.x, this->obj.pos.y + sp48.y, this->obj.pos.z + sp48.z, this->obj.rot.x, this->obj.rot.y, this->obj.rot.z, this->vwork[29].x, this->vwork[29].y, - this->vwork[29].z + this->unk_0F4.z, sp48.x, sp48.y, sp48.z, 1.0f); + this->vwork[29].z + this->rot_0F4.z, sp48.x, sp48.y, sp48.z, 1.0f); } void ActorEvent_ProcessActions(ActorEvent* this) { @@ -1828,9 +1830,9 @@ void ActorEvent_ProcessActions(ActorEvent* this) { Vec3f sp6C; Sprite* sprite; - if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (this->unk_0B4 != EVID_52) && (this->unk_0B4 != EVID_103) && - (this->unk_0B4 != EVID_104) && (this->unk_0B4 != EVID_48) && (this->unk_0B4 != EVID_49) && - (this->unk_0B4 != EVID_50)) { + if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (this->eventType != EVID_52) && + (this->eventType != EVID_ANDROSS_GATE) && (this->eventType != EVID_ANDROSS_GATE_2) && + (this->eventType != EVID_48) && (this->eventType != EVID_49) && (this->eventType != EVID_50)) { switch (this->unk_048) { case EVACT_NONE: break; @@ -1857,8 +1859,8 @@ void ActorEvent_ProcessActions(ActorEvent* this) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); Actor_SpawnPlayerLaser(this->index, this->obj.pos.x + (sp6C.x * 1.5), this->obj.pos.y + (sp6C.y * 1.5), this->obj.pos.z + (sp6C.z * 1.5), sp6C.x, - sp6C.y, sp6C.z, this->unk_0F4.x, this->unk_0F4.y, - this->vwork[29].z + this->unk_0F4.z); + sp6C.y, sp6C.z, this->rot_0F4.x, this->rot_0F4.y, + this->vwork[29].z + this->rot_0F4.z); this->timer_0C2 = 2; this->timer_04C--; if (this->timer_04C <= 0) { @@ -1868,16 +1870,16 @@ void ActorEvent_ProcessActions(ActorEvent* this) { break; case EVACT_4: // shoot blue energy balls - ActorEvent_8006EB64(this->obj.pos.x, this->obj.pos.y - 20.0f, this->obj.pos.z); + ActorEvent_SpawnEffect374(this->obj.pos.x, this->obj.pos.y - 20.0f, this->obj.pos.z); this->unk_048 = EVACT_NONE; break; case EVACT_5: Matrix_RotateY(gCalcMatrix, this->vwork[29].y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->vwork[29].x * M_DTOR, MTXF_APPLY); - Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->unk_0F4.z) * M_DTOR, MTXF_APPLY); - Matrix_RotateY(gCalcMatrix, this->unk_0F4.y * M_DTOR, MTXF_APPLY); - Matrix_RotateX(gCalcMatrix, this->unk_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->rot_0F4.z) * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, MTXF_APPLY); + Matrix_RotateX(gCalcMatrix, this->rot_0F4.x * M_DTOR, MTXF_APPLY); sp78.x = 0.0f; sp78.y = 0.0f; @@ -1886,7 +1888,7 @@ void ActorEvent_ProcessActions(ActorEvent* this) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C); func_effect_8007F04C(OBJ_EFFECT_355, this->obj.pos.x + sp6C.x, this->obj.pos.y + sp6C.y, this->obj.pos.z + sp6C.z, this->obj.rot.x, this->obj.rot.y, this->obj.rot.z, - this->vwork[29].x, this->vwork[29].y, this->vwork[29].z + this->unk_0F4.z, sp6C.x, + this->vwork[29].x, this->vwork[29].y, this->vwork[29].z + this->rot_0F4.z, sp6C.x, sp6C.y, sp6C.z, 1.0f); this->unk_048 = EVACT_NONE; break; @@ -1920,18 +1922,18 @@ void ActorEvent_ProcessActions(ActorEvent* this) { case EVACT_9: if (gCurrentLevel == LEVEL_AQUAS) { - ActorEvent_8006F1EC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 12.0f); + ActorEvent_SpawnEffect394(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 12.0f); } else { - ActorEvent_8006F0D8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 40.0f); + ActorEvent_SpawnEffect347(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 40.0f); } Object_Kill(&this->obj, this->sfxSource); break; case EVACT_10: if (gCurrentLevel == LEVEL_AQUAS) { - ActorEvent_8006F1EC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 6.0f); + ActorEvent_SpawnEffect394(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 6.0f); } else { - ActorEvent_8006F0D8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 15.0f); + ActorEvent_SpawnEffect347(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 15.0f); } Object_Kill(&this->obj, this->sfxSource); break; @@ -2090,38 +2092,38 @@ void ActorEvent_800701E0(ActorEvent* this) { if (ActorEvent_800700A4(this)) { return; } - if ((this->dmgType != DMG_NONE) && (this->unk_0B4 == EVID_67) && (this->dmgPart == 0)) { + if ((this->dmgType != DMG_NONE) && (this->eventType == EVID_METEO_PYRAMID_SHIP) && (this->dmgPart == 0)) { this->dmgType = DMG_NONE; } - if ((this->dmgType != DMG_NONE) && (this->unk_0B4 == EVID_83) && (this->timer_0C2 >= 2)) { + if ((this->dmgType != DMG_NONE) && (this->eventType == EVID_AQ_CLAM) && (this->timer_0C2 >= 2)) { this->dmgType = DMG_NONE; } if ((this->dmgType != DMG_NONE) && - (((this->unk_0B4 == EVID_64) && (this->dmgPart == 2)) || (this->unk_0B4 != EVID_64))) { + (((this->eventType == EVID_64) && (this->dmgPart == 2)) || (this->eventType != EVID_64))) { if (this->iwork[12] >= TEAM_ID_KATT) { this->damage = 0; } if ((this->iwork[12] >= TEAM_ID_FALCO) && (this->iwork[12] <= TEAM_ID_PEPPY)) { gTeamShields[this->iwork[12]] -= this->damage; - } else if ((this->unk_0B4 == EVID_83) && ((this->damage == 30) || (this->damage == 31))) { + } else if ((this->eventType == EVID_AQ_CLAM) && ((this->damage == 30) || (this->damage == 31))) { this->health = 0; } else { this->health -= this->damage; } if (this->health <= 0) { - if (this->unk_0B4 == EVID_106) { + if (this->eventType == EVID_KILLER_BEE) { BonusText_Display(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3); if (1) {} gHitCount += 4; D_ctx_80177850 = 15; } - if (this->unk_0B4 != EVID_83) { - if ((this->unk_0B4 == EVID_6) && (gCurrentLevel == LEVEL_SOLAR)) { + if (this->eventType != EVID_AQ_CLAM) { + if ((this->eventType == EVID_6) && (gCurrentLevel == LEVEL_SOLAR)) { AUDIO_PLAY_SFX(NA_SE_EN_BIRD_DOWN, this->sfxSource, 4); } else { AUDIO_PLAY_SFX(NA_SE_EN_CRASH_DOWN, this->sfxSource, 4); @@ -2135,9 +2137,9 @@ void ActorEvent_800701E0(ActorEvent* this) { } if (((Rand_ZeroOne() < chance) || (this->iwork[12] != 0)) && (this->info.unk_14 == 0) && - (this->unk_0B4 != EVID_13) && (this->unk_0B4 != EVID_14) && (this->unk_0B4 != EVID_61) && - (this->damage <= 30) && (this->unk_0B4 != EVID_62) && (this->unk_0B4 != EVID_64) && - (this->unk_0B4 != EVID_72) && (this->unk_0B4 != EVID_68)) { + (this->eventType != EVID_13) && (this->eventType != EVID_14) && (this->eventType != EVID_61) && + (this->damage <= 30) && (this->eventType != EVID_62) && (this->eventType != EVID_64) && + (this->eventType != EVID_72) && (this->eventType != EVID_68)) { func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->scale * 4.0f); this->dmgType = DMG_NONE; } @@ -2146,11 +2148,11 @@ void ActorEvent_800701E0(ActorEvent* this) { this->timer_0BE = 0; this->unk_046 = 255; this->unk_048 = 900; - this->unk_0C9 = 1; + this->drawShadow = true; if (gLevelType == LEVELTYPE_PLANET) { this->timer_04C = RAND_INT(2.9f); - if (this->unk_0B4 == EVID_2) { + if (this->eventType == EVID_2) { this->timer_04C = 1; if (this->obj.pos.x < this->hitPos.x) { Play_SpawnDebris(1, this->obj.pos.x + 20.0f, this->obj.pos.y, this->obj.pos.z); @@ -2175,11 +2177,11 @@ void ActorEvent_800701E0(ActorEvent* this) { } } - if (this->unk_0B4 == EVID_90) { + if (this->eventType == EVID_90) { this->timer_04C = 999; } } else { - switch (this->unk_0B4) { + switch (this->eventType) { case EVID_13: func_enmy_800654E4(&this->obj); break; @@ -2211,14 +2213,14 @@ void ActorEvent_800701E0(ActorEvent* this) { } } - if (this->unk_0B4 == EVID_82) { + if (this->eventType == EVID_82) { AUDIO_PLAY_SFX(NA_SE_OB_SMOKE, this->sfxSource, 0); this->dmgType = DMG_BEAM; func_effect_8007C688(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 60); } } else { this->timer_0C6 = 20; - if ((this->unk_0B4 == EVID_6) && (gCurrentLevel == LEVEL_SOLAR)) { + if ((this->eventType == EVID_6) && (gCurrentLevel == LEVEL_SOLAR)) { AUDIO_PLAY_SFX(NA_SE_EN_BIRD_DAMAGE, this->sfxSource, 4); } else if (this->health < 20) { AUDIO_PLAY_SFX(NA_SE_EN_KNOCK_DOWN, this->sfxSource, 4); @@ -2226,12 +2228,12 @@ void ActorEvent_800701E0(ActorEvent* this) { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, this->sfxSource, 4); } - if ((this->unk_0B4 != EVID_13) && (this->unk_0B4 != EVID_61) && (this->unk_0B4 != EVID_83)) { + if ((this->eventType != EVID_13) && (this->eventType != EVID_61) && (this->eventType != EVID_AQ_CLAM)) { func_effect_8007D10C(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->scale * 1.5f); } if (((gLevelMode == LEVELMODE_ALL_RANGE) || (gLevelMode == LEVELMODE_UNK_2)) && - (this->unk_0B4 != EVID_21) && (this->unk_0B4 != EVID_23)) { + (this->eventType != EVID_A6_MISSILE) && (this->eventType != EVID_23)) { this->fwork[13] = 20.0f; if (this->obj.pos.x < this->hitPos.x) { this->fwork[13] *= -1.0f; @@ -2287,12 +2289,12 @@ void ActorEvent_800701E0(ActorEvent* this) { this->obj.status = OBJ_DYING; this->obj.pos.z -= this->vel.z; this->dmgType = DMG_BEAM; - if (this->unk_0B4 == EVID_13) { + if (this->eventType == EVID_13) { this->obj.id = OBJ_ACTOR_182; func_enmy_800654E4(&this->obj); } - if (this->unk_0B4 == EVID_61) { + if (this->eventType == EVID_61) { Meteo_8018CCF8(this); } } @@ -2302,7 +2304,7 @@ void ActorEvent_800701E0(ActorEvent* this) { void ActorEvent_80070BA8(ActorEvent* this) { if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; - if ((this->unk_0B4 != EVID_17) || ((this->unk_0B4 == EVID_17) && (this->dmgPart == 0))) { + if ((this->eventType != EVID_17) || ((this->eventType == EVID_17) && (this->dmgPart == 0))) { this->timer_0C6 = 10; func_effect_8007C120(this->hitPos.x, this->hitPos.y, this->hitPos.z, this->vel.x, this->vel.y, this->vel.z, 0.2f, 10); @@ -2851,17 +2853,17 @@ void ActorEvent_80071DC0(ActorEvent* this) { Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY); - if (this->unk_0B4 == EVID_30) { + if (this->eventType == EVID_30) { rInd = RAND_FLOAT(ARRAY_COUNT(D_800D1074) - 1.1f); // off by 1 error? Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1074[rInd], &sp38); } - if (this->unk_0B4 == EVID_17) { + if (this->eventType == EVID_17) { rInd = RAND_FLOAT(ARRAY_COUNT(D_800D0DD4) - 0.1f); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D0DD4[rInd], &sp38); } - if (this->unk_0B4 == EVID_31) { + if (this->eventType == EVID_31) { rInd = RAND_FLOAT(ARRAY_COUNT(D_800D1194) - 0.1f); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1194[rInd], &sp38); } @@ -2899,7 +2901,7 @@ void ActorEvent_800720E8(ActorEvent* this) { } if ((this->dmgSource >= NPC_SHOT_ID + 1) && - (gActors[this->dmgSource - NPC_SHOT_ID - 1].unk_0B4 == EVID_85)) { + (gActors[this->dmgSource - NPC_SHOT_ID - 1].eventType == EVID_BILL)) { this->damage = 20; } @@ -2932,7 +2934,7 @@ void ActorEvent_800720E8(ActorEvent* this) { } } -void ActorEvent_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) { +void ActorEvent_SetupEffect365(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) { Vec3f sp2C; Vec3f sp20; @@ -2956,17 +2958,18 @@ void ActorEvent_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) Object_SetInfo(&effect->info, effect->obj.id); } -void ActorEvent_8007240C(f32 xPos, f32 yPos, f32 zPos, f32 yRot) { +void ActorEvent_SpawnEffect365(f32 xPos, f32 yPos, f32 zPos, f32 yRot) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - ActorEvent_800722EC(&gEffects[i], xPos, yPos, zPos, yRot); + ActorEvent_SetupEffect365(&gEffects[i], xPos, yPos, zPos, yRot); break; } } } +// turn for the purpose of shooting? void ActorEvent_80072474(ActorEvent* this) { f32 var_fv1; @@ -2991,7 +2994,7 @@ void ActorEvent_80072474(ActorEvent* this) { if (this->iwork[15] != 0) { var_fv1 = Math_RadToDeg(Math_Atan2F(gPlayer[0].pos.x - this->obj.pos.x, gPlayer[0].trueZpos - this->obj.pos.z)); } else if (this->iwork[6] != 0) { - var_fv1 = this->unk_0F4.y; + var_fv1 = this->rot_0F4.y; } else { var_fv1 = 0.0f; } @@ -3020,7 +3023,7 @@ void ActorEvent_Update(ActorEvent* this) { Vec3f spAC; Vec3f spA0; - if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) || (D_ctx_8017828C != 0)) { + if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) || gKillEventActors) { Object_Kill(&this->obj, this->sfxSource); return; } @@ -3034,27 +3037,27 @@ void ActorEvent_Update(ActorEvent* this) { } return; } - if (((this->unk_0B4 == EVID_17) || (this->unk_0B4 == EVID_30) || (this->unk_0B4 == EVID_31)) && + if (((this->eventType == EVID_17) || (this->eventType == EVID_30) || (this->eventType == EVID_31)) && (this->health <= 0)) { ActorEvent_80071DC0(this); return; } - if (this->unk_0B4 == EVID_300) { + if (this->eventType == EVID_300) { gPlayer[0].unk_1A4 = this->index; this->timer_0C2 = 100; - } else if (this->unk_0B4 >= EVID_200) { - this->unk_04E++; + } else if (this->eventType >= EVID_200) { + this->counter_04E++; - if (this->unk_04E >= 100) { - this->unk_04E = 0; + if (this->counter_04E >= 100) { + this->counter_04E = 0; } - gActor194xPos[this->unk_046][this->unk_04E] = this->obj.pos.x; - gActor194yPos[this->unk_046][this->unk_04E] = this->obj.pos.y; - gActor194zPos[this->unk_046][this->unk_04E] = this->obj.pos.z; - gActor194xRot[this->unk_046][this->unk_04E] = this->obj.rot.x; - gActor194yRot[this->unk_046][this->unk_04E] = this->obj.rot.y; - gActor194zRot[this->unk_046][this->unk_04E] = this->obj.rot.z; + gActor194xPos[this->unk_046][this->counter_04E] = this->obj.pos.x; + gActor194yPos[this->unk_046][this->counter_04E] = this->obj.pos.y; + gActor194zPos[this->unk_046][this->counter_04E] = this->obj.pos.z; + gActor194xRot[this->unk_046][this->counter_04E] = this->obj.rot.x; + gActor194yRot[this->unk_046][this->counter_04E] = this->obj.rot.y; + gActor194zRot[this->unk_046][this->counter_04E] = this->obj.rot.z; if (this->dmgType != DMG_NONE) { this->dmgType = DMG_NONE; @@ -3074,7 +3077,7 @@ void ActorEvent_Update(ActorEvent* this) { } } - if ((this->unk_0B4 == EVID_27) && (this->timer_0C2 != 0)) { + if ((this->eventType == EVID_27) && (this->timer_0C2 != 0)) { this->state = EVSTATE_READY; } @@ -3097,8 +3100,8 @@ void ActorEvent_Update(ActorEvent* this) { spEC = this->obj.pos.y; spE8 = this->obj.pos.z; - if ((this->unk_0B4 == EVID_33) || (this->unk_0B4 == EVID_68)) { - Matrix_RotateZ(gCalcMatrix, -(this->vwork[29].z + this->unk_0F4.z) * M_DTOR, MTXF_NEW); + if ((this->eventType == EVID_33) || (this->eventType == EVID_68)) { + Matrix_RotateZ(gCalcMatrix, -(this->vwork[29].z + this->rot_0F4.z) * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -this->vwork[29].x * M_DTOR, MTXF_APPLY); Matrix_RotateY(gCalcMatrix, -this->vwork[29].y * M_DTOR, MTXF_APPLY); @@ -3136,7 +3139,7 @@ void ActorEvent_Update(ActorEvent* this) { if (((this->timer_0BC % 32) == 0) && (spFC == 0)) { Matrix_RotateY(gCalcMatrix, this->vwork[29].y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->vwork[29].x * M_DTOR, MTXF_APPLY); - Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->unk_0F4.z) * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->rot_0F4.z) * M_DTOR, MTXF_APPLY); spB8.x = 0.0f; spB8.y = 25.0f; @@ -3152,7 +3155,7 @@ void ActorEvent_Update(ActorEvent* this) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &spB8, &spAC); - if (this->unk_0B4 == EVID_68) { + if (this->eventType == EVID_68) { var_fv0 = 80.0f; } else { var_fv0 = 0.0f; @@ -3161,7 +3164,7 @@ void ActorEvent_Update(ActorEvent* this) { func_effect_8007F04C(OBJ_EFFECT_353, this->obj.pos.x + spAC.x + spA0.x, this->obj.pos.y + spAC.y + spA0.y + var_fv0, this->obj.pos.z + spAC.z + spA0.z, this->fwork[15], this->obj.rot.y, this->obj.rot.z, this->vwork[29].x, - this->vwork[29].y, this->vwork[29].z + this->unk_0F4.z, spAC.x, spAC.y, spAC.z, + this->vwork[29].y, this->vwork[29].z + this->rot_0F4.z, spAC.x, spAC.y, spAC.z, 1.0f); this->fwork[16] = -15.0f; } @@ -3177,7 +3180,7 @@ void ActorEvent_Update(ActorEvent* this) { } Math_SmoothStepToAngle(&this->vwork[29].z, 0.0f, 0.1f, 5.0f, 0.0001f); - Math_SmoothStepToAngle(&this->unk_0F4.z, 0.0f, 0.1f, 5.0f, 0.0001f); + Math_SmoothStepToAngle(&this->rot_0F4.z, 0.0f, 0.1f, 5.0f, 0.0001f); spE0 = Math_RadToDeg(Math_Atan2F(spCC - spF0, spC4 - spE8)); @@ -3189,9 +3192,9 @@ void ActorEvent_Update(ActorEvent* this) { } spE4 = Math_RadToDeg(-Math_Atan2F(spC8 - spEC, sqrtf(SQ(spCC - spF0) + SQ(spC4 - spE8)))); - spEC = Math_SmoothStepToAngle(&this->unk_0F4.y, spE0, 0.2f, this->fwork[24], 0.0001f); + spEC = Math_SmoothStepToAngle(&this->rot_0F4.y, spE0, 0.2f, this->fwork[24], 0.0001f); - Math_SmoothStepToAngle(&this->unk_0F4.x, spE4, 0.2f, this->fwork[24], 0.0001f); + Math_SmoothStepToAngle(&this->rot_0F4.x, spE4, 0.2f, this->fwork[24], 0.0001f); if (this->iwork[6] != 0) { var_fv0 = 330.0f; @@ -3232,9 +3235,9 @@ void ActorEvent_Update(ActorEvent* this) { spE4 = Math_RadToDeg(-Math_Atan2F(gActors[this->iwork[1]].obj.pos.y + spD8 - spEC, sqrtf(SQ(gActors[this->iwork[1]].obj.pos.x + spDC - spF0) + SQ(gActors[this->iwork[1]].obj.pos.z + spD4 - spE8)))); - spEC = Math_SmoothStepToAngle(&this->unk_0F4.y, spE0, 0.2f, this->fwork[24], 0.0001f); + spEC = Math_SmoothStepToAngle(&this->rot_0F4.y, spE0, 0.2f, this->fwork[24], 0.0001f); - Math_SmoothStepToAngle(&this->unk_0F4.x, spE4, 0.2f, this->fwork[24], 0.0001f); + Math_SmoothStepToAngle(&this->rot_0F4.x, spE4, 0.2f, this->fwork[24], 0.0001f); if (this->iwork[6] != 0) { var_fv0 = 310.0f; @@ -3251,7 +3254,7 @@ void ActorEvent_Update(ActorEvent* this) { break; case EVSTATE_F4_PLUS_X: - this->unk_0F4.x += this->fwork[3]; + this->rot_0F4.x += this->fwork[3]; this->fwork[2] -= this->fwork[3]; if (this->fwork[2] <= 0.0f) { ActorEvent_ProcessScript(this); @@ -3259,7 +3262,7 @@ void ActorEvent_Update(ActorEvent* this) { break; case EVSTATE_F4_MINUS_X: - this->unk_0F4.x -= this->fwork[3]; + this->rot_0F4.x -= this->fwork[3]; this->fwork[2] -= this->fwork[3]; if (this->fwork[2] <= 0.0f) { ActorEvent_ProcessScript(this); @@ -3267,7 +3270,7 @@ void ActorEvent_Update(ActorEvent* this) { break; case EVSTATE_F4_PLUS_Y: - this->unk_0F4.y += this->fwork[3]; + this->rot_0F4.y += this->fwork[3]; this->fwork[2] -= this->fwork[3]; if (this->fwork[2] <= 0.0f) { ActorEvent_ProcessScript(this); @@ -3275,7 +3278,7 @@ void ActorEvent_Update(ActorEvent* this) { break; case EVSTATE_F4_MINUS_Y: - this->unk_0F4.y -= this->fwork[3]; + this->rot_0F4.y -= this->fwork[3]; this->fwork[2] -= this->fwork[3]; if (this->fwork[2] <= 0.0f) { ActorEvent_ProcessScript(this); @@ -3309,7 +3312,7 @@ void ActorEvent_Update(ActorEvent* this) { break; case EVSTATE_TEAM_RETREAT: - Math_SmoothStepToAngle(&this->unk_0F4.x, 270.0f, 0.1f, 2.0f, 0.0f); + Math_SmoothStepToAngle(&this->rot_0F4.x, 270.0f, 0.1f, 2.0f, 0.0f); gTeamShields[this->iwork[12]] = -1; gTeamDamage[this->iwork[12]] = 0; break; @@ -3340,26 +3343,26 @@ void ActorEvent_Update(ActorEvent* this) { Math_SmoothStepToF(&this->fwork[0], this->fwork[1], 0.1f, 5.0f, 0.0001f); - if (this->unk_0F4.x >= 360.0f) { - this->unk_0F4.x -= 360.0f; + if (this->rot_0F4.x >= 360.0f) { + this->rot_0F4.x -= 360.0f; } - if (this->unk_0F4.x < 0.0f) { - this->unk_0F4.x += 360.0f; + if (this->rot_0F4.x < 0.0f) { + this->rot_0F4.x += 360.0f; } - if (this->unk_0F4.y >= 360.0f) { - this->unk_0F4.y -= 360.0f; + if (this->rot_0F4.y >= 360.0f) { + this->rot_0F4.y -= 360.0f; } - if (this->unk_0F4.y < 0.0f) { - this->unk_0F4.y += 360.0f; + if (this->rot_0F4.y < 0.0f) { + this->rot_0F4.y += 360.0f; } if (this->iwork[6] != 0) { - if ((gLevelMode == LEVELMODE_UNK_2) && (this->unk_0B4 == EVID_200)) { - Math_SmoothStepToAngle(&this->obj.rot.x, this->unk_0F4.x, 0.1f, 10.0f, 0.00001f); - Math_SmoothStepToAngle(&this->obj.rot.y, this->unk_0F4.y, 0.1f, 10.0f, 0.00001f); + if ((gLevelMode == LEVELMODE_UNK_2) && (this->eventType == EVID_200)) { + Math_SmoothStepToAngle(&this->obj.rot.x, this->rot_0F4.x, 0.1f, 10.0f, 0.00001f); + Math_SmoothStepToAngle(&this->obj.rot.y, this->rot_0F4.y, 0.1f, 10.0f, 0.00001f); } else { - Math_SmoothStepToAngle(&this->obj.rot.x, this->unk_0F4.x, 0.2f, 100.0f, 0.00001f); - Math_SmoothStepToAngle(&this->obj.rot.y, this->unk_0F4.y, 0.2f, 100.0f, 0.00001f); + Math_SmoothStepToAngle(&this->obj.rot.x, this->rot_0F4.x, 0.2f, 100.0f, 0.00001f); + Math_SmoothStepToAngle(&this->obj.rot.y, this->rot_0F4.y, 0.2f, 100.0f, 0.00001f); } } @@ -3386,10 +3389,10 @@ void ActorEvent_Update(ActorEvent* this) { } if (this->fwork[10] > 0.0f) { - if ((this->unk_0B4 == EVID_13) || (this->unk_0B4 == EVID_14) || (this->unk_0B4 == EVID_61) || - (this->unk_0B4 == EVID_62) || (this->unk_0B4 == EVID_63) || (this->unk_0B4 == EVID_64) || - (this->unk_0B4 == EVID_65) || (this->unk_0B4 == EVID_66) || (this->unk_0B4 == EVID_94) || - (this->unk_0B4 == EVID_95) || (this->unk_0B4 == EVID_97)) { + if ((this->eventType == EVID_13) || (this->eventType == EVID_14) || (this->eventType == EVID_61) || + (this->eventType == EVID_62) || (this->eventType == EVID_63) || (this->eventType == EVID_64) || + (this->eventType == EVID_65) || (this->eventType == EVID_66) || (this->eventType == EVID_94) || + (this->eventType == EVID_95) || (this->eventType == EVID_97)) { this->obj.rot.y -= this->fwork[11] * this->fwork[12]; this->obj.rot.x += this->fwork[11] * this->fwork[12]; } else { @@ -3406,9 +3409,9 @@ void ActorEvent_Update(ActorEvent* this) { } Math_SmoothStepToAngle(&this->obj.rot.z, this->fwork[23], 0.2f, 100.0f, 0.0001f); - Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->unk_0F4.z) * M_DTOR, MTXF_NEW); - Matrix_RotateY(gCalcMatrix, this->unk_0F4.y * M_DTOR, MTXF_APPLY); - Matrix_RotateX(gCalcMatrix, this->unk_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gCalcMatrix, (this->vwork[29].z + this->rot_0F4.z) * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, this->rot_0F4.y * M_DTOR, MTXF_APPLY); + Matrix_RotateX(gCalcMatrix, this->rot_0F4.x * M_DTOR, MTXF_APPLY); spB8.x = 0.0f; spB8.y = 0.0f; @@ -3442,14 +3445,14 @@ void ActorEvent_Update(ActorEvent* this) { ActorEvent_ProcessActions(this); ActorEvent_UpdateTexLines(this); - if (this->unk_0B4 == EVID_38) { + if (this->eventType == EVID_SX_WARP_GATE) { ActorEvent_800720E8(this); } else { if (this->scale <= -1.999f) { ActorEvent_80070BA8(this); } else { - if ((this->dmgType == DMG_BEAM) && (this->scale < 0.5f) && (this->unk_0B4 != EVID_48) && - (this->unk_0B4 != EVID_49) && (this->unk_0B4 != EVID_50)) { + if ((this->dmgType == DMG_BEAM) && (this->scale < 0.5f) && (this->eventType != EVID_48) && + (this->eventType != EVID_49) && (this->eventType != EVID_50)) { this->dmgType = DMG_NONE; if (gCurrentLevel == LEVEL_METEO) { AUDIO_PLAY_SFX(NA_SE_ROCK_REFLECT, this->sfxSource, 4); @@ -3458,9 +3461,9 @@ void ActorEvent_Update(ActorEvent* this) { } } - if ((this->unk_0B4 < EVID_200) && (this->unk_0B4 != EVID_78) && (this->scale >= 0.5f)) { - switch (this->unk_0B4) { - case EVID_71: + if ((this->eventType < EVID_200) && (this->eventType != EVID_SUPPLY_CRATE) && (this->scale >= 0.5f)) { + switch (this->eventType) { + case EVID_WING_REPAIR: ActorEvent_8006FE28(this); break; case EVID_79: @@ -3473,7 +3476,7 @@ void ActorEvent_Update(ActorEvent* this) { } } } - switch (this->unk_0B4) { + switch (this->eventType) { case EVID_92: case EVID_93: case EVID_94: @@ -3496,7 +3499,7 @@ void ActorEvent_Update(ActorEvent* this) { if (Math_SmoothStepToF(&this->obj.pos.y, spEC, 0.5f, 7.0f, 0.0f) >= 0.0f) { spF0 = 350.0f; if (((gGameFrameCount % 4) == 0)) { - ActorEvent_8007240C(this->obj.pos.x, spEC, this->obj.pos.z, this->obj.rot.y); + ActorEvent_SpawnEffect365(this->obj.pos.x, spEC, this->obj.pos.z, this->obj.rot.y); AUDIO_PLAY_SFX(NA_SE_IN_SPLASH_S, this->sfxSource, 4); } } @@ -3511,42 +3514,42 @@ void ActorEvent_Update(ActorEvent* this) { Math_SmoothStepToAngle(&this->obj.rot.z, var_fv0, 0.1f, 3.0f, 0.0f); } } - this->obj.rot.y = this->unk_0F4.y; + this->obj.rot.y = this->rot_0F4.y; break; case EVID_31: this->obj.rot.z = gGameFrameCount; break; - case EVID_21: - case EVID_22: + case EVID_A6_MISSILE: + case EVID_A6_ROCKET: this->obj.rot.z = gGameFrameCount * 3.0f; break; case EVID_3: - this->unk_0C9 = 1; + this->drawShadow = true; this->obj.rot.y -= 10.0f; break; case EVID_6: - this->unk_0B6++; + this->animFrame++; if (gCurrentLevel == LEVEL_SOLAR) { - if (this->unk_0B6 >= Animation_GetFrameCount(&D_SO_600636C)) { - this->unk_0B6 = 0; + if (this->animFrame >= Animation_GetFrameCount(&D_SO_600636C)) { + this->animFrame = 0; } - if (((s32) gGameFrameCount % 3) == 0) { + if ((gGameFrameCount % 3) == 0) { Solar_8019E9F4(this->obj.pos.x, this->obj.pos.y - 20, this->obj.pos.z - 180.0f, 0.0f, RAND_FLOAT(20.0f) * -1.0f, 0.0f, 4.0f, 2); } - } else if (this->unk_0B6 >= Animation_GetFrameCount(&D_ENMY_PLANET_40057AC)) { - this->unk_0B6 = 0; + } else if (this->animFrame >= Animation_GetFrameCount(&D_ENMY_PLANET_40057AC)) { + this->animFrame = 0; } break; case EVID_9: - this->unk_0B6++; - if (this->unk_0B6 >= Animation_GetFrameCount(&D_ENMY_PLANET_40001A4)) { - this->unk_0B6 = 0; + this->animFrame++; + if (this->animFrame >= Animation_GetFrameCount(&D_ENMY_PLANET_40001A4)) { + this->animFrame = 0; } if (this->iwork[6] == 0) { this->obj.rot.y = 0.0f; @@ -3563,15 +3566,15 @@ void ActorEvent_Update(ActorEvent* this) { ActorEvent_80072474(this); break; - case EVID_78: + case EVID_SUPPLY_CRATE: ActorSupplies_Update(this); break; case EVID_79: if (this->timer_0C4 == 0) { - this->unk_0B6 += 1; - if (Animation_GetFrameCount(&D_ZO_600E5EC) < this->unk_0B6) { - this->unk_0B6 = 0; + this->animFrame++; + if (Animation_GetFrameCount(&D_ZO_600E5EC) < this->animFrame) { + this->animFrame = 0; } } break; @@ -3588,7 +3591,7 @@ void ActorEvent_Update(ActorEvent* this) { break; case 0: - Matrix_RotateZ(gCalcMatrix, this->unk_0F4.z * M_DTOR, MTXF_NEW); + Matrix_RotateZ(gCalcMatrix, this->rot_0F4.z * M_DTOR, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1290, &sp90); if ((this->obj.pos.y + sp90.y) > -30.0f) { @@ -3627,7 +3630,7 @@ void ActorEvent_Update(ActorEvent* this) { if ((fabsf(this->fwork[0]) > 10.0f) && ((gGameFrameCount % 2) == 0)) { effect = func_effect_8007783C(OBJ_EFFECT_394); if (effect != NULL) { - Matrix_RotateZ(gCalcMatrix, this->unk_0F4.z * M_DTOR, MTXF_NEW); + Matrix_RotateZ(gCalcMatrix, this->rot_0F4.z * M_DTOR, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1290, &sp90); effect->unk_78 = effect->unk_7A = 11; @@ -3675,7 +3678,7 @@ void ActorEvent_Update(ActorEvent* this) { effect->unk_60.z = -effect->unk_60.z; } - if (gGameFrameCount & 4) { + if ((gGameFrameCount & 4) != 0) { effect->vel.y = -effect->vel.y; } } @@ -3705,9 +3708,9 @@ void ActorEvent_Update(ActorEvent* this) { } break; - case EVID_83: + case EVID_AQ_CLAM: if (this->health <= 0) { - if (this->unk_0B6 == 20) { + if (this->animFrame == 20) { spD4 = this->obj.pos.z; spD8 = this->obj.pos.y; @@ -3718,14 +3721,14 @@ void ActorEvent_Update(ActorEvent* this) { this->obj.pos.z = spD4; } - if ((this->unk_0B6 >= 18) && (this->unk_0B6 < 24)) { + if ((this->animFrame >= 18) && (this->animFrame < 24)) { func_effect_8007BC7C(this->obj.pos.x, this->obj.pos.y + 80.0f, this->obj.pos.z + 60.0f, 20.0f); } - if (this->unk_0B6 < 49) { - this->unk_0B6++; - if (this->unk_0B6 >= 49) { - this->unk_0B6 = 49; + if (this->animFrame < 49) { + this->animFrame++; + if (this->animFrame >= 49) { + this->animFrame = 49; } if ((gGameFrameCount % 2) != 0) { Aquas_801AC8A8(RAND_FLOAT_CENTERED(100.0f) + this->obj.pos.x, @@ -3737,7 +3740,7 @@ void ActorEvent_Update(ActorEvent* this) { } break; - case EVID_88: + case EVID_AQ_STARFISH: if (this->unk_04A == 0) { this->unk_046 += 4; if (this->unk_046 >= 255) { @@ -3753,15 +3756,15 @@ void ActorEvent_Update(ActorEvent* this) { } break; - case EVID_103: - case EVID_104: + case EVID_ANDROSS_GATE: + case EVID_ANDROSS_GATE_2: Andross_80187530(this); break; - case EVID_106: - this->unk_0B6++; - if (this->unk_0B6 >= 6) { - this->unk_0B6 = 0; + case EVID_KILLER_BEE: + this->animFrame++; + if (this->animFrame >= 6) { + this->animFrame = 0; } break; } @@ -3769,7 +3772,7 @@ void ActorEvent_Update(ActorEvent* this) { if (gLevelMode == LEVELMODE_ALL_RANGE) { D_ctx_80177F20[this->index + 1] = this->obj.pos.x; D_ctx_80178028[this->index + 1] = this->obj.pos.z; - D_ctx_80178130[this->index + 1] = Math_ModF(this->unk_0F4.y, 360.0f) + 180.0f; + D_ctx_80178130[this->index + 1] = Math_ModF(this->rot_0F4.y, 360.0f) + 180.0f; D_ctx_80178238[this->index + 1] = 1; } } @@ -3819,7 +3822,7 @@ bool ActorEvent_OverrideLimbDraw2(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* return false; } -void ActorEvent_80074E3C(ActorEvent* this) { +void ActorEvent_DrawEVID_SX_WARP_GATE(ActorEvent* this) { Vec3f sp30[10]; Animation_GetFrameData(&D_SX_6013820, 0, sp30); @@ -3851,18 +3854,19 @@ void ActorEvent_Draw(ActorEvent* this) { s16 temp_s0; s32 pad; - if (this->timer_0C6 && (this->unk_0B4 != EVID_90) && (this->unk_0B4 != EVID_68) && (this->unk_0B4 != EVID_72)) { - if ((this->unk_0B4 != EVID_13) && (this->unk_0B4 != EVID_14) && (this->unk_0B4 != EVID_61) && - (this->unk_0B4 != EVID_62) && (this->unk_0B4 != EVID_83) && (this->unk_0B4 != EVID_98) && + if (this->timer_0C6 && (this->eventType != EVID_90) && (this->eventType != EVID_68) && + (this->eventType != EVID_72)) { + if ((this->eventType != EVID_13) && (this->eventType != EVID_14) && (this->eventType != EVID_61) && + (this->eventType != EVID_62) && (this->eventType != EVID_AQ_CLAM) && (this->eventType != EVID_98) && (this->scale > 0.5f) && (this->timer_0C6 >= 9) && ((this->timer_0C6 & 3) == 0) && (gPlayState != PLAY_PAUSE)) { func_effect_8007C120(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->vel.x, this->vel.y, this->vel.z, this->scale * 0.07f, 3); } - if ((this->unk_0B4 != EVID_21) && (this->unk_0B4 != EVID_23) && (this->unk_0B4 != EVID_79) && - (this->unk_0B4 != EVID_83) && (this->unk_0B4 != EVID_27) && (this->unk_0B4 != EVID_51) && - (this->unk_0B4 != EVID_13) && (this->unk_0B4 != EVID_72) && (this->unk_0B4 != EVID_28) && + if ((this->eventType != EVID_A6_MISSILE) && (this->eventType != EVID_23) && (this->eventType != EVID_79) && + (this->eventType != EVID_AQ_CLAM) && (this->eventType != EVID_27) && (this->eventType != EVID_51) && + (this->eventType != EVID_13) && (this->eventType != EVID_72) && (this->eventType != EVID_28) && (this->scale > 0.5f)) { sp40 = SIN_DEG(this->timer_0C6 * 400.0f) * this->timer_0C6; Matrix_RotateY(gGfxMatrix, M_DTOR * sp40, MTXF_APPLY); @@ -3877,10 +3881,10 @@ void ActorEvent_Draw(ActorEvent* this) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } - if ((this->unk_0B4 == EVID_29) || (this->unk_0B4 == EVID_59) || (this->unk_0B4 == EVID_60)) { + if ((this->eventType == EVID_29) || (this->eventType == EVID_59) || (this->eventType == EVID_60)) { RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); - } else if ((this->unk_0B4 == EVID_82) || (this->unk_0B4 == EVID_90) || - ((this->unk_0B4 == EVID_6) && (gCurrentLevel == LEVEL_SOLAR))) { + } else if ((this->eventType == EVID_82) || (this->eventType == EVID_90) || + ((this->eventType == EVID_6) && (gCurrentLevel == LEVEL_SOLAR))) { if ((this->timer_0C6 % 2) == 0) { RCP_SetupDL(&gMasterDisp, 0x39); } else { @@ -3888,7 +3892,7 @@ void ActorEvent_Draw(ActorEvent* this) { } } - switch (this->unk_0B4) { + switch (this->eventType) { case EVID_92: case EVID_93: case EVID_94: @@ -3898,15 +3902,15 @@ void ActorEvent_Draw(ActorEvent* this) { gDPSetTextureFilter(gMasterDisp++, G_TF_POINT); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, (s32) this->fwork[15], (s32) this->fwork[16], (s32) this->fwork[17], 255); - gSPDisplayList(gMasterDisp++, sEventActorInfo[this->unk_0B4].dList); + gSPDisplayList(gMasterDisp++, sEventActorInfo[this->eventType].dList); gDPSetTextureFilter(gMasterDisp++, G_TF_BILERP); break; default: - if ((this->unk_0B4 < EVID_200) && (sEventActorInfo[this->unk_0B4].dList != NULL)) { - gSPDisplayList(gMasterDisp++, sEventActorInfo[this->unk_0B4].dList); + if ((this->eventType < EVID_200) && (sEventActorInfo[this->eventType].dList != NULL)) { + gSPDisplayList(gMasterDisp++, sEventActorInfo[this->eventType].dList); } - switch (this->unk_0B4) { + switch (this->eventType) { case EVID_56: Cutscene_DrawGreatFox(); break; @@ -3934,7 +3938,7 @@ void ActorEvent_Draw(ActorEvent* this) { func_edisplay_8005B388(this); break; - case EVID_43: + case EVID_TEAMMATE: if (gLevelType == LEVELTYPE_PLANET) { gSPDisplayList(gMasterDisp++, D_ENMY_PLANET_40018A0); } else { @@ -3951,11 +3955,11 @@ void ActorEvent_Draw(ActorEvent* this) { case EVID_6: if (gCurrentLevel == LEVEL_SOLAR) { gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); - Animation_GetFrameData(&D_SO_600636C, this->unk_0B6, sp114); + Animation_GetFrameData(&D_SO_600636C, this->animFrame, sp114); Animation_DrawSkeleton(1, D_SO_6006558, sp114, NULL, NULL, this, &gIdentityMatrix); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); } else { - Animation_GetFrameData(&D_ENMY_PLANET_40057AC, this->unk_0B6, sp114); + Animation_GetFrameData(&D_ENMY_PLANET_40057AC, this->animFrame, sp114); Animation_DrawSkeleton(1, D_ENMY_PLANET_40058B8, sp114, NULL, NULL, this, &gIdentityMatrix); } break; @@ -3967,7 +3971,7 @@ void ActorEvent_Draw(ActorEvent* this) { case EVID_9: Matrix_Translate(gGfxMatrix, 0.0f, -30.0f, 0.0f, MTXF_APPLY); - Animation_GetFrameData(&D_ENMY_PLANET_40001A4, this->unk_0B6, sp114); + Animation_GetFrameData(&D_ENMY_PLANET_40001A4, this->animFrame, sp114); Animation_DrawSkeleton(1, D_ENMY_PLANET_4000270, sp114, NULL, NULL, this, &gIdentityMatrix); break; @@ -3994,7 +3998,7 @@ void ActorEvent_Draw(ActorEvent* this) { gSPDisplayList(gMasterDisp++, D_A6_601A120); break; - case EVID_21: + case EVID_A6_MISSILE: gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_A6_6018BF0); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); @@ -4003,7 +4007,7 @@ void ActorEvent_Draw(ActorEvent* this) { Actor_DrawEngineGlow(this, 2); break; - case EVID_22: + case EVID_A6_ROCKET: gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); gSPDisplayList(gMasterDisp++, D_A6_6019730); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); @@ -4035,7 +4039,7 @@ void ActorEvent_Draw(ActorEvent* this) { break; case EVID_33: - Animation_GetFrameData(&D_ENMY_SPACE_400A30C, this->unk_0B6, sp114); + Animation_GetFrameData(&D_ENMY_SPACE_400A30C, this->animFrame, sp114); Matrix_RotateY(gGfxMatrix, M_PI, MTXF_APPLY); Matrix_Scale(gGfxMatrix, 1.5f, 1.5f, 1.5f, MTXF_APPLY); Animation_DrawSkeleton(1, D_ENMY_SPACE_400A398, sp114, ActorEvent_OverrideLimbDraw1, NULL, this, @@ -4044,13 +4048,13 @@ void ActorEvent_Draw(ActorEvent* this) { break; case EVID_36: - Animation_GetFrameData(&D_TI1_700CAF4, this->unk_0B6, sp114); + Animation_GetFrameData(&D_TI1_700CAF4, this->animFrame, sp114); sp114[2].z += this->fwork[15]; Animation_DrawSkeleton(1, D_TI1_700CB60, sp114, NULL, NULL, this, &gIdentityMatrix); break; - case EVID_38: - ActorEvent_80074E3C(this); + case EVID_SX_WARP_GATE: + ActorEvent_DrawEVID_SX_WARP_GATE(this); break; case EVID_48: @@ -4060,7 +4064,7 @@ void ActorEvent_Draw(ActorEvent* this) { break; case EVID_52: - Animation_GetFrameData(&D_ZO_601F874, this->unk_0B6, sp114); + Animation_GetFrameData(&D_ZO_601F874, this->animFrame, sp114); sp114[2].z -= this->fwork[15]; gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); Matrix_Scale(gGfxMatrix, 2.6f, 2.6f, 2.6f, MTXF_APPLY); @@ -4070,8 +4074,8 @@ void ActorEvent_Draw(ActorEvent* this) { case EVID_64: Matrix_Push(&gGfxMatrix); - Matrix_RotateX(gGfxMatrix, this->unk_0F4.x * M_DTOR, MTXF_APPLY); - Matrix_RotateY(gGfxMatrix, this->unk_0F4.y * M_DTOR, MTXF_APPLY); + Matrix_RotateX(gGfxMatrix, this->rot_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gGfxMatrix, this->rot_0F4.y * M_DTOR, MTXF_APPLY); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, this->fwork[15], 0.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -4084,13 +4088,13 @@ void ActorEvent_Draw(ActorEvent* this) { Matrix_Pop(&gGfxMatrix); break; - case EVID_67: + case EVID_METEO_PYRAMID_SHIP: gSPDisplayList(gMasterDisp++, D_ME_6008AA0); RCP_SetupDL(&gMasterDisp, 0x35); gSPDisplayList(gMasterDisp++, D_ME_6009E30); break; - case EVID_78: + case EVID_SUPPLY_CRATE: ActorSupplies_Draw(this); break; @@ -4122,23 +4126,23 @@ void ActorEvent_Draw(ActorEvent* this) { gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); break; - case EVID_83: + case EVID_AQ_CLAM: Matrix_Scale(gGfxMatrix, 3.0f, 3.0f, 3.0f, MTXF_APPLY); - Animation_GetFrameData(&D_AQ_602201C, this->unk_0B6, sp114); + Animation_GetFrameData(&D_AQ_602201C, this->animFrame, sp114); Animation_DrawSkeleton(1, D_AQ_60220E8, sp114, NULL, NULL, this, &gIdentityMatrix); break; - case EVID_85: + case EVID_BILL: gSPDisplayList(gMasterDisp++, D_D00B880); Actor_DrawEngineAndContrails(this); break; - case EVID_86: + case EVID_KATT: gSPDisplayList(gMasterDisp++, D_D009A40); Actor_DrawEngineAndContrails(this); break; - case EVID_88: + case EVID_AQ_STARFISH: RCP_SetupDL(&gMasterDisp, 0x16); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, this->unk_046, this->unk_046, this->unk_046, 255); gSPDisplayList(gMasterDisp++, D_AQ_6008970); @@ -4149,20 +4153,20 @@ void ActorEvent_Draw(ActorEvent* this) { gSPDisplayList(gMasterDisp++, D_AQ_6000E10); break; - case EVID_103: - case EVID_104: + case EVID_ANDROSS_GATE: + case EVID_ANDROSS_GATE_2: Andross_8018769C(this); break; - case EVID_105: + case EVID_SX_WARP_ENMY: RCP_SetupDL(&gMasterDisp, 0x23); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, 143); gDPSetEnvColor(gMasterDisp++, 0, 0, 0, 0); gSPDisplayList(gMasterDisp++, D_WZ_7000000); break; - case EVID_106: - Animation_GetFrameData(&D_ENMY_SPACE_4000080, this->unk_0B6, sp114); + case EVID_KILLER_BEE: + Animation_GetFrameData(&D_ENMY_SPACE_4000080, this->animFrame, sp114); Animation_DrawSkeleton(1, D_ENMY_SPACE_400014C, sp114, NULL, NULL, this, &gIdentityMatrix); break; @@ -4192,7 +4196,7 @@ void func_enmy2_800763A4(Actor* actor) { Vec3f sp4C; s32 pad; - if (actor->unk_0B4 == EVID_27) { + if (actor->eventType == EVID_27) { actor->obj.pos.y -= actor->vel.y; actor->obj.status = OBJ_ACTIVE; func_effect_8007D0E0(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f, actor->obj.pos.z - actor->vel.z, @@ -4247,7 +4251,7 @@ void func_enmy2_800763A4(Actor* actor) { break; } - if (((actor->timer_0BC % 4U) == 1) && (actor->unk_0B4 != EVID_13) && (actor->unk_0B4 != EVID_61)) { + if (((actor->timer_0BC % 4U) == 1) && (actor->eventType != EVID_13) && (actor->eventType != EVID_61)) { func_effect_8007D24C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 2.2f); } @@ -4305,7 +4309,7 @@ void func_enmy2_800763A4(Actor* actor) { func_effect_8007A6F0(&actor->obj.pos, NA_SE_EN_EXPLOSION_S); } - if ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EVID_2)) { + if ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->eventType == EVID_2)) { if (actor->fwork[17] < 360.0f) { Play_SpawnDebris(1, actor->obj.pos.x + 20.0f, actor->obj.pos.y, actor->obj.pos.z); actor->fwork[17] = 777.0f; @@ -4392,12 +4396,12 @@ void func_enmy2_800763A4(Actor* actor) { actor->vel.z, 5.0f, 15); func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z - actor->vel.z, 8.0f); } else { - if ((actor->unk_0B4 != EVID_13) && (actor->unk_0B4 != EVID_61)) { + if ((actor->eventType != EVID_13) && (actor->eventType != EVID_61)) { func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z - actor->vel.z, actor->scale * 5.0f); } - if (actor->unk_0B4 == EVID_36) { + if (actor->eventType == EVID_36) { func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->vel.x, actor->vel.y, actor->vel.z, 5.0f, 15); } @@ -4416,16 +4420,16 @@ void func_enmy2_800763A4(Actor* actor) { if (gLevelMode == LEVELMODE_ALL_RANGE) { D_ctx_80177F20[actor->index + 1] = actor->obj.pos.x; D_ctx_80178028[actor->index + 1] = actor->obj.pos.z; - D_ctx_80178130[actor->index + 1] = actor->unk_0F4.y + 180.0f; + D_ctx_80178130[actor->index + 1] = actor->rot_0F4.y + 180.0f; } if (actor->obj.id == OBJ_ACTOR_ALLRANGE) { - func_360_8002EE64(actor); + ActorAllRange_SetShadowData(actor); } } void ActorEvent_Dying(ActorEvent* this) { - if ((this->unk_0B4 == EVID_48) || (this->unk_0B4 == EVID_49) || (this->unk_0B4 == EVID_50)) { + if ((this->eventType == EVID_48) || (this->eventType == EVID_49) || (this->eventType == EVID_50)) { SectorY_Actor204_Update(this); } else { func_enmy2_800763A4(this); diff --git a/src/engine/fox_fade.c b/src/engine/fox_fade.c index fb127c18..2999878d 100644 --- a/src/engine/fox_fade.c +++ b/src/engine/fox_fade.c @@ -1,23 +1,23 @@ #include "global.h" -void func_fade_80084370(s32 arg0) { - Graphics_FillRectangle(&gMasterDisp, 0, 0, arg0, SCREEN_HEIGHT, 0, 0, 0, 255); - Graphics_FillRectangle(&gMasterDisp, SCREEN_WIDTH - arg0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0, 255); +void Wipe_Horizontal(s32 frame) { + Graphics_FillRectangle(&gMasterDisp, 0, 0, frame, SCREEN_HEIGHT, 0, 0, 0, 255); + Graphics_FillRectangle(&gMasterDisp, SCREEN_WIDTH - frame, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0, 255); } -void func_fade_800843FC(s32 arg0) { - Graphics_FillRectangle(&gMasterDisp, 0, 0, SCREEN_WIDTH, arg0, 0, 0, 0, 255); - Graphics_FillRectangle(&gMasterDisp, 0, SCREEN_HEIGHT - arg0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0, 255); +void Wipe_Vertical(s32 frame) { + Graphics_FillRectangle(&gMasterDisp, 0, 0, SCREEN_WIDTH, frame, 0, 0, 0, 255); + Graphics_FillRectangle(&gMasterDisp, 0, SCREEN_HEIGHT - frame, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0, 255); } -void func_fade_80084488(s32 arg0) { +void Wipe_Circular(s32 frame) { s32 var_s1; RCP_SetupDL_12(); Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -150.0f, MTXF_NEW); - for (var_s1 = 0; var_s1 < MIN(360, arg0 * 15); var_s1 += 15) { - gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, MIN((arg0 - (var_s1 / 15)) * 15, 255)); + for (var_s1 = 0; var_s1 < MIN(360, frame * 15); var_s1 += 15) { + gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, MIN((frame - (var_s1 / 15)) * 15, 255)); Matrix_Push(&gGfxMatrix); Matrix_RotateZ(gGfxMatrix, var_s1 * M_DTOR, MTXF_APPLY); Matrix_Scale(gGfxMatrix, 0.53f, 1.0f, 1.0f, MTXF_APPLY); @@ -28,17 +28,17 @@ void func_fade_80084488(s32 arg0) { Matrix_Pop(&gGfxMatrix); } -void func_fade_80084688(s32 fade, s32 progress) { - if (progress != 0) { - switch (fade) { - case 0: - func_fade_80084488(progress); +void Wipe_Draw(WipeMode mode, s32 frame) { + if (frame != 0) { + switch (mode) { + case WIPE_CIRCULAR: + Wipe_Circular(frame); break; - case 1: - func_fade_80084370(progress); + case WIPE_HORIZONTAL: + Wipe_Horizontal(frame); break; - case 2: - func_fade_800843FC(progress); + case WIPE_VERTICAL: + Wipe_Vertical(frame); break; default: (void) "そのような フェード は ない (%d)\n"; // There is no such fade diff --git a/src/engine/fox_game.c b/src/engine/fox_game.c index 3852212e..c46a9b24 100644 --- a/src/engine/fox_game.c +++ b/src/engine/fox_game.c @@ -4,15 +4,15 @@ #include "assets/ast_logo.h" #include "mods.h" -f32 D_game_80161A10; -f32 D_game_80161A14; +f32 gNextVsViewScale; +f32 gVsViewScale; s32 gPlayerInactive[4]; -s32 D_game_80161A28; +s32 gVsMenuSelection; u8 gShowHud; u16 gNextLevelPhase; u16 gNextLevel; u16 gNextGameState; -u16 D_game_80161A34; +u16 gLastGameState; u16 gBgColor; u8 gBlurAlpha; u8 gGameStandby; @@ -20,8 +20,8 @@ f32 gFovY; f32 gProjectNear; f32 gProjectFar; -s32 gShowCrosshairs[4] = { true, true, true, true }; -s32 D_game_800D2870 = 0; +bool gShowCrosshairs[4] = { true, true, true, true }; +bool D_game_800D2870 = false; static s32 sVsCameraULx[] = { 0, SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2 }; static s32 sVsCameraLRx[] = { SCREEN_WIDTH / 2 - 1, SCREEN_WIDTH - 1, SCREEN_WIDTH / 2 - 1, SCREEN_WIDTH - 1 }; static s32 sVsCameraULy[] = { 0, 0, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / 2 }; @@ -73,7 +73,7 @@ void Game_Initialize(void) { gFovY = 45.0f; gProjectNear = 10.0f; gProjectFar = 12800.0f; - D_game_80161A10 = D_game_80161A14 = 0.0f; + gNextVsViewScale = gVsViewScale = 0.0f; gSceneId = SCENE_LOGO; gSceneSetup = 0; Load_InitDmaAndMsg(); @@ -81,7 +81,7 @@ void Game_Initialize(void) { } void Game_SetGameState(void) { - D_game_80161A14 = D_game_80161A10; + gVsViewScale = gNextVsViewScale; if (gNextGameState == GSTATE_NONE) { return; @@ -202,48 +202,48 @@ void Game_InitViewport(Gfx** dList, u8 camCount, u8 camIndex) { if ((camCount != 1) && (camCount == 4)) { switch (camIndex) { case 0: - gViewport->vp.vscale[0] = SCREEN_WIDTH * (D_game_80161A14 - 1.0f) * 2; - gViewport->vp.vscale[1] = SCREEN_HEIGHT * (D_game_80161A14 - 1.0f) * 2; + gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2; + gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2; gViewport->vp.vscale[2] = G_MAXZ / 2; gViewport->vp.vscale[3] = 0; - gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - D_game_80161A14) * 2; - gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - D_game_80161A14) * 2; + gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2; + gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2; gViewport->vp.vtrans[2] = G_MAXZ / 2; gViewport->vp.vtrans[3] = 0; gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2); break; case 1: - gViewport->vp.vscale[0] = SCREEN_WIDTH * (D_game_80161A14 - 1.0f) * 2; - gViewport->vp.vscale[1] = SCREEN_HEIGHT * (D_game_80161A14 - 1.0f) * 2; + gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2; + gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2; gViewport->vp.vscale[2] = G_MAXZ / 2; gViewport->vp.vscale[3] = 0; - gViewport->vp.vtrans[0] = SCREEN_WIDTH * D_game_80161A14 * 2; - gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - D_game_80161A14) * 2; + gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2; + gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2; gViewport->vp.vtrans[2] = G_MAXZ / 2; gViewport->vp.vtrans[3] = 0; gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_MARGIN, SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT / 2); break; case 2: - gViewport->vp.vscale[0] = SCREEN_WIDTH * (D_game_80161A14 - 1.0f) * 2; - gViewport->vp.vscale[1] = SCREEN_HEIGHT * (D_game_80161A14 - 1.0f) * 2; + gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2; + gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2; gViewport->vp.vscale[2] = G_MAXZ / 2; gViewport->vp.vscale[3] = 0; - gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - D_game_80161A14) * 2; - gViewport->vp.vtrans[1] = SCREEN_HEIGHT * D_game_80161A14 * 2; + gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2; + gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2; gViewport->vp.vtrans[2] = G_MAXZ / 2; gViewport->vp.vtrans[3] = 0; gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_HEIGHT / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT - SCREEN_MARGIN); break; case 3: - gViewport->vp.vscale[0] = SCREEN_WIDTH * (D_game_80161A14 - 1.0f) * 2; - gViewport->vp.vscale[1] = SCREEN_HEIGHT * (D_game_80161A14 - 1.0f) * 2; + gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2; + gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2; gViewport->vp.vscale[2] = G_MAXZ / 2; gViewport->vp.vscale[3] = 0; - gViewport->vp.vtrans[0] = SCREEN_WIDTH * D_game_80161A14 * 2; - gViewport->vp.vtrans[1] = SCREEN_HEIGHT * D_game_80161A14 * 2; + gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2; + gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2; gViewport->vp.vtrans[2] = G_MAXZ / 2; gViewport->vp.vtrans[3] = 0; gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, @@ -413,7 +413,7 @@ void Game_Update(void) { gPlayState = gOptionMenuStatus = gDrawMode = gShowBossHealth = gShowHud = gBgColor = gFillScreenAlpha = 0; gNextGameState = D_ctx_80177C94 = D_ctx_80177CAC = D_ctx_80177CB4 = D_ctx_80177CBC = D_ctx_80177CC4 = - D_ctx_80177C9C = D_ctx_80177CA4 = D_play_80161A5C = D_game_80161A34 = 0; + D_ctx_80177C9C = D_ctx_80177CA4 = D_play_80161A5C = gLastGameState = GSTATE_NONE; #ifdef MODS_BOOT_STATE gNextGameState = MODS_BOOT_STATE; #endif @@ -568,7 +568,30 @@ void Game_Update(void) { if ((gGameState == GSTATE_PLAY) && gVersusMode) { Versus_Draw(); } - func_fade_80084688(0, D_ctx_80177C50); + + Wipe_Draw(WIPE_CIRCULAR, gCircleWipeFrame); + // { + // static mode = 0; + // if(gControllerPress[gMainController].button & L_TRIG) { + // mode = 1 - mode; + // } + // if(gControllerHold[gMainController].button & L_TRIG) { + // if(mode) { + // gCircleWipeFrame++; + // } else { + // gCircleWipeFrame--; + // } + // if(gCircleWipeFrame > 41) { + // gCircleWipeFrame = 41; + // } else if (gCircleWipeFrame < 0) { + // gCircleWipeFrame = 0; + // } + // } + // RCP_SetupDL(&gMasterDisp, 0x53); + // gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255); + // Graphics_Printf("FADE PROGRESS: %d", gCircleWipeFrame); + // Graphics_DisplaySmallText(14, 9, 1.0f, 1.0f, D_801619A0); + // } if (!partialFill) { Graphics_FillRectangle(&gMasterDisp, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, gFillScreenRed, gFillScreenGreen, gFillScreenBlue, gFillScreenAlpha); diff --git a/src/engine/fox_hud.c b/src/engine/fox_hud.c index 0e3fff84..fc3a41c8 100644 --- a/src/engine/fox_hud.c +++ b/src/engine/fox_hud.c @@ -328,7 +328,7 @@ void func_hud_80085944(void) { } if ((D_80161900[4] == 0) && (gGoldRingCount[0] > gGoldRingCount[1])) { - gGoldRingCount[1] += 1; // needs to be += 1 + gGoldRingCount[1] += 1; // can't be ++ if ((i = gGoldRingCount[1] % 3) == 0) { i = 3; @@ -724,7 +724,7 @@ void HUD_DrawLevelStartStatusScreen(void) { f32 temp; if ((gPlayState != PLAY_PAUSE) && (gLevelStartStatusScreenTimer != 0)) { - gLevelStartStatusScreenTimer -= 1; + gLevelStartStatusScreenTimer--; } if (gLevelStartStatusScreenTimer == 1) { @@ -1490,7 +1490,7 @@ void func_hud_80088970(void) { gNextGameStateTimer = 2; gOptionMenuStatus = OPTION_WAIT; gDrawMode = DRAW_NONE; - D_game_80161A34 = 7; + gLastGameState = GSTATE_PLAY; gStarCount = 0; break; } else { @@ -2010,7 +2010,7 @@ s32 func_hud_8008A4DC(void) { return 0; } - if (D_ctx_80177AB0 >= 5) { + if (gDrawBackdrop >= 5) { return 0; } @@ -2066,7 +2066,7 @@ s32 func_hud_8008A4DC(void) { y = 162.000f; x1 += D_800D1E10 * temp3; } else { - if ((D_ctx_80177E7C == 0) || (D_versus_80178750 != 0)) { + if ((gVsMatchStart == 0) || (D_versus_80178750 != 0)) { return 0; } temp2 = 13000.00f; @@ -2460,7 +2460,7 @@ s32 func_hud_8008B774(void) { (gCurrentLevel == LEVEL_SECTOR_Y))) { for (i = 0; i < ARRAY_COUNT(gActors); i++) { if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].iwork[12] == temp)) { - if ((gActors[i].unk_0B4 == EVID_2) || (gActors[i].unk_0B4 == EVID_43) || + if ((gActors[i].eventType == EVID_2) || (gActors[i].eventType == EVID_TEAMMATE) || ((gActors[i].obj.id == OBJ_ACTOR_TEAM_BOSS) && ((gActors[i].aiType == AI360_FALCO) || (gActors[i].aiType == AI360_SLIPPY) || (gActors[i].aiType == AI360_PEPPY)))) { @@ -2742,7 +2742,7 @@ void func_hud_8008C6F4(s32 idx, s32 arg1) { Matrix_Push(&gGfxMatrix); - if (gPlayer[0].cockpitView) { + if (gPlayer[0].alternateView) { Matrix_RotateZ(gGfxMatrix, M_DTOR * gPlayer[0].camRoll, MTXF_APPLY); } @@ -2775,7 +2775,8 @@ void HUD_DrawEdgeArrows(void) { s32 i; s32 j; - if ((gPlayer[gPlayerNum].flags_228 != 0) && (gPlayer[gPlayerNum].timer_210 == 0) && (gPlayState != PLAY_PAUSE)) { + if ((gPlayer[gPlayerNum].flags_228 != 0) && (gPlayer[gPlayerNum].pathChangeTimer == 0) && + (gPlayState != PLAY_PAUSE)) { j = gPlayer[gPlayerNum].flags_228; for (i = 0; i < 12; i++) { @@ -2828,19 +2829,19 @@ void func_hud_8008CBE4(void) { break; case 1: - if (D_ctx_80177E7C == 0) { + if (gVsMatchStart == 0) { D_80161758 = 0; break; } - if (D_80161760[gPlayerNum]) { + if (D_80161760[gPlayerNum] != 0) { D_80161760[gPlayerNum]--; - if (D_80161760[gPlayerNum] & 4) { + if ((D_80161760[gPlayerNum] & 4) != 0) { break; } } - for (i = 0; i < D_ctx_80177DB8[gPlayerNum]; i++) { + for (i = 0; i < gVsPoints[gPlayerNum]; i++) { if (D_80161748[gPlayerNum] < (i + 1)) { if (((i + 1) != 1) && ((i + 1) == (gVsPointsToWin - 1))) { D_80161760[gPlayerNum] = 50; @@ -2853,12 +2854,12 @@ void func_hud_8008CBE4(void) { if ((D_80161748[gPlayerNum] == (i + 1)) && (D_80161738[gPlayerNum] != 0)) { D_80161738[gPlayerNum]--; - if (D_80161738[gPlayerNum] & 4) { + if ((D_80161738[gPlayerNum] & 4) != 0) { continue; } } - j = D_ctx_80177DD0[gPlayerNum][i]; + j = gVsKills[gPlayerNum][i]; RCP_SetupDL(&gMasterDisp, 0x4D); @@ -3010,7 +3011,7 @@ void func_hud_8008D984(void) { D_800D2190[gPlayerNum]--; } - if ((D_800D2190[gPlayerNum] & 2) || ((D_800D2190[gPlayerNum] == 0) && (gBombCount[gPlayerNum] != 0))) { + if (((D_800D2190[gPlayerNum] & 2) != 0) || ((D_800D2190[gPlayerNum] == 0) && (gBombCount[gPlayerNum] != 0))) { RCP_SetupDL_78(); if (gBombCount[gPlayerNum] >= 2) { if (Math_SmoothStepToF(&D_800D21A4, D_800D21A0, 0.4f, 100.0f, 0.1f) == 0.0f) { @@ -3029,7 +3030,7 @@ void func_hud_8008D984(void) { } void func_hud_8008DC34(void) { - if ((D_ctx_80177E7C != 0) && (D_versus_80178750 == 0)) { + if ((gVsMatchStart != 0) && (D_versus_80178750 == 0)) { func_hud_8008D250(); func_hud_8008D7F4(); func_hud_8008D4F0(0, 0); @@ -3273,7 +3274,7 @@ void func_hud_8008E620(f32 arg0, f32 arg1) { break; } - if (gMedalFlashTimer) { + if (gMedalFlashTimer != 0) { gMedalFlashTimer--; } @@ -3687,7 +3688,7 @@ void func_hud_8008FFF0(Boss* boss, s32 arg1) { i = RAND_INT(36.0f); - if (!(gGameFrameCount & 2)) { + if ((gGameFrameCount & 2) == 0) { func_effect_8007C120(boss->obj.pos.x + D_800D21C8[i].x, boss->obj.pos.y + D_800D21C8[i].y, boss->obj.pos.z + D_800D21C8[i].z, 0.0f, 0.0f, 0.0f, 0.3f * temp, 20); } @@ -3861,8 +3862,8 @@ bool func_hud_80090A00(Actor* actor) { actor->fwork[8] = 0.0f; actor->fwork[7] = 360.0f; actor->timer_0BC = 8; - actor->unk_0F4.y = 100.0f; - actor->unk_0F4.x = 300.0f; + actor->rot_0F4.y = 100.0f; + actor->rot_0F4.x = 300.0f; actor->iwork[4] = 1; actor->iwork[5] = 1; @@ -4156,7 +4157,7 @@ bool func_hud_800915FC(Actor* actor) { Scenery360* scenery360; bool ret = false; - Math_Vec3fFromAngles(&vec, 0.0f, actor->unk_0F4.y, 650.0f + actor->fwork[9] * 10.0f); + Math_Vec3fFromAngles(&vec, 0.0f, actor->rot_0F4.y, 650.0f + actor->fwork[9] * 10.0f); if (gLevelMode == LEVELMODE_ALL_RANGE) { for (i = 0, scenery360 = &gScenery360[0]; i < 200; i++, scenery360++) { @@ -4230,8 +4231,8 @@ bool func_hud_80091864(Actor* actor) { actor->iwork[0] = 0; } - sp3C = Math_SmoothStepToAngle(&actor->unk_0F4.y, sp40, 0.5f, actor->fwork[2], 0.001f) * 30.0f; - Math_SmoothStepToAngle(&actor->unk_0F4.x, sp44, 0.5f, actor->fwork[2], 0.0001f); + sp3C = Math_SmoothStepToAngle(&actor->rot_0F4.y, sp40, 0.5f, actor->fwork[2], 0.001f) * 30.0f; + Math_SmoothStepToAngle(&actor->rot_0F4.x, sp44, 0.5f, actor->fwork[2], 0.0001f); sp2C = sp28 = 0.0f; if (sp3C < 0.0f) { @@ -4265,8 +4266,8 @@ bool func_hud_80091864(Actor* actor) { bool func_hud_80091B90(Actor* actor) { Vec3f vec; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y; Math_SmoothStepToF(&actor->fwork[0], actor->fwork[1], 0.2f, 1.0f, 0.0f); Math_SmoothStepToF(&actor->fwork[2], actor->fwork[3], 1.0f, 1.0f, 0.0f); @@ -4345,7 +4346,7 @@ bool func_hud_80091F00(Actor* actor) { AUDIO_PLAY_SFX(NA_SE_EN_DAMAGE_S, actor->sfxSource, 4); func_effect_8007D10C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.5f); - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); if (Rand_ZeroOne() < 0.5f) { sp40.x = -20.0f; @@ -4420,7 +4421,7 @@ void func_hud_80092244(Actor* actor) { gRadarMarks[actor->index].pos.x = actor->obj.pos.x; gRadarMarks[actor->index].pos.y = actor->obj.pos.y; gRadarMarks[actor->index].pos.z = actor->obj.pos.z; - gRadarMarks[actor->index].yRot = actor->unk_0F4.y + 180.0f; + gRadarMarks[actor->index].yRot = actor->rot_0F4.y + 180.0f; } void func_hud_800922F4(Actor* actor) { @@ -4438,7 +4439,7 @@ void func_hud_800922F4(Actor* actor) { temp = 64 - 1; } - if (!(gGameFrameCount & temp)) { + if ((gGameFrameCount & temp) == 0) { func_effect_8007D10C(actor->obj.pos.x + RAND_FLOAT_CENTERED(10.0f), actor->obj.pos.y + RAND_FLOAT(10.0f), actor->obj.pos.z + RAND_FLOAT_CENTERED(10.0f), 2.2f); } @@ -4495,8 +4496,8 @@ bool func_hud_800924E0(Actor* actor) { Math_SmoothStepToAngle(&actor->obj.rot.z, 0.0f, 0.1f, 5.0f, 0.0f); actor->obj.rot.x = actor->vwork[29].x + (360.0f - actor->fwork[19]); - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(M_DTOR * ((actor->unk_0F4.x + actor->vwork[29].x) + actor->fwork[19])), + Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(M_DTOR * ((actor->rot_0F4.x + actor->vwork[29].x) + actor->fwork[19])), MTXF_APPLY); src.z = actor->fwork[1]; @@ -4577,14 +4578,14 @@ bool func_hud_800927A0(Actor* actor) { Math_SmoothStepToF(&actor->fwork[20], 0.0f, 0.1f, 15.0f, 0.0f); if (actor->fwork[19] > 180.0f) { - actor->unk_0F4.y += 180.0f; - if (actor->unk_0F4.y >= 360.0f) { - actor->unk_0F4.y = actor->unk_0F4.y - 360.0f; + actor->rot_0F4.y += 180.0f; + if (actor->rot_0F4.y >= 360.0f) { + actor->rot_0F4.y = actor->rot_0F4.y - 360.0f; } actor->fwork[19] -= 180.0f; - if ((sp50 - actor->unk_0F4.y) < 180.0f) { + if ((sp50 - actor->rot_0F4.y) < 180.0f) { actor->fwork[20] = 180.0f; } else { actor->fwork[20] = -180.0f; @@ -4609,7 +4610,7 @@ bool func_hud_800927A0(Actor* actor) { Math_SmoothStepToF(&actor->fwork[27], -sp54, 0.3f, 100.0f, 0.0f); if (actor->unk_04A != 0) { - Math_SmoothStepToAngle(&actor->unk_0F4.y, sp50, 0.1f, 2.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.y, sp50, 0.1f, 2.0f, 0.0f); } if (actor->obj.pos.y < gPlayer[0].pathHeight) { @@ -4632,12 +4633,12 @@ bool func_hud_800927A0(Actor* actor) { } actor->obj.rot.x = actor->vwork[29].x - actor->fwork[19]; - actor->obj.rot.y = actor->unk_0F4.y; + actor->obj.rot.y = actor->rot_0F4.y; actor->obj.rot.z = actor->vwork[29].z + actor->fwork[20]; actor->obj.pos.y += actor->fwork[28]; - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, 0U); - Matrix_RotateX(gCalcMatrix, -(M_DTOR * (actor->unk_0F4.x + actor->vwork[29].x + actor->fwork[19])), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, -(M_DTOR * (actor->rot_0F4.x + actor->vwork[29].x + actor->fwork[19])), MTXF_APPLY); src.z = actor->fwork[1]; src.y = 0.0f; @@ -4671,7 +4672,7 @@ void ActorTeamBoss_Init(Actor* actor) { actor->iwork[11] = 1; if (gLevelType == LEVELTYPE_PLANET) { - actor->unk_0C9 = 1; + actor->drawShadow = true; } AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -4769,9 +4770,9 @@ void func_hud_80093164(Actor* actor) { Player* player = &gPlayer[0]; if (actor->state == 0) { - switch (actor->unk_0B6) { + switch (actor->animFrame) { case 1: - if ((player->state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) || (actor->unk_0B6 != 1)) { + if ((player->state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO) || (actor->animFrame != 1)) { if (gCsFrameCount > 1588) { actor->fwork[0] = 5.0f; } else { @@ -4794,8 +4795,8 @@ void func_hud_80093164(Actor* actor) { } } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); src.x = 0.0f; src.y = 0.0f; src.z = actor->fwork[0]; @@ -4803,9 +4804,9 @@ void func_hud_80093164(Actor* actor) { actor->vel.x = dest.x; actor->vel.y = dest.y; actor->vel.z = dest.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } void func_hud_80093310(void) { @@ -4816,7 +4817,7 @@ void func_hud_80093310(void) { this->obj.pos.x = 0.0f; this->obj.pos.y += 1700.0f; this->obj.pos.z -= 5000.0f; - gActors[0].unk_0B6 = 1; + gActors[0].animFrame = 1; if (1) {} this->obj.id = OBJ_ACTOR_CUTSCENE; Object_SetInfo(&this->info, this->obj.id); @@ -4917,7 +4918,7 @@ void HUD_AquasStart(Player* player) { case 0: func_hud_80093310(); gCsFrameCount = 0; - D_ctx_80177AB0 = 1; + gDrawBackdrop = 1; gAqDrawMode = 1; player->unk_234 = 0; player->csState = 1; @@ -4940,7 +4941,7 @@ void HUD_AquasStart(Player* player) { D_801616A0.y = 124.17f; D_801616A0.z = 0.00f; - actor->unk_0F4.y = 30.0f; + actor->rot_0F4.y = 30.0f; D_ctx_80177A48[5] = 14.0f; D_ctx_80177A48[0] = 0.2f; @@ -5076,7 +5077,7 @@ void HUD_AquasStart(Player* player) { player->csState = 3; - D_ctx_80177AB0 = 0; + gDrawBackdrop = 0; player->camRoll = 60.0f; player->csTimer = 1000; @@ -5133,8 +5134,8 @@ void HUD_AquasStart(Player* player) { D_ctx_80177A48[0] = 0.0f; temp2 = 0.0f; - if (D_ctx_80177A10[9]) { - D_ctx_80177A10[9] -= 1; + if (D_ctx_80177A10[9] != 0) { + D_ctx_80177A10[9]--; temp = D_ctx_80177A10[9]; if (temp > 20.0f) { temp = 20.0f; @@ -5461,7 +5462,7 @@ void func_hud_80094D20(f32 x, f32 y) { boolTemp = true; } - if ((!boolTemp) && (xScale != 0.0f)) { + if (!boolTemp && (xScale != 0.0f)) { TextureRect_8bIA(&gMasterDisp, D_800D24DC[0], 16, 15, x1, y1, xScale, 1.0f); } @@ -5525,7 +5526,7 @@ void func_hud_80095350(Actor* actor) { Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_CUTSCENE; - actor->unk_0B6 = 9999; + actor->animFrame = 9999; Object_SetInfo(&actor->info, actor->obj.id); } @@ -5542,7 +5543,7 @@ void func_hud_800953A0(Actor* actor, s32 arg1) { actor->obj.id = OBJ_ACTOR_CUTSCENE; actor->obj.pos = D_800D2510[arg1]; actor->obj.pos.z -= gPathProgress; - actor->unk_0B6 = 45; + actor->animFrame = 45; Object_SetInfo(&actor->info, actor->obj.id); } @@ -5557,7 +5558,7 @@ void func_hud_8009546C(Actor* actor, s32 arg1) { actor->obj.id = OBJ_ACTOR_CUTSCENE; actor->obj.pos = D_800D2540[arg1]; actor->obj.pos.z -= gPathProgress; - actor->unk_0B6 = 46; + actor->animFrame = 46; Object_SetInfo(&actor->info, actor->obj.id); } @@ -5572,7 +5573,7 @@ void func_hud_80095538(Actor* actor, s32 arg1) { actor->obj.id = OBJ_ACTOR_CUTSCENE; actor->obj.pos = D_800D257C[arg1]; actor->obj.pos.z -= gPathProgress; - actor->unk_0B6 = 47; + actor->animFrame = 47; Object_SetInfo(&actor->info, actor->obj.id); } void HUD_AquasComplete(Player* player) { @@ -5622,10 +5623,10 @@ void HUD_AquasComplete(Player* player) { if ((gCsFrameCount >= 30) && (gCsFrameCount < 90)) { D_ctx_80177A48[5] -= 0.6f; - if ((D_ctx_80177A48[5]) < 0.0f) { + if (D_ctx_80177A48[5] < 0.0f) { D_ctx_80177A48[5] += 360.0f; } - if ((D_ctx_80177A48[5]) > 360.0f) { + if (D_ctx_80177A48[5] > 360.0f) { D_ctx_80177A48[5] -= 360.0f; } src.x = 1000.0f; @@ -5770,14 +5771,14 @@ void HUD_AquasComplete(Player* player) { actor->fwork[3] = 2600.0f; actor->fwork[7] = 0.5f; - actor->unk_0F4.y = 130.0f; + actor->rot_0F4.y = 130.0f; src.x = actor->fwork[1]; src.y = actor->fwork[2]; src.z = actor->fwork[3]; Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos + gPathProgress, MTXF_NEW); - Matrix_RotateY(gCalcMatrix, -(M_DTOR * actor->unk_0F4.y), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, -(M_DTOR * actor->rot_0F4.y), MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &src, &dest); player->cam.at.x = gCsCamAtX = player->pos.x; @@ -5830,12 +5831,12 @@ void HUD_AquasComplete(Player* player) { } D_ctx_80177A48[0] = 0.05f; - actor->unk_0F4.y += actor->fwork[7]; - if ((actor->unk_0F4.y) < 0.0f) { - actor->unk_0F4.y += 360.0f; + actor->rot_0F4.y += actor->fwork[7]; + if ((actor->rot_0F4.y) < 0.0f) { + actor->rot_0F4.y += 360.0f; } - if ((actor->unk_0F4.y) > 360.0f) { - actor->unk_0F4.y -= 360.0f; + if ((actor->rot_0F4.y) > 360.0f) { + actor->rot_0F4.y -= 360.0f; } src.x = actor->fwork[1]; @@ -5843,7 +5844,7 @@ void HUD_AquasComplete(Player* player) { src.z = actor->fwork[3]; Matrix_Translate(gCalcMatrix, actor->fwork[4], actor->fwork[5], actor->fwork[6], MTXF_NEW); - Matrix_RotateY(gCalcMatrix, -(M_DTOR * actor->unk_0F4.y), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, -(M_DTOR * actor->rot_0F4.y), MTXF_APPLY); Matrix_MultVec3f(gCalcMatrix, &src, &dest); gCsCamEyeX = dest.x; diff --git a/src/engine/fox_load.c b/src/engine/fox_load.c index 14023192..2d233fc8 100644 --- a/src/engine/fox_load.c +++ b/src/engine/fox_load.c @@ -72,7 +72,7 @@ u8 Load_SceneFiles(Scene* scene) { gSPSegment(gUnkDisp1++, segment + 1, K0_TO_PHYS(ramPtr)); ramPtr = ramPtr + SEGMENT_SIZE(scene->assets[segment]); } - segment += 1; + segment += 1; // can't be ++ } for (segment; segment < 15; segment += 1) { sCurrentScene.assets[segment].start = scene->assets[segment].start; diff --git a/src/engine/fox_play.c b/src/engine/fox_play.c index 3d70b0e3..5949dd79 100644 --- a/src/engine/fox_play.c +++ b/src/engine/fox_play.c @@ -23,13 +23,13 @@ #include "assets/ast_zoness.h" UNK_TYPE D_800D2F50 = 0; // unused -s32 D_800D2F54 = 0; -f32 D_800D2F58 = 0.0f; +s32 sOverheadCam = 0; +f32 sOverheadCamDist = 0.0f; f32 sMusicVolume = 0.0f; f32 sVoiceVolume = 0.0f; f32 sSfxVolume = 0.0f; u8 gVenomHardClear = 0; -u8 D_800D2F6C[20] = { +u8 sSaveSlotFromLevel[20] = { PLANET_CORNERIA, PLANET_METEO, PLANET_SECTOR_X, PLANET_AREA_6, PLANET_AREA_6, PLANET_SECTOR_Y, SAVE_SLOT_VENOM_1, SAVE_SLOT_SOLAR, PLANET_ZONESS, SAVE_SLOT_VENOM_1, PLANET_CORNERIA, PLANET_MACBETH, PLANET_TITANIA, PLANET_AQUAS, PLANET_FORTUNA, @@ -38,11 +38,11 @@ u8 D_800D2F6C[20] = { u8 gSavedZoSearchlightStatus; f32 gArwingSpeed; -s32 D_play_80161A58; -s32 D_play_80161A5C; +s32 D_play_80161A58; // unused +s32 D_play_80161A5C; // saved hit count for venom -> andross u16 gScreenFlashTimer; u16 gDropHitCountItem; -s32 D_play_80161A64; +s32 sPlayWingSplash; Environment* sEnvironment; #define MEM_ARRAY_ALLOCATE(arr, count) ((arr) = Memory_Allocate((count) * sizeof(*(arr)))) @@ -85,7 +85,7 @@ void Play_UpdateDynaFloor(void) { f32 sp88; f32 sp84; - D_ctx_801782FC++; + gDynaFloorTimer++; switch (gCurrentLevel) { case LEVEL_SOLAR: if ((gGameFrameCount % 2) != 0) { @@ -94,7 +94,7 @@ void Play_UpdateDynaFloor(void) { spB4 = SEGMENTED_TO_VIRTUAL(D_SO_6004500); } spB0 = SEGMENTED_TO_VIRTUAL(D_SO_6022760); - spA8 = 15; + spA8 = 16 - 1; sp90 = 70.0f; sp8C = 0.1f; sp88 = 2.2f; @@ -107,7 +107,7 @@ void Play_UpdateDynaFloor(void) { spB4 = SEGMENTED_TO_VIRTUAL(D_ZO_600C780); } spB0 = SEGMENTED_TO_VIRTUAL(D_ZO_602AC50); - spA8 = 7; + spA8 = 8 - 1; sp90 = 40.0f; sp8C = 0.2f; sp88 = 1.0f; @@ -122,7 +122,7 @@ void Play_UpdateDynaFloor(void) { for (i = 0; i < 17 * 17; i++, var_s3++, var_s5++, var_s4++, var_s0++, var_s1++, spB0++) { Math_SmoothStepToF(var_s3, *var_s5, sp8C, *var_s4, 0.0f); Math_SmoothStepToF(var_s4, 100.0f, 1.0f, sp84, 0.0f); - if ((D_ctx_801782FC & spA8) == (i & spA8)) { + if ((gDynaFloorTimer & spA8) == (i & spA8)) { *var_s5 = RAND_FLOAT(sp90); *var_s4 = 0.0f; } @@ -154,7 +154,8 @@ void Player_WingEffects(Player* player) { player->xRock = SIN_DEG(player->rockPhase * 0.7f) * 0.5f; player->bobPhase += 10.0f; player->rockPhase += 8.0f; - if ((gLevelType == LEVELTYPE_PLANET) || ((player->cockpitView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) { + if ((gLevelType == LEVELTYPE_PLANET) || + ((player->alternateView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) { player->yBob = -SIN_DEG(player->bobPhase) * 0.5f; if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) { player->rockAngle = SIN_DEG(player->rockPhase) * 5.0f; @@ -169,7 +170,7 @@ void Player_DamageEffects(Player* player) { s32 var_v1; f32 sp40; - if (!player->cockpitView || (gLevelMode == LEVELMODE_ALL_RANGE)) { + if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) { if (player->wings.rightState <= WINGSTATE_BROKEN) { if (((gGameFrameCount % 2U) == 0) && (gRightWingDebrisTimer[player->num] != 0)) { func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y, @@ -204,7 +205,7 @@ void Player_DamageEffects(Player* player) { if (player->shields > 48) { var_v1 = 64 - 1; } - if (!player->cockpitView || (gLevelMode == LEVELMODE_ALL_RANGE)) { + if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) { sp40 = 0.0f; if (player->form == FORM_LANDMASTER) { sp40 = 30.0f; @@ -244,7 +245,7 @@ void Player_WaterEffects(Player* player) { Matrix_MultVec3f(gCalcMatrix, &sp48, &sp30); if (player->pos.y < (gGroundHeight + 100.0f)) { if ((sp3C.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) { - if (D_play_80161A64) {} + if (sPlayWingSplash) {} func_effect_8007ACE0(sp3C.x, gGroundHeight, sp3C.z, 0.1f, 2.0f, player->rot.y + player->yRot_114 + 20.0f); } @@ -254,12 +255,12 @@ void Player_WaterEffects(Player* player) { } } if ((sp30.y < gGroundHeight + 80.0f) || (sp3C.y < gGroundHeight + 80.0f)) { - if (D_play_80161A64 == 0) { - D_play_80161A64 = 1; + if (!sPlayWingSplash) { + sPlayWingSplash = true; AUDIO_PLAY_SFX(NA_SE_SPLASH_LEVEL_S, player->sfxSource, 0); } } else { - D_play_80161A64 = 0; + sPlayWingSplash = false; Audio_KillSfxBySourceAndId(player->sfxSource, NA_SE_SPLASH_LEVEL_S); } } @@ -655,8 +656,8 @@ void Play_ClearObjectData(void) { Object_Kill(&gPlayerShots[i].obj, gPlayerShots[i].sfxSource); PlayerShot_Initialize(&gPlayerShots[i]); } - D_ctx_801782B8 = D_ctx_801782BC = D_ctx_801782C0 = D_ctx_801782D0 = gBossActive = D_ctx_8017828C = D_ctx_8017812C = - gPrevEventActorIndex = gFormationLeaderIndex = gRingPassCount = 0; + gDrawSmallRocks = D_ctx_801782BC = D_ctx_801782C0 = D_ctx_801782D0 = gBossActive = gKillEventActors = + gGroundClipMode = gPrevEventActorIndex = gFormationLeaderIndex = gRingPassCount = 0; gFormationInitPos.x = gFormationInitPos.y = gFormationInitPos.z = gFormationInitRot.x = gFormationInitRot.y = gFormationInitRot.z = 0.0f; for (i = 0; i < ARRAY_COUNT(gTeamArrowsViewPos); i++) { @@ -688,7 +689,7 @@ void Play_UpdateFillScreen(void) { Math_SmoothStepToF(&gLight3Brightness, 0.0f, 1.0f, 0.04f, 0.001f); if (gScreenFlashTimer != 0) { gScreenFlashTimer--; - if (gScreenFlashTimer & 2) { + if ((gScreenFlashTimer & 2) != 0) { gFillScreenRed = 255; gFillScreenGreen = 255; gFillScreenBlue = 255; @@ -836,7 +837,7 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) { if (player->unk_1A4 > 40) { sp34 = (player->boostSpeed * 0.3f) + 20.0f; player->timer_498 = 5; - } else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBossActive == 0)) { + } else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && !gBossActive) { player->timer_498 = 3; } else if ((gCurrentLevel == LEVEL_VENOM_1) || (gCurrentLevel == LEVEL_AQUAS)) { player->timer_498 = 5; @@ -1919,14 +1920,14 @@ void Player_CollisionCheck(Player* player) { Player_ApplyDamage(player, temp_v0, actor->info.damage); } } else if (actor->obj.id == OBJ_ACTOR_EVENT) { - if (actor->unk_0B4 == EVID_42) { + if (actor->eventType == EVID_42) { temp_v0 = Player_CheckPolyCollision(player, ACTOR_EVENT_ID, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z); if (temp_v0 != 0) { Player_ApplyDamage(player, temp_v0, actor->info.damage); } - } else if (actor->unk_0B4 == EVID_63) { + } else if (actor->eventType == EVID_63) { spfD4.x = fabsf(actor->obj.pos.x - player->pos.x); spfD4.y = fabsf(actor->obj.pos.y - player->pos.y); spfD4.z = fabsf(actor->obj.pos.z - player->trueZpos); @@ -1938,9 +1939,9 @@ void Player_CollisionCheck(Player* player) { temp_v0 = Player_CheckHitboxCollision( player, actor->info.hitbox, &sp98, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z, actor->vwork[29].x, - actor->vwork[29].y, actor->vwork[29].z + actor->unk_0F4.z); + actor->vwork[29].y, actor->vwork[29].z + actor->rot_0F4.z); if (temp_v0 != 0) { - if ((temp_v0 < 0) && (actor->unk_0B4 == EVID_38)) { + if ((temp_v0 < 0) && (actor->eventType == EVID_SX_WARP_GATE)) { actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_SX_6032328); if (gRingPassCount >= 0) { actor->unk_046 = 2; @@ -2019,7 +2020,7 @@ void Player_CollisionCheck(Player* player) { if (temp_v0 != 0) { if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) || (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { - sprite->unk_46 = 1; + sprite->destroy = 1; player->hitTimer = 6; player->unk_21C = 0; } else { @@ -2422,8 +2423,8 @@ void Play_InitLevel(void) { } break; case LEVEL_VENOM_ANDROSS: - D_ctx_80177A98 = 0; - D_ctx_80177AB0 = 6; + gDrawGround = false; + gDrawBackdrop = 6; D_Andross_801A7F58 = D_Andross_801A7F60 = D_Andross_801A7F68 = D_Andross_801A7F70 = D_Andross_801A7F78 = 0.0f; break; @@ -2441,12 +2442,12 @@ void Play_InitLevel(void) { Macbeth_80199920(); break; case LEVEL_ZONESS: - MEM_ARRAY_ALLOCATE(D_ctx_801782C4, 200); - ptr = (u8*) D_ctx_801782C4; - for (i = 0; i < 200 * sizeof(*D_ctx_801782C4); i++, ptr++) { + MEM_ARRAY_ALLOCATE(gZOSnakePosRots, 200); + ptr = (u8*) gZOSnakePosRots; + for (i = 0; i < 200 * sizeof(*gZOSnakePosRots); i++, ptr++) { *ptr = 0; } - D_ctx_801784A4 = 0; + gZOSnakeWaypointCount = 0; /* fallthrough */ case LEVEL_SOLAR: gUseDynaFloor = true; @@ -2521,14 +2522,14 @@ void Player_ResetVsData(void) { gVsMatchState = 0; for (i = 0; i < 4; i++) { - D_ctx_80177DB8[i] = 0; + gVsPoints[i] = 0; for (j = 0; j < 10; j++) { - D_ctx_80177DD0[i][j] = 0; + gVsKills[i][j] = 0; } gLaserStrength[i] = LASERS_SINGLE; gBombCount[i] = 0; } - D_ctx_80177E7C = D_ctx_80177E74 = 0; + gVsMatchStart = gVsMatchOver = 0; } void Player_InitVersus(void) { @@ -2574,9 +2575,9 @@ void Play_Init(void) { gSceneSetup = 0; } gShowHud = 1; - D_ctx_80177A98 = D_ctx_80177AB0 = 1; - gAqDrawMode = D_800D2F54 = 0; - D_display_800CA230 = D_800D2F58 = 0.0f; + gDrawGround = gDrawBackdrop = 1; + gAqDrawMode = sOverheadCam = 0; + gCamDistortion = sOverheadCamDist = 0.0f; gLevelMode = LEVELMODE_ON_RAILS; gPathTexScroll = D_bg_8015F968 = 0.0f; D_hud_800D1970 = gVersusMode = gHideRadio = gChangeTo360 = false; @@ -2590,10 +2591,10 @@ void Play_Init(void) { if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) { gLevelMode = LEVELMODE_ALL_RANGE; } - D_ctx_80177E7C = 0; + gVsMatchStart = 0; Play_InitEnvironment(); gDropHitCountItem = gTeamLowHealthMsgTimer = gStartAndrossFightTimer = gSoShieldsEmpty = gAllRangeEventTimer = - gAllRangeFrameCount = gBossActive = gGameFrameCount = gCameraShake = D_ctx_801782FC = gBossFrameCount = + gAllRangeFrameCount = gBossActive = gGameFrameCount = gCameraShake = gDynaFloorTimer = gBossFrameCount = gCallTimer = gAllRangeSupplyTimer = gMissionStatus = 0; if (gCurrentLevel == LEVEL_SECTOR_X) { @@ -2607,7 +2608,7 @@ void Play_Init(void) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0; } gScreenFlashTimer = gLight3R = gLight3G = gLight3B = D_hud_80161704 = D_hud_80161708 = gFillScreenAlpha = - D_ctx_80177C50 = gShowAllRangeCountdown = gCoUturnCount = 0; + gCircleWipeFrame = gShowAllRangeCountdown = gCoUturnCount = 0; gCsFrameCount = 0; gFillScreenAlpha = gFillScreenAlphaTarget = 255; @@ -2616,12 +2617,12 @@ void Play_Init(void) { gLight3Brightness = 0.0f; gWarpZoneBgAlpha = 0.0f; gGroundHeight = 0.0f; - gStarWarpDistortion = gStarfieldX = gStarfieldY = gStarfieldRoll = D_ctx_8017842C = D_ctx_80178430 = 0.0f; + gStarWarpDistortion = gStarfieldX = gStarfieldY = gStarfieldRoll = gStarfieldScrollX = gStarfieldScrollY = 0.0f; if ((gLevelType == LEVELTYPE_SPACE) || (gCurrentLevel == LEVEL_TRAINING)) { Play_SetupStarfield(); if (gCurrentLevel != LEVEL_TRAINING) { - D_ctx_80177A98 = 0; + gDrawGround = false; } } else { gStarCount = 0; @@ -3244,7 +3245,7 @@ void Player_UpdatePath(Player* player) { if (gGroundType == 4) { gPathGroundScroll = player->zPathVel; } - if ((gBossActive == 0) && (player->zPath > 500000.0f)) { + if (!gBossActive && (player->zPath > 500000.0f)) { player->zPath = 0.0f; player->pos.z = 0.0f; gObjectLoadIndex = 0; @@ -3276,10 +3277,10 @@ void Player_UpdatePath(Player* player) { gPathVelX = Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f); gPathVelY = Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f); } - if (player->timer_210 != 0) { - player->timer_210--; - Math_SmoothStepToF(&player->yRot_114, player->yRot_118, 0.03f, 0.5f, 0.0001f); - Math_SmoothStepToF(&player->xRot_120, player->xRot_124, 0.03f, 0.5f, 0.0001f); + if (player->pathChangeTimer != 0) { + player->pathChangeTimer--; + Math_SmoothStepToF(&player->yRot_114, player->pathChangeYaw, 0.03f, 0.5f, 0.0001f); + Math_SmoothStepToF(&player->xRot_120, player->pathChangePitch, 0.03f, 0.5f, 0.0001f); } else { Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f); Math_SmoothStepToF(&player->xRot_120, 0.0f, 0.03f, 0.5f, 0.0001f); @@ -3328,7 +3329,7 @@ void Player_CheckBounds360(Player* player) { var_fv1 = 10000.0f; } else if (gCurrentLevel == LEVEL_SECTOR_Z) { var_fv1 = 20000.0f; - } else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (D_ctx_80177AB0 >= 4)) { + } else if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gDrawBackdrop >= 4)) { var_fv1 = 100000.0f; } if ((var_fv1 < fabsf(player->pos.x)) || (var_fv1 < fabsf(player->pos.z))) { @@ -3341,7 +3342,7 @@ void Player_CheckBounds360(Player* player) { } } -void Player_ArwingMove360(Player* player) { +void Player_MoveArwing360(Player* player) { f32 sp7C; f32 sp78; f32 scale; @@ -3507,8 +3508,8 @@ void Player_PerformLoop(Player* player) { player->unk_018 = 0.05f; player->unk_014 = 0.05f; } else { - player->cockpitView = player->savedCockpitView; - if (player->cockpitView) { + player->alternateView = player->savedAlternateView; + if (player->alternateView) { player->unk_014 = 0.0f; } } @@ -3538,7 +3539,7 @@ void Player_PerformLoop(Player* player) { Player_DamageEffects(player); } -void Player_ArwingMoveOnRails(Player* player) { +void Player_MoveArwingOnRails(Player* player) { f32 stickX; f32 stickY; f32 var_fa0; @@ -3567,7 +3568,7 @@ void Player_ArwingMoveOnRails(Player* player) { Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.01f); - if (player->cockpitView) { + if (player->alternateView) { Matrix_RotateZ(gCalcMatrix, player->zRotBank * M_DTOR, MTXF_NEW); sp68.z = 0.0f; @@ -3736,7 +3737,7 @@ void Player_ArwingMoveOnRails(Player* player) { Player_WingEffects(player); } -void Player_TankMove360(Player* player) { +void Player_MoveTank360(Player* player) { f32 sp5C; f32 var_fa0; f32 var_fa1; @@ -3880,7 +3881,7 @@ void Player_OnFootUpdateSpeed(Player* player) { Math_SmoothStepToF(&player->unk_008, sp28, 0.1f, sp24, 0.00001f); } -void Player_OnFootMove(Player* player) { +void Player_MoveOnFoot(Player* player) { Vec3f sp78[30]; f32 sp74; f32 sp70; @@ -4181,7 +4182,7 @@ void Player_Setup(Player* playerx) { if (gCurrentLevel != LEVEL_CORNERIA) { gSavedGroundSurface = SURFACE_GRASS; } - gGoldRingCount[0] = D_ctx_80161A94[0]; + gGoldRingCount[0] = gSavedGoldRingCount[0]; do { if (gGoldRingCount[0] > 3) { gGoldRingCount[0] -= 3; @@ -4231,7 +4232,7 @@ void Player_Setup(Player* playerx) { player->cam.eye.y = (player->pos.y * player->unk_148) + 10.0f; player->cam.eye.x = player->pos.x * player->unk_148; - gPlayerCamAt.x = gPlayerCamAt.y = gPlayerCamAt.z = gPlayerCamEye.x = gPlayerCamEye.y = gPlayerCamEye.z = 0.0f; + gPlayCamAt.x = gPlayCamAt.y = gPlayCamAt.z = gPlayCamEye.x = gPlayCamEye.y = gPlayCamEye.z = 0.0f; if (gVersusMode) { gLaserStrength[gPlayerNum] = LASERS_SINGLE; @@ -4337,7 +4338,7 @@ void Player_Setup(Player* playerx) { } if (gCurrentLevel == LEVEL_BOLSE) { - D_ctx_80177A98 = 1; + gDrawGround = true; } if ((gCurrentLevel == LEVEL_MACBETH) && (gSavedObjectLoadIndex == 0)) { @@ -4407,7 +4408,7 @@ void Player_Setup(Player* playerx) { gStarWolfTeamAlive[j] = gSavedStarWolfTeamAlive[j] = 1; } gLaserStrength[gPlayerNum] = LASERS_SINGLE; - gGoldRingCount[0] = D_ctx_80161A94[0] = gTotalHits = 0; + gGoldRingCount[0] = gSavedGoldRingCount[0] = gTotalHits = 0; gLifeCount[gPlayerNum] = 2; gBombCount[gPlayerNum] = 3; gGreatFoxIntact = true; @@ -4623,7 +4624,7 @@ void Player_ArwingBoost(Player* player) { if (gLoopBoostTimers[gPlayerNum] != 0) { gLoopBoostTimers[gPlayerNum]--; } - if (!player->somersault && (D_ctx_80177AB0 < 5)) { + if (!player->somersault && (gDrawBackdrop < 5)) { if (var >= -50) { gLoopDownTimers[gPlayerNum] = 5; } @@ -4631,8 +4632,8 @@ void Player_ArwingBoost(Player* player) { (gLoopBoostTimers[gPlayerNum] != 0)) { player->somersault = true; if (gLevelMode == LEVELMODE_ON_RAILS) { - player->savedCockpitView = player->cockpitView; - player->cockpitView = false; + player->savedAlternateView = player->alternateView; + player->alternateView = false; } player->unk_014 = player->unk_018 = 0.0f; if (player->aerobaticPitch > 340.0f) { @@ -4752,7 +4753,7 @@ void Player_ArwingBrake(Player* player) { if (var >= -50) { gUturnDownTimers[gPlayerNum] = 5; } - if ((gUturnDownTimers[gPlayerNum] > 0) && (gUturnDownTimers[gPlayerNum] < 5) && (D_ctx_80177AB0 < 5) && + if ((gUturnDownTimers[gPlayerNum] > 0) && (gUturnDownTimers[gPlayerNum] < 5) && (gDrawBackdrop < 5) && (gUturnBrakeTimers[gPlayerNum] != 0)) { gUturnDownTimers[gPlayerNum] = 0; gUturnBrakeTimers[gPlayerNum] = 0; @@ -5011,9 +5012,9 @@ void Player_UpdateEffects(Player* player) { if (player->timer_278 != 0) { if ((player->timer_278 % 8) == 0) { if (player->timer_278 & 8) { - D_ctx_80177DB8[gPlayerNum]++; + gVsPoints[gPlayerNum]++; } else { - D_ctx_80177DB8[gPlayerNum]--; + gVsPoints[gPlayerNum]--; } } player->timer_278--; @@ -5147,7 +5148,7 @@ void Player_UpdateOnRails(Player* player) { if (player->somersault) { Player_PerformLoop(player); } else { - Player_ArwingMoveOnRails(player); + Player_MoveArwingOnRails(player); } Player_UpdatePath(player); Player_Shoot(player); @@ -5161,7 +5162,7 @@ void Player_UpdateOnRails(Player* player) { player->vel.x *= 0.2f; player->vel.y = 5.0f; player->rot.x = player->rot.y = 0.0f; - player->cockpitView = 0; + player->alternateView = false; player->csTimer = 20; if (gLevelType == LEVELTYPE_SPACE) { player->csTimer = 40; @@ -5200,7 +5201,7 @@ void Player_Update360(Player* player) { if (player->somersault) { Player_PerformLoop(player); } else { - Player_ArwingMove360(player); + Player_MoveArwing360(player); } Player_Shoot(player); Player_CollisionCheck(player); @@ -5230,7 +5231,7 @@ void Player_Update360(Player* player) { Player_TankBoostBrake(player); Play_dummy_800B41E0(player); Player_UpdateTankRoll(player); - Player_TankMove360(player); + Player_MoveTank360(player); Player_Shoot(player); Player_CollisionCheck(player); Player_FloorCheck(player); @@ -5244,7 +5245,7 @@ void Player_Update360(Player* player) { break; case FORM_ON_FOOT: Player_OnFootUpdateSpeed(player); - Player_OnFootMove(player); + Player_MoveOnFoot(player); Player_Shoot(player); Player_CollisionCheck(player); Player_FloorCheck(player); @@ -5326,7 +5327,7 @@ void Player_Update(Player* player) { } if (gControllerRumbleTimers[player->num] != 0) { gControllerRumbleTimers[player->num]--; - if (((gGameFrameCount % 2) == 0)) { + if ((gGameFrameCount % 2) == 0) { *gControllerRumble = 1; } } @@ -5375,9 +5376,9 @@ void Player_Update(Player* player) { Player_LowHealthMsg(player); player->wings.modelId = 0; D_hud_80161704 = 255; - if ((!gVersusMode || (D_ctx_80177E7C != 0)) && !player->somersault && (gInputPress->button & U_CBUTTONS) && + if ((!gVersusMode || (gVsMatchStart != 0)) && !player->somersault && (gInputPress->button & U_CBUTTONS) && ((player->form == FORM_ARWING) || (gVersusMode && (player->form == FORM_LANDMASTER)))) { - if (player->cockpitView = 1 - player->cockpitView) { + if (player->alternateView = 1 - player->alternateView) { AUDIO_PLAY_SFX(NA_SE_VIEW_MOVE_IN, gDefaultSfxSource, 4); } else { AUDIO_PLAY_SFX(NA_SE_VIEW_MOVE_OUT, gDefaultSfxSource, 4); @@ -5397,7 +5398,7 @@ void Player_Update(Player* player) { if (!gVersusMode) { Player_Update360(player); player->unk_234 = 1; - } else if (D_ctx_80177E7C != 0) { + } else if (gVsMatchStart != 0) { if (gPlayerInactive[player->num] == true) { do { sp1C4 = RAND_INT(3.9f); @@ -5407,8 +5408,8 @@ void Player_Update(Player* player) { player->csState = 0; Camera_FollowPlayer(player, player->attacker - 1, 1); } else { - if (D_ctx_80177E7C == 1) { - D_ctx_80177E7C += 1; + if (gVsMatchStart == 1) { + gVsMatchStart++; for (i = 0; i < 4; i++) { Player_PlaySfx(gPlayer[i].sfxSource, NA_SE_ARWING_BOOST, gPlayer[i].num); gPlayer[i].unk_190 = gPlayer[i].unk_194 = 5.0f; @@ -5453,7 +5454,7 @@ void Player_Update(Player* player) { } break; case PLAYERSTATE_1C8_LEVEL_COMPLETE: - player->cockpitView = false; + player->alternateView = false; gPauseEnabled = false; Player_UpdateShields(player); Cutscene_LevelComplete(player); @@ -5471,7 +5472,7 @@ void Player_Update(Player* player) { Player_UpdateShields(player); Cutscene_AllRangeMode(player); Player_UpdateArwingRoll(player); - gChargeTimers[player->num] = player->cockpitView = gShowHud = 0; + gChargeTimers[player->num] = player->alternateView = gShowHud = 0; break; case PLAYERSTATE_1C8_GFOX_REPAIR: gPauseEnabled = 0; @@ -5488,7 +5489,7 @@ void Player_Update(Player* player) { player->unk_234 = 0; if (gPlayerInactive[player->num] == true) { Camera_FollowPlayer(player, player->attacker - 1, 0); - } else if ((D_ctx_80177E74 == 0) && (player->csState != 0)) { + } else if ((gVsMatchOver == 0) && (player->csState != 0)) { player->csState = 0; Player_Initialize(player); Player_Setup(player); @@ -5534,7 +5535,7 @@ void Player_Update(Player* player) { gShowAllRangeCountdown = gRadioState = 0; Audio_ClearVoice(); Audio_SetEnvSfxReverb(0); - D_ctx_80161A94[0] = gGoldRingCount[0]; + gSavedGoldRingCount[0] = gGoldRingCount[0]; if (gCurrentLevel == LEVEL_VENOM_ANDROSS) { D_ctx_80177C94 = gGoldRingCount[0]; } @@ -5545,7 +5546,7 @@ void Player_Update(Player* player) { gNextGameStateTimer = 2; gOptionMenuStatus = OPTION_WAIT; gDrawMode = DRAW_NONE; - D_game_80161A34 = 7; + gLastGameState = GSTATE_PLAY; gStarCount = 0; } else { if ((gCurrentLevel == LEVEL_SECTOR_X) || (gCurrentLevel == LEVEL_METEO)) { @@ -5553,7 +5554,7 @@ void Player_Update(Player* player) { } if (gLifeCount[gPlayerNum] < 0) { gNextGameState = GSTATE_GAME_OVER; - D_ctx_80161A94[0] = 0; + gSavedGoldRingCount[0] = 0; } else { gPlayState = PLAY_INIT; } @@ -5565,7 +5566,7 @@ void Player_Update(Player* player) { break; case 4: gNextGameState = GSTATE_MAP; - D_game_80161A34 = 7; + gLastGameState = GSTATE_PLAY; gDrawMode = DRAW_NONE; break; default: @@ -5639,19 +5640,19 @@ void Camera_UpdateArwingOnRails(Player* player) { gCsCamAtY = ((player->pos.y - player->yPath) * player->unk_14C) + 20.0f; gCsCamAtY += player->xRock * 5.0f; gCsCamAtY -= player->unk_02C * 0.25f; - switch (D_800D2F54) { + switch (sOverheadCam) { case 0: - Math_SmoothStepToF(&D_800D2F58, 0.0f, 0.4f, 10.0f, 0); + Math_SmoothStepToF(&sOverheadCamDist, 0.0f, 0.4f, 10.0f, 0); break; case 1: - Math_SmoothStepToF(&D_800D2F58, 200.0f, 0.4f, 10.0f, 0); + Math_SmoothStepToF(&sOverheadCamDist, 200.0f, 0.4f, 10.0f, 0); break; } gCsCamEyeX += player->xPath; gCsCamAtX += player->xPath; - gCsCamEyeY += player->yPath + D_800D2F58; - gCsCamAtZ = (player->trueZpos + gPathProgress) - 1.0f; - gCsCamEyeZ = 400.0f + D_800D2F58; + gCsCamEyeY += player->yPath + sOverheadCamDist; + gCsCamAtZ = player->trueZpos + gPathProgress - 1.0f; + gCsCamEyeZ = 400.0f + sOverheadCamDist; if (D_ctx_80177C70 == 2) { gCsCamEyeZ -= 50.0f; } @@ -5664,7 +5665,7 @@ void Camera_UpdateArwingOnRails(Player* player) { Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, 0.2f, 20.0f, 0.0f); Math_SmoothStepToF(&player->unk_018, 1.0f, 1.0f, 0.05f, 0.0f); } - gCsCamAtY += player->yPath + (D_800D2F58 * 0.5f); + gCsCamAtY += player->yPath + (sOverheadCamDist * 0.5f); Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 1000.0f, 0.0f); Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_018, 1000.0f, 0.0f); Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, player->unk_014, 1000.0f, 0.0f); @@ -5801,7 +5802,7 @@ void Camera_UpdateArwing360(Player* player, s32 arg1) { Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY); sp74.x = 0.0f; sp74.y = 0.0f; - if (player->cockpitView) { + if (player->alternateView) { sp74.z = 1000.0f - player->camDist; } else { sp74.z = 300.0f - player->camDist; @@ -5873,7 +5874,7 @@ void Camera_UpdateTank360(Player* player, s32 arg1) { Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_APPLY); Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY); sp54.x = 0.0f; - if (player->cockpitView) { + if (player->alternateView) { sp54.y = 150.0f; sp54.z = 500.0f - player->camDist; } else { @@ -5881,7 +5882,7 @@ void Camera_UpdateTank360(Player* player, s32 arg1) { sp54.z = 250.0f - player->camDist; } Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); - if (player->cockpitView) { + if (player->alternateView) { Math_SmoothStepToF(&player->unk_02C, -player->unk_17C * 3.0f + 30.0f, 0.2f, 8.0f, 0.001f); } else { Math_SmoothStepToF(&player->unk_02C, -player->unk_17C * 3.0f, 0.2f, 8.0f, 0.001f); @@ -5979,8 +5980,8 @@ void Camera_SetStarfieldPos(f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 if (gCurrentLevel == LEVEL_UNK_15) { tempf = gPlayer[0].cam.eye.y * 0.03f; } - sp30 = (-pitch * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + D_ctx_80178430 + tempf; - sp34 = (yaw * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + D_ctx_8017842C; + sp30 = (-pitch * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + gStarfieldScrollY + tempf; + sp34 = (yaw * (-8.0f / 3.0f * M_RTOD) * 2.0f) + 3000.0f + gStarfieldScrollX; sp20 = gStarfieldX; gStarfieldX = Math_ModF(sp34, SCREEN_WIDTH * 1.5f); gStarfieldY = Math_ModF(sp30, SCREEN_HEIGHT * 1.5f); @@ -6015,7 +6016,7 @@ void Camera_Update(Player* player) { switch (gLevelMode) { case LEVELMODE_ON_RAILS: if (player->form == FORM_ARWING) { - if (!player->cockpitView) { + if (!player->alternateView) { Camera_UpdateArwingOnRails(player); } else { Camera_UpdateCockpitOnRails(player, 0); @@ -6064,7 +6065,7 @@ void Camera_SetupLights(Player* player) { if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) { gEnvLightyRot = gLight1yRotTarget = gLight1yRotTarget = gLight2yRotTarget = gLight1yRotTarget = 110.0f; - if (gGameFrameCount & 0x20) { + if ((gGameFrameCount & 0x20) != 0) { gEnvLightyRot = gLight1yRotTarget = gLight1yRotTarget = gLight2yRotTarget = gLight1yRotTarget = 90.0f; } gLight1rotStep = gLight2rotStep = D_ctx_80178538 = 1.0f; @@ -6368,7 +6369,7 @@ void Play_SpawnVsItem(ObjectId objId, Item* item) { u8 spawnIndex = (u8) RAND_FLOAT(5.0f); if (sVsItemSpawnIndex == spawnIndex) { - gVsItemSpawnTimer -= 1; + gVsItemSpawnTimer--; } else { sVsItemSpawnIndex = spawnIndex; if (item->obj.status == OBJ_FREE) { @@ -6458,7 +6459,7 @@ void Play_Main(void) { Play_Update(); if ((gControllerPress[gMainController].button & START_BUTTON) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && - gSaveFile.save.data.planet[D_800D2F6C[gCurrentLevel]].normalClear) { + gSaveFile.save.data.planet[sSaveSlotFromLevel[gCurrentLevel]].normalClear) { Audio_ClearVoice(); Audio_SetEnvSfxReverb(0); Play_ClearObjectData(); diff --git a/src/engine/fox_tank.c b/src/engine/fox_tank.c index 7a27a145..3310efc8 100644 --- a/src/engine/fox_tank.c +++ b/src/engine/fox_tank.c @@ -487,7 +487,7 @@ void func_tank_80044868(Player* player) { } if (player->baseSpeed > 0.0f) { Texture_Scroll(D_landmaster_3002E80, 32, 32, 0); - if ((gCurrentLevel == LEVEL_TITANIA) && (gBossActive == 0)) { + if ((gCurrentLevel == LEVEL_TITANIA) && !gBossActive) { func_tank_80043280(D_landmaster_3005EA8, D_TI_6009BB8, gGameFrameCount * -55.0f); } if ((gCurrentLevel == LEVEL_MACBETH) && (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE)) { @@ -496,7 +496,7 @@ void func_tank_80044868(Player* player) { } if (player->baseSpeed > 10.0f) { Texture_Scroll(D_landmaster_3002E80, 32, 32, 0); - if ((gCurrentLevel == LEVEL_TITANIA) && (gBossActive == 0)) { + if ((gCurrentLevel == LEVEL_TITANIA) && !gBossActive) { func_tank_80043280(D_landmaster_3005EA8, D_TI_6009BB8, gGameFrameCount * -55.0f); } } @@ -1399,7 +1399,7 @@ void func_tank_800481F4(Player* player) { temp_v0 = Player_CheckHitboxCollision(player, actor->info.hitbox, &sp98, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z, actor->vwork[29].x, - actor->vwork[29].y, actor->vwork[29].z + actor->unk_0F4.z); + actor->vwork[29].y, actor->vwork[29].z + actor->rot_0F4.z); if (temp_v0 != 0) { Player_ApplyDamage(player, temp_v0, actor->info.damage); actor->dmgType = DMG_COLLISION; @@ -1487,11 +1487,11 @@ void func_tank_800481F4(Player* player) { if (temp_v0 != 0) { if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { - sprite->unk_46 = 1; + sprite->destroy = 1; player->hitTimer = 6; player->unk_21C = 0; } else if (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) { - sprite->unk_46 = 1; + sprite->destroy = 1; } else { Player_ApplyDamage(player, temp_v0, sprite->info.damage); } diff --git a/src/engine/fox_versus.c b/src/engine/fox_versus.c index 4d8f1d5e..c7cb3406 100644 --- a/src/engine/fox_versus.c +++ b/src/engine/fox_versus.c @@ -326,9 +326,9 @@ void func_versus_800BDE44(void) { D_80178810[i] += 4; if (D_80178810[i] > 15) { if (gPlayerScores[i] > D_80178808[i]) { - D_80178808[i] += 1; + D_80178808[i] += 1; // can't be ++ } else { - D_80178808[i] -= 1; + D_80178808[i] -= 1; // can't be -- } if (gPlayerScores[i] != D_80178808[i]) { @@ -568,13 +568,13 @@ s32 func_versus_800BEDDC(void) { continue; } - if (!D_80178780[i]) { + if (D_80178780[i] == 0) { func_versus_800BE924(i); } else { func_versus_800BECA8(i); } - if (D_80178780[i]) { + if (D_80178780[i] != 0) { var_s4++; if (var_s4 == D_801787B4) { func_versus_800BED78(); @@ -646,7 +646,7 @@ s32 func_versus_800BF17C(void) { continue; } - if ((gPlayerInactive[i]) || (gVsMatchType == 1) || ((D_801787B4 == 1) && (gVsMatchType != 2)) || + if (gPlayerInactive[i] || (gVsMatchType == 1) || ((D_801787B4 == 1) && (gVsMatchType != 2)) || ((gVsMatchType == 2) && (D_versus_80178768[0] == 0) && (D_versus_80178768[1] == 0) && (D_versus_80178768[2] == 0))) { ret = Math_SmoothStepToF(&D_801787D8[i], D_801787E8[i], 0.3f, 100.0f, 1.0f); @@ -670,8 +670,8 @@ s32 func_versus_800BF17C(void) { } } - if (D_801787F8[i]) { - D_801787F8[i] -= 1; + if (D_801787F8[i] != 0) { + D_801787F8[i]--; } if (sUnlockLandmaster && (D_80178780[i] == 0) && (gControllerPress[i].button & B_BUTTON)) { @@ -791,21 +791,21 @@ s32 Versus_CheckForWinner(void) { gVsWinner = i; } if (gPlayer[i].state_1C8 == PLAYERSTATE_1C8_VS_STANDBY) { - var_a3 += 1; + var_a3++; } } if ((D_801787B4 == 1) && (var_a3 == 4)) { - D_ctx_80177E74 = 1; + gVsMatchOver = 1; gVsWinner = 99; break; } for (i = 0; i < 4; i++) { - if (D_ctx_80177DB8[i] == gVsPointsToWin) { + if (gVsPoints[i] == gVsPointsToWin) { break; } - if (D_ctx_80177DB8[i] == (gVsPointsToWin - 1)) { + if (gVsPoints[i] == (gVsPointsToWin - 1)) { sStartVsHurryBgm = 1; } } @@ -814,7 +814,7 @@ s32 Versus_CheckForWinner(void) { return 0; } - if (gPlayer[i].timer_278) { + if (gPlayer[i].timer_278 != 0) { return 0; } @@ -827,7 +827,7 @@ s32 Versus_CheckForWinner(void) { } gPlayer[j].state_1C8 = PLAYERSTATE_1C8_VS_STANDBY; } - D_ctx_80177E74 = 1; + gVsMatchOver = 1; gVsWinner = i; break; @@ -838,11 +838,11 @@ s32 Versus_CheckForWinner(void) { gVsWinner = i; } if (gPlayer[i].state_1C8 == PLAYERSTATE_1C8_VS_STANDBY) { - var_a3 += 1; + var_a3++; } } if ((D_801787B4 == 1) && (var_a3 == 4)) { - D_ctx_80177E74 = 1; + gVsMatchOver = 1; gVsWinner = 99; break; } @@ -868,7 +868,7 @@ s32 Versus_CheckForWinner(void) { } gPlayer[j].state_1C8 = PLAYERSTATE_1C8_VS_STANDBY; } - D_ctx_80177E74 = 1; + gVsMatchOver = 1; break; case 2: @@ -881,7 +881,7 @@ s32 Versus_CheckForWinner(void) { if ((gPlayer[i].state_1C8 == PLAYERSTATE_1C8_DOWN) || (gPlayer[i].state_1C8 == PLAYERSTATE_1C8_VS_STANDBY)) { gPlayerScores[i] = D_80178838[i] = D_80178808[i] = D_80178810[i] = 0; - D_80178820[i] += 1; + D_80178820[i]++; } } } @@ -994,7 +994,7 @@ s32 Versus_CheckForWinner(void) { gPlayer[j].state_1C8 = PLAYERSTATE_1C8_VS_STANDBY; } - D_ctx_80177E74 = 1; + gVsMatchOver = 1; break; default: @@ -1064,7 +1064,7 @@ s32 func_versus_800C04DC(f32 xPos, f32 scale, s32 arg2) { f32 x; f32 y; - if ((gVsMatchType == 2) && (D_800D4A98 & 0x20) && (gVsWinner != 99)) { + if ((gVsMatchType == 2) && ((D_800D4A98 & 0x20) != 0) && (gVsWinner != 99)) { x = 118.0f; y = 110.0f; @@ -1113,7 +1113,7 @@ s32 func_versus_800C07C4(void) { } } - if (stick_y) { + if (stick_y != 0) { if (stick_y > 0) { stick_y = -1; } else { @@ -1313,7 +1313,7 @@ bool func_versus_800C107C(s32 playerNum) { D_80178798 = 0; } - if (D_801787B8 < D_ctx_80177DB8[playerNum]) { + if (D_801787B8 < gVsPoints[playerNum]) { return false; } else { return true; @@ -1331,7 +1331,7 @@ s32 func_versus_800C1138(s32 max, s32 arg1) { for (i = 0; i < max; i++) { RCP_SetupDL(&gMasterDisp, 0x4D); - j = D_ctx_80177DD0[arg1][i]; + j = gVsKills[arg1][i]; gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); gDPSetEnvColor(gMasterDisp++, D_800D4CD8[j], D_800D4CE8[j], D_800D4CF8[j], 0); func_versus_800BD720(D_800D4CB8[arg1] + (i * 9.0f), D_800D4CC8[arg1]); @@ -1356,7 +1356,7 @@ void func_versus_800C1368(void) { D_801787D0 = 0.0f; D_801787AC = 255.0f; D_801787B0 = 0.0f; - D_game_80161A10 = 0.5f; + gNextVsViewScale = 0.5f; D_80178778 = 0; D_80178790 = 4; D_80178794 = 1; @@ -1413,8 +1413,8 @@ void func_versus_800C1368(void) { bool func_versus_800C15D8(void) { bool ret = false; - if (D_game_80161A10 >= 1.5f) { - D_game_80161A10 = 1.5f; + if (gNextVsViewScale >= 1.5f) { + gNextVsViewScale = 1.5f; switch (gVersusStage) { case VS_STAGE_CORNERIA: gBgColor = 0x8FBD; // 136, 240, 240 @@ -1434,7 +1434,7 @@ bool func_versus_800C15D8(void) { } ret = true; } else { - D_game_80161A10 += 0.05f; + gNextVsViewScale += 0.05f; gBgColor = 0; } @@ -1466,7 +1466,7 @@ void func_versus_800C1700(void) { gGameState = GSTATE_MENU; gNextGameStateTimer = 2; gOptionMenuStatus = OPTION_WAIT; - D_game_800D2870 = 1; + D_game_800D2870 = true; gBgColor = 0; } @@ -1520,7 +1520,7 @@ bool Versus_Update(void) { break; } if (ret == 1) { - D_ctx_80177E7C = 1; + gVsMatchStart = 1; } if (func_versus_800C16A0(30)) { gVsMatchState = 4; @@ -1765,7 +1765,7 @@ void Versus_Draw(void) { break; } case 4: - if ((gVsMatchType != 2) || (!(D_800D4A98 & 0x20))) { + if ((gVsMatchType != 2) || ((D_800D4A98 & 0x20) == 0)) { if (gVsWinner < 4) { func_versus_800C075C(); } @@ -1800,7 +1800,7 @@ void Versus_Draw(void) { if (var_a1 >= 121) { var_a1 = 121; } - func_fade_80084688(2, var_a1); + Wipe_Draw(WIPE_VERTICAL, var_a1); } void Versus_StartMatch(void) { @@ -1919,12 +1919,12 @@ void func_versus_800C2244(Actor* actor) { } else if (actor->obj.pos.y < gGroundHeight + 50.0f) { if (x3 > 180.0f) { x3 = 0.0f; - actor->unk_0F4.x = 0.0f; + actor->rot_0F4.x = 0.0f; } } - Math_SmoothStepToAngle(&actor->unk_0F4.x, x3, 0.5f, 1.0f, 0.0001f); - y3 = Math_SmoothStepToAngle(&actor->unk_0F4.y, actor->fwork[19], 0.5f, 1.0f, 0.0001f) * 30.0f; + Math_SmoothStepToAngle(&actor->rot_0F4.x, x3, 0.5f, 1.0f, 0.0001f); + y3 = Math_SmoothStepToAngle(&actor->rot_0F4.y, actor->fwork[19], 0.5f, 1.0f, 0.0001f) * 30.0f; if (y3 < 0.0f) { y3 *= -1.0f; @@ -1935,8 +1935,8 @@ void func_versus_800C2244(Actor* actor) { Math_SmoothStepToAngle(&actor->obj.rot.z, y3, 0.1f, 3.0f, 0.01f); } - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y; vec.z = +cosX * 38.0f; vec.y = -sinX * 38.0f; @@ -1970,7 +1970,7 @@ void func_versus_800C26C8(void) { Vec3f dest; Actor* actor; - if ((gVsMatchType != 2) || (D_ctx_80177E7C == 0)) { + if ((gVsMatchType != 2) || (gVsMatchStart == 0)) { return; } diff --git a/src/mods/object_ram.c b/src/mods/object_ram.c index 4fa55fe3..653d103d 100644 --- a/src/mods/object_ram.c +++ b/src/mods/object_ram.c @@ -382,10 +382,10 @@ void ObjectRam_Update(void) { if (oRamEntries[selectNum].objPtr->status != OBJ_FREE) { gTexturedLines[99].timer = 15; } - gTexturedLines[99].red = 255; - gTexturedLines[99].green = (editing) ? 128 : 255; - gTexturedLines[99].blue = 0; - gTexturedLines[99].alpha = 255; + gTexturedLines[99].prim.r = 255; + gTexturedLines[99].prim.g = (editing) ? 128 : 255; + gTexturedLines[99].prim.b = 0; + gTexturedLines[99].prim.a = 255; gTexturedLines[99].posBB.x = oRamEntries[selectNum].objPtr->pos.x; gTexturedLines[99].posBB.y = oRamEntries[selectNum].objPtr->pos.y; gTexturedLines[99].posBB.z = oRamEntries[selectNum].objPtr->pos.z; diff --git a/src/overlays/ovl_ending/fox_end1.c b/src/overlays/ovl_ending/fox_end1.c index c3d43b09..2f079891 100644 --- a/src/overlays/ovl_ending/fox_end1.c +++ b/src/overlays/ovl_ending/fox_end1.c @@ -17,19 +17,17 @@ bool Ending_8018BCB0(void); void Ending_8018C21C(void); typedef struct { - Animation* anim; - Limb** skeleton; - s16 setupDL; - Vec3f pos; - Vec3f rot; - Vec3f scale; - f32 unk_30; - s32 unk_34; - s32 unk_38; - struct { - u8 r, g, b, a; - } prim; -} UnkStruct_196D08; + /* 0x00 */ Animation* anim; + /* 0x04 */ Limb** skeleton; + /* 0x08 */ s16 setupDL; + /* 0x0C */ Vec3f pos; + /* 0x18 */ Vec3f rot; + /* 0x24 */ Vec3f scale; + /* 0x30 */ f32 unk_30; + /* 0x34 */ s32 unk_34; + /* 0x38 */ s32 unk_38; + /* 0x3C */ Color_RGBA32 prim; +} UnkStruct_196D08; // size = 0x40 s32 D_ending_80196D00; s32 D_ending_80196D04; @@ -313,7 +311,7 @@ void Ending_80188030(s32 arg0) { D_ending_80196D08[i].pos.z -= sp2C; D_ending_80196D08[i].pos.y += sp30; if ((arg0 != 1) || (gCsFrameCount < 394)) { - D_ending_80196D08[i].unk_34 += 1; + D_ending_80196D08[i].unk_34++; } } @@ -611,9 +609,9 @@ void Ending_80189108(void) { Animation_GetFrameCount(D_ending_80196D08[4].anim); if (((gCsFrameCount >= 30) && (gCsFrameCount < 41)) || ((gCsFrameCount >= 60) && (gCsFrameCount < 111))) { - D_ending_80196D08[4].unk_34 += 1; + D_ending_80196D08[4].unk_34++; } else if (temp_a0 != 0) { - D_ending_80196D08[4].unk_34 += 1; + D_ending_80196D08[4].unk_34++; } break; @@ -645,9 +643,9 @@ void Ending_80189108(void) { Animation_GetFrameCount(D_ending_80196D08[4].anim); if ((gCsFrameCount >= 20) && (gCsFrameCount < 51)) { - D_ending_80196D08[4].unk_34 += 1; + D_ending_80196D08[4].unk_34++; } else if (temp_a0 != 0) { - D_ending_80196D08[4].unk_34 += 1; + D_ending_80196D08[4].unk_34++; } break; } @@ -1397,9 +1395,9 @@ void Ending_8018B3E8(Actor* actor, s32 arg1) { actor->obj.status = OBJ_ACTIVE; actor->obj.id = 0; actor->state = arg1; - actor->unk_0F4.x = sp20[arg1].x; - actor->unk_0F4.y = sp20[arg1].y; - actor->unk_0F4.z = sp20[arg1].z; + actor->rot_0F4.x = sp20[arg1].x; + actor->rot_0F4.y = sp20[arg1].y; + actor->rot_0F4.z = sp20[arg1].z; actor->obj.pos = sp38[arg1]; if (arg1 == 0) { @@ -1426,9 +1424,9 @@ void Ending_8018B52C(Actor* actor, s32 arg1) { actor->obj.status = OBJ_ACTIVE; actor->obj.id = 1; actor->obj.pos = sp44[arg1]; - actor->unk_0F4.x = sp20[arg1].x; - actor->unk_0F4.y = sp20[arg1].y; - actor->unk_0F4.z = sp20[arg1].z; + actor->rot_0F4.x = sp20[arg1].x; + actor->rot_0F4.y = sp20[arg1].y; + actor->rot_0F4.z = sp20[arg1].z; actor->scale = 1.0f; } @@ -1440,9 +1438,9 @@ void Ending_8018B624(Actor* actor) { actor->obj.status = 2; actor->obj.id = 2; actor->obj.pos = sp24; - actor->unk_0F4.x = sp18.x; - actor->unk_0F4.y = sp18.y; - actor->unk_0F4.z = sp18.z; + actor->rot_0F4.x = sp18.x; + actor->rot_0F4.y = sp18.y; + actor->rot_0F4.z = sp18.z; actor->scale = 1.0f; } @@ -1461,9 +1459,9 @@ void Ending_8018B6D8(Actor* actor, s32 arg1) { actor->obj.status = OBJ_ACTIVE; actor->obj.id = 3; actor->obj.pos = sp80[arg1]; - actor->unk_0F4.x = sp38[arg1].x; - actor->unk_0F4.y = sp38[arg1].y; - actor->unk_0F4.z = sp38[arg1].z; + actor->rot_0F4.x = sp38[arg1].x; + actor->rot_0F4.y = sp38[arg1].y; + actor->rot_0F4.z = sp38[arg1].z; actor->obj.pos.x += 3200.0f; actor->obj.pos.z -= 200.0f; actor->scale = 1.0f; @@ -1647,8 +1645,8 @@ bool Ending_8018BCB0(void) { break; } - Matrix_RotateY(gCalcMatrix, (gActors[i].unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(gActors[i].unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (gActors[i].rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(gActors[i].rot_0F4.x * M_DTOR), MTXF_APPLY); sp78.x = 0.0f; sp78.y = 0.0f; @@ -1662,9 +1660,9 @@ bool Ending_8018BCB0(void) { if (0) {} // some sort of vec_set macro? - gActors[i].obj.rot.x = -gActors[i].unk_0F4.x; - gActors[i].obj.rot.y = gActors[i].unk_0F4.y + 180.0f; - gActors[i].obj.rot.z = -gActors[i].unk_0F4.z; + gActors[i].obj.rot.x = -gActors[i].rot_0F4.x; + gActors[i].obj.rot.y = gActors[i].rot_0F4.y + 180.0f; + gActors[i].obj.rot.z = -gActors[i].rot_0F4.z; gActors[i].obj.pos.x += gActors[i].vel.x; gActors[i].obj.pos.y += gActors[i].vel.y; diff --git a/src/overlays/ovl_ending/fox_end2.c b/src/overlays/ovl_ending/fox_end2.c index a62c3a35..6c1a24ae 100644 --- a/src/overlays/ovl_ending/fox_end2.c +++ b/src/overlays/ovl_ending/fox_end2.c @@ -77,8 +77,8 @@ void Ending_8018D250(u32 arg0, AssetInfo* asset) { } void Ending_8018D28C(s32 arg0, AssetInfo* asset) { - D_ctx_8017842C += asset->unk_18.x; - D_ctx_80178430 += asset->unk_18.y; + gStarfieldScrollX += asset->unk_18.x; + gStarfieldScrollY += asset->unk_18.y; } void Ending_8018D2C8(u32 arg0, AssetInfo* asset) { @@ -92,9 +92,9 @@ void Ending_8018D2C8(u32 arg0, AssetInfo* asset) { alpha = (asset->unk_0C + asset->unk_10 - arg0 - 1) * 255 / asset->fogFar; } - gFillScreenRed = asset->primRed; - gFillScreenGreen = asset->primGreen; - gFillScreenBlue = asset->primBlue; + gFillScreenRed = asset->prim.r; + gFillScreenGreen = asset->prim.g; + gFillScreenBlue = asset->prim.b; gFillScreenAlpha = gFillScreenAlphaTarget = alpha; gFillScreenAlphaStep = 0; @@ -115,7 +115,7 @@ void Ending_8018D398(u32 arg0, AssetInfo* asset) { gFillScreenAlphaStep = 0; Graphics_FillRectangle(&gMasterDisp, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH - SCREEN_MARGIN, - SCREEN_HEIGHT - SCREEN_MARGIN, asset->primRed, asset->primGreen, asset->primBlue, alpha); + SCREEN_HEIGHT - SCREEN_MARGIN, asset->prim.r, asset->prim.g, asset->prim.b, alpha); } void Ending_8018D4BC(s32 arg0, AssetInfo* asset) { @@ -144,9 +144,9 @@ void Ending_8018D638(u32 arg0, AssetInfo* asset) { alpha = (asset->unk_0C + asset->fogFar - arg0) * 255 / asset->fogFar; } - gFillScreenRed = asset->primRed; - gFillScreenGreen = asset->primGreen; - gFillScreenBlue = asset->primBlue; + gFillScreenRed = asset->prim.r; + gFillScreenGreen = asset->prim.g; + gFillScreenBlue = asset->prim.b; gFillScreenAlpha = gFillScreenAlphaTarget = alpha; gFillScreenAlphaStep = 0; @@ -181,7 +181,7 @@ void Ending_8018D814(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, alpha); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, alpha); TextureRect_8bIA(&gMasterDisp, sLargeText_1997_1, 16, 15, asset->unk_18.x, asset->unk_18.y, 1.0f, 1.0f); TextureRect_8bIA(&gMasterDisp, sLargeText_1997_9, 16, 15, asset->unk_18.x + 16.0f * 1, asset->unk_18.y, 1.0f, 1.0f); @@ -197,7 +197,7 @@ void Ending_8018DA0C(u32 arg0, AssetInfo* asset) { } RCP_SetupDL(&gMasterDisp, asset->unk_08); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, alpha); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, alpha); Graphics_DisplaySmallText((s16) asset->unk_18.x, (s16) asset->unk_18.y, asset->unk_30.x, asset->unk_30.y, "TOTAL HITS"); @@ -222,7 +222,7 @@ void Ending_8018DA0C(u32 arg0, AssetInfo* asset) { alpha = 42 * (10 - alpha); break; } - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, alpha); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, alpha); Graphics_DisplaySmallText((s16) (asset->unk_18.x + 7), (s16) (asset->unk_18.y + 31), asset->unk_30.x, asset->unk_30.y, "RANK IN!!"); } @@ -318,9 +318,9 @@ void Ending_8018E1B8(u32 arg0, AssetInfo* asset) { } gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -377,9 +377,9 @@ void Ending_8018E7B8(u32 arg0, AssetInfo* asset) { } gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -435,8 +435,8 @@ void Ending_8018EDB8(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -471,8 +471,8 @@ void Ending_8018F2A8(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -509,9 +509,9 @@ void Ending_8018F64C(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -576,9 +576,9 @@ void Ending_8018FC60(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -639,8 +639,8 @@ void Ending_80190274(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, D_ending_801985D0.x + asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, D_ending_801985D0.y + asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -685,9 +685,9 @@ void Ending_80190778(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y - 6.0f + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -750,14 +750,14 @@ void Ending_80190CF0(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); if ((asset->unk_0C + asset->fogNear) > arg0) { alpha = (arg0 - asset->unk_0C) * 255 / asset->fogNear; } - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, alpha); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, alpha); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -804,7 +804,7 @@ void Ending_80190CF0(u32 arg0, AssetInfo* asset) { } void Ending_80191234(s32 arg0, s32 arg1) { - D_game_80161A34 = 8; + gLastGameState = GSTATE_ENDING; gGameState = GSTATE_MENU; gNextGameStateTimer = 2; gOptionMenuStatus = OPTION_WAIT; @@ -820,9 +820,9 @@ void Ending_80191294(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -877,9 +877,9 @@ void Ending_80191710(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -936,9 +936,9 @@ void Ending_80191C7C(u32 arg0, AssetInfo* asset) { RCP_SetupDL(&gMasterDisp, asset->unk_08); gSPFogPosition(gMasterDisp++, asset->fogNear, asset->fogFar); - gDPSetFogColor(gMasterDisp++, asset->fogRed, asset->fogGreen, asset->fogBlue, 0); - gDPSetEnvColor(gMasterDisp++, asset->envRed, asset->envGreen, asset->envBlue, asset->envAlpha); - gDPSetPrimColor(gMasterDisp++, 0, 0, asset->primRed, asset->primGreen, asset->primBlue, asset->primAlpha); + gDPSetFogColor(gMasterDisp++, asset->fog.r, asset->fog.g, asset->fog.b, 0); + gDPSetEnvColor(gMasterDisp++, asset->env.r, asset->env.g, asset->env.b, asset->env.a); + gDPSetPrimColor(gMasterDisp++, 0, 0, asset->prim.r, asset->prim.g, asset->prim.b, asset->prim.a); Matrix_Translate(gGfxMatrix, asset->unk_18.x + (arg0 - asset->unk_0C) * asset->unk_3C.x, asset->unk_18.y + (arg0 - asset->unk_0C) * asset->unk_3C.y, @@ -1088,7 +1088,7 @@ void Ending_801926D4(void) { D_ending_80192E70 = 3099; } - if ((4891 <= D_ending_80192E70) && (D_ending_80192E70 < 4999)) { + if ((4890 < D_ending_80192E70) && (D_ending_80192E70 < 4999)) { D_ending_80192E70 = 4999; } diff --git a/src/overlays/ovl_ending/fox_end2_data.c b/src/overlays/ovl_ending/fox_end2_data.c index 0e419211..40923b13 100644 --- a/src/overlays/ovl_ending/fox_end2_data.c +++ b/src/overlays/ovl_ending/fox_end2_data.c @@ -44,19 +44,11 @@ typedef struct AssetInfo { /* 0x3C */ Vec3f unk_3C; /* 0x48 */ Vec3f unk_48; /* 0x54 */ Vec3f unk_54; - /* 0x60 */ u8 fogRed; - /* 0x61 */ u8 fogGreen; - /* 0x62 */ u8 fogBlue; + /* 0x60 */ Color_RGBA32 fog; /* 0x64 */ s16 fogNear; /* 0x66 */ s16 fogFar; - /* 0x68 */ u8 envRed; - /* 0x69 */ u8 envGreen; - /* 0x6A */ u8 envBlue; - /* 0x6B */ u8 envAlpha; - /* 0x6C */ u8 primRed; - /* 0x6D */ u8 primGreen; - /* 0x6E */ u8 primBlue; - /* 0x6F */ u8 primAlpha; + /* 0x68 */ Color_RGBA32 env; + /* 0x6C */ Color_RGBA32 prim; /* 0x70 */ u8 unk_70; /* 0x71 */ u8 unk_71; } AssetInfo; // size = 0x72 @@ -192,100 +184,100 @@ Credit D_ending_80192E74[] = { }; AssetInfo D_ending_801934B4[] = { - { NULL, Ending_8018D250, 0, 0, 3000, 1000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0 }, - { NULL, Ending_8018D4BC, 0, 100, 2800, 0.0f, 59.0f, 58.0f, 13.0f, 100.0f, 60.0f, 50.0f, 40.0f, 40.0f, 40.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, - { NULL, Ending_8018D28C, 36, 690, 30, 1.0f, 0.7f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, - { NULL, Ending_8018D28C, 36, 800, 119, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, - { NULL, Ending_8018D28C, 36, 920, 200, 1.0f, -1.2f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, - { NULL, Ending_80190648, 36, 100, 1710, 1.0f, 0.0f, 0.0f, -10000.0f, 0.0f, 0.0f, 0.0f, 40.0f, 40.0f, 40.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, - { NULL, Ending_8018F2A8, 29, 520, 800, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, - { NULL, Ending_8018F64C, 29, 100, 820, 1.0f, -900.0f, 600.0f, -1200.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 4, 0 }, - { NULL, Ending_8018F64C, 29, 920, 960, 1.0f, -900.0f, 600.0f, -1200.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 6.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 4, 0 }, - { &D_arwing_3015C28, D_arwing_3016610, 29, 100, 1780, 1.0f, -1000.0f, 500.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0 }, - { D_arwing_3016CC0, NULL, 29, 920, 150, 1.0f, -1000.0f, 506.8f, -16.0f, 5.0f, -40.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0 }, - { D_arwing_3016CC0, NULL, 29, 1070, 19, 1.0f, -1000.0f, 506.8f, -16.0f, 5.0f, -40.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0 }, - { D_arwing_3016CC0, NULL, 29, 1089, 1, 1.0f, -1000.0f, 506.8f, -16.0f, 5.0f, -1.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0 }, - { D_arwing_3016CC0, NULL, 29, 1090, 30, 1.0f, -1000.0f, 506.8f, -16.0f, 5.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0 }, - { D_arwing_30194E0, NULL, 45, 100, 1020, 1.0f, -1000.0f, 516.9f, -25.9f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 255, 255, 255, 140, 7, 0 }, - { NULL, Ending_8018E1B8, 67, 100, 1780, 1.0f, -1000.0f, 500.0f, -64.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.3f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 240, 176, 64, 996, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 0, 0 }, - { &D_arwing_3015C28, D_arwing_3016610, 29, 100, 1780, 1.0f, -1000.0f, -500.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0 }, - { NULL, Ending_80190778, 29, 1120, 200, 1.0f, -1000.0f, -493.2f, -16.0f, 0.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.0f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0 }, - { D_arwing_30194E0, NULL, 45, 1120, 200, 1.0f, -1000.0f, -483.1f, -25.9f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 255, 255, 255, 140, 7, 0 }, - { NULL, Ending_8018E1B8, 67, 100, 1780, 1.0f, -1000.0f, -500.0f, -57.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.3f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 240, 176, 64, 996, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 0, 0 }, - { NULL, Ending_8018FC60, 29, 100, 420, 1.0f, 1000.0f, 560.0f, -440.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 4, 0 }, - { NULL, Ending_8018FC60, 29, 520, 130, 1.0f, 1000.0f, 560.0f, -440.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 4.0f, 0.0f, 0.0f, 1.8f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 4, 0 }, - { NULL, Ending_8018FC60, 29, 650, 1230, 1.0f, 800.0f, -300.0f, 350.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 4, 0 }, - { NULL, Ending_80191294, 29, 100, 1780, 1.0f, 1000.0f, 500.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0 }, - { NULL, Ending_8018E1B8, 67, 100, 1780, 1.0f, 1000.0f, 500.0f, -57.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.3f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 240, 176, 64, 996, 1000, 0, 0, 255, 0, 255, 255, 255, 255, 0, 0 }, - { &D_arwing_3015C28, D_arwing_3016610, 29, 100, 1780, 1.0f, 1000.0f, -500.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 11, 0 }, - { D_arwing_3003CE0, NULL, 29, 850, 20, 1.0f, 1000.0f, -493.2f, -16.0f, 5.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 870, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 7.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 871, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 10.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 872, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 14.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 873, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 16.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 874, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 14.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 875, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 11.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 876, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 7.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 877, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 7.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0, 0, 0, 995, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0 }, - { D_arwing_3003CE0, NULL, 29, 878, 1, 1.0f, 1000.0f, -493.2f, -16.0f, 10.0f, 0.0f, 0.0f, 0.012f, 0.012f, 0.012f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 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NULL, 38, 5100, 1800, 1.0f, -100.0f, 95.0f, -200.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.3f, 0.4f, 0.0f, 0.0f, -7.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, {240, 176, 64, 0}, 996, 1000, {255, 0, 0, 0,}, {255, 255, 255, 255,}, 7, 0 }, + { &D_arwing_3015AF4, D_arwing_3016610, 29, 5100, 1800, 1.0f, -100.0f, -100.0f, -230.0f, 0.0f, 180.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -7.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, {240, 176, 64, 0}, 996, 1000, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 11, 0 }, + { D_END_7010970, NULL, 38, 5100, 1800, 1.0f, -100.0f, -105.0f, -200.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.3f, 0.4f, 0.0f, 0.0f, -7.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, {240, 176, 64, 0}, 996, 1000, {255, 0, 0, 0,}, {255, 255, 255, 255,}, 11, 0 }, + { NULL, Ending_8018F2A8, 29, 5100, 1800, 1.0f, 0.0f, 0.0f, -220.0f, 0.0f, 180.0f, 0.0f, 0.1f, 0.1f, 0.1f, 0.0f, 0.0f, -7.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, {240, 176, 64, 0}, 996, 1000, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 }, + { NULL, Ending_8018DA0C, 76, 6520, 380, 1.0f, 224.0f, 164.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 20, 0, {0, 0, 0, 0,}, {255, 255, 255, 255,}, 0, 0 }, + { NULL, Ending_8018D638, 36, 6900, 300, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 0, 20, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 }, + { NULL, Ending_8018D398, 36, 3000, 370, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 0, 250, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 }, + { NULL, Ending_8018D814, 76, 6122, 200, 1.0f, 128.0f, 100.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 20, 20, {0, 0, 0, 0,}, {255, 255, 255, 0,}, 0, 0 }, + { NULL, Ending_8018D2C8, 36, 4880, 240, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 10, 10, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 }, + { NULL, Ending_8018D2C8, 36, 6800, 100, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 100, 0, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 }, + { NULL, Ending_8018D2C8, 36, 7100, 100, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 100, 0, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 }, + { NULL, Ending_80191234, 0, 7200, 100, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, {0, 0, 0, 0}, 0, 0, {0, 0, 0, 0,}, {0, 0, 0, 0,}, 0, 0 } }; UnkEnd54 D_ending_80195F4C[] = { diff --git a/src/overlays/ovl_i1/fox_co.c b/src/overlays/ovl_i1/fox_co.c index a37be302..c3f5493e 100644 --- a/src/overlays/ovl_i1/fox_co.c +++ b/src/overlays/ovl_i1/fox_co.c @@ -48,7 +48,7 @@ void Corneria_80187670(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 actor->obj.rot.y = yRot; actor->timer_0BC = arg7; actor->timer_0BE = 20; - actor->unk_0B4 = arg8; + actor->eventType = arg8; actor->fwork[5] = arg4; Object_SetInfo(&actor->info, actor->obj.id); } @@ -311,11 +311,11 @@ void Corneria_80187AC8(Boss* boss) { if ((sprite->obj.status == OBJ_ACTIVE) && (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { if ((fabsf(sprite->obj.pos.x - D_i1_8019B6D8[20]) < 90.0f) && (fabsf(sprite->obj.pos.z - D_i1_8019B6D8[32]) < 90.0f)) { - sprite->unk_46 = 1; + sprite->destroy = 1; break; } else if ((fabsf(sprite->obj.pos.x - D_i1_8019B6D8[23]) < 90.0f) && (fabsf(sprite->obj.pos.z - D_i1_8019B6D8[35]) < 90.0f)) { - sprite->unk_46 = 1; + sprite->destroy = 1; break; } } @@ -450,7 +450,6 @@ void Corneria_80188A18(Boss* boss) { } void Corneria_80188C7C(Boss* boss) { - if (boss->unk_044 == 0) { boss->unk_044++; boss->fwork[12] *= -0.2f; @@ -552,7 +551,7 @@ void Corneria_80189058(Boss* boss) { boss->swork[33]++; gBossActive = 2; - boss->unk_05E = 1; + boss->drawShadow = true; boss->swork[24] = 150; boss->swork[25] = 150; boss->swork[26] = 40; @@ -793,8 +792,8 @@ void Corneria_80189058(Boss* boss) { break; case 5: case 6: - boss->unk_05E = 0; - D_ctx_8017812C = 1; + boss->drawShadow = false; + gGroundClipMode = 1; if (((gGameFrameCount % 8) == 0)) { D_i1_8019B6D8[17] = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(2000.0f); D_i1_8019B6D8[18] = gPlayer[0].pos.y; @@ -843,7 +842,7 @@ void Corneria_80189058(Boss* boss) { } } - boss->unk_068 = SIN_DEG(boss->obj.rot.z) * 30.0f; + boss->yOffset = SIN_DEG(boss->obj.rot.z) * 30.0f; if (((gGameFrameCount % 16) == 0)) { boss->unk_04C = RAND_INT(100.0f); } @@ -1160,7 +1159,7 @@ void Corneria_8018AED0(Actor* actor) { f32 temp_cos; Corneria_8018ACE0(actor); - Math_SmoothStepToVec3fArray(sp40, actor->vwork, 0, Animation_GetFrameData(&D_CO_602991C, actor->unk_0B6, sp40), + Math_SmoothStepToVec3fArray(sp40, actor->vwork, 0, Animation_GetFrameData(&D_CO_602991C, actor->animFrame, sp40), 1.0f, 1.0f, 1.0f); temp_sin = SIN_DEG(actor->obj.rot.y); actor->vel.x = actor->fwork[0] * temp_sin; @@ -1170,7 +1169,7 @@ void Corneria_8018AED0(Actor* actor) { case 0: actor->fwork[1] += 20.0f; Texture_Scroll(D_CO_60329C0, 16, 16, 1); - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->fwork[0] += 1.0f; if (actor->fwork[0] > 10.0f) { actor->fwork[0] = 10.0f; @@ -1183,18 +1182,18 @@ void Corneria_8018AED0(Actor* actor) { } return; case 1: - actor->unk_0B6++; + actor->animFrame++; actor->fwork[1] += 20.0f; actor->fwork[0] = 0.0f; - if (actor->unk_0B6 == 50) { + if (actor->animFrame == 50) { gScenery[actor->iwork[0] - 1].state = 1; } - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_CO_602991C)) { + if (actor->animFrame >= Animation_GetFrameCount(&D_CO_602991C)) { actor->state++; } break; case 2: - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->fwork[1] += 20.0f; break; } @@ -1244,7 +1243,7 @@ void Corneria_8018B15C(Actor* actor) { case 0: actor->timer_0BC = 40; actor->state = 1; - actor->unk_0B6 = 0; + actor->animFrame = 0; break; case 1: @@ -1259,12 +1258,12 @@ void Corneria_8018B15C(Actor* actor) { case 2: actor->fwork[0] = -10.0f; Texture_Scroll(D_CO_60329C0, 16, 16, 1); - actor->unk_0B6++; + actor->animFrame++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_CO_602AA04)) { + if (actor->animFrame >= Animation_GetFrameCount(&D_CO_602AA04)) { actor->state = 3; } - if (actor->unk_0B6 == (Animation_GetFrameCount(&D_CO_602AA04) - actor->iwork[2])) { + if (actor->animFrame == (Animation_GetFrameCount(&D_CO_602AA04) - actor->iwork[2])) { actor->iwork[1] = 1; scenery->state = 1; sp54.x = 0.0f; @@ -1287,7 +1286,7 @@ void Corneria_8018B15C(Actor* actor) { scenery->vel.y = 0.0f; } - Math_SmoothStepToVec3fArray(sp60, actor->vwork, 0, Animation_GetFrameData(&D_CO_602AA04, actor->unk_0B6, sp60), + Math_SmoothStepToVec3fArray(sp60, actor->vwork, 0, Animation_GetFrameData(&D_CO_602AA04, actor->animFrame, sp60), 1.0f, 1.0f, 1.0f); } @@ -1315,9 +1314,9 @@ void Corneria_8018B418(Actor* actor) { actor->fwork[0] = 5.0f; actor->fwork[1] += 5.0f; Texture_Scroll(D_CO_60329C0, 16, 16, 1); - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_CO_602A520)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_CO_602A520)) { + actor->animFrame = 0; } break; } @@ -1331,7 +1330,7 @@ void Corneria_8018B418(Actor* actor) { temp_v0_2->vel.y = 0.0f; } - Math_SmoothStepToVec3fArray(sp54, actor->vwork, 0, Animation_GetFrameData(&D_CO_602A520, actor->unk_0B6, sp54), + Math_SmoothStepToVec3fArray(sp54, actor->vwork, 0, Animation_GetFrameData(&D_CO_602A520, actor->animFrame, sp54), 1.0f, 1.0f, 1.0f); } @@ -1479,7 +1478,7 @@ void Corneria_Boss293_Init(Boss293* this) { gBossActive = 1; gBossFrameCount = 0; - this->unk_05E = 1; + this->drawShadow = true; this->timer_050 = 354; this->health = 601; this->fwork[18] = -gArwingSpeed - 10.0f; @@ -1511,10 +1510,10 @@ void Corneria_Boss293_Init(Boss293* this) { gBosses[i].obj.pos.y = this->obj.pos.y; gBosses[i].obj.pos.z = this->obj.pos.z; gBosses[i].health = 200; - gBosses[i].unk_05E = 1; + gBosses[i].drawShadow = true; gBosses[i].timer_05A = temp_s1; Object_SetInfo(&gBosses[i].info, gBosses[i].obj.id); - gBosses[3].unk_05E = 0; + gBosses[3].drawShadow = false; } } @@ -1676,7 +1675,7 @@ void Corneria_8018C19C(Boss* boss) { gBosses[0].obj.pos.z + sp84[5].z, 5.0f); } if (gBosses[2].state != 0) { - gBosses[3].unk_05E = 1; + gBosses[3].drawShadow = true; if (gBosses[3].state != 0) { if (((gGameFrameCount % 8) == 0)) { Matrix_MultVec3f(gCalcMatrix, &D_i1_80199950, &sp84[11]); @@ -2464,7 +2463,7 @@ void Corneria_8018F3BC(Scenery* scenery, f32 arg1) { } scenery->obj.pos.y = 0.0f; scenery->obj.id = OBJ_SCENERY_1; - scenery->unk_60 = 60.0f; + scenery->effectVel.z = 60.0f; Object_SetInfo(&scenery->info, scenery->obj.id); scenery->obj.pos.z = -2000.0f; scenery->info.cullDistance = 15000.0f; @@ -2545,7 +2544,7 @@ void Corneria_8018F6F8(Actor* actor, s32 arg1) { actor->obj.rot.y = 180.0f; actor->fwork[0] = RAND_FLOAT(360.0f); Object_SetInfo(&actor->info, actor->obj.id); - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->iwork[11] = 1; actor->info.cullDistance = 200.0f; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -2736,7 +2735,7 @@ void Corneria_LevelStart(Player* player) { actor0->obj.pos.y = player->pos.y + 80.0f; actor0->obj.pos.z += 100.0f; } - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { player->wings.unk_30 = 5.0f; } break; @@ -2746,14 +2745,14 @@ void Corneria_LevelStart(Player* player) { D_ctx_80177A48[0] = 0.0f; player->csTimer = 190; } - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { player->wings.unk_30 = 5.0f; } gCsCamEyeY = player->pos.y + 10.0f; gCsCamAtY = player->pos.y + 10.0f; break; case 4: - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { player->wings.unk_30 = 5.0f; } Math_SmoothStepToF(&D_ctx_80177A48[0], 0.1f, 1.0f, 0.001f, 0.0f); @@ -2774,7 +2773,7 @@ void Corneria_LevelStart(Player* player) { Math_SmoothStepToF(&actor0->fwork[19], 50.0f, 0.1f, 3.0f, 0.01f); } actor0->fwork[20] = 0.0f; - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { actor0->fwork[20] = 5.0f; } break; @@ -2814,7 +2813,7 @@ void Corneria_LevelStart(Player* player) { Radio_PlayMessage(gMsg_ID_2030, RCID_PEPPY); } actor2->fwork[20] = 0.0f; - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { actor2->fwork[20] = 5.0f; } break; @@ -2841,7 +2840,7 @@ void Corneria_LevelStart(Player* player) { Math_SmoothStepToF(&actor1->fwork[19], -20.0f, 0.1f, 3.0f, 0.01f); } actor1->fwork[20] = 0.0f; - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { actor1->fwork[20] = 5.0f; } break; @@ -2864,7 +2863,7 @@ void Corneria_LevelStart(Player* player) { Radio_PlayMessage(gMsg_ID_2050, RCID_FOX); } player->wings.unk_30 = 0.0f; - if (gMsgCharIsPrinting && (gGameFrameCount & 2)) { + if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { player->wings.unk_30 = 5.0f; } if (player->csTimer == 80) { diff --git a/src/overlays/ovl_i1/fox_tr.c b/src/overlays/ovl_i1/fox_tr.c index cdd0a41f..bed35c4e 100644 --- a/src/overlays/ovl_i1/fox_tr.c +++ b/src/overlays/ovl_i1/fox_tr.c @@ -50,7 +50,7 @@ void Training_ItemRing_Update(ItemTrainingRing* this) { case 1: this->obj.pos.x += ((gPlayer[this->playerNum].pos.x - this->obj.pos.x) * 0.05f); this->obj.pos.y += ((gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.05f); - if (gPlayer[0].cockpitView) { + if (gPlayer[0].alternateView) { this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 300.0f - this->obj.pos.z) * 0.05f; } else { this->obj.pos.z += ((gPlayer[this->playerNum].trueZpos - this->obj.pos.z) * 0.05f); diff --git a/src/overlays/ovl_i1/fox_tr360.c b/src/overlays/ovl_i1/fox_tr360.c index 279555b2..da0500e6 100644 --- a/src/overlays/ovl_i1/fox_tr360.c +++ b/src/overlays/ovl_i1/fox_tr360.c @@ -121,11 +121,11 @@ void Training_80199024(Actor* actor) { } } else if ((actor->obj.pos.y < (gGroundHeight + 50.0f)) && (var_fv0 > 180.0f)) { var_fv0 = 0.0f; - actor->unk_0F4.x = 0.0f; + actor->rot_0F4.x = 0.0f; } - Math_SmoothStepToAngle(&actor->unk_0F4.x, var_fv0, 0.5f, 1.0f, 0.0001f); - temp_fv1 = Math_SmoothStepToAngle(&actor->unk_0F4.y, actor->fwork[19], 0.5f, 1.0f, 0.0001f) * 30.0f; + Math_SmoothStepToAngle(&actor->rot_0F4.x, var_fv0, 0.5f, 1.0f, 0.0001f); + temp_fv1 = Math_SmoothStepToAngle(&actor->rot_0F4.y, actor->fwork[19], 0.5f, 1.0f, 0.0001f) * 30.0f; if (temp_fv1 < 0.0f) { var_fv0_2 = temp_fv1 * -1.0f; @@ -134,8 +134,8 @@ void Training_80199024(Actor* actor) { } Math_SmoothStepToAngle(&actor->obj.rot.z, var_fv0_2, 0.1f, 3.0f, 0.01f); - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y; actor->vel.x = actor->fwork[13] + (sinRotY * (cosRotX * 35.0f)); actor->vel.y = actor->fwork[14] + (-sinRotX * 35.0f); actor->vel.z = actor->fwork[12] + (cosRotY * (cosRotX * 35.0f)); @@ -153,7 +153,7 @@ void Training_80199024(Actor* actor) { radarMark->pos.x = actor->obj.pos.x; radarMark->pos.y = actor->obj.pos.y; radarMark->pos.z = actor->obj.pos.z; - radarMark->yRot = actor->unk_0F4.y + 180.0f; + radarMark->yRot = actor->rot_0F4.y + 180.0f; if (actor->iwork[8] != 0) { actor->iwork[8]--; } @@ -197,10 +197,10 @@ void Training_8019949C(void) { actor->obj.pos.x = sp38.x; actor->obj.pos.y = 2000.0f; actor->obj.pos.z = sp38.z; - actor->unk_0F4.y = gGameFrameCount * 6.0f; + actor->rot_0F4.y = gGameFrameCount * 6.0f; actor->aiType = i + AI360_10; actor->health = 24; - actor->unk_0C9 = actor->iwork[11] = 1; + actor->drawShadow = actor->iwork[11] = 1; actor->timer_0C2 = 30; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); diff --git a/src/overlays/ovl_i1/fox_ve1.c b/src/overlays/ovl_i1/fox_ve1.c index 313c7fb1..d70f6c5d 100644 --- a/src/overlays/ovl_i1/fox_ve1.c +++ b/src/overlays/ovl_i1/fox_ve1.c @@ -315,8 +315,8 @@ void Venom1_801924A8(Scenery* scenery) { switch (scenery->state) { case 0: if (gPlayer[0].pos.z < scenery->obj.pos.z) { - D_ctx_80177AB0 = 0; - D_ctx_80177A98 = 0; + gDrawBackdrop = 0; + gDrawGround = false; scenery->state++; } @@ -628,7 +628,7 @@ void Venom1_80192CD4(Actor* actor) { if (actor->iwork[1] > 0) { gControllerRumbleFlags[0] = 1; - actor->iwork[1] -= 1; + actor->iwork[1]--; } switch (actor->state) { @@ -783,15 +783,15 @@ void Venom1_801933DC(Actor* actor) { AUDIO_PLAY_SFX(NA_SE_EN_REFLECT, actor->sfxSource, 0); } - if ((actor->unk_0B6 == 38) || (actor->unk_0B6 == 58)) { + if ((actor->animFrame == 38) || (actor->animFrame == 58)) { AUDIO_PLAY_SFX(NA_SE_OB_ARM_SWING, actor->sfxSource, 0); } - Animation_GetFrameData(&D_VE1_900D098, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_VE1_900D098, actor->animFrame, actor->vwork); - if (actor->unk_0B6 < (Animation_GetFrameCount(&D_VE1_900D098) - 1)) { - actor->unk_0B6++; + if (actor->animFrame < (Animation_GetFrameCount(&D_VE1_900D098) - 1)) { + actor->animFrame++; } else { - actor->unk_0B6 = 0; + actor->animFrame = 0; } hitboxData = actor->info.hitbox; hitboxData[1 + (10 * 0) + 7] = actor->vwork[3].y; @@ -814,12 +814,12 @@ void Venom1_Boss319_Init(Boss319* this) { s32 var_v0; s32 j; - D_ctx_8017812C = 1; + gGroundClipMode = 1; D_i1_8019C0B8 = 0; D_i1_8019C0BC = 0; D_i1_8019C0C0 = 0; - gBossActive = 1; - this->unk_05E = 1; + gBossActive = true; + this->drawShadow = true; this->fwork[2] = D_i1_8019A04C[this->swork[13]][0]; this->fwork[14] = D_i1_8019A04C[this->swork[13]][1]; this->health = 100; @@ -1581,7 +1581,7 @@ void Venom1_Boss_Update(Boss* boss) { if (boss->health <= 0) { gScreenFlashTimer = 8; gTeamLowHealthMsgTimer = -1; - D_ctx_8017828C = 1; + gKillEventActors = true; AUDIO_PLAY_SFX(NA_SE_EN_DOWN_IMPACT, boss->sfxSource, 4); boss->health = 0; } @@ -1629,7 +1629,7 @@ void Venom1_Boss_Update(Boss* boss) { if (boss->health <= 0) { gScreenFlashTimer = 8; gTeamLowHealthMsgTimer = -1; - D_ctx_8017828C = 1; + gKillEventActors = true; AUDIO_PLAY_SFX(NA_SE_EN_DOWN_IMPACT, boss->sfxSource, 4); boss->health = 0; } @@ -1916,7 +1916,7 @@ void Venom1_Boss_Update(Boss* boss) { AUDIO_PLAY_SFX(NA_SE_OB_VEBOSS_BOUND, boss->sfxSource, 4); boss->swork[26] = 1; boss->info.hitbox = gNoHitbox; - boss->unk_05E = 0; + boss->drawShadow = false; func_effect_8007A568(boss->obj.pos.x, boss->obj.pos.y + 10.0f, boss->obj.pos.z, 40.0f); gCameraShake = 40; break; diff --git a/src/overlays/ovl_i2/fox_me.c b/src/overlays/ovl_i2/fox_me.c index 3a02b9f1..16b1e285 100644 --- a/src/overlays/ovl_i2/fox_me.c +++ b/src/overlays/ovl_i2/fox_me.c @@ -214,7 +214,7 @@ void Meteo_80187C68(Actor* actor, f32 x, f32 y, f32 z, f32 arg4, f32 xRot, f32 y actor->timer_0BC = timerBC; actor->timer_0BE = 20; - actor->unk_0B4 = arg8; + actor->eventType = arg8; actor->fwork[5] = arg4; Object_SetInfo(&actor->info, actor->obj.id); } @@ -366,22 +366,22 @@ void Meteo_80188344(Boss* boss) { boss->obj.pos.z = gBosses[0].obj.pos.z; boss->obj.rot.x = gBosses[0].obj.rot.x; boss->obj.rot.y = gBosses[0].obj.rot.y; - boss->obj.rot.z = (gBosses[0].obj.rot.z + boss->unk_078.z) + 45.0f + 180.0f; + boss->obj.rot.z = gBosses[0].obj.rot.z + boss->rot_078.z + 45.0f + 180.0f; } switch (boss->state) { case 0: boss->timer_050 = 150; - boss->unk_078.z += 2.5f; + boss->rot_078.z += 2.5f; break; case 1: - temp = fabsf(90.0f - boss->unk_078.z) * 0.1f; + temp = fabsf(90.0f - boss->rot_078.z) * 0.1f; if (temp > 2.5f) { temp = 2.5f; } - boss->unk_078.z += temp; + boss->rot_078.z += temp; if (boss->timer_050 == 0) { boss->state = 2; @@ -398,7 +398,7 @@ void Meteo_80188344(Boss* boss) { Audio_SetTransposeAndPlaySfx(boss->sfxSource, NA_SE_EN_GRN_BEAM_CHARGE, boss->unk_04A); boss->unk_04A++; - if (boss->unk_04A >= 8) { + if (boss->unk_04A > 7) { boss->unk_04A = 7; } @@ -459,11 +459,11 @@ void Meteo_80188344(Boss* boss) { break; } - if (boss->unk_078.z >= 360.0f) { - boss->unk_078.z -= 360.0f; + if (boss->rot_078.z >= 360.0f) { + boss->rot_078.z -= 360.0f; } - if (boss->unk_078.z < 0.0f) { - boss->unk_078.z += 360.0f; + if (boss->rot_078.z < 0.0f) { + boss->rot_078.z += 360.0f; } } @@ -506,7 +506,7 @@ void Meteo_Boss297_Init(Boss297* this) { AUDIO_PLAY_BGM(D_boss_800C9E90[gCurrentLevel]); - gBossActive = 1; + gBossActive = true; this->swork[2] = 40; this->swork[3] = 40; @@ -792,7 +792,7 @@ void Meteo_8018978C(Boss* boss) { Matrix_RotateX(gCalcMatrix, boss->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, boss->obj.rot.z * M_DTOR, MTXF_APPLY); - if (gGameFrameCount & 0x10) { + if ((gGameFrameCount & 0x10) != 0) { boss->swork[19] += 32; if (boss->swork[19] > 128) { boss->swork[19] = 128; @@ -875,7 +875,7 @@ void Meteo_8018978C(Boss* boss) { if (boss[0].swork[2 + boss->dmgPart] <= 0) { boss[0].swork[2 + boss->dmgPart] = 0; Meteo_801892F0(boss, boss->dmgPart); - boss->swork[20] += 1; + boss->swork[20]++; if (boss->swork[20] == 2) { Radio_PlayMessage(gMsg_ID_17160, RCID_PEPPY); } @@ -1171,15 +1171,15 @@ void Meteo_8018978C(Boss* boss) { boss->obj.rot.z += 0.1f; } if (boss->swork[3] == 0) { - var_v0 += 1; + var_v0++; boss->obj.rot.z += 0.1f; } if (boss->swork[4] == 0) { - var_v0 += 1; + var_v0++; boss->obj.rot.z += 0.1f; } if (boss->swork[5] == 0) { - var_v0 += 1; + var_v0++; boss->obj.rot.z += 0.1f; } if (var_v0 == 4) { @@ -1198,7 +1198,7 @@ void Meteo_8018978C(Boss* boss) { if (boss->fwork[2] > 0.0f) { boss->fwork[2] -= 2.0f; - gBosses[boss->unk_044].unk_078.z -= 2.0f; + gBosses[boss->unk_044].rot_078.z -= 2.0f; } } @@ -1781,12 +1781,12 @@ void Meteo_8018C77C(Actor* actor, s32 arg1) { actor->obj.pos.y = D_i2_80195594[arg1] + gPlayer[0].pos.y; actor->obj.pos.z = D_i2_801955A4[arg1] + gPlayer[0].trueZpos; - actor->unk_0B6 = D_i2_801955B4[arg1]; + actor->animFrame = D_i2_801955B4[arg1]; actor->obj.rot.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); actor->info.cullDistance = 200.0f; - if (actor->unk_0B6 == 0) { + if (actor->animFrame == 0) { actor->iwork[11] = 1; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); return; @@ -1838,7 +1838,7 @@ void Meteo_8018CAD8(void) { actor->obj.pos.x = 0.0f; actor->obj.pos.y = 0.0f; actor->obj.pos.z = 9000.0f; - actor->unk_0B6 = 10; + actor->animFrame = 10; actor->obj.id = OBJ_ACTOR_CUTSCENE; Object_SetInfo(&actor->info, actor->obj.id); } @@ -2191,15 +2191,15 @@ void Meteo_8018DF08(Actor* actor, s32 idx) { actor->obj.pos.y = D_i2_801955D0[idx].y + gPlayer[0].pos.y; actor->obj.pos.z = D_i2_801955D0[idx].z + gPlayer[0].trueZpos; - actor->unk_0F4.y = 0.0f; - actor->unk_0F4.z = D_i2_80195600[idx]; + actor->rot_0F4.y = 0.0f; + actor->rot_0F4.z = D_i2_80195600[idx]; Object_SetInfo(&actor->info, actor->obj.id); if (idx == 3) { AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); AUDIO_PLAY_SFX(NA_SE_GREATFOX_BURNER, actor->sfxSource, 0); - actor->unk_0B6 = 1; + actor->animFrame = 1; } else { actor->iwork[11] = 1; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -2489,7 +2489,7 @@ void Meteo_8018ED9C(Actor* actor) { Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0].x, 0.02f, 50.0f, 0.0001f); Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0].y, 0.02f, 50.0f, 0.0001f); Math_SmoothStepToF(&actor->obj.pos.z, actor->vwork[0].z, 0.02f, 50.0f, 0.0001f); - Math_SmoothStepToF(&actor->unk_0F4.z, 0.0f, 0.03f, 0.5f, 0.0001f); + Math_SmoothStepToF(&actor->rot_0F4.z, 0.0f, 0.03f, 0.5f, 0.0001f); break; case 1: @@ -2501,15 +2501,15 @@ void Meteo_8018ED9C(Actor* actor) { case 2: actor->iwork[11] = 2; actor->fwork[0] += 2.0f; - actor->unk_0F4.x += 0.1f; + actor->rot_0F4.x += 0.1f; if (actor->timer_0BC == 0) { Object_Kill(&actor->obj, actor->sfxSource); } break; } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, 0U); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), 1U); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), 1U); sp3C.x = 0.0f; sp3C.y = 0.0f; @@ -2521,7 +2521,7 @@ void Meteo_8018ED9C(Actor* actor) { actor->vel.y = sp30.y; actor->vel.z = sp30.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } diff --git a/src/overlays/ovl_i2/fox_sx.c b/src/overlays/ovl_i2/fox_sx.c index 3ee43587..6412593b 100644 --- a/src/overlays/ovl_i2/fox_sx.c +++ b/src/overlays/ovl_i2/fox_sx.c @@ -24,7 +24,7 @@ void SectorX_8018F030(void) { Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_SLIPPY_SX; - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->obj.rot.y = 180.0f; actor->obj.pos.x = gPlayer[0].cam.eye.x - 300.0f; actor->obj.pos.y = gPlayer[0].cam.eye.y + 200.0f; @@ -44,7 +44,7 @@ void SectorX_8018F124(void) { Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_SLIPPY_SX; - actor->unk_0B6 = -1; + actor->animFrame = -1; actor->obj.pos.x = gPlayer[0].cam.eye.x + 3000.0f; actor->obj.pos.y = gPlayer[0].cam.eye.y - 3000.0f; actor->obj.pos.z = gPlayer[0].pos.z + 30000.0f; @@ -59,33 +59,33 @@ void SectorX_8018F1DC(Actor* actor) { src.x = 0.0f; src.y = 0.0f; src.z = 100.0f; - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, actor->unk_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, actor->rot_0F4.x * M_DTOR, MTXF_APPLY); Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); Actor_SpawnPlayerLaser(actor->index, actor->obj.pos.x + (dest.x * 1.5), actor->obj.pos.y + (dest.y * 1.5), - actor->obj.pos.z + (dest.z * 1.5), dest.x, dest.y, dest.z, actor->unk_0F4.x, - actor->unk_0F4.y + 180.0f, 0.0f); + actor->obj.pos.z + (dest.z * 1.5), dest.x, dest.y, dest.z, actor->rot_0F4.x, + actor->rot_0F4.y + 180.0f, 0.0f); } void SectorX_8018F330(Actor* actor) { f32 sp34; - switch (actor->unk_0B6) { + switch (actor->animFrame) { case 0: actor->obj.rot.x += 7.0f; actor->obj.rot.y += 5.0f; break; case 1: - actor->unk_0F4.z += 3.0f; - actor->obj.rot.z = SIN_DEG(actor->unk_0F4.z + 90.0f) * 60.0f; + actor->rot_0F4.z += 3.0f; + actor->obj.rot.z = SIN_DEG(actor->rot_0F4.z + 90.0f) * 60.0f; sp34 = fabsf(actor->obj.pos.z - gBosses[0].obj.pos.z) * 0.1f; - Math_SmoothStepToF(&actor->obj.pos.x, gBosses[0].obj.pos.x + SIN_DEG(actor->unk_0F4.z) * sp34, 0.1f, 20.0f, + Math_SmoothStepToF(&actor->obj.pos.x, gBosses[0].obj.pos.x + SIN_DEG(actor->rot_0F4.z) * sp34, 0.1f, 20.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.y, gBosses[0].obj.pos.y, 0.1f, 20.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.z, gBosses[0].obj.pos.z, 1.0f, 55.0f, 0); if (gBosses[0].state == 20) { - actor->unk_0B6 = 10; + actor->animFrame = 10; break; } @@ -94,7 +94,7 @@ void SectorX_8018F330(Actor* actor) { } if ((gBosses[0].unk_04C == 75) && (gBosses[0].state == 85)) { - actor->unk_0B6 = 2; + actor->animFrame = 2; actor->vel.x = 10.0f; actor->vel.y = -10.0f; actor->vel.z = 30.0f; @@ -133,7 +133,7 @@ void SectorX_8018F330(Actor* actor) { Math_SmoothStepToF(&gPlayer[0].cam.eye.y, actor->obj.pos.y, actor->fwork[1], 20.0f, 0.0f); if (actor->timer_0BC == 0) { gPlayer[0].state_1C8 = PLAYERSTATE_1C8_ACTIVE; - if (gPlayer[0].cockpitView) { + if (gPlayer[0].alternateView) { Camera_UpdateCockpitOnRails(&gPlayer[0], 1); } gProjectFar = 12800.0f; @@ -152,7 +152,7 @@ void SectorX_8018F330(Actor* actor) { } void SectorX_8018F884(Actor* actor) { - switch (actor->unk_0B6) { + switch (actor->animFrame) { case 0: gSPDisplayList(gMasterDisp++, D_SX_6020D20); break; @@ -228,7 +228,7 @@ void SectorX_8018FBBC(Vec3f* pos) { (fabsf(pos->z - actor->obj.pos.z) < 2500.0f) && (actor->state != 1000) && (actor->timer_0C2 == 0) && (actor->scale < 0.0f) && Object_CheckHitboxCollision(pos, actor->info.hitbox, &actor->obj, actor->vwork[29].x, actor->vwork[29].y, - actor->vwork[29].z + actor->unk_0F4.z)) { + actor->vwork[29].z + actor->rot_0F4.z)) { Play_PlaySfxFirstPlayer(actor->sfxSource, NA_SE_SLIPPY_HIT); actor->state = 1000; xRot = Math_Atan2F(actor->obj.pos.x - pos->x, actor->obj.pos.z - pos->z); @@ -511,7 +511,7 @@ void SectorX_80190078(Boss* boss) { boss->swork[3] = 400; boss->health = 300; boss->info.hitbox = SEGMENTED_TO_VIRTUAL(D_SX_6032550); - gBossActive = 1; + gBossActive = true; AUDIO_PLAY_BGM(D_boss_800C9E90[gCurrentLevel]); boss->swork[6] = 1; boss->fwork[44] = 5.0f; @@ -957,7 +957,7 @@ void SectorX_80190078(Boss* boss) { } else { boss->state = 35; boss->timer_050 = 400; - boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->unk_078.y = 0.0f; + boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->rot_078.y = 0.0f; boss->swork[9] = RAND_INT(1.9f); Radio_PlayMessage(gMsg_ID_5498, RCID_BOSS_SECTORX); } @@ -1004,8 +1004,8 @@ void SectorX_80190078(Boss* boss) { Math_SmoothStepToVec3fArray(sp80, boss->vwork, 1, frameData, boss->fwork[0], 5.0f, 0.0f); Math_SmoothStepToF(&boss->fwork[0], 0.1f, 1.0f, 0.001f, 0); - Math_SmoothStepToF(&boss->unk_078.y, 10.0f, 1.0f, 0.1f, 0); - Math_SmoothStepToF(&boss->obj.rot.y, 2880.0f, 0.1f, boss->unk_078.y, 0.1f); + Math_SmoothStepToF(&boss->rot_078.y, 10.0f, 1.0f, 0.1f, 0); + Math_SmoothStepToF(&boss->obj.rot.y, 2880.0f, 0.1f, boss->rot_078.y, 0.1f); if ((boss->timer_050 == 0) && (boss->obj.rot.y == 2880.0f)) { boss->obj.rot.y = 0.0f; @@ -1418,7 +1418,7 @@ void SectorX_80193800(Actor* actor, s32 arg1) { actor->obj.pos.z = D_i2_801956B0[arg1].z; actor->vel.z = 30.0f; actor->vel.y = -16.0f; - actor->unk_0B6 = 20; + actor->animFrame = 20; actor->obj.rot.x = 15.0f; Object_SetInfo(&actor->info, actor->obj.id); @@ -1506,7 +1506,7 @@ void SectorX_LevelStart(Player* player) { func_effect_80079618(gActors[5].obj.pos.x, gActors[5].obj.pos.y, gActors[5].obj.pos.z, 0.5f); } func_effect_8007A6F0(&gActors[5].obj.pos, NA_SE_EN_EXPLOSION_M); - player->csState += 1; + player->csState++; D_ctx_80177A48[0] = 0.1f; } break; @@ -1515,7 +1515,7 @@ void SectorX_LevelStart(Player* player) { if (gCsFrameCount == 170) { player->pos.x = 0.0f; player->pos.y = player->cam.eye.y + 50.0f; - player->csState += 1; + player->csState++; player->pos.z = player->cam.eye.z + 20.0f; player->unk_194 = 10.0f; player->unk_190 = 10.0f; @@ -1561,7 +1561,7 @@ void SectorX_LevelStart(Player* player) { } if (gCsFrameCount > 300) { - player->csState += 1; + player->csState++; player->csTimer = 40; D_ctx_80177A48[0] = 0.0f; gActors[0].obj.pos.z -= player->pos.z; @@ -1660,7 +1660,7 @@ void SectorX_801944D4(Actor* actor, s32 arg1) { actor->obj.id = OBJ_ACTOR_CUTSCENE; Object_SetInfo(&actor->info, actor->obj.id); if (arg1 == 3) { - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->state = 20; actor->obj.rot.x = -player->rot.x - 10.0f; actor->obj.rot.y = (player->rot.y + 180.0f) - 10.0f; @@ -1688,13 +1688,13 @@ void SectorX_LevelComplete(Player* player) { Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f); Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f); - D_ctx_80178430 += 0.2f; - D_ctx_8017842C -= 0.2f; + gStarfieldScrollY += 0.2f; + gStarfieldScrollX -= 0.2f; switch (player->csState) { case 0: Audio_StopSfxByBankAndSource(1, player->sfxSource); - player->csState += 1; + player->csState++; D_ctx_80177A48[1] = 0.05f; D_ctx_80177A48[0] = 0.02f; D_ctx_80177A48[2] = 0.0f; diff --git a/src/overlays/ovl_i3/fox_a6.c b/src/overlays/ovl_i3/fox_a6.c index c73fb361..014b8565 100644 --- a/src/overlays/ovl_i3/fox_a6.c +++ b/src/overlays/ovl_i3/fox_a6.c @@ -451,7 +451,7 @@ void Area6_80187530(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 fwork6, f32 actor->obj.rot.y = yRot; actor->timer_0BC = timer0BC; actor->timer_0BE = 20; - actor->unk_0B4 = unk0B4; + actor->eventType = unk0B4; actor->fwork[5] = fwork6; Object_SetInfo(&actor->info, actor->obj.id); func_effect_8007A6F0(&actor->obj.pos, NA_SE_EN_BARREL_SHOT); @@ -497,7 +497,7 @@ void Area6_BossA6_Init(BossA6* this) { Hitbox* hitbox; s32 i; - gBossActive = 1; + gBossActive = true; gProjectFar = 25000.0f; gBossFrameCount = 0; this->health = 780; @@ -795,10 +795,10 @@ void Area6_Boss_Update(Boss* bossA6) { pitch_110 = Math_Atan2F(dy_118, sqrtf(SQ(dx_11C) + SQ(dz_114))); pitch_110 = Math_RadToDeg(-pitch_110); - Math_SmoothStepToAngle(&bossA6->unk_078.y, yaw_10C, 1.0f, sp104, 0.00001f); - Math_SmoothStepToAngle(&bossA6->unk_078.x, pitch_110, 1.0f, sp104, 0.00001f); - Matrix_RotateY(gCalcMatrix, bossA6->unk_078.y * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, bossA6->unk_078.x * M_DTOR, MTXF_APPLY); + Math_SmoothStepToAngle(&bossA6->rot_078.y, yaw_10C, 1.0f, sp104, 0.00001f); + Math_SmoothStepToAngle(&bossA6->rot_078.x, pitch_110, 1.0f, sp104, 0.00001f); + Matrix_RotateY(gCalcMatrix, bossA6->rot_078.y * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, bossA6->rot_078.x * M_DTOR, MTXF_APPLY); sp98.x = sp98.y = 0.0f; sp98.z = 30.0f; @@ -1717,7 +1717,7 @@ void Area6_8018B9BC(Boss* bossA6) { if (D_i3_801C2250[A6_BSS_0] == 0) { for (i = 3, j = 15; j < 18; j++, i++) { if (bossA6->swork[A6_SWK_0 + j] != 0) { - if ((D_ctx_8017812C != 0) && (gPlayerShots[15].timer > 0)) { + if ((gGroundClipMode != 0) && (gPlayerShots[15].timer > 0)) { bossA6->swork[A6_SWK_0 + j] -= bossA6->damage; } else if (i + 1 == bossA6->dmgPart) { bossA6->swork[A6_SWK_0 + j] -= bossA6->damage; @@ -1902,7 +1902,7 @@ void Area6_Boss_Draw(Boss* bossA6) { Matrix_RotateZ(gCalcMatrix, gGameFrameCount * 6.0f * M_DTOR, MTXF_NEW); Matrix_MultVec3f(gCalcMatrix, &spAC, &spB8); Matrix_Translate(gGfxMatrix, spB8.x, spB8.y, 0.0f, MTXF_APPLY); - Matrix_Scale(gGfxMatrix, bossA6->unk_3F8, bossA6->unk_3F8, bossA6->unk_3F8, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, bossA6->scale, bossA6->scale, bossA6->scale, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY); Matrix_Scale(gGfxMatrix, bossA6->fwork[A6_FWK_34], bossA6->fwork[A6_FWK_35], 1.0f, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY); @@ -1920,7 +1920,7 @@ void Area6_Boss_Draw(Boss* bossA6) { spD0[4].z -= bossA6->fwork[A6_FWK_0]; spD0[5].z -= bossA6->fwork[A6_FWK_0]; Animation_DrawSkeleton(1, D_A6_6018BA0, spD0, NULL, NULL, &bossA6->index, &gIdentityMatrix); - if (bossA6->unk_3F8 >= 1.0f) { + if (bossA6->scale >= 1.0f) { for (i = 0; i < 3; i++) { if ((bossA6->swork[A6_SWK_33 + i] == 0) && (bossA6->state != 3) && (D_i3_801C2250[A6_BSS_2_0 + i] == 0) && ((gGameFrameCount % 4) == 0) && @@ -2112,7 +2112,7 @@ void Area6_8018D5C8(void) { gActors[i].obj.pos.x = 1600.0f; gActors[i].obj.pos.y = 3750.0f; gActors[i].obj.pos.z = 13000.0f; - gActors[i].unk_0B6 = 1; + gActors[i].animFrame = 1; gActors[i].state = 90; gActors[i].fwork[0] = 0.0f; gActors[i].obj.id = OBJ_ACTOR_CUTSCENE; @@ -2133,9 +2133,9 @@ void Area6_8018D694(Actor* actor, s32 arg1) { actor->obj.pos.y = sp2C[arg1].y + 350.0f; actor->obj.pos.z = sp2C[arg1].z + 1000.0f; actor->state = 1; - actor->unk_0B6 = 28; + actor->animFrame = 28; actor->iwork[11] = 1; - actor->unk_0F4.y = 90.0f; + actor->rot_0F4.y = 90.0f; actor->fwork[0] = 1.5f; actor->fwork[7] = RAND_FLOAT_SEEDED(360.0f); actor->fwork[8] = RAND_FLOAT_SEEDED(360.0f); @@ -2196,19 +2196,19 @@ void Area6_8018DA58(Actor* actor) { switch (actor->state) { /* irregular */ case 1: actor->fwork[7] += 2.5f; - actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 10.0f; + actor->rot_0F4.z = SIN_DEG(actor->fwork[7]) * 10.0f; actor->fwork[8] += 1.0f; actor->obj.pos.y += SIN_DEG(actor->fwork[8]) * 1.5f; actor->fwork[9] += 1.0f; actor->obj.pos.z += COS_DEG(actor->fwork[9]) * 1.5f; break; case 2: - Math_SmoothStepToF(&actor->unk_0F4.z, -180.0f, 0.1f, 3.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.z, -180.0f, 0.1f, 3.0f, 0.0f); break; case 3: - Math_SmoothStepToF(&actor->unk_0F4.z, -45.0f, 0.05f, 2.0f, 0.0f); - Math_SmoothStepToAngle(&actor->unk_0F4.y, 340.0f, 0.05f, 2.4f, 0.0f); - Math_SmoothStepToF(&actor->unk_0F4.x, 3.0f, 0.05f, 1.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.z, -45.0f, 0.05f, 2.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.y, 340.0f, 0.05f, 2.4f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.x, 3.0f, 0.05f, 1.0f, 0.0f); Math_SmoothStepToF(&actor->fwork[0], 30.0f, 0.1f, 3.0f, 0.0f); break; case 6: @@ -2248,9 +2248,9 @@ void Area6_8018DA58(Actor* actor) { if (sp40 > 180.0f) { sp40 = 0.0f; } - sp38 = Math_SmoothStepToAngle(&actor->unk_0F4.y, sp3C, 0.5f, 2.0f, 0.0001f) * 30.0f; - Math_SmoothStepToAngle(&actor->unk_0F4.x, sp40, 0.5f, 2.0f, 0.0001f); - Math_SmoothStepToAngle(&actor->unk_0F4.z, sp38, 0.1f, 5.0f, 0.0001f); + sp38 = Math_SmoothStepToAngle(&actor->rot_0F4.y, sp3C, 0.5f, 2.0f, 0.0001f) * 30.0f; + Math_SmoothStepToAngle(&actor->rot_0F4.x, sp40, 0.5f, 2.0f, 0.0001f); + Math_SmoothStepToAngle(&actor->rot_0F4.z, sp38, 0.1f, 5.0f, 0.0001f); break; case 91: Math_SmoothStepToF(&actor->obj.pos.y, 0.0f, 0.1f, 5.0f, 0.1f); @@ -2259,8 +2259,8 @@ void Area6_8018DA58(Actor* actor) { case 90: break; } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); sp5C.x = 0.0f; sp5C.y = 0.0f; sp5C.z = actor->fwork[0]; @@ -2268,9 +2268,9 @@ void Area6_8018DA58(Actor* actor) { actor->vel.x = sp50.x; actor->vel.y = sp50.y; actor->vel.z = sp50.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } void Area6_LevelStart(Player* player) { @@ -2479,7 +2479,7 @@ void Area6_8018EA88(Actor* actor) { actor->obj.pos.x = 0.0f; actor->obj.pos.y = 0.0f; actor->obj.pos.z = gBosses[0].obj.pos.z + 500.0f; - actor->unk_0B6 = 37; + actor->animFrame = 37; actor->state = 100; actor->iwork[0] = 255; actor->iwork[1] = 255; @@ -2503,7 +2503,7 @@ void Area6_8018EB3C(Actor* actor) { actor->obj.pos.x = player->pos.x; actor->obj.pos.y = player->pos.y + 600.0f; actor->obj.pos.z = player->pos.z + 2800.0f; - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->state = 100; actor->fwork[0] = 0.0f; Object_SetInfo(&actor->info, actor->obj.id); @@ -2741,7 +2741,7 @@ void Area6_LevelComplete(Player* player) { gPrevPlanetTeamShields[i] = 255; } } - D_ctx_80161A94[0] = gGoldRingCount[0]; + gSavedGoldRingCount[0] = gGoldRingCount[0]; Audio_StopPlayerNoise(0); Audio_KillSfxBySource(player->sfxSource); Play_ClearObjectData(); diff --git a/src/overlays/ovl_i3/fox_aq.c b/src/overlays/ovl_i3/fox_aq.c index 1928ddf8..9b52b513 100644 --- a/src/overlays/ovl_i3/fox_aq.c +++ b/src/overlays/ovl_i3/fox_aq.c @@ -330,8 +330,8 @@ void Aquas_801A92EC(Actor* actor, f32 xUnk, f32 yUnk, f32 zUnk, s32 index, s32 m gTexturedLines[index].posBB.x = xUnk; gTexturedLines[index].posBB.y = yUnk; gTexturedLines[index].posBB.z = zUnk; - gTexturedLines[index].red = gTexturedLines[index].green = gTexturedLines[index].blue = gTexturedLines[index].alpha = - 255; + gTexturedLines[index].prim.r = gTexturedLines[index].prim.g = gTexturedLines[index].prim.b = + gTexturedLines[index].prim.a = 255; gTexturedLines[index].timer = 3; } @@ -1457,7 +1457,7 @@ void Aquas_BlueMarineBoost(Player* player) { player->meteoWarpSpinSpeed = 50.0f; } if (((gGameFrameCount % 2) == 0) && (gBlurAlpha > 64)) { - gBlurAlpha -= 1; + gBlurAlpha -= 1; // can't be -- } } else { player->meteoWarpSpinSpeed = 0.0f; @@ -1567,9 +1567,9 @@ void Aquas_801AD598(Actor* actor) { D_i3_801C27C0->rot.x = actor->obj.rot.x; D_i3_801C27C0->rot.y = actor->obj.rot.y; D_i3_801C27C0->rot.z = actor->obj.rot.z; - D_i3_801C27C0->rot.x = actor->unk_0F4.x; - D_i3_801C27C0->rot.y = actor->unk_0F4.y; - D_i3_801C27C0->rot.z = actor->unk_0F4.z; + D_i3_801C27C0->rot.x = actor->rot_0F4.x; + D_i3_801C27C0->rot.y = actor->rot_0F4.y; + D_i3_801C27C0->rot.z = actor->rot_0F4.z; } } @@ -1605,18 +1605,18 @@ void Aquas_801AD6C0(Actor* actor) { Object_Kill(&actor->obj, actor->sfxSource); } - actor->unk_04E++; + actor->counter_04E++; - if (actor->unk_04E >= 50) { - actor->unk_04E = 0; + if (actor->counter_04E >= 50) { + actor->counter_04E = 0; } switch (actor->state) { case 0: if (actor->timer_0BC != 0) { - actor->unk_0F4.x += D_i3_801C4308[10]; - actor->unk_0F4.z += 10.0f; - actor->unk_0F4.z = Math_ModF(actor->unk_0F4.z, 360.0f); + actor->rot_0F4.x += D_i3_801C4308[10]; + actor->rot_0F4.z += 10.0f; + actor->rot_0F4.z = Math_ModF(actor->rot_0F4.z, 360.0f); } else { actor->health = 30; AUDIO_PLAY_SFX(NA_SE_EN_SANADA_SWIM, actor->sfxSource, 4); @@ -1661,8 +1661,8 @@ void Aquas_801AD6C0(Actor* actor) { actor->fwork[6] = (actor->iwork[0] + 1) * 0.2f; sp7C = SIN_DEG(actor->fwork[0]) * sp70 * actor->fwork[5]; sp74 = COS_DEG(actor->fwork[1]) * sp70 * actor->fwork[6]; - sp80 = COS_DEG(actor->unk_0F4.y) * sp74; - sp78 = -SIN_DEG(actor->unk_0F4.y) * sp74; + sp80 = COS_DEG(actor->rot_0F4.y) * sp74; + sp78 = -SIN_DEG(actor->rot_0F4.y) * sp74; if (sp7C < 20.0f) { sp7C = 20.0f; @@ -1672,10 +1672,10 @@ void Aquas_801AD6C0(Actor* actor) { actor->fwork[2] = 360.0f; } - Math_SmoothStepToF(&actor->unk_0F4.z, actor->fwork[2], 0.1f, 10.0f, 0.001f); + Math_SmoothStepToF(&actor->rot_0F4.z, actor->fwork[2], 0.1f, 10.0f, 0.001f); - if (actor->unk_0F4.z >= 360.0f) { - actor->unk_0F4.z = 0.0f; + if (actor->rot_0F4.z >= 360.0f) { + actor->rot_0F4.z = 0.0f; actor->fwork[2] = 0.0f; } @@ -1684,14 +1684,14 @@ void Aquas_801AD6C0(Actor* actor) { sp6C = Math_RadToDeg(-Math_Atan2F(gPlayer[0].pos.y - 30.0f + sp7C - actor->obj.pos.y, sp70)); if (gPlayer[0].trueZpos <= actor->obj.pos.z) { - sp68 = actor->unk_0F4.y; - sp6C = actor->unk_0F4.x; + sp68 = actor->rot_0F4.y; + sp6C = actor->rot_0F4.x; } - Math_SmoothStepToAngle(&actor->unk_0F4.y, sp68, 1.0f, 5.0f, 0.001f); - Math_SmoothStepToAngle(&actor->unk_0F4.x, sp6C, 1.0f, 5.0f, 0.001f); - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, actor->unk_0F4.x * M_DTOR, MTXF_APPLY); + Math_SmoothStepToAngle(&actor->rot_0F4.y, sp68, 1.0f, 5.0f, 0.001f); + Math_SmoothStepToAngle(&actor->rot_0F4.x, sp6C, 1.0f, 5.0f, 0.001f); + Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, actor->rot_0F4.x * M_DTOR, MTXF_APPLY); sp5C.x = 0.0f; sp5C.y = 0.0f; @@ -1710,7 +1710,7 @@ void Aquas_801AD6C0(Actor* actor) { actor->timer_0C6 = 15; } if (actor->timer_0BC == 0) { - var_v0 = actor->iwork[0] * 50 + actor->unk_04E - D_i3_801BFB64[actor->iwork[1]]; + var_v0 = actor->iwork[0] * 50 + actor->counter_04E - D_i3_801BFB64[actor->iwork[1]]; if (var_v0 < actor->iwork[0] * 50) { if (var_v0 > 0) { var_v0 -= actor->iwork[0] * 50; @@ -1732,13 +1732,13 @@ void Aquas_801AD6C0(Actor* actor) { } break; } - D_i3_801C27C0 = &D_i3_801C27C8[50 * actor->iwork[0] + actor->unk_04E]; + D_i3_801C27C0 = &D_i3_801C27C8[50 * actor->iwork[0] + actor->counter_04E]; D_i3_801C27C0->pos.x = actor->obj.pos.x; D_i3_801C27C0->pos.y = actor->obj.pos.y; D_i3_801C27C0->pos.z = actor->obj.pos.z; - D_i3_801C27C0->rot.x = actor->unk_0F4.x; - D_i3_801C27C0->rot.y = actor->unk_0F4.y; - D_i3_801C27C0->rot.z = actor->unk_0F4.z; + D_i3_801C27C0->rot.x = actor->rot_0F4.x; + D_i3_801C27C0->rot.y = actor->rot_0F4.y; + D_i3_801C27C0->rot.z = actor->rot_0F4.z; } void Aquas_801ADF7C(f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, u8 type, s32 flag, f32 scale, @@ -1787,7 +1787,7 @@ void Aquas_801AE168(Actor* actor) { i = 1; } - index = ((actor->iwork[0] * 50) + actor->unk_04E) - D_i3_801BFB64[i]; + index = ((actor->iwork[0] * 50) + actor->counter_04E) - D_i3_801BFB64[i]; if (index < (actor->iwork[0] * 50)) { if (index > 0) { @@ -2201,11 +2201,11 @@ void Aquas_801AFA5C(Actor* actor) { sp48->obj.pos.x = actor->obj.pos.x; sp48->obj.pos.y = actor->obj.pos.y; sp48->obj.pos.z = actor->obj.pos.z; - sp48->obj.rot.x = sp48->unk_0F4.x = + sp48->obj.rot.x = sp48->rot_0F4.x = Math_ModF(actor->obj.rot.x + 270.0f + D_i3_801BFC7C[actor->iwork[0]], 360.0f); - sp48->obj.rot.y = sp48->unk_0F4.y = + sp48->obj.rot.y = sp48->rot_0F4.y = Math_ModF(actor->obj.rot.y + D_i3_801BFC88[actor->iwork[0]], 360.0f); - sp48->unk_0F4.z = actor->obj.rot.z; + sp48->rot_0F4.z = actor->obj.rot.z; sp48->obj.rot.z = actor->obj.rot.z; sp48->timer_0BC = 10; Object_SetInfo(&sp48->info, sp48->obj.id); @@ -2460,7 +2460,7 @@ void Aquas_BossAq_Init(BossAQ* this) { s32 i; Actor* actor; - gBossActive = 1; + gBossActive = true; gBossFrameCount = 0; this->health = 150; for (i = 0, actor = gActors; i < 2; actor++) { @@ -3022,7 +3022,7 @@ void Aquas_Boss_Update(Boss* bossAQ) { } if (bossAQ->swork[AQ_SWK_17] == 0) { bossAQ->swork[AQ_SWK_17] = 10; - bossAQ->swork[AQ_SWK_18] += 1; + bossAQ->swork[AQ_SWK_18]++; bossAQ->swork[AQ_SWK_18] &= 3; } if ((bossAQ->state >= 4) && (bossAQ->state < 16)) { @@ -3186,10 +3186,10 @@ void Aquas_Boss_Update(Boss* bossAQ) { } if (bossAQ->state >= 10) { sp110 = D_i3_801C42A0[9]; - i2 = (gGameFrameCount & 0x1F); + i2 = (gGameFrameCount & 0x1F); // % 0x20 if possible if (sBossAQlimbTimers[AQ_LIMB_9] != 0) { Math_SmoothStepToF(&sp110, 255.0f, 1.0f, 10, 0.0001f); - } else if (!(i2 & 0x10)) { + } else if ((i2 & 0x10) == 0) { Math_SmoothStepToF(&sp110, D_i3_801C005C, 1.0f, 10, 0.0001f); } else { Math_SmoothStepToF(&sp110, D_i3_801C0058, 1.0f, 10, 0.0001f); @@ -3649,7 +3649,7 @@ void Aquas_801B504C(Actor* actor) { Vec3f sp30[30]; Matrix_Scale(gCalcMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY); - Animation_GetFrameData(&D_AQ_6005954, actor->unk_0B6, sp30); + Animation_GetFrameData(&D_AQ_6005954, actor->animFrame, sp30); Animation_DrawSkeleton(3, D_AQ_6005A80, sp30, Aquas_801B4DDC, Aquas_801B4E94, actor, gCalcMatrix); } @@ -3781,12 +3781,12 @@ void Aquas_801B50E8(Actor* actor) { if (actor->state >= 2) { if (actor->state < 3) { - actor->unk_0B6++; + actor->animFrame++; } else { - actor->unk_0B6 += 3; + actor->animFrame += 3; } - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6005954)) { - actor->unk_0B6 = 0; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6005954)) { + actor->animFrame = 0; } } @@ -3937,7 +3937,7 @@ void Aquas_801B619C(Actor* actor) { Matrix_Push(&gCalcMatrix); Matrix_Push(&gGfxMatrix); Matrix_Scale(gCalcMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY); - Animation_GetFrameData(&D_AQ_6002628, actor->unk_0B6, sp40); + Animation_GetFrameData(&D_AQ_6002628, actor->animFrame, sp40); Animation_DrawSkeleton(3, D_AQ_6002874, sp40, Aquas_801B5C18, Aquas_801B5F68, actor, gCalcMatrix); Matrix_Pop(&gGfxMatrix); Matrix_Pop(&gCalcMatrix); @@ -4017,9 +4017,9 @@ void Aquas_801B638C(Actor* actor) { actor->fwork[11] = 1200.0f; } - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6002628)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6002628)) { + actor->animFrame = 0; } switch (actor->state) { @@ -4240,9 +4240,9 @@ void Aquas_801B6FF8(Actor* actor) { } } - actor->unk_0B6++; - if (Animation_GetFrameCount(&D_AQ_60260EC) < actor->unk_0B6) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (Animation_GetFrameCount(&D_AQ_60260EC) < actor->animFrame) { + actor->animFrame = 0; } if (actor->dmgType != DMG_NONE) { @@ -4353,7 +4353,7 @@ void Aquas_801B7A24(Actor* actor) { RCP_SetupDL(&gMasterDisp, 0x3D); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255); } - Animation_GetFrameData(&D_AQ_60260EC, actor->unk_0B6, sp30); + Animation_GetFrameData(&D_AQ_60260EC, actor->animFrame, sp30); Animation_DrawSkeleton(3, D_AQ_60263F8, sp30, Aquas_801B76EC, Aquas_801B7754, actor, gCalcMatrix); } @@ -4482,9 +4482,9 @@ void Aquas_801B7C78(Actor* actor) { break; case 2: - actor->unk_0B6 += actor->iwork[1]; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6024F80)) { - actor->unk_0B6 = 0; + actor->animFrame += actor->iwork[1]; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6024F80)) { + actor->animFrame = 0; actor->timer_0BE = 0; if (actor->iwork[1] >= 2) { @@ -4517,19 +4517,19 @@ void Aquas_801B7C78(Actor* actor) { actor->iwork[5]++; if (actor->timer_0C0 == 0) { Audio_KillSfxBySource(actor->sfxSource); - actor->unk_0B6++; - if (Animation_GetFrameCount(&D_AQ_602AC28) < actor->unk_0B6) { - actor->unk_0B6 = Animation_GetFrameCount(&D_AQ_6024F80) - 1; + actor->animFrame++; + if (Animation_GetFrameCount(&D_AQ_602AC28) < actor->animFrame) { + actor->animFrame = Animation_GetFrameCount(&D_AQ_6024F80) - 1; actor->state = 7; } } Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW); - if ((actor->unk_0B6 < 21) && (actor->state == 4) && (actor->iwork[3] != 0)) { + if ((actor->animFrame < 21) && (actor->state == 4) && (actor->iwork[3] != 0)) { j = actor->iwork[3] - 1; effect = &gEffects[j]; - if (actor->unk_0B6 == 20) { + if (actor->animFrame == 20) { spAC = gPlayer[0].pos.x - effect->obj.pos.x; temp_dy = gPlayer[0].pos.y - effect->obj.pos.y; temp_dz = gPlayer[0].trueZpos - 50.0f - effect->obj.pos.z; @@ -4560,10 +4560,10 @@ void Aquas_801B7C78(Actor* actor) { } } - if ((actor->unk_0B6 < 58) && (actor->state == 4) && (actor->iwork[2] != 0)) { + if ((actor->animFrame < 58) && (actor->state == 4) && (actor->iwork[2] != 0)) { j = actor->iwork[2] - 1; effect = &gEffects[j]; - if (actor->unk_0B6 == 57) { + if (actor->animFrame == 57) { spAC = gPlayer[0].pos.x - effect->obj.pos.x; temp_dy = gPlayer[0].pos.y - effect->obj.pos.y; temp_dz = gPlayer[0].trueZpos - 50.0f - effect->obj.pos.z; @@ -4597,9 +4597,9 @@ void Aquas_801B7C78(Actor* actor) { case 5: Math_SmoothStepToAngle(&actor->obj.rot.x, 40.0f, 0.1f, 10.0f, 0); - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6024F80)) { - actor->unk_0B6 = Animation_GetFrameCount(&D_AQ_6024F80) - 1; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6024F80)) { + actor->animFrame = Animation_GetFrameCount(&D_AQ_6024F80) - 1; } if (actor->timer_0C0 == 0) { @@ -4622,9 +4622,9 @@ void Aquas_801B7C78(Actor* actor) { break; case 6: - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6024F80)) { - actor->unk_0B6 = Animation_GetFrameCount(&D_AQ_6024F80) - 1; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6024F80)) { + actor->animFrame = Animation_GetFrameCount(&D_AQ_6024F80) - 1; } Math_SmoothStepToAngle(&actor->obj.rot.x, 30.0f, 0.1f, 10.0f, 0); @@ -4636,9 +4636,9 @@ void Aquas_801B7C78(Actor* actor) { break; case 7: - actor->unk_0B6--; - if (actor->unk_0B6 <= 0) { - actor->unk_0B6 = 0; + actor->animFrame--; + if (actor->animFrame <= 0) { + actor->animFrame = 0; actor->timer_0BE = (s32) (100.0f + RAND_FLOAT(150.0f)); actor->state = 1; } @@ -4790,9 +4790,9 @@ void Aquas_801B90DC(Actor* actor) { Vec3f sp30[30]; if ((actor->state >= 3) && (actor->state < 5)) { - Animation_GetFrameData(&D_AQ_602AC28, actor->unk_0B6, sp30); + Animation_GetFrameData(&D_AQ_602AC28, actor->animFrame, sp30); } else { - Animation_GetFrameData(&D_AQ_6024F80, actor->unk_0B6, sp30); + Animation_GetFrameData(&D_AQ_6024F80, actor->animFrame, sp30); } Matrix_Translate(gCalcMatrix, 0.0f, -150.0f, 100.0f, MTXF_APPLY); Animation_DrawSkeleton(3, D_AQ_602512C, sp30, Aquas_801B8C50, Aquas_801B8D7C, actor, gCalcMatrix); @@ -4849,7 +4849,7 @@ void Aquas_801B91A4(Actor* actor) { } actor->health = 30; - actor->unk_0B6 = 19; + actor->animFrame = 19; actor->fwork[1] = actor->obj.pos.z; if (actor->obj.rot.z >= 4.0f) { @@ -4878,11 +4878,11 @@ void Aquas_801B91A4(Actor* actor) { break; case 1: - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6000AE4)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6000AE4)) { + actor->animFrame = 0; } - if (actor->unk_0B6 == 36) { + if (actor->animFrame == 36) { actor->vel.x = actor->fwork[4]; actor->vel.y = actor->fwork[5]; actor->vel.z = actor->fwork[6]; @@ -4894,16 +4894,16 @@ void Aquas_801B91A4(Actor* actor) { i = 0; if (actor->iwork[1] != 0) { - if ((actor->unk_0B6 % 8) == 0) { + if ((actor->animFrame % 8) == 0) { i = 1; } } else { - if ((actor->unk_0B6 % 2) == 0) { + if ((actor->animFrame % 2) == 0) { i = 1; } } - if ((actor->unk_0B6 > 36) && (i != 0) && (fabsf(gPlayer[0].trueZpos - actor->obj.pos.z) > 1000.0f)) { + if ((actor->animFrame > 36) && (i != 0) && (fabsf(gPlayer[0].trueZpos - actor->obj.pos.z) > 1000.0f)) { spfA4 = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].x; spA0 = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].y; spf9C = gPlayer[0].trueZpos + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].z; @@ -4921,11 +4921,11 @@ void Aquas_801B91A4(Actor* actor) { break; case 2: - actor->unk_0B6++; - if ((actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6000AE4)) && (actor->fwork[8] < 1.0f)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if ((actor->animFrame >= Animation_GetFrameCount(&D_AQ_6000AE4)) && (actor->fwork[8] < 1.0f)) { + actor->animFrame = 0; } - if (actor->unk_0B6 == 40) { + if (actor->animFrame == 40) { actor->fwork[8] = 700.0f; Aquas_801A9728(actor, 50.0f, 10.0f, 8); } @@ -4933,13 +4933,13 @@ void Aquas_801B91A4(Actor* actor) { Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[7] + actor->fwork[8], 0.1f, 10.0f, 0.00001f); Math_SmoothStepToF(&actor->fwork[8], 0.0f, 0.1f, 10.0f, 0.0001f); - if (actor->unk_0B6 >= 40) { + if (actor->animFrame >= 40) { Aquas_801AC8A8(actor->obj.pos.x + RAND_FLOAT_CENTERED(70.0f), actor->obj.pos.y - 50.0f + RAND_FLOAT_CENTERED(50.0f), actor->obj.pos.z + RAND_FLOAT_CENTERED(100.0f), 1.0f, 0); } - if (actor->unk_0B6 >= 37) { + if (actor->animFrame >= 37) { actor->obj.rot.y += 20.0f; actor->fwork[2] += 20.0f; if (((gGameFrameCount % 4) == 0)) { @@ -5076,7 +5076,7 @@ void Aquas_801BA108(Actor* actor) { Matrix_RotateX(gCalcMatrix, (actor->obj.rot.x + 90.0f) * M_DTOR, MTXF_APPLY); } - Animation_GetFrameData(&D_AQ_6000AE4, actor->unk_0B6, sp40); + Animation_GetFrameData(&D_AQ_6000AE4, actor->animFrame, sp40); Animation_DrawSkeleton(3, D_AQ_6000DB0, sp40, NULL, Aquas_801B9DB0, actor, gCalcMatrix); } @@ -5087,16 +5087,16 @@ void Aquas_801BA26C(Actor* actor) { switch (actor->state) { case 0: - actor->unk_0B6 = RAND_INT(50.0f); + actor->animFrame = RAND_INT(50.0f); actor->state++; /* fallthrough */ case 1: - actor->unk_0B6 += 2; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6020A40)) { - actor->unk_0B6 = 0; + actor->animFrame += 2; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6020A40)) { + actor->animFrame = 0; } - sp3E = Animation_GetFrameData(&D_AQ_6020A40, actor->unk_0B6, sp40); + sp3E = Animation_GetFrameData(&D_AQ_6020A40, actor->animFrame, sp40); if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 150.0f) && (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) < 500.0f) && @@ -5107,11 +5107,11 @@ void Aquas_801BA26C(Actor* actor) { break; case 2: - actor->unk_0B6 += 2; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_601DE50)) { - actor->unk_0B6 = 0; + actor->animFrame += 2; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_601DE50)) { + actor->animFrame = 0; } - sp3E = Animation_GetFrameData(&D_AQ_601DE50, actor->unk_0B6, sp40); + sp3E = Animation_GetFrameData(&D_AQ_601DE50, actor->animFrame, sp40); if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) > 150.0f) || (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) > 500.0f) || (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) > 700.0f)) { @@ -5385,7 +5385,7 @@ void Aquas_801BB26C(Actor* actor) { actor->iwork[7] = RAND_INT(120.0f); actor->iwork[8] = RAND_INT(120.0f); actor->iwork[9] = RAND_INT(120.0f); - actor->unk_0B6 = RAND_INT(Animation_GetFrameCount(&D_AQ_6023780)); + actor->animFrame = RAND_INT(Animation_GetFrameCount(&D_AQ_6023780)); if (actor->iwork[2] == 0) { actor->iwork[18] = fabsf(actor->obj.rot.y / 10.0f); @@ -5653,9 +5653,9 @@ void Aquas_801BB79C(Actor* actor) { actor->iwork[3] &= 1; } - actor->unk_0B6 += 2; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_6023780)) { - actor->unk_0B6 = 0; + actor->animFrame += 2; + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_6023780)) { + actor->animFrame = 0; } if (actor->iwork[4] < 30) { @@ -5832,7 +5832,7 @@ void Aquas_801BC91C(s32 limbIndex, Vec3f* rot, void* thisx) { void Aquas_801BC930(Actor* actor) { Vec3f sp28[30]; - Animation_GetFrameData(&D_AQ_6023780, actor->unk_0B6, sp28); + Animation_GetFrameData(&D_AQ_6023780, actor->animFrame, sp28); Animation_DrawSkeleton(3, D_AQ_602390C, sp28, Aquas_801BC530, Aquas_801BC91C, actor, gCalcMatrix); } @@ -6123,7 +6123,7 @@ void Aquas_801BD54C(Actor* actor) { actor268->obj.pos.y = actor->obj.pos.y + ((s32) (sp68 % 8U) * (var_fs0 / 2.0f)) + RAND_FLOAT(30.0f); actor268->obj.pos.z = actor->obj.pos.z + (sp68 * 20.0f) + RAND_FLOAT(-18.0f); - actor268->unk_0B6 = RAND_FLOAT(20.0f); + actor268->animFrame = RAND_FLOAT(20.0f); actor268->fwork[5] = actor->fwork[5]; actor268->state = 2; Object_SetInfo(&actor268->info, actor268->obj.id); @@ -6231,9 +6231,9 @@ void Aquas_801BD54C(Actor* actor) { break; } - actor->unk_0B6++; - if (Animation_GetFrameCount(&D_AQ_60135E0) < actor->unk_0B6) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (Animation_GetFrameCount(&D_AQ_60135E0) < actor->animFrame) { + actor->animFrame = 0; } } @@ -6247,7 +6247,7 @@ bool Aquas_801BDDFC(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* th // OBJ_ACTOR_268 draw void Aquas_801BDE6C(Actor* actor) { - Animation_GetFrameData(&D_AQ_60135E0, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_AQ_60135E0, actor->animFrame, actor->vwork); if (actor->iwork[3] == 0) { Animation_DrawSkeleton(1, D_AQ_60136CC, actor->vwork, Aquas_801BDDFC, NULL, actor, &gIdentityMatrix); } else { @@ -6298,8 +6298,8 @@ void Aquas_801BDF14(void) { actor->obj.pos.x = D_i3_801C0504[i].x; actor->obj.pos.y = D_i3_801C0504[i].y; actor->obj.pos.z = D_i3_801C0504[i].z; - actor->unk_0F4.y = D_i3_801C075C[i]; - actor->unk_0B6 = 41; + actor->rot_0F4.y = D_i3_801C075C[i]; + actor->animFrame = 41; actor->iwork[0] = RAND_INT(20.0f); actor->iwork[2] = i; actor->timer_0BC = 231; @@ -6314,7 +6314,7 @@ void Aquas_801BE034(Actor* actor) { if (actor->timer_0BC == 0) { actor->fwork[0] = 10.0f; temp = D_i3_801C0828[actor->iwork[2]]; - Math_SmoothStepToAngle(&actor->unk_0F4.y, temp, 1.0f, 100.0f, 0.00001f); + Math_SmoothStepToAngle(&actor->rot_0F4.y, temp, 1.0f, 100.0f, 0.00001f); } actor->iwork[0]++; @@ -6400,8 +6400,8 @@ void Aquas_801BE3F8(Actor* actor) { break; case 2: - actor->unk_0B6++; - if (actor->unk_0B6 == 10) { + actor->animFrame++; + if (actor->animFrame == 10) { for (i = 0; i < 10; i++) { Aquas_801AC8A8(actor->obj.pos.x + RAND_FLOAT_CENTERED(200.0f), actor->obj.pos.y + 50.0f + RAND_FLOAT_CENTERED(70.0f), actor->obj.pos.z + 100.0f, @@ -6409,8 +6409,8 @@ void Aquas_801BE3F8(Actor* actor) { } } - if ((actor->unk_0B6 == 18) && (actor->health != 0)) { - actor->unk_0B6 = 17; + if ((actor->animFrame == 18) && (actor->health != 0)) { + actor->animFrame = 17; if ((fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) > 1000.0f) && (actor->timer_0BC < 20) && ((actor->timer_0BC & 3) == 0)) { sp68 = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(200.0f) - actor->obj.pos.x; @@ -6425,9 +6425,9 @@ void Aquas_801BE3F8(Actor* actor) { } } - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_AQ_602201C)) { + if (actor->animFrame >= Animation_GetFrameCount(&D_AQ_602201C)) { actor->info.bonus = 0; - actor->unk_0B6 = Animation_GetFrameCount(&D_AQ_602201C) - 1; + actor->animFrame = Animation_GetFrameCount(&D_AQ_602201C) - 1; actor->state++; } break; @@ -6475,7 +6475,7 @@ void Aquas_801BEB1C(Actor* actor) { Graphics_SetScaleMtx(3.0f); RCP_SetupDL(&gMasterDisp, 0x38); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 143, 143, 255); - Animation_GetFrameData(&D_AQ_602201C, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_AQ_602201C, actor->animFrame, actor->vwork); Animation_DrawSkeleton(1, D_AQ_60220E8, actor->vwork, NULL, NULL, &actor->index, &gIdentityMatrix); if (actor->health != 0) { diff --git a/src/overlays/ovl_i3/fox_so.c b/src/overlays/ovl_i3/fox_so.c index 06b04394..2c28819b 100644 --- a/src/overlays/ovl_i3/fox_so.c +++ b/src/overlays/ovl_i3/fox_so.c @@ -316,7 +316,7 @@ void Solar_8019EF30(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yV actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; - actor->unk_0F4.x = RAND_FLOAT(360.0f); + actor->rot_0F4.x = RAND_FLOAT(360.0f); actor->vel.x = xVel; actor->vel.y = yVel; @@ -327,7 +327,7 @@ void Solar_8019EF30(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yV Object_SetInfo(&actor->info, actor->obj.id); - if (gBossActive != 0) { + if (gBossActive) { actor->info.bonus = 0; } AUDIO_PLAY_SFX(NA_SE_OB_SOROCK_APPEAR, actor->sfxSource, 0); @@ -351,14 +351,14 @@ void Solar_8019F0B0(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yV actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; - actor->unk_0F4.x = RAND_FLOAT(360.0f); + actor->rot_0F4.x = RAND_FLOAT(360.0f); actor->vel.x = xVel; actor->vel.y = yVel; actor->vel.z = zVel; actor->state = 2; actor->timer_0C2 = 8; Object_SetInfo(&actor->info, actor->obj.id); - if (gBossActive != 0) { + if (gBossActive) { actor->info.bonus = 0; } AUDIO_PLAY_SFX(NA_SE_OB_SOROCK_APPEAR, actor->sfxSource, 0); @@ -404,12 +404,12 @@ void Solar_8019F20C(Actor* actor) { actor->scale = 2.0f; } if (actor->obj.id == OBJ_ACTOR_276) { - actor->unk_0F4.x -= 6.6f; - actor->unk_0F4.y -= 4.0f; + actor->rot_0F4.x -= 6.6f; + actor->rot_0F4.y -= 4.0f; } else { - actor->unk_0F4.x += 3.3f; - actor->unk_0F4.y += 2.0f; + actor->rot_0F4.x += 3.3f; + actor->rot_0F4.y += 2.0f; } switch (actor->state) { case 0: @@ -476,9 +476,9 @@ void Solar_8019F20C(Actor* actor) { actor->obj.rot.y = RAD_TO_DEG(-gPlayer[0].camYaw); actor->obj.rot.x = RAD_TO_DEG(gPlayer[0].camPitch); if (((gGameFrameCount % 2) == 0)) { - actor->unk_0B6++; - if (actor->unk_0B6 >= 3) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= 3) { + actor->animFrame = 0; } } } @@ -486,8 +486,8 @@ void Solar_8019F20C(Actor* actor) { void Solar_8019F7AC(Actor* actor) { if (actor->state != 0) { Matrix_Push(&gGfxMatrix); - Matrix_RotateY(gGfxMatrix, actor->unk_0F4.y * M_DTOR, MTXF_APPLY); - Matrix_RotateX(gGfxMatrix, actor->unk_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gGfxMatrix, actor->rot_0F4.y * M_DTOR, MTXF_APPLY); + Matrix_RotateX(gGfxMatrix, actor->rot_0F4.x * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); switch (actor->obj.id) { case OBJ_ACTOR_275: @@ -509,7 +509,7 @@ void Solar_8019F7AC(Actor* actor) { Graphics_SetScaleMtx(actor->scale * 3.5f); RCP_SetupDL(&gMasterDisp, 0x40); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 128, 128, 160); - gSPDisplayList(gMasterDisp++, D_i3_801BF92C[actor->unk_0B6]); + gSPDisplayList(gMasterDisp++, D_i3_801BF92C[actor->animFrame]); } } @@ -524,11 +524,11 @@ void Solar_8019F99C(Actor* actor, Effect* effect, f32 scale1) { effect->scale1 = scale1; effect->unk_60.y = actor->obj.rot.y; effect->obj.rot.z = RAND_FLOAT(360.0f); - effect->unk_44 = 255 - (actor->unk_04E * 8); + effect->unk_44 = 255 - (actor->counter_04E * 8); if (effect->unk_44 < 0) { effect->unk_44 = 0; } - effect->scale2 = 20.0f - (actor->unk_04E * 0.5f); + effect->scale2 = 20.0f - (actor->counter_04E * 0.5f); effect->unk_48 = 1; Object_SetInfo(&effect->info, effect->obj.id); } @@ -561,7 +561,7 @@ void Solar_8019FAA4(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos, } else { Matrix_RotateZ(gCalcMatrix, bossSO->obj.rot.z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, gBosses[0].obj.rot.x * M_DTOR, MTXF_APPLY); - Matrix_RotateY(gCalcMatrix, gBosses[0].unk_078.y * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, gBosses[0].rot_078.y * M_DTOR, MTXF_APPLY); sp44.x = effect->obj.pos.x - bossSO->obj.pos.x; sp44.y = effect->obj.pos.y - bossSO->obj.pos.y; sp44.z = effect->obj.pos.z - bossSO->obj.pos.z; @@ -657,14 +657,14 @@ void Solar_801A003C(Actor* actor) { } else if (actor->timer_0BC == 0) { actor->timer_0BC = 2; Solar_8019FEE8(actor, 1000.0f); - actor->unk_04E++; + actor->counter_04E++; } break; case 1: if (actor->timer_0BE == 0) { actor->state = 0; actor->timer_0BE = 50; - actor->unk_04E = 0; + actor->counter_04E = 0; Object_SetSfxSourceToPos(actor->sfxSource, &actor->obj.pos); AUDIO_PLAY_SFX(NA_SE_EN_OUT_PROMINENCE, actor->sfxSource, 4); } @@ -934,7 +934,7 @@ void Solar_801A0DF8(f32 xPos, f32 zPos, f32 yRot, s32 index, f32 yPos) { } else { gActors[sp2C].timer_0BC = 0; gActors[sp2C].timer_0BE = 50; - gActors[sp2C].unk_04E = 0; + gActors[sp2C].counter_04E = 0; gActors[sp2C].obj.pos.y = -1.0f * yPos; Object_SetSfxSourceToPos(gActors[sp2C].sfxSource, &gActors[sp2C].obj.pos); AUDIO_PLAY_SFX(NA_SE_EN_OUT_PROMINENCE, gActors[sp2C].sfxSource, 4); @@ -1214,17 +1214,17 @@ void Solar_801A1EB0(Boss* bossSO, f32 xPos, f32 xOffset, f32 yPos, f32 zPos) { } void Solar_801A1F80(Boss* bossSO) { - if (gBossActive != 0) { - bossSO->unk_3F8 = 5.5f; + if (gBossActive) { + bossSO->scale = 5.5f; } if (bossSO->health == 0) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 20); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 20); - gBossActive = 1; + gBossActive = true; gBossFrameCount = 0; bossSO->health = 600; - bossSO->unk_3F8 = 0.1f; + bossSO->scale = 0.1f; bossSO->fwork[SO_FWK_0] = 1.0f; bossSO->swork[SO_SWK_2] = bossSO->swork[SO_SWK_3] = 400; @@ -1316,7 +1316,7 @@ void Solar_801A23F4(Boss* bossSO) { } else { bossSO->swork[SO_SWK_1] = 2; bossSO->state = 0; - bossSO->unk_078.y = 0.0f; + bossSO->rot_078.y = 0.0f; } } else if (bossSO->swork[SO_SWK_3] == 0) { bossSO->swork[SO_SWK_1] = 7; @@ -1436,13 +1436,13 @@ void Solar_801A23F4(Boss* bossSO) { } } if (bossSO->unk_04C == 80) { - bossSO->unk_078.y += 15.0f; + bossSO->rot_078.y += 15.0f; bossSO->state++; - if (bossSO->unk_078.y >= 30.0f) { - bossSO->unk_078.y = 0.0f; + if (bossSO->rot_078.y >= 30.0f) { + bossSO->rot_078.y = 0.0f; } } - Math_SmoothStepToAngle(&bossSO->obj.rot.y, bossSO->unk_078.y, 1.0f, 1.5f, 1.0f); + Math_SmoothStepToAngle(&bossSO->obj.rot.y, bossSO->rot_078.y, 1.0f, 1.5f, 1.0f); if (bossSO->unk_04C >= 19) { bossSO->info.hitbox[20] = 715.0f; bossSO->info.hitbox[22] = 440.0f; @@ -1581,7 +1581,7 @@ void Solar_801A3128(Boss* bossSO) { gControllerRumbleTimers[gMainController] = 70; D_i3_801C2740[2]++; if ((D_i3_801C2740[2] % 2) != 0) { - if (D_i3_801C2740[2] & 2) { + if ((D_i3_801C2740[2] & 2) != 0) { if (gTeamShields[TEAM_ID_PEPPY] > 0) { Radio_PlayMessage(gMsg_ID_20317, RCID_PEPPY); } @@ -2079,7 +2079,7 @@ void Solar_801A4EF8(Boss* bossSO) { bossSO->obj.rot.y -= 360.0f; AUDIO_PLAY_SFX(NA_SE_EN_SOBOSS_ROLL, bossSO->sfxSource, 4); } - bossSO->unk_078.y = bossSO->obj.rot.y; + bossSO->rot_078.y = bossSO->obj.rot.y; break; case 1: bossSO->obj.rot.y += bossSO->fwork[SO_FWK_31]; @@ -2114,11 +2114,11 @@ void Solar_801A4EF8(Boss* bossSO) { bossSO->fwork[SO_FWK_3] = 4800.0f; bossSO->obj.pos.z = gPlayer[0].trueZpos - bossSO->fwork[SO_FWK_3]; bossSO->swork[SO_SWK_1] = 0; - bossSO->unk_078.y = bossSO->obj.rot.y = 0.0f; + bossSO->rot_078.y = bossSO->obj.rot.y = 0.0f; bossSO->vel.y = 0.0f; bossSO->obj.rot.x = 0.0f; } - bossSO->unk_078.y = bossSO->obj.rot.y; + bossSO->rot_078.y = bossSO->obj.rot.y; break; case 2: bossSO->unk_04C = 0; @@ -2132,7 +2132,7 @@ void Solar_801A4EF8(Boss* bossSO) { } if (bossSO->swork[SO_SWK_11] < 200) { bossSO->unk_04C = 98; - bossSO->unk_078.y += bossSO->fwork[SO_FWK_31]; + bossSO->rot_078.y += bossSO->fwork[SO_FWK_31]; if (bossSO->swork[SO_SWK_11] == 170) { AUDIO_PLAY_SFX(NA_SE_EN_SOBOSS_CRY, bossSO->sfxSource, 4); bossSO->obj.pos.y = -500.0f; @@ -2196,13 +2196,13 @@ void Solar_801A56B8(Boss* bossSO) { if (((bossSO->unk_04C == 89) && (bossSO->state == 2)) || (bossSO->swork[SO_SWK_2] == 0)) { bossSO->unk_04C = 0; bossSO->state = 0; - bossSO->unk_078.y = 0.0f; + bossSO->rot_078.y = 0.0f; } if (bossSO->unk_04C == 89) { bossSO->state++; - bossSO->unk_078.y += 15.0f; + bossSO->rot_078.y += 15.0f; } - Math_SmoothStepToAngle(&bossSO->obj.rot.y, bossSO->unk_078.y, 1.0f, 3.0f, 1.0f); + Math_SmoothStepToAngle(&bossSO->obj.rot.y, bossSO->rot_078.y, 1.0f, 3.0f, 1.0f); if (bossSO->unk_04C > 18) { bossSO->info.hitbox[20] = 715.0f; bossSO->info.hitbox[22] = 440.0f; @@ -2714,8 +2714,8 @@ void Solar_Boss_Draw(Boss* bossSO) { -89.0f, -90.0f, -88.0f, -36.0f, -73.0f, -95.0f, -91.0f, -83.0f, -91.0f, }; - Matrix_Scale(gCalcMatrix, bossSO->unk_3F8, bossSO->unk_3F8, bossSO->unk_3F8, MTXF_APPLY); - if (gBossActive != 0) { + Matrix_Scale(gCalcMatrix, bossSO->scale, bossSO->scale, bossSO->scale, MTXF_APPLY); + if (gBossActive) { Animation_DrawSkeleton(2, D_SO_600E470, bossSO->vwork, Solar_801A68A8, Solar_801A6BDC, bossSO, gCalcMatrix); } if (bossSO->health <= 0) { @@ -2836,7 +2836,7 @@ void Solar_LevelComplete(Player* player) { gCsCamAtY = player->cam.at.y; gCsCamAtZ = player->cam.at.z; for (i = 10; i < ARRAY_COUNT(gActors); i++) { - if (gActors[i].unk_0B6 == 0) { + if (gActors[i].animFrame == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } } @@ -2906,7 +2906,7 @@ void Solar_LevelComplete(Player* player) { player->wings.modelId = 1; Audio_StartPlayerNoise(0); AUDIO_PLAY_BGM(NA_BGM_COURSE_CLEAR); - D_ctx_80177A98 = 1; + gDrawGround = true; Play_ClearObjectData(); D_ctx_80177A48[1] = 0.0f; D_ctx_80177A48[2] = 0.0f; @@ -3148,7 +3148,7 @@ void Solar_801A8BE8(Actor* actor) { case 4: break; case 1: - if ((actor->unk_0B6 != 0) && ((((s32) (actor->index % 8U) * 10) + 1030) < gCsFrameCount)) { + if ((actor->animFrame != 0) && ((((s32) (actor->index % 8U) * 10) + 1030) < gCsFrameCount)) { actor->state = 4; } break; @@ -3160,11 +3160,11 @@ void Solar_801A8BE8(Actor* actor) { case 3: actor->iwork[11] = 2; actor->fwork[0] += 2.0f; - actor->unk_0F4.x += 0.2f; + actor->rot_0F4.x += 0.2f; break; } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); sp3C.x = 0.0f; sp3C.y = 0.0f; sp3C.z = actor->fwork[0]; @@ -3172,10 +3172,10 @@ void Solar_801A8BE8(Actor* actor) { actor->vel.x = sp30.x; actor->vel.y = sp30.y; actor->vel.z = sp30.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.z = -actor->rot_0F4.z; } void Solar_801A8DB8(Vec3f* pos, u32 sfxId, f32 zVel) { diff --git a/src/overlays/ovl_i3/fox_zo.c b/src/overlays/ovl_i3/fox_zo.c index 5df4aa0b..8141629c 100644 --- a/src/overlays/ovl_i3/fox_zo.c +++ b/src/overlays/ovl_i3/fox_zo.c @@ -617,7 +617,7 @@ void Zoness_80190430(Actor* actor) { Vec3f sp30[30]; Matrix_Scale(gCalcMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY); - Animation_GetFrameData(&D_ZO_600E5EC, actor->unk_0B6, sp30); + Animation_GetFrameData(&D_ZO_600E5EC, actor->animFrame, sp30); Animation_DrawSkeleton(3, D_ZO_600E7D8, sp30, Zoness_8019019C, Zoness_80190204, actor, gCalcMatrix); } @@ -652,9 +652,9 @@ void Zoness_801904CC(Actor* actor) { func_effect_8007A6F0(&actor->obj.pos, NA_SE_EN_BIRD_DOWN); break; } - actor->unk_0B6++; - if (Animation_GetFrameCount(&D_ZO_600E5EC) < actor->unk_0B6) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (Animation_GetFrameCount(&D_ZO_600E5EC) < actor->animFrame) { + actor->animFrame = 0; } if ((actor->dmgType != DMG_NONE) && (actor->health != 0)) { actor->dmgType = DMG_NONE; @@ -679,21 +679,21 @@ void Zoness_80190790(Actor* actor) { s32 i; Actor* otherActor; - actor->unk_04E++; - if (actor->unk_04E >= 200) { - actor->unk_04E = 0; + actor->counter_04E++; + if (actor->counter_04E >= 200) { + actor->counter_04E = 0; } actor->fwork[0] += 4.0f; actor->vel.y = SIN_DEG(actor->fwork[0]) * 20.0f; - actor->unk_0F4.x = -actor->vel.y * 2.5f; + actor->rot_0F4.x = -actor->vel.y * 2.5f; actor->fwork[1] += 5.0f; - actor->unk_0F4.z = SIN_DEG(actor->fwork[1]) * 30.0f; + actor->rot_0F4.z = SIN_DEG(actor->fwork[1]) * 30.0f; for (i = 0, otherActor = gActors; i < ARRAY_COUNT(gActors); i++, otherActor++) { if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->obj.id == OBJ_ACTOR_239) && (otherActor->iwork[0] == actor->iwork[0])) { temp1 = Math_RadToDeg( Math_Atan2F(otherActor->obj.pos.x - actor->obj.pos.x, otherActor->obj.pos.z - actor->obj.pos.z)); - Math_SmoothStepToAngle(&actor->unk_0F4.y, temp1, 0.2f, 3.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.y, temp1, 0.2f, 3.0f, 0.0f); if ((fabsf(actor->obj.pos.x - otherActor->obj.pos.x) < 500.0f) && (fabsf(actor->obj.pos.z - otherActor->obj.pos.z) < 500.0f)) { otherActor->obj.status = OBJ_FREE; @@ -702,20 +702,20 @@ void Zoness_80190790(Actor* actor) { break; } } - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); sp44.x = 0.f; sp44.y = 0.f; sp44.z = 20.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); actor->vel.x = sp38.x; actor->vel.z = sp38.z; - temp2 = &D_ctx_801782C4[actor->unk_04E]; + temp2 = &gZOSnakePosRots[actor->counter_04E]; temp2->pos.x = actor->obj.pos.x; temp2->pos.y = actor->obj.pos.y; temp2->pos.z = actor->obj.pos.z; - temp2->rot.x = actor->unk_0F4.x; - temp2->rot.y = actor->unk_0F4.y; - temp2->rot.z = actor->unk_0F4.z; + temp2->rot.x = actor->rot_0F4.x; + temp2->rot.y = actor->rot_0F4.y; + temp2->rot.z = actor->rot_0F4.z; } void Zoness_80190A00(Actor* actor) { @@ -777,8 +777,8 @@ void Zoness_80190D0C(Actor* actor) { actor->unk_04A = 0; for (i = actor->unk_04A; i < 20; i++, var_s2++) { - k = (D_i3_801BF56C[i] + actor->unk_04E) % 200; - temp_s0 = &D_ctx_801782C4[k]; + k = (D_i3_801BF56C[i] + actor->counter_04E) % 200; + temp_s0 = &gZOSnakePosRots[k]; var_s2->z.offset = temp_s0->pos.z - actor->obj.pos.z; var_s2->y.offset = temp_s0->pos.y - actor->obj.pos.y; @@ -851,12 +851,12 @@ void Zoness_80191010(Actor* actor) { case 2: if (actor->timer_0BC == 0) { actor->obj.rot.z += 30.0f; - if (actor->unk_0B6 > 0) { - actor->unk_0B6--; + if (actor->animFrame > 0) { + actor->animFrame--; } } else { - if (actor->unk_0B6 < Animation_GetFrameCount(&D_ZO_601AA48)) { - actor->unk_0B6++; + if (actor->animFrame < Animation_GetFrameCount(&D_ZO_601AA48)) { + actor->animFrame++; } } var_fs0 = 5.0f; @@ -878,7 +878,7 @@ void Zoness_80191010(Actor* actor) { AUDIO_PLAY_SFX(NA_SE_IN_SPLASH_L, actor->sfxSource, 4); } actor->timer_0C0 = 10; - actor->iwork[0] += 1; + actor->iwork[0]++; func_effect_8008377C(actor->obj.pos.x, sp7C, actor->obj.pos.z, 0.0f, 0.7f); } break; @@ -911,7 +911,7 @@ void Zoness_801914C4(Actor* actor) { Matrix_Scale(gCalcMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); - Animation_GetFrameData(&D_ZO_601AA48, actor->unk_0B6, sp38); + Animation_GetFrameData(&D_ZO_601AA48, actor->animFrame, sp38); Animation_DrawSkeleton(3, D_ZO_601AB14, sp38, NULL, Zoness_80190F28, actor, gCalcMatrix); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); } @@ -966,9 +966,9 @@ void Zoness_80191680(Actor* actor) { AUDIO_PLAY_SFX(NA_SE_EN_BIRD_DOWN, actor->sfxSource, 4); } } - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_ENMY_PLANET_40057AC)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_ENMY_PLANET_40057AC)) { + actor->animFrame = 0; } if (actor->timer_0BC == 0) { actor->timer_0BC = 30; @@ -1028,7 +1028,7 @@ void Zoness_80191680(Actor* actor) { } void Zoness_80191B4C(Actor* actor) { - Animation_GetFrameData(&D_ENMY_PLANET_40057AC, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_ENMY_PLANET_40057AC, actor->animFrame, actor->vwork); Animation_DrawSkeleton(1, D_ENMY_PLANET_40058B8, actor->vwork, NULL, NULL, &actor->index, &gIdentityMatrix); } @@ -1108,7 +1108,7 @@ void Zoness_80191FFC(Actor* actor) { Vec3f sp30[20]; Matrix_Scale(gCalcMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY); - Animation_GetFrameData(&D_ZO_60195EC, actor->unk_0B6, sp30); + Animation_GetFrameData(&D_ZO_60195EC, actor->animFrame, sp30); Animation_DrawSkeleton(3, D_ZO_6019738, sp30, NULL, Zoness_80191E94, actor, gCalcMatrix); } @@ -1137,7 +1137,7 @@ void Zoness_80192094(Actor* actor) { if ((actor->iwork[0] == 0) && (Play_CheckDynaFloorCollision(&spB8, &spA0, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z) != 0)) { func_effect_8008377C(actor->obj.pos.x, spB8, actor->obj.pos.z + 100.0f, 0.0f, 1.5f); - actor->iwork[0] += 1; + actor->iwork[0]++; if (actor->vel.y >= 0.0f) { AUDIO_PLAY_SFX(NA_SE_OUT_SPLASH_L, actor->sfxSource, 4); } else { @@ -1151,15 +1151,15 @@ void Zoness_80192094(Actor* actor) { actor->scale = 2.0f; break; case 1: - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_ZO_60195EC)) { - actor->unk_0B6 = 64; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_ZO_60195EC)) { + actor->animFrame = 64; Math_SmoothStepToF(&actor->vel.z, 0.0f, 1.0f, 100.0f, 0.00001f); if (actor->obj.pos.y < -500.0f) { Object_Kill(&actor->obj, actor->sfxSource); } } - if (actor->unk_0B6 == 25) { + if (actor->animFrame == 25) { actor->fwork[2] = 0.0f; actor->vel.y = 0.0f; actor->iwork[1] = 0; @@ -1172,7 +1172,7 @@ void Zoness_80192094(Actor* actor) { actor->iwork[0] = 0; actor->state = 3; actor->vel.y = 50.0f; - if (actor->unk_0B6 == 51) { + if (actor->animFrame == 51) { actor->state = 1; actor->vel.y = -20.0f; } @@ -1202,8 +1202,8 @@ void Zoness_80192094(Actor* actor) { case 3: Math_SmoothStepToF(&actor->vel.z, -60.0f, 0.1f, 100.0f, 0.00001f); Math_SmoothStepToF(&actor->vel.y, -30.0f, 0.1f, 100.0f, 0.00001f); - actor->unk_0B6++; - if (actor->unk_0B6 == 51) { + actor->animFrame++; + if (actor->animFrame == 51) { actor->fwork[2] = 0.0f; actor->vel.y = 0.0f; actor->iwork[1] = 0; @@ -1293,12 +1293,12 @@ void Zoness_80192834(Actor* actor) { Object_Kill(&actor->obj, actor->sfxSource); } if (actor->vel.y > 0.0f) { - if (actor->unk_0B6 < 17) { - actor->unk_0B6++; + if (actor->animFrame < 17) { + actor->animFrame++; } } else { - if (actor->unk_0B6 < Animation_GetFrameCount(&D_ZO_6021ABC)) { - actor->unk_0B6++; + if (actor->animFrame < Animation_GetFrameCount(&D_ZO_6021ABC)) { + actor->animFrame++; } } actor->obj.rot.x += 20.0f; @@ -1340,7 +1340,7 @@ void Zoness_80192834(Actor* actor) { void Zoness_80192C18(Actor* actor) { Vec3f sp28[20]; - Animation_GetFrameData(&D_ZO_6021ABC, actor->unk_0B6, sp28); + Animation_GetFrameData(&D_ZO_6021ABC, actor->animFrame, sp28); Animation_DrawSkeleton(3, D_ZO_6021B88, sp28, NULL, Zoness_801926F4, actor, gCalcMatrix); } @@ -1406,8 +1406,8 @@ void Zoness_80192E64(Actor* actor) { Math_SmoothStepToF(&actor->vel.x, 0.0f, 0.1f, 1.0f, 0.0001); Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.1f, 1.0f, 0.0001f); if (actor->timer_0BC == 0) { - actor->unk_0B6++; - if (actor->unk_0B6 == 5) { + actor->animFrame++; + if (actor->animFrame == 5) { Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW); sp80.x = 0.0f; sp80.y = 0.0f; @@ -1422,10 +1422,10 @@ void Zoness_80192E64(Actor* actor) { case 2: Math_SmoothStepToF(&actor->vel.x, 0.0f, 0.1f, 1.0f, 0.0001f); Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.1f, 1.0f, 0.0001f); - if (actor->unk_0B6 < Animation_GetFrameCount(&D_ZO_601AFB8)) { - actor->unk_0B6++; + if (actor->animFrame < Animation_GetFrameCount(&D_ZO_601AFB8)) { + actor->animFrame++; } else { - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->timer_0BC = 30; actor->state = 1; } @@ -1462,7 +1462,7 @@ void Zoness_80192E64(Actor* actor) { void Zoness_80193240(Actor* actor) { Vec3f sp28[30]; - Animation_GetFrameData(&D_ZO_601AFB8, actor->unk_0B6, sp28); + Animation_GetFrameData(&D_ZO_601AFB8, actor->animFrame, sp28); Animation_DrawSkeleton(2, D_ZO_601B184, sp28, NULL, Zoness_80192C84, actor, gCalcMatrix); } @@ -1476,7 +1476,7 @@ f32 D_i3_801BF608[6] = { void Zoness_BossZo_Init(BossZO* this) { s32 i; - gBossActive = 1; + gBossActive = true; gBossFrameCount = 0; this->vel.z = -40.0f; for (i = 0; i < ZO_LIMB_MAX; i++) { @@ -2069,12 +2069,12 @@ void Zoness_Boss_Update(Boss* bossZO) { func_effect_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 0.0f, 50.0f, 5.0f); } - bossZO->swork[ZO_SWK_11] += 1; + bossZO->swork[ZO_SWK_11]++; bossZO->swork[ZO_SWK_11] &= 1; bossZO->swork[ZO_SWK_9] = 20; if (bossZO->swork[ZO_SWK_11] == 0) { - bossZO->swork[ZO_SWK_10] += 1; + bossZO->swork[ZO_SWK_10]++; bossZO->swork[ZO_SWK_10] &= 1; bossZO->swork[ZO_SWK_9] = 100; } @@ -2243,7 +2243,7 @@ void Zoness_Boss_Update(Boss* bossZO) { Radio_PlayMessage(gMsg_ID_6078, RCID_BOSS_ZONESS); } if (bossZO->timer_056 == 0) { - bossZO->swork[ZO_SWK_1] += 1; + bossZO->swork[ZO_SWK_1]++; bossZO->swork[ZO_SWK_1] &= 1; bossZO->timer_056 = 100; } @@ -2447,8 +2447,8 @@ void Zoness_Boss_Update(Boss* bossZO) { spD8.z = bossZO->obj.rot.z; for (i = 0; i < 5; i++) { Zoness_SpawnDebris(&spE4, &spD8, RAND_FLOAT_CENTERED(30.0f), RAND_FLOAT_CENTERED(20.0f), - RAND_FLOAT_CENTERED(30.0f), 4, 1.0f, - RAND_FLOAT(15.0f) + (bossZO->unk_3F8 * 10.0f), 0); + RAND_FLOAT_CENTERED(30.0f), 4, 1.0f, RAND_FLOAT(15.0f) + (bossZO->scale * 10.0f), + 0); } } bossZO->vel.x = 0.0f; @@ -2958,26 +2958,26 @@ void Zoness_Boss_Update(Boss* bossZO) { spCC.x = sZoFwork[ZO_BSF_109_X]; spCC.y = sZoFwork[ZO_BSF_109_Y]; spCC.z = sZoFwork[ZO_BSF_109_Z]; - if ((sZoSwork[ZO_BSS_53] & 1) && (sZoSwork[ZO_BSS_11] != 0)) { + if (((sZoSwork[ZO_BSS_53] % 2) != 0) && (sZoSwork[ZO_BSS_11] != 0)) { func_effect_8007A6F0(&spD8, NA_SE_OB_DAMAGE_M); } - if ((sZoSwork[ZO_BSS_54] & 1) && (sZoSwork[ZO_BSS_12] != 0)) { + if (((sZoSwork[ZO_BSS_54] % 2) != 0) && (sZoSwork[ZO_BSS_12] != 0)) { func_effect_8007A6F0(&spCC, NA_SE_OB_DAMAGE_M); } } - if (sZoSwork[ZO_BSS_50] & 1) { + if ((sZoSwork[ZO_BSS_50] % 2) != 0) { spD8.x = sZoFwork[ZO_BSF_29_X]; spD8.y = sZoFwork[ZO_BSF_29_Y]; spD8.z = sZoFwork[ZO_BSF_29_Z]; func_effect_8007A6F0(&spD8, NA_SE_EN_DAMAGE_S); } - if (sZoSwork[ZO_BSS_51] & 1) { + if ((sZoSwork[ZO_BSS_51] % 2) != 0) { spD8.x = sZoFwork[ZO_BSF_32_X]; spD8.y = sZoFwork[ZO_BSF_32_Y]; spD8.z = sZoFwork[ZO_BSF_32_Z]; func_effect_8007A6F0(&spD8, NA_SE_EN_DAMAGE_S); } - if (sZoSwork[ZO_BSS_52] & 1) { + if ((sZoSwork[ZO_BSS_52] % 2) != 0) { spD8.x = sZoFwork[ZO_BSF_52_X]; spD8.y = sZoFwork[ZO_BSF_52_Y]; spD8.z = sZoFwork[ZO_BSF_52_Z]; @@ -4524,7 +4524,7 @@ void Zoness_LevelComplete(Player* player) { gCsCamAtY = player->cam.at.y; gCsCamAtZ = player->cam.at.z; for (i = 10; i < ARRAY_COUNT(gActors); i++) { - if (gActors[i].unk_0B6 == 0) { + if (gActors[i].animFrame == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } } @@ -4583,7 +4583,7 @@ void Zoness_LevelComplete(Player* player) { player->csState++; Audio_StartPlayerNoise(0); AUDIO_PLAY_BGM(NA_BGM_COURSE_CLEAR); - D_ctx_80177A98 = 1; + gDrawGround = true; Play_ClearObjectData(); Solar_801A7750(); D_ctx_80177A48[1] = 0.0f; @@ -4792,7 +4792,7 @@ void Zoness_8019E5F0(Actor* actor) { case 10: break; case 1: - if ((actor->unk_0B6 != 0) && ((((s32) (actor->index % 8U) * 10) + 1030) < gCsFrameCount)) { + if ((actor->animFrame != 0) && ((((s32) (actor->index % 8U) * 10) + 1030) < gCsFrameCount)) { actor->state = 4; } break; @@ -4804,15 +4804,15 @@ void Zoness_8019E5F0(Actor* actor) { case 3: actor->iwork[11] = 2; actor->fwork[0] += 2.0f; - actor->unk_0F4.x += 0.1f; + actor->rot_0F4.x += 0.1f; actor->fwork[21] += 0.2f; if (actor->fwork[21] > 0.6f) { actor->fwork[21] = 0.6f; } break; } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); sp34.x = 0.0f; sp34.y = 0.0f; sp34.z = actor->fwork[0]; @@ -4821,7 +4821,7 @@ void Zoness_8019E5F0(Actor* actor) { actor->vel.y = sp28.y; actor->vel.z = sp28.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } diff --git a/src/overlays/ovl_i4/fox_bo.c b/src/overlays/ovl_i4/fox_bo.c index cafcd16a..b7767f44 100644 --- a/src/overlays/ovl_i4/fox_bo.c +++ b/src/overlays/ovl_i4/fox_bo.c @@ -95,18 +95,18 @@ void Bolse_8018BD60(Actor* this) { f32 D_i4_8019EED4[4] = { 8000.0f, 8000.0f, -8000.0f, -8000.0f }; if (gAllRangeCheckpoint == 0) { - this->unk_04E++; - if (this->unk_04E >= 4) { - this->unk_04E = 0; + this->counter_04E++; + if (this->counter_04E >= 4) { + this->counter_04E = 0; } for (actor = &gActors[10], i = 10; i < 16; i++, actor++) { if (actor->obj.status == OBJ_FREE) { Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_ALLRANGE; - actor->obj.pos.x = D_i4_8019EEC4[this->unk_04E]; + actor->obj.pos.x = D_i4_8019EEC4[this->counter_04E]; actor->obj.pos.y = 1000.0f; - actor->obj.pos.z = D_i4_8019EED4[this->unk_04E]; + actor->obj.pos.z = D_i4_8019EED4[this->counter_04E]; actor->state = 1; actor->aiIndex = -1; actor->health = 24; @@ -140,12 +140,12 @@ void Bolse_SpawnEnemies(Actor* this, s32 count) { enemy->obj.pos.x = 10000.0f; enemy->obj.pos.y = 3000.0f; } else { - enemy->obj.pos.x = D_i4_8019EEE4[this->unk_04E]; + enemy->obj.pos.x = D_i4_8019EEE4[this->counter_04E]; enemy->obj.pos.y = 50.0f; AUDIO_PLAY_SFX(NA_SE_EN_PASS, enemy->sfxSource, 4); enemy->timer_0BC = 5; enemy->timer_0C2 = 100; - enemy->unk_0F4.x = 90.0f; + enemy->rot_0F4.x = 90.0f; } enemy->state = 1; @@ -186,9 +186,9 @@ void Bolse_SpawnEnemies(Actor* this, s32 count) { Object_SetInfo(&enemy->info, enemy->obj.id); AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, enemy->sfxSource, 4); - this->unk_04E++; - if (this->unk_04E >= 5) { - this->unk_04E = 0; + this->counter_04E++; + if (this->counter_04E >= 5) { + this->counter_04E = 0; } break; } @@ -253,7 +253,7 @@ void Bolse_UpdateEventHandler(Actor* this) { break; } - if ((D_i4_801A0530 < 9600) && (D_i4_801A0530 & 0x400)) { + if ((D_i4_801A0530 < 9600) && ((D_i4_801A0530 & 0x400) != 0)) { Bolse_SpawnEnemies(this, 8); } @@ -344,7 +344,7 @@ void Bolse_UpdateEventHandler(Actor* this) { case 10: if (gBosses[1].obj.status != 0) { - if (fabsf(Math_SmoothStepToF(&gBosses[1].unk_3F8, 0.0f, 1.0f, 0.05f, 0.001f)) < 0.05f) { + if (fabsf(Math_SmoothStepToF(&gBosses[1].scale, 0.0f, 1.0f, 0.05f, 0.001f)) < 0.05f) { Object_Kill(&gBosses[1].obj, gBosses[i].sfxSource); gLight1R = 100; gLight1G = 100; @@ -546,8 +546,8 @@ s32 Bolse_8018CE5C(Actor* actor) { actor->fwork[5] = Math_RadToDeg(Math_Atan2F(y, sqrtf(SQ(x) + SQ(z)))); } - Math_SmoothStepToF(&actor->unk_0F4.x, actor->fwork[5], 0.1f, 4.8f, 0.1f); - Math_SmoothStepToF(&actor->unk_0F4.y, actor->fwork[6], 0.1f, 4.8f, 0.1f); + Math_SmoothStepToF(&actor->rot_0F4.x, actor->fwork[5], 0.1f, 4.8f, 0.1f); + Math_SmoothStepToF(&actor->rot_0F4.y, actor->fwork[6], 0.1f, 4.8f, 0.1f); return 0; } @@ -589,8 +589,8 @@ void Bolse_8018D124(Actor* actor) { Vec3f src; Vec3f dest; - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + actor->obj.rot.y) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -actor->unk_0F4.x * M_DTOR, MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + actor->obj.rot.y) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -actor->rot_0F4.x * M_DTOR, MTXF_APPLY); src.y = 0.0f; src.x = 0.0f; @@ -598,7 +598,7 @@ void Bolse_8018D124(Actor* actor) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); func_effect_8007F04C(OBJ_EFFECT_353, actor->obj.pos.x + dest.x, actor->obj.pos.y + 180.0f + dest.y, - actor->obj.pos.z + dest.z, -actor->unk_0F4.x, actor->unk_0F4.y + actor->obj.rot.y, 0.0f, 0.0f, + actor->obj.pos.z + dest.z, -actor->rot_0F4.x, actor->rot_0F4.y + actor->obj.rot.y, 0.0f, 0.0f, 0.0f, 0.0f, dest.x, dest.y, dest.z, 1.0f); } @@ -651,8 +651,8 @@ bool Bolse_8018D414(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* th Actor* actor = (Actor*) this; if (limbIndex == 2) { - rot->x -= actor->unk_0F4.x; - rot->y += actor->unk_0F4.y; + rot->x -= actor->rot_0F4.x; + rot->y += actor->rot_0F4.y; } return false; } @@ -807,12 +807,12 @@ s32 Bolse_8018DE8C(Boss* boss) { }; s32 index = RAND_FLOAT(26); - if (!(gGameFrameCount % 2)) { + if (!(gGameFrameCount % 2)) { // has to be ! instead of == 0 func_effect_8007C120(D_i4_8019EEF8[index].x + boss->obj.pos.x, D_i4_8019EEF8[index].y + boss->obj.pos.y - 10.0f, D_i4_8019EEF8[index].z + boss->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.2f, 20); } - if (!(gGameFrameCount % 5)) { + if ((gGameFrameCount % 5) == 0) { func_effect_8007BFFC(D_i4_8019EEF8[index].x + boss->obj.pos.x, D_i4_8019EEF8[index].y + boss->obj.pos.y - 10.0f, D_i4_8019EEF8[index].z + boss->obj.pos.z, 0.0f, 0.0f, 0.0f, 8.0f, 10); } @@ -985,7 +985,7 @@ void Bolse_8018E870(Boss* boss) { s32 i; s32 alpha; - Matrix_Scale(gGfxMatrix, boss->unk_3F8, boss->unk_3F8, boss->unk_3F8, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, boss->scale, boss->scale, boss->scale, MTXF_APPLY); if (boss->vwork[30].y >= 0.0f) { gSPDisplayList(gMasterDisp++, D_BO_6002020); @@ -1032,11 +1032,11 @@ void Bolse_8018EAEC(Actor* actor, s32 index) { actor->obj.pos.x = D_i4_8019EFDC[index] + gPlayer[0].pos.x; actor->obj.pos.y = D_i4_8019EFE8[index] + gPlayer[0].pos.y; actor->obj.pos.z = D_i4_8019EFF4[index] + gPlayer[0].pos.z; - actor->unk_0B6 = D_i4_8019F000[index]; + actor->animFrame = D_i4_8019F000[index]; actor->obj.rot.y = 180.0f; actor->vel.z = -gPlayer[0].baseSpeed; - actor->unk_0F4.z = D_i4_8019F00C[index]; - actor->unk_0F4.y = D_i4_8019F018[index]; + actor->rot_0F4.z = D_i4_8019F00C[index]; + actor->rot_0F4.y = D_i4_8019F018[index]; Object_SetInfo(&actor->info, actor->obj.id); actor->iwork[11] = 1; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -1050,7 +1050,7 @@ void Bolse_8018EC1C(void) { actor->obj.pos.x = 0; actor->obj.pos.y = 0.0f; actor->obj.pos.z = -9000.0f; - actor->unk_0B6 = 30; + actor->animFrame = 30; actor->fwork[20] = 1.0f; actor->obj.id = OBJ_ACTOR_CUTSCENE; Object_SetInfo(&actor->info, actor->obj.id); @@ -1066,7 +1066,7 @@ void Bolse_8018ECB4(void) { boss->obj.pos.y = 0.0f; boss->obj.pos.z = -9000.0f; boss->obj.rot.x = 20.0f; - boss->unk_3F8 = 0.15f; + boss->scale = 0.15f; boss->obj.id = OBJ_BOSS_310; Object_SetInfo(&boss->info, boss->obj.id); } @@ -1084,7 +1084,7 @@ void Bolse_8018ED44(void) { actor->obj.pos.y = gActors[50].obj.pos.y + RAND_FLOAT(100.0f); actor->obj.pos.z = -9000.0f; actor->timer_0BC = 50; - actor->unk_0B6 = 31; + actor->animFrame = 31; actor->vel.z = 200.0f; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_SHOT_0, actor->sfxSource, 4); @@ -1106,10 +1106,10 @@ void Bolse_8018EE4C(f32 x, f32 y) { actor->obj.pos.y = gActors[50].obj.pos.y + y; actor->obj.pos.z = -9000.0f; actor->timer_0BC = 200; - actor->unk_0B6 = 32; + actor->animFrame = 32; actor->vel.z = 80.0f; actor->obj.rot.z = RAND_FLOAT_CENTERED(120.0f); - actor->unk_0F4.z = RAND_FLOAT_CENTERED(1.0f); + actor->rot_0F4.z = RAND_FLOAT_CENTERED(1.0f); Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_SHOT_0, actor->sfxSource, 4); break; @@ -1257,7 +1257,7 @@ void Bolse_LevelStart(Player* player) { actor->obj.pos.x = D_i4_8019F030[i - 1].x + player->pos.x; actor->obj.pos.y = D_i4_8019F030[i - 1].y + player->pos.y; actor->obj.pos.z = D_i4_8019F030[i - 1].z + player->pos.z; - actor->unk_0F4.x = 352.0f; + actor->rot_0F4.x = 352.0f; actor->state = 1; actor->timer_0BC = 1000; } @@ -1269,7 +1269,7 @@ void Bolse_LevelStart(Player* player) { gCsCamAtY = player->pos.y; gCsCamAtZ = player->pos.z; gStarCount = 300; - D_ctx_80177A98 = 1; + gDrawGround = true; gLight1R = 200; gLight1G = 80; @@ -1439,7 +1439,7 @@ void Bolse_LevelComplete(Player* player) { D_ctx_80177A48[0] = 1.0f; gStarCount = 1000; - D_ctx_80177A98 = 0; + gDrawGround = false; gCsCamEyeY = 0; gCsCamEyeX = 200.0f; gCsCamEyeZ = -15000.0f; @@ -1601,7 +1601,7 @@ void Bolse_LevelComplete(Player* player) { break; case 800: - player->csState += 1; + player->csState++; player->csTimer = 50; player->unk_194 = 5.0f; player->unk_190 = 5.0f; @@ -1626,7 +1626,7 @@ void Bolse_LevelComplete(Player* player) { gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0; gFillScreenAlphaTarget = 255; if (gFillScreenAlpha == 255) { - D_ctx_80161A94[0] = gGoldRingCount[0]; + gSavedGoldRingCount[0] = gGoldRingCount[0]; gNextGameState = GSTATE_PLAY; gNextLevel = LEVEL_VENOM_1; Audio_StopPlayerNoise(0); @@ -1856,7 +1856,7 @@ void Bolse_801912FC(Boss* boss) { Vec3f src; Vec3f dest; - if (gGameFrameCount & 0x18) { + if ((gGameFrameCount & 0x18) != 0) { Math_SmoothStepToF(&D_i4_8019EEC0, 0.0f, 1.0f, 30.0f, 0); } else { Math_SmoothStepToF(&D_i4_8019EEC0, 255.0f, 1.0f, 30.0f, 0); @@ -2069,7 +2069,7 @@ void Bolse_80191BAC(Boss* boss) { break; } - if (D_ctx_8017812C == 0) { + if (gGroundClipMode == 0) { if (((gGameFrameCount % 2) == 0)) { gLight3Brightness = 0.0f; } else { @@ -2087,7 +2087,7 @@ void Bolse_80191BAC(Boss* boss) { void Bolse_80191DB0(Boss* boss) { s32 alpha; - Matrix_Scale(gGfxMatrix, boss->unk_3F8, boss->unk_3F8, boss->unk_3F8, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, boss->scale, boss->scale, boss->scale, MTXF_APPLY); alpha = boss->fwork[0]; if (alpha != 0) { if (((gGameFrameCount % 2) == 0)) { diff --git a/src/overlays/ovl_i4/fox_fo.c b/src/overlays/ovl_i4/fox_fo.c index f78dc4d0..924f95d5 100644 --- a/src/overlays/ovl_i4/fox_fo.c +++ b/src/overlays/ovl_i4/fox_fo.c @@ -23,9 +23,9 @@ void Fortuna_801875F0(Actor* actor) { if (gAllRangeEventTimer < (gAllRangeSpawnEvent - 500)) { actor->timer_0C0 = 40; - actor->unk_04E++; - if (actor->unk_04E >= 3) { - actor->unk_04E = 0; + actor->counter_04E++; + if (actor->counter_04E >= 3) { + actor->counter_04E = 0; } for (i = 0, actorPtr = &gActors[10]; i < 10; i++, actorPtr++) { @@ -51,10 +51,10 @@ void Fortuna_801875F0(Actor* actor) { actorPtr->aiIndex = AI360_FALCO; } - actorPtr->unk_0F4.x = 3.0f; - actorPtr->unk_0F4.y = D_i4_8019EDE0[actor->unk_04E]; + actorPtr->rot_0F4.x = 3.0f; + actorPtr->rot_0F4.y = D_i4_8019EDE0[actor->counter_04E]; actorPtr->health = 24; - actorPtr->unk_0C9 = actorPtr->iwork[11] = 1; + actorPtr->drawShadow = actorPtr->iwork[11] = 1; actorPtr->itemDrop = DROP_SILVER_RING_50p; Object_SetInfo(&actorPtr->info, actorPtr->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_ENGINE_01, actorPtr->sfxSource, 4); @@ -81,12 +81,12 @@ void Fortuna_80187884(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4) { actor->obj.pos.z = zPos; actor->obj.id = OBJ_ACTOR_ALLRANGE; actor->aiType = AI360_WOLF; - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->state = 0; actor->timer_0BC = 10000; - actor->unk_0F4.y = arg4; + actor->rot_0F4.y = arg4; actor->iwork[11] = 1; - actor->unk_0F4.x = 0.0f; + actor->rot_0F4.x = 0.0f; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_WOLF_ENGINE, actor->sfxSource, 4); } @@ -304,7 +304,7 @@ void Fortuna_UpdateEvents(Actor* actor) { case 5: gAllRangeEventTimer = 9207; - actor->iwork[0] += 1; + actor->iwork[0]++; actor->fwork[0] += 10.0f; player->cam.eye.x = 300.0f; player->cam.eye.y = 300.0f; @@ -362,7 +362,7 @@ void Fortuna_UpdateEvents(Actor* actor) { break; case 6: - actor->iwork[0] += 1; + actor->iwork[0]++; if (gMissionStatus == MISSION_COMPLETE) { actor1->aiIndex = AI360_FOX; actor1->state = 2; @@ -382,8 +382,8 @@ void Fortuna_UpdateEvents(Actor* actor) { actor19->obj.status = OBJ_ACTIVE; actor19->obj.id = OBJ_ACTOR_ALLRANGE; actor19->state = 4; - actor19->unk_0F4.y = player->rot.y + player->yRot_114 + 180.0f; - actor19->unk_0F4.x = 15.0f; + actor19->rot_0F4.y = player->rot.y + player->yRot_114 + 180.0f; + actor19->rot_0F4.x = 15.0f; actor19->aiType = AI360_GREAT_FOX; actor19->fwork[1] = 90.0f; actor19->fwork[0] = 90.0f; @@ -590,7 +590,7 @@ void Fortuna_8018906C(void) { actor->obj.pos.x = 0.0f; actor->obj.pos.y = 0.0f; actor->obj.pos.z = -9000.0f; - actor->unk_0B6 = 11; + actor->animFrame = 11; actor->scale = 0.0f; Object_SetInfo(&actor->info, actor->obj.id); } @@ -622,7 +622,7 @@ void Fortuna_801890EC(Actor* actor, s32 arg1) { AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } else { actor->obj.pos.z = -9500.0f; - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->vel.z = 22.0f; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); @@ -763,7 +763,7 @@ void Fortuna_LevelComplete(Player* player) { break; case 2: - if (!(gMissionStatus) && (player->csTimer) > 830) { + if ((gMissionStatus == MISSION_COMPLETE) && (player->csTimer) > 830) { gFillScreenAlphaTarget = 0; gFillScreenAlphaStep = 8; } @@ -1012,8 +1012,8 @@ void Fortuna_LevelComplete(Player* player) { if (gCsFrameCount < 1136) { Math_SmoothStepToF(&D_ctx_80177A48[3], 0.55f, 1.0f, 0.02f, 0); } else { - D_ctx_80178430 += 0.3f; - D_ctx_8017842C += 0.3f; + gStarfieldScrollY += 0.3f; + gStarfieldScrollX += 0.3f; Math_SmoothStepToF(&D_ctx_80177A48[3], 0.0f, 1.0f, 0.02f, 0); if (gCsFrameCount == 1216) { player->csState = 12; @@ -1031,8 +1031,8 @@ void Fortuna_LevelComplete(Player* player) { break; case 12: - D_ctx_80178430 += 0.3f; - D_ctx_8017842C += 0.3f; + gStarfieldScrollY += 0.3f; + gStarfieldScrollX += 0.3f; player->baseSpeed += 1.0f; player->baseSpeed *= 1.15f; player->pos.y += D_ctx_80177A48[4]; diff --git a/src/overlays/ovl_i4/fox_ka.c b/src/overlays/ovl_i4/fox_ka.c index a60df65d..079d5a0b 100644 --- a/src/overlays/ovl_i4/fox_ka.c +++ b/src/overlays/ovl_i4/fox_ka.c @@ -337,8 +337,8 @@ void Katina_StartCutsceneUpdate(void) { actor->vel.x = dest.x; actor->vel.y = dest.y; actor->vel.z = dest.z; - actor->unk_0B6 = D_i4_8019F15C[i]; - actor->unk_0C9 = 1; + actor->animFrame = D_i4_8019F15C[i]; + actor->drawShadow = true; actor->iwork[KA_ACTOR_IWORK_11] = 1; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_ENGINE_01, actor->sfxSource, 4); @@ -420,8 +420,8 @@ void Katina_LevelStart(Player* player) { actor->obj.pos.x = D_i4_8019F168[i - 1].x + player->pos.x; actor->obj.pos.y = D_i4_8019F168[i - 1].y + player->pos.y; actor->obj.pos.z = D_i4_8019F168[i - 1].z + player->pos.z; - actor->unk_0F4.y = D_i4_8019F18C[i - 1]; - actor->unk_0F4.x = -10.0f; + actor->rot_0F4.y = D_i4_8019F18C[i - 1]; + actor->rot_0F4.x = -10.0f; actor->state = 1; actor->timer_0BC = 1000; } @@ -787,19 +787,19 @@ void Katina_BossSpawnEnemies(Saucerer* this, Vec3f* pos, f32 arg2) { actor->state = 1; actor->timer_0BC = 20; - actor->unk_0F4.y = arg2; - actor->unk_0F4.x = -30.0f; + actor->rot_0F4.y = arg2; + actor->rot_0F4.x = -30.0f; actor->aiType = i + AI360_10; - actor->unk_0B6 = D_i4_8019F198[i - 10]; + actor->animFrame = D_i4_8019F198[i - 10]; actor->aiIndex = sEnemySpawnTargets[i - 10]; actor->health = 24; - if (actor->unk_0B6 >= 2) { + if (actor->animFrame >= 2) { actor->health = 1000; } - actor->unk_0C9 = 1; + actor->drawShadow = true; if (D_i4_801A0540 < 9600) { actor->itemDrop = DROP_SILVER_RING_10p; @@ -856,7 +856,7 @@ void Katina_BossUpdate(Saucerer* this) { enemyCount = 0; for (i = 10, actor = &gActors[i]; i < ARRAY_COUNT(gActors); i++, actor++) { - if ((actor->obj.status == OBJ_ACTIVE) && (actor->unk_0B6 == 0)) { + if ((actor->obj.status == OBJ_ACTIVE) && (actor->animFrame == 0)) { enemyCount++; } } @@ -889,7 +889,7 @@ void Katina_BossUpdate(Saucerer* this) { this->vwork[0].y = 2000.0f; - this->unk_05E = 1; + this->drawShadow = true; AUDIO_PLAY_SFX(NA_SE_EARTHQUAKE, this->sfxSource, 0); @@ -979,7 +979,7 @@ void Katina_BossUpdate(Saucerer* this) { gPlayer[0].cam.at.y = 1000.0f; gPlayer[0].cam.at.z = 0.0f; - this->unk_05E = 0; + this->drawShadow = false; this->obj.pos.x = -500.0f; this->obj.pos.z = 500.0f; @@ -996,7 +996,7 @@ void Katina_BossUpdate(Saucerer* this) { this->obj.rot.y = 217.0f; for (i = 10; i < ARRAY_COUNT(gActors); i++) { - if (gActors[i].unk_0B6 == 0) { + if (gActors[i].animFrame == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } } @@ -1229,7 +1229,7 @@ void Katina_BossUpdate(Saucerer* this) { gPlayer[0].cam.at.y = this->obj.pos.y - 500.0f; - this->unk_05E = 0; + this->drawShadow = false; if (this->timer_050 == 260) { this->obj.pos.y = 3000.0f; @@ -1413,7 +1413,7 @@ void Katina_BossUpdate(Saucerer* this) { this->timer_050 = 1000; this->obj.rot.y = 30.0f; this->obj.pos.x = -4000.0f; - this->unk_078.z = 7.0f; + this->rot_078.z = 7.0f; AUDIO_PLAY_SFX(NA_SE_KA_UFO_FALLING, this->sfxSource, 0); @@ -1428,7 +1428,7 @@ void Katina_BossUpdate(Saucerer* this) { Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY); - this->obj.pos.z += this->unk_078.z; + this->obj.pos.z += this->rot_078.z; if (this->timer_050 == 820) { AUDIO_PLAY_SFX(NA_SE_KA_UFO_BOUND, this->sfxSource, 0); @@ -1450,7 +1450,7 @@ void Katina_BossUpdate(Saucerer* this) { this->obj.rot.x -= 0.06f; this->vel.y = 0.0f; this->gravity = 0.0f; - Math_SmoothStepToF(&this->unk_078.z, 0.0f, 1.0f, 1.0f, 0.0f); + Math_SmoothStepToF(&this->rot_078.z, 0.0f, 1.0f, 1.0f, 0.0f); Katina_FireSmokeEffectSpawn( this->obj.pos.x + 2000.0f + RAND_FLOAT(500.0f), (this->obj.pos.y - 500.0f) + RAND_FLOAT(500.0f), this->obj.pos.z + 600.0f + RAND_FLOAT(1000.0f), 0.0f, 20.0f, 0.0f, RAND_FLOAT(20.0f) + 15.0f); @@ -1494,7 +1494,7 @@ void Katina_BossUpdate(Saucerer* this) { gRadarMarks[64].pos.x = this->obj.pos.x; gRadarMarks[64].pos.y = this->obj.pos.y; gRadarMarks[64].pos.z = this->obj.pos.z; - gRadarMarks[64].yRot = this->unk_078.y + 180.0f; + gRadarMarks[64].yRot = this->rot_078.y + 180.0f; if (this->state < 6) { Math_SmoothStepToF(&this->obj.pos.x, this->vwork[0].x, 0.01f, this->fwork[BOSS_MOVEMENT_SPEED], 0); @@ -1502,11 +1502,11 @@ void Katina_BossUpdate(Saucerer* this) { Math_SmoothStepToF(&this->obj.pos.z, this->vwork[0].z, 0.01f, this->fwork[BOSS_MOVEMENT_SPEED], 0); } else { Math_SmoothStepToAngle( - &this->unk_078.y, + &this->rot_078.y, Math_RadToDeg(Math_Atan2F(this->vwork[0].x - this->obj.pos.x, this->vwork[0].z - this->obj.pos.z)), 0.5f, 1.5f, 0.0001f); - this->vel.x = SIN_DEG(this->unk_078.y) * this->fwork[BOSS_MOVEMENT_SPEED]; - this->vel.z = COS_DEG(this->unk_078.y) * this->fwork[BOSS_MOVEMENT_SPEED]; + this->vel.x = SIN_DEG(this->rot_078.y) * this->fwork[BOSS_MOVEMENT_SPEED]; + this->vel.z = COS_DEG(this->rot_078.y) * this->fwork[BOSS_MOVEMENT_SPEED]; } for (i = 0; i < 10; i++) { @@ -1704,7 +1704,7 @@ void Katina_SFTeamMissionAccomUpdate(ActorCutscene* this, s32 idx) { this->obj.pos.y = D_i4_8019F26C[idx + 1] + gPlayer[0].pos.y; this->obj.pos.z = D_i4_8019F278[idx + 1] + gPlayer[0].pos.z; - this->unk_0F4.y = D_i4_8019F284[idx + 1]; + this->rot_0F4.y = D_i4_8019F284[idx + 1]; this->fwork[KA_ACTOR_FWORK_1] = D_i4_8019F290[idx + 1]; this->fwork[KA_ACTOR_FWORK_0] = 40.0f; @@ -1730,7 +1730,7 @@ void Katina_SFTeamFleeUpdate(ActorCutscene* this, s32 idx) { this->obj.pos.y = D_i4_8019F2AC[idx + 1]; this->obj.pos.z = D_i4_8019F2BC[idx + 1]; - this->unk_0F4.y = D_i4_8019F2CC[idx + 1]; + this->rot_0F4.y = D_i4_8019F2CC[idx + 1]; this->fwork[KA_ACTOR_FWORK_1] = D_i4_8019F2DC[idx + 1]; this->fwork[KA_ACTOR_FWORK_0] = 40.0f; @@ -1770,7 +1770,7 @@ void Katina_SFTeam_LevelComplete_Update(void) { actor->obj.pos.y = (sCsLevelCompleteActorPos[i].y + gPlayer[0].pos.y) - RAND_FLOAT_SEEDED(1000.0f); actor->obj.pos.z = (sCsLevelCompleteActorPos[i].z + gPlayer[0].pos.z) + RAND_FLOAT_SEEDED(1000.0f); - actor->unk_0F4.z = RAND_FLOAT_CENTERED_SEEDED(200.0f); + actor->rot_0F4.z = RAND_FLOAT_CENTERED_SEEDED(200.0f); actor->vwork[0].x = (sCsLevelCompleteActorPos[i].x * 0.5f) + gPlayer[0].pos.x; actor->vwork[0].y = sCsLevelCompleteActorPos[i].y + gPlayer[0].pos.y; @@ -1779,7 +1779,7 @@ void Katina_SFTeam_LevelComplete_Update(void) { actor->state = 1; if (i >= 3) { - actor->unk_0B6 = 33; + actor->animFrame = 33; } Object_SetInfo(&actor->info, actor->obj.id); @@ -1828,12 +1828,12 @@ void Katina_LevelComplete(Player* player) { gCsCamAtY = 1000.0f; gCsCamAtZ = boss->obj.pos.z; for (i = 10; i < ARRAY_COUNT(gActors); i++) { - if (gActors[i].unk_0B6 == 0) { + if (gActors[i].animFrame == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } } - player->csState += 1; + player->csState++; if (gTeamShields[TEAM_ID_FALCO] > 0) { Katina_SFTeamMissionAccomUpdate(&gActors[1], 0); @@ -1858,8 +1858,8 @@ void Katina_LevelComplete(Player* player) { 0.1f, 1.0f, 0.0f); for (i = 1; i < 4; i++) { - angle = Math_SmoothStepToAngle(&gActors[i].unk_0F4.y, gActors[i].fwork[1], 0.1f, 3.0f, 0.0f); - Math_SmoothStepToF(&gActors[i].unk_0F4.z, angle * 20.0f, 0.1f, 1.0f, 0.0f); + angle = Math_SmoothStepToAngle(&gActors[i].rot_0F4.y, gActors[i].fwork[1], 0.1f, 3.0f, 0.0f); + Math_SmoothStepToF(&gActors[i].rot_0F4.z, angle * 20.0f, 0.1f, 1.0f, 0.0f); } if (gCsFrameCount >= 200) { @@ -1869,12 +1869,12 @@ void Katina_LevelComplete(Player* player) { } if (gCsFrameCount >= 225) { - gActors[1].unk_0F4.x += 1.0f; - gActors[1].unk_0F4.z += 1.0f; - gActors[2].unk_0F4.x += 1.0f; - gActors[2].unk_0F4.z -= 1.0f; - gActors[3].unk_0F4.x += 1.0f; - gActors[3].unk_0F4.z += 1.0f; + gActors[1].rot_0F4.x += 1.0f; + gActors[1].rot_0F4.z += 1.0f; + gActors[2].rot_0F4.x += 1.0f; + gActors[2].rot_0F4.z -= 1.0f; + gActors[3].rot_0F4.x += 1.0f; + gActors[3].rot_0F4.z += 1.0f; } if (gCsFrameCount >= 225) { @@ -1913,7 +1913,7 @@ void Katina_LevelComplete(Player* player) { AUDIO_PLAY_BGM(NA_BGM_COURSE_FAILURE); } - D_ctx_80177A98 = 0; + gDrawGround = false; D_ctx_80177A48[1] = 0.0f; D_ctx_80177A48[2] = 0.0f; @@ -2047,14 +2047,14 @@ void Katina_LevelComplete(Player* player) { break; case 101: - gActors[1].unk_0F4.y += 0.1f; - gActors[1].unk_0F4.x += 0.1f; - gActors[2].unk_0F4.y -= 0.007f; - gActors[2].unk_0F4.x += 0.12f; - gActors[3].unk_0F4.y -= 0.09f; - gActors[3].unk_0F4.x += 0.09f; - gActors[4].unk_0F4.y += 0.001f; - gActors[4].unk_0F4.x += 0.08f; + gActors[1].rot_0F4.y += 0.1f; + gActors[1].rot_0F4.x += 0.1f; + gActors[2].rot_0F4.y -= 0.007f; + gActors[2].rot_0F4.x += 0.12f; + gActors[3].rot_0F4.y -= 0.09f; + gActors[3].rot_0F4.x += 0.09f; + gActors[4].rot_0F4.y += 0.001f; + gActors[4].rot_0F4.x += 0.08f; break; } @@ -2103,9 +2103,9 @@ void Katina_SFTeamFlyTowardsCamera(ActorCutscene* this) { Math_SmoothStepToF(&this->obj.pos.x, this->vwork[0].x, 0.02f, 2.0f, 0.0001f); Math_SmoothStepToF(&this->obj.pos.y, this->vwork[0].y, 0.02f, 2.0f, 0.0001f); Math_SmoothStepToF(&this->obj.pos.z, this->vwork[0].z, 0.02f, 2.0f, 0.0001f); - Math_SmoothStepToF(&this->unk_0F4.z, 0.0f, 0.02f, 0.2f, 0.0001f); + Math_SmoothStepToF(&this->rot_0F4.z, 0.0f, 0.02f, 0.2f, 0.0001f); - if ((this->unk_0B6 != 0) && ((((s32) (this->index % 8U) * 10) + 800) < gCsFrameCount)) { + if ((this->animFrame != 0) && ((((s32) (this->index % 8U) * 10) + 800) < gCsFrameCount)) { this->state = 4; } break; @@ -2118,7 +2118,7 @@ void Katina_SFTeamFlyTowardsCamera(ActorCutscene* this) { case 3: this->iwork[KA_ACTOR_IWORK_11] = 2; this->fwork[KA_ACTOR_FWORK_0] += 2.0f; - this->unk_0F4.x += 0.1f; + this->rot_0F4.x += 0.1f; this->fwork[KA_ACTOR_FWORK_21] += 0.4f; if (this->fwork[KA_ACTOR_FWORK_21] > 0.6f) { this->fwork[KA_ACTOR_FWORK_21] = 0.6f; @@ -2126,15 +2126,15 @@ void Katina_SFTeamFlyTowardsCamera(ActorCutscene* this) { break; case 4: - Math_SmoothStepToF(&this->unk_0F4.z, 120.0f, 0.1f, 3.0f, 0.0001f); + Math_SmoothStepToF(&this->rot_0F4.z, 120.0f, 0.1f, 3.0f, 0.0001f); this->obj.pos.x += this->fwork[KA_ACTOR_FWORK_1]; this->obj.pos.y += this->fwork[KA_ACTOR_FWORK_1]; this->fwork[KA_ACTOR_FWORK_1] -= 0.5f; break; } - Matrix_RotateY(gCalcMatrix, (this->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(this->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (this->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(this->rot_0F4.x * M_DTOR), MTXF_APPLY); src.x = 0.0f; src.y = 0.0f; @@ -2146,9 +2146,9 @@ void Katina_SFTeamFlyTowardsCamera(ActorCutscene* this) { this->vel.y = dest.y; this->vel.z = dest.z; - this->obj.rot.x = -this->unk_0F4.x; - this->obj.rot.y = this->unk_0F4.y + 180.0f; - this->obj.rot.z = -this->unk_0F4.z; + this->obj.rot.x = -this->rot_0F4.x; + this->obj.rot.y = this->rot_0F4.y + 180.0f; + this->obj.rot.z = -this->rot_0F4.z; } void Katina_801981F8(Actor* this) { @@ -2173,32 +2173,32 @@ void Katina_801981F8(Actor* this) { if (actor->obj.status == OBJ_FREE) { Actor_Initialize(actor); - actor->unk_0B6 = D_i4_8019F430[i]; + actor->animFrame = D_i4_8019F430[i]; - if ((actor->unk_0B6 != 0) || (gBosses[KA_BOSS_SAUCERER].state == 0)) { + if ((actor->animFrame != 0) || (gBosses[KA_BOSS_SAUCERER].state == 0)) { actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_ALLRANGE; - Matrix_RotateY(gCalcMatrix, this->unk_04E * 18.0f * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, this->counter_04E * 18.0f * M_DTOR, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest); actor->obj.pos.x = dest.x; actor->obj.pos.y = RAND_FLOAT(1000.0f) + 300.0f; actor->obj.pos.z = dest.z; - actor->unk_0F4.y = this->unk_04E * 18.0f; + actor->rot_0F4.y = this->counter_04E * 18.0f; actor->state = 1; actor->aiType = i + AI360_10; actor->aiIndex = D_i4_8019F444[i]; - actor->unk_0F4.x = 3.0f; + actor->rot_0F4.x = 3.0f; actor->health = 24; - if (actor->unk_0B6 >= 2) { + if (actor->animFrame >= 2) { actor->health = 1000; } actor->iwork[KA_ACTOR_IWORK_11] = 1; - actor->unk_0C9 = 1; + actor->drawShadow = true; if (D_i4_801A0540 < 9600) { actor->itemDrop = DROP_SILVER_RING_10p; @@ -2207,14 +2207,14 @@ void Katina_801981F8(Actor* this) { actor->timer_0C2 = 30; Object_SetInfo(&actor->info, actor->obj.id); - if (actor->unk_0B6 == 1) { + if (actor->animFrame == 1) { actor->info.targetOffset = 0.0f; actor->info.bonus = 0; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } actor->info.action = (ObjectFunc) Katina_EnemyUpdate; actor->info.draw = (ObjectFunc) Katina_EnemyDraw; - this->unk_04E++; + this->counter_04E++; } break; } @@ -2233,10 +2233,10 @@ void Katina_BillFighterInit(void) { actor->state = 1; actor->aiType = AI360_BILL; actor->aiIndex = AI360_10 + 17; - actor->unk_0B6 = 2; + actor->animFrame = 2; actor->health = 1000; actor->iwork[KA_ACTOR_IWORK_11] = 1; - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->timer_0C2 = 30; actor->obj.id = OBJ_ACTOR_ALLRANGE; @@ -2452,7 +2452,7 @@ void Katina_EnemyUpdate(ActorAllRange* this) { } if ((yDist < 1500.0f) && (xDist < 1500.0f)) { - this->iwork[KA_ACTOR_IWORK_4] += 1; + this->iwork[KA_ACTOR_IWORK_4]++; this->iwork[KA_ACTOR_IWORK_5] = 1; if ((((this->index + gGameFrameCount) & 11) == 0) && (Rand_ZeroOne() < 0.1f) && @@ -2537,12 +2537,12 @@ void Katina_EnemyUpdate(ActorAllRange* this) { } } else if ((this->obj.pos.y < (gGroundHeight + 50.0f)) && (xAngle > 180.0f)) { xAngle = 0.0f; - this->unk_0F4.x = 0.0f; + this->rot_0F4.x = 0.0f; } - Math_SmoothStepToAngle(&this->unk_0F4.x, xAngle, 0.5f, this->fwork[KA_ACTOR_FWORK_2], 0.0001f); + Math_SmoothStepToAngle(&this->rot_0F4.x, xAngle, 0.5f, this->fwork[KA_ACTOR_FWORK_2], 0.0001f); - yAngle = Math_SmoothStepToAngle(&this->unk_0F4.y, this->fwork[KA_ACTOR_FWORK_19], 0.5f, + yAngle = Math_SmoothStepToAngle(&this->rot_0F4.y, this->fwork[KA_ACTOR_FWORK_19], 0.5f, this->fwork[KA_ACTOR_FWORK_2], 0.0001f) * 30.0f; @@ -2553,8 +2553,8 @@ void Katina_EnemyUpdate(ActorAllRange* this) { } Math_SmoothStepToAngle(&this->obj.rot.z, zAngle, 0.1f, 3.0f, 0.01f); } - this->obj.rot.x = -this->unk_0F4.x; - this->obj.rot.y = this->unk_0F4.y; + this->obj.rot.x = -this->rot_0F4.x; + this->obj.rot.y = this->rot_0F4.y; Math_SmoothStepToF(&this->fwork[KA_ACTOR_FWORK_0], this->fwork[KA_ACTOR_FWORK_1], 0.2f, 1.0f, 0.1f); Math_SmoothStepToF(&this->fwork[KA_ACTOR_FWORK_2], this->fwork[KA_ACTOR_FWORK_3], 1.0f, 0.1f, 0.1f); @@ -2598,7 +2598,7 @@ void Katina_EnemyUpdate(ActorAllRange* this) { radarMark->pos.x = this->obj.pos.x; radarMark->pos.y = this->obj.pos.y; radarMark->pos.z = this->obj.pos.z; - radarMark->yRot = this->unk_0F4.y + 180.0f; + radarMark->yRot = this->rot_0F4.y + 180.0f; if (this->iwork[KA_ACTOR_IWORK_8] != 0) { this->iwork[KA_ACTOR_IWORK_8]--; @@ -2638,7 +2638,7 @@ void Katina_EnemyDraw(ActorAllRange* this) { gSPFogPosition(gMasterDisp++, gFogNear, 1005); } - switch (this->unk_0B6) { + switch (this->animFrame) { case 0: if (this->iwork[KA_ACTOR_LOW_POLY]) { gSPDisplayList(gMasterDisp++, aKaEnemy1LowPolyDL); diff --git a/src/overlays/ovl_i4/fox_sz.c b/src/overlays/ovl_i4/fox_sz.c index b7187235..0e2aac55 100644 --- a/src/overlays/ovl_i4/fox_sz.c +++ b/src/overlays/ovl_i4/fox_sz.c @@ -190,7 +190,7 @@ void SectorZ_80199FCC(Actor* actor, s32 arg1) { actor->obj.pos.z = D_i4_8019F4C0[arg1].z; actor->state = 5; - actor->unk_0F4.y = 180.0f; + actor->rot_0F4.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); @@ -214,7 +214,7 @@ void SectorZ_8019A0F8(Actor* actor, s32 arg1) { actor->obj.pos.z = gActors[10].obj.pos.z + D_i4_8019F4E4[arg1].z; actor->state = 5; - actor->unk_0F4.y = 180.0f; + actor->rot_0F4.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); @@ -236,10 +236,10 @@ void SectorZ_8019A1D0(void) { actor->aiType = AI360_KATT; actor->aiIndex = AI360_10 + 2; actor->health = 10000; - actor->unk_0F4.y = 180.0f; + actor->rot_0F4.y = 180.0f; actor->state = 0; actor->timer_0BC = 250; - actor->unk_0F4.x = -20.0f; + actor->rot_0F4.x = -20.0f; actor->iwork[11] = 1; actor->obj.rot.z = 90.0f; @@ -351,14 +351,14 @@ void SectorZ_8019A3E8(Actor* actor) { Actor_Initialize(actorPtr); actorPtr->obj.status = OBJ_ACTIVE; actorPtr->obj.id = OBJ_ACTOR_ALLRANGE; - Matrix_RotateY(gCalcMatrix, (actor->unk_04E * 18.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateY(gCalcMatrix, (actor->counter_04E * 18.0f) * M_DTOR, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34); actorPtr->obj.pos.x = sp34.x; actorPtr->obj.pos.y = RAND_FLOAT(1000.0f) + 300.0f; actorPtr->obj.pos.z = sp34.z; - actorPtr->unk_0F4.y = actor->unk_04E * 18.0f; + actorPtr->rot_0F4.y = actor->counter_04E * 18.0f; actorPtr->state = 3; actorPtr->aiType = i + AI360_10 + 3; actorPtr->aiIndex = -1; @@ -387,7 +387,7 @@ void SectorZ_8019A3E8(Actor* actor) { actorPtr->timer_0C2 = 30; Object_SetInfo(&actorPtr->info, actorPtr->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_ENGINE_01, actorPtr->sfxSource, 4); - actor->unk_04E++; + actor->counter_04E++; break; } } @@ -638,7 +638,7 @@ void SectorZ_UpdateEvents(Actor* actor) { break; } - if (!(gGameFrameCount & 0x18)) { + if ((gGameFrameCount & 0x18) == 0) { Math_SmoothStepToF(&gSzMissileR, 63.0f, 1.0f, 9.450001f, 0); Math_SmoothStepToF(&gSzMissileG, 255.0f, 1.0f, 35.25f, 0); Math_SmoothStepToF(&gSzMissileB, 158.0f, 1.0f, 21.6f, 0); @@ -663,7 +663,7 @@ void SectorZ_8019B48C(void) { Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_CUTSCENE; - actor->unk_0B6 = 25; + actor->animFrame = 25; actor->obj.pos.x = D_i4_8019F528[i].x; actor->obj.pos.y = D_i4_8019F528[i].y; actor->obj.pos.z = D_i4_8019F528[i].z; @@ -685,7 +685,7 @@ void SectorZ_8019B568(void) { actor->obj.pos.z = 0.0f; actor->obj.rot.y = 270.0f; - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->vel.x = -20.0f; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); @@ -712,7 +712,7 @@ void SectorZ_8019B630(Actor* actor, s32 index) { actor->obj.rot.x = 10.0f; actor->obj.rot.z = D_i4_8019F5AC[index]; - actor->unk_0B6 = 26; + actor->animFrame = 26; actor->iwork[11] = 1; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_EN_ENGINE_01, actor->sfxSource, 4); @@ -765,7 +765,7 @@ void SectorZ_8019B888(void) { actor->obj.pos.z = gPlayer[0].pos.z + D_i4_8019F5EC[i].z; actor->aiType = i; actor->state = 2; - actor->unk_0F4.y = 270.0f; + actor->rot_0F4.y = 270.0f; actor->health = 255; actor->iwork[11] = 1; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -1048,7 +1048,7 @@ void SectorZ_8019C574(Actor* actor, s32 index) { actor->obj.pos.z = D_i4_8019F63C[index]; actor->fwork[0] = gPlayer[0].baseSpeed; - actor->unk_0F4.y = gPlayer[0].rot.y; + actor->rot_0F4.y = gPlayer[0].rot.y; Object_SetInfo(&actor->info, actor->obj.id); @@ -1056,7 +1056,7 @@ void SectorZ_8019C574(Actor* actor, s32 index) { actor->iwork[11] = 1; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } else { - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->fwork[0] = 20.0f; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); @@ -1075,16 +1075,16 @@ void SectorZ_8019C70C(void) { actor->obj.pos.y = gBosses[0].obj.pos.y - 1000.0f; actor->obj.pos.z = gBosses[0].obj.pos.z - 1000.0f; - actor->unk_0F4.y = 180.0f; - actor->unk_0F4.x = 20.0f; + actor->rot_0F4.y = 180.0f; + actor->rot_0F4.x = 20.0f; actor->obj.rot.x = -20.0f; actor->obj.rot.y = 180.0f; actor->obj.rot.y = 2.0f * actor->obj.rot.y; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.z = -actor->rot_0F4.z; actor->fwork[0] = 30.0f; - actor->unk_0B6 = 24; + actor->animFrame = 24; actor->iwork[11] = 1; actor->state = 10; actor->timer_0BC = 130; @@ -1195,9 +1195,9 @@ void SectorZ_LevelComplete(Player* player) { gFillScreenAlphaTarget = 0; gFillScreenAlpha = 0; - Math_SmoothStepToAngle(&boss0->unk_078.x, 20.0f, 0.03f, boss0->fwork[1], 0.0f); - Math_SmoothStepToAngle(&boss0->unk_078.y, 180.0f, 0.03f, boss0->fwork[2], 0.0f); - Math_SmoothStepToAngle(&boss0->unk_078.z, 30.0f, 0.03f, boss0->fwork[3], 0.0f); + Math_SmoothStepToAngle(&boss0->rot_078.x, 20.0f, 0.03f, boss0->fwork[1], 0.0f); + Math_SmoothStepToAngle(&boss0->rot_078.y, 180.0f, 0.03f, boss0->fwork[2], 0.0f); + Math_SmoothStepToAngle(&boss0->rot_078.z, 30.0f, 0.03f, boss0->fwork[3], 0.0f); Math_SmoothStepToF(&boss0->fwork[0], 20.0f, 0.05f, 0.3f, 0.0f); Math_SmoothStepToF(&boss0->fwork[1], 0.07f, 1.0f, 0.07f, 0.0f); Math_SmoothStepToF(&boss0->fwork[2], 0.5f, 1.0f, 0.05f, 0.0f); @@ -1284,7 +1284,7 @@ void SectorZ_LevelComplete(Player* player) { gCsCamAtZ = player->pos.z; if (gCsFrameCount == 1620) { - player->csState += 1; + player->csState++; D_ctx_80177A48[0] = 0.0f; D_ctx_80177A48[1] = 0.0f; D_ctx_80177A48[2] = 0.0f; @@ -1585,7 +1585,7 @@ void SectorZ_8019DD20(Actor* actor) { case 2: actor->iwork[11] = 2; actor->fwork[0] += 2.0f; - actor->unk_0F4.x += actor->fwork[1]; + actor->rot_0F4.x += actor->fwork[1]; Math_SmoothStepToF(&actor->fwork[1], 0.1f, 1.0f, 0.01f, 0.0f); break; @@ -1596,23 +1596,23 @@ void SectorZ_8019DD20(Actor* actor) { break; case 11: - Math_SmoothStepToF(&actor->unk_0F4.x, 215.0f, 0.1f, 7.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.x, 215.0f, 0.1f, 7.0f, 0.0f); Math_SmoothStepToF(&actor->fwork[0], 10.0f, 0.1f, 1.5f, 0.0f); - Math_SmoothStepToAngle(&actor->unk_0F4.y, 140.0f, 0.1f, 1.0f, 0.0f); - if (actor->unk_0F4.x > 180.0f) { + Math_SmoothStepToAngle(&actor->rot_0F4.y, 140.0f, 0.1f, 1.0f, 0.0f); + if (actor->rot_0F4.x > 180.0f) { actor->state = 12; } break; case 12: - Math_SmoothStepToAngle(&actor->unk_0F4.x, 218.0f, 0.1f, 7.0f, 0.0f); - Math_SmoothStepToAngle(&actor->unk_0F4.y, 147.0f, 0.1f, 1.0f, 0.0f); - Math_SmoothStepToF(&actor->unk_0F4.z, 170.0f, 0.03f, 3.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.x, 218.0f, 0.1f, 7.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.y, 147.0f, 0.1f, 1.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.z, 170.0f, 0.03f, 3.0f, 0.0f); Math_SmoothStepToF(&actor->fwork[0], 20.0f, 0.1f, 1.0f, 0.0f); break; } - if (actor->unk_0B6 == 24) { + if (actor->animFrame == 24) { switch (gCsFrameCount) { case 290: if (gTeamShields[TEAM_ID_FALCO] > 0) { @@ -1636,7 +1636,7 @@ void SectorZ_8019DD20(Actor* actor) { if (gCsFrameCount > 430) { actor->fwork[29] = 3.0f; - Math_SmoothStepToF(&actor->unk_0F4.z, 500.0f, 0.1f, 20.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.z, 500.0f, 0.1f, 20.0f, 0.0f); Math_SmoothStepToF(&actor->fwork[0], 40.0f, 0.1f, 3.0f, 0.0f); if ((gCsFrameCount < 460) && ((gCsFrameCount & 3) == 0)) { @@ -1653,8 +1653,8 @@ void SectorZ_8019DD20(Actor* actor) { } } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); src.x = 0.0f; src.y = 0.0f; @@ -1666,16 +1666,16 @@ void SectorZ_8019DD20(Actor* actor) { actor->vel.y = dest.y; actor->vel.z = dest.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } void SectorZ_8019E234(Actor* actor) { s32 i; - actor->obj.rot.x += actor->unk_0F4.x; - actor->obj.rot.y += actor->unk_0F4.y; + actor->obj.rot.x += actor->rot_0F4.x; + actor->obj.rot.y += actor->rot_0F4.y; if (actor->dmgType != DMG_NONE) { actor->timer_0C6 = 20; @@ -1752,8 +1752,8 @@ void SectorZ_Boss_Update(Boss* boss) { } } - Matrix_RotateY(gCalcMatrix, (boss->unk_078.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(boss->unk_078.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (boss->rot_078.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(boss->rot_078.x * M_DTOR), MTXF_APPLY); src.x = 0.0f; src.y = 0.0f; @@ -1765,9 +1765,9 @@ void SectorZ_Boss_Update(Boss* boss) { boss->vel.y = dest.y; boss->vel.z = dest.z; - boss->obj.rot.x = -boss->unk_078.x; - boss->obj.rot.y = boss->unk_078.y + 180.0f; - boss->obj.rot.z = -boss->unk_078.z; + boss->obj.rot.x = -boss->rot_078.x; + boss->obj.rot.y = boss->rot_078.y + 180.0f; + boss->obj.rot.z = -boss->rot_078.z; if (!gGreatFoxIntact) { Matrix_RotateY(gCalcMatrix, (boss->obj.rot.y - 270.0f) * M_DTOR, MTXF_NEW); @@ -1830,8 +1830,8 @@ void SectorZ_8019EA68(void) { actor->obj.pos.y = gLevelObjects[i].yPos; actor->obj.pos.z = -gLevelObjects[i].zPos1; actor->health = 24; - actor->unk_0F4.x = RAND_FLOAT_CENTERED(4.0f); - actor->unk_0F4.y = RAND_FLOAT_CENTERED(4.0f); + actor->rot_0F4.x = RAND_FLOAT_CENTERED(4.0f); + actor->rot_0F4.y = RAND_FLOAT_CENTERED(4.0f); Object_SetInfo(&actor->info, actor->obj.id); actor->itemDrop = DROP_SILVER_RING; @@ -1849,11 +1849,11 @@ void SectorZ_8019EA68(void) { boss->obj.pos.y = 0.0f; boss->obj.pos.z = 0.0f; - boss->unk_078.y = 90.0f; + boss->rot_078.y = 90.0f; - boss->obj.rot.x = -boss->unk_078.x; - boss->obj.rot.y = boss->unk_078.y + 180.0f; - boss->obj.rot.z = -boss->unk_078.z; + boss->obj.rot.x = -boss->rot_078.x; + boss->obj.rot.y = boss->rot_078.y + 180.0f; + boss->obj.rot.z = -boss->rot_078.z; boss->obj.id = OBJ_BOSS_SZ; Object_SetInfo(&boss->info, boss->obj.id); diff --git a/src/overlays/ovl_i5/fox_ma.c b/src/overlays/ovl_i5/fox_ma.c index b7a58af0..fa3fd441 100644 --- a/src/overlays/ovl_i5/fox_ma.c +++ b/src/overlays/ovl_i5/fox_ma.c @@ -1326,7 +1326,7 @@ void Macbeth_8019E624(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3 if ((*arg2 <= 0) || ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) || (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) { - gHitCount += 1; + gHitCount++; (*arg1)++; } } else { @@ -3307,7 +3307,7 @@ void Macbeth_801A5FD0(Actor* actor) { if (gPlayer[0].trueZpos - actor->obj.pos.z < actor->fwork[2]) { if (actor->iwork[0] == 0) { AUDIO_PLAY_SFX(NA_SE_OB_POST_UP, actor->sfxSource, 0); - actor->iwork[0] += 1; + actor->iwork[0]++; } Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + 356.0f, 0.4f, 20.0f, 0.01f); } @@ -3432,8 +3432,8 @@ void Macbeth_801A68F8(Actor* actor, s16 arg1, f32 arg2, f32 arg3, f32 arg4, f32 gTexturedLines[arg1].posAA.x = arg2; gTexturedLines[arg1].posAA.y = arg3; gTexturedLines[arg1].xyScale = 5.0f; - gTexturedLines[arg1].red = gTexturedLines[arg1].green = gTexturedLines[arg1].blue = gTexturedLines[arg1].alpha = - 255; + gTexturedLines[arg1].prim.r = gTexturedLines[arg1].prim.g = gTexturedLines[arg1].prim.b = + gTexturedLines[arg1].prim.a = 255; gTexturedLines[arg1].timer = 3; gTexturedLines[arg1].posAA.z = arg4; gTexturedLines[arg1].posBB.x = arg5; @@ -4169,24 +4169,24 @@ void Macbeth_801A7E7C(Actor* actor) { switch (D_i5_801BE320[18]) { case 0: case 1: - var_v0 = 0xF; + var_v0 = 16 - 1; var_s0 = 10; break; case 2: - var_v0 = 0xF; + var_v0 = 16 - 1; var_s0 = 20; break; case 3: - var_v0 = 7; + var_v0 = 8 - 1; var_s0 = 20; break; default: - var_v0 = 3; + var_v0 = 4 - 1; var_s0 = 10; break; } - if (!(var_v0 & gGameFrameCount)) { + if ((var_v0 & gGameFrameCount) == 0) { Macbeth_801ADCEC(actor->obj.pos.x, actor->obj.pos.y - 90.0f, actor->obj.pos.z - 50.0f, D_i5_801BE368[0] * 0.8f, -10.0f, 8.0f); D_i5_801BE320[11]++; @@ -4872,7 +4872,7 @@ void Macbeth_801AC438(Actor* actor) { Radio_PlayMessage(gMsg_ID_17420, RCID_BOSS_MACBETH); AUDIO_PLAY_SFX(NA_SE_EN_MABOSS_HATCH, actor->sfxSource, 4); actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6035A94); - actor->state += 1; + actor->state++; } Macbeth_8019A830(actor); break; @@ -4914,7 +4914,7 @@ void Macbeth_801AC6B4(Actor* actor) { actor->obj.rot.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); - actor->unk_0B6 = 1; + actor->animFrame = 1; } static f32 D_i5_801BA768 = 0.0f; @@ -5698,12 +5698,12 @@ void Macbeth_801AF27C(Actor* actor, s32 arg1) { Object_SetInfo(&actor->info, actor->obj.id); if (arg1 < 3) { actor->iwork[11] = 1; - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->fwork[3] = D_i5_801BA820[arg1]; actor->state = 30; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } else { - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->state = 21; actor->obj.rot.z = 32.5f; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); @@ -5726,14 +5726,14 @@ void Macbeth_801AF44C(void) { actor->fwork[7] = RAND_FLOAT(360.0f); actor->fwork[8] = RAND_FLOAT(360.0f); actor->fwork[9] = 30.0f; - actor->unk_0F4.y = D_i5_801BA820[4]; - actor->unk_0F4.x = 0.0f; - actor->unk_0F4.z = 330.0f; + actor->rot_0F4.y = D_i5_801BA820[4]; + actor->rot_0F4.x = 0.0f; + actor->rot_0F4.z = 330.0f; actor->obj.rot.x = -0.0f; - actor->obj.rot.y = actor->unk_0F4.y; + actor->obj.rot.y = actor->rot_0F4.y; actor->obj.rot.z = -330.0f; actor->fwork[0] = 0.0f; - actor->unk_0B6 = 24; + actor->animFrame = 24; actor->iwork[11] = 1; actor->state = 15; actor->fwork[3] = D_i5_801BA820[4]; @@ -5755,7 +5755,7 @@ void Macbeth_801AF628(Actor* actor, s32 arg1) { actor->obj.pos.x = gPlayer[0].xPath + D_i5_801BA834[arg1].x; actor->obj.pos.y = D_i5_801BA834[arg1].y; actor->obj.pos.z = D_i5_801BA834[arg1].z - gPathProgress; - actor->unk_0B6 = 37; + actor->animFrame = 37; actor->obj.rot.y = D_i5_801BA84C[arg1]; actor->iwork[4] = actor->iwork[5] = 192; actor->iwork[0] = actor->iwork[1] = actor->iwork[2] = actor->iwork[7] = actor->iwork[3] = 255; @@ -5925,9 +5925,9 @@ void Macbeth_LevelComplete2(Player* player) { player->vel.z = gActors[D_i5_801BE314].vel.z; if (gCsFrameCount == 252) { gCsCamEyeY = 570.0f; - player->timer_210 = 1000; + player->pathChangeTimer = 1000; player->xPathTarget = 20000.0f; - player->yRot_118 = -23.0f; + player->pathChangeYaw = -23.0f; player->pathStep = 0.0f; } if (gCsFrameCount >= 252) { @@ -5950,7 +5950,7 @@ void Macbeth_LevelComplete2(Player* player) { player->zPathVel = 0.0f; gPathVelX = 0.0f; gPathVelY = 0.0f; - player->timer_210 = 0; + player->pathChangeTimer = 0; player->cam.eye.x = gCsCamEyeX = 2750.0f; player->cam.eye.y = gCsCamEyeY = 50.0f; player->cam.eye.z = gCsCamEyeZ = -620.0f; @@ -5987,9 +5987,9 @@ void Macbeth_LevelComplete2(Player* player) { player->cam.at.y = gCsCamAtY = 10.0f; player->cam.eye.x = gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX; player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ; - player->yRot_118 = -30.0f; + player->pathChangeYaw = -30.0f; player->xPathTarget = 10014.0f; - player->timer_210 = 1000; + player->pathChangeTimer = 1000; player->pathStep = 0.0f; gFillScreenAlphaTarget = 0; gFillScreenAlphaStep = 127; @@ -6063,7 +6063,7 @@ void Macbeth_LevelComplete2(Player* player) { gPathVelZ = 0.0f; gPathVelX = 0.0f; gPathVelY = 0.0f; - player->timer_210 = 10000; + player->pathChangeTimer = 10000; D_ctx_80177A48[0] = 1.0f; D_i5_801BA1DC = 0.0f; gControllerRumbleFlags[0] = 1; @@ -6208,7 +6208,7 @@ void Macbeth_LevelComplete2(Player* player) { gFillScreenAlphaTarget = 255; gFillScreenAlphaStep = 20; AUDIO_PLAY_SFX(NA_SE_EN_STAR_EXPLOSION, gActors[D_i5_801BE314].sfxSource, 4); - gBossActive = gLoadLevelObjects = 0; + gBossActive = gLoadLevelObjects = false; } if (gCsFrameCount == 940) { player->csState++; @@ -6226,8 +6226,8 @@ void Macbeth_LevelComplete2(Player* player) { player->cam.eye.y = gCsCamEyeY = player->pos.y + 30.0f; player->cam.eye.z = gCsCamEyeZ = (player->trueZpos + gPathProgress) - 300.0f; player->cam.at.z = gCsCamAtZ = player->trueZpos + gPathProgress; - player->savedCockpitView = player->timer_210 = 0; - player->unk_190 = player->unk_194 = player->unk_188 = player->unk_18C = player->yRot_118 = + player->savedAlternateView = player->pathChangeTimer = 0; + player->unk_190 = player->unk_194 = player->unk_188 = player->unk_18C = player->pathChangeYaw = player->yRot_114 = player->aerobaticPitch = player->camRoll = player->unk_174 = player->unk_178 = player->unk_17C = player->unk_180 = player->unk_184 = player->wings.unk_04 = player->unk_170 = player->unk_16C = player->rockAngle = player->yBob = player->wings.unk_0C = @@ -6440,9 +6440,9 @@ void Macbeth_LevelComplete2(Player* player) { break; } - if (player->timer_210 != 0) { - player->timer_210--; - Math_SmoothStepToF(&player->yRot_114, -player->yRot_118, 0.03f, 0.5f, 0.0001f); + if (player->pathChangeTimer != 0) { + player->pathChangeTimer--; + Math_SmoothStepToF(&player->yRot_114, -player->pathChangeYaw, 0.03f, 0.5f, 0.0001f); Math_SmoothStepToF(&player->pathStep, gPathVelZ * .3f, 0.1f, 2.0f, 0.0001f); gPathVelX = Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f); gPathVelY = Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f); @@ -6481,7 +6481,7 @@ void Macbeth_801B28BC(Actor* actor) { player = &gPlayer[0]; actor->fwork[7] += 3.0f; - actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f; + actor->rot_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f; actor->fwork[8] += 2.0f; sp3C = SIN_DEG(actor->fwork[8]) * 10.0f; @@ -6613,14 +6613,14 @@ void Macbeth_801B28BC(Actor* actor) { break; case 31: AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, actor->sfxSource, 0); - actor->unk_0C9 = 0; + actor->drawShadow = false; actor->timer_0BC = 20; actor->state++; actor->fwork[29] = 5.0f; /* fallthrough */ case 32: if (actor->timer_0BC <= 0) { - actor->unk_0C9 = 1; + actor->drawShadow = true; } actor->iwork[11] = 2; Math_SmoothStepToF(&actor->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f); @@ -6666,13 +6666,13 @@ void Macbeth_801B3554(Actor* actor, s32 arg1) { Object_SetInfo(&actor->info, actor->obj.id); if (arg1 < 3) { actor->iwork[11] = 1; - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->fwork[3] = D_i5_801BA8F0[arg1]; actor->state = 30; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); return; } - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->state = 20; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); actor->fwork[9] = 20.0f; @@ -6694,13 +6694,13 @@ void Macbeth_801B3718(void) { actor->vel.z = gPlayer[0].vel.z; actor->fwork[7] = RAND_FLOAT(360.0f); actor->fwork[8] = RAND_FLOAT(360.0f); - actor->unk_0F4.y = 180.0f; - actor->unk_0F4.x = 0.0f; + actor->rot_0F4.y = 180.0f; + actor->rot_0F4.x = 0.0f; actor->obj.rot.x = -0.0f; - actor->obj.rot.y = actor->unk_0F4.y; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.y = actor->rot_0F4.y; + actor->obj.rot.z = -actor->rot_0F4.z; actor->fwork[0] = 30.0f; - actor->unk_0B6 = 24; + actor->animFrame = 24; actor->iwork[11] = 1; actor->state = 10; actor->fwork[3] = D_i5_801BA900; @@ -6757,8 +6757,8 @@ void Macbeth_801B38E0(void) { PlayerShot_Initialize(&gPlayerShots[i]); } - D_ctx_801782B8 = D_ctx_801782BC = D_ctx_801782C0 = D_ctx_801782D0 = gBossActive = D_ctx_8017828C = D_ctx_8017812C = - gPrevEventActorIndex = gFormationLeaderIndex = gRingPassCount = 0; + gDrawSmallRocks = D_ctx_801782BC = D_ctx_801782C0 = D_ctx_801782D0 = gBossActive = gKillEventActors = + gGroundClipMode = gPrevEventActorIndex = gFormationLeaderIndex = gRingPassCount = 0; gFormationInitPos.x = gFormationInitPos.y = gFormationInitPos.z = gFormationInitRot.x = gFormationInitRot.y = gFormationInitRot.z = 0.0f; diff --git a/src/overlays/ovl_i5/fox_ti.c b/src/overlays/ovl_i5/fox_ti.c index 6153e7e8..4378e706 100644 --- a/src/overlays/ovl_i5/fox_ti.c +++ b/src/overlays/ovl_i5/fox_ti.c @@ -491,7 +491,7 @@ void Titania_8018A544(Actor* actor) { f32 sp48; f32 sp44; - actor->unk_0C9 = 1; + actor->drawShadow = true; if ((actor->scale != 1.0f) && (actor->dmgType == DMG_COLLISION)) { Object_Kill(&actor->obj, actor->sfxSource); @@ -796,13 +796,13 @@ void Titania_8018B268(Actor* actor) { case 1: Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW); - if ((actor->unk_0B6 >= 26) && (actor->unk_0B6 <= 53) && (sp3C != NULL)) { - if (actor->unk_0B6 == 26) { + if ((actor->animFrame >= 26) && (actor->animFrame <= 53) && (sp3C != NULL)) { + if (actor->animFrame == 26) { sp3C->unk_046 = 2; sp3C->vel.x = 0.0f; sp3C->vel.y = 0.0f; sp3C->vel.z = 0.0f; - } else if (actor->unk_0B6 == 53) { + } else if (actor->animFrame == 53) { src.x = 0.0f; src.y = actor->fwork[1]; src.z = 20.0f; @@ -823,13 +823,13 @@ void Titania_8018B268(Actor* actor) { sp3C->obj.pos.z = actor->obj.pos.z + dest.z; } - if ((actor->unk_0B6 >= 26) && (actor->unk_0B6 <= 57) && (sp38 != NULL)) { - if (actor->unk_0B6 == 26) { + if ((actor->animFrame >= 26) && (actor->animFrame <= 57) && (sp38 != NULL)) { + if (actor->animFrame == 26) { sp38->unk_046 = 2; sp38->vel.x = 0.0f; sp38->vel.y = 0.0f; sp38->vel.z = 0.0f; - } else if (actor->unk_0B6 == 57) { + } else if (actor->animFrame == 57) { AUDIO_PLAY_SFX(NA_SE_EN_THROW_S, actor->sfxSource, 4); src.x = 0.0f; src.y = actor->fwork[1]; @@ -851,7 +851,7 @@ void Titania_8018B268(Actor* actor) { sp38->obj.pos.z = actor->obj.pos.z + dest.z; } - if (++actor->unk_0B6 >= Animation_GetFrameCount(&D_TI1_700D534)) { + if (++actor->animFrame >= Animation_GetFrameCount(&D_TI1_700D534)) { actor->state++; } break; @@ -862,7 +862,7 @@ void Titania_8018B268(Actor* actor) { if (actor->health == 0) { actor->obj.status = OBJ_DYING; - Animation_GetFrameData(&D_TI1_700D534, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_TI1_700D534, actor->animFrame, actor->vwork); Animation_DrawSkeleton(0, D_TI1_700D700, actor->vwork, Titania_8018AFD4, Titania_8018B1B4, actor, &gIdentityMatrix); func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f); @@ -872,7 +872,7 @@ void Titania_8018B268(Actor* actor) { } void Titania_8018B6AC(Actor* actor) { - Animation_GetFrameData(&D_TI1_700D534, actor->unk_0B6, actor->vwork); + Animation_GetFrameData(&D_TI1_700D534, actor->animFrame, actor->vwork); Animation_DrawSkeleton(0, D_TI1_700D700, actor->vwork, Titania_8018AFF0, Titania_8018B144, actor, &gIdentityMatrix); } @@ -943,7 +943,7 @@ void Titania_8018B9D0(Actor* actor) { f32 sp3C; f32 temp_fa1; - actor->unk_0C9 = 1; + actor->drawShadow = true; switch (actor->state) { case 0: @@ -1307,7 +1307,7 @@ void Titania_8018C8A8(Actor* actor) { Audio_KillSfxBySourceAndId(actor->sfxSource, NA_SE_EN_KANI_MOTOR); actor->timer_0BC = 20; actor->fwork[24] = 1.0f; - actor->fwork[23] = actor->unk_0B6; + actor->fwork[23] = actor->animFrame; } actor->health -= actor->damage; if (actor->health <= 0) { @@ -1317,7 +1317,7 @@ void Titania_8018C8A8(Actor* actor) { Actor_Despawn(actor); actor->info.bonus = 0; actor->timer_0BC = 20; - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->fwork[15] = 0.0f; } else { AUDIO_PLAY_SFX(NA_SE_EN_SNAKE_DAMAGE, actor->sfxSource, 4); @@ -1331,11 +1331,11 @@ void Titania_8018C8A8(Actor* actor) { switch (actor->state) { case 0: AUDIO_PLAY_SFX(NA_SE_EN_HEAVY_JUMP, actor->sfxSource, 4); - actor->unk_0F4.y = actor->obj.rot.y; + actor->rot_0F4.y = actor->obj.rot.y; actor->obj.rot.y = 180.0f; actor->obj.pos.y += 125.0f; actor->gravity = 1.0f; - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->vel.y = 20.0f; actor->vel.z = -70.0f; Animation_GetFrameData(&D_TI1_700733C, 0, actor->vwork); @@ -1354,13 +1354,13 @@ void Titania_8018C8A8(Actor* actor) { Animation_DrawSkeleton(1, D_TI1_7006990, actor->vwork, Titania_8018C118, Titania_8018C3D8, actor, &gIdentityMatrix); if (actor->obj.pos.z <= gPlayer[0].pos.z) { - Math_SmoothStepToAngle(&actor->obj.rot.y, actor->unk_0F4.y, 0.2f, 10.0f, 0.01f); + Math_SmoothStepToAngle(&actor->obj.rot.y, actor->rot_0F4.y, 0.2f, 10.0f, 0.01f); } if ((actor->obj.pos.y + actor->fwork[7] + actor->fwork[26]) <= sp9C) { AUDIO_PLAY_SFX(NA_SE_EN_HEAVY_BOUND, actor->sfxSource, 4); actor->fwork[16] = actor->obj.pos.y = sp9C; - actor->unk_0F4.x = spA0 * M_RTOD; - actor->unk_0F4.z = sp98 * M_RTOD; + actor->rot_0F4.x = spA0 * M_RTOD; + actor->rot_0F4.z = sp98 * M_RTOD; actor->gravity = 0.0f; actor->vel.x = actor->vel.y = actor->vel.z = 0.0f; actor->timer_0BC = 10; @@ -1402,11 +1402,11 @@ void Titania_8018C8A8(Actor* actor) { break; case 2: - Math_SmoothStepToAngle(&actor->obj.rot.x, actor->unk_0F4.x, 0.5f, 5.0f, 0.01f); - Math_SmoothStepToAngle(&actor->obj.rot.z, actor->unk_0F4.z, 0.5f, 5.0f, 0.01f); + Math_SmoothStepToAngle(&actor->obj.rot.x, actor->rot_0F4.x, 0.5f, 5.0f, 0.01f); + Math_SmoothStepToAngle(&actor->obj.rot.z, actor->rot_0F4.z, 0.5f, 5.0f, 0.01f); actor->obj.pos.y = actor->fwork[0] = actor->fwork[16]; - actor->fwork[1] = actor->unk_0F4.x; - actor->fwork[2] = actor->unk_0F4.z; + actor->fwork[1] = actor->rot_0F4.x; + actor->fwork[2] = actor->rot_0F4.z; Animation_GetFrameData(&D_TI1_7007234, 0, spA4); Math_SmoothStepToVec3fArray(spA4, actor->vwork, 1, 15, 0.5f, 7.0f, 0.1f); temp_fs0 = actor->vwork[0].y; @@ -1427,7 +1427,7 @@ void Titania_8018C8A8(Actor* actor) { if (actor->timer_0BC == 0) { actor->state = 4; } - Animation_GetFrameData(&D_TI1_70067C4, actor->unk_0B6, spA4); + Animation_GetFrameData(&D_TI1_70067C4, actor->animFrame, spA4); Math_SmoothStepToVec3fArray(spA4, actor->vwork, 1, 15, 0.1f, 3.0f, 0.01f); temp_fs0 = actor->vwork[0].y; actor->vwork[0].y += actor->fwork[26]; @@ -1438,7 +1438,7 @@ void Titania_8018C8A8(Actor* actor) { Math_SmoothStepToF(&actor->fwork[26], -60.0f, 0.0f, 500.0f, 0.01f); if (actor->health <= 0) { actor->state = 5; - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->timer_0BC = 30; actor->iwork[6] = 30; actor->fwork[15] = 0.0f; @@ -1455,13 +1455,13 @@ void Titania_8018C8A8(Actor* actor) { Math_SmoothStepToAngle(&actor->obj.rot.z, sp98 * M_RTOD, 0.1f, 1.0f, 0.01f); if (actor->timer_0BC == 0) { - if (((actor->unk_0B6 == 40) || (actor->unk_0B6 == 80)) && (actor->timer_0BC == 0)) { + if (((actor->animFrame == 40) || (actor->animFrame == 80)) && (actor->timer_0BC == 0)) { AUDIO_PLAY_SFX(NA_SE_EN_HEAVY_WALK1, actor->sfxSource, 4); } Math_SmoothStepToF(&actor->fwork[15], 1.0f, 0.7f, 0.1f, 0.01f); - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_TI1_70067C4)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_TI1_70067C4)) { + actor->animFrame = 0; } if ((actor->fwork[4] > 0.0f) || (actor->fwork[7] > 0.0f)) { Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW); @@ -1476,13 +1476,13 @@ void Titania_8018C8A8(Actor* actor) { if (Animation_GetFrameCount(&D_TI1_70067C4) <= actor->fwork[23]) { actor->fwork[23] = 0.0f; } - actor->unk_0B6 = actor->fwork[23]; + actor->animFrame = actor->fwork[23]; if (actor->timer_0BC == 1) { AUDIO_PLAY_SFX(NA_SE_EN_KANI_MOTOR, actor->sfxSource, 4); } } - Animation_GetFrameData(&D_TI1_70067C4, actor->unk_0B6, spA4); + Animation_GetFrameData(&D_TI1_70067C4, actor->animFrame, spA4); Math_SmoothStepToVec3fArray(spA4, actor->vwork, 1, 15, actor->fwork[15], 360.0f, 0.01f); temp_fs0 = actor->vwork[0].y; actor->vwork[0].y += actor->fwork[26]; @@ -1494,7 +1494,7 @@ void Titania_8018C8A8(Actor* actor) { if (actor->health <= 0) { actor->iwork[6] = 300; actor->state = 5; - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->timer_0BC = 30; actor->fwork[15] = 0.0f; AUDIO_PLAY_SFX(NA_SE_EN_KANI_STOP, actor->sfxSource, 4); @@ -1503,7 +1503,7 @@ void Titania_8018C8A8(Actor* actor) { case 5: Math_SmoothStepToF(&actor->fwork[15], 1.0f, 1.0f, 0.015f, 0.01f); - Animation_GetFrameData(&D_TI1_7007130, actor->unk_0B6, spA4); + Animation_GetFrameData(&D_TI1_7007130, actor->animFrame, spA4); Math_SmoothStepToVec3fArray(spA4, actor->vwork, 1, 15, actor->fwork[15], 360.0f, 0.01f); Math_SmoothStepToF(&actor->fwork[26], -40.0f, actor->fwork[15], 500.0f, 0.01f); temp_fs0 = actor->vwork[0].y; @@ -1511,31 +1511,31 @@ void Titania_8018C8A8(Actor* actor) { Animation_DrawSkeleton(0, D_TI1_7006990, actor->vwork, Titania_8018C118, Titania_8018C3D8, actor, &gIdentityMatrix); actor->vwork[0].y = temp_fs0; - actor->unk_0B6++; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_TI1_7007130)) { - actor->unk_0B6 = 0; + actor->animFrame++; + if (actor->animFrame >= Animation_GetFrameCount(&D_TI1_7007130)) { + actor->animFrame = 0; } if (actor->timer_0BC == 0) { actor->state = 6; - actor->unk_0B6 = 0; + actor->animFrame = 0; actor->fwork[15] = 0.0f; } break; case 6: - if (actor->unk_0B6 == 18) { + if (actor->animFrame == 18) { actor->iwork[8] = 0; } actor->iwork[2] = 1; Math_SmoothStepToF(&actor->fwork[15], 1.0f, 1.0f, 0.005f, 0.01f); - Animation_GetFrameData(&D_TI1_7006F74, actor->unk_0B6, spA4); + Animation_GetFrameData(&D_TI1_7006F74, actor->animFrame, spA4); Math_SmoothStepToVec3fArray(spA4, actor->vwork, 1, 15, actor->fwork[15], 360.0f, 0.01f); temp_fs0 = actor->vwork[0].y; actor->vwork[0].y += actor->fwork[26]; Animation_DrawSkeleton(0, D_TI1_7006990, actor->vwork, Titania_8018C118, Titania_8018C3D8, actor, &gIdentityMatrix); actor->vwork[0].y = temp_fs0; - if (actor->unk_0B6 == 21) { + if (actor->animFrame == 21) { Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * M_DTOR, MTXF_APPLY); Matrix_RotateZ(gCalcMatrix, actor->obj.rot.z * M_DTOR, MTXF_APPLY); @@ -1573,15 +1573,15 @@ void Titania_8018C8A8(Actor* actor) { 1.5f); } - if (actor->unk_0B6 < (Animation_GetFrameCount(&D_TI1_7006F74) - 1)) { - actor->unk_0B6++; + if (actor->animFrame < (Animation_GetFrameCount(&D_TI1_7006F74) - 1)) { + actor->animFrame++; } else { Titania_8018C72C(actor); } break; case 7: - Animation_GetFrameData(&D_TI1_7006F74, actor->unk_0B6, spA4); + Animation_GetFrameData(&D_TI1_7006F74, actor->animFrame, spA4); Math_SmoothStepToVec3fArray(spA4, actor->vwork, 1, 15, actor->fwork[15], 360.0f, 0.01f); break; @@ -1926,22 +1926,22 @@ void Titania_8018E5F8(Actor* actor) { gTexturedLines[index].posAA.x = actor->obj.pos.x + actor->fwork[0]; gTexturedLines[index].posAA.y = actor->obj.pos.y + actor->fwork[1]; gTexturedLines[index].posAA.z = actor->obj.pos.z + actor->fwork[2]; - gTexturedLines[index].red = 255; - gTexturedLines[index].green = 255; - gTexturedLines[index].blue = 0; - gTexturedLines[index].alpha = 255; + gTexturedLines[index].prim.r = 255; + gTexturedLines[index].prim.g = 255; + gTexturedLines[index].prim.b = 0; + gTexturedLines[index].prim.a = 255; gTexturedLines[index].posBB.x = sp5C; gTexturedLines[index].posBB.y = sp70; gTexturedLines[index].posBB.z = sp54; gTexturedLines[index].xyScale = 3.0f; if (actor->timer_0C0 == 0) { - gTexturedLines[index].red = 255; - gTexturedLines[index].green = 255; - gTexturedLines[index].blue = 64; + gTexturedLines[index].prim.r = 255; + gTexturedLines[index].prim.g = 255; + gTexturedLines[index].prim.b = 64; } else { - gTexturedLines[index].red = 255; - gTexturedLines[index].green = 100; - gTexturedLines[index].blue = 0; + gTexturedLines[index].prim.r = 255; + gTexturedLines[index].prim.g = 100; + gTexturedLines[index].prim.b = 0; } if (i <= 3000) { if (actor->timer_0C0 == 0) { @@ -1999,7 +1999,7 @@ void Titania_Cactus_Update(Sprite* sprite) { sprite->obj.rot.y = Math_Atan2F(gPlayer[0].cam.eye.x - sprite->obj.pos.x, gPlayer[0].cam.eye.z - (sprite->obj.pos.z + gPathProgress)) * M_RTOD; - if (sprite->unk_46 != 0) { + if (sprite->destroy != 0) { func_effect_8007D074(sprite->obj.pos.x, sprite->obj.pos.y + 96.0f, sprite->obj.pos.z, 4.0f); sprite->obj.status = OBJ_FREE; func_effect_8007A6F0(&sprite->obj.pos, NA_SE_OB_EXPLOSION_S); @@ -2195,7 +2195,7 @@ void Titania_Boss306_Init(Boss306* this) { return; } - gBossActive = 1; + gBossActive = true; this->fwork[2] = 1.0f; this->fwork[4] = 730.0f; for (i = 0; i < ARRAY_COUNT(D_i5_801BD668); i++) { @@ -4207,7 +4207,7 @@ void Titania_80193DF0(Boss* boss) { } if (D_i5_801BBF00[i].unk_24 > 0) { D_i5_801BBF00[i].unk_24--; - if (!(D_i5_801BBF00[i].unk_24 & 1)) { + if (!(D_i5_801BBF00[i].unk_24 & 1)) { // prefer == 0 func_effect_8007A900(boss->obj.pos.x + D_i5_801BBF00[i].unk_00.pos.x, boss->obj.pos.y + D_i5_801BBF00[i].unk_00.pos.y, boss->obj.pos.z + D_i5_801BBF00[i].unk_00.pos.z, 7.0f, 160, 16, 0); @@ -5146,10 +5146,10 @@ void Titania_Boss_Draw(Boss* boss) { } else { gTexturedLines[temp_v1_28].mode = 1; } - gTexturedLines[temp_v1_28].red = 0; - gTexturedLines[temp_v1_28].blue = 0; - gTexturedLines[temp_v1_28].green = 0; - gTexturedLines[temp_v1_28].alpha = 0; + gTexturedLines[temp_v1_28].prim.r = 0; + gTexturedLines[temp_v1_28].prim.b = 0; + gTexturedLines[temp_v1_28].prim.g = 0; + gTexturedLines[temp_v1_28].prim.a = 0; gTexturedLines[temp_v1_28].xyScale = 1; } } @@ -5230,7 +5230,7 @@ void Titania_801990DC(Boss* boss) { actor->state = 40; actor->unk_046 = 25; actor->unk_048 = 0; - actor->unk_04A = 6; + actor->unk_04A = 4 | 2; actor->fwork[3] = 0.0f; actor->fwork[4] = -200.0f; actor->obj.pos.x = gPlayer[0].pos.x; @@ -5250,7 +5250,7 @@ void Titania_801990DC(Boss* boss) { actor->state = 40; actor->unk_046 = 2; actor->unk_048 = 1; - actor->unk_04A = 6; + actor->unk_04A = 4 | 2; actor->iwork[1] = (s32) 1; actor->fwork[3] = -150.0f; actor->fwork[4] = -200.0f; @@ -5271,7 +5271,7 @@ void Titania_801990DC(Boss* boss) { actor->state = 40; actor->unk_046 = 2; actor->unk_048 = 1; - actor->unk_04A = 6; + actor->unk_04A = 4 | 2; actor->iwork[1] = 2; actor->fwork[3] = 100.0f; actor->fwork[4] = -100.0f; diff --git a/src/overlays/ovl_i5/fox_ti_cs.c b/src/overlays/ovl_i5/fox_ti_cs.c index 4f0ce0c9..942bc850 100644 --- a/src/overlays/ovl_i5/fox_ti_cs.c +++ b/src/overlays/ovl_i5/fox_ti_cs.c @@ -20,7 +20,7 @@ void Titania_80187530(Actor* actor) { actor->obj.rot.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); - actor->unk_0B6 = 1; + actor->animFrame = 1; } void Titania_801875D0(Actor* actor, s32 arg1) { @@ -156,7 +156,7 @@ void Titania_LevelStart(Player* player) { D_ctx_80177A48[3] = 200.0f; D_ctx_80177A48[1] = 0.0f; - *D_ctx_80177A10 = 0; + D_ctx_80177A10[0] = 0; Matrix_RotateY(gCalcMatrix, D_ctx_80177A48[2] * M_DTOR, MTXF_NEW); @@ -271,12 +271,12 @@ void Titania_80188108(Actor* actor, s32 arg1) { if (arg1 < 3) { actor->iwork[11] = 1; - actor->unk_0C9 = 1; + actor->drawShadow = true; actor->fwork[3] = D_i5_801B7348[arg1]; actor->state = 30; AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); } else { - actor->unk_0B6 = 1; + actor->animFrame = 1; actor->state = 20; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); actor->fwork[9] = 20.0f; diff --git a/src/overlays/ovl_i6/fox_andross.c b/src/overlays/ovl_i6/fox_andross.c index b200d8b7..f628037c 100644 --- a/src/overlays/ovl_i6/fox_andross.c +++ b/src/overlays/ovl_i6/fox_andross.c @@ -36,22 +36,22 @@ void Andross_80187530(Actor* actor) { case 0: break; case 1: - actor->unk_0B6 += (s32) actor->fwork[22]; - if (actor->unk_0B6 >= Animation_GetFrameCount(&D_VE2_6014658)) { - actor->unk_0B6 = Animation_GetFrameCount(&D_VE2_6014658) - 1; + actor->animFrame += (s32) actor->fwork[22]; + if (actor->animFrame >= Animation_GetFrameCount(&D_VE2_6014658)) { + actor->animFrame = Animation_GetFrameCount(&D_VE2_6014658) - 1; } break; case 2: - actor->unk_0B6 -= (s32) actor->fwork[22]; - if (actor->unk_0B6 <= 0) { - actor->unk_0B6 = 0; + actor->animFrame -= (s32) actor->fwork[22]; + if (actor->animFrame <= 0) { + actor->animFrame = 0; } break; default: break; } - index = actor->unk_0B6 / 18.0f; + index = actor->animFrame / 18.0f; actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_i6_801A6760[index]); actor->obj.rot.z = D_Andross_801A7F68; } @@ -66,7 +66,7 @@ bool Andross_8018767C(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* void Andross_8018769C(Actor* actor) { Vec3f sp28[20]; - Animation_GetFrameData(&D_VE2_6014658, actor->unk_0B6, sp28); + Animation_GetFrameData(&D_VE2_6014658, actor->animFrame, sp28); Animation_DrawSkeleton(1, D_VE2_6014844, sp28, Andross_8018767C, NULL, NULL, &gIdentityMatrix); } @@ -190,7 +190,7 @@ void Andross_80187C5C(void) { scenery360->obj.pos.y = gLevelObjects[i].yPos; scenery360->obj.rot.y = gLevelObjects[i].rot.y; if (scenery360->obj.id == OBJ_SCENERY_147) { - scenery360->unk_40 = gLevelObjects[i].rot.z; + scenery360->pathIndex = gLevelObjects[i].rot.z; } Object_SetInfo(&scenery360->info, scenery360->obj.id); if (scenery360->obj.id == OBJ_SCENERY_131) { @@ -250,7 +250,7 @@ void Andross_801880E4(Actor* actor) { f32 temp_fv1; for (scenery360 = gScenery360, i = 0; i < 200; i++, scenery360++) { - if ((scenery360->obj.id == OBJ_SCENERY_147) && (scenery360->unk_40 == (u8) actor->unk_04E)) { + if ((scenery360->obj.id == OBJ_SCENERY_147) && (scenery360->pathIndex == (u8) actor->counter_04E)) { actor->fwork[3] = scenery360->obj.pos.x; actor->fwork[4] = scenery360->obj.pos.y; actor->fwork[5] = scenery360->obj.pos.z; @@ -262,7 +262,7 @@ void Andross_801880E4(Actor* actor) { yDisplacement = actor->fwork[4] - actor->obj.pos.y; zDisplacement = actor->fwork[5] - actor->obj.pos.z; if ((fabsf(xDisplacement) < 300.0f) && (fabsf(yDisplacement) < 300.0f) && (fabsf(zDisplacement) < 300.0f)) { - actor->unk_04E++; + actor->counter_04E++; } if (((gGameFrameCount % 32) == 0)) { actor->iwork[11] = 1; @@ -277,10 +277,10 @@ void Andross_801880E4(Actor* actor) { Math_SmoothStepToF(&actor->fwork[0], actor->fwork[1], 0.2f, 3.0f, 0.00001f); yaw = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement)); - Math_SmoothStepToAngle(&actor->unk_0F4.x, + Math_SmoothStepToAngle(&actor->rot_0F4.x, Math_RadToDeg(Math_Atan2F(yDisplacement, sqrtf(SQ(xDisplacement) + SQ(zDisplacement)))), 0.1f, actor->fwork[2], 0.0f); - temp_fv1 = Math_SmoothStepToAngle(&actor->unk_0F4.y, yaw, 0.1f, actor->fwork[2], 0.0001f) * 40.0f; + temp_fv1 = Math_SmoothStepToAngle(&actor->rot_0F4.y, yaw, 0.1f, actor->fwork[2], 0.0001f) * 40.0f; if (temp_fv1 < 0.0f) { var_fv0 = temp_fv1 * -1.0f; } else { @@ -288,10 +288,10 @@ void Andross_801880E4(Actor* actor) { } Math_SmoothStepToAngle(&actor->obj.rot.z, var_fv0, 0.1f, 3.0f, 0.01f); - actor->obj.rot.y = actor->unk_0F4.y; - actor->obj.rot.x = -actor->unk_0F4.x; - Matrix_RotateY(gCalcMatrix, actor->unk_0F4.y * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -actor->unk_0F4.x * M_DTOR, MTXF_APPLY); + actor->obj.rot.y = actor->rot_0F4.y; + actor->obj.rot.x = -actor->rot_0F4.x; + Matrix_RotateY(gCalcMatrix, actor->rot_0F4.y * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -actor->rot_0F4.x * M_DTOR, MTXF_APPLY); sp48.x = 0; sp48.y = 0; sp48.z = actor->fwork[0]; @@ -333,15 +333,15 @@ void Andross_80188528(Actor* actor) { } actor->obj.rot.y = RAD_TO_DEG(-gPlayer[0].camYaw); actor->obj.rot.x = RAD_TO_DEG(gPlayer[0].camPitch); - actor->unk_0F4.z += actor->fwork[0]; + actor->rot_0F4.z += actor->fwork[0]; } void Andross_80188660(Actor* actor) { RCP_SetupDL(&gMasterDisp, 0x3D); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255); - Matrix_RotateZ(gGfxMatrix, actor->unk_0F4.z * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gGfxMatrix, actor->rot_0F4.z * M_DTOR, MTXF_APPLY); Matrix_Scale(gGfxMatrix, 1.1f, 0.9f, 1.0f, MTXF_APPLY); - Matrix_RotateZ(gGfxMatrix, -actor->unk_0F4.z * M_DTOR, MTXF_APPLY); + Matrix_RotateZ(gGfxMatrix, -actor->rot_0F4.z * M_DTOR, MTXF_APPLY); Matrix_Scale(gGfxMatrix, 1.1f, 0.9f, 1.0f, MTXF_APPLY); Matrix_Scale(gGfxMatrix, 3.0f, 3.0f, 1.0f, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -605,8 +605,8 @@ void Andross_8018933C(Actor* actor) { void Andross_801893B8(Actor* actor) { if (gAllRangeCheckpoint == 0) { - actor->unk_04E++; - switch (actor->unk_04E) { + actor->counter_04E++; + switch (actor->counter_04E) { case 200: Radio_PlayMessage(gMsg_ID_8250, RCID_ANDROSS_RED); return; @@ -627,10 +627,10 @@ void Andross_80189470(Actor* actor) { s32 i; Player* player = &gPlayer[0]; - if ((D_ctx_80177AB0 != 7) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && + if ((gDrawBackdrop != 7) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 9000.0f) && (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 9000.0f)) { - D_ctx_80177AB0 = 7; + gDrawBackdrop = 7; Radio_PlayMessage(gMsg_ID_19370, RCID_JAMES); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 20); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 20); @@ -646,7 +646,7 @@ void Andross_80189470(Actor* actor) { player->state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE; player->csState = 3; player->zPath = gPathProgress = 0.0f; - D_ctx_80177AB0 = D_ctx_80177A98 = 1; + gDrawBackdrop = gDrawGround = true; player->cam.eye.x = 1200.0f; player->cam.eye.z = 1200.0f; player->cam.eye.y = 1800.0f; @@ -764,8 +764,8 @@ void Andross_80189B70(Boss* boss) { Andross_80188CB8(boss); boss->info.hitbox = SEGMENTED_TO_VIRTUAL(&D_ANDROSS_C038F24); Math_SmoothStepToF(&gAndrossUnkAlpha, 255.0f, 1.0f, 4.0f, 0); - Math_SmoothStepToF(&boss->unk_3F8, 10.0f, 0.2f, 0.2f, 0); - if (!(gGameFrameCount & 0x10)) { + Math_SmoothStepToF(&boss->scale, 10.0f, 0.2f, 0.2f, 0); + if ((gGameFrameCount & 0x10) == 0) { Math_SmoothStepToF(&boss->fwork[25], 255.0f, 1.0f, 10.0f, 0); } else { Math_SmoothStepToF(&boss->fwork[25], 100.0f, 1.0f, 10.0f, 0); @@ -781,7 +781,7 @@ void Andross_80189B70(Boss* boss) { switch (boss->state) { case 0: boss->health = 200; - D_ctx_80177AB0 = 3; + gDrawBackdrop = 3; boss->fwork[19] = -26.0f; boss->fwork[10] = 8.0f; Andross_80189098(boss); @@ -855,14 +855,14 @@ void Andross_80189B70(Boss* boss) { boss->fwork[13] = 1.0f; boss->fwork[19] = 23.0f; boss->fwork[1] = 0.0f; - gPlayer[0].cockpitView = true; - Math_SmoothStepToF(&D_display_800CA230, 0.15f, 0.2f, 0.004f, 0.0f); + gPlayer[0].alternateView = true; + Math_SmoothStepToF(&gCamDistortion, 0.15f, 0.2f, 0.004f, 0.0f); if (boss->timer_050 == 120) { AUDIO_PLAY_SFX(NA_SE_VO_ANDROSS_LAUGH, boss->sfxSource, 4); } if (boss->timer_050 == 0) { gPlayer[0].baseSpeed = gArwingSpeed; - gPlayer[0].cockpitView = false; + gPlayer[0].alternateView = false; gFillScreenAlphaTarget = 0; boss->timer_05A = 50; if (boss->swork[4] != 0) { @@ -897,7 +897,7 @@ void Andross_80189B70(Boss* boss) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp64); boss->obj.pos.x = boss->fwork[3] + sp64.x; boss->obj.pos.z = boss->fwork[5] + sp64.z; - boss->unk_078.y = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement)); + boss->rot_078.y = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement)); boss->state = 13; AUDIO_PLAY_SFX(NA_SE_VO_ANDROSS_LAUGH, boss->sfxSource, 4); boss->timer_054 = 90; @@ -948,7 +948,7 @@ void Andross_80189B70(Boss* boss) { Radio_PlayMessage(gMsg_ID_19335, RCID_ANDROSS_RED); } if (gCsFrameCount == 200) { - gBossActive = 0; + gBossActive = false; gPlayer[0].baseSpeed = gArwingSpeed; Audio_StopPlayerNoise(0); boss->state = 21; @@ -960,7 +960,7 @@ void Andross_80189B70(Boss* boss) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } } - D_ctx_80177AB0 = 4; + gDrawBackdrop = 4; gCsFrameCount = 0; } break; @@ -974,7 +974,7 @@ void Andross_80189B70(Boss* boss) { gPlayerGlareAlphas[0] = 255; } gPlayerGlareReds[0] = gPlayerGlareGreens[0] = gPlayerGlareBlues[0] = 255; - Math_SmoothStepToF(&D_display_800CA230, 0.15f, 0.2f, 0.004f, 0.0f); + Math_SmoothStepToF(&gCamDistortion, 0.15f, 0.2f, 0.004f, 0.0f); Math_SmoothStepToF(&D_ctx_801779A8[gMainController], 70.0f, 1.0f, 4.0f, 0.0f); } switch (gCsFrameCount) { @@ -991,7 +991,7 @@ void Andross_80189B70(Boss* boss) { gAllRangeCheckpoint = 1; break; case 600: - D_ctx_80177AB0 = 5; + gDrawBackdrop = 5; gFogRed = 129; gFogGreen = 27; gFogBlue = 0; @@ -1063,16 +1063,16 @@ void Andross_80189B70(Boss* boss) { vec.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp64); if (gCsFrameCount < 1000) { - frameCountMask = 1; + frameCountMask = 2 - 1; } else if (gCsFrameCount < 1500) { - frameCountMask = 3; + frameCountMask = 4 - 1; } else if (gCsFrameCount < 2000) { - frameCountMask = 1; + frameCountMask = 2 - 1; } else { - frameCountMask = 1; + frameCountMask = 2 - 1; } sp98 = 1; - if (!(gGameFrameCount & frameCountMask)) { + if ((gGameFrameCount & frameCountMask) == 0) { for (i = 0; i < sp98; i++) { func_effect_8007797C(gPlayer[0].cam.eye.x + sp64.x, gPlayer[0].cam.eye.y + sp64.y, gPlayer[0].cam.eye.z + sp64.z, sp58.x, sp58.y, sp58.z, @@ -1086,18 +1086,18 @@ void Andross_80189B70(Boss* boss) { yDisplacement = boss->fwork[4] - boss->obj.pos.y; zDisplacement = boss->fwork[5] - boss->obj.pos.z; yaw = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement)); - Math_SmoothStepToAngle(&boss->unk_078.x, + Math_SmoothStepToAngle(&boss->rot_078.x, Math_RadToDeg(Math_Atan2F(yDisplacement, sqrtf(SQ(xDisplacement) + SQ(zDisplacement)))), 0.1f, boss->fwork[2], 0.0f); - Math_SmoothStepToAngle(&boss->unk_078.y, yaw, 0.1f, boss->fwork[2], 0.0f); + Math_SmoothStepToAngle(&boss->rot_078.y, yaw, 0.1f, boss->fwork[2], 0.0f); if (boss->swork[4] != 0) { Math_SmoothStepToAngle(&boss->obj.rot.y, Math_RadToDeg(-gPlayer[0].camYaw), 0.3f, 5.0f, 0.0f); } else if (boss->timer_054 == 0) { Math_SmoothStepToAngle(&boss->obj.rot.y, Math_RadToDeg(-gPlayer[0].camYaw), 0.3f, 1.5f, 0.0f); } Math_SmoothStepToF(&boss->fwork[0], boss->fwork[1], 0.2f, 1.0f, 0.00001f); - Matrix_RotateY(gCalcMatrix, boss->unk_078.y * M_DTOR, 0U); - Matrix_RotateX(gCalcMatrix, -boss->unk_078.x * M_DTOR, 1U); + Matrix_RotateY(gCalcMatrix, boss->rot_078.y * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, -boss->rot_078.x * M_DTOR, 1U); vec.x = 0.0f; vec.y = 0.0f; vec.z = boss->fwork[0]; @@ -1111,7 +1111,7 @@ void Andross_80189B70(Boss* boss) { gRadarMarks[59].pos.x = boss->obj.pos.x; gRadarMarks[59].pos.y = boss->obj.pos.y; gRadarMarks[59].pos.z = boss->obj.pos.z; - gRadarMarks[59].yRot = boss->unk_078.y + 180.0f; + gRadarMarks[59].yRot = boss->rot_078.y + 180.0f; } gActors[10].info.targetOffset = 1.0f; gActors[11].info.targetOffset = 1.0f; @@ -1205,7 +1205,7 @@ void Andross_8018B8C0(Boss* boss) { Matrix_Scale(gGfxMatrix, boss->fwork[23] + 1.0f, 1.0f - boss->fwork[23], 1.0f, MTXF_APPLY); Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * M_DTOR, MTXF_APPLY); Matrix_Scale(gGfxMatrix, boss->fwork[23] + 1.0f, 1.0f - boss->fwork[23], 1.0f, MTXF_APPLY); - Matrix_Scale(gGfxMatrix, boss->unk_3F8, boss->unk_3F8, boss->unk_3F8, MTXF_APPLY); + Matrix_Scale(gGfxMatrix, boss->scale, boss->scale, boss->scale, MTXF_APPLY); Animation_DrawSkeleton(0, D_VE2_600C0A4, boss->vwork, Andross_8018B47C, NULL, boss, &gIdentityMatrix); if (boss->fwork[21] >= 254) { RCP_SetupDL(&gMasterDisp, 0x36); @@ -1278,7 +1278,7 @@ void Andross_8018BDD8(void) { sp70[i].v.ob[1] = sp74[i].v.ob[1] + sp7C[temp_lo]; } - if (gBossActive != 0) { + if (gBossActive) { Math_SmoothStepToF(&D_Andross_801A7F58, 0.0f, 1.0f, 10.0f, 0.0f); } else { Math_SmoothStepToF(&D_Andross_801A7F58, D_Andross_801A7F60, 1.0f, 1.0f, 0.0f); @@ -1573,8 +1573,8 @@ void Andross_Boss320_Init(Boss320* this) { this->timer_058 = 10; this->swork[4] = this->swork[5] = 200; this->swork[6] = 100; - gBossActive = 1; - D_ctx_80177AB0 = 1; + gBossActive = true; + gDrawBackdrop = 1; this->info.hitbox[16] = 200.0f; this->info.hitbox[22] = 200.0f; Audio_PlaySequence(SEQ_PLAYER_BGM, NA_BGM_BOSS_ANDROSS, 0, 0); @@ -1789,7 +1789,7 @@ void Andross_8018DBF0(Boss* boss) { gAmbientR = 10; gAmbientG = 0; gAmbientB = 20; - D_ctx_8017812C = 0; + gGroundClipMode = 0; boss->fwork[19] += 5.0f; if (boss->swork[9] != 0) { boss->swork[9]--; @@ -1802,15 +1802,15 @@ void Andross_8018DBF0(Boss* boss) { if (boss->swork[10] != 0) { boss->swork[10]--; if (boss->swork[10] < 20) { - frameCountMask = 0x1F; + frameCountMask = 32 - 1; } else if (boss->swork[10] < 30) { - frameCountMask = 7; + frameCountMask = 8 - 1; } else if (boss->swork[10] < 40) { - frameCountMask = 1; + frameCountMask = 2 - 1; } else { - frameCountMask = 0; + frameCountMask = 1 - 1; } - if (!(gGameFrameCount & frameCountMask)) { + if ((gGameFrameCount & frameCountMask) == 0) { Andross_8018CA50(boss->vwork[6].x, boss->vwork[6].y, boss->vwork[6].z, 0.0f, -30.0f, 0.0f, 30.0f); Andross_8018CA50(boss->vwork[7].x, boss->vwork[7].y, boss->vwork[7].z, 0.0f, -30.0f, 0.0f, 30.0f); Andross_8018CA50(boss->vwork[8].x, boss->vwork[8].y, boss->vwork[8].z, -30.0f, 0.0f, 0.0f, 30.0f); @@ -2743,10 +2743,10 @@ void Andross_8018DBF0(Boss* boss) { boss1->swork[1] = 100; boss1->state = 10; boss1->timer_050 = 180; - boss1->unk_3F8 = 5.0f; + boss1->scale = 5.0f; Object_SetInfo(&boss1->info, boss1->obj.id); Object_Kill(&boss->obj, boss->sfxSource); - D_ctx_80177AB0 = 3; + gDrawBackdrop = 3; Andross_80189098(boss); Radio_PlayMessage(gMsg_ID_19330, RCID_ANDROSS_RED); break; @@ -3210,7 +3210,7 @@ void Andross_80192E94(Actor* actor) { actor->vwork[0].y = actor->obj.pos.y - 300.0f; actor->vwork[0].z = actor->obj.pos.z; actor->health = 30; - actor->unk_0F4.z = actor->obj.rot.z; + actor->rot_0F4.z = actor->obj.rot.z; AUDIO_PLAY_SFX(NA_SE_OB_SPARK_BEAM, actor->sfxSource, 0); break; case 1: @@ -3235,7 +3235,7 @@ void Andross_80192E94(Actor* actor) { } /* fallthrough */ case 2: - actor->obj.rot.z = actor->unk_0F4.z + D_Andross_801A7F68; + actor->obj.rot.z = actor->rot_0F4.z + D_Andross_801A7F68; Matrix_RotateZ(gCalcMatrix, M_DTOR * D_Andross_801A7F68, MTXF_NEW); Matrix_MultVec3fNoTranslate(gCalcMatrix, actor->vwork, &actor->obj.pos); actor->obj.pos.y += 300.0f; @@ -3319,7 +3319,7 @@ void Andross_8019350C(Scenery* scenery) { void Andross_8019356C(Scenery* scenery) { scenery->obj.rot.z = D_Andross_801A7F68; - scenery->obj.pos.z += scenery->unk_60; + scenery->obj.pos.z += scenery->effectVel.z; if (scenery->timer_4C == 1) { Object_Kill(&scenery->obj, scenery->sfxSource); } @@ -3349,7 +3349,7 @@ void Andross_80193668(Scenery* scenery, f32 xPos, f32 yPos, f32 zPos, s32 arg4) scenery->obj.pos.x = xPos; scenery->obj.pos.y = yPos; scenery->obj.pos.z = zPos; - scenery->unk_60 = -40.0f; + scenery->effectVel.z = -40.0f; Object_SetInfo(&scenery->info, scenery->obj.id); scenery->timer_4C = (arg4 * 50) + 100; scenery->info.cullDistance = 100000.0f; @@ -3416,7 +3416,7 @@ void Andross_801939A0(s32 actorIndex) { actor->obj.pos.y = gPlayer[0].cam.at.y; actor->obj.pos.z = 0.0f; actor->iwork[11] = 1; - actor->unk_0F4.x = 90.0f; + actor->rot_0F4.x = 90.0f; actor->fwork[0] = 50.0f; actor->fwork[1] = 6.5f; if (actorIndex == 10) { @@ -3425,7 +3425,7 @@ void Andross_801939A0(s32 actorIndex) { if (actorIndex == 1) { actor->state = 1; actor->unk_046 = 255; - actor->unk_0B6 = 1000; + actor->animFrame = 1000; } Object_SetInfo(&actor->info, actor->obj.id); AUDIO_PLAY_SFX(NA_SE_ARWING_ENGINE_FG, actor->sfxSource, 4); @@ -3451,7 +3451,7 @@ void Andross_80193AE4(s32 actorIndex) { Object_SetInfo(&actor->info, actor->obj.id); if (actorIndex == 0) { actor->state = 200; - actor->unk_0B6 = 1; + actor->animFrame = 1; AUDIO_PLAY_SFX(NA_SE_GREATFOX_ENGINE, actor->sfxSource, 0); } else { actor->iwork[11] = 1; @@ -3527,7 +3527,7 @@ void Andross_80193C4C(Player* player) { break; case 86: Object_Kill(&boss->obj, boss->sfxSource); - D_ctx_80177AB0 = 0; + gDrawBackdrop = 0; break; case 111: player->csState = 2; @@ -3574,7 +3574,7 @@ void Andross_80193C4C(Player* player) { Math_SmoothStepToF(&D_ctx_80177A48[2], 0.85f, 1.0f, 0.01f, 0.0f); Math_SmoothStepToF(&D_ctx_80177A48[3], 200.0f, 0.1f, 5.0f, 0.0f); D_ctx_80177A48[4] += 4.5f; - D_ctx_80177AB0 = 2; + gDrawBackdrop = 2; Matrix_RotateZ(gCalcMatrix, 2.0f * RAND_FLOAT(M_PI), MTXF_NEW); sp74.x = RAND_FLOAT(50.0f) + 120.0f; sp74.y = 0.0f; @@ -3625,7 +3625,7 @@ void Andross_80193C4C(Player* player) { case 25: for (i = 0; i < 12; i++) { Andross_80193668(&gScenery[i], player->pos.x, player->pos.y, - (player->cam.eye.z - gPathProgress) + (2195.0f * i), i); + player->cam.eye.z - gPathProgress + (2195.0f * i), i); } break; case 150: @@ -3641,7 +3641,7 @@ void Andross_80193C4C(Player* player) { gLevelMode = LEVELMODE_ALL_RANGE; player->csState = 3; player->zPath = gPathProgress = 0.0f; - D_ctx_80177AB0 = D_ctx_80177A98 = 1; + gDrawBackdrop = gDrawGround = true; player->cam.eye.x = 1200.0f; player->cam.eye.z = 1200.0f; player->cam.eye.y = 1800.0f; @@ -3711,8 +3711,8 @@ void Andross_80193C4C(Player* player) { D_ctx_80177A48[2] = 0; D_ctx_80177A48[3] = 1.0f; gActors[10].obj.pos.y = 1500.0f; - gActors[10].unk_0F4.z = 180.0f; - D_ctx_80177AB0 = 0; + gActors[10].rot_0F4.z = 180.0f; + gDrawBackdrop = 0; gFogFar = 1030; D_i6_801A7F40 = gLight1R; D_i6_801A7F44 = gLight1G; @@ -3801,8 +3801,8 @@ void Andross_80193C4C(Player* player) { gActors[10].state = 101; gActors[10].fwork[0] = 0.0f; gActors[10].obj.pos.y = 14500.0f; - gActors[10].unk_0F4.z = 70.0f; - gActors[10].unk_0F4.x = gActors[10].unk_0F4.y = 0.0f; + gActors[10].rot_0F4.z = 70.0f; + gActors[10].rot_0F4.x = gActors[10].rot_0F4.y = 0.0f; gFillScreenAlpha = gFillScreenAlphaTarget = 255; gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0; player->csTimer = 3; @@ -3972,7 +3972,7 @@ void Andross_80193C4C(Player* player) { player->unk_014 = 0.2f; player->unk_018 = 0.0f; player->unk_01C = 0.05f; - D_ctx_80177AB0 = 6; + gDrawBackdrop = 6; gProjectFar = 12800.0f; } D_ctx_80177A48[0] = 1.0f; @@ -4015,7 +4015,7 @@ void Andross_80195E44(Actor* actor) { switch (actor->state) { case 0: - actor->unk_0F4.z += actor->fwork[1]; + actor->rot_0F4.z += actor->fwork[1]; if (gCsFrameCount > 250) { Math_SmoothStepToF(&actor->fwork[1], 0.5f, 0.1f, 0.04f, 0.0f); } else { @@ -4023,15 +4023,15 @@ void Andross_80195E44(Actor* actor) { } break; case 1: - actor->unk_0F4.z += actor->fwork[1]; + actor->rot_0F4.z += actor->fwork[1]; Math_SmoothStepToF(&actor->fwork[1], -2.0f, 0.1f, 0.04f, 0.0f); if (gCsFrameCount == 55) { actor->state++; } break; case 2: - Math_SmoothStepToF(&actor->unk_0F4.x, 180.0f, 0.1f, 1.0f, 0.0f); - Math_SmoothStepToF(&actor->unk_0F4.y, 200.0f, 0.1f, 1.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.x, 180.0f, 0.1f, 1.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.y, 200.0f, 0.1f, 1.0f, 0.0f); actor->unk_046 -= 5; if (actor->unk_046 < 0) { actor->unk_046 = 0; @@ -4039,22 +4039,22 @@ void Andross_80195E44(Actor* actor) { } break; case 101: - Math_SmoothStepToF(&actor->unk_0F4.z, 0.0f, 0.03f, 0.5f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.z, 0.0f, 0.03f, 0.5f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.x, 0.0f, 0.03f, 5.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.y, 15000.0f, 0.03f, 5.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.z, 0.0f, 0.03f, 5.0f, 0.0f); break; case 100: actor->fwork[7] += 3.0f; - actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f; + actor->rot_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f; actor->fwork[8] += 2.0f; sp34 = SIN_DEG(actor->fwork[8]) * 0.5f; break; case 200: break; } - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, 0U); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), 1U); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, 0U); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), 1U); sp44.x = 0.0f; sp44.y = 0.0f; sp44.z = actor->fwork[0]; @@ -4062,9 +4062,9 @@ void Andross_80195E44(Actor* actor) { actor->vel.x = sp38.x; actor->vel.y = sp38.y + sp34; actor->vel.z = sp38.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } void Andross_801961AC(void) { diff --git a/src/overlays/ovl_i6/fox_sy.c b/src/overlays/ovl_i6/fox_sy.c index 91134c16..837f56fc 100644 --- a/src/overlays/ovl_i6/fox_sy.c +++ b/src/overlays/ovl_i6/fox_sy.c @@ -73,7 +73,7 @@ void SectorY_Boss314_Init(Boss314* this) { gScenery360[0].obj.pos.z = -30000.0f; } - this->unk_078.y = 0.0f; + this->rot_078.y = 0.0f; SectorY_8019AEC0(this); } else { this->fwork[34] = 2.8f; @@ -84,13 +84,13 @@ void SectorY_Boss314_Init(Boss314* this) { this->fwork[45] = 35.0f; if (this->index == 1) { - this->unk_078.y = 15.0f; + this->rot_078.y = 15.0f; } else { - this->unk_078.y = 345.0f; + this->rot_078.y = 345.0f; } - this->vel.x = SIN_DEG(this->unk_078.y) * this->fwork[45] * 0.2f; - this->vel.z = COS_DEG(this->unk_078.y) * this->fwork[45] * 0.2f; + this->vel.x = SIN_DEG(this->rot_078.y) * this->fwork[45] * 0.2f; + this->vel.z = COS_DEG(this->rot_078.y) * this->fwork[45] * 0.2f; SectorY_80198244(this); this->timer_056 = 250; } @@ -123,7 +123,7 @@ void SectorY_80197F84(Boss* boss) { Math_SmoothStepToF(&boss->vel.y, 0.0f, 0.1f, 0.2f, 0.1f); Math_SmoothStepToF(&boss->vel.z, 0.0f, 0.1f, 0.2f, 0.1f); Math_SmoothStepToF(&boss->vel.x, 0.0f, 0.1f, 0.2f, 0.1f); - Math_SmoothStepToAngle(&boss->unk_078.x, 0.0f, 0.1f, 4.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 0.0f, 0.1f, 4.0f, 0.1f); if (SectorY_8019B5CC(boss)) { Math_SmoothStepToF(&boss->obj.pos.y, 1000.0f, 0.1f, 30.0f, 0.1f); @@ -138,7 +138,7 @@ void SectorY_80197F84(Boss* boss) { yaw = Math_RadToDeg(Math_Atan2F(boss->fwork[18] - boss->obj.pos.x, boss->fwork[20] - boss->obj.pos.z)); - Math_SmoothStepToAngle(&boss->unk_078.y, yaw, 0.1f, 8.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, yaw, 0.1f, 8.0f, 0.1f); if (boss->timer_050 == 0) { SectorY_80198244(boss); @@ -148,7 +148,7 @@ void SectorY_80197F84(Boss* boss) { if (ABS(boss->vel.x) <= 1.0f && (ABS(boss->vel.z) <= 1.0f) && (fabsf(boss->fwork[18] - boss->obj.pos.x) <= 400.0f) && (fabsf(boss->fwork[20] - boss->obj.pos.z) <= 1400.0f)) { - if ((Rand_ZeroOne() < 0.2f) && (boss->unk_078.x == 0.0f)) { + if ((Rand_ZeroOne() < 0.2f) && (boss->rot_078.x == 0.0f)) { SectorY_8019AA08(boss); } if (Rand_ZeroOne() < 0.2f) { @@ -171,8 +171,8 @@ void SectorY_80198244(Boss* boss) { boss->swork[20] = 3; boss->swork[21] = 1; boss->timer_056 = (s32) (RAND_FLOAT(500.0f) + 100.0f); - boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; - boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[11] = SIN_DEG(boss->rot_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->rot_078.y) * boss->fwork[45]; speed = ABS(boss->vel.x); if (speed < 5.0f) { @@ -199,8 +199,8 @@ void SectorY_801983E4(Boss* boss) { SectorY_8019BC14(boss); } - Math_SmoothStepToAngle(&boss->unk_078.z, 0.0f, 0.1f, 2.0f, 0.1f); - Math_SmoothStepToAngle(&boss->unk_078.x, 0.0f, 0.1f, 2.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.z, 0.0f, 0.1f, 2.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 0.0f, 0.1f, 2.0f, 0.1f); Math_SmoothStepToF(&boss->vel.x, boss->fwork[11], 0.1f, 0.5f, 0.1f); Math_SmoothStepToF(&boss->vel.z, boss->fwork[13], 0.1f, 0.5f, 0.1f); Math_SmoothStepToF(&boss->vel.y, 0.0f, 0.1f, 0.2f, 0.1f); @@ -208,23 +208,23 @@ void SectorY_801983E4(Boss* boss) { xSpeed = ABS(boss->fwork[18] - boss->obj.pos.x); zSpeed = ABS(boss->fwork[20] - boss->obj.pos.z); - if (boss->unk_078.x != 0.0f) { - Math_SmoothStepToAngle(&boss->unk_078.x, boss->fwork[10], 0.1f, 6.0f, 0.1f); - if (boss->unk_078.x < 200.0f) { + if (boss->rot_078.x != 0.0f) { + Math_SmoothStepToAngle(&boss->rot_078.x, boss->fwork[10], 0.1f, 6.0f, 0.1f); + if (boss->rot_078.x < 200.0f) { boss->swork[21] = 1; boss->fwork[10] = 0.0f; - boss->unk_078.x = 0.0f; - boss->unk_078.y -= 180.0f; - boss->unk_078.z -= 180.0f; - if (boss->unk_078.y < 0.0f) { - boss->unk_078.y += 360.0f; + boss->rot_078.x = 0.0f; + boss->rot_078.y -= 180.0f; + boss->rot_078.z -= 180.0f; + if (boss->rot_078.y < 0.0f) { + boss->rot_078.y += 360.0f; } - if (boss->unk_078.z < 0.0f) { - boss->unk_078.z += 360.0f; + if (boss->rot_078.z < 0.0f) { + boss->rot_078.z += 360.0f; } - boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; - boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[11] = SIN_DEG(boss->rot_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->rot_078.y) * boss->fwork[45]; boss->fwork[34] = 2.8f; } } @@ -237,13 +237,13 @@ void SectorY_801983E4(Boss* boss) { yAngle += 360.0f; } - yAngle = boss->unk_078.y - yAngle; + yAngle = boss->rot_078.y - yAngle; if (yAngle < 0.0f) { yAngle += 360.0f; } if ((zSpeed <= 1300.0f) && (xSpeed <= 800.0f) && (yAngle < 260.0f) && (yAngle > 100.0f) && - (boss->unk_078.x == 0.0f) && (boss->fwork[34] <= 2.0f)) { + (boss->rot_078.x == 0.0f) && (boss->fwork[34] <= 2.0f)) { if (Rand_ZeroOne() < 0.2f) { SectorY_8019AA08(boss); } @@ -260,7 +260,7 @@ void SectorY_801983E4(Boss* boss) { } } - if (((yAngle > 300.0f) || (yAngle < 60.0f)) && (boss->unk_078.x == 0.0f)) { + if (((yAngle > 300.0f) || (yAngle < 60.0f)) && (boss->rot_078.x == 0.0f)) { if (Rand_ZeroOne() < 0.3f) { if (Rand_ZeroOne() < 0.4f) { SectorY_80197F18(boss); @@ -268,10 +268,10 @@ void SectorY_801983E4(Boss* boss) { SectorY_80199D64(boss); } } else if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_U_TURN) { - Math_SmoothStepToAngle(&boss->unk_078.x, 181.0f, 0.1f, 6.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 181.0f, 0.1f, 6.0f, 0.1f); boss->swork[21] = 3; - boss->fwork[11] = SIN_DEG(boss->unk_078.y) * (boss->fwork[45] + 10.0f); - boss->fwork[13] = COS_DEG(boss->unk_078.y) * (boss->fwork[45] + 10.0f); + boss->fwork[11] = SIN_DEG(boss->rot_078.y) * (boss->fwork[45] + 10.0f); + boss->fwork[13] = COS_DEG(boss->rot_078.y) * (boss->fwork[45] + 10.0f); boss->fwork[34] = 2.8f; } } @@ -300,7 +300,7 @@ void SectorY_801983E4(Boss* boss) { void SectorY_80198ABC(Boss* boss) { f32 yAngle; - yAngle = Math_RadToDeg(Math_Atan2F(-boss->obj.pos.x, -300.0f - boss->obj.pos.z)) - boss->unk_078.y; + yAngle = Math_RadToDeg(Math_Atan2F(-boss->obj.pos.x, -300.0f - boss->obj.pos.z)) - boss->rot_078.y; if (yAngle < 0.0f) { yAngle += 360.0f; } @@ -359,22 +359,22 @@ void SectorY_80198CE4(Boss* boss) { SectorY_8019BC14(boss); } - Math_SmoothStepToAngle(&boss->unk_078.z, boss->fwork[27], 0.1f, 0.5f, 0.1f); - Math_SmoothStepToAngle(&boss->unk_078.x, 0.0f, 0.1f, 4.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.z, boss->fwork[27], 0.1f, 0.5f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 0.0f, 0.1f, 4.0f, 0.1f); yAngle = Math_RadToDeg(Math_Atan2F(-boss->obj.pos.x, -300.0f - boss->obj.pos.z)); if (boss->index != 0) { - Math_SmoothStepToAngle(&boss->unk_078.y, yAngle, 0.1f, 1.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, yAngle, 0.1f, 1.0f, 0.1f); } else { - Math_SmoothStepToAngle(&boss->unk_078.y, yAngle, 0.1f, 2.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, yAngle, 0.1f, 2.0f, 0.1f); } if (boss->index == 0) { - boss->vel.x = SIN_DEG(boss->unk_078.y) * (boss->fwork[45] + 20.0f); - boss->vel.z = COS_DEG(boss->unk_078.y) * (boss->fwork[45] + 20.0f); + boss->vel.x = SIN_DEG(boss->rot_078.y) * (boss->fwork[45] + 20.0f); + boss->vel.z = COS_DEG(boss->rot_078.y) * (boss->fwork[45] + 20.0f); } else { - boss->vel.x = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; - boss->vel.z = COS_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->vel.x = SIN_DEG(boss->rot_078.y) * boss->fwork[45]; + boss->vel.z = COS_DEG(boss->rot_078.y) * boss->fwork[45]; } if (SectorY_8019B5CC(boss)) { @@ -385,7 +385,7 @@ void SectorY_80198CE4(Boss* boss) { Math_SmoothStepToF(&boss->vel.y, 0.0f, 0.1f, 0.2f, 0.1f); - yAngle -= boss->unk_078.y; + yAngle -= boss->rot_078.y; if (yAngle < 0.0f) { yAngle += 360.0f; } @@ -685,8 +685,8 @@ void SectorY_80199DAC(Boss* boss) { boss->fwork[13] = COS_DEG(sp34) * (boss->fwork[45] + 10.0f); boss->fwork[10] = sp34; - Math_SmoothStepToAngle(&boss->unk_078.z, 0.0f, 0.1f, 4.0f, 0.1f); - Math_SmoothStepToAngle(&boss->unk_078.y, boss->fwork[10], 0.1f, 6.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.z, 0.0f, 0.1f, 4.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, boss->fwork[10], 0.1f, 6.0f, 0.1f); Math_SmoothStepToF(&boss->obj.pos.y, boss->fwork[12], 1.0f, 15.0f, 1.0f); if (((ABS(boss->obj.pos.y) - boss->fwork[12]) <= 1800.0f) && (ABS(boss->obj.pos.x) <= 1800.0f) && @@ -697,7 +697,7 @@ void SectorY_80199DAC(Boss* boss) { Math_SmoothStepToF(&boss->obj.pos.x, 0.0f, 0.1f, ABS(boss->fwork[11]), 0.1f); Math_SmoothStepToF(&boss->obj.pos.z, -300.0f, 0.1f, ABS(boss->fwork[13]), 0.1f); - Math_SmoothStepToAngle(&boss->unk_078.x, 0.0f, 0.1f, 4.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 0.0f, 0.1f, 4.0f, 0.1f); boss->fwork[10] = 0.0f; @@ -719,7 +719,7 @@ void SectorY_80199DAC(Boss* boss) { if (yAngle < 0.0f) { yAngle += 360.0f; } - yAngle = boss->unk_078.y - yAngle; + yAngle = boss->rot_078.y - yAngle; if (yAngle < 0.0f) { yAngle += 360.0f; } @@ -727,14 +727,14 @@ void SectorY_80199DAC(Boss* boss) { zSpeed = ABS(boss->fwork[20] - boss->obj.pos.z); xSpeed = ABS(boss->fwork[18] - boss->obj.pos.x); - if (boss->unk_078.x != 0.0f) { + if (boss->rot_078.x != 0.0f) { if ((yAngle > 300.0f) || (yAngle < 60.0f)) { - Math_SmoothStepToAngle(&boss->unk_078.x, 181.0f, 0.1f, 6.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 181.0f, 0.1f, 6.0f, 0.1f); } else { - Math_SmoothStepToAngle(&boss->unk_078.x, 0.0f, 0.1f, 6.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 0.0f, 0.1f, 6.0f, 0.1f); } } else if ((boss->swork[22] == 1) && ((yAngle > 300.0f) || (yAngle < 60.0f)) && (Rand_ZeroOne() > 0.2f)) { - Math_SmoothStepToAngle(&boss->unk_078.x, 181.0f, 0.1f, 6.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.x, 181.0f, 0.1f, 6.0f, 0.1f); boss->swork[21] = 3; boss->fwork[34] = 2.8f; } @@ -761,8 +761,8 @@ void SectorY_8019A434(Boss* boss) { boss->swork[20] = 7; boss->swork[21] = 5; boss->timer_056 = (s32) (RAND_FLOAT(130.0f) + 60.0f); - boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; - boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[11] = SIN_DEG(boss->rot_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->rot_078.y) * boss->fwork[45]; boss->fwork[12] = 30.0f; boss->fwork[10] = 181.0f; AUDIO_PLAY_SFX(NA_SE_EN_MS_LAND, boss->sfxSource, 4); @@ -774,7 +774,7 @@ void SectorY_8019A520(Boss* boss) { SectorY_8019BC14(boss); } - Math_SmoothStepToAngle(&boss->unk_078.y, 0.0f, 0.1f, 2.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, 0.0f, 0.1f, 2.0f, 0.1f); Math_SmoothStepToF(&boss->vel.x, 0.0f, 0.1f, 0.2f, 0.1f); Math_SmoothStepToF(&boss->vel.z, 6.0f, 0.1f, 0.2f, 0.1f); Math_SmoothStepToF(&boss->vel.y, 0.0f, 0.1f, 0.2f, 0.1f); @@ -817,8 +817,8 @@ void SectorY_8019A66C(Boss* boss) { } if (boss->timer_056 <= 60) { - boss->fwork[11] = SIN_DEG(boss->unk_078.y) * boss->fwork[45]; - boss->fwork[13] = COS_DEG(boss->unk_078.y) * boss->fwork[45]; + boss->fwork[11] = SIN_DEG(boss->rot_078.y) * boss->fwork[45]; + boss->fwork[13] = COS_DEG(boss->rot_078.y) * boss->fwork[45]; boss->swork[21] = 1; Math_SmoothStepToF(&boss->fwork[43], 0.0f, 0.1f, 0.1f, 0.1f); Math_SmoothStepToF(&boss->vel.z, boss->fwork[13], 0.1f, 0.5f, 0.5f); @@ -849,7 +849,7 @@ void SectorY_8019A898(Boss* boss) { } yAngle1 = Math_RadToDeg(Math_Atan2F(boss->fwork[18] - boss->obj.pos.x, boss->fwork[20] - boss->obj.pos.z)); - yAngle2 = yAngle1 - boss->unk_078.y; + yAngle2 = yAngle1 - boss->rot_078.y; if (yAngle2 < 0.0f) { yAngle2 += 360.0f; } @@ -858,7 +858,7 @@ void SectorY_8019A898(Boss* boss) { if (((yAngle2 >= 30.0f) && (yAngle2 <= 330.0f)) || ((boss->unk_04C != 0)) && (boss->unk_04C != 27)) { boss->swork[21] = 5; - Math_SmoothStepToAngle(&boss->unk_078.y, yAngle1, 0.1f, 2.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, yAngle1, 0.1f, 2.0f, 0.1f); boss->fwork[0] = 1.0f; if ((boss->unk_04C == 0) || (boss->unk_04C == 27)) { AUDIO_PLAY_SFX(NA_SE_EN_HEAVY_WALK, boss->sfxSource, 4); @@ -946,12 +946,12 @@ void SectorY_8019AAF0(Boss* boss) { Matrix_MultVec3f(gCalcMatrix, &vec, &vel); boss->vel.z = vel.z; boss->vel.x = vel.x; - Math_SmoothStepToAngle(&boss->unk_078.y, Math_RadToDeg(yAngle), 0.1f, 6.0f, 0.1f); + Math_SmoothStepToAngle(&boss->rot_078.y, Math_RadToDeg(yAngle), 0.1f, 6.0f, 0.1f); } if (boss->swork[31] != 11) { - if ((boss->unk_078.z <= 90.0f) || (boss->unk_078.z >= 270.0f)) { + if ((boss->rot_078.z <= 90.0f) || (boss->rot_078.z >= 270.0f)) { boss->fwork[19] += 70.0f; } else { boss->fwork[19] -= 50.0f; @@ -1112,7 +1112,7 @@ bool SectorY_8019B5CC(Boss* boss) { return false; } - Math_Vec3fFromAngles(&pos, boss->unk_078.x, boss->unk_078.y, 700.0f); + Math_Vec3fFromAngles(&pos, boss->rot_078.x, boss->rot_078.y, 700.0f); if ((fabsf(gScenery360[0].obj.pos.x - (boss->obj.pos.x + pos.x)) < 2500.0f) && (fabsf(gScenery360[0].obj.pos.z - (boss->obj.pos.z + pos.z)) < 5000.0f) && @@ -1222,7 +1222,7 @@ void SectorY_8019BC14(Boss* boss) { if ((fabsf(boss->fwork[3] - boss->fwork[0x14]) > 300.0f) || (fabsf(boss->fwork[1] - boss->fwork[0x12]) > 300.0f)) { sp3C = Math_RadToDeg( - Math_Atan2F(boss->fwork[0x12] - boss->fwork[1] - boss->unk_078.x, boss->fwork[0x14] - boss->fwork[3])); + Math_Atan2F(boss->fwork[0x12] - boss->fwork[1] - boss->rot_078.x, boss->fwork[0x14] - boss->fwork[3])); sp40 = ABS(boss->fwork[0x12] - boss->fwork[1]) + ABS(boss->fwork[0x14] - boss->fwork[3]); sp40 = Math_RadToDeg(-Math_Atan2F(boss->fwork[0x13] - boss->fwork[2], sp40)); sp38 = Math_RadToDeg(Math_Atan2F(boss->fwork[1] - boss->fwork[0x15], boss->fwork[3] - boss->fwork[0x17])); @@ -1493,9 +1493,9 @@ void SectorY_Boss_Update(Boss* boss) { break; } - boss->obj.rot.x = boss->unk_078.x; - boss->obj.rot.y = boss->unk_078.y; - boss->obj.rot.z = boss->unk_078.z; + boss->obj.rot.x = boss->rot_078.x; + boss->obj.rot.y = boss->rot_078.y; + boss->obj.rot.z = boss->rot_078.z; Matrix_RotateZ(gCalcMatrix, -boss->vwork[29].z * M_DTOR, MTXF_NEW); Matrix_RotateX(gCalcMatrix, -boss->vwork[29].x * M_DTOR, MTXF_APPLY); @@ -1633,7 +1633,7 @@ void SectorY_Boss_Update(Boss* boss) { radarMark->pos.x = boss->obj.pos.x; radarMark->pos.y = boss->obj.pos.y; radarMark->pos.z = boss->obj.pos.z; - radarMark->yRot = boss->unk_078.y + 180.0f; + radarMark->yRot = boss->rot_078.y + 180.0f; } else { radarMark = &gRadarMarks[boss->index + 4]; radarMark->status = 1; @@ -1641,7 +1641,7 @@ void SectorY_Boss_Update(Boss* boss) { radarMark->pos.x = boss->obj.pos.x; radarMark->pos.y = boss->obj.pos.y; radarMark->pos.z = boss->obj.pos.z; - radarMark->yRot = boss->unk_078.y + 180.0f; + radarMark->yRot = boss->rot_078.y + 180.0f; } if (gBossFrameCount == 250) { @@ -2008,7 +2008,7 @@ void SectorY_8019EB80(void) { actor->obj.pos.x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x + RAND_FLOAT_CENTERED_SEEDED(2000.0f); actor->obj.pos.y = D_i6_801A69FC[i].y + gPlayer[0].pos.y + RAND_FLOAT_SEEDED(1000.0f); actor->obj.pos.z = D_i6_801A69FC[i].z + gPlayer[0].pos.z + RAND_FLOAT_SEEDED(1000.0f); - actor->unk_0F4.z = RAND_FLOAT_CENTERED_SEEDED(200.0f); + actor->rot_0F4.z = RAND_FLOAT_CENTERED_SEEDED(200.0f); actor->vwork[0].x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x; actor->vwork[0].y = D_i6_801A69FC[i].y + gPlayer[0].pos.y; actor->vwork[0].z = D_i6_801A69FC[i].z + gPlayer[0].pos.z; @@ -2016,11 +2016,11 @@ void SectorY_8019EB80(void) { Object_SetInfo(&actor->info, actor->obj.id); if (i >= 3) { - actor->unk_0B6 = 35; - actor->unk_0F4.z = 0.0f; + actor->animFrame = 35; + actor->rot_0F4.z = 0.0f; } if (i >= 7) { - actor->unk_0B6 = 36; + actor->animFrame = 36; actor->scale = 0.125f; } actor->iwork[11] = 1; @@ -2063,7 +2063,7 @@ void SectorY_LevelComplete(Player* player) { gCsCamAtZ = boss->obj.pos.z; for (i = 10; i < ARRAY_COUNT(gActors); i++) { - if (gActors[i].unk_0B6 == 0) { + if (gActors[i].animFrame == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } } @@ -2105,8 +2105,8 @@ void SectorY_LevelComplete(Player* player) { Math_SmoothStepToF(&player->rot.z, temp_ft1 * 20.0f, 0.1f, 1.0f, 0); for (i = 1; i < 4; i++) { - temp_ft1 = Math_SmoothStepToAngle(&gActors[i].unk_0F4.y, gActors[i].fwork[1], 0.1f, 3.0f, 0.0f); - Math_SmoothStepToF(&gActors[i].unk_0F4.z, temp_ft1 * 20.0f, 0.1f, 1.0f, 0); + temp_ft1 = Math_SmoothStepToAngle(&gActors[i].rot_0F4.y, gActors[i].fwork[1], 0.1f, 3.0f, 0.0f); + Math_SmoothStepToF(&gActors[i].rot_0F4.z, temp_ft1 * 20.0f, 0.1f, 1.0f, 0); } if (gCsFrameCount >= 180) { @@ -2137,7 +2137,7 @@ void SectorY_LevelComplete(Player* player) { player->csState++; Audio_StartPlayerNoise(0); AUDIO_PLAY_BGM(NA_BGM_COURSE_CLEAR); - D_ctx_80177A98 = 0; + gDrawGround = false; for (i = 0; i < 200; i++) { gScenery360[i].obj.status = OBJ_FREE; @@ -2376,8 +2376,8 @@ void SectorY_8019FF00(Actor* actor) { Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0].x, 0.02f, 2.0f, 0.0001f); Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0].y, 0.02f, 2.0f, 0.0001f); Math_SmoothStepToF(&actor->obj.pos.z, actor->vwork[0].z, 0.02f, 2.0f, 0.0001f); - Math_SmoothStepToF(&actor->unk_0F4.z, 0.0f, 0.02f, 0.2f, 0.0001f); - if ((actor->unk_0B6 != 0) && ((((s32) (actor->index % 8U) * 10) + 1030) < gCsFrameCount)) { + Math_SmoothStepToF(&actor->rot_0F4.z, 0.0f, 0.02f, 0.2f, 0.0001f); + if ((actor->animFrame != 0) && ((((s32) (actor->index % 8U) * 10) + 1030) < gCsFrameCount)) { actor->state = 4; } break; @@ -2390,23 +2390,23 @@ void SectorY_8019FF00(Actor* actor) { case 3: actor->iwork[11] = 2; actor->fwork[0] += 2.0f; - actor->unk_0F4.x += 0.1f; + actor->rot_0F4.x += 0.1f; break; case 5: - Math_SmoothStepToF(&actor->unk_0F4.x, 0.0f, 0.1f, 5.0f, 0.0f); + Math_SmoothStepToF(&actor->rot_0F4.x, 0.0f, 0.1f, 5.0f, 0.0f); temp1 = actor->obj.pos.x - gBosses[actor->timer_04C].obj.pos.x; temp2 = actor->obj.pos.z - gBosses[actor->timer_04C].obj.pos.z; - Math_SmoothStepToAngle(&actor->unk_0F4.z, - Math_SmoothStepToAngle(&actor->unk_0F4.y, Math_RadToDeg(Math_Atan2F(temp1, temp2)), + Math_SmoothStepToAngle(&actor->rot_0F4.z, + Math_SmoothStepToAngle(&actor->rot_0F4.y, Math_RadToDeg(Math_Atan2F(temp1, temp2)), 0.5f, 2.0f, 0.0001f) * 30.0f, 0.1f, 5.0f, 0.0001f); break; case 7: - actor->unk_0F4.y = gPlayer[0].rot.y; - actor->unk_0F4.z = gPlayer[0].rot.z; + actor->rot_0F4.y = gPlayer[0].rot.y; + actor->rot_0F4.z = gPlayer[0].rot.z; Math_SmoothStepToF(&actor->obj.pos.y, 50.0f, 0.1f, 1.0f, 0.0f); if (gPlayer[0].rot.y == 0.0f) { Math_SmoothStepToF(&actor->obj.pos.x, 1300.0f, 1.0f, 2.0f, 0.0f); @@ -2427,10 +2427,10 @@ void SectorY_8019FF00(Actor* actor) { AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, actor->sfxSource, 0); } Math_SmoothStepToF(&actor->obj.pos.x, -1000.0f, 1.0f, 20.0f, 0.0f); - Math_SmoothStepToAngle(&actor->unk_0F4.z, 45.0f, 1.0f, 4.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.z, 45.0f, 1.0f, 4.0f, 0.0f); } else { - actor->unk_0F4.y = gPlayer[0].rot.y; - actor->unk_0F4.z = gPlayer[0].rot.z; + actor->rot_0F4.y = gPlayer[0].rot.y; + actor->rot_0F4.z = gPlayer[0].rot.z; Math_SmoothStepToF(&actor->obj.pos.x, -230.0f, 1.0f, 13.0f, 0.0f); } break; @@ -2443,18 +2443,18 @@ void SectorY_8019FF00(Actor* actor) { AUDIO_PLAY_SFX(NA_SE_ARWING_BOOST, actor->sfxSource, 0); } Math_SmoothStepToF(&actor->obj.pos.x, 1500.0f, 1.0f, 20.0f, 0.0f); - Math_SmoothStepToAngle(&actor->unk_0F4.z, 315.0f, 1.0f, 2.0f, 0.0f); + Math_SmoothStepToAngle(&actor->rot_0F4.z, 315.0f, 1.0f, 2.0f, 0.0f); } else { - actor->unk_0F4.y = gPlayer[0].rot.y; - actor->unk_0F4.z = gPlayer[0].rot.z; + actor->rot_0F4.y = gPlayer[0].rot.y; + actor->rot_0F4.z = gPlayer[0].rot.z; Math_SmoothStepToF(&actor->obj.pos.x, 150.0f, 1.0f, 13.0f, 0.0f); } break; } if (actor->state != 6) { - Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); - Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY); + Matrix_RotateY(gCalcMatrix, (actor->rot_0F4.y + 180.0f) * M_DTOR, MTXF_NEW); + Matrix_RotateX(gCalcMatrix, -(actor->rot_0F4.x * M_DTOR), MTXF_APPLY); sp4C.x = 0.0f; sp4C.y = 0.0f; sp4C.z = actor->fwork[0]; @@ -2462,9 +2462,9 @@ void SectorY_8019FF00(Actor* actor) { actor->vel.x = sp40.x; actor->vel.y = sp40.y; actor->vel.z = sp40.z; - actor->obj.rot.x = -actor->unk_0F4.x; - actor->obj.rot.y = actor->unk_0F4.y + 180.0f; - actor->obj.rot.z = -actor->unk_0F4.z; + actor->obj.rot.x = -actor->rot_0F4.x; + actor->obj.rot.y = actor->rot_0F4.y + 180.0f; + actor->obj.rot.z = -actor->rot_0F4.z; } } @@ -2488,13 +2488,13 @@ void SectorY_801A0510(Actor* actor, s32 arg1) { case 1: case 2: case 8: - actor->unk_0B6 = 38; + actor->animFrame = 38; actor->obj.rot.y = 90.0f; Object_SetInfo(&actor->info, actor->obj.id); break; case 3: - actor->unk_0B6 = 36; + actor->animFrame = 36; actor->vel.z = -5.0f; actor->scale = 1.0f; actor->obj.rot.y = 180.0f; @@ -2502,27 +2502,27 @@ void SectorY_801A0510(Actor* actor, s32 arg1) { break; case 4: - actor->unk_0B6 = 37; + actor->animFrame = 37; actor->obj.rot.y = 90.0f; Object_SetInfo(&actor->info, actor->obj.id); break; case 5: case 9: - actor->unk_0B6 = 39; + actor->animFrame = 39; actor->obj.rot.y = 180.0f; Object_SetInfo(&actor->info, actor->obj.id); break; case 6: - actor->unk_0B6 = 36; + actor->animFrame = 36; actor->obj.rot.y = 180.0f; actor->scale = 1.0f; Object_SetInfo(&actor->info, actor->obj.id); break; case 7: - actor->unk_0B6 = 40; + actor->animFrame = 40; Object_SetInfo(&actor->info, actor->obj.id); break; @@ -2546,8 +2546,8 @@ void SectorY_801A06A4(Actor* actor, s32 arg1) { actor->obj.pos.y = gPlayer[0].pos.y + D_i6_801A6AEC[arg1].y; actor->obj.pos.z = gPlayer[0].pos.z + D_i6_801A6AEC[arg1].z; actor->fwork[0] = gPlayer[0].baseSpeed; - actor->unk_0F4.y = gPlayer[0].rot.y; - actor->unk_0F4.z = gPlayer[0].rot.z; + actor->rot_0F4.y = gPlayer[0].rot.y; + actor->rot_0F4.z = gPlayer[0].rot.z; actor->state = arg1 + 7; actor->iwork[11] = 1; Object_SetInfo(&actor->info, actor->obj.id); @@ -2587,7 +2587,7 @@ void SectorY_801A07FC(Actor* actor0, Actor* actor1) { actor1->vel.z = sp30.z; actor1->obj.rot.x = actor0->obj.rot.x; actor1->obj.rot.y = actor0->obj.rot.y; - actor1->unk_0B6 = 42; + actor1->animFrame = 42; AUDIO_PLAY_SFX(NA_SE_EN_MS_SHOT_S, actor1->sfxSource, 4); } @@ -2602,7 +2602,7 @@ void SectorY_801A0A08(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4) { Object_SetInfo(&actor->info, actor->obj.id); actor->timer_0BC = 35; actor->iwork[0] = 255; - actor->unk_0B6 = 43; + actor->animFrame = 43; AUDIO_PLAY_SFX(NA_SE_EN_MS_SHOT_S, actor->sfxSource, 4); } @@ -2753,7 +2753,7 @@ void SectorY_801A0AC0(Player* player) { gActors[8].obj.pos.y - 500.0f + RAND_FLOAT_CENTERED(1000.0f), gActors[8].obj.pos.z + RAND_FLOAT_CENTERED(3000.0f), 8); } - if (gGameFrameCount & 20) { + if ((gGameFrameCount & 20) != 0) { for (i = 12; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { SectorY_801A0A08( @@ -3437,7 +3437,7 @@ void SectorY_Actor204_Update(Actor204* this) { s32 sp4C = 30; s32 pad; - this->iwork[14] = this->unk_0B4 - 48; + this->iwork[14] = this->eventType - 48; this->info.drawType = 2; if (this->iwork[18] != 0) { @@ -3460,12 +3460,12 @@ void SectorY_Actor204_Update(Actor204* this) { case 3: this->unk_046 = 2; - this->unk_0B6 = 0; + this->animFrame = 0; break; case 4: this->unk_046 = 0; - this->unk_0B6 = 0; + this->animFrame = 0; break; case 8: @@ -3494,17 +3494,17 @@ void SectorY_Actor204_Update(Actor204* this) { case 6: this->unk_046 = 4; - this->unk_0B6 = 0; + this->animFrame = 0; break; case 5: this->unk_046 = 5; - this->unk_0B6 = Animation_GetFrameCount(&D_SY_602B778) - 1; + this->animFrame = Animation_GetFrameCount(&D_SY_602B778) - 1; break; case 7: this->unk_046 = 6; - this->unk_0B6 = Animation_GetFrameCount(&D_SY_602B778) - 1; + this->animFrame = Animation_GetFrameCount(&D_SY_602B778) - 1; break; } this->unk_048 = 0; @@ -3516,15 +3516,15 @@ void SectorY_Actor204_Update(Actor204* this) { i = this->iwork[17]; if (i != 0) { if (i == 1) { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_60265B4) - 1; - sp4C = Animation_GetFrameData(&D_SY_60265B4, this->unk_0B6, sp68); + this->animFrame = Animation_GetFrameCount(&D_SY_60265B4) - 1; + sp4C = Animation_GetFrameData(&D_SY_60265B4, this->animFrame, sp68); } else if (i == 2) { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_602B8DC) - 1; - sp4C = Animation_GetFrameData(&D_SY_602B8DC, this->unk_0B6, sp68); + this->animFrame = Animation_GetFrameCount(&D_SY_602B8DC) - 1; + sp4C = Animation_GetFrameData(&D_SY_602B8DC, this->animFrame, sp68); } } else { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_602CEB4); - sp4C = Animation_GetFrameData(&D_SY_602CEB4, this->unk_0B6, sp68); + this->animFrame = Animation_GetFrameCount(&D_SY_602CEB4); + sp4C = Animation_GetFrameData(&D_SY_602CEB4, this->animFrame, sp68); } break; @@ -3532,15 +3532,15 @@ void SectorY_Actor204_Update(Actor204* this) { i = this->iwork[17]; if (i != 0) { if (i == 1) { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_60265B4) - 1; - sp4C = Animation_GetFrameData(&D_SY_60265B4, this->unk_0B6, sp68); + this->animFrame = Animation_GetFrameCount(&D_SY_60265B4) - 1; + sp4C = Animation_GetFrameData(&D_SY_60265B4, this->animFrame, sp68); } else if (i == 2) { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_602B8DC) - 1; - sp4C = Animation_GetFrameData(&D_SY_602B8DC, this->unk_0B6, sp68); + this->animFrame = Animation_GetFrameCount(&D_SY_602B8DC) - 1; + sp4C = Animation_GetFrameData(&D_SY_602B8DC, this->animFrame, sp68); } } else { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_602A2CC) - 1; - sp4C = Animation_GetFrameData(&D_SY_602A2CC, this->unk_0B6, sp68); + this->animFrame = Animation_GetFrameCount(&D_SY_602A2CC) - 1; + sp4C = Animation_GetFrameData(&D_SY_602A2CC, this->animFrame, sp68); } if (this->timer_0BE == 15) { @@ -3564,33 +3564,33 @@ void SectorY_Actor204_Update(Actor204* this) { } if (this->timer_0BE == 0) { - this->unk_0B6 = 0; + this->animFrame = 0; this->unk_046 = 0; this->fwork[15] = 0.0f; } break; case 2: - if (this->unk_0B6 < (Animation_GetFrameCount(&D_SY_6029B48) - 1)) { - this->unk_0B6++; + if (this->animFrame < (Animation_GetFrameCount(&D_SY_6029B48) - 1)) { + this->animFrame++; } - sp4C = Animation_GetFrameData(&D_SY_6029B48, this->unk_0B6, sp68); + sp4C = Animation_GetFrameData(&D_SY_6029B48, this->animFrame, sp68); break; case 4: - this->unk_0B6++; - if (this->unk_0B6 >= (Animation_GetFrameCount(&D_SY_602B778) - 1)) { + this->animFrame++; + if (this->animFrame >= (Animation_GetFrameCount(&D_SY_602B778) - 1)) { this->unk_046 = 0; this->iwork[17] = 0; this->fwork[15] = 0.0f; } - sp4C = Animation_GetFrameData(&D_SY_602B778, this->unk_0B6, sp68); + sp4C = Animation_GetFrameData(&D_SY_602B778, this->animFrame, sp68); break; case 5: case 6: - this->unk_0B6 -= 1; - if (this->unk_0B6 < 8) { + this->animFrame--; + if (this->animFrame < 8) { this->fwork[15] = 0.1f; if (this->unk_046 == 5) { this->iwork[17] = 1; @@ -3599,16 +3599,16 @@ void SectorY_Actor204_Update(Actor204* this) { } this->unk_046 = 0; } - sp4C = Animation_GetFrameData(&D_SY_602B778, this->unk_0B6, sp68); + sp4C = Animation_GetFrameData(&D_SY_602B778, this->animFrame, sp68); break; case 3: - this->unk_0B6++; - if (this->unk_0B6 >= Animation_GetFrameCount(&D_SY_6003348)) { - this->unk_0B6 = Animation_GetFrameCount(&D_SY_6003348) - 1; + this->animFrame++; + if (this->animFrame >= Animation_GetFrameCount(&D_SY_6003348)) { + this->animFrame = Animation_GetFrameCount(&D_SY_6003348) - 1; } - sp4C = Animation_GetFrameData(&D_SY_6003348, this->unk_0B6, sp68); + sp4C = Animation_GetFrameData(&D_SY_6003348, this->animFrame, sp68); if ((this->timer_0BE % 4U) == 0) { func_effect_8007D2C8(RAND_FLOAT_CENTERED(150.0f) + this->obj.pos.x, @@ -3737,7 +3737,7 @@ void SectorY_Actor204_Update(Actor204* this) { if (this->health <= 0) { this->unk_046 = 3; this->unk_048 = 0; - this->unk_0B6 = 0; + this->animFrame = 0; this->timer_0BE = 50; this->fwork[15] = 0.0f; } @@ -3775,7 +3775,7 @@ bool SectorY_801A4A18(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* if (limbIndex == 17) { rot->x += actor->fwork[28]; rot->y -= actor->fwork[29]; - if (actor->unk_0B4 == 48) { + if (actor->eventType == 48) { *dList = D_SY_6014BD0; } } @@ -3841,25 +3841,25 @@ void SectorY_801A4E44(Scenery* scenery) { sp3C.z = 90.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_effect_8007C120(scenery->obj.pos.x + sp30.x, scenery->obj.pos.y + sp30.y, scenery->obj.pos.z + sp30.z, - scenery->unk_58, scenery->unk_5C, scenery->unk_60, 0.2f, 5); + scenery->effectVel.x, scenery->effectVel.y, scenery->effectVel.z, 0.2f, 5); sp3C.x = RAND_FLOAT_CENTERED(100.0f) + -500.0f; sp3C.y = RAND_FLOAT_CENTERED(900.0f); sp3C.z = 80.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_effect_8007C120(scenery->obj.pos.x + sp30.x, scenery->obj.pos.y + sp30.y, scenery->obj.pos.z + sp30.z, - scenery->unk_58, scenery->unk_5C, scenery->unk_60, 0.2f, 5); + scenery->effectVel.x, scenery->effectVel.y, scenery->effectVel.z, 0.2f, 5); sp3C.x = RAND_FLOAT_CENTERED(100.0f) + 500.0f; sp3C.y = RAND_FLOAT_CENTERED(900.0f) + -50.0f; sp3C.z = 1900.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_effect_8007C120(scenery->obj.pos.x + sp30.x, scenery->obj.pos.y + sp30.y, scenery->obj.pos.z + sp30.z, - scenery->unk_58, scenery->unk_5C, scenery->unk_60, 0.2f, 5); + scenery->effectVel.x, scenery->effectVel.y, scenery->effectVel.z, 0.2f, 5); sp3C.x = RAND_FLOAT_CENTERED(100.0f) + -1000.0f; sp3C.y = RAND_FLOAT_CENTERED(900.0f) + -250.0f; sp3C.z = 1100.0f - RAND_FLOAT(50.0f); Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30); func_effect_8007C120(scenery->obj.pos.x + sp30.x, scenery->obj.pos.y + sp30.y, scenery->obj.pos.z + sp30.z, - scenery->unk_58, scenery->unk_5C, scenery->unk_60, 0.2f, 5); + scenery->effectVel.x, scenery->effectVel.y, scenery->effectVel.z, 0.2f, 5); } } @@ -3881,12 +3881,12 @@ void SectorY_801A52B8(Scenery* scenery) { sp44.z = RAND_FLOAT_CENTERED(5000.0f) + 500.0f; Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38); func_effect_8007C120(scenery->obj.pos.x + sp38.x, scenery->obj.pos.y + sp38.y, scenery->obj.pos.z + sp38.z, - scenery->unk_58, scenery->unk_5C, scenery->unk_60, 0.3f, 5); + scenery->effectVel.x, scenery->effectVel.y, scenery->effectVel.z, 0.3f, 5); sp44.x = RAND_FLOAT_CENTERED(100.0f) + -600.0f; sp44.y = RAND_FLOAT_CENTERED(250.0f) + 300.0f; sp44.z = RAND_FLOAT_CENTERED(1500.0f) + -1650.0f; Matrix_MultVec3f(gCalcMatrix, &sp44, &sp38); func_effect_8007C120(scenery->obj.pos.x + sp38.x, scenery->obj.pos.y + sp38.y, scenery->obj.pos.z + sp38.z, - scenery->unk_58, scenery->unk_5C, scenery->unk_60, 0.2f, 5); + scenery->effectVel.x, scenery->effectVel.y, scenery->effectVel.z, 0.2f, 5); } } diff --git a/src/overlays/ovl_i6/fox_turret.c b/src/overlays/ovl_i6/fox_turret.c index 0d4833ab..e06c6d4d 100644 --- a/src/overlays/ovl_i6/fox_turret.c +++ b/src/overlays/ovl_i6/fox_turret.c @@ -108,10 +108,10 @@ void Turret_Shoot(Player* player) { gTexturedLines[i].timer = 2; - gTexturedLines[i].red = 255; - gTexturedLines[i].green = 255; - gTexturedLines[i].blue = 255; - gTexturedLines[i].alpha = 255; + gTexturedLines[i].prim.r = 255; + gTexturedLines[i].prim.g = 255; + gTexturedLines[i].prim.b = 255; + gTexturedLines[i].prim.a = 255; gTexturedLines[i].posBB.x = gActors[i].obj.pos.x; gTexturedLines[i].posBB.y = gActors[i].obj.pos.y; diff --git a/src/overlays/ovl_i6/fox_ve2.c b/src/overlays/ovl_i6/fox_ve2.c index 07f5f14a..94661f7b 100644 --- a/src/overlays/ovl_i6/fox_ve2.c +++ b/src/overlays/ovl_i6/fox_ve2.c @@ -69,7 +69,7 @@ void Venom2_UpdateEvents(Actor* this) { team->obj.pos.y = D_i6_801A68B0[i - 1].y + 750.f; team->obj.pos.z = D_i6_801A68B0[i - 1].z; team->obj.rot.z = D_i6_801A68F8[i - 1]; - team->unk_0F4.x = 340.0f; + team->rot_0F4.x = 340.0f; } gFillScreenAlpha = gFillScreenAlphaTarget = 255; diff --git a/src/overlays/ovl_menu/fox_map.c b/src/overlays/ovl_menu/fox_map.c index e7ee3712..964f8768 100644 --- a/src/overlays/ovl_menu/fox_map.c +++ b/src/overlays/ovl_menu/fox_map.c @@ -1207,7 +1207,7 @@ void Map_8019E800(void) { Play_GenerateStarfield(); gStarCount = 0; gNextGameState = GSTATE_MAP; - D_game_80161A34 = 5; + gLastGameState = GSTATE_GAME_OVER; D_ctx_80177868 = 2; gDrawMode = DRAW_NONE; } @@ -1377,7 +1377,7 @@ void Map_8019E99C(void) { Map_801A6694(); - switch (D_game_80161A34) { + switch (gLastGameState) { default: case 0: Map_8019F600(); @@ -1828,7 +1828,7 @@ void Map_8019FF48(void) { switch (D_menu_801CD944) { case 0: Map_801A0954(); - D_ctx_8017842C += 0.09f; + gStarfieldScrollX += 0.09f; break; case 1: @@ -1899,7 +1899,7 @@ void Map_Draw(void) { Map_801AC9A0(i); - if (sPaths[i].unk_14) { + if (sPaths[i].unk_14 != 0) { Map_801AC200(i); } @@ -2017,8 +2017,8 @@ void Map_801A0788(void) { gStarfieldX = SCREEN_WIDTH; gStarfieldY = SCREEN_HEIGHT; - D_ctx_8017842C = 0.0f; - D_ctx_80178430 = 0.0f; + gStarfieldScrollX = 0.0f; + gStarfieldScrollY = 0.0f; } void Map_801A07E8(u8* arg0, u8* arg1, f32* arg2) { @@ -2078,38 +2078,39 @@ void Map_801A0954(void) { break; case 1: - if (D_menu_801CD9C0 != 0) { - break; - } + if ((D_menu_801CD9C0 == 0) && (gFillScreenAlpha == 0)) { + // break; + // } - if (gFillScreenAlpha != 0) { - break; - } + // if (gFillScreenAlpha != 0) { + // break; + // } - if ((s32) D_menu_801CD9E0 == 205) { - Audio_PlayVoiceWithoutBGM(1000); - } - - if (D_menu_801CD9E0 > -355.0f) { - D_menu_801CD9E0 -= D_menu_801CD9EC; - } - - if ((D_menu_801CD9E0 < 200.0f) && (D_menu_801CD9E8 != 255)) { - D_menu_801CD9E8 += 8; - if (D_menu_801CD9E8 > 255) { - D_menu_801CD9E8 = 255; + if ((s32) D_menu_801CD9E0 == 205) { + Audio_PlayVoiceWithoutBGM(1000); } - } - if (D_menu_801CD9E0 < D_menu_801B6934[D_menu_801CD9F0]) { - D_menu_801CD9E4 += 8; - if (D_menu_801CD9E4 > 255) { - D_menu_801CD9E4 = 255; + if (D_menu_801CD9E0 > -355.0f) { + D_menu_801CD9E0 -= D_menu_801CD9EC; } - } - if (D_menu_801CD9E0 <= -355.0f) { - D_menu_801CD948++; + if ((D_menu_801CD9E0 < 200.0f) && (D_menu_801CD9E8 != 255)) { + D_menu_801CD9E8 += 8; + if (D_menu_801CD9E8 > 255) { + D_menu_801CD9E8 = 255; + } + } + + if (D_menu_801CD9E0 < D_menu_801B6934[D_menu_801CD9F0]) { + D_menu_801CD9E4 += 8; + if (D_menu_801CD9E4 > 255) { + D_menu_801CD9E4 = 255; + } + } + + if (D_menu_801CD9E0 <= -355.0f) { + D_menu_801CD948++; + } } break; @@ -2123,11 +2124,10 @@ void Map_801A0954(void) { break; case 3: - if (D_menu_801CD9C0 != 0) { - break; + if (D_menu_801CD9C0 == 0) { + D_menu_801CD948 = 0; + D_menu_801CD944 = 1; } - D_menu_801CD948 = 0; - D_menu_801CD944 = 1; break; } @@ -2572,7 +2572,7 @@ bool Map_801A2304(void) { if (D_menu_801CEA78 > 5.5f) { D_menu_801CEA78 = 5.5f; D_menu_801CEA80 = 4.6f; - D_menu_801CD94C += 1; + D_menu_801CD94C++; D_menu_801CD9B8 = 13; } break; @@ -3098,7 +3098,7 @@ void Map_801A36A8(void) { case 20: if (D_menu_801CD9C0 != 0) { - break; + break; // investigate } D_menu_801CD94C = 0; D_menu_801CD9C0 = 0; @@ -3109,10 +3109,10 @@ void Map_801A36A8(void) { if (D_menu_801CF120) { D_menu_801CDA1C += 0.03f; } - if (D_menu_801CD9C0) { - break; + if (D_menu_801CD9C0 == 0) { + Map_801A3A00(); } - Map_801A3A00(); + break; case 2: @@ -3207,17 +3207,16 @@ void Map_801A3A00(void) { break; case 11: - if (D_menu_801CD9C0) { - break; - } + if (D_menu_801CD9C0 == 0) { - if (D_menu_801CD9BC) { - for (i = 0; i < 8; i++) { - Math_SmoothStepToF(&D_menu_801CF088[i], 360.0f, 0.3f, 100.0f, 1.0f); - Math_SmoothStepToF(&D_menu_801CF0A8[i], 360.0f, 0.3f, 100.0f, 1.0f); + if (D_menu_801CD9BC) { + for (i = 0; i < 8; i++) { + Math_SmoothStepToF(&D_menu_801CF088[i], 360.0f, 0.3f, 100.0f, 1.0f); + Math_SmoothStepToF(&D_menu_801CF0A8[i], 360.0f, 0.3f, 100.0f, 1.0f); + } + } else { + D_menu_801CD94C = 10; } - } else { - D_menu_801CD94C = 10; } break; @@ -3241,7 +3240,7 @@ void Map_801A3A00(void) { break; case 2: - if (D_menu_801CF0D8[0]) { + if (D_menu_801CF0D8[0] != 0) { D_menu_801CF0D8[0]--; } else { D_menu_801CEFCC++; @@ -3587,10 +3586,7 @@ void Map_801A4D7C(void) { Audio_PlayMapMenuSfx(0); D_menu_801CEFC4 = 0; D_menu_801CD944 = 3; - return; - } - - if (gControllerPress[gMainController].button & A_BUTTON) { + } else if (gControllerPress[gMainController].button & A_BUTTON) { Audio_PlayMapMenuSfx(0); AUDIO_PLAY_SFX(NA_SE_DECIDE, gDefaultSfxSource, 4); D_menu_801CF000[D_menu_801CEFDC] = 10; @@ -3619,7 +3615,7 @@ void Map_801A4FC4(void) { gPlayerNum = 0; - for (i = 0; i < 6; i++) { + for (i = 0; i < TEAM_ID_MAX; i++) { gSavedTeamShields[i] = D_ctx_80177C58[i]; gTeamShields[i] = D_ctx_80177C58[i]; gPrevPlanetTeamShields[i] = D_ctx_80177C58[i]; @@ -3826,7 +3822,7 @@ void Map_801A5834(void) { var_t0 = 0; } - if (gLifeCount[gPlayerNum]) { + if (gLifeCount[gPlayerNum] != 0) { texture = D_MAP_6001080; } else { texture = D_MAP_6000000; @@ -3844,7 +3840,7 @@ void Map_801A5834(void) { D_menu_801CF000[colorIndex]--; } - if (gGameFrameCount & mask) { + if (gGameFrameCount & mask) { // can't be != 0? RCP_SetupDL(&gMasterDisp, 0x53); gDPSetPrimColor(gMasterDisp++, 0, 0, r[colorIndex], g[colorIndex], b[colorIndex], 255); TextureRect_8bIA(&gMasterDisp, D_MAP_6000840, 96, 22, x + 11.0f, y + 3.0f, 1.0f, 1.0f); @@ -3859,7 +3855,7 @@ void Map_801A5834(void) { D_menu_801CF000[colorIndex]--; } - if (gGameFrameCount & mask) { + if (gGameFrameCount & mask) { // can't be != 0? gDPSetPrimColor(gMasterDisp++, 0, 0, r[colorIndex], g[colorIndex], b[colorIndex], 255); TextureRect_8bIA(&gMasterDisp, D_MAP_60018C0, 96, 10, x + 10.0f, y + z + 8.0f, 1.0f, 1.0f); } @@ -3873,7 +3869,7 @@ void Map_801A5834(void) { D_menu_801CF000[colorIndex]--; } - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { gDPSetPrimColor(gMasterDisp++, 0, 0, r[colorIndex], g[colorIndex], b[colorIndex], 255); TextureRect_8bIA(&gMasterDisp, texture, 96, 22, x + 9.0f, y + z + 5.0f, 1.0f, 1.0f); } @@ -4388,7 +4384,7 @@ void Map_801A6A98(PlanetId planetId) { Map_801A7D3C(planetId); Matrix_Push(&gGfxMatrix); - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { if (planetId == PLANET_TITANIA) { Map_801A791C(planetId); } @@ -5190,7 +5186,7 @@ void Map_801A9224(void) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, sPlanets[PLANET_METEO].alpha); } - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { for (i = 0; i < 42; i++) { Matrix_Push(&gGfxMatrix); @@ -5246,7 +5242,7 @@ void Map_801A9448(void) { dest.y = 0.0f; dest.z = 0.0f; - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { for (i = 0; i < 4; i++) { Matrix_Push(&gGfxMatrix); @@ -5295,7 +5291,7 @@ void Map_801A9814(void) { D_menu_801CDA08, D_menu_801CDA20, D_menu_801CDA24, D_menu_801CDA28, MTXF_APPLY); Matrix_Translate(gGfxMatrix, D_menu_801CEA58, D_menu_801CEA5C, D_menu_801CEA60, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); - func_fade_80084688(2, D_menu_801B8284); + Wipe_Draw(WIPE_VERTICAL, D_menu_801B8284); Matrix_Pop(&gGfxMatrix); } } @@ -5436,11 +5432,11 @@ void Map_801A9DE8(void) { D_menu_801CF00C--; } - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { Map_801AD7EC(254, 16, gLifeCount[gPlayerNum]); } - if ((D_game_80161A34 == 7) || (D_game_80161A34 == 5)) { + if ((gLastGameState == GSTATE_PLAY) || (gLastGameState == GSTATE_GAME_OVER)) { if (D_menu_801CD83C < gTotalHits) { D_menu_801CD83C = gTotalHits; } @@ -5470,21 +5466,21 @@ void Map_801A9FD4(s32 arg0) { if (arg0) { var_s3 = gMissionNumber; } else { - if ((D_game_80161A34 == 7) || (D_game_80161A34 == 8)) { + if ((gLastGameState == GSTATE_PLAY) || (gLastGameState == GSTATE_ENDING)) { var_s3 = gMissionNumber; } - if (D_game_80161A34 == 5) { + if (gLastGameState == GSTATE_GAME_OVER) { var_s3 = D_menu_801CD9AC; } } Map_801AA1CC(var_s3); - if ((D_game_80161A34 == 7) || (D_game_80161A34 == 8)) { + if ((gLastGameState == GSTATE_PLAY) || (gLastGameState == GSTATE_ENDING)) { var_s3 = 7; } - if (D_game_80161A34 == 5) { + if (gLastGameState == GSTATE_GAME_OVER) { var_s3++; } @@ -5572,10 +5568,10 @@ void Map_801AA434(s32 arg0, f32 x, f32 y, s32 idx) { Graphics_DisplaySmallNumber(x + 15.0f - ((func_hud_8008BCBC(gMissionHitCount[arg0]) - 1) * 8), y + 24.0f + 1.0f, gMissionHitCount[arg0]); - if (D_game_80161A34 == 7) { + if (gLastGameState == GSTATE_PLAY) { temp = gMissionNumber; } - if ((D_game_80161A34 == 5) || (D_game_80161A34 == 8)) { + if ((gLastGameState == GSTATE_GAME_OVER) || (gLastGameState == GSTATE_ENDING)) { temp = gMissionNumber + 1; } @@ -5603,7 +5599,7 @@ void Map_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { switch (planetId) { case PLANET_SOLAR: - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { RCP_SetupDL(&gMasterDisp, 0x43); gDPSetPrimColor(gMasterDisp++, 0, 0, 240, 0, 0, 255); @@ -5630,7 +5626,7 @@ void Map_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { break; case PLANET_METEO: - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { RCP_SetupDL(&gMasterDisp, 0x3E); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); @@ -5657,7 +5653,7 @@ void Map_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { case PLANET_SECTOR_X: case PLANET_SECTOR_Y: case PLANET_SECTOR_Z: - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { RCP_SetupDL(&gMasterDisp, 0x3E); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 144); @@ -5677,7 +5673,7 @@ void Map_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { break; case PLANET_BOLSE: - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { RCP_SetupDL(&gMasterDisp, 0x17); Lights_SetOneLight(&gMasterDisp, 0, 0, 100, 50, 50, 40, 100, 100, 100); @@ -5699,7 +5695,7 @@ void Map_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { break; case PLANET_AREA_6: - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { RCP_SetupDL(&gMasterDisp, 0x17); Lights_SetOneLight(&gMasterDisp, 0, 0, 100, 50, 50, 40, 100, 100, 100); @@ -5721,7 +5717,7 @@ void Map_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { break; default: - if (gGameFrameCount & mask) { + if ((gGameFrameCount & mask) != 0) { RCP_SetupDL(&gMasterDisp, 0x3E); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); @@ -5991,7 +5987,7 @@ void Map_801AB978(s32 arg0) { case 0: RCP_SetupDL(&gMasterDisp, 0x53); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255); - if (gGameFrameCount & 0x10) { + if ((gGameFrameCount & 0x10) != 0) { Graphics_DisplaySmallText(D_menu_801B6B0C[i], 131 + 28, 1.0f, 1.0f, "OK !"); } sp90[i] = D_menu_801CEA74; @@ -6142,16 +6138,16 @@ void Map_801AC200(s32 index) { break; case 10: - if (D_menu_801CD9BC) { - break; + if (D_menu_801CD9BC != 0) { + break; // investigate } D_menu_801CD9BC = 5; D_menu_801CEEA4 = 20; break; case 20: - if (D_menu_801CD9BC) { - break; + if (D_menu_801CD9BC != 0) { + break; // investigate } D_menu_801CEEA0++; @@ -6365,7 +6361,7 @@ void Map_801AC9A0(s32 index) { case 11: Math_SmoothStepToF(&gTexturedLines[index].zScale, target, 0.1f, 100.0f, 4.0f); - gTexturedLines[index].alpha = 255; + gTexturedLines[index].prim.a = 255; if (gTexturedLines[index].zScale == target) { Audio_KillSfxById(NA_SE_MAP_LINE_DRAW); gPlanetPathStatus[index] = 4; @@ -6388,7 +6384,7 @@ void Map_801AC9A0(s32 index) { temp = 0.25f; } Math_SmoothStepToF(&gTexturedLines[index].zScale, target, temp, 100.0f, 4.0f); - gTexturedLines[index].alpha = 255; + gTexturedLines[index].prim.a = 255; if (gTexturedLines[index].zScale == target) { gPlanetPathStatus[index] = 3; } @@ -6397,44 +6393,44 @@ void Map_801AC9A0(s32 index) { case 3: case 4: gTexturedLines[index].zScale = target; - gTexturedLines[index].alpha = sPaths[index].alpha; + gTexturedLines[index].prim.a = sPaths[index].alpha; break; } if ((gPlanetPathStatus[index] == 1) || (gPlanetPathStatus[index] == 11) || (gPlanetPathStatus[index] == 4)) { - gTexturedLines[index].red = 32; - gTexturedLines[index].green = 32; - gTexturedLines[index].blue = 32; + gTexturedLines[index].prim.r = 32; + gTexturedLines[index].prim.g = 32; + gTexturedLines[index].prim.b = 32; gTexturedLines[index].xyScale = 4.0f; } else { switch (sPaths[index].type) { case PL_PATH_BLU: - gTexturedLines[index].red = 16; - gTexturedLines[index].green = 64; - gTexturedLines[index].blue = 255; + gTexturedLines[index].prim.r = 16; + gTexturedLines[index].prim.g = 64; + gTexturedLines[index].prim.b = 255; gTexturedLines[index].xyScale = 8.0f; break; case PL_PATH_YLW: - gTexturedLines[index].red = 255; - gTexturedLines[index].green = 175; - gTexturedLines[index].blue = 0; + gTexturedLines[index].prim.r = 255; + gTexturedLines[index].prim.g = 175; + gTexturedLines[index].prim.b = 0; gTexturedLines[index].xyScale = 8.0f; break; case PL_PATH_RED: - gTexturedLines[index].red = 255; - gTexturedLines[index].green = 0; - gTexturedLines[index].blue = 0; + gTexturedLines[index].prim.r = 255; + gTexturedLines[index].prim.g = 0; + gTexturedLines[index].prim.b = 0; gTexturedLines[index].xyScale = 8.0f; break; case PL_WARP_YLW: case PL_WARP_RED: - gTexturedLines[index].red = 0; - gTexturedLines[index].green = 0; - gTexturedLines[index].blue = 0; - gTexturedLines[index].alpha = 0; + gTexturedLines[index].prim.r = 0; + gTexturedLines[index].prim.g = 0; + gTexturedLines[index].prim.b = 0; + gTexturedLines[index].prim.a = 0; gTexturedLines[index].xyScale = 0.1f; break; } @@ -6562,7 +6558,7 @@ void Map_801AD11C(void) { var_t0 = 0; if (gControllerPress[gMainController].button & A_BUTTON) { - if ((D_game_80161A34 == 7) && (sPrevMissionStatus != MISSION_COMPLETE) && (!D_menu_801CEFD0)) { + if ((gLastGameState == GSTATE_PLAY) && (sPrevMissionStatus != MISSION_COMPLETE) && !D_menu_801CEFD0) { Audio_PlayMapMenuSfx(1); D_menu_801CEFC4 = 1; D_menu_801CEFD4 = 0; @@ -6579,7 +6575,7 @@ void Map_801AD11C(void) { } if (gControllerPress[gMainController].button & START_BUTTON) { - if (D_menu_801CD944 == 3 && D_game_80161A34 == 7) { + if ((D_menu_801CD944 == 3) && (gLastGameState == GSTATE_PLAY)) { if (D_menu_801CEFD0) { AUDIO_PLAY_SFX(NA_SE_ERROR, gDefaultSfxSource, 4); } else { diff --git a/src/overlays/ovl_menu/fox_option.c b/src/overlays/ovl_menu/fox_option.c index f18b26d6..ea79f4fd 100644 --- a/src/overlays/ovl_menu/fox_option.c +++ b/src/overlays/ovl_menu/fox_option.c @@ -416,8 +416,8 @@ void Option_Setup(void) { gBgColor = 0; D_menu_801B91A4 = 0; - if ((D_game_80161A34 == 7) && (gCurrentLevel == LEVEL_TRAINING)) { - D_game_80161A34 = 0; + if ((gLastGameState == GSTATE_PLAY) && (gCurrentLevel == LEVEL_TRAINING)) { + gLastGameState = GSTATE_NONE; D_menu_801B91A4 = 1; } @@ -434,8 +434,8 @@ void Option_Setup(void) { D_menu_801B9124 = OPTION_MAIN_MENU; - if ((D_game_80161A34 == 5) || (D_game_80161A34 == 8)) { - if (D_game_80161A34 == 8) { + if ((gLastGameState == GSTATE_GAME_OVER) || (gLastGameState == GSTATE_ENDING)) { + if (gLastGameState == GSTATE_ENDING) { gMissionPlanet[gMissionNumber] = PLANET_VENOM; if (gLeveLClearStatus[LEVEL_VENOM_ANDROSS] == 1) { gSaveFile.save.data.planet[SAVE_SLOT_VENOM_1].played = 1; @@ -468,7 +468,7 @@ void Option_Setup(void) { D_menu_801B9124 = 300; } } else { - if (D_game_800D2870 != 0) { + if (D_game_800D2870) { D_menu_801B91A4 = 2; D_menu_801B91A8 = gVsMatchType; for (i = 0; i < OPTION_COUNT; i++) { @@ -690,7 +690,7 @@ void Option_DrawEntry(void) { if (D_menu_801B8280 != 0) { Option_8019BDF0(); - func_fade_80084688(2, D_menu_801B8284); + Wipe_Draw(WIPE_VERTICAL, D_menu_801B8284); Matrix_Pop(&gGfxMatrix); } } @@ -819,7 +819,7 @@ void Option_TrainingUpdate(void) { void Option_801929F0(void) { s32 i; - D_game_800D2870 = 0; + D_game_800D2870 = false; gBlurAlpha = 255; gControllerLock = 0; gStarCount = 800; @@ -1539,8 +1539,8 @@ void Option_801952B4(void) { break; case 1: - if (D_menu_801B9178) { - break; + if (D_menu_801B9178 != 0) { + break; // investigate } for (i = 2; i < 4; i++) { @@ -1554,8 +1554,8 @@ void Option_801952B4(void) { break; case 2: - if (D_menu_801B9178) { - break; + if (D_menu_801B9178 != 0) { + break; // investigate } for (i = 2; i < 4; i++) { @@ -1575,8 +1575,8 @@ void Option_801952B4(void) { switch (D_menu_801B9158) { case 0: - if (D_menu_801B917C) { - break; + if (D_menu_801B917C != 0) { + break; // investigate } for (i = 0; i < 4; i++) { @@ -1591,8 +1591,8 @@ void Option_801952B4(void) { break; case 1: - if (D_menu_801B917C) { - break; + if (D_menu_801B917C != 0) { + break; // investigate } for (i = 0; i < 4; i++) { @@ -1607,13 +1607,13 @@ void Option_801952B4(void) { break; case 2: - if (D_menu_801B917C) { + if (D_menu_801B917C != 0) { break; } D_menu_801B917C = RAND_INT(30.0f); D_menu_801B9158 = 0; - break; + break; // investigate } } else { @@ -1990,20 +1990,20 @@ void Option_DataDraw(void) { sp74[0] = sp74[1] = 0xFFFFFFFF; for (i = 0; i < 2; i++) { - if (D_menu_801B9330[i]) { + if (D_menu_801B9330[i] != 0) { sp74[i] = 1; sp7C[i] = 255; D_menu_801B9330[i]--; } } - if (gGameFrameCount & sp74[1]) { + if ((gGameFrameCount & sp74[1]) != 0) { sp7C[1] = D_menu_801AED20[1]; gDPSetPrimColor(gMasterDisp++, 0, 0, 255, sp7C[1], sp7C[1], 255); TextureRect_8bIA(&gMasterDisp, D_OPT_8009980, 32, 12, D_menu_801AF094[1], D_menu_801AF0AC[1], 1.0f, 1.0f); } - if (gGameFrameCount & sp74[0]) { + if ((gGameFrameCount & sp74[0]) != 0) { sp7C[0] = D_menu_801AED20[0]; gDPSetPrimColor(gMasterDisp++, 0, 0, 255, sp7C[0], sp7C[0], 255); TextureRect_8bIA(&gMasterDisp, D_OPT_8009B00, 40, 12, D_menu_801AF094[2], D_menu_801AF0AC[2], 1.0f, 1.0f); @@ -2655,7 +2655,7 @@ void Option_VersusMenuInit(void) { D_menu_801B9340 = 2; - D_game_80161A28 = 0; + gVsMenuSelection = 0; gStarCount = 0; D_menu_801B93C4 = 0; @@ -2834,7 +2834,7 @@ void Option_80199820(s32 arg0) { D_menu_801B9348[arg0]--; } - if (gGameFrameCount & var_v0) { + if ((gGameFrameCount & var_v0) != 0) { colorGB = D_menu_801B9358[arg0]; gDPSetPrimColor(gMasterDisp++, 0, 0, 255, colorGB, colorGB, 255); @@ -2902,7 +2902,7 @@ void Option_VersusStageInit(void) { D_menu_801B933C = 0; D_menu_801B91E8 = 255.0f; D_menu_801B93D4 = gVsPointsToWin - 1; - D_menu_801B93D8 = D_game_80161A28; + D_menu_801B93D8 = gVsMenuSelection; D_menu_801B93DC = D_menu_801B9340; gVsTimeTrialLimit = D_menu_801B93DC; // clang-format off @@ -3052,8 +3052,8 @@ void Option_8019A2E0(void) { void Option_8019A4DC(void) { s32 i; - if (D_menu_801B937C) { - return; + if (D_menu_801B937C != 0) { + return; // investigate } if (D_menu_801B91F0) { @@ -3063,7 +3063,7 @@ void Option_8019A4DC(void) { } for (i = 0; i < 4; i++) { - if (gControllerPlugged[i] == 0) { + if (!gControllerPlugged[i]) { continue; } @@ -3093,8 +3093,8 @@ void Option_8019A4DC(void) { void Option_8019A6DC(void) { s32 i; - if (D_menu_801B9374) { - return; + if (D_menu_801B9374 != 0) { + return; // investigate } if (D_menu_801B91F0) { @@ -3110,12 +3110,12 @@ void Option_8019A6DC(void) { } if (Option_8019C418(&D_menu_801B93D8, 1, 0, 1, 20, 2, 4, i, &D_menu_801B9380[i])) { AUDIO_PLAY_SFX(NA_SE_CURSOR, gDefaultSfxSource, 4); - D_game_80161A28 = D_menu_801B93D8; + gVsMenuSelection = D_menu_801B93D8; } if (gControllerPress[i].button & A_BUTTON) { AUDIO_PLAY_SFX(NA_SE_DECIDE, gDefaultSfxSource, 4); - if (D_game_80161A28 == 0) { + if (gVsMenuSelection == 0) { gVersusStage = VS_STAGE_CORNERIA; if (D_menu_801B93D0 == 30) { gVersusStage = VS_STAGE_KATINA; @@ -3148,8 +3148,8 @@ void Option_8019A6DC(void) { void Option_8019A954(void) { s32 i; - if (D_menu_801B91EC) { - return; + if (D_menu_801B91EC != 0) { + return; // investigate } if (D_menu_801B91F0) { @@ -3234,7 +3234,7 @@ void Option_8019AB30(void) { } } - if (gGameFrameCount & var_v0) { + if ((gGameFrameCount & var_v0) != 0) { RCP_SetupDL(&gMasterDisp, 0x53); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, colorGB, colorGB, 255); @@ -3284,12 +3284,12 @@ void Option_8019AD84(void) { colorGB = 255; var_v0 = 1; D_menu_801B937C--; - if (!D_menu_801B937C) { + if (D_menu_801B937C == 0) { D_menu_801B91F0 = 1; } } - if (gGameFrameCount & var_v0) { + if ((gGameFrameCount & var_v0) != 0) { RCP_SetupDL(&gMasterDisp, 0x53); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, colorGB, colorGB, 255); @@ -3332,12 +3332,12 @@ void Option_8019AFFC(void) { var_v0 = 1; colorGB = 255; D_menu_801B9374--; - if (!D_menu_801B9374) { + if (D_menu_801B9374 == 0) { D_menu_801B91F0 = 1; } } - if (gGameFrameCount & var_v0) { + if ((gGameFrameCount & var_v0) != 0) { RCP_SetupDL(&gMasterDisp, 0x53); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, colorGB, colorGB, 255); @@ -3366,7 +3366,7 @@ void Option_8019B1F8(void) { static u16* D_menu_801AF2CC[] = { D_VS_MENU_7006EA0, D_VS_MENU_7006630 }; for (xPos = D_menu_801AF2A8, i = 0; i < 2; i++, xPos += D_menu_801AF2B0) { - if (i == D_game_80161A28) { + if (i == gVsMenuSelection) { sp8C[i] = 255; } else { sp8C[i] = 32; @@ -3412,7 +3412,7 @@ void Option_8019B3DC(void) { }; for (xPos = D_menu_801AF2D4, i = 0; i < 2; i++, xPos += D_menu_801AF2DC) { - if (i == D_game_80161A28) { + if (i == gVsMenuSelection) { sp8C[i] = 255; } else { sp8C[i] = 32; @@ -3444,7 +3444,7 @@ void Option_8019B5AC(void) { colorGB = D_menu_801B91E8; var_v0 = 0xFFFFFFFF; - if (D_menu_801B91EC) { + if (D_menu_801B91EC != 0) { colorGB = 255; var_v0 = 1; D_menu_801B91EC--; @@ -3453,7 +3453,7 @@ void Option_8019B5AC(void) { } } - if (gGameFrameCount & var_v0) { + if ((gGameFrameCount & var_v0) != 0) { RCP_SetupDL(&gMasterDisp, 0x53); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, colorGB, colorGB, 255); TextureRect_8bIA(&gMasterDisp, D_VS_MENU_7003650, 40, 12, 143.0f, 210.0f, 1.0f, 1.0f); @@ -4082,7 +4082,7 @@ void Option_8019D118(void) { RCP_SetupDL(&gMasterDisp, 0x4C); - if (D_game_80161A34 == 8) { + if (gLastGameState == GSTATE_ENDING) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); Graphics_DisplayLargeText(D_menu_801AF30C[0], D_menu_801AF324[0], 1.0f, 1.0f, "CONGRATULATIONS"); } @@ -4096,7 +4096,7 @@ void Option_8019D118(void) { Graphics_DisplaySmallText(D_menu_801AF30C[2], D_menu_801AF324[2], 1.0f, 1.0f, "TOTAL HITS"); (void) "p:%d x:%f y:%f\n"; if (D_menu_801B9138 == 1) { - if (gGameFrameCount & 0x10) { + if ((gGameFrameCount & 0x10) != 0) { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255); TextureRect_8bIA(&gMasterDisp, aTextEnd, 32, 8, D_menu_801AF30C[5], D_menu_801AF324[5], 1.0f, 1.0f); } @@ -4124,7 +4124,7 @@ void Option_8019D118(void) { mask[i] = 0xFFFFFFFF; - if (D_menu_801B9140[i]) { + if (D_menu_801B9140[i] != 0) { mask[i] = 0x1; D_menu_801B9100[i] = 0.0f; } @@ -4363,12 +4363,12 @@ void Option_8019DE74(void) { gDrawMode = DRAW_NONE; D_menu_801B912C = 0; - if (D_game_80161A34 == 5) { + if (gLastGameState == GSTATE_GAME_OVER) { gStarCount = 0; gGameState = GSTATE_INIT; gLifeCount[0] = 2; gTotalHits = 0; - } else if (D_game_80161A34 == 8) { + } else if (gLastGameState == GSTATE_ENDING) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 1); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 1); D_menu_801B9124 = 400; diff --git a/src/overlays/ovl_menu/fox_title.c b/src/overlays/ovl_menu/fox_title.c index e1fbfdca..4063d6ca 100644 --- a/src/overlays/ovl_menu/fox_title.c +++ b/src/overlays/ovl_menu/fox_title.c @@ -168,8 +168,8 @@ void Title_Init(void) { gTitleState = 2; - D_game_80161A34 = 0; - D_game_800D2870 = 0; + gLastGameState = GSTATE_NONE; + D_game_800D2870 = false; gMainController = Title_80187ABC(); @@ -239,11 +239,11 @@ void Title_Main(void) { void Title_UpdateEntry(void) { if (D_menu_801B82A8 > 0) { - D_menu_801B82A8 -= 1; + D_menu_801B82A8--; } if (D_menu_801B82AC > 0) { - D_menu_801B82AC -= 1; + D_menu_801B82AC--; } switch (D_menu_801B82C4) { @@ -338,7 +338,7 @@ void Title_Draw(void) { gFillScreenRed = 0; gFillScreenGreen = 0; gFillScreenBlue = 0; - func_fade_80084688(2, D_menu_801B8284); + Wipe_Draw(WIPE_VERTICAL, D_menu_801B8284); } } @@ -369,7 +369,7 @@ void Title_80187B00(void) { case 1: if (D_menu_801B82BC != 0) { Camera_SetStarfieldPos(gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ); - D_ctx_8017842C -= 1.0f; + gStarfieldScrollX -= 1.0f; if (D_menu_801B82BC == 60) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 60); SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 60); @@ -793,7 +793,7 @@ void Title_801888E8(void) { } if (D_menu_801B82B0 == 0) { - if (gGameFrameCount & 0x80) { + if ((gGameFrameCount & 0x80) != 0) { if (D_menu_801B8350[1].unk_20 + D_menu_801B8350[1].unk_24 < -20.0f) { D_menu_801B8350[1].unk_24 = 4.0f; } @@ -842,10 +842,10 @@ void Title_801888E8(void) { D_menu_801B86AC, D_menu_801B86B0); Camera_SetStarfieldPos(gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ); - D_ctx_8017842C -= 0.5f; + gStarfieldScrollX -= 0.5f; if (D_menu_801B82B0 > 0) { - D_menu_801B82B0 -= 1; + D_menu_801B82B0--; } if (D_menu_801B9040 == 1) { @@ -853,7 +853,7 @@ void Title_801888E8(void) { } if (D_menu_801B82BC != 0) { - D_menu_801B82BC -= 1; + D_menu_801B82BC--; return; } @@ -1195,7 +1195,7 @@ void Title_8018994C(void) { Camera_SetStarfieldPos(gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ); } - D_ctx_8017842C -= D_menu_801B7BE8; + gStarfieldScrollX -= D_menu_801B7BE8; D_menu_801B82B8++; } @@ -1531,8 +1531,8 @@ void Title_8018ACEC(void) { Title_80191674(D_menu_801B86C8, D_menu_801B86CC, 100.0f, &D_menu_801B82E0, &D_menu_801B82E4, &D_menu_801B82E8); Camera_SetStarfieldPos(gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ); - D_ctx_8017842C += 2.0f; - D_ctx_80178430 += 2.0f; + gStarfieldScrollX += 2.0f; + gStarfieldScrollY += 2.0f; } void Title_8018B038(void) { diff --git a/src/sys/sys_fault.c b/src/sys/sys_fault.c index 11745831..56bdc7ed 100644 --- a/src/sys/sys_fault.c +++ b/src/sys/sys_fault.c @@ -50,79 +50,79 @@ const char* sFloatExceptions[6] = { "Unimplemented operation", "Invalid operation", "Division by zero", "Overflow", "Underflow", "Inexact operation", }; -void func_800073C0(s32 arg0, s32 arg1, s32 arg2, s32 arg3) { - u16* var_v0; +void Fault_FillRectange(s32 xPos, s32 yPos, s32 width, s32 height) { + u16* pixel; s32 i; s32 j; - var_v0 = gFaultMgr.width * arg1 + gFaultMgr.fb->data + arg0; - for (i = 0; i < arg3; i++) { - for (j = 0; j < arg2; j++, var_v0++) { - *var_v0 = ((*var_v0 & 0xE738) >> 2) | 1; + pixel = gFaultMgr.width * yPos + gFaultMgr.fb->data + xPos; + for (i = 0; i < height; i++) { + for (j = 0; j < width; j++, pixel++) { + *pixel = ((*pixel & 0xE738) >> 2) | 1; } - var_v0 += gFaultMgr.width - arg2; + pixel += gFaultMgr.width - width; } } -void func_800074AC(s32 arg0, s32 arg1, s32 arg2) { - s32* var_v0; - u16* var_v1; +void Fault_DisplayChar(s32 xPos, s32 yPos, s32 index) { + s32* charPixelFlags; + u16* pixel; s32 i; s32 j; - var_v0 = &sFaultCharPixelFlags[(arg2 / 5) * 7]; - var_v1 = gFaultMgr.width * arg1 + gFaultMgr.fb->data + arg0; + charPixelFlags = &sFaultCharPixelFlags[(index / 5) * 7]; + pixel = gFaultMgr.width * yPos + gFaultMgr.fb->data + xPos; for (i = 0; i < 7; i++) { - u32 temp_t1 = 0x80000000 >> ((arg2 % 5) * 6); - u32 temp_a3 = *var_v0++; + u32 bufferPixelFlag = 0x80000000 >> ((index % 5) * 6); + u32 charPixelFlag = *charPixelFlags++; for (j = 0; j < 6; j++) { - if (temp_t1 & temp_a3) { - *var_v1 = -1; + if (bufferPixelFlag & charPixelFlag) { + *pixel = 0xFFFF; } else { - *var_v1 = 1; + *pixel = 0x0001; } - var_v1++; - temp_t1 >>= 1; + pixel++; + bufferPixelFlag >>= 1; } - var_v1 += gFaultMgr.width - 6; + pixel += gFaultMgr.width - 6; } } -char* func_80007604(char* arg0, const char* arg1, size_t arg2) { - return (char*) memcpy(arg0, arg1, arg2) + arg2; +char* Fault_PrOut(char* buffer, const char* fmt, size_t size) { + return (char*) memcpy(buffer, fmt, size) + size; } -void func_8000762C(s32 arg0, s32 arg1, const char* fmt, ...) { - u8* var_s0; +void Fault_Printf(s32 xPos, s32 yPos, const char* fmt, ...) { + u8* charPtr; s32 i; - u8 sp40[0x100]; - s32 temp_a2; + u8 buffer[0x100]; + s32 charIndex; va_list args; va_start(args, fmt); for (i = 0; i < 0x100; i++) { - sp40[i] = 0; + buffer[i] = 0; } - if (_Printf(func_80007604, sp40, fmt, args) <= 0) { + if (_Printf(Fault_PrOut, buffer, fmt, args) <= 0) { return; } - for (var_s0 = sp40; *var_s0 != 0; var_s0++) { - temp_a2 = sFaultCharIndex[*var_s0 & 0x7F]; + for (charPtr = buffer; *charPtr != 0; charPtr++) { + charIndex = sFaultCharIndex[*charPtr & 0x7F]; - if (temp_a2 != 0xFF) { - func_800074AC(arg0, arg1, temp_a2); + if (charIndex != 0xFF) { + Fault_DisplayChar(xPos, yPos, charIndex); } - arg0 += 6; + xPos += 6; label:; // fake, probably } va_end(args); } -void func_8000770C(s32 time) { - u64 time64 = MSEC_TO_CYCLES(time); +void Fault_Wait(s32 msec) { + u64 time64 = MSEC_TO_CYCLES(msec); osSetTime(0); while (osGetTime() < time64) { @@ -130,25 +130,25 @@ void func_8000770C(s32 time) { } } -void func_800077F8(s32 arg0, s32 arg1, s32 arg2, f32* arg3) { - u32 temp_v0 = *(u32*) arg3; - s32 temp_v1 = ((temp_v0 & 0x7F800000) >> 0x17) - 0x7F; +void Fault_DisplayFloatReg(s32 xPos, s32 yPos, s32 regNum, f32* regValue) { + u32 regAsInt = *(u32*) regValue; + s32 regExp = ((regAsInt & 0x7F800000) >> 0x17) - 0x7F; - if (((-0x7F < temp_v1) && (temp_v1 < 0x80)) || (temp_v0 == 0)) { - func_8000762C(arg0, arg1, "F%02d:%.3e", arg2, *arg3); + if (((-0x7F < regExp) && (regExp < 0x80)) || (regAsInt == 0)) { + Fault_Printf(xPos, yPos, "F%02d:%.3e", regNum, *regValue); } else { - func_8000762C(arg0, arg1, "F%02d:---------", arg2); + Fault_Printf(xPos, yPos, "F%02d:---------", regNum); } } -void func_80007880(u32 arg0) { - s32 var_v0; - u32 var_v1 = 0x20000; +void Fault_DisplayFloatException(u32 exceptFlags) { + s32 i; + u32 flag = 0x20000; - func_8000762C(0x1E, 0xA0, "FPCSR:%08XH", arg0); - for (var_v0 = 0; var_v0 < 6; var_v0++, var_v1 >>= 1) { - if (arg0 & var_v1) { - func_8000762C(0x84, 0xA0, "(%s)", sFloatExceptions[var_v0]); + Fault_Printf(30, 160, "FPCSR:%08XH", exceptFlags); + for (i = 0; i < 6; i++, flag >>= 1) { + if (exceptFlags & flag) { + Fault_Printf(132, 160, "(%s)", sFloatExceptions[i]); return; } } @@ -156,49 +156,49 @@ void func_80007880(u32 arg0) { #define CAUSE_INDEX(cause) ((cause >> CAUSE_EXCSHIFT) & (CAUSE_EXCMASK >> CAUSE_EXCSHIFT)) -void func_80007910(OSThread* thread) { +void Fault_DisplayDebugInfo(OSThread* thread) { __OSThreadContext* context = &thread->context; - s16 var_s0 = CAUSE_INDEX(context->cause); + s16 causeIndex = CAUSE_INDEX(context->cause); - if (var_s0 == CAUSE_INDEX(EXC_WATCH)) { - var_s0 = 16; + if (causeIndex == CAUSE_INDEX(EXC_WATCH)) { + causeIndex = 16; } - if (var_s0 == CAUSE_INDEX(EXC_VCED)) { - var_s0 = 17; + if (causeIndex == CAUSE_INDEX(EXC_VCED)) { + causeIndex = 17; } - func_8000770C(3000); - func_800073C0(15, 15, 290, 210); - func_8000762C(30, 40, "THREAD:%d (%s)", thread->id, sFaultCauses[var_s0]); - func_8000762C(30, 50, "PC:%08XH SR:%08XH\tVA:%08XH", context->pc, context->sr, context->badvaddr); + Fault_Wait(3000); + Fault_FillRectange(15, 15, SCREEN_WIDTH - 30, SCREEN_HEIGHT - 30); + Fault_Printf(30, 40, "THREAD:%d (%s)", thread->id, sFaultCauses[causeIndex]); + Fault_Printf(30, 50, "PC:%08XH SR:%08XH\tVA:%08XH", context->pc, context->sr, context->badvaddr); osWritebackDCacheAll(); - func_8000762C(30, 60, "AT:%08XH V0:%08XH\tV1:%08XH", (s32) context->at, (s32) context->v0, (s32) context->v1); - func_8000762C(30, 70, "A0:%08XH A1:%08XH\tA2:%08XH", (s32) context->a0, (s32) context->a1, (s32) context->a2); - func_8000762C(30, 80, "A3:%08XH T0:%08XH\tT1:%08XH", (s32) context->a3, (s32) context->t0, (s32) context->t1); - func_8000762C(30, 90, "T2:%08XH T3:%08XH\tT4:%08XH", (s32) context->t2, (s32) context->t3, (s32) context->t4); - func_8000762C(30, 100, "T5:%08XH T6:%08XH\tT7:%08XH", (s32) context->t5, (s32) context->t6, (s32) context->t7); - func_8000762C(30, 110, "S0:%08XH S1:%08XH\tS2:%08XH", (s32) context->s0, (s32) context->s1, (s32) context->s2); - func_8000762C(30, 120, "S3:%08XH S4:%08XH\tS5:%08XH", (s32) context->s3, (s32) context->s4, (s32) context->s5); - func_8000762C(30, 130, "S6:%08XH S7:%08XH\tT8:%08XH", (s32) context->s6, (s32) context->s7, (s32) context->t8); - func_8000762C(30, 140, "T9:%08XH GP:%08XH\tSP:%08XH", (s32) context->t9, (s32) context->gp, (s32) context->sp); - func_8000762C(30, 150, "S8:%08XH RA:%08XH", (s32) context->s8, (s32) context->ra); - func_80007880(context->fpcsr); + Fault_Printf(30, 60, "AT:%08XH V0:%08XH\tV1:%08XH", (s32) context->at, (s32) context->v0, (s32) context->v1); + Fault_Printf(30, 70, "A0:%08XH A1:%08XH\tA2:%08XH", (s32) context->a0, (s32) context->a1, (s32) context->a2); + Fault_Printf(30, 80, "A3:%08XH T0:%08XH\tT1:%08XH", (s32) context->a3, (s32) context->t0, (s32) context->t1); + Fault_Printf(30, 90, "T2:%08XH T3:%08XH\tT4:%08XH", (s32) context->t2, (s32) context->t3, (s32) context->t4); + Fault_Printf(30, 100, "T5:%08XH T6:%08XH\tT7:%08XH", (s32) context->t5, (s32) context->t6, (s32) context->t7); + Fault_Printf(30, 110, "S0:%08XH S1:%08XH\tS2:%08XH", (s32) context->s0, (s32) context->s1, (s32) context->s2); + Fault_Printf(30, 120, "S3:%08XH S4:%08XH\tS5:%08XH", (s32) context->s3, (s32) context->s4, (s32) context->s5); + Fault_Printf(30, 130, "S6:%08XH S7:%08XH\tT8:%08XH", (s32) context->s6, (s32) context->s7, (s32) context->t8); + Fault_Printf(30, 140, "T9:%08XH GP:%08XH\tSP:%08XH", (s32) context->t9, (s32) context->gp, (s32) context->sp); + Fault_Printf(30, 150, "S8:%08XH RA:%08XH", (s32) context->s8, (s32) context->ra); + Fault_DisplayFloatException(context->fpcsr); osWritebackDCacheAll(); - func_800077F8(30, 170, 0, &context->fp0.f.f_even); - func_800077F8(120, 170, 2, &context->fp2.f.f_even); - func_800077F8(210, 170, 4, &context->fp4.f.f_even); - func_800077F8(30, 180, 6, &context->fp6.f.f_even); - func_800077F8(120, 180, 8, &context->fp8.f.f_even); - func_800077F8(210, 180, 10, &context->fp10.f.f_even); - func_800077F8(30, 190, 12, &context->fp12.f.f_even); - func_800077F8(120, 190, 14, &context->fp14.f.f_even); - func_800077F8(210, 190, 16, &context->fp16.f.f_even); - func_800077F8(30, 200, 18, &context->fp18.f.f_even); - func_800077F8(120, 200, 20, &context->fp20.f.f_even); - func_800077F8(210, 200, 22, &context->fp22.f.f_even); - func_800077F8(30, 210, 24, &context->fp24.f.f_even); - func_800077F8(120, 210, 26, &context->fp26.f.f_even); - func_800077F8(210, 210, 28, &context->fp28.f.f_even); - func_800077F8(30, 220, 30, &context->fp30.f.f_even); + Fault_DisplayFloatReg(30, 170, 0, &context->fp0.f.f_even); + Fault_DisplayFloatReg(120, 170, 2, &context->fp2.f.f_even); + Fault_DisplayFloatReg(210, 170, 4, &context->fp4.f.f_even); + Fault_DisplayFloatReg(30, 180, 6, &context->fp6.f.f_even); + Fault_DisplayFloatReg(120, 180, 8, &context->fp8.f.f_even); + Fault_DisplayFloatReg(210, 180, 10, &context->fp10.f.f_even); + Fault_DisplayFloatReg(30, 190, 12, &context->fp12.f.f_even); + Fault_DisplayFloatReg(120, 190, 14, &context->fp14.f.f_even); + Fault_DisplayFloatReg(210, 190, 16, &context->fp16.f.f_even); + Fault_DisplayFloatReg(30, 200, 18, &context->fp18.f.f_even); + Fault_DisplayFloatReg(120, 200, 20, &context->fp20.f.f_even); + Fault_DisplayFloatReg(210, 200, 22, &context->fp22.f.f_even); + Fault_DisplayFloatReg(30, 210, 24, &context->fp24.f.f_even); + Fault_DisplayFloatReg(120, 210, 26, &context->fp26.f.f_even); + Fault_DisplayFloatReg(210, 210, 28, &context->fp28.f.f_even); + Fault_DisplayFloatReg(30, 220, 30, &context->fp30.f.f_even); osWritebackDCacheAll(); osViBlack(false); osViRepeatLine(false); @@ -206,9 +206,7 @@ void func_80007910(OSThread* thread) { } OSThread* func_80007CEC(void) { - OSThread* queue; - - queue = __osGetActiveQueue(); + OSThread* queue = __osGetActiveQueue(); while (queue->priority != -1) { if ((queue->priority > 0) && (queue->priority < 0x7F) && (queue->flags & 3)) { @@ -219,40 +217,40 @@ OSThread* func_80007CEC(void) { return NULL; } -void Fault_ThreadEntry(void* arg0) { - OSMesg sp44; - OSThread* sp40; - s32 var_s2; - s32 var_s5; - u32 var_s0; +void Fault_ThreadEntry(void* arg) { + OSMesg dummy; + OSThread* faultedThread; + s32 codeTimer; + s32 codeComplete; + u32 codeInput; - sp44 = NULL; - var_s5 = 0; - var_s0 = 0; - var_s2 = 0; + dummy = NULL; + codeComplete = 0; + codeInput = 0; + codeTimer = 0; osSetEventMesg(OS_EVENT_CPU_BREAK, &gFaultMgr.mesgQueue, (OSMesg) FAULT_MESG_BREAK); osSetEventMesg(OS_EVENT_FAULT, &gFaultMgr.mesgQueue, (OSMesg) FAULT_MESG_FAULT); - sp40 = NULL; - while (sp40 == NULL) { - MQ_WAIT_FOR_MESG(&gFaultMgr.mesgQueue, &sp44); - sp40 = func_80007CEC(); + faultedThread = NULL; + while (faultedThread == NULL) { + MQ_WAIT_FOR_MESG(&gFaultMgr.mesgQueue, &dummy); + faultedThread = func_80007CEC(); } - func_8000762C(300, 10, "-"); - gControllerPlugged[0] = 1; + Fault_Printf(300, 10, "-"); + gControllerPlugged[0] = true; #if MODS_AUTO_DEBUGGER == 0 // Instant crash debugger (no button combination needed) - while (var_s5 == 0) { + while (!codeComplete) { osSendMesg(&gSerialThreadMesgQueue, (OSMesg) SI_READ_CONTROLLER, OS_MESG_NOBLOCK); MQ_WAIT_FOR_MESG(&gControllerMesgQueue, NULL); Controller_UpdateInput(); - switch (var_s0) { + switch (codeInput) { case 0: if (gControllerHold[0].button == (R_TRIG | D_CBUTTONS | L_CBUTTONS)) { - var_s0++; - var_s2 = 4000; + codeInput++; + codeTimer = 4000; } break; case 1: @@ -260,10 +258,10 @@ void Fault_ThreadEntry(void* arg0) { case 7: if (gControllerHold[0].button & R_TRIG) { if (gControllerPress[0].button == A_BUTTON) { - var_s0++; - var_s2 = 3000; + codeInput++; + codeTimer = 3000; } else if (gControllerPress[0].button != 0) { - var_s0 = 0; + codeInput = 0; } } break; @@ -272,10 +270,10 @@ void Fault_ThreadEntry(void* arg0) { case 8: if (gControllerHold[0].button & R_TRIG) { if (gControllerPress[0].button == B_BUTTON) { - var_s0++; - var_s2 = 3000; + codeInput++; + codeTimer = 3000; } else if (gControllerPress[0].button != 0) { - var_s0 = 0; + codeInput = 0; } } break; @@ -288,45 +286,45 @@ void Fault_ThreadEntry(void* arg0) { case 13: if (gControllerHold[0].button & R_TRIG) { if (gControllerPress[0].button == L_CBUTTONS) { - var_s0++; - var_s2 = 3000; + codeInput++; + codeTimer = 3000; } else if (gControllerPress[0].button != 0) { - var_s0 = 0; + codeInput = 0; } } break; case 14: if (gControllerHold[0].button & R_TRIG) { if (gControllerPress[0].button == START_BUTTON) { - var_s0++; - var_s2 = 3000; + codeInput++; + codeTimer = 3000; } else if (gControllerPress[0].button != 0) { - var_s0 = 0; + codeInput = 0; } } break; case 15: - var_s5 = 1; + codeComplete = true; break; } - if (var_s2 != 0) { - var_s2 -= 1; + if (codeTimer != 0) { + codeTimer--; } else { - var_s0 = 0; + codeInput = 0; } } #endif - func_80007910(sp40); + Fault_DisplayDebugInfo(faultedThread); while (true) { ; } } -void func_80007FE4(FrameBuffer* arg0, u16 arg1, u16 arg2) { - gFaultMgr.fb = arg0; - gFaultMgr.width = arg1; - gFaultMgr.height = arg2; +void Fault_SetFrameBuffer(FrameBuffer* buffer, u16 width, u16 height) { + gFaultMgr.fb = buffer; + gFaultMgr.width = width; + gFaultMgr.height = height; } void Fault_Init(void) { diff --git a/src/sys/sys_main.c b/src/sys/sys_main.c index 63e3b98f..470ed83c 100644 --- a/src/sys/sys_main.c +++ b/src/sys/sys_main.c @@ -275,7 +275,7 @@ void Graphics_ThreadEntry(void* arg0) { if (gFillScreen == 0) { osViSwapBuffer(&gFrameBuffers[(gSysFrameCount - 1) % 3]); } - func_80007FE4(&gFrameBuffers[(gSysFrameCount - 1) % 3], SCREEN_WIDTH, 16); + Fault_SetFrameBuffer(&gFrameBuffers[(gSysFrameCount - 1) % 3], SCREEN_WIDTH, 16); visPerFrame = MIN(gVIsPerFrame, 4); validVIsPerFrame = MAX(visPerFrame, gGfxVImesgQueue.validCount + 1); diff --git a/src/sys/sys_matrix.c b/src/sys/sys_matrix.c index 6de74e22..8bb6427a 100644 --- a/src/sys/sys_matrix.c +++ b/src/sys/sys_matrix.c @@ -42,12 +42,12 @@ void Matrix_Copy(Matrix* dst, Matrix* src) { // Makes a copy of the stack's current matrix and puts it on the top of the stack void Matrix_Push(Matrix** mtxStack) { Matrix_Copy(*mtxStack + 1, *mtxStack); - *mtxStack += 1; + (*mtxStack)++; } // Removes the top matrix of the stack void Matrix_Pop(Matrix** mtxStack) { - *mtxStack -= 1; + (*mtxStack)--; } // Copies tf into mtx (MTXF_NEW) or applies it to mtx (MTXF_APPLY) diff --git a/tools/comptool.py b/tools/comptool.py index dbcf34af..a2240bf9 100644 --- a/tools/comptool.py +++ b/tools/comptool.py @@ -6,6 +6,8 @@ import struct import argparse import sys +file_table_dict = {0xDE480:"US1.1", 0xD9A90:"US1.0"} + file_names = [ "makerom", "main", "dma_table", "audio_seq", "audio_bank", "audio_table", "ast_common", "ast_bg_space", "ast_bg_planet", "ast_arwing", "ast_landmaster", "ast_blue_marine", "ast_versus", "ast_enmy_planet", "ast_enmy_space", "ast_great_fox", @@ -86,17 +88,37 @@ def mio0_dec_bytes(comp_bytes, mio0): return decomp_bytes +def find_file_table(ROM): + with open(ROM, 'rb') as ROMfile: + + ROMfile.seek(0,0) + + main_area = ROMfile.read(0x100000) + + file_table_start = main_area.find(b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x10\x50\x00\x00\x00\x00') + + if(file_table_start == -1): + print('File table not found.') + sys.exit(2) + elif(file_table_start > 0x100000): + print("Warning: Detected file table offset 0x%X is larger than expected." % file_table_start) + # print(file_table_start) + + return file_table_start + def compress(baserom, comprom, mio0, extract_dest=None): decomp_inds = [0, 1, 2, 3, 4, 5, 15, 16, 21, 22, 23, 24, 48] - + file_table = find_file_table(baserom) + # comp_const = 0xFFFEFFFFFE1E7FC0 with open(comprom, 'w+b') as compfile, open(baserom, 'rb') as basefile: file_count = 0 p_file_begin = 0 + while True: - file_entry = 0xDE480 + 0x10 * file_count + file_entry = file_table + 0x10 * file_count basefile.seek(file_entry + 4) v_file_begin = int.from_bytes(basefile.read(4),'big') @@ -161,18 +183,33 @@ def compress(baserom, comprom, mio0, extract_dest=None): return -def decompress(baserom, decomprom, mio0, extract_dest=None): - with open(decomprom, 'w+b') as decompfile, open(baserom, 'rb') as baserom: +def decompress(baserom, decomprom, mio0, extract_dest=None, print_inds=False): + file_table = find_file_table(baserom) + + if file_table_dict.get(file_table) == "US1.0": + ext = "rev0.z64" + elif file_table_dict.get(file_table) == "US1.1": + ext = "z64" + else: + ext = ('%X' % file_table) + ".z64" + + print("File table found at 0x%X" % file_table) + print("Detected ROM version is " + file_table_dict.get(file_table, "Unknown")) + + outrom = decomprom.replace("z64", ext) + + with open(outrom, 'w+b') as decompfile, open(baserom, 'rb') as basefile: file_count = 0 - + decomp_inds = [] + while True: - file_entry = 0xDE480 + 0x10 * file_count - baserom.seek(file_entry) + file_entry = file_table + 0x10 * file_count + basefile.seek(file_entry) - v_file_begin = int.from_bytes(baserom.read(4),'big') - p_file_begin = int.from_bytes(baserom.read(4),'big') - p_file_end = int.from_bytes(baserom.read(4),'big') - comp_flag = int.from_bytes(baserom.read(4),'big') + v_file_begin = int.from_bytes(basefile.read(4),'big') + p_file_begin = int.from_bytes(basefile.read(4),'big') + p_file_end = int.from_bytes(basefile.read(4),'big') + comp_flag = int.from_bytes(basefile.read(4),'big') p_file_size = p_file_end - p_file_begin @@ -183,12 +220,13 @@ def decompress(baserom, decomprom, mio0, extract_dest=None): decompfile.truncate(v_file_begin) - baserom.seek(p_file_begin) + basefile.seek(p_file_begin) - file_bytes = baserom.read(p_file_size) + file_bytes = basefile.read(p_file_size) if comp_flag == 0: v_file_size = p_file_size + decomp_inds += [file_count] dec_msg = 'uncompressed' elif comp_flag == 1: file_bytes = mio0_dec_bytes(file_bytes, mio0) @@ -226,7 +264,11 @@ def decompress(baserom, decomprom, mio0, extract_dest=None): decompfile.seek(0x10) decompfile.write(crc1.to_bytes(4, 'big')) decompfile.write(crc2.to_bytes(4, 'big')) - + print("Decompressed %d files." % file_count) + if(print_inds) : + print("These file numbers were not compressed:") + print(decomp_inds) + return parser = argparse.ArgumentParser(description='Compress or decompress a Star Fox 64 ROM') @@ -237,6 +279,7 @@ parser.add_argument('-c', action='store_true',help='compress provided ROM') parser.add_argument('-d', action='store_true',help='decompress provided ROM') parser.add_argument('-m', metavar='mio0',dest='mio0',help='Path to mio0 tool if not in same directory') parser.add_argument('-r', action="store_true",help='Fix crc without compressing or decompressing') +parser.add_argument('-i', action='store_true',help='Print indices of uncompressed files during decompression.') # parser.add_argument('-v', action='store_true',help='show what changes are made') if __name__ == '__main__': @@ -252,7 +295,7 @@ if __name__ == '__main__': elif args.c: compress(args.inROM, args.outROM, mio0) elif args.d or args.extract: - decompress(args.inROM, args.outROM, mio0, args.extract) + decompress(args.inROM, args.outROM, mio0, args.extract, args.i) else: print("Something went wrong.")