From c197daf499bdd5e59bfb8a63246cc510021528f7 Mon Sep 17 00:00:00 2001 From: petrie911 <69443847+petrie911@users.noreply.github.com> Date: Wed, 24 Jan 2024 08:45:55 -0600 Subject: [PATCH] Bonus Text, more object field names, consistent vector component names (#106) * fixes and stuff * filenames * xyz --- include/fox_map.h | 6 +- include/functions.h | 84 +-- include/sf64object.h | 18 +- include/structs.h | 6 +- include/variables.h | 2 +- linker_scripts/us/symbol_addrs_engine.txt | 9 +- src/main/fox_360.c | 112 ++-- src/main/fox_beam.c | 24 +- src/main/fox_boss.c | 4 +- src/main/fox_demo.c | 54 +- src/main/fox_display.c | 2 +- src/main/fox_edisplay.c | 16 +- src/main/fox_effect.c | 743 +++++++++++----------- src/main/fox_enmy.c | 235 +++---- src/main/fox_enmy2.c | 114 ++-- src/main/fox_hud.c | 40 +- src/main/fox_play.c | 75 ++- src/main/fox_versus.c | 2 +- src/overlays/ovl_i1/fox_co.c | 433 ++++++------- src/overlays/ovl_i1/fox_tr.c | 17 +- src/overlays/ovl_i1/fox_tr360.c | 18 +- src/overlays/ovl_i1/sf_ve1.c | 4 +- src/overlays/ovl_i2/fox_me.c | 96 +-- src/overlays/ovl_i2/fox_sx.c | 82 +-- src/overlays/ovl_i3/fox_a6.c | 94 +-- src/overlays/ovl_i3/fox_so.c | 126 ++-- src/overlays/ovl_i3/fox_zo.c | 247 ++++--- src/overlays/ovl_i3/sf_aq.c | 6 +- src/overlays/ovl_i5/fox_ti_cs.c | 10 +- src/overlays/ovl_i6/fox_andross.c | 162 ++--- src/overlays/ovl_i6/fox_sy.c | 34 +- src/overlays/ovl_i6/fox_ve2.c | 16 +- src/overlays/ovl_menu/fox_map.c | 60 +- src/overlays/ovl_menu/fox_title.c | 84 +-- 34 files changed, 1502 insertions(+), 1533 deletions(-) diff --git a/include/fox_map.h b/include/fox_map.h index 493fc8a9..9b23fd5a 100644 --- a/include/fox_map.h +++ b/include/fox_map.h @@ -25,9 +25,7 @@ typedef struct { /* 0x04 */ f32 unk_04; /* 0x08 */ f32 unk_08; /* 0x0C */ f32 zAngle; - /* 0x10 */ f32 posX; - /* 0x14 */ f32 posY; - /* 0x18 */ f32 posZ; + /* 0x10 */ Vec3f pos; /* 0x1C */ f32 unk_1C; /* 0x20 */ f32 scale; /* 0x24 */ s32 alpha; @@ -41,7 +39,7 @@ typedef struct { /* 0x0 */ u8* addr; /* 0x4 */ s32 width; /* 0x8 */ s32 height; - /* 0xC */ f32 posX; + /* 0xC */ f32 xPos; } Texture; // size = 0x10 #endif diff --git a/include/functions.h b/include/functions.h index ac23e36f..e31aac0c 100644 --- a/include/functions.h +++ b/include/functions.h @@ -241,7 +241,7 @@ void func_80061E48(Actor* , f32 , f32 , f32 ); void func_80061F0C(Actor* , ObjectInit* , s32 ); void Object_Load(ObjectInit* , f32 , f32 , f32 , f32 ); void func_80062568(void); -void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3); +void func_80062B60(f32 xPos, f32 zPos, s32 state, f32 scale); void func_80062C38(f32, f32); bool func_80062DBC(Vec3f* pos, f32* hitboxData, Object* obj, f32 xRot, f32 yRot, f32 zRot); s32 func_800631A8(Vec3f*, f32*, Vec3f*); @@ -323,12 +323,12 @@ void func_800771CC(Actor*); void func_80077218(Actor*); // fox_effect -s32 func_80081B24(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_80077240(f32 posX, f32 posY, f32 posZ, s32 hits); -void func_8007729C(void); -void func_80077790(void); +s32 func_80081B24(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void BonusText_Display(f32 xPos, f32 yPos, f32 zPos, s32 hits); +void BonusText_Update(void); +void BonusText_DrawAll(void); Effect* func_8007783C(ObjectId objId); -void func_8007797C(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2); +void func_8007797C(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2); void func_80077A00(Effect* ); void func_80077A7C(Effect* ); void func_80077B78(Effect* ); @@ -349,13 +349,13 @@ void func_80078B8C(Effect *); void func_80078BE0(Effect* ); void func_80078C84(Effect* ); void func_80078CE8(Effect* ); -void func_80078E50(f32 posX, f32 posY, f32 posZ, f32 scale2); +void func_80078E50(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_80078EBC(Effect* ); void func_80078F78(Effect* ); -void func_800794CC(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007953C(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_800795AC(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_80079618(f32 posX, f32 posY, f32 posZ, f32 scale2); +void func_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_8007968C(Effect *); s32 func_800798C4(s32 , Gfx** , Vec3f* , Vec3f* , void* ); //OverrideLimbDraw void func_800798F0(Effect* ); @@ -366,54 +366,54 @@ void func_8007A5F8(Effect* , Vec3f* pos, u32 sfxId); void func_8007A6F0(Vec3f* pos, s32 sfxId); void func_8007A748(Effect*); s32 func_8007A774(Player*, Effect*, f32); -void func_8007A900(f32 posX, f32 posY, f32 posZ, f32 scale1, u8, u8, u16); +void func_8007A900(f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8, u8, u16); void func_8007A994(Effect*); void func_8007AA60(Effect*); void func_8007AB50(Effect*); -void func_8007ACE0(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, f32 rotY); -void func_8007ADF4(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1); -void func_8007AFD0(f32 posX, f32 posZ, f32 velX, f32 velZ, f32 scale1); +void func_8007ACE0(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, f32 yRot); +void func_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1); +void func_8007AFD0(f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1); void func_8007B040(Effect*); void func_8007B0F4(Effect*); -void func_8007B228(f32 posX, f32 posY, f32 posZ, f32 scale1); +void func_8007B228(f32 xPos, f32 yPos, f32 zPos, f32 scale1); void func_8007B344(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 ); void func_8007B3B8(Effect*); -void func_8007B550(f32 posX, f32 posY, f32 posZ, f32 scale1, s32 ); +void func_8007B550(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 ); void func_8007B5C0(Effect*); void func_8007B62C(Effect*); void func_8007B670(Effect*); void func_8007B67C(Effect*); void func_8007B758(Effect*); -void func_8007B8F8(f32 posX, f32 posY, f32 posZ, f32 scale2); +void func_8007B8F8(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_8007B960(Effect*); -void func_8007BC7C(f32 posX, f32 posY, f32 posZ, f32 scale2); +void func_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_8007BCE8(Effect*); void func_8007B9DC(Effect*); void func_8007BDE0(Effect*); void func_8007BE54(Effect*); void func_8007BEE8(Effect*); -void func_8007BFFC(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50); -void func_8007C120(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50); +void func_8007BFFC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50); +void func_8007C120(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50); void func_8007C250(Effect*); -void func_8007C484(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 arg7); +void func_8007C484(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg7); void func_8007C50C(Effect*); -void func_8007C688(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50); +void func_8007C688(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50); void func_8007C8C4(Effect*); -void func_8007C85C(f32 posX, f32 posY, f32 posZ, f32 scale2); +void func_8007C85C(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_8007C9E0(Effect*); void func_8007CAF0(Effect*); -void func_8007CF30(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007D074(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007D0E0(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007D10C(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007D1E0(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007D24C(f32 posX, f32 posY, f32 posZ, f32 scale2); -void func_8007D2C8(f32 posX, f32 posY, f32 posZ, f32 scale2); +void func_8007CF30(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007D074(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007D0E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007D10C(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007D1E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007D24C(f32 xPos, f32 yPos, f32 zPos, f32 scale2); +void func_8007D2C8(f32 xPos, f32 yPos, f32 zPos, f32 scale2); void func_8007D2F4(Effect*); void func_8007D55C(Effect*); void func_8007D748(Effect*); void func_8007D8A8(Effect*); -void func_8007D9DC(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, s32 timer50); +void func_8007D9DC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50); void func_8007DA58(Effect*); void func_8007DAE4(Effect*); void func_8007DB70(Effect*); @@ -426,11 +426,11 @@ void func_8007E3E4(Effect*); void func_8007E45C(Effect*); void func_8007E5CC(Effect*); void func_8007E648(Effect*); -void func_8007E93C(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 arg5); +void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg5); void func_8007EE68(s32 objId, Vec3f* pos, Vec3f* rot, Vec3f* arg3, Vec3f* arg4, f32 scale2); -void func_8007F04C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 rotX, f32 rotY, f32 rotZ, f32 unkX, f32 unkY, f32 unkZ, f32 velX, f32 velY, f32 velZ, f32 scale2); -void func_8007F11C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4); -void func_8007F20C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4); +void func_8007F04C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 unkX, f32 unkY, f32 unkZ, f32 xVel, f32 yVel, f32 zVel, f32 scale2); +void func_8007F11C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4); +void func_8007F20C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4); void func_8007F438(Effect*); void func_8007F6B0(Effect*); void func_8007F958(Effect*); @@ -446,14 +446,14 @@ void func_8008092C(Effect*); void func_80080ACC(Effect*); void func_80080D04(Effect*); void func_800815DC(void); -void func_80081A8C(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4); -void func_80081BEC(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4); +void func_80081A8C(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4); +void func_80081BEC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4); void func_80081C5C(Effect*); void func_80082F78(Effect*); void func_800837EC(Effect*); void func_80083B8C(Effect*); -void func_80083C70(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 arg7, s32 arg8); -void func_80083D2C(f32 posX, f32 posY, f32 posZ, f32 srcZ); +void func_80083C70(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 arg7, s32 arg8); +void func_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ); void func_80083FA8(Effect*); void func_80084194(Effect*); @@ -549,7 +549,7 @@ void func_800A6070(f32* , u32 ); void func_800A6148(void); void func_800A69F8(s32 , f32 , f32 , f32 ); void Player_ApplyDamage(Player* player, s32 direction, s32 damage); -bool func_800A73E4(f32* , s32* , f32 posX, f32 posY, f32 posZ); +bool func_800A73E4(f32* , s32* , f32 xPos, f32 yPos, f32 zPos); s32 func_800A78C4(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 ); void func_800A8BA4(Player* player); void func_800AA800(Player *player); @@ -582,7 +582,7 @@ void func_800A887C(Player* player); s32 func_800A7974(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 arg9, f32 argA, f32 argB); bool func_800A8054(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, Vec3f* arg7, Vec3f* arg8); -void func_800A4F4C(Object_58*); +void Object_58_Initialize(Object_58*); // fox_radio s32 func_800BA7BC(u16*, s32); diff --git a/include/sf64object.h b/include/sf64object.h index 48bc31ed..91bc26ed 100644 --- a/include/sf64object.h +++ b/include/sf64object.h @@ -146,11 +146,11 @@ typedef struct { /* 0x1C */ ObjectInfo info; /* 0x40 */ s32 index; /* 0x44 */ s32 unk_44; - /* 0x48 */ s32 unk_48; + /* 0x48 */ s32 state; /* 0x4C */ s32 timer_4C; - /* 0x50 */ s8 unk_50; + /* 0x50 */ s8 dmgType; /* 0x51 */ char pad51[3]; - /* 0x54 */ s32 unk_54; + /* 0x54 */ s32 dmgPart; /* 0x58 */ f32 unk_58; /* 0x5C */ f32 unk_5C; /* 0x60 */ f32 unk_60; @@ -174,11 +174,11 @@ typedef struct { /* 0x1C */ ObjectInfo info; /* 0x40 */ s32 index; /* 0x44 */ s16 unk_44; - /* 0x46 */ u8 unk_46; + /* 0x46 */ u8 state; /* 0x48 */ u16 timer_48; /* 0x4A */ u16 timer_4A; - /* 0x4C */ s8 unk_4C; - /* 0x4E */ s16 unk_4E; + /* 0x4C */ s8 collected; + /* 0x4E */ s16 playerNum; /* 0x50 */ f32 unk_50; /* 0x54 */ f32 unk_54; /* 0x58 */ f32 unk_58; @@ -195,7 +195,7 @@ typedef struct { /* 0x48 */ s16 unk_48; /* 0x4A */ s16 unk_4A; /* 0x4C */ u8 unk_4C; - /* 0x4E */ s16 unk_4E; + /* 0x4E */ s16 state; /* 0x50 */ u16 timer_50; /* 0x52 */ char pad52[0x2]; /* 0x54 */ Vec3f vel; @@ -218,7 +218,7 @@ typedef struct { /* 0x048 */ s16 unk_048; /* 0x04A */ s16 unk_04A; /* 0x04C */ s16 unk_04C; - /* 0x04E */ s16 actionState; + /* 0x04E */ s16 state; /* 0x050 */ s16 timer_050; /* 0x052 */ s16 timer_052; /* 0x054 */ s16 timer_054; @@ -259,7 +259,7 @@ typedef struct { /* 0x050 */ s32 iwork[25]; /* 0x0B4 */ s16 unk_0B4; /* 0x0B6 */ s16 unk_0B6; - /* 0x0B8 */ s16 unk_0B8; + /* 0x0B8 */ s16 state; /* 0x0BA */ char pad0BA[0x2]; /* 0x0BC */ u16 timer_0BC; /* 0x0BE */ u16 timer_0BE; diff --git a/include/structs.h b/include/structs.h index bb4a7426..f3047e7d 100644 --- a/include/structs.h +++ b/include/structs.h @@ -83,7 +83,11 @@ typedef struct { /* 0x10 */ f32 unk_10; /* 0x14 */ char pad14[0x4]; /* 0x18 */ u16 timer; -} UnkEntity1C; // size = 0x1C +} BonusText; // size = 0x1C + +#define BONUS_TEXT_FREE 0 +#define BONUS_TEXT_GREAT 100 +#define BONUS_TEXT_1UP 101 typedef struct { /* 0x00 */ f32 unk_00; diff --git a/include/variables.h b/include/variables.h index ff814013..6ac472a3 100644 --- a/include/variables.h +++ b/include/variables.h @@ -371,7 +371,7 @@ extern Item gItems[20]; extern PlayerShot gPlayerShots[16]; extern UnkEntity30 gUnkEntities30[100]; extern UnkEntity28 gUnkEntities28[65]; -extern UnkEntity1C gUnkEntities1C[10]; +extern BonusText gBonusText[10]; // 0x100 extern s32 D_80176550[2]; extern f32 D_80176558[2][100]; diff --git a/linker_scripts/us/symbol_addrs_engine.txt b/linker_scripts/us/symbol_addrs_engine.txt index 7e323c7c..eb4315ce 100644 --- a/linker_scripts/us/symbol_addrs_engine.txt +++ b/linker_scripts/us/symbol_addrs_engine.txt @@ -226,6 +226,9 @@ func_8006089C = 0x8006089C; func_80060968 = 0x80060968; func_80060D94 = 0x80060D94; +// fox_effect +BonusText_Display = 0x80077240; + // fox_enmy func_80060F30 = 0x80060F30; Object_Kill = 0x80060FBC; @@ -399,7 +402,7 @@ gItems = 0x801737E0; //size:0x870 gPlayerShots = 0x80174050; //size:0x700 gUnkEntities30 = 0x80174750; //size:0x12C0 gUnkEntities28 = 0x80175A10; //size:0xA28 -gUnkEntities1C = 0x80176438; //size:0x18 +gBonusText = 0x80176438; //size:0x18 D_80176550 = 0x80176550; D_80176558 = 0x80176558; D_80176878 = 0x80176878; @@ -639,7 +642,7 @@ func_800A3FEC = 0x800A3FEC; func_800A4460 = 0x800A4460; func_800A46A0 = 0x800A46A0; func_800A4C40 = 0x800A4C40; -func_800A4F4C = 0x800A4F4C; +Object_58_Initialize = 0x800A4F4C; func_800A4F7C = 0x800A4F7C; func_800A5330 = 0x800A5330; func_800A5338 = 0x800A5338; @@ -652,7 +655,7 @@ func_800A5EBC = 0x800A5EBC; func_800A5FA0 = 0x800A5FA0; func_800A6028 = 0x800A6028; func_800A6070 = 0x800A6070; -func_800A60B8 = 0x800A60B8; +BonusText_Initialize = 0x800A60B8; func_800A60E8 = 0x800A60E8; func_800A6118 = 0x800A6118; func_800A6148 = 0x800A6148; diff --git a/src/main/fox_360.c b/src/main/fox_360.c index e71d9a83..900b7dd4 100644 --- a/src/main/fox_360.c +++ b/src/main/fox_360.c @@ -81,7 +81,7 @@ void func_8002E3E0(Actor* actor) { } } if (hits != 0) { - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, hits); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, hits); } gHitCount += hits; D_80177850 = 15; @@ -226,7 +226,7 @@ void func_8002E700(Player* player) { player->unk_014 = 0; player->unk_018 = 0; player->unk_01C = 0; - gActors[0].unk_0B8 = 2; + gActors[0].state = 2; } break; } @@ -377,10 +377,10 @@ void func_8002F180(void) { } else { actor->unk_0E6 = D_800C9ADC[i]; } - actor->unk_0B8 = 2; + actor->state = 2; actor->unk_0F4.y = 180.0f; if (actor->unk_0E6 < 0) { - actor->unk_0B8 = 3; + actor->state = 3; } actor->health = 50; if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) { @@ -417,7 +417,7 @@ void func_8002F3E0(void) { actor->health = 100; actor->unk_0C9 = 1; actor->unk_0F4.y = 225.0f; - actor->unk_0B8 = 0; + actor->state = 0; actor->timer_0BC = 250; actor->unk_0F4.x = -20.0f; actor->iwork[11] = 1; @@ -436,7 +436,7 @@ void func_8002F3E0(void) { } void func_8002F5F4(u16* msg, RadioCharacterId character) { - if ((D_80178300 == 0) && (gActors[0].unk_0B8 == 2) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0)) { + if ((D_80178300 == 0) && (gActors[0].state == 2) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0)) { func_800BA808(msg, character); } } @@ -466,7 +466,7 @@ void func_8002F69C(Actor* actor) { } if (D_8015F928 == D_800C9B4C) { func_8002F3E0(); - actor->unk_0B8 = 3; + actor->state = 3; gPlayer[0].state_1C8 = PLAYERSTATE_1C8_0; if ((gCurrentLevel == LEVEL_VENOM_2) || (gCurrentLevel == LEVEL_BOLSE)) { gPlayer[0].unk_034 = 20.0f; @@ -488,11 +488,11 @@ void func_8002F69C(Actor* actor) { if (D_8015F908 == 0) { D_8015F940++; for (i = 1, otherActor = &gActors[1]; i < 8; i++, otherActor++) { - if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->unk_0B8 == 2) && (otherActor->health < 70) && + if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->state == 2) && (otherActor->health < 70) && (otherActor->timer_0C6 != 0) && (otherActor->unk_0D4 == 1)) { - if ((gActors[otherActor->unk_0E6].unk_0B8 == 3) && (gActors[otherActor->unk_0E6].unk_0E4 < 8)) { + if ((gActors[otherActor->unk_0E6].state == 3) && (gActors[otherActor->unk_0E6].unk_0E4 < 8)) { gActors[otherActor->unk_0E6].iwork[2] = 0; - gActors[otherActor->unk_0E6].unk_0B8 = 2; + gActors[otherActor->unk_0E6].state = 2; gActors[otherActor->unk_0E6].unk_0E6 = otherActor->unk_0E4; if (D_800CA234 == &gActors[otherActor->unk_0E6]) { D_800CA234 = NULL; @@ -515,11 +515,11 @@ void func_8002F69C(Actor* actor) { } if (otherActor->unk_0E4 == 4) { if (gCurrentLevel != LEVEL_VENOM_2) { - otherActor->unk_0B8 = 3; + otherActor->state = 3; otherActor->unk_04E = 300; } } else { - otherActor->unk_0B8 = 3; + otherActor->state = 3; otherActor->unk_0E6 = -1; } } @@ -555,7 +555,7 @@ void func_8002FB4C(Actor* actor) { } if (!var_a0) { actor->unk_0E6 = i; - actor->unk_0B8 = 2; + actor->state = 2; actor->iwork[2] = 0; break; } @@ -565,15 +565,15 @@ void func_8002FB4C(Actor* actor) { void func_8002FC00(Actor* actor) { Actor* otherActor; - s32 var_s5; + s32 i; - for (var_s5 = 0, otherActor = &gActors[10]; var_s5 < 50; var_s5++, otherActor++) { + for (i = 0, otherActor = &gActors[10]; i < 50; i++, otherActor++) { if ((otherActor->obj.status == OBJ_DYING) && (otherActor->unk_0E6 > 0) && (otherActor->unk_0E6 < 4)) { Actor* actor2; - s32 var_v1; + s32 j; - for (var_v1 = 0, actor2 = &gActors[10]; var_v1 < 51; var_v1++, actor2++) { - if ((actor2->obj.status == OBJ_ACTIVE) && (actor2->unk_0B8 == 2) && + for (j = 0, actor2 = &gActors[10]; j < 51; j++, actor2++) { + if ((actor2->obj.status == OBJ_ACTIVE) && (actor2->state == 2) && (actor2->unk_0E6 == otherActor->unk_0E6)) { return; } @@ -826,7 +826,7 @@ void func_8003088C(Actor* actor) { ((actor->unk_0E4 != 200) || (actor->unk_0D0 != 2))) { actor->health -= actor->damage; } - } else if ((actor->unk_0E4 < 4) && (actor->unk_0B8 != 6)) { + } else if ((actor->unk_0E4 < 4) && (actor->state != 6)) { if (actor->unk_0E4 == 1) { gTeamDamage[actor->unk_0E4] = actor->damage; } else { @@ -841,7 +841,7 @@ void func_8003088C(Actor* actor) { if (gActors[8].obj.status == OBJ_ACTIVE) { func_800BA808(gMsg_ID_16140, RCID_KATT); } - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10); gHitCount += 11; D_80177850 = 15; } else { @@ -1159,7 +1159,7 @@ void func_800319AC(Actor* this) { s32 sp108; s32 sp104; s32 temp_v0_27; - UnkEntity28* temp_v1; + UnkEntity28* ent28; f32 spF8; f32 spF4; f32 spF0; @@ -1218,9 +1218,9 @@ void func_800319AC(Actor* this) { (this->timer_0CA[0] < 5) && !(gGameFrameCount & 0x1F)) { this->iwork[16] = 10; } - if ((this->iwork[16] != 0) && (this->unk_0B8 < 7)) { - this->unk_0B8 = this->iwork[16]; - switch (this->unk_0B8) { + if ((this->iwork[16] != 0) && (this->state < 7)) { + this->state = this->iwork[16]; + switch (this->state) { case 7: case 8: if (this->unk_0F4.x > 180.0f) { @@ -1318,8 +1318,8 @@ void func_800319AC(Actor* this) { } sp104 = 0; this->iwork[5] = 0; - if ((this->unk_0E4 > 0) && (this->unk_0E4 < 4) && (gTeamShields[this->unk_0E4] <= 0) && (this->unk_0B8 != 6)) { - this->unk_0B8 = 6; + if ((this->unk_0E4 > 0) && (this->unk_0E4 < 4) && (gTeamShields[this->unk_0E4] <= 0) && (this->state != 6)) { + this->state = 6; if (this->timer_0C2 < 100) { gTeamShields[this->unk_0E4] = 1; switch (this->unk_0E4) { @@ -1344,7 +1344,7 @@ void func_800319AC(Actor* this) { this->iwork[1] = 0; this->timer_0C2 = 10000; } - switch (this->unk_0B8) { + switch (this->state) { case 6: this->timer_0C2 = 10000; this->iwork[11] = 2; @@ -1378,20 +1378,20 @@ void func_800319AC(Actor* this) { case 0: if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_9) { this->fwork[0] = this->fwork[1] = 40.0f; - if (gActors[0].unk_0B8 == 5) { + if (gActors[0].state == 5) { Math_SmoothStepToF(&this->unk_0F4.x, 30.0f, 0.1f, 0.5f, 0.0f); this->fwork[1] = 200.0f; } if (this->timer_0BC == 0) { if (this->unk_0E4 == 4) { - this->unk_0B8 = 3; + this->state = 3; if (gCurrentLevel == LEVEL_VENOM_2) { this->unk_04E = 200; } else { this->unk_04E = 200; } } else { - this->unk_0B8 = 2; + this->state = 2; if (this->unk_0E4 == 8) { this->fwork[7] = 360.0f; this->fwork[8] = 0.0f; @@ -1407,9 +1407,9 @@ void func_800319AC(Actor* this) { Math_SmoothStepToF(&this->unk_0F4.x, 15.0f, 0.1f, 1.0f, 0.0f); } if (this->timer_0BC == 0) { - this->unk_0B8 = 3; + this->state = 3; if ((gCurrentLevel == LEVEL_BOLSE) && (this->unk_0E6 >= 0)) { - this->unk_0B8 = 2; + this->state = 2; } } break; @@ -1430,7 +1430,7 @@ void func_800319AC(Actor* this) { spF0 = 0.2f; } if (this->unk_0E6 < 0) { - this->unk_0B8 = 3; + this->state = 3; } else { if (gActors[this->unk_0E6].unk_0E4 == 200) { spF0 = 0.8f; @@ -1441,7 +1441,7 @@ void func_800319AC(Actor* this) { if (gCurrentLevel != LEVEL_VENOM_2) { if (((gPlayer[0].unk_4DC != 0) && (this->iwork[4] > 10)) || ((gCurrentLevel == LEVEL_BOLSE) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0))) { - this->unk_0B8 = 3; + this->state = 3; this->unk_04E = 300; this->timer_0BC = 160; if (this->unk_0E4 == 4) { @@ -1465,7 +1465,7 @@ void func_800319AC(Actor* this) { this->fwork[6] = gPlayer[0].unk_138 + spC4; this->fwork[1] = gPlayer[0].unk_0D0 + 10.0f; } - if ((gActors[0].unk_0B8 == 6) && (this->unk_0E4 < 4)) { + if ((gActors[0].state == 6) && (this->unk_0E4 < 4)) { this->fwork[3] = 3.0f; this->fwork[1] = gPlayer[0].unk_0D0 - 5.0f; this->iwork[11] = 2; @@ -1511,7 +1511,7 @@ void func_800319AC(Actor* this) { this->fwork[6] = gBosses[0].obj.pos.z; this->fwork[1] = 40.0f; } - if ((this->unk_0E6 >= 0) && (this->unk_0E6 != 100) && (gActors[0].unk_0B8 != 6)) { + if ((this->unk_0E6 >= 0) && (this->unk_0E6 != 100) && (gActors[0].state != 6)) { if (spE8 < spF8) { if (spEC < spF8) { if (this->unk_0E6 != 0) { @@ -1532,7 +1532,7 @@ void func_800319AC(Actor* this) { this->iwork[4]++; this->iwork[5] = 1; if (!((this->index + gGameFrameCount) & sp10F) && (Rand_ZeroOne() < spF0) && - func_80031900(this) && ((gActors[0].unk_0B8 == 2) || (gCurrentLevel == LEVEL_TRAINING))) { + func_80031900(this) && ((gActors[0].state == 2) || (gCurrentLevel == LEVEL_TRAINING))) { if ((this->unk_0E6 == 0) && (gCurrentLevel != LEVEL_TRAINING)) { if ((this->iwork[4] > 250) && (gCurrentLevel != LEVEL_VENOM_ANDROSS)) { if ((Rand_ZeroOne() < 0.5f) || (gCurrentLevel == LEVEL_VENOM_2)) { @@ -1718,9 +1718,9 @@ void func_800319AC(Actor* this) { this->iwork[4] = 0; } if ((this->unk_0E6 > 0) && - ((gActors[this->unk_0E6].obj.status == OBJ_DYING) || (gActors[this->unk_0E6].unk_0B8 == 6) || + ((gActors[this->unk_0E6].obj.status == OBJ_DYING) || (gActors[this->unk_0E6].state == 6) || (gActors[this->unk_0E6].obj.status == OBJ_FREE))) { - this->unk_0B8 = 3; + this->state = 3; if (gCurrentLevel == LEVEL_BOLSE) { func_8002FB4C(this); } @@ -1748,7 +1748,7 @@ void func_800319AC(Actor* this) { this->fwork[3] = 1.0f; this->fwork[1] = 38.0f; } - if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].unk_0B8 == 0xA)) { + if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].state == 0xA)) { this->fwork[10] = 30.0f; } if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) { @@ -1789,7 +1789,7 @@ void func_800319AC(Actor* this) { } if ((this->unk_0E6 > 0) && (gActors[this->unk_0E6].obj.id == OBJ_ACTOR_197) && (gActors[this->unk_0E6].timer_0C2 == 0) && (gActors[this->unk_0E6].obj.status == OBJ_ACTIVE)) { - this->unk_0B8 = 2; + this->state = 2; this->iwork[2] = 0; } if (this->unk_0E6 == 0) { @@ -1797,7 +1797,7 @@ void func_800319AC(Actor* this) { this->unk_04E--; } if (this->unk_04E == 0) { - this->unk_0B8 = 2; + this->state = 2; this->iwork[2] = 0; } } @@ -1807,7 +1807,7 @@ void func_800319AC(Actor* this) { Math_SmoothStepToF(&this->unk_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) { - this->unk_0B8 = 3; + this->state = 3; } break; case 8: @@ -1837,7 +1837,7 @@ void func_800319AC(Actor* this) { break; case 1: if (this->timer_0BC == 0) { - this->unk_0B8 = 3; + this->state = 3; } break; } @@ -1851,13 +1851,13 @@ void func_800319AC(Actor* this) { } Math_SmoothStepToAngle(&this->obj.rot.z, spD0, 0.1f, 15.0f, 0.01f); if (this->timer_0BC == 0) { - this->unk_0B8 = 3; + this->state = 3; } break; case 10: sp104 = 1; if (this->timer_0BC == 0) { - this->unk_0B8 = 3; + this->state = 3; } if (this->timer_0BC > 20) { Math_SmoothStepToF(&this->fwork[23], 180.0f, 1.0f, 60.0f, 0.0f); @@ -2009,23 +2009,23 @@ void func_800319AC(Actor* this) { } } func_8003088C(this); - temp_v1 = &gUnkEntities28[this->index]; - temp_v1->unk_00 = 1; + ent28 = &gUnkEntities28[this->index]; + ent28->unk_00 = 1; if (this->unk_0E4 == 200) { - temp_v1->unk_02 = 100; + ent28->unk_02 = 100; } else { - temp_v1->unk_02 = this->unk_0E4; + ent28->unk_02 = this->unk_0E4; } if (gCurrentLevel == LEVEL_TRAINING) { - temp_v1->unk_02 = 4; + ent28->unk_02 = 4; } - temp_v1->pos.x = this->obj.pos.x; - temp_v1->pos.y = this->obj.pos.y; - temp_v1->pos.z = this->obj.pos.z; - temp_v1->unk_10 = this->unk_0F4.y + 180.0f; + ent28->pos.x = this->obj.pos.x; + ent28->pos.y = this->obj.pos.y; + ent28->pos.z = this->obj.pos.z; + ent28->unk_10 = this->unk_0F4.y + 180.0f; if (this->iwork[1] != 0) { this->iwork[1]--; - if ((this->iwork[1] == 0) && (gActors[0].unk_0B8 == 2) && (gRadioState == 0)) { + if ((this->iwork[1] == 0) && (gActors[0].state == 2) && (gRadioState == 0)) { switch (this->unk_0E4) { case 1: func_8002F5F4(gMsg_ID_9220, RCID_FALCO); diff --git a/src/main/fox_beam.c b/src/main/fox_beam.c index f147e5a2..6eab0d3e 100644 --- a/src/main/fox_beam.c +++ b/src/main/fox_beam.c @@ -683,10 +683,10 @@ void func_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) { ((actor->obj.id == OBJ_ACTOR_197) && (actor->fwork[23] > 1.0f)) || ((actor->obj.id == OBJ_ACTOR_200) && (actor->unk_0D2 == 0) && (actor->unk_0B4 == 67)) || ((actor->obj.id == OBJ_ACTOR_261) && (shot->obj.id != PLAYERSHOT_8) && - ((actor->unk_0B8 < 3) || (actor->unk_0B8 >= 5))) || + ((actor->state < 3) || (actor->state >= 5))) || ((actor->obj.id == OBJ_ACTOR_260) && (shot->obj.id != PLAYERSHOT_8) && (actor->timer_0BC != 0))) { - if ((actor->obj.id == OBJ_ACTOR_261) && (actor->unk_0B8 < 2)) { - actor->unk_0B8 = 2; + if ((actor->obj.id == OBJ_ACTOR_261) && (actor->state < 2)) { + actor->state = 2; } if ((shot->obj.id == PLAYERSHOT_8) || (shot->obj.id == PLAYERSHOT_3)) { func_80036318(shot); @@ -916,8 +916,8 @@ void func_80038140(PlayerShot* shot) { } else { temp_v0 = func_80036874(shot, obj80->info.hitbox, &obj80->obj); if (temp_v0 != 0) { - obj80->unk_50 = 1; - obj80->unk_54 = temp_v0 - 1; + obj80->dmgType = 1; + obj80->dmgPart = temp_v0 - 1; } } } @@ -1846,9 +1846,9 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) { sp64 = obj80->obj.pos.y - shot->obj.pos.y; sp60 = obj80->obj.pos.z - shot->obj.pos.z; if (sqrtf(SQ(sp68) + SQ(sp64) + SQ(sp60)) < temp_fs2) { - obj80->unk_50 = 2; + obj80->dmgType = 2; } - obj80->unk_54 = 0; + obj80->dmgPart = 0; } } for (i = 0, obj4C = gObjects4C; i < 40; i++, obj4C++) { @@ -1940,8 +1940,8 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) { effect->obj.pos.y += sp64 * 0.03f; } effect->obj.pos.z += sp60 * 0.03f; - if ((effect->obj.id == OBJ_EFFECT_392) && (effect->unk_4E == 0)) { - effect->unk_4E = 1; + if ((effect->obj.id == OBJ_EFFECT_392) && (effect->state == 0)) { + effect->state = 1; effect->unk_44 = 176; effect->unk_4C = 0; effect->vel.x = effect->vel.y = effect->vel.z = 0.0f; @@ -2010,7 +2010,7 @@ void func_8003CC08(PlayerShot* shot) { } } if (!((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && - (gBosses[0].actionState == 17))) { + (gBosses[0].state == 17))) { func_80038140(shot); } func_8003C3D8(shot); @@ -2196,9 +2196,9 @@ void func_8003D54C(PlayerShot* shot, s32 index) { } else { bonus = shot->bonus; if (shot->bonus > 10) { - bonus = 100; + bonus = BONUS_TEXT_GREAT; } - func_80077240(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus); + 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) && diff --git a/src/main/fox_boss.c b/src/main/fox_boss.c index 71d2826c..eee3ee45 100644 --- a/src/main/fox_boss.c +++ b/src/main/fox_boss.c @@ -31,7 +31,7 @@ void func_80042EC0(Boss* boss) { } else if (boss->obj.id == OBJ_BOSS_306) { yOffset = 200.0f; } - func_80077240(boss->obj.pos.x, boss->obj.pos.y + yOffset, boss->obj.pos.z, bonus); + BonusText_Display(boss->obj.pos.x, boss->obj.pos.y + yOffset, boss->obj.pos.z, bonus); } gHitCount += bonus + 1; D_80177850 = 15; @@ -60,7 +60,7 @@ void func_80042FF4(Actor* actor, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_189; - actor->unk_0B8 = argB; + actor->state = argB; actor->obj.pos.x = arg1; actor->obj.pos.y = arg2; actor->obj.pos.z = arg3; diff --git a/src/main/fox_demo.c b/src/main/fox_demo.c index 60a1183d..cb670225 100644 --- a/src/main/fox_demo.c +++ b/src/main/fox_demo.c @@ -275,15 +275,15 @@ void func_80048E40(Player* player) { break; case 420: - gActors[0].unk_0B8 = 1; + gActors[0].state = 1; break; case 430: - gActors[1].unk_0B8 = 1; + gActors[1].state = 1; break; case 440: - gActors[2].unk_0B8 = 1; + gActors[2].state = 1; break; case 450: @@ -363,7 +363,7 @@ void func_80049630(Actor* actor) { Vec3f sp3C; Vec3f sp30; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->vwork[0].x = gPlayer[0].pos.x + D_800C9FA0[actor->index].x; actor->vwork[0].y = gPlayer[0].pos.y + D_800C9FA0[actor->index].y; @@ -377,7 +377,7 @@ void func_80049630(Actor* actor) { break; case 1: - actor->unk_0B8 = 2; + actor->state = 2; Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->timer_0BC = 0x96; actor->fwork[29] = 5.0f; @@ -426,7 +426,7 @@ void func_80049968(Actor* actor, s32 arg1) { actor->fwork[0] = D_800CA000[arg1]; actor->fwork[1] = D_800CA010[arg1]; actor->unk_0B6 = D_800CA030[arg1]; - actor->unk_0B8 = D_800CA040[arg1]; + actor->state = D_800CA040[arg1]; actor->obj.rot.z = D_800CA020[arg1]; actor->obj.rot.y = 180.0f; actor->vel.z = gPlayer[0].vel.z; @@ -560,22 +560,22 @@ void func_80049C0C(Player* player) { player->unk_190 = 2.0f; if ((player->timer_1F8 == 0x5F) && (gTeamShields[1] > 0)) { - gActors[0].unk_0B8 = var_v0; + gActors[0].state = var_v0; Audio_PlaySfx(0x0940802AU, gActors[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } if ((player->timer_1F8 == 0x5A) && (gTeamShields[3] > 0)) { - gActors[2].unk_0B8 = var_v0; + gActors[2].state = var_v0; Audio_PlaySfx(0x0940802AU, gActors[2].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } if ((player->timer_1F8 == 85) && (gTeamShields[2] > 0)) { - gActors[1].unk_0B8 = var_v0; + gActors[1].state = var_v0; Audio_PlaySfx(0x0940802AU, gActors[1].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } if (player->timer_1F8 == 60) { - gActors[3].unk_0B8 = var_v0; + gActors[3].state = var_v0; Audio_PlaySfx(0x0940802AU, gActors[3].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); func_800182F4(0x103200FF); func_800182F4(0x113200FF); @@ -1956,7 +1956,7 @@ void func_8004E4D4(Actor* actor) { actor->fwork[8] += 2.0f; sp34 = __sinf(actor->fwork[8] * M_DTOR) * 10.0f; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: Math_SmoothStepToF(&actor->obj.rot.z, 0.0f, 0.05f, 1.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f); @@ -1967,7 +1967,7 @@ void func_8004E4D4(Actor* actor) { break; case 1: - actor->unk_0B8 = 2; + actor->state = 2; actor->timer_0BC = 0x32; actor->fwork[9] = 2.0f; Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1989,7 +1989,7 @@ void func_8004E4D4(Actor* actor) { break; case 10: - actor->unk_0B8 = 0xB; + actor->state = 0xB; actor->timer_0BC = 0x96; actor->timer_0BE = 0x28; Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -2048,7 +2048,7 @@ void func_8004E4D4(Actor* actor) { case 31: Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - actor->unk_0B8 += 1; + actor->state += 1; actor->fwork[29] = 5.0f; /* fallthrough */ @@ -2077,7 +2077,7 @@ void func_8004EBD0(Actor* actor) { Vec3f src; Vec3f dest; - if (actor->unk_0B8 < 4) { + if (actor->state < 4) { actor->fwork[9] = 0.4f; actor->obj.pos.x += (D_80178450[actor->index] - actor->obj.pos.x) * 0.4f; @@ -2105,11 +2105,11 @@ void func_8004EBD0(Actor* actor) { } } - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[3] *= 0.992f; if (actor->fwork[3] < 1.2f) { - actor->unk_0B8 += 1; + actor->state += 1; } break; @@ -2117,7 +2117,7 @@ void func_8004EBD0(Actor* actor) { actor->fwork[3] *= 0.997f; if (actor->fwork[3] < 1.0f) { actor->fwork[3] = 1.0f; - actor->unk_0B8 += 1; + actor->state += 1; } actor->timer_0BC = 560; break; @@ -2130,7 +2130,7 @@ void func_8004EBD0(Actor* actor) { gPlayer[0].timer_1FC = 0x2710; } if (actor->timer_0BC == 0) { - actor->unk_0B8++; + actor->state++; actor->timer_0BC = 10; func_800A6028(actor->sfxPos, 0x09000002); actor->fwork[29] = 5.0f; @@ -2140,7 +2140,7 @@ void func_8004EBD0(Actor* actor) { case 3: actor->iwork[11] = 2; if (actor->timer_0BC == 0) { - actor->unk_0B8++; + actor->state++; actor->timer_0BC = 30; } break; @@ -2197,12 +2197,12 @@ void func_8004F05C(Actor* actor) { Math_SmoothStepToF(&actor->obj.rot.z, actor->fwork[1], 0.05f, 0.3f, 0.0f); - switch (actor->unk_0B8) { + switch (actor->state) { case 0: break; case 1: - actor->unk_0B8 = 2; + actor->state = 2; actor->timer_0BC = 0x64; Audio_PlaySfx(0x09000002U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->fwork[29] = 5.0f; @@ -2267,7 +2267,7 @@ void func_8004F05C(Actor* actor) { break; case LEVEL_SECTOR_X: - if ((actor->unk_0B8 != 0) && (actor->unk_0B8 == 1)) { + if ((actor->state != 0) && (actor->state == 1)) { actor->vel.y += 0.1f; Math_SmoothStepToF(&actor->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f); } @@ -2278,7 +2278,7 @@ void func_8004F05C(Actor* actor) { break; default: - switch (actor->unk_0B8) { + switch (actor->state) { case 100: Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0x14].x, 0.03f, 3.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0x14].y, 0.03f, 2.0f, 0.0f); @@ -2343,7 +2343,7 @@ void func_8004F05C(Actor* actor) { void func_8004F798(Actor* actor) { actor->iwork[11] = 2; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0], 0.05f, 50.0f, 0.0f); Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1], 0.05f, 50.0f, 0.0f); @@ -2417,10 +2417,10 @@ void func_8004F8AC(Actor* actor) { case LEVEL_FORTUNA: if (actor->unk_0B6 == 0xB) { - switch (actor->unk_0B8) { + switch (actor->state) { case 0: if (gCsFrameCount == 0x64) { - actor->unk_0B8 = 1; + actor->state = 1; actor->timer_0BC = 0x32; actor->iwork[0] = 255; Audio_PlaySfx(0x2902F026U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); diff --git a/src/main/fox_display.c b/src/main/fox_display.c index e9673c6a..b829ae0f 100644 --- a/src/main/fox_display.c +++ b/src/main/fox_display.c @@ -1679,7 +1679,7 @@ void func_80057D00(void) { ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2))) { func_8006089C(0); } - func_80077790(); + BonusText_DrawAll(); Matrix_Pop(&gGfxMatrix); func_80057248(); func_80057504(); diff --git a/src/main/fox_edisplay.c b/src/main/fox_edisplay.c index 003dbbab..d9a0255a 100644 --- a/src/main/fox_edisplay.c +++ b/src/main/fox_edisplay.c @@ -234,7 +234,7 @@ Gfx* D_800CFC7C[] = { }; void func_8005A094(Actor* actor) { - switch (actor->unk_0B8) { + switch (actor->state) { case 0: Matrix_Translate(gGfxMatrix, 18.0f, 15.0f, -15.0f, 1); Matrix_RotateY(gGfxMatrix, M_PI, 1); @@ -409,11 +409,11 @@ void func_8005A094(Actor* actor) { gSPDisplayList(gMasterDisp++, D_i1_8019A008[actor->unk_048]); break; default: - if (actor->unk_0B8 > 9) { - if (actor->unk_0B8 == 0x24) { + if (actor->state > 9) { + if (actor->state == 0x24) { gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); } - gSPDisplayList(gMasterDisp++, D_800CFA54[actor->unk_0B8 - 10]); + gSPDisplayList(gMasterDisp++, D_800CFA54[actor->state - 10]); } break; } @@ -518,7 +518,7 @@ void func_8005B388(Actor* actor) { ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) && (gPlayer[0].unk_1D0 >= 100) && (gCurrentLevel == LEVEL_KATINA) && (actor->index == 1)) || ((gCurrentLevel == LEVEL_SECTOR_Y) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0) && - (actor->unk_0B8 == 5))) { + (actor->state == 5))) { D_80161630.rightState = gPlayer[0].wings.rightState; D_80161630.leftState = gPlayer[0].wings.leftState; } else { @@ -622,7 +622,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { switch (objId) { case OBJ_EFFECT_374: - if (gEffects[index].unk_4E == 0) { + if (gEffects[index].state == 0) { Matrix_Scale(gGfxMatrix, 1.2f, 0.0f, 1.2f, 1); Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); @@ -759,7 +759,7 @@ void func_8005BAB4(ObjectId objId, s32 index) { void func_8005C5F0(Item* item) { s32 i; - if ((gGameFrameCount & 0x18) && (item->unk_46 == 0)) { + if ((gGameFrameCount & 0x18) && (item->state == 0)) { Matrix_Push(&gGfxMatrix); RCP_SetupDL(&gMasterDisp, 0x40); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255); @@ -850,7 +850,7 @@ void func_8005CDA8(Item* item) { gPlayer[gPlayerNum].camEye.z - (item->obj.pos.z + D_80177D20)) * 180.0f) / M_PI; - if (item->unk_46 != 0) { + if (item->state != 0) { RCP_SetupDL(&gMasterDisp, 0x29); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, item->unk_44); } else { diff --git a/src/main/fox_effect.c b/src/main/fox_effect.c index 1250f5e3..63162747 100644 --- a/src/main/fox_effect.c +++ b/src/main/fox_effect.c @@ -50,71 +50,68 @@ extern Gfx D_6018AF0[]; extern Gfx D_601BAD0[]; extern Gfx D_9013C20[]; -void func_80077240(f32 posX, f32 posY, f32 posZ, s32 hits) { +void BonusText_Display(f32 xPos, f32 yPos, f32 zPos, s32 hits) { s32 i; - for (i = 0; i < ARRAY_COUNT(gUnkEntities1C); i++) { - if (gUnkEntities1C[i].hits == 0) { - gUnkEntities1C[i].hits = hits; - gUnkEntities1C[i].pos.x = posX; - gUnkEntities1C[i].pos.y = posY; - gUnkEntities1C[i].pos.z = posZ; - gUnkEntities1C[i].unk_10 = 0.0f; - gUnkEntities1C[i].timer = 65; + for (i = 0; i < ARRAY_COUNT(gBonusText); i++) { + if (gBonusText[i].hits == BONUS_TEXT_FREE) { + gBonusText[i].hits = hits; + gBonusText[i].pos.x = xPos; + gBonusText[i].pos.y = yPos; + gBonusText[i].pos.z = zPos; + gBonusText[i].unk_10 = 0.0f; + gBonusText[i].timer = 65; break; } } } -void func_8007729C(void) { - UnkEntity1C* ent1C; +void BonusText_Update(void) { + BonusText* bonus; s32 i; - for (i = 0, ent1C = gUnkEntities1C; i < ARRAY_COUNT(gUnkEntities1C); i++, ent1C++) { - if (ent1C->hits != 0) { - if (ent1C->timer != 0) { - ent1C->timer -= 1; // can't be -- + for (i = 0, bonus = gBonusText; i < ARRAY_COUNT(gBonusText); i++, bonus++) { + if (bonus->hits != BONUS_TEXT_FREE) { + if (bonus->timer != 0) { + bonus->timer -= 1; // can't be -- } - if (ent1C->timer == 0) { - ent1C->hits = 0; + if (bonus->timer == 0) { + bonus->hits = BONUS_TEXT_FREE; } if (gLevelMode == LEVELMODE_ON_RAILS) { - ent1C->pos.z -= D_80177D08; + bonus->pos.z -= D_80177D08; } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) { - ent1C->pos.x += gPlayer[0].vel.x; - ent1C->pos.z += gPlayer[0].vel.z; + bonus->pos.x += gPlayer[0].vel.x; + bonus->pos.z += gPlayer[0].vel.z; } - if (ent1C->timer < 45) { - Math_SmoothStepToF(&ent1C->unk_10, 300.0f, 0.1f, 20.0f, 0.0f); + if (bonus->timer < 45) { + Math_SmoothStepToF(&bonus->unk_10, 300.0f, 0.1f, 20.0f, 0.0f); } } } } -Gfx* D_800D14E0[][2] = { +Gfx* sLargeBonusDLs[4][2] = { { D_1016410, D_1003130 }, { D_10162A0, D_1003130 }, { D_1016130, D_1003130 }, + { D_1015FC0, D_1003130 }, }; -// Unused -Gfx* D_800D14F8 = { D_1015FC0 }; +Gfx* sSmallBonusDLs[10] = { + D_1015810, D_1016410, D_10162A0, D_1016130, D_1015FC0, D_1015E50, D_10156A0, D_1015CE0, D_1015B70, D_1015320, +}; -Gfx* D_800D14FC[] = { D_1003130, D_1015810, D_1016410, D_10162A0, D_1016130, D_1015FC0, - D_1015E50, D_10156A0, D_1015CE0, D_1015B70, D_1015320 }; - -Vec3f D_800D1528 = { 0.0f, 0.0f, 0.0f }; - -void func_80077404(UnkEntity1C* ent1C) { - s32 var_a2; - Vec3f sp60 = D_800D1528; +void BonusText_Draw(BonusText* bonus) { + s32 dlIndex; + Vec3f sp60 = { 0.0f, 0.0f, 0.0f }; Vec3f sp54; f32 sp50; - if (ent1C->timer <= 45) { - Matrix_Translate(gGfxMatrix, ent1C->pos.x, ent1C->pos.y, ent1C->pos.z + D_80177D20, 1); + if (bonus->timer <= 45) { + Matrix_Translate(gGfxMatrix, bonus->pos.x, bonus->pos.y, bonus->pos.z + D_80177D20, 1); Matrix_MultVec3f(gGfxMatrix, &sp60, &sp54); if ((fabsf(sp54.x) < 20000.0f) && (fabsf(sp54.y) < 20000.0f)) { @@ -123,54 +120,54 @@ void func_80077404(UnkEntity1C* ent1C) { Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].unk_058, 1); Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].unk_05C, 1); Matrix_Scale(gGfxMatrix, sp50, sp50, 1.0f, 1); - Matrix_Translate(gGfxMatrix, 0.0f, ent1C->unk_10, 0.0f, 1); + Matrix_Translate(gGfxMatrix, 0.0f, bonus->unk_10, 0.0f, 1); Matrix_SetGfxMtx(&gMasterDisp); - if (ent1C->hits <= 10) { + if (bonus->hits <= 10) { gSPDisplayList(gMasterDisp++, D_1015980); - gSPDisplayList(gMasterDisp++, D_800D14FC[ent1C->hits]); - } else if (ent1C->hits == 101) { + gSPDisplayList(gMasterDisp++, sSmallBonusDLs[bonus->hits - 1]); + } else if (bonus->hits == BONUS_TEXT_1UP) { gSPDisplayList(gMasterDisp++, D_1011F20); - } else if (ent1C->hits == 100) { + } else if (bonus->hits == BONUS_TEXT_GREAT) { gSPDisplayList(gMasterDisp++, D_1016580); } else { gSPDisplayList(gMasterDisp++, D_1015980); - switch (ent1C->hits) { + switch (bonus->hits) { case 20: - var_a2 = 0; + dlIndex = 0; break; case 30: - var_a2 = 1; + dlIndex = 1; break; case 40: - var_a2 = 2; + dlIndex = 2; break; case 50: default: - var_a2 = 3; + dlIndex = 3; break; } - gSPDisplayList(gMasterDisp++, D_800D14E0[var_a2][0]); - gSPDisplayList(gMasterDisp++, D_800D14E0[var_a2][1]); + gSPDisplayList(gMasterDisp++, sLargeBonusDLs[dlIndex][0]); + gSPDisplayList(gMasterDisp++, sLargeBonusDLs[dlIndex][1]); } } else { - ent1C->hits = 0; + bonus->hits = BONUS_TEXT_FREE; } } } } -void func_80077790(void) { - UnkEntity1C* ent1C; +void BonusText_DrawAll(void) { + BonusText* bonus; s32 i; RCP_SetupDL(&gMasterDisp, 0x3E); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); - for (i = 0, ent1C = gUnkEntities1C; i < ARRAY_COUNT(gUnkEntities1C); i++, ent1C++) { - if (ent1C->hits != 0) { + for (i = 0, bonus = gBonusText; i < ARRAY_COUNT(gBonusText); i++, bonus++) { + if (bonus->hits != 0) { Matrix_Push(&gGfxMatrix); - func_80077404(ent1C); + BonusText_Draw(bonus); Matrix_Pop(&gGfxMatrix); } } @@ -195,18 +192,18 @@ Effect* func_8007783C(ObjectId objId) { return effect; } -void func_800778C4(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2) { +void func_800778C4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_339; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; effect->scale2 = scale2; effect->unk_4C = 0; @@ -216,12 +213,12 @@ void func_800778C4(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 v effect->unk_44 = 255; } -void func_8007797C(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2) { +void func_8007797C(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_800778C4(&gEffects[i], posX, posY, posZ, velX, velY, velZ, scale2); + func_800778C4(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2); break; } } @@ -522,13 +519,13 @@ void func_80078CE8(Effect* effect) { gSPDisplayList(gMasterDisp++, D_6033000); } -void func_80078D60(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_80078D60(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_393; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; if (scale2 == 3.1f) { @@ -537,29 +534,29 @@ void func_80078D60(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { effect->vel.z = gActors[8].vel.z; } if (scale2 != 30.0f) { - effect->unk_4E = 1; + effect->state = 1; } if (scale2 == 3.5f) { - effect->unk_4E = 2; + effect->state = 2; } effect->timer_50 = 0xE; Object_SetInfo(&effect->info, effect->obj.id); } -void func_80078E50(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_80078E50(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_80078D60(&gEffects[i], posX, posY, posZ, scale2); + func_80078D60(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } void func_80078EBC(Effect* effect) { - if (effect->unk_4E == 2) { + if (effect->state == 2) { effect->vel.x = gPlayer[0].vel.x; effect->vel.y = gPlayer[0].vel.y; effect->vel.z = gPlayer[0].vel.z; @@ -578,7 +575,7 @@ void func_80078EBC(Effect* effect) { } void func_80078F78(Effect* effect) { - if (effect->unk_4E != 0) { + if (effect->state != 0) { RCP_SetupDL(&gMasterDisp, 0x43); } else { RCP_SetupDL(&gMasterDisp, 0x3F); @@ -590,7 +587,7 @@ void func_80078F78(Effect* effect) { RCP_SetupDL(&gMasterDisp, 0x40); } -void func_8007905C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, u8 arg5) { +void func_8007905C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, u8 arg5) { Vec3f sp54; Vec3f sp48; Vec3f sp3C; @@ -602,18 +599,18 @@ void func_8007905C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, u8 effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_357; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->unk_4C = arg5; if (scale2 == 1.6f) { - effect->vel.x = (posX - gBosses[1].obj.pos.x) * 0.1f; - effect->vel.z = (posZ - gBosses[1].obj.pos.z) * 0.1f; + effect->vel.x = (xPos - gBosses[1].obj.pos.x) * 0.1f; + effect->vel.z = (zPos - gBosses[1].obj.pos.z) * 0.1f; } else if (scale2 == 1.3f) { - effect->vel.x = ((Rand_ZeroOne() * 0.05f) + 0.03f) * posX; - effect->vel.z = ((Rand_ZeroOne() * 0.05f) + 0.03f) * posZ; + effect->vel.x = ((Rand_ZeroOne() * 0.05f) + 0.03f) * xPos; + effect->vel.z = ((Rand_ZeroOne() * 0.05f) + 0.03f) * zPos; effect->vel.y = 5.0f; } else if (scale2 == 1.55f) { effect->vel.x = (Rand_ZeroOne() - 0.5f) * 10.0f; @@ -622,9 +619,9 @@ void func_8007905C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, u8 sp3C.x = gPlayer[0].pos.x; sp3C.y = gPlayer[0].pos.y; sp3C.z = gPlayer[0].pos.z; - yAng = Math_Atan2F(sp3C.x - posX, sp3C.z - posZ); - sp38 = sqrtf(SQ(sp3C.x - posX) + SQ(sp3C.z - posZ)); - xAng = -Math_Atan2F(sp3C.y - posY, sp38); + yAng = Math_Atan2F(sp3C.x - xPos, sp3C.z - zPos); + sp38 = sqrtf(SQ(sp3C.x - xPos) + SQ(sp3C.z - zPos)); + xAng = -Math_Atan2F(sp3C.y - yPos, sp38); Matrix_RotateY(gCalcMatrix, yAng, 0); Matrix_RotateX(gCalcMatrix, xAng, 1); sp54.x = (Rand_ZeroOne() - 0.5f) * 50.0f; @@ -649,45 +646,45 @@ void func_8007905C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, u8 Object_SetInfo(&effect->info, effect->obj.id); } -void func_800794CC(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 50; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007905C(&gEffects[i], posX, posY, posZ, scale2, 0); + func_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; } } } -void func_8007953C(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 79; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007905C(&gEffects[i], posX, posY, posZ, scale2, 0); + func_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; } } } -void func_800795AC(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 0; i < 95; i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007905C(&gEffects[i], posX, posY, posZ, scale2, 0); + func_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; } } } -void func_80079618(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 50; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007905C(&gEffects[i], posX, posY, posZ, scale2, 1); + func_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 1); break; } } @@ -1020,14 +1017,14 @@ bool func_8007A774(Player* player, Effect* effect, f32 arg2) { } } -void func_8007A818(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale1, u8 arg5, u8 arg6, u16 arg7) { +void func_8007A818(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 arg5, u8 arg6, u16 arg7) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_359; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale1 = scale1; effect->unk_44 = arg5; @@ -1040,13 +1037,13 @@ void func_8007A818(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale1, u8 Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007A900(f32 posX, f32 posY, f32 posZ, f32 scale1, u8 arg4, u8 arg5, u16 arg6) { +void func_8007A900(f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8 arg4, u8 arg5, u16 arg6) { s32 i; if (gCurrentLevel == LEVEL_TITANIA) { for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007A818(&gEffects[i], posX, posY, posZ, scale1, arg4, arg5, arg6); + func_8007A818(&gEffects[i], xPos, yPos, zPos, scale1, arg4, arg5, arg6); break; } } @@ -1086,7 +1083,7 @@ void func_8007AA60(Effect* effect) { } void func_8007AB50(Effect* effect) { - if (effect->unk_4E == 0) { + if (effect->state == 0) { Math_SmoothStepToF(&effect->scale2, effect->scale1, 0.1f, 10.0f, 0.0f); effect->unk_44 -= 20; if (effect->unk_44 < 0) { @@ -1101,93 +1098,93 @@ void func_8007AB50(Effect* effect) { } } -void func_8007AC0C(Effect* effect, f32 posX, f32 unused_posY, f32 posZ, f32 scale2, f32 scale1, f32 rotY) { +void func_8007AC0C(Effect* effect, f32 xPos, f32 unused_posY, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_372; - effect->obj.pos.x = posX; + effect->obj.pos.x = xPos; effect->obj.pos.y = gGroundLevel; - effect->obj.pos.z = posZ; + effect->obj.pos.z = zPos; effect->unk_44 = 0xB4; effect->scale2 = scale2; effect->scale1 = scale1; - effect->obj.rot.y = rotY; + effect->obj.rot.y = yRot; effect->vel.x = gPlayer[0].vel.x * 0.6f; effect->vel.z = gPlayer[0].vel.z * 0.6; // Forgotten f means bad codegen Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007ACE0(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, f32 rotY) { +void func_8007ACE0(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007AC0C(&gEffects[i], posX, posY, posZ, scale2, scale1, rotY); + func_8007AC0C(&gEffects[i], xPos, yPos, zPos, scale2, scale1, yRot); break; } } } -void func_8007AD58(Effect* effect, f32 posX, f32 unused_posY, f32 posZ, f32 scale2, f32 scale1, f32 rotY) { +void func_8007AD58(Effect* effect, f32 xPos, f32 unused_posY, f32 zPos, f32 scale2, f32 scale1, f32 yRot) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_372; - effect->unk_4E = 1; + effect->state = 1; - effect->obj.pos.x = posX; + effect->obj.pos.x = xPos; effect->obj.pos.y = gGroundLevel; - effect->obj.pos.z = posZ; + effect->obj.pos.z = zPos; effect->unk_44 = 0xB4; effect->scale2 = scale2; effect->scale1 = scale1; - effect->obj.rot.y = rotY; + effect->obj.rot.y = yRot; Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007ADF4(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1) { +void func_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1) { f32 cosf; f32 sinf; - f32 rotY; + f32 yRot; s32 i; s32 j; - for (rotY = 11.25f, i = 0; i < 16; i++, rotY += 22.5f) { + for (yRot = 11.25f, i = 0; i < 16; i++, yRot += 22.5f) { for (j = 0; j < ARRAY_COUNT(gEffects); j++) { if (gEffects[j].obj.status == OBJ_FREE) { - sinf = __sinf(M_DTOR * rotY) * scale1 * 20.0f; - cosf = __cosf(M_DTOR * rotY) * scale1 * 20.0f; - func_8007AD58(&gEffects[j], posX + sinf, posY, posZ + cosf, scale2, scale1, rotY); + sinf = __sinf(M_DTOR * yRot) * scale1 * 20.0f; + cosf = __cosf(M_DTOR * yRot) * scale1 * 20.0f; + func_8007AD58(&gEffects[j], xPos + sinf, yPos, zPos + cosf, scale2, scale1, yRot); break; } } } } -void func_8007AF30(Effect* effect, f32 posX, f32 posZ, f32 velX, f32 velZ, f32 scale1) { +void func_8007AF30(Effect* effect, f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_382; - effect->obj.pos.x = posX; + effect->obj.pos.x = xPos; effect->obj.pos.y = -10.0f; - effect->obj.pos.z = posZ; + effect->obj.pos.z = zPos; - effect->vel.x = velX; - effect->vel.z = velZ - D_80177D08; + effect->vel.x = xVel; + effect->vel.z = zVel - D_80177D08; effect->scale1 = scale1; effect->timer_50 = 100; Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007AFD0(f32 posX, f32 posZ, f32 velX, f32 velZ, f32 scale1) { +void func_8007AFD0(f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007AF30(&gEffects[i], posX, posZ, velX, velZ, scale1); + func_8007AF30(&gEffects[i], xPos, zPos, xVel, zVel, scale1); break; } } @@ -1216,14 +1213,14 @@ void func_8007B0F4(Effect* effect) { } } -void func_8007B180(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale1) { +void func_8007B180(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_381; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->unk_44 = 0xFF; effect->scale1 = scale1; @@ -1231,12 +1228,12 @@ void func_8007B180(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale1) { Audio_PlaySfx(0x1100000C, effect->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } -void func_8007B228(f32 posX, f32 posY, f32 posZ, f32 scale1) { +void func_8007B228(f32 xPos, f32 yPos, f32 zPos, f32 scale1) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects) && gCurrentLevel == LEVEL_ZONESS; i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007B180(&gEffects[i], posX, posY, posZ, scale1); + func_8007B180(&gEffects[i], xPos, yPos, zPos, scale1); break; } } @@ -1252,7 +1249,7 @@ void func_8007B2BC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 effect->obj.pos.z = zPos; effect->scale1 = scale1; - effect->unk_44 = 0xFF; + effect->unk_44 = 255; effect->unk_4C = arg5; Object_SetInfo(&effect->info, effect->obj.id); } @@ -1295,14 +1292,14 @@ void func_8007B3B8(Effect* effect) { } } -void func_8007B494(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale1, s32 arg5) { +void func_8007B494(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg5) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_385; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->obj.rot.x = 90.0f; effect->scale1 = scale1; @@ -1318,12 +1315,12 @@ void func_8007B494(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale1, s32 Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007B550(f32 posX, f32 posY, f32 posZ, f32 scale1, s32 arg4) { +void func_8007B550(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 arg4) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007B494(&gEffects[i], posX, posY, posZ, scale1, arg4); + func_8007B494(&gEffects[i], xPos, yPos, zPos, scale1, arg4); break; } } @@ -1385,14 +1382,14 @@ void func_8007B758(Effect* effect) { func_8007A774(gPlayer, effect, effect->scale2 * 20.0f); } -void func_8007B7E8(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007B7E8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_364; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f; @@ -1408,12 +1405,12 @@ void func_8007B7E8(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007B8F8(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007B8F8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i, j; for (i = ARRAY_COUNT(gEffects) - 1, j = 0; j < ARRAY_COUNT(gEffects); i--, j++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007B7E8(&gEffects[i], posX, posY, posZ, scale2); + func_8007B7E8(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1453,14 +1450,14 @@ void func_8007B9DC(Effect* effect) { } } -void func_8007BB14(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007BB14(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_362; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->vel.x = (Rand_ZeroOne() - 0.5f) * 5.0f; effect->vel.y = (Rand_ZeroOne() - 0.5f) * 3.0f; @@ -1487,12 +1484,12 @@ void func_8007BB14(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007BC7C(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 20; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007BB14(&gEffects[i], posX, posY, posZ, scale2); + func_8007BB14(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1545,70 +1542,70 @@ void func_8007BEE8(Effect* effect) { gSPDisplayList(gMasterDisp++, D_2010A30); } -void func_8007BF64(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, +void func_8007BF64(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_386; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; effect->scale2 = scale2; effect->timer_50 = timer50; Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007BFFC(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50) { +void func_8007BFFC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007BF64(&gEffects[i], posX, posY, posZ, velX, velY, velZ, scale2, timer50); + func_8007BF64(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); break; } } } -void func_8007C088(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, +void func_8007C088(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_390; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; effect->scale2 = scale2; effect->timer_50 = timer50; Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007C120(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50) { +void func_8007C120(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007C088(&gEffects[i], posX, posY, posZ, velX, velY, velZ, scale2, timer50); + func_8007C088(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); break; } } } -void func_8007C1AC(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50) { +void func_8007C1AC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007BF64(&gEffects[i], posX, posY, posZ, velX, velY, velZ, scale2, timer50); + func_8007BF64(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, timer50); func_800A6070(gEffects[i].sfxPos, 0x29000000); break; } @@ -1642,18 +1639,18 @@ void func_8007C250(Effect* effect) { } } -void func_8007C3B4(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 arg8) { +void func_8007C3B4(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg8) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_389; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; effect->scale2 = scale2; effect->unk_4A = arg8; @@ -1663,12 +1660,12 @@ void func_8007C3B4(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 v effect->unk_44 = 0xFF; } -void func_8007C484(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 arg7) { +void func_8007C484(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg7) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i > 32; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007C3B4(&gEffects[i], posX, posY, posZ, velX, velY, velZ, scale2, arg7); + func_8007C3B4(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, arg7); break; } } @@ -1691,39 +1688,39 @@ void func_8007C50C(Effect* effect) { } } -void func_8007C608(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50) { +void func_8007C608(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_387; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; effect->timer_50 = timer50; Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007C688(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50) { +void func_8007C688(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007C608(&gEffects[i], posX, posY, posZ, scale2, timer50); + func_8007C608(&gEffects[i], xPos, yPos, zPos, scale2, timer50); break; } } } -void func_8007C6FC(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007C6FC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_343; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->unk_48 = 3; effect->vel.y = 5.0f; @@ -1749,12 +1746,12 @@ void func_8007C6FC(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007C85C(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007C85C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects) - 20; i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007C6FC(&gEffects[i], posX, posY, posZ, scale2); + func_8007C6FC(&gEffects[i], xPos, yPos, zPos, scale2); break; } } @@ -1818,13 +1815,13 @@ void func_8007CAF0(Effect* effect) { } } -void func_8007CC00(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007CC00(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_339; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; effect->scale1 = 0.5f; effect->unk_4C = 0; @@ -1837,14 +1834,14 @@ void func_8007CC00(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { } } -void func_8007CCBC(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007CCBC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_340; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; effect->unk_4C = 3; @@ -1858,15 +1855,15 @@ void func_8007CCBC(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { } } -void func_8007CD7C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50) { +void func_8007CD7C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_342; effect->timer_50 = timer50; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->unk_48 = 3; if (Rand_ZeroOne() < 0.5f) { @@ -1888,77 +1885,77 @@ void func_8007CD7C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, s32 Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007CEBC(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50) { +void func_8007CEBC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007CD7C(&gEffects[i], posX, posY, posZ, scale2, timer50); + func_8007CD7C(&gEffects[i], xPos, yPos, zPos, scale2, timer50); break; } } } -void func_8007CF30(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007CF30(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007CC00(&gEffects[i], posX, posY, posZ, scale2); + func_8007CC00(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_8007CF9C(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007CF9C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007CCBC(&gEffects[i], posX, posY, posZ, scale2); + func_8007CCBC(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_8007D008(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007D008(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007CC00(&gEffects[i], posX, posY, posZ, scale2); + func_8007CC00(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_8007D074(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007D074(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007CCBC(&gEffects[i], posX, posY, posZ, scale2); + func_8007CCBC(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_8007D0E0(f32 posX, f32 posY, f32 posZ, f32 scale2) { - func_8007CF30(posX, posY, posZ, scale2); +void func_8007D0E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { + func_8007CF30(xPos, yPos, zPos, scale2); } -void func_8007D10C(f32 posX, f32 posY, f32 posZ, f32 scale2) { - func_8007CF9C(posX, posY, posZ, scale2); +void func_8007D10C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { + func_8007CF9C(xPos, yPos, zPos, scale2); } -void func_8007D138(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007D138(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_341; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; effect->obj.rot.z = Rand_ZeroOne() * 360.0f; @@ -1969,28 +1966,28 @@ void func_8007D138(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2) { effect->unk_44 = 180; } -void func_8007D1E0(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007D1E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007D138(&gEffects[i], posX, posY, posZ, scale2); + func_8007D138(&gEffects[i], xPos, yPos, zPos, scale2); break; } } } -void func_8007D24C(f32 posX, f32 posY, f32 posZ, f32 scale2) { +void func_8007D24C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { if (gLevelType == LEVELTYPE_PLANET) { - func_8007D1E0(posX, posY, posZ, scale2); - func_8007CEBC(posX, scale2 + posY, posZ, scale2, 9); + func_8007D1E0(xPos, yPos, zPos, scale2); + func_8007CEBC(xPos, scale2 + yPos, zPos, scale2, 9); } else { - func_8007D0E0(posX, posY, posZ, scale2); + func_8007D0E0(xPos, yPos, zPos, scale2); } } -void func_8007D2C8(f32 posX, f32 posY, f32 posZ, f32 scale2) { - func_8007D008(posX, posY, posZ, scale2); +void func_8007D2C8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { + func_8007D008(xPos, yPos, zPos, scale2); } void func_8007D2F4(Effect* effect) { @@ -2150,13 +2147,13 @@ void func_8007D8A8(Effect* effect) { } } -void func_8007D94C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, s32 timer50) { +void func_8007D94C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_367; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->unk_44 = 80; effect->scale2 = scale2; effect->scale1 = scale1; @@ -2164,12 +2161,12 @@ void func_8007D94C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, f32 Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007D9DC(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, s32 timer50) { +void func_8007D9DC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007D94C(&gEffects[i], posX, posY, posZ, scale2, scale1, timer50); + func_8007D94C(&gEffects[i], xPos, yPos, zPos, scale2, scale1, timer50); break; } } @@ -2195,12 +2192,10 @@ void func_8007DAE4(Effect* effect) { RCP_SetupDL(&gMasterDisp, 0x40); } -Vec3f D_800D18D8 = { 0.0f, -10.0f, 0.0f }; - void func_8007DB70(Effect* effect) { - Vec3f sp54 = D_800D18D8; + Vec3f sp54 = { 0.0f, -10.0f, 0.0f }; - switch (effect->unk_4E) { + switch (effect->state) { case 0: effect->vel.y -= 0.5f; if ((effect->timer_50 == 0) && ((func_8006351C(1000, &effect->obj.pos, &sp54, 1) != 0) || @@ -2209,7 +2204,7 @@ void func_8007DB70(Effect* effect) { if (effect->obj.pos.y < (gGroundLevel + 10.0f)) { effect->obj.pos.y = gGroundLevel; } - effect->unk_4E = 1; + effect->state = 1; effect->timer_50 = 30; effect->unk_44 = 192; effect->scale2 = 2.5f; @@ -2249,7 +2244,7 @@ void func_8007DB70(Effect* effect) { } void func_8007DED4(Effect* effect) { - switch (effect->unk_4E) { + switch (effect->state) { case 0: Graphics_SetScaleMtx(effect->scale2); RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); @@ -2337,7 +2332,7 @@ void func_8007E3E4(Effect* effect) { } void func_8007E45C(Effect* effect) { - switch (effect->unk_4E) { + switch (effect->state) { case 0: if (effect->unk_4C != 0) { Math_SmoothStepToF(&effect->scale2, 5.0f, 0.05f, 0.5f, 0.0f); @@ -2388,7 +2383,7 @@ void func_8007E648(Effect* effect) { } } -void func_8007E6B8(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 arg5) { +void func_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg5) { f32 sp54; f32 sp50; f32 temp_ft4; @@ -2400,14 +2395,14 @@ void func_8007E6B8(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 effect->obj.id = objId; effect->timer_50 = 100; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; Object_SetInfo(&effect->info, objId & 0xFFFF); - sp50 = Math_Atan2F(gPlayer[0].pos.x - posX, gPlayer[0].unk_138 - posZ); - temp_ft4 = sqrtf(SQ(gPlayer[0].pos.x - posX) + SQ(gPlayer[0].unk_138 - posZ)); - sp54 = -Math_Atan2F(gPlayer[0].pos.y - posY, temp_ft4); + sp50 = Math_Atan2F(gPlayer[0].pos.x - xPos, gPlayer[0].unk_138 - zPos); + temp_ft4 = sqrtf(SQ(gPlayer[0].pos.x - xPos) + SQ(gPlayer[0].unk_138 - zPos)); + sp54 = -Math_Atan2F(gPlayer[0].pos.y - yPos, temp_ft4); Matrix_RotateY(gCalcMatrix, sp50, 0); Matrix_RotateX(gCalcMatrix, sp54, 1); @@ -2445,7 +2440,7 @@ void func_8007E6B8(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 Audio_PlaySfx(0x29002002, effect->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } -void func_8007E93C(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 arg5) { +void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg5) { f32 sp54; f32 sp50; f32 temp_ft4; @@ -2457,14 +2452,14 @@ void func_8007E93C(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 effect->obj.id = objId; effect->timer_50 = 100; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; Object_SetInfo(&effect->info, effect->obj.id); - sp50 = Math_Atan2F(gPlayer[0].camEye.x - posX, gPlayer[0].camEye.z - posZ); - temp_ft4 = sqrtf(SQ(gPlayer[0].camEye.x - posX) + SQ(gPlayer[0].camEye.z - posZ)); - sp54 = -Math_Atan2F(gPlayer[0].camEye.y - posY, temp_ft4); + sp50 = Math_Atan2F(gPlayer[0].camEye.x - xPos, gPlayer[0].camEye.z - zPos); + temp_ft4 = sqrtf(SQ(gPlayer[0].camEye.x - xPos) + SQ(gPlayer[0].camEye.z - zPos)); + sp54 = -Math_Atan2F(gPlayer[0].camEye.y - yPos, temp_ft4); Matrix_RotateY(gCalcMatrix, sp50, 0); Matrix_RotateX(gCalcMatrix, sp54, 1); @@ -2502,20 +2497,20 @@ void func_8007E93C(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 Audio_PlaySfx(0x29002002, effect->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } -void func_8007EBB8(Effect* effect, s32 objId, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2) { +void func_8007EBB8(Effect* effect, s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = objId; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->timer_50 = 100; - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; effect->scale2 = scale2; if (objId == OBJ_EFFECT_355) { @@ -2526,39 +2521,39 @@ void func_8007EBB8(Effect* effect, s32 objId, f32 posX, f32 posY, f32 posZ, f32 Object_SetInfo(&effect->info, effect->obj.id); } -void func_8007ECB4(s32 objId, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2) { +void func_8007ECB4(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007EBB8(&gEffects[i], objId, posX, posY, posZ, velX, velY, velZ, scale2); + func_8007EBB8(&gEffects[i], objId, xPos, yPos, zPos, xVel, yVel, zVel, scale2); break; } } } -void func_8007ED54(Effect* effect, s32 objId, f32 posX, f32 posY, f32 posZ, f32 rotX, f32 rotY, f32 rotZ, f32 unkX, - f32 unkY, f32 unkZ, f32 velX, f32 velY, f32 velZ, f32 scale2) { +void func_8007ED54(Effect* effect, s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 unkX, + f32 unkY, f32 unkZ, f32 xVel, f32 yVel, f32 zVel, f32 scale2) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = objId; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->timer_50 = 100; if (gCurrentLevel == LEVEL_AQUAS) { effect->timer_50 = 75; } - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; - effect->obj.rot.x = rotX; - effect->obj.rot.y = rotY; - effect->obj.rot.z = rotZ; + effect->obj.rot.x = xRot; + effect->obj.rot.y = yRot; + effect->obj.rot.z = zRot; effect->unk_60.x = unkX; effect->unk_60.y = unkY; @@ -2593,27 +2588,27 @@ void func_8007EE68(s32 objId, Vec3f* pos, Vec3f* rot, Vec3f* arg3, Vec3f* arg4, } } -void func_8007F04C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 rotX, f32 rotY, f32 rotZ, f32 unkX, f32 unkY, f32 unkZ, - f32 velX, f32 velY, f32 velZ, f32 scale2) { +void func_8007F04C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 unkX, f32 unkY, f32 unkZ, + f32 xVel, f32 yVel, f32 zVel, f32 scale2) { s32 i; for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8007ED54(&gEffects[i], objId, posX, posY, posZ, rotX, rotY, rotZ, unkX, unkY, unkZ, velX, velY, velZ, + func_8007ED54(&gEffects[i], objId, xPos, yPos, zPos, xRot, yRot, zRot, unkX, unkY, unkZ, xVel, yVel, zVel, scale2); break; } } } -void func_8007F11C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4) { +void func_8007F11C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4) { s32 i; - if ((fabsf(posZ - gPlayer[0].unk_138) > 300.0f) || (fabsf(posX - gPlayer[0].pos.x) > 300.0f)) { + if ((fabsf(zPos - gPlayer[0].unk_138) > 300.0f) || (fabsf(xPos - gPlayer[0].pos.x) > 300.0f)) { for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Matrix_Push(&gCalcMatrix); - func_8007E6B8(&gEffects[i], objId, posX, posY, posZ, arg4); + func_8007E6B8(&gEffects[i], objId, xPos, yPos, zPos, arg4); Matrix_Pop(&gCalcMatrix); break; } @@ -2621,14 +2616,14 @@ void func_8007F11C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4) { } } -void func_8007F20C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4) { +void func_8007F20C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4) { s32 i; - if ((fabsf(posZ - gPlayer[0].camEye.z) > 300.0f) || (fabsf(posX - gPlayer[0].camEye.x) > 300.0f)) { + if ((fabsf(zPos - gPlayer[0].camEye.z) > 300.0f) || (fabsf(xPos - gPlayer[0].camEye.x) > 300.0f)) { for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Matrix_Push(&gCalcMatrix); - func_8007E93C(&gEffects[i], objId, posX, posY, posZ, arg4); + func_8007E93C(&gEffects[i], objId, xPos, yPos, zPos, arg4); Matrix_Pop(&gCalcMatrix); break; } @@ -2732,7 +2727,7 @@ void func_8007F6B0(Effect* effect) { f32 x; f32 z; f32 y; - f32 posY; + f32 yPos; Math_SmoothStepToF(&effect->scale2, effect->scale1, 0.1f, 12.0f, 0.1f); @@ -2741,25 +2736,25 @@ void func_8007F6B0(Effect* effect) { Object_Kill(&effect->obj, effect->sfxPos); } - if (!(gGameFrameCount & 3) && (effect->unk_4E == 0)) { + if (!(gGameFrameCount & 3) && (effect->state == 0)) { randfloat = Rand_ZeroOne() * 30.0f; for (i = 0; i < 36; i += 2) { temp = (i * 10.0f * M_DTOR) + randfloat; sin = __sinf(temp) * effect->scale2 * 8.0f; cos = __cosf(temp) * effect->scale2 * 8.0f; - posY = gGroundLevel + 40.0f; + yPos = gGroundLevel + 40.0f; if (D_801784AC == 4) { func_i5_801B6E20(effect->obj.pos.x + sin, effect->obj.pos.z + cos + D_80177D20, &x, &y, &z); - posY = y + 30.0f; + yPos = y + 30.0f; } if (gCurrentLevel == LEVEL_AQUAS) { - func_8007B8F8(effect->obj.pos.x + sin, posY, effect->obj.pos.z + cos, 20.0f); + func_8007B8F8(effect->obj.pos.x + sin, yPos, effect->obj.pos.z + cos, 20.0f); } else if (gCurrentLevel == LEVEL_FORTUNA) { - func_8007BC7C(effect->obj.pos.x + sin, posY, effect->obj.pos.z + cos, 20.0f); + func_8007BC7C(effect->obj.pos.x + sin, yPos, effect->obj.pos.z + cos, 20.0f); } else if (gCurrentLevel == LEVEL_TITANIA) { - func_8007A900(effect->obj.pos.x + sin, posY, effect->obj.pos.z + cos, 10.0f, 0xFF, 0xF, 0); + func_8007A900(effect->obj.pos.x + sin, yPos, effect->obj.pos.z + cos, 10.0f, 0xFF, 0xF, 0); } } } @@ -2774,7 +2769,7 @@ void func_8007F958(Effect* effect) { f32 cos; f32 sin; f32 randFloat; - f32 posY; + f32 yPos; effect->scale2 += effect->scale1; effect->scale1 -= 0.08f; @@ -2794,17 +2789,17 @@ void func_8007F958(Effect* effect) { temp = (i * 72.0f * M_DTOR) + randFloat; sin = __sinf(temp) * effect->scale2 * 16.0f; cos = __cosf(temp) * effect->scale2 * 16.0f; - posY = gGroundLevel + 10.0f; + yPos = gGroundLevel + 10.0f; if (D_801784AC == 4) { func_i5_801B6E20(effect->obj.pos.x + sin, effect->obj.pos.z + cos + D_80177D20, &x, &y, &z); - posY = y + 10.0f; + yPos = y + 10.0f; } if (gCurrentLevel == LEVEL_FORTUNA) { - func_8007BC7C(effect->obj.pos.x + sin, posY, effect->obj.pos.z + cos, 8.0f); + func_8007BC7C(effect->obj.pos.x + sin, yPos, effect->obj.pos.z + cos, 8.0f); } else if (gCurrentLevel == LEVEL_TITANIA) { - func_8007A900(effect->obj.pos.x + sin, posY, effect->obj.pos.z + cos, 8.0f, 0xFF, 0xF, 0); + func_8007A900(effect->obj.pos.x + sin, yPos, effect->obj.pos.z + cos, 8.0f, 0xFF, 0xF, 0); } } } @@ -2816,7 +2811,7 @@ void func_8007FBE0(Effect* effect) { f32 sin; f32 cos; f32 randFloat; - f32 posY; + f32 yPos; effect->scale2 += effect->scale1; effect->scale1 -= .1f; @@ -2835,8 +2830,8 @@ void func_8007FBE0(Effect* effect) { temp = (i * 36.0f * M_DTOR) + randFloat; sin = __sinf(temp) * effect->scale2 * 16.0f; cos = __cosf(temp) * effect->scale2 * 16.0f; - posY = gGroundLevel + 10.0f; - func_8007BC7C(effect->obj.pos.x + sin, posY, effect->obj.pos.z + cos, 12.0f); + yPos = gGroundLevel + 10.0f; + func_8007BC7C(effect->obj.pos.x + sin, yPos, effect->obj.pos.z + cos, 12.0f); } } } @@ -2978,21 +2973,21 @@ void func_80080360(Effect* effect) { } void func_8008040C(Effect* effect) { - f32 rotX; - f32 rotY; + f32 xRot; + f32 yRot; f32 temp; f32 var_fa0 = 0.0f; Vec3f srcVelocity; Vec3f destVelocity; Vec3f sp3C; - switch (effect->unk_4E) { + switch (effect->state) { case 0: - rotY = Math_Atan2F(gPlayer[0].pos.x - effect->obj.pos.x, gPlayer[0].unk_138 - effect->obj.pos.z); + yRot = Math_Atan2F(gPlayer[0].pos.x - effect->obj.pos.x, gPlayer[0].unk_138 - effect->obj.pos.z); temp = sqrtf(SQ(gPlayer[0].pos.x - effect->obj.pos.x) + SQ(gPlayer[0].unk_138 - effect->obj.pos.z)); - rotX = -Math_Atan2F(gPlayer[0].pos.y - effect->obj.pos.y, temp); - Matrix_RotateY(gCalcMatrix, rotY, 0); - Matrix_RotateX(gCalcMatrix, rotX, 1); + xRot = -Math_Atan2F(gPlayer[0].pos.y - effect->obj.pos.y, temp); + Matrix_RotateY(gCalcMatrix, yRot, 0); + Matrix_RotateX(gCalcMatrix, xRot, 1); srcVelocity.y = 0.0f; srcVelocity.x = 0.0f; srcVelocity.z = 100.0f; @@ -3000,7 +2995,7 @@ void func_8008040C(Effect* effect) { effect->vel.x = destVelocity.x + D_801779E4; effect->vel.y = destVelocity.y + D_801779F4; effect->vel.z = destVelocity.z - D_80177D08; - effect->unk_4E++; + effect->state++; break; case 1: @@ -3109,11 +3104,11 @@ void func_80080ACC(Effect* effect) { case 0: break; - case 0x1: + case 1: effect->unk_46 -= 1; break; - case 0xA: + case 10: effect->unk_44 -= 1; if (effect->unk_44 <= 0) { effect->unk_44 = effect->unk_46; @@ -3128,7 +3123,7 @@ void func_80080ACC(Effect* effect) { } break; - case 0xB: + case 11: effect->obj.rot.z += effect->unk_60.z; effect->scale2 += 0.07f; effect->vel.y += 0.2f; @@ -3138,7 +3133,7 @@ void func_80080ACC(Effect* effect) { } break; - case 0xC: + case 12: effect->obj.rot.x += effect->unk_60.x; effect->obj.rot.y += effect->unk_60.y; effect->obj.rot.z += effect->unk_60.z; @@ -3151,18 +3146,18 @@ void func_80080ACC(Effect* effect) { effect->vel.y -= 4.0f; break; - case 0x10: + case 16: break; - case 0x64: + case 100: func_8007E45C(effect); break; - case 0x65: + case 101: func_8007BCE8(effect); break; - case 0x66: + case 102: func_8007B758(effect); break; } @@ -3194,11 +3189,11 @@ void func_80080D04(Effect* effect) { } alpha = (((f32) effect->unk_46 / (f32) effect->unk_48) * 255.0f); - if (alpha > 0xFF) { - alpha = 0xFF; + if (alpha > 255) { + alpha = 255; } - if (alpha < 0x20) { + if (alpha < 32) { Object_Kill(&effect->obj, effect->sfxPos); } else { gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, alpha); @@ -3328,8 +3323,7 @@ void func_800815DC(void) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { - if ((gEffects[i].obj.id == OBJ_EFFECT_366 || - (gEffects[i].obj.id == OBJ_EFFECT_395 && gEffects[i].unk_4E == 1) || + if ((gEffects[i].obj.id == OBJ_EFFECT_366 || (gEffects[i].obj.id == OBJ_EFFECT_395 && gEffects[i].state == 1) || gEffects[i].obj.id == OBJ_EFFECT_364 || gEffects[i].obj.id == OBJ_EFFECT_346) && gEffects[i].obj.status == OBJ_ACTIVE) { gEffects[i].obj.status = OBJ_FREE; @@ -3338,21 +3332,21 @@ void func_800815DC(void) { } } -void func_8008165C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg5) { +void func_8008165C(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg5) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_395; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; - effect->unk_4E = arg5; + effect->state = arg5; Object_SetInfo(&effect->info, effect->obj.id); effect->timer_50 = 300; - switch (effect->unk_4E) { + switch (effect->state) { case 4: effect->unk_4A = 0xFF; effect->unk_46 = 1; @@ -3417,9 +3411,9 @@ void func_8008165C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, s32 effect->timer_50 = 50; effect->unk_44 = 100; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; Audio_PlaySfx(0x2940F026, effect->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); D_Timer_80177BD0[0] = 60; @@ -3427,7 +3421,7 @@ void func_8008165C(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 scale2, s32 } } -void func_80081A8C(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4) { +void func_80081A8C(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4) { s32 i; if (arg4 == 6 || arg4 == 7) { @@ -3436,13 +3430,13 @@ void func_80081A8C(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4) { for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8008165C(&gEffects[i], posX, posY, posZ, scale2, arg4); + func_8008165C(&gEffects[i], xPos, yPos, zPos, scale2, arg4); break; } } } -s32 func_80081B24(f32 posX, f32 posY, f32 posZ, f32 scale2) { +s32 func_80081B24(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; Effect* effect; @@ -3454,13 +3448,13 @@ s32 func_80081B24(f32 posX, f32 posY, f32 posZ, f32 scale2) { effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_395; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->scale2 = scale2; effect->timer_50 = 80; - effect->unk_4E = 2; + effect->state = 2; Object_SetInfo(&effect->info, effect->obj.id); break; } @@ -3471,12 +3465,12 @@ s32 func_80081B24(f32 posX, f32 posY, f32 posZ, f32 scale2) { return i; } -void func_80081BEC(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4) { +void func_80081BEC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_8008165C(&gEffects[i], posX, posY, posZ, scale2, arg4); + func_8008165C(&gEffects[i], xPos, yPos, zPos, scale2, arg4); break; } } @@ -3502,17 +3496,17 @@ void func_80081C5C(Effect* effect) { velocity.z = effect->vel.z; //! FAKE: Probably some debug stuff printing different messages depending on what unk_4E is. - if (effect->unk_4E != 0 && effect->unk_4E != 6 && effect->unk_4E != 7 && effect->unk_4E != 11) { + if (effect->state != 0 && effect->state != 6 && effect->state != 7 && effect->state != 11) { if (gCurrentLevel) {} PRINTF("ZO_MOVE HELP %d\n"); } - if (effect->unk_4E != 1 && effect->unk_4E != 2 && effect->unk_4E != 4 && effect->unk_4E != 5 && - effect->unk_4E != 8 && effect->unk_4E != 9) { + if (effect->state != 1 && effect->state != 2 && effect->state != 4 && effect->state != 5 && effect->state != 8 && + effect->state != 9) { if (gCurrentLevel) {} PRINTF("AC_MOVE HELP %d\n"); } - switch (effect->unk_4E) { + switch (effect->state) { case 0: if (effect->timer_50 == 0) { Object_Kill(&effect->obj, effect->sfxPos); @@ -3713,7 +3707,7 @@ void func_80081C5C(Effect* effect) { D_800D18EC = 0.0f; D_800D18E8 = 0.0f; gBosses[0].timer_050 = 150; - gBosses[0].actionState = 6; + gBosses[0].state = 6; effect->unk_44++; } break; @@ -3869,27 +3863,26 @@ void func_80081C5C(Effect* effect) { break; } - if ((effect->unk_4E == 2) && (effect->unk_44 == 2)) { + if ((effect->state == 2) && (effect->unk_44 == 2)) { func_8007FE88(effect); } - if ((effect->unk_4E < 4) && (effect->unk_4E != 1)) { + if ((effect->state < 4) && (effect->state != 1)) { func_8007A774(gPlayer, effect, sp84); } } void func_80082F78(Effect* effect) { //! FAKE: Probably some debug stuff printing different messages depending on what unk_4E is. - if (effect->unk_4E != 0 && effect->unk_4E != 6) { + if (effect->state != 0 && effect->state != 6) { if (effect->unk_4A && effect->unk_4A) {} PRINTF("ZO_DISP HELP %d\n"); } - if (effect->unk_4E != 1 && effect->unk_4E != 2 && effect->unk_4E != 4 && effect->unk_4E != 5 && - effect->unk_4E != 7) { + if (effect->state != 1 && effect->state != 2 && effect->state != 4 && effect->state != 5 && effect->state != 7) { if (effect->unk_4A && !effect->scale2) {} PRINTF("AC_DISP HELP %d\n"); } - switch (effect->unk_4E) { + switch (effect->state) { case 0: RCP_SetupDL(&gMasterDisp, 0x31); Matrix_Scale(gGfxMatrix, 0.7f, 0.7f, 1.0f, 1); @@ -3995,14 +3988,14 @@ void func_80082F78(Effect* effect) { RCP_SetupDL(&gMasterDisp, 0x40); } -void func_800836C0(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 arg4, f32 scale) { +void func_800836C0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 arg4, f32 scale) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_391; - effect->obj.pos.x = posX; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; effect->unk_60.x = scale * 0.8f; effect->unk_60.y = 1.2f; @@ -4016,12 +4009,12 @@ void func_800836C0(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 arg4, f32 s Object_SetInfo(&effect->info, effect->obj.id); } -void func_8008377C(f32 posX, f32 posY, f32 posZ, f32 arg3, f32 scale) { +void func_8008377C(f32 xPos, f32 yPos, f32 zPos, f32 arg3, f32 scale) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffects); i++) { if (gEffects[i].obj.status == OBJ_FREE) { - func_800836C0(&gEffects[i], posX, posY, posZ, arg3, scale); + func_800836C0(&gEffects[i], xPos, yPos, zPos, arg3, scale); break; } } @@ -4033,7 +4026,7 @@ void func_800837EC(Effect* effect) { s32 var_s2; s32 i; - switch (effect->unk_4E) { + switch (effect->state) { case 0: if (effect->unk_60.y == 1.2f) { Math_SmoothStepToF(&effect->scale2, effect->scale1, 0.5f, effect->scale1, 0.01f); @@ -4063,7 +4056,7 @@ void func_800837EC(Effect* effect) { ((Rand_ZeroOne() - 0.5f) * (effect->scale2 * 200.0f)) + effect->obj.pos.z, 0.3f - ((Rand_ZeroOne() - 0.5f) * 0.2f), 0xB); } - effect->unk_4E++; + effect->state++; } break; @@ -4094,19 +4087,19 @@ void func_80083B8C(Effect* effect) { RCP_SetupDL(&gMasterDisp, 0x40); } -void func_80083C70(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 arg7, s32 arg8) { +void func_80083C70(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 arg7, s32 arg8) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = 0x18F; - effect->obj.pos.x = posX; - effect->unk_60.x = posX; - effect->unk_60.y = posY; - effect->obj.pos.y = posY; - effect->obj.pos.z = posZ; + effect->obj.pos.x = xPos; + effect->unk_60.x = xPos; + effect->unk_60.y = yPos; + effect->obj.pos.y = yPos; + effect->obj.pos.z = zPos; - effect->vel.x = velX; - effect->vel.y = velY; - effect->vel.z = velZ; + effect->vel.x = xVel; + effect->vel.y = yVel; + effect->vel.z = zVel; effect->unk_60.z = arg7; effect->scale2 = 1.6f; @@ -4116,15 +4109,15 @@ void func_80083C70(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 v Object_SetInfo(&effect->info, effect->obj.id); } -void func_80083D2C(f32 posX, f32 posY, f32 posZ, f32 srcZ) { +void func_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ) { s32 i; s32 j; s32 pad1; f32 x; f32 y; f32 z; - f32 rotX; - f32 rotY; + f32 xRot; + f32 yRot; f32 xSway; s32 pad2; Vec3f src; @@ -4142,15 +4135,15 @@ void func_80083D2C(f32 posX, f32 posY, f32 posZ, f32 srcZ) { } } - x = gPlayer[0].pos.x + xSway - posX; - y = gPlayer[0].pos.y - posY; - z = gPlayer[0].unk_138 - posZ; + x = gPlayer[0].pos.x + xSway - xPos; + y = gPlayer[0].pos.y - yPos; + z = gPlayer[0].unk_138 - zPos; - rotY = Math_Atan2F(x, z); - rotX = -Math_Atan2F(y, sqrtf(SQ(x) + SQ(z))); + yRot = Math_Atan2F(x, z); + xRot = -Math_Atan2F(y, sqrtf(SQ(x) + SQ(z))); - Matrix_RotateY(gCalcMatrix, rotY, 0); - Matrix_RotateX(gCalcMatrix, rotX, 1); + Matrix_RotateY(gCalcMatrix, yRot, 0); + Matrix_RotateX(gCalcMatrix, xRot, 1); src.x = src.y = 0.0f; src.z = srcZ; @@ -4162,7 +4155,7 @@ void func_80083D2C(f32 posX, f32 posY, f32 posZ, f32 srcZ) { for (i = 0; i < 6; i++) { for (j = 0; j < ARRAY_COUNT(gEffects); j++) { if (gEffects[j].obj.status == OBJ_FREE) { - func_80083C70(&gEffects[j], posX, posY, posZ, dest.x, dest.y, dest.z, i * 60.0f, i); + func_80083C70(&gEffects[j], xPos, yPos, zPos, dest.x, dest.y, dest.z, i * 60.0f, i); if (i == 0) { Audio_PlaySfx(0x3103109B, gEffects[j].sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } diff --git a/src/main/fox_enmy.c b/src/main/fox_enmy.c index d9278c9d..e81bce60 100644 --- a/src/main/fox_enmy.c +++ b/src/main/fox_enmy.c @@ -575,7 +575,7 @@ void func_80062664(void) { } } -void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3) { +void func_80062B60(f32 xPos, f32 zPos, s32 state, f32 scale) { s32 i; if (gLevelType == LEVELTYPE_PLANET) { @@ -588,9 +588,9 @@ void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3) { gEffects[i].obj.pos.y = gGroundLevel + 3.0f; gEffects[i].obj.pos.z = zPos; gEffects[i].scale2 = 10.0f; - gEffects[i].scale1 = arg3; + gEffects[i].scale1 = scale; gEffects[i].unk_44 = 80; - gEffects[i].unk_4E = arg2; + gEffects[i].state = state; Object_SetInfo(&gEffects[i].info, gEffects[i].obj.id); break; } @@ -1329,12 +1329,12 @@ void func_800652CC(Object_80* obj80) { f32 sp28; f32 sp24; - if ((D_801784AC == 4) && (obj80->unk_48 == 0)) { + if ((D_801784AC == 4) && (obj80->state == 0)) { func_i5_801B6E20(obj80->obj.pos.x, obj80->obj.pos.z + D_80177D20, &sp2C, &sp24, &sp28); obj80->obj.pos.y = sp24 + 3.0f; obj80->obj.rot.x = (sp2C * 180.0f) / M_PI; obj80->obj.rot.z = (sp28 * 180.0f) / M_PI; - obj80->unk_48 += 1; + obj80->state++; } } @@ -1701,7 +1701,7 @@ void func_8006654C(Actor* actor) { } actor->vel.x = __sinf(actor->obj.rot.y * M_DTOR) * actor->fwork[0]; actor->vel.z = __cosf(actor->obj.rot.y * M_DTOR) * actor->fwork[0]; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: if (actor->fwork[0] < 20.0f) { actor->fwork[0] += 0.5f; @@ -1717,7 +1717,7 @@ void func_8006654C(Actor* actor) { actor->obj.rot.z -= 1.0f; } if ((actor->unk_0B6 == 0x14) || (actor->unk_0B6 == 0x28)) { - actor->unk_0B8++; + actor->state++; actor->timer_0BC = 0x14; } break; @@ -1732,7 +1732,7 @@ void func_8006654C(Actor* actor) { actor->fwork[0] -= 0.3f; } if (actor->timer_0BC == 0) { - actor->unk_0B8 = 0; + actor->state = 0; } break; } @@ -1762,7 +1762,7 @@ void func_8006684C(Actor* actor) { actor->unk_044 = 1; func_80066254(actor); Audio_PlaySfx(0x2903B009, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - func_80077240(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 3); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 3); gHitCount += 3; D_80177850 = 15; } @@ -1835,10 +1835,10 @@ void func_80066C00(Object_80* obj80) { } void func_80066D5C(Object_80* obj80) { - switch (obj80->unk_48) { + switch (obj80->state) { case 1: func_80066C00(obj80); - obj80->unk_48++; + obj80->state++; Audio_PlaySfx(0x2900300F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); break; case 2: @@ -1848,7 +1848,7 @@ void func_80066D5C(Object_80* obj80) { obj80->obj.rot.x = 90.0f; obj80->unk_44 = 40; func_80066A8C(obj80); - obj80->unk_48 = 0; + obj80->state = 0; D_80178480 = 25; Audio_PlaySfx(0x19130003, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -1947,7 +1947,7 @@ void func_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRo Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_189; - actor->unk_0B8 = 70; + actor->state = 70; actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; @@ -2058,11 +2058,11 @@ void func_80067A40(void) { void func_80067B1C(Item* item) { func_80066EF0(item); func_800671D0(item); - if (item->unk_4C != 0) { + if (item->collected) { Object_Kill(&item->obj, item->sfxPos); - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900C024, item->unk_4E); + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900C024, item->playerNum); if (gCurrentLevel != LEVEL_TRAINING) { - gLifeCount[item->unk_4E]++; + gLifeCount[item->playerNum]++; } } if (item->timer_48 == 1) { @@ -2073,51 +2073,51 @@ void func_80067B1C(Item* item) { void func_80067BEC(Item* item) { func_80066EF0(item); func_800671D0(item); - if (item->unk_46 == 0) { + if (item->state == 0) { switch (item->obj.id) { case OBJ_ITEM_BOMB: item->scale = 18.0f; - if (item->unk_4C != 0) { + if (item->collected) { item->timer_4A = 50; - item->unk_46 = 1; + item->state = 1; item->timer_48 = 20; item->unk_50 = 60.0f; - gBombCount[item->unk_4E]++; - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002005, item->unk_4E); - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002006, item->unk_4E); + gBombCount[item->playerNum]++; + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002005, item->playerNum); + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002006, item->playerNum); } break; case OBJ_ITEM_LASERS: item->scale = 18.0f; - if (item->unk_4C != 0) { + if (item->collected) { item->timer_4A = 50; - item->unk_46 = 1; + item->state = 1; item->timer_48 = 20; item->unk_50 = 60.0f; - gLaserStrength[item->unk_4E]++; - if (gLaserStrength[item->unk_4E] > LASERS_HYPER) { - gLaserStrength[item->unk_4E] = LASERS_HYPER; + gLaserStrength[item->playerNum]++; + if (gLaserStrength[item->playerNum] > LASERS_HYPER) { + gLaserStrength[item->playerNum] = LASERS_HYPER; } - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002004, item->unk_4E); + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002004, item->playerNum); if (gExpertMode) { - gRightWingHealth[item->unk_4E] = gLeftWingHealth[item->unk_4E] = 10; + gRightWingHealth[item->playerNum] = gLeftWingHealth[item->playerNum] = 10; } else { - gRightWingHealth[item->unk_4E] = gLeftWingHealth[item->unk_4E] = 60; + gRightWingHealth[item->playerNum] = gLeftWingHealth[item->playerNum] = 60; } - D_80177D40[item->unk_4E] = 1030; - D_80177D58[item->unk_4E] = 1030; + D_80177D40[item->playerNum] = 1030; + D_80177D58[item->playerNum] = 1030; } break; } } else { Math_SmoothStepToF(&item->scale, 2.5f, 1.0f, 0.5f, 0.0f); - item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.5f; - if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) { - item->obj.pos.y += ((gPlayer[item->unk_4E].pos.y + 50.0f) - item->obj.pos.y) * 0.5f; + item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.5f; + if (gPlayer[item->playerNum].form == FORM_LANDMASTER) { + item->obj.pos.y += ((gPlayer[item->playerNum].pos.y + 50.0f) - item->obj.pos.y) * 0.5f; } else { - item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.5f; + item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.5f; } - item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.5f; + item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.5f; if (item->timer_48 == 0) { Object_Kill(&item->obj, item->sfxPos); } @@ -2140,36 +2140,36 @@ void func_80068020(Item* item) { Vec3f sp4C; Vec3f sp40; - switch (item->unk_46) { + switch (item->state) { case 0: Math_SmoothStepToF(&item->scale, 0.4f, 1.0f, 0.05f, 0.0f); func_80066EF0(item); func_800671D0(item); - if (item->unk_4C != 0) { - item->unk_46 = 1; + if (item->collected) { + item->state = 1; item->timer_48 = 50; if (item->obj.id == OBJ_ITEM_SILVER_RING) { - gPlayer[item->unk_4E].heal += 0x20; - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900200E, item->unk_4E); + gPlayer[item->playerNum].heal += 0x20; + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900200E, item->playerNum); } else if (item->obj.id == OBJ_ITEM_GOLD_RING) { gGoldRingCount[0]++; if (gGoldRingCount[0] == 3) { - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49008015, item->unk_4E); + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49008015, item->playerNum); } else if (gGoldRingCount[0] == 6) { - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900C024, item->unk_4E); + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900C024, item->playerNum); if (gCurrentLevel != LEVEL_TRAINING) { - gLifeCount[item->unk_4E]++; + gLifeCount[item->playerNum]++; } - gPlayer[item->unk_4E].heal += 0x20; - func_80077240(gPlayer[item->unk_4E].pos.x, gPlayer[item->unk_4E].pos.y, - gPlayer[item->unk_4E].unk_138, 101); + gPlayer[item->playerNum].heal += 0x20; + BonusText_Display(gPlayer[item->playerNum].pos.x, gPlayer[item->playerNum].pos.y, + gPlayer[item->playerNum].unk_138, BONUS_TEXT_1UP); } else { - gPlayer[item->unk_4E].heal += 0x20; - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49003013, item->unk_4E); + gPlayer[item->playerNum].heal += 0x20; + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49003013, item->playerNum); } } else { - gPlayer[item->unk_4E].heal += 0x80; - func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900200D, item->unk_4E); + gPlayer[item->playerNum].heal += 0x80; + func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900200D, item->playerNum); } } if ((item->obj.id == OBJ_ITEM_GOLD_RING) && (item->timer_48 == 1)) { @@ -2182,19 +2182,20 @@ void func_80068020(Item* item) { } else { Math_SmoothStepToF(&item->scale, 0.0f, 1.0f, 0.06f, 0.0f); } - item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.5f; - if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) { - item->obj.pos.y += (gPlayer[item->unk_4E].pos.y + 50.0f - item->obj.pos.y) * 0.5f; + item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.5f; + if (gPlayer[item->playerNum].form == FORM_LANDMASTER) { + item->obj.pos.y += (gPlayer[item->playerNum].pos.y + 50.0f - item->obj.pos.y) * 0.5f; } else { - item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.5f; + item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.5f; } if ((gPlayer[0].unk_238 != 0) && (gLevelMode == LEVELMODE_ON_RAILS)) { - item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 300.0f - item->obj.pos.z) * 0.3f; + item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 300.0f - item->obj.pos.z) * 0.3f; } else { - item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.5f; + item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.5f; } item->obj.rot.z += 22.0f; - Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->unk_4E].unk_058), 0.2f, 10.0f, 0.0f); + Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->playerNum].unk_058), 0.2f, 10.0f, + 0.0f); if (item->timer_48 == 0) { Object_Kill(&item->obj, item->sfxPos); } @@ -2222,7 +2223,7 @@ void func_800685F8(Item* item) { void func_80068618(Item* item) { func_80066EF0(item); func_800671D0(item); - if (item->unk_4C != 0) { + if (item->collected) { func_80067A40(); Object_Kill(&item->obj, item->sfxPos); } @@ -2233,12 +2234,12 @@ void func_80068618(Item* item) { void func_80068688(Item* item) { func_80066EF0(item); - if (item->unk_46 > 0) { - if (item->unk_46 == 1) { + if (item->state > 0) { + if (item->state == 1) { item->obj.rot.z -= 10.0f; - item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.3f; - item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.3f; - item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.3f; + item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.3f; + item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.3f; + item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.3f; item->scale -= 5.0f; if (item->scale < 0.0f) { item->scale = 0.0f; @@ -2251,12 +2252,12 @@ void func_80068688(Item* item) { } else { item->scale = 100.0f; if (D_80177E80 < 0) { - item->unk_46 = 2; - item->unk_44 = 0xFF; - } else if (item->unk_4C != 0) { - item->unk_46 = 1; - item->unk_44 = 0xFF; - gPlayer[item->unk_4E].timer_27C = 100; + item->state = 2; + item->unk_44 = 255; + } else if (item->collected) { + item->state = 1; + item->unk_44 = 255; + gPlayer[item->playerNum].timer_27C = 100; Audio_PlaySfx(D_800CFF54[D_80177E80], gPlayer[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); if (D_80177E80 == 0) { gPlayer[0].unk_110 = 0.0f; @@ -2278,18 +2279,18 @@ void func_80068914(Item* item) { func_80066EF0(item); item->unk_58 -= item->unk_44; - if (item->unk_46 > 0) { + if (item->state > 0) { item->unk_44++; - item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.3f; - if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) { - item->obj.pos.y += (gPlayer[item->unk_4E].pos.y + 50.0f - item->obj.pos.y) * 0.3f; + item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.3f; + if (gPlayer[item->playerNum].form == FORM_LANDMASTER) { + item->obj.pos.y += (gPlayer[item->playerNum].pos.y + 50.0f - item->obj.pos.y) * 0.3f; } else { - item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.3f; + item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.3f; } if (gPlayer[0].unk_238 != 0) { - item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 200.0f - item->obj.pos.z) * 0.3f; + item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 200.0f - item->obj.pos.z) * 0.3f; } else { - item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 100.0f - item->obj.pos.z) * 0.3f; + item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 100.0f - item->obj.pos.z) * 0.3f; } if (item->timer_48 == 0) { Math_SmoothStepToF(&item->scale, 5.0f, 0.2f, 15.0f, 0.01f); @@ -2304,9 +2305,9 @@ void func_80068914(Item* item) { item->unk_50 = 1.0f; item->unk_54 = 1.0f; item->scale = 100.0f; - if (item->unk_4C != 0) { - gPlayer[item->unk_4E].heal = 0x80; - item->unk_46++; + if (item->collected) { + gPlayer[item->playerNum].heal = 128; + item->state++; item->timer_48 = 15; D_80161A8C = D_80161A88; D_80177CB0 = -item->obj.pos.z; @@ -2323,7 +2324,7 @@ void func_80068914(Item* item) { } void func_80068C48(Item* item) { - if (item->unk_4C != 0) { + if (item->collected) { Object_Kill(&item->obj, item->sfxPos); D_80177E80++; } @@ -2341,7 +2342,7 @@ void func_80068C88(Item* item) { gPlayer[0].state_1C8 = PLAYERSTATE_1C8_9; gPlayer[0].unk_1D0 = 0; Object_Kill(&item->obj, item->sfxPos); - } else if (item->unk_46 == 0) { + } else if (item->state == 0) { if (((item->obj.pos.z + D_80177D20) > -2700.0f) && (fabsf(item->obj.pos.x - gPlayer[0].pos.x) < 1000.0f)) { switch (item->obj.id) { case OBJ_ITEM_331: @@ -2359,7 +2360,7 @@ void func_80068C88(Item* item) { break; } } - if (item->unk_4C != 0) { + if (item->collected) { Object_Kill(&item->obj, item->sfxPos); gPlayer[0].unk_0B4 = 0.0f; gPlayer[0].timer_210 = item->scale * 0.05f; @@ -2587,7 +2588,7 @@ void func_80069A10(Item* item) { if ((item->info.unk_10 - temp) < (item->obj.pos.z + D_80177D20)) { Object_Kill(&item->obj, item->sfxPos); - if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->unk_46 == 0)) { + if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->state == 0)) { D_80177E80 = -1; } } @@ -2775,64 +2776,64 @@ void Effect_Update(Effect* effect) { } } -void func_8006A06C(UnkEntity30* unkEnt30) { +void func_8006A06C(UnkEntity30* ent30) { Vec3f sp44; Vec3f sp38; f32 sp34; f32 sp30; f32 sp2C; - if (unkEnt30->timer != 0) { - unkEnt30->timer--; + if (ent30->timer != 0) { + ent30->timer--; } - sp34 = unkEnt30->unk_04.x - unkEnt30->unk_10.x; - sp30 = unkEnt30->unk_04.y - unkEnt30->unk_10.y; - sp2C = unkEnt30->unk_04.z - unkEnt30->unk_10.z; - unkEnt30->unk_20 = Math_Atan2F(sp34, sp2C); - unkEnt30->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C))); - if (unkEnt30->mode != 4) { - unkEnt30->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C)); + sp34 = ent30->unk_04.x - ent30->unk_10.x; + sp30 = ent30->unk_04.y - ent30->unk_10.y; + sp2C = ent30->unk_04.z - ent30->unk_10.z; + ent30->unk_20 = Math_Atan2F(sp34, sp2C); + ent30->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C))); + if (ent30->mode != 4) { + ent30->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C)); } if (gGameState == GSTATE_PLAY) { - if (((unkEnt30->mode == 1) || (unkEnt30->mode == 0x65) || (unkEnt30->mode == 0x32)) && + if (((ent30->mode == 1) || (ent30->mode == 101) || (ent30->mode == 50)) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) && (gPlayer[0].unk_1F4 == 0)) { - Matrix_RotateX(gCalcMatrix, -unkEnt30->unk_1C, 0); - Matrix_RotateY(gCalcMatrix, -unkEnt30->unk_20, 1); - sp44.x = gPlayer[gPlayerNum].pos.x - unkEnt30->unk_04.x; - sp44.y = gPlayer[gPlayerNum].pos.y - unkEnt30->unk_04.y; - sp44.z = gPlayer[gPlayerNum].unk_138 - unkEnt30->unk_04.z; + Matrix_RotateX(gCalcMatrix, -ent30->unk_1C, 0); + Matrix_RotateY(gCalcMatrix, -ent30->unk_20, 1); + sp44.x = gPlayer[gPlayerNum].pos.x - ent30->unk_04.x; + sp44.y = gPlayer[gPlayerNum].pos.y - ent30->unk_04.y; + sp44.z = gPlayer[gPlayerNum].unk_138 - ent30->unk_04.z; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38); - sp38.x += unkEnt30->unk_04.x; - sp38.y += unkEnt30->unk_04.y; - sp38.z += unkEnt30->unk_04.z; - if ((fabsf(sp38.x - unkEnt30->unk_04.x) < 30.0f) && (fabsf(sp38.y - unkEnt30->unk_04.y) < 30.0f) && - (sp38.z < unkEnt30->unk_04.z) && ((unkEnt30->unk_04.z - unkEnt30->unk_24) < sp38.z)) { + sp38.x += ent30->unk_04.x; + sp38.y += ent30->unk_04.y; + sp38.z += ent30->unk_04.z; + if ((fabsf(sp38.x - ent30->unk_04.x) < 30.0f) && (fabsf(sp38.y - ent30->unk_04.y) < 30.0f) && + (sp38.z < ent30->unk_04.z) && ((ent30->unk_04.z - ent30->unk_24) < sp38.z)) { if (gCurrentLevel == LEVEL_AQUAS) { Player_ApplyDamage(&gPlayer[0], 0, 30); } else { Player_ApplyDamage(&gPlayer[0], 0, 20); } - if (unkEnt30->mode < 100) { - unkEnt30->mode = 0; + if (ent30->mode < 100) { + ent30->mode = 0; } } } - if (((unkEnt30->unk_04.z + D_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) { - unkEnt30->mode = 0; + if (((ent30->unk_04.z + D_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) { + ent30->mode = 0; } - if (((unkEnt30->mode == 3) || (unkEnt30->mode == 50)) && (unkEnt30->timer == 0)) { - unkEnt30->mode = 0; + if (((ent30->mode == 3) || (ent30->mode == 50)) && (ent30->timer == 0)) { + ent30->mode = 0; } } } void func_8006A38C(void) { - UnkEntity30* var_s0; - s32 var_s1; + UnkEntity30* ent30; + s32 i; - for (var_s1 = 0, var_s0 = gUnkEntities30; var_s1 < ARRAY_COUNT(gUnkEntities30); var_s1++, var_s0++) { - if (var_s0->mode != 0) { - func_8006A06C(var_s0); + for (i = 0, ent30 = gUnkEntities30; i < ARRAY_COUNT(gUnkEntities30); i++, ent30++) { + if (ent30->mode != 0) { + func_8006A06C(ent30); } } } diff --git a/src/main/fox_enmy2.c b/src/main/fox_enmy2.c index 0a9d3933..0928d56f 100644 --- a/src/main/fox_enmy2.c +++ b/src/main/fox_enmy2.c @@ -143,7 +143,7 @@ void func_8006AD18(Actor* actor) { func_8007F11C(OBJ_EFFECT_353, actor->obj.pos.x, actor->obj.pos.y + 180.0f, actor->obj.pos.z, D_80177828); } - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->unk_0B6++; @@ -152,7 +152,7 @@ void func_8006AD18(Actor* actor) { } if (actor->unk_0B6 == 0x15) { - actor->unk_0B8 = 1; + actor->state = 1; actor->vel.y = 40.0f; actor->vel.z = -40.0f; @@ -185,7 +185,7 @@ void func_8006AD18(Actor* actor) { } if (sp34) { - actor->unk_0B8 = 0; + actor->state = 0; } break; } @@ -327,14 +327,14 @@ void func_8006B95C(Object_80* obj80) { obj80->obj.pos.y += obj80->vel.y; obj80->obj.pos.z += obj80->vel.z; - switch (obj80->unk_48) { + switch (obj80->state) { case 0: obj80->vel.y -= 1.0f; if (obj80->obj.pos.y < gGroundLevel + 40.0f) { obj80->obj.pos.y = gGroundLevel + 40.0f; Audio_PlaySfx(0x19130003, obj80->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - obj80->unk_48 = 2; + obj80->state = 2; obj80->vel.y = 0.0f; } break; @@ -378,10 +378,10 @@ void func_8006BB1C(f32 xPos, f32 yPos, f32 zPos) { void func_8006BB78(Actor* actor) { Vec3f sp44; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 1000.0f; - actor->unk_0B8 = 1; + actor->state = 1; break; case 1: @@ -406,7 +406,7 @@ void func_8006BB78(Actor* actor) { actor->vel.y = sp44.y; actor->vel.z = sp44.z; if (fabsf((actor->obj.pos.z + actor->fwork[10]) - gPlayer[0].unk_138) < 3000.0f) { - actor->unk_0B8 = 2; + actor->state = 2; actor->timer_0BC = 20; actor->vel.z = 0.0f; actor->vel.x = 0.0f; @@ -415,7 +415,7 @@ void func_8006BB78(Actor* actor) { case 2: if (actor->timer_0BC == 0) { - actor->unk_0B8 = 3; + actor->state = 3; actor->unk_0B6 = 1; actor->obj.pos.y += 30.0f; actor->timer_0BC = 30; @@ -433,7 +433,7 @@ void func_8006BB78(Actor* actor) { } if (actor->obj.pos.y < (gGroundLevel + 10.0f)) { actor->obj.pos.y = gGroundLevel; - actor->unk_0B8 = 4; + actor->state = 4; actor->unk_0B6 = 0; actor->vel.y = 0.0f; actor->gravity = 0.0f; @@ -443,7 +443,7 @@ void func_8006BB78(Actor* actor) { case 4: if (actor->timer_0BC == 0) { - actor->unk_0B8 = 0; + actor->state = 0; actor->obj.rot.y = Rand_ZeroOne() * 360.0f; } break; @@ -483,7 +483,7 @@ void func_8006C008(Actor* actor) { f32 sp44; s32 sp40; - switch (actor->unk_0B8) { + switch (actor->state) { case 40: if (actor->unk_04A & 4) { actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3]; @@ -710,12 +710,12 @@ void func_8006C008(Actor* actor) { actor->obj.rot.y += actor->fwork[11]; actor->obj.rot.z += actor->fwork[12]; - if (actor->unk_0B8 == 0x46) { + if (actor->state == 0x46) { if ((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) || (actor->obj.pos.y < (gGroundLevel + 10.0f))) { Object_Kill(&actor->obj, actor->sfxPos); } - } else if (actor->unk_0B8 == 0x27) { + } else if (actor->state == 0x27) { if (((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) || (actor->obj.pos.y < (gGroundLevel + 10.0f))) && (actor->timer_0BE == 0)) { @@ -723,7 +723,7 @@ void func_8006C008(Actor* actor) { Object_Kill(&actor->obj, actor->sfxPos); func_8007A6F0(&actor->obj.pos, 0x2903A008); } - } else if (((actor->unk_0B8 >= 0x29) && (actor->unk_0B8 < 0x2D)) || (actor->unk_0B8 == 0x3B)) { + } else if (((actor->state >= 0x29) && (actor->state < 0x2D)) || (actor->state == 0x3B)) { if (((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0)) && (actor->timer_0BE == 0)) { func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 2.0f * actor->scale); @@ -734,7 +734,7 @@ void func_8006C008(Actor* actor) { func_8007B228(actor->obj.pos.x, sp44, actor->obj.pos.z, 2.0f); Object_Kill(&actor->obj, actor->sfxPos); } - } else if (actor->unk_0B8 >= 0xA) { + } else if (actor->state >= 0xA) { if (!(actor->timer_0BC & 3)) { func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->scale); } @@ -747,7 +747,7 @@ void func_8006C008(Actor* actor) { func_8007A6F0(&actor->obj.pos, 0x2903A008); } } else { - if ((actor->unk_0B8 == 3) && !(actor->timer_0BC & 7)) { + if ((actor->state == 3) && !(actor->timer_0BC & 7)) { func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.5f); } if ((func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) || @@ -766,7 +766,7 @@ void func_8006C008(Actor* actor) { Object_Kill(&actor->obj, actor->sfxPos); } - if ((actor->unk_0B8 != 2) && (actor->unk_0B8 != 4)) { + if ((actor->state != 2) && (actor->state != 4)) { func_8006BF7C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z); } else if (gCurrentLevel == LEVEL_FORTUNA) { func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y, @@ -778,7 +778,7 @@ void func_8006C008(Actor* actor) { } } - if (actor->unk_0B8 == 4) { + if (actor->state == 4) { if ((gCurrentLevel == LEVEL_KATINA) && (actor->timer_0BC == 0)) { Object_Kill(&actor->obj, actor->sfxPos); } @@ -1025,7 +1025,7 @@ void func_8006D36C(Actor* actor) { switch (temp_s1[actor->unk_0E6] & 0xFE00) { case 0xFE00: - actor->unk_0B8 = 200; + actor->state = 200; if (actor->info.unk_10 > 10000.0f) { actor->info.unk_10 = 100.0f; } @@ -1193,7 +1193,7 @@ void func_8006D36C(Actor* actor) { case 0xE000: if (temp_s1[actor->unk_0E6 + 1] == 0xE) { - actor->unk_0B8 = 0xA; + actor->state = 0xA; actor->fwork[11] = 0.0f; actor->unk_0E6 += 2; break; @@ -1201,7 +1201,7 @@ void func_8006D36C(Actor* actor) { if (temp_s1[actor->unk_0E6 + 1] == 0xF) { actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_800CBEC4); - actor->unk_0B8 = 0xB; + actor->state = 0xB; actor->unk_0E6 += 2; break; } @@ -1323,35 +1323,35 @@ void func_8006D36C(Actor* actor) { break; case 0x5000: - actor->unk_0B8 = 6; + actor->state = 6; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; break; case 0x5200: - actor->unk_0B8 = 7; + actor->state = 7; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; break; case 0x5400: - actor->unk_0B8 = 8; + actor->state = 8; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; break; case 0x5600: - actor->unk_0B8 = 9; + actor->state = 9; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; break; case 0x5A00: - actor->unk_0B8 = 1; + actor->state = 1; actor->iwork[1] = D_800CFF80[temp_s1[actor->unk_0E6] & 0x1FF]; actor->fwork[17] = temp_s1[actor->unk_0E6 + 1]; actor->timer_0BC = 0; @@ -1359,21 +1359,21 @@ void func_8006D36C(Actor* actor) { break; case 0x5800: - actor->unk_0B8 = 0xD; + actor->state = 0xD; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; break; case 0x5C00: - actor->unk_0B8 = 0xE; + actor->state = 0xE; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; break; case 0x5E00: - actor->unk_0B8 = 0xF; + actor->state = 0xF; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF; actor->unk_0E6 += 2; @@ -1402,7 +1402,7 @@ void func_8006D36C(Actor* actor) { break; case 0x6000: - actor->unk_0B8 = 1; + actor->state = 1; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; actor->unk_0E6 += 2; break; @@ -1412,7 +1412,7 @@ void func_8006D36C(Actor* actor) { actor->fwork[1] = actor->fwork[0]; actor->iwork[5] = temp_s1[actor->unk_0E6] & 0x180; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; - actor->unk_0B8 = 1; + actor->state = 1; actor->unk_0E6 += 2; break; @@ -1426,7 +1426,7 @@ void func_8006D36C(Actor* actor) { actor->fwork[1] = temp_s1[actor->unk_0E6] & 0x7F; actor->iwork[5] = temp_s1[actor->unk_0E6] & 0x180; actor->timer_0BC = temp_s1[actor->unk_0E6 + 1]; - actor->unk_0B8 = 1; + actor->state = 1; actor->unk_0E6 += 2; break; @@ -1444,28 +1444,28 @@ void func_8006D36C(Actor* actor) { break; case 0x1200: - actor->unk_0B8 = 2; + actor->state = 2; actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF; actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f; actor->unk_0E6 += 2; break; case 0x1400: - actor->unk_0B8 = 3; + actor->state = 3; actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF; actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f; actor->unk_0E6 += 2; break; case 0x1600: - actor->unk_0B8 = 4; + actor->state = 4; actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF; actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f; actor->unk_0E6 += 2; break; case 0x1800: - actor->unk_0B8 = 5; + actor->state = 5; actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF; actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f; actor->unk_0E6 += 2; @@ -1962,9 +1962,9 @@ void func_8006FEEC(Actor* actor) { } bool func_800700A4(Actor* actor) { - if ((actor->unk_0B8 != 12) && (actor->iwork[12] > 0) && (actor->iwork[12] < 4) && + if ((actor->state != 12) && (actor->iwork[12] > 0) && (actor->iwork[12] < 4) && (gTeamShields[actor->iwork[12]] <= 0)) { - actor->unk_0B8 = 12; + actor->state = 12; actor->iwork[2] = 0; actor->fwork[10] = 360.0f; actor->fwork[11] = 20.0f; @@ -2019,7 +2019,7 @@ void func_800701E0(Actor* actor) { if (actor->health <= 0) { if (actor->unk_0B4 == 106) { - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3); gHitCount += 4; D_80177850 = 15; } @@ -2207,14 +2207,14 @@ void func_800701E0(Actor* actor) { void func_80070BA8(Actor* actor) { if (actor->unk_0D0 != 0) { actor->unk_0D0 = 0; - if ((actor->unk_0B4 != 0x11) || ((actor->unk_0B4 == 0x11) && (actor->unk_0D2 == 0))) { + if ((actor->unk_0B4 != 17) || ((actor->unk_0B4 == 17) && (actor->unk_0D2 == 0))) { actor->timer_0C6 = 10; func_8007C120(actor->unk_0D8.x, actor->unk_0D8.y, actor->unk_0D8.z, actor->vel.x, actor->vel.y, actor->vel.z, 0.2f, 10); actor->health -= actor->damage; Audio_PlaySfx(0x29033064, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); if (actor->health <= 0) { - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->info.bonus); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->info.bonus); gHitCount += actor->info.bonus + 1; D_80177850 = 15; } @@ -2855,7 +2855,7 @@ void func_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) { effect->scale2 = 2.0f; effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f; effect->obj.rot.z = Rand_ZeroOne() * 360.0f; - effect->unk_4C = effect->unk_4E = 1; + effect->unk_4C = effect->state = 1; Object_SetInfo(&effect->info, effect->obj.id); } @@ -2932,7 +2932,7 @@ void func_80072594(Actor* actor) { return; } - if (actor->unk_0B8 == 0x3E8) { + if (actor->state == 0x3E8) { actor->obj.rot.y += actor->fwork[15]; actor->obj.rot.x += actor->fwork[16]; if (!(gGameFrameCount & 0xF)) { @@ -2981,10 +2981,10 @@ void func_80072594(Actor* actor) { } if ((actor->unk_0B4 == 27) && (actor->timer_0C2 != 0)) { - actor->unk_0B8 = 0; + actor->state = 0; } - switch (actor->unk_0B8) { + switch (actor->state) { case 0: func_8006D36C(actor); break; @@ -3008,7 +3008,7 @@ void func_80072594(Actor* actor) { Matrix_RotateX(gCalcMatrix, -actor->vwork[29].x * M_DTOR, 1); Matrix_RotateY(gCalcMatrix, -actor->vwork[29].y * M_DTOR, 1); - if ((actor->unk_0B8 == 0xE) || (actor->unk_0B8 == 0xF)) { + if ((actor->state == 0xE) || (actor->state == 0xF)) { spB8.x = gPlayer[0].camEye.x - spF0; spB8.y = gPlayer[0].camEye.y - (spEC + 25.0f); spB8.z = (gPlayer[0].camEye.z * 15.0f) - spE8; @@ -3072,7 +3072,7 @@ void func_80072594(Actor* actor) { actor->fwork[16] = -15.0f; } } else { - if ((actor->unk_0B8 == 0xE) || (actor->unk_0B8 == 0xF)) { + if ((actor->state == 0xE) || (actor->state == 0xF)) { spCC = gPlayer[0].camEye.x; spC8 = gPlayer[0].camEye.y; spC4 = gPlayer[0].camEye.z; @@ -3087,7 +3087,7 @@ void func_80072594(Actor* actor) { spE0 = Math_RadToDeg(Math_Atan2F(spCC - spF0, spC4 - spE8)); - if ((actor->unk_0B8 == 7) || (actor->unk_0B8 == 0xF)) { + if ((actor->state == 7) || (actor->state == 0xF)) { spE0 += 180.0f; if (spE0 > 360.0f) { spE0 -= 360.0f; @@ -3128,7 +3128,7 @@ void func_80072594(Actor* actor) { spE0 = Math_RadToDeg(Math_Atan2F(gActors[actor->iwork[1]].obj.pos.x + spDC - spF0, gActors[actor->iwork[1]].obj.pos.z + spD4 - spE8)); - if (actor->unk_0B8 == 7) { + if (actor->state == 7) { spE0 += 180.0f; if (spE0 > 360.0f) { spE0 -= 360.0f; @@ -3409,9 +3409,9 @@ void func_80072594(Actor* actor) { Math_SmoothStepToAngle(&actor->obj.rot.x, spF0, 0.1f, 1.0f, 0.0f); - if ((actor->unk_0B8 == 4) || (actor->unk_0B8 == 5)) { + if ((actor->state == 4) || (actor->state == 5)) { var_fv0 = actor->fwork[3] * 20.0f; - if (actor->unk_0B8 == 4) { + if (actor->state == 4) { var_fv0 *= -1.0f; } Math_SmoothStepToAngle(&actor->obj.rot.z, var_fv0, 0.1f, 3.0f, 0.0f); @@ -3536,7 +3536,7 @@ void func_80072594(Actor* actor) { Matrix_RotateZ(gCalcMatrix, actor->unk_0F4.z * M_DTOR, 0); Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1290, &sp90); - effect->unk_78 = effect->unk_7A = 0xB; + effect->unk_78 = effect->unk_7A = 11; effect->obj.status = OBJ_ACTIVE; @@ -3564,7 +3564,7 @@ void func_80072594(Actor* actor) { if (!(gGameFrameCount & 3)) { effect = func_8007783C(OBJ_EFFECT_394); if (effect != NULL) { - effect->unk_78 = effect->unk_7A = 0xB; + effect->unk_78 = effect->unk_7A = 11; effect->obj.status = OBJ_ACTIVE; effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x; effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + actor->obj.pos.y + 50.0f; @@ -3999,10 +3999,10 @@ void func_80074FF0(Actor* actor) { break; case 79: - temp_s0 = actor->unk_0B8; - actor->unk_0B8 = 2; + temp_s0 = actor->state; + actor->state = 2; func_i3_80190430(actor); - actor->unk_0B8 = temp_s0; + actor->state = temp_s0; break; case 80: diff --git a/src/main/fox_hud.c b/src/main/fox_hud.c index dda62c16..a91f127e 100644 --- a/src/main/fox_hud.c +++ b/src/main/fox_hud.c @@ -3855,10 +3855,10 @@ s32 func_80090200(Boss* boss) { } void func_800907C4(Boss* boss) { - switch (boss->actionState) { + switch (boss->state) { case 0: if ((boss->fwork[1] == 255.0f) && (boss->fwork[2] == 212.0f)) { - boss->actionState = 1; + boss->state = 1; } else { Math_SmoothStepToF(&boss->fwork[1], 255.0f, 0.3f, 6.0f, 6.0f); @@ -3868,7 +3868,7 @@ void func_800907C4(Boss* boss) { case 1: if ((boss->fwork[1] == 28.0f) && (boss->fwork[2] == 23.0f)) { - boss->actionState = 0; + boss->state = 0; } else { Math_SmoothStepToF(&boss->fwork[1], 28.0f, 0.3f, 6.0f, 6.0f); Math_SmoothStepToF(&boss->fwork[2], 23.0f, 0.3f, 4.98f, 4.98f); @@ -3897,7 +3897,7 @@ bool func_8009092C(Actor* actor) { } else if (Rand_ZeroOne() > 0.4f) { actor->unk_0E6 = i; } - actor->unk_0B8 = 0; + actor->state = 0; } } @@ -4001,7 +4001,7 @@ bool func_80090CCC(Actor* actor) { } if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f) && (fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f)) { - actor->unk_0B8 = 1; + actor->state = 1; actor->iwork[6] = 0; ret = true; } @@ -4012,7 +4012,7 @@ bool func_80090CCC(Actor* actor) { } if (gBosses[actor->unk_0E6].obj.status == OBJ_FREE) { - actor->unk_0B8 = 1; + actor->state = 1; actor->unk_0E6 = 0; actor->iwork[6] = 0; ret = true; @@ -4054,7 +4054,7 @@ s32 func_80090E8C(Actor* actor) { if ((var_fv1_2 < fabsf(actor->obj.pos.x - gBosses[0].obj.pos.x)) && (var_fv1_2 < fabsf(actor->obj.pos.z - gBosses[0].obj.pos.z))) { - actor->unk_0B8 = 0; + actor->state = 0; } if (actor->timer_0BE == 0) { @@ -4086,7 +4086,7 @@ bool func_800910C0(Actor* actor) { if ((var_fv1 < fabsf(actor->obj.pos.x - actor->fwork[4])) && (var_fv1 < fabsf(actor->obj.pos.z - actor->fwork[6]))) { - actor->unk_0B8 = 0; + actor->state = 0; } if (actor->timer_0BE == 0) { @@ -4162,7 +4162,7 @@ bool func_80091368(Actor* actor) { } void func_800914FC(Actor* actor) { - switch (actor->unk_0B8) { + switch (actor->state) { case 0: if (!func_80090CCC(actor)) { break; @@ -4184,15 +4184,15 @@ void func_800914FC(Actor* actor) { break; } - if ((gTeamShields[actor->unk_0E4] <= 0) && (actor->unk_0B8 != 3)) { + if ((gTeamShields[actor->unk_0E4] <= 0) && (actor->state != 3)) { actor->iwork[5] = 0; - actor->unk_0B8 = 3; + actor->state = 3; } if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) { - if ((actor->unk_0B8 != 2) && (actor->unk_0B8 != 3)) { + if ((actor->state != 2) && (actor->state != 3)) { actor->iwork[4] = 1; - actor->unk_0B8 = 2; + actor->state = 2; } } } @@ -4393,7 +4393,7 @@ bool func_80091F00(Actor* actor) { actor->unk_0D0 = 0; - if ((actor->unk_0B8 == 3) || (temp_v0 == 2)) { + if ((actor->state == 3) || (temp_v0 == 2)) { return false; } @@ -4724,7 +4724,7 @@ void func_80092D48(Actor* actor) { actor->unk_0E4 = (D_800D1970 & 3) + 1; D_800D1970++; } else { - actor->unk_0B8 = 7; + actor->state = 7; actor->unk_0E4 = 2; actor->iwork[5] = 0; gTeamShields[2] = 255; @@ -4764,7 +4764,7 @@ void func_80092EC0(Actor* actor) { func_80091F00(actor); } - if (actor->unk_0B8 == 3) { + if (actor->state == 3) { break; } @@ -4831,7 +4831,7 @@ void func_80093164(Actor* actor) { Vec3f dest; Player* player = &gPlayer[0]; - if (actor->unk_0B8 == 0) { + if (actor->state == 0) { switch (actor->unk_0B6) { case 1: if ((player->state_1C8 != PLAYERSTATE_1C8_2) || (actor->unk_0B6 != 1)) { @@ -5376,14 +5376,14 @@ void func_80094954(Effect* effect) { Player* player = &gPlayer[0]; if ((player->state_1C8 == PLAYERSTATE_1C8_2) && (gCurrentLevel == LEVEL_AQUAS) && (player->unk_1D0 < 2)) { - switch (effect->unk_4E) { + switch (effect->state) { case 0: effect->unk_44 += effect->unk_46; effect->unk_4A = effect->unk_44; effect->scale2 += 0.01f; if (effect->unk_4A >= 200) { - effect->unk_4E = 1; + effect->state = 1; effect->unk_4A = 200; } break; @@ -5394,7 +5394,7 @@ void func_80094954(Effect* effect) { break; } - if ((effect->unk_4E == 1) && (effect->unk_4A <= 0)) { + if ((effect->state == 1) && (effect->unk_4A <= 0)) { Object_Kill(&effect->obj, effect->sfxPos); } diff --git a/src/main/fox_play.c b/src/main/fox_play.c index 9d7b03b2..21d1d0a5 100644 --- a/src/main/fox_play.c +++ b/src/main/fox_play.c @@ -166,8 +166,7 @@ void func_800A3FEC(void) { } void func_800A4460(Player* player) { - if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && - (gBosses[0].actionState == 17)) { + if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) { player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f; player->unk_088 += 13.0f; player->unk_0F4 += 20.0f; @@ -287,7 +286,7 @@ void func_800A4C40(Player* player) { } } -void func_800A4F4C(Object_58* obj58) { +void Object_58_Initialize(Object_58* obj58) { s32 i; u8* ptr = (u8*) obj58; @@ -325,7 +324,7 @@ void func_800A4F7C(void) { break; } if (D_80178310[j].id == OBJ_80_147) { - func_800A4F4C(&gObjects58[i]); + Object_58_Initialize(&gObjects58[i]); gObjects58[i].obj.status = OBJ_ACTIVE; gObjects58[i].obj.id = D_80178310[j].id; gObjects58[i].obj.pos.x = D_80178310[j].xPos; @@ -340,7 +339,7 @@ void func_800A4F7C(void) { break; } if (D_80178310[j].id != OBJ_80_147) { - func_800A4F4C(&gObjects58[i]); + Object_58_Initialize(&gObjects58[i]); gObjects58[i].obj.status = OBJ_ACTIVE; gObjects58[i].obj.id = D_80178310[j].id; gObjects58[i].obj.pos.x = D_80178310[j].xPos; @@ -369,7 +368,7 @@ void func_800A5338(void) { break; } if (D_80178310[j].id < OBJ_4C_161) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[j].id; obj58->obj.pos.x = D_80178310[j].xPos; @@ -421,7 +420,7 @@ void func_800A55B0(void) { break; } if (D_80178310[j].id < OBJ_4C_161) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[j].id; obj58->obj.pos.x = D_80178310[j].xPos; @@ -491,7 +490,7 @@ void func_800A5844(void) { gSavedTeamShields[i] = 0; } } else if (gSavedTeamShields[i] == 0) { - gSavedTeamShields[i] = 0xFF; + gSavedTeamShields[i] = 255; } } } @@ -604,18 +603,18 @@ void func_800A6070(f32* sfxSrc, u32 sfxId) { Audio_PlaySfx(sfxId, sfxSrc, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } -void func_800A60B8(UnkEntity1C* unkEnt1C) { +void BonusText_Initialize(BonusText* bonus) { s32 i; - u8* ptr = (u8*) unkEnt1C; + u8* ptr = (u8*) bonus; - for (i = 0; i < sizeof(UnkEntity1C); i++, ptr++) { + for (i = 0; i < sizeof(BonusText); i++, ptr++) { *ptr = 0; } } -void func_800A60E8(UnkEntity30* unkEnt30) { +void func_800A60E8(UnkEntity30* ent30) { s32 i; - u8* ptr = (u8*) unkEnt30; + u8* ptr = (u8*) ent30; for (i = 0; i < sizeof(UnkEntity30); i++, ptr++) { *ptr = 0; @@ -635,8 +634,8 @@ void func_800A6148(void) { s16 i; s16 j; - for (i = 0; i < ARRAY_COUNT(gUnkEntities1C); i++) { - func_800A60B8(&gUnkEntities1C[i]); + for (i = 0; i < ARRAY_COUNT(gBonusText); i++) { + BonusText_Initialize(&gBonusText[i]); } for (i = 0; i < ARRAY_COUNT(gUnkEntities28); i++) { func_800A6118(&gUnkEntities28[i]); @@ -730,20 +729,20 @@ void func_800A668C(f32 xPos, f32 yPos, f32 zPos) { } } -void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) { +void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) { Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_189; - actor->unk_0B8 = arg1; - actor->obj.pos.x = arg2; - actor->obj.pos.y = arg3; - actor->obj.pos.z = arg4; + actor->state = state; + actor->obj.pos.x = xPos; + actor->obj.pos.y = yPos; + actor->obj.pos.z = zPos; actor->gravity = 0.5f; - if ((arg1 == 0) || (arg1 == 1)) { + if ((state == 0) || (state == 1)) { actor->vel.y = (Rand_ZeroOne() * 5.0f) + 10.0f; actor->vel.x = 10.0f; - if (arg1 == 0) { + if (state == 0) { actor->vel.x = -10.0f; } actor->timer_0BC = 15; @@ -763,9 +762,9 @@ void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) { actor->timer_0BC = (s32) (Rand_ZeroOne() * 25.0f) + 25; actor->gravity = 0.0f; } - if (arg1 == 2) { + if (state == 2) { actor->scale = (Rand_ZeroOne() * 1.5f) + 0.75f; - } else if (arg1 == 4) { + } else if (state == 4) { actor->scale = (Rand_ZeroOne() * 0.8f) + 0.3f; actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f) + 70; } @@ -774,13 +773,13 @@ void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) { Object_SetInfo(&actor->info, actor->obj.id); } -void func_800A69F8(s32 arg0, f32 arg1, f32 arg2, f32 arg3) { +void func_800A69F8(s32 state, f32 xPos, f32 yPos, f32 zPos) { s32 i; if (!gVersusMode) { for (i = ARRAY_COUNT(gActors) - 1; i >= 10; i--) { if (gActors[i].obj.status == OBJ_FREE) { - func_800A670C(&gActors[i], arg0, arg1, arg2, arg3); + func_800A670C(&gActors[i], state, xPos, yPos, zPos); break; } } @@ -982,7 +981,7 @@ void func_800A729C(Player* player, u32 arg1, f32 arg2, f32 arg3) { } } -bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) { +bool func_800A73E4(f32* arg0, s32* arg1, f32 xPos, f32 yPos, f32 zPos) { Vtx* spA4; u16* spA0; s32 sp9C; @@ -1024,13 +1023,13 @@ bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) { return false; } - sp9C = (s32) ((posX + 2400.0f) / 300.0f); - sp98 = (s32) ((posZ + D_80177D20 + 1500.0f + 2400.0f) / 300.0f); + sp9C = (s32) ((xPos + 2400.0f) / 300.0f); + sp98 = (s32) ((zPos + D_80177D20 + 1500.0f + 2400.0f) / 300.0f); if ((sp9C < 0) || (sp9C >= 16) || (sp98 < 0) || (sp98 >= 16)) { return false; } - sp90 = Math_ModF(posX + 2400.0f, 300.0f); - sp94 = Math_ModF(posZ + D_80177D20 + 1500.0f + 2400.0f, 300.0f); + sp90 = Math_ModF(xPos + 2400.0f, 300.0f); + sp94 = Math_ModF(zPos + D_80177D20 + 1500.0f + 2400.0f, 300.0f); sp8C = (sp98 * 17) + sp9C; x0 = spA4[spA0[sp8C]].n.ob[0] * 3.0f; y0 = spA4[spA0[sp8C]].n.ob[1] * 2.0f; @@ -1063,8 +1062,8 @@ bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) { crz = (dx10 * dy21) - (dy10 * dx21); temp1 = -crx * x0 - cry * y0 - crz * z0; - sp48 = (-temp1 - crx * posX - crz * (posZ + D_80177D20 + 1500.0f)) / cry; - if (posY < sp48) { + sp48 = (-temp1 - crx * xPos - crz * (zPos + D_80177D20 + 1500.0f)) / cry; + if (yPos < sp48) { *arg0 = sp48; *arg1 = sp8C; return true; @@ -1463,8 +1462,8 @@ void func_800A86E4(Player* player) { (item->timer_4A == 0) && func_800A7974(player, item->info.hitbox, &sp6C, item->obj.pos.x, item->obj.pos.y, item->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)) { - item->unk_4C = 1; - item->unk_4E = gPlayerNum; + item->collected = true; + item->playerNum = gPlayerNum; } } } @@ -1869,8 +1868,8 @@ void func_800A8BA4(Player* player) { break; } Player_ApplyDamage(player, temp_v0, boss->info.damage); - if ((boss->obj.id == OBJ_BOSS_303) && - ((boss->actionState == 2) || (boss->actionState == 3)) && (sp98 >= 9)) { + if ((boss->obj.id == OBJ_BOSS_303) && ((boss->state == 2) || (boss->state == 3)) && + (sp98 >= 9)) { player->unk_0D8.y = -100.0f; } if ((boss->obj.id == OBJ_BOSS_320) && (sp98 < 5)) { @@ -6251,7 +6250,7 @@ void func_800B832C(void) { } Object_UpdateAll(); func_8003D9B8(); - func_8007729C(); + BonusText_Update(); for (i = 0; i < gCamCount; i++) { gPlayer[i].num = gPlayerNum = i; func_800B71E4(&gPlayer[i]); diff --git a/src/main/fox_versus.c b/src/main/fox_versus.c index 94a84d5f..ab8fe4e6 100644 --- a/src/main/fox_versus.c +++ b/src/main/fox_versus.c @@ -1873,7 +1873,7 @@ void func_800C2244(Actor* actor) { boolTemp = false; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: boolTemp = true; diff --git a/src/overlays/ovl_i1/fox_co.c b/src/overlays/ovl_i1/fox_co.c index 291ce200..5308c7ca 100644 --- a/src/overlays/ovl_i1/fox_co.c +++ b/src/overlays/ovl_i1/fox_co.c @@ -158,7 +158,7 @@ void func_i1_80187AC8(Boss* boss) { if (fabsf(boss->obj.rot.x) < 20.0f) { boss->swork[32] = 1; } - boss->actionState = 7; + boss->state = 7; boss->timer_050 = 100; func_800182F4(0x105000FF); func_800182F4(0x115000FF); @@ -237,8 +237,8 @@ void func_i1_80187AC8(Boss* boss) { (Rand_ZeroOne() * 20.0f), 0.0f, 5.5f, var_s1 + 0x1C, ((s32) (Rand_ZeroOne() * 30.0f)) + 60.0f); } - if (boss->actionState < 5) { - boss->actionState = 5; + if (boss->state < 5) { + boss->state = 5; boss->timer_050 = 60; } } @@ -257,8 +257,8 @@ void func_i1_80187AC8(Boss* boss) { (Rand_ZeroOne() * 20.0f), 0.0f, 5.5f, var_s1 + 0x1C, ((s32) (Rand_ZeroOne() * 30.0f)) + 60.0f); } - if (boss->actionState < 5) { - boss->actionState = 6; + if (boss->state < 5) { + boss->state = 6; boss->timer_050 = 60; } } @@ -268,7 +268,7 @@ void func_i1_80187AC8(Boss* boss) { boss->timer_050 += 10; } - if ((boss->actionState != 0) && (boss->actionState < 5)) { + if ((boss->state != 0) && (boss->state < 5)) { boss->fwork[14] = 0.0f; if (Rand_ZeroOne() < 0.5f) { var_v0 = 0x144; @@ -277,8 +277,8 @@ void func_i1_80187AC8(Boss* boss) { } func_i1_80187838(boss, boss->obj.pos.x, boss->obj.pos.y + 100.0f, boss->obj.pos.z, var_v0); } - if (boss->actionState < 5) { - boss->actionState = 0; + if (boss->state < 5) { + boss->state = 0; switch ((s32) (Rand_ZeroOne() * 5.0f)) { case 0: boss->swork[31] = 2; @@ -402,7 +402,7 @@ void func_i1_801887AC(Boss* boss) { void func_i1_80188A18(Boss* boss) { if (boss->timer_050 == 0) { - boss->actionState = 0; + boss->state = 0; boss->timer_050 = (s32) (Rand_ZeroOne() * 20.0f) + 20; boss->fwork[14] = 0.0f; @@ -480,7 +480,7 @@ void func_i1_80188D50(Boss* boss) { if (D_i1_801997E0 != 0) { D_i1_801997E0--; - } else if ((gPlayer[0].pos.y < 200.0f) && (boss->actionState < 5) && + } else if ((gPlayer[0].pos.y < 200.0f) && (boss->state < 5) && (fabsf(boss->obj.pos.x - gPlayer[0].pos.x) < 200.0f) && (fabsf(boss->obj.pos.z - gPlayer[0].unk_138) < 200.0f) && (gPlayer[0].unk_4D8 > 180.0f)) { boss->swork[36]++; @@ -567,7 +567,7 @@ void func_i1_80189058(Boss* boss) { boss->info.hitbox[1 + 24] = 0.0f; boss->info.hitbox[1 + 30] = 0.0f; boss->timer_052 = 100; - boss->actionState = 0; + boss->state = 0; boss->swork[31] = 1; D_i1_8019B6D8[66] = 0.0f; D_i1_8019B6D8[67] = 10000.0f; @@ -612,7 +612,7 @@ void func_i1_80189058(Boss* boss) { func_800BA808(gMsg_ID_2230, RCID_PEPPY); break; case 3840: - if (boss->actionState < 5) { + if (boss->state < 5) { func_800BA808(gMsg_ID_2230, RCID_PEPPY); } break; @@ -636,7 +636,7 @@ void func_i1_80189058(Boss* boss) { boss->fwork[3] = __sinf(boss->swork[21] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[21]); boss->fwork[4] = __sinf(boss->swork[22] * 50.0f * M_DTOR) * func_i1_80187A88(boss->swork[22]); - if (boss->actionState < 5) { + if (boss->state < 5) { sp5C = __sinf(boss->swork[23] * 12.0f * M_DTOR) * func_i1_80187A88(boss->swork[23]) * 0.3f; Math_SmoothStepToF(&boss->obj.rot.z, sp5C, 0.2f, 100.0f, 0.001f); } @@ -672,14 +672,14 @@ void func_i1_80189058(Boss* boss) { Math_SmoothStepToAngle(&D_i1_8019B6D8[16], sp1FC, 0.1f, 3.0f, 0.0f); Math_SmoothStepToAngle(&D_i1_8019B6D8[15], sp200, 0.1f, 3.0f, 0.0f); - if (boss->actionState != 0) { + if (boss->state != 0) { sp1F8 = Math_RadToDeg(Math_Atan2F(D_i1_8019B6D8[66] - boss->obj.pos.x, D_i1_8019B6D8[67] - boss->obj.pos.z)); Math_SmoothStepToAngle(&boss->obj.rot.y, sp1F8, 0.1f, 3.0f, 0.0f); } Matrix_RotateY(gCalcMatrix, boss->obj.rot.y * M_DTOR, 0U); - switch (boss->actionState) { + switch (boss->state) { case 0: boss->unk_04C = 0; D_i1_8019B6D8[17] = gPlayer[0].pos.x; @@ -688,19 +688,19 @@ void func_i1_80189058(Boss* boss) { if (boss->timer_050 == 0) { switch (boss->swork[31]) { case 1: - boss->actionState = 1; + boss->state = 1; boss->timer_050 = (s32) (Rand_ZeroOne() * 50.0f) + 50; boss->fwork[14] = 0.0f; break; case 2: - boss->actionState = 2; + boss->state = 2; boss->timer_050 = (s32) (Rand_ZeroOne() * 100.0f) + 150; boss->timer_052 = 40; boss->timer_054 = 40; boss->fwork[14] = 0.07f; break; case 4: - boss->actionState = 4; + boss->state = 4; boss->timer_050 = (s32) (Rand_ZeroOne() * 70.0f) + 100; boss->fwork[14] = 0.1f; D_i1_8019B6D8[66] = (Rand_ZeroOne() - 0.5f) * 6000.0f; @@ -708,7 +708,7 @@ void func_i1_80189058(Boss* boss) { boss->fwork[14] = 0.07f; break; case 3: - boss->actionState = 3; + boss->state = 3; boss->timer_050 = (s32) (Rand_ZeroOne() * 100.0f) + 150; boss->fwork[14] = 0.07f; break; @@ -802,7 +802,7 @@ void func_i1_80189058(Boss* boss) { D_i1_8019B6D8[19] = gPlayer[0].unk_138 + ((Rand_ZeroOne() - 0.5f) * 2000.0f); } boss->fwork[12] += 0.05f; - if (boss->actionState == 6) { + if (boss->state == 6) { boss->obj.rot.z += boss->fwork[12]; if (boss->obj.rot.z > 60.0f) { boss->obj.rot.z = 60.0f; @@ -929,20 +929,19 @@ void func_i1_80189058(Boss* boss) { Math_SmoothStepToVec3fArray(sp84, boss->vwork, 1, 19, boss->fwork[14], 100.0f, 0.0f); Math_SmoothStepToF(&boss->fwork[14], 1.0f, 1.0f, 0.01f, 0.0f); - if (boss->actionState < 5) { - if (((fabsf(boss->obj.pos.x) > 4000.0f) || (fabsf(boss->obj.pos.z) > 4000.0f)) && - (boss->actionState != 4)) { - boss->actionState = 4; + if (boss->state < 5) { + if (((fabsf(boss->obj.pos.x) > 4000.0f) || (fabsf(boss->obj.pos.z) > 4000.0f)) && (boss->state != 4)) { + boss->state = 4; boss->timer_050 = 150; D_i1_8019B6D8[66] = 0.0f; D_i1_8019B6D8[67] = 0.0f; boss->swork[31] = 0; } - if ((boss->actionState != 0) && ((boss->unk_04C == 0) || (boss->unk_04C == 52))) { + if ((boss->state != 0) && ((boss->unk_04C == 0) || (boss->unk_04C == 52))) { Audio_PlaySfx(0x29022019U, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } - if ((gPlayer[0].unk_4DC != 0) && (boss->actionState != 0)) { - boss->actionState = 0; + if ((gPlayer[0].unk_4DC != 0) && (boss->state != 0)) { + boss->state = 0; boss->swork[31] = 1; boss->timer_050 = 100; boss->fwork[14] = 0.0f; @@ -951,108 +950,92 @@ void func_i1_80189058(Boss* boss) { } } -s32 func_i1_8018A434(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - Boss* boss = (Boss*) arg4; +s32 func_i1_8018A434(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + Boss* boss = (Boss*) data; - if (boss->swork[arg0] == 1000) { - *arg1 = 0; + if (boss->swork[limbIndex] == 1000) { + *dList = 0; } RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, 1001); - switch (arg0) { + switch (limbIndex) { case 6: - arg3->x += boss->fwork[1]; - arg3->y += boss->fwork[1]; - arg3->y -= boss->fwork[13] * 0.6f; + rot->x += boss->fwork[1]; + rot->y += boss->fwork[1]; + rot->y -= boss->fwork[13] * 0.6f; break; case 5: - arg3->x -= boss->fwork[1]; - arg3->y -= boss->fwork[1]; - arg3->z += boss->fwork[1]; + rot->x -= boss->fwork[1]; + rot->y -= boss->fwork[1]; + rot->z += boss->fwork[1]; break; case 4: - arg3->x += boss->fwork[1]; - arg3->y += boss->fwork[1]; - arg3->z -= boss->fwork[1]; + rot->x += boss->fwork[1]; + rot->y += boss->fwork[1]; + rot->z -= boss->fwork[1]; break; case 9: - arg3->x -= boss->fwork[0]; - arg3->y -= boss->fwork[0]; - arg3->y += boss->fwork[13]; + rot->x -= boss->fwork[0]; + rot->y -= boss->fwork[0]; + rot->y += boss->fwork[13]; break; case 8: - arg3->x += boss->fwork[0]; - arg3->y += boss->fwork[0]; - arg3->z -= boss->fwork[0]; + rot->x += boss->fwork[0]; + rot->y += boss->fwork[0]; + rot->z -= boss->fwork[0]; break; case 7: - arg3->x -= boss->fwork[0]; - arg3->y -= boss->fwork[0]; - arg3->z += boss->fwork[0]; + rot->x -= boss->fwork[0]; + rot->y -= boss->fwork[0]; + rot->z += boss->fwork[0]; break; case 3: - arg3->x += boss->fwork[2]; - arg3->y += boss->fwork[2]; - arg3->z += D_i1_8019B6D8[15]; + rot->x += boss->fwork[2]; + rot->y += boss->fwork[2]; + rot->z += D_i1_8019B6D8[15]; break; case 1: - arg3->x += boss->fwork[4] - D_i1_8019B6D8[15]; - arg3->y += boss->fwork[4]; + rot->x += boss->fwork[4] - D_i1_8019B6D8[15]; + rot->y += boss->fwork[4]; break; case 2: - arg3->x += boss->fwork[3] + D_i1_8019B6D8[15]; - arg3->y += boss->fwork[3]; + rot->x += boss->fwork[3] + D_i1_8019B6D8[15]; + rot->y += boss->fwork[3]; break; case 16: - arg3->x += D_i1_8019B6D8[16]; + rot->x += D_i1_8019B6D8[16]; break; } - if ((boss->swork[arg0] & 1) || (boss->timer_05C & 1)) { + if ((boss->swork[limbIndex] & 1) || (boss->timer_05C & 1)) { RCP_SetupDL_64(); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 64, 64, 255, 255); } return false; } -static Vec3f D_i1_80199814 = { 0.0f, 0.0f, 0.0f }; -static Vec3f D_i1_80199820 = { 75.0f, 0.0f, 0.0f }; -static Vec3f D_i1_8019982C = { 190.0f, 0.0f, 0.0f }; -static Vec3f D_i1_80199838 = { 96.0f, 34.0f, 0.0f }; -static Vec3f D_i1_80199844 = { 70.0f, 170.0f, 11.0f }; -static Vec3f D_i1_80199850 = { 70.0f, -170.0f, 11.0f }; -static Vec3f D_i1_8019985C = { 64.0f, 0.0f, -236.0f }; - -void func_i1_8018A730(s32 arg0, Vec3f* arg1, void* arg2) { +void func_i1_8018A730(s32 limbIndex, Vec3f* rot, void* data) { s32 pad; - Vec3f sp80; + Vec3f sp80 = { 0.0f, 0.0f, 0.0f }; Vec3f sp74; - Vec3f sp68; - Vec3f sp5C; - Vec3f sp50; - Vec3f sp44; - Vec3f sp38; - Vec3f sp2C; + Vec3f sp68 = { 75.0f, 0.0f, 0.0f }; + Vec3f sp5C = { 190.0f, 0.0f, 0.0f }; + Vec3f sp50 = { 96.0f, 34.0f, 0.0f }; + Vec3f sp44 = { 70.0f, 170.0f, 11.0f }; + Vec3f sp38 = { 70.0f, -170.0f, 11.0f }; + Vec3f sp2C = { 64.0f, 0.0f, -236.0f }; - sp80 = D_i1_80199814; - sp68 = D_i1_80199820; - sp5C = D_i1_8019982C; - sp50 = D_i1_80199838; - sp44 = D_i1_80199844; - sp38 = D_i1_80199850; - sp2C = D_i1_8019985C; - - if ((arg0 >= 4) && (arg0 < 10)) { + if ((limbIndex >= 4) && (limbIndex < 10)) { Matrix_MultVec3f(gCalcMatrix, &sp80, &sp74); - D_i1_8019B6D8[arg0 + 16] = sp74.x; - D_i1_8019B6D8[arg0 + 22] = sp74.y; - D_i1_8019B6D8[arg0 + 28] = sp74.z; + D_i1_8019B6D8[limbIndex + 16] = sp74.x; + D_i1_8019B6D8[limbIndex + 22] = sp74.y; + D_i1_8019B6D8[limbIndex + 28] = sp74.z; Matrix_GetYRPAngles(gCalcMatrix, &sp74); - D_i1_8019B6D8[arg0 + 34] = sp74.x; - D_i1_8019B6D8[arg0 + 40] = sp74.y; - D_i1_8019B6D8[arg0 + 46] = sp74.z; + D_i1_8019B6D8[limbIndex + 34] = sp74.x; + D_i1_8019B6D8[limbIndex + 40] = sp74.y; + D_i1_8019B6D8[limbIndex + 46] = sp74.z; } - switch (arg0) { + switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp68, &sp74); D_i1_8019B6D8[3] = sp74.x; @@ -1109,26 +1092,24 @@ void func_i1_8018AA74(Boss* boss) { Matrix_Push(&gGfxMatrix); } -s32 func_i1_8018AB08(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - Actor* actor = (Actor*) arg4; +s32 func_i1_8018AB08(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + Actor* actor = (Actor*) data; - if (arg0 == 1) { - arg3->x += actor->fwork[1]; + if (limbIndex == 1) { + rot->x += actor->fwork[1]; } - if ((arg0 == 3) && (actor->obj.id == OBJ_ACTOR_176)) { - arg3->x += actor->fwork[1]; + if ((limbIndex == 3) && (actor->obj.id == OBJ_ACTOR_176)) { + rot->x += actor->fwork[1]; } return false; } -static Vec3f D_i1_80199868 = { 0.0f, -10.0f, 0.0f }; - s32 func_i1_8018AB64(Actor* actor) { s32 pad[2]; s32 i; s32 temp_v0; Vec3f sp7C; - Vec3f sp70 = D_i1_80199868; + Vec3f sp70 = { 0.0f, -10.0f, 0.0f }; f32 sp60[4] = { 130.0f, -130.0f, 0.0f, 0.0f }; f32 sp50[4] = { 0.0f, 0.0f, 130.0f, -130.0f }; @@ -1159,7 +1140,7 @@ void func_i1_8018ACE0(Actor* actor) { if (actor->health <= 0) { actor->obj.id = OBJ_ACTOR_179; Object_SetInfo(&actor->info, actor->obj.id); - actor->unk_0B8 = 100; + actor->state = 100; actor->timer_0BC = 10; actor->timer_0CA[0] = 0; actor->vel.x = actor->vel.y = actor->vel.z = 0.0f; @@ -1190,7 +1171,7 @@ void func_i1_8018AED0(Actor* actor) { actor->vel.x = actor->fwork[0] * temp_sin; temp_cos = __cosf(actor->obj.rot.y * M_DTOR); actor->vel.z = actor->fwork[0] * temp_cos; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[1] += 20.0f; Texture_Scroll(&D_60329C0, 16, 16, 1); @@ -1202,7 +1183,7 @@ void func_i1_8018AED0(Actor* actor) { actor->iwork[0] = func_i1_8018AB64(actor); if (actor->iwork[0] != 0) { - actor->unk_0B8++; + actor->state++; return; } return; @@ -1211,10 +1192,10 @@ void func_i1_8018AED0(Actor* actor) { actor->fwork[1] += 20.0f; actor->fwork[0] = 0.0f; if (actor->unk_0B6 == 50) { - gObjects80[actor->iwork[0] - 1].unk_48 = 1; + gObjects80[actor->iwork[0] - 1].state = 1; } if (actor->unk_0B6 >= Animation_GetFrameCount(&D_602991C)) { - actor->unk_0B8++; + actor->state++; } break; case 2: @@ -1249,31 +1230,31 @@ void func_i1_8018B15C(Actor* actor) { Vec3f sp60[20]; Vec3f sp54; Vec3f sp48; - Object_80* temp_s1; + Object_80* obj80; f32 temp_sin; f32 temp_cos; func_i1_8018ACE0(actor); - temp_s1 = &gObjects80[actor->iwork[0]]; + obj80 = &gObjects80[actor->iwork[0]]; temp_sin = __sinf(actor->obj.rot.y * M_DTOR); actor->vel.x = actor->fwork[0] * temp_sin; temp_cos = __cosf(actor->obj.rot.y * M_DTOR); actor->vel.z = actor->fwork[0] * temp_cos; Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); - switch (actor->unk_0B8) { + switch (actor->state) { case 3: break; case 0: actor->timer_0BC = 40; - actor->unk_0B8 = 1; + actor->state = 1; actor->unk_0B6 = 0; break; case 1: actor->fwork[0] = -10.0f; Texture_Scroll(&D_60329C0, 16, 16, 1); if (actor->timer_0BC == 0) { - actor->unk_0B8 = 2; + actor->state = 2; actor->iwork[2] = (s32) (Rand_ZeroOne() * 10.0f) + 10; } break; @@ -1282,28 +1263,28 @@ void func_i1_8018B15C(Actor* actor) { Texture_Scroll(&D_60329C0, 16, 16, 1); actor->unk_0B6++; if (actor->unk_0B6 >= Animation_GetFrameCount(&D_602AA04)) { - actor->unk_0B8 = 3; + actor->state = 3; } if (actor->unk_0B6 == (Animation_GetFrameCount(&D_602AA04) - actor->iwork[2])) { actor->iwork[1] = 1; - temp_s1->unk_48 = 1; + obj80->state = 1; sp54.x = 0.0f; sp54.y = 0.0f; sp54.z = 30.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); - temp_s1->vel.x = sp48.x; - temp_s1->vel.y = sp48.y; - temp_s1->vel.z = sp48.z; + obj80->vel.x = sp48.x; + obj80->vel.y = sp48.y; + obj80->vel.z = sp48.z; Audio_PlaySfx(0x2902401C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } break; } if (actor->iwork[1] == 0) { - temp_s1->obj.pos.x = actor->fwork[2]; - temp_s1->obj.pos.y = actor->fwork[6]; - temp_s1->obj.pos.z = actor->fwork[10]; - temp_s1->obj.rot.y = actor->obj.rot.y; - temp_s1->vel.y = 0.0f; + obj80->obj.pos.x = actor->fwork[2]; + obj80->obj.pos.y = actor->fwork[6]; + obj80->obj.pos.z = actor->fwork[10]; + obj80->obj.rot.y = actor->obj.rot.y; + obj80->vel.y = 0.0f; } Math_SmoothStepToVec3fArray(sp60, actor->vwork, 0, Animation_GetFrameData(&D_602AA04, actor->unk_0B6, sp60), 1.0f, 1.0f, 1.0f); @@ -1324,9 +1305,9 @@ void func_i1_8018B418(Actor* actor) { actor->vel.x = actor->fwork[0] * temp_sin; temp_cos = __cosf(actor->obj.rot.y * M_DTOR); actor->vel.z = actor->fwork[0] * temp_cos; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: - actor->unk_0B8 = 1; + actor->state = 1; break; case 1: actor->fwork[0] = 5.0f; @@ -1359,7 +1340,7 @@ void func_i1_8018B58C(Actor* actor) { Math_SmoothStepToF(&actor->vel.y, 0.0f, 0.05f, 1.0f, 0.0001f); Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.05f, 1.0f, 0.0001f); - switch (actor->unk_0B8) { + switch (actor->state) { case 100: if (!(actor->timer_0BC & 3)) { @@ -1386,10 +1367,10 @@ void func_i1_8018B58C(Actor* actor) { (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) < 200.0f)) { *D_Timer_80177BD0 = 25; } - func_80077240(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 5); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 5); gHitCount += 6; D_80177850 = 15; - actor->unk_0B8 = 101; + actor->state = 101; actor->timer_0BE = 50; } if (actor->timer_0BC == 8) { @@ -1412,22 +1393,18 @@ void func_i1_8018BAAC(Actor* actor) { Animation_DrawSkeleton(3, D_6029A48, actor->vwork, func_i1_8018AB08, NULL, actor, gCalcMatrix); } -static Vec3f D_i1_801998B4 = { 120.0f, 0.0f, 0.0f }; - -void func_i1_8018BAFC(s32 arg0, Vec3f* arg1, void* arg2) { - Actor* actor = (Actor*) arg2; - Vec3f sp28; +void func_i1_8018BAFC(s32 limbIndex, Vec3f* rot, void* data) { + Actor* actor = (Actor*) data; + Vec3f sp28 = { 120.0f, 0.0f, 0.0f }; Vec3f sp1C; - sp28 = D_i1_801998B4; - - if (arg0 == 1) { + if (limbIndex == 1) { Matrix_MultVec3f(gCalcMatrix, &sp28, &sp1C); actor->fwork[2] = sp1C.x; actor->fwork[6] = sp1C.y; actor->fwork[10] = sp1C.z; if (actor->iwork[1] == 0) { - gObjects80[actor->iwork[0]].obj.rot.x = -arg1->y; + gObjects80[actor->iwork[0]].obj.rot.x = -rot->y; } } } @@ -1440,26 +1417,22 @@ void func_i1_8018BBF8(Actor* actor) { Animation_DrawSkeleton(3, D_6029A48, actor->vwork, func_i1_8018AB08, func_i1_8018BAFC, actor, gCalcMatrix); } -s32 func_i1_8018BC50(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - Actor* actor = (Actor*) arg4; +s32 func_i1_8018BC50(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + Actor* actor = (Actor*) data; - if ((actor->unk_0B8 == 101) && (arg0 != 8)) { - *arg1 = NULL; + if ((actor->state == 101) && (limbIndex != 8)) { + *dList = NULL; } return false; } -static Vec3f D_i1_801998C0 = { 0.0f, 0.0f, 0.0f }; - -void func_i1_8018BC84(s32 arg0, Vec3f* arg1, void* arg2) { - Actor* actor = (Actor*) arg2; - Vec3f sp28; +void func_i1_8018BC84(s32 limbIndex, Vec3f* rot, void* data) { + Actor* actor = (Actor*) data; + Vec3f sp28 = { 0.0f, 0.0f, 0.0f }; Vec3f sp1C; - sp28 = D_i1_801998C0; - Matrix_MultVec3f(gCalcMatrix, &sp28, &sp1C); - switch (arg0) { + switch (limbIndex) { case 1: actor->fwork[2] = sp1C.x; actor->fwork[6] = sp1C.y; @@ -1657,7 +1630,7 @@ void func_i1_8018C19C(Boss* boss) { } if (boss->dmgType != DMG_NONE) { boss->dmgType = DMG_NONE; - if ((gBosses[1].actionState != 0) && (gBosses[2].actionState != 0) && (gBosses[3].actionState != 0)) { + if ((gBosses[1].state != 0) && (gBosses[2].state != 0) && (gBosses[3].state != 0)) { if (boss->health >= 2) { boss->timer_05C = 15; boss->health -= boss->damage; @@ -1673,10 +1646,10 @@ void func_i1_8018C19C(Boss* boss) { } } boss->vel.z = boss->fwork[18]; - if (boss->actionState > 0) { + if (boss->state > 0) { boss->fwork[3] = (gPlayer[0].camEye.z - D_80177D20) - 2500.0f; } - if (boss->actionState != 7) { + if (boss->state != 7) { Math_SmoothStepToF(&boss->fwork[4], boss->fwork[5], 0.1f, 2.0f, 0.00001f); Math_SmoothStepToF(&boss->obj.pos.z, boss->fwork[3], 0.1f, boss->fwork[4], 0.00001f); } @@ -1684,7 +1657,7 @@ void func_i1_8018C19C(Boss* boss) { Math_SmoothStepToAngle(&boss->fwork[0], boss->fwork[9], 0.2f, 5.0f, 0.00001f); Math_SmoothStepToAngle(&boss->fwork[1], boss->fwork[10], 0.2f, 5.0f, 0.00001f); Math_SmoothStepToAngle(&boss->fwork[2], boss->fwork[11], 0.2f, 5.0f, 0.00001f); - if (boss->actionState < 6) { + if (boss->state < 6) { Math_SmoothStepToAngle(&boss->obj.rot.y, boss->fwork[13], 0.03f, boss->fwork[8], 0.00001f); Math_SmoothStepToF(&boss->fwork[8], boss->fwork[12], 0.1f, 0.02f, 0.001f); Math_SmoothStepToAngle(&boss->obj.rot.z, boss->fwork[14], 0.03f, boss->fwork[15], 0.00001f); @@ -1693,14 +1666,14 @@ void func_i1_8018C19C(Boss* boss) { boss->fwork[15] = 0.5f; } } - if ((gBosses[1].actionState != 0) && !(gGameFrameCount & 0xF)) { + if ((gBosses[1].state != 0) && !(gGameFrameCount & 0xF)) { Matrix_MultVec3f(gCalcMatrix, &D_i1_80199908, &sp84[5]); func_8007D0E0(gBosses[0].obj.pos.x + sp84[5].x, gBosses[0].obj.pos.y + sp84[5].y, gBosses[0].obj.pos.z + sp84[5].z, 5.0f); } - if (gBosses[2].actionState != 0) { + if (gBosses[2].state != 0) { gBosses[3].unk_05E = 1; - if (gBosses[3].actionState != 0) { + if (gBosses[3].state != 0) { if (!(gGameFrameCount & 7)) { Matrix_MultVec3f(gCalcMatrix, &D_i1_80199950, &sp84[11]); func_8007D0E0(gBosses[0].obj.pos.x + sp84[11].x, gBosses[0].obj.pos.y + sp84[11].y, @@ -1712,13 +1685,13 @@ void func_i1_8018C19C(Boss* boss) { gBosses[0].obj.pos.z + sp84[9].z, 5.0f); } } - if ((gBosses[3].actionState != 0) && (gBosses[2].actionState == 0) && !(gGameFrameCount & 0xF)) { + if ((gBosses[3].state != 0) && (gBosses[2].state == 0) && !(gGameFrameCount & 0xF)) { Matrix_MultVec3f(gCalcMatrix, &D_i1_80199944, &sp84[10]); func_8007D0E0(gBosses[0].obj.pos.x + sp84[10].x, gBosses[0].obj.pos.y + sp84[10].y, gBosses[0].obj.pos.z + sp84[10].z, 5.0f); } - if (((boss->actionState == 1) || (boss->actionState == 2)) && !(gGameFrameCount & 7)) { + if (((boss->state == 1) || (boss->state == 2)) && !(gGameFrameCount & 7)) { Matrix_MultVec3f(gCalcMatrix, &D_i1_80199914[0], &sp84[6]); Matrix_MultVec3f(gCalcMatrix, &D_i1_80199914[1], &sp84[7]); Matrix_MultVec3f(gCalcMatrix, &D_i1_8019992C, &sp84[8]); @@ -1730,7 +1703,7 @@ void func_i1_8018C19C(Boss* boss) { Math_SmoothStepToF(&D_801779A8[0], 50.0f, 1.0f, 1.6f, 0.0001f); } - switch (boss->actionState) { + switch (boss->state) { case 0: boss->fwork[3] = gPlayer[0].unk_138 + 1500.0f; if (boss->timer_050 == 350) { @@ -1744,7 +1717,7 @@ void func_i1_8018C19C(Boss* boss) { } if (boss->timer_050 == 0) { boss->obj.pos.y = 900.0f; - boss->actionState = 1; + boss->state = 1; boss->fwork[13] = 180.0f; boss->fwork[12] = 1.5f; boss->fwork[6] = 800.0f; @@ -1756,7 +1729,7 @@ void func_i1_8018C19C(Boss* boss) { break; case 1: if (boss->timer_050 == 0) { - boss->actionState = 2; + boss->state = 2; boss->fwork[8] = 0.0f; boss->fwork[13] = 359.9f; boss->timer_050 = 250; @@ -1764,7 +1737,7 @@ void func_i1_8018C19C(Boss* boss) { break; case 2: if (boss->timer_050 == 0) { - boss->actionState = 3; + boss->state = 3; boss->swork[0] = 4; boss->timer_050 = 75; boss->timer_054 = 0; @@ -1780,7 +1753,7 @@ void func_i1_8018C19C(Boss* boss) { boss->fwork[10] = 0.0f; boss->fwork[13] = 0.0f; if (boss->timer_050 == 0) { - boss->actionState = boss->swork[0]; + boss->state = boss->swork[0]; boss->timer_050 = 60; boss->fwork[8] = 0.0f; Audio_PlaySfx(0x2940201A, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1789,15 +1762,15 @@ void func_i1_8018C19C(Boss* boss) { case 4: boss->fwork[11] = 120.0f; boss->fwork[13] = 340.0f; - if ((boss->timer_050 == 0) || (gBosses[1].actionState != 0)) { - boss->actionState = 3; + if ((boss->timer_050 == 0) || (gBosses[1].state != 0)) { + boss->state = 3; boss->swork[0] = 5; boss->timer_050 = 20; boss->fwork[8] = 0.0f; - if (gBosses[1].actionState == 0) { + if (gBosses[1].state == 0) { Audio_PlaySfx(0x2940201A, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } - if ((boss->swork[5] == 0) && ((gBosses[2].actionState == 0) || (gBosses[3].actionState == 0))) { + if ((boss->swork[5] == 0) && ((gBosses[2].state == 0) || (gBosses[3].state == 0))) { func_800BA808(gMsg_ID_2292, RCID_BOSS_CORNERIA2); } boss->swork[5]++; @@ -1811,37 +1784,36 @@ void func_i1_8018C19C(Boss* boss) { boss->fwork[9] = 120.0f; boss->fwork[10] = 120.0f; boss->fwork[13] = 20.0f; - if ((boss->fwork[0] > 60.0f) && (gBosses[2].actionState == 0) && (boss->swork[1] == 0)) { + if ((boss->fwork[0] > 60.0f) && (gBosses[2].state == 0) && (boss->swork[1] == 0)) { func_i1_8018BDD4(boss, sp84[1].x, sp84[1].y + 50.0f, sp84[1].z, 45.0f, 0, 0); Audio_PlaySfx(0x2903201B, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); func_i1_8018BDD4(boss, sp84[1].x, sp84[1].y - 50.0f, sp84[1].z, 40.0f, 0, 0); boss->swork[1] = 1; } - if ((boss->fwork[1] > 60.0f) && (gBosses[3].actionState == 0) && (boss->swork[2] == 0)) { + if ((boss->fwork[1] > 60.0f) && (gBosses[3].state == 0) && (boss->swork[2] == 0)) { func_i1_8018BDD4(boss, sp84[2].x, sp84[2].y + 50.0f, sp84[2].z, 35.0f, 0, 0); Audio_PlaySfx(0x2903201B, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); func_i1_8018BDD4(boss, sp84[2].x, sp84[2].y - 50.0f, sp84[2].z, 30.0f, 0, 0); boss->swork[2] = 1; } - if ((boss->timer_050 == 0) || ((gBosses[3].actionState != 0) && (gBosses[2].actionState != 0))) { - boss->actionState = 3; + if ((boss->timer_050 == 0) || ((gBosses[3].state != 0) && (gBosses[2].state != 0))) { + boss->state = 3; boss->swork[0] = 4; boss->timer_050 = 70; boss->swork[1] = 0; boss->swork[2] = 0; boss->fwork[8] = 0.0f; - if ((boss->swork[4] == 0) && (gBosses[1].actionState == 0)) { + if ((boss->swork[4] == 0) && (gBosses[1].state == 0)) { func_800BA808(gMsg_ID_2291, RCID_BOSS_CORNERIA2); } if ((boss->swork[4] == 2) && (boss->swork[7] == 0) && - ((gBosses[3].actionState == 0) || (gBosses[2].actionState == 0) || - (gBosses[1].actionState == 0))) { + ((gBosses[3].state == 0) || (gBosses[2].state == 0) || (gBosses[1].state == 0))) { func_800BA808(gMsg_ID_2299, RCID_PEPPY); boss->swork[7]++; } boss->swork[4]++; boss->swork[4] &= 3; - if ((gBosses[3].actionState == 0) && (gBosses[2].actionState == 0)) { + if ((gBosses[3].state == 0) && (gBosses[2].state == 0)) { Audio_PlaySfx(0x2940201A, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } } @@ -1851,7 +1823,7 @@ void func_i1_8018C19C(Boss* boss) { Math_SmoothStepToAngle(&boss->obj.rot.z, boss->fwork[14], 0.1f, 5.0f, 0.01f); if ((boss->obj.rot.y == 0.0f) || (boss->timer_058 == 0)) { boss->timer_058 = 0; - boss->actionState = 7; + boss->state = 7; boss->obj.rot.z = 0.0f; boss->obj.rot.y = 0.0f; } @@ -1925,7 +1897,7 @@ void func_i1_8018C19C(Boss* boss) { func_800BA808(gMsg_ID_2294, RCID_BOSS_CORNERIA2); boss->health = 1; boss->timer_056 = 150; - boss->actionState = 8; + boss->state = 8; boss->fwork[19] = 15.0f; } else { Math_SmoothStepToF(&boss->fwork[8], 3.0f, 0.1f, 0.5f, 0.001f); @@ -1993,7 +1965,7 @@ void func_i1_8018C19C(Boss* boss) { } } } else { - boss->actionState = 9; + boss->state = 9; } break; case 9: @@ -2016,7 +1988,7 @@ void func_i1_8018C19C(Boss* boss) { boss->gravity = 0.0f; boss->fwork[17] = 20.0f; func_i1_8018C0B0(boss); - boss->actionState = 10; + boss->state = 10; } break; case 10: @@ -2047,11 +2019,11 @@ void func_i1_8018C19C(Boss* boss) { temp_a1[9] = -557.0f; } boss->fwork[16] = 4.0f; - if ((boss->swork[10] == 0) && (boss->actionState < 6)) { + if ((boss->swork[10] == 0) && (boss->state < 6)) { boss->fwork[17] = 1.8f; Audio_PlaySfx(0x11020084, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); boss->timer_058 = 71; - boss->actionState = 6; + boss->state = 6; boss->fwork[12] = 0.0f; boss->fwork[8] = 0.0f; boss->fwork[14] = 0.0f; @@ -2078,7 +2050,7 @@ void func_i1_8018DDAC(Boss* boss) { Vec3f sp40; s32 i; - switch (boss->actionState) { + switch (boss->state) { case 0: if (boss->dmgType != DMG_NONE) { boss->dmgType = DMG_NONE; @@ -2103,7 +2075,7 @@ void func_i1_8018DDAC(Boss* boss) { gBosses[0].swork[10]--; } gBosses[0].timer_056 = 30; - boss->actionState = 1; + boss->state = 1; Matrix_MultVec3f(gCalcMatrix, &D_i1_80199A6C, &sp4C); for (i = 0; i < 10; i++) { @@ -2111,7 +2083,7 @@ void func_i1_8018DDAC(Boss* boss) { boss->obj.pos.z + sp4C.z, 1.0f); } - if ((gBosses[2].actionState == 1) && (gBosses[3].actionState == 1)) { + if ((gBosses[2].state == 1) && (gBosses[3].state == 1)) { gBosses[0].fwork[14] = 335.0f; } } @@ -2172,7 +2144,7 @@ void func_i1_8018E290(Boss* boss) { Vec3f sp40; s32 i; - switch (boss->actionState) { + switch (boss->state) { case 0: if (boss->dmgType != DMG_NONE) { boss->dmgType = DMG_NONE; @@ -2198,13 +2170,13 @@ void func_i1_8018E290(Boss* boss) { gBosses[0].swork[10]--; } gBosses[0].timer_056 = 30; - boss->actionState = 1; + boss->state = 1; Matrix_MultVec3f(gCalcMatrix, &D_i1_80199A84, &sp4C); for (i = 0; i < 10; i++) { func_80079618(boss->obj.pos.x + sp4C.x, boss->obj.pos.y + sp4C.y, boss->obj.pos.z + sp4C.z, 1.0f); } - if (gBosses[1].actionState == 1) { + if (gBosses[1].state == 1) { gBosses[0].fwork[14] = 25.0f; } } @@ -2265,7 +2237,7 @@ void func_i1_8018E76C(Boss* boss) { Vec3f sp40; s32 i; - switch (boss->actionState) { + switch (boss->state) { case 0: if (boss->dmgType != DMG_NONE) { boss->dmgType = DMG_NONE; @@ -2291,7 +2263,7 @@ void func_i1_8018E76C(Boss* boss) { gBosses[0].swork[10]--; } gBosses[0].timer_056 = 30; - boss->actionState = 1; + boss->state = 1; gBosses[0].fwork[6] = 500.0f; Matrix_MultVec3f(gCalcMatrix, &D_i1_80199A9C, &sp4C); @@ -2300,7 +2272,7 @@ void func_i1_8018E76C(Boss* boss) { boss->obj.pos.z + sp4C.z, 1.0f); } - if (gBosses[1].actionState == 1) { + if (gBosses[1].state == 1) { gBosses[0].fwork[14] = 25.0f; } } @@ -2349,12 +2321,12 @@ void func_i1_8018E76C(Boss* boss) { } } -s32 func_i1_8018EC54(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - if ((arg0 == 10) && (gBosses[2].actionState != 0) && (gBosses[3].actionState != 0)) { - *arg1 = NULL; +s32 func_i1_8018EC54(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + if ((limbIndex == 10) && (gBosses[2].state != 0) && (gBosses[3].state != 0)) { + *dList = NULL; } - if ((arg0 != 12) && (arg0 != 10)) { - *arg1 = NULL; + if ((limbIndex != 12) && (limbIndex != 10)) { + *dList = NULL; } return false; } @@ -2368,14 +2340,14 @@ void func_i1_8018ECAC(Boss* boss) { Animation_DrawSkeleton(1, D_602D5AC, boss->vwork, func_i1_8018EC54, NULL, &boss->index, &gIdentityMatrix); } -s32 func_i1_8018ED1C(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - if (arg0 == 5) { - arg3->y -= gBosses[*(s32*) arg4].fwork[2]; +s32 func_i1_8018ED1C(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + if (limbIndex == 5) { + rot->y -= gBosses[*(s32*) data].fwork[2]; } - if ((arg0 != 6) && (arg0 != 5)) { - *arg1 = NULL; + if ((limbIndex != 6) && (limbIndex != 5)) { + *dList = NULL; } - return 0; + return false; } void func_i1_8018ED78(Boss* boss) { @@ -2386,14 +2358,14 @@ void func_i1_8018ED78(Boss* boss) { Animation_DrawSkeleton(1, D_602D5AC, boss->vwork, func_i1_8018ED1C, NULL, &boss->index, &gIdentityMatrix); } -s32 func_i1_8018EE2C(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - if (arg0 == 1) { - arg3->z -= gBosses[*(s32*) arg4].fwork[0]; +s32 func_i1_8018EE2C(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + if (limbIndex == 1) { + rot->z -= gBosses[*(s32*) data].fwork[0]; } - if ((arg0 != 1) && (arg0 != 2)) { - *arg1 = NULL; + if ((limbIndex != 1) && (limbIndex != 2)) { + *dList = NULL; } - return 0; + return false; } void func_i1_8018EE84(Boss* boss) { @@ -2404,14 +2376,14 @@ void func_i1_8018EE84(Boss* boss) { Animation_DrawSkeleton(1, D_602D5AC, boss->vwork, func_i1_8018EE2C, NULL, &boss->index, &gIdentityMatrix); } -s32 func_i1_8018EF38(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - if (arg0 == 3) { - arg3->z -= gBosses[*(s32*) arg4].fwork[1]; +s32 func_i1_8018EF38(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + if (limbIndex == 3) { + rot->z -= gBosses[*(s32*) data].fwork[1]; } - if ((arg0 != 3) && (arg0 != 4)) { - *arg1 = NULL; + if ((limbIndex != 3) && (limbIndex != 4)) { + *dList = NULL; } - return 0; + return false; } void func_i1_8018EF90(Boss* boss) { @@ -2426,17 +2398,17 @@ extern f32 D_603E924[]; void func_i1_8018F044(Object_80* obj80) { - switch (obj80->unk_48) { + switch (obj80->state) { case 0: - if (obj80->unk_50 != 0) { - obj80->unk_50 = 0; - if (obj80->unk_54 < 2) { + if (obj80->dmgType != 0) { + obj80->dmgType = 0; + if (obj80->dmgPart < 2) { obj80->unk_44++; obj80->timer_4C = 5; obj80->vel.x += 2.0f; obj80->vel.y += 2.0f; if (obj80->unk_44 >= 3) { - obj80->unk_48 = 1; + obj80->state = 1; obj80->info.hitbox = SEGMENTED_TO_VIRTUAL(&D_603E924); Audio_PlaySfx(0x1900000D, obj80->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); return; @@ -2452,19 +2424,19 @@ void func_i1_8018F044(Object_80* obj80) { } } -s32 func_i1_8018F1C8(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { - Object_80* obj80 = (Object_80*) arg4; +s32 func_i1_8018F1C8(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { + Object_80* obj80 = (Object_80*) data; RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); - switch (arg0) { + switch (limbIndex) { case 1: - arg3->y -= obj80->vel.x; + rot->y -= obj80->vel.x; if (obj80->timer_4C & 1) { RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } break; case 2: - arg3->y += obj80->vel.y; + rot->y += obj80->vel.y; if (obj80->timer_4C & 1) { RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } @@ -2561,7 +2533,6 @@ static f32 D_i1_80199ACC[3] = { 160.0f, 160.0f, 320.0f }; static f32 D_i1_80199AD8[3] = { -60.0f, 60.0f, -45.0f }; void func_i1_8018F6F8(Actor* actor, s32 arg1) { - Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_195; @@ -2572,7 +2543,7 @@ void func_i1_8018F6F8(Actor* actor, s32 arg1) { actor->vwork[20].y = gPlayer[0].pos.y; actor->vwork[20].z = D_i1_80199ACC[arg1] + gPlayer[0].unk_138; actor->obj.rot.z = D_i1_80199AD8[arg1]; - actor->unk_0B8 = 100; + actor->state = 100; actor->obj.rot.y = 180.0f; actor->fwork[0] = Rand_ZeroOne() * 360.0f; Object_SetInfo(&actor->info, actor->obj.id); @@ -2763,9 +2734,9 @@ void func_i1_8018F880(Player* player) { player->unk_1D0 = 3; player->timer_1F8 = 180; player->unk_004 = 0.0f; - actor0->unk_0B8 = 0; - actor2->unk_0B8 = 0; - actor1->unk_0B8 = 0; + actor0->state = 0; + actor2->state = 0; + actor1->state = 0; actor0->obj.pos.y = player->pos.y + 80.0f; actor0->obj.pos.z += 100.0f; } @@ -2919,15 +2890,15 @@ void func_i1_8018F880(Player* player) { actor2->iwork[11] = 2; } if (player->timer_1F8 == 70) { - actor0->unk_0B8 = 1; + actor0->state = 1; func_800A6028(player->sfxPos, 0x09000002); } if (player->timer_1F8 == 50) { - actor1->unk_0B8 = 2; + actor1->state = 2; func_800A6028(player->sfxPos, 0x09000002); } if (player->timer_1F8 == 30) { - actor2->unk_0B8 = 3; + actor2->state = 3; func_800A6028(player->sfxPos, 0x09000002); } if (player->timer_1F8 == 0) { @@ -3258,7 +3229,7 @@ void func_i1_80191160(Player* player) { break; case 1150: if (gTeamShields[1] > 0) { - gActors[0].unk_0B8 = 1; + gActors[0].state = 1; gActors[0].fwork[9] = 2.0f; gActors[0].timer_0BC = 50; Audio_PlaySfx(0x09000002, gActors[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -3267,7 +3238,7 @@ void func_i1_80191160(Player* player) { break; case 1190: if (gTeamShields[2] > 0) { - gActors[1].unk_0B8 = 1; + gActors[1].state = 1; gActors[1].fwork[9] = 2.0f; gActors[1].timer_0BC = 50; Audio_PlaySfx(0x09000002, gActors[1].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -3276,7 +3247,7 @@ void func_i1_80191160(Player* player) { break; case 1230: if (gTeamShields[3] > 0) { - gActors[2].unk_0B8 = 1; + gActors[2].state = 1; gActors[2].fwork[9] = 2.0f; gActors[2].timer_0BC = 50; Audio_PlaySfx(0x09000002, gActors[2].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); diff --git a/src/overlays/ovl_i1/fox_tr.c b/src/overlays/ovl_i1/fox_tr.c index 8595be29..f62c7234 100644 --- a/src/overlays/ovl_i1/fox_tr.c +++ b/src/overlays/ovl_i1/fox_tr.c @@ -11,7 +11,7 @@ void func_i1_801988E0(void) { void func_i1_80198968(Item* item) { f32 var_fv0; - switch (item->unk_46) { + switch (item->state) { case 0: item->obj.rot.z += 1.0f; Math_SmoothStepToF(&item->scale, 1.0f, 1.0f, 0.05f, 0.0f); @@ -28,8 +28,8 @@ void func_i1_80198968(Item* item) { D_80177E80 = 0; } } - if (item->unk_4C != 0) { - item->unk_46 = 1; + if (item->collected) { + item->state = 1; item->timer_48 = 50; item->info.unk_10 = 10000.0f; PRINTF("♪:リング通過音\n"); // Ring passing sound @@ -41,15 +41,16 @@ void func_i1_80198968(Item* item) { } break; case 1: - item->obj.pos.x += ((gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.05f); - item->obj.pos.y += ((gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.05f); + item->obj.pos.x += ((gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.05f); + item->obj.pos.y += ((gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.05f); if (gPlayer->unk_238 != 0) { - item->obj.pos.z += ((gPlayer[item->unk_4E].unk_138 - 300.0f) - item->obj.pos.z) * 0.05f; + item->obj.pos.z += ((gPlayer[item->playerNum].unk_138 - 300.0f) - item->obj.pos.z) * 0.05f; } else { - item->obj.pos.z += ((gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.05f); + item->obj.pos.z += ((gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.05f); } item->obj.rot.z += 22.0f; - Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->unk_4E].unk_058), 0.2f, 10.0f, 0.0f); + Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->playerNum].unk_058), 0.2f, 10.0f, + 0.0f); if (item->timer_48 == 0) { Object_Kill(&item->obj, item->sfxPos); } diff --git a/src/overlays/ovl_i1/fox_tr360.c b/src/overlays/ovl_i1/fox_tr360.c index ad5a2d46..7e09f6ec 100644 --- a/src/overlays/ovl_i1/fox_tr360.c +++ b/src/overlays/ovl_i1/fox_tr360.c @@ -13,7 +13,7 @@ void func_i1_80198C50(void) { for (i = 0; i < 1000; i++) { if (D_80178310[i].id >= 0) { if (D_80178310[i].id <= 160) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[i].id; obj58->obj.pos.x = D_80178310[i].xPos; @@ -72,7 +72,7 @@ void func_i1_80199024(Actor* actor) { s32 pad[8]; Vec3f sp54; f32 var_fv0; - UnkEntity28* unkEntity28; + UnkEntity28* ent28; f32 temp_fv0; f32 temp_fv1; f32 var_fv0_2; @@ -143,13 +143,13 @@ void func_i1_80199024(Actor* actor) { actor->vel.y = 0.0f; } func_8003088C(actor); - unkEntity28 = &gUnkEntities28[actor->index]; - unkEntity28->unk_00 = 1; - unkEntity28->unk_02 = actor->unk_0E4; - unkEntity28->pos.x = actor->obj.pos.x; - unkEntity28->pos.y = actor->obj.pos.y; - unkEntity28->pos.z = actor->obj.pos.z; - unkEntity28->unk_10 = actor->unk_0F4.y + 180.0f; + ent28 = &gUnkEntities28[actor->index]; + ent28->unk_00 = 1; + ent28->unk_02 = actor->unk_0E4; + ent28->pos.x = actor->obj.pos.x; + ent28->pos.y = actor->obj.pos.y; + ent28->pos.z = actor->obj.pos.z; + ent28->unk_10 = actor->unk_0F4.y + 180.0f; if (actor->iwork[8] != 0) { actor->iwork[8]--; } diff --git a/src/overlays/ovl_i1/sf_ve1.c b/src/overlays/ovl_i1/sf_ve1.c index 3ce24b8f..315ff00f 100644 --- a/src/overlays/ovl_i1/sf_ve1.c +++ b/src/overlays/ovl_i1/sf_ve1.c @@ -124,13 +124,13 @@ void func_i1_8019243C(Object_4C* obj4C) { } void func_i1_801924A8(Object_80* obj80) { - switch (obj80->unk_48) { + switch (obj80->state) { case 0: if (gPlayer[0].pos.z < obj80->obj.pos.z) { D_80177AB0 = 0; D_80177A98 = 0; - obj80->unk_48++; + obj80->state++; } case 1: diff --git a/src/overlays/ovl_i2/fox_me.c b/src/overlays/ovl_i2/fox_me.c index b684df50..b2e29218 100644 --- a/src/overlays/ovl_i2/fox_me.c +++ b/src/overlays/ovl_i2/fox_me.c @@ -332,7 +332,7 @@ void func_i2_801881A8(Effect* effect, f32 x, f32 y, f32 z, f32 zRot, s32 arg5) { effect->obj.rot.z = zRot; - effect->unk_4E = arg5; + effect->state = arg5; Object_SetInfo(&effect->info, effect->obj.id); } @@ -364,7 +364,7 @@ void func_i2_80188344(Boss* boss) { Vec3f dest; f32 temp; - if (boss->actionState < 5) { + if (boss->state < 5) { boss->obj.pos.x = gBosses[0].obj.pos.x; boss->obj.pos.y = gBosses[0].obj.pos.y; boss->obj.pos.z = gBosses[0].obj.pos.z; @@ -373,7 +373,7 @@ void func_i2_80188344(Boss* boss) { boss->obj.rot.z = (gBosses[0].obj.rot.z + boss->unk_078.z) + 45.0f + 180.0f; } - switch (boss->actionState) { + switch (boss->state) { case 0: boss->timer_050 = 150; boss->unk_078.z += 2.5f; @@ -388,7 +388,7 @@ void func_i2_80188344(Boss* boss) { boss->unk_078.z += temp; if (boss->timer_050 == 0) { - boss->actionState = 2; + boss->state = 2; boss->dmgType = 0; } break; @@ -436,7 +436,7 @@ void func_i2_80188344(Boss* boss) { case 3: boss->timer_050 = 30; - boss->actionState = 4; + boss->state = 4; boss->timer_05C = 15; boss->swork[0] = 0; break; @@ -445,7 +445,7 @@ void func_i2_80188344(Boss* boss) { if (boss->timer_050 == 0) { func_8007D2C8(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z + 500.0f, 30.0f); func_8007BFFC(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z + 500.0f, 0.0f, 0.0f, 0.0f, 20.0f, 30); - boss->actionState = 5; + boss->state = 5; boss->info.unk_10 = 1000.0f; @@ -552,7 +552,7 @@ void func_i2_80188B84(Effect* effect, f32 x, f32 y, f32 z, f32 xRot, f32 yRot, f effect->timer_50 = 20; effect->scale2 = arg7; - effect->unk_4E = 1; + effect->state = 1; effect->unk_44 = 128; Object_SetInfo(&effect->info, effect->obj.id); } @@ -572,7 +572,7 @@ void func_i2_80188CAC(Effect* effect) { Vec3f src; Vec3f dest; - if (effect->unk_4E == 0) { + if (effect->state == 0) { switch (effect->unk_48) { case 0: effect->obj.rot.x -= 15.0f; @@ -629,7 +629,7 @@ void func_i2_80188E8C(Effect* effect, f32 x, f32 y, f32 z, f32 xRot, f32 yRot, f effect->obj.rot.z = zRot; effect->scale2 = scale; - effect->unk_4E = 1; + effect->state = 1; effect->unk_44 = 128; Object_SetInfo(&effect->info, effect->obj.id); } @@ -649,7 +649,7 @@ void func_i2_80188FAC(Effect* effect) { Vec3f src; Vec3f dest; - if (effect->unk_4E != 1) { + if (effect->state != 1) { effect->obj.rot.x = 10.0f; effect->obj.rot.z += 20.0f; @@ -865,7 +865,7 @@ void func_i2_8018978C(Boss* boss) { Audio_PlaySfx(0x29121007U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } - if ((boss->actionState >= 2) && (boss->actionState < 20)) { + if ((boss->state >= 2) && (boss->state < 20)) { if ((boss->dmgPart < 5) && (boss[0].fwork[17 + boss->dmgPart] > 0.5f)) { if (boss[0].swork[boss->dmgPart + 2] != 0) { Audio_PlaySfx(0x29034003U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -892,7 +892,7 @@ void func_i2_8018978C(Boss* boss) { } } - if (boss->actionState >= 9) { + if (boss->state >= 9) { if (boss->dmgPart == 5) { if ((boss->swork[7] != 0) && (boss->fwork[22] > 0.8f)) { Audio_PlaySfx(0x2943500FU, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -925,7 +925,7 @@ void func_i2_8018978C(Boss* boss) { if (boss->swork[8] <= 0) { func_80042EC0(boss); - boss->actionState = 20; + boss->state = 20; boss->timer_050 = 300; boss->timer_052 = 260; boss->vel.x = 0.0f; @@ -950,8 +950,8 @@ void func_i2_8018978C(Boss* boss) { sp7C = boss->obj.pos.z + D_80177D20; - if (boss->actionState >= 3) { - if (boss->actionState < 20) { + if (boss->state >= 3) { + if (boss->state < 20) { Math_SmoothStepToF(&boss->vel.z, -D_80161A54, 0.1f, 2.0f, 0.0f); if ((boss->fwork[9] + 200.0f) < sp7C) { Math_SmoothStepToF(&boss->vel.z, -60.0f, 0.1f, 4.0f, 0.0f); @@ -962,7 +962,7 @@ void func_i2_8018978C(Boss* boss) { } } - if ((boss->actionState >= 3) && (boss->actionState < 20)) { + if ((boss->state >= 3) && (boss->state < 20)) { switch (boss->swork[16]) { case 0: if (boss->vel.y > 0.0f) { @@ -1080,7 +1080,7 @@ void func_i2_8018978C(Boss* boss) { D_80178500 = 0.0f; } - switch (boss->actionState) { + switch (boss->state) { case 0: boss->swork[0] = 10; boss->swork[1] = 10; @@ -1089,7 +1089,7 @@ void func_i2_8018978C(Boss* boss) { boss->vel.z = boss->fwork[0] - D_80177D08; if (sp7C < boss->fwork[9]) { - boss->actionState = 1; + boss->state = 1; boss->fwork[1] = 0.0f; } @@ -1107,9 +1107,9 @@ void func_i2_8018978C(Boss* boss) { if (boss->fwork[0] < 0.0f) { boss->fwork[0] += 0.5f; if (boss->fwork[0] >= 0.0f) { - boss->actionState = 2; + boss->state = 2; boss->timer_050 = 50; - gBosses[boss->unk_044].actionState = 1; + gBosses[boss->unk_044].state = 1; } } @@ -1127,7 +1127,7 @@ void func_i2_8018978C(Boss* boss) { } if (boss->timer_050 == 0) { - boss->actionState = 3; + boss->state = 3; boss->timer_050 = 50; boss->timer_058 = 100; func_800BA808(gMsg_ID_3310, RCID_BOSS_METEO); @@ -1165,7 +1165,7 @@ void func_i2_8018978C(Boss* boss) { } } - if (gBosses[boss->unk_044].actionState < 3) { + if (gBosses[boss->unk_044].state < 3) { var_v0 = 0; if (boss->swork[2] == 0) { var_v0 = 1; @@ -1184,14 +1184,14 @@ void func_i2_8018978C(Boss* boss) { boss->obj.rot.z += 0.1f; } if (var_v0 == 4) { - gBosses[boss->unk_044].actionState = 3; - boss->actionState = 4; + gBosses[boss->unk_044].state = 3; + boss->state = 4; boss->timer_050 = 250; boss->timer_05A = 30; boss->fwork[10] = 0; } - if ((boss->timer_050 == 0) && (gBosses[boss->unk_044].actionState == 2)) { + if ((boss->timer_050 == 0) && (gBosses[boss->unk_044].state == 2)) { boss->fwork[2] = 90.0f; boss->timer_050 = D_i2_80195520[var_v0] + 45; Audio_PlaySfx(0x19030036U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1219,7 +1219,7 @@ void func_i2_8018978C(Boss* boss) { func_800BA808(gMsg_ID_3321, RCID_BOSS_METEO); } if (boss->timer_050 == 0) { - boss->actionState = 5; + boss->state = 5; boss->timer_050 = 70; } break; @@ -1247,7 +1247,7 @@ void func_i2_8018978C(Boss* boss) { boss->fwork[11] += 1.0f; } } else { - boss->actionState = 6; + boss->state = 6; boss->timer_050 = 75; } @@ -1278,7 +1278,7 @@ void func_i2_8018978C(Boss* boss) { D_80178348 = D_80178350 = D_80178354 = 255; } if (boss->timer_050 == 0) { - boss->actionState = 7; + boss->state = 7; Audio_PlaySfx(0x29038058U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } func_i2_80189624(); @@ -1296,7 +1296,7 @@ void func_i2_8018978C(Boss* boss) { boss->fwork[11] = 0.0f; Audio_KillSfx(boss->sfxPos); if (boss->swork[6] == 0) { - boss->actionState = 8; + boss->state = 8; boss->timer_050 = 190; boss->timer_052 = 230; @@ -1309,7 +1309,7 @@ void func_i2_8018978C(Boss* boss) { func_800182F4(0x100100FF); func_800182F4(0x110100FF); } else { - boss->actionState = 5; + boss->state = 5; boss->timer_050 = 70; } } @@ -1355,7 +1355,7 @@ void func_i2_8018978C(Boss* boss) { } if (boss->obj.rot.x < -178.0f) { - boss->actionState = 9; + boss->state = 9; boss->timer_050 = 0; boss->fwork[15] = 8.0f; Audio_PlaySfx(0x11015034U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1395,14 +1395,14 @@ void func_i2_8018978C(Boss* boss) { boss->fwork[15] -= 0.1f; if (boss->fwork[15] < -1.0f) { boss->timer_050 = 40; - boss->actionState = 10; + boss->state = 10; } } break; case 10: if (boss->timer_050 == 0) { - boss->actionState = 9; + boss->state = 9; boss->timer_050 = 70; boss->fwork[15] = 8.0f; Audio_PlaySfx(0x11015034U, boss->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1714,7 +1714,7 @@ void func_i2_8018BACC(Boss* boss) { Matrix_Pop(&gGfxMatrix); } - if ((boss->actionState == 9) || (boss->actionState == 0xA)) { + if ((boss->state == 9) || (boss->state == 0xA)) { var_fs1 = boss->fwork[15]; for (i = 0; i < 10; i++) { var_fs1 += 0.3f; @@ -1950,16 +1950,16 @@ void func_i2_8018CD8C(Player* player) { D_80177A48[0] = 0.1f; if (gCsFrameCount == 680) { - actor3->unk_0B8 = 10; + actor3->state = 10; } if (gCsFrameCount == 720) { - actor0->unk_0B8 = 11; + actor0->state = 11; } if (gCsFrameCount == 750) { - actor2->unk_0B8 = 12; + actor2->state = 12; } if (gCsFrameCount == 780) { - actor1->unk_0B8 = 13; + actor1->state = 13; } if (gCsFrameCount > 810) { player->unk_1D0 = 2; @@ -2114,10 +2114,10 @@ void func_i2_8018CD8C(Player* player) { } void func_i2_8018D9EC(Actor* actor) { - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[0] = (Rand_ZeroOne() - 0.5f) * 10.0f; - actor->unk_0B8 = 1; + actor->state = 1; case 1: actor->obj.rot.z += actor->fwork[0]; @@ -2142,7 +2142,7 @@ void func_i2_8018DB6C(Actor* actor) { } void func_i2_8018DBEC(Effect* effect) { - if (effect->unk_4E == 1) { + if (effect->state == 1) { Matrix_RotateX(gGfxMatrix, effect->obj.rot.x * M_DTOR, 1); Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1); Matrix_RotateZ(gGfxMatrix, (M_PI / 2), 1); @@ -2153,7 +2153,7 @@ void func_i2_8018DBEC(Effect* effect) { } void func_i2_8018DCE4(Effect* effect) { - if (effect->unk_4E != 0) { + if (effect->state != 0) { Matrix_RotateX(gGfxMatrix, effect->obj.rot.x * M_DTOR, 1); Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2 * 3.0f, 1); @@ -2419,15 +2419,15 @@ void func_i2_8018E084(Player* player) { break; case 1300: - gActors->unk_0B8 = 1; + gActors[0].state = 1; break; case 1330: - gActors[1].unk_0B8 = 1; + gActors[1].state = 1; break; case 1360: - gActors[2].unk_0B8 = 1; + gActors[2].state = 1; break; case 1390: @@ -2437,7 +2437,7 @@ void func_i2_8018E084(Player* player) { break; case 1400: - gActors[3].unk_0B8 = 1; + gActors[3].state = 1; gActors[3].obj.pos.x = player->camEye.x - 700.0f; gActors[3].obj.pos.y = player->camEye.y; gActors[3].obj.pos.z = player->camEye.z - D_80177D20 + 1000.0f; @@ -2480,7 +2480,7 @@ void func_i2_8018ED9C(Actor* actor) { Vec3f sp3C; Vec3f sp30; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->vwork[0].x = D_i2_80195610[actor->index].x + gPlayer->pos.x; actor->vwork[0].y = D_i2_80195610[actor->index].y + gPlayer->pos.y; @@ -2493,7 +2493,7 @@ void func_i2_8018ED9C(Actor* actor) { break; case 1: - actor->unk_0B8 = 2; + actor->state = 2; Audio_PlaySfx(0x09000002U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->timer_0BC = 0x96; actor->fwork[29] = 5.0f; diff --git a/src/overlays/ovl_i2/fox_sx.c b/src/overlays/ovl_i2/fox_sx.c index 980ec7ba..bfbc3cc7 100644 --- a/src/overlays/ovl_i2/fox_sx.c +++ b/src/overlays/ovl_i2/fox_sx.c @@ -105,7 +105,7 @@ void func_i2_8018F330(Actor* actor) { 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].actionState == 20) { + if (gBosses[0].state == 20) { actor->unk_0B6 = 10; break; } @@ -114,7 +114,7 @@ void func_i2_8018F330(Actor* actor) { func_i2_8018F1DC(actor); } - if ((gBosses[0].unk_04C == 75) && (gBosses[0].actionState == 85)) { + if ((gBosses[0].unk_04C == 75) && (gBosses[0].state == 85)) { actor->unk_0B6 = 2; actor->vel.x = 10.0f; actor->vel.y = -10.0f; @@ -245,12 +245,12 @@ void func_i2_8018FBBC(Vec3f* pos) { for (i = 0; i < ARRAY_COUNT(gActors); i++) { actor = &gActors[i]; if ((actor->obj.status >= OBJ_ACTIVE) && (fabsf(pos->x - actor->obj.pos.x) < 2500.0f) && - (fabsf(pos->z - actor->obj.pos.z) < 2500.0f) && (actor->unk_0B8 != 1000) && (actor->timer_0C2 == 0) && + (fabsf(pos->z - actor->obj.pos.z) < 2500.0f) && (actor->state != 1000) && (actor->timer_0C2 == 0) && (actor->scale < 0.0f) && func_80062DBC(pos, actor->info.hitbox, &actor->obj, actor->vwork[29].x, actor->vwork[29].y, actor->vwork[29].z + actor->unk_0F4.z)) { func_800A6028(actor->sfxPos, 0x09000004); - actor->unk_0B8 = 1000; + actor->state = 1000; xPos = Math_Atan2F(actor->obj.pos.x - pos->x, actor->obj.pos.z - pos->z); yPos = -Math_Atan2F(actor->obj.pos.y - pos->y, sqrtf(SQ(actor->obj.pos.x - pos->x) + SQ(actor->obj.pos.z - pos->z))); @@ -274,13 +274,13 @@ void func_i2_8018FE38(Boss* boss) { Vec3f sp2C; Vec3f sp20; - if (boss->actionState == 0) { + if (boss->state == 0) { Animation_GetFrameData(&D_60206DC, boss->unk_04C, boss->vwork); Math_Vec3fFromAngles(&sp20, boss->obj.rot.x, boss->obj.rot.y, 20.0f); boss->vel.x = sp20.x; boss->vel.y = sp20.y; boss->vel.z = sp20.z; - boss->actionState++; + boss->state++; } else { if (boss->obj.id == OBJ_BOSS_304) { sp2C.x = boss->fwork[11]; @@ -400,14 +400,14 @@ void func_i2_80190078(Boss* boss) { Math_SmoothStepToF(&boss->obj.pos.x, boss->fwork[3], 0.05f, boss->fwork[44], 0); Math_SmoothStepToAngle(&boss->obj.rot.z, boss->fwork[41], 0.05f, 2.0f, 0); - if (boss->actionState != 5) { + if (boss->state != 5) { Math_SmoothStepToF(&boss->fwork[29], 0.f, 0.1f, 50.0f, 0); Math_SmoothStepToF(&boss->fwork[30], 0.f, 0.1f, 50.0f, 0); Math_SmoothStepToF(&boss->fwork[31], 0.f, 0.1f, 50.0f, 0); Math_SmoothStepToF(&boss->fwork[32], 0.f, 0.1f, 50.0f, 0); Math_SmoothStepToF(&boss->fwork[33], 0.f, 0.1f, 50.0f, 0); Math_SmoothStepToF(&boss->fwork[34], 0.f, 0.1f, 50.0f, 0); - if (boss->actionState != 4) { + if (boss->state != 4) { Math_SmoothStepToF(&boss->fwork[27], 0.0f, 0.1f, 2.0f, 0); Math_SmoothStepToF(&boss->fwork[28], 0.0f, 0.1f, 2.0f, 0); } @@ -434,7 +434,7 @@ void func_i2_80190078(Boss* boss) { } func_8007A6F0(&boss->obj.pos, 0x2940C00A); - boss->actionState = 7; + boss->state = 7; boss->timer_050 = 80; boss->swork[0] = 0; boss->timer_05C = 80; @@ -468,7 +468,7 @@ void func_i2_80190078(Boss* boss) { if (boss->health <= 0) { D_8017796C = -1; boss->obj.rot.y = Math_ModF(boss->obj.rot.y, 360.0f); - boss->actionState = 20; + boss->state = 20; boss->timer_050 = 300; boss->fwork[0] = 0.0f; boss->unk_04C = 0; @@ -506,8 +506,8 @@ void func_i2_80190078(Boss* boss) { } } - if (((boss->actionState != 8) && (boss->actionState != 20)) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_3)) { - boss->actionState = 8; + if (((boss->state != 8) && (boss->state != 20)) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_3)) { + boss->state = 8; boss->fwork[0] = 0.0f; func_8001A55C(D_i2_80195D88, 0x31032061); func_8001A55C(D_i2_80195D98, 0x31032061); @@ -515,7 +515,7 @@ void func_i2_80190078(Boss* boss) { boss->vel.z = -20.0f; - switch (boss->actionState) { + switch (boss->state) { case 0: boss->swork[7] = 1; boss->obj.pos.x = gPlayer[0].unk_0AC; @@ -526,7 +526,7 @@ void func_i2_80190078(Boss* boss) { boss->fwork[17] = -300.0f; boss->fwork[16] = 3500.0f; boss->fwork[19] = 3000.0f; - boss->actionState = 90; + boss->state = 90; boss->timer_050 = 450; boss->swork[3] = 400; boss->health = 300; @@ -561,7 +561,7 @@ void func_i2_80190078(Boss* boss) { } if (boss->timer_050 == 0) { - boss->actionState = 100; + boss->state = 100; boss->fwork[0] = 0.0f; Audio_PlaySfx(0x29400023, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -580,7 +580,7 @@ void func_i2_80190078(Boss* boss) { if (boss->unk_04C >= Animation_GetFrameCount(&D_60206DC)) { boss->unk_04C = 0; - boss->actionState = 1; + boss->state = 1; boss->fwork[0] = 0.0f; Audio_PlaySfx(0x29402024, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -605,7 +605,7 @@ void func_i2_80190078(Boss* boss) { boss->unk_04C++; if (boss->unk_04C >= Animation_GetFrameCount(&D_6016E28)) { boss->unk_04C = 0; - boss->actionState = 2; + boss->state = 2; boss->fwork[0] = 0.0f; boss->swork[1] = 1; boss->swork[0] = 1; @@ -641,7 +641,7 @@ void func_i2_80190078(Boss* boss) { boss->unk_04C++; if (boss->unk_04C >= Animation_GetFrameCount(&D_60123BC)) { boss->unk_04C = 0; - boss->actionState = 3; + boss->state = 3; boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->fwork[0] = 0.0f; boss->swork[7] = 0; } @@ -679,14 +679,14 @@ void func_i2_80190078(Boss* boss) { boss->unk_04C = 0; boss->fwork[0] = 0.0f; if (boss->swork[3] <= 250) { - boss->actionState = 4; + boss->state = 4; boss->timer_050 = 100; func_800BA808(gMsg_ID_5495, RCID_BOSS_SECTORX); boss->fwork[44] = 0.0f; boss->fwork[43] = 0.0f; boss->fwork[42] = 0.0f; } else { - boss->actionState = 1; + boss->state = 1; boss->swork[1] = 1; boss->swork[7] = 1; } @@ -711,7 +711,7 @@ void func_i2_80190078(Boss* boss) { Math_SmoothStepToF(&boss->fwork[28], -30.0f, 0.05f, 1.0f, 0); if (boss->timer_050 == 0) { - boss->actionState = 5; + boss->state = 5; boss->timer_050 = 100; func_800BA808(gMsg_ID_5496, RCID_FOX); } @@ -798,7 +798,7 @@ void func_i2_80190078(Boss* boss) { } if (boss->timer_050 == 0) { - boss->actionState = 6; + boss->state = 6; boss->timer_050 = 122; } break; @@ -810,7 +810,7 @@ void func_i2_80190078(Boss* boss) { if (boss->timer_050 == 0) { boss->unk_04C = 0; - boss->actionState = 1; + boss->state = 1; boss->swork[1] = 1; func_8001A55C(D_i2_80195D88, 0x31032061); func_8001A55C(D_i2_80195D98, 0x31032061); @@ -837,7 +837,7 @@ void func_i2_80190078(Boss* boss) { boss->unk_04C++; if (boss->unk_04C >= Animation_GetFrameCount(&D_601C690)) { - boss->actionState = 75; + boss->state = 75; boss->fwork[0] = 0.0f; boss->unk_04C = 0; boss->timer_050 = 120; @@ -854,7 +854,7 @@ void func_i2_80190078(Boss* boss) { Math_SmoothStepToF(boss->fwork, 0.1f, 1.0f, 0.005f, 0); if (boss->timer_050 == 0) { - boss->actionState = 8; + boss->state = 8; boss->fwork[0] = 0.0f; boss->unk_04C = 0; boss->health = 300; @@ -885,7 +885,7 @@ void func_i2_80190078(Boss* boss) { if (boss->unk_04C >= Animation_GetFrameCount(&D_600F890)) { boss->unk_04C = 0; boss->fwork[0] = 0.0f; - boss->actionState = 9; + boss->state = 9; boss->swork[0] = 2; boss->timer_050 = 30; } @@ -907,7 +907,7 @@ void func_i2_80190078(Boss* boss) { boss->unk_04C = Animation_GetFrameCount(&D_60123BC) - 1; if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0) { boss->unk_04C = 0; - boss->actionState = 10; + boss->state = 10; boss->fwork[0] = 0.0f; boss->fwork[42] = 0.0f; } @@ -936,7 +936,7 @@ void func_i2_80190078(Boss* boss) { if (boss->unk_04C >= Animation_GetFrameCount(&D_601AA28)) { boss->unk_04C = 0; - boss->actionState = 10; + boss->state = 10; boss->fwork[0] = 0.0f; boss->fwork[42] = 0.0f; if (boss->swork[10] == 0) { @@ -973,16 +973,16 @@ void func_i2_80190078(Boss* boss) { if ((gBossFrameCount < 2200) || (gTeamShields[2] <= 0)) { if (boss->health > 150) { - boss->actionState = 8; + boss->state = 8; } else { - boss->actionState = 35; + boss->state = 35; boss->timer_050 = 400; boss->fwork[42] = boss->fwork[43] = boss->fwork[44] = boss->unk_078.y = 0.0f; boss->swork[9] = Rand_ZeroOne() * 1.9f; func_800BA808(gMsg_ID_5498, RCID_BOSS_SECTORX); } } else { - boss->actionState = 85; + boss->state = 85; func_i2_8018F030(); boss->timer_050 = 100; } @@ -1032,9 +1032,9 @@ void func_i2_80190078(Boss* boss) { boss->unk_04C = 0; boss->fwork[0] = 0.0f; if ((gBossFrameCount < 2200) || (gTeamShields[2] <= 0)) { - boss->actionState = 9; + boss->state = 9; } else { - boss->actionState = 85; + boss->state = 85; func_i2_8018F030(); boss->timer_050 = 100; } @@ -1123,7 +1123,7 @@ void func_i2_80190078(Boss* boss) { boss->swork[1] = 0; } - if (boss->actionState != 35) { + if (boss->state != 35) { boss->info.hitbox = SEGMENTED_TO_VIRTUAL(D_6032550); boss->info.hitbox[43] = -211.0f + boss->fwork[16]; boss->info.hitbox[45] = -35.0f + boss->fwork[15]; @@ -1262,7 +1262,7 @@ s32 func_i2_80192AF0(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) arg2->x -= boss->fwork[14]; arg2->y -= boss->fwork[16]; arg2->z -= boss->fwork[15]; - if (boss->actionState == 20) { + if (boss->state == 20) { arg3->x += boss->fwork[14] * 0.2f; arg3->y += boss->fwork[14] * 0.1f; } @@ -1272,7 +1272,7 @@ s32 func_i2_80192AF0(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) arg2->x += boss->fwork[17]; arg2->y -= boss->fwork[19]; arg2->z += boss->fwork[18]; - if (boss->actionState == 20) { + if (boss->state == 20) { arg3->x += boss->fwork[17] * 0.1f; arg3->z += boss->fwork[17] * 0.2f; } @@ -1452,7 +1452,7 @@ void func_i2_801938D8(Actor* actor, s32 arg1) { actor->obj.pos.x = D_i2_801956EC[arg1].x + gPlayer->camEye.x; actor->obj.pos.y = D_i2_801956EC[arg1].y + gPlayer->camEye.y; actor->obj.pos.z = D_i2_801956EC[arg1].z + gPlayer->camEye.z; - actor->unk_0B8 = 1; + actor->state = 1; actor->iwork[11] = 1; actor->vel.z = -30.0f; actor->vel.y = 0.0f; @@ -1681,7 +1681,7 @@ void func_i2_801944D4(Actor* actor, s32 arg1) { Object_SetInfo(&actor->info, actor->obj.id); if (arg1 == 3) { actor->unk_0B6 = 1; - actor->unk_0B8 = 20; + actor->state = 20; actor->obj.rot.x = -player->unk_0E4 - 10.0f; actor->obj.rot.y = (player->unk_0E8 + 180.0f) - 10.0f; actor->fwork[9] = 10.0f; @@ -1822,15 +1822,15 @@ void func_i2_80194728(Player* player) { break; case 1050: - gActors[1].unk_0B8 = 10; + gActors[1].state = 10; break; case 1090: - gActors[2].unk_0B8 = 10; + gActors[2].state = 10; break; case 1120: - gActors[3].unk_0B8 = 10; + gActors[3].state = 10; break; case 1160: diff --git a/src/overlays/ovl_i3/fox_a6.c b/src/overlays/ovl_i3/fox_a6.c index fffb8d86..3130d7bd 100644 --- a/src/overlays/ovl_i3/fox_a6.c +++ b/src/overlays/ovl_i3/fox_a6.c @@ -476,7 +476,7 @@ void func_i3_8018767C(Effect* effect) { effect->obj.pos.x = gBosses[0].obj.pos.x; effect->obj.pos.y = gBosses[0].obj.pos.y; effect->obj.pos.z = gBosses[0].obj.pos.z + 250.0f; - effect->unk_4E = 8; + effect->state = 8; effect->scale2 = 1.0f; Object_SetInfo(&effect->info, effect->obj.id); } @@ -551,7 +551,7 @@ void func_i3_80187944(Boss* bossA6) { f32 temp2; gBossFrameCount++; - if ((bossA6->actionState < 6) || ((bossA6->actionState >= 8) && (bossA6->actionState < 12))) { + if ((bossA6->state < 6) || ((bossA6->state >= 8) && (bossA6->state < 12))) { bossA6->obj.rot.y = Math_Atan2F(gPlayer[0].camEye.x - bossA6->obj.pos.x, gPlayer[0].camEye.z - (bossA6->obj.pos.z + D_80177D20)) * 180.0f / M_PI; @@ -600,7 +600,7 @@ void func_i3_80187944(Boss* bossA6) { D_i3_801C2250[A6_BSS_2_0] = D_i3_801C2250[A6_BSS_2_1] = D_i3_801C2250[A6_BSS_2_2] = bossA6->swork[A6_SWK_33 + 0] = bossA6->swork[A6_SWK_33 + 1] = bossA6->swork[A6_SWK_33 + 2] = 0; D_Timer_80161A60 = 4; - bossA6->actionState = 11; + bossA6->state = 11; Audio_PlaySfx(0x2940C00A, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); Audio_PlaySfx(0x3143402E, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -646,7 +646,7 @@ void func_i3_80187944(Boss* bossA6) { D_i3_801C22F0.unk_34 += 360.0f; } } - if ((bossA6->actionState >= 3) && (bossA6->actionState < 5) && (bossA6->fwork[A6_FWK_28] == 0.0f)) { + if ((bossA6->state >= 3) && (bossA6->state < 5) && (bossA6->fwork[A6_FWK_28] == 0.0f)) { Math_SmoothStepToAngle(&bossA6->fwork[A6_FWK_9], bossA6->fwork[A6_FWK_32], 0.05f, 0.02f, 0.00001f); Math_SmoothStepToAngle(&bossA6->obj.rot.z, bossA6->fwork[A6_FWK_8], 0.05f, bossA6->fwork[A6_FWK_9], 0.00001f); if (bossA6->swork[A6_SWK_25] >= 2) { @@ -667,11 +667,11 @@ void func_i3_80187944(Boss* bossA6) { } } } - if (bossA6->actionState != 0) { + if (bossA6->state != 0) { Math_SmoothStepToF(&bossA6->fwork[A6_FWK_4], bossA6->fwork[A6_FWK_5], 0.1f, 2.0f, 0.00001f); Math_SmoothStepToF(&bossA6->obj.pos.z, bossA6->fwork[A6_FWK_3] + (gPlayer[0].camEye.z - D_80177D20), 0.1f, bossA6->fwork[A6_FWK_4], 0.00001f); - if (bossA6->actionState < 5) { + if (bossA6->state < 5) { sp120 = 2.0f; if (bossA6->swork[A6_SWK_25] == 1) { sp120 = 50.0f; @@ -693,7 +693,7 @@ void func_i3_80187944(Boss* bossA6) { Math_SmoothStepToF(&bossA6->fwork[A6_FWK_19 + 0], bossA6->fwork[A6_FWK_22 + 0], 0.1f, 10.0f, 0.00001f); Math_SmoothStepToF(&bossA6->fwork[A6_FWK_19 + 1], bossA6->fwork[A6_FWK_22 + 1], 0.1f, 10.0f, 0.00001f); Math_SmoothStepToF(&bossA6->fwork[A6_FWK_19 + 2], bossA6->fwork[A6_FWK_22 + 2], 0.1f, 10.0f, 0.00001f); - if (bossA6->actionState > 10) { + if (bossA6->state > 10) { bossA6->obj.rot.z += bossA6->fwork[A6_FWK_28]; bossA6->obj.rot.z = Math_ModF(bossA6->obj.rot.z, 360.0f); Math_SmoothStepToF(&bossA6->fwork[A6_FWK_28], 5.0f, 0.1f, 0.2f, 0.0001f); @@ -743,7 +743,7 @@ void func_i3_80187944(Boss* bossA6) { A6_HIT_1_2(bossA6, i)->x.size = 153.0f * var_fv1; } } - switch (bossA6->actionState) { + switch (bossA6->state) { case 0: bossA6->info.hitbox[0] = 0; @@ -783,7 +783,7 @@ void func_i3_80187944(Boss* bossA6) { bossA6->obj.pos.z = gPlayer[0].camEye.z - D_80177D20 + bossA6->fwork[A6_FWK_3]; bossA6->fwork[A6_FWK_6] = bossA6->obj.pos.x = gPlayer[0].camEye.x; bossA6->fwork[A6_FWK_7] = bossA6->obj.pos.y = gPlayer[0].camEye.y; - bossA6->actionState = 2; + bossA6->state = 2; bossA6->vel.x = 0.0f; bossA6->vel.y = 0.0f; bossA6->vel.z = -40.0f; @@ -829,7 +829,7 @@ void func_i3_80187944(Boss* bossA6) { } D_i3_801C22F0.unk_24 = 0.0f; bossA6->timer_050 = 50; - bossA6->actionState = 2; + bossA6->state = 2; D_i3_801C2250[A6_BSS_8] = 0; Audio_PlaySfx(0x39408092, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -866,7 +866,7 @@ void func_i3_80187944(Boss* bossA6) { } bossA6->swork[A6_SWK_38] = 0; D_i3_801C2250[A6_BSS_28] = 1; - bossA6->actionState = 4; + bossA6->state = 4; if (bossA6->swork[A6_SWK_37] != 0) { bossA6->timer_050 = 30; bossA6->swork[A6_SWK_37] = 0; @@ -874,7 +874,7 @@ void func_i3_80187944(Boss* bossA6) { if (bossA6->swork[A6_SWK_36] < 2) { bossA6->swork[A6_SWK_36]++; } - bossA6->actionState = 3; + bossA6->state = 3; } if (D_i3_801C2250[A6_BSS_6] != 0) { if (D_i3_801C2250[A6_BSS_0] != 2) { @@ -904,13 +904,13 @@ void func_i3_80187944(Boss* bossA6) { if (D_i3_801C2250[A6_BSS_0] != 0) { if (bossA6->swork[A6_SWK_25] == 1) { bossA6->timer_052 = 30; - bossA6->actionState = 5; + bossA6->state = 5; bossA6->fwork[A6_FWK_1] = 90.0f; bossA6->fwork[A6_FWK_2] = 2.0f; bossA6->fwork[A6_FWK_37] = 300.0f; } else { bossA6->timer_052 = 30; - bossA6->actionState = 8; + bossA6->state = 8; } } else { if ((bossA6->swork[A6_SWK_36] == 3) && (D_i3_801C2250[A6_BSS_29] == 0)) { @@ -924,7 +924,7 @@ void func_i3_80187944(Boss* bossA6) { bossA6->timer_050 = 1500; bossA6->fwork[A6_FWK_1] = 0.0f; D_i3_801C2250[A6_BSS_28] = 0; - bossA6->actionState = 4; + bossA6->state = 4; bossA6->fwork[A6_FWK_2] = 1.0f; bossA6->info.hitbox = SEGMENTED_TO_VIRTUAL(D_6028454); D_i3_801C2250[A6_BSS_6] = 1; @@ -969,7 +969,7 @@ void func_i3_80187944(Boss* bossA6) { (bossA6->swork[A6_SWK_27 + 1] == 0) && (bossA6->swork[A6_SWK_27 + 2] == 0))) { bossA6->swork[A6_SWK_37] = 1; if (D_i3_801C2250[A6_BSS_6] != 0) { - bossA6->actionState = 1; + bossA6->state = 1; D_i3_801C2250[A6_BSS_27] = 0; } else { bossA6->fwork[A6_FWK_1] = 90.0f; @@ -979,14 +979,14 @@ void func_i3_80187944(Boss* bossA6) { Audio_PlaySfx(0x31404066, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); bossA6->info.hitbox = SEGMENTED_TO_VIRTUAL(D_6028578); D_i3_801C2250[A6_BSS_7] = bossA6->swork[A6_SWK_37] = 0; - bossA6->actionState = 3; + bossA6->state = 3; if (D_i3_801C2250[A6_BSS_6] == 0) { func_8001D444(0, 0x8017, 0, 0xFF); } } } else if (bossA6->swork[A6_SWK_38] != 0) { bossA6->timer_052 = 30; - bossA6->actionState = 9; + bossA6->state = 9; bossA6->fwork[A6_FWK_28] = 0.0f; D_i3_801C2250[A6_BSS_24] = 0; D_i3_801C2250[A6_BSS_27] = 0; @@ -1031,7 +1031,7 @@ void func_i3_80187944(Boss* bossA6) { D_i3_801C2250[A6_BSS_9] &= 3; } if (bossA6->timer_050 == 0) { - bossA6->actionState = 7; + bossA6->state = 7; bossA6->fwork[A6_FWK_1] = 0.0f; } break; @@ -1053,7 +1053,7 @@ void func_i3_80187944(Boss* bossA6) { bossA6->swork[A6_SWK_37] = 1; bossA6->timer_050 = 20; D_i3_801C22F0.unk_28[0] = D_i3_801C22F0.unk_28[2] = D_i3_801C22F0.unk_28[1] = 255.0f; - bossA6->actionState = 1; + bossA6->state = 1; D_i3_801C2250[A6_BSS_27] = 0; Object_Kill(&temp_s0_3->obj, temp_s0_3->sfxPos); } @@ -1064,7 +1064,7 @@ void func_i3_80187944(Boss* bossA6) { D_i3_801C2250[A6_BSS_24] = 0; bossA6->timer_052 = 300; bossA6->timer_054 = 0; - bossA6->actionState = 9; + bossA6->state = 9; Audio_PlaySfx(0x11002050, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } break; @@ -1073,7 +1073,7 @@ void func_i3_80187944(Boss* bossA6) { Audio_KillSfx(bossA6->sfxPos); Audio_PlaySfx(0x19004051, bossA6->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); bossA6->timer_054 = 0; - bossA6->actionState = 10; + bossA6->state = 10; } else { if (D_i3_801C2250[A6_BSS_34] == 0) { bossA6->obj.rot.z += bossA6->fwork[A6_FWK_28]; @@ -1132,7 +1132,7 @@ void func_i3_80187944(Boss* bossA6) { bossA6->timer_050 = 20; D_i3_801C2250[A6_BSS_27] = 0; D_i3_801C2250[A6_BSS_34] = 0; - bossA6->actionState = 1; + bossA6->state = 1; } break; case 11: @@ -1243,7 +1243,7 @@ void func_i3_8018A2C4(Boss* bossA6) { s32 pad1; for (i = 0; i < 3; i++) { - if ((bossA6->dmgPart == i + 1) && (bossA6->actionState == 4) && (bossA6->fwork[A6_FWK_0] < 20.0f)) { + if ((bossA6->dmgPart == i + 1) && (bossA6->state == 4) && (bossA6->fwork[A6_FWK_0] < 20.0f)) { if ((bossA6->swork[A6_SWK_18 + i] != 1) && (bossA6->swork[A6_SWK_18 + i] != 3)) { bossA6->swork[A6_SWK_0 + i] = 15; bossA6->swork[A6_SWK_3 + i] = 40; @@ -1305,7 +1305,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { for (i = 1; i < 12; i++) { D_i3_801BEE90[i] = 3.0f; D_i3_801BEEC0[i] = 3.0f; - if ((bossA6->swork[A6_SWK_6] == 0) && (bossA6->actionState != 3)) { + if ((bossA6->swork[A6_SWK_6] == 0) && (bossA6->state != 3)) { bossA6->swork[A6_SWK_6] = 20; D_i3_801BEE00[0].y = (Rand_ZeroOne() - 0.5f) * 720.0f; if (D_i3_801BEE00[0].y < -20.0f) { @@ -1437,7 +1437,7 @@ void func_i3_8018A464(Boss* bossA6, s32 arg1) { } break; } - if ((bossA6->actionState >= 3) && (bossA6->fwork[A6_FWK_0] == 0) && + if ((bossA6->state >= 3) && (bossA6->fwork[A6_FWK_0] == 0) && ((bossA6->swork[A6_SWK_33] != 0) || (bossA6->swork[A6_SWK_34] != 0) || (bossA6->swork[A6_SWK_35] != 0)) && (D_i3_801C2250[A6_BSS_5] == 0)) { @@ -1784,7 +1784,7 @@ void func_i3_8018C54C(Boss* bossA6) { s32 i; s32 j; - if (bossA6->actionState == 0) { + if (bossA6->state == 0) { RCP_SetupDL(&gMasterDisp, 0x31); gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, (s32) D_i3_801C22F0.unk_24); gDPSetEnvColor(gMasterDisp++, 255, 255, 0, 255); @@ -1825,7 +1825,7 @@ void func_i3_8018C54C(Boss* bossA6) { Animation_DrawSkeleton(1, D_6018BA0, spD0, NULL, NULL, &bossA6->index, &gIdentityMatrix); if (bossA6->unk_3F8 >= 1.0f) { for (i = 0; i < 3; i++) { - if ((bossA6->swork[A6_SWK_33 + i] == 0) && (bossA6->actionState != 3) && + if ((bossA6->swork[A6_SWK_33 + i] == 0) && (bossA6->state != 3) && (D_i3_801C2250[A6_BSS_2_0 + i] == 0) && !(gGameFrameCount & 3) && (bossA6->swork[A6_SWK_27 + i] != 0) && (D_80177854 != 0x64)) { Matrix_RotateY(gCalcMatrix, bossA6->obj.rot.y * M_DTOR, 0); @@ -1887,15 +1887,15 @@ void func_i3_8018C54C(Boss* bossA6) { func_i3_8018BCD4(D_i3_801BF070, 120.0f, bossA6->fwork[A6_FWK_27], &bossA6->vwork[A6_VWK_3], bossA6->swork[A6_SWK_2] & 1, bossA6->fwork[A6_FWK_12] + bossA6->fwork[A6_FWK_21], bossA6->swork[A6_SWK_29], bossA6->fwork[A6_FWK_0]); - if ((bossA6->swork[A6_SWK_15] != 0) && (bossA6->actionState >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) && + if ((bossA6->swork[A6_SWK_15] != 0) && (bossA6->state >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) && (D_i3_801C2250[A6_BSS_0] == 0)) { func_i3_8018C0D0(D_i3_801BF1F0, 0.0f, &bossA6->vwork[A6_VWK_4], bossA6->fwork[A6_FWK_0], 0); } - if ((bossA6->swork[A6_SWK_16] != 0) && (bossA6->actionState >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) && + if ((bossA6->swork[A6_SWK_16] != 0) && (bossA6->state >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) && (D_i3_801C2250[A6_BSS_0] == 0)) { func_i3_8018C0D0(D_i3_801BF220, -120.0f, &bossA6->vwork[A6_VWK_5], bossA6->fwork[A6_FWK_0], 1); } - if ((bossA6->swork[A6_SWK_17] != 0) && (bossA6->actionState >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) && + if ((bossA6->swork[A6_SWK_17] != 0) && (bossA6->state >= 3) && (D_i3_801C22F0.unk_24 == 255.0f) && (D_i3_801C2250[A6_BSS_0] == 0)) { func_i3_8018C0D0(D_i3_801BF250, 120.0f, &bossA6->vwork[A6_VWK_6], bossA6->fwork[A6_FWK_0], 2); } @@ -2024,7 +2024,7 @@ void func_i3_8018D5C8(void) { gActors[i].obj.pos.y = 3750.0f; gActors[i].obj.pos.z = 13000.0f; gActors[i].unk_0B6 = 1; - gActors[i].unk_0B8 = 90; + gActors[i].state = 90; gActors[i].fwork[0] = 0.0f; gActors[i].obj.id = OBJ_ACTOR_195; Object_SetInfo(&gActors[i].info, gActors[i].obj.id); @@ -2043,7 +2043,7 @@ void func_i3_8018D694(Actor* actor, s32 arg1) { actor->obj.pos.x = sp2C[arg1].x + 100.0f; actor->obj.pos.y = sp2C[arg1].y + 350.0f; actor->obj.pos.z = sp2C[arg1].z + 1000.0f; - actor->unk_0B8 = 1; + actor->state = 1; actor->unk_0B6 = 28; actor->iwork[11] = 1; actor->unk_0F4.y = 90.0f; @@ -2069,7 +2069,7 @@ void func_i3_8018D804(Actor* actor, s32 arg1) { actor->obj.pos.x = sp2C[arg1].x + player->pos.x; actor->obj.pos.y = sp2C[arg1].y + player->pos.y; actor->obj.pos.z = sp2C[arg1].z + player->pos.z; - actor->unk_0B8 = 5; + actor->state = 5; actor->iwork[11] = 1; actor->fwork[0] = 0.0f; Object_SetInfo(&actor->info, actor->obj.id); @@ -2104,7 +2104,7 @@ void func_i3_8018DA58(Actor* actor) { f32 sp3C; f32 sp38; - switch (actor->unk_0B8) { /* irregular */ + switch (actor->state) { /* irregular */ case 1: actor->fwork[7] += 2.5f; actor->unk_0F4.z = __sinf(actor->fwork[7] * M_DTOR) * 10.0f; @@ -2125,7 +2125,7 @@ void func_i3_8018DA58(Actor* actor) { case 6: case 11: case 16: - actor->unk_0B8++; + actor->state++; Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->fwork[29] = 5.0f; /* fallthrough */ @@ -2134,7 +2134,7 @@ void func_i3_8018DA58(Actor* actor) { case 17: actor->iwork[11] = 2; Math_SmoothStepToF(&actor->fwork[0], 50.0f, 0.1f, 3.0f, 0.01f); - switch (actor->unk_0B8) { + switch (actor->state) { case 7: sp48 = -100.0f; sp4C = 100.0f; @@ -2332,28 +2332,28 @@ void func_i3_8018DF74(Player* player) { func_800BA808(gMsg_ID_7006, RCID_CAIMAN_AREA6); break; case 240: - gActors[2].unk_0B8 = 3; + gActors[2].state = 3; break; case 250: - gActors[6].unk_0B8 = 3; + gActors[6].state = 3; break; case 260: - gActors[7].unk_0B8 = 3; + gActors[7].state = 3; break; case 270: - gActors[8].unk_0B8 = 3; + gActors[8].state = 3; break; case 360: func_800BA808(gMsg_ID_7011, RCID_FALCO); break; case 430: - gActors[5].unk_0B8 = 16; + gActors[5].state = 16; break; case 440: - gActors[4].unk_0B8 = 11; + gActors[4].state = 11; break; case 450: - gActors[3].unk_0B8 = 6; + gActors[3].state = 6; break; case 480: func_800A6148(); @@ -2391,7 +2391,7 @@ void func_i3_8018EA88(Actor* actor) { actor->obj.pos.y = 0.0f; actor->obj.pos.z = gBosses[0].obj.pos.z + 500.0f; actor->unk_0B6 = 37; - actor->unk_0B8 = 100; + actor->state = 100; actor->iwork[0] = 255; actor->iwork[1] = 255; actor->iwork[2] = 255; @@ -2415,7 +2415,7 @@ void func_i3_8018EB3C(Actor* actor) { actor->obj.pos.y = player->pos.y + 600.0f; actor->obj.pos.z = player->pos.z + 2800.0f; actor->unk_0B6 = 1; - actor->unk_0B8 = 100; + actor->state = 100; actor->fwork[0] = 0.0f; Object_SetInfo(&actor->info, actor->obj.id); Audio_PlaySfx(0x11030010, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -2437,7 +2437,7 @@ void func_i3_8018EC38(Actor* actor, s32 arg1) { actor->obj.pos.x = sp2C[arg1].x + player->pos.x; actor->obj.pos.y = sp2C[arg1].y + player->pos.y; actor->obj.pos.z = sp2C[arg1].z + player->pos.z; - actor->unk_0B8 = 0x64; + actor->state = 0x64; actor->iwork[11] = 1; actor->fwork[0] = 0.0f; if (arg1 + 1 != 3) { diff --git a/src/overlays/ovl_i3/fox_so.c b/src/overlays/ovl_i3/fox_so.c index 445e4d26..eaa83fbe 100644 --- a/src/overlays/ovl_i3/fox_so.c +++ b/src/overlays/ovl_i3/fox_so.c @@ -169,7 +169,7 @@ void func_i3_8019E7F0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2) Effect_Initialize(effect); effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_392; - effect->unk_4E = 3; + effect->state = 3; effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; @@ -196,12 +196,12 @@ void func_i3_8019E8B8(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { } void func_i3_8019E920(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, - s32 unk4E) { + s32 state) { Effect_Initialize(effect); effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_392; - effect->unk_4E = unk4E; - if (unk4E == 2) { + effect->state = state; + if (state == 2) { effect->timer_50 = 30; effect->unk_4C = 3; } @@ -232,12 +232,12 @@ void func_i3_8019EA7C(Actor* actor) { f32 sp34; s32 sp30; - if (actor->unk_0B8 == 0) { + if (actor->state == 0) { actor->vel.z = 20.0f - D_80177D08; actor->fwork[0] = 12.0f; } else { actor->vel.z = actor->fwork[1] - D_80177D08; - if (actor->unk_0B8 == 2) { + if (actor->state == 2) { Math_SmoothStepToF(&actor->obj.pos.x, gPlayer[0].pos.x, 1.0f, 100.0f, 10.0f); } else { actor->fwork[0] = 14.0f; @@ -256,7 +256,7 @@ void func_i3_8019EA7C(Actor* actor) { D_801782EC[sp30 - 2] = actor->fwork[0] * 0.9f; D_801782EC[sp30 + 3] = actor->fwork[0] * 0.8f; D_801782EC[sp30 - 3] = actor->fwork[0] * 0.8f; - if (actor->unk_0B8 != 2) { + if (actor->state != 2) { D_801782EC[sp30 + 4] = actor->fwork[0] * 0.65f; D_801782EC[sp30 - 4] = actor->fwork[0] * 0.65f; D_801782EC[sp30 + 5] = actor->fwork[0] * 0.45f; @@ -310,7 +310,7 @@ void func_i3_8019EF30(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 actor->vel.x = xVel; actor->vel.y = yVel; actor->vel.z = zVel; - actor->unk_0B8 = 2; + actor->state = 2; actor->timer_0C2 = 8; Object_SetInfo(&actor->info, actor->obj.id); if (gBossActive != 0) { @@ -341,7 +341,7 @@ void func_i3_8019F0B0(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 actor->vel.x = xVel; actor->vel.y = yVel; actor->vel.z = zVel; - actor->unk_0B8 = 2; + actor->state = 2; actor->timer_0C2 = 8; Object_SetInfo(&actor->info, actor->obj.id); if (gBossActive != 0) { @@ -397,13 +397,13 @@ void func_i3_8019F20C(Actor* actor) { actor->unk_0F4.x += 3.3f; actor->unk_0F4.y += 2.0f; } - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[0] = actor->obj.pos.y * 0.05f; actor->obj.pos.y = -100.0f; /* fallthrough */ case 1: - actor->unk_0B8 = 2; + actor->state = 2; actor->vel.y = actor->fwork[0]; func_800A73E4(&sp8C, &sp88, actor->obj.pos.x, actor->obj.pos.y - 100.0f, actor->obj.pos.z); actor->obj.pos.y = sp8C; @@ -472,7 +472,7 @@ void func_i3_8019F20C(Actor* actor) { } void func_i3_8019F7AC(Actor* actor) { - if (actor->unk_0B8 != 0) { + if (actor->state != 0) { Matrix_Push(&gGfxMatrix); Matrix_RotateY(gGfxMatrix, actor->unk_0F4.y * M_DTOR, 1); Matrix_RotateX(gGfxMatrix, actor->unk_0F4.x * M_DTOR, 1); @@ -559,7 +559,7 @@ void func_i3_8019FAA4(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos effect->obj.pos.z = bossSO->obj.pos.z + sp38.z; effect->vel.z = gPlayer[0].vel.z; effect->vel.y = yVel; - if (gBosses[0].actionState >= 2) { + if (gBosses[0].state >= 2) { effect->scale2 = 15.0f; } } @@ -575,19 +575,19 @@ void func_i3_8019FAA4(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos effect->obj.rot.z = Rand_ZeroOne() * 360.0f; effect->unk_44 = 255; effect->unk_48 = 1; - effect->unk_4E = 4; + effect->state = 4; effect->unk_4C = 5; Object_SetInfo(&effect->info, effect->obj.id); } -void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 unk4E) { +void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 state) { Effect_Initialize(effect); effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_392; effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; - if (unk4E != 0) { + if (state != 0) { effect->vel.z = gPlayer[0].vel.z + 80.0f; } else { effect->vel.z = gPlayer[0].vel.z + 15.0f; @@ -598,7 +598,7 @@ void func_i3_8019FDE0(Boss* bossSO, Effect* effect, f32 xPos, f32 yPos, f32 zPos effect->obj.rot.z = Rand_ZeroOne() * 360.0f; effect->unk_44 = 255; effect->unk_48 = 1; - effect->unk_4E = unk4E + 5; + effect->state = state + 5; Object_SetInfo(&effect->info, effect->obj.id); effect->info.damage = 40; } @@ -637,10 +637,10 @@ void func_i3_8019FFC0(Boss* bossSO, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s3 } void func_i3_801A003C(Actor* actor) { - switch (actor->unk_0B8) { + switch (actor->state) { case 0: if (actor->timer_0BE == 0) { - actor->unk_0B8 = 1; + actor->state = 1; actor->timer_0BE = 50; } else if (actor->timer_0BC == 0) { actor->timer_0BC = 2; @@ -650,7 +650,7 @@ void func_i3_801A003C(Actor* actor) { break; case 1: if (actor->timer_0BE == 0) { - actor->unk_0B8 = 0; + actor->state = 0; actor->timer_0BE = 50; actor->unk_04E = 0; func_8005F0E8(actor->sfxPos, &actor->obj.pos); @@ -669,7 +669,7 @@ void func_i3_801A0120(Effect* effect) { s32 sp48; Vec3f sp3C; - switch (effect->unk_4E) { + switch (effect->state) { case 0: Matrix_Translate(gCalcMatrix, effect->vel.x, effect->vel.y, effect->vel.z, 0); Matrix_RotateY(gCalcMatrix, effect->unk_60.y * M_DTOR, 1); @@ -831,7 +831,7 @@ void func_i3_801A0120(Effect* effect) { void func_i3_801A0AF0(Effect* effect) { Graphics_SetScaleMtx(effect->scale2); - switch (effect->unk_4E) { + switch (effect->state) { case 0: gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 128, 128, effect->unk_44); gSPDisplayList(gMasterDisp++, D_i3_801BF92C[effect->unk_4C]); @@ -864,7 +864,7 @@ void func_i3_801A0CEC(Actor* actor, f32 xPos, f32 zPos, f32 zVel, s32 unkB8) { actor->obj.pos.x = xPos; actor->obj.pos.z = zPos; actor->unk_046 = 1; - actor->unk_0B8 = unkB8; + actor->state = unkB8; actor->vel.z = zVel; actor->fwork[1] = zVel; if (unkB8 == 2) { @@ -913,7 +913,7 @@ void func_i3_801A0DF8(f32 xPos, f32 zPos, f32 yRot, s32 index, f32 yPos) { gActors[sp2C].obj.status = OBJ_ACTIVE; gActors[sp2C].obj.id = OBJ_ACTOR_279; Object_SetInfo(&gActors[sp2C].info, gActors[sp2C].obj.id); - gActors[sp2C].unk_0B8 = 0; + gActors[sp2C].state = 0; gActors[sp2C].obj.pos.x = xPos; gActors[sp2C].obj.pos.z = zPos; gActors[sp2C].obj.rot.y = yRot; @@ -937,7 +937,7 @@ void func_i3_801A0FD4(Actor* actor, s32 index) { actor->obj.pos.x = D_i3_801BF95C[index].x + gPlayer[0].pos.x; actor->obj.pos.y = D_i3_801BF95C[index].y + gPlayer[0].pos.y; actor->obj.pos.z = D_i3_801BF95C[index].z + gPlayer[0].pos.z; - actor->unk_0B8 = 0; + actor->state = 0; actor->iwork[11] = 1; actor->vel.z = 0.0f; actor->vel.y = 0.0f; @@ -1081,9 +1081,9 @@ void func_i3_801A10F4(Player* player) { if (gCsFrameCount == 615) { func_800A6028(player->sfxPos, 0x09000002); gActors[0].fwork[29] = gActors[1].fwork[29] = gActors[2].fwork[29] = 5.0f; - gActors[0].unk_0B8 = 3; - gActors[1].unk_0B8 = 2; - gActors[2].unk_0B8 = 1; + gActors[0].state = 3; + gActors[1].state = 2; + gActors[2].state = 1; player->timer_1F8 = 3; player->unk_190 = 5.0f; player->unk_1D0++; @@ -1162,7 +1162,7 @@ void func_i3_801A1CD8(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_189; - actor->unk_0B8 = 40; + actor->state = 40; actor->unk_046 = unk46; actor->unk_04A = 3; actor->obj.pos.x = xPos; @@ -1304,7 +1304,7 @@ void func_i3_801A23F4(Boss* bossSO) { bossSO->swork[SO_SWK_1] = 4; } else { bossSO->swork[SO_SWK_1] = 2; - bossSO->actionState = 0; + bossSO->state = 0; bossSO->unk_078.y = 0.0f; } } else if (bossSO->swork[SO_SWK_3] == 0) { @@ -1416,7 +1416,7 @@ void func_i3_801A23F4(Boss* bossSO) { } break; case 2: - if (((bossSO->unk_04C == 89) && (bossSO->actionState == 2)) || (bossSO->swork[SO_SWK_2] == 0)) { + if (((bossSO->unk_04C == 89) && (bossSO->state == 2)) || (bossSO->swork[SO_SWK_2] == 0)) { bossSO->unk_04C = 0; if ((bossSO->swork[SO_SWK_3] != 0) || (bossSO->swork[SO_SWK_2] != 0)) { bossSO->swork[SO_SWK_1] = 5; @@ -1426,7 +1426,7 @@ void func_i3_801A23F4(Boss* bossSO) { } if (bossSO->unk_04C == 80) { bossSO->unk_078.y += 15.0f; - bossSO->actionState++; + bossSO->state++; if (bossSO->unk_078.y >= 30.0f) { bossSO->unk_078.y = 0.0f; } @@ -1458,7 +1458,7 @@ void func_i3_801A2C3C(Boss* bossSO) { bossSO->swork[SO_SWK_1] = 0; bossSO->fwork[SO_FWK_0] = 0.05f; bossSO->unk_04C = Animation_GetFrameCount(&D_601388C) - 2; - bossSO->actionState = 0; + bossSO->state = 0; bossSO->swork[SO_SWK_11] = 15; } @@ -1468,7 +1468,7 @@ void func_i3_801A2C98(Boss* bossSO) { if (bossSO->swork[SO_SWK_11] != 0) { bossSO->swork[SO_SWK_11]--; } - if (bossSO->actionState == 0) { + if (bossSO->state == 0) { if (bossSO->swork[SO_SWK_11] == 0) { bossSO->unk_04C -= 2; Math_SmoothStepToF(&bossSO->obj.pos.y, -1000.0f, 0.1f, 10.0f, 0.1f); @@ -1495,7 +1495,7 @@ void func_i3_801A2C98(Boss* bossSO) { Audio_PlaySfx(0x19036054, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } if (bossSO->unk_04C == 0) { - bossSO->actionState++; + bossSO->state++; bossSO->swork[SO_SWK_11] = 100; bossSO->obj.pos.y = -500.0f; bossSO->fwork[SO_FWK_3] = 4800.0f; @@ -1536,7 +1536,7 @@ void func_i3_801A30CC(Boss* bossSO) { bossSO->swork[SO_SWK_1] = 0; bossSO->fwork[SO_FWK_0] = 0.1f; bossSO->unk_04C = Animation_GetFrameCount(&D_601388C) - 2; - bossSO->actionState = 0; + bossSO->state = 0; bossSO->swork[SO_SWK_11] = 15; } @@ -1544,7 +1544,7 @@ void func_i3_801A3128(Boss* bossSO) { if (bossSO->swork[SO_SWK_11] != 0) { bossSO->swork[SO_SWK_11]--; } - if (bossSO->actionState == 0) { + if (bossSO->state == 0) { if (bossSO->swork[SO_SWK_11] == 0) { bossSO->unk_04C -= 2; Math_SmoothStepToF(&bossSO->obj.pos.y, -1000.0f, 0.1f, 10.0f, 0.1f); @@ -1556,7 +1556,7 @@ void func_i3_801A3128(Boss* bossSO) { Audio_PlaySfx(0x19036054, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } if (bossSO->unk_04C == 0) { - bossSO->actionState++; + bossSO->state++; bossSO->swork[SO_SWK_11] = 100; bossSO->obj.pos.y = -500.0f; bossSO->fwork[SO_FWK_3] = 2400.0f; @@ -1799,7 +1799,7 @@ void func_i3_801A3C4C(Boss* bossSO) { } if (bossSO->health <= 0) { bossSO->unk_04C = 21; - bossSO->actionState = 0; + bossSO->state = 0; bossSO->swork[SO_SWK_1] = 1; bossSO->fwork[SO_FWK_0] = 0.01f; bossSO->info.hitbox = SEGMENTED_TO_VIRTUAL(D_800CBF34); @@ -1854,16 +1854,16 @@ void func_i3_801A4214(Boss* bossSO) { sp50.y = 200.0f; sp50.z = 1100.0f; Matrix_MultVec3f(gCalcMatrix, &sp50, &sp44); - if (bossSO->actionState >= 2) { + if (bossSO->state >= 2) { Math_SmoothStepToF(&D_801779A8[gMainController], 30.0f, 1.0f, 2.5f, 0.0f); } - switch (bossSO->actionState) { + switch (bossSO->state) { case 0: if (D_i3_801C2740[0] >= 33) { D_i3_801C2740[0] -= 3; } if (bossSO->timer_058 == 19910) { - bossSO->actionState++; + bossSO->state++; bossSO->swork[SO_SWK_1] = 5; bossSO->unk_04C = 0; bossSO->fwork[SO_FWK_0] = 0.05f; @@ -1873,7 +1873,7 @@ void func_i3_801A4214(Boss* bossSO) { case 1: if (bossSO->unk_04C == 51) { bossSO->unk_04C = 50; - bossSO->actionState++; + bossSO->state++; gShowBossHealth = false; Audio_PlaySfx(0x39439076, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); func_i3_801A1E14(bossSO->fwork[SO_FWK_4], bossSO->fwork[SO_FWK_5] + 300.0f, bossSO->fwork[SO_FWK_6], @@ -1900,7 +1900,7 @@ void func_i3_801A4214(Boss* bossSO) { Math_SmoothStepToF(&bossSO->obj.pos.y, 180.0f, 0.1f, 10.0f, 0.1f); D_i3_801C2740[1] -= 4; } else { - bossSO->actionState++; + bossSO->state++; } break; case 3: @@ -1942,7 +1942,7 @@ void func_i3_801A4214(Boss* bossSO) { D_801779A8[gMainController] = 120.0f; } if (gCsFrameCount == 250) { - bossSO->actionState++; + bossSO->state++; bossSO->obj.pos.y = -1600.0f; for (i = 0; i < 2; i++) { if (gEffects[i].obj.status != OBJ_FREE) { @@ -2050,7 +2050,7 @@ void func_i3_801A4EC0(Boss* bossSO) { bossSO->swork[SO_SWK_1] = 5; bossSO->fwork[SO_FWK_0] = 0.01f; bossSO->unk_04C = 0; - bossSO->actionState = 0; + bossSO->state = 0; bossSO->fwork[SO_FWK_31] = bossSO->obj.rot.y = 0.0f; } @@ -2060,11 +2060,11 @@ void func_i3_801A4EF8(Boss* bossSO) { if (bossSO->swork[SO_SWK_11] != 0) { bossSO->swork[SO_SWK_11]--; } - switch (bossSO->actionState) { + switch (bossSO->state) { case 0: bossSO->unk_04C = 0; if (bossSO->fwork[SO_FWK_31] > 20.0f) { - bossSO->actionState++; + bossSO->state++; bossSO->swork[SO_SWK_11] = 108; bossSO->fwork[SO_FWK_0] = 0.01f; bossSO->unk_04C = 56; @@ -2109,7 +2109,7 @@ void func_i3_801A4EF8(Boss* bossSO) { gActors[10].unk_0D0 = 2; } if (bossSO->obj.pos.y <= -900.0f) { - bossSO->actionState++; + bossSO->state++; bossSO->swork[SO_SWK_11] = 500; bossSO->obj.pos.y = -1500.0f; bossSO->fwork[SO_FWK_3] = 4800.0f; @@ -2153,7 +2153,7 @@ void func_i3_801A4EF8(Boss* bossSO) { D_80178480 = 10; } if (bossSO->obj.pos.y < -1500.0f) { - bossSO->actionState++; + bossSO->state++; bossSO->swork[SO_SWK_11] = 100; bossSO->obj.pos.y = -500.0f; bossSO->fwork[SO_FWK_3] = 4800.0f; @@ -2194,13 +2194,13 @@ void func_i3_801A4EF8(Boss* bossSO) { void func_i3_801A56B8(Boss* bossSO) { switch (bossSO->swork[SO_SWK_1]) { case 2: - if (((bossSO->unk_04C == 89) && (bossSO->actionState == 2)) || (bossSO->swork[SO_SWK_2] == 0)) { + if (((bossSO->unk_04C == 89) && (bossSO->state == 2)) || (bossSO->swork[SO_SWK_2] == 0)) { bossSO->unk_04C = 0; - bossSO->actionState = 0; + bossSO->state = 0; bossSO->unk_078.y = 0.0f; } if (bossSO->unk_04C == 89) { - bossSO->actionState++; + bossSO->state++; bossSO->unk_078.y += 15.0f; } Math_SmoothStepToAngle(&bossSO->obj.rot.y, bossSO->unk_078.y, 1.0f, 3.0f, 1.0f); @@ -2362,11 +2362,11 @@ void func_i3_801A5B3C(Boss* bossSO) { } if ((!(gGameFrameCount & 3) || (bossSO->fwork[SO_FWK_31] != 0.0f)) && ((bossSO->swork[SO_SWK_0] != 7) || !(gGameFrameCount & 1))) { - if ((bossSO->swork[SO_SWK_2] == 0) && ((bossSO->health > 0) || (bossSO->actionState < 2))) { + if ((bossSO->swork[SO_SWK_2] == 0) && ((bossSO->health > 0) || (bossSO->state < 2))) { func_i3_8019FF44(bossSO, bossSO->fwork[SO_FWK_10], bossSO->fwork[SO_FWK_11], bossSO->fwork[SO_FWK_12], bossSO->fwork[SO_FWK_31] - 20.0f, -1.0f); } - if ((bossSO->swork[SO_SWK_3] == 0) && ((bossSO->health > 0) || (bossSO->actionState < 2))) { + if ((bossSO->swork[SO_SWK_3] == 0) && ((bossSO->health > 0) || (bossSO->state < 2))) { func_i3_8019FF44(bossSO, bossSO->fwork[SO_FWK_7], bossSO->fwork[SO_FWK_8], bossSO->fwork[SO_FWK_9], bossSO->fwork[SO_FWK_31] - 20.0f, 1.0f); } @@ -2487,7 +2487,7 @@ void func_i3_801A5B3C(Boss* bossSO) { bossSO->dmgType = DMG_NONE; Audio_PlaySfx(0x29121007, bossSO->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); if (!((bossSO->swork[SO_SWK_0] == 0) || (bossSO->swork[SO_SWK_0] == 2) || (bossSO->swork[SO_SWK_0] == 3) || - (bossSO->swork[SO_SWK_0] == 6) || ((bossSO->swork[SO_SWK_0] == 7) && (bossSO->actionState == 2)))) { + (bossSO->swork[SO_SWK_0] == 6) || ((bossSO->swork[SO_SWK_0] == 7) && (bossSO->state == 2)))) { func_i3_801A3C4C(bossSO); } } @@ -2801,7 +2801,7 @@ void func_i3_801A7750(void) { actor->obj.pos.x = D_i3_801BFB30[i].x / 2.0f + gPlayer[0].pos.x; actor->obj.pos.y = D_i3_801BFB30[i].y + gPlayer[0].pos.y; actor->obj.pos.z = D_i3_801BFB30[i].z + gPlayer[0].pos.z; - actor->unk_0B8 = 1; + actor->state = 1; Object_SetInfo(&actor->info, actor->obj.id); actor->iwork[11] = 1; Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -3092,7 +3092,7 @@ void func_i3_801A7930(Player* player) { break; case 1400: if (gTeamShields[3] > 0) { - gActors[0].unk_0B8 = 2; + gActors[0].state = 2; } break; case 1500: @@ -3101,12 +3101,12 @@ void func_i3_801A7930(Player* player) { break; case 1420: if (gTeamShields[2] > 0) { - gActors[1].unk_0B8 = 2; + gActors[1].state = 2; } break; case 1440: if (gTeamShields[1] > 0) { - gActors[2].unk_0B8 = 2; + gActors[2].state = 2; } break; } @@ -3142,16 +3142,16 @@ void func_i3_801A8BE8(Actor* actor) { Vec3f sp3C; Vec3f sp30; - switch (actor->unk_0B8) { + switch (actor->state) { case 4: break; case 1: if ((actor->unk_0B6 != 0) && ((((actor->index & 7) * 10) + 1030) < gCsFrameCount)) { - actor->unk_0B8 = 4; + actor->state = 4; } break; case 2: - actor->unk_0B8 = 3; + actor->state = 3; Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->fwork[29] = 5.0f; /* fallthrough */ diff --git a/src/overlays/ovl_i3/fox_zo.c b/src/overlays/ovl_i3/fox_zo.c index abddfbdc..14a306ad 100644 --- a/src/overlays/ovl_i3/fox_zo.c +++ b/src/overlays/ovl_i3/fox_zo.c @@ -579,7 +579,7 @@ void func_i3_80190028(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; actor->obj.id = OBJ_ACTOR_189; - actor->unk_0B8 = arg6; + actor->state = arg6; actor->scale = scale; actor->unk_048 = arg9; actor->obj.pos = *pos; @@ -616,7 +616,7 @@ void func_i3_80190204(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp24 = { 0.0f, 0.0f, 0.0f }; Actor* this = thisx; - if (this->unk_0B8 == 1) { + if (this->state == 1) { switch (limbIndex) { case 0: Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]); @@ -679,7 +679,7 @@ void func_i3_801904CC(Actor* actor) { Vec3f sp98; s32 i; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->health = 20; Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); @@ -691,7 +691,7 @@ void func_i3_801904CC(Actor* actor) { actor->vel.x = sp98.x; actor->vel.y = sp98.y; actor->vel.z = sp98.z; - actor->unk_0B8 = 5; + actor->state = 5; break; case 1: for (i = 0; i < 11; i++) { @@ -711,13 +711,13 @@ void func_i3_801904CC(Actor* actor) { } if ((actor->unk_0D0 != 0) && (actor->health != 0)) { actor->unk_0D0 = 0; - if (actor->unk_0B8 > 0) { + if (actor->state > 0) { actor->timer_0C6 = 15; actor->health -= actor->damage; Audio_PlaySfx(0x29033037, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); if (actor->health <= 0) { actor->health = 0; - actor->unk_0B8 = 1; + actor->state = 1; } } } @@ -851,7 +851,7 @@ void func_i3_80190F28(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp2C = { 0.0f, 0.0f, 0.0f }; Actor* this = thisx; - if (this->unk_0B8 == 3) { + if (this->state == 3) { switch (limbIndex) { case 0: Matrix_MultVec3f(gCalcMatrix, &sp2C, this->vwork); @@ -877,7 +877,7 @@ void func_i3_80191010(Actor* actor) { f32 var_fs0; s32 sp70; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[3] = actor->obj.rot.x; actor->fwork[1] = (Rand_ZeroOne() - 0.5f) * 1000.0f; @@ -886,7 +886,7 @@ void func_i3_80191010(Actor* actor) { actor->scale = 5.0f; actor->gravity = 1.0f; actor->obj.rot.x = 315.0f; - actor->unk_0B8++; + actor->state++; break; case 1: Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); @@ -898,7 +898,7 @@ void func_i3_80191010(Actor* actor) { actor->vel.x = sp80.x; actor->vel.y = sp80.y; actor->vel.z = sp80.z; - actor->unk_0B8++; + actor->state++; break; case 2: if (actor->timer_0BC == 0) { @@ -953,7 +953,7 @@ void func_i3_80191010(Actor* actor) { actor->health -= actor->damage; if (actor->health <= 0) { actor->health = 0; - actor->unk_0B8 = 3; + actor->state = 3; } } } @@ -1004,7 +1004,7 @@ void func_i3_80191680(Actor* actor) { Actor* sp38; if (actor->obj.pos.z < actor->fwork[0]) { - actor->unk_0B8 = 1; + actor->state = 1; } if ((actor->unk_0D0 != 0) && (actor->health != 0)) { actor->unk_0D0 = 0; @@ -1014,7 +1014,7 @@ void func_i3_80191680(Actor* actor) { if (actor->health <= 0) { actor->health = actor->unk_044 = 0; func_80066254(actor); - actor->unk_0B8 = 1; + actor->state = 1; Audio_PlaySfx(0x29018036, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } } @@ -1034,7 +1034,7 @@ void func_i3_80191680(Actor* actor) { sp5C = actor->fwork[3] - actor->obj.pos.z; sp54 = Math_RadToDeg(Math_Atan2F(sp64, sp5C)); sp38 = &gActors[actor->iwork[0]]; - if ((actor->unk_0B8 != 0) || (sp38->obj.status == OBJ_FREE)) { + if ((actor->state != 0) || (sp38->obj.status == OBJ_FREE)) { actor->timer_0CA[0] = 0; actor->info.unk_1C = 0.0f; sp54 += 180.0f; @@ -1063,7 +1063,7 @@ void func_i3_80191680(Actor* actor) { actor->vel.y = sp3C.y; actor->vel.z = sp3C.z - 20.0f; if (sp38->iwork[0] == (actor->index + 1)) { - if (actor->unk_0B8 == 0) { + if (actor->state == 0) { sp38->obj.pos.x = actor->obj.pos.x; sp38->obj.pos.y = actor->obj.pos.y - 50.0f; sp38->obj.pos.z = actor->obj.pos.z; @@ -1095,7 +1095,7 @@ void func_i3_80191BC4(Actor* actor) { actor->iwork[1] = 1; Audio_PlaySfx(0x2900201D, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } - if (func_800A73E4(&sp4C, &sp48, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z) && (actor->unk_0B8 == 0)) { + if (func_800A73E4(&sp4C, &sp48, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z) && (actor->state == 0)) { func_8007B344(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 20.0f, 7); func_8007C120(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.5f, 50); Object_Kill(&actor->obj, actor->sfxPos); @@ -1125,7 +1125,7 @@ void func_i3_80191E94(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp24 = { 0.0f, 0.0f, 0.0f }; Actor* this = thisx; - if (this->unk_0B8 == 4) { + if (this->state == 4) { switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]); @@ -1195,9 +1195,9 @@ void func_i3_80192094(Actor* actor) { Audio_PlaySfx(0x19832019, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } } - switch (actor->unk_0B8) { + switch (actor->state) { case 0: - actor->unk_0B8++; + actor->state++; actor->vel.y = 20.0f; actor->scale = 2.0f; break; @@ -1215,16 +1215,16 @@ void func_i3_80192094(Actor* actor) { actor->vel.y = 0.0f; actor->iwork[1] = 0; actor->fwork[3] = 150.0f; - actor->unk_0B8++; + actor->state++; } break; case 2: if (actor->iwork[1] >= 21) { actor->iwork[0] = 0; - actor->unk_0B8 = 3; + actor->state = 3; actor->vel.y = 50.0f; if (actor->unk_0B6 == 51) { - actor->unk_0B8 = 1; + actor->state = 1; actor->vel.y = -20.0f; } } else { @@ -1258,7 +1258,7 @@ void func_i3_80192094(Actor* actor) { actor->fwork[2] = 0.0f; actor->vel.y = 0.0f; actor->iwork[1] = 0; - actor->unk_0B8 = 2; + actor->state = 2; actor->fwork[3] = 150.0f; } break; @@ -1273,13 +1273,13 @@ void func_i3_80192094(Actor* actor) { func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f); break; } - if ((actor->unk_0D0 != 0) && (actor->unk_0B8 < 3)) { + if ((actor->unk_0D0 != 0) && (actor->state < 3)) { if (actor->unk_0D0 != 1) { - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5); gHitCount += 6; D_80177850 = 15; if (actor->unk_0D0 && actor->unk_0D0) {} - actor->unk_0B8 = 4; + actor->state = 4; } actor->unk_0D0 = 0; } @@ -1289,7 +1289,7 @@ void func_i3_801926F4(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp24 = { 0.0f, 0.0f, 0.0f }; Actor* this = thisx; - if (this->unk_0B8 == 2) { + if (this->state == 2) { switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp24, this->vwork); @@ -1322,7 +1322,7 @@ void func_i3_80192834(Actor* actor) { s32 sp70; s32 i; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, 5.497787f, 1); @@ -1334,7 +1334,7 @@ void func_i3_80192834(Actor* actor) { actor->vel.y = sp78.y; actor->vel.z = sp78.z; actor->health = 10; - actor->unk_0B8++; + actor->state++; break; case 1: Math_SmoothStepToF(&actor->vel.y, -30.0f, 0.1f, 1.0f, 0.01f); @@ -1360,7 +1360,7 @@ void func_i3_80192834(Actor* actor) { actor->health -= actor->damage; if (actor->health <= 0) { actor->health = 0; - actor->unk_0B8++; + actor->state++; } } break; @@ -1399,7 +1399,7 @@ void func_i3_80192C84(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp24 = { 0.0f, 0.0f, 0.0f }; Actor* this = thisx; - if (this->unk_0B8 == 3) { + if (this->state == 3) { switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]); @@ -1448,10 +1448,10 @@ void func_i3_80192E64(Actor* actor) { f32 sp70; s32 sp6C; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->obj.pos.y = 380.0f; - actor->unk_0B8 = 1; + actor->state = 1; break; case 1: Math_SmoothStepToF(&actor->vel.x, 0.0f, 0.1f, 1.0f, 0.0001); @@ -1466,7 +1466,7 @@ void func_i3_80192E64(Actor* actor) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp80, &sp74); actor->vel.x = sp74.x; actor->vel.z = sp74.z; - actor->unk_0B8 = 2; + actor->state = 2; } } break; @@ -1478,7 +1478,7 @@ void func_i3_80192E64(Actor* actor) { } else { actor->unk_0B6 = 0; actor->timer_0BC = 30; - actor->unk_0B8 = 1; + actor->state = 1; } break; case 3: @@ -1494,12 +1494,12 @@ void func_i3_80192E64(Actor* actor) { } if (actor->unk_0D0 != 0) { if (actor->unk_0D0 != 1) { - if ((actor->unk_0B8 != 0) && (actor->unk_0B8 != 3)) { - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2); + if ((actor->state != 0) && (actor->state != 3)) { + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2); gHitCount += 3; D_80177850 = 15; if ((actor->unk_0D0) && (actor->unk_0D0)) {} // fake - actor->unk_0B8 = 3; + actor->state = 3; } } else { Audio_PlaySfx(0x29121007, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1674,7 +1674,7 @@ void func_i3_80193970(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot, s3 effect->unk_44 = arg5; effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f; effect->obj.rot.z = Rand_ZeroOne() * 360.0f; - effect->unk_4E = 1; + effect->state = 1; effect->unk_78 = 100; effect->unk_7A = 13; Object_SetInfo(&effect->info, effect->obj.id); @@ -2059,7 +2059,7 @@ void func_i3_80194A84(Boss* bossZO) { Vec3f sp60 = { 0.0f, 0.0f, 40.0f }; gBossFrameCount++; - if ((bossZO->actionState != 0) || ((bossZO->actionState == 0) && (bossZO->timer_050 < 50))) { + if ((bossZO->state != 0) || ((bossZO->state == 0) && (bossZO->timer_050 < 50))) { Math_SmoothStepToF(&sZoFwork[ZO_BSF_24], sZoFwork[ZO_BSF_23], 0.1f, 2.0f, 0.00001f); Math_SmoothStepToF(&bossZO->obj.pos.y, sZoFwork[ZO_BSF_25], 0.1f, sZoFwork[ZO_BSF_24], 0.00001f); } @@ -2097,8 +2097,7 @@ void func_i3_80194A84(Boss* bossZO) { sZoSwork[ZO_BSS_43] = 255; } } - if (((bossZO->actionState == 2) || (bossZO->actionState == 3) || (bossZO->actionState == 8)) && - (gPlayer[0].timer_220 == 2)) { + if (((bossZO->state == 2) || (bossZO->state == 3) || (bossZO->state == 8)) && (gPlayer[0].timer_220 == 2)) { if (bossZO->swork[ZO_SWK_8] == 0) { func_800BA808(gMsg_ID_6068, RCID_BOSS_ZONESS); } @@ -2107,7 +2106,7 @@ void func_i3_80194A84(Boss* bossZO) { bossZO->swork[ZO_SWK_8] = 0; } } - if ((bossZO->swork[ZO_SWK_9] == 0) && (bossZO->actionState >= 2) && (bossZO->health != 0)) { + if ((bossZO->swork[ZO_SWK_9] == 0) && (bossZO->state >= 2) && (bossZO->health != 0)) { if (bossZO->swork[ZO_SWK_10] == 0) { func_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 50.0f, 0.0f, 5.0f); func_8007AFD0(bossZO->obj.pos.x, bossZO->obj.pos.z, 46.0f, 19.0f, 5.0f); @@ -2133,8 +2132,8 @@ void func_i3_80194A84(Boss* bossZO) { if (bossZO->swork[ZO_SWK_9] != 0) { bossZO->swork[ZO_SWK_9]--; } - switch (bossZO->actionState) { /* switch 1 */ - case 0: /* switch 1 */ + switch (bossZO->state) { /* switch 1 */ + case 0: /* switch 1 */ if ((!(gGameFrameCount & 7) || (bossZO->timer_050 == 43)) && (bossZO->swork[ZO_SWK_13] == 0) && ((bossZO->swork[ZO_SWK_12] < 7) || (bossZO->timer_050 == 43))) { D_801779A8[0] = 20.0f; @@ -2176,7 +2175,7 @@ void func_i3_80194A84(Boss* bossZO) { bossZO->swork[ZO_SWK_12] = 0; sZoFwork[ZO_BSF_77] = 0.0f; bossZO->swork[ZO_SWK_13] = 1; - bossZO->actionState = 1; + bossZO->state = 1; } } break; @@ -2219,11 +2218,11 @@ void func_i3_80194A84(Boss* bossZO) { bossZO->timer_050 = 0; sZoFwork[ZO_BSF_77] = 0.0f; bossZO->swork[ZO_SWK_4] = 1000; - bossZO->actionState = 3; + bossZO->state = 3; if (sZoSwork[ZO_BSS_19] == 0) { bossZO->timer_050 = 30; bossZO->swork[ZO_SWK_4] = 0; - bossZO->actionState = 2; + bossZO->state = 2; } } } @@ -2240,7 +2239,7 @@ void func_i3_80194A84(Boss* bossZO) { Math_SmoothStepToF(&sZoFwork[ZO_BSF_11], sZoFwork[ZO_BSF_75], 0.2f, 4.0f, 0.00001f); if ((sZoSwork[ZO_BSS_20] == 0) && (sZoFwork[ZO_BSF_1] == 0.0f)) { bossZO->swork[ZO_SWK_4] = 1000; - bossZO->actionState = 3; + bossZO->state = 3; } } break; @@ -2457,7 +2456,7 @@ void func_i3_80194A84(Boss* bossZO) { if (bossZO->obj.rot.y == 0.0f) { sZoSwork[ZO_BSS_16] = 0; bossZO->swork[ZO_SWK_4] = 1000; - bossZO->actionState = 3; + bossZO->state = 3; } } } @@ -2472,7 +2471,7 @@ void func_i3_80194A84(Boss* bossZO) { sZoSwork[ZO_BSS_36] = 0; sZoFwork[ZO_BSF_77] = 0.0f; bossZO->swork[ZO_SWK_4] = 1000; - bossZO->actionState = 3; + bossZO->state = 3; } } break; @@ -2540,7 +2539,7 @@ void func_i3_80194A84(Boss* bossZO) { sZoSwork[ZO_BSS_5] = 0; D_80178348 = D_80178350 = D_80178354 = D_80178340 = 0; func_80042EC0(bossZO); - bossZO->actionState = 7; + bossZO->state = 7; } break; case 7: /* switch 1 */ @@ -2620,7 +2619,7 @@ void func_i3_80194A84(Boss* bossZO) { func_i3_80199394(bossZO, i); } bossZO->timer_050 = 100; - bossZO->actionState = 0; + bossZO->state = 0; } break; } @@ -2644,7 +2643,7 @@ void func_i3_80194A84(Boss* bossZO) { spE4.x = gPlayer[0].pos.x - sZoFwork[ZO_BSF_65_X]; spE4.z = gPlayer[0].unk_138 - sZoFwork[ZO_BSF_65_Z]; Math_SmoothStepToAngle(&sZoFwork[ZO_BSF_19], Math_RadToDeg(Math_Atan2F(spE4.x, spE4.z)), 0.1f, 5.0f, 0.0f); - if ((bossZO->actionState >= 3) && (bossZO->actionState < 6)) { + if ((bossZO->state >= 3) && (bossZO->state < 6)) { Matrix_RotateY(gCalcMatrix, bossZO->obj.rot.y * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, bossZO->obj.rot.x * M_DTOR, 1); Matrix_MultVec3f(gCalcMatrix, &spA8, &spD8); @@ -2776,7 +2775,7 @@ void func_i3_80194A84(Boss* bossZO) { switch (bossZO->dmgPart) { /* switch 2 */ case 0: /* switch 2 */ if ((sZoSwork[ZO_BSS_8] != 0) && (dmgType == DMG_BOMB) && - ((bossZO->actionState == 3) || (bossZO->actionState == 8))) { + ((bossZO->state == 3) || (bossZO->state == 8))) { sZoLimbTimers[ZO_LIMB_1] = sZoLimbTimers[ZO_LIMB_14] = sZoLimbTimers[ZO_LIMB_15] = 15; sZoSwork[ZO_BSS_49] = 60; sZoSwork[ZO_BSS_8] -= bossZO->damage; @@ -2788,7 +2787,7 @@ void func_i3_80194A84(Boss* bossZO) { } break; case 3: /* switch 2 */ - if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) && + if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) && (sZoSwork[ZO_BSS_50] == 0)) { sZoLimbTimers[ZO_LIMB_10] = 15; sZoSwork[ZO_BSS_50] = 50; @@ -2804,7 +2803,7 @@ void func_i3_80194A84(Boss* bossZO) { } break; case 4: /* switch 2 */ - if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) && + if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) && (sZoSwork[ZO_BSS_51] == 0)) { sZoLimbTimers[ZO_LIMB_2] = 15; sZoSwork[ZO_BSS_51] = 50; @@ -2820,7 +2819,7 @@ void func_i3_80194A84(Boss* bossZO) { } break; case 5: /* switch 2 */ - if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) && + if ((sZoSwork[ZO_BSS_9] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) && (sZoSwork[ZO_BSS_50] == 0)) { sZoLimbTimers[ZO_LIMB_10] = 15; sZoSwork[ZO_BSS_50] = 50; @@ -2834,7 +2833,7 @@ void func_i3_80194A84(Boss* bossZO) { func_8007A6F0(&spD8, 0x2903A008); } } - if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) && + if ((sZoSwork[ZO_BSS_10] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) && (sZoSwork[ZO_BSS_51] == 0)) { sZoLimbTimers[ZO_LIMB_2] = 15; sZoSwork[ZO_BSS_51] = 50; @@ -2852,7 +2851,7 @@ void func_i3_80194A84(Boss* bossZO) { case 6: /* switch 2 */ if ((bossZO->health != 0) && (sZoSwork[ZO_BSS_9] == 0) && (sZoSwork[ZO_BSS_10] == 0) && (sZoSwork[ZO_BSS_11] == 0) && (sZoSwork[ZO_BSS_12] == 0) && (sZoSwork[ZO_BSS_13] == 0) && - (bossZO->actionState == 3)) { + (bossZO->state == 3)) { sZoLimbTimers[ZO_LIMB_25] = sZoLimbTimers[ZO_LIMB_36] = 15; bossZO->health -= bossZO->damage; if (bossZO->health < 150) { @@ -2872,14 +2871,14 @@ void func_i3_80194A84(Boss* bossZO) { sZoFwork[ZO_BSF_27] = 20.0f; sZoFwork[ZO_BSF_26] = 50.0f; sZoFwork[ZO_BSF_28] = -2600.0f; - bossZO->actionState = 6; + bossZO->state = 6; bossZO->fwork[ZO_FWK_4] = 1.0f; } } break; case 7: /* switch 2 */ case 12: /* switch 2 */ - if ((sZoSwork[ZO_BSS_13] >= 2) && (bossZO->actionState == 5) && (dmgType == DMG_BOMB)) { + if ((sZoSwork[ZO_BSS_13] >= 2) && (bossZO->state == 5) && (dmgType == DMG_BOMB)) { sZoLimbTimers[ZO_LIMB_5] = sZoLimbTimers[ZO_LIMB_6] = 15; sZoSwork[ZO_BSS_52] = 30; sZoSwork[ZO_BSS_13] -= bossZO->damage; @@ -2896,7 +2895,7 @@ void func_i3_80194A84(Boss* bossZO) { break; case 8 + 0: /* switch 2 */ case 10 + 0: /* switch 2 */ - if ((sZoSwork[ZO_BSS_11] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) && + if ((sZoSwork[ZO_BSS_11] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) && (sZoSwork[ZO_BSS_53] == 0)) { sZoLimbTimers[ZO_LIMB_7] = sZoLimbTimers[ZO_LIMB_21] = sZoLimbTimers[ZO_LIMB_22] = 15; sZoSwork[ZO_BSS_53] = 50; @@ -2915,14 +2914,14 @@ void func_i3_80194A84(Boss* bossZO) { func_8007A6F0(&spD8, 0x2940983C); sZoSwork[ZO_BSS_16] = 0; ZO_HIT_8(bossZO, 0)->z.offset = ZO_HIT_10(bossZO, 0)->z.offset = 100000.0f; - bossZO->actionState = 4; + bossZO->state = 4; bossZO->fwork[ZO_FWK_9] = 330.0f; } } break; case 8 + 1: /* switch 2 */ case 10 + 1: /* switch 2 */ - if ((sZoSwork[ZO_BSS_12] != 0) && (bossZO->actionState == 3) && (dmgType == DMG_BOMB) && + if ((sZoSwork[ZO_BSS_12] != 0) && (bossZO->state == 3) && (dmgType == DMG_BOMB) && (sZoSwork[ZO_BSS_54] == 0)) { sZoLimbTimers[ZO_LIMB_11] = sZoLimbTimers[ZO_LIMB_23] = sZoLimbTimers[ZO_LIMB_24] = 15; sZoSwork[ZO_BSS_54] = 50; @@ -2941,7 +2940,7 @@ void func_i3_80194A84(Boss* bossZO) { func_8007A6F0(&spCC, 0x2940983C); sZoSwork[ZO_BSS_16] = 0; ZO_HIT_8(bossZO, 1)->z.offset = ZO_HIT_10(bossZO, 1)->z.offset = 100000.0f; - bossZO->actionState = 4; + bossZO->state = 4; bossZO->fwork[ZO_FWK_9] = 30.0f; } } @@ -3003,7 +3002,7 @@ void func_i3_80194A84(Boss* bossZO) { (*temp2)--; } } - if (bossZO->actionState < 4) { + if (bossZO->state < 4) { spD8.x = sZoFwork[ZO_BSF_106_X]; spD8.y = sZoFwork[ZO_BSF_106_Y]; spD8.z = sZoFwork[ZO_BSF_106_Z]; @@ -3211,7 +3210,7 @@ void func_i3_80198BE8(Boss* bossZO, s32 arg1) { effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_398; effect->timer_50 = 100; - effect->unk_4E = 1; + effect->state = 1; effect->scale2 = 1.0f; effect->obj.rot.z = 30.0f; effect->obj.pos.x = sZoFwork[ZO_BSF_93_X + 3 * arg1]; @@ -3245,7 +3244,7 @@ void func_i3_80198ECC(Boss* bossZO) { sZoFwork[ZO_BSF_23] = 15.0f; sZoFwork[ZO_BSF_28] = -3500.0f; sZoFwork[ZO_BSF_77] = 0.0f; - bossZO->actionState = 8; + bossZO->state = 8; bossZO->fwork[ZO_FWK_4] = 1.0f; } @@ -3274,7 +3273,7 @@ void func_i3_8019907C(Boss* bossZO) { sZoSwork[ZO_BSS_30]++; } sZoFwork[ZO_BSF_77] = 0.0f; - bossZO->actionState = 5; + bossZO->state = 5; } else { func_i3_80198ECC(bossZO); @@ -3287,7 +3286,7 @@ void func_i3_8019914C(Boss* bossZO, s32 arg1) { sZoFwork[ZO_BSF_77] = 0.0f; sZoSwork[ZO_BSS_36] = sZoSwork[ZO_BSS_16] = 0; bossZO->swork[ZO_SWK_4] = 1000; - bossZO->actionState = 3; + bossZO->state = 3; if ((sZoSwork[ZO_BSS_11] == 0) && (sZoSwork[ZO_BSS_12] == 0)) { bossZO->fwork[ZO_FWK_6] = bossZO->obj.pos.x; sZoSwork[ZO_BSS_20] = sZoSwork[ZO_BSS_24] = 1; @@ -3353,7 +3352,7 @@ void func_i3_80199470(Boss* bossZO, s32 arg1) { sZoSwork[ZO_BSS_36] = sZoSwork[ZO_BSS_16] = 0; sZoFwork[ZO_BSF_77] = 0; bossZO->swork[ZO_SWK_4] = 1000; - bossZO->actionState = 3; + bossZO->state = 3; if ((sZoSwork[ZO_BSS_11] == 0) && (sZoSwork[ZO_BSS_12] == 0)) { sZoSwork[ZO_BSS_20] = sZoSwork[ZO_BSS_24] = 1; } @@ -3412,7 +3411,7 @@ void func_i3_801998E0(Effect* effect, f32 xPos, f32 yPos, f32 zPos) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; effect->obj.id = OBJ_EFFECT_374; - effect->unk_4E = 1; + effect->state = 1; effect->timer_50 = 30; effect->unk_44 = 192; effect->obj.pos.y = yPos; @@ -3441,13 +3440,13 @@ void func_i3_80199A28(Actor* actor) { s32 sp34; actor->obj.rot.x += 5.0f; - switch (actor->unk_0B8) { /* irregular */ + switch (actor->state) { /* irregular */ case 0: if (actor->health == 0) { actor->iwork[0]++; actor->health = 10; actor->iwork[1] = 1; - actor->unk_0B8 = 2; + actor->state = 2; actor->fwork[0] = -50.0f; } else { actor->vel.y = 60.0f; @@ -3455,7 +3454,7 @@ void func_i3_80199A28(Actor* actor) { if (gBosses[0].obj.pos.y < 0.0f) { actor->obj.pos.y = -100.0f; } - actor->unk_0B8++; + actor->state++; } break; case 1: @@ -3467,7 +3466,7 @@ void func_i3_80199A28(Actor* actor) { } Math_SmoothStepToF(&actor->vel.y, -60.0f, 0.5f, 5.0f, 0.00001f); if (actor->obj.pos.y < -30.0f) { - actor->unk_0B8++; + actor->state++; actor->vel.y = 0.0f; actor->gravity = 0.0f; actor->fwork[0] = 0.0f; @@ -3528,7 +3527,7 @@ void func_i3_80199E9C(Actor* actor, f32 arg1, f32 arg2) { void func_i3_80199F10(Actor* actor) { if (sZoSwork[ZO_BSS_13] == 0) { - actor->unk_0B8 = 3; + actor->state = 3; actor->vel.y = -50.0f; actor->obj.pos.x = sZoFwork[ZO_BSF_60_X]; Math_SmoothStepToF(&actor->fwork[0], -500.0f, 1.0f, 100.0f, 0.00001f); @@ -3537,7 +3536,7 @@ void func_i3_80199F10(Actor* actor) { Object_Kill(&actor->obj, actor->sfxPos); } } - switch (actor->unk_0B8) { /* irregular */ + switch (actor->state) { /* irregular */ case 0: actor->obj.rot.y += 2.0f; func_i3_80199E9C(actor, 0.0f, 20.0f); @@ -3545,12 +3544,12 @@ void func_i3_80199F10(Actor* actor) { case 1: /* switch 1 */ actor->fwork[1] = sZoFwork[ZO_BSF_68_Y] - sZoFwork[ZO_BSF_60_Y]; Audio_PlaySfx(0x3100503E, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - actor->unk_0B8++; + actor->state++; break; case 2: /* switch 1 */ actor->fwork[1] = sZoFwork[ZO_BSF_71_Y] - sZoFwork[ZO_BSF_60_Y]; Audio_PlaySfx(0x3100503E, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - actor->unk_0B8++; + actor->state++; break; } break; @@ -3573,7 +3572,7 @@ void func_i3_80199F10(Actor* actor) { if (gBosses[0].timer_050 != 0) { func_i3_80199E9C(actor, 0.0f, 10.0f); } else { - actor->unk_0B8 = 0; + actor->state = 0; Audio_KillSfx(actor->sfxPos); } break; @@ -3600,7 +3599,7 @@ void func_i3_8019A1FC(Actor* actor) { gSPDisplayList(gMasterDisp++, D_601C590); RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); - if (((actor->unk_0B8 == 1) && (gBosses[0].timer_052 != 0)) || (actor->unk_0B8 == 0)) { + if (((actor->state == 1) && (gBosses[0].timer_052 != 0)) || (actor->state == 0)) { Matrix_RotateY(gGfxMatrix, gGameFrameCount * M_DTOR, 1); } var_fv0 = sZoFwork[ZO_BSF_60_Y] + -1.0f * actor->fwork[0] - actor->obj.pos.y; @@ -3655,20 +3654,20 @@ void func_i3_8019A5D4(Actor* actor) { f32 var_fa0; f32 var_fv1; - if ((gBosses[0].actionState == 6) || (gBosses[0].actionState == 7)) { + if ((gBosses[0].state == 6) || (gBosses[0].state == 7)) { Audio_KillSfx(actor->sfxPos); - actor->unk_0B8 = 10; + actor->state = 10; actor->vel.z = 40.0f; } actor->fwork[3] += 10.0f; actor->fwork[1] = 70.0f; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->obj.pos.x = sZoFwork[ZO_BSF_65_X]; actor->obj.pos.y = sZoFwork[ZO_BSF_65_Y]; actor->obj.pos.z = sZoFwork[ZO_BSF_65_Z]; if ((sZoSwork[ZO_BSS_20] != 0) && (actor->timer_0BC == 0)) { - if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].actionState == 8)) { + if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].state == 8)) { var_fv1 = (Rand_ZeroOne() - 0.5f) * 3000.0f; var_fa0 = 0.0f; } else { @@ -3685,7 +3684,7 @@ void func_i3_8019A5D4(Actor* actor) { actor->timer_0BC = (s32) ((fabsf(sZoFwork[ZO_BSF_28] - -2600.0f) / 100.0f) + 30.0f); actor->timer_0C0 = 3; Audio_PlaySfx(0x2900403D, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - actor->unk_0B8++; + actor->state++; } break; case 1: @@ -3701,12 +3700,12 @@ void func_i3_8019A5D4(Actor* actor) { if (actor->obj.pos.y < -150.0f) { actor->gravity = 0.0f; Audio_PlaySfx(0x19003021, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - actor->unk_0B8++; + actor->state++; } } break; case 2: - if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].actionState == 8)) { + if ((sZoSwork[ZO_BSS_8] == 0) && (gBosses[0].state == 8)) { actor->fwork[5] = 0.0f; actor->obj.pos.x = sZoFwork[ZO_BSF_65_X]; actor->obj.pos.y = sZoFwork[ZO_BSF_65_Y]; @@ -3732,7 +3731,7 @@ void func_i3_8019A5D4(Actor* actor) { actor->fwork[6] = 0.0f; } if ((sp4C <= 30.0f) && (sp48 <= 30.0f)) { - actor->unk_0B8 = 0; + actor->state = 0; Audio_KillSfx(actor->sfxPos); Audio_PlaySfx(0x29433022, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->timer_0BC = 40; @@ -3749,7 +3748,7 @@ void func_i3_8019A5D4(Actor* actor) { } actor->unk_0D0 = 0; } - if (!(gGameFrameCount & 7) && (actor->unk_0B8 != 0) && (actor->iwork[0] < 8) && + if (!(gGameFrameCount & 7) && (actor->state != 0) && (actor->iwork[0] < 8) && (func_800A73E4(&sp44, &sp40, actor->obj.pos.x, actor->obj.pos.y - 100.0f, actor->obj.pos.z) != 0)) { func_8008377C(actor->obj.pos.x, sp44, actor->obj.pos.z, 0.0f, 0.7f); actor->iwork[0]++; @@ -3779,7 +3778,7 @@ void func_i3_8019ACCC(Actor* actor) { Matrix_Pop(&gGfxMatrix); Matrix_Push(&gGfxMatrix); gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK); - if ((gBosses[0].actionState != 6) && (gBosses[0].actionState != 7)) { + if ((gBosses[0].state != 6) && (gBosses[0].state != 7)) { RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK); temp_fa0 = sZoFwork[ZO_BSF_65_X] - actor->obj.pos.x; @@ -3873,21 +3872,21 @@ void func_i3_8019B1F0(Actor* actor) { var_s3 = 1; if (actor->obj.rot.x >= 100.0f) { - actor->unk_0B8 = 1; + actor->state = 1; actor->iwork[3] = actor->obj.rot.x / 100.0f; actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f)); } for (i = 0, var_s6 = 0; var_s3 < 3 && i < 60; i++) { if (gActors[i].obj.status == OBJ_FREE) { - if (actor->unk_0B8 == 0) { + if (actor->state == 0) { Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[var_s3], &sp84); } else { Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[var_s3], &sp84); } Actor_Initialize(&gActors[i]); gActors[i].obj.status = OBJ_INIT; - if (actor->unk_0B8 == 0) { + if (actor->state == 0) { gActors[i].obj.id = OBJ_ACTOR_251; gActors[i].iwork[3] = 777; } else { @@ -3902,8 +3901,8 @@ void func_i3_8019B1F0(Actor* actor) { gActors[i].iwork[1] = actor->index; gActors[i].iwork[2] = var_s3; Object_SetInfo(&gActors[i].info, gActors[i].obj.id); - if (actor->unk_0B8 != 0) { - gActors[i].unk_0B8 = 3; + if (actor->state != 0) { + gActors[i].state = 3; if (D_i3_801BF804[actor->iwork[3]] >= 361.0f) { gActors[i].obj.rot.x = actor->obj.rot.y; } else { @@ -3928,7 +3927,7 @@ void func_i3_8019B548(Actor* actor) { Actor* otherActor; Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); - switch (actor->unk_0B8) { + switch (actor->state) { case 0: for (i = 1; i < 3; i++) { otherActor = &gActors[actor->iwork[i]]; @@ -3991,11 +3990,11 @@ void func_i3_8019B854(Actor* actor) { actor->health -= actor->damage; Audio_PlaySfx(0x2903300E, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } - switch (actor->unk_0B8) { + switch (actor->state) { case 0: if (actor->health <= 0) { actor->health = 0; - actor->unk_0B8++; + actor->state++; } break; case 1: @@ -4046,7 +4045,7 @@ void func_i3_8019BC78(s32 limbIndex, Vec3f* rot, void* thisx) { Vec3f sp24 = { 0.0f, 0.0f, 0.0f }; Actor* this = thisx; - if (this->unk_0B8 != 0) { + if (this->state != 0) { switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp24, &this->vwork[0]); @@ -4091,7 +4090,7 @@ void func_i3_8019BE48(Actor* actor) { s32 i; Actor* newActor; - switch (actor->unk_0B8) { /* irregular */ + switch (actor->state) { /* irregular */ case 0: for (i = 0, newActor = gActors; i < 60; i++, newActor++) { if (newActor->obj.status == OBJ_FREE) { @@ -4115,7 +4114,7 @@ void func_i3_8019BE48(Actor* actor) { newActor->obj.status = OBJ_FREE; } actor->health = 10; - actor->unk_0B8++; + actor->state++; break; case 1: if ((actor->unk_0D0 != 0) && (actor->health != 0)) { @@ -4124,13 +4123,13 @@ void func_i3_8019BE48(Actor* actor) { actor->health -= actor->damage; if (actor->health <= 0) { if (D_80161684 == 0) { - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 2); gHitCount += 2; if (actor->unk_0D0 && actor->unk_0D0) {} } actor->health = actor->unk_044 = 0; func_80066254(actor); - actor->unk_0B8++; + actor->state++; } } break; @@ -4145,7 +4144,7 @@ void func_i3_8019BE48(Actor* actor) { func_8007A6F0(&actor->obj.pos, 0x29038033); break; } - if ((actor->unk_0B8 < 2) && + if ((actor->state < 2) && (func_800A73E4(&sp40, &sp38, actor->obj.pos.x, actor->obj.pos.y - 60.0f, actor->obj.pos.z) != 0)) { actor->gravity = 0.0f; sp3C = 10.0f; @@ -4173,12 +4172,12 @@ void func_i3_8019C200(Actor* actor) { Actor* newActor; actor->scale = -1.0f; - if (actor->unk_0B8 != 3) { + if (actor->state != 3) { actor->iwork[4] = fabsf(Math_ModF(actor->obj.rot.z, 10.0f)); sp38 = fabsf(actor->obj.rot.z / 10.0f); } else { sp38 = actor->iwork[0]; - actor->unk_0B8 = 0; + actor->state = 0; } actor->fwork[5] = actor->obj.rot.x; actor->obj.rot.x = 0.0f; @@ -4233,7 +4232,7 @@ void func_i3_8019C454(Actor* actor) { actor->fwork[1] = sp34.x; actor->fwork[2] = actor->fwork[3] + sp34.y; otherActor = &gActors[actor->iwork[3]]; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, 0); Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF8B8, &sp34); @@ -4242,7 +4241,7 @@ void func_i3_8019C454(Actor* actor) { otherActor->obj.pos.y = actor->obj.pos.y + sp34.y + actor->fwork[2]; otherActor->obj.pos.z = actor->obj.pos.z + sp34.z; } else { - actor->unk_0B8 = 1; + actor->state = 1; } switch (actor->iwork[4]) { case 1: @@ -4251,7 +4250,7 @@ void func_i3_8019C454(Actor* actor) { if (otherActor->obj.id == OBJ_ACTOR_251) { otherActor->gravity = 1.0f; } - actor->unk_0B8 = 1; + actor->state = 1; } break; case 2: @@ -4341,14 +4340,14 @@ f32 D_i3_801BF8CC[2] = { 23.0f, 337.0f }; void func_i3_8019CBEC(Actor* actor) { actor->timer_0C2 = 30000; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->fwork[5] = D_i3_801BF8CC[gGameFrameCount & 1]; if (D_80161684 != 0) { actor->fwork[5] = D_i3_801BF8C4[gGameFrameCount & 1]; actor->iwork[1] = 1; } - actor->unk_0B8++; + actor->state++; break; case 1: Math_SmoothStepToF(&actor->fwork[6], 10.0f, 0.1f, 1.0f, 0.001f); @@ -4371,7 +4370,7 @@ void func_i3_8019CBEC(Actor* actor) { actor->fwork[6] = 0.0f; } if (actor->iwork[0] == 777) { - actor->unk_0B8++; + actor->state++; } break; case 2: @@ -4437,7 +4436,7 @@ void func_i3_8019D060(Actor* actor) { newActor->fwork[2] = newActor->obj.pos.y; newActor->obj.pos.z = actor->obj.pos.z; - newActor->unk_0B8 = 1; + newActor->state = 1; actor->unk_046 = i + 1; Object_SetInfo(&newActor->info, newActor->obj.id); @@ -4453,7 +4452,7 @@ void func_i3_8019D060(Actor* actor) { void func_i3_8019D15C(Actor* actor) { Actor* temp_v0; - if (actor->unk_0B8 == 0) { + if (actor->state == 0) { if (actor->unk_0D0 != 0) { actor->unk_0D0 = 0; if (actor->unk_0D2 < 2) { @@ -4486,7 +4485,7 @@ void func_i3_8019D15C(Actor* actor) { s32 func_i3_8019D340(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* thisx) { Actor* this = thisx; - switch (this->unk_0B8) { + switch (this->state) { case 0: if (limbIndex == 1) { pos->y -= 60.0f; @@ -4808,17 +4807,17 @@ void func_i3_8019D76C(Player* player) { break; case 1120: /* switch 2 */ if (gTeamShields[3] > 0) { - gActors[0].unk_0B8 = 2; + gActors[0].state = 2; } break; case 1140: /* switch 2 */ if (gTeamShields[2] > 0) { - gActors[1].unk_0B8 = 2; + gActors[1].state = 2; } break; case 1160: /* switch 2 */ if (gTeamShields[1] > 0) { - gActors[2].unk_0B8 = 2; + gActors[2].state = 2; } break; } @@ -4862,7 +4861,7 @@ void func_i3_8019E5F0(Actor* actor) { Vec3f sp28; (void) "Demo_Time %d\n"; // goes in above function, probably - switch (actor->unk_0B8) { + switch (actor->state) { case 4: case 5: case 6: @@ -4873,11 +4872,11 @@ void func_i3_8019E5F0(Actor* actor) { break; case 1: if ((actor->unk_0B6 != 0) && ((((actor->index & 7) * 10) + 1030) < gCsFrameCount)) { - actor->unk_0B8 = 4; + actor->state = 4; } break; case 2: - actor->unk_0B8 = 3; + actor->state = 3; Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->fwork[29] = 5.0f; /* fallthrough */ diff --git a/src/overlays/ovl_i3/sf_aq.c b/src/overlays/ovl_i3/sf_aq.c index c09aff3b..ad07cbbe 100644 --- a/src/overlays/ovl_i3/sf_aq.c +++ b/src/overlays/ovl_i3/sf_aq.c @@ -590,7 +590,7 @@ void func_i3_801A9374(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, Actor_Initialize(actor); actor->obj.status = 2; actor->obj.id = 189; - actor->unk_0B8 = unkB8; + actor->state = unkB8; actor->scale = scale; actor->unk_048 = unk48; actor->obj.pos = *pos; @@ -836,7 +836,7 @@ void func_i3_801A9ED0(Player* player) { if (D_i3_801C4190[3] == 0) { sp8C = D_i3_801C4190[4]; - if ((fabsf(D_i3_801C4308[10]) >= 6.0f) && (gBosses[0].actionState >= 10) && (gBosses[0].obj.status == 2) && + if ((fabsf(D_i3_801C4308[10]) >= 6.0f) && (gBosses[0].state >= 10) && (gBosses[0].obj.status == 2) && (gBosses[0].health != 0)) { for (j = 119, i = 121; j < 199; j += 10, i += 10) { if ((j == 119) || (j == 129) || (j == 139) || (j == 169)) { @@ -846,7 +846,7 @@ void func_i3_801A9ED0(Player* player) { temp_fa0 = gBosses[0].obj.pos.y + tempy[0] - tempy[1] - 200.0f; temp_fv1 = gBosses[0].obj.pos.x + tempy[2] + tempy[3] + 200.0f; temp_fa1 = gBosses[0].obj.pos.x + tempy[2] - tempy[3] - 200.0f; - if ((gBosses[0].actionState >= 10) && ((player->pos.y + sp64.y) <= temp_fv0) && + if ((gBosses[0].state >= 10) && ((player->pos.y + sp64.y) <= temp_fv0) && (temp_fa0 <= (player->pos.y + sp64.y)) && ((player->pos.x + sp64.x) <= temp_fv1) && (temp_fa1 <= (player->pos.x + sp64.x))) { if (D_i3_801C41B8[11] >= diff --git a/src/overlays/ovl_i5/fox_ti_cs.c b/src/overlays/ovl_i5/fox_ti_cs.c index 847c6f7a..a3f6c323 100644 --- a/src/overlays/ovl_i5/fox_ti_cs.c +++ b/src/overlays/ovl_i5/fox_ti_cs.c @@ -274,11 +274,11 @@ void func_i5_80188108(Actor* actor, s32 arg1) { actor->iwork[11] = 1; actor->unk_0C9 = 1; actor->fwork[3] = D_i5_801B7348[arg1]; - actor->unk_0B8 = 30; + actor->state = 30; Audio_PlaySfx(0x3100000CU, actor->sfxPos, 4U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } else { actor->unk_0B6 = 1; - actor->unk_0B8 = 20; + actor->state = 20; Audio_PlaySfx(0x11030010U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->fwork[9] = 20.0f; } @@ -481,15 +481,15 @@ void func_i5_801882CC(Player* player) { break; case 1200: - gActors->unk_0B8++; + gActors->state++; break; case 1220: - gActors[1].unk_0B8++; + gActors[1].state++; break; case 1240: - gActors[2].unk_0B8++; + gActors[2].state++; break; case 1280: diff --git a/src/overlays/ovl_i6/fox_andross.c b/src/overlays/ovl_i6/fox_andross.c index 44ecf33c..2e709e63 100644 --- a/src/overlays/ovl_i6/fox_andross.c +++ b/src/overlays/ovl_i6/fox_andross.c @@ -107,7 +107,7 @@ void func_i6_801878A8() { } if (D_80178310[i].id <= OBJ_80_160) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[i].id; obj58->obj.pos.x = D_80178310[i].xPos; @@ -189,7 +189,7 @@ void func_i6_80187C5C(void) { } if (D_80178310[i].id <= OBJ_80_160) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[i].id; obj58->obj.pos.x = D_80178310[i].xPos; @@ -406,7 +406,7 @@ void func_i6_801888F4(Actor* actor) { func_8007A6F0(&actor->obj.pos, 0x2903B009); Object_Kill(&actor->obj, actor->sfxPos); - func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5); + BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5); gHitCount += 6; D_80177850 = 15; } @@ -419,7 +419,7 @@ void func_i6_80188A4C(Boss* boss) { } if (boss->dmgType != DMG_NONE) { boss->dmgType = DMG_NONE; - if (boss->actionState < 10 && !(boss->fwork[21] < 250.0f)) { + if (boss->state < 10 && !(boss->fwork[21] < 250.0f)) { switch (boss->dmgPart) { case 0: boss->swork[1] = 15; @@ -437,7 +437,7 @@ void func_i6_80188A4C(Boss* boss) { Audio_PlaySfx(0x2940D09AU, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); func_80042EC0(boss); gPlayer[0].state_1C8 = PLAYERSTATE_1C8_0; - boss->actionState = 20; + boss->state = 20; boss->swork[1] = 1000; boss->swork[2] = 1000; boss->swork[6] = 1; @@ -456,7 +456,7 @@ void func_i6_80188A4C(Boss* boss) { boss->swork[8]++; if (boss->swork[8] >= 6) { boss->swork[8] = 0; - boss->actionState = 12; + boss->state = 12; boss->timer_050 = 50; boss->fwork[3] = gPlayer[0].pos.x; boss->fwork[5] = gPlayer[0].unk_138; @@ -571,7 +571,7 @@ void func_i6_80189098(Boss* boss) { Object_SetInfo(&actor->info, actor->obj.id); actor->info.hitbox = SEGMENTED_TO_VIRTUAL(&D_800CBEA8); - gActors[0].unk_0B8 = 2; + gActors[0].state = 2; } extern void func_800B56BC(Player*); @@ -795,13 +795,13 @@ void func_i6_80189B70(Boss* boss) { } if ((fabsf(boss->obj.pos.x - gPlayer[0].pos.x) < 300.0f) && (fabsf((boss->obj.pos.y - 300.0f) - gPlayer[0].pos.y) < 300.0f) && - (fabsf(boss->obj.pos.z - gPlayer[0].unk_138) < 300.0f) && (boss->actionState < 0xB) && (boss->timer_05A == 0)) { - boss->actionState = 11; + (fabsf(boss->obj.pos.z - gPlayer[0].unk_138) < 300.0f) && (boss->state < 11) && (boss->timer_05A == 0)) { + boss->state = 11; boss->timer_050 = 150; Audio_PlaySfx(0x31408097, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } - switch (boss->actionState) { + switch (boss->state) { case 0: boss->health = 200; D_80177AB0 = 3; @@ -809,7 +809,7 @@ void func_i6_80189B70(Boss* boss) { boss->fwork[10] = 8.0f; func_i6_80189098(boss); boss->swork[5] = 300; - boss->actionState++; + boss->state++; Audio_PlaySfx(0x11034074, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); boss->fwork[21] = 255.0f; boss->fwork[22] = 255.0f; @@ -831,7 +831,7 @@ void func_i6_80189B70(Boss* boss) { if (boss->timer_050 == 0) { gPlayer[0].state_1C8 = PLAYERSTATE_1C8_9; gPlayer[0].unk_1D0 = 0; - boss->actionState = 1; + boss->state = 1; gPlayer[0].unk_240 = 1; } break; @@ -843,7 +843,7 @@ void func_i6_80189B70(Boss* boss) { boss->fwork[4] = (Rand_ZeroOne() - 0.5f) * 1000.0f; boss->fwork[5] = (Rand_ZeroOne() - 0.5f) * 10000.0f; if (Rand_ZeroOne() < 0.3f) { - boss->actionState = 2; + boss->state = 2; boss->timer_050 = (s32) Rand_ZeroOne() * 100.0f + 50; boss->fwork[1] = 0.0f; } @@ -851,7 +851,7 @@ void func_i6_80189B70(Boss* boss) { break; case 2: if (boss->timer_050 == 0) { - boss->actionState = 1; + boss->state = 1; boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50; boss->fwork[1] = 50.0f; } @@ -889,11 +889,11 @@ void func_i6_80189B70(Boss* boss) { D_80178358 = 0; boss->timer_05A = 50; if (boss->swork[4] != 0) { - boss->actionState = 1; + boss->state = 1; boss->timer_050 = (s32) Rand_ZeroOne() * 50.0f + 50; boss->fwork[1] = 50.0f; } else { - boss->actionState = 3; + boss->state = 3; } func_8001A55C(boss->sfxPos, 0x31408097); } @@ -921,7 +921,7 @@ void func_i6_80189B70(Boss* boss) { 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->actionState = 13; + boss->state = 13; Audio_PlaySfx(0x1940306E, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); boss->timer_054 = 90; } @@ -931,7 +931,7 @@ void func_i6_80189B70(Boss* boss) { boss->fwork[24] = 0.0f; boss->fwork[22] = 255.0f; if (250.0f < boss->fwork[22]) { - boss->actionState = 3; + boss->state = 3; } break; case 20: @@ -974,7 +974,7 @@ void func_i6_80189B70(Boss* boss) { gBossActive = 0; gPlayer[0].unk_0D0 = D_80161A54; func_8001CA24(0); - boss->actionState = 21; + boss->state = 21; func_8007B344(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 60.0f, 5); func_8007A568(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 40.0f); @@ -1128,7 +1128,7 @@ void func_i6_80189B70(Boss* boss) { boss->vel.x = sp64.x; boss->vel.y = sp64.y; boss->vel.z = sp64.z - D_80177D08; - if (boss->actionState < 20) { + if (boss->state < 20) { gUnkEntities28[59].unk_00 = 1; gUnkEntities28[59].unk_02 = 0x66; gUnkEntities28[59].pos.x = boss->obj.pos.x; @@ -1149,13 +1149,13 @@ void func_i6_80189B70(Boss* boss) { gActors[10].obj.pos.x = boss->obj.pos.x + 200.0f; gActors[10].obj.pos.y = boss->obj.pos.y - 200.0f; gActors[10].obj.pos.z = boss->obj.pos.z + 200.0f; - gActors[10].unk_0B8 = 0; + gActors[10].state = 0; gActors[10].timer_0C2 = 20; gActors[10].info.unk_1C = 0.0f; gActors[11].obj.pos.x = boss->obj.pos.x - 200.0f; gActors[11].obj.pos.y = boss->obj.pos.y - 200.0f; gActors[11].obj.pos.z = boss->obj.pos.z + 200.0f; - gActors[11].unk_0B8 = 0; + gActors[11].state = 0; gActors[11].timer_0C2 = 20; gActors[11].info.unk_1C = 0.0f; } @@ -1226,7 +1226,7 @@ void func_i6_8018B8C0(Boss* boss) { Vec3f spAC; Vec3f spA0; - if (boss->actionState != 21) { + if (boss->state != 21) { Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 20.0f * M_DTOR, 1); Matrix_Scale(gGfxMatrix, boss->fwork[23] + 1.0f, 1.0f - boss->fwork[23], 1.0f, 1); Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * M_DTOR, 1); @@ -1399,7 +1399,7 @@ void func_i6_8018C7A0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3 effect->vel.x = xVel; effect->vel.y = yVel; effect->vel.z = zVel; - effect->unk_4E = 1; + effect->state = 1; effect->unk_4C = arg7; if (arg7 < 8) { effect->scale2 = (Rand_ZeroOne() * 2.5f) + 5.0f; @@ -1427,7 +1427,7 @@ void func_i6_8018C958(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3 Effect_Initialize(effect); effect->obj.status = OBJ_ACTIVE; effect->obj.id = OBJ_EFFECT_396; - effect->unk_4E = 10; + effect->state = 10; effect->obj.pos.x = xPos; effect->obj.pos.y = yPos; effect->obj.pos.z = zPos; @@ -1472,9 +1472,9 @@ void func_i6_8018CAD4(Effect* effect) { effect->obj.rot.x += effect->unk_60.x; effect->obj.rot.y += effect->unk_60.y; - switch (effect->unk_4E) { + switch (effect->state) { case 0: - if (gBosses[0].actionState == 17) { + if (gBosses[0].state == 17) { Math_SmoothStepToF(&effect->obj.pos.x, gBosses[0].obj.pos.x, 0.03f, 10.0f, 0); Math_SmoothStepToF(&effect->obj.pos.y, gBosses[0].obj.pos.y - 200.0f, 0.03f, 10.0f, 0); effectXpos = effect->obj.pos.x; @@ -1562,7 +1562,7 @@ static Gfx* D_i6_801A6790[10] = { void func_i6_8018CF98(Effect* effect) { - if (effect->unk_4E == 10) { + if (effect->state == 10) { gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, effect->unk_44); Matrix_Scale(gGfxMatrix, effect->scale2, effect->scale2, effect->scale2, 1); Matrix_SetGfxMtx(&gMasterDisp); @@ -1616,10 +1616,10 @@ void func_i6_8018D2B0(Boss* boss) { if ((boss->swork[5] < 0) && (boss->swork[4] < 0)) { if ((boss->dmgType != DMG_NONE) && (boss->dmgPart == 0 || boss->dmgPart == 1)) { boss->dmgType = DMG_NONE; - if (boss->actionState < 12) { + if (boss->state < 12) { boss->health -= boss->damage; boss->timer_05C = 20; - if ((boss->actionState == 9) || (boss->actionState == 10)) { + if ((boss->state == 9) || (boss->state == 10)) { if (boss->health <= 0) { D_Timer_80161A60 = 8; Audio_PlaySfx(0x2940D09A, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1628,7 +1628,7 @@ void func_i6_8018D2B0(Boss* boss) { func_8001A55C(boss->sfxPos, 0x11030073); func_800182F4(0x100100FF); func_800182F4(0x110100FF); - boss->actionState = 31; + boss->state = 31; boss->timer_050 = 200; gPlayer[0].state_1C8 = PLAYERSTATE_1C8_7; gPlayer[0].unk_1D0 = 0; @@ -1642,9 +1642,9 @@ void func_i6_8018D2B0(Boss* boss) { func_800182F4(0x100100FF); func_800182F4(0x110100FF); if (D_8017827C == 0) { - boss->actionState = 30; + boss->state = 30; } else { - boss->actionState = 32; + boss->state = 32; } boss->fwork[9] = 0.0f; boss->unk_04C = 0; @@ -1658,13 +1658,13 @@ void func_i6_8018D2B0(Boss* boss) { } else if (boss->dmgType != DMG_NONE) { switch (boss->dmgPart) { case 0: - if (boss->actionState < 11) { + if (boss->state < 11) { boss->swork[6] -= boss->damage; boss->swork[0] = 30; Audio_PlaySfx(0x29034003, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); if (boss->swork[6] <= 0) { boss->swork[6] = 100; - boss->actionState = 12; + boss->state = 12; boss->timer_050 = 120; boss->unk_04C = 0; boss->fwork[9] = 0.0f; @@ -1673,13 +1673,13 @@ void func_i6_8018D2B0(Boss* boss) { } break; case 1: - if (boss->actionState < 12) { + if (boss->state < 12) { boss->swork[6] -= boss->damage; boss->swork[1] = 30; Audio_PlaySfx(0x29034003, boss->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); if (boss->swork[6] <= 0) { boss->swork[6] = 100; - boss->actionState = 13; + boss->state = 13; boss->timer_050 = 120; boss->unk_04C = 0; boss->fwork[9] = 0.0f; @@ -1741,34 +1741,34 @@ void func_i6_8018D2B0(Boss* boss) { void func_i6_8018D9C0(Boss* boss) { - switch (boss->actionState) { + switch (boss->state) { case 2: - boss->actionState = 3; + boss->state = 3; break; case 3: - boss->actionState = 4; + boss->state = 4; break; case 4: - boss->actionState = 5; + boss->state = 5; boss->timer_050 = 30; break; case 5: - boss->actionState = 6; + boss->state = 6; boss->timer_050 = 40; break; case 6: - boss->actionState = 17; + boss->state = 17; boss->timer_050 = 180; boss->fwork[16] = 0.0f; break; case 12: case 13: case 14: - boss->actionState = 7; + boss->state = 7; boss->timer_050 = 150; break; default: - boss->actionState = 2; + boss->state = 2; break; } boss->fwork[9] = 0.0f; @@ -1825,13 +1825,13 @@ void func_i6_8018DBF0(Boss* boss) { f32 yaw; f32 pitch; s16 limbCount; - s32 initialActionState; + s32 initialstate; s32 pad; player = &gPlayer[0]; gBossFrameCount++; - initialActionState = boss->actionState; + initialstate = boss->state; func_i6_801876FC(); gAmbientR = 10; @@ -1870,8 +1870,8 @@ void func_i6_8018DBF0(Boss* boss) { func_i6_8018D2B0(boss); boss->swork[7] = 0; boss->fwork[14] = boss->fwork[15] = 0.0f; - if (boss->actionState >= 2) { - gBlurAlpha = 0x80; + if (boss->state >= 2) { + gBlurAlpha = 128; } for (i = 0; i < 4; i++) { @@ -1934,11 +1934,11 @@ void func_i6_8018DBF0(Boss* boss) { } Math_SmoothStepToAngle(&boss->vwork[5].x, pitch, 0.5f, 5.0f, 0); Math_SmoothStepToAngle(&boss->vwork[5].y, yaw, 0.5f, 5.0f, 0); - switch (boss->actionState) { + switch (boss->state) { case 0: boss->fwork[8] = 0.1f; boss->fwork[7] = 50.0f; - boss->actionState = 1; + boss->state = 1; boss->timer_050 = 60; boss->timer_052 = 80; boss->timer_054 = 150; @@ -1986,7 +1986,7 @@ void func_i6_8018DBF0(Boss* boss) { } Math_SmoothStepToF(&boss->fwork[9], 0.2f, 1.0f, 0.01f, 0); if (boss->timer_054 == 0) { - boss->actionState = 2; + boss->state = 2; boss->unk_04C = 0; boss->fwork[7] = boss->fwork[9] = 0.0f; boss->vel.z = -20.0f; @@ -2226,7 +2226,7 @@ void func_i6_8018DBF0(Boss* boss) { break; case 12: if ((boss->swork[4] < 0) || (boss->swork[5] < 0)) { - boss->actionState = 14; + boss->state = 14; boss->unk_04C = 0; boss->fwork[9] = 0.0f; } else { @@ -2253,7 +2253,7 @@ void func_i6_8018DBF0(Boss* boss) { break; case 13: if ((boss->swork[4] < 0) || (boss->swork[5] < 0)) { - boss->actionState = 14; + boss->state = 14; boss->unk_04C = 0; boss->fwork[9] = 0.0f; } else { @@ -2335,7 +2335,7 @@ void func_i6_8018DBF0(Boss* boss) { if (boss->unk_04C >= Animation_GetFrameCount(&D_C00DE48)) { boss->unk_04C = Animation_GetFrameCount(&D_C00DE48) - 1; if (boss->timer_050 == 0) { - boss->actionState = 16; + boss->state = 16; boss->unk_04C = 0; boss->timer_050 = 30; boss->fwork[9] = 0.0f; @@ -2344,7 +2344,7 @@ void func_i6_8018DBF0(Boss* boss) { limbCount = Animation_GetFrameData(&D_C00DE48, boss->unk_04C, spD0); Math_SmoothStepToVec3fArray(spD0, D_i6_801A7F80, 1, limbCount, boss->fwork[9], 100.0f, 0.0f); if ((boss->unk_04C == 45) && (boss->swork[8] == 2)) { - boss->actionState = 18; + boss->state = 18; boss->unk_04C = 0; boss->unk_044 = 0; boss->timer_050 = 40; @@ -2434,7 +2434,7 @@ void func_i6_8018DBF0(Boss* boss) { (fabsf(playerShot->obj.pos.y - (boss->obj.pos.y - 100.0f)) < 200.0f) && (fabsf(playerShot->obj.pos.z - (boss->obj.pos.z - 200.0f)) < 100.0f)) { Object_Kill(&playerShot->obj, playerShot->sfxPos); - boss->actionState = 15; + boss->state = 15; boss->fwork[9] = 0.2f; boss->unk_04C = 0; boss->swork[8] = 2; @@ -2461,7 +2461,7 @@ void func_i6_8018DBF0(Boss* boss) { Math_SmoothStepToF(&player->pos.y, boss->obj.pos.y - 150.0f, 0.1f, boss->fwork[16], 0); Math_SmoothStepToF(&boss->fwork[16], 35.0f, 1.0f, 0.5f, 0); if (fabsf(player->unk_138 - boss->obj.pos.z) < 200.0f) { - boss->actionState = 15; + boss->state = 15; boss->swork[8] = 1; boss->fwork[9] = 0.2f; boss->unk_04C = 0; @@ -2489,7 +2489,7 @@ void func_i6_8018DBF0(Boss* boss) { if (boss->unk_04C >= Animation_GetFrameCount(&D_C0240D0)) { boss->unk_04C = 0; if (boss->timer_050 == 0) { - boss->actionState = 15; + boss->state = 15; boss->swork[8] = 0; boss->fwork[9] = 0.0f; } @@ -2624,7 +2624,7 @@ void func_i6_8018DBF0(Boss* boss) { case 120: boss->swork[18] = 1; func_i6_8018DA94(boss, &boss->vwork[19]); - boss->actionState = 9; + boss->state = 9; boss->health = 100; boss->timer_050 = 50; boss->fwork[9] = 0.0f; @@ -2636,7 +2636,7 @@ void func_i6_8018DBF0(Boss* boss) { case 9: boss->fwork[6] = -3000.0f; if (boss->timer_050 == 0) { - boss->actionState = 10; + boss->state = 10; boss->timer_050 = 100; } boss->fwork[8] = 0.05f; @@ -2671,7 +2671,7 @@ void func_i6_8018DBF0(Boss* boss) { boss->obj.pos.y + ((Rand_ZeroOne() - 0.5f) * 700.0f), boss->obj.pos.z, 0.0f, 0.0f, gPlayer[0].vel.z, (Rand_ZeroOne() * 0.15f) + 0.15f, 0); if (boss->timer_050 == 0) { - boss->actionState = 9; + boss->state = 9; boss->timer_050 = 130; } break; @@ -2788,7 +2788,7 @@ void func_i6_8018DBF0(Boss* boss) { boss1->obj.pos.y = boss->obj.pos.y; boss1->obj.pos.z = boss->obj.pos.z; boss1->swork[1] = 100; - boss1->actionState = 10; + boss1->state = 10; boss1->timer_050 = 180; boss1->unk_3F8 = 5.0f; Object_SetInfo(&boss1->info, boss1->obj.id); @@ -2839,10 +2839,10 @@ void func_i6_8018DBF0(Boss* boss) { boss->info.hitbox[7] = boss->vwork[3].z - boss->obj.pos.z; boss->info.hitbox[9] = boss->vwork[3].y - boss->obj.pos.y; boss->info.hitbox[11] = boss->vwork[3].x - boss->obj.pos.x; - if ((initialActionState == 17) && (boss->actionState != 17)) { + if ((initialstate == 17) && (boss->state != 17)) { func_8001A55C(boss->sfxPos, 0x31022087); } - if ((initialActionState == 7) && (boss->actionState != 7)) { + if ((initialstate == 7) && (boss->state != 7)) { func_8001A55C(boss->sfxPos, 0x3103108B); } } @@ -2873,7 +2873,7 @@ s32 func_i6_801917F0(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* d sp94 = D_i6_801A67F4; scale = 1.0f; if ((limbIndex >= 13) && (limbIndex <= 50)) { - if (boss->actionState < 2) { + if (boss->state < 2) { *dList = NULL; } else { RCP_SetupDL(&gMasterDisp, 0x1D); @@ -3136,7 +3136,7 @@ void func_i6_801924B4(s32 limbIndex, Vec3f* rot, void* data) { Matrix_MultVec3f(gCalcMatrix, &sp88, &boss->vwork[10]); break; } - if (boss->actionState >= 30) { + if (boss->state >= 30) { switch (limbIndex) { case 1: Matrix_MultVec3f(gCalcMatrix, &sp94, &boss->vwork[16]); @@ -3186,7 +3186,7 @@ void func_i6_801928C8(Boss* boss) { // FAKE if (1) {} PRINTF("Enm->count %d\n"); - if (boss->actionState < 2) { + if (boss->state < 2) { Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, D_i6_801A7F5C, D_i6_801A7F64, D_i6_801A7F6C, D_i6_801A7F74, D_i6_801A7F7C, D_i6_801A8430); } @@ -3251,12 +3251,12 @@ void func_i6_80192E94(Actor* actor) { Actor* otherActor; s32 i; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: if (actor->obj.pos.x >= 0.0f) { - actor->unk_0B8 = 1; + actor->state = 1; } else { - actor->unk_0B8 = 2; + actor->state = 2; } actor->vwork[0].x = actor->obj.pos.x; actor->vwork[0].y = actor->obj.pos.y - 300.0f; @@ -3339,10 +3339,10 @@ extern Gfx* D_C038AC4; void func_i6_80193380(Object_80* obj80) { - switch (obj80->unk_48) { + switch (obj80->state) { case 0: if (fabsf(obj80->obj.pos.z - gPlayer[0].unk_138) < 1800.0f) { - obj80->unk_48 = 1; + obj80->state = 1; obj80->info.hitbox = SEGMENTED_TO_VIRTUAL(&D_C038AC4); } break; @@ -3425,7 +3425,7 @@ void func_i6_80193710(void) { } if (D_80178310[i].id <= OBJ_80_160) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[i].id; obj58->sfxPos[0] = obj58->obj.pos.x = D_80178310[i].xPos; @@ -3479,7 +3479,7 @@ void func_i6_801939A0(s32 actorIndex) { actor->iwork[14] = 1; } if (actorIndex == 1) { - actor->unk_0B8 = 1; + actor->state = 1; actor->unk_046 = 0xFF; actor->unk_0B6 = 1000; } @@ -3506,7 +3506,7 @@ void func_i6_80193AE4(s32 actorIndex) { actor->obj.pos.z = D_i6_801A6878[actorIndex].z; Object_SetInfo(&actor->info, actor->obj.id); if (actorIndex == 0) { - actor->unk_0B8 = 200; + actor->state = 200; actor->unk_0B6 = 1; Audio_PlaySfx(0x11030010, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); return; @@ -3514,7 +3514,7 @@ void func_i6_80193AE4(s32 actorIndex) { actor->iwork[11] = 1; actor->fwork[7] = Rand_ZeroOne() * 360.0f; actor->fwork[8] = Rand_ZeroOne() * 360.0f; - actor->unk_0B8 = 100; + actor->state = 100; Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); } @@ -3844,7 +3844,7 @@ void func_i6_80193C4C(Player* player) { D_801779B8 = 15000.0f; D_801779C0 = 0; player->unk_034 = 0.0f; - gActors[10].unk_0B8 = 101; + gActors[10].state = 101; gActors[10].fwork[0] = 0.0f; gActors[10].obj.pos.y = 14500.0f; gActors[10].unk_0F4.z = 70.0f; @@ -4056,7 +4056,7 @@ void func_i6_80195E44(Actor* actor) { sp34 = 0.0f; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: actor->unk_0F4.z += actor->fwork[1]; if (gCsFrameCount > 250) { @@ -4069,7 +4069,7 @@ void func_i6_80195E44(Actor* actor) { actor->unk_0F4.z += actor->fwork[1]; Math_SmoothStepToF(&actor->fwork[1], -2.0f, 0.1f, 0.04f, 0.0f); if (gCsFrameCount == 55) { - actor->unk_0B8++; + actor->state++; } break; case 2: @@ -4115,7 +4115,7 @@ void func_i6_801961AC(void) { Boss_Initialize(boss); boss->obj.status = OBJ_ACTIVE; - boss->actionState = 21; + boss->state = 21; boss->obj.id = OBJ_BOSS_321; Object_SetInfo(&boss->info, boss->obj.id); gCsFrameCount = 599; diff --git a/src/overlays/ovl_i6/fox_sy.c b/src/overlays/ovl_i6/fox_sy.c index be2c116d..bff5b193 100644 --- a/src/overlays/ovl_i6/fox_sy.c +++ b/src/overlays/ovl_i6/fox_sy.c @@ -57,7 +57,7 @@ void func_i6_80197B30(Actor* actor, s32 timer) { actor->obj.rot.x = gPlayer[0].unk_120 + gPlayer[0].unk_0E4 + gPlayer[0].unk_4D8; actor->obj.rot.y = gPlayer[0].unk_114 + gPlayer[0].unk_0E8 + 180.0f; actor->obj.rot.z = gPlayer[0].unk_0EC; - actor->unk_0B8 = 5; + actor->state = 5; actor->timer_04C = timer; actor->iwork[11] = 1; Object_SetInfo(&actor->info, actor->obj.id); @@ -518,7 +518,7 @@ void func_i6_80199438(Boss* boss) { boss->fwork[0] = 1.0f; } if ((boss->timer_058 == 60) && (boss->swork[19] == 0)) { - func_80077240(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 3); + BonusText_Display(boss->obj.pos.x, boss->obj.pos.y, boss->obj.pos.z, 3); gHitCount += 4; } if (boss->timer_058 == 50) { @@ -964,7 +964,7 @@ void func_i6_8019AEEC(Boss* boss) { gActors[59].obj.pos.y = boss->obj.pos.y - 202.0f; gActors[59].obj.pos.x = boss->obj.pos.x; gActors[59].obj.pos.z = boss->obj.pos.z - 30.0f; - gActors[59].unk_0B8 = 6; + gActors[59].state = 6; } if (boss->obj.pos.y == 0.0f) { Audio_PlaySfx(0x0100001D, D_800C5D28, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -1844,7 +1844,7 @@ void func_i6_8019EB80(void) { 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; - actor->unk_0B8 = 1; + actor->state = 1; Object_SetInfo(&actor->info, actor->obj.id); if (i >= 3) { actor->unk_0B6 = 35; @@ -2123,17 +2123,17 @@ void func_i6_8019EE60(Player* player) { break; case 1380: if (gTeamShields[3] > 0) { - gActors[0].unk_0B8 = 2; + gActors[0].state = 2; } break; case 1400: if (gTeamShields[2] > 0) { - gActors[1].unk_0B8 = 2; + gActors[1].state = 2; } break; case 1420: if (gTeamShields[1] > 0) { - gActors[2].unk_0B8 = 2; + gActors[2].state = 2; } break; } @@ -2169,18 +2169,18 @@ void func_i6_8019FF00(Actor* actor) { f32 temp1; f32 temp2; - switch (actor->unk_0B8) { + switch (actor->state) { case 1: 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) && ((((actor->index & 7) * 10) + 1030) < gCsFrameCount)) { - actor->unk_0B8 = 4; + actor->state = 4; } break; case 2: - actor->unk_0B8 = 3; + actor->state = 3; Audio_PlaySfx(0x09000002, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C); actor->fwork[29] = 5.0f; /* fallthrough */ @@ -2244,7 +2244,7 @@ void func_i6_8019FF00(Actor* actor) { } break; } - if (actor->unk_0B8 != 6) { + if (actor->state != 6) { Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, 0); Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), 1); sp4C.x = 0.0f; @@ -2333,7 +2333,7 @@ void func_i6_801A06A4(Actor* actor, s32 arg1) { actor->fwork[0] = gPlayer[0].unk_0D0; actor->unk_0F4.y = gPlayer[0].unk_0E8; actor->unk_0F4.z = gPlayer[0].unk_0EC; - actor->unk_0B8 = arg1 + 7; + actor->state = arg1 + 7; actor->iwork[11] = 1; Object_SetInfo(&actor->info, actor->obj.id); Audio_PlaySfx(0x3100000C, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); @@ -3139,7 +3139,7 @@ void func_i6_801A39FC(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 Actor_Initialize(actor); actor->obj.status = OBJ_INIT; actor->obj.id = OBJ_ACTOR_189; - actor->unk_0B8 = arg7; + actor->state = arg7; actor->obj.pos.x = xPos; actor->obj.pos.y = yPos; actor->obj.pos.z = zPos; @@ -3248,9 +3248,9 @@ void func_i6_801A4E44(Object_80* obj80) { Vec3f sp3C; Vec3f sp30; - if (obj80->unk_48 == 0) { + if (obj80->state == 0) { Audio_PlaySfx(0x1900404F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - obj80->unk_48++; + obj80->state++; } if (!(gGameFrameCount & 3)) { Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0); @@ -3287,9 +3287,9 @@ void func_i6_801A52B8(Object_80* obj80) { Vec3f sp44; Vec3f sp38; - if (obj80->unk_48 == 0) { + if (obj80->state == 0) { Audio_PlaySfx(0x1900404F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C); - obj80->unk_48++; + obj80->state++; } if (!(gGameFrameCount & 3)) { Matrix_RotateY(gCalcMatrix, obj80->obj.rot.y * M_DTOR, 0); diff --git a/src/overlays/ovl_i6/fox_ve2.c b/src/overlays/ovl_i6/fox_ve2.c index 2529ab74..5df15012 100644 --- a/src/overlays/ovl_i6/fox_ve2.c +++ b/src/overlays/ovl_i6/fox_ve2.c @@ -40,7 +40,7 @@ void func_i6_80196314(Actor* actor) { Player* player = &gPlayer[0]; s32 i; - switch (actor->unk_0B8) { + switch (actor->state) { case 0: D_8015F928 = 0; D_8015F908 = 0; @@ -51,7 +51,7 @@ void func_i6_80196314(Actor* actor) { } if (player->state_1C8 == PLAYERSTATE_1C8_3) { - actor->unk_0B8 = 2; + actor->state = 2; player->pos.x = 0.0f; player->pos.z = 8000.0f; player->pos.y = 670.0f; @@ -60,7 +60,7 @@ void func_i6_80196314(Actor* actor) { } else { D_800C9B4C = 320; D_8015F908 = 1200; - actor->unk_0B8 = 1; + actor->state = 1; player->pos.x = 0.0f; player->pos.z = 16000.0f; player->pos.y = 4350.0f; @@ -82,11 +82,11 @@ void func_i6_80196314(Actor* actor) { case 1: for (otherActor = &gActors[1], i = 1; i < 4; i++, otherActor++) { - otherActor->unk_0B8 = 0; + otherActor->state = 0; otherActor->timer_0BC = 3; if (actor->timer_0BC == 0) { - otherActor->unk_0B8 = 2; - actor->unk_0B8 = 2; + otherActor->state = 2; + actor->state = 2; player->state_1C8 = PLAYERSTATE_1C8_3; player->unk_014 = 0.0001f; D_80177838 = 80; @@ -135,7 +135,7 @@ void func_i6_80196314(Actor* actor) { Math_SmoothStepToF(&player->camAt.z, actor4->obj.pos.z, 1.0f, 20000.0f, 0.0f); Math_SmoothStepToF(&player->unk_034, 0, 0.1f, 0.2f, 0.0f); if ((gControllerPress->button & START_BUTTON) || (D_8015F928 == (D_800C9B4C + 300))) { - actor->unk_0B8 = 2; + actor->state = 2; player->state_1C8 = PLAYERSTATE_1C8_3; func_800B7184(player, 1); player->unk_014 = 0.0f; @@ -183,7 +183,7 @@ void func_i6_80196968(void) { } if (D_80178310[i].id <= OBJ_80_160) { - func_800A4F4C(obj58); + Object_58_Initialize(obj58); obj58->obj.status = OBJ_ACTIVE; obj58->obj.id = D_80178310[i].id; obj58->sfxPos[0] = obj58->obj.pos.x = D_80178310[i].xPos; diff --git a/src/overlays/ovl_menu/fox_map.c b/src/overlays/ovl_menu/fox_map.c index a98b7d94..e72ed8d2 100644 --- a/src/overlays/ovl_menu/fox_map.c +++ b/src/overlays/ovl_menu/fox_map.c @@ -1541,10 +1541,10 @@ void func_menu_8019F910(void) { void func_menu_8019F97C(void) { D_menu_801CEA54 = func_menu_801A25C8(sCurrentPlanetId); - D_menu_801CD9F4 = D_menu_801CDA00 = planet[sCurrentPlanetId].posX; - D_menu_801CD9F8 = D_menu_801CDA04 = planet[sCurrentPlanetId].posY; - D_menu_801CDA08 = planet[sCurrentPlanetId].posZ; - D_menu_801CD9FC = planet[sCurrentPlanetId].posZ + D_menu_801CEA54; + D_menu_801CD9F4 = D_menu_801CDA00 = planet[sCurrentPlanetId].pos.x; + D_menu_801CD9F8 = D_menu_801CDA04 = planet[sCurrentPlanetId].pos.y; + D_menu_801CDA08 = planet[sCurrentPlanetId].pos.z; + D_menu_801CD9FC = planet[sCurrentPlanetId].pos.z + D_menu_801CEA54; } void func_menu_8019FA1C(void) { @@ -2276,12 +2276,12 @@ void func_menu_801A1AE8(void) { D_menu_801CEA54 = func_menu_801A25C8(sCurrentPlanetId); - D_menu_801CDA40.x = planet[sCurrentPlanetId].posX; - D_menu_801CDA40.y = planet[sCurrentPlanetId].posY; - D_menu_801CDA40.z = planet[sCurrentPlanetId].posZ; + D_menu_801CDA40.x = planet[sCurrentPlanetId].pos.x; + D_menu_801CDA40.y = planet[sCurrentPlanetId].pos.y; + D_menu_801CDA40.z = planet[sCurrentPlanetId].pos.z; - D_menu_801CDA50.x = planet[sCurrentPlanetId].posX; - D_menu_801CDA50.y = planet[sCurrentPlanetId].posY; + D_menu_801CDA50.x = planet[sCurrentPlanetId].pos.x; + D_menu_801CDA50.y = planet[sCurrentPlanetId].pos.y; D_menu_801CDA50.z = D_menu_801CDA40.z + D_menu_801CEA54; D_menu_801CDA2C = D_menu_801CDA00; @@ -2630,11 +2630,11 @@ void func_menu_801A281C(void) { D_menu_801CEF58[0].z = D_menu_801CEF58[1].z = D_menu_801CDA08; D_menu_801CEF58[5].x = D_menu_801CEF58[4].x = D_menu_801CEF58[3].x = D_menu_801CEF58[2].x = - planet[D_menu_801CD958].posX; + planet[D_menu_801CD958].pos.x; D_menu_801CEF58[5].y = D_menu_801CEF58[4].y = D_menu_801CEF58[3].y = D_menu_801CEF58[2].y = - planet[D_menu_801CD958].posY; + planet[D_menu_801CD958].pos.y; D_menu_801CEF58[5].z = D_menu_801CEF58[4].z = D_menu_801CEF58[3].z = D_menu_801CEF58[2].z = - planet[D_menu_801CD958].posZ; + planet[D_menu_801CD958].pos.z; D_menu_801CDA0C = -46.5f; D_menu_801CDA10 = 0.0f; @@ -4185,9 +4185,9 @@ void func_menu_801A6694(void) { Matrix_MultVec3f(gGfxMatrix, &src, &dest); - planet[planetId].posX = dest.x; - planet[planetId].posY = dest.y; - planet[planetId].posZ = dest.z; + planet[planetId].pos.x = dest.x; + planet[planetId].pos.y = dest.y; + planet[planetId].pos.z = dest.z; Matrix_Pop(&gGfxMatrix); @@ -5183,7 +5183,7 @@ void func_menu_801A9910(void) { for (i = 0; i < D_menu_801AF834[var_s0].height; i++) { TextureRect_8bIA(&gMasterDisp, D_menu_801AF834[var_s0].addr + (D_menu_801AF834[var_s0].width * i), - D_menu_801AF834[var_s0].width, 1, D_menu_801AF834[var_s0].posX, 20.0f + (1.0f * i), 1.0f, + D_menu_801AF834[var_s0].width, 1, D_menu_801AF834[var_s0].xPos, 20.0f + (1.0f * i), 1.0f, 1.0f); } @@ -5279,12 +5279,12 @@ void func_menu_801A9A8C(void) { for (i = 0; i < D_menu_801AF834[sp58].height; i++) { TextureRect_8bIA(&gMasterDisp, D_menu_801AF834[sp58].addr + (D_menu_801AF834[sp58].width * i), - D_menu_801AF834[sp58].width, 1, D_menu_801AF834[sp58].posX, 94.0f + (1.0f * i), 1.0f, 1.0f); + D_menu_801AF834[sp58].width, 1, D_menu_801AF834[sp58].xPos, 94.0f + (1.0f * i), 1.0f, 1.0f); } for (i = 0; i < D_menu_801AF914[sp58].height; i++) { TextureRect_8bIA(&gMasterDisp, D_menu_801AF914[sp58].addr + (D_menu_801AF914[sp58].width * i), - D_menu_801AF914[sp58].width, 1, D_menu_801AF914[sp58].posX, 140.0f + (1.0f * i), 1.0f, 1.0f); + D_menu_801AF914[sp58].width, 1, D_menu_801AF914[sp58].xPos, 140.0f + (1.0f * i), 1.0f, 1.0f); } } @@ -5630,15 +5630,15 @@ void func_menu_801AA778(s32 arg0, f32 x, f32 y, PlanetId planetId) { void func_menu_801AB17C(f32 x, f32 y, f32 z) { static f32 scale = 0.23f; - static f32 posX = 4.4f; - static f32 posY = 1.0f; + static f32 xPos = 4.4f; + static f32 yPos = 1.0f; RCP_SetupDL(&gMasterDisp, 0x35); gDPSetTextureFilter(gMasterDisp++, G_TF_POINT); Matrix_Push(&gGfxMatrix); - Matrix_Translate(gGfxMatrix, x - posX, y + posY, z, 1); + Matrix_Translate(gGfxMatrix, x - xPos, y + yPos, z, 1); Matrix_Scale(gGfxMatrix, scale, scale, scale, 1); Matrix_SetGfxMtx(&gMasterDisp); @@ -6542,19 +6542,19 @@ void func_menu_801ACD90(s32 index, Vec3f* src, Vec3f* dest) { temp2 = 30.0f; } - x = planet[D_menu_801AFD18[index].unk_08].posX - planet[D_menu_801AFD18[index].unk_04].posX; - y = planet[D_menu_801AFD18[index].unk_08].posY - planet[D_menu_801AFD18[index].unk_04].posY; - z = planet[D_menu_801AFD18[index].unk_08].posZ - planet[D_menu_801AFD18[index].unk_04].posZ; + x = planet[D_menu_801AFD18[index].unk_08].pos.x - planet[D_menu_801AFD18[index].unk_04].pos.x; + y = planet[D_menu_801AFD18[index].unk_08].pos.y - planet[D_menu_801AFD18[index].unk_04].pos.y; + z = planet[D_menu_801AFD18[index].unk_08].pos.z - planet[D_menu_801AFD18[index].unk_04].pos.z; r = sqrtf(SQ(x) + SQ(y) + SQ(z)); - x1 = planet[D_menu_801AFD18[index].unk_04].posX + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (x / r)); - y1 = planet[D_menu_801AFD18[index].unk_04].posY + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (y / r)); - z1 = planet[D_menu_801AFD18[index].unk_04].posZ + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (z / r)); + x1 = planet[D_menu_801AFD18[index].unk_04].pos.x + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (x / r)); + y1 = planet[D_menu_801AFD18[index].unk_04].pos.y + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (y / r)); + z1 = planet[D_menu_801AFD18[index].unk_04].pos.z + (temp1 * planet[D_menu_801AFD18[index].unk_04].scale * (z / r)); - x2 = planet[D_menu_801AFD18[index].unk_08].posX + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-x / r)); - y2 = planet[D_menu_801AFD18[index].unk_08].posY + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-y / r)); - z2 = planet[D_menu_801AFD18[index].unk_08].posZ + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-z / r)); + x2 = planet[D_menu_801AFD18[index].unk_08].pos.x + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-x / r)); + y2 = planet[D_menu_801AFD18[index].unk_08].pos.y + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-y / r)); + z2 = planet[D_menu_801AFD18[index].unk_08].pos.z + (temp2 * planet[D_menu_801AFD18[index].unk_08].scale * (-z / r)); src->x = x1; src->y = y1; diff --git a/src/overlays/ovl_menu/fox_title.c b/src/overlays/ovl_menu/fox_title.c index 6b642857..e54e2e7e 100644 --- a/src/overlays/ovl_menu/fox_title.c +++ b/src/overlays/ovl_menu/fox_title.c @@ -2653,11 +2653,11 @@ void func_menu_8018EA78(s32 arg0) { Matrix_Pop(&gGfxMatrix); } -bool func_menu_8018EDC8(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* arg4) { +bool func_menu_8018EDC8(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void* data) { f32 x; f32 y; f32 z; - s32 i = *(s32*) arg4; + s32 i = *(s32*) data; if ((D_menu_801B86A4 < 2) && D_menu_801B9040) { x = D_menu_801B905C - D_menu_801B8350[i].unk_00.x; @@ -2718,70 +2718,70 @@ bool func_menu_8018EDC8(s32 arg0, Gfx** arg1, Vec3f* arg2, Vec3f* arg3, void* ar switch (i) { case 0: - if (arg0 == 1) { - arg3->z += D_menu_801B8350[i].unk_18; + if (limbIndex == 1) { + rot->z += D_menu_801B8350[i].unk_18; } - if (arg0 == 19) { - arg3->x += D_menu_801B8350[i].unk_30; - arg3->y += D_menu_801B8350[i].unk_34; + if (limbIndex == 19) { + rot->x += D_menu_801B8350[i].unk_30; + rot->y += D_menu_801B8350[i].unk_34; } - if (arg0 == 20) { - arg3->x += D_menu_801B8350[i].unk_40; - arg3->y += D_menu_801B8350[i].unk_44; + if (limbIndex == 20) { + rot->x += D_menu_801B8350[i].unk_40; + rot->y += D_menu_801B8350[i].unk_44; } break; case 1: - if (arg0 == 1) { - arg3->z += D_menu_801B8350[i].unk_18; + if (limbIndex == 1) { + rot->z += D_menu_801B8350[i].unk_18; } - if (arg0 == 11) { - arg3->z += D_menu_801B8350[i].unk_20; + if (limbIndex == 11) { + rot->z += D_menu_801B8350[i].unk_20; } - if (arg0 == 19) { - arg3->x += D_menu_801B8350[i].unk_30; - arg3->y += D_menu_801B8350[i].unk_34; + if (limbIndex == 19) { + rot->x += D_menu_801B8350[i].unk_30; + rot->y += D_menu_801B8350[i].unk_34; } - if (arg0 == 20) { - arg3->x += D_menu_801B8350[i].unk_40; - arg3->y += D_menu_801B8350[i].unk_44; + if (limbIndex == 20) { + rot->x += D_menu_801B8350[i].unk_40; + rot->y += D_menu_801B8350[i].unk_44; } - if (arg0 == 21) { - arg3->x += -5.0f; + if (limbIndex == 21) { + rot->x += -5.0f; } break; case 2: - if (arg0 == 1) { - arg3->z += D_menu_801B8350[i].unk_18; + if (limbIndex == 1) { + rot->z += D_menu_801B8350[i].unk_18; } - if (arg0 == 19) { - arg3->x += D_menu_801B8350[i].unk_30; - arg3->y += D_menu_801B8350[i].unk_34; + if (limbIndex == 19) { + rot->x += D_menu_801B8350[i].unk_30; + rot->y += D_menu_801B8350[i].unk_34; } - if (arg0 == 20) { - arg3->x += D_menu_801B8350[i].unk_40; - arg3->y += D_menu_801B8350[i].unk_44; + if (limbIndex == 20) { + rot->x += D_menu_801B8350[i].unk_40; + rot->y += D_menu_801B8350[i].unk_44; } - if (arg0 == 21) { - arg3->x += 10.0f; + if (limbIndex == 21) { + rot->x += 10.0f; } break; case 3: - if (arg0 == 1) { - arg3->z += D_menu_801B8350[i].unk_18; + if (limbIndex == 1) { + rot->z += D_menu_801B8350[i].unk_18; } - if (arg0 == 17) { - arg3->x += D_menu_801B8350[i].unk_30; - arg3->y += D_menu_801B8350[i].unk_34; + if (limbIndex == 17) { + rot->x += D_menu_801B8350[i].unk_30; + rot->y += D_menu_801B8350[i].unk_34; } - if (arg0 == 18) { - arg3->x += D_menu_801B8350[i].unk_40; - arg3->y += D_menu_801B8350[i].unk_44; + if (limbIndex == 18) { + rot->x += D_menu_801B8350[i].unk_40; + rot->y += D_menu_801B8350[i].unk_44; } - if (arg0 == 19) { - arg3->x += 4.0f; + if (limbIndex == 19) { + rot->x += 4.0f; } break; }