From c9df6fda729f76607b3c1ce45cfe82a203f16d99 Mon Sep 17 00:00:00 2001
From: petrie911 <69443847+petrie911@users.noreply.github.com>
Date: Thu, 2 May 2024 15:46:51 -0500
Subject: [PATCH] More docs (#226)

* docs

* more docs

* forgot timers
---
 include/context.h                         |   38 +-
 include/functions.h                       |   30 +-
 include/sf64object.h                      |   74 +-
 include/sf64player.h                      |  130 +-
 include/variables.h                       |    2 +-
 linker_scripts/us/symbol_addrs.txt        |    4 +-
 linker_scripts/us/symbol_addrs_engine.txt |   44 +-
 src/engine/fox_360.c                      |  133 +-
 src/engine/fox_beam.c                     |  172 +--
 src/engine/fox_bg.c                       |   56 +-
 src/engine/fox_boss.c                     |   12 +-
 src/engine/fox_context.c                  |   40 +-
 src/engine/fox_demo.c                     |  972 +++++++-------
 src/engine/fox_display.c                  |  234 ++--
 src/engine/fox_edata_info.c               |   30 +-
 src/engine/fox_edisplay.c                 |  226 ++--
 src/engine/fox_effect.c                   |  113 +-
 src/engine/fox_enmy.c                     |  450 +++----
 src/engine/fox_enmy2.c                    |  180 +--
 src/engine/fox_game.c                     |    4 +-
 src/engine/fox_hud.c                      |  278 ++--
 src/engine/fox_play.c                     | 1441 +++++++++++----------
 src/engine/fox_tank.c                     |  575 ++++----
 src/engine/fox_versus.c                   |   26 +-
 src/mods/object_ram.c                     |    2 +-
 src/overlays/ovl_ending/fox_end1.c        |   94 +-
 src/overlays/ovl_ending/fox_end2.c        |    2 +-
 src/overlays/ovl_i1/fox_co.c              |  310 ++---
 src/overlays/ovl_i1/fox_tr.c              |   10 +-
 src/overlays/ovl_i1/fox_tr360.c           |   22 +-
 src/overlays/ovl_i1/fox_ve1.c             |   36 +-
 src/overlays/ovl_i2/fox_me.c              |  165 +--
 src/overlays/ovl_i2/fox_sx.c              |  120 +-
 src/overlays/ovl_i3/fox_a6.c              |   91 +-
 src/overlays/ovl_i3/fox_aq.c              |  435 +++----
 src/overlays/ovl_i3/fox_so.c              |  210 +--
 src/overlays/ovl_i3/fox_zo.c              |  244 ++--
 src/overlays/ovl_i4/fox_bo.c              |  216 +--
 src/overlays/ovl_i4/fox_fo.c              |  184 +--
 src/overlays/ovl_i4/fox_ka.c              |  114 +-
 src/overlays/ovl_i4/fox_sz.c              |  140 +-
 src/overlays/ovl_i5/fox_ma.c              |  579 ++++-----
 src/overlays/ovl_i5/fox_ti.c              |  194 +--
 src/overlays/ovl_i5/fox_ti_cs.c           |   86 +-
 src/overlays/ovl_i6/fox_andross.c         |  245 ++--
 src/overlays/ovl_i6/fox_sy.c              |  178 +--
 src/overlays/ovl_i6/fox_turret.c          |   80 +-
 src/overlays/ovl_i6/fox_ve2.c             |   94 +-
 src/overlays/ovl_menu/fox_map.c           |  122 +-
 src/overlays/ovl_menu/fox_option.c        |    2 +-
 50 files changed, 4628 insertions(+), 4611 deletions(-)

diff --git a/include/context.h b/include/context.h
index 6a8156cc..690df8cd 100644
--- a/include/context.h
+++ b/include/context.h
@@ -26,9 +26,9 @@ extern s32 gPrevPlanetSavedTeamShields[6];
 extern s32 gTeamDamage[6];
 extern u8 gMissionStatus;
 extern f32 gGroundHeight;
-extern f32 D_ctx_80177950;
-extern f32 D_ctx_80177968;
-extern f32 D_ctx_80177970;
+extern f32 D_ctx_80177950; // sign of something to do with camera z rotations
+extern f32 gPlayerTurnRate;
+extern f32 gPlayerTurnStickMod;
 extern f32 gCsCamEyeX;
 extern f32 gCsCamEyeY;
 extern f32 gCsCamEyeZ;
@@ -61,13 +61,13 @@ extern u16 gBgmSeqId;
 extern u8  gLevelType;
 extern s32 gSavedObjectLoadIndex;
 extern UNK_TYPE F_80177CA8;
-extern f32 D_ctx_80177CB0;
+extern f32 gSavedPathProgress;
 extern UNK_TYPE F_80177CB8;
 extern f32 gWaterLevel;
-extern f32 D_ctx_80177CC8;
-extern f32 D_ctx_80177CE8;
-extern f32 D_ctx_80177D08;
-extern f32 D_ctx_80177D20;
+extern f32 gPathGroundScroll;
+extern f32 gPathTexScroll;
+extern f32 gPathVelZ;
+extern f32 gPathProgress;
 extern f32 gRadioPortraitScaleY;
 extern f32 gRadioTextBoxScaleY;
 extern f32 gRadioMsgRadioId;
@@ -226,7 +226,7 @@ extern s32 gHitCount;
 extern s32 gSavedHitCount;
 extern s16 gLifeCount[4];
 extern LaserStrength gLaserStrength[4];
-extern s32 D_ctx_80161AB8;
+extern s32 gCullObjects;
 extern UNK_TYPE F_80161AC0[16];
 extern Scenery gScenery[50];
 extern Sprite gSprites[40];
@@ -272,13 +272,13 @@ extern s32 D_ctx_80177990[4];
 extern f32 D_ctx_801779A8[4];
 extern u8 gPauseEnabled;
 extern s32 gChargeTimers[4];
-extern f32 D_ctx_801779E4;
-extern f32 D_ctx_801779F4;
-extern s32 D_Timer_80177A00[4];
-extern s32 D_Timer_80177A38[4];
-extern s32 D_Timer_80177A70[4];
-extern s32 D_Timer_80177A88[4];
-extern f32 D_ctx_80177AA0[4];
+extern f32 gPathVelX;
+extern f32 gPathVelY;
+extern s32 gUturnDownTimers[4];
+extern s32 gUturnBrakeTimers[4];
+extern s32 gLoopDownTimers[4];
+extern s32 gLoopBoostTimers[4];
+extern f32 gMuzzleFlashScale[4];
 extern f32 gShieldAlpha[4];
 extern s32 gHasShield[4];
 extern s32 gShieldTimer[4];
@@ -289,11 +289,11 @@ extern u8 gCoUturnCount;
 extern u8 gGreatFoxIntact;
 extern u8 gTiStartLandmaster;
 extern u16 gControllerRumbleTimers[4];
-extern u16 D_ctx_80177C30[4];
+extern u16 gPlayerScores[4];
 extern s32 D_ctx_80177C50;
 extern s32 D_ctx_80177C70;
-extern s32 D_ctx_80177C78;
-extern s32 D_ctx_80177C8C;
+extern s32 gTraining360MsgTimer;
+extern s32 gTraining360MsgIndex;
 extern s32 D_ctx_80177C94;
 extern s32 D_ctx_80177C9C;
 extern s32 D_ctx_80177CA4;
diff --git a/include/functions.h b/include/functions.h
index 999d12d4..41deb1c3 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -82,8 +82,8 @@ void Cutscene_LevelComplete(Player*);
 void Cutscene_UTurn(Player*);
 void Cutscene_KillPlayer(Player* player);
 void Cutscene_PlayerDown(Player*);
-void Actor195_Update(Actor*);
-void Actor195_Draw(Actor*);
+void ActorCutscene_Update(Actor*);
+void ActorCutscene_Draw(Actor*);
 void Cutscene_DrawGreatFox(void);
 
 // fox_display
@@ -95,7 +95,7 @@ void Play_Draw(void);
 // fox_edata
 void func_edata_800594F0(Scenery*);
 void func_edata_800595D0(Scenery*);
-void func_edisplay_800596C0(void);
+void Object_ApplyWaterDistortion(void);
 void func_edata_800596B0(Actor*);
 
 // fox_edisplay
@@ -103,9 +103,9 @@ void Graphics_SetScaleMtx(f32);
 void Sprite168_Draw(Sprite*);
 void Actor201_Draw(Actor*);
 void Actor202_Draw(Actor*);
-void Obj39_Draw(Scenery*);
-void func_edisplay_80059B20(Scenery*);
-void Obj42_Draw(Scenery*);
+void MeteoTunnel_Draw(Scenery*);
+void Scenery_DrawTitaniaBones(Scenery*);
+void Scenery42_Draw(Scenery*);
 void Actor196_Draw(Actor*);
 void Sprite167_Draw(Sprite*);
 void FogShadow_Draw(Sprite*);
@@ -162,7 +162,7 @@ bool Object_CheckHitboxCollision(Vec3f* pos, f32* hitboxData, Object* obj, f32 x
 bool Object_CheckSingleHitbox(Vec3f*, f32*, Vec3f*);
 bool Object_CheckPolyCollision(Vec3f* , Vec3f* , ObjectId , Object* );
 s32 Object_CheckCollision(s32 , Vec3f* , Vec3f* , s32 );
-void func_enmy_800652CC(Scenery*);
+void Scenery_UpdateTitaniaBones(Scenery*);
 void func_enmy_800654E4(Object*);
 void func_enmy_800656D4(Actor*);
 void func_enmy_800660F0(Actor*);
@@ -175,8 +175,8 @@ void func_enmy_80066C00(Scenery*);
 void func_enmy_80066D5C(Scenery*);
 void Sprite167_Update(Sprite*);
 void func_enmy_80066EA8(Scenery*);
-void func_enmy_80066EF0(Item*);
-void func_enmy_800671D0(Item*);
+void Item_CheckBounds(Item*);
+void Item_SpinPickup(Item*);
 void func_enmy_800674B4(f32, f32, f32, f32, f32, f32, f32, f32);
 void ActorSupplies_Update(Actor*);
 void ActorSupplies_Draw(Actor*);
@@ -213,16 +213,16 @@ void Object_Update(void);
 //fox_enmy2
 void Actor237_Update(Actor*);
 void Actor237_Draw(Actor*);
-void Obj54_Update(Scenery*);
+void Scenery54_Update(Scenery*);
 void Actor201_Update(Actor*);
 void Actor202_Update(Actor*);
 void Actor194_Update(Actor*);
-void Actor194_Init(Actor*);
+void Actor194_Dying(Actor*);
 void Actor194_Draw(Actor*);
-void Obj42_Update(Scenery*);
+void Scenery42_Update(Scenery*);
 void Actor196_Update(Actor*);
 void Actor189_Update(Actor*);
-void Obj39_Update(Scenery*);
+void MeteoTunnel_Update(Scenery*);
 void func_enmy2_8006ECBC(PlayerShotId, PlayerShot*, s32, f32, f32, f32, f32, f32, f32, f32, f32, f32);
 void func_enmy2_8006EEFC(s32, f32, f32, f32, f32, f32, f32, f32, f32, f32);
 void func_enmy2_8006EFA0(s32 unk0E4, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 xRot, f32 yRot,
@@ -230,7 +230,7 @@ void func_enmy2_8006EFA0(s32 unk0E4, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32
 void ActorEvent_8006F0D8(f32 xPos, f32 yPos, f32 zPos, f32 scale1);
 void ActorEvent_8006F254(Actor*);
 void ActorEvent_Update(Actor*);
-s32 Obj111_Draw(Scenery*);
+s32 Scenery111_Draw(Scenery*);
 void ActorEvent_Draw(Actor*);
 void func_enmy2_800763A4(Actor*);
 void ActorEvent_Dying(Actor*);
@@ -483,7 +483,7 @@ void func_play_800AD7F0(Player* player);
 void func_play_800ADF58(Player* player);
 void func_play_800B415C(Player* player);
 void func_play_800B41E0(Player* player);
-void func_play_800B41EC(Player* player);
+void Player_Down(Player* player);
 void func_play_800A46A0(Player* player);
 void func_play_800A86E4(Player* player);
 void func_play_800A887C(Player* player);
diff --git a/include/sf64object.h b/include/sf64object.h
index 9fb29722..53ee4eec 100644
--- a/include/sf64object.h
+++ b/include/sf64object.h
@@ -42,7 +42,7 @@ typedef struct {
 
 typedef enum {
     /*  0 */ COL1_0, // OBJ_ACTOR_180
-    /*  1 */ COL1_1, // OBJ_SCENERY_39
+    /*  1 */ COL1_1, // OBJ_SCENERY_ME_TUNNEL
     /*  2 */ COL1_2,
     /*  3 */ COL1_3, // ACTOR_EVENT_ID
     /*  4 */ COL1_4, // OBJ_BOSS_308
@@ -88,29 +88,29 @@ typedef struct {
     /* 0x00 */ u8 status;
     /* 0x02 */ u16 type;
     /* 0x04 */ Vec3f pos;
-    /* 0x10 */ f32 unk_10;
+    /* 0x10 */ f32 yRot;
     /* 0x14 */ char pad14[0x14];
 } RadarMark; // size = 0x28
 
 typedef struct {
     /* 0x00 */ u8 mode;
     /* 0x02 */ u16 timer;
-    /* 0x04 */ Vec3f unk_04;
-    /* 0x10 */ Vec3f unk_10;
-    /* 0x1C */ f32 unk_1C;
-    /* 0x20 */ f32 unk_20;
-    /* 0x24 */ f32 unk_24;
-    /* 0x28 */ f32 unk_28;
-    /* 0x2C */ u8 unk_2C; // possibly a color struct
-    /* 0x2D */ u8 unk_2D;
-    /* 0x2E */ u8 unk_2E;
-    /* 0x2F */ u8 unk_2F;
+    /* 0x04 */ Vec3f posAA;
+    /* 0x10 */ Vec3f posBB;
+    /* 0x1C */ f32 xRot;
+    /* 0x20 */ f32 yRot;
+    /* 0x24 */ f32 zScale;
+    /* 0x28 */ f32 xyScale;
+    /* 0x2C */ u8 red; // possibly a color struct
+    /* 0x2D */ u8 green;
+    /* 0x2E */ u8 blue;
+    /* 0x2F */ u8 alpha;
 } TexturedLine; // size = 0x30
 
 typedef struct {
     /* 0x00 */ u8 hits;
     /* 0x04 */ Vec3f pos;
-    /* 0x10 */ f32 unk_10;
+    /* 0x10 */ f32 rise;
     /* 0x14 */ char pad14[0x4];
     /* 0x18 */ u16 timer;
 } BonusText; // size = 0x1C
@@ -143,13 +143,13 @@ typedef struct {
     /* 0x00 */ u8 drawType;
     /* 0x08 */ ObjectFunc action; // argument must have object type.
     /* 0x0C */ f32* hitbox;
-    /* 0x10 */ f32 unk_10; // z coordinate of something
-    /* 0x14 */ s16 unk_14; // can be -1, 0, 1
-    /* 0x16 */ s16 unk_16; // can be 0, 1, 2
+    /* 0x10 */ f32 cullDistance; // z coordinate of something
+    /* 0x14 */ s16 unk_14; // can be -1, 0, 1. governs camera-related behavior in effects (billboarding?)
+    /* 0x16 */ s16 unk_16; // can be 0, 1, 2. affects death behavior?
     /* 0x18 */ u8 damage;
-    /* 0x19 */ u8 unk_19; // can be 0, 1, 2
-    /* 0x1C */ f32 unk_1C; // target lock y offset. 0.0f can't be targeted
-    /* 0x20 */ u8 bonus; // bonus hits when killed. 0 means no 
+    /* 0x19 */ u8 unk_19; // can be 0, 1, 2. Also camera-related?
+    /* 0x1C */ f32 targetOffset; // target lock y offset. 0.0f can't be targeted
+    /* 0x20 */ u8 bonus; // hits when killed. numbers above 1 indicate the hit+ bonus
 } ObjectInfo; // size = 0x24
 
 typedef struct {
@@ -202,7 +202,7 @@ typedef struct {
     /* 0x54 */ f32 unk_54;
     /* 0x58 */ f32 unk_58;
     /* 0x5C */ f32 sfxSource[3];
-    /* 0x68 */ f32 scale;
+    /* 0x68 */ f32 width;
 } Item; // size 0x6C
 
 typedef struct {
@@ -264,7 +264,7 @@ typedef struct {
 #define DMG_BEAM 1
 #define DMG_NONE 0
 #define DMG_BOMB -1
-#define DMG_UNK_100 100
+#define DMG_zRot_0FC 100
 
 typedef struct {
     /* 0x000 */ Object obj;
@@ -291,9 +291,9 @@ typedef struct {
     /* 0x0C9 */ u8 unk_0C9;
     /* 0x0CA */ u8 lockOnTimers[4];
     /* 0x0CE */ s16 health;
-    /* 0x0D0 */ s8 unk_0D0;
-    /* 0x0D2 */ s16 unk_0D2;
-    /* 0x0D4 */ s16 unk_0D4;
+    /* 0x0D0 */ s8 dmgType;
+    /* 0x0D2 */ s16 dmgPart;
+    /* 0x0D4 */ s16 dmgSource;
     /* 0x0D6 */ u16 damage;
     /* 0x0D8 */ Vec3f hitPos;
     /* 0x0E4 */ s16 aiType;
@@ -338,17 +338,17 @@ typedef enum ObjectId {
   /*  26 */  OBJ_SCENERY_26, 
   /*  27 */  OBJ_SCENERY_27, 
   /*  28 */  OBJ_SCENERY_28, 
-  /*  29 */  OBJ_SCENERY_29, 
-  /*  30 */  OBJ_SCENERY_30, 
-  /*  31 */  OBJ_SCENERY_31, 
-  /*  32 */  OBJ_SCENERY_32, 
-  /*  33 */  OBJ_SCENERY_33, 
-  /*  34 */  OBJ_SCENERY_34, 
-  /*  35 */  OBJ_SCENERY_35, 
-  /*  36 */  OBJ_SCENERY_36, 
-  /*  37 */  OBJ_SCENERY_37, 
-  /*  38 */  OBJ_SCENERY_38, 
-  /*  39 */  OBJ_SCENERY_39, 
+  /*  29 */  OBJ_SCENERY_TI_SKULL, 
+  /*  30 */  OBJ_SCENERY_TI_RIB_0, 
+  /*  31 */  OBJ_SCENERY_TI_RIB_1, 
+  /*  32 */  OBJ_SCENERY_TI_RIB_2, 
+  /*  33 */  OBJ_SCENERY_TI_RIB_3, 
+  /*  34 */  OBJ_SCENERY_TI_RIB_4, 
+  /*  35 */  OBJ_SCENERY_TI_RIB_5, 
+  /*  36 */  OBJ_SCENERY_TI_RIB_6, 
+  /*  37 */  OBJ_SCENERY_TI_RIB_7, 
+  /*  38 */  OBJ_SCENERY_TI_RIB_8, 
+  /*  39 */  OBJ_SCENERY_ME_TUNNEL, 
   /*  40 */  OBJ_SCENERY_40, 
   /*  41 */  OBJ_SCENERY_41, 
   /*  42 */  OBJ_SCENERY_42, 
@@ -504,7 +504,7 @@ typedef enum ObjectId {
   /* 192 */  OBJ_ACTOR_192,
   /* 193 */  OBJ_ACTOR_193,
   /* 194 */  OBJ_ACTOR_194,
-  /* 195 */  OBJ_ACTOR_195,
+  /* 195 */  OBJ_ACTOR_CUTSCENE,
   /* 196 */  OBJ_ACTOR_196,
   /* 197 */  OBJ_ACTOR_ALLRANGE,
   /* 198 */  OBJ_ACTOR_TEAM_BOSS,
@@ -1119,7 +1119,7 @@ typedef Actor Actor191;
 typedef Actor Actor192;
 typedef Actor Actor193;
 typedef Actor Actor194;
-typedef Actor Actor195;
+typedef Actor ActorCutscene;
 typedef Actor Actor196;
 typedef Actor ActorAllRange;
 typedef Actor ActorTeamBoss;
diff --git a/include/sf64player.h b/include/sf64player.h
index f2ebffaf..ccd81441 100644
--- a/include/sf64player.h
+++ b/include/sf64player.h
@@ -97,11 +97,9 @@ typedef struct {
     /* 0x00 */ Object obj;
     /* 0x1C */ s32 index;
     /* 0x20 */ Vec3f vel;
-    /* 0x2C */ f32 unk_2C;
-    /* 0x30 */ f32 unk_30;
-    /* 0x34 */ f32 unk_34; 
+    /* 0x2C */ Vec3f vec_2C;
     /* 0x38 */ f32 sfxSource[3];
-    /* 0x44 */ f32 unk_44;
+    /* 0x44 */ f32 scale;
     /* 0x48 */ f32 unk_48;
     /* 0x4C */ f32 unk_4C;
     /* 0x50 */ f32 unk_50;
@@ -165,55 +163,49 @@ typedef struct Player {
     /* 0x058 */ f32 camYaw;
     /* 0x05C */ f32 camPitch;
     /* 0x05C */ f32 unk_060;
-    /* 0x064 */ f32 unk_064;
-    /* 0x068 */ f32 unk_068;
-    /* 0x06C */ f32 unk_06C;
-    /* 0x070 */ f32 unk_070;
-    /* 0x074 */ Vec3f pos;
-    /* 0x080 */ f32 unk_080;
-    /* 0x084 */ f32 unk_084;
-    /* 0x088 */ f32 unk_088;
-    /* 0x08C */ f32 unk_08C;
-    /* 0x090 */ Vec3f unk_090;
-    /* 0x09C */ f32 unk_09C;
-    /* 0x0A0 */ f32 unk_0A0;
-    /* 0x0A4 */ f32 unk_0A4;
-    /* 0x0A8 */ f32 unk_0A8;
-    /* 0x0AC */ f32 unk_0AC;
-    /* 0x0B0 */ f32 unk_0B0;
-    /* 0x0B4 */ f32 unk_0B4;
-    /* 0x0B8 */ f32 unk_0B8;
-    /* 0x0BC */ f32 unk_0BC;
+    /* 0x064 */ Vec3f groundPos; // position on ground directly below player
+    /* 0x070 */ f32 groundRotY; // y rotation of actor under player when acting as ground
+    /* 0x074 */ Vec3f pos; // pos.z is position along path. see trueZpos for the actual z position
+    /* 0x080 */ f32 yBob;
+    /* 0x084 */ f32 xShake;
+    /* 0x088 */ f32 bobPhase;
+    /* 0x08C */ f32 camDist;
+    /* 0x090 */ Vec3f basePos; // position at start of update
+    /* 0x09C */ f32 pathWidth;
+    /* 0x0A0 */ f32 pathHeight;
+    /* 0x0A4 */ f32 pathFloor;
+    /* 0x0A8 */ f32 unk_0A8; // set to 3000.0f, not used. May have been z-extent of path?
+    /* 0x0AC */ f32 xPath;
+    /* 0x0B0 */ f32 yPath;
+    /* 0x0B4 */ f32 pathStep;
+    /* 0x0B8 */ f32 xPathTarget;
+    /* 0x0BC */ f32 yPathTarget;
     /* 0x0C0 */ Vec3f vel;
-    /* 0x0CC */ f32 unk_0CC;
+    /* 0x0CC */ f32 warpCamSpeed;
     /* 0x0D0 */ f32 baseSpeed;
-    /* 0x0D4 */ f32 unk_0D4;
-    /* 0x0D8 */ Vec3f unk_0D8;
-    /* 0x0E4 */ f32 unk_0E4;
-    /* 0x0E8 */ f32 unk_0E8;
-    /* 0x0EC */ f32 unk_0EC;
-    /* 0x0F0 */ f32 unk_0F0;
-    /* 0x0F4 */ f32 unk_0F4;
-    /* 0x0F8 */ f32 unk_0F8;
-    /* 0x0FC */ f32 unk_0FC;
-    /* 0x100 */ f32 unk_100;
-    /* 0x104 */ f32 unk_104;
-    /* 0x108 */ f32 unk_108;
-    /* 0x10C */ f32 unk_10C;
+    /* 0x0D4 */ f32 gravity;
+    /* 0x0D8 */ Vec3f knockback;
+    /* 0x0E4 */ Vec3f rot;
+    /* 0x0F0 */ f32 rockAngle;
+    /* 0x0F4 */ f32 rockPhase;
+    /* 0x0F8 */ f32 bankAngle;
+    /* 0x0FC */ f32 xRot_0FC;
+    /* 0x100 */ f32 zRot_0FC;
+    /* 0x104 */ Vec3f rot_104;
     /* 0x110 */ f32 boostSpeed;
-    /* 0x114 */ f32 unk_114;
-    /* 0x118 */ f32 unk_118;
-    /* 0x11C */ f32 unk_11C;
-    /* 0x120 */ f32 unk_120;
-    /* 0x124 */ f32 unk_124;
+    /* 0x114 */ f32 yRot_114;
+    /* 0x118 */ f32 yRot_118;
+    /* 0x11C */ f32 yRotVel_11C;
+    /* 0x120 */ f32 xRot_120;
+    /* 0x124 */ f32 xRot_124;
     /* 0x128 */ char pad128[4];
-    /* 0x12C */ f32 unk_12C;
-    /* 0x130 */ f32 unk_130;
-    /* 0x134 */ f32 unk_134;
-    /* 0x138 */ f32 unk_138;
+    /* 0x12C */ f32 zRotBank;
+    /* 0x130 */ f32 zRotBarrelRoll;
+    /* 0x134 */ f32 damageShake;
+    /* 0x138 */ f32 trueZpos; // the actual position of the arwing. pos.z is its z position along the path
     /* 0x13C */ char pad13C[4];
-    /* 0x140 */ f32 unk_140;
-    /* 0x144 */ f32 unk_144;
+    /* 0x140 */ f32 zPathVel;
+    /* 0x144 */ f32 zPath;
     /* 0x148 */ f32 unk_148;
     /* 0x14C */ f32 unk_14C;
     /* 0x150 */ f32 unk_150;
@@ -247,18 +239,18 @@ typedef struct Player {
     /* 0x1C4 */ s32 num;
     /* 0x1C8 */ PlayerState1C8 state_1C8;
     /* 0x1CC */ PlayerForm form;
-    /* 0x1D0 */ s32 unk_1D0;
-    /* 0x1D4 */ s32 unk_1D4;
-    /* 0x1D8 */ s32 unk_1D8;
-    /* 0x1DC */ s32 unk_1DC;
-    /* 0x1E0 */ s32 timer_1E0;
-    /* 0x1E4 */ s32 timer_1E4;
+    /* 0x1D0 */ s32 csState;
+    /* 0x1D4 */ bool grounded;
+    /* 0x1D8 */ s32 meTargetIndex;
+    /* 0x1DC */ s32 barrelRoll;
+    /* 0x1E0 */ s32 barrelInputTimerL;
+    /* 0x1E4 */ s32 barrelInputTimerR;
     /* 0x1E8 */ s32 timer_1E8;
-    /* 0x1EC */ s32 unk_1EC;
-    /* 0x1F0 */ s32 unk_1F0;
-    /* 0x1F4 */ s32 unk_1F4;
-    /* 0x1F8 */ s32 timer_1F8;
-    /* 0x1FC */ s32 timer_1FC;
+    /* 0x1EC */ s32 rollRate;
+    /* 0x1F0 */ s32 baseRollRate;
+    /* 0x1F4 */ s32 hitTimer;
+    /* 0x1F8 */ s32 csTimer;
+    /* 0x1FC */ s32 csEventTimer;
     /* 0x200 */ s32 unk_200;
     /* 0x204 */ s32 unk_204;
     /* 0x208 */ s32 unk_208;
@@ -267,7 +259,7 @@ typedef struct Player {
     /* 0x214 */ s32 timer_214;
     /* 0x218 */ s32 timer_218;
     /* 0x21C */ s32 unk_21C;
-    /* 0x220 */ s32 timer_220;
+    /* 0x220 */ s32 radioDamageTimer;
     /* 0x224 */ s32 timer_224;
     /* 0x228 */ s32 flags_228;
     /* 0x22C */ s32 whooshTimer;
@@ -279,27 +271,27 @@ typedef struct Player {
     /* 0x244 */ s32 timer_244;
     /* 0x248 */ f32 unk_248;
     /* 0x24C */ f32 unk_24C;
-    /* 0x250 */ f32 unk_250;
+    /* 0x250 */ f32 unk_250; // checked for by event actors, but unused?
     /* 0x250 */ char pad254[4];
-    /* 0x258 */ f32 unk_258;
-    /* 0x25C */ f32 unk_25C;
+    /* 0x258 */ f32 meteoWarpSpinSpeed;
+    /* 0x25C */ f32 contrailScale;
     /* 0x260 */ char pad260[4];
     /* 0x264 */ s32 shields;
     /* 0x268 */ s32 damage;
     /* 0x26C */ s32 heal;
-    /* 0x270 */ s32 unk_270;
+    /* 0x270 */ s32 unk_270; // checked for by event actors, but unused?
     /* 0x274 */ char pad274[4];
     /* 0x278 */ s32 timer_278;
-    /* 0x27C */ s32 timer_27C;
-    /* 0x280 */ s32 unk_280;
+    /* 0x27C */ s32 meteoWarpTimer;
+    /* 0x280 */ s32 barrelRollAlpha;
     /* 0x284 */ s32 unk_284;
     /* 0x288 */ s32 unk_288;
     /* 0x28C */ char pad28C[0x28];
     /* 0x2B4 */ bool boostCooldown;
     /* 0x2B8 */ bool boostActive;
     /* 0x2BC */ f32 boostMeter;
-    /* 0x2C0 */ f32 unk_2C0;
-    /* 0x2C4 */ s32 unk_2C4;
+    /* 0x2C0 */ f32 unk_2C0; // has to do with starting right tank jet
+    /* 0x2C4 */ s32 unk_2C4; // counts up during some effects. never used
     /* 0x2C8 */ Vec3f hit2;
     /* 0x2D4 */ Vec3f hit1;
     /* 0x2E0 */ Vec3f hit3;
@@ -310,7 +302,7 @@ typedef struct Player {
     /* 0x478 */ PlayerSfx sfx;
     /* 0x498 */ s32 timer_498;
     /* 0x49C */ WingInfo wings;
-    /* 0x4D8 */ f32 unk_4D8;
+    /* 0x4D8 */ f32 aerobaticPitch;
     /* 0x4DC */ s32 somersault;
 } Player; // size = 0x4E0
 
diff --git a/include/variables.h b/include/variables.h
index e9dbf839..f8ecd58f 100644
--- a/include/variables.h
+++ b/include/variables.h
@@ -136,7 +136,7 @@ extern s16 gReflectY;
 extern Matrix D_display_80161418[]; // static, here for reordering
 extern Vec3f D_display_80161518[]; // static, here for reordering
 extern Vec3f D_display_80161548[]; // static, here for reordering
-extern Vec3f D_display_80161578[];
+extern Vec3f gLockOnTargetViewPos[];
 extern f32 D_display_801615A8[];
 extern f32 D_display_801615B8[];
 
diff --git a/linker_scripts/us/symbol_addrs.txt b/linker_scripts/us/symbol_addrs.txt
index 2f4d01f7..36afc6f2 100644
--- a/linker_scripts/us/symbol_addrs.txt
+++ b/linker_scripts/us/symbol_addrs.txt
@@ -59,10 +59,10 @@ D_800C90F0 = 0x800C90F0;
 D_800C45E0 = 0x800C45E0;
 
 D_edisplay_801615D0 = 0x801615D0;//size:0xC
-D_edisplay_801615E0 = 0x801615E0;//size:0xC
+sViewPos = 0x801615E0;//size:0xC
 gTeamEventActorIndex = 0x800CFF80;//size:0x10
 
-D_display_80161578 = 0x80161578;//size:0x30
+gLockOnTargetViewPos = 0x80161578;//size:0x30
 D_display_800CA23C = 0x800CA23C;//size:0x18
 D_display_800CA26C = 0x800CA26C;//size:0x20
 D_800CA260 = 0x800CA260;//size:0xC
diff --git a/linker_scripts/us/symbol_addrs_engine.txt b/linker_scripts/us/symbol_addrs_engine.txt
index c60e1d9f..b2c1b0e9 100644
--- a/linker_scripts/us/symbol_addrs_engine.txt
+++ b/linker_scripts/us/symbol_addrs_engine.txt
@@ -165,18 +165,18 @@ gDefaultSave = 0x800D4D10;
 gSaveFile = 0x80178870; //size:0x200
 
 // fox_edisplay
-func_edisplay_800596C0 = 0x800596C0;
-func_edisplay_800597C0 = 0x800597C0;
+Object_ApplyWaterDistortion = 0x800596C0;
+Object_SetCullDirection = 0x800597C0;
 Graphics_SetScaleMtx = 0x8005980C;
 Sprite168_Draw = 0x80059850;
-func_edisplay_800598DC = 0x800598DC;
+Object_dummy_800598DC = 0x800598DC;
 Actor201_Draw = 0x800598E8;
-func_edisplay_800599A4 = 0x800599A4;
+Actor202_PostLimbDraw = 0x800599A4;
 Actor202_Draw = 0x80059A24;
-Obj39_Draw = 0x80059AEC;
-func_edisplay_80059B20 = 0x80059B20;
+MeteoTunnel_Draw = 0x80059AEC;
+Scenery_DrawTitaniaBones = 0x80059B20;
 func_edisplay_80059BB0 = 0x80059BB0;
-Obj42_Draw = 0x80059BBC;
+Scenery42_Draw = 0x80059BBC;
 Actor196_Draw = 0x80059BF0;
 func_edisplay_80059C28 = 0x80059C28;
 Sprite167_Draw = 0x80059C34;
@@ -291,7 +291,7 @@ func_enmy_80063F4C = 0x80063F4C;
 func_enmy_80063F58 = 0x80063F58;
 func_enmy_80063F74 = 0x80063F74;
 Object_Init = 0x80063F90;
-func_enmy_800652CC = 0x800652CC;
+Scenery_UpdateTitaniaBones = 0x800652CC;
 func_enmy_80065380 = 0x80065380;
 func_enmy_8006546C = 0x8006546C;
 func_enmy_800654E4 = 0x800654E4;
@@ -311,8 +311,8 @@ func_enmy_80066E80 = 0x80066E80;
 Sprite167_Update = 0x80066E8C;
 func_enmy_80066EA8 = 0x80066EA8;
 func_enmy_80066EE4 = 0x80066EE4;
-func_enmy_80066EF0 = 0x80066EF0;
-func_enmy_800671D0 = 0x800671D0;
+Item_CheckBounds = 0x80066EF0;
+Item_SpinPickup = 0x800671D0;
 func_enmy_80067348 = 0x80067348;
 func_enmy_800674B4 = 0x800674B4;
 ActorSupplies_Update = 0x8006753C;
@@ -420,7 +420,7 @@ gHitCount = 0x80161A98;
 gSavedHitCount = 0x80161A9C;
 gLifeCount = 0x80161AA0;
 gLaserStrength = 0x80161AA8;//size:0x10
-D_ctx_80161AB8 = 0x80161AB8;
+gCullObjects = 0x80161AB8;
 gScenery = 0x80161B00; //size:0x1900
 gSprites = 0x80163400; //size:0xBE0
 gActors = 0x80163FE0; //size:0xB130
@@ -492,15 +492,15 @@ gChargeTimers = 0x801779C8;
 gPlayerCamEye = 0x801779D8;
 gPlayerCamAt = 0x801779E8;
 gExpertMode = 0x801779F8;
-D_Timer_80177A00 = 0x80177A00;
+gUturnDownTimers = 0x80177A00;
 D_ctx_80177A10 = 0x80177A10;//size:0x28
-D_Timer_80177A38 = 0x80177A38;
+gUturnBrakeTimers = 0x80177A38;
 D_ctx_80177A48 = 0x80177A48;//size:0x28
-D_Timer_80177A70 = 0x80177A70;//size:0x10
+gLoopDownTimers = 0x80177A70;//size:0x10
 gCsFrameCount = 0x80177A80;
-D_Timer_80177A88 = 0x80177A88;//size:0x10
+gLoopBoostTimers = 0x80177A88;//size:0x10
 D_ctx_80177A98 = 0x80177A98;
-D_ctx_80177AA0 = 0x80177AA0;
+gMuzzleFlashScale = 0x80177AA0;
 D_ctx_80177AB0 = 0x80177AB0;
 gShieldAlpha = 0x80177AB8;
 gAqDrawMode = 0x80177AC8;
@@ -518,7 +518,7 @@ gMissionPlanet = 0x80177B90;
 gMissionMedal = 0x80177BB0;
 gControllerRumbleTimers = 0x80177BD0;
 gPlanetPathStatus = 0x80177BD8;
-D_ctx_80177C30 = 0x80177C30;
+gPlayerScores = 0x80177C30;
 D_ctx_80177C50 = 0x80177C50;
 D_ctx_80177C58 = 0x80177C58;
 gOptionSoundMode = 0x80177C74;
@@ -530,15 +530,15 @@ D_ctx_80177C9C = 0x80177C9C;
 gSavedObjectLoadIndex = 0x80177CA0;
 D_ctx_80177CA4 = 0x80177CA4;
 D_ctx_80177CAC = 0x80177CAC;
-D_ctx_80177CB0 = 0x80177CB0;
+gSavedPathProgress = 0x80177CB0;
 D_ctx_80177CB4 = 0x80177CB4;
 D_ctx_80177CBC = 0x80177CBC;
 D_ctx_80177CC4 = 0x80177CC4;
-D_ctx_80177CC8 = 0x80177CC8;
+gPathGroundScroll = 0x80177CC8;
 gStarWolfTeamAlive = 0x80177CD0; // size:0x18
-D_ctx_80177D08 = 0x80177D08;
+gPathVelZ = 0x80177D08;
 gRightWingHealth = 0x80177D10;
-D_ctx_80177D20 = 0x80177D20;
+gPathProgress = 0x80177D20;
 gLeftWingHealth = 0x80177D28;
 gRadioPortraitScaleY = 0x80177D38;
 gRightWingFlashTimer = 0x80177D40;
@@ -746,7 +746,7 @@ func_play_800B39E0 = 0x800B39E0;
 Player_UpdateShields = 0x800B40AC;
 func_play_800B415C = 0x800B415C;
 func_play_800B41E0 = 0x800B41E0;
-func_play_800B41EC = 0x800B41EC;
+Player_Down = 0x800B41EC;
 func_play_800B42B0 = 0x800B42B0;
 func_play_800B44C4 = 0x800B44C4;
 func_play_800B46F8 = 0x800B46F8;
diff --git a/src/engine/fox_360.c b/src/engine/fox_360.c
index 274f2345..cbace701 100644
--- a/src/engine/fox_360.c
+++ b/src/engine/fox_360.c
@@ -168,12 +168,12 @@ void AllRange_GreatFoxRepair(Player* player) {
     Vec3f sp60;
 
     gCsFrameCount++;
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
-            player->unk_1F4 = player->timer_498 = player->damage = player->unk_280 = player->boostMeter =
+            player->hitTimer = player->timer_498 = player->damage = player->barrelRollAlpha = player->boostMeter =
                 player->boostCooldown = player->somersault = gCsFrameCount = 0;
-            player->unk_130 = player->camRoll = player->boostSpeed = player->unk_08C = player->unk_0D8.x =
-                player->unk_0D8.y = player->unk_0D8.z = player->unk_134 = player->unk_4D8 = 0.0f;
+            player->zRotBarrelRoll = player->camRoll = player->boostSpeed = player->camDist = player->knockback.x =
+                player->knockback.y = player->knockback.z = player->damageShake = player->aerobaticPitch = 0.0f;
             gCsCamEyeX = 1673.0f;
             gCsCamEyeY = 337.0f;
             if (player->pos.z < 0.0f) {
@@ -181,11 +181,11 @@ void AllRange_GreatFoxRepair(Player* player) {
             } else {
                 gCsCamEyeZ = 480.0f;
             }
-            player->unk_0E8 = 0.0f;
+            player->rot.y = 0.0f;
             player->pos.x = 2100.0f;
             player->baseSpeed = 30.0f;
-            player->unk_0E4 = -8.0f;
-            player->unk_114 = 90.0f;
+            player->rot.x = -8.0f;
+            player->yRot_114 = 90.0f;
             gCsCamAtX = 2100.0f;
             player->pos.y = 450.0f;
             gCsCamAtY = 450.0f;
@@ -193,7 +193,7 @@ void AllRange_GreatFoxRepair(Player* player) {
             gCsCamAtZ = 0.0f;
             D_ctx_80177A48[0] = 1.0f;
             player->wings.modelId = 1;
-            player->unk_1D0++;
+            player->csState++;
             break;
         case 1:
             if (gCsFrameCount >= 47) {
@@ -202,7 +202,7 @@ void AllRange_GreatFoxRepair(Player* player) {
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
             }
             if (gCsFrameCount >= 64) {
-                player->unk_1D0++;
+                player->csState++;
                 player->baseSpeed = 0.0f;
             }
             break;
@@ -212,7 +212,7 @@ void AllRange_GreatFoxRepair(Player* player) {
                 player->pos.x = 400.0f;
                 player->pos.y = -420.0f;
                 player->pos.z = 0.0f;
-                player->unk_0EC = 0.0f;
+                player->rot.z = 0.0f;
                 gCsCamEyeX = -683.0f;
                 gCsCamEyeY = -346.0f;
                 gCsCamEyeZ = 305.0f;
@@ -225,7 +225,7 @@ void AllRange_GreatFoxRepair(Player* player) {
                     gRightWingHealth[0] = gLeftWingHealth[0] = 60;
                 }
                 AUDIO_PLAY_SFX(0x4900200E, gDefaultSfxSource, 4);
-                player->unk_1D0++;
+                player->csState++;
             }
             break;
         case 3:
@@ -233,9 +233,9 @@ void AllRange_GreatFoxRepair(Player* player) {
             gCsCamEyeZ -= 1.0f;
             if (gFillScreenAlpha == 0) {
                 player->unk_190 = player->unk_194 = 5.0f;
-                player->unk_114 = 90.0f;
+                player->yRot_114 = 90.0f;
                 player->baseSpeed = gArwingSpeed;
-                player->unk_1D0++;
+                player->csState++;
 
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
             }
@@ -243,7 +243,7 @@ void AllRange_GreatFoxRepair(Player* player) {
         case 4:
             gCsCamEyeZ -= 1.0f;
             gCsCamEyeX -= 1.0f;
-            player->unk_0E4 += 0.4f;
+            player->rot.x += 0.4f;
             if (gCsFrameCount >= 130) {
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
                 player->wings.modelId = 0;
@@ -257,10 +257,10 @@ void AllRange_GreatFoxRepair(Player* player) {
     gCsCamAtX = player->pos.x;
     gCsCamAtY = player->pos.y;
     gCsCamAtZ = player->pos.z;
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 2.0f, 0);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 3.0f, 0);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 2.0f, 0);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 3.0f, 0);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114 + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     sp6C.x = 0.0f;
     sp6C.y = 0.0f;
     sp6C.z = player->baseSpeed;
@@ -271,8 +271,8 @@ void AllRange_GreatFoxRepair(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0);
@@ -284,14 +284,14 @@ void AllRange_GreatFoxRepair(Player* player) {
 void AllRange_FortunaIntro(Player* player) {
     Vec3f sp24;
 
-    Math_Vec3fFromAngles(&sp24, 0.0f, player->unk_114 + 180.0f, 40.0f);
+    Math_Vec3fFromAngles(&sp24, 0.0f, player->yRot_114 + 180.0f, 40.0f);
     player->vel.x = sp24.x;
     player->vel.z = sp24.z;
     player->vel.y = sp24.y;
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
     player->cam.eye.x = -200.0f;
     player->cam.eye.y = 500.0f;
     player->cam.eye.z = 7000.0f;
@@ -415,7 +415,7 @@ void ActorAllRange_SpawnTeam(void) {
             if (actor->aiType <= AI360_PEPPY) {
                 AUDIO_PLAY_SFX(0x3100000C, actor->sfxSource, 4);
                 actor->info.hitbox = SEGMENTED_TO_VIRTUAL(gTeamHitbox);
-                actor->info.unk_1C = 0.0f;
+                actor->info.targetOffset = 0.0f;
                 actor->info.bonus = 0;
             } else {
                 AUDIO_PLAY_SFX(0x31000011, actor->sfxSource, 4);
@@ -505,15 +505,15 @@ void func_360_8002F69C(Actor* this) {
         }
         gPlayer[0].cam.eye.y = 2500.0f;
         gPlayer[0].cam.eye.z = 5000.0f;
-        gPlayer[0].cam.at.x = gActors[4].obj.pos.x;
-        gPlayer[0].cam.at.y = gActors[4].obj.pos.y;
-        gPlayer[0].cam.at.z = gActors[4].obj.pos.z;
+        gPlayer[0].cam.at.x = gActors[AI360_WOLF].obj.pos.x;
+        gPlayer[0].cam.at.y = gActors[AI360_WOLF].obj.pos.y;
+        gPlayer[0].cam.at.z = gActors[AI360_WOLF].obj.pos.z;
     }
     if ((gAllRangeEventTimer > D_360_800C9B4C) && (gStarWolfMsgTimer == 0)) {
         gAllRangeFrameCount++;
-        for (i = 1, actor = &gActors[1]; i < 8; i++, actor++) {
+        for (i = AI360_FALCO, actor = &gActors[AI360_FALCO]; i <= AI360_ANDREW; i++, actor++) {
             if ((actor->obj.status == OBJ_ACTIVE) && (actor->state == STATE360_2) && (actor->health < 70) &&
-                (actor->timer_0C6 != 0) && (actor->unk_0D4 == 1)) {
+                (actor->timer_0C6 != 0) && (actor->dmgSource == 1)) {
                 if ((gActors[actor->aiIndex].state == STATE360_3) && (gActors[actor->aiIndex].aiType <= AI360_ANDREW)) {
                     gActors[actor->aiIndex].iwork[2] = AI360_FOX;
                     gActors[actor->aiIndex].state = STATE360_2;
@@ -603,7 +603,7 @@ void func_360_8002FC00(Actor* this) {
             }
             if (gTeamShields[actor->aiIndex] > 0) {
                 func_360_8002FB4C(&gActors[actor->aiIndex]);
-                if ((actor->iwork[5] != 0) && (actor->unk_0D4 == 1) && (gActors[actor->aiIndex].iwork[3] == 0)) {
+                if ((actor->iwork[5] != 0) && (actor->dmgSource == 1) && (gActors[actor->aiIndex].iwork[3] == 0)) {
                     if (gTeamHelpActor == &gActors[actor->aiIndex]) {
                         gTeamHelpActor = NULL;
                         gTeamHelpTimer = 0;
@@ -814,40 +814,40 @@ void ActorAllRange_ApplyDamage(Actor* this) {
     Vec3f sp48;
     Vec3f sp3C;
 
-    if (this->unk_0D0 != 0) {
+    if (this->dmgType != 0) {
         if (this->aiType == AI360_GREAT_FOX) {
-            this->unk_0D0 = 0;
+            this->dmgType = 0;
         }
-        if ((this->unk_0D0 >= 2) && (this->aiType >= AI360_WOLF) && (this->aiType < AI360_KATT)) {
+        if ((this->dmgType >= 2) && (this->aiType >= AI360_WOLF) && (this->aiType < AI360_KATT)) {
             this->damage = 10;
             this->timer_0C2 = 10;
         }
         if (((this->aiType <= AI360_PEPPY) || (this->aiType == AI360_BILL) || (this->aiType == AI360_KATT)) &&
-            (this->unk_0D0 == 2)) {
-            this->unk_0D0 = 0;
+            (this->dmgType == 2)) {
+            this->dmgType = 0;
         }
-        if ((this->unk_0D0 == 2) && (this->fwork[22] > 0.0f)) {
-            this->unk_0D0 = 0;
+        if ((this->dmgType == 2) && (this->fwork[22] > 0.0f)) {
+            this->dmgType = 0;
         }
         if (this->fwork[23] > 1.0f) {
-            this->unk_0D0 = 0;
+            this->dmgType = 0;
         }
-        if (this->unk_0D0 != 0) {
+        if (this->dmgType != 0) {
             var_a1 = false;
             if ((this->unk_0B6 == 3) ||
                 ((gCurrentLevel == LEVEL_BOLSE) && (gBosses[1].obj.status != OBJ_FREE) &&
                  (this->aiType >= AI360_WOLF)) ||
                 ((gCurrentLevel == LEVEL_VENOM_2) && (this->aiType >= AI360_WOLF) && (this->aiType < AI360_10) &&
-                 (this->unk_0D0 == 2))) {
+                 (this->dmgType == 2))) {
                 this->damage = 0;
                 var_a1 = true;
                 if (gCurrentLevel == LEVEL_BOLSE) {
-                    this->unk_0D4 = 0;
+                    this->dmgSource = 0;
                 }
             }
             if (this->aiType >= AI360_WOLF) {
-                if (((this->unk_0D0 != 3) || (this->aiType != AI360_WOLF)) &&
-                    ((this->aiType != AI360_MISSILE) || (this->unk_0D0 != 2))) {
+                if (!((this->dmgType == 3) && (this->aiType == AI360_WOLF)) &&
+                    !((this->aiType == AI360_MISSILE) && (this->dmgType == 2))) {
                     this->health -= this->damage;
                 }
             } else if ((this->aiType <= AI360_PEPPY) && (this->state != STATE360_6)) {
@@ -861,7 +861,7 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                 this->health = 0;
                 if (this->aiType == AI360_MISSILE) {
                     SectorZ_80199900(this, 1);
-                    if (this->unk_0D4 == 1) {
+                    if (this->dmgSource == 1) {
                         if (gActors[8].obj.status == OBJ_ACTIVE) {
                             Radio_PlayMessage(gMsg_ID_16140, RCID_KATT);
                         }
@@ -869,7 +869,7 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                         gHitCount += 11;
                         D_ctx_80177850 = 15;
                     } else {
-                        switch (this->unk_0D4) {
+                        switch (this->dmgSource) {
                             case 102:
                                 Radio_PlayMessage(gMsg_ID_16170, RCID_FALCO);
                                 break;
@@ -919,13 +919,13 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                         this->timer_0BC = RAND_INT(50.0f);
                     }
                 }
-                if ((this->aiType >= AI360_WOLF) && (this->aiType < AI360_KATT)) {
+                if ((this->aiType >= AI360_WOLF) && (this->aiType <= AI360_ANDREW)) {
                     this->timer_0BC = RAND_INT(40.0f) + 60.0f;
                 }
                 if (this->damage >= 20) {
                     this->timer_0BC = 0;
                 }
-                if ((gCurrentLevel == LEVEL_KATINA) && (this->unk_0B6 == 1) && (this->unk_0D4 == 1)) {
+                if ((gCurrentLevel == LEVEL_KATINA) && (this->unk_0B6 == 1) && (this->dmgSource == 1)) {
                     if (gKaAllyKillCount < 2) {
                         ActorAllRange_PlayMessage(gMsg_ID_18018, RCID_BILL);
                     }
@@ -968,7 +968,7 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                 if ((this->aiType >= AI360_WOLF) && (this->aiType <= AI360_ANDREW)) {
                     sStarWolfKillTimer = 150;
                 }
-                switch (this->unk_0D4) {
+                switch (this->dmgSource) {
                     case 1:
                         if (this->aiType >= AI360_10) {
                             switch (this->iwork[2]) {
@@ -987,10 +987,10 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                     case 102:
                     case 103:
                     case 104:
-                        if ((this->aiType >= AI360_WOLF) && (this->aiType < AI360_KATT)) {
+                        if ((this->aiType >= AI360_WOLF) && (this->aiType <= AI360_ANDREW)) {
                             if ((gStarWolfTeamAlive[0] + gStarWolfTeamAlive[1] + gStarWolfTeamAlive[2] +
                                  gStarWolfTeamAlive[3]) == 0) {
-                                switch (this->unk_0D4) {
+                                switch (this->dmgSource) {
                                     case 102:
                                         Radio_PlayMessage(gMsg_ID_9438, RCID_FALCO);
                                         break;
@@ -1002,10 +1002,10 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                                         break;
                                 }
                             } else {
-                                gActors[this->unk_0D4 - 101].iwork[1] = 80;
+                                gActors[this->dmgSource - 101].iwork[1] = 80;
                             }
                         } else {
-                            gActors[this->unk_0D4 - 101].iwork[1] = 80;
+                            gActors[this->dmgSource - 101].iwork[1] = 80;
                         }
                         break;
                 }
@@ -1054,7 +1054,7 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                     this->fwork[12] = sp3C.z;
                 }
                 if ((gRadioState == 0) && (gActors[0].obj.status == OBJ_ACTIVE)) {
-                    if (this->unk_0D0 == 3) {
+                    if (this->dmgType == 3) {
                         switch (this->aiType) {
                             case AI360_FALCO:
                                 ActorAllRange_PlayMessage(gMsg_ID_20210, RCID_FALCO);
@@ -1069,11 +1069,11 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                                 ActorAllRange_PlayMessage(gMsg_ID_20084, RCID_KATT);
                                 break;
                         }
-                    } else if (this->unk_0D4 < 105) {
+                    } else if (this->dmgSource <= AI360_PEPPY + 101) {
                         if (this->aiType >= AI360_WOLF) {
-                            if (this->unk_0D4 == 1) {
-                                if ((gCurrentLevel == LEVEL_KATINA) && (this->unk_0B6 == 1) && (gKaKilledAlly == 0)) {
-                                    gKaKilledAlly = 1;
+                            if (this->dmgSource == 1) {
+                                if ((gCurrentLevel == LEVEL_KATINA) && (this->unk_0B6 == 1) && !gKaKilledAlly) {
+                                    gKaKilledAlly = true;
                                     Radio_PlayMessage(gMsg_ID_18015, RCID_BILL);
                                 } else if (this->aiType == AI360_KATT) {
                                     ActorAllRange_PlayMessage(gMsg_ID_20084, RCID_KATT);
@@ -1096,7 +1096,7 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                                     }
                                 }
                             }
-                        } else if (this->unk_0D4 == 1) {
+                        } else if (this->dmgSource == AI360_FOX + 1) {
                             switch (this->aiType) {
                                 case AI360_FALCO:
                                     ActorAllRange_PlayMessage(gMsg_ID_20060, RCID_FALCO);
@@ -1149,7 +1149,7 @@ void ActorAllRange_ApplyDamage(Actor* this) {
                     }
                 }
             }
-            this->unk_0D0 = 0;
+            this->dmgType = 0;
         }
     }
 }
@@ -1158,7 +1158,7 @@ void ActorAllRange_CheckPlayerNearby(Actor* actor) {
     if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (actor->iwork[24] != 0) &&
         (fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 1000.0f) &&
         (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) < 1000.0f) &&
-        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 1000.0f)) {
+        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 1000.0f)) {
         actor->iwork[10]++;
     } else {
         actor->iwork[10] = 0;
@@ -1215,7 +1215,7 @@ void ActorAllRange_Update(Actor* this) {
 
     if (this->aiType == AI360_EVENT_HANDLER) {
         this->timer_0C2 = 10;
-        this->info.unk_1C = 0.0f;
+        this->info.targetOffset = 0.0f;
         ActorAllRange_UpdateEvents(this);
         return;
     }
@@ -1344,7 +1344,7 @@ void ActorAllRange_Update(Actor* this) {
     }
     sp104 = 0;
     this->iwork[5] = 0;
-    if ((this->aiType > AI360_FOX) && (this->aiType <= AI360_PEPPY) && (gTeamShields[this->aiType] <= 0) &&
+    if ((this->aiType >= AI360_FALCO) && (this->aiType <= AI360_PEPPY) && (gTeamShields[this->aiType] <= 0) &&
         (this->state != STATE360_6)) {
         this->state = STATE360_6;
         if (this->timer_0C2 < 100) {
@@ -1489,7 +1489,7 @@ void ActorAllRange_Update(Actor* this) {
                     if (!gPlayer[0].somersault) {
                         this->fwork[4] = gPlayer[0].pos.x + spCC;
                         this->fwork[5] = gPlayer[0].pos.y + spC8;
-                        this->fwork[6] = gPlayer[0].unk_138 + spC4;
+                        this->fwork[6] = gPlayer[0].trueZpos + spC4;
                         this->fwork[1] = gPlayer[0].baseSpeed + 10.0f;
                     }
                     if ((gActors[0].state == STATE360_6) && (this->aiType <= AI360_PEPPY)) {
@@ -1546,7 +1546,8 @@ void ActorAllRange_Update(Actor* this) {
                             } else {
                                 this->fwork[1] = gPlayer[0].baseSpeed - 5.0f;
                                 if ((gCurrentLevel == LEVEL_VENOM_2) &&
-                                    (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN) && (gPlayer[0].unk_4D8 > 100.0f)) {
+                                    (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN) &&
+                                    (gPlayer[0].aerobaticPitch > 100.0f)) {
                                     this->iwork[16] = STATE360_8;
                                 }
                             }
@@ -2051,7 +2052,7 @@ void ActorAllRange_Update(Actor* this) {
     radarMark->pos.x = this->obj.pos.x;
     radarMark->pos.y = this->obj.pos.y;
     radarMark->pos.z = this->obj.pos.z;
-    radarMark->unk_10 = this->unk_0F4.y + 180.0f;
+    radarMark->yRot = this->unk_0F4.y + 180.0f;
     if (this->iwork[1] != 0) {
         this->iwork[1]--;
         if ((this->iwork[1] == 0) && (gActors[0].state == STATE360_2) && (gRadioState == 0)) {
@@ -2095,7 +2096,7 @@ void ActorAllRange_Update(Actor* this) {
                     func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, 0.0f, 0.0f, 5.0f, 15);
                     func_effect_8007A6F0(&this->obj.pos, 0x2903A008);
                 } else {
-                    this->unk_0D0 = 1;
+                    this->dmgType = 1;
                     this->damage = 10;
                     this->health = 0;
                     ActorAllRange_ApplyDamage(this);
@@ -2257,7 +2258,7 @@ void ActorAllRange_Draw(ActorAllRange* this) {
             case AI360_GREAT_FOX:
                 Display_SetSecondLight(&this->obj.pos);
                 this->unk_0B6 = 1;
-                Actor195_Draw(this);
+                ActorCutscene_Draw(this);
                 break;
             case AI360_MISSILE:
                 Animation_GetFrameData(&D_SZ_6006D64, 0, sp7C);
diff --git a/src/engine/fox_beam.c b/src/engine/fox_beam.c
index 3dcea5e9..0a2bd790 100644
--- a/src/engine/fox_beam.c
+++ b/src/engine/fox_beam.c
@@ -52,7 +52,7 @@ void func_beam_80035E78(PlayerShot* shot) {
 
     if (shot->unk_5C == 0) {
         shot->vel.x = shot->vel.y = shot->vel.z = shot->obj.rot.x = shot->obj.rot.y = shot->obj.rot.z = 0.0f;
-        shot->unk_44 = 1.0f;
+        shot->scale = 1.0f;
         shot->unk_5C = 1;
         shot->unk_64 = 30;
         shot->unk_58 = 150;
@@ -137,7 +137,7 @@ void func_beam_80036318(PlayerShot* shot) {
         }
         func_beam_80035E78(shot);
     } else if (shot->obj.id == PLAYERSHOT_8) {
-        shot->unk_44 = 7.5f;
+        shot->scale = 7.5f;
         for (i = 0; i < ARRAY_COUNT(gActors); i++) {
             gActors[i].lockOnTimers[shot->playerNum] = 0;
         }
@@ -367,7 +367,7 @@ s32 func_beam_80036F88(PlayerShot* shot, Actor* actor) {
         if (count != 0) {
             xySizeMod = 0.0f;
             if (actor->info.unk_16 == 1) {
-                xySizeMod = fabsf((actor->obj.pos.z + D_ctx_80177D20) / 50.0f) + 10.0f;
+                xySizeMod = fabsf((actor->obj.pos.z + gPathProgress) / 50.0f) + 10.0f;
                 if ((shot->playerNum < 4) &&
                     ((gLaserStrength[shot->playerNum] != LASERS_SINGLE) || (shot->obj.id == PLAYERSHOT_8))) {
                     xySizeMod += 30.0f;
@@ -429,7 +429,7 @@ bool func_beam_80037438(PlayerShot* shot, Actor* actor) {
     if (((s32) hitboxData[0] != 0) && (sqrtf(SQ(temp_fv1) + SQ(temp_fa0)) <= 500.0f)) {
         if (shot->playerNum < 4) {
             temp_fv1 = actor->obj.pos.x - gPlayer[0].cam.eye.x;
-            temp_fa0 = actor->obj.pos.z + D_ctx_80177D20 - gPlayer[0].cam.eye.z;
+            temp_fa0 = actor->obj.pos.z + gPathProgress - gPlayer[0].cam.eye.z;
             var_fa1 = (sqrtf(SQ(temp_fv1) + SQ(temp_fa0)) / 50.0f) + 20.0f + 10.0f;
             if (var_fa1 > 200.0f) {
                 var_fa1 = 200.0f;
@@ -486,7 +486,7 @@ bool func_beam_8003774C(PlayerShot* shot, ObjectId objId, Object* obj) {
     sp7C.z = obj->pos.z - shot->obj.pos.z;
     // undefined behavior: if this check fails, the function returns no value
     if (((fabsf(sp7C.x) < 1100.0f) && (fabsf(sp7C.z) < 1100.0f) && (shot->obj.pos.y < 900.0f)) ||
-        (objId == OBJ_BOSS_313) || (objId == ACTOR_EVENT_ID) || (objId == OBJ_SCENERY_39)) {
+        (objId == OBJ_BOSS_313) || (objId == ACTOR_EVENT_ID) || (objId == OBJ_SCENERY_ME_TUNNEL)) {
         Matrix_RotateY(gCalcMatrix, -obj->rot.y * M_DTOR, MTXF_NEW);
         sp7C.x = shot->obj.pos.x - obj->pos.x;
         sp7C.y = shot->obj.pos.y - obj->pos.y;
@@ -533,7 +533,7 @@ bool func_beam_8003774C(PlayerShot* shot, ObjectId objId, Object* obj) {
             case OBJ_BOSS_313:
                 objId = COL1_8;
                 break;
-            case OBJ_SCENERY_39:
+            case OBJ_SCENERY_ME_TUNNEL:
                 objId = COL1_1;
                 break;
             case OBJ_SCENERY_120:
@@ -652,8 +652,8 @@ void func_beam_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) {
     Vec3f sp44 = { 0.0f, 0.0f, -100.0f };
     Vec3f sp38;
 
-    actor->unk_0D0 = 1;
-    actor->unk_0D2 = hitIndex - 1;
+    actor->dmgType = 1;
+    actor->dmgPart = hitIndex - 1;
     actor->timer_0C2 = 2;
     actor->damage = 10;
     if ((shot->playerNum < 4) && (gPlayer[shot->playerNum].form != FORM_LANDMASTER)) {
@@ -677,19 +677,19 @@ void func_beam_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) {
         if (gCurrentLevel == LEVEL_AQUAS) {
             actor->damage = 31;
         } else {
-            actor->unk_0D0 = 2;
+            actor->dmgType = 2;
             actor->damage = 30;
             actor->lockOnTimers[shot->playerNum] = 0;
         }
     }
-    actor->unk_0D4 = shot->playerNum + 1;
+    actor->dmgSource = shot->playerNum + 1;
     actor->hitPos.x = shot->obj.pos.x;
     actor->hitPos.y = shot->obj.pos.y;
     actor->hitPos.z = shot->obj.pos.z;
-    if (((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0D2 == 0) &&
+    if (((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) &&
          ((actor->unk_0B4 == EINFO_48) || (actor->unk_0B4 == EINFO_49) || (actor->unk_0B4 == EINFO_50))) ||
         ((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->fwork[23] > 1.0f)) ||
-        ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0D2 == 0) && (actor->unk_0B4 == EINFO_67)) ||
+        ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->dmgPart == 0) && (actor->unk_0B4 == EINFO_67)) ||
         ((actor->obj.id == OBJ_ACTOR_261) && (shot->obj.id != PLAYERSHOT_8) &&
          ((actor->state < 3) || (actor->state >= 5))) ||
         ((actor->obj.id == OBJ_ACTOR_260) && (shot->obj.id != PLAYERSHOT_8) && (actor->timer_0BC != 0))) {
@@ -760,16 +760,16 @@ void func_beam_80038140(PlayerShot* shot) {
                 switch (actor->obj.id) {
                     case OBJ_ACTOR_180:
                         if (func_beam_8003774C(shot, actor->obj.id, &actor->obj)) {
-                            actor->unk_0D0 = 1;
-                            actor->unk_0D2 = shot->playerNum;
+                            actor->dmgType = 1;
+                            actor->dmgPart = shot->playerNum;
                             return;
                         }
                         break;
                     case OBJ_ACTOR_EVENT:
                         if (actor->unk_0B4 == EINFO_42) {
                             if (func_beam_8003774C(shot, ACTOR_EVENT_ID, &actor->obj)) {
-                                actor->unk_0D0 = 1;
-                                actor->unk_0D2 = shot->playerNum;
+                                actor->dmgType = 1;
+                                actor->dmgPart = shot->playerNum;
                                 return;
                             }
                         } else if (actor->unk_0B4 == EINFO_63) {
@@ -827,7 +827,7 @@ void func_beam_80038140(PlayerShot* shot) {
                     !((gLaserStrength[shot->playerNum] == LASERS_SINGLE) && (shot->obj.id != PLAYERSHOT_8))) {
                     test.x = 100.0f;
                 }
-                if (player->unk_280 >= 100) {
+                if (player->barrelRollAlpha >= 100) {
                     test.x = 150.0f;
                 }
                 if (player->form == FORM_LANDMASTER) {
@@ -841,11 +841,11 @@ void func_beam_80038140(PlayerShot* shot) {
                 test.z = test.x;
                 if ((i != shot->playerNum) &&
                     ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (player->state_1C8 == PLAYERSTATE_1C8_DOWN)) &&
-                    (fabsf(player->unk_138 - shot->obj.pos.z) < test.z) &&
+                    (fabsf(player->trueZpos - shot->obj.pos.z) < test.z) &&
                     (fabsf(player->pos.x - shot->obj.pos.x) < test.x) &&
                     (fabsf(player->pos.y - shot->obj.pos.y) < test.y)) {
-                    if (player->unk_280 >= 100) {
-                        shot->obj.rot.y = player->unk_0E8 + player->unk_114 + 180.0f + 90.0f;
+                    if (player->barrelRollAlpha >= 100) {
+                        shot->obj.rot.y = player->rot.y + player->yRot_114 + 180.0f + 90.0f;
                         shot->obj.rot.x = RAND_FLOAT(360.0f);
                         Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, MTXF_NEW);
                         Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
@@ -860,10 +860,10 @@ void func_beam_80038140(PlayerShot* shot) {
                         shot->obj.pos.z += 2.0f * shot->vel.z;
                         shot->unk_64 = 5;
                         AUDIO_PLAY_SFX(0x09007011, player->sfxSource, 0);
-                        func_effect_80078E50(player->pos.x, player->pos.y, player->unk_138, 8.0f);
+                        func_effect_80078E50(player->pos.x, player->pos.y, player->trueZpos, 8.0f);
                     } else {
                         func_beam_80036318(shot);
-                        if (player->unk_1F4 == 0) {
+                        if (player->hitTimer == 0) {
                             if (gPlayer[0].form == 3) {
                                 Player_ApplyDamage(player, 0, 60);
                             } else {
@@ -873,11 +873,11 @@ void func_beam_80038140(PlayerShot* shot) {
                             if (gCamCount != 1) {
                                 player->unk_288 = shot->playerNum + 1;
                             }
-                            player->unk_0D8.x = shot->vel.x * 0.1f;
-                            player->unk_0D8.y = shot->vel.y * 0.1f;
-                            player->unk_0D8.z = shot->vel.z * 0.1f;
+                            player->knockback.x = shot->vel.x * 0.1f;
+                            player->knockback.y = shot->vel.y * 0.1f;
+                            player->knockback.z = shot->vel.z * 0.1f;
                             if (player->form != FORM_ON_FOOT) {
-                                func_effect_8007D1E0(player->pos.x, player->pos.y, player->unk_138, 2.0f);
+                                func_effect_8007D1E0(player->pos.x, player->pos.y, player->trueZpos, 2.0f);
                             }
                         }
                     }
@@ -885,7 +885,7 @@ void func_beam_80038140(PlayerShot* shot) {
             }
         }
     }
-    if ((gGroundType == 4) && Ground_801B6AEC(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + D_ctx_80177D20)) {
+    if ((gGroundType == 4) && Ground_801B6AEC(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress)) {
         func_beam_80036318(shot);
         if (shot->obj.id != PLAYERSHOT_4) {
             func_effect_8007A900(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, 2.0f, 255, 15, 0);
@@ -915,7 +915,7 @@ void func_beam_80038140(PlayerShot* shot) {
     } else {
         for (i = 0, scenery = gScenery; i < 50; i++, scenery++) {
             if (scenery->obj.status == OBJ_ACTIVE) {
-                if ((scenery->obj.id == OBJ_SCENERY_1) || (scenery->obj.id == OBJ_SCENERY_39) ||
+                if ((scenery->obj.id == OBJ_SCENERY_1) || (scenery->obj.id == OBJ_SCENERY_ME_TUNNEL) ||
                     (scenery->obj.id == OBJ_SCENERY_4) || (scenery->obj.id == OBJ_SCENERY_5) ||
                     (scenery->obj.id == OBJ_SCENERY_120) || (scenery->obj.id == OBJ_SCENERY_124) ||
                     (scenery->obj.id == OBJ_SCENERY_126) || (scenery->obj.id == OBJ_SCENERY_47) ||
@@ -1035,7 +1035,7 @@ void func_beam_80038F34(PlayerShot* shot) {
     Vec3f sp4C = { 0.0f, 0.0f, 0.0f };
     s32 sp48 = 0;
 
-    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress, MTXF_APPLY);
     Matrix_MultVec3f(gGfxMatrix, &sp4C, &D_beam_8015F950);
     if ((D_beam_8015F950.z < 0.0f) && (D_beam_8015F950.z > -10000.0f)) {
         if (fabsf(D_beam_8015F950.x) < (fabsf(D_beam_8015F950.z * 0.5f) + 500.0f)) {
@@ -1217,7 +1217,7 @@ void func_beam_80039A50(PlayerShot* shot) {
     f32 var_fv1;
     s32 sp104 = 0;
 
-    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress, MTXF_APPLY);
     Matrix_MultVec3f(gGfxMatrix, &sp11C, &D_beam_8015F950);
     if ((D_beam_8015F950.z < 0.0f) && (D_beam_8015F950.z > -10000.0f)) {
         var_fv1 = fabsf(D_beam_8015F950.x); // probably fake. The use of temps was likely different
@@ -1241,9 +1241,9 @@ void func_beam_80039A50(PlayerShot* shot) {
             Matrix_RotateX(gGfxMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
             Matrix_RotateZ(gGfxMatrix, shot->obj.rot.z * M_DTOR, MTXF_APPLY);
             if ((shot->obj.id == PLAYERSHOT_BOMB) && (shot->unk_5C == 0)) {
-                Matrix_RotateZ(gGfxMatrix, shot->unk_34 * M_DTOR, MTXF_APPLY);
-                Matrix_RotateY(gGfxMatrix, shot->unk_30 * M_DTOR, MTXF_APPLY);
-                Matrix_RotateX(gGfxMatrix, shot->unk_2C * M_DTOR, MTXF_APPLY);
+                Matrix_RotateZ(gGfxMatrix, shot->vec_2C.z * M_DTOR, MTXF_APPLY);
+                Matrix_RotateY(gGfxMatrix, shot->vec_2C.y * M_DTOR, MTXF_APPLY);
+                Matrix_RotateX(gGfxMatrix, shot->vec_2C.x * M_DTOR, MTXF_APPLY);
             }
         }
         Matrix_Translate(gGfxMatrix, 0.f, 0.f, D_800C9BD8[shot->obj.id], MTXF_APPLY);
@@ -1259,7 +1259,7 @@ void func_beam_80039A50(PlayerShot* shot) {
                     gSPDisplayList(gMasterDisp++, D_10231A0);
                     Matrix_Pop(&gGfxMatrix);
                     Matrix_Push(&gGfxMatrix);
-                    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + D_ctx_80177D20,
+                    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress,
                                      MTXF_APPLY);
                     Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
                     Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
@@ -1292,7 +1292,7 @@ void func_beam_80039A50(PlayerShot* shot) {
                     Matrix_SetGfxMtx(&gMasterDisp);
                     gSPDisplayList(gMasterDisp++, D_1024AC0);
                 } else {
-                    Matrix_Scale(gGfxMatrix, shot->unk_44, shot->unk_44, shot->unk_44, MTXF_APPLY);
+                    Matrix_Scale(gGfxMatrix, shot->scale, shot->scale, shot->scale, MTXF_APPLY);
                     Matrix_SetGfxMtx(&gMasterDisp);
                     if (gVersusMode) {
                         RCP_SetupDL_49();
@@ -1371,7 +1371,7 @@ void func_beam_80039A50(PlayerShot* shot) {
                 break;
             case PLAYERSHOT_6:
             case PLAYERSHOT_7:
-                Matrix_Scale(gGfxMatrix, shot->unk_44, shot->unk_44, shot->unk_44, MTXF_APPLY);
+                Matrix_Scale(gGfxMatrix, shot->scale, shot->scale, shot->scale, MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
                 RCP_SetupDL(&gMasterDisp, 0x31);
                 gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
@@ -1399,19 +1399,19 @@ void func_beam_80039A50(PlayerShot* shot) {
                     gSPDisplayList(gMasterDisp++, D_AQ_600DB80);
                     Matrix_Pop(&gGfxMatrix);
                     Matrix_Push(&gGfxMatrix);
-                    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, gGroundHeight, shot->obj.pos.z + D_ctx_80177D20,
+                    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, gGroundHeight, shot->obj.pos.z + gPathProgress,
                                      MTXF_APPLY);
-                    Matrix_Scale(gGfxMatrix, shot->unk_2C, shot->unk_30, shot->unk_34, MTXF_APPLY);
+                    Matrix_Scale(gGfxMatrix, shot->vec_2C.x, shot->vec_2C.y, shot->vec_2C.z, MTXF_APPLY);
                     RCP_SetupDL(&gMasterDisp, 0x31);
                     gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 32, 32, 0, shot->unk_58);
                     gDPSetEnvColor(gMasterDisp++, 32, 16, 16, shot->unk_58);
                     Matrix_SetGfxMtx(&gMasterDisp);
                     gSPDisplayList(gMasterDisp++, D_1024AC0);
                 } else if (shot->unk_5C == 0) {
-                    if (!(shot->unk_44 > 1.5f)) {
+                    if (!(shot->scale > 1.5f)) {
                         Matrix_Pop(&gGfxMatrix);
                         Matrix_Push(&gGfxMatrix);
-                        Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + D_ctx_80177D20,
+                        Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress,
                                          MTXF_APPLY);
                         Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
                         Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
@@ -1457,7 +1457,7 @@ void func_beam_80039A50(PlayerShot* shot) {
                     gSPDisplayList(gMasterDisp++, D_10231A0);
                     Matrix_Pop(&gGfxMatrix);
                     Matrix_Push(&gGfxMatrix);
-                    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + D_ctx_80177D20,
+                    Matrix_Translate(gGfxMatrix, shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z + gPathProgress,
                                      MTXF_APPLY);
                     Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
                     Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
@@ -1509,10 +1509,10 @@ void func_beam_8003B00C(PlayerShot* shot, Player* player) {
     Vec3f sp38;
     switch (shot->unk_5C) {
         case 0:
-            Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-            Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
-            Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0) * M_DTOR), MTXF_APPLY);
-            Matrix_Translate(gCalcMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+            Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
+            Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY);
+            Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
             sp5C.x = 0.0f;
             sp5C.y = 0.0f;
             sp5C.z = player->baseSpeed + 200.0f;
@@ -1526,19 +1526,19 @@ void func_beam_8003B00C(PlayerShot* shot, Player* player) {
             Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp44);
             shot->unk_48 = player->pos.x + sp44.x;
             shot->unk_4C = player->pos.y + sp44.y;
-            shot->unk_50 = player->unk_138 + sp44.z;
-            shot->unk_44 += 200.0f;
-            if (shot->unk_44 > 5000.0f) {
-                shot->unk_44 = 5000.0f;
+            shot->unk_50 = player->trueZpos + sp44.z;
+            shot->scale += 200.0f;
+            if (shot->scale > 5000.0f) {
+                shot->scale = 5000.0f;
             }
-            for (sp5C.z = 0.0f; sp5C.z <= shot->unk_44; sp5C.z += 200.0f) {
+            for (sp5C.z = 0.0f; sp5C.z <= shot->scale; sp5C.z += 200.0f) {
                 Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp38);
                 D_ctx_80178498 = shot->obj.pos.z;
                 D_ctx_801784A0 = shot->obj.pos.y;
                 D_ctx_8017849C = shot->obj.pos.x;
                 shot->obj.pos.x = player->pos.x + sp38.x;
                 shot->obj.pos.y = player->pos.y + sp38.y;
-                shot->obj.pos.z = player->unk_138 + sp38.z;
+                shot->obj.pos.z = player->trueZpos + sp38.z;
                 Matrix_Push(&gCalcMatrix);
                 func_beam_80038140(shot);
                 Matrix_Pop(&gCalcMatrix);
@@ -1552,7 +1552,7 @@ void func_beam_8003B00C(PlayerShot* shot, Player* player) {
                 }
             }
             shot->unk_64 = 30;
-            shot->obj.rot.y = player->unk_0E8 + player->unk_114;
+            shot->obj.rot.y = player->rot.y + player->yRot_114;
             if (!(gControllerHold->button & U_CBUTTONS) && !(gControllerHold->button & A_BUTTON)) {
                 shot->unk_5C = 1;
             }
@@ -1698,9 +1698,9 @@ bool func_beam_8003BB4C(PlayerShot* shot) {
         var_fa0 = 200.0f;
     }
     for (i = 0, actor = gActors; i < 60; i++, actor++) {
-        if ((actor->obj.status == OBJ_ACTIVE) && (actor->info.unk_1C != 0.0f) &&
+        if ((actor->obj.status == OBJ_ACTIVE) && (actor->info.targetOffset != 0.0f) &&
             ((actor->lockOnTimers[shot->playerNum] == 0) && (fabsf(shot->obj.pos.x - actor->obj.pos.x) <= var_fa0) &&
-             (fabsf(shot->obj.pos.y - (actor->obj.pos.y + actor->info.unk_1C)) <= var_fa0) &&
+             (fabsf(shot->obj.pos.y - (actor->obj.pos.y + actor->info.targetOffset)) <= var_fa0) &&
              (fabsf(shot->obj.pos.z - actor->obj.pos.z) <= var_fa0))) {
             actor->lockOnTimers[shot->playerNum] = 20;
             func_enmy_80060F30(gPlayer[shot->playerNum].sfxSource, 0x49008027, shot->playerNum);
@@ -1720,7 +1720,7 @@ bool func_beam_8003BB4C(PlayerShot* shot) {
                 (player->form != FORM_ON_FOOT) && (i != shot->playerNum) &&
                 (gVsLockOnTimers[i][shot->playerNum] == 0) && (fabsf(shot->obj.pos.x - player->pos.x) <= var_fa0) &&
                 (fabsf(shot->obj.pos.y - player->pos.y) <= var_fa0) &&
-                (fabsf(shot->obj.pos.z - player->unk_138) <= var_fa0)) {
+                (fabsf(shot->obj.pos.z - player->trueZpos) <= var_fa0)) {
                 gVsLockOnTimers[0][shot->playerNum] = gVsLockOnTimers[1][shot->playerNum] =
                     gVsLockOnTimers[2][shot->playerNum] = gVsLockOnTimers[3][shot->playerNum] = 0;
                 gVsLockOnTimers[i][shot->playerNum] = 20;
@@ -1771,10 +1771,10 @@ void func_beam_8003C008(PlayerShot* shot) {
         if ((boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) {
             if (boss->obj.id == OBJ_BOSS_316) {
                 var_s6 = gGameFrameCount % 8U;
-                var_fs2 = shot->unk_44 * 40.0f;
+                var_fs2 = shot->scale * 40.0f;
             } else {
                 var_s6 = gGameFrameCount % 16U;
-                var_fs2 = shot->unk_44 * 30.0f;
+                var_fs2 = shot->scale * 30.0f;
             }
             hitboxData = boss->info.hitbox;
             count = *hitboxData++;
@@ -1852,7 +1852,7 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) {
     Scenery* scenery;
     Effect* effect;
     Player* player;
-    f32 temp_fs2 = shot->unk_44 * 60.0f;
+    f32 temp_fs2 = shot->scale * 60.0f;
 
     for (i = 0, scenery = gScenery; i < 50; i++, scenery++) {
         if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_56)) {
@@ -1900,16 +1900,16 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) {
                     ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EINFO_78)) ||
                     ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EINFO_38)) ||
                     (actor->obj.id == OBJ_ACTOR_196)) {
-                    actor->unk_0D0 = 2;
-                    actor->unk_0D2 = 0;
-                    actor->unk_0D4 = shot->playerNum + 1;
+                    actor->dmgType = 2;
+                    actor->dmgPart = 0;
+                    actor->dmgSource = shot->playerNum + 1;
                     actor->damage = damage;
 
                     if (actor->info.bonus != 0) {
                         shot->bonus++;
                     }
                 } else if ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->scale >= 0.5f) && (damage > 30)) {
-                    actor->unk_0D4 = shot->playerNum + 1;
+                    actor->dmgSource = shot->playerNum + 1;
                     actor->vel.x = sp68 * 0.03f;
                     actor->vel.y = sp64 * 0.03f;
                     actor->vel.z = sp60 * 0.03f;
@@ -1922,9 +1922,9 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) {
                         shot->bonus++;
                     }
                 } else {
-                    actor->unk_0D0 = 2;
-                    actor->unk_0D2 = 0;
-                    actor->unk_0D4 = shot->playerNum + 1;
+                    actor->dmgType = 2;
+                    actor->dmgPart = 0;
+                    actor->dmgSource = shot->playerNum + 1;
                     actor->damage = damage;
                     if (actor->info.bonus != 0) {
                         shot->bonus++;
@@ -1969,10 +1969,10 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) {
     }
     if (gVersusMode) {
         for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
-            if ((i != shot->playerNum) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->unk_1F4 == 0)) {
+            if ((i != shot->playerNum) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->hitTimer == 0)) {
                 sp68 = player->pos.x - shot->obj.pos.x;
                 sp64 = player->pos.y - shot->obj.pos.y;
-                sp60 = player->unk_138 - shot->obj.pos.z;
+                sp60 = player->trueZpos - shot->obj.pos.z;
                 if (sqrtf(SQ(sp68) + SQ(sp64) + SQ(sp60)) < temp_fs2) {
                     player->unk_288 = shot->playerNum + 1;
                     switch (player->form) {
@@ -2032,13 +2032,13 @@ void func_beam_8003CC08(PlayerShot* shot) {
         case 1:
             D_ctx_8017812C = 2;
             shot->obj.rot.y += 1.0f;
-            Math_SmoothStepToF(&shot->unk_44, shot->unk_48, 0.05f, 1.5f, 0.001f);
+            Math_SmoothStepToF(&shot->scale, shot->unk_48, 0.05f, 1.5f, 0.001f);
             if ((shot->unk_64 > 0) && (shot->unk_64 < 30)) {
                 if (!gVersusMode && ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                                      (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
                     test.x = gPlayer[0].pos.x - shot->obj.pos.x;
                     test.y = gPlayer[0].pos.y - shot->obj.pos.y;
-                    test.z = gPlayer[0].unk_138 - shot->obj.pos.z;
+                    test.z = gPlayer[0].trueZpos - shot->obj.pos.z;
                     var_ft5 = VEC3F_MAG(&test) * 0.01f;
                     if (var_ft5 > 60.0f) {
                         var_ft5 = 60.0f;
@@ -2090,12 +2090,12 @@ void func_beam_8003CF90(PlayerShot* shot) {
         var_a3 = 0;
         if (shot->unk_60 == 0) {
             for (i = 0, actor = gActors; i < 60; i++, actor++) {
-                if ((actor->obj.status == OBJ_ACTIVE) && (actor->info.unk_1C != 0.0f) &&
+                if ((actor->obj.status == OBJ_ACTIVE) && (actor->info.targetOffset != 0.0f) &&
                     (actor->lockOnTimers[shot->playerNum] != 0)) {
                     var_a3 = 1;
                     actor->lockOnTimers[shot->playerNum] = 2;
                     D_800C9C24 = actor->obj.pos;
-                    D_800C9C24.y += actor->info.unk_1C;
+                    D_800C9C24.y += actor->info.targetOffset;
                 }
             }
             for (i = 0, player = gPlayer; i < gCamCount; i++, player++) {
@@ -2109,7 +2109,7 @@ void func_beam_8003CF90(PlayerShot* shot) {
                     } else {
                         D_800C9C24.y = player->pos.y + 30.0f;
                     }
-                    D_800C9C24.z = player->unk_138;
+                    D_800C9C24.z = player->trueZpos;
                 }
             }
             if (var_a3 != 0) {
@@ -2118,20 +2118,20 @@ void func_beam_8003CF90(PlayerShot* shot) {
                 sp64 = shot->obj.pos.z - D_800C9C24.z;
                 sp58 = Math_RadToDeg(Math_Atan2F(sp6C, sp64));
                 sp5C = Math_RadToDeg(-Math_Atan2F(sp68, sqrtf(SQ(sp6C) + SQ(sp64))));
-                if (shot->unk_30 >= 360.0f) {
-                    shot->unk_30 -= 360.0f;
+                if (shot->vec_2C.y >= 360.0f) {
+                    shot->vec_2C.y -= 360.0f;
                 }
-                if (shot->unk_30 < 0.0f) {
-                    shot->unk_30 += 360.0f;
+                if (shot->vec_2C.y < 0.0f) {
+                    shot->vec_2C.y += 360.0f;
                 }
-                if (shot->unk_2C >= 360.0f) {
-                    shot->unk_2C -= 360.0f;
+                if (shot->vec_2C.x >= 360.0f) {
+                    shot->vec_2C.x -= 360.0f;
                 }
-                if (shot->unk_2C < 0.0f) {
-                    shot->unk_2C += 360.0f;
+                if (shot->vec_2C.x < 0.0f) {
+                    shot->vec_2C.x += 360.0f;
                 }
-                Math_SmoothStepToAngle(&shot->unk_30, sp58, 1.0f, shot->unk_50, 0.0f);
-                Math_SmoothStepToAngle(&shot->unk_2C, sp5C, 1.0f, shot->unk_50, 0.0f);
+                Math_SmoothStepToAngle(&shot->vec_2C.y, sp58, 1.0f, shot->unk_50, 0.0f);
+                Math_SmoothStepToAngle(&shot->vec_2C.x, sp5C, 1.0f, shot->unk_50, 0.0f);
                 shot->unk_64 = 30;
             } else {
                 shot->unk_60 = 1;
@@ -2147,8 +2147,8 @@ void func_beam_8003CF90(PlayerShot* shot) {
             Vec3f sp44;
             Vec3f sp38;
 
-            shot->obj.rot.y = shot->unk_30;
-            shot->obj.rot.x = shot->unk_2C;
+            shot->obj.rot.y = shot->vec_2C.y;
+            shot->obj.rot.x = shot->vec_2C.x;
             Matrix_RotateY(gCalcMatrix, shot->obj.rot.y * M_DTOR, MTXF_NEW);
             Matrix_RotateX(gCalcMatrix, shot->obj.rot.x * M_DTOR, MTXF_APPLY);
             sp44.x = sp44.y = 0.0f;
@@ -2203,11 +2203,11 @@ void func_beam_8003D54C(PlayerShot* shot, s32 index) {
             func_beam_8003BACC(shot);
             break;
         case PLAYERSHOT_8:
-            if (shot->unk_44 > 1.5f) {
+            if (shot->scale > 1.5f) {
                 func_beam_8003C4D0(shot, 30);
                 if (shot->bonus != 0) {
                     if (gVersusMode) {
-                        D_ctx_80177C30[shot->playerNum] += shot->bonus;
+                        gPlayerScores[shot->playerNum] += shot->bonus;
                     } else {
                         bonus = shot->bonus;
                         if (shot->bonus > 10) {
diff --git a/src/engine/fox_bg.c b/src/engine/fox_bg.c
index 42ad1a40..9f8e5119 100644
--- a/src/engine/fox_bg.c
+++ b/src/engine/fox_bg.c
@@ -414,7 +414,7 @@ void Background_DrawBackdrop(void) {
                     break;
                 case LEVEL_AQUAS:
                     if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
-                        sp13C = ((Math_RadToDeg(gPlayer[gPlayerNum].camYaw) - gPlayer[gPlayerNum].unk_114));
+                        sp13C = Math_RadToDeg(gPlayer[gPlayerNum].camYaw) - gPlayer[gPlayerNum].yRot_114;
                         sp134 = (gPlayer[gPlayerNum].camPitch * -7000.0f) - (gPlayer[gPlayerNum].cam.eye.y * 0.6f);
                         sp13C = Math_ModF(sp13C * -40.44444f * 2.0f, 7280.0f); // close to 7280.0f / 180.0f
                         RCP_SetupDL_17();
@@ -449,16 +449,16 @@ void Background_DrawBackdrop(void) {
                 case LEVEL_ZONESS:
                 case LEVEL_MACBETH:
                 case LEVEL_TITANIA:
-                    sp12C = Math_RadToDeg(gPlayer[gPlayerNum].camYaw) - gPlayer[gPlayerNum].unk_114;
+                    sp12C = Math_RadToDeg(gPlayer[gPlayerNum].camYaw) - gPlayer[gPlayerNum].yRot_114;
                     sp134 = (gPlayer[gPlayerNum].camPitch * -7000.0f) - (gPlayer[gPlayerNum].cam.eye.y * 0.6f);
                     sp13C = sp12C * -40.44444f * 2.0f; // close to 7280.0f / 180.0f
                     if ((gCurrentLevel == LEVEL_TITANIA) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
-                        (gPlayer[0].unk_1D0 < 3)) {
+                        (gPlayer[0].csState < 3)) {
                         D_bg_8015F968 += __sinf(gPlayer[0].camYaw) * 20.0f;
                         sp13C += D_bg_8015F968;
                     }
                     if ((gCurrentLevel == LEVEL_SOLAR) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
-                        (gPlayer[0].unk_1D0 >= 2) && (gPlayer[0].cam.eye.z <= -1900.0f)) {
+                        (gPlayer[0].csState >= 2) && (gPlayer[0].cam.eye.z <= -1900.0f)) {
                         D_bg_8015F968 = __sinf(gPlayer[0].camPitch) * 7000.0f;
                         sp134 -= fabsf(D_bg_8015F968);
                     }
@@ -527,7 +527,7 @@ void Background_DrawBackdrop(void) {
                         sp138 = Math_ModF(sp138 - 34.5f, 480.0f);
                         sp134 = Math_ModF(sp134 + 19.0f, 360.0f);
                     } else if (levelId == LEVEL_BOLSE) {
-                        if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) || (gPlayer[0].unk_1D0 < 10)) {
+                        if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) || (gPlayer[0].csState < 10)) {
                             sp134 = Math_ModF(sp134 + 360.0f - 100.0f, 360.0f);
                         }
                     } else {
@@ -565,7 +565,7 @@ void Background_DrawBackdrop(void) {
                                 Matrix_Scale(gGfxMatrix, 0.5f, 0.5f, 1.0f, MTXF_APPLY);
                                 Matrix_SetGfxMtx(&gMasterDisp);
                                 gSPDisplayList(gMasterDisp++, D_ME_600DDF0);
-                            } else if (D_ctx_80177D20 > 185668.0f) {
+                            } else if (gPathProgress > 185668.0f) {
                                 Matrix_Translate(gGfxMatrix, sp138 - 120.0f, -(sp134 - 120.0f) - 130.0f, -290.0f,
                                                  MTXF_APPLY);
                                 Matrix_Scale(gGfxMatrix, 0.4f, 0.4f, 1.0f, MTXF_APPLY);
@@ -593,7 +593,7 @@ void Background_DrawBackdrop(void) {
                             break;
                         case LEVEL_AREA_6:
                         case LEVEL_UNK_4:
-                            sp128 = (D_ctx_80177D20 * 0.00004f) + 0.5f;
+                            sp128 = (gPathProgress * 0.00004f) + 0.5f;
                             if (sp128 > 3.5f) {
                                 sp128 = 3.5f;
                             }
@@ -712,7 +712,7 @@ void Background_DrawSun(void) {
         if (gCurrentLevel == LEVEL_KATINA) {
             gSunViewY -= 80.0f;
         }
-        if ((gCurrentLevel == LEVEL_ZONESS) && (gPlayer[0].unk_1D0 >= 2) && !gMissedZoSearchlight) {
+        if ((gCurrentLevel == LEVEL_ZONESS) && (gPlayer[0].csState >= 2) && !gMissedZoSearchlight) {
             gSunViewY -= 60.0f;
             gSunViewX -= 480.0f;
         }
@@ -834,7 +834,7 @@ void Background_DrawGround(void) {
     }
     if (gGroundType == 7) {
         sp1D4 = 0.0f;
-        gPlayer[gPlayerNum].unk_0AC = 0.0f;
+        gPlayer[gPlayerNum].xPath = 0.0f;
     }
 
     if (gLevelMode == LEVELMODE_ALL_RANGE) {
@@ -844,7 +844,7 @@ void Background_DrawGround(void) {
         f32 temp_fa0;
 
         sp1D4 = 0.0f;
-        gPlayer[gPlayerNum].unk_0AC = 0.0f;
+        gPlayer[gPlayerNum].xPath = 0.0f;
 
         sp1B4.x = 0;
         sp1B4.y = 0;
@@ -854,16 +854,16 @@ void Background_DrawGround(void) {
         temp_fv1 = gPlayer[gPlayerNum].cam.eye.x + sp1A8.x;
         temp_fa0 = gPlayer[gPlayerNum].cam.eye.z + sp1A8.z;
         if (temp_fv1 > 6000.0f) {
-            gPlayer[gPlayerNum].unk_0AC = 12000.0f;
+            gPlayer[gPlayerNum].xPath = 12000.0f;
         }
         if (temp_fv1 > 18000.0f) {
-            gPlayer[gPlayerNum].unk_0AC = 24000.0f;
+            gPlayer[gPlayerNum].xPath = 24000.0f;
         }
         if (temp_fv1 < -6000.0f) {
-            gPlayer[gPlayerNum].unk_0AC = -12000.0f;
+            gPlayer[gPlayerNum].xPath = -12000.0f;
         }
         if (temp_fv1 < -18000.0f) {
-            gPlayer[gPlayerNum].unk_0AC = -24000.0f;
+            gPlayer[gPlayerNum].xPath = -24000.0f;
         }
         if (temp_fa0 > 6000.0f) {
             sp1D4 = 12000.0f;
@@ -879,7 +879,7 @@ void Background_DrawGround(void) {
         }
     }
     Matrix_Push(&gGfxMatrix);
-    Matrix_Translate(gGfxMatrix, gPlayer[gPlayerNum].unk_0AC, -3.0f + gCameraShakeY, sp1D4, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, gPlayer[gPlayerNum].xPath, -3.0f + gCameraShakeY, sp1D4, MTXF_APPLY);
     if (D_ctx_80177C70 == 2) {
         Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.0f, MTXF_APPLY);
     }
@@ -893,8 +893,8 @@ void Background_DrawGround(void) {
             }
             if (gLevelMode == LEVELMODE_ON_RAILS) {
                 gDPSetTextureImage(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, SEGMENTED_TO_VIRTUAL(D_CO_601B6C0));
-                temp_s0 = fabsf(Math_ModF(2.0f * (D_ctx_80177CE8 * 0.2133333f), 128.0f)); // 0.64f / 3.0f
-                temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].unk_0AC) * 0.32f, 128.0f);
+                temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f)); // 0.64f / 3.0f
+                temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].xPath) * 0.32f, 128.0f);
                 gDPSetupTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, temp_fv0, temp_s0,
                              G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
                 switch (gGroundSurface) {
@@ -955,8 +955,8 @@ void Background_DrawGround(void) {
                     break;
             }
             gDPSetTextureImage(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, sp1C4);
-            temp_s0 = fabsf(Math_ModF(2.0f * (D_ctx_80177CE8 * 0.2133333f), 128.0f));
-            temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].unk_0AC) * 0.32f, 128.0f);
+            temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
+            temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].xPath) * 0.32f, 128.0f);
             gDPSetupTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, temp_fv0, temp_s0,
                          G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
             Matrix_Push(&gGfxMatrix);
@@ -975,18 +975,18 @@ void Background_DrawGround(void) {
         case LEVEL_TRAINING:
             RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
             if (gLevelMode == LEVELMODE_ON_RAILS) {
-                if (D_ctx_80177CE8 > 290.0f) {
-                    D_ctx_80177CE8 -= 290.0f;
+                if (gPathTexScroll > 290.0f) {
+                    gPathTexScroll -= 290.0f;
                 }
                 Matrix_Push(&gGfxMatrix);
-                Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -3000.0f + D_ctx_80177CE8, MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -3000.0f + gPathTexScroll, MTXF_APPLY);
                 Matrix_Scale(gGfxMatrix, 1.0f, 1.0f, 0.5f, MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
                 gSPDisplayList(gMasterDisp++, D_TR_6005880);
                 Matrix_Pop(&gGfxMatrix);
                 if (1) {}
                 Matrix_Push(&gGfxMatrix);
-                Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 3000.0f + D_ctx_80177CE8, MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 3000.0f + gPathTexScroll, MTXF_APPLY);
                 Matrix_Scale(gGfxMatrix, 1.0f, 1.0f, 0.5f, MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
                 gSPDisplayList(gMasterDisp++, D_TR_6005880);
@@ -1011,8 +1011,8 @@ void Background_DrawGround(void) {
                 gDPLoadTileTexture(gMasterDisp++, SEGMENTED_TO_VIRTUAL(D_AQ_600AB68), G_IM_FMT_RGBA, G_IM_SIZ_16b, 32,
                                    32);
                 gDPSetTextureImage(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, SEGMENTED_TO_VIRTUAL(D_AQ_600AB68));
-                temp_s0 = fabsf(Math_ModF(2.0f * (D_ctx_80177CE8 * 0.2133333f), 128.0f));
-                temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].unk_0AC) * 0.32f, 128.0f);
+                temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
+                temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].xPath) * 0.32f, 128.0f);
                 gDPSetupTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, temp_fv0, temp_s0,
                              G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
 
@@ -1033,8 +1033,8 @@ void Background_DrawGround(void) {
                 gDPLoadTileTexture(gMasterDisp++, SEGMENTED_TO_VIRTUAL(D_AQ_602ACC0), G_IM_FMT_RGBA, G_IM_SIZ_16b, 32,
                                    32);
                 gDPSetTextureImage(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, SEGMENTED_TO_VIRTUAL(D_AQ_602ACC0));
-                temp_s0 = fabsf(Math_ModF(2.0f * (D_ctx_80177CE8 * 0.2133333f), 128.0f));
-                temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].unk_0AC) * 0.32f, 128.0f);
+                temp_s0 = fabsf(Math_ModF(2.0f * (gPathTexScroll * 0.2133333f), 128.0f));
+                temp_fv0 = Math_ModF((10000.0f - gPlayer[gPlayerNum].xPath) * 0.32f, 128.0f);
                 gDPSetupTile(gMasterDisp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, temp_fv0, temp_s0,
                              G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
                 if (gAqDrawMode != 0) {
@@ -1042,7 +1042,7 @@ void Background_DrawGround(void) {
                 } else {
                     RCP_SetupDL(&gMasterDisp, 0x25);
                 }
-                if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gPlayer[0].unk_1D0 < 2)) {
+                if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gPlayer[0].csState < 2)) {
                     gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
                 } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) {
                     gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, D_bg_8015F974, D_bg_8015F978, D_bg_8015F97C,
diff --git a/src/engine/fox_boss.c b/src/engine/fox_boss.c
index 5b8e7a97..6dfc39c3 100644
--- a/src/engine/fox_boss.c
+++ b/src/engine/fox_boss.c
@@ -96,7 +96,7 @@ void Boss_SpawnActor189(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar
 }
 
 void func_boss_80043188(Boss* boss) {
-    boss->info.unk_10 = 30000.0f;
+    boss->info.cullDistance = 30000.0f;
 }
 
 void Boss_CompleteLevel(Player* player, f32 xPos, f32 yPos, f32 zPos) {
@@ -104,17 +104,17 @@ void Boss_CompleteLevel(Player* player, f32 xPos, f32 yPos, f32 zPos) {
     SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 80);
 
     gCsFrameCount = 0;
-    D_ctx_80178448 = zPos + D_ctx_80177D20;
+    D_ctx_80178448 = zPos + gPathProgress;
     D_ctx_80178440 = xPos;
     D_ctx_80178444 = yPos;
 
     player->state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-    player->unk_1D0 = 10;
-    player->timer_1F8 = 50;
-    player->timer_1FC = 50;
+    player->csState = 10;
+    player->csTimer = 50;
+    player->csEventTimer = 50;
     player->unk_000 = 0.0f;
     player->unk_004 = 1.0f;
-    if (player->pos.x < player->unk_0AC) {
+    if (player->pos.x < player->xPath) {
         player->unk_004 = -1.0f;
     }
     gPlayer[0].vel.x = 0.0f;
diff --git a/src/engine/fox_context.c b/src/engine/fox_context.c
index 8a587074..d36ff39a 100644
--- a/src/engine/fox_context.c
+++ b/src/engine/fox_context.c
@@ -25,8 +25,8 @@ s32 gTeamDamage[6];
 u8 gMissionStatus; // next planet path
 f32 gGroundHeight;
 f32 D_ctx_80177950;
-f32 D_ctx_80177968;
-f32 D_ctx_80177970;
+f32 gPlayerTurnRate;
+f32 gPlayerTurnStickMod;
 f32 gCsCamEyeX;
 f32 gCsCamEyeY;
 f32 gCsCamEyeZ;
@@ -63,13 +63,13 @@ u16 gBgmSeqId;
 u8 gLevelType;
 s32 gSavedObjectLoadIndex;
 UNK_TYPE F_80177CA8;
-f32 D_ctx_80177CB0;
+f32 gSavedPathProgress;
 UNK_TYPE F_80177CB8;
 f32 gWaterLevel;
-f32 D_ctx_80177CC8;
-f32 D_ctx_80177CE8;
-f32 D_ctx_80177D08;
-f32 D_ctx_80177D20;
+f32 gPathGroundScroll;
+f32 gPathTexScroll;
+f32 gPathVelZ;
+f32 gPathProgress;
 f32 gRadioPortraitScaleY;
 f32 gRadioTextBoxScaleY;
 f32 gRadioMsgRadioId;
@@ -252,7 +252,7 @@ s32 gHitCount;
 s32 gSavedHitCount;
 s16 gLifeCount[4];
 LaserStrength gLaserStrength[4];
-s32 D_ctx_80161AB8;
+s32 gCullObjects;
 UNK_TYPE F_80161AC0[4];
 UNK_TYPE F_80161AD0[4];
 UNK_TYPE F_80161AE0[4];
@@ -303,13 +303,13 @@ s32 D_ctx_80177990[4]; // these two are also rumble related
 f32 D_ctx_801779A8[4];
 u8 gPauseEnabled;
 s32 gChargeTimers[4];
-f32 D_ctx_801779E4;
-f32 D_ctx_801779F4;
-s32 D_Timer_80177A00[4];
-s32 D_Timer_80177A38[4];
-s32 D_Timer_80177A70[4];
-s32 D_Timer_80177A88[4];
-f32 D_ctx_80177AA0[4];
+f32 gPathVelX;
+f32 gPathVelY;
+s32 gUturnDownTimers[4];
+s32 gUturnBrakeTimers[4];
+s32 gLoopDownTimers[4];
+s32 gLoopBoostTimers[4];
+f32 gMuzzleFlashScale[4];
 f32 gShieldAlpha[4];
 s32 gHasShield[4];
 s32 gShieldTimer[4];
@@ -320,12 +320,12 @@ u8 gCoUturnCount;
 u8 gGreatFoxIntact;
 u8 gTiStartLandmaster;
 u16 gControllerRumbleTimers[4];
-u16 D_ctx_80177C30[4];
+u16 gPlayerScores[4];
 s32 D_ctx_80177C50;
-s32 D_ctx_80177C70;
-s32 D_ctx_80177C78;
-s32 D_ctx_80177C8C;
-s32 D_ctx_80177C94;
+s32 D_ctx_80177C70; // sets camera field of view Y. initialized to 0 and never changed
+s32 gTraining360MsgTimer;
+s32 gTraining360MsgIndex;
+s32 D_ctx_80177C94; // these save player parameters across the Venom -> Andross transition
 s32 D_ctx_80177C9C;
 s32 D_ctx_80177CA4;
 s32 D_ctx_80177CAC;
diff --git a/src/engine/fox_demo.c b/src/engine/fox_demo.c
index 383a698e..21467000 100644
--- a/src/engine/fox_demo.c
+++ b/src/engine/fox_demo.c
@@ -165,10 +165,10 @@ void func_demo_80048AC0(TeamId teamId) {
 void func_demo_80048CC4(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_demo_800C9F60[arg1].x + gPlayer[0].pos.x;
     actor->obj.pos.y = D_demo_800C9F60[arg1].y + gPlayer[0].pos.y;
-    actor->obj.pos.z = D_demo_800C9F60[arg1].z + gPlayer[0].unk_138;
+    actor->obj.pos.z = D_demo_800C9F60[arg1].z + gPlayer[0].trueZpos;
     actor->unk_0F4.y = 0.0f;
     actor->unk_0F4.z = D_demo_800C9F90[arg1];
     Object_SetInfo(&actor->info, actor->obj.id);
@@ -192,21 +192,21 @@ void Cutscene_WarpZoneComplete(Player* player) {
     s32 temp_v1;
 
     gBosses[1].obj.status = OBJ_FREE;
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 3.0f, 0.0f);
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             player->somersault = false;
             Audio_StopSfxByBankAndSource(1, player->sfxSource);
-            player->unk_1D0++;
+            player->csState++;
             D_ctx_80177A48[0] = 0.0f;
             D_ctx_80177A48[1] = 0.0f;
             D_ctx_80177A48[2] = 0.0f;
@@ -226,7 +226,7 @@ void Cutscene_WarpZoneComplete(Player* player) {
             Matrix_MultVec3f(gCalcMatrix, &sp5C, &sp50);
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y;
-            gCsCamAtZ = player->unk_138 + D_ctx_80177D20;
+            gCsCamAtZ = player->trueZpos + gPathProgress;
 
             switch (gCsFrameCount) {
                 case 101:
@@ -276,7 +276,7 @@ void Cutscene_WarpZoneComplete(Player* player) {
             if (gCsFrameCount > 450) {
                 Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 0.1f, 0.004f, 0.0f);
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.1f;
+                player->rot.x += 0.1f;
                 player->unk_190 = 2.0f;
 
                 if (gCsFrameCount == 530) {
@@ -289,7 +289,7 @@ void Cutscene_WarpZoneComplete(Player* player) {
                     gFillScreenAlphaStep = 8;
                     if (gFillScreenAlpha == 255) {
                         player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                        player->timer_1F8 = 0;
+                        player->csTimer = 0;
                         gFadeoutType = 4;
                         if (gCurrentLevel == LEVEL_METEO) {
                             gLeveLClearStatus[LEVEL_METEO] = Play_CheckMedalStatus(200) + 1;
@@ -302,7 +302,7 @@ void Cutscene_WarpZoneComplete(Player* player) {
             } else {
                 gCsCamEyeX = player->pos.x + sp50.x;
                 gCsCamEyeY = player->pos.y + sp50.y;
-                gCsCamEyeZ = player->unk_138 + D_ctx_80177D20 + sp50.z;
+                gCsCamEyeZ = player->trueZpos + gPathProgress + sp50.z;
             }
 
             break;
@@ -314,8 +314,8 @@ void Cutscene_WarpZoneComplete(Player* player) {
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     sp5C.x = 0.0f;
     sp5C.y = 0.0f;
@@ -330,78 +330,78 @@ void Cutscene_WarpZoneComplete(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_088 += 10.0f;
-    player->unk_080 = (-SIN_DEG(player->unk_088)) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->bobPhase += 10.0f;
+    player->yBob = (-SIN_DEG(player->bobPhase)) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
-void func_demo_80049630(Actor* actor) {
+void func_demo_80049630(ActorCutscene* this) {
     Vec3f sp3C;
     Vec3f sp30;
 
-    switch (actor->state) {
+    switch (this->state) {
         case 0:
-            actor->vwork[0].x = gPlayer[0].pos.x + D_demo_800C9FA0[actor->index].x;
-            actor->vwork[0].y = gPlayer[0].pos.y + D_demo_800C9FA0[actor->index].y;
-            actor->vwork[0].z = gPlayer[0].pos.z + D_demo_800C9FA0[actor->index].z;
-            Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0].x, 0.05f, 50.0f, 0.0001f);
-            Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0].y, 0.05f, 50.0f, 0.0001f);
-            Math_SmoothStepToF(&actor->obj.pos.z, actor->vwork[0].z, 0.05f, 50.0f, 0.0001f);
-            Math_SmoothStepToF(&actor->unk_0F4.x, gPlayer[0].unk_0E4, 0.1f, 2.0f, 0.0001f);
-            Math_SmoothStepToF(&actor->unk_0F4.y, gPlayer[0].unk_0E8, 0.1f, 2.0f, 0.0001f);
-            Math_SmoothStepToF(&actor->unk_0F4.z, 0.0f, 0.05f, 0.2f, 0.0001f);
+            this->vwork[0].x = gPlayer[0].pos.x + D_demo_800C9FA0[this->index].x;
+            this->vwork[0].y = gPlayer[0].pos.y + D_demo_800C9FA0[this->index].y;
+            this->vwork[0].z = gPlayer[0].pos.z + D_demo_800C9FA0[this->index].z;
+            Math_SmoothStepToF(&this->obj.pos.x, this->vwork[0].x, 0.05f, 50.0f, 0.0001f);
+            Math_SmoothStepToF(&this->obj.pos.y, this->vwork[0].y, 0.05f, 50.0f, 0.0001f);
+            Math_SmoothStepToF(&this->obj.pos.z, this->vwork[0].z, 0.05f, 50.0f, 0.0001f);
+            Math_SmoothStepToF(&this->unk_0F4.x, gPlayer[0].rot.x, 0.1f, 2.0f, 0.0001f);
+            Math_SmoothStepToF(&this->unk_0F4.y, gPlayer[0].rot.y, 0.1f, 2.0f, 0.0001f);
+            Math_SmoothStepToF(&this->unk_0F4.z, 0.0f, 0.05f, 0.2f, 0.0001f);
             break;
 
         case 1:
-            actor->state = 2;
-            AUDIO_PLAY_SFX(0x09000002, actor->sfxSource, 0);
-            actor->timer_0BC = 150;
-            actor->fwork[29] = 5.0f;
+            this->state = 2;
+            AUDIO_PLAY_SFX(0x09000002, this->sfxSource, 0);
+            this->timer_0BC = 150;
+            this->fwork[29] = 5.0f;
 
         case 2:
-            actor->iwork[11] = 2;
-            actor->fwork[0] += 2.0f;
-            if (actor->timer_0BC == 0) {
-                Object_Kill(&actor->obj, actor->sfxSource);
+            this->iwork[11] = 2;
+            this->fwork[0] += 2.0f;
+            if (this->timer_0BC == 0) {
+                Object_Kill(&this->obj, this->sfxSource);
             }
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (actor->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(actor->unk_0F4.x * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (this->unk_0F4.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(this->unk_0F4.x * M_DTOR), MTXF_APPLY);
 
     sp3C.x = 0.0f;
     sp3C.y = 0.0f;
-    sp3C.z = actor->fwork[0];
+    sp3C.z = this->fwork[0];
 
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp3C, &sp30);
 
-    actor->vel.x = sp30.x;
-    actor->vel.y = sp30.y;
-    actor->vel.z = sp30.z;
+    this->vel.x = sp30.x;
+    this->vel.y = sp30.y;
+    this->vel.z = sp30.z;
 
-    actor->obj.rot.x = -actor->unk_0F4.x;
-    actor->obj.rot.y = actor->unk_0F4.y + 180.0f;
-    actor->obj.rot.z = -actor->unk_0F4.z;
+    this->obj.rot.x = -this->unk_0F4.x;
+    this->obj.rot.y = this->unk_0F4.y + 180.0f;
+    this->obj.rot.z = -this->unk_0F4.z;
 }
 
 void func_demo_8004990C(Player* player) {
     if (gGroundType == 0) {
-        D_ctx_80177CE8 += 60.0f;
+        gPathTexScroll += 60.0f;
     }
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 }
 
 void func_demo_80049968(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_demo_800C9FD0[arg1];
     actor->obj.pos.y = D_demo_800C9FE0[arg1];
-    actor->obj.pos.z = D_demo_800C9FF0[arg1] + ((void) 0, gPlayer)[0].unk_138;
+    actor->obj.pos.z = D_demo_800C9FF0[arg1] + ((void) 0, gPlayer)[0].trueZpos;
     actor->fwork[0] = D_demo_800CA000[arg1];
     actor->fwork[1] = D_demo_800CA010[arg1];
     actor->unk_0B6 = D_demo_800CA030[arg1];
@@ -438,7 +438,7 @@ void func_demo_80049B44(void) {
         if (gEffects[i].obj.status == OBJ_FREE) {
             x = RAND_FLOAT_CENTERED(400.0f);
             y = RAND_FLOAT_CENTERED(400.0f);
-            z = -D_ctx_80177D20 - 500.0f - RAND_FLOAT(500.0f);
+            z = -gPathProgress - 500.0f - RAND_FLOAT(500.0f);
             func_demo_80049A9C(&gEffects[i], x, y, z);
             break;
         }
@@ -457,34 +457,34 @@ void Cutscene_EnterWarpZone(Player* player) {
 
     func_demo_8004990C(player);
 
-    player->unk_140 = -player->vel.z;
-    player->unk_144 += -player->vel.z;
-    D_ctx_80177D20 = player->unk_144;
+    player->zPathVel = -player->vel.z;
+    player->zPath += -player->vel.z;
+    gPathProgress = player->zPath;
 
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 5.0f, 0.0f);
     Math_SmoothStepToF(&player->pos.x, 0.0f, 0.1f, 50.0f, 0.0f);
     Math_SmoothStepToF(&player->pos.y, 0.0f, 0.1f, 50.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.x, 0.0f, 0.1f, 50.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, 0.0f, 0.1f, 50.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, 0.0f, 0.1f, 50.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.y, 0.0f, 0.1f, 50.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             player->somersault = false;
             gStarWarpDistortion = 100.0f;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             gStarCount = 1;
             gLoadLevelObjects = 0;
             player->vel.x = 0.0f;
             player->vel.y = 0.0f;
             player->vel.z = -500.0f;
-            player->unk_0CC = -500.0f;
+            player->warpCamSpeed = -500.0f;
 
             if (gTeamShields[TEAM_ID_FALCO] > 0) {
                 func_demo_80049968(&gActors[0], 0);
@@ -497,19 +497,19 @@ void Cutscene_EnterWarpZone(Player* player) {
             }
 
             func_demo_80049968(&gActors[3], 3);
-            player->timer_1F8 = 50;
+            player->csTimer = 50;
             break;
 
         case 1:
             Math_SmoothStepToF(&D_ctx_801779A8[player->num], 100.0f, 1.0f, 4.0f, 0.0f);
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
             gStarWarpDistortion *= 1.05f;
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 2;
-                player->timer_1F8 = 150;
+            if (player->csTimer == 0) {
+                player->csState = 2;
+                player->csTimer = 150;
             }
             player->unk_190 = 2.0f;
-            player->unk_08C -= 2.0f;
+            player->camDist -= 2.0f;
             gBlurAlpha = 128;
             break;
 
@@ -519,71 +519,71 @@ void Cutscene_EnterWarpZone(Player* player) {
                 gStarWarpDistortion *= 1.01f;
             }
 
-            if (player->timer_1F8 <= 100) {
-                if (player->timer_1F8 == 100) {
+            if (player->csTimer <= 100) {
+                if (player->csTimer == 100) {
                     func_play_800A6028(player->sfxSource, 0x0940802A);
                     player->unk_194 = 5.0f;
                     player->unk_190 = 5.0f;
                 }
 
-                player->unk_08C += player->unk_0CC;
-                player->unk_0CC -= 100.0f;
+                player->camDist += player->warpCamSpeed;
+                player->warpCamSpeed -= 100.0f;
 
-                if (player->unk_08C < -15000.0f) {
-                    player->unk_08C = 0.0f;
-                    player->unk_0CC = 0.0f;
+                if (player->camDist < -15000.0f) {
+                    player->camDist = 0.0f;
+                    player->warpCamSpeed = 0.0f;
                     player->unk_234 = 0;
                 }
             }
             var_v0 = 1;
             player->unk_190 = 2.0f;
 
-            if ((player->timer_1F8 == 95) && (gTeamShields[TEAM_ID_FALCO] > 0)) {
+            if ((player->csTimer == 95) && (gTeamShields[TEAM_ID_FALCO] > 0)) {
                 gActors[0].state = var_v0;
                 AUDIO_PLAY_SFX(0x0940802A, gActors[0].sfxSource, 0);
             }
 
-            if ((player->timer_1F8 == 90) && (gTeamShields[TEAM_ID_PEPPY] > 0)) {
+            if ((player->csTimer == 90) && (gTeamShields[TEAM_ID_PEPPY] > 0)) {
                 gActors[2].state = var_v0;
                 AUDIO_PLAY_SFX(0x0940802A, gActors[2].sfxSource, 0);
             }
 
-            if ((player->timer_1F8 == 85) && (gTeamShields[TEAM_ID_SLIPPY] > 0)) {
+            if ((player->csTimer == 85) && (gTeamShields[TEAM_ID_SLIPPY] > 0)) {
                 gActors[1].state = var_v0;
                 AUDIO_PLAY_SFX(0x0940802A, gActors[1].sfxSource, 0);
             }
 
-            if (player->timer_1F8 == 60) {
+            if (player->csTimer == 60) {
                 gActors[3].state = var_v0;
                 AUDIO_PLAY_SFX(0x0940802A, gActors[3].sfxSource, 0);
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
             }
 
-            if (player->timer_1F8 == 50) {
-                player->unk_1D0 = 4;
-                player->timer_1F8 = 0;
+            if (player->csTimer == 50) {
+                player->csState = 4;
+                player->csTimer = 0;
             }
             break;
 
         case 4:
             Math_SmoothStepToF(&D_ctx_801779A8[player->num], 100.0f, 1.0f, 3.0f, 0.0f);
             player->camRoll -= 0.5f;
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
                 gFillScreenAlphaTarget = 255;
                 gFillScreenAlphaStep = 8;
                 if (gFillScreenAlpha == 255) {
                     Play_ClearObjectData();
-                    player->unk_1D0 = 5;
-                    player->timer_1F8 = 10;
-                    player->unk_08C = -10000.0f;
-                    player->unk_0AC = player->unk_0B8 = player->unk_0B0 = player->unk_0BC = player->pos.x =
-                        player->pos.y = player->pos.z = player->unk_130 = player->camRoll = player->unk_138 =
-                            player->vel.z = player->unk_144 = D_ctx_80177D20 = player->unk_144 = D_ctx_80177CB0 =
-                                D_ctx_80177D20 = 0.0f;
+                    player->csState = 5;
+                    player->csTimer = 10;
+                    player->camDist = -10000.0f;
+                    player->xPath = player->xPathTarget = player->yPath = player->yPathTarget = player->pos.x =
+                        player->pos.y = player->pos.z = player->zRotBarrelRoll = player->camRoll = player->trueZpos =
+                            player->vel.z = player->zPath = gPathProgress = player->zPath = gSavedPathProgress =
+                                gPathProgress = 0.0f;
 
-                    player->timer_27C = gSavedHitCount = gObjectLoadIndex = gSavedObjectLoadIndex = 0;
+                    player->meteoWarpTimer = gSavedHitCount = gObjectLoadIndex = gSavedObjectLoadIndex = 0;
 
                     player->unk_234 = 1;
                     gLevelPhase = 1;
@@ -596,31 +596,31 @@ void Cutscene_EnterWarpZone(Player* player) {
 
         case 5:
             Math_SmoothStepToF(&D_ctx_801779A8[player->num], 100.0f, 1.0f, 3.0f, 0.0f);
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gFillScreenAlphaTarget = 0;
                 gFillScreenAlphaStep = 8;
                 if (gFillScreenAlpha == 0) {
-                    player->unk_1D0 = 6;
-                    player->timer_1F8 = 50;
+                    player->csState = 6;
+                    player->csTimer = 50;
                 }
             }
             break;
 
         case 6:
             Math_SmoothStepToF(&gStarWarpDistortion, 0.0f, 0.2f, 1000.0f, 0.1f);
-            Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.2f, 500.0f, 0.1f);
-            if (player->timer_1F8 < 30) {
+            Math_SmoothStepToF(&player->camDist, 0.0f, 0.2f, 500.0f, 0.1f);
+            if (player->csTimer < 30) {
                 for (var_v0 = 0; var_v0 < 3; var_v0++) {
                     func_demo_80049B44();
                 }
             }
 
-            if (player->timer_1F8 == 30) {
+            if (player->csTimer == 30) {
                 gStarCount = 300;
                 AUDIO_PLAY_BGM(SEQ_ID_WARP_ZONE | SEQ_FLAG);
             }
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gWarpZoneBgAlpha = 0.0f;
                 gStarWarpDistortion = 0.0f;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
@@ -724,7 +724,7 @@ void Cutscene_LevelStart(Player* player) {
 void func_demo_8004A700(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = gPlayer[0].pos.x;
     actor->obj.pos.y = gPlayer[0].pos.y - 1000.0f;
     actor->obj.pos.z = gPlayer[0].pos.z;
@@ -748,8 +748,8 @@ void func_demo_8004A888(Effect* effect) {
     Vec3f sp2C;
     Vec3f sp20;
 
-    Matrix_RotateY(gCalcMatrix, (gPlayer[0].unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(gPlayer[0].unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (gPlayer[0].rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(gPlayer[0].rot.x * M_DTOR), MTXF_APPLY);
     Effect_Initialize(effect);
 
     effect->obj.status = OBJ_INIT;
@@ -808,7 +808,7 @@ void Cutscene_AllRangeMode(Player* player) {
     s32 pad2;
 
     gCsFrameCount += 1;
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
     if (gCsFrameCount == 37) {
         gChangeTo360 = true;
         if (gCurrentLevel == LEVEL_VENOM_ANDROSS) {
@@ -828,15 +828,15 @@ void Cutscene_AllRangeMode(Player* player) {
     player->wings.unk_0C = 0.0f;
     player->wings.unk_04 = 0.0f;
 
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 1.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 1.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 5.0f, 0.0f);
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 3.0f, 0.0f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             Audio_PlayVoice(0);
             D_ctx_80177A48[0] = 0.005f;
@@ -844,7 +844,7 @@ void Cutscene_AllRangeMode(Player* player) {
             D_ctx_80177A48[2] = 60.0f;
             D_ctx_80177A48[3] = 0.0f;
             player->wings.modelId = 1;
-            player->unk_1D0++;
+            player->csState++;
             gCsFrameCount = 0;
             /* fallthrough */
         case 1:
@@ -891,7 +891,7 @@ void Cutscene_AllRangeMode(Player* player) {
                         actor->obj.id = OBJ_ACTOR_TEAM_BOSS;
                         actor->obj.pos.x = D_demo_800CA080[i] + player->pos.x;
                         actor->obj.pos.y = D_demo_800CA08C[i] + player->pos.y;
-                        actor->obj.pos.z = player->unk_138 - 1000.0f;
+                        actor->obj.pos.z = player->trueZpos - 1000.0f;
                         actor->unk_0F4.y = 180.0f;
                         Object_SetInfo(&actor->info, actor->obj.id);
                     }
@@ -913,15 +913,15 @@ void Cutscene_AllRangeMode(Player* player) {
             Math_SmoothStepToF(&D_ctx_80177A48[0], 0.1f, 1.0f, 0.005f, 0.0f);
             Math_SmoothStepToF(&player->cam.eye.x, player->pos.x + sp64.x, D_ctx_80177A48[0], 500.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.eye.y, player->pos.y + sp64.y, D_ctx_80177A48[0], 500.0f, 0.0f);
-            Math_SmoothStepToF(&player->cam.eye.z, player->unk_138 + D_ctx_80177D20 + sp64.z, D_ctx_80177A48[0], 500.0f,
+            Math_SmoothStepToF(&player->cam.eye.z, player->trueZpos + gPathProgress + sp64.z, D_ctx_80177A48[0], 500.0f,
                                0.0f);
             Math_SmoothStepToF(&player->cam.at.x, player->pos.x, D_ctx_80177A48[0], 500.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.at.y, player->pos.y, D_ctx_80177A48[0], 500.0f, 0.0f);
-            Math_SmoothStepToF(&player->cam.at.z, player->unk_138 + D_ctx_80177D20, D_ctx_80177A48[0], 500.0f, 0.0f);
+            Math_SmoothStepToF(&player->cam.at.z, player->trueZpos + gPathProgress, D_ctx_80177A48[0], 500.0f, 0.0f);
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
 
     sp70.x = 0.0f;
     sp70.y = 0.0f;
@@ -935,15 +935,15 @@ void Cutscene_AllRangeMode(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
+    player->trueZpos = player->pos.z + player->camDist;
     player->cam.at.z += player->vel.z;
     player->cam.eye.z += player->vel.z;
 
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 
     func_play_800AA800(player);
 }
@@ -961,16 +961,16 @@ void Cutscene_CoComplete2(Player* player) {
 
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 5.0f, 0.01f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 10:
             D_ctx_80177A48[2] = 0.0f;
-            player->unk_1D0++;
+            player->csState++;
             player->wings.unk_04 = 0.0f;
             player->wings.unk_0C = 0.0f;
             player->wings.unk_08 = 0.0f;
             player->wings.unk_10 = 0.0f;
-            player->unk_130 = 0.0f;
-            player->unk_12C = 0.0f;
+            player->zRotBarrelRoll = 0.0f;
+            player->zRotBank = 0.0f;
             player->boostSpeed = 0.0f;
             player->wings.modelId = 1;
             player->baseSpeed = 40.0f;
@@ -978,44 +978,44 @@ void Cutscene_CoComplete2(Player* player) {
 
         case 11:
             D_ctx_80177A48[0] = 0.0f;
-            Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 1.0f, 5.0f, 0.0f);
+            Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 1.0f, 5.0f, 0.0f);
             player->cam.at.x += (D_ctx_80178440 - player->cam.at.x) * 0.01f;
             player->cam.at.y += (D_ctx_80178444 - player->cam.at.y) * 0.01f;
             player->cam.at.z += (D_ctx_80178448 - player->cam.at.z) * 0.01f;
-            player->cam.eye.x += ((player->cam.at.x + (500.0f * player->unk_004)) - player->cam.eye.x) * 0.01f;
-            player->cam.eye.y += ((player->cam.at.y + 500.0f) - player->cam.eye.y) * 0.01f;
-            player->cam.eye.z += ((D_ctx_80178448 + (2000.0f * D_ctx_80177950)) - player->cam.eye.z) * 0.01f;
+            player->cam.eye.x += (player->cam.at.x + (500.0f * player->unk_004) - player->cam.eye.x) * 0.01f;
+            player->cam.eye.y += (player->cam.at.y + 500.0f - player->cam.eye.y) * 0.01f;
+            player->cam.eye.z += (D_ctx_80178448 + (2000.0f * D_ctx_80177950) - player->cam.eye.z) * 0.01f;
 
-            if (player->timer_1FC > 25) {
+            if (player->csEventTimer > 25) {
                 D_ctx_80177A48[2] += 1.5f * player->unk_004;
-                Math_SmoothStepToF(&player->unk_0EC, (player->unk_004 * (-450.0f)) * D_ctx_80177950, 0.2f, 20.0f, 0.1f);
+                Math_SmoothStepToF(&player->rot.z, player->unk_004 * -450.0f * D_ctx_80177950, 0.2f, 20.0f, 0.1f);
             } else {
                 D_ctx_80177A48[2] += 0.25f * player->unk_004;
-                if (player->unk_0EC < (-360.0f)) {
-                    player->unk_0EC += 360.0f;
+                if (player->rot.z < (-360.0f)) {
+                    player->rot.z += 360.0f;
                 }
-                if (player->unk_0EC > 360.0f) {
-                    player->unk_0EC -= 360.0f;
+                if (player->rot.z > 360.0f) {
+                    player->rot.z -= 360.0f;
                 }
-                Math_SmoothStepToF(&player->unk_0EC, (player->unk_004 * 20.0f) * D_ctx_80177950, 0.1f, 3.0f, 0.1f);
+                Math_SmoothStepToF(&player->rot.z, player->unk_004 * 20.0f * D_ctx_80177950, 0.1f, 3.0f, 0.1f);
             }
 
             if (D_ctx_80177950 > 0.0f) {
-                Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 3.0f, 0.1f);
+                Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 3.0f, 0.1f);
             } else {
-                Math_SmoothStepToF(&player->unk_0E8, 180.0f, 0.1f, 3.0f, 0.1f);
+                Math_SmoothStepToF(&player->rot.y, 180.0f, 0.1f, 3.0f, 0.1f);
                 Math_SmoothStepToF(&player->pos.x, player->cam.eye.x, 1.0f, 30.0f, 0.0f);
                 D_ctx_80177A48[2] = 0.0f;
             }
 
             player->pos.x += D_ctx_80177A48[2];
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 3.0f, 0.1f);
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 3.0f, 0.1f);
             Math_SmoothStepToF(&player->pos.y, player->cam.eye.y + 5.0f, 0.1f, 1.0f, 0.0f);
 
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 120;
-                player->timer_1FC = 20;
+            if (player->csTimer == 0) {
+                player->csState = 0;
+                player->csTimer = 120;
+                player->csEventTimer = 20;
                 D_ctx_80177A48[0] = 0.001f;
                 gCsCamEyeX = player->cam.eye.x;
                 gCsCamEyeY = player->cam.eye.y;
@@ -1027,13 +1027,13 @@ void Cutscene_CoComplete2(Player* player) {
             break;
 
         case 0:
-            if (player->timer_1F8 > 60) {
-                Math_SmoothStepToF(&player->unk_0EC, (player->unk_004 * 60.0f) * D_ctx_80177950, 0.1f, 4.0f, 0.1f);
+            if (player->csTimer > 60) {
+                Math_SmoothStepToF(&player->rot.z, player->unk_004 * 60.0f * D_ctx_80177950, 0.1f, 4.0f, 0.1f);
             }
-            if (player->timer_1F8 < 80) {
+            if (player->csTimer < 80) {
                 gCsCamAtX = player->pos.x;
                 gCsCamAtY = player->pos.y;
-                gCsCamAtZ = player->unk_138 + D_ctx_80177D20 + 30.0f;
+                gCsCamAtZ = player->trueZpos + gPathProgress + 30.0f;
                 Math_SmoothStepToF(&D_ctx_80177A48[0], 0.05f, 0.1f, 0.0005f, 0.0f);
             }
 
@@ -1054,19 +1054,19 @@ void Cutscene_CoComplete2(Player* player) {
             if ((D_ctx_80177950 < 0.0f) && (player->unk_004 < 0.0f)) {
                 var_fa1 = 360.0f;
             }
-            if (player->timer_1FC == 0) {
-                Math_SmoothStepToF(&player->unk_0E8, var_fa1, 0.1f, 4.0f, 0.0f);
+            if (player->csEventTimer == 0) {
+                Math_SmoothStepToF(&player->rot.y, var_fa1, 0.1f, 4.0f, 0.0f);
             }
 
             player->vel.y = 0.0f;
             Math_SmoothStepToF(&player->pos.y, player->cam.eye.y + 5.0f, 0.1f, 4.0f, 0.0f);
 
-            if (player->timer_1F8 < 40) {
-                Math_SmoothStepToF(&player->unk_0EC, player->unk_004 * 180.0f, 0.1f, 1.5f, 0.0f);
+            if (player->csTimer < 40) {
+                Math_SmoothStepToF(&player->rot.z, player->unk_004 * 180.0f, 0.1f, 1.5f, 0.0f);
             }
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 1;
-                player->timer_1F8 = 150;
+            if (player->csTimer == 0) {
+                player->csState = 1;
+                player->csTimer = 150;
                 player->wings.unk_10 = 0.0f;
                 player->wings.unk_08 = 0.0f;
                 player->wings.unk_0C = 0.0f;
@@ -1076,9 +1076,9 @@ void Cutscene_CoComplete2(Player* player) {
 
         case 1:
             Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 0.1f, 0.05f, 0.0f);
-            player->unk_25C += 0.04f;
-            if (player->unk_25C > 0.6f) {
-                player->unk_25C = 0.6f;
+            player->contrailScale += 0.04f;
+            if (player->contrailScale > 0.6f) {
+                player->contrailScale = 0.6f;
             }
 
             player->unk_000 += 0.005f;
@@ -1087,25 +1087,25 @@ void Cutscene_CoComplete2(Player* player) {
             }
             Math_SmoothStepToF(&gCsCamAtX, player->pos.x, D_ctx_80177A48[0], 50000.0f, 0.0f);
             Math_SmoothStepToF(&gCsCamAtY, player->pos.y, D_ctx_80177A48[0], 50000.0f, 0.0f);
-            Math_SmoothStepToF(&gCsCamAtZ, player->unk_138 + D_ctx_80177D20 + 30.0f, D_ctx_80177A48[0], 50000.0f, 0.0f);
+            Math_SmoothStepToF(&gCsCamAtZ, player->trueZpos + gPathProgress + 30.0f, D_ctx_80177A48[0], 50000.0f, 0.0f);
             Math_SmoothStepToF(&player->pos.y, player->cam.eye.y + 5.0f, 0.1f, 4.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0E4, 20.0f, 0.1f, 0.2f, 0.01f);
+            Math_SmoothStepToF(&player->rot.x, 20.0f, 0.1f, 0.2f, 0.01f);
             Math_SmoothStepToF(&player->pos.x, player->cam.eye.x, 0.1f, 2.0f, 0.0f);
 
-            if (player->timer_1F8 <= 110) {
-                Math_SmoothStepToF(&player->unk_0EC, player->unk_004 * 360.0f, 0.1f, 2.5f, 0.0f);
+            if (player->csTimer <= 110) {
+                Math_SmoothStepToF(&player->rot.z, player->unk_004 * 360.0f, 0.1f, 2.5f, 0.0f);
             } else {
-                Math_SmoothStepToF(&player->unk_0EC, player->unk_004 * 180.0f, 0.1f, 2.5f, 0.0f);
+                Math_SmoothStepToF(&player->rot.z, player->unk_004 * 180.0f, 0.1f, 2.5f, 0.0f);
             }
 
-            if ((180.0f - fabsf(player->unk_0EC)) <= 3.0f) {
+            if ((180.0f - fabsf(player->rot.z)) <= 3.0f) {
                 gGroundSurface = SURFACE_ROCK;
             }
 
-            if (player->timer_1F8 == 0) {
-                player->timer_1F8 = 200;
-                player->timer_1FC = 500;
-                player->unk_1D0 = 2;
+            if (player->csTimer == 0) {
+                player->csTimer = 200;
+                player->csEventTimer = 500;
+                player->csState = 2;
                 player->unk_000 = (player->unk_004 = (player->unk_008 = (D_ctx_80178418 = 0.0f)));
                 player->baseSpeed = 0.0f;
                 D_ctx_80177A48[6] = 0.0f;
@@ -1114,9 +1114,9 @@ void Cutscene_CoComplete2(Player* player) {
 
         case 2:
             player->pos.y += 5.0f;
-            Matrix_RotateY(gCalcMatrix, ((player->unk_0E8 + 180.0f) + D_ctx_80178418) * M_DTOR, MTXF_NEW);
-            Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
-            Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0) * M_DTOR), MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, ((player->rot.y + 180.0f) + D_ctx_80178418) * M_DTOR, MTXF_NEW);
+            Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
+            Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY);
 
             sp78.x = 0;
             sp78.y = 70.0f;
@@ -1125,7 +1125,7 @@ void Cutscene_CoComplete2(Player* player) {
             Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C);
             Math_SmoothStepToF(&gCsCamAtX, player->pos.x, D_ctx_80177A48[0], 50000.0f, 0.0f);
             Math_SmoothStepToF(&gCsCamAtY, player->pos.y - D_ctx_80177A48[6], D_ctx_80177A48[0], 50000.0f, 0.0f);
-            Math_SmoothStepToF(&gCsCamAtZ, player->unk_138 + D_ctx_80177D20 - D_ctx_80177A48[6], D_ctx_80177A48[0],
+            Math_SmoothStepToF(&gCsCamAtZ, player->trueZpos + gPathProgress - D_ctx_80177A48[6], D_ctx_80177A48[0],
                                50000.0f, 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[6], 130.0f, 0.1f, 0.25f, 0.0f);
             player->unk_000 += 0.002f;
@@ -1136,13 +1136,13 @@ void Cutscene_CoComplete2(Player* player) {
 
             gCsCamEyeX += ((player->pos.x + sp6C.x) - gCsCamEyeX) * player->unk_000;
             gCsCamEyeY += ((player->pos.y + sp6C.y) - gCsCamEyeY) * player->unk_000;
-            gCsCamEyeZ += ((player->unk_138 + D_ctx_80177D20 + sp6C.z) - gCsCamEyeZ) * player->unk_000;
+            gCsCamEyeZ += ((player->trueZpos + gPathProgress + sp6C.z) - gCsCamEyeZ) * player->unk_000;
             D_ctx_80178430 += 0.2f;
             D_ctx_8017842C += 0.2f;
             D_ctx_80178418 += player->unk_008;
-            Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.1f, 2.0f, 0.0f);
+            Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.1f, 2.0f, 0.0f);
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->unk_008 += 0.01f;
                 if (player->unk_008 > 0.63f) {
                     player->unk_008 = 0.63f;
@@ -1156,15 +1156,15 @@ void Cutscene_CoComplete2(Player* player) {
 
             player->vel.y = 5.0f;
 
-            if ((player->timer_1F8 == 50) && (gTeamShields[TEAM_ID_FALCO] > 0)) {
+            if ((player->csTimer == 50) && (gTeamShields[TEAM_ID_FALCO] > 0)) {
                 func_demo_8004A840(0);
             }
 
-            if ((player->timer_1F8 == 70) && (gTeamShields[TEAM_ID_SLIPPY] > 0)) {
+            if ((player->csTimer == 70) && (gTeamShields[TEAM_ID_SLIPPY] > 0)) {
                 func_demo_8004A840(1);
             }
 
-            if (player->timer_1F8 == 90) {
+            if (player->csTimer == 90) {
                 Play_ClearObjectData();
                 if (gTeamShields[TEAM_ID_PEPPY] > 0) {
                     func_demo_8004A840(2);
@@ -1172,9 +1172,9 @@ void Cutscene_CoComplete2(Player* player) {
                 gGroundSurface = SURFACE_GRASS;
             }
 
-            Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-            Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
-            Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0) * M_DTOR), MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+            Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
+            Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY);
 
             if ((D_ctx_80178418 > 70.0f) && (D_ctx_80178418 < 280.0f)) {
                 func_demo_8004AA84();
@@ -1187,7 +1187,7 @@ void Cutscene_CoComplete2(Player* player) {
 
             D_ctx_80178450[0] = player->pos.x + sp6C.x;
             D_ctx_80178460[0] = player->pos.y + sp6C.y;
-            D_ctx_80178470[0] = player->unk_138 + sp6C.z;
+            D_ctx_80178470[0] = player->trueZpos + sp6C.z;
 
             sp78.x = gActors[1].fwork[0] * gActors[1].fwork[3];
             sp78.y = gActors[1].fwork[1] * gActors[1].fwork[3];
@@ -1197,7 +1197,7 @@ void Cutscene_CoComplete2(Player* player) {
 
             D_ctx_80178450[1] = player->pos.x + sp6C.x;
             D_ctx_80178460[1] = player->pos.y + sp6C.y;
-            D_ctx_80178470[1] = player->unk_138 + sp6C.z;
+            D_ctx_80178470[1] = player->trueZpos + sp6C.z;
 
             sp78.x = gActors[2].fwork[0] * gActors[2].fwork[3];
             sp78.y = gActors[2].fwork[1] * gActors[2].fwork[3];
@@ -1207,7 +1207,7 @@ void Cutscene_CoComplete2(Player* player) {
 
             D_ctx_80178450[2] = player->pos.x + sp6C.x;
             D_ctx_80178460[2] = player->pos.y + sp6C.y;
-            D_ctx_80178470[2] = player->unk_138 + sp6C.z;
+            D_ctx_80178470[2] = player->trueZpos + sp6C.z;
 
             switch (gCsFrameCount) {
                 case 330:
@@ -1247,9 +1247,9 @@ void Cutscene_CoComplete2(Player* player) {
         case 3:
             D_ctx_80178430 += 0.2f;
             D_ctx_8017842C += 0.2f;
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 4;
-                player->timer_1F8 = 30;
+            if (player->csTimer == 0) {
+                player->csState = 4;
+                player->csTimer = 30;
                 player->unk_000 = 0.0f;
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
@@ -1260,24 +1260,24 @@ void Cutscene_CoComplete2(Player* player) {
             D_ctx_80178430 += 0.2f;
             D_ctx_8017842C += 0.2f;
             player->unk_190 = 2.0f;
-            player->unk_25C += 0.1f;
-            if (player->unk_25C > 0.6f) {
-                player->unk_25C = 0.6f;
+            player->contrailScale += 0.1f;
+            if (player->contrailScale > 0.6f) {
+                player->contrailScale = 0.6f;
             }
             player->unk_000 += 1.0f;
             player->baseSpeed = SQ(player->unk_000);
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 D_ctx_80177A48[7] = player->vel.x;
                 D_ctx_80177A48[8] = player->vel.y;
                 D_ctx_80177A48[9] = player->vel.z;
-                player->unk_1D0 = 5;
+                player->csState = 5;
                 player->baseSpeed = 0.0f;
-                player->timer_1F8 = 10;
-                func_effect_80078E50(player->pos.x, player->pos.y, player->unk_138, 30.0f);
+                player->csTimer = 10;
+                func_effect_80078E50(player->pos.x, player->pos.y, player->trueZpos, 30.0f);
             }
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y - D_ctx_80177A48[6];
-            gCsCamAtZ = player->unk_138 + D_ctx_80177D20 - D_ctx_80177A48[6];
+            gCsCamAtZ = player->trueZpos + gPathProgress - D_ctx_80177A48[6];
             break;
 
         case 5:
@@ -1285,9 +1285,9 @@ void Cutscene_CoComplete2(Player* player) {
             gCsCamAtY += D_ctx_80177A48[8];
             gCsCamAtZ += D_ctx_80177A48[9];
             player->unk_234 = 0;
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                player->timer_1F8 = 0;
+                player->csTimer = 0;
                 gFadeoutType = 4;
                 Audio_FadeOutAll(10);
                 gLeveLClearStatus[gCurrentLevel] = Play_CheckMedalStatus(150) + 1;
@@ -1305,16 +1305,16 @@ void Cutscene_CoComplete2(Player* player) {
             break;
 
         case 1255:
-            player->unk_1D0 = 3;
-            player->timer_1F8 = 10;
+            player->csState = 3;
+            player->csTimer = 10;
             func_play_800A6028(player->sfxSource, 0x09000002);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, ((player->unk_114 + player->unk_0E8) + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x) * M_DTOR), MTXF_APPLY);
 
     sp60.x = 0.0f;
     sp60.y = 0.0f;
@@ -1330,8 +1330,8 @@ void Cutscene_CoComplete2(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_0F8 = player->unk_0EC;
-    player->unk_138 = player->pos.z;
+    player->bankAngle = player->rot.z;
+    player->trueZpos = player->pos.z;
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0);
@@ -1340,10 +1340,10 @@ void Cutscene_CoComplete2(Player* player) {
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0.f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0.f);
 
-    player->unk_088 += 10.0f;
-    player->unk_080 = (-SIN_DEG(player->unk_088)) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = (-SIN_DEG(player->bobPhase)) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void Cutscene_FortunaComplete(Player* player) {
@@ -1445,14 +1445,14 @@ void Cutscene_UTurn(Player* player) {
     Vec3f sp58;
     PosRot sp50;
 
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, player->pos.y - 20.0f, 0.2f, 100.0f, 0.0f);
 
     sp50.rot.z = player->baseSpeed;
-    sp58.x = Math_RadToDeg(Math_Atan2F(player->pos.x, player->unk_138));
+    sp58.x = Math_RadToDeg(Math_Atan2F(player->pos.x, player->trueZpos));
 
     player->boostCooldown = 1;
     player->boostMeter += 1.0f;
@@ -1461,35 +1461,35 @@ void Cutscene_UTurn(Player* player) {
         player->boostMeter = 90.0f;
     }
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             if (player->unk_19C != 0) {
-                player->timer_1F8 = 10;
+                player->csTimer = 10;
             } else {
-                player->timer_1F8 = 30;
+                player->csTimer = 30;
             }
-            player->unk_1D0 = 1;
-            if (player->unk_4D8 > 180.0f) {
-                player->unk_4D8 -= 360.0f;
+            player->csState = 1;
+            if (player->aerobaticPitch > 180.0f) {
+                player->aerobaticPitch -= 360.0f;
             }
             /* fallthrough */
 
         case 1:
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 2;
+            if (player->csTimer == 0) {
+                player->csState = 2;
                 if (player->unk_19C != 0) {
-                    player->timer_1F8 = 60;
+                    player->csTimer = 60;
                 } else {
-                    player->timer_1F8 = 80;
+                    player->csTimer = 80;
                 }
             }
             player->cam.eye.x += player->vel.x * 0.2f;
             player->cam.eye.z += player->vel.z * 0.2f;
-            Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
+            Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
             break;
 
         case 2:
-            if (player->unk_4D8 > 140.0f) {
+            if (player->aerobaticPitch > 140.0f) {
                 sp58.y = 0.0f;
             } else {
                 sp58.y = 60.0f;
@@ -1499,21 +1499,21 @@ void Cutscene_UTurn(Player* player) {
             Math_SmoothStepToF(&player->wings.unk_08, sp58.y, 0.3f, 100.0f, 0.0f);
             Math_SmoothStepToF(&player->wings.unk_0C, sp58.y, 0.3f, 100.0f, 0.0f);
             Math_SmoothStepToF(&player->wings.unk_10, sp58.y, 0.3f, 100.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_4D8, 190.0f, 0.1f, 6.0f, 0.001f);
+            Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
+            Math_SmoothStepToF(&player->aerobaticPitch, 190.0f, 0.1f, 6.0f, 0.001f);
 
-            if (player->unk_4D8 > 180.0f) {
-                player->unk_114 += 180.0f;
-                if (player->unk_114 >= 360.0f) {
-                    player->unk_114 -= 360.0f;
+            if (player->aerobaticPitch > 180.0f) {
+                player->yRot_114 += 180.0f;
+                if (player->yRot_114 >= 360.0f) {
+                    player->yRot_114 -= 360.0f;
                 }
-                player->unk_4D8 = 360.0f - (player->unk_4D8 - 180.0f);
-                if ((sp58.x - player->unk_114) < 180.0f) {
-                    player->unk_12C = 180.0f;
+                player->aerobaticPitch = 360.0f - (player->aerobaticPitch - 180.0f);
+                if ((sp58.x - player->yRot_114) < 180.0f) {
+                    player->zRotBank = 180.0f;
                 } else {
-                    player->unk_12C = -180.0f;
+                    player->zRotBank = -180.0f;
                 }
-                player->unk_1D0 = 3;
+                player->csState = 3;
                 func_play_800A5FA0(player->sfxSource, 0x09000002, player->num);
                 player->unk_194 = 7.0f;
                 player->unk_190 = 7.0f;
@@ -1522,9 +1522,9 @@ void Cutscene_UTurn(Player* player) {
             break;
 
         case 3:
-            Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.05f, 5.0f, 0.0f);
+            Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.05f, 5.0f, 0.0f);
 
-            sp58.y = player->unk_12C * 0.3f;
+            sp58.y = player->zRotBank * 0.3f;
 
             Math_SmoothStepToF(&player->wings.unk_04, sp58.y, 0.3f, 100.0f, 0.0f);
             Math_SmoothStepToF(&player->wings.unk_08, sp58.y, 0.3f, 100.0f, 0.0f);
@@ -1544,10 +1544,10 @@ void Cutscene_UTurn(Player* player) {
             }
 
             if (player->unk_19C == 0) {
-                Math_SmoothStepToAngle(&player->unk_114, sp58.x, 0.1f, 2.0f, 0.0f);
+                Math_SmoothStepToAngle(&player->yRot_114, sp58.x, 0.1f, 2.0f, 0.0f);
             }
 
-            if (player->pos.y < player->unk_0A0) {
+            if (player->pos.y < player->pathHeight) {
                 if (player->unk_004 < 0.0f) {
                     player->unk_004 += 0.2f;
                 }
@@ -1555,7 +1555,7 @@ void Cutscene_UTurn(Player* player) {
                 player->unk_004 -= 0.2f;
             }
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
                 player->unk_014 = 0.0f;
                 player->unk_018 = 0.0f;
@@ -1564,10 +1564,10 @@ void Cutscene_UTurn(Player* player) {
     }
     player->pos.y += player->unk_004;
     player->cam.at.y += player->unk_004;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     sp50.rot.x = 0.0f;
     sp50.rot.y = 0.0f;
@@ -1580,12 +1580,12 @@ void Cutscene_UTurn(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
 
-    if (player->pos.y < player->unk_0A4) {
-        player->pos.y = player->unk_0A4;
+    if (player->pos.y < player->pathFloor) {
+        player->pos.y = player->pathFloor;
         player->vel.y = 0.0f;
     }
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
 
     func_play_800B2574(player);
     func_play_800B2130(player);
@@ -1602,7 +1602,7 @@ void Cutscene_DropVsItem(Player* player, ObjectId itemId, Item* item) {
     item->obj.status = OBJ_INIT;
     item->obj.pos.x = player->pos.x;
     item->obj.pos.y = player->pos.y;
-    item->obj.pos.z = player->unk_138;
+    item->obj.pos.z = player->trueZpos;
     item->obj.id = itemId;
     Object_SetInfo(&item->info, item->obj.id);
 }
@@ -1614,11 +1614,11 @@ void Cutscene_KillPlayer(Player* player) {
     Audio_KillSfxBySourceAndId(player->sfxSource, 0x0900C010);
     func_play_800A5FA0(player->sfxSource, 0x0903F004, player->num);
     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-    player->timer_1F8 = 70;
+    player->csTimer = 70;
     player->timer_224 = 20;
     gFadeoutType = 7;
 
-    if (player->unk_1D4 != 0) {
+    if (player->grounded) {
         player->unk_284 = 0;
     }
 
@@ -1659,7 +1659,7 @@ void Cutscene_KillPlayer(Player* player) {
             if (gVsPointsToWin == D_ctx_80177DB8[player->unk_288 - 1]) {
                 player->unk_288 = -1;
                 if (player->unk_284 == 0) {
-                    func_effect_8007C688(player->pos.x, player->pos.y, player->unk_138, 3.0f, 1000);
+                    func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 1000);
                 }
             }
         }
@@ -1676,12 +1676,12 @@ void Cutscene_KillPlayer(Player* player) {
 
 void func_demo_8004D738(Player* player) {
     player->pos.y += 30.0f;
-    func_effect_8007D0E0(player->pos.x, player->pos.y, player->unk_138, 6.0f);
+    func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 6.0f);
     if (gCamCount == 1) {
-        func_effect_8007BFFC(player->pos.x, player->pos.y, player->unk_138, 0.0f, 0.0f, 0.0f, 3.0f, 80);
-        func_effect_8007C688(player->pos.x, player->pos.y, player->unk_138, 3.0f, 800);
+        func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 80);
+        func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 800);
     } else {
-        func_effect_8007BFFC(player->pos.x, player->pos.y, player->unk_138, 0.0f, 0.0f, 0.0f, 3.0f, 10);
+        func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 10);
     }
     Cutscene_KillPlayer(player);
 }
@@ -1691,49 +1691,49 @@ void func_demo_8004D828(Player* player) {
     Vec3f src;
     Vec3f dest;
 
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 1.0f, 0.01f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 1.0f, 0.01f);
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
 
     if ((gCurrentLevel != LEVEL_VENOM_1 || gBossActive == 0) &&
         (gLevelType == LEVELTYPE_PLANET || gCurrentLevel == LEVEL_BOLSE)) {
         player->vel.y -= 0.5f;
-        player->unk_0E4 -= 2.0f;
+        player->rot.x -= 2.0f;
     }
 
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_12C += 15.0f;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->zRotBank += 15.0f;
 
-    if (player->unk_1D0 != 0) {
-        player->unk_0E8 += 11.0f;
-        player->unk_0E4 += 17.0f;
+    if (player->csState != 0) {
+        player->rot.y += 11.0f;
+        player->rot.x += 17.0f;
     }
 
     if (gCamCount == 1) {
         if (((gGameFrameCount % 2) == 0)) {
             func_effect_8007D24C(RAND_FLOAT_CENTERED(20.0) + player->pos.x, RAND_FLOAT_CENTERED(20.0) + player->pos.y,
-                                 player->unk_138, 2.2f);
+                                 player->trueZpos, 2.2f);
         }
     } else if (((gGameFrameCount % 4) == 0)) {
         func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->pos.x, RAND_FLOAT_CENTERED(10.0f) + player->pos.y,
-                             RAND_FLOAT_CENTERED(10.0f) + player->unk_138, 2.2f);
+                             RAND_FLOAT_CENTERED(10.0f) + player->trueZpos, 2.2f);
     }
 
-    if ((player->pos.y < player->unk_0A4) && (player->unk_1D0 == 0)) {
-        player->pos.y = player->unk_0A4;
+    if ((player->pos.y < player->pathFloor) && (player->csState == 0)) {
+        player->pos.y = player->pathFloor;
         player->unk_284 = 0;
-        player->timer_220 = 0;
+        player->radioDamageTimer = 0;
         player->vel.y = 10.0f;
-        player->unk_1D0 = 1;
+        player->csState = 1;
 
         func_play_800A6070(player->sfxSource, 0x29000000);
 
         if ((gCurrentLevel == LEVEL_CORNERIA) || (gCurrentLevel == LEVEL_FORTUNA)) {
             func_enmy_80062C38(player->pos.x, player->pos.z);
         } else {
-            func_effect_8007D0E0(player->pos.x, player->pos.y, player->unk_138, 3.0f);
+            func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 3.0f);
         }
 
         if (player->wings.rightState == WINGSTATE_INTACT) {
@@ -1746,38 +1746,38 @@ void func_demo_8004D828(Player* player) {
             player->wings.leftState = WINGSTATE_BROKEN;
             func_effect_8007D0E0(player->hit2.x, player->hit2.y, player->hit2.z, 2.0f);
         }
-    } else if (((player->timer_220 > 0) || (player->pos.y < player->unk_0A4) || (player->pos.y < gWaterLevel) ||
-                (player->timer_1FC == 0)) &&
-               (player->timer_1F8 == 0)) {
+    } else if (((player->radioDamageTimer > 0) || (player->pos.y < player->pathFloor) ||
+                (player->pos.y < gWaterLevel) || (player->csEventTimer == 0)) &&
+               (player->csTimer == 0)) {
         if (gCamCount != 4) {
             if (player->unk_284 == 0) {
-                func_effect_8007C688(player->pos.x, player->pos.y, player->unk_138 - (2.0f * player->vel.z), 3.0f, 80);
+                func_effect_8007C688(player->pos.x, player->pos.y, player->trueZpos - (2.0f * player->vel.z), 3.0f, 80);
             }
-            if (player->pos.y < player->unk_0A4) {
+            if (player->pos.y < player->pathFloor) {
                 func_enmy_80062C38(player->pos.x, player->pos.z);
             }
         }
         if (gLevelType == LEVELTYPE_PLANET) {
             for (i = 0; i < 4; i++) {
-                func_play_800A69F8(2, player->pos.x, player->pos.y, player->unk_138);
+                func_play_800A69F8(2, player->pos.x, player->pos.y, player->trueZpos);
             }
 
             for (i = 0; i < 2; i++) {
-                func_play_800A69F8(3, player->pos.x, player->pos.y, player->unk_138);
+                func_play_800A69F8(3, player->pos.x, player->pos.y, player->trueZpos);
             }
         }
-        func_effect_8007D0E0(player->pos.x, player->pos.y, player->unk_138, 5.0f);
-        func_effect_8007BFFC(player->pos.x, player->pos.y, player->unk_138, player->vel.x, 0.0f, player->vel.z, 5.0f,
+        func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 5.0f);
+        func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, player->vel.x, 0.0f, player->vel.z, 5.0f,
                              20);
         Cutscene_KillPlayer(player);
     }
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.05f, 5.0f, 0.00001f);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + (player->unk_134 * 0.2f)) * M_DTOR, MTXF_NEW);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_NEW);
     Math_SmoothStepToF(&player->unk_000, 700.0f, 0.05f, 10.0f, 0.00001f);
 
     src.x = player->unk_004 * (player->unk_000 * 0.7f);
     src.y = player->unk_000 * 0.5f;
-    src.z = player->unk_000 + (400.0f - player->unk_08C);
+    src.z = player->unk_000 + (400.0f - player->camDist);
 
     Matrix_MultVec3f(gCalcMatrix, &src, &dest);
 
@@ -1790,7 +1790,7 @@ void func_demo_8004D828(Player* player) {
     if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) {
         player->cam.eye.y = (player->pos.y * player->unk_148) + dest.y;
         player->cam.eye.y -= player->unk_02C - 50.0f;
-        player->cam.at.y = ((player->pos.y * player->unk_14C) + 20.0f) + (player->unk_060 * 5.0f);
+        player->cam.at.y = (player->pos.y * player->unk_14C) + 20.0f + (player->unk_060 * 5.0f);
     } else {
         player->cam.eye.y = player->pos.y + dest.y;
         player->cam.at.y = player->pos.y;
@@ -1804,11 +1804,11 @@ void func_demo_8004D828(Player* player) {
 void func_demo_8004DEF8(Player* player) {
     s32 i;
 
-    if (player->unk_0E4 < 0.0f) {
-        player->unk_0E4 += 1.0f;
+    if (player->rot.x < 0.0f) {
+        player->rot.x += 1.0f;
     }
-    if (player->unk_0E4 > 0.0f) {
-        player->unk_0E4 -= 1.0f;
+    if (player->rot.x > 0.0f) {
+        player->rot.x -= 1.0f;
     }
 
     player->pos.x += player->vel.x;
@@ -1819,59 +1819,59 @@ void func_demo_8004DEF8(Player* player) {
     }
 
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_12C = player->unk_12C + 15.0f;
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->zRotBank = player->zRotBank + 15.0f;
 
-    if (player->unk_1D0 != 0) {
-        player->unk_0E8 += 14.0f;
-        player->unk_0E4 += 26.0f;
+    if (player->csState != 0) {
+        player->rot.y += 14.0f;
+        player->rot.x += 26.0f;
     }
 
     if (((gGameFrameCount % 2) == 0)) {
         func_effect_8007D24C(RAND_FLOAT_CENTERED(20.0) + player->pos.x, RAND_FLOAT_CENTERED(20.0) + player->pos.y,
-                             player->unk_138, 2.2f);
+                             player->trueZpos, 2.2f);
     }
 
-    if ((player->pos.y < player->unk_0A4) && (player->unk_1D0 == 0)) {
-        player->pos.y = player->unk_0A4;
-        player->timer_220 = 0;
+    if ((player->pos.y < player->pathFloor) && (player->csState == 0)) {
+        player->pos.y = player->pathFloor;
+        player->radioDamageTimer = 0;
         player->vel.y = 10.0f;
-        player->unk_1D0 = 1;
+        player->csState = 1;
         func_play_800A6070(player->sfxSource, 0x29000000);
         if (gCurrentLevel == LEVEL_CORNERIA) {
             func_enmy_80062C38(player->pos.x, player->pos.z);
         }
 
-        if (player->wings.rightState == 2) {
+        if (player->wings.rightState == WINGSTATE_INTACT) {
             func_play_800A69F8(1, player->hit1.x, player->hit1.y, player->hit1.z);
-            player->wings.rightState = 0;
+            player->wings.rightState = WINGSTATE_NONE;
             func_effect_8007D0E0(player->hit1.x, player->hit1.y, player->hit1.z, 2.0f);
         }
 
-        if (player->wings.leftState == 2) {
+        if (player->wings.leftState == WINGSTATE_INTACT) {
             func_play_800A69F8(0, player->hit2.x, player->hit2.y, player->hit2.z);
-            player->wings.leftState = 0;
+            player->wings.leftState = WINGSTATE_NONE;
             func_effect_8007D0E0(player->hit2.x, player->hit2.y, player->hit2.z, 2.0f);
         }
-    } else if ((((player->timer_220 > 0) || (player->pos.y < player->unk_0A4)) || (player->timer_1FC == 0)) &&
-               (player->timer_1F8 == 0)) {
-        if (player->pos.y < player->unk_0A4) {
-            func_effect_8007C688(player->pos.x, gGroundHeight + 20.0f, player->unk_138 - (2.0f * player->vel.z), 3.0f,
+    } else if (((player->radioDamageTimer > 0) || (player->pos.y < player->pathFloor) || (player->csEventTimer == 0)) &&
+               (player->csTimer == 0)) {
+        if (player->pos.y < player->pathFloor) {
+            func_effect_8007C688(player->pos.x, gGroundHeight + 20.0f, player->trueZpos - (2.0f * player->vel.z), 3.0f,
                                  800);
             func_enmy_80062C38(player->pos.x, player->pos.z);
         }
         func_effect_8007D0E0(player->pos.x, player->pos.y - (2.0f * player->vel.y),
-                             player->unk_138 - (2.0f * player->vel.z), 6.0f);
-        func_effect_8007BFFC(player->pos.x, player->pos.y - player->vel.y, player->unk_138 - (2.0f * player->vel.z),
+                             player->trueZpos - (2.0f * player->vel.z), 6.0f);
+        func_effect_8007BFFC(player->pos.x, player->pos.y - player->vel.y, player->trueZpos - (2.0f * player->vel.z),
                              0.0f, 0.0f, 0.0f, 3.0f, 20);
         if (gLevelType == LEVELTYPE_PLANET) {
             for (i = 0; i < 2; i++) {
-                func_play_800A69F8(2, player->pos.x, player->pos.y, player->unk_138);
+                func_play_800A69F8(2, player->pos.x, player->pos.y, player->trueZpos);
             }
 
             for (i = 0; i < 4; i++) {
-                func_play_800A69F8(4, player->pos.x, player->pos.y, player->unk_138);
+                func_play_800A69F8(4, player->pos.x, player->pos.y, player->trueZpos);
             }
         }
         Cutscene_KillPlayer(player);
@@ -1879,19 +1879,19 @@ void func_demo_8004DEF8(Player* player) {
 
     player->camRoll -= 3.0f;
 
-    if (player->unk_1D0 != 0) {
+    if (player->csState != 0) {
         player->camRoll += 10.0f;
     }
 
-    if ((gGroundSurface == SURFACE_WATER) && (player->pos.y <= player->unk_0A4)) {
-        func_effect_8007D9DC(player->pos.x, gGroundHeight + 2.0f, player->unk_138, 3.0f, 20.0f, 0);
-        func_effect_8007ADF4(player->pos.x, gGroundHeight, player->unk_138, 0.1f, 2.0f);
+    if ((gGroundSurface == SURFACE_WATER) && (player->pos.y <= player->pathFloor)) {
+        func_effect_8007D9DC(player->pos.x, gGroundHeight + 2.0f, player->trueZpos, 3.0f, 20.0f, 0);
+        func_effect_8007ADF4(player->pos.x, gGroundHeight, player->trueZpos, 0.1f, 2.0f);
     }
 }
 
 void Cutscene_PlayerDown(Player* player) {
     player->flags_228 = 0;
-    player->unk_280 = 0;
+    player->barrelRollAlpha = 0;
 
     if ((gGameFrameCount % 2) != 0) {
         gControllerRumbleFlags[gPlayerNum] = 1;
@@ -1923,237 +1923,237 @@ void Cutscene_PlayerDown(Player* player) {
     }
 }
 
-void func_demo_8004E4D4(Actor* actor) {
+void func_demo_8004E4D4(ActorCutscene* this) {
     Vec3f sp54;
     Vec3f sp48;
     Vec3f sp3C;
     Player* sp38 = gPlayer;
     f32 sp34;
 
-    actor->fwork[7] += 3.0f;
-    actor->unk_0F4.z = SIN_DEG(actor->fwork[7]) * 1.5f;
-    actor->fwork[8] += 2.0f;
-    sp34 = SIN_DEG(actor->fwork[8]) * 10.0f;
+    this->fwork[7] += 3.0f;
+    this->unk_0F4.z = SIN_DEG(this->fwork[7]) * 1.5f;
+    this->fwork[8] += 2.0f;
+    sp34 = SIN_DEG(this->fwork[8]) * 10.0f;
 
-    switch (actor->state) {
+    switch (this->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);
-            Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + sp38->pos.y + sp34, 0.03f, 10.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + sp38->unk_138, 0.03f, 10.0f, 0.0f);
-            actor->obj.rot.x = -sp38->unk_0E4;
-            actor->obj.rot.y = sp38->unk_0E8 + 180.0f;
+            Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.05f, 1.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.pos.x, this->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.pos.y, this->fwork[1] + sp38->pos.y + sp34, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.pos.z, this->fwork[2] + sp38->trueZpos, 0.03f, 10.0f, 0.0f);
+            this->obj.rot.x = -sp38->rot.x;
+            this->obj.rot.y = sp38->rot.y + 180.0f;
             break;
 
         case 1:
-            actor->state = 2;
-            actor->timer_0BC = 50;
-            actor->fwork[9] = 2.0f;
-            AUDIO_PLAY_SFX(0x09000002, actor->sfxSource, 0);
-            actor->fwork[29] = 5.0f;
+            this->state = 2;
+            this->timer_0BC = 50;
+            this->fwork[9] = 2.0f;
+            AUDIO_PLAY_SFX(0x09000002, this->sfxSource, 0);
+            this->fwork[29] = 5.0f;
             /* fallthrough */
 
         case 2:
             if (gLevelType == LEVELTYPE_PLANET) {
-                actor->fwork[21] += 0.4f;
-                if (actor->fwork[21] > 0.6f) {
-                    actor->fwork[21] = 0.6f;
+                this->fwork[21] += 0.4f;
+                if (this->fwork[21] > 0.6f) {
+                    this->fwork[21] = 0.6f;
                 }
             }
-            actor->iwork[11] = 2;
-            actor->fwork[9] *= 1.2f;
-            if (actor->timer_0BC == 0) {
-                Object_Kill(&actor->obj, actor->sfxSource);
+            this->iwork[11] = 2;
+            this->fwork[9] *= 1.2f;
+            if (this->timer_0BC == 0) {
+                Object_Kill(&this->obj, this->sfxSource);
             }
             break;
 
         case 10:
-            actor->state = 11;
-            actor->timer_0BC = 150;
-            actor->timer_0BE = 40;
-            AUDIO_PLAY_SFX(0x09000002, actor->sfxSource, 0);
-            actor->fwork[29] = 5.0f;
+            this->state = 11;
+            this->timer_0BC = 150;
+            this->timer_0BE = 40;
+            AUDIO_PLAY_SFX(0x09000002, this->sfxSource, 0);
+            this->fwork[29] = 5.0f;
             /* fallthrough */
         case 11:
-            actor->iwork[11] = 2;
-            actor->fwork[9] += 2.0f;
-            if (actor->fwork[9] > 50.0f) {
-                actor->fwork[9] = 50.0f;
+            this->iwork[11] = 2;
+            this->fwork[9] += 2.0f;
+            if (this->fwork[9] > 50.0f) {
+                this->fwork[9] = 50.0f;
             }
-            if (actor->timer_0BE == 0) {
-                switch (actor->index) {
+            if (this->timer_0BE == 0) {
+                switch (this->index) {
                     case 1:
-                        actor->obj.rot.y += 0.3f;
-                        Math_SmoothStepToF(&actor->obj.rot.z, -70.0f, 0.05f, 4.0f, 0.0f);
+                        this->obj.rot.y += 0.3f;
+                        Math_SmoothStepToF(&this->obj.rot.z, -70.0f, 0.05f, 4.0f, 0.0f);
                         break;
 
                     case 2:
-                        actor->obj.rot.y -= 0.3f;
-                        Math_SmoothStepToF(&actor->obj.rot.z, 70.0f, 0.05f, 4.0f, 0.0f);
+                        this->obj.rot.y -= 0.3f;
+                        Math_SmoothStepToF(&this->obj.rot.z, 70.0f, 0.05f, 4.0f, 0.0f);
                         break;
 
                     case 3:
-                        actor->obj.rot.x -= 0.4f;
-                        Math_SmoothStepToF(&actor->obj.rot.z, 1000.0f, 0.05f, 6.0f, 0.0f);
+                        this->obj.rot.x -= 0.4f;
+                        Math_SmoothStepToF(&this->obj.rot.z, 1000.0f, 0.05f, 6.0f, 0.0f);
                         break;
                 }
             }
 
-            if (actor->timer_0BC == 0) {
-                Object_Kill(&actor->obj, actor->sfxSource);
+            if (this->timer_0BC == 0) {
+                Object_Kill(&this->obj, this->sfxSource);
             }
             break;
 
         case 30:
-            actor->fwork[3] += D_demo_800CA098[actor->index];
+            this->fwork[3] += D_demo_800CA098[this->index];
 
-            Matrix_RotateY(gCalcMatrix, actor->fwork[3] * M_DTOR, MTXF_NEW);
+            Matrix_RotateY(gCalcMatrix, this->fwork[3] * M_DTOR, MTXF_NEW);
 
             sp54.x = 0.0f;
-            sp54.y = D_demo_800CA0A4[actor->index];
-            sp54.z = D_demo_800CA0B0[actor->index];
+            sp54.y = D_demo_800CA0A4[this->index];
+            sp54.z = D_demo_800CA0B0[this->index];
 
             Matrix_MultVec3f(gCalcMatrix, &sp54, &sp3C);
 
-            actor->fwork[0] = sp3C.x;
-            actor->fwork[1] = sp3C.y;
-            actor->fwork[2] = sp3C.z - 100.0f;
+            this->fwork[0] = sp3C.x;
+            this->fwork[1] = sp3C.y;
+            this->fwork[2] = sp3C.z - 100.0f;
 
-            Math_SmoothStepToF(&actor->obj.rot.z, SIN_DEG(actor->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + sp38->pos.y + sp34, 0.03f, 10.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + sp38->unk_138, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.rot.z, SIN_DEG(this->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.pos.x, this->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.pos.y, this->fwork[1] + sp38->pos.y + sp34, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.pos.z, this->fwork[2] + sp38->trueZpos, 0.03f, 10.0f, 0.0f);
             break;
 
         case 31:
-            AUDIO_PLAY_SFX(0x09000002, actor->sfxSource, 0);
-            actor->state += 1;
-            actor->fwork[29] = 5.0f;
+            AUDIO_PLAY_SFX(0x09000002, this->sfxSource, 0);
+            this->state += 1;
+            this->fwork[29] = 5.0f;
             /* fallthrough */
 
         case 32:
-            actor->iwork[11] = 2;
-            Math_SmoothStepToF(&actor->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f);
-            Math_SmoothStepToF(&actor->fwork[9], 25.0f, 0.1f, 2.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.rot.z, 0.0f, 0.1f, 0.5f, 0.0f);
+            this->iwork[11] = 2;
+            Math_SmoothStepToF(&this->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f);
+            Math_SmoothStepToF(&this->fwork[9], 25.0f, 0.1f, 2.0f, 0.0f);
+            Math_SmoothStepToF(&this->obj.rot.z, 0.0f, 0.1f, 0.5f, 0.0f);
             break;
     }
-    Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY);
 
     sp54.x = 0.0f;
     sp54.y = 0.0f;
-    sp54.z = actor->fwork[9];
+    sp54.z = this->fwork[9];
 
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
 
-    actor->vel.x = sp48.x;
-    actor->vel.y = sp48.y;
-    actor->vel.z = sp48.z;
+    this->vel.x = sp48.x;
+    this->vel.y = sp48.y;
+    this->vel.z = sp48.z;
 }
 
-void func_demo_8004EBD0(Actor* actor) {
+void func_demo_8004EBD0(ActorCutscene* this) {
     Vec3f src;
     Vec3f dest;
 
-    if (actor->state < 4) {
-        actor->fwork[9] = 0.4f;
+    if (this->state < 4) {
+        this->fwork[9] = 0.4f;
 
-        actor->obj.pos.x += (D_ctx_80178450[actor->index] - actor->obj.pos.x) * 0.4f;
-        actor->obj.pos.y += (D_ctx_80178460[actor->index] - actor->obj.pos.y) * 0.4f;
-        actor->obj.pos.z += (D_ctx_80178470[actor->index] - actor->obj.pos.z) * 0.4f;
+        this->obj.pos.x += (D_ctx_80178450[this->index] - this->obj.pos.x) * 0.4f;
+        this->obj.pos.y += (D_ctx_80178460[this->index] - this->obj.pos.y) * 0.4f;
+        this->obj.pos.z += (D_ctx_80178470[this->index] - this->obj.pos.z) * 0.4f;
 
-        actor->obj.rot.z *= 0.98f;
-        actor->obj.rot.x = -gPlayer[0].unk_0E4;
-        actor->obj.rot.y = gPlayer[0].unk_0E8 + 180.0f;
+        this->obj.rot.z *= 0.98f;
+        this->obj.rot.x = -gPlayer[0].rot.x;
+        this->obj.rot.y = gPlayer[0].rot.y + 180.0f;
 
         if (1) {}
 
-        actor->fwork[7] += 1.0f;
-        if ((s32) actor->fwork[7] & 0x40) {
-            actor->fwork[0] += 0.1f;
+        this->fwork[7] += 1.0f;
+        if ((s32) this->fwork[7] & 0x40) {
+            this->fwork[0] += 0.1f;
         } else {
-            actor->fwork[0] -= 0.1f;
+            this->fwork[0] -= 0.1f;
         }
 
-        actor->fwork[8] += 1.2f;
-        if ((s32) actor->fwork[8] & 0x40) {
-            actor->fwork[1] += 0.1f;
+        this->fwork[8] += 1.2f;
+        if ((s32) this->fwork[8] & 0x40) {
+            this->fwork[1] += 0.1f;
         } else {
-            actor->fwork[1] -= 0.1f;
+            this->fwork[1] -= 0.1f;
         }
     }
 
-    switch (actor->state) {
+    switch (this->state) {
         case 0:
-            actor->fwork[3] *= 0.992f;
-            if (actor->fwork[3] < 1.2f) {
-                actor->state += 1;
+            this->fwork[3] *= 0.992f;
+            if (this->fwork[3] < 1.2f) {
+                this->state += 1;
             }
             break;
 
         case 1:
-            actor->fwork[3] *= 0.997f;
-            if (actor->fwork[3] < 1.0f) {
-                actor->fwork[3] = 1.0f;
-                actor->state += 1;
+            this->fwork[3] *= 0.997f;
+            if (this->fwork[3] < 1.0f) {
+                this->fwork[3] = 1.0f;
+                this->state += 1;
             }
-            actor->timer_0BC = 560;
+            this->timer_0BC = 560;
             break;
 
         case 2:
-            if (actor->timer_0BC == 110) {
-                gPlayer[0].timer_1F8 = 10000;
+            if (this->timer_0BC == 110) {
+                gPlayer[0].csTimer = 10000;
             }
-            if (actor->timer_0BC == 260) {
-                gPlayer[0].timer_1FC = 10000;
+            if (this->timer_0BC == 260) {
+                gPlayer[0].csEventTimer = 10000;
             }
-            if (actor->timer_0BC == 0) {
-                actor->state++;
-                actor->timer_0BC = 10;
-                func_play_800A6028(actor->sfxSource, 0x09000002);
-                actor->fwork[29] = 5.0f;
+            if (this->timer_0BC == 0) {
+                this->state++;
+                this->timer_0BC = 10;
+                func_play_800A6028(this->sfxSource, 0x09000002);
+                this->fwork[29] = 5.0f;
             }
             break;
 
         case 3:
-            actor->iwork[11] = 2;
-            if (actor->timer_0BC == 0) {
-                actor->state++;
-                actor->timer_0BC = 30;
+            this->iwork[11] = 2;
+            if (this->timer_0BC == 0) {
+                this->state++;
+                this->timer_0BC = 30;
             }
             break;
 
         case 4:
-            actor->fwork[21] += 0.4f;
-            if (actor->fwork[21] > 0.6f) {
-                actor->fwork[21] = 0.6f;
+            this->fwork[21] += 0.4f;
+            if (this->fwork[21] > 0.6f) {
+                this->fwork[21] = 0.6f;
             }
-            actor->fwork[6] += 1.0f;
+            this->fwork[6] += 1.0f;
 
-            Matrix_RotateY(gCalcMatrix, (gPlayer[0].unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-            Matrix_RotateX(gCalcMatrix, -(gPlayer[0].unk_0E4 * M_DTOR), MTXF_APPLY);
-            Matrix_RotateZ(gCalcMatrix, -((gPlayer[0].unk_0F8 + gPlayer[0].unk_0F0) * M_DTOR), MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, (gPlayer[0].rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+            Matrix_RotateX(gCalcMatrix, -(gPlayer[0].rot.x * M_DTOR), MTXF_APPLY);
+            Matrix_RotateZ(gCalcMatrix, -((gPlayer[0].bankAngle + gPlayer[0].rockAngle) * M_DTOR), MTXF_APPLY);
             src.x = 0.0f;
             src.y = 0.0f;
-            src.z = actor->fwork[6] * actor->fwork[6];
+            src.z = this->fwork[6] * this->fwork[6];
 
             Matrix_MultVec3f(gCalcMatrix, &src, &dest);
 
-            actor->vel.x = dest.x;
-            actor->vel.y = dest.y;
-            actor->vel.z = dest.z;
+            this->vel.x = dest.x;
+            this->vel.y = dest.y;
+            this->vel.z = dest.z;
 
-            if (actor->timer_0BC == 0) {
-                func_effect_80078E50(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 30.0f);
-                Object_Kill(&actor->obj, actor->sfxSource);
+            if (this->timer_0BC == 0) {
+                func_effect_80078E50(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 30.0f);
+                Object_Kill(&this->obj, this->sfxSource);
             }
             break;
     }
-    actor->obj.pos.y += 5.0f;
-    actor->fwork[21] -= 0.02f;
-    if (actor->fwork[21] < 0.0f) {
-        actor->fwork[21] = 0.0f;
+    this->obj.pos.y += 5.0f;
+    this->fwork[21] -= 0.02f;
+    if (this->fwork[21] < 0.0f) {
+        this->fwork[21] = 0.0f;
     }
 }
 
@@ -2333,17 +2333,17 @@ void func_demo_8004F798(Actor* actor) {
         case 1:
             actor->fwork[29] = 10.0f;
             actor->vel.z -= 100.0f;
-            if ((actor->obj.pos.z + D_ctx_80177D20) < -15000.0f) {
+            if ((actor->obj.pos.z + gPathProgress) < -15000.0f) {
                 Object_Kill(&actor->obj, actor->sfxSource);
             }
             break;
     }
 }
 
-void Actor195_Update(Actor* actor) {
+void ActorCutscene_Update(ActorCutscene* this) {
 
     if (gCurrentLevel == LEVEL_AQUAS) {
-        func_hud_80093164(actor);
+        func_hud_80093164(this);
         return;
     }
 
@@ -2351,77 +2351,77 @@ void Actor195_Update(Actor* actor) {
         case PLAYERSTATE_1C8_LEVEL_COMPLETE:
             switch (gCurrentLevel) {
                 case LEVEL_SECTOR_Y:
-                    if (gPlayer[0].unk_1D0 >= 3) {
-                        SectorY_8019FF00(actor);
+                    if (gPlayer[0].csState >= 3) {
+                        SectorY_8019FF00(this);
                     }
                     break;
 
                 case LEVEL_SOLAR:
-                    if (gPlayer[0].unk_1D0 >= 3) {
-                        Solar_801A8BE8(actor);
+                    if (gPlayer[0].csState >= 3) {
+                        Solar_801A8BE8(this);
                     }
                     break;
 
                 case LEVEL_ZONESS:
-                    if (gPlayer[0].unk_1D0 >= 3) {
-                        Zoness_8019E5F0(actor);
+                    if (gPlayer[0].csState >= 3) {
+                        Zoness_8019E5F0(this);
                     }
                     break;
 
                 case LEVEL_VENOM_ANDROSS:
                 case LEVEL_VENOM_2:
-                    Andross_80195E44(actor);
+                    Andross_80195E44(this);
                     break;
 
                 case LEVEL_KATINA:
-                    Katina_80197F10(actor);
+                    Katina_80197F10(this);
                     break;
 
                 case LEVEL_SECTOR_Z:
-                    SectorZ_8019DD20(actor);
+                    SectorZ_8019DD20(this);
                     break;
 
                 case LEVEL_AREA_6:
-                    Area6_8018DA58(actor);
+                    Area6_8018DA58(this);
                     break;
 
                 case LEVEL_METEO:
                     if (gLevelPhase == 0) {
-                        Meteo_8018ED9C(actor);
+                        Meteo_8018ED9C(this);
                         break;
                     }
 
-                    func_demo_80049630(actor);
+                    func_demo_80049630(this);
                     break;
 
                 case LEVEL_FORTUNA:
-                    if (actor->unk_0B6 == 11) {
-                        switch (actor->state) {
+                    if (this->unk_0B6 == 11) {
+                        switch (this->state) {
                             case 0:
                                 if (gCsFrameCount == 100) {
-                                    actor->state = 1;
-                                    actor->timer_0BC = 50;
-                                    actor->iwork[0] = 255;
-                                    AUDIO_PLAY_SFX(0x2902F026, actor->sfxSource, 0);
+                                    this->state = 1;
+                                    this->timer_0BC = 50;
+                                    this->iwork[0] = 255;
+                                    AUDIO_PLAY_SFX(0x2902F026, this->sfxSource, 0);
                                 }
                                 break;
 
                             case 1:
-                                Math_SmoothStepToF(&actor->scale, 0.5f, 0.03f, 0.01f, 0.0f);
+                                Math_SmoothStepToF(&this->scale, 0.5f, 0.03f, 0.01f, 0.0f);
                                 gFillScreenRed = gFillScreenAlpha = gFillScreenGreen = gFillScreenBlue = 0;
 
-                                if ((actor->timer_0BC == 43) || (actor->timer_0BC == 46) || (actor->timer_0BC == 49)) {
+                                if ((this->timer_0BC == 43) || (this->timer_0BC == 46) || (this->timer_0BC == 49)) {
                                     gFillScreenAlpha = 192;
                                     gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
                                 }
 
-                                actor->iwork[0] -= 2;
-                                if (actor->iwork[0] < 0) {
-                                    actor->iwork[0] = 0;
-                                    actor->scale = 0.0f;
+                                this->iwork[0] -= 2;
+                                if (this->iwork[0] < 0) {
+                                    this->iwork[0] = 0;
+                                    this->scale = 0.0f;
                                 }
 
-                                gLight3Brightness = actor->iwork[0] / 255.0f;
+                                gLight3Brightness = this->iwork[0] / 255.0f;
                                 gLight3x = gActors[0].obj.pos.x + 10.0f;
                                 gLight3y = gActors[0].obj.pos.y - 40.0f;
                                 gLight3z = gActors[0].obj.pos.z - 70.0f;
@@ -2435,51 +2435,51 @@ void Actor195_Update(Actor* actor) {
 
                 case LEVEL_CORNERIA:
                     if (gLevelMode == LEVELMODE_ALL_RANGE) {
-                        func_demo_8004E4D4(actor);
+                        func_demo_8004E4D4(this);
                         break;
                     }
 
-                    func_demo_8004EBD0(actor);
+                    func_demo_8004EBD0(this);
                     break;
 
                 case LEVEL_SECTOR_X:
                     if (gLevelPhase != 0) {
-                        func_demo_80049630(actor);
+                        func_demo_80049630(this);
                         break;
                     }
 
-                    func_demo_8004E4D4(actor);
+                    func_demo_8004E4D4(this);
                     break;
 
                 case LEVEL_TITANIA:
-                    func_demo_8004E4D4(actor);
+                    func_demo_8004E4D4(this);
                     break;
 
                 case LEVEL_MACBETH:
-                    Macbeth_801B28BC(actor);
+                    Macbeth_801B28BC(this);
                     break;
 
                 case LEVEL_BOLSE:
-                    func_demo_8004F05C(actor);
+                    func_demo_8004F05C(this);
                     break;
 
                 default:
-                    func_demo_8004EBD0(actor);
+                    func_demo_8004EBD0(this);
                     break;
             }
             break;
 
         case PLAYERSTATE_1C8_LEVEL_INTRO:
-            func_demo_8004F05C(actor);
+            func_demo_8004F05C(this);
             break;
 
         case PLAYERSTATE_1C8_ENTER_WARP_ZONE:
-            func_demo_8004F798(actor);
+            func_demo_8004F798(this);
             break;
 
         case PLAYERSTATE_1C8_STANDBY:
             if (gCurrentLevel == LEVEL_SECTOR_Y) {
-                SectorY_8019FF00(actor);
+                SectorY_8019FF00(this);
             }
             break;
     }
@@ -2517,7 +2517,7 @@ void func_demo_8004FCB8(Actor* actor, s32 arg1) {
     }
 }
 
-void Actor195_Draw(Actor* actor) {
+void ActorCutscene_Draw(Actor* actor) {
     static f32 D_800CA210 = 0.0f;
     static f32 D_800CA214 = 0.0f;
     static f32 D_800CA218 = 0.0f;
@@ -2798,7 +2798,7 @@ void Actor195_Draw(Actor* actor) {
 
                 camX = gPlayer[0].cam.eye.x - actor->obj.pos.x;
                 camY = gPlayer[0].cam.eye.y - actor->obj.pos.y;
-                camZ = gPlayer[0].cam.eye.z - (actor->obj.pos.z + D_ctx_80177D20);
+                camZ = gPlayer[0].cam.eye.z - (actor->obj.pos.z + gPathProgress);
 
                 y = -Math_Atan2F(camX, camZ);
                 x = Math_Atan2F(camY, sqrtf(SQ(camZ) + SQ(camX)));
@@ -2830,7 +2830,7 @@ void Actor195_Draw(Actor* actor) {
 
                 camX = gPlayer[0].cam.eye.x - actor->obj.pos.x;
                 camY = gPlayer[0].cam.eye.y - actor->obj.pos.y;
-                camZ = gPlayer[0].cam.eye.z - (actor->obj.pos.z + D_ctx_80177D20);
+                camZ = gPlayer[0].cam.eye.z - (actor->obj.pos.z + gPathProgress);
 
                 y = -Math_Atan2F(camX, camZ);
                 x = Math_Atan2F(camY, sqrtf(SQ(camZ) + SQ(camX)));
@@ -2977,12 +2977,12 @@ void Cutscene_DrawGreatFox(void) {
             Matrix_Pop(&gGfxMatrix);
         }
 
-        if ((gCurrentLevel == LEVEL_METEO) && (gPlayer[0].timer_1FC != 0)) {
+        if ((gCurrentLevel == LEVEL_METEO) && (gPlayer[0].csEventTimer != 0)) {
             gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 128);
             gDPSetEnvColor(gMasterDisp++, 255, 255, 32, 128);
             Matrix_Translate(gGfxMatrix, D_ctx_80177A48[3] * (-74.0f), -232.0f, 1190.0f, MTXF_APPLY);
-            Matrix_Scale(gGfxMatrix, D_demo_800CA198[gPlayer[0].timer_1FC], D_demo_800CA198[gPlayer[0].timer_1FC], 1.0f,
-                         MTXF_APPLY);
+            Matrix_Scale(gGfxMatrix, D_demo_800CA198[gPlayer[0].csEventTimer], D_demo_800CA198[gPlayer[0].csEventTimer],
+                         1.0f, MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
             gSPDisplayList(gMasterDisp++, var_fp);
         }
diff --git a/src/engine/fox_display.c b/src/engine/fox_display.c
index dfa8e507..911bea25 100644
--- a/src/engine/fox_display.c
+++ b/src/engine/fox_display.c
@@ -12,7 +12,7 @@ s16 gReflectY;
 Matrix D_display_80161418[4];
 Vec3f D_display_80161518[4];
 Vec3f D_display_80161548[4];
-Vec3f D_display_80161578[4];
+Vec3f gLockOnTargetViewPos[4];
 f32 D_display_801615A8[4];
 f32 D_display_801615B8[4];
 
@@ -53,7 +53,7 @@ void func_display_80051B30(void) {
         Matrix_RotateX(gCalcMatrix, gPlayer[0].camPitch, MTXF_APPLY);
         sp68.x = gTeamHelpActor->obj.pos.x - gPlayer[0].cam.eye.x;
         sp68.y = gTeamHelpActor->obj.pos.y - gPlayer[0].cam.eye.y;
-        sp68.z = gTeamHelpActor->obj.pos.z + D_ctx_80177D20 - gPlayer[0].cam.eye.z;
+        sp68.z = gTeamHelpActor->obj.pos.z + gPathProgress - gPlayer[0].cam.eye.z;
         Matrix_MultVec3f(gCalcMatrix, &sp68, &sp5C);
         sp7C = 0;
         if ((sp5C.z < 0.0f) && (sp5C.z > -12000.0f) && (fabsf(sp5C.x) < fabsf(sp5C.z * 0.4f))) {
@@ -233,11 +233,11 @@ void func_display_8005250C(s32 limbIndex, Vec3f* rot, void* data) {
 void func_display_80052584(Player* player) {
     Matrix_Push(&gGfxMatrix);
     Matrix_Copy(gGfxMatrix, &gIdentityMatrix);
-    if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->timer_1F8 != 0)) {
+    if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->csTimer != 0)) {
         Matrix_Translate(gGfxMatrix, D_display_801613B0[player->num].x, D_display_801613B0[player->num].y,
                          D_display_801613B0[player->num].z, MTXF_APPLY);
-        Matrix_Scale(gGfxMatrix, D_display_800CA23C[player->timer_1F8 - 1], D_display_800CA23C[player->timer_1F8 - 1],
-                     D_display_800CA23C[player->timer_1F8 - 1], MTXF_APPLY);
+        Matrix_Scale(gGfxMatrix, D_display_800CA23C[player->csTimer - 1], D_display_800CA23C[player->csTimer - 1],
+                     D_display_800CA23C[player->csTimer - 1], MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
         RCP_SetupDL_40();
         gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
@@ -617,7 +617,7 @@ void func_display_80053C38(Player* player, s32 arg1) {
         Matrix_MultVec3f(gGfxMatrix, &sp4C, &D_display_801613E0[1]);
     }
     if (player->cockpitView && (gLevelMode == LEVELMODE_ON_RAILS) &&
-        (fabsf(player->unk_138 + D_ctx_80177D20 - player->cam.eye.z) < 10.0f)) {
+        (fabsf(player->trueZpos + gPathProgress - player->cam.eye.z) < 10.0f)) {
         if (arg1 == 0) {
             sDrawCockpit = 1;
             Matrix_Push(&gGfxMatrix);
@@ -711,10 +711,10 @@ void func_display_80054300(Player* player) {
     Math_SmoothStepToF(&sPlayerShadowing, player->shadowing, 1.0f, 10.0f, 0.0f);
     RCP_SetupDL(&gMasterDisp, 0x42);
     gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 0, 0, 0, (s32) sPlayerShadowing);
-    if (player->unk_068 > 30.0f) {
+    if (player->groundPos.y > 30.0f) {
         gSPSetGeometryMode(gMasterDisp++, G_CULL_BACK);
     }
-    if ((gGroundSurface == SURFACE_WATER) && (player->unk_068 < 10.0f)) {
+    if ((gGroundSurface == SURFACE_WATER) && (player->groundPos.y < 10.0f)) {
         player->shadowing = 90;
     } else {
         player->shadowing = 180;
@@ -782,7 +782,7 @@ void func_display_8005478C(Player* player) {
     RCP_SetupDL_64();
     gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 100);
     Matrix_Push(&gGfxMatrix);
-    Matrix_RotateZ(gGfxMatrix, player->unk_0F8 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gGfxMatrix, player->bankAngle * M_DTOR, MTXF_APPLY);
     if (player->form == FORM_LANDMASTER) {
         if (player->unk_194 <= 0.0f) {
             Matrix_Pop(&gGfxMatrix);
@@ -807,23 +807,26 @@ void func_display_80054914(Player* player) {
     Vec3f sp40;
     Vec3f sp34;
 
-    if (player->unk_280 != 0) {
-        Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134 + 180.0f) * M_DTOR, MTXF_NEW);
-        Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_134 + player->unk_4D8) * M_DTOR),
+    if (player->barrelRollAlpha != 0) {
+        Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR,
+                       MTXF_NEW);
+        Matrix_RotateX(gCalcMatrix,
+                       -((player->xRot_120 + player->rot.x + player->damageShake + player->aerobaticPitch) * M_DTOR),
                        MTXF_APPLY);
-        Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR), MTXF_APPLY);
-        Matrix_Translate(gCalcMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+        Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
+                       MTXF_APPLY);
+        Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
         sp40.x = 0.0f;
         sp40.y = 0.0f;
         sp40.z = -30.0f;
         Matrix_MultVec3f(gCalcMatrix, &sp40, &sp34);
         sp4C = 1.0f;
-        if (player->unk_1F0 < 0) {
+        if (player->baseRollRate < 0) {
             sp4C = -1.0f;
         }
         Matrix_Push(&gGfxMatrix);
         Matrix_Translate(gGfxMatrix, player->pos.x + sp34.x, player->pos.y + sp34.y,
-                         player->unk_138 + player->unk_144 + sp34.z, MTXF_APPLY);
+                         player->trueZpos + player->zPath + sp34.z, MTXF_APPLY);
         Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
         Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
         Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 20.0f * sp4C * M_DTOR, MTXF_APPLY);
@@ -832,13 +835,13 @@ void func_display_80054914(Player* player) {
         } else {
             Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.2f, MTXF_APPLY);
         }
-        if (player->unk_1F0 < 0) {
+        if (player->baseRollRate < 0) {
             Matrix_RotateX(gGfxMatrix, M_PI, MTXF_APPLY);
         }
         Matrix_SetGfxMtx(&gMasterDisp);
         RCP_SetupDL(&gMasterDisp, 0x43);
-        gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, player->unk_280);
-        gDPSetEnvColor(gMasterDisp++, 0, 0, 160, player->unk_280);
+        gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, player->barrelRollAlpha);
+        gDPSetEnvColor(gMasterDisp++, 0, 0, 160, player->barrelRollAlpha);
         gSPDisplayList(gMasterDisp++, D_101DC10);
         Matrix_Pop(&gGfxMatrix);
     }
@@ -929,7 +932,7 @@ void func_display_80054E80(Player* player) {
         gSPDisplayList(gMasterDisp++, D_1024AC0);
         Matrix_Pop(&gGfxMatrix);
     }
-    if (D_ctx_80177AA0[player->num] > 0.1f) {
+    if (gMuzzleFlashScale[player->num] > 0.1f) {
         Matrix_Push(&gGfxMatrix);
         RCP_SetupDL(&gMasterDisp, 0x43);
         Matrix_Copy(gCalcMatrix, &D_display_80161418[player->num]);
@@ -948,7 +951,8 @@ void func_display_80054E80(Player* player) {
                 }
                 Matrix_Push(&gGfxMatrix);
                 Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW);
-                Matrix_Scale(gGfxMatrix, D_ctx_80177AA0[player->num], D_ctx_80177AA0[player->num], 1.0f, MTXF_APPLY);
+                Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f,
+                             MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
                 gSPDisplayList(gMasterDisp++, D_1024AC0);
                 Matrix_Pop(&gGfxMatrix);
@@ -966,13 +970,15 @@ void func_display_80054E80(Player* player) {
                 Matrix_MultVec3f(gCalcMatrix, &spA0, &sp88);
                 Matrix_Push(&gGfxMatrix);
                 Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW);
-                Matrix_Scale(gGfxMatrix, D_ctx_80177AA0[player->num], D_ctx_80177AA0[player->num], 1.0f, MTXF_APPLY);
+                Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f,
+                             MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
                 gSPDisplayList(gMasterDisp++, D_1024AC0);
                 Matrix_Pop(&gGfxMatrix);
                 Matrix_Push(&gGfxMatrix);
                 Matrix_Translate(gGfxMatrix, sp88.x, sp88.y, sp88.z, MTXF_NEW);
-                Matrix_Scale(gGfxMatrix, D_ctx_80177AA0[player->num], D_ctx_80177AA0[player->num], 1.0f, MTXF_APPLY);
+                Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f,
+                             MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
                 gSPDisplayList(gMasterDisp++, D_1024AC0);
                 Matrix_Pop(&gGfxMatrix);
@@ -1042,14 +1048,15 @@ void func_display_80055B58(Player* player) {
     if ((player->unk_234 != 0) && (player->state_1C8 != PLAYERSTATE_1C8_DOWN)) {
         switch (player->form) {
             case FORM_ARWING:
-                Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134 + 180.0f) * M_DTOR,
+                Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR,
                                MTXF_NEW);
-                Matrix_RotateX(gCalcMatrix,
-                               -((player->unk_120 + player->unk_0E4 + player->unk_134 + player->unk_4D8) * M_DTOR),
+                Matrix_RotateX(
+                    gCalcMatrix,
+                    -((player->xRot_120 + player->rot.x + player->damageShake + player->aerobaticPitch) * M_DTOR),
+                    MTXF_APPLY);
+                Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
                                MTXF_APPLY);
-                Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR),
-                               MTXF_APPLY);
-                Matrix_Translate(gCalcMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+                Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
                 var_fv0 = player->unk_194 * 30.0f;
                 if (var_fv0 > 30.0f) {
                     var_fv0 = 30.0f;
@@ -1062,7 +1069,7 @@ void func_display_80055B58(Player* player) {
                 Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40);
                 Matrix_Push(&gGfxMatrix);
                 Matrix_Translate(gGfxMatrix, player->pos.x + sp40.x, player->pos.y + sp40.y,
-                                 player->unk_138 + player->unk_144 + sp40.z, MTXF_APPLY);
+                                 player->trueZpos + player->zPath + sp40.z, MTXF_APPLY);
                 Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
                 Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
@@ -1102,17 +1109,17 @@ void func_display_80055E98(Player* player) {
         sp5C = 108.0f;
         sp58 = -22.0f;
     }
-    if (player->unk_25C != 0.0f) {
+    if (player->contrailScale != 0.0f) {
         sp54 = 0.0f;
         if ((gGameFrameCount % 2) != 0) {
             sp54 = 180.0f;
         }
-        var_fs0 = player->unk_0E8;
+        var_fs0 = player->rot.y;
         if (var_fs0 > 90.0f) {
             var_fs0 -= 180.0f;
         }
         var_fs0 = var_fs0 * 0.25f;
-        sp50 = player->unk_0E4 * 0.25f;
+        sp50 = player->rot.x * 0.25f;
         if (player->state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) {
             var_fs0 = 0.0f;
             sp50 = 0.0f;
@@ -1124,7 +1131,7 @@ void func_display_80055E98(Player* player) {
             Matrix_Translate(gGfxMatrix, sp5C, sp58, -100.0f, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, M_DTOR * sp50, MTXF_APPLY);
             Matrix_RotateY(gGfxMatrix, -(M_DTOR * var_fs0), MTXF_APPLY);
-            Matrix_Scale(gGfxMatrix, player->unk_25C, 1.0f, 50.0f, MTXF_APPLY);
+            Matrix_Scale(gGfxMatrix, player->contrailScale, 1.0f, 50.0f, MTXF_APPLY);
             Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, M_PI / 2, MTXF_APPLY);
             Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, MTXF_APPLY);
@@ -1137,7 +1144,7 @@ void func_display_80055E98(Player* player) {
             Matrix_Translate(gGfxMatrix, -sp5C, sp58, -100.0f, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, M_DTOR * sp50, MTXF_APPLY);
             Matrix_RotateY(gGfxMatrix, -(M_DTOR * var_fs0), MTXF_APPLY);
-            Matrix_Scale(gGfxMatrix, player->unk_25C, 1.0f, 50.0f, MTXF_APPLY);
+            Matrix_Scale(gGfxMatrix, player->contrailScale, 1.0f, 50.0f, MTXF_APPLY);
             Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -17.5f, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, M_PI / 2, MTXF_APPLY);
             Matrix_RotateY(gGfxMatrix, M_DTOR * sp54, MTXF_APPLY);
@@ -1152,11 +1159,12 @@ void func_display_80056230(Player* player) {
     if ((player->unk_234 != 0) && (player->form == FORM_ARWING) && (gCurrentLevel != LEVEL_VENOM_ANDROSS) &&
         (gCurrentLevel != LEVEL_TRAINING) && (gLevelType == LEVELTYPE_PLANET)) {
         Matrix_Push(&gGfxMatrix);
-        Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->unk_138 + player->unk_144, MTXF_APPLY);
-        Matrix_RotateY(gGfxMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
-        Matrix_RotateX(gGfxMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
-        Matrix_RotateZ(gGfxMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR), MTXF_APPLY);
-        Matrix_Translate(gGfxMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->trueZpos + player->zPath, MTXF_APPLY);
+        Matrix_RotateY(gGfxMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
+        Matrix_RotateX(gGfxMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
+        Matrix_RotateZ(gGfxMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
+                       MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
         func_display_80055E98(player);
         Matrix_Pop(&gGfxMatrix);
@@ -1193,19 +1201,19 @@ void func_display_800564C0(Player* player, s32 arg1) {
     if (player->unk_234 != 0) {
         Matrix_Push(&gGfxMatrix);
         if (player->form == FORM_LANDMASTER) {
-            if (player->unk_1D4 != 0) {
+            if (player->grounded) {
                 Matrix_Translate(gGfxMatrix, 0.0f, gCameraShakeY, 0.0f, MTXF_APPLY);
             }
             Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y + player->unk_18C + 30.0f,
-                             player->unk_138 + player->unk_144, MTXF_APPLY);
+                             player->trueZpos + player->zPath, MTXF_APPLY);
             if (gVersusMode) {
                 for (i = 0; i < gCamCount; i++) {
                     if (gVsLockOnTimers[player->num][i] != 0) {
-                        Matrix_MultVec3f(gGfxMatrix, &sp50, &D_display_80161578[i]);
+                        Matrix_MultVec3f(gGfxMatrix, &sp50, &gLockOnTargetViewPos[i]);
                         if ((i == gPlayerNum) &&
-                            ((D_display_80161578[i].z > 300.0f) || (D_display_80161578[i].z < -8000.0f) ||
-                             (fabsf(D_display_80161578[i].x) > (fabsf(D_display_80161578[i].z * 0.5f) + 100.0f)) ||
-                             (fabsf(D_display_80161578[i].y)) > (fabsf(D_display_80161578[i].z * 0.5f) + 100.0f))) {
+                            ((gLockOnTargetViewPos[i].z > 300.0f) || (gLockOnTargetViewPos[i].z < -8000.0f) ||
+                             (fabsf(gLockOnTargetViewPos[i].x) > (fabsf(gLockOnTargetViewPos[i].z * 0.5f) + 100.0f)) ||
+                             (fabsf(gLockOnTargetViewPos[i].y)) > (fabsf(gLockOnTargetViewPos[i].z * 0.5f) + 100.0f))) {
 
                             gVsLockOnTimers[player->num][i] = 0;
                         }
@@ -1216,18 +1224,18 @@ void func_display_800564C0(Player* player, s32 arg1) {
                 Matrix_Pop(&gGfxMatrix);
                 return;
             }
-            Matrix_RotateX(gGfxMatrix, (player->unk_0E4 + player->unk_134) * M_DTOR, MTXF_APPLY);
-            Matrix_RotateZ(gGfxMatrix, (player->unk_0EC + player->unk_0F0 + player->unk_134) * M_DTOR, MTXF_APPLY);
-            Matrix_RotateY(gGfxMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateX(gGfxMatrix, (player->rot.x + player->damageShake) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateZ(gGfxMatrix, (player->rot.z + player->rockAngle + player->damageShake) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateY(gGfxMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
             if (gVersusMode) {
                 Matrix_RotateX(gGfxMatrix, player->unk_000 * M_DTOR, MTXF_APPLY);
             }
-            Matrix_RotateZ(gGfxMatrix, (-player->unk_12C - player->unk_130) * M_DTOR, MTXF_APPLY);
-            Matrix_Translate(gGfxMatrix, player->unk_084, player->unk_080 - 30.0f, 0.0f, MTXF_APPLY);
+            Matrix_RotateZ(gGfxMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
+            Matrix_Translate(gGfxMatrix, player->xShake, player->yBob - 30.0f, 0.0f, MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
         } else if (player->form == FORM_ON_FOOT) {
             Matrix_Push(&gGfxMatrix);
-            Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->unk_138 + player->unk_144, MTXF_APPLY);
+            Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->trueZpos + player->zPath, MTXF_APPLY);
             if (!func_display_800563B4(player->num, arg1)) {
                 Matrix_Pop(&gGfxMatrix);
                 Matrix_Pop(&gGfxMatrix);
@@ -1235,22 +1243,24 @@ void func_display_800564C0(Player* player, s32 arg1) {
             }
             Matrix_Pop(&gGfxMatrix);
             Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y + gCameraShakeY,
-                             player->unk_138 + player->unk_144, MTXF_NEW);
-            Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134 + 180.0f) * M_DTOR,
+                             player->trueZpos + player->zPath, MTXF_NEW);
+            Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR,
                            MTXF_APPLY);
-            Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_134) * M_DTOR), MTXF_APPLY);
-            Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR), MTXF_APPLY);
-            Matrix_Translate(gCalcMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+            Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->damageShake) * M_DTOR),
+                           MTXF_APPLY);
+            Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
+                           MTXF_APPLY);
+            Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
         } else {
-            Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->unk_138 + player->unk_144, MTXF_APPLY);
+            Matrix_Translate(gGfxMatrix, player->pos.x, player->pos.y, player->trueZpos + player->zPath, MTXF_APPLY);
             if (gVersusMode) {
                 for (i = 0; i < gCamCount; i++) {
                     if (gVsLockOnTimers[player->num][i] != 0) {
-                        Matrix_MultVec3f(gGfxMatrix, &sp50, &D_display_80161578[i]);
+                        Matrix_MultVec3f(gGfxMatrix, &sp50, &gLockOnTargetViewPos[i]);
                         if ((i == gPlayerNum) &&
-                            ((D_display_80161578[i].z > 300.0f) || (D_display_80161578[i].z < -8000.0f) ||
-                             (fabsf(D_display_80161578[i].x) > (fabsf(D_display_80161578[i].z * 0.5f) + 100.0f)) ||
-                             (fabsf(D_display_80161578[i].y) > (fabsf(D_display_80161578[i].z * 0.5f) + 100.0f)))) {
+                            ((gLockOnTargetViewPos[i].z > 300.0f) || (gLockOnTargetViewPos[i].z < -8000.0f) ||
+                             (fabsf(gLockOnTargetViewPos[i].x) > (fabsf(gLockOnTargetViewPos[i].z * 0.5f) + 100.0f)) ||
+                             (fabsf(gLockOnTargetViewPos[i].y) > (fabsf(gLockOnTargetViewPos[i].z * 0.5f) + 100.0f)))) {
 
                             gVsLockOnTimers[player->num][i] = 0;
                         }
@@ -1261,13 +1271,15 @@ void func_display_800564C0(Player* player, s32 arg1) {
                 Matrix_Pop(&gGfxMatrix);
                 return;
             }
-            Matrix_RotateY(gGfxMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134 + 180.0f) * M_DTOR,
+            Matrix_RotateY(gGfxMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR,
                            MTXF_APPLY);
-            Matrix_RotateX(gGfxMatrix,
-                           -((player->unk_120 + player->unk_0E4 + player->unk_4D8 + player->unk_134) * M_DTOR),
+            Matrix_RotateX(
+                gGfxMatrix,
+                -((player->xRot_120 + player->rot.x + player->aerobaticPitch + player->damageShake) * M_DTOR),
+                MTXF_APPLY);
+            Matrix_RotateZ(gGfxMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
                            MTXF_APPLY);
-            Matrix_RotateZ(gGfxMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR), MTXF_APPLY);
-            Matrix_Translate(gGfxMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+            Matrix_Translate(gGfxMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
         }
         switch (player->unk_200) {
@@ -1293,7 +1305,7 @@ void func_display_800564C0(Player* player, s32 arg1) {
                 break;
         }
         if (arg1 != 0) {
-            func_edisplay_800596C0();
+            Object_ApplyWaterDistortion();
         } else {
             Matrix_Copy(&D_display_80161418[player->num], gGfxMatrix);
         }
@@ -1322,41 +1334,45 @@ void func_display_80056E2C(Player* player) {
     if ((player->unk_234 != 0) && (player->unk_240 == 0)) {
         sp34 = D_display_800CA334[gGameFrameCount % 8U];
         sp30 = D_display_800CA334[(gGameFrameCount + 4) % 8U];
-        if (player->unk_1D4 != 0) {
+        if (player->grounded) {
             sp34 = sp30 = 0.0f;
         }
         Matrix_Push(&gGfxMatrix);
         if (gLevelMode == LEVELMODE_ALL_RANGE) {
             if (player->form == FORM_ON_FOOT) {
-                Matrix_Translate(gGfxMatrix, player->unk_064, player->unk_068 + 2.0f, player->unk_06C, MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, player->groundPos.x, player->groundPos.y + 2.0f, player->groundPos.z,
+                                 MTXF_APPLY);
             } else {
-                Matrix_Translate(gGfxMatrix, player->unk_064, player->unk_068 + 2.0f, player->unk_06C, MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, player->groundPos.x, player->groundPos.y + 2.0f, player->groundPos.z,
+                                 MTXF_APPLY);
             }
         } else {
-            Matrix_Translate(gGfxMatrix, player->unk_064, player->unk_068 + 2.0f, player->unk_06C + player->unk_144,
-                             MTXF_APPLY);
+            Matrix_Translate(gGfxMatrix, player->groundPos.x, player->groundPos.y + 2.0f,
+                             player->groundPos.z + player->zPath, MTXF_APPLY);
         }
-        Matrix_RotateY(gGfxMatrix, player->unk_070, MTXF_APPLY);
+        Matrix_RotateY(gGfxMatrix, player->groundRotY, MTXF_APPLY);
         Matrix_RotateX(gGfxMatrix, player->unk_248, MTXF_APPLY);
         Matrix_RotateZ(gGfxMatrix, player->unk_24C, MTXF_APPLY);
         Matrix_Scale(gGfxMatrix, 0.8f + sp34, 0.0f, 0.8f + sp30, MTXF_APPLY);
         if ((player->form == FORM_ARWING) || (player->form == FORM_BLUE_MARINE) || (player->form == FORM_ON_FOOT)) {
-            sp2C = player->unk_0F8 + player->unk_0F0 + player->unk_134;
+            sp2C = player->bankAngle + player->rockAngle + player->damageShake;
             if (((sp2C > 70.0f) && (sp2C < 110.0f)) || ((sp2C < -70.0f) && (sp2C > -110.0f))) {
                 sp2C = 70.0f;
             }
-            Matrix_RotateY(gGfxMatrix, -player->unk_070, MTXF_APPLY);
-            Matrix_RotateY(gGfxMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134) * M_DTOR, MTXF_APPLY);
-            Matrix_RotateX(gGfxMatrix,
-                           -((player->unk_120 + player->unk_0E4 + player->unk_4D8 + player->unk_134) * M_DTOR),
-                           MTXF_APPLY);
+            Matrix_RotateY(gGfxMatrix, -player->groundRotY, MTXF_APPLY);
+            Matrix_RotateY(gGfxMatrix, (player->yRot_114 + player->rot.y + player->damageShake) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateX(
+                gGfxMatrix,
+                -((player->xRot_120 + player->rot.x + player->aerobaticPitch + player->damageShake) * M_DTOR),
+                MTXF_APPLY);
             Matrix_RotateZ(gGfxMatrix, M_DTOR * sp2C, MTXF_APPLY);
         } else {
-            Matrix_RotateY(gGfxMatrix, player->unk_114 * M_DTOR, MTXF_APPLY);
-            Matrix_RotateX(gGfxMatrix, (player->unk_0E4 + player->unk_4D8 + player->unk_134) * M_DTOR, MTXF_APPLY);
-            Matrix_RotateZ(gGfxMatrix, (player->unk_0EC + player->unk_0F0 + player->unk_134) * M_DTOR, MTXF_APPLY);
-            Matrix_RotateY(gGfxMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-            Matrix_RotateZ(gGfxMatrix, (-player->unk_12C - player->unk_130) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateY(gGfxMatrix, player->yRot_114 * M_DTOR, MTXF_APPLY);
+            Matrix_RotateX(gGfxMatrix, (player->rot.x + player->aerobaticPitch + player->damageShake) * M_DTOR,
+                           MTXF_APPLY);
+            Matrix_RotateZ(gGfxMatrix, (player->rot.z + player->rockAngle + player->damageShake) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+            Matrix_RotateZ(gGfxMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
         }
         func_display_80054300(player);
         Matrix_Pop(&gGfxMatrix);
@@ -1407,8 +1423,8 @@ void func_display_80057504(void) {
     f32 var_fs0;
 
     for (i = 0; i < gCamCount; i++) {
-        if (D_display_80161578[i].z < 0.0f) {
-            var_fs0 = (VEC3F_MAG(&D_display_80161578[i]));
+        if (gLockOnTargetViewPos[i].z < 0.0f) {
+            var_fs0 = (VEC3F_MAG(&gLockOnTargetViewPos[i]));
             if (var_fs0 < 20000.0f) {
                 var_fs0 *= 0.0015f;
                 if (var_fs0 > 100.0f) {
@@ -1418,8 +1434,8 @@ void func_display_80057504(void) {
                     var_fs0 = 1.2f;
                 }
                 Matrix_Push(&gGfxMatrix);
-                Matrix_Translate(gGfxMatrix, D_display_80161578[i].x, D_display_80161578[i].y, D_display_80161578[i].z,
-                                 MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, gLockOnTargetViewPos[i].x, gLockOnTargetViewPos[i].y,
+                                 gLockOnTargetViewPos[i].z, MTXF_APPLY);
                 if ((gPlayState != PLAY_PAUSE) && (i == gPlayerNum)) {
                     Math_SmoothStepToF(&D_display_801615A8[i], 0.0f, 0.5f, 20.0f, 0);
                     Math_SmoothStepToF(&D_display_801615B8[i], 1.0, 0.5f, 0.2f, 0);
@@ -1438,8 +1454,8 @@ void func_display_80057504(void) {
     }
     for (j = 0; j < gCamCount; j++) {
 
-        D_display_80161578[j].x = D_display_80161578[j].y = 0.f;
-        D_display_80161578[j].z = 100.0f;
+        gLockOnTargetViewPos[j].x = gLockOnTargetViewPos[j].y = 0.f;
+        gLockOnTargetViewPos[j].z = 100.0f;
     }
 }
 
@@ -1449,7 +1465,7 @@ void func_display_80057814(Player* player) {
 
     sp20.x = player->pos.x;
     sp20.y = player->pos.y;
-    sp20.z = player->unk_138;
+    sp20.z = player->trueZpos;
     sp2C.x = player->sfxSource[0];
     sp2C.y = player->sfxSource[1];
     sp2C.z = player->sfxSource[2];
@@ -1460,7 +1476,7 @@ void func_display_80057814(Player* player) {
     player->sfx.srcVel = player->sfxVel;
     player->sfx.srcPos = player->sfxSource;
     player->sfx.yVel = player->vel.y;
-    player->sfx.zRot = player->unk_0F8;
+    player->sfx.zRot = player->bankAngle;
 }
 
 void func_display_800578C4(Player* player) {
@@ -1483,14 +1499,14 @@ void func_display_800578C4(Player* player) {
         case 1:
         case 2:
         case 3:
-            sp38 = Math_RadToDeg(player->camPitch) + player->unk_0E4;
+            sp38 = Math_RadToDeg(player->camPitch) + player->rot.x;
             if (sp38 > 360.0f) {
                 sp38 -= 360.0f;
             }
             if (sp38 < 0.0f) {
                 sp38 += 360.0f;
             }
-            sp3C = (Math_RadToDeg(player->camYaw) + 180.0f) - player->unk_0E8;
+            sp3C = (Math_RadToDeg(player->camYaw) + 180.0f) - player->rot.y;
             if (sp3C > 360.0f) {
                 sp3C -= 360.0f;
             }
@@ -1504,15 +1520,15 @@ void func_display_800578C4(Player* player) {
             Math_SmoothStepToF(&D_display_800CA384, gControllerPress->stick_x * 3.0f, 0.1f, 5.0f, 0.0f);
             Math_SmoothStepToF(&D_display_800CA388, D_display_800CA38C[D_display_800CA220], 0.1f, 10.0f, 0.0f);
             sp4C.z = D_display_800CA388;
-            Matrix_RotateX(gCalcMatrix, (player->unk_0E8 + D_display_800CA380) * M_DTOR, MTXF_NEW);
-            Matrix_RotateY(gCalcMatrix, (player->unk_0E4 + D_display_800CA384) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateX(gCalcMatrix, (player->rot.y + D_display_800CA380) * M_DTOR, MTXF_NEW);
+            Matrix_RotateY(gCalcMatrix, (player->rot.x + D_display_800CA384) * M_DTOR, MTXF_APPLY);
             Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40);
             gPlayerCamEye.x = player->pos.x + sp40.x;
             gPlayerCamEye.y = player->pos.y + sp40.y + 20.0f;
-            gPlayerCamEye.z = player->unk_138 + sp40.z;
+            gPlayerCamEye.z = player->trueZpos + sp40.z;
             gPlayerCamAt.x = (SIN_DEG(gGameFrameCount * 3.0f) * 3.0f) + player->pos.x;
             gPlayerCamAt.y = (COS_DEG(gGameFrameCount * 4.0f) * 3.0f) + player->pos.y;
-            gPlayerCamAt.z = (SIN_DEG(gGameFrameCount * 3.5f) * 3.0f) + player->unk_138;
+            gPlayerCamAt.z = (SIN_DEG(gGameFrameCount * 3.5f) * 3.0f) + player->trueZpos;
             break;
     }
 }
@@ -1546,24 +1562,24 @@ void Play_Draw(void) {
     Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, gLight1R, gLight1G, gLight1B, gAmbientR, gAmbientG,
                        gAmbientB);
     if (gLevelMode == LEVELMODE_ON_RAILS) {
-        Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_NEW);
-        Matrix_RotateX(gCalcMatrix, player->unk_120 * M_DTOR, MTXF_APPLY);
+        Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
+        Matrix_RotateX(gCalcMatrix, player->xRot_120 * M_DTOR, MTXF_APPLY);
 
         tempVec.x = player->cam.eye.x - player->pos.x;
         tempVec.y = player->cam.eye.y - player->pos.y;
-        tempVec.z = player->cam.eye.z - (player->unk_138 + player->unk_144);
+        tempVec.z = player->cam.eye.z - (player->trueZpos + player->zPath);
         Matrix_MultVec3f(gCalcMatrix, &tempVec, &gPlayerCamEye);
         gPlayerCamEye.x += player->pos.x;
         gPlayerCamEye.y += player->pos.y;
-        gPlayerCamEye.z += player->unk_138 + player->unk_144;
+        gPlayerCamEye.z += player->trueZpos + player->zPath;
 
         tempVec.x = player->cam.at.x - player->pos.x;
         tempVec.y = player->cam.at.y - player->pos.y;
-        tempVec.z = player->cam.at.z - (player->unk_138 + player->unk_144);
+        tempVec.z = player->cam.at.z - (player->trueZpos + player->zPath);
         Matrix_MultVec3f(gCalcMatrix, &tempVec, &gPlayerCamAt);
         gPlayerCamAt.x += player->pos.x;
         gPlayerCamAt.y += player->pos.y;
-        gPlayerCamAt.z += player->unk_138 + player->unk_144;
+        gPlayerCamAt.z += player->trueZpos + player->zPath;
 
         if (player->cockpitView && (player->boostSpeed > 5.0f)) {
             gPlayerCamAt.x += SIN_DEG(gGameFrameCount * 150.0f) * player->boostSpeed * 0.2f;
@@ -1605,8 +1621,8 @@ void Play_Draw(void) {
             Matrix_Push(&gGfxMatrix);
             Matrix_Translate(gGfxMatrix, 0.0f, gCameraShakeY, 0.0f, MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
-            Ground_801B58AC(&gMasterDisp, D_ctx_80177CC8);
-            D_ctx_80177CC8 = 0.0f;
+            Ground_801B58AC(&gMasterDisp, gPathGroundScroll);
+            gPathGroundScroll = 0.0f;
             Matrix_Pop(&gGfxMatrix);
         } else if (gGroundSurface != SURFACE_WATER) {
             D_bg_8015F964 = false;
@@ -1618,7 +1634,7 @@ void Play_Draw(void) {
     for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) {
         opponentPos.x = opponent->pos.x;
         opponentPos.y = opponent->pos.y;
-        opponentPos.z = opponent->unk_138;
+        opponentPos.z = opponent->trueZpos;
         Display_SetSecondLight(&opponentPos);
         func_display_800564C0(opponent, 0);
         func_display_80057814(opponent);
@@ -1631,7 +1647,7 @@ void Play_Draw(void) {
         for (i = 0, opponent = gPlayer; i < gCamCount; i++, opponent++) {
             opponentPos.x = opponent->pos.x;
             opponentPos.y = opponent->pos.y;
-            opponentPos.z = opponent->unk_138;
+            opponentPos.z = opponent->trueZpos;
             func_display_800564C0(opponent, 1);
         }
         Matrix_Pop(&gGfxMatrix);
diff --git a/src/engine/fox_edata_info.c b/src/engine/fox_edata_info.c
index 0b3c7522..19a34307 100644
--- a/src/engine/fox_edata_info.c
+++ b/src/engine/fox_edata_info.c
@@ -122,20 +122,20 @@ ObjectInfo D_edata_800CC124[0x190] = {
   /* OBJ_SCENERY_26,  */  {(void*)     D_CO_6010A50, 0, (ObjectFunc)          NULL,        D_CO_603EA74,  2500.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_27,  */  {(void*)     D_CO_60143E0, 0, (ObjectFunc)          NULL,        D_CO_603EAE0,  2500.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_28,  */  {(void*)     D_CO_6014A20, 0, (ObjectFunc)          NULL,        D_CO_603EB0C,  2500.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_29,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_60064FC,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_30,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_6006518,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_31,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_6006564,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_32,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_60065B0,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_33,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_60065FC,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_34,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_6006648,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_35,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_6006694,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_36,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,    D_TI_60066E0,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_37,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_600672C,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_38,  */  {(void*) func_edisplay_80059B20, 1, (ObjectFunc) func_enmy_800652CC,        D_TI_6006778,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_39,  */  {(void*) Obj39_Draw, 1, (ObjectFunc) Obj39_Update,       gNoHitbox,  6000.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_SKULL,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_60064FC,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_0,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_6006518,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_1,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_6006564,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_2,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_60065B0,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_3,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_60065FC,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_4,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_6006648,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_5,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_6006694,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_6,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_60066E0,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_7,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_600672C,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_TI_RIB_8,  */  {(void*) Scenery_DrawTitaniaBones, 1, (ObjectFunc) Scenery_UpdateTitaniaBones,        D_TI_6006778,   100.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_ME_TUNNEL,  */  {(void*) MeteoTunnel_Draw, 1, (ObjectFunc) MeteoTunnel_Update,       gNoHitbox,  6000.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_40,  */  {(void*) func_edisplay_80059F68, 1, (ObjectFunc) func_enmy_80066D5C,        D_CO_603E4A4,  1000.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_41,  */  {(void*) func_edisplay_80059FDC, 1, (ObjectFunc) func_enmy_80066EA8,        D_CO_603E4DC,   300.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_42,  */  {(void*) Obj42_Draw, 1, (ObjectFunc) Obj42_Update,        D_CO_603E514,  1000.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_42,  */  {(void*) Scenery42_Draw, 1, (ObjectFunc) Scenery42_Update,        D_CO_603E514,  1000.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_43,  */  {(void*)     D_ZO_6024AC0, 0, (ObjectFunc)          NULL,        D_ZO_602B9EC,   200.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_44,  */  {(void*)     D_ZO_600F560, 0, (ObjectFunc)          NULL,        D_ZO_602BA20,  1500.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_45,  */  {(void*)     D_ZO_600EC90, 0, (ObjectFunc)          NULL,        D_ZO_602BAE4,  1500.0f,  0, 0, 40, 0,   0.0f,  0 },
@@ -147,7 +147,7 @@ ObjectInfo D_edata_800CC124[0x190] = {
   /* OBJ_SCENERY_51,  */  {(void*)     D_VE1_6006F50, 0, (ObjectFunc)          NULL,        D_VE1_601B584,  2500.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_52,  */  {(void*)     D_VE1_6005780, 0, (ObjectFunc) Venom1_80193540,        D_VE1_601B5F4,  2500.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_53,  */  {(void*)     D_VE1_6003610, 0, (ObjectFunc)          NULL,        D_VE1_601B644,  2500.0f,  0, 0, 40, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_54,  */  {(void*)     D_CO_6000E00, 0, (ObjectFunc) Obj54_Update,        D_CO_603E0EC,  1000.0f,  0, 0, 40, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_54,  */  {(void*)     D_CO_6000E00, 0, (ObjectFunc) Scenery54_Update,        D_CO_603E0EC,  1000.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_55,  */  {(void*)     D_CO_6013B50, 0, (ObjectFunc)          NULL,        D_CO_603E88C,  1000.0f,  0, 0, 41, 0,   0.0f,  0 },
   /* OBJ_SCENERY_56,  */  {(void*) Corneria_8018F31C, 2, (ObjectFunc) Corneria_8018F044,        D_CO_603E8A8,  1000.0f,  0, 0, 39, 0,   0.0f,  0 },
   /* OBJ_SCENERY_57,  */  {(void*) Titania_8018F8B8, 1, (ObjectFunc) Titania_8018F4D8,        D_TI_6006BF0,   800.0f,  0, 0, 40, 0,   0.0f,  0 },
@@ -204,7 +204,7 @@ ObjectInfo D_edata_800CC124[0x190] = {
   /* OBJ_SCENERY_108  */  {(void*)     D_SY_60102C0, 0, (ObjectFunc)          NULL,        D_SY_6034588,  4000.0f,  0, 0, 41, 0,   0.0f,  0 },
   /* OBJ_SCENERY_109  */  {(void*)     D_SY_60036A0, 0, (ObjectFunc) SectorY_801A4E44,        D_SY_6034664,  4000.0f,  0, 0, 41, 0,   0.0f,  0 },
   /* OBJ_SCENERY_110  */  {(void*)     D_SY_6005360, 0, (ObjectFunc)          NULL,        D_SY_6034770,  4000.0f,  0, 0, 41, 0,   0.0f,  0 },
-  /* OBJ_SCENERY_111  */  {(void*) Obj111_Draw, 1, (ObjectFunc)          NULL,       gNoHitbox,  2000.0f,  0, 0,  0, 0,   0.0f,  0 },
+  /* OBJ_SCENERY_111  */  {(void*) Scenery111_Draw, 1, (ObjectFunc)          NULL,       gNoHitbox,  2000.0f,  0, 0,  0, 0,   0.0f,  0 },
   /* OBJ_SCENERY_112  */  {(void*)     D_SY_600F6C0, 0, (ObjectFunc) SectorY_801A52B8,        D_SY_60347F0,  4000.0f,  0, 0, 41, 0,   0.0f,  0 },
   /* OBJ_SCENERY_113  */  {(void*)     D_SY_601B610, 0, (ObjectFunc)          NULL,       gNoHitbox,  2000.0f,  0, 0, 40, 0,   0.0f,  0 },
   /* OBJ_SCENERY_114  */  {(void*)     D_SY_601C6A0, 0, (ObjectFunc)          NULL,       gNoHitbox,  2000.0f,  0, 0, 40, 0,   0.0f,  0 },
@@ -288,7 +288,7 @@ ObjectInfo D_edata_800CC124[0x190] = {
   /* OBJ_ACTOR_192 */  {(void*) func_edisplay_8005B9A4, 1, (ObjectFunc) func_enmy_8006654C,        D_CO_603E54C,   200.0f,  0, 1, 39, 0,  50.0f,  1 },
   /* OBJ_ACTOR_193 */  {(void*) func_edisplay_8005BA30, 1, (ObjectFunc) func_enmy_800669A0,        D_CO_603E598,   100.0f,  0, 1, 39, 0,   0.0f,  0 },
   /* OBJ_ACTOR_194 */  {(void*) Actor194_Draw, 1, (ObjectFunc) Actor194_Update,       gActor194Hitbox,   200.0f,  0, 1, 39, 0,   0.0f,  1 },
-  /* OBJ_ACTOR_195 */  {(void*) Actor195_Draw, 1, (ObjectFunc) Actor195_Update,       gNoHitbox, 20000.0f,  0, 1, 39, 0,   0.0f,  0 },
+  /* OBJ_ACTOR_CUTSCENE */  {(void*) ActorCutscene_Draw, 1, (ObjectFunc) ActorCutscene_Update,       gNoHitbox, 20000.0f,  0, 1, 39, 0,   0.0f,  0 },
   /* OBJ_ACTOR_196 */  {(void*) Actor196_Draw, 1, (ObjectFunc) Actor196_Update,        D_CO_603E5B4,   200.0f,  0, 1, 39, 0,   1.0f,  1 },
   /* OBJ_ACTOR_ALLRANGE */  {(void*) ActorAllRange_Draw, 1, (ObjectFunc) ActorAllRange_Update,       gActorAllRangeHItbox, 20000.0f,  0, 1, 39, 1,   1.0f,  1 },
   /* OBJ_ACTOR_TEAM_BOSS */  {(void*) ActorAllRange_Draw, 1, (ObjectFunc) ActorTeamBoss_Update,       gTeamHitbox, 20000.0f,  0, 0, 39, 1,   0.0f,  0 },
diff --git a/src/engine/fox_edisplay.c b/src/engine/fox_edisplay.c
index c92174f1..52da7fef 100644
--- a/src/engine/fox_edisplay.c
+++ b/src/engine/fox_edisplay.c
@@ -23,14 +23,14 @@
 #include "assets/ast_zoness.h"
 
 Vec3f D_edisplay_801615D0;
-Vec3f D_edisplay_801615E0;
-s32 D_edisplay_801615EC;
+Vec3f sViewPos;
+s32 sDrewActor;
 Matrix D_edisplay_801615F0;
 WingInfo D_edisplay_80161630;
 
 char D_edisplay_800CF970[] = "$Id: fox_edisplay.c,v 1.196 1997/05/08 08:31:50 morita Exp $";
 
-void func_edisplay_800596C0(void) {
+void Object_ApplyWaterDistortion(void) {
     Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 13.0f * M_DTOR, MTXF_APPLY);
     Matrix_Scale(gGfxMatrix, 1.02f, 0.98f, 1.0f, MTXF_APPLY);
     Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 13.0f * M_DTOR, MTXF_APPLY);
@@ -38,7 +38,7 @@ void func_edisplay_800596C0(void) {
     Matrix_SetGfxMtx(&gMasterDisp);
 }
 
-void func_edisplay_800597C0(s32 arg0) {
+void Object_SetCullDirection(s32 arg0) {
     if (arg0 < 0) {
         gSPSetGeometryMode(gMasterDisp++, G_CULL_FRONT);
         gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
@@ -56,7 +56,7 @@ void Sprite168_Draw(Sprite168* this) {
     RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
 }
 
-void func_edisplay_800598DC(s32 arg0) {
+void Object_dummy_800598DC(s32 arg0) {
 }
 
 void Actor201_Draw(Actor201* this) {
@@ -65,7 +65,7 @@ void Actor201_Draw(Actor201* this) {
     RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
 }
 
-void func_edisplay_800599A4(s32 limbIndex, Vec3f* rot, void* index) {
+void Actor202_PostLimbDraw(s32 limbIndex, Vec3f* rot, void* index) {
     Vec3f sp24;
     Vec3f sp18;
 
@@ -95,18 +95,18 @@ void Actor202_Draw(Actor202* this) {
     Matrix_Translate(gGfxMatrix, 0.f, -temp, 0.0f, MTXF_APPLY);
     Matrix_SetGfxMtx(&gMasterDisp);
     Animation_GetFrameData(&D_ME_601E8C4, this->unk_0B6, sp30);
-    Animation_DrawSkeleton(1, D_ME_601E9D0, sp30, NULL, func_edisplay_800599A4, &this->index, &gIdentityMatrix);
+    Animation_DrawSkeleton(1, D_ME_601E9D0, sp30, NULL, Actor202_PostLimbDraw, &this->index, &gIdentityMatrix);
 }
 
-void Obj39_Draw(Scenery_39* this) {
+void MeteoTunnel_Draw(Scenery_39* this) {
     gSPDisplayList(gMasterDisp++, D_ME_601AE40);
 }
 
-void func_edisplay_80059B20(Scenery* scenery) {
-    if (scenery->obj.id == OBJ_SCENERY_29) {
+void Scenery_DrawTitaniaBones(Scenery* scenery) {
+    if (scenery->obj.id == OBJ_SCENERY_TI_SKULL) {
         gSPDisplayList(gMasterDisp++, D_TI1_7007350);
     } else {
-        Graphics_SetScaleMtx(D_edisplay_800CF9B0[scenery->obj.id + 2]);
+        Graphics_SetScaleMtx(D_edisplay_800CFA2C[scenery->obj.id - 29]);
         gSPDisplayList(gMasterDisp++, D_TI1_700BB10);
     }
 }
@@ -114,7 +114,7 @@ void func_edisplay_80059B20(Scenery* scenery) {
 void func_edisplay_80059BB0(void* arg0) {
 }
 
-void Obj42_Draw(Scenery_42* this) {
+void Scenery42_Draw(Scenery_42* this) {
     gSPDisplayList(gMasterDisp++, D_CO_6023AC0);
 }
 
@@ -515,10 +515,10 @@ void func_edisplay_8005B388(Actor* actor) {
          (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY) || (gCurrentLevel == LEVEL_VENOM_ANDROSS) ||
          (gCurrentLevel == LEVEL_VENOM_2) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE)) &&
         (gCurrentLevel != LEVEL_MACBETH) && (gCurrentLevel != LEVEL_TITANIA)) {
-        if (actor->obj.id == OBJ_ACTOR_195) {
+        if (actor->obj.id == OBJ_ACTOR_CUTSCENE) {
             if (((gCurrentLevel == LEVEL_VENOM_2) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) &&
                  (actor->index == 10)) ||
-                ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) && (gPlayer[0].unk_1D0 >= 100) &&
+                ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) && (gPlayer[0].csState >= 100) &&
                  (gCurrentLevel == LEVEL_KATINA) && (actor->index == 1)) ||
                 ((gCurrentLevel == LEVEL_SECTOR_Y) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY) &&
                  (actor->state == 5))) {
@@ -634,7 +634,7 @@ void func_edisplay_8005BAB4(ObjectId objId, s32 index) {
             }
             RCP_SetupDL(&gMasterDisp, 0x40);
             break;
-        case OBJ_ACTOR_195:
+        case OBJ_ACTOR_CUTSCENE:
         case OBJ_ACTOR_TEAM_BOSS:
         case OBJ_ACTOR_EVENT:
             switch (gActors[index].unk_0B4) {
@@ -782,7 +782,7 @@ void ItemCheckpoint_Draw(ItemCheckpoint* this) {
     for (i = 0; i < 8; i++) {
         Matrix_Push(&gGfxMatrix);
         Matrix_RotateZ(gGfxMatrix, i * 45.0f * M_DTOR, MTXF_APPLY);
-        Matrix_Translate(gGfxMatrix, 2.0f * this->scale, 0.0f, 0.0f, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, 2.0f * this->width, 0.0f, 0.0f, MTXF_APPLY);
         Matrix_RotateZ(gGfxMatrix, (gGameFrameCount + (i * 110.0f)) * M_DTOR * 7.2f * this->unk_54, MTXF_APPLY);
         Graphics_SetScaleMtx(2.0f * this->unk_50);
         gSPDisplayList(gMasterDisp++, D_101CAE0);
@@ -795,7 +795,7 @@ void ItemSilverRing_Draw(ItemSilverRing* this) {
     RCP_SetupDL(&gMasterDisp, 0x1D);
     gSPTexture(gMasterDisp++, 3000, 0, 0, G_TX_RENDERTILE, G_ON);
     gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
-    Graphics_SetScaleMtx(this->scale);
+    Graphics_SetScaleMtx(this->width);
     gSPDisplayList(gMasterDisp++, D_101A570);
     gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
 }
@@ -804,7 +804,7 @@ void ItemSilverStar_Draw(ItemSilverStar* this) {
     RCP_SetupDL(&gMasterDisp, 0x1D);
     gSPTexture(gMasterDisp++, 3000, 0, 0, G_TX_RENDERTILE, G_ON);
     gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
-    Graphics_SetScaleMtx(this->scale);
+    Graphics_SetScaleMtx(this->width);
     gSPDisplayList(gMasterDisp++, D_1019CA0);
     gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
 }
@@ -813,17 +813,17 @@ void ItemGoldRing_Draw(ItemGoldRing* this) {
     RCP_SetupDL(&gMasterDisp, 0x1D);
     gSPTexture(gMasterDisp++, 1900, 1700, 0, G_TX_RENDERTILE, G_ON);
     gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
-    Graphics_SetScaleMtx(this->scale);
+    Graphics_SetScaleMtx(this->width);
     gSPDisplayList(gMasterDisp++, D_1016870);
     gSPClearGeometryMode(gMasterDisp++, G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR);
 }
 
 void ItemBomb_Draw(ItemBomb* this) {
     if (gCurrentLevel == LEVEL_AQUAS) {
-        Graphics_SetScaleMtx(this->scale);
+        Graphics_SetScaleMtx(this->width);
         gSPDisplayList(gMasterDisp++, D_blue_marine_3005980);
     } else {
-        Graphics_SetScaleMtx(this->scale * 0.1f);
+        Graphics_SetScaleMtx(this->width * 0.1f);
         RCP_SetupDL(&gMasterDisp, 0x1D);
         gSPTexture(gMasterDisp++, 2000, 2000, 0, G_TX_RENDERTILE, G_ON);
         gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN);
@@ -836,7 +836,7 @@ void ItemBomb_Draw(ItemBomb* this) {
 }
 
 void ItemLasers_Draw(ItemLasers* this) {
-    Graphics_SetScaleMtx(this->scale * 0.1f);
+    Graphics_SetScaleMtx(this->width * 0.1f);
     RCP_SetupDL(&gMasterDisp, 0x1D);
     gSPTexture(gMasterDisp++, 2000, 2000, 0, G_TX_RENDERTILE, G_ON);
     gSPSetGeometryMode(gMasterDisp++, G_TEXTURE_GEN);
@@ -851,7 +851,7 @@ void ItemMeteoWarp_Draw(ItemMeteoWarp* this) {
     s32 i;
 
     this->obj.rot.y = (Math_Atan2F(gPlayer[gPlayerNum].cam.eye.x - this->obj.pos.x,
-                                   gPlayer[gPlayerNum].cam.eye.z - (this->obj.pos.z + D_ctx_80177D20)) *
+                                   gPlayer[gPlayerNum].cam.eye.z - (this->obj.pos.z + gPathProgress)) *
                        180.0f) /
                       M_PI;
     if (this->state != 0) {
@@ -864,7 +864,7 @@ void ItemMeteoWarp_Draw(ItemMeteoWarp* this) {
     for (i = 0; i < 7; i++) {
         Matrix_Push(&gGfxMatrix);
         Matrix_RotateZ(gGfxMatrix, (i * 360.0f / 7.0f) * M_DTOR, MTXF_APPLY);
-        Matrix_Translate(gGfxMatrix, 0.0f, this->scale, 0.0f, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, 0.0f, this->width, 0.0f, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
         gSPDisplayList(gMasterDisp++, D_102FE80);
         Matrix_Pop(&gGfxMatrix);
@@ -874,7 +874,7 @@ void ItemMeteoWarp_Draw(ItemMeteoWarp* this) {
 
 void func_edisplay_8005D008(Object* obj, s32 drawType) {
     if (drawType == 2) {
-        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, gPathProgress, MTXF_APPLY);
         Matrix_Translate(gCalcMatrix, obj->pos.x, obj->pos.y, obj->pos.z, MTXF_NEW);
         Matrix_Push(&gGfxMatrix);
         Matrix_Mult(gGfxMatrix, gCalcMatrix, MTXF_APPLY);
@@ -884,7 +884,7 @@ void func_edisplay_8005D008(Object* obj, s32 drawType) {
         Matrix_RotateX(gCalcMatrix, obj->rot.x * M_DTOR, MTXF_APPLY);
         Matrix_RotateZ(gCalcMatrix, obj->rot.z * M_DTOR, MTXF_APPLY);
     } else {
-        Matrix_Translate(gGfxMatrix, obj->pos.x, obj->pos.y, obj->pos.z + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, obj->pos.x, obj->pos.y, obj->pos.z + gPathProgress, MTXF_APPLY);
         Matrix_Copy(&D_edisplay_801615F0, gGfxMatrix);
         Matrix_RotateY(gGfxMatrix, obj->rot.y * M_DTOR, MTXF_APPLY);
         Matrix_RotateX(gGfxMatrix, obj->rot.x * M_DTOR, MTXF_APPLY);
@@ -895,7 +895,7 @@ void func_edisplay_8005D008(Object* obj, s32 drawType) {
 
 void func_edisplay_8005D1F0(Object* obj, s32 drawType) {
     if (drawType == 2) {
-        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, gPathProgress, MTXF_APPLY);
         Matrix_Translate(gCalcMatrix, obj->pos.x, obj->pos.y, obj->pos.z, MTXF_NEW);
         Matrix_Push(&gGfxMatrix);
         Matrix_Mult(gGfxMatrix, gCalcMatrix, MTXF_APPLY);
@@ -905,7 +905,7 @@ void func_edisplay_8005D1F0(Object* obj, s32 drawType) {
         Matrix_RotateX(gCalcMatrix, obj->rot.x * M_DTOR, MTXF_APPLY);
         Matrix_RotateZ(gCalcMatrix, obj->rot.z * M_DTOR, MTXF_APPLY);
     } else {
-        Matrix_Translate(gGfxMatrix, obj->pos.x, obj->pos.y, obj->pos.z + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, obj->pos.x, obj->pos.y, obj->pos.z + gPathProgress, MTXF_APPLY);
         Matrix_Copy(&D_edisplay_801615F0, gGfxMatrix);
         Matrix_RotateY(gGfxMatrix, obj->rot.y * M_DTOR, MTXF_APPLY);
         Matrix_RotateX(gGfxMatrix, obj->rot.x * M_DTOR, MTXF_APPLY);
@@ -915,7 +915,7 @@ void func_edisplay_8005D1F0(Object* obj, s32 drawType) {
 
 void func_edisplay_8005D3CC(Object* obj, f32 xRot, f32 yRot, f32 zRot, s32 drawType) {
     if (drawType == 2) {
-        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, gPathProgress, MTXF_APPLY);
         Matrix_Translate(gCalcMatrix, obj->pos.x, obj->pos.y, obj->pos.z, MTXF_NEW);
         Matrix_Push(&gGfxMatrix);
         Matrix_Mult(gGfxMatrix, gCalcMatrix, MTXF_APPLY);
@@ -928,7 +928,7 @@ void func_edisplay_8005D3CC(Object* obj, f32 xRot, f32 yRot, f32 zRot, s32 drawT
         Matrix_RotateX(gCalcMatrix, obj->rot.x * M_DTOR, MTXF_APPLY);
         Matrix_RotateZ(gCalcMatrix, obj->rot.z * M_DTOR, MTXF_APPLY);
     } else {
-        Matrix_Translate(gGfxMatrix, obj->pos.x, obj->pos.y, obj->pos.z + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, obj->pos.x, obj->pos.y, obj->pos.z + gPathProgress, MTXF_APPLY);
         Matrix_Copy(&D_edisplay_801615F0, gGfxMatrix);
         Matrix_RotateY(gGfxMatrix, M_DTOR * yRot, MTXF_APPLY);
         Matrix_RotateX(gGfxMatrix, M_DTOR * xRot, MTXF_APPLY);
@@ -950,7 +950,7 @@ void Scenery_Draw(Scenery* this, s32 arg1) {
             RCP_SetupDL_57(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
             gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
             if (arg1 < 0) {
-                func_edisplay_800596C0();
+                Object_ApplyWaterDistortion();
             }
             gSPDisplayList(gMasterDisp++, this->info.dList);
             RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
@@ -961,9 +961,9 @@ void Scenery_Draw(Scenery* this, s32 arg1) {
                 }
                 RCP_SetupDL_60(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
             }
-            func_edisplay_800597C0(arg1);
+            Object_SetCullDirection(arg1);
             if (arg1 < 0) {
-                func_edisplay_800596C0();
+                Object_ApplyWaterDistortion();
             }
             gSPDisplayList(gMasterDisp++, this->info.dList);
             if (this->obj.id == OBJ_SCENERY_8) {
@@ -971,7 +971,7 @@ void Scenery_Draw(Scenery* this, s32 arg1) {
             }
         }
     } else if (this->info.draw != NULL) {
-        func_edisplay_800597C0(arg1);
+        Object_SetCullDirection(arg1);
         this->info.draw(&this->obj);
     }
 }
@@ -1027,9 +1027,9 @@ void Actor_DrawOnRails(Actor* this) {
                 }
             }
             if ((this->lockOnTimers[TEAM_ID_FOX] != 0) && (gReflectY > 0)) {
-                sp34.y += this->info.unk_1C;
-                Matrix_MultVec3f(gGfxMatrix, &sp34, &D_display_80161578[0]);
-                if (D_display_80161578[0].z > -200.0f) {
+                sp34.y += this->info.targetOffset;
+                Matrix_MultVec3f(gGfxMatrix, &sp34, &gLockOnTargetViewPos[TEAM_ID_FOX]);
+                if (gLockOnTargetViewPos[TEAM_ID_FOX].z > -200.0f) {
                     this->lockOnTimers[TEAM_ID_FOX] = 0;
                 }
             }
@@ -1038,20 +1038,20 @@ void Actor_DrawOnRails(Actor* this) {
 }
 
 void Actor_DrawAllRange(Actor* this) {
-    s32 var_v1;
+    s32 playerNum;
     Vec3f sp50 = { 0.0f, 0.0f, 0.0f };
     f32 var_fa1;
     f32 var_ft5;
     f32 var_fv0;
     f32 var_fv1;
 
-    D_edisplay_801615EC = 0;
+    sDrewActor = false;
     if (this->info.drawType == 2) {
-        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, gPathProgress, MTXF_APPLY);
         Matrix_Translate(gCalcMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, MTXF_NEW);
         Matrix_Push(&gGfxMatrix);
         Matrix_Mult(gGfxMatrix, gCalcMatrix, MTXF_APPLY);
-        Matrix_MultVec3f(gGfxMatrix, &sp50, &D_edisplay_801615E0);
+        Matrix_MultVec3f(gGfxMatrix, &sp50, &sViewPos);
         Matrix_Pop(&gGfxMatrix);
         var_fv0 = 0.0f;
         var_fv1 = -12000.0f;
@@ -1059,28 +1059,28 @@ void Actor_DrawAllRange(Actor* this) {
             var_fv0 = 1000.0f;
             var_fv1 = -25000.0f;
         }
-        if ((var_fv0 > D_edisplay_801615E0.z) && (D_edisplay_801615E0.z > var_fv1)) {
-            if (fabsf(D_edisplay_801615E0.x) < (fabsf(D_edisplay_801615E0.z * 0.5f) + 500.0f)) {
-                if (fabsf(D_edisplay_801615E0.y) < (fabsf(D_edisplay_801615E0.z * 0.5f) + 500.0f)) {
+        if ((var_fv0 > sViewPos.z) && (sViewPos.z > var_fv1)) {
+            if (fabsf(sViewPos.x) < (fabsf(sViewPos.z * 0.5f) + 500.0f)) {
+                if (fabsf(sViewPos.y) < (fabsf(sViewPos.z * 0.5f) + 500.0f)) {
                     Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_APPLY);
                     Matrix_RotateX(gCalcMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY);
                     Matrix_RotateZ(gCalcMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY);
                     this->info.draw(&this->obj);
-                    D_edisplay_801615EC = 1;
+                    sDrewActor = true;
                     if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (this->obj.id == OBJ_ACTOR_ALLRANGE) &&
                         (this->aiType == AI360_MISSILE)) {
-                        gTeamArrowsViewPos[0] = D_edisplay_801615E0;
+                        gTeamArrowsViewPos[0] = sViewPos;
                     }
                 }
             }
         }
     } else {
         Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, MTXF_APPLY);
-        Matrix_MultVec3f(gGfxMatrix, &sp50, &D_edisplay_801615E0);
+        Matrix_MultVec3f(gGfxMatrix, &sp50, &sViewPos);
         if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) ||
             (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY) ||
             ((this->obj.id == OBJ_ACTOR_ALLRANGE) && (this->aiType >= AI360_GREAT_FOX)) ||
-            ((this->obj.id == OBJ_ACTOR_195) && (this->info.bonus != 0))) {
+            ((this->obj.id == OBJ_ACTOR_CUTSCENE) && (this->info.bonus != 0))) {
             var_ft5 = var_fv0 = 3000.0f;
             var_fv1 = -29000.0f;
             var_fa1 = 0.7f;
@@ -1090,45 +1090,45 @@ void Actor_DrawAllRange(Actor* this) {
             var_fv1 = -20000.0f;
             var_fa1 = 0.5f;
         }
-        if ((var_fv0 > D_edisplay_801615E0.z) && (D_edisplay_801615E0.z > var_fv1)) {
-            if (fabsf(D_edisplay_801615E0.x) < (fabsf(D_edisplay_801615E0.z * var_fa1) + var_ft5)) {
-                if (fabsf(D_edisplay_801615E0.y) < (fabsf(D_edisplay_801615E0.z * var_fa1) + var_ft5)) {
+        if ((var_fv0 > sViewPos.z) && (sViewPos.z > var_fv1)) {
+            if (fabsf(sViewPos.x) < (fabsf(sViewPos.z * var_fa1) + var_ft5)) {
+                if (fabsf(sViewPos.y) < (fabsf(sViewPos.z * var_fa1) + var_ft5)) {
                     if (this->info.draw != NULL) {
                         Matrix_RotateY(gGfxMatrix, this->obj.rot.y * M_DTOR, MTXF_APPLY);
                         Matrix_RotateX(gGfxMatrix, this->obj.rot.x * M_DTOR, MTXF_APPLY);
                         Matrix_RotateZ(gGfxMatrix, this->obj.rot.z * M_DTOR, MTXF_APPLY);
                         Matrix_SetGfxMtx(&gMasterDisp);
                         this->info.draw(&this->obj);
-                        D_edisplay_801615EC = 1;
+                        sDrewActor = true;
                         if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) &&
                             (((this->obj.id == OBJ_ACTOR_ALLRANGE) &&
                               ((this->aiType <= AI360_PEPPY) || (this->aiType == AI360_KATT) ||
                                (this->aiType == AI360_BILL))) ||
                              (this->obj.id == OBJ_ACTOR_TEAM_BOSS))) {
-                            gTeamArrowsViewPos[this->aiType] = D_edisplay_801615E0;
+                            gTeamArrowsViewPos[this->aiType] = sViewPos;
                         }
                     }
                 }
             }
         }
     }
-    if (D_edisplay_801615EC == 0) {
+    if (!sDrewActor) {
         this->lockOnTimers[gPlayerNum] = 0;
         if ((this->obj.id == OBJ_ACTOR_189) || (this->obj.id == OBJ_ACTOR_286)) {
             Object_Kill(&this->obj, this->sfxSource);
         }
     }
-    for (var_v1 = 0; var_v1 < gCamCount; var_v1++) {
-        if (this->lockOnTimers[var_v1] != 0) {
-            D_display_80161578[var_v1] = D_edisplay_801615E0;
-            D_display_80161578[var_v1].y += this->info.unk_1C;
-            if ((var_v1 == gPlayerNum) && (D_display_80161578[var_v1].z > -300.0f)) {
-                this->lockOnTimers[var_v1] = 0;
+    for (playerNum = 0; playerNum < gCamCount; playerNum++) {
+        if (this->lockOnTimers[playerNum] != 0) {
+            gLockOnTargetViewPos[playerNum] = sViewPos;
+            gLockOnTargetViewPos[playerNum].y += this->info.targetOffset;
+            if ((playerNum == gPlayerNum) && (gLockOnTargetViewPos[playerNum].z > -300.0f)) {
+                this->lockOnTimers[playerNum] = 0;
             }
         }
     }
-    func_edisplay_8005F290(this->sfxSource, &D_edisplay_801615E0);
-    this->iwork[24] = D_edisplay_801615EC;
+    func_edisplay_8005F290(this->sfxSource, &sViewPos);
+    this->iwork[24] = sDrewActor;
 }
 
 void Boss_Draw(Boss* this, s32 arg1) {
@@ -1177,7 +1177,7 @@ void Boss_Draw(Boss* this, s32 arg1) {
                         Matrix_SetGfxMtx(&gMasterDisp);
                     }
                     if (arg1 < 0) {
-                        func_edisplay_800596C0();
+                        Object_ApplyWaterDistortion();
                     }
                     this->info.draw(&this->obj);
                 }
@@ -1214,22 +1214,22 @@ void Effect_DrawOnRails(Effect* this, s32 arg1) {
 void Effect_DrawAllRange(Effect* this) {
     Vec3f sp4C = { 0.0f, 0.0f, 0.0f };
     Vec3f sp40;
-    f32 var_fv0;
-    u8 sp3B = 0;
+    f32 minZ;
+    u8 drawn = false;
 
     if (this->info.unk_14 == -1) {
-        Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y + gCameraShakeY, this->obj.pos.z + D_ctx_80177D20,
+        Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y + gCameraShakeY, this->obj.pos.z + gPathProgress,
                          MTXF_APPLY);
     } else {
-        Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + gPathProgress, MTXF_APPLY);
     }
     Matrix_MultVec3f(gGfxMatrix, &sp4C, &sp40);
     if ((gCurrentLevel == LEVEL_SECTOR_Z) || (gCurrentLevel == LEVEL_BOLSE)) {
-        var_fv0 = -20000.0f;
+        minZ = -20000.0f;
     } else {
-        var_fv0 = -10000.0f;
+        minZ = -10000.0f;
     }
-    if ((sp40.z < 0.0f) && (var_fv0 < sp40.z)) {
+    if ((0.0f > sp40.z) && (sp40.z > minZ)) {
         if (fabsf(sp40.x) < (fabsf(sp40.z * 0.5f) + 500.0f)) {
             if (fabsf(sp40.y) < (fabsf(sp40.z * 0.5f) + 500.0f)) {
                 if (this->info.draw != NULL) {
@@ -1239,12 +1239,12 @@ void Effect_DrawAllRange(Effect* this) {
                     Matrix_SetGfxMtx(&gMasterDisp);
                     this->info.draw(&this->obj);
                 }
-                sp3B = 1;
+                drawn = true;
             }
         }
     }
     func_edisplay_8005F290(this->sfxSource, &sp40);
-    if ((sp3B == 0) && (this->obj.id != OBJ_EFFECT_352) && (this->obj.id != OBJ_EFFECT_373) && (!gVersusMode)) {
+    if (!drawn && (this->obj.id != OBJ_EFFECT_352) && (this->obj.id != OBJ_EFFECT_373) && (!gVersusMode)) {
         Object_Kill(&this->obj, this->sfxSource);
     }
 }
@@ -1252,12 +1252,12 @@ void Effect_DrawAllRange(Effect* this) {
 void Item_Draw(Item* this, s32 arg1) {
     Vec3f sp44 = { 0.0f, 0.0f, 0.0f };
     Vec3f sp38;
-    u8 var_v0;
+    u8 drawn;
 
-    Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z + gPathProgress, MTXF_APPLY);
     Matrix_MultVec3f(gGfxMatrix, &sp44, &sp38);
-    var_v0 = 0;
-    if ((sp38.z < 0.0f) && (sp38.z > -12000.0f)) {
+    drawn = false;
+    if ((0.0f > sp38.z) && (sp38.z > -12000.0f)) {
         if (fabsf(sp38.x) < (fabsf(sp38.z * 0.5f) + 500.0f)) {
             if (fabsf(sp38.y) < (fabsf(sp38.z * 0.5f) + 500.0f)) {
                 if (this->info.draw != NULL) {
@@ -1271,12 +1271,12 @@ void Item_Draw(Item* this, s32 arg1) {
                         this->info.draw(&this->obj);
                     }
                 }
-                var_v0 = 1;
+                drawn = true;
             }
         }
     }
     func_edisplay_8005F290(this->sfxSource, &sp38);
-    if ((var_v0 == 0) && (gLevelMode == LEVELMODE_ALL_RANGE) && (gCamCount == 1) && (this->obj.id < 336) &&
+    if (!drawn && (gLevelMode == LEVELMODE_ALL_RANGE) && (gCamCount == 1) && (this->obj.id < OBJ_ITEM_GOLD_RING) &&
         (gCurrentLevel != LEVEL_VENOM_ANDROSS)) {
         Object_Kill(&this->obj, this->sfxSource);
     }
@@ -1322,21 +1322,21 @@ void Object_DrawShadow(s32 index, Object* obj) {
         switch (obj->id) {
             case OBJ_ACTOR_230:
                 Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f + gActors[index].fwork[1],
-                                 obj->pos.z + D_ctx_80177D20, MTXF_APPLY);
+                                 obj->pos.z + gPathProgress, MTXF_APPLY);
                 break;
             case OBJ_ACTOR_229:
             case OBJ_ACTOR_231:
                 Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f + gActors[index].fwork[0],
-                                 obj->pos.z + D_ctx_80177D20, MTXF_APPLY);
+                                 obj->pos.z + gPathProgress, MTXF_APPLY);
                 break;
             case OBJ_BOSS_316:
                 Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f + gCameraShakeY, obj->pos.z, MTXF_APPLY);
                 break;
             default:
-                Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f, obj->pos.z + D_ctx_80177D20, MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f, obj->pos.z + gPathProgress, MTXF_APPLY);
                 break;
         }
-        if ((gGroundType != 4) || (obj->id == OBJ_ACTOR_EVENT) || (obj->id == OBJ_ACTOR_195) ||
+        if ((gGroundType != 4) || (obj->id == OBJ_ACTOR_EVENT) || (obj->id == OBJ_ACTOR_CUTSCENE) ||
             (obj->id == OBJ_ACTOR_TEAM_BOSS)) {
             Matrix_Scale(gGfxMatrix, 1.0f, 0.0f, 1.0f, MTXF_APPLY);
             Matrix_RotateY(gGfxMatrix, obj->rot.y * M_DTOR, MTXF_APPLY);
@@ -1383,7 +1383,7 @@ void func_edisplay_8005F0E8(f32* sfxSrc, Vec3f* pos) {
         Matrix_RotateX(gCalcMatrix, gPlayer[0].camPitch, MTXF_APPLY);
         sp2C.x = pos->x - gPlayerCamEye.x;
         sp2C.y = pos->y - gPlayerCamEye.y;
-        sp2C.z = pos->z + D_ctx_80177D20 - gPlayerCamEye.z;
+        sp2C.z = pos->z + gPathProgress - gPlayerCamEye.z;
         Matrix_MultVec3f(gCalcMatrix, &sp2C, &sp20);
         sfxSrc[0] = sp20.x;
         sfxSrc[1] = sp20.y;
@@ -1472,11 +1472,11 @@ void Display_SetSecondLight(Vec3f* pos) {
     Vec3f sp9C;
     f32 sp98;
     f32 sp94;
-    f32 temp_fv0;
+    f32 lightDist;
     Vec3f sp84;
     f32 temp1;
     f32 temp2;
-    f32 var_fs0;
+    f32 lightFade;
     Vec3f sp6C;
     f32 temp3;
     f32 pad;
@@ -1485,17 +1485,17 @@ void Display_SetSecondLight(Vec3f* pos) {
         sp9C.x = pos->x - gLight3x;
         sp9C.y = pos->y - gLight3y;
         sp9C.z = pos->z - gLight3z;
-        temp_fv0 = VEC3F_MAG(&sp9C);
+        lightDist = VEC3F_MAG(&sp9C);
         if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
-            var_fs0 = 700.0f / temp_fv0;
+            lightFade = 700.0f / lightDist;
         } else {
-            var_fs0 = 200.0f / temp_fv0;
+            lightFade = 200.0f / lightDist;
         }
-        if (var_fs0 > 1.0f) {
-            var_fs0 = 1.0f;
+        if (lightFade > 1.0f) {
+            lightFade = 1.0f;
         }
         if (D_ctx_8017812C == 2) {
-            var_fs0 = 1.0f;
+            lightFade = 1.0f;
         }
         sp94 = Math_Atan2F(sp9C.x, sp9C.z);
         sp98 = -Math_Atan2F(sp9C.y, sqrtf(SQ(sp9C.x) + SQ(sp9C.z)));
@@ -1509,9 +1509,9 @@ void Display_SetSecondLight(Vec3f* pos) {
         sp6C.z = -100.0f;
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp6C, &sp84);
         Matrix_Pop(&gCalcMatrix);
-        temp1 = gLight3R * gLight3Brightness * var_fs0;
-        temp2 = gLight3G * gLight3Brightness * var_fs0;
-        temp3 = gLight3B * gLight3Brightness * var_fs0;
+        temp1 = gLight3R * gLight3Brightness * lightFade;
+        temp2 = gLight3G * gLight3Brightness * lightFade;
+        temp3 = gLight3B * gLight3Brightness * lightFade;
         Lights_SetTwoLights(&gMasterDisp, gLight1x, gLight1y, gLight1z, sp84.x, sp84.y, sp84.z, gLight1R, gLight1G,
                             gLight1B, temp1, temp2, temp3, gAmbientR, gAmbientG, gAmbientB);
     }
@@ -1589,7 +1589,7 @@ void Object_DrawAll(s32 arg0) {
                 RCP_SetupDL_27();
                 gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 64, 64, 255, 255);
             }
-            func_edisplay_800597C0(arg0);
+            Object_SetCullDirection(arg0);
             Matrix_Push(&gGfxMatrix);
             Boss_Draw(boss, arg0);
             Matrix_Pop(&gGfxMatrix);
@@ -1638,7 +1638,7 @@ void Object_DrawAll(s32 arg0) {
                         (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) || (gCurrentLevel == LEVEL_AQUAS)) {
                         Display_SetSecondLight(&actor->obj.pos);
                     }
-                    func_edisplay_800597C0(arg0);
+                    Object_SetCullDirection(arg0);
                     Actor_DrawOnRails(actor);
                     Matrix_Pop(&gGfxMatrix);
                     if (actor->unk_0C9 != 0) {
@@ -1651,8 +1651,8 @@ void Object_DrawAll(s32 arg0) {
                     Matrix_Push(&gGfxMatrix);
                     Actor_DrawAllRange(actor);
                     Matrix_Pop(&gGfxMatrix);
-                    if ((actor->unk_0C9 != 0) && (D_edisplay_801615EC != 0) &&
-                        ((D_edisplay_801615E0.z > -4000.0f) || (gCurrentLevel != LEVEL_KATINA))) {
+                    if ((actor->unk_0C9 != 0) && (sDrewActor != 0) &&
+                        ((sViewPos.z > -4000.0f) || (gCurrentLevel != LEVEL_KATINA))) {
                         Matrix_Push(&gGfxMatrix);
                         Object_DrawShadow(i, &actor->obj);
                         Matrix_Pop(&gGfxMatrix);
@@ -1668,7 +1668,7 @@ void Object_DrawAll(s32 arg0) {
         if (item->obj.status >= OBJ_ACTIVE) {
             Matrix_Push(&gGfxMatrix);
             RCP_SetupDL(&gMasterDisp, 0x1D);
-            func_edisplay_800597C0(arg0);
+            Object_SetCullDirection(arg0);
             Item_Draw(item, arg0);
             Matrix_Pop(&gGfxMatrix);
         }
@@ -1779,12 +1779,12 @@ void TexturedLine_Draw(void) {
 
         if (gTexturedLines[i].mode != 0) {
             Matrix_Push(&gGfxMatrix);
-            Matrix_Translate(gGfxMatrix, texLine->unk_04.x, texLine->unk_04.y, texLine->unk_04.z + D_ctx_80177D20,
+            Matrix_Translate(gGfxMatrix, texLine->posAA.x, texLine->posAA.y, texLine->posAA.z + gPathProgress,
                              MTXF_APPLY);
-            Matrix_RotateY(gGfxMatrix, texLine->unk_20, MTXF_APPLY);
-            Matrix_RotateX(gGfxMatrix, texLine->unk_1C, MTXF_APPLY);
-            Matrix_RotateZ(gGfxMatrix, texLine->unk_20, MTXF_APPLY);
-            Matrix_Scale(gGfxMatrix, texLine->unk_28, texLine->unk_28, texLine->unk_24, MTXF_APPLY);
+            Matrix_RotateY(gGfxMatrix, texLine->yRot, MTXF_APPLY);
+            Matrix_RotateX(gGfxMatrix, texLine->xRot, MTXF_APPLY);
+            Matrix_RotateZ(gGfxMatrix, texLine->yRot, MTXF_APPLY);
+            Matrix_Scale(gGfxMatrix, texLine->xyScale, texLine->xyScale, texLine->zScale, MTXF_APPLY);
 
             if ((gCurrentLevel == LEVEL_AQUAS) || (gCurrentLevel == LEVEL_VENOM_ANDROSS)) {
                 s32 alpha = ((gGameFrameCount % 2) != 0) ? 180 : 50;
@@ -1808,8 +1808,8 @@ void TexturedLine_Draw(void) {
                 if (gCurrentLevel == LEVEL_MACBETH) {
                     gSPDisplayList(gMasterDisp++, D_MA_6012C00);
                 } else {
-                    gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->unk_2C, texLine->unk_2D, texLine->unk_2E,
-                                    texLine->unk_2F);
+                    gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->red, texLine->green, texLine->blue,
+                                    texLine->alpha);
                     gSPDisplayList(gMasterDisp++, D_edisplay_800CFD80);
                 }
             }
@@ -1821,18 +1821,18 @@ void TexturedLine_Draw(void) {
 void TexturedLine_DrawPath(s32 index) {
     TexturedLine* texLine = &gTexturedLines[index];
 
-    if (texLine->unk_2F == 255) {
+    if (texLine->alpha == 255) {
         RCP_SetupDL(&gMasterDisp, 5);
     } else {
         RCP_SetupDL(&gMasterDisp, 0xE);
     }
-    gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->unk_2C, texLine->unk_2D, texLine->unk_2E, texLine->unk_2F);
+    gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, texLine->red, texLine->green, texLine->blue, texLine->alpha);
     Matrix_Push(&gGfxMatrix);
-    Matrix_Translate(gGfxMatrix, texLine->unk_04.x, texLine->unk_04.y, texLine->unk_04.z, MTXF_APPLY);
-    Matrix_RotateY(gGfxMatrix, texLine->unk_20, MTXF_APPLY);
-    Matrix_RotateX(gGfxMatrix, texLine->unk_1C, MTXF_APPLY);
-    Matrix_RotateZ(gGfxMatrix, texLine->unk_1C, MTXF_APPLY);
-    Matrix_Scale(gGfxMatrix, texLine->unk_28, 1.0f, texLine->unk_24, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, texLine->posAA.x, texLine->posAA.y, texLine->posAA.z, MTXF_APPLY);
+    Matrix_RotateY(gGfxMatrix, texLine->yRot, MTXF_APPLY);
+    Matrix_RotateX(gGfxMatrix, texLine->xRot, MTXF_APPLY);
+    Matrix_RotateZ(gGfxMatrix, texLine->xRot, MTXF_APPLY);
+    Matrix_Scale(gGfxMatrix, texLine->xyScale, 1.0f, texLine->zScale, MTXF_APPLY);
     Matrix_SetGfxMtx(&gMasterDisp);
     gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
     gSPDisplayList(gMasterDisp++, D_edisplay_800CFD80);
diff --git a/src/engine/fox_effect.c b/src/engine/fox_effect.c
index c5c9e163..0a721e0b 100644
--- a/src/engine/fox_effect.c
+++ b/src/engine/fox_effect.c
@@ -31,7 +31,7 @@ s32 BonusText_Display(f32 xPos, f32 yPos, f32 zPos, s32 hits) {
             gBonusText[i].pos.x = xPos;
             gBonusText[i].pos.y = yPos;
             gBonusText[i].pos.z = zPos;
-            gBonusText[i].unk_10 = 0.0f;
+            gBonusText[i].rise = 0.0f;
             gBonusText[i].timer = 65;
             break;
         }
@@ -52,14 +52,14 @@ void BonusText_Update(void) {
             }
 
             if (gLevelMode == LEVELMODE_ON_RAILS) {
-                bonus->pos.z -= D_ctx_80177D08;
+                bonus->pos.z -= gPathVelZ;
             } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
                 bonus->pos.x += gPlayer[0].vel.x;
                 bonus->pos.z += gPlayer[0].vel.z;
             }
 
             if (bonus->timer < 45) {
-                Math_SmoothStepToF(&bonus->unk_10, 300.0f, 0.1f, 20.0f, 0.0f);
+                Math_SmoothStepToF(&bonus->rise, 300.0f, 0.1f, 20.0f, 0.0f);
             }
         }
     }
@@ -83,7 +83,7 @@ void BonusText_Draw(BonusText* bonus) {
     f32 sp50;
 
     if (bonus->timer <= 45) {
-        Matrix_Translate(gGfxMatrix, bonus->pos.x, bonus->pos.y, bonus->pos.z + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, bonus->pos.x, bonus->pos.y, bonus->pos.z + gPathProgress, MTXF_APPLY);
         Matrix_MultVec3f(gGfxMatrix, &sp60, &sp54);
 
         if ((fabsf(sp54.x) < 20000.0f) && (fabsf(sp54.y) < 20000.0f)) {
@@ -92,7 +92,7 @@ void BonusText_Draw(BonusText* bonus) {
                 Matrix_RotateY(gGfxMatrix, -gPlayer[gPlayerNum].camYaw, MTXF_APPLY);
                 Matrix_RotateX(gGfxMatrix, gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
                 Matrix_Scale(gGfxMatrix, sp50, sp50, 1.0f, MTXF_APPLY);
-                Matrix_Translate(gGfxMatrix, 0.0f, bonus->unk_10, 0.0f, MTXF_APPLY);
+                Matrix_Translate(gGfxMatrix, 0.0f, bonus->rise, 0.0f, MTXF_APPLY);
                 Matrix_SetGfxMtx(&gMasterDisp);
 
                 if (bonus->hits <= 10) {
@@ -980,7 +980,7 @@ void func_effect_8007A748(Effect* effect) {
 }
 
 bool func_effect_8007A774(Player* player, Effect* effect, f32 arg2) {
-    if ((fabsf(player->unk_138 - effect->obj.pos.z) < arg2) && (fabsf(player->pos.x - effect->obj.pos.x) < arg2) &&
+    if ((fabsf(player->trueZpos - effect->obj.pos.z) < arg2) && (fabsf(player->pos.x - effect->obj.pos.x) < arg2) &&
         (fabsf(player->pos.y - effect->obj.pos.y) < arg2) && (player->timer_498 == 0)) {
         Player_ApplyDamage(player, 0, effect->info.damage);
         return true;
@@ -1145,7 +1145,7 @@ void func_effect_8007AF30(Effect* effect, f32 xPos, f32 zPos, f32 xVel, f32 zVel
     effect->obj.pos.z = zPos;
 
     effect->vel.x = xVel;
-    effect->vel.z = zVel - D_ctx_80177D08;
+    effect->vel.z = zVel - gPathVelZ;
     effect->scale1 = scale1;
     effect->timer_50 = 100;
     Object_SetInfo(&effect->info, effect->obj.id);
@@ -2207,7 +2207,7 @@ void func_effect_8007DB70(Effect* effect) {
                 }
             }
             effect->obj.rot.y = 180.0f - effect->obj.rot.y;
-            if ((fabsf(gPlayer[0].unk_138 - effect->obj.pos.z) < 40.0f) &&
+            if ((fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < 40.0f) &&
                 (fabsf(gPlayer[0].pos.x - effect->obj.pos.x) < 80.0f)) {
                 if ((effect->obj.pos.y < gPlayer[0].pos.y) &&
                     ((gPlayer[0].pos.y - effect->obj.pos.y) < (effect->scale2 * 35.0f)) &&
@@ -2246,7 +2246,7 @@ void func_effect_8007E014(Effect* effect) {
     f32 y;
 
     if (gGroundType == 4) {
-        Ground_801B6E20(effect->obj.pos.x, effect->obj.pos.z + D_ctx_80177D20, &x, &y, &z);
+        Ground_801B6E20(effect->obj.pos.x, effect->obj.pos.z + gPathProgress, &x, &y, &z);
         effect->obj.pos.y = y + 3.0f;
         effect->obj.rot.x = RAD_TO_DEG(x);
         effect->obj.rot.z = RAD_TO_DEG(z);
@@ -2377,8 +2377,8 @@ void func_effect_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPo
     effect->obj.pos.z = zPos;
 
     Object_SetInfo(&effect->info, effect->obj.id);
-    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));
+    sp50 = Math_Atan2F(gPlayer[0].pos.x - xPos, gPlayer[0].trueZpos - zPos);
+    temp_ft4 = sqrtf(SQ(gPlayer[0].pos.x - xPos) + SQ(gPlayer[0].trueZpos - zPos));
     sp54 = -Math_Atan2F(gPlayer[0].pos.y - yPos, temp_ft4);
 
     Matrix_RotateY(gCalcMatrix, sp50, MTXF_NEW);
@@ -2390,9 +2390,9 @@ void func_effect_8007E6B8(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPo
 
     Matrix_MultVec3f(gCalcMatrix, &sp40, &sp34);
 
-    effect->vel.x = sp34.x + D_ctx_801779E4;
-    effect->vel.y = sp34.y + D_ctx_801779F4;
-    effect->vel.z = sp34.z - D_ctx_80177D08;
+    effect->vel.x = sp34.x + gPathVelX;
+    effect->vel.y = sp34.y + gPathVelY;
+    effect->vel.z = sp34.z - gPathVelZ;
 
     if ((objId == OBJ_EFFECT_353) || (objId == OBJ_EFFECT_354)) {
         effect->obj.rot.x = RAD_TO_DEG(sp54);
@@ -2447,9 +2447,9 @@ void func_effect_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPo
 
     Matrix_MultVec3f(gCalcMatrix, &sp40, &sp34);
 
-    effect->vel.x = sp34.x + D_ctx_801779E4;
-    effect->vel.y = sp34.y + D_ctx_801779F4;
-    effect->vel.z = sp34.z - D_ctx_80177D08;
+    effect->vel.x = sp34.x + gPathVelX;
+    effect->vel.y = sp34.y + gPathVelY;
+    effect->vel.z = sp34.z - gPathVelZ;
 
     if (objId == OBJ_EFFECT_353) {
         effect->obj.rot.x = RAD_TO_DEG(sp54);
@@ -2559,8 +2559,8 @@ void func_effect_8007EE68(ObjectId objId, Vec3f* pos, Vec3f* rot, Vec3f* arg3, V
     for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) {
         if (gEffects[i].obj.status == OBJ_FREE) {
             func_effect_8007ED54(&gEffects[i], objId, pos->x + sp68.x, pos->y + sp68.y, pos->z + sp68.z, rot->x, rot->y,
-                                 rot->z, arg3->x, arg3->y, arg3->z, sp68.x + D_ctx_801779E4, sp68.y + D_ctx_801779F4,
-                                 sp68.z - D_ctx_80177D08, scale2);
+                                 rot->z, arg3->x, arg3->y, arg3->z, sp68.x + gPathVelX, sp68.y + gPathVelY,
+                                 sp68.z - gPathVelZ, scale2);
             break;
         }
     }
@@ -2582,7 +2582,7 @@ void func_effect_8007F04C(ObjectId objId, f32 xPos, f32 yPos, f32 zPos, f32 xRot
 void func_effect_8007F11C(ObjectId objId, f32 xPos, f32 yPos, f32 zPos, f32 speed) {
     s32 i;
 
-    if ((fabsf(zPos - gPlayer[0].unk_138) > 300.0f) || (fabsf(xPos - gPlayer[0].pos.x) > 300.0f)) {
+    if ((fabsf(zPos - gPlayer[0].trueZpos) > 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);
@@ -2653,7 +2653,7 @@ void func_effect_8007F438(Effect* effect) {
             effect->unk_46--;
         }
 
-        if (D_ctx_80177D08 < 0.0f) {
+        if (gPathVelZ < 0.0f) {
             effect->vel.z = -10.0f;
         }
 
@@ -2723,7 +2723,7 @@ void func_effect_8007F6B0(Effect* effect) {
             yPos = gGroundHeight + 40.0f;
 
             if (gGroundType == 4) {
-                Ground_801B6E20(effect->obj.pos.x + sin, effect->obj.pos.z + cos + D_ctx_80177D20, &x, &y, &z);
+                Ground_801B6E20(effect->obj.pos.x + sin, effect->obj.pos.z + cos + gPathProgress, &x, &y, &z);
                 yPos = y + 30.0f;
             }
 
@@ -2770,7 +2770,7 @@ void func_effect_8007F958(Effect* effect) {
             yPos = gGroundHeight + 10.0f;
 
             if (gGroundType == 4) {
-                Ground_801B6E20(effect->obj.pos.x + sin, effect->obj.pos.z + cos + D_ctx_80177D20, &x, &y, &z);
+                Ground_801B6E20(effect->obj.pos.x + sin, effect->obj.pos.z + cos + gPathProgress, &x, &y, &z);
                 yPos = y + 10.0f;
             }
 
@@ -2825,13 +2825,13 @@ bool func_effect_8007FD84(Effect* effect) {
                 (fabsf(actor->obj.pos.z - effect->obj.pos.z) < 100.0f) &&
                 (fabsf(actor->obj.pos.x - effect->obj.pos.x) < 100.0f) &&
                 (fabsf(actor->obj.pos.y - effect->obj.pos.y) < 100.0f)) {
-                actor->unk_0D0 = 1;
-                actor->unk_0D2 = 0;
+                actor->dmgType = 1;
+                actor->dmgPart = 0;
                 actor->damage = 10;
                 if (effect->obj.id == OBJ_EFFECT_354) {
                     actor->damage = 30;
                 }
-                actor->unk_0D4 = 100;
+                actor->dmgSource = 100;
                 return true;
             }
         }
@@ -2855,14 +2855,14 @@ void func_effect_8007FE88(Effect* effect) {
         return;
     }
 
-    if (gPlayer[0].unk_280 != 0) {
+    if (gPlayer[0].barrelRollAlpha != 0) {
         var_fa0 = 100.0f;
     }
 
-    if (fabsf(gPlayer[0].unk_138 - effect->obj.pos.z) < (50.0f + var_fa0)) {
+    if (fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < (50.0f + var_fa0)) {
         if ((fabsf(gPlayer[0].pos.x - effect->obj.pos.x) < (30.0f + var_fa0)) &&
             (fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < (30.0f + var_fa0))) {
-            if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) {
+            if ((gPlayer[0].barrelRollAlpha != 0) || (gPlayer[0].meteoWarpTimer != 0)) {
                 effect->obj.rot.y = 90.0f;
                 effect->obj.rot.x = RAND_FLOAT(360.0f);
                 Matrix_RotateY(gCalcMatrix, effect->obj.rot.y * M_DTOR, MTXF_NEW);
@@ -2878,16 +2878,16 @@ void func_effect_8007FE88(Effect* effect) {
                 AUDIO_PLAY_SFX(0x09007011, effect->sfxSource, 0);
             }
 
-            if ((gPlayer[0].unk_280 == 0) && (gPlayer[0].timer_498 == 0)) {
+            if ((gPlayer[0].barrelRollAlpha == 0) && (gPlayer[0].timer_498 == 0)) {
                 Player_ApplyDamage(gPlayer, 0, effect->info.damage);
-                gPlayer[0].unk_0D8.x = 20.0f;
+                gPlayer[0].knockback.x = 20.0f;
                 if (effect->vel.x < 0.0f) {
-                    gPlayer[0].unk_0D8.x *= -1.0f;
+                    gPlayer[0].knockback.x *= -1.0f;
                 }
                 if (gCurrentLevel != LEVEL_MACBETH) {
-                    gPlayer[0].unk_0D8.y = 20.0f;
+                    gPlayer[0].knockback.y = 20.0f;
                     if (effect->vel.y < 0.0f) {
-                        gPlayer[0].unk_0D8.y *= -1.0f;
+                        gPlayer[0].knockback.y *= -1.0f;
                     }
                 }
                 Object_Kill(&effect->obj, effect->sfxSource);
@@ -2896,7 +2896,7 @@ void func_effect_8007FE88(Effect* effect) {
     }
 
     if (gGroundType == 4) {
-        if (Ground_801B6AEC(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z + D_ctx_80177D20) != 0) {
+        if (Ground_801B6AEC(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z + gPathProgress) != 0) {
             Object_Kill(&effect->obj, effect->sfxSource);
         }
     } else if (effect->obj.pos.y < gGroundHeight) {
@@ -2961,8 +2961,8 @@ void func_effect_8008040C(Effect* effect) {
 
     switch (effect->state) {
         case 0:
-            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));
+            yRot = Math_Atan2F(gPlayer[0].pos.x - effect->obj.pos.x, gPlayer[0].trueZpos - effect->obj.pos.z);
+            temp = sqrtf(SQ(gPlayer[0].pos.x - effect->obj.pos.x) + SQ(gPlayer[0].trueZpos - effect->obj.pos.z));
             xRot = -Math_Atan2F(gPlayer[0].pos.y - effect->obj.pos.y, temp);
             Matrix_RotateY(gCalcMatrix, yRot, MTXF_NEW);
             Matrix_RotateX(gCalcMatrix, xRot, MTXF_APPLY);
@@ -2970,9 +2970,9 @@ void func_effect_8008040C(Effect* effect) {
             srcVelocity.x = 0.0f;
             srcVelocity.z = 100.0f;
             Matrix_MultVec3f(gCalcMatrix, &srcVelocity, &destVelocity);
-            effect->vel.x = destVelocity.x + D_ctx_801779E4;
-            effect->vel.y = destVelocity.y + D_ctx_801779F4;
-            effect->vel.z = destVelocity.z - D_ctx_80177D08;
+            effect->vel.x = destVelocity.x + gPathVelX;
+            effect->vel.y = destVelocity.y + gPathVelY;
+            effect->vel.z = destVelocity.z - gPathVelZ;
             effect->state++;
             break;
 
@@ -2988,14 +2988,14 @@ void func_effect_8008040C(Effect* effect) {
                 return;
             }
 
-            if (gPlayer[0].unk_280 != 0) {
+            if (gPlayer[0].barrelRollAlpha != 0) {
                 var_fa0 = 100.0f;
             }
 
-            if (fabsf(gPlayer[0].unk_138 - effect->obj.pos.z) < (50.0f + var_fa0)) {
+            if (fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < (50.0f + var_fa0)) {
                 if ((fabsf(gPlayer[0].pos.x - effect->obj.pos.x) < (30.0f + var_fa0)) &&
                     (fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < (30.0f + var_fa0))) {
-                    if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) {
+                    if ((gPlayer[0].barrelRollAlpha != 0) || (gPlayer[0].meteoWarpTimer != 0)) {
                         effect->obj.rot.y = 90.0f;
                         effect->obj.rot.x = RAND_FLOAT(360.0f);
                         Matrix_RotateY(gCalcMatrix, effect->obj.rot.y * M_DTOR, MTXF_NEW);
@@ -3011,23 +3011,22 @@ void func_effect_8008040C(Effect* effect) {
                         AUDIO_PLAY_SFX(0x09007011, effect->sfxSource, 0);
                     }
 
-                    if ((gPlayer[0].unk_280 == 0) && (gPlayer[0].timer_498 == 0)) {
+                    if ((gPlayer[0].barrelRollAlpha == 0) && (gPlayer[0].timer_498 == 0)) {
                         Player_ApplyDamage(gPlayer, 0, effect->info.damage);
-                        gPlayer[0].unk_0D8.x = 20.0f;
+                        gPlayer[0].knockback.x = 20.0f;
                         if (effect->vel.x < 0.0f) {
-                            gPlayer[0].unk_0D8.x *= -1.0f;
+                            gPlayer[0].knockback.x *= -1.0f;
                         }
-                        gPlayer[0].unk_0D8.y = 20.0f;
+                        gPlayer[0].knockback.y = 20.0f;
                         if (effect->vel.y < 0.0f) {
-                            gPlayer[0].unk_0D8.y *= -1.0f;
+                            gPlayer[0].knockback.y *= -1.0f;
                         }
                         Object_Kill(&effect->obj, effect->sfxSource);
                     }
                 }
 
                 if (gGroundType == 4) {
-                    if (Ground_801B6AEC(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z + D_ctx_80177D20) !=
-                        0) {
+                    if (Ground_801B6AEC(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z + gPathProgress) != 0) {
                         Object_Kill(&effect->obj, effect->sfxSource);
                     }
                 } else if (effect->obj.pos.y < gGroundHeight) {
@@ -3576,7 +3575,7 @@ void func_effect_80081C5C(Effect* effect) {
             if (effect->unk_44 != 0) {
                 Object_Kill(&effect->obj, effect->sfxSource);
                 func_effect_8007D0E0(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 5.0f);
-            } else if (fabsf(gPlayer[0].unk_138 - effect->obj.pos.z) < 1000.0f) {
+            } else if (fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < 1000.0f) {
                 ActorEvent_8006F0D8(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 15.0f);
                 Object_Kill(&effect->obj, effect->sfxSource);
             }
@@ -3766,11 +3765,11 @@ void func_effect_80081C5C(Effect* effect) {
                     if ((((gGameFrameCount % 16) == 0)) && (effect->timer_50 == 0)) {
                         D_800D18EC =
                             RAD_TO_DEG(Math_Atan2F(gPlayer[0].cam.eye.x - gBosses[0].obj.pos.x,
-                                                   gPlayer[0].cam.eye.z - (gBosses[0].obj.pos.z + D_ctx_80177D20)));
+                                                   gPlayer[0].cam.eye.z - (gBosses[0].obj.pos.z + gPathProgress)));
 
                         D_800D18E8 = RAD_TO_DEG(
                             -Math_Atan2F(gPlayer[0].cam.eye.y - gBosses[0].obj.pos.y,
-                                         sqrtf(SQ(gPlayer[0].cam.eye.z - (gBosses[0].obj.pos.z + D_ctx_80177D20)) +
+                                         sqrtf(SQ(gPlayer[0].cam.eye.z - (gBosses[0].obj.pos.z + gPathProgress)) +
                                                SQ(gPlayer[0].cam.eye.x - gBosses[0].obj.pos.x))));
                     }
                     if (gBosses[0].timer_050 == 0) {
@@ -3812,7 +3811,7 @@ void func_effect_80081C5C(Effect* effect) {
             }
 
             velocity.x = velocity.y = 0.0f;
-            velocity.z = fabsf(gPlayer[0].unk_138 - effect->obj.pos.z);
+            velocity.z = fabsf(gPlayer[0].trueZpos - effect->obj.pos.z);
 
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &velocity, &velocityDest);
 
@@ -4052,7 +4051,7 @@ void func_effect_800837EC(Effect* effect) {
     }
 
     effect->obj.rot.y = RAD_TO_DEG(Math_Atan2F(gPlayer[0].cam.eye.x - effect->obj.pos.x,
-                                               gPlayer[0].cam.eye.z - (effect->obj.pos.z + D_ctx_80177D20)));
+                                               gPlayer[0].cam.eye.z - (effect->obj.pos.z + gPathProgress)));
 }
 
 void func_effect_80083B8C(Effect* effect) {
@@ -4116,7 +4115,7 @@ void func_effect_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ) {
 
     x = gPlayer[0].pos.x + xSway - xPos;
     y = gPlayer[0].pos.y - yPos;
-    z = gPlayer[0].unk_138 - zPos;
+    z = gPlayer[0].trueZpos - zPos;
 
     yRot = Math_Atan2F(x, z);
     xRot = -Math_Atan2F(y, sqrtf(SQ(x) + SQ(z)));
@@ -4129,7 +4128,7 @@ void func_effect_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ) {
 
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest);
 
-    dest.z -= D_ctx_80177D08;
+    dest.z -= gPathVelZ;
 
     for (i = 0; i < 6; i++) {
         for (j = 0; j < ARRAY_COUNT(gEffects); j++) {
diff --git a/src/engine/fox_enmy.c b/src/engine/fox_enmy.c
index d41c6725..1a9e13a8 100644
--- a/src/engine/fox_enmy.c
+++ b/src/engine/fox_enmy.c
@@ -135,7 +135,7 @@ void Object_SetInfo(ObjectInfo* info, u32 objId) {
     *info = D_edata_800CC124[objId];
     info->hitbox = SEGMENTED_TO_VIRTUAL(D_edata_800CC124[objId].hitbox);
     if (gLevelMode == LEVELMODE_UNK_2) {
-        info->unk_10 += 200.0f;
+        info->cullDistance += 200.0f;
     }
 }
 
@@ -263,7 +263,7 @@ void Item_Load(Item* item, ObjectInit* objInit) {
     item->obj.rot.x = objInit->rot.x;
     item->obj.rot.z = objInit->rot.z;
     item->obj.id = objInit->id;
-    item->scale = 1.0f;
+    item->width = 1.0f;
     Object_SetInfo(&item->info, item->obj.id);
 }
 
@@ -284,7 +284,7 @@ void func_enmy_80061958(Effect* effect, f32 xPos, f32 yPos, f32 zPos) {
     effect->obj.rot.z = RAND_FLOAT(360.0f);
     Object_SetInfo(&effect->info, effect->obj.id);
     if (gLevelType == LEVELTYPE_PLANET) {
-        effect->info.unk_10 = 100.0f;
+        effect->info.cullDistance = 100.0f;
     }
 }
 
@@ -298,9 +298,9 @@ void func_enmy_80061A4C(void) {
         if (gEffects[i].obj.status == OBJ_FREE) {
             x = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(400.0f) + (5.0f * gPlayer[0].vel.x);
             y = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(400.0f) + (5.0f * gPlayer[0].vel.y);
-            z = -D_ctx_80177D20 - 500.0f;
-            if (D_ctx_80177D08 < 0.0f) {
-                z = -D_ctx_80177D20 + 500.0f;
+            z = -gPathProgress - 500.0f;
+            if (gPathVelZ < 0.0f) {
+                z = -gPathProgress + 500.0f;
             }
             func_enmy_80061958(&gEffects[i], x, y, z);
             break;
@@ -322,9 +322,9 @@ void func_enmy_80061B68(void) {
             while (y <= gGroundHeight) {
                 y = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(2000.0f) + (5.0f * gPlayer[0].vel.y);
             }
-            z = -D_ctx_80177D20 - 3000.0f;
-            if (D_ctx_80177D08 < 0.0f) {
-                z = -D_ctx_80177D20 + 1000.0f;
+            z = -gPathProgress - 3000.0f;
+            if (gPathVelZ < 0.0f) {
+                z = -gPathProgress + 1000.0f;
             }
             func_enmy_80061958(&gEffects[i], x, y, z);
             break;
@@ -342,9 +342,9 @@ void func_enmy_80061CD0(void) {
         if (gEffects[i].obj.status == OBJ_FREE) {
             x = gPlayer[gPlayerNum].pos.x + RAND_FLOAT_CENTERED(3000.0f) + (5.0f * gPlayer[gPlayerNum].vel.x);
             y = gPlayer[gPlayerNum].pos.y + 1000.0f + RAND_FLOAT_CENTERED(500.0f) + (5.0f * gPlayer[gPlayerNum].vel.y);
-            z = -D_ctx_80177D20 - RAND_FLOAT(2000.0f);
-            if (D_ctx_80177D08 < 0.0f) {
-                z = -D_ctx_80177D20 + 1000.0f;
+            z = -gPathProgress - RAND_FLOAT(2000.0f);
+            if (gPathVelZ < 0.0f) {
+                z = -gPathProgress + 1000.0f;
             }
             func_enmy_80061958(&gEffects[i], x, y, z);
             break;
@@ -388,7 +388,7 @@ void ActorEvent_Load(Actor* actor, ObjectInit* objInit, s32 index) {
     actor->aiType = objInit->id - ACTOR_EVENT_ID;
 
     Object_SetInfo(&actor->info, actor->obj.id);
-    actor->info.unk_10 = 3000.0f;
+    actor->info.cullDistance = 3000.0f;
     actor->fwork[25] = 20000.0f;
     actor->iwork[1] = gPrevEventActorIndex;
     actor->iwork[10] = gActors[gPrevEventActorIndex].aiType;
@@ -408,8 +408,8 @@ void ActorEvent_Load(Actor* actor, ObjectInit* objInit, s32 index) {
 void Object_Load(ObjectInit* objInit, f32 xMax, f32 xMin, f32 yMax, f32 yMin) {
     s32 i;
 
-    if ((xMax > objInit->xPos - gPlayer[0].unk_0AC) && (objInit->xPos - gPlayer[0].unk_0AC > xMin) &&
-        (yMax > objInit->yPos - gPlayer[0].unk_0B0) && (objInit->yPos - gPlayer[0].unk_0B0 > yMin)) {
+    if ((xMax > objInit->xPos - gPlayer[0].xPath) && (objInit->xPos - gPlayer[0].xPath > xMin) &&
+        (yMax > objInit->yPos - gPlayer[0].yPath) && (objInit->yPos - gPlayer[0].yPath > yMin)) {
         if (objInit->id < OBJ_SPRITE_CO_POLE) {
             for (i = 0; i < ARRAY_COUNT(gScenery); i++) {
                 if (gScenery[i].obj.status == OBJ_FREE) {
@@ -560,20 +560,20 @@ void Object_LoadLevelObjects(void) {
         yMin = xMin = -4000.0f;
     }
 
-    if ((gPlayer[0].timer_210 != 0) && (gPlayer[0].unk_118 < 0.0f)) {
+    if ((gPlayer[0].timer_210 != 0) && (gPlayer[0].yRot_118 < 0.0f)) {
         xMax = 10000.0f;
     }
-    if ((gPlayer[0].timer_210 != 0) && (gPlayer[0].unk_118 > 0.0f)) {
+    if ((gPlayer[0].timer_210 != 0) && (gPlayer[0].yRot_118 > 0.0f)) {
         xMin = -10000.0f;
     }
     gLastPathChange = 0;
 
     for (i = 0, objInit = &gLevelObjects[gObjectLoadIndex]; i < 10000; i++, gObjectLoadIndex++, objInit++) {
-        if ((objInit->id > OBJ_INVALID) && D_ctx_80177D20 <= objInit->zPos1 &&
-            objInit->zPos1 <= D_ctx_80177D20 + 200.0f) {
+        if ((objInit->id > OBJ_INVALID) && gPathProgress <= objInit->zPos1 &&
+            objInit->zPos1 <= gPathProgress + 200.0f) {
             if ((gCurrentLevel == LEVEL_VENOM_1) && (objInit->id >= ACTOR_EVENT_ID)) {
-                if (((objInit->rot.y < 180.0f) && (objInit->xPos < gPlayer[0].unk_0AC)) ||
-                    ((objInit->rot.y > 180.0f) && (gPlayer[0].unk_0AC < objInit->xPos))) {
+                if (((objInit->rot.y < 180.0f) && (objInit->xPos < gPlayer[0].xPath)) ||
+                    ((objInit->rot.y > 180.0f) && (gPlayer[0].xPath < objInit->xPos))) {
                     Object_Load(objInit, xMax, xMin, yMax, yMin);
                 }
             } else {
@@ -747,12 +747,12 @@ bool Object_CheckPolyCollision(Vec3f* pos, Vec3f* vel, ObjectId objId, Object* o
         objPos.z = obj->pos.z;
         if ((objId == OBJ_ACTOR_180) || (objId == OBJ_SCENERY_149) || (objId == OBJ_SCENERY_150) ||
             (objId == OBJ_BOSS_308) || (objId == OBJ_BOSS_313) || (objId == OBJ_BOSS_312) || (objId == OBJ_BOSS_309) ||
-            (objId == OBJ_SCENERY_39)) {
+            (objId == OBJ_SCENERY_ME_TUNNEL)) {
             colId = COL1_0;
             if (objId == OBJ_BOSS_312) {
                 colId = COL1_9;
             }
-            if (objId == OBJ_SCENERY_39) {
+            if (objId == OBJ_SCENERY_ME_TUNNEL) {
                 colId = COL1_1;
             } else if (objId == OBJ_BOSS_308) {
                 colId = COL1_4;
@@ -829,7 +829,7 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) {
         if (scenery->obj.status == OBJ_ACTIVE) {
             if ((scenery->obj.id == OBJ_SCENERY_1) || (scenery->obj.id == OBJ_SCENERY_4) ||
                 (scenery->obj.id == OBJ_SCENERY_5) || (scenery->obj.id == OBJ_SCENERY_2) ||
-                (scenery->obj.id == OBJ_SCENERY_39) || (scenery->obj.id == OBJ_SCENERY_3)) {
+                (scenery->obj.id == OBJ_SCENERY_ME_TUNNEL) || (scenery->obj.id == OBJ_SCENERY_3)) {
                 if (Object_CheckPolyCollision(pos, vel, scenery->obj.id, &scenery->obj)) {
                     return 2;
                 }
@@ -902,9 +902,9 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) {
                 } else if (actor->scale < 0.0f) {
                     if (Object_CheckHitboxCollision(pos, actor->info.hitbox, &actor->obj, actor->vwork[29].x,
                                                     actor->vwork[29].y, actor->vwork[29].z + actor->unk_0F4.z)) {
-                        actor->unk_0D0 = 1;
+                        actor->dmgType = 1;
                         actor->damage = 10;
-                        actor->unk_0D2 = -1;
+                        actor->dmgPart = -1;
                         actor->hitPos.x = pos->x;
                         actor->hitPos.y = pos->y;
                         actor->hitPos.z = pos->z;
@@ -912,9 +912,9 @@ s32 Object_CheckCollision(s32 index, Vec3f* pos, Vec3f* vel, s32 mode) {
                     }
                 } else if ((mode != 2) && (mode != 3)) {
                     if (Object_CheckSingleHitbox(pos, actor->info.hitbox, &actor->obj.pos)) {
-                        actor->unk_0D0 = 1;
+                        actor->dmgType = 1;
                         actor->damage = 10;
-                        actor->unk_0D2 = -1;
+                        actor->dmgPart = -1;
                         if (!(((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->iwork[12] != 0)) ||
                               ((actor->obj.id == OBJ_ACTOR_ALLRANGE) &&
                                ((actor->aiType < AI360_10) || (actor->aiType >= AI360_GREAT_FOX))))) {
@@ -1001,11 +1001,11 @@ void func_enmy_80063F4C(s32 arg0) {
 }
 
 void func_enmy_80063F58(Item* item) {
-    item->scale = item->obj.rot.z * 100.0f;
+    item->width = item->obj.rot.z * 100.0f;
 }
 
 void func_enmy_80063F74(Item* item) {
-    item->scale = item->obj.rot.z * 100.0f;
+    item->width = item->obj.rot.z * 100.0f;
 }
 
 void Object_Init(s32 index, ObjectId objId) {
@@ -1037,7 +1037,7 @@ void Object_Init(s32 index, ObjectId objId) {
             break;
         case OBJ_EFFECT_368:
             if (gCurrentLevel == LEVEL_TITANIA) {
-                Ground_801B6E20(gEffects[index].obj.pos.x, gEffects[index].obj.pos.z + D_ctx_80177D20, &sp54, &sp4C,
+                Ground_801B6E20(gEffects[index].obj.pos.x, gEffects[index].obj.pos.z + gPathProgress, &sp54, &sp4C,
                                 &sp50);
                 gEffects[index].obj.pos.y = sp4C + 3.0f;
                 gEffects[index].obj.rot.x = RAD_TO_DEG(sp54);
@@ -1046,31 +1046,31 @@ void Object_Init(s32 index, ObjectId objId) {
                 gEffects[index].obj.status = OBJ_FREE;
             }
             break;
-        case OBJ_SCENERY_30:
+        case OBJ_SCENERY_TI_RIB_0:
             func_enmy_80063E5C(&gScenery[index], D_TI_6006940);
             break;
-        case OBJ_SCENERY_31:
+        case OBJ_SCENERY_TI_RIB_1:
             func_enmy_80063E5C(&gScenery[index], D_TI_600695C);
             break;
-        case OBJ_SCENERY_32:
+        case OBJ_SCENERY_TI_RIB_2:
             func_enmy_80063E5C(&gScenery[index], D_TI_6006978);
             break;
-        case OBJ_SCENERY_33:
+        case OBJ_SCENERY_TI_RIB_3:
             func_enmy_80063E5C(&gScenery[index], D_TI_6006994);
             break;
-        case OBJ_SCENERY_34:
+        case OBJ_SCENERY_TI_RIB_4:
             func_enmy_80063E5C(&gScenery[index], D_TI_60069B0);
             break;
-        case OBJ_SCENERY_35:
+        case OBJ_SCENERY_TI_RIB_5:
             func_enmy_80063E5C(&gScenery[index], D_TI_60069CC);
             break;
-        case OBJ_SCENERY_36:
+        case OBJ_SCENERY_TI_RIB_6:
             func_enmy_80063E5C(&gScenery[index], D_TI_60069E8);
             break;
-        case OBJ_SCENERY_37:
+        case OBJ_SCENERY_TI_RIB_7:
             func_enmy_80063E5C(&gScenery[index], D_TI_6006A04);
             break;
-        case OBJ_SCENERY_38:
+        case OBJ_SCENERY_TI_RIB_8:
             func_enmy_80063E5C(&gScenery[index], D_TI_6006A20);
             break;
         case OBJ_SCENERY_23:
@@ -1342,13 +1342,13 @@ void Object_Init(s32 index, ObjectId objId) {
     }
 }
 
-void func_enmy_800652CC(Scenery* scenery) {
+void Scenery_UpdateTitaniaBones(Scenery* scenery) {
     f32 sp2C;
     f32 sp28;
     f32 sp24;
 
     if ((gGroundType == 4) && (scenery->state == 0)) {
-        Ground_801B6E20(scenery->obj.pos.x, scenery->obj.pos.z + D_ctx_80177D20, &sp2C, &sp24, &sp28);
+        Ground_801B6E20(scenery->obj.pos.x, scenery->obj.pos.z + gPathProgress, &sp2C, &sp24, &sp28);
         scenery->obj.pos.y = sp24 + 3.0f;
         scenery->obj.rot.x = RAD_TO_DEG(sp2C);
         scenery->obj.rot.z = RAD_TO_DEG(sp28);
@@ -1513,7 +1513,7 @@ void func_enmy_800656D4(Actor* actor) {
         }
 
     } else {
-        actor->fwork[29] = gPlayer[0].unk_138;
+        actor->fwork[29] = gPlayer[0].trueZpos;
         actor->fwork[28] = gPlayer[0].pos.y;
         actor->fwork[27] = gPlayer[0].pos.x;
     }
@@ -1547,9 +1547,9 @@ void func_enmy_800656D4(Actor* actor) {
         if ((fabsf(actor->fwork[27] - actor->obj.pos.x) < 60.0f) &&
             (fabsf(actor->fwork[28] - actor->obj.pos.y) < 60.0f) &&
             (fabsf(actor->fwork[29] - actor->obj.pos.z) < 60.0f) && ((spC4 == 2) || (spC4 == 3) || (spC4 == 4))) {
-            gActors[spC4].unk_0D0 = 1;
+            gActors[spC4].dmgType = 1;
             gActors[spC4].damage = 20;
-            gActors[spC4].unk_0D4 = 2;
+            gActors[spC4].dmgSource = 2;
             func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
             func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5.0f);
             Object_Kill(&actor->obj, actor->sfxSource);
@@ -1558,7 +1558,7 @@ void func_enmy_800656D4(Actor* actor) {
     Math_Vec3fFromAngles(&sp98, actor->obj.rot.x, actor->obj.rot.y, actor->fwork[5]);
     actor->vel.x = sp98.x;
     actor->vel.y = sp98.y;
-    actor->vel.z = sp98.z - D_ctx_80177D08;
+    actor->vel.z = sp98.z - gPathVelZ;
     if (actor->unk_0B4 == 0) {
         actor->obj.rot.z += 5.0f;
     }
@@ -1576,18 +1576,18 @@ void func_enmy_800656D4(Actor* actor) {
         }
         Math_SmoothStepToAngle(&actor->obj.rot.z, var_fv0, 0.1f, 3.0f, 0.01f);
     }
-    if ((gGroundType == 4) && Ground_801B6AEC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + D_ctx_80177D20)) {
+    if ((gGroundType == 4) && Ground_801B6AEC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + gPathProgress)) {
         func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5.0f);
         Object_Kill(&actor->obj, actor->sfxSource);
     }
     sp8C.x = actor->vel.x;
     sp8C.y = actor->vel.y;
     sp8C.z = actor->vel.z;
-    if ((Object_CheckCollision(actor->index, &actor->obj.pos, &sp8C, 1) != 0) || (actor->unk_0D0 != 0) ||
+    if ((Object_CheckCollision(actor->index, &actor->obj.pos, &sp8C, 1) != 0) || (actor->dmgType != 0) ||
         (actor->obj.pos.y < (gGroundHeight + 10.0f)) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE)) {
         func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3.0f);
         Object_Kill(&actor->obj, actor->sfxSource);
-        if (actor->unk_0D0 != 0) {
+        if (actor->dmgType != 0) {
             actor->itemDrop = DROP_SILVER_RING_50p;
             if ((gCurrentLevel == LEVEL_CORNERIA)) {
                 if (gLevelMode == LEVELMODE_ALL_RANGE) {
@@ -1604,10 +1604,10 @@ void func_enmy_800656D4(Actor* actor) {
         func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
     }
     if (gLevelMode == LEVELMODE_ON_RAILS) {
-        if (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 100.0f) {
+        if (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 100.0f) {
             actor->iwork[10] = 1;
         }
-        if (gPlayer[0].cam.eye.z < (actor->obj.pos.z + D_ctx_80177D20)) {
+        if (gPlayer[0].cam.eye.z < (actor->obj.pos.z + gPathProgress)) {
             Object_Kill(&actor->obj, actor->sfxSource);
         }
     }
@@ -1649,12 +1649,12 @@ void Actor_Despawn(Actor* actor) {
     s32 i;
 
     if (gVersusMode) {
-        if ((actor->unk_0D4 > 0) && (actor->unk_0D4 < 5) &&
+        if ((actor->dmgSource > 0) && (actor->dmgSource < 5) &&
             !((D_versus_80178768[0] == 0) && (D_versus_80178768[1] == 0) && (D_versus_80178768[2] == 0))) {
-            D_ctx_80177C30[actor->unk_0D4 - 1] += actor->info.bonus;
+            gPlayerScores[actor->dmgSource - 1] += actor->info.bonus;
         }
-    } else if ((actor->obj.id != OBJ_ACTOR_ALLRANGE) || (actor->unk_0B6 != 1)) {
-        if ((actor->unk_0D4 == 1) && (actor->info.bonus != 0)) {
+    } else if (!((actor->obj.id == OBJ_ACTOR_ALLRANGE) && (actor->unk_0B6 == 1))) {
+        if ((actor->dmgSource == 1) && (actor->info.bonus != 0)) {
             gHitCount += actor->info.bonus;
             D_ctx_80177850 = 15;
             if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gDropHitCountItem != 0)) {
@@ -1751,10 +1751,10 @@ void func_enmy_8006654C(Actor* actor) {
             break;
     }
     actor->scale = 0.8f;
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         actor->obj.status = OBJ_DYING;
         actor->vel.y = RAND_FLOAT(5.0f) + 6.0f;
-        if (actor->unk_0D0 == 2) {
+        if (actor->dmgType == 2) {
             actor->vel.y = -2.0f;
         }
         actor->vel.z = -15.0f;
@@ -1798,7 +1798,7 @@ void func_enmy_800669A0(Actor* actor) {
         }
     } else {
         actor->obj.rot.y += 5.0f;
-        if (actor->unk_0D0 != 0) {
+        if (actor->dmgType != 0) {
             func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y + 130.0f, actor->obj.pos.z, 8.0f);
             func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y + 130.0f, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, 4.0f,
                                  5);
@@ -1892,42 +1892,42 @@ void func_enmy_80066EA8(Scenery* scenery) {
 void func_enmy_80066EE4(Sprite* sprite) {
 }
 
-void func_enmy_80066EF0(Item* item) {
+void Item_CheckBounds(Item* this) {
     f32 var_fa1;
 
     if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY)) {
-        Object_Kill(&item->obj, item->sfxSource);
+        Object_Kill(&this->obj, this->sfxSource);
     }
     if ((gLevelMode == LEVELMODE_ON_RAILS) && (gLastPathChange == 0)) {
         var_fa1 = 900.0f;
         if (gPlayer[0].form != FORM_ARWING) {
             var_fa1 = 600.0f;
         }
-        if (item->obj.pos.x > gPlayer[0].unk_0AC + var_fa1) {
-            Math_SmoothStepToF(&item->obj.pos.x, gPlayer[0].unk_0AC + var_fa1, 0.1f, 10.0f, 0.01f);
+        if (this->obj.pos.x > gPlayer[0].xPath + var_fa1) {
+            Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].xPath + var_fa1, 0.1f, 10.0f, 0.01f);
         }
-        if (item->obj.pos.x < gPlayer[0].unk_0AC - var_fa1) {
-            Math_SmoothStepToF(&item->obj.pos.x, gPlayer[0].unk_0AC - var_fa1, 0.1f, 10.0f, 0.01f);
+        if (this->obj.pos.x < gPlayer[0].xPath - var_fa1) {
+            Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].xPath - var_fa1, 0.1f, 10.0f, 0.01f);
         }
     }
-    if (item->obj.pos.y > 650.0f) {
-        Math_SmoothStepToF(&item->obj.pos.y, 650.0f, 0.1f, 10.0f, 0.01f);
+    if (this->obj.pos.y > 650.0f) {
+        Math_SmoothStepToF(&this->obj.pos.y, 650.0f, 0.1f, 10.0f, 0.01f);
     }
     if (gLevelType == LEVELTYPE_PLANET) {
-        if (item->obj.pos.y < gGroundHeight + 70.0f) {
-            Math_SmoothStepToF(&item->obj.pos.y, gGroundHeight + 70.0f, 0.1f, 5.0f, 0.01f);
+        if (this->obj.pos.y < gGroundHeight + 70.0f) {
+            Math_SmoothStepToF(&this->obj.pos.y, gGroundHeight + 70.0f, 0.1f, 5.0f, 0.01f);
         }
         if ((gCurrentLevel == LEVEL_AQUAS) && (gBossActive != 0)) {
-            item->obj.pos.z += 20.0f;
+            this->obj.pos.z += 20.0f;
         }
-    } else if (item->obj.pos.y < -500.0f) {
-        Math_SmoothStepToF(&item->obj.pos.y, -500.0f, 0.1f, 5.0f, 0.01f);
+    } else if (this->obj.pos.y < -500.0f) {
+        Math_SmoothStepToF(&this->obj.pos.y, -500.0f, 0.1f, 5.0f, 0.01f);
     }
-    if (gVersusMode && (item->index == 0) && (gItems[1].obj.status == OBJ_ACTIVE)) {
-        if (fabsf(item->obj.pos.x - gItems[1].obj.pos.x) < 200.0f) {
-            if (fabsf(item->obj.pos.z - gItems[1].obj.pos.z) < 200.0f) {
-                item->obj.pos.x = item->obj.pos.x - 5.0f;
-                item->obj.pos.z = item->obj.pos.z - 5.0f;
+    if (gVersusMode && (this->index == 0) && (gItems[1].obj.status == OBJ_ACTIVE)) {
+        if (fabsf(this->obj.pos.x - gItems[1].obj.pos.x) < 200.0f) {
+            if (fabsf(this->obj.pos.z - gItems[1].obj.pos.z) < 200.0f) {
+                this->obj.pos.x = this->obj.pos.x - 5.0f;
+                this->obj.pos.z = this->obj.pos.z - 5.0f;
                 gItems[1].obj.pos.x += 5.0f;
                 gItems[1].obj.pos.z += 5.0f;
             }
@@ -1935,29 +1935,29 @@ void func_enmy_80066EF0(Item* item) {
     }
 }
 
-void func_enmy_800671D0(Item* item) {
-    s32 var_v0;
+void Item_SpinPickup(Item* this) {
+    s32 sparkleMask;
     Vec3f sp40;
     Vec3f sp34;
 
-    Math_SmoothStepToF(&item->unk_50, 10.0f, 1.0f, 2.0f, 0.0f);
-    if (item->unk_50 > 30.0f) {
-        var_v0 = 0;
-    } else if (item->unk_50 > 20.0f) {
-        var_v0 = 1;
+    Math_SmoothStepToF(&this->unk_50, 10.0f, 1.0f, 2.0f, 0.0f);
+    if (this->unk_50 > 30.0f) {
+        sparkleMask = 1 - 1;
+    } else if (this->unk_50 > 20.0f) {
+        sparkleMask = 2 - 1;
     } else {
-        var_v0 = 7;
+        sparkleMask = 8 - 1;
     }
-    if (!(var_v0 & gGameFrameCount)) {
+    if (!(sparkleMask & gGameFrameCount)) {
         Matrix_RotateY(gCalcMatrix, gGameFrameCount * 23.0f * M_DTOR, MTXF_NEW);
         sp40.x = 50.0f;
         sp40.y = RAND_FLOAT_CENTERED(120.0f);
         sp40.z = 0.0f;
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp40, &sp34);
-        func_effect_80078E50(item->obj.pos.x + sp34.x, item->obj.pos.y + sp34.y, item->obj.pos.z + sp34.z, 3.0f);
+        func_effect_80078E50(this->obj.pos.x + sp34.x, this->obj.pos.y + sp34.y, this->obj.pos.z + sp34.z, 3.0f);
     }
-    item->obj.rot.y += item->unk_50;
-    item->obj.rot.y = Math_ModF(item->obj.rot.y, 360.0f);
+    this->obj.rot.y += this->unk_50;
+    this->obj.rot.y = Math_ModF(this->obj.rot.y, 360.0f);
 }
 
 void func_enmy_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 arg6, f32 arg7, f32 arg8) {
@@ -2003,8 +2003,8 @@ void ActorSupplies_Update(ActorSupplies* this) {
             Math_SmoothStepToF(&this->obj.pos.y, 300.0f, 0.05f, 50.0f, 0.01f);
         }
     }
-    if (this->unk_0D0 != 0) {
-        this->unk_0D0 = 0;
+    if (this->dmgType != 0) {
+        this->dmgType = 0;
         this->health -= this->damage;
         if (this->health <= 0) {
             func_effect_8007A6F0(&this->obj.pos, 0x2903A008);
@@ -2035,7 +2035,7 @@ void ActorSupplies_Update(ActorSupplies* this) {
     gRadarMarks[63].pos.x = this->obj.pos.x;
     gRadarMarks[63].pos.y = this->obj.pos.y;
     gRadarMarks[63].pos.z = this->obj.pos.z;
-    gRadarMarks[63].unk_10 = 0.0f;
+    gRadarMarks[63].yRot = 0.0f;
 }
 
 void ActorSupplies_Draw(Actor* actor) {
@@ -2073,8 +2073,8 @@ void func_enmy_80067A40(void) {
 }
 
 void Item1up_Update(Item1UP* this) {
-    func_enmy_80066EF0(this);
-    func_enmy_800671D0(this);
+    Item_CheckBounds(this);
+    Item_SpinPickup(this);
     if (this->collected) {
         Object_Kill(&this->obj, this->sfxSource);
         func_enmy_80060F30(gPlayer[this->playerNum].sfxSource, 0x4900C024, this->playerNum);
@@ -2088,12 +2088,12 @@ void Item1up_Update(Item1UP* this) {
 }
 
 void ItemPickup_Update(Item* this) {
-    func_enmy_80066EF0(this);
-    func_enmy_800671D0(this);
+    Item_CheckBounds(this);
+    Item_SpinPickup(this);
     if (this->state == 0) {
         switch (this->obj.id) {
             case OBJ_ITEM_BOMB:
-                this->scale = 18.0f;
+                this->width = 18.0f;
                 if (this->collected) {
                     this->timer_4A = 50;
                     this->state = 1;
@@ -2105,7 +2105,7 @@ void ItemPickup_Update(Item* this) {
                 }
                 break;
             case OBJ_ITEM_LASERS:
-                this->scale = 18.0f;
+                this->width = 18.0f;
                 if (this->collected) {
                     this->timer_4A = 50;
                     this->state = 1;
@@ -2127,14 +2127,14 @@ void ItemPickup_Update(Item* this) {
                 break;
         }
     } else {
-        Math_SmoothStepToF(&this->scale, 2.5f, 1.0f, 0.5f, 0.0f);
+        Math_SmoothStepToF(&this->width, 2.5f, 1.0f, 0.5f, 0.0f);
         this->obj.pos.x += (gPlayer[this->playerNum].pos.x - this->obj.pos.x) * 0.5f;
         if (gPlayer[this->playerNum].form == FORM_LANDMASTER) {
             this->obj.pos.y += ((gPlayer[this->playerNum].pos.y + 50.0f) - this->obj.pos.y) * 0.5f;
         } else {
             this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.5f;
         }
-        this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - this->obj.pos.z) * 0.5f;
+        this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - this->obj.pos.z) * 0.5f;
         if (this->timer_48 == 0) {
             Object_Kill(&this->obj, this->sfxSource);
         }
@@ -2159,9 +2159,9 @@ void ItemSupplyRing_Update(Item* this) {
 
     switch (this->state) {
         case 0:
-            Math_SmoothStepToF(&this->scale, 0.4f, 1.0f, 0.05f, 0.0f);
-            func_enmy_80066EF0(this);
-            func_enmy_800671D0(this);
+            Math_SmoothStepToF(&this->width, 0.4f, 1.0f, 0.05f, 0.0f);
+            Item_CheckBounds(this);
+            Item_SpinPickup(this);
             if (this->collected) {
                 this->state = 1;
                 this->timer_48 = 50;
@@ -2179,7 +2179,7 @@ void ItemSupplyRing_Update(Item* this) {
                         }
                         gPlayer[this->playerNum].heal += 32;
                         BonusText_Display(gPlayer[this->playerNum].pos.x, gPlayer[this->playerNum].pos.y,
-                                          gPlayer[this->playerNum].unk_138, BONUS_TEXT_1UP);
+                                          gPlayer[this->playerNum].trueZpos, BONUS_TEXT_1UP);
                     } else {
                         gPlayer[this->playerNum].heal += 32;
                         func_enmy_80060F30(gPlayer[this->playerNum].sfxSource, 0x49003013, this->playerNum);
@@ -2195,9 +2195,9 @@ void ItemSupplyRing_Update(Item* this) {
             break;
         case 1:
             if (this->timer_48 > 30) {
-                Math_SmoothStepToF(&this->scale, 1.0f, 1.0f, 0.06f, 0.0f);
+                Math_SmoothStepToF(&this->width, 1.0f, 1.0f, 0.06f, 0.0f);
             } else {
-                Math_SmoothStepToF(&this->scale, 0.0f, 1.0f, 0.06f, 0.0f);
+                Math_SmoothStepToF(&this->width, 0.0f, 1.0f, 0.06f, 0.0f);
             }
             this->obj.pos.x += (gPlayer[this->playerNum].pos.x - this->obj.pos.x) * 0.5f;
             if (gPlayer[this->playerNum].form == FORM_LANDMASTER) {
@@ -2206,9 +2206,9 @@ void ItemSupplyRing_Update(Item* this) {
                 this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.5f;
             }
             if (gPlayer[0].cockpitView && (gLevelMode == LEVELMODE_ON_RAILS)) {
-                this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - 300.0f - this->obj.pos.z) * 0.3f;
+                this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 300.0f - this->obj.pos.z) * 0.3f;
             } else {
-                this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - this->obj.pos.z) * 0.5f;
+                this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - this->obj.pos.z) * 0.5f;
             }
             this->obj.rot.z += 22.0f;
             Math_SmoothStepToAngle(&this->obj.rot.y, Math_RadToDeg(-gPlayer[this->playerNum].camYaw), 0.2f, 10.0f,
@@ -2216,11 +2216,11 @@ void ItemSupplyRing_Update(Item* this) {
             if (this->timer_48 == 0) {
                 Object_Kill(&this->obj, this->sfxSource);
             }
-            if (this->scale > 0.3f) {
+            if (this->width > 0.3f) {
                 Matrix_RotateY(gCalcMatrix, this->obj.rot.y * M_DTOR, MTXF_NEW);
                 Matrix_RotateZ(gCalcMatrix, gGameFrameCount * 37.0f * M_DTOR, MTXF_APPLY);
                 sp4C.x = 0.0f;
-                sp4C.y = this->scale * 100.0f;
+                sp4C.y = this->width * 100.0f;
                 sp4C.z = 0.0f;
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp4C, &sp40);
                 func_effect_80078E50(this->obj.pos.x + sp40.x, this->obj.pos.y + sp40.y, this->obj.pos.z + sp40.z,
@@ -2239,8 +2239,8 @@ void ItemGoldRing_Update(ItemGoldRing* this) {
 }
 
 void ItemWingRepair_Update(ItemWingRepair* this) {
-    func_enmy_80066EF0(this);
-    func_enmy_800671D0(this);
+    Item_CheckBounds(this);
+    Item_SpinPickup(this);
     if (this->collected) {
         func_enmy_80067A40();
         Object_Kill(&this->obj, this->sfxSource);
@@ -2251,16 +2251,16 @@ void ItemWingRepair_Update(ItemWingRepair* this) {
 }
 
 void ItemMeteoWarp_Update(ItemMeteoWarp* this) {
-    func_enmy_80066EF0(this);
+    Item_CheckBounds(this);
     if (this->state > 0) {
         if (this->state == 1) {
             this->obj.rot.z -= 10.0f;
             this->obj.pos.x += (gPlayer[this->playerNum].pos.x - this->obj.pos.x) * 0.3f;
             this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.3f;
-            this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - this->obj.pos.z) * 0.3f;
-            this->scale -= 5.0f;
-            if (this->scale < 0.0f) {
-                this->scale = 0.0f;
+            this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - this->obj.pos.z) * 0.3f;
+            this->width -= 5.0f;
+            if (this->width < 0.0f) {
+                this->width = 0.0f;
             }
         }
         this->unk_44 -= 10;
@@ -2268,14 +2268,14 @@ void ItemMeteoWarp_Update(ItemMeteoWarp* this) {
             Object_Kill(&this->obj, this->sfxSource);
         }
     } else {
-        this->scale = 100.0f;
+        this->width = 100.0f;
         if (gRingPassCount < 0) {
             this->state = 2;
             this->unk_44 = 255;
         } else if (this->collected) {
             this->state = 1;
             this->unk_44 = 255;
-            gPlayer[this->playerNum].timer_27C = 100;
+            gPlayer[this->playerNum].meteoWarpTimer = 100;
             AUDIO_PLAY_SFX(gWarpRingSfx[gRingPassCount], gPlayer[0].sfxSource, 0);
             if (gRingPassCount == 0) {
                 gPlayer[0].boostSpeed = 0.0f;
@@ -2283,7 +2283,7 @@ void ItemMeteoWarp_Update(ItemMeteoWarp* this) {
             gRingPassCount++;
             if (gRingPassCount >= 7) {
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_ENTER_WARP_ZONE;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
                 AUDIO_PLAY_SFX(0x1900602A, gDefaultSfxSource, 0);
                 gMissionStatus = MISSION_WARP;
                 gLeveLClearStatus[gCurrentLevel] = 1;
@@ -2295,7 +2295,7 @@ void ItemMeteoWarp_Update(ItemMeteoWarp* this) {
 void ItemCheckpoint_Update(ItemCheckpoint* this) {
     s32 i;
 
-    func_enmy_80066EF0(this);
+    Item_CheckBounds(this);
     this->unk_58 -= this->unk_44;
     if (this->state > 0) {
         this->unk_44++;
@@ -2306,30 +2306,30 @@ void ItemCheckpoint_Update(ItemCheckpoint* this) {
             this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.3f;
         }
         if (gPlayer[0].cockpitView) {
-            this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - 200.0f - this->obj.pos.z) * 0.3f;
+            this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 200.0f - this->obj.pos.z) * 0.3f;
         } else {
-            this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - 100.0f - this->obj.pos.z) * 0.3f;
+            this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 100.0f - this->obj.pos.z) * 0.3f;
         }
         if (this->timer_48 == 0) {
-            Math_SmoothStepToF(&this->scale, 5.0f, 0.2f, 15.0f, 0.01f);
+            Math_SmoothStepToF(&this->width, 5.0f, 0.2f, 15.0f, 0.01f);
             Math_SmoothStepToF(&this->unk_50, 0.0f, 0.1f, 0.03f, 0.0f);
             Math_SmoothStepToF(&this->unk_54, 4.0f, 0.1f, 0.2f, 0.01f);
         }
-        if (this->scale <= 6.5f) {
+        if (this->width <= 6.5f) {
             Object_Kill(&this->obj, this->sfxSource);
         }
     } else {
         this->unk_44 = 2;
         this->unk_50 = 1.0f;
         this->unk_54 = 1.0f;
-        this->scale = 100.0f;
+        this->width = 100.0f;
         if (this->collected) {
             gPlayer[this->playerNum].heal = 128;
             this->state++;
             this->timer_48 = 15;
             gSavedGroundSurface = gGroundSurface;
-            D_ctx_80177CB0 = -this->obj.pos.z;
-            D_ctx_80177CB0 -= 250.0f;
+            gSavedPathProgress = -this->obj.pos.z;
+            gSavedPathProgress -= 250.0f;
             gSavedObjectLoadIndex = gObjectLoadIndex;
             gSavedZoSearchlightStatus = gMissedZoSearchlight;
             gSavedHitCount = gHitCount;
@@ -2341,9 +2341,9 @@ void ItemCheckpoint_Update(ItemCheckpoint* this) {
     }
 }
 
-void ItemRingCheck_Update(Item* item) {
-    if (item->collected) {
-        Object_Kill(&item->obj, item->sfxSource);
+void ItemRingCheck_Update(Item* this) {
+    if (this->collected) {
+        Object_Kill(&this->obj, this->sfxSource);
         gRingPassCount++;
     }
 }
@@ -2354,14 +2354,14 @@ void ItemPathChange_Update(Item* this) {
         Object_Kill(&this->obj, this->sfxSource);
     } else if (((gCurrentLevel == LEVEL_METEO) || (gCurrentLevel == LEVEL_SECTOR_X)) && (gLevelPhase == 1)) {
         gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-        gPlayer[0].unk_1D0 = 0;
+        gPlayer[0].csState = 0;
         Object_Kill(&this->obj, this->sfxSource);
     } else if (gCurrentLevel == LEVEL_TRAINING) {
         gPlayer[0].state_1C8 = PLAYERSTATE_1C8_START_360;
-        gPlayer[0].unk_1D0 = 0;
+        gPlayer[0].csState = 0;
         Object_Kill(&this->obj, this->sfxSource);
     } else if (this->state == 0) {
-        if (((this->obj.pos.z + D_ctx_80177D20) > -2700.0f) && (fabsf(this->obj.pos.x - gPlayer[0].pos.x) < 1000.0f)) {
+        if (((this->obj.pos.z + gPathProgress) > -2700.0f) && (fabsf(this->obj.pos.x - gPlayer[0].pos.x) < 1000.0f)) {
             switch (this->obj.id) {
                 case OBJ_ITEM_PATH_SPLIT_Y:
                 case OBJ_ITEM_PATH_TURN_UP:
@@ -2380,42 +2380,42 @@ void ItemPathChange_Update(Item* this) {
         }
         if (this->collected) {
             Object_Kill(&this->obj, this->sfxSource);
-            gPlayer[0].unk_0B4 = 0.0f;
-            gPlayer[0].timer_210 = this->scale * 0.05f;
+            gPlayer[0].pathStep = 0.0f;
+            gPlayer[0].timer_210 = this->width * 0.05f;
             switch (this->obj.id) {
                 case OBJ_ITEM_PATH_SPLIT_X:
                     if (this->obj.pos.x < gPlayer[0].pos.x) {
-                        gPlayer[0].unk_118 = -30.0f;
-                        gPlayer[0].unk_0B8 = gPlayer[0].unk_0AC + this->scale;
+                        gPlayer[0].yRot_118 = -30.0f;
+                        gPlayer[0].xPathTarget = gPlayer[0].xPath + this->width;
                     } else {
-                        gPlayer[0].unk_118 = 30.0f;
-                        gPlayer[0].unk_0B8 = gPlayer[0].unk_0AC - this->scale;
+                        gPlayer[0].yRot_118 = 30.0f;
+                        gPlayer[0].xPathTarget = gPlayer[0].xPath - this->width;
                     }
                     break;
                 case OBJ_ITEM_PATH_TURN_LEFT:
-                    gPlayer[0].unk_118 = 30.0f;
-                    gPlayer[0].unk_0B8 = gPlayer[0].unk_0AC - this->scale;
+                    gPlayer[0].yRot_118 = 30.0f;
+                    gPlayer[0].xPathTarget = gPlayer[0].xPath - this->width;
                     break;
                 case OBJ_ITEM_PATH_TURN_RIGHT:
-                    gPlayer[0].unk_118 = -30.0f;
-                    gPlayer[0].unk_0B8 = gPlayer[0].unk_0AC + this->scale;
+                    gPlayer[0].yRot_118 = -30.0f;
+                    gPlayer[0].xPathTarget = gPlayer[0].xPath + this->width;
                     break;
                 case OBJ_ITEM_PATH_SPLIT_Y:
                     if (this->obj.pos.y < gPlayer[0].pos.y) {
-                        gPlayer[0].unk_124 = 30.0f;
-                        gPlayer[0].unk_0BC = gPlayer[0].unk_0B0 + this->scale;
+                        gPlayer[0].xRot_124 = 30.0f;
+                        gPlayer[0].yPathTarget = gPlayer[0].yPath + this->width;
                     } else {
-                        gPlayer[0].unk_124 = -30.0f;
-                        gPlayer[0].unk_0BC = gPlayer[0].unk_0B0 - this->scale;
+                        gPlayer[0].xRot_124 = -30.0f;
+                        gPlayer[0].yPathTarget = gPlayer[0].yPath - this->width;
                     }
                     break;
                 case OBJ_ITEM_PATH_TURN_UP:
-                    gPlayer[0].unk_124 = 30.0f;
-                    gPlayer[0].unk_0BC = gPlayer[0].unk_0B0 + this->scale;
+                    gPlayer[0].xRot_124 = 30.0f;
+                    gPlayer[0].yPathTarget = gPlayer[0].yPath + this->width;
                     break;
                 case OBJ_ITEM_PATH_TURN_DOWN:
-                    gPlayer[0].unk_124 = -30.0f;
-                    gPlayer[0].unk_0BC = gPlayer[0].unk_0B0 - this->scale;
+                    gPlayer[0].xRot_124 = -30.0f;
+                    gPlayer[0].yPathTarget = gPlayer[0].yPath - this->width;
                     break;
             }
         }
@@ -2423,10 +2423,10 @@ void ItemPathChange_Update(Item* this) {
 }
 
 void Sprite_UpdateDoodad(Sprite* this) {
-    this->obj.rot.y = (Math_Atan2F(gPlayer[0].cam.eye.x - this->obj.pos.x,
-                                   gPlayer[0].cam.eye.z - (this->obj.pos.z + D_ctx_80177D20)) *
-                       180.0f) /
-                      M_PI;
+    this->obj.rot.y =
+        (Math_Atan2F(gPlayer[0].cam.eye.x - this->obj.pos.x, gPlayer[0].cam.eye.z - (this->obj.pos.z + gPathProgress)) *
+         180.0f) /
+        M_PI;
     if (this->unk_46 != 0) {
         this->obj.status = OBJ_FREE;
         func_effect_8007A6F0(&this->obj.pos, 0x1903400F);
@@ -2458,7 +2458,7 @@ void Object_Dying(s32 index, ObjectId objId) {
             func_enmy2_800763A4(&gActors[index]);
             break;
         case OBJ_ACTOR_194:
-            Actor194_Init(&gActors[index]);
+            Actor194_Dying(&gActors[index]);
             break;
         case OBJ_ACTOR_186:
             Meteo_80187B08(&gActors[index]);
@@ -2488,48 +2488,50 @@ void Object_Dying(s32 index, ObjectId objId) {
 }
 
 void Actor_Move(Actor* actor) {
+    f32 var_fv0;
+
     actor->obj.pos.x += actor->vel.x;
     actor->obj.pos.z += actor->vel.z;
     actor->obj.pos.y += actor->vel.y;
     actor->vel.y -= actor->gravity;
 
-    if ((D_ctx_80161AB8 != 0) && (actor->obj.id != OBJ_ACTOR_TEAM_BOSS) &&
-        ((gCurrentLevel != LEVEL_MACBETH) || (actor->obj.id == OBJ_ACTOR_EVENT))) {
-        f32 var_fv0 = 4000.0f;
+    if (!gCullObjects || (actor->obj.id == OBJ_ACTOR_TEAM_BOSS) ||
+        ((gCurrentLevel == LEVEL_MACBETH) && (actor->obj.id != OBJ_ACTOR_EVENT))) {
+        return;
+    }
+    var_fv0 = 4000.0f;
 
-        if ((actor->obj.id == OBJ_ACTOR_236) || (gCurrentLevel == LEVEL_MACBETH) ||
-            ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EINFO_56))) {
-            var_fv0 = 8000.0f;
-        } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ENTER_WARP_ZONE) {
-            var_fv0 = 100000.0f;
-        }
-        if (((gPlayer[0].cam.eye.z + actor->info.unk_10) < (actor->obj.pos.z + D_ctx_80177D20)) ||
-            ((actor->obj.pos.z + D_ctx_80177D20) < -15000.0f) || (actor->obj.pos.y < (gPlayer[0].unk_0B0 - var_fv0)) ||
-            ((gPlayer[0].unk_0B0 + var_fv0) < actor->obj.pos.y) ||
-            ((gPlayer[0].unk_0AC + var_fv0) < actor->obj.pos.x) ||
-            (actor->obj.pos.x < (gPlayer[0].unk_0AC - var_fv0))) {
-            Object_Kill(&actor->obj, actor->sfxSource);
-            switch (actor->obj.id) {
-                case OBJ_ACTOR_236:
-                    D_ctx_801784A4 = 0;
-                    break;
-                case OBJ_ACTOR_229:
-                    Titania_8018E3B0(actor);
-                    break;
-                case OBJ_ACTOR_194:
+    if ((actor->obj.id == OBJ_ACTOR_236) || (gCurrentLevel == LEVEL_MACBETH) ||
+        ((actor->obj.id == OBJ_ACTOR_EVENT) && (actor->unk_0B4 == EINFO_56))) {
+        var_fv0 = 8000.0f;
+    } else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ENTER_WARP_ZONE) {
+        var_fv0 = 100000.0f;
+    }
+    if (((gPlayer[0].cam.eye.z + actor->info.cullDistance) < (actor->obj.pos.z + gPathProgress)) ||
+        ((actor->obj.pos.z + gPathProgress) < -15000.0f) || (actor->obj.pos.y < (gPlayer[0].yPath - var_fv0)) ||
+        ((gPlayer[0].yPath + var_fv0) < actor->obj.pos.y) || ((gPlayer[0].xPath + var_fv0) < actor->obj.pos.x) ||
+        (actor->obj.pos.x < (gPlayer[0].xPath - var_fv0))) {
+        Object_Kill(&actor->obj, actor->sfxSource);
+        switch (actor->obj.id) {
+            case OBJ_ACTOR_236:
+                D_ctx_801784A4 = 0;
+                break;
+            case OBJ_ACTOR_229:
+                Titania_8018E3B0(actor);
+                break;
+            case OBJ_ACTOR_194:
+                gActor194Status[actor->unk_046] = 0;
+                break;
+            case OBJ_ACTOR_EVENT:
+                if ((actor->unk_0B4 >= EINFO_200) && (actor->unk_0B4 < EINFO_300)) {
                     gActor194Status[actor->unk_046] = 0;
-                    break;
-                case OBJ_ACTOR_EVENT:
-                    if ((actor->unk_0B4 >= EINFO_200) && (actor->unk_0B4 < EINFO_300)) {
-                        gActor194Status[actor->unk_046] = 0;
-                    } else if ((actor->unk_0B4 == EINFO_38) && (actor->unk_046 != 2)) {
-                        gRingPassCount = -1;
-                    }
-                    break;
-                case OBJ_ACTOR_252:
-                    gMissedZoSearchlight = true;
-                    break;
-            }
+                } else if ((actor->unk_0B4 == EINFO_38) && (actor->unk_046 != 2)) {
+                    gRingPassCount = -1;
+                }
+                break;
+            case OBJ_ACTOR_252:
+                gMissedZoSearchlight = true;
+                break;
         }
     }
 }
@@ -2539,7 +2541,7 @@ void Boss_Move(Boss* boss) {
     boss->obj.pos.y += boss->vel.y;
     boss->obj.pos.z += boss->vel.z;
     boss->vel.y -= boss->gravity;
-    if ((D_ctx_80161AB8 != 0) && ((boss->obj.pos.z + D_ctx_80177D20) > (boss->info.unk_10 - gPlayer[0].cam.eye.z))) {
+    if (gCullObjects && ((boss->obj.pos.z + gPathProgress) > (boss->info.cullDistance - gPlayer[0].cam.eye.z))) {
         if (gPlayer[0].cam.eye.z) {} // fake
         Object_Kill(&boss->obj, boss->sfxSource);
     }
@@ -2548,7 +2550,7 @@ void Boss_Move(Boss* boss) {
 void Scenery_Move(Scenery* scenery) {
     if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
         scenery->obj.pos.z += scenery->unk_60;
-        if (scenery->info.unk_10 < scenery->obj.pos.z) {
+        if (scenery->info.cullDistance < scenery->obj.pos.z) {
             Object_Kill(&scenery->obj, scenery->sfxSource);
         }
     } else if ((gLevelMode == LEVELMODE_ON_RAILS) && (gBossActive != 2)) {
@@ -2559,18 +2561,18 @@ void Scenery_Move(Scenery* scenery) {
             var_fa0 = 1000.0f;
         }
         temp_fv0 = ((temp_fv0 - var_fa0) < 0.0f) ? 0.0f : (temp_fv0 - var_fa0) * 1.7f;
-        if ((fabsf(gPlayer[0].unk_114) > 1.0f) || (gCurrentLevel == LEVEL_MACBETH)) {
+        if ((fabsf(gPlayer[0].yRot_114) > 1.0f) || (gCurrentLevel == LEVEL_MACBETH)) {
             temp_fv0 = 0.0f;
         }
         temp_fv0 -= gPlayer[0].cam.eye.z;
-        if ((scenery->info.unk_10 - temp_fv0) < (scenery->obj.pos.z + D_ctx_80177D20)) {
+        if ((scenery->info.cullDistance - temp_fv0) < (scenery->obj.pos.z + gPathProgress)) {
             Object_Kill(&scenery->obj, scenery->sfxSource);
         }
     }
 }
 
 void Sprite_Move(Sprite* sprite) {
-    if (D_ctx_80161AB8 != 0) {
+    if (gCullObjects) {
         f32 temp_fv0 = fabsf(sprite->obj.pos.x - gPlayer[0].cam.eye.x);
         f32 var_fa0 = 500.0f;
 
@@ -2581,7 +2583,7 @@ void Sprite_Move(Sprite* sprite) {
         }
         temp_fv0 = ((temp_fv0 - var_fa0) < 0.0f) ? 0.0f * 1.7f : (temp_fv0 - var_fa0) * 1.7f;
         temp_fv0 -= gPlayer[0].cam.eye.z;
-        if ((sprite->info.unk_10 - temp_fv0) < (sprite->obj.pos.z + D_ctx_80177D20)) {
+        if ((sprite->info.cullDistance - temp_fv0) < (sprite->obj.pos.z + gPathProgress)) {
             sprite->obj.status = OBJ_FREE;
         }
     }
@@ -2591,8 +2593,8 @@ void Effect_Move(Effect* effect) {
     effect->obj.pos.x += effect->vel.x;
     effect->obj.pos.y += effect->vel.y;
     effect->obj.pos.z += effect->vel.z;
-    if (D_ctx_80161AB8 != 0) {
-        if ((gPlayer[0].cam.eye.z + effect->info.unk_10) < (effect->obj.pos.z + D_ctx_80177D20)) {
+    if (gCullObjects) {
+        if ((gPlayer[0].cam.eye.z + effect->info.cullDistance) < (effect->obj.pos.z + gPathProgress)) {
             Object_Kill(&effect->obj, effect->sfxSource);
         } else if ((fabsf(effect->obj.pos.y - gPlayer[0].cam.eye.y) > 25000.0f) ||
                    (fabsf(effect->obj.pos.x - gPlayer[0].cam.eye.x) > 25000.0f)) {
@@ -2602,10 +2604,10 @@ void Effect_Move(Effect* effect) {
 }
 
 void Item_Move(Item* item) {
-    if (D_ctx_80161AB8 != 0) {
+    if (gCullObjects) {
         f32 temp = (0.0f - gPlayer[0].cam.eye.z);
 
-        if ((item->info.unk_10 - temp) < (item->obj.pos.z + D_ctx_80177D20)) {
+        if ((item->info.cullDistance - temp) < (item->obj.pos.z + gPathProgress)) {
             Object_Kill(&item->obj, item->sfxSource);
             if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->state == 0)) {
                 gRingPassCount = -1;
@@ -2798,36 +2800,36 @@ void Effect_Update(Effect* this) {
 void TexturedLine_Update(TexturedLine* this) {
     Vec3f sp44;
     Vec3f sp38;
-    f32 sp34;
-    f32 sp30;
-    f32 sp2C;
+    f32 dx;
+    f32 dy;
+    f32 dz;
 
     if (this->timer != 0) {
         this->timer--;
     }
-    sp34 = this->unk_04.x - this->unk_10.x;
-    sp30 = this->unk_04.y - this->unk_10.y;
-    sp2C = this->unk_04.z - this->unk_10.z;
-    this->unk_20 = Math_Atan2F(sp34, sp2C);
-    this->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C)));
+    dx = this->posAA.x - this->posBB.x;
+    dy = this->posAA.y - this->posBB.y;
+    dz = this->posAA.z - this->posBB.z;
+    this->yRot = Math_Atan2F(dx, dz);
+    this->xRot = -Math_Atan2F(dy, sqrtf(SQ(dx) + SQ(dz)));
     if (this->mode != 4) {
-        this->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C));
+        this->zScale = sqrtf(SQ(dx) + SQ(dy) + SQ(dz));
     }
 
     if (gGameState == GSTATE_PLAY) {
         if (((this->mode == 1) || (this->mode == 101) || (this->mode == 50)) &&
-            (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (gPlayer[0].unk_1F4 == 0)) {
-            Matrix_RotateX(gCalcMatrix, -this->unk_1C, MTXF_NEW);
-            Matrix_RotateY(gCalcMatrix, -this->unk_20, MTXF_APPLY);
-            sp44.x = gPlayer[gPlayerNum].pos.x - this->unk_04.x;
-            sp44.y = gPlayer[gPlayerNum].pos.y - this->unk_04.y;
-            sp44.z = gPlayer[gPlayerNum].unk_138 - this->unk_04.z;
+            (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (gPlayer[0].hitTimer == 0)) {
+            Matrix_RotateX(gCalcMatrix, -this->xRot, MTXF_NEW);
+            Matrix_RotateY(gCalcMatrix, -this->yRot, MTXF_APPLY);
+            sp44.x = gPlayer[gPlayerNum].pos.x - this->posAA.x;
+            sp44.y = gPlayer[gPlayerNum].pos.y - this->posAA.y;
+            sp44.z = gPlayer[gPlayerNum].trueZpos - this->posAA.z;
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
-            sp38.x += this->unk_04.x;
-            sp38.y += this->unk_04.y;
-            sp38.z += this->unk_04.z;
-            if ((fabsf(sp38.x - this->unk_04.x) < 30.0f) && (fabsf(sp38.y - this->unk_04.y) < 30.0f) &&
-                (sp38.z < this->unk_04.z) && ((this->unk_04.z - this->unk_24) < sp38.z)) {
+            sp38.x += this->posAA.x;
+            sp38.y += this->posAA.y;
+            sp38.z += this->posAA.z;
+            if ((fabsf(sp38.x - this->posAA.x) < 30.0f) && (fabsf(sp38.y - this->posAA.y) < 30.0f) &&
+                (sp38.z < this->posAA.z) && ((this->posAA.z - this->zScale) < sp38.z)) {
                 if (gCurrentLevel == LEVEL_AQUAS) {
                     Player_ApplyDamage(&gPlayer[0], 0, 30);
                 } else {
@@ -2838,7 +2840,7 @@ void TexturedLine_Update(TexturedLine* this) {
                 }
             }
         }
-        if (((this->unk_04.z + D_ctx_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
+        if (((this->posAA.z + gPathProgress) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
             this->mode = 0;
         }
         if (((this->mode == 3) || (this->mode == 50)) && (this->timer == 0)) {
@@ -2869,12 +2871,12 @@ void Object_Update(void) {
     Item* item;
     Effect* effect;
 
-    D_ctx_80161AB8 = 0;
+    gCullObjects = false;
     if ((gLevelMode == LEVELMODE_ON_RAILS) &&
         ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_INIT) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
          (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_DOWN) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ENTER_WARP_ZONE) ||
          (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_START_360) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_NEXT))) {
-        D_ctx_80161AB8 = 1;
+        gCullObjects = true;
     }
     if (gLevelMode != LEVELMODE_ALL_RANGE) {
         if ((gLoadLevelObjects != 0) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
diff --git a/src/engine/fox_enmy2.c b/src/engine/fox_enmy2.c
index 64ff8b25..6b8b44c8 100644
--- a/src/engine/fox_enmy2.c
+++ b/src/engine/fox_enmy2.c
@@ -103,7 +103,7 @@ void Obj54_8006AA3C(f32 xPos, f32 yPos, f32 zPos) {
     }
 }
 
-void Obj54_Update(Scenery_54* this) {
+void Scenery54_Update(Scenery_54* this) {
     Vec3f sp24;
     Vec3f sp18;
 
@@ -134,7 +134,7 @@ void Actor201_Update(Actor201* this) {
         func_effect_8007F11C(OBJ_EFFECT_353, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, gEnemyShotSpeed);
         this->timer_0BC = 20;
     }
-    sp2C = this->obj.pos.z + D_ctx_80177D20;
+    sp2C = this->obj.pos.z + gPathProgress;
     this->obj.rot.y = Math_RadToDeg(Math_Atan2F(gPlayer[0].cam.eye.x - this->obj.pos.x, gPlayer[0].cam.eye.z - sp2C));
     this->obj.rot.x = -Math_RadToDeg(
         Math_Atan2F(gPlayer[0].cam.eye.y - this->obj.pos.y,
@@ -147,7 +147,7 @@ void Actor202_Update(Actor202* this) {
     this->gravity = 1.5f;
     sp34 = false;
     this->obj.rot.y = Math_RadToDeg(
-        Math_Atan2F(gPlayer[gPlayerNum].pos.x - this->obj.pos.x, gPlayer[gPlayerNum].unk_138 - this->obj.pos.z));
+        Math_Atan2F(gPlayer[gPlayerNum].pos.x - this->obj.pos.x, gPlayer[gPlayerNum].trueZpos - this->obj.pos.z));
     if (this->obj.pos.y < -500.0f) {
         this->obj.pos.y = -500.0f;
         this->vel.y = 0.0f;
@@ -209,9 +209,9 @@ void Actor202_Update(Actor202* this) {
             break;
     }
 
-    if (this->unk_0D0 != 0) {
+    if (this->dmgType != 0) {
         this->health -= 10;
-        if ((this->health <= 0) || (this->unk_0D0 >= 2)) {
+        if ((this->health <= 0) || (this->dmgType >= 2)) {
             func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, 10.0f);
             func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, this->vel.x, this->vel.y,
                                  this->vel.z, 8.0f, 30);
@@ -220,7 +220,7 @@ void Actor202_Update(Actor202* this) {
             gHitCount += this->info.bonus;
             D_ctx_80177850 = 15;
         } else {
-            this->unk_0D0 = 0;
+            this->dmgType = 0;
             this->timer_0C6 = 20;
             AUDIO_PLAY_SFX(0x2903300E, this->sfxSource, 4);
             func_effect_8007D1E0(this->obj.pos.x, this->obj.pos.y + 180.0f, this->obj.pos.z, 5.0f);
@@ -240,7 +240,7 @@ static f32 D_800CFFC4[16] = {
 };
 static Gfx* D_800D0004[3] = { D_ENMY_SPACE_4000170, D_ENMY_SPACE_40084D0, D_ENMY_SPACE_400A630 };
 
-void Actor194_Init(Actor194* this) {
+void Actor194_Dying(Actor194* this) {
     Vec3f sp34;
     s32 temp_hi;
 
@@ -294,7 +294,7 @@ void Actor194_8006B46C(Actor194* this, f32 xTrans, f32 yTrans, f32 zTrans, f32 x
     Vec3f sp34 = { 0.0f, 0.0f, 0.0f };
 
     Matrix_Push(&gGfxMatrix);
-    Matrix_Translate(gGfxMatrix, xTrans, yTrans, zTrans + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, xTrans, yTrans, zTrans + gPathProgress, MTXF_APPLY);
 
     if (arg7 != 1) {
         Matrix_RotateY(gGfxMatrix, M_DTOR * yRot, MTXF_APPLY);
@@ -308,9 +308,9 @@ void Actor194_8006B46C(Actor194* this, f32 xTrans, f32 yTrans, f32 zTrans, f32 x
     if (arg7 != 1) {
         RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
         if ((arg7 == 0) && (this->lockOnTimers[TEAM_ID_FOX] != 0)) {
-            sp34.y += this->info.unk_1C;
-            Matrix_MultVec3f(gGfxMatrix, &sp34, D_display_80161578);
-            if (D_display_80161578->z > -500.0f) {
+            sp34.y += this->info.targetOffset;
+            Matrix_MultVec3f(gGfxMatrix, &sp34, &gLockOnTargetViewPos[TEAM_ID_FOX]);
+            if (gLockOnTargetViewPos[TEAM_ID_FOX].z > -500.0f) {
                 this->lockOnTimers[TEAM_ID_FOX] = 0;
             }
         }
@@ -341,7 +341,7 @@ void Actor194_Draw(Actor194* this) {
     }
 }
 
-void Obj42_Update(Scenery_42* this) {
+void Scenery42_Update(Scenery_42* this) {
     this->obj.pos.x += this->vel.x;
     this->obj.pos.y += this->vel.y;
     this->obj.pos.z += this->vel.z;
@@ -424,7 +424,7 @@ void Actor196_Update(Actor196* this) {
             this->vel.x = sp44.x;
             this->vel.y = sp44.y;
             this->vel.z = sp44.z;
-            if (fabsf((this->obj.pos.z + this->fwork[10]) - gPlayer[0].unk_138) < 3000.0f) {
+            if (fabsf((this->obj.pos.z + this->fwork[10]) - gPlayer[0].trueZpos) < 3000.0f) {
                 this->state = 2;
                 this->timer_0BC = 20;
                 this->vel.z = 0.0f;
@@ -478,13 +478,13 @@ void Actor196_Update(Actor196* this) {
                             RAND_FLOAT_CENTERED(50.0f) + this->obj.pos.z, 0.5f);
     }
 
-    if ((this->unk_0D0 != 0) && (this->unk_0B6 != 0)) {
+    if ((this->dmgType != 0) && (this->unk_0B6 != 0)) {
         func_effect_8007BFFC(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 0.0f, this->vel.y, 0.0f, 3.0f, 5);
         Object_Kill(&this->obj, this->sfxSource);
         this->itemDrop = DROP_SILVER_RING;
         Actor_Despawn(this);
     }
-    this->unk_0D0 = 0;
+    this->dmgType = 0;
 }
 
 static f32 D_800D001C[5] = { 0.0f, 30.0f, 60.0f, -60.0f, -30.0f }; // could be in-function
@@ -507,7 +507,7 @@ void Actor189_Update(Actor189* this) {
         case 40:
             if (this->unk_04A & 4) {
                 this->obj.pos.x = gPlayer[0].pos.x + this->fwork[3];
-                this->obj.pos.z = gPlayer[0].unk_138 + this->fwork[4];
+                this->obj.pos.z = gPlayer[0].trueZpos + this->fwork[4];
             }
 
             this->obj.rot.x += this->fwork[0];
@@ -566,7 +566,7 @@ void Actor189_Update(Actor189* this) {
             this->obj.rot.y += this->fwork[1];
             this->obj.rot.z += this->fwork[2];
 
-            Ground_801B6E20(this->obj.pos.x, this->obj.pos.z + D_ctx_80177D20, &sp4C, &sp48, &sp4C);
+            Ground_801B6E20(this->obj.pos.x, this->obj.pos.z + gPathProgress, &sp4C, &sp48, &sp4C);
 
             if (this->obj.pos.y < sp48) {
                 this->obj.pos.y = sp48;
@@ -586,7 +586,7 @@ void Actor189_Update(Actor189* this) {
             break;
 
         case 47:
-            Ground_801B6E20(this->obj.pos.x, this->obj.pos.z + D_ctx_80177D20, &sp4C, &sp48, &sp4C);
+            Ground_801B6E20(this->obj.pos.x, this->obj.pos.z + gPathProgress, &sp4C, &sp48, &sp4C);
 
             if (this->obj.pos.y < this->fwork[3] + (-100.0f + sp48)) {
                 this->obj.pos.y = this->fwork[3] + sp48;
@@ -837,7 +837,7 @@ void func_enmy2_8006D0F4(Actor* this) {
     D_ctx_80178544 = 40;
 
     for (i = 0; i < ARRAY_COUNT(gScenery); i++) {
-        if ((gScenery[i].obj.status == OBJ_ACTIVE) && ((gPlayer[0].unk_138 - 3000.0f) < gScenery[i].obj.pos.z)) {
+        if ((gScenery[i].obj.status == OBJ_ACTIVE) && ((gPlayer[0].trueZpos - 3000.0f) < gScenery[i].obj.pos.z)) {
             hitboxData = D_edata_800CF964[gScenery[i].obj.id];
             count = *hitboxData;
             if (count != 0) {
@@ -870,7 +870,7 @@ void func_enmy2_8006D0F4(Actor* this) {
     }
 }
 
-void Obj39_Update(Scenery_39* this) {
+void MeteoTunnel_Update(Scenery_39* this) {
     this->obj.rot.z += 1.0f;
 }
 
@@ -878,13 +878,13 @@ typedef struct {
     /* 0x00 */ Gfx* dList;
     /* 0x04 */ f32* hitbox;
     /* 0x08 */ f32 scale;
-    /* 0x0C */ f32 info_unk_10;
+    /* 0x0C */ f32 cullDistance;
     /* 0x10 */ f32 unk_10;
     /* 0x14 */ u8 info_unk_16;
     /* 0x15 */ u8 info_unk_14;
     /* 0x16 */ u8 sfx;
     /* 0x17 */ u8 info_unk_19;
-    /* 0x18 */ f32 info_unk_1C;
+    /* 0x18 */ f32 targetOffset;
     /* 0x1C */ u8 bonus;
 } UnkStruct_D003C; // size = 0x20
 
@@ -1064,8 +1064,8 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
     switch (EV_OPC_MASK(actorScript[this->aiIndex])) {
         case EV_OPC(EVOP_STOP_SCRIPT):
             this->state = EVSTATE_SCRIPT_END;
-            if (this->info.unk_10 > 10000.0f) {
-                this->info.unk_10 = 100.0f;
+            if (this->info.cullDistance > 10000.0f) {
+                this->info.cullDistance = 100.0f;
             }
             break;
 
@@ -1094,7 +1094,7 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
             if ((this->unk_0B4 >= EINFO_200) && (this->unk_0B4 < EINFO_300)) {
                 this->unk_046 = 100;
                 this->info.hitbox = gCubeHitbox200;
-                this->info.unk_1C = 1.0f;
+                this->info.targetOffset = 1.0f;
 
                 for (i = 0; i < 2; i++) {
                     if (gActor194Status[i] == 0) {
@@ -1148,14 +1148,14 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
                 this->info.unk_16 = D_800D003C[this->unk_0B4].info_unk_16;
                 this->info.unk_14 = D_800D003C[this->unk_0B4].info_unk_14;
                 this->info.unk_19 = D_800D003C[this->unk_0B4].info_unk_19;
-                this->info.unk_1C = D_800D003C[this->unk_0B4].info_unk_1C;
+                this->info.targetOffset = D_800D003C[this->unk_0B4].targetOffset;
                 this->info.bonus = D_800D003C[this->unk_0B4].bonus;
 
                 if (this->unk_0B4 == EINFO_78) {
                     this->info.damage = 0;
                 }
 
-                this->info.unk_10 = D_800D003C[this->unk_0B4].info_unk_10;
+                this->info.cullDistance = D_800D003C[this->unk_0B4].cullDistance;
                 this->fwork[25] = D_800D003C[this->unk_0B4].unk_10;
 
                 switch (D_800D003C[this->unk_0B4].sfx) {
@@ -1185,8 +1185,8 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
                         break;
                 }
 
-                if (gPlayer[0].unk_138 < this->obj.pos.z) {
-                    this->info.unk_10 = 3000.0f;
+                if (gPlayer[0].trueZpos < this->obj.pos.z) {
+                    this->info.cullDistance = 3000.0f;
                 }
 
                 if (this->info.unk_16 == 0) {
@@ -1323,9 +1323,9 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
 
         case EV_OPC(EVOP_DAMAGE_TEAM):
             if (this->iwork[12] == actorScript[this->aiIndex + 1]) {
-                this->unk_0D0 = 1;
+                this->dmgType = 1;
                 this->damage = actorScript[this->aiIndex] & 0x1FF;
-                this->unk_0D4 = 100;
+                this->dmgSource = 100;
             } else {
                 gTeamDamage[actorScript[this->aiIndex + 1]] = actorScript[this->aiIndex] & 0x1FF;
             }
@@ -1338,14 +1338,14 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
             for (i = 0; i < ARRAY_COUNT(gTexturedLines); i++) {
                 if (gTexturedLines[i].mode == 0) {
                     gTexturedLines[i].mode = 1;
-                    gTexturedLines[i].unk_28 = 3.0f;
-                    gTexturedLines[i].unk_04.x = this->obj.pos.x - this->vel.x;
-                    gTexturedLines[i].unk_04.y = this->obj.pos.y - this->vel.y;
-                    gTexturedLines[i].unk_04.z = this->obj.pos.z - this->vel.z;
-                    gTexturedLines[i].unk_2C = D_800D0DBC[actorScript[this->aiIndex + 1]][0];
-                    gTexturedLines[i].unk_2D = D_800D0DBC[actorScript[this->aiIndex + 1]][1];
-                    gTexturedLines[i].unk_2E = D_800D0DBC[actorScript[this->aiIndex + 1]][2];
-                    gTexturedLines[i].unk_2F = D_800D0DBC[actorScript[this->aiIndex + 1]][3];
+                    gTexturedLines[i].xyScale = 3.0f;
+                    gTexturedLines[i].posAA.x = this->obj.pos.x - this->vel.x;
+                    gTexturedLines[i].posAA.y = this->obj.pos.y - this->vel.y;
+                    gTexturedLines[i].posAA.z = this->obj.pos.z - this->vel.z;
+                    gTexturedLines[i].red = D_800D0DBC[actorScript[this->aiIndex + 1]][0];
+                    gTexturedLines[i].green = D_800D0DBC[actorScript[this->aiIndex + 1]][1];
+                    gTexturedLines[i].blue = D_800D0DBC[actorScript[this->aiIndex + 1]][2];
+                    gTexturedLines[i].alpha = D_800D0DBC[actorScript[this->aiIndex + 1]][3];
                     this->iwork[8] = i;
                     break;
                 }
@@ -1573,9 +1573,9 @@ void ActorEvent_ProcessScript(ActorEvent* this) {
 
 void ActorEvent_UpdateTexLines(ActorEvent* this) {
     if ((this->iwork[7] != 0) && (gTexturedLines[this->iwork[8]].mode != 0)) {
-        gTexturedLines[this->iwork[8]].unk_10.x = this->obj.pos.x;
-        gTexturedLines[this->iwork[8]].unk_10.y = this->obj.pos.y;
-        gTexturedLines[this->iwork[8]].unk_10.z = this->obj.pos.z;
+        gTexturedLines[this->iwork[8]].posBB.x = this->obj.pos.x;
+        gTexturedLines[this->iwork[8]].posBB.y = this->obj.pos.y;
+        gTexturedLines[this->iwork[8]].posBB.z = this->obj.pos.z;
     }
 }
 
@@ -1794,7 +1794,7 @@ void ActorEvent_ProcessActions(ActorEvent* this) {
                 break;
 
             case EVACT_2:
-                if (this->obj.pos.z < (gPlayer[0].unk_138 - 600.0f)) {
+                if (this->obj.pos.z < (gPlayer[0].trueZpos - 600.0f)) {
                     func_effect_8007F11C(OBJ_EFFECT_353, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z,
                                          gEnemyShotSpeed);
                 }
@@ -1844,7 +1844,7 @@ void ActorEvent_ProcessActions(ActorEvent* this) {
                 break;
 
             case EVACT_6:
-                if (this->obj.pos.z < (gPlayer[0].unk_138 - 600.0f)) {
+                if (this->obj.pos.z < (gPlayer[0].trueZpos - 600.0f)) {
                     func_effect_8007F11C(OBJ_EFFECT_355, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z,
                                          gEnemyShotSpeed);
                 }
@@ -1852,7 +1852,7 @@ void ActorEvent_ProcessActions(ActorEvent* this) {
                 break;
 
             case EVACT_7:
-                if (this->obj.pos.z < (gPlayer[0].unk_138 - 600.0f)) {
+                if (this->obj.pos.z < (gPlayer[0].trueZpos - 600.0f)) {
                     func_effect_8007F11C(OBJ_EFFECT_356, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 60.0f);
                 }
                 this->unk_048 = EVACT_NONE;
@@ -1975,7 +1975,7 @@ void ActorEvent_ProcessActions(ActorEvent* this) {
 
 void ActorEvent_8006FE28(ActorEvent* this) {
     if ((fabsf(this->obj.pos.x - gPlayer[0].pos.x) < 100.0f) && (fabsf(this->obj.pos.y - gPlayer[0].pos.y) < 100.0f) &&
-        (fabsf(this->obj.pos.z - gPlayer[0].unk_138) < 50.0f)) {
+        (fabsf(this->obj.pos.z - gPlayer[0].trueZpos) < 50.0f)) {
         func_enmy_80067A40();
         Audio_KillSfxBySourceAndId(this->sfxSource, 0x1900302B);
         Object_Kill(&this->obj, this->sfxSource);
@@ -1985,8 +1985,8 @@ void ActorEvent_8006FE28(ActorEvent* this) {
 void ActorEvent_8006FEEC(ActorEvent* this) {
     s32 i;
 
-    if ((this->unk_0D0 != 0) && (this->health != 0)) {
-        this->unk_0D0 = 0;
+    if ((this->dmgType != 0) && (this->health != 0)) {
+        this->dmgType = 0;
         this->timer_0C6 = 15;
         this->health -= this->damage;
 
@@ -2029,7 +2029,7 @@ bool ActorEvent_800700A4(ActorEvent* this) {
         gTeamShields[this->iwork[12]] = -1;
         gTeamDamage[this->iwork[12]] = 0;
         this->timer_0C2 = 5000;
-        this->unk_0D0 = 0;
+        this->dmgType = 0;
         return true;
     }
     return false;
@@ -2037,22 +2037,22 @@ bool ActorEvent_800700A4(ActorEvent* this) {
 
 void ActorEvent_800701E0(ActorEvent* this) {
     Vec3f sp3C;
-    f32 var_fv1;
+    f32 chance;
     f32 temp_fv1;
 
     if (ActorEvent_800700A4(this)) {
         return;
     }
-    if ((this->unk_0D0 != 0) && (this->unk_0B4 == EINFO_67) && (this->unk_0D2 == 0)) {
-        this->unk_0D0 = 0;
+    if ((this->dmgType != 0) && (this->unk_0B4 == EINFO_67) && (this->dmgPart == 0)) {
+        this->dmgType = 0;
     }
 
-    if ((this->unk_0D0 != 0) && (this->unk_0B4 == EINFO_83) && (this->timer_0C2 >= 2)) {
-        this->unk_0D0 = 0;
+    if ((this->dmgType != 0) && (this->unk_0B4 == EINFO_83) && (this->timer_0C2 >= 2)) {
+        this->dmgType = 0;
     }
 
-    if ((this->unk_0D0 != 0) &&
-        (((this->unk_0B4 == EINFO_64) && (this->unk_0D2 == 2)) || (this->unk_0B4 != EINFO_64))) {
+    if ((this->dmgType != 0) &&
+        (((this->unk_0B4 == EINFO_64) && (this->dmgPart == 2)) || (this->unk_0B4 != EINFO_64))) {
         if (this->iwork[12] >= TEAM_ID_KATT) {
             this->damage = 0;
         }
@@ -2081,18 +2081,18 @@ void ActorEvent_800701E0(ActorEvent* this) {
                 }
 
                 this->obj.status = OBJ_DYING;
-                var_fv1 = 0.7f;
+                chance = 0.7f;
 
                 if (gLevelType == LEVELTYPE_SPACE) {
-                    var_fv1 = 0.3f;
+                    chance = 0.3f;
                 }
 
-                if (((Rand_ZeroOne() < var_fv1) || (this->iwork[12] != 0)) && (this->info.unk_14 == 0) &&
+                if (((Rand_ZeroOne() < chance) || (this->iwork[12] != 0)) && (this->info.unk_14 == 0) &&
                     (this->unk_0B4 != EINFO_13) && (this->unk_0B4 != EINFO_14) && (this->unk_0B4 != EINFO_61) &&
                     (this->damage <= 30) && (this->unk_0B4 != EINFO_62) && (this->unk_0B4 != EINFO_64) &&
                     (this->unk_0B4 != EINFO_72) && (this->unk_0B4 != EINFO_68)) {
                     func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, this->scale * 4.0f);
-                    this->unk_0D0 = 0;
+                    this->dmgType = 0;
                 }
 
                 this->timer_0C2 = 10;
@@ -2123,7 +2123,7 @@ void ActorEvent_800701E0(ActorEvent* this) {
                         } else {
                             this->vel.z = this->vel.z * 0.3f;
                         }
-                        if (((this->obj.pos.z + D_ctx_80177D20) > -3000.0f) && (this->vel.z > 0.0f)) {
+                        if (((this->obj.pos.z + gPathProgress) > -3000.0f) && (this->vel.z > 0.0f)) {
                             this->vel.z = RAND_FLOAT(-10.0f);
                         }
                     }
@@ -2146,9 +2146,9 @@ void ActorEvent_800701E0(ActorEvent* this) {
                             this->obj.status = OBJ_ACTIVE;
                             func_effect_8007D0E0(this->obj.pos.x - this->vel.x, this->obj.pos.y + 30.0f,
                                                  this->obj.pos.z - this->vel.z, this->scale * 5.0f);
-                            this->unk_0D0 = 0;
+                            this->dmgType = 0;
                             this->timer_0C2 = 10000;
-                            this->info.unk_1C = 0.0f;
+                            this->info.targetOffset = 0.0f;
                             gHitCount += this->info.bonus;
                             D_ctx_80177850 = 15;
                             break;
@@ -2166,7 +2166,7 @@ void ActorEvent_800701E0(ActorEvent* this) {
 
             if (this->unk_0B4 == EINFO_82) {
                 AUDIO_PLAY_SFX(0x11000055, this->sfxSource, 0);
-                this->unk_0D0 = 1;
+                this->dmgType = 1;
                 func_effect_8007C688(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 3.0f, 60);
             }
         } else {
@@ -2191,10 +2191,10 @@ void ActorEvent_800701E0(ActorEvent* this) {
                 }
             }
 
-            if (this->unk_0D4 == 1) {
+            if (this->dmgSource == 1) {
                 switch (this->iwork[12]) {
                     case TEAM_ID_FALCO:
-                        if (this->unk_0D0 == 3) {
+                        if (this->dmgType == 3) {
                             ActorEvent_SetMessage(gMsg_ID_20210, RCID_FALCO);
                         } else {
                             ActorEvent_SetMessage(gMsg_ID_20060, RCID_FALCO);
@@ -2202,7 +2202,7 @@ void ActorEvent_800701E0(ActorEvent* this) {
                         break;
 
                     case TEAM_ID_PEPPY:
-                        if (this->unk_0D0 == 3) {
+                        if (this->dmgType == 3) {
                             ActorEvent_SetMessage(gMsg_ID_20200, RCID_PEPPY);
                         } else {
                             ActorEvent_SetMessage(gMsg_ID_20070, RCID_PEPPY);
@@ -2210,7 +2210,7 @@ void ActorEvent_800701E0(ActorEvent* this) {
                         break;
 
                     case TEAM_ID_SLIPPY:
-                        if (this->unk_0D0 == 3) {
+                        if (this->dmgType == 3) {
                             ActorEvent_SetMessage(gMsg_ID_20190, RCID_SLIPPY);
                         } else {
                             ActorEvent_SetMessage(gMsg_ID_20080, RCID_SLIPPY);
@@ -2226,7 +2226,7 @@ void ActorEvent_800701E0(ActorEvent* this) {
                         break;
                 }
             }
-            this->unk_0D0 = 0;
+            this->dmgType = 0;
         }
     }
     if ((this->iwork[12] == 0) && (this->iwork[13] == 0) && (this->info.unk_16 != 2) &&
@@ -2239,7 +2239,7 @@ void ActorEvent_800701E0(ActorEvent* this) {
             (this->obj.pos.y < (gGroundHeight + 20.0f))) {
             this->obj.status = OBJ_DYING;
             this->obj.pos.z -= this->vel.z;
-            this->unk_0D0 = 1;
+            this->dmgType = 1;
             if (this->unk_0B4 == EINFO_13) {
                 this->obj.id = OBJ_ACTOR_182;
                 func_enmy_800654E4(&this->obj);
@@ -2253,9 +2253,9 @@ void ActorEvent_800701E0(ActorEvent* this) {
 }
 
 void ActorEvent_80070BA8(ActorEvent* this) {
-    if (this->unk_0D0 != 0) {
-        this->unk_0D0 = 0;
-        if ((this->unk_0B4 != EINFO_17) || ((this->unk_0B4 == EINFO_17) && (this->unk_0D2 == 0))) {
+    if (this->dmgType != 0) {
+        this->dmgType = 0;
+        if ((this->unk_0B4 != EINFO_17) || ((this->unk_0B4 == EINFO_17) && (this->dmgPart == 0))) {
             this->timer_0C6 = 10;
             func_effect_8007C120(this->hitPos.x, this->hitPos.y, this->hitPos.z, this->vel.x, this->vel.y, this->vel.z,
                                  0.2f, 10);
@@ -2300,7 +2300,7 @@ void ActorEvent_ProcessTriggers(ActorEvent* this) {
     }
 
     if (this->iwork[2] >= EVC_CLOSE_Z) {
-        if (fabsf(this->obj.pos.z - gPlayer[0].unk_138) <= ((this->iwork[2] - EVC_CLOSE_Z) * 100.0f)) {
+        if (fabsf(this->obj.pos.z - gPlayer[0].trueZpos) <= ((this->iwork[2] - EVC_CLOSE_Z) * 100.0f)) {
             ActorEvent_TriggerBranch(this);
         }
         return;
@@ -2591,7 +2591,7 @@ void ActorEvent_ProcessTriggers(ActorEvent* this) {
             break;
 
         case EVC_TOOK_DAMAGE:
-            if (this->unk_0D0 != 0) {
+            if (this->dmgType != 0) {
                 ActorEvent_TriggerBranch(this);
             }
             break;
@@ -2846,12 +2846,12 @@ void ActorEvent_80071DC0(ActorEvent* this) {
 void ActorEvent_800720E8(ActorEvent* this) {
     switch (this->unk_046) {
         case 0:
-            if (this->unk_0D0 != 0) {
-                if (this->unk_0D0 == 2) {
+            if (this->dmgType != 0) {
+                if (this->dmgType == 2) {
                     this->damage = 3;
                 }
 
-                if ((this->unk_0D4 >= 101) && (gActors[this->unk_0D4 - 101].unk_0B4 == 85)) {
+                if ((this->dmgSource >= 101) && (gActors[this->dmgSource - 101].unk_0B4 == EINFO_85)) {
                     this->damage = 20;
                 }
 
@@ -2870,7 +2870,7 @@ void ActorEvent_800720E8(ActorEvent* this) {
                 } else {
                     AUDIO_PLAY_SFX(0x2903300E, this->sfxSource, 0);
                 }
-                this->unk_0D0 = 0;
+                this->dmgType = 0;
             }
             break;
 
@@ -2941,7 +2941,7 @@ void ActorEvent_80072474(ActorEvent* this) {
     }
 
     if (this->iwork[15] != 0) {
-        var_fv1 = Math_RadToDeg(Math_Atan2F(gPlayer[0].pos.x - this->obj.pos.x, gPlayer[0].unk_138 - this->obj.pos.z));
+        var_fv1 = Math_RadToDeg(Math_Atan2F(gPlayer[0].pos.x - this->obj.pos.x, gPlayer[0].trueZpos - this->obj.pos.z));
     } else if (this->iwork[6] != 0) {
         var_fv1 = this->unk_0F4.y;
     } else {
@@ -3008,8 +3008,8 @@ void ActorEvent_Update(ActorEvent* this) {
         gActor194yRot[this->unk_046][this->unk_04E] = this->obj.rot.y;
         gActor194zRot[this->unk_046][this->unk_04E] = this->obj.rot.z;
 
-        if (this->unk_0D0 != 0) {
-            this->unk_0D0 = 0;
+        if (this->dmgType != 0) {
+            this->dmgType = 0;
             this->timer_0C6 = 20;
             this->health -= this->damage;
 
@@ -3377,13 +3377,13 @@ void ActorEvent_Update(ActorEvent* this) {
 
     if (this->iwork[5] == EV_ZMODE(EMZ_RELATIVE)) {
         this->vel.z -= this->fwork[22];
-        if ((gCurrentLevel == LEVEL_SECTOR_Y) && (D_ctx_80177D08 < 0.0f)) {
-            this->vel.z -= D_ctx_80177D08;
+        if ((gCurrentLevel == LEVEL_SECTOR_Y) && (gPathVelZ < 0.0f)) {
+            this->vel.z -= gPathVelZ;
         }
     }
 
     if (this->iwork[5] == EV_ZMODE(EMZ_PLAYER)) {
-        this->vel.z -= D_ctx_80177D08;
+        this->vel.z -= gPathVelZ;
     }
 
     if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ENTER_WARP_ZONE) {
@@ -3400,9 +3400,9 @@ void ActorEvent_Update(ActorEvent* this) {
         if (this->scale <= -1.999f) {
             ActorEvent_80070BA8(this);
         } else {
-            if ((this->unk_0D0 == 1) && (this->scale < 0.5f) && (this->unk_0B4 != EINFO_48) &&
+            if ((this->dmgType == 1) && (this->scale < 0.5f) && (this->unk_0B4 != EINFO_48) &&
                 (this->unk_0B4 != EINFO_49) && (this->unk_0B4 != EINFO_50)) {
-                this->unk_0D0 = 0;
+                this->dmgType = 0;
                 if (gCurrentLevel == LEVEL_METEO) {
                     AUDIO_PLAY_SFX(0x2902107D, this->sfxSource, 4);
                 } else {
@@ -3790,7 +3790,7 @@ bool ActorEvent_OverrideLimbDraw3(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f*
     return false;
 }
 
-s32 Obj111_Draw(Scenery_111* this) {
+s32 Scenery111_Draw(Scenery_111* this) {
     RCP_SetupDL(&gMasterDisp, 0x3C);
     gSPDisplayList(gMasterDisp++, D_SY_601AD70);
     RCP_SetupDL(&gMasterDisp, 0x40);
@@ -4214,7 +4214,7 @@ void func_enmy2_800763A4(Actor* actor) {
         }
 
         if (gGroundType == 4) {
-            if (Ground_801B6AEC(actor->obj.pos.x, actor->obj.pos.y - 10.0f, actor->obj.pos.z + D_ctx_80177D20) != 0) {
+            if (Ground_801B6AEC(actor->obj.pos.x, actor->obj.pos.y - 10.0f, actor->obj.pos.z + gPathProgress) != 0) {
                 func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y + 20.0f, actor->obj.pos.z, actor->scale * 6.0f);
                 func_effect_8007BFFC(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y + 30.0f,
                                      actor->obj.pos.z - actor->vel.z, 0.0f, 0.0f, 0.0f, actor->scale * 4.0f, 20);
@@ -4327,7 +4327,7 @@ void func_enmy2_800763A4(Actor* actor) {
                 }
             }
         }
-        if ((actor->unk_0D0 != 0) || (actor->timer_0BC == 0) ||
+        if ((actor->dmgType != 0) || (actor->timer_0BC == 0) ||
             ((actor->itemDrop != DROP_NONE) && (actor->obj.id != OBJ_ACTOR_ALLRANGE))) {
             if (gLevelMode == LEVELMODE_ALL_RANGE) {
                 for (var_s0 = 0; var_s0 < 4; var_s0++) {
diff --git a/src/engine/fox_game.c b/src/engine/fox_game.c
index 3eb3a689..0475088f 100644
--- a/src/engine/fox_game.c
+++ b/src/engine/fox_game.c
@@ -100,7 +100,7 @@ void Game_SetGameState(void) {
     gNextGameState = GSTATE_NONE;
     gSceneSetup = 0;
     gFillScreenColor = gBgColor = 0;
-    D_ctx_80177D20 = 0.0f;
+    gPathProgress = 0.0f;
     if ((gCurrentLevel == LEVEL_VENOM_2) && (gLevelPhase == 2)) {
         gFillScreenColor = gBgColor = 0xFFFF; // 248, 248, 248
         gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
@@ -389,7 +389,7 @@ void Game_Update(void) {
                 Play_ClearObjectData();
                 gCamCount = 1;
                 gLifeCount[0] = 2;
-                D_ctx_80177D20 = 0.0f;
+                gPathProgress = 0.0f;
                 D_hud_8016170C = gCsFrameCount = gShowLevelClearStatusScreen = gLevelStartStatusScreenTimer =
                     gLevelClearScreenTimer = gVsMatchState = gVersusMode = gTitleState = gStarCount = gMapState =
                         gPlayState = gOptionMenuStatus = gDrawMode = gShowBossHealth = gShowHud = gBgColor =
diff --git a/src/engine/fox_hud.c b/src/engine/fox_hud.c
index 04c24dde..417b1146 100644
--- a/src/engine/fox_hud.c
+++ b/src/engine/fox_hud.c
@@ -1559,7 +1559,7 @@ void func_hud_80088970(void) {
                     D_ctx_80177CA4 = D_play_80161A5C;
                 }
 
-                D_ctx_80177CB0 = 0.0f;
+                gSavedPathProgress = 0.0f;
                 gAllRangeCheckpoint = 0;
                 gSavedZoSearchlightStatus = false;
 
@@ -1568,7 +1568,7 @@ void func_hud_80088970(void) {
                 Audio_StopPlayerNoise(0);
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_NEXT;
                 gScreenFlashTimer = 0;
-                gPlayer[0].timer_1F8 = 0;
+                gPlayer[0].csTimer = 0;
                 gFillScreenAlpha = gFillScreenAlphaTarget = 255;
                 gFadeoutType = 7;
 
@@ -1953,8 +1953,8 @@ void func_hud_8008A240(void) {
         }
         gRadarMarks[i].status = 1;
         gRadarMarks[i].type = i;
-        gRadarMarks[i].unk_10 = gPlayer[i].unk_114 + gPlayer[i].unk_0E8;
-        gRadarMarks[i].pos.z = gPlayer[i].unk_138;
+        gRadarMarks[i].yRot = gPlayer[i].yRot_114 + gPlayer[i].rot.y;
+        gRadarMarks[i].pos.z = gPlayer[i].trueZpos;
         gRadarMarks[i].pos.x = gPlayer[i].pos.x;
 
         if (gPlayerNum == i) {
@@ -1986,7 +1986,7 @@ void func_hud_8008A240(void) {
                 gRadarMarks[item->index + 50].pos.x = item->obj.pos.x;
                 gRadarMarks[item->index + 50].pos.y = item->obj.pos.y;
                 gRadarMarks[item->index + 50].pos.z = item->obj.pos.z;
-                gRadarMarks[item->index + 50].unk_10 = 0.0f;
+                gRadarMarks[item->index + 50].yRot = 0.0f;
             }
         }
     }
@@ -2142,10 +2142,10 @@ s32 func_hud_8008A4DC(void) {
         Matrix_Translate(gGfxMatrix, gRadarMarks[i].pos.x * 0.008f, -gRadarMarks[i].pos.z * 0.008f, 0.0f, MTXF_APPLY);
 
         if (gRadarMarks[i].type == 103) {
-            gRadarMarks[i].unk_10 = 45.0f;
+            gRadarMarks[i].yRot = 45.0f;
         }
 
-        Matrix_RotateZ(gGfxMatrix, M_DTOR * gRadarMarks[i].unk_10, MTXF_APPLY);
+        Matrix_RotateZ(gGfxMatrix, M_DTOR * gRadarMarks[i].yRot, MTXF_APPLY);
         Matrix_Scale(gGfxMatrix, scale, scale, 1.0f, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
 
@@ -2460,7 +2460,7 @@ s32 func_hud_8008B774(void) {
          (gCurrentLevel == LEVEL_SECTOR_Y))) {
         for (i = 0; i < 60; i++) {
             if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].iwork[12] == temp)) {
-                if ((gActors[i].unk_0B4 == 2) || (gActors[i].unk_0B4 == 43) ||
+                if ((gActors[i].unk_0B4 == EINFO_2) || (gActors[i].unk_0B4 == EINFO_43) ||
                     ((gActors[i].obj.id == OBJ_ACTOR_TEAM_BOSS) &&
                      ((gActors[i].aiType == AI360_FALCO) || (gActors[i].aiType == AI360_SLIPPY) ||
                       (gActors[i].aiType == AI360_PEPPY)))) {
@@ -2478,7 +2478,7 @@ s32 func_hud_8008B774(void) {
 
     switch (i) {
         case 0:
-            if (gPlayer[0].timer_220) {
+            if (gPlayer[0].radioDamageTimer) {
                 ret = 1;
             }
             break;
@@ -3913,11 +3913,11 @@ bool func_hud_80090A00(Actor* actor) {
             break;
 
         case 4:
-            actor->fwork[6] = gPlayer[0].unk_138;
+            actor->fwork[6] = gPlayer[0].trueZpos;
             actor->fwork[5] = 100.0f;
             actor->fwork[4] = gPlayer[0].pos.x;
             if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 300.0f) &&
-                (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 300.0f)) {
+                (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 300.0f)) {
                 actor->iwork[5] = 5;
                 actor->iwork[3] = 20;
                 actor->iwork[2] = 0;
@@ -3925,7 +3925,7 @@ bool func_hud_80090A00(Actor* actor) {
             break;
 
         case 5:
-            actor->fwork[6] = gPlayer[0].unk_138 + 1000.0f;
+            actor->fwork[6] = gPlayer[0].trueZpos + 1000.0f;
             actor->fwork[5] = 1000.0f;
             actor->fwork[4] = gPlayer[0].pos.x - 1000.0f;
             actor->iwork[2]++;
@@ -4068,7 +4068,7 @@ bool func_hud_80091298(Actor* actor) {
     actor->fwork[3] = 3.6f;
     actor->fwork[4] = gPlayer[0].pos.x + ((f32) (actor->aiType - 2) * 700.0f);
     actor->fwork[5] = gPlayer[0].pos.y;
-    actor->fwork[6] = gPlayer[0].unk_138;
+    actor->fwork[6] = gPlayer[0].trueZpos;
 
     if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f) || (fabsf(actor->obj.pos.z - actor->fwork[6]) < 700.0f)) {
         actor->fwork[1] = gPlayer[0].baseSpeed - 10.0f;
@@ -4293,7 +4293,7 @@ bool func_hud_80091B90(Actor* actor) {
         actor->obj.pos.y = gGroundHeight + 40.0f;
         actor->vel.y = 0.0f;
     }
-    actor->vel.z -= D_ctx_80177D08;
+    actor->vel.z -= gPathVelZ;
 
     return false;
 }
@@ -4335,11 +4335,11 @@ bool func_hud_80091DF4(Actor* actor) {
 }
 
 bool func_hud_80091F00(Actor* actor) {
-    u8 temp_v0 = actor->unk_0D0;
+    u8 temp_v0 = actor->dmgType;
     Vec3f sp40;
     Vec3f sp34;
 
-    actor->unk_0D0 = 0;
+    actor->dmgType = 0;
 
     if ((actor->state == 3) || (temp_v0 == 2)) {
         return false;
@@ -4376,7 +4376,7 @@ bool func_hud_80091F00(Actor* actor) {
         return false;
     }
 
-    if ((actor->unk_0D0 == 3) && (actor->unk_0D4 == 1)) {
+    if ((actor->dmgType == 3) && (actor->dmgSource == 1)) {
         switch (actor->aiType) {
             case AI360_FALCO:
                 Radio_PlayMessage(gMsg_ID_20210, RCID_FALCO);
@@ -4390,7 +4390,7 @@ bool func_hud_80091F00(Actor* actor) {
         }
     }
 
-    if ((actor->unk_0D0 != 3) && (actor->unk_0D4 == 1)) {
+    if ((actor->dmgType != 3) && (actor->dmgSource == 1)) {
         switch (actor->aiType) {
             case AI360_FALCO:
                 Radio_PlayMessage(gMsg_ID_20060, RCID_FALCO);
@@ -4404,7 +4404,7 @@ bool func_hud_80091F00(Actor* actor) {
         }
     }
 
-    if ((actor->unk_0D4 == 2) || (actor->unk_0D4 == 100)) {
+    if ((actor->dmgSource == 2) || (actor->dmgSource == 100)) {
         switch (actor->aiType) {
             case AI360_FALCO:
                 Radio_PlayMessage(gMsg_ID_20030, RCID_FALCO);
@@ -4428,7 +4428,7 @@ void func_hud_80092244(Actor* actor) {
     gRadarMarks[actor->index].pos.x = actor->obj.pos.x;
     gRadarMarks[actor->index].pos.y = actor->obj.pos.y;
     gRadarMarks[actor->index].pos.z = actor->obj.pos.z;
-    gRadarMarks[actor->index].unk_10 = actor->unk_0F4.y + 180.0f;
+    gRadarMarks[actor->index].yRot = actor->unk_0F4.y + 180.0f;
 }
 
 void func_hud_800922F4(Actor* actor) {
@@ -4620,7 +4620,7 @@ bool func_hud_800927A0(Actor* actor) {
                     Math_SmoothStepToAngle(&actor->unk_0F4.y, sp50, 0.1f, 2.0f, 0.0f);
                 }
 
-                if (actor->obj.pos.y < gPlayer[0].unk_0A0) {
+                if (actor->obj.pos.y < gPlayer[0].pathHeight) {
                     if (actor->fwork[28] < 0.0f) {
                         actor->fwork[28] = actor->fwork[28] + 0.2f;
                     }
@@ -4705,7 +4705,7 @@ void ActorTeamBoss_Update(ActorTeamBoss* this) {
             func_hud_80091B90(this);
             func_hud_80091DF4(this);
 
-            if (this->unk_0D0 != 0) {
+            if (this->dmgType != 0) {
                 func_hud_80091F00(this);
             }
 
@@ -4826,7 +4826,7 @@ void func_hud_80093310(void) {
     this->obj.pos.z -= 5000.0f;
     gActors[0].unk_0B6 = 1;
     if (1) {}
-    this->obj.id = OBJ_ACTOR_195;
+    this->obj.id = OBJ_ACTOR_CUTSCENE;
     Object_SetInfo(&this->info, this->obj.id);
     AUDIO_PLAY_SFX(0x11030010, this->sfxSource, 0);
 }
@@ -4846,7 +4846,7 @@ void func_hud_800933D8(f32 x, f32 y, f32 z, f32 arg3) {
             effect->obj.pos.z = z;
 
             if ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_AQUAS) &&
-                (player->unk_1D0 < 2)) {
+                (player->csState < 2)) {
                 effect->scale1 = 0.4f;
                 effect->unk_44 = 0;
                 effect->unk_46 = 24;
@@ -4863,7 +4863,7 @@ void func_hud_800933D8(f32 x, f32 y, f32 z, f32 arg3) {
                     effect->unk_48 = -effect->unk_48;
                 }
 
-                if (player->unk_1D0 >= 5) {
+                if (player->csState >= 5) {
                     effect->unk_4A = 96;
                     effect->unk_46 = 4;
                 } else {
@@ -4920,7 +4920,7 @@ void HUD_AquasStart(Player* player) {
 
     actor = &gActors[0];
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
 
         case 0:
             func_hud_80093310();
@@ -4928,7 +4928,7 @@ void HUD_AquasStart(Player* player) {
             D_ctx_80177AB0 = 1;
             gAqDrawMode = 1;
             player->unk_234 = 0;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             player->unk_208 = 0;
             player->baseSpeed = 0.0f;
 
@@ -5051,7 +5051,7 @@ void HUD_AquasStart(Player* player) {
 
             if (gCsFrameCount >= 50) {
                 // clang-format off
-	        if (gFillScreenAlpha == 255) { player->unk_1D0 = 2; }
+	        if (gFillScreenAlpha == 255) { player->csState = 2; }
                 // clang-format on
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
                 gFillScreenAlphaTarget = 255;
@@ -5082,14 +5082,14 @@ void HUD_AquasStart(Player* player) {
             D_ctx_80177A48[3] = -1600.0f;
             D_ctx_80177A48[4] = 520.0f;
 
-            player->unk_1D0 = 3;
+            player->csState = 3;
 
             D_ctx_80177AB0 = 0;
 
             player->camRoll = 60.0f;
-            player->timer_1F8 = 1000;
+            player->csTimer = 1000;
 
-            player->unk_0E8 = 30.0f;
+            player->rot.y = 30.0f;
 
             player->pos.z = -5100.0f;
             player->pos.x = -50.0f;
@@ -5104,7 +5104,7 @@ void HUD_AquasStart(Player* player) {
         case 3:
             gFillScreenAlphaStep = 16;
 
-            if (player->timer_1F8 >= 775) {
+            if (player->csTimer > 774) {
                 if (D_ctx_80177A48[4] >= 200.0f) {
                     Math_SmoothStepToF(&D_ctx_80177A48[4], -200.0f, 1.00f, 4.0f, 4.0f);
                 } else {
@@ -5132,12 +5132,12 @@ void HUD_AquasStart(Player* player) {
                 player->cam.eye.z = gCsCamEyeZ;
             }
 
-            if (player->timer_1F8 == 774) {
+            if (player->csTimer == 774) {
                 AUDIO_PLAY_SFX(0x01038026, player->sfxSource, 0);
                 D_ctx_80177A10[9] = 40;
             }
 
-            if (player->timer_1F8 < 775) {
+            if (player->csTimer <= 774) {
                 D_ctx_80177A48[0] = 0.0f;
                 temp2 = 0.0f;
 
@@ -5167,7 +5167,7 @@ void HUD_AquasStart(Player* player) {
                 player->pos.y = dest.y;
                 player->pos.z = dest.z;
 
-                if (((player->timer_1F8 % 8) == 0) && (player->timer_1F8 > 740)) {
+                if (((player->csTimer % 8) == 0) && (player->csTimer > 740)) {
                     func_effect_8007D9DC(player->cam.eye.x, 1600.0f, player->cam.eye.z, 10.0f, 100.0f, 0);
                 }
 
@@ -5181,7 +5181,7 @@ void HUD_AquasStart(Player* player) {
                     D_ctx_80177A10[8]++;
                 }
 
-                if (((gGameFrameCount % 3) == 0) && (player->timer_1F8 <= 740)) {
+                if (((gGameFrameCount % 3) == 0) && (player->csTimer <= 740)) {
                     for (i = 0; i < 8; i++) {
                         Aquas_801AC8A8(player->cam.eye.x + RAND_FLOAT_CENTERED(D_800D22C4),
                                        player->cam.eye.y + 260.0f + RAND_FLOAT_CENTERED(D_800D22C8),
@@ -5190,8 +5190,8 @@ void HUD_AquasStart(Player* player) {
                 }
             }
 
-            if (player->timer_1F8 < 736) {
-                player->unk_1D0 = 4;
+            if (player->csTimer < 736) {
+                player->csState = 4;
                 gAqDrawMode = 1;
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
                 gFillScreenAlphaTarget = 255;
@@ -5200,7 +5200,7 @@ void HUD_AquasStart(Player* player) {
 
         case 4:
             if (gFillScreenAlpha == 255) {
-                player->unk_1D0 = 5;
+                player->csState = 5;
             }
             break;
 
@@ -5209,12 +5209,12 @@ void HUD_AquasStart(Player* player) {
             player->pos.y = 350.0f;
             player->pos.z = 0.0f;
 
-            player->cam.eye.x = player->pos.x * (600.0f / player->unk_09C);
-            player->cam.eye.y = player->pos.y * (1040.0f / player->unk_0A0);
+            player->cam.eye.x = player->pos.x * (600.0f / player->pathWidth);
+            player->cam.eye.y = player->pos.y * (1040.0f / player->pathHeight);
             player->cam.eye.y -= 50.0f;
 
-            player->cam.at.x = player->pos.x * (600.0f / player->unk_09C);
-            player->cam.at.y = player->pos.y * (1050.0f / player->unk_0A0);
+            player->cam.at.x = player->pos.x * (600.0f / player->pathWidth);
+            player->cam.at.y = player->pos.y * (1050.0f / player->pathHeight);
             player->cam.at.y += player->unk_060 * 10.0f;
 
             player->pos.z += 1000.0f;
@@ -5222,12 +5222,12 @@ void HUD_AquasStart(Player* player) {
 
             D_ctx_80177A48[0] = 0.1f;
 
-            player->unk_0E8 = 0.0f;
+            player->rot.y = 0.0f;
             player->baseSpeed = 20.0f;
             player->unk_234 = 1;
-            player->unk_1D0 = 6;
+            player->csState = 6;
 
-            player->timer_1F8 = 1000;
+            player->csTimer = 1000;
 
             gAqDrawMode = 0;
             gFillScreenAlphaTarget = 0;
@@ -5238,36 +5238,36 @@ void HUD_AquasStart(Player* player) {
             player->cam.at.z = gCsCamAtZ = 0.0f;
 
         case 6:
-            player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
-            player->unk_088 += 10.0f;
-            player->unk_0F4 += 8.0f;
-            player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
-            player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
+            player->unk_060 = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
+            player->bobPhase += 10.0f;
+            player->rockPhase += 8.0f;
+            player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
+            player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
 
-            gCsCamEyeX = player->pos.x * (600.0f / player->unk_09C);
-            gCsCamEyeY = player->pos.y * (740.0f / player->unk_0A0);
+            gCsCamEyeX = player->pos.x * (600.0f / player->pathWidth);
+            gCsCamEyeY = player->pos.y * (740.0f / player->pathHeight);
             gCsCamEyeY -= -50.0f;
 
-            gCsCamAtX = player->pos.x * (600.0f / player->unk_09C);
-            gCsCamAtY = player->pos.y * (750.0f / player->unk_0A0);
+            gCsCamAtX = player->pos.x * (600.0f / player->pathWidth);
+            gCsCamAtY = player->pos.y * (750.0f / player->pathHeight);
             gCsCamAtY += player->unk_060 * 10.0f;
 
             Math_SmoothStepToF(&player->pos.z, 0.0f, 0.1f, 40.0f, 0.1f);
 
             D_ctx_80177A48[0] = 0.03f;
             gCsCamEyeZ = 240.0f;
-            gCsCamAtZ = player->pos.z + (D_ctx_80177D20 - 1.0f);
+            gCsCamAtZ = player->pos.z + (gPathProgress - 1.0f);
 
-            if (((player->timer_1F8 % 2) == 0) && (player->timer_1F8 > 962)) {
+            if (((player->csTimer % 2) == 0) && (player->csTimer > 962)) {
                 func_hud_800933D8(player->pos.x, player->pos.y, player->pos.z + 50.0f, 20.0f);
             }
 
-            if (player->timer_1F8 <= 900) {
+            if (player->csTimer <= 900) {
                 gLevelStartStatusScreenTimer = 50;
 
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 0;
+                player->csState = 0;
+                player->csTimer = 0;
 
                 gLoadLevelObjects = 1;
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
@@ -5283,8 +5283,8 @@ void HUD_AquasStart(Player* player) {
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, M_DTOR * (player->unk_0E8 + player->unk_114 + 180.0f), MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(M_DTOR * player->unk_0E4), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, M_DTOR * (player->rot.y + player->yRot_114 + 180.0f), MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(M_DTOR * player->rot.x), MTXF_APPLY);
 
     src.x = 0.0f;
     src.y = 0.0f;
@@ -5298,9 +5298,9 @@ void HUD_AquasStart(Player* player) {
 
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
-    D_ctx_80177CE8 -= player->vel.z;
+    gPathTexScroll -= player->vel.z;
 
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.0f);
@@ -5320,7 +5320,7 @@ f32 D_800D24CC = 0.02f;
 void func_hud_80094954(Effect* effect) {
     Player* player = &gPlayer[0];
 
-    if ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_AQUAS) && (player->unk_1D0 < 2)) {
+    if ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_AQUAS) && (player->csState < 2)) {
         switch (effect->state) {
             case 0:
                 effect->unk_44 += effect->unk_46;
@@ -5358,7 +5358,7 @@ void func_hud_80094954(Effect* effect) {
 
         if (player->state_1C8 == PLAYERSTATE_1C8_NEXT) {
             effect->unk_46 = 2;
-            if (player->unk_1D0 >= 4) {
+            if (player->csState >= 4) {
                 effect->vel.y -= 0.13f;
             }
         }
@@ -5367,7 +5367,7 @@ void func_hud_80094954(Effect* effect) {
         effect->unk_4A -= effect->unk_46;
 
         if ((effect->unk_4A < 0) || ((player->state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
-                                     (gCurrentLevel == LEVEL_AQUAS) && (player->unk_1D0 == 5))) {
+                                     (gCurrentLevel == LEVEL_AQUAS) && (player->csState == 5))) {
             Object_Kill(&effect->obj, effect->sfxSource);
         }
         effect->obj.rot.z += effect->unk_48;
@@ -5376,7 +5376,7 @@ void func_hud_80094954(Effect* effect) {
 
 void func_hud_80094BBC(Effect* effect) {
     if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gCurrentLevel == LEVEL_AQUAS) &&
-        (gPlayer[0].unk_1D0 < 2)) {
+        (gPlayer[0].csState < 2)) {
         RCP_SetupDL(&gMasterDisp, 0x44);
         gDPSetPrimColor(gMasterDisp++, 0, 0, 0, 21, 34, effect->unk_4A);
         gDPSetEnvColor(gMasterDisp++, 255, 255, 251, 0);
@@ -5532,7 +5532,7 @@ void func_hud_80094D20(f32 x, f32 y) {
 void func_hud_80095350(Actor* actor) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->unk_0B6 = 9999;
     Object_SetInfo(&actor->info, actor->obj.id);
 }
@@ -5547,9 +5547,9 @@ void func_hud_800953A0(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos = D_800D2510[arg1];
-    actor->obj.pos.z -= D_ctx_80177D20;
+    actor->obj.pos.z -= gPathProgress;
     actor->unk_0B6 = 45;
     Object_SetInfo(&actor->info, actor->obj.id);
 }
@@ -5562,9 +5562,9 @@ void func_hud_8009546C(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos = D_800D2540[arg1];
-    actor->obj.pos.z -= D_ctx_80177D20;
+    actor->obj.pos.z -= gPathProgress;
     actor->unk_0B6 = 46;
     Object_SetInfo(&actor->info, actor->obj.id);
 }
@@ -5577,9 +5577,9 @@ void func_hud_80095538(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos = D_800D257C[arg1];
-    actor->obj.pos.z -= D_ctx_80177D20;
+    actor->obj.pos.z -= gPathProgress;
     actor->unk_0B6 = 47;
     Object_SetInfo(&actor->info, actor->obj.id);
 }
@@ -5600,11 +5600,11 @@ void HUD_AquasComplete(Player* player) {
 
     actor = &gActors[0];
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
-            player->unk_280 = 0;
-            player->unk_1D0 = 1;
+            player->barrelRollAlpha = 0;
+            player->csState = 1;
 
             D_ctx_80177A48[1] = gBosses[0].obj.pos.x;
             D_ctx_80177A48[2] = gBosses[0].obj.pos.y;
@@ -5624,7 +5624,7 @@ void HUD_AquasComplete(Player* player) {
                 gFillScreenAlphaTarget = 255;
                 gFillScreenAlphaStep = 16;
                 if (gCsFrameCount == 280) {
-                    player->unk_1D0 = 10;
+                    player->csState = 10;
                 }
             }
 
@@ -5653,13 +5653,13 @@ void HUD_AquasComplete(Player* player) {
             if (gCsFrameCount >= 90) {
                 dest.x = player->cam.eye.x;
                 dest.y = player->cam.eye.y;
-                dest.z = player->cam.eye.z + 200.0f - D_ctx_80177D20;
+                dest.z = player->cam.eye.z + 200.0f - gPathProgress;
             }
 
-            Math_SmoothStepToAngle(&player->unk_130, 0.0f, 0.05f, 1.2f, 0.0001f);
-            Math_SmoothStepToAngle(&player->unk_12C, 0.0f, 0.05f, 1.2f, 0.0001f);
+            Math_SmoothStepToAngle(&player->zRotBarrelRoll, 0.0f, 0.05f, 1.2f, 0.0001f);
+            Math_SmoothStepToAngle(&player->zRotBank, 0.0f, 0.05f, 1.2f, 0.0001f);
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-            Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+            Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
 
             x = player->pos.x - dest.x;
             y = player->pos.y - dest.y;
@@ -5676,9 +5676,9 @@ void HUD_AquasComplete(Player* player) {
                 x1 = 0.0f;
             }
 
-            z1 = Math_SmoothStepToAngle(&player->unk_0E8, y1, 0.5f, 2.0f, 0.0001f) * 30.0f;
-            Math_SmoothStepToAngle(&player->unk_0E4, x1, 0.5f, 2.0f, 0.0001f);
-            Math_SmoothStepToAngle(&player->unk_0EC, z1, 0.1f, 5.0f, 0.0001f);
+            z1 = Math_SmoothStepToAngle(&player->rot.y, y1, 0.5f, 2.0f, 0.0001f) * 30.0f;
+            Math_SmoothStepToAngle(&player->rot.x, x1, 0.5f, 2.0f, 0.0001f);
+            Math_SmoothStepToAngle(&player->rot.z, z1, 0.1f, 5.0f, 0.0001f);
 
             Math_SmoothStepToAngle(&D_ctx_80177A48[4], 30.0f, 0.05f, 1.0f, 0.001f);
             Math_SmoothStepToF(&D_ctx_80177A48[8], 600.0f, 0.05f, 1000.0f, 0.001f);
@@ -5689,7 +5689,7 @@ void HUD_AquasComplete(Player* player) {
             src.z = D_ctx_80177A48[9];
 
             Matrix_Translate(gCalcMatrix, gBosses[0].obj.pos.x, gBosses[0].obj.pos.y,
-                             gBosses[0].obj.pos.z + D_ctx_80177D20, MTXF_NEW);
+                             gBosses[0].obj.pos.z + gPathProgress, MTXF_NEW);
             Matrix_RotateY(gCalcMatrix, -(M_DTOR * D_ctx_80177A48[4]), MTXF_APPLY);
             Matrix_MultVec3f(gCalcMatrix, &src, &dest);
 
@@ -5704,11 +5704,11 @@ void HUD_AquasComplete(Player* player) {
             if (gCsFrameCount < 200) {
                 Math_SmoothStepToF(&gCsCamAtX, gBosses[0].obj.pos.x, 0.03f, 100.0f, 0.001f);
                 Math_SmoothStepToF(&gCsCamAtY, gBosses[0].obj.pos.y, 0.03f, 100.0f, 0.001f);
-                Math_SmoothStepToF(&gCsCamAtZ, gBosses[0].obj.pos.z + 600.0f + D_ctx_80177D20, 0.03f, 100.0f, 0.001f);
+                Math_SmoothStepToF(&gCsCamAtZ, gBosses[0].obj.pos.z + 600.0f + gPathProgress, 0.03f, 100.0f, 0.001f);
             } else {
                 Math_SmoothStepToF(&gCsCamAtX, player->pos.x, D_ctx_80177A48[6], 1000.0f, 0.001f);
                 Math_SmoothStepToF(&gCsCamAtY, player->pos.y, D_ctx_80177A48[6], 1000.0f, 0.001f);
-                Math_SmoothStepToF(&gCsCamAtZ, player->pos.z + D_ctx_80177D20, D_ctx_80177A48[6], 1000.0f, 0.001f);
+                Math_SmoothStepToF(&gCsCamAtZ, player->pos.z + gPathProgress, D_ctx_80177A48[6], 1000.0f, 0.001f);
                 if (gCsFrameCount > 180) {
                     D_ctx_80177A48[6] += 0.005f;
                 } else {
@@ -5726,17 +5726,17 @@ void HUD_AquasComplete(Player* player) {
         case 10:
             player->unk_234 = 1;
             gAqDrawMode = 2;
-            player->unk_1D0 = 11;
+            player->csState = 11;
 
-            player->unk_0F8 = player->unk_0EC = player->unk_12C = player->unk_130 = 0.0f;
+            player->bankAngle = player->rot.z = player->zRotBank = player->zRotBarrelRoll = 0.0f;
             player->vel.x = player->vel.y = player->vel.z = 0.0f;
-            player->unk_0E4 = player->unk_0E8 = player->unk_0EC = 0.0f;
-            player->boostSpeed = player->unk_114 = 0.0f;
+            player->rot.x = player->rot.y = player->rot.z = 0.0f;
+            player->boostSpeed = player->yRot_114 = 0.0f;
             player->baseSpeed = 3.6f;
-            player->unk_138 = player->pos.z = 0.0f;
+            player->trueZpos = player->pos.z = 0.0f;
             player->pos.y = 100.0f;
             player->pos.x = -100.0f;
-            player->unk_280 = 0;
+            player->barrelRollAlpha = 0;
             player->unk_17C = player->unk_180 = 0.0f;
 
             D_bg_8015F974 = D_bg_8015F978 = D_bg_8015F97C = 255;
@@ -5752,7 +5752,7 @@ void HUD_AquasComplete(Player* player) {
 
             Play_ClearObjectData();
 
-            player->unk_144 = D_ctx_80177D20 = 0;
+            player->zPath = gPathProgress = 0;
 
             j = 0;
             func_hud_80095350(actor);
@@ -5770,8 +5770,8 @@ void HUD_AquasComplete(Player* player) {
                 func_hud_800953A0(&gActors[j], i);
             }
 
-            player->pos.z -= D_ctx_80177D20;
-            player->unk_138 = player->pos.z;
+            player->pos.z -= gPathProgress;
+            player->trueZpos = player->pos.z;
 
             actor->fwork[1] = 0.0f;
             actor->fwork[2] = 600.0f;
@@ -5784,13 +5784,13 @@ void HUD_AquasComplete(Player* player) {
             src.y = actor->fwork[2];
             src.z = actor->fwork[3];
 
-            Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->unk_138 + D_ctx_80177D20, MTXF_NEW);
+            Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos + gPathProgress, MTXF_NEW);
             Matrix_RotateY(gCalcMatrix, -(M_DTOR * actor->unk_0F4.y), MTXF_APPLY);
             Matrix_MultVec3f(gCalcMatrix, &src, &dest);
 
             player->cam.at.x = gCsCamAtX = player->pos.x;
             player->cam.at.y = gCsCamAtY = player->pos.y;
-            player->cam.at.z = gCsCamAtZ = player->pos.z - 50.0f + D_ctx_80177D20;
+            player->cam.at.z = gCsCamAtZ = player->pos.z - 50.0f + gPathProgress;
 
             player->cam.eye.x = gCsCamEyeX = dest.x;
             player->cam.eye.y = gCsCamEyeY = dest.y;
@@ -5804,7 +5804,7 @@ void HUD_AquasComplete(Player* player) {
             gFillScreenAlphaStep = 8;
 
             if (gFillScreenAlpha == 0) {
-                player->unk_1D0 = 12;
+                player->csState = 12;
             }
 
         case 12:
@@ -5824,17 +5824,17 @@ void HUD_AquasComplete(Player* player) {
             } else {
                 actor->fwork[4] = player->pos.x;
                 actor->fwork[5] = player->pos.y;
-                actor->fwork[6] = player->unk_138 + D_ctx_80177D20;
+                actor->fwork[6] = player->trueZpos + gPathProgress;
             }
 
             if (gCsFrameCount < 1200) {
                 gCsCamAtX = player->pos.x;
                 gCsCamAtY = player->pos.y;
-                gCsCamAtZ = player->pos.z - 50.0f + D_ctx_80177D20;
+                gCsCamAtZ = player->pos.z - 50.0f + gPathProgress;
             } else {
                 gCsCamAtX = player->pos.x;
                 gCsCamAtY = player->pos.y + 10.0f;
-                gCsCamAtZ = player->pos.z - 50.0f + D_ctx_80177D20;
+                gCsCamAtZ = player->pos.z - 50.0f + gPathProgress;
             }
             D_ctx_80177A48[0] = 0.05f;
 
@@ -5866,7 +5866,7 @@ void HUD_AquasComplete(Player* player) {
                 if (gFillScreenAlpha == 255) {
                     gLeveLClearStatus[LEVEL_AQUAS] = Play_CheckMedalStatus(150) + 1;
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     Audio_FadeOutAll(10);
                     gFadeoutType = 4;
                 }
@@ -5936,8 +5936,8 @@ void HUD_AquasComplete(Player* player) {
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, M_DTOR * (player->unk_0E8 + player->unk_114 + 180.0f), MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(M_DTOR * player->unk_0E4), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, M_DTOR * (player->rot.y + player->yRot_114 + 180.0f), MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(M_DTOR * player->rot.x), MTXF_APPLY);
 
     src.x = 0.0f;
     src.y = 0.0f;
@@ -5953,15 +5953,15 @@ void HUD_AquasComplete(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
 
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
-    player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
-    player->unk_088 += 10.0f;
-    player->unk_0F4 += 8.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
+    player->unk_060 = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
+    player->bobPhase += 10.0f;
+    player->rockPhase += 8.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
+    player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
 
     if (player->unk_234) {
         src.x = 0.0f;
@@ -5987,17 +5987,17 @@ void func_hud_80096A74(Player* player) {
     Vec3f src, dest;
     s32 button;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             player->pos.y += 3400.0f;
-            player->unk_0E4 = 270.0f;
+            player->rot.x = 270.0f;
             gPlayer[0].baseSpeed = 0.0f;
 
             D_ctx_80177A48[1] = 100.0f;
             D_ctx_80177A48[2] = 0.0f;
             D_ctx_80177A48[0] = 0.2f;
             gCsFrameCount = 0;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             gFillScreenAlpha = gFillScreenAlphaTarget = 255;
 
             player->cam.eye.x = gCsCamEyeX = 0.0f;
@@ -6053,7 +6053,7 @@ void func_hud_80096A74(Player* player) {
 
             if (gCsFrameCount == 270) {
                 player->unk_190 = player->unk_194 = 10.0f;
-                player->unk_1D0 = 2;
+                player->csState = 2;
                 D_ctx_80177A48[1] = 400.0f;
                 AUDIO_PLAY_SFX(0x09004002, player->sfxSource, 0);
             }
@@ -6070,7 +6070,7 @@ void func_hud_80096A74(Player* player) {
             button = gControllerHold[player->num].button;
             gControllerHold[player->num].button = gBoostButton[player->num];
             player->boostMeter = 1;
-            player->timer_1F8 = 60;
+            player->csTimer = 60;
 
             func_play_800B2574(player);
 
@@ -6086,12 +6086,12 @@ void func_hud_80096A74(Player* player) {
             gCsCamAtZ = player->pos.z;
 
             if (gCsFrameCount == 300) {
-                D_ctx_80177CE8 = 0;
+                gPathTexScroll = 0;
                 gLevelStartStatusScreenTimer = 50;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
                 player->baseSpeed = gArwingSpeed;
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 0;
+                player->csState = 0;
+                player->csTimer = 0;
                 player->unk_014 = 0.0f;
                 player->unk_018 = 0.0f;
                 player->camRoll = 0.0f;
@@ -6104,29 +6104,29 @@ void func_hud_80096A74(Player* player) {
         Math_SmoothStepToF(&player->baseSpeed, 30.0f, 0.05f, 1000.0f, 0.001f);
 
         if (gCsFrameCount < 110) {
-            player->unk_0EC += (D_ctx_80177A48[4] * 2.0f);
-            if (player->unk_0EC >= 360.0f) {
-                player->unk_0EC -= 360.0f;
+            player->rot.z += (D_ctx_80177A48[4] * 2.0f);
+            if (player->rot.z >= 360.0f) {
+                player->rot.z -= 360.0f;
             }
-            if (player->unk_0EC < 0.0f) {
-                player->unk_0EC += 360.0f;
+            if (player->rot.z < 0.0f) {
+                player->rot.z += 360.0f;
             }
         } else {
-            Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.4f, (D_ctx_80177A48[4] * 2.0f), 1.0f);
-            if (player->unk_0EC == 0.0f) {
-                if (player->unk_0E4 != 0.0f) {
-                    Math_SmoothStepToAngle(&player->unk_0E4, 0.0f, 0.1f, 2.4f, 0.001f);
+            Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.4f, (D_ctx_80177A48[4] * 2.0f), 1.0f);
+            if (player->rot.z == 0.0f) {
+                if (player->rot.x != 0.0f) {
+                    Math_SmoothStepToAngle(&player->rot.x, 0.0f, 0.1f, 2.4f, 0.001f);
                 } else {
-                    player->unk_088 += 10.0f;
-                    player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
-                    player->unk_0F4 += 3.0f;
-                    player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
+                    player->bobPhase += 10.0f;
+                    player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
+                    player->rockPhase += 3.0f;
+                    player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
                 }
             }
         }
 
-        Matrix_RotateY(gCalcMatrix, M_DTOR * (player->unk_0E8 + player->unk_114 + 180.0f), MTXF_NEW);
-        Matrix_RotateX(gCalcMatrix, -(M_DTOR * (player->unk_0E4)), MTXF_APPLY);
+        Matrix_RotateY(gCalcMatrix, M_DTOR * (player->rot.y + player->yRot_114 + 180.0f), MTXF_NEW);
+        Matrix_RotateX(gCalcMatrix, -(M_DTOR * (player->rot.x)), MTXF_APPLY);
 
         src.x = 0.0f;
         src.y = 0.0f;
@@ -6140,9 +6140,9 @@ void func_hud_80096A74(Player* player) {
 
         player->pos.x += player->vel.x;
         player->pos.y += player->vel.y;
-        D_ctx_80177CE8 += player->vel.z;
+        gPathTexScroll += player->vel.z;
 
-        player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+        player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
     }
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0f);
diff --git a/src/engine/fox_play.c b/src/engine/fox_play.c
index 55d34158..eb6545c7 100644
--- a/src/engine/fox_play.c
+++ b/src/engine/fox_play.c
@@ -144,21 +144,21 @@ void func_play_800A3FEC(void) {
 
 void func_play_800A4460(Player* player) {
     if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) {
-        player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
-        player->unk_088 += 13.0f;
-        player->unk_0F4 += 20.0f;
-        player->unk_080 = -SIN_DEG(player->unk_088) * 5.0f;
-        player->unk_0F0 = SIN_DEG(player->unk_0F4) * 10.0f;
+        player->unk_060 = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
+        player->bobPhase += 13.0f;
+        player->rockPhase += 20.0f;
+        player->yBob = -SIN_DEG(player->bobPhase) * 5.0f;
+        player->rockAngle = SIN_DEG(player->rockPhase) * 10.0f;
     } else {
-        player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
-        player->unk_088 += 10.0f;
-        player->unk_0F4 += 8.0f;
+        player->unk_060 = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
+        player->bobPhase += 10.0f;
+        player->rockPhase += 8.0f;
         if ((gLevelType == LEVELTYPE_PLANET) || ((player->cockpitView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) {
-            player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
+            player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
             if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) {
-                player->unk_0F0 = SIN_DEG(player->unk_0F4) * 5.0f;
+                player->rockAngle = SIN_DEG(player->rockPhase) * 5.0f;
             } else {
-                player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
+                player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
             }
         }
     }
@@ -211,12 +211,12 @@ void func_play_800A46A0(Player* player) {
             if ((gGameFrameCount & var_v1) == 0) {
                 func_effect_8007D10C(player->pos.x + RAND_FLOAT_CENTERED(10.0f),
                                      player->pos.y + sp40 + RAND_FLOAT(10.0f),
-                                     player->unk_138 + RAND_FLOAT_CENTERED(10.0f), 2.2f);
+                                     player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 2.2f);
             }
             if (((gGameFrameCount & (var_v1 >> 2)) == 0) && (Rand_ZeroOne() < 0.5f)) {
                 func_effect_8007C484(player->pos.x + RAND_FLOAT_CENTERED(30.0f),
                                      player->pos.y + sp40 + RAND_FLOAT(10.0f),
-                                     player->unk_138 + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y,
+                                     player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, player->vel.y,
                                      player->vel.z, 0.04f + RAND_FLOAT(0.03f), player->num + 1);
                 if (player->timer_224 == 0) {
                     player->timer_224 = 2;
@@ -235,21 +235,21 @@ void func_play_800A4C40(Player* player) {
     Vec3f sp30;
 
     if (gGroundSurface == SURFACE_WATER) {
-        Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->unk_138, MTXF_NEW);
-        Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
-        Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
-        Matrix_RotateZ(gCalcMatrix, -(player->unk_0F8 * M_DTOR), MTXF_APPLY);
+        Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos, MTXF_NEW);
+        Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
+        Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
+        Matrix_RotateZ(gCalcMatrix, -(player->bankAngle * M_DTOR), MTXF_APPLY);
         Matrix_MultVec3f(gCalcMatrix, &sp54, &sp3C);
         Matrix_MultVec3f(gCalcMatrix, &sp48, &sp30);
         if (player->pos.y < (gGroundHeight + 100.0f)) {
             if ((sp3C.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) {
                 if (D_play_80161A64) {}
                 func_effect_8007ACE0(sp3C.x, gGroundHeight, sp3C.z, 0.1f, 2.0f,
-                                     player->unk_0E8 + player->unk_114 + 20.0f);
+                                     player->rot.y + player->yRot_114 + 20.0f);
             }
             if ((sp30.y < gGroundHeight + 80.0f) && ((gGameFrameCount % 2) == 0)) {
                 func_effect_8007ACE0(sp30.x, gGroundHeight, sp30.z, 0.1f, 2.0f,
-                                     player->unk_0E8 + player->unk_114 - 20.0f);
+                                     player->rot.y + player->yRot_114 - 20.0f);
             }
         }
         if ((sp30.y < gGroundHeight + 80.0f) || (sp3C.y < gGroundHeight + 80.0f)) {
@@ -456,7 +456,7 @@ void Play_Setup(void) {
     gSavedZoSearchlightStatus = false;
     gSceneSetup = 0;
     gAllRangeCheckpoint = gSavedObjectLoadIndex = 0;
-    D_ctx_80177CB0 = 0.0f;
+    gSavedPathProgress = 0.0f;
     gSavedHitCount = gCsFrameCount = gLevelStartStatusScreenTimer = gLevelClearScreenTimer = gRadioState = 0;
     D_ctx_8017782C = 1;
     if (((gCurrentLevel == LEVEL_VENOM_2) && (gNextLevelPhase == 2)) || (gCurrentLevel == LEVEL_VENOM_ANDROSS)) {
@@ -495,7 +495,7 @@ void func_play_800A594C(void) {
     } else {
         sEnvironment = SEGMENTED_TO_VIRTUAL(D_800D2F98[gCurrentLevel]);
     }
-    if (D_ctx_8017782C == 0) {
+    if (!D_ctx_8017782C) {
         if (gCurrentLevel == LEVEL_SOLAR) {
             Audio_SetHeatAlarmParams(255, 1);
             AUDIO_PLAY_SFX(0x4100C023, gDefaultSfxSource, 4);
@@ -828,10 +828,10 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
         player->damage = damage;
     }
     if (player->damage != 0) {
-        player->timer_220 = 4;
+        player->radioDamageTimer = 4;
     }
     player->unk_284 = 0;
-    player->unk_1F4 = 20;
+    player->hitTimer = 20;
     if (player->unk_1A4 > 40) {
         sp34 = (player->boostSpeed * 0.3f) + 20.0f;
         player->timer_498 = 5;
@@ -861,24 +861,24 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
             func_play_800A5FA0(player->sfxSource, 0x0903A00F, player->num);
         }
     }
-    Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_NEW);
-    Matrix_RotateZ(gCalcMatrix, player->unk_0F8 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
+    Matrix_RotateZ(gCalcMatrix, player->bankAngle * M_DTOR, MTXF_APPLY);
     sp44.z = 0.0f;
     switch (player->unk_21C) {
         case 0:
             player->timer_224 = 20;
-            player->unk_0D8.x = 0.f;
-            player->unk_0D8.y = 0.f;
-            player->unk_0D8.z = 0.f;
+            player->knockback.x = 0.f;
+            player->knockback.y = 0.f;
+            player->knockback.z = 0.f;
             break;
         case 1:
             sp44.x = -sp34;
             sp44.y = 0.0f;
 
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
-            player->unk_0D8.x = sp38.x;
-            player->unk_0D8.y = sp38.y;
-            player->unk_0D8.z = sp38.z;
+            player->knockback.x = sp38.x;
+            player->knockback.y = sp38.y;
+            player->knockback.z = sp38.z;
             func_play_800A668C(player->hit1.x - player->vel.x, player->hit1.y, player->hit1.z - player->vel.z);
             Player_DamageWings(player, 1, 20);
             break;
@@ -887,9 +887,9 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
             sp44.y = 0.0f;
 
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
-            player->unk_0D8.x = sp38.x;
-            player->unk_0D8.y = sp38.y;
-            player->unk_0D8.z = sp38.z;
+            player->knockback.x = sp38.x;
+            player->knockback.y = sp38.y;
+            player->knockback.z = sp38.z;
             func_play_800A668C(player->hit2.x - player->vel.x, player->hit2.y, player->hit2.z - player->vel.z);
             Player_DamageWings(player, 2, 20);
             break;
@@ -900,9 +900,9 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
                 sp44.x = 0.0f;
                 sp44.y = -sp34;
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
-                player->unk_0D8.x = sp38.x;
-                player->unk_0D8.y = sp38.y;
-                player->unk_0D8.z = sp38.z;
+                player->knockback.x = sp38.x;
+                player->knockback.y = sp38.y;
+                player->knockback.z = sp38.z;
             }
             if (Rand_ZeroOne() < 0.5f) {
                 Player_DamageWings(player, 1, 15);
@@ -916,9 +916,9 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
             sp44.x = 0.0f;
             sp44.y = sp34;
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
-            player->unk_0D8.x = sp38.x;
-            player->unk_0D8.y = sp38.y;
-            player->unk_0D8.z = sp38.z;
+            player->knockback.x = sp38.x;
+            player->knockback.y = sp38.y;
+            player->knockback.z = sp38.z;
             if (Rand_ZeroOne() < 0.5f) {
                 Player_DamageWings(player, 1, 15);
             } else {
@@ -928,9 +928,9 @@ void Player_ApplyDamage(Player* player, s32 direction, s32 damage) {
     }
     if ((gCurrentLevel == LEVEL_VENOM_1) && (player->unk_1A4 == 42)) {
         if (player->pos.x > 0.0f) {
-            player->unk_0D8.x = -30.0f;
+            player->knockback.x = -30.0f;
         } else {
-            player->unk_0D8.x = 30.0f;
+            player->knockback.x = 30.0f;
         }
         player->timer_498 = 10;
     }
@@ -945,8 +945,8 @@ void func_play_800A729C(Player* player, u32 arg1, f32 arg2, f32 arg3) {
     switch (arg1) {
         case 1:
         case 2:
-            player->pos.x = player->unk_090.x;
-            player->unk_0D8.x = 0.0f;
+            player->pos.x = player->basePos.x;
+            player->knockback.x = 0.0f;
             player->pos.x += D_800D2FEC[player->unk_21C];
             if (player->form == FORM_LANDMASTER) {
                 player->pos.x -= D_800D2FEC[player->unk_21C];
@@ -955,13 +955,13 @@ void func_play_800A729C(Player* player, u32 arg1, f32 arg2, f32 arg3) {
             break;
         case 3:
         case 4:
-            player->pos.z = player->unk_090.z;
-            player->unk_0D8.z = 0.0f;
+            player->pos.z = player->basePos.z;
+            player->knockback.z = 0.0f;
             player->pos.z += D_800D2FEC[player->unk_21C];
             if (player->form == FORM_LANDMASTER) {
                 player->pos.z += D_800D2FEC[player->unk_21C];
             }
-            player->unk_138 = player->pos.z;
+            player->trueZpos = player->pos.z;
             Math_SmoothStepToF(&player->baseSpeed, 2.0f, 1.0f, 2.0f, 0.00001f);
             break;
         case 0:
@@ -1013,12 +1013,12 @@ bool func_play_800A73E4(f32* arg0, s32* arg1, f32 xPos, f32 yPos, f32 zPos) {
     }
 
     sp9C = (s32) ((xPos + 2400.0f) / 300.0f);
-    sp98 = (s32) ((zPos + D_ctx_80177D20 + 1500.0f + 2400.0f) / 300.0f);
+    sp98 = (s32) ((zPos + gPathProgress + 1500.0f + 2400.0f) / 300.0f);
     if ((sp9C < 0) || (sp9C >= 16) || (sp98 < 0) || (sp98 >= 16)) {
         return false;
     }
     sp90 = Math_ModF(xPos + 2400.0f, 300.0f);
-    sp94 = Math_ModF(zPos + D_ctx_80177D20 + 1500.0f + 2400.0f, 300.0f);
+    sp94 = Math_ModF(zPos + gPathProgress + 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;
@@ -1051,7 +1051,7 @@ bool func_play_800A73E4(f32* arg0, s32* arg1, f32 xPos, f32 yPos, f32 zPos) {
     crz = (dx10 * dy21) - (dy10 * dx21);
 
     temp1 = -crx * x0 - cry * y0 - crz * z0;
-    sp48 = (-temp1 - crx * xPos - crz * (zPos + D_ctx_80177D20 + 1500.0f)) / cry;
+    sp48 = (-temp1 - crx * xPos - crz * (zPos + gPathProgress + 1500.0f)) / cry;
     if (yPos < sp48) {
         *arg0 = sp48;
         *arg1 = sp8C;
@@ -1235,7 +1235,7 @@ bool func_play_800A8054(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4,
         case OBJ_BOSS_313:
             colId = COL1_8;
             break;
-        case OBJ_SCENERY_39:
+        case OBJ_SCENERY_ME_TUNNEL:
             colId = COL1_1;
             break;
         case OBJ_SCENERY_120:
@@ -1392,18 +1392,18 @@ s32 func_play_800A8304(Player* player, ObjectId objId, f32 arg2, f32 arg3, f32 a
     if ((player->form == FORM_LANDMASTER) || (player->form == FORM_ON_FOOT)) {
         sp78.x = player->pos.x - sp84.x;
         sp78.y = player->pos.y - sp84.y;
-        sp78.z = player->unk_138 - sp84.z;
+        sp78.z = player->trueZpos - sp84.z;
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C);
         if (func_play_800A8054(objId, sp84.x, sp84.y, sp84.z, sp6C.x + sp84.x, sp6C.y + sp84.y, sp6C.z + sp84.z, &sp60,
                                &sp54)) {
             player->pos.y = sp60.y;
-            player->unk_104 = Math_RadToDeg(sp60.x);
-            player->unk_10C = Math_RadToDeg(sp60.z);
+            player->rot_104.x = Math_RadToDeg(sp60.x);
+            player->rot_104.z = Math_RadToDeg(sp60.z);
             player->vel.y = 0.0f;
             if (player->form == FORM_ON_FOOT) {
                 player->vel.y = -5.0f;
             }
-            player->unk_1D4 = 1;
+            player->grounded = true;
             return 5;
         }
         return 0;
@@ -1494,10 +1494,10 @@ void func_play_800A8804(Player* playerA, Player* playerB) {
 void func_play_800A887C(Player* player) {
     Vec3f sp3C;
 
-    Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->unk_138, MTXF_NEW);
+    Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos, MTXF_NEW);
     if (player->form == FORM_LANDMASTER) {
-        player->unk_10C = 0.0f;
-        player->unk_104 = 0.0f;
+        player->rot_104.z = 0.0f;
+        player->rot_104.x = 0.0f;
 
         sp3C.x = -40.0f;
         sp3C.y = 40.0f;
@@ -1525,8 +1525,8 @@ void func_play_800A887C(Player* player) {
         Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit4);
     }
     if ((player->form == FORM_ARWING) || (player->form == FORM_BLUE_MARINE)) {
-        Matrix_RotateY(gCalcMatrix, (player->unk_114 + 180.0f) * M_DTOR, MTXF_APPLY);
-        Matrix_RotateZ(gCalcMatrix, -(player->unk_0F8 * M_DTOR), MTXF_APPLY);
+        Matrix_RotateY(gCalcMatrix, (player->yRot_114 + 180.0f) * M_DTOR, MTXF_APPLY);
+        Matrix_RotateZ(gCalcMatrix, -(player->bankAngle * M_DTOR), MTXF_APPLY);
         sp3C.y = 0.0f;
         sp3C.z = 0.0f;
         if (player->wings.leftState == WINGSTATE_INTACT) {
@@ -1588,8 +1588,8 @@ void func_play_800A8BA4(Player* player) {
                 func_tank_800444BC(player);
                 break;
             case FORM_BLUE_MARINE: // This should probably be FORM_ON_FOOT
-                if (Ground_801B6AEC(player->pos.x, player->pos.y - 12.0f, player->unk_138 + player->unk_144)) {
-                    Ground_801B6E20(player->pos.x, player->unk_138 + player->unk_144, &spE8, &spE0, &spE4);
+                if (Ground_801B6AEC(player->pos.x, player->pos.y - 12.0f, player->trueZpos + player->zPath)) {
+                    Ground_801B6E20(player->pos.x, player->trueZpos + player->zPath, &spE8, &spE0, &spE4);
                     player->pos.y = spE0 + 10.0f;
                 }
                 break;
@@ -1597,8 +1597,8 @@ void func_play_800A8BA4(Player* player) {
     } else if (player->form == FORM_ARWING) {
         if ((player->hit1.y < (gGroundHeight + 13.0f)) && (player->state_1C8 != PLAYERSTATE_1C8_DOWN)) {
             if (gGroundSurface == SURFACE_WATER) {
-                player->unk_1F4 = 7;
-                player->unk_0E4 = (player->baseSpeed + player->boostSpeed) * 0.5f;
+                player->hitTimer = 7;
+                player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.5f;
             } else {
                 Player_ApplyDamage(player, 1, 21);
             }
@@ -1610,8 +1610,8 @@ void func_play_800A8BA4(Player* player) {
         }
         if ((player->hit2.y < (gGroundHeight + 13.0f)) && (player->state_1C8 != PLAYERSTATE_1C8_DOWN)) {
             if (gGroundSurface == SURFACE_WATER) {
-                player->unk_1F4 = 7;
-                player->unk_0E4 = (player->baseSpeed + player->boostSpeed) * 0.5f;
+                player->hitTimer = 7;
+                player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.5f;
             } else {
                 Player_ApplyDamage(player, 2, 21);
             }
@@ -1636,7 +1636,7 @@ void func_play_800A8BA4(Player* player) {
             for (i = 0, scenery360 = gScenery360; i < 200; i++, scenery360++) {
                 if (scenery360->obj.status == OBJ_ACTIVE) {
                     spC8.x = scenery360->obj.pos.x - player->pos.x;
-                    spC8.z = scenery360->obj.pos.z - player->unk_138;
+                    spC8.z = scenery360->obj.pos.z - player->trueZpos;
                     if (sqrtf(SQ(spC8.x) + SQ(spC8.z)) < sp8C) {
                         if ((scenery360->obj.id == OBJ_SCENERY_117) || (scenery360->obj.id == OBJ_SCENERY_143) ||
                             (scenery360->obj.id == OBJ_SCENERY_141) || (scenery360->obj.id == OBJ_SCENERY_149) ||
@@ -1691,15 +1691,15 @@ void func_play_800A8BA4(Player* player) {
                                         Matrix_RotateY(gCalcMatrix, (scenery360->obj.rot.y + 180.0f) * M_DTOR,
                                                        MTXF_NEW);
                                         Matrix_MultVec3f(gCalcMatrix, &D_800D3040[sp98 - 1], &spBC);
-                                        player->unk_0D8.x = spBC.x;
-                                        player->unk_0D8.y = spBC.y;
-                                        player->unk_0D8.z = spBC.z;
+                                        player->knockback.x = spBC.x;
+                                        player->knockback.y = spBC.y;
+                                        player->knockback.z = spBC.z;
 
-                                        player->unk_0E8 = player->unk_0E4 = 0.0f;
-                                        player->pos.x = player->unk_090.x;
-                                        player->pos.y = player->unk_090.y;
-                                        player->pos.z = player->unk_090.z;
-                                        player->unk_114 = scenery360->obj.rot.y + 180.0f;
+                                        player->rot.y = player->rot.x = 0.0f;
+                                        player->pos.x = player->basePos.x;
+                                        player->pos.y = player->basePos.y;
+                                        player->pos.z = player->basePos.z;
+                                        player->yRot_114 = scenery360->obj.rot.y + 180.0f;
                                         player->timer_498 = 5;
                                     }
                                     if ((scenery360->obj.id == OBJ_SCENERY_135) ||
@@ -1712,18 +1712,18 @@ void func_play_800A8BA4(Player* player) {
                                             Matrix_RotateY(gCalcMatrix, scenery360->obj.rot.y * M_DTOR, MTXF_NEW);
                                             Matrix_MultVec3f(gCalcMatrix, &D_800D30B8[sp98 - 1], &spBC);
                                         }
-                                        player->unk_0D8.x = spBC.x;
-                                        player->unk_0D8.y = spBC.y;
-                                        player->unk_0D8.z = spBC.z;
-                                        player->unk_0E8 = 0.0f;
-                                        player->unk_0E4 = 0.0f;
-                                        player->pos.x = player->unk_090.x;
-                                        player->pos.y = player->unk_090.y;
-                                        player->pos.z = player->unk_090.z;
+                                        player->knockback.x = spBC.x;
+                                        player->knockback.y = spBC.y;
+                                        player->knockback.z = spBC.z;
+                                        player->rot.y = 0.0f;
+                                        player->rot.x = 0.0f;
+                                        player->pos.x = player->basePos.x;
+                                        player->pos.y = player->basePos.y;
+                                        player->pos.z = player->basePos.z;
                                         if (scenery360->obj.id == OBJ_SCENERY_135) {
-                                            player->unk_114 = scenery360->obj.rot.y + 180.0f;
+                                            player->yRot_114 = scenery360->obj.rot.y + 180.0f;
                                         } else {
-                                            player->unk_114 = scenery360->obj.rot.y;
+                                            player->yRot_114 = scenery360->obj.rot.y;
                                         }
                                         player->timer_498 = 5;
                                     }
@@ -1742,14 +1742,14 @@ void func_play_800A8BA4(Player* player) {
                     (scenery->obj.id != OBJ_SCENERY_70) && (scenery->obj.id != OBJ_SCENERY_72) &&
                     (scenery->obj.id != OBJ_SCENERY_71) && (scenery->obj.id != OBJ_SCENERY_73) &&
                     (scenery->obj.id != OBJ_SCENERY_74) && (scenery->obj.id != OBJ_SCENERY_69) &&
-                    ((player->unk_138 - 2000.0f) < scenery->obj.pos.z)) {
+                    ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) {
                     if ((scenery->obj.id == OBJ_SCENERY_1) || (scenery->obj.id == OBJ_SCENERY_4) ||
                         (scenery->obj.id == OBJ_SCENERY_5) || (scenery->obj.id == OBJ_SCENERY_47) ||
                         (scenery->obj.id == OBJ_SCENERY_117) || (scenery->obj.id == OBJ_SCENERY_120) ||
                         (scenery->obj.id == OBJ_SCENERY_124) || (scenery->obj.id == OBJ_SCENERY_126) ||
                         (scenery->obj.id == OBJ_SCENERY_2) || (scenery->obj.id == OBJ_SCENERY_3)) {
                         spC8.x = scenery->obj.pos.x - player->pos.x;
-                        spC8.z = scenery->obj.pos.z - player->unk_138;
+                        spC8.z = scenery->obj.pos.z - player->trueZpos;
                         if (sqrtf(SQ(spC8.x) + SQ(spC8.z)) < 1100.0f) {
                             temp_v0 = func_play_800A8304(player, scenery->obj.id, scenery->obj.pos.x,
                                                          scenery->obj.pos.y, scenery->obj.pos.z, scenery->obj.rot.x,
@@ -1800,32 +1800,32 @@ void func_play_800A8BA4(Player* player) {
                                     spC8.z = 0.0f;
 
                                     Matrix_MultVec3f(gCalcMatrix, &spC8, &spBC);
-                                    player->unk_0D8.x = spBC.x;
-                                    player->unk_0D8.y = spBC.y;
-                                    player->pos.x = player->unk_090.x;
+                                    player->knockback.x = spBC.x;
+                                    player->knockback.y = spBC.y;
+                                    player->pos.x = player->basePos.x;
                                     player->timer_498 = 5;
                                 } else if (scenery->obj.id == OBJ_SCENERY_50) {
                                     if (player->pos.x < scenery->obj.pos.x) {
-                                        player->unk_0D8.x = -30.0f;
-                                        player->unk_0E8 = 45.0f;
+                                        player->knockback.x = -30.0f;
+                                        player->rot.y = 45.0f;
                                     } else {
-                                        player->unk_0D8.x = 30.0f;
-                                        player->unk_0E8 = -45.0f;
+                                        player->knockback.x = 30.0f;
+                                        player->rot.y = -45.0f;
                                     }
-                                    player->unk_0D8.y = 0.0f;
-                                    player->pos.x = player->unk_090.x;
+                                    player->knockback.y = 0.0f;
+                                    player->pos.x = player->basePos.x;
                                     player->timer_498 = 5;
                                 } else if (scenery->obj.id == OBJ_SCENERY_131) {
                                     Matrix_RotateY(gCalcMatrix, (scenery->obj.rot.y + 180.0f) * M_DTOR, MTXF_NEW);
                                     Matrix_RotateZ(gCalcMatrix, -scenery->obj.rot.z * M_DTOR, MTXF_APPLY);
                                     Matrix_MultVec3f(gCalcMatrix, &D_800D3040[sp98 - 1], &spBC);
-                                    player->unk_0D8.x = spBC.x;
-                                    player->unk_0D8.y = spBC.y;
-                                    player->unk_0E8 = 0.0f;
-                                    player->unk_0E4 = 0.0f;
+                                    player->knockback.x = spBC.x;
+                                    player->knockback.y = spBC.y;
+                                    player->rot.y = 0.0f;
+                                    player->rot.x = 0.0f;
                                     player->timer_498 = 5;
-                                    player->pos.x = player->unk_090.x;
-                                    player->pos.y = player->unk_090.y;
+                                    player->pos.x = player->basePos.x;
+                                    player->pos.y = player->basePos.y;
                                 }
                             }
                         }
@@ -1847,20 +1847,20 @@ void func_play_800A8BA4(Player* player) {
                 if (boss->obj.id == OBJ_BOSS_310) {
                     spfD4.x = fabsf(boss->obj.pos.x - player->pos.x) * .8333333f;
                     spfD4.y = fabsf(boss->obj.pos.y - player->pos.y) * 2;
-                    spfD4.z = fabsf(boss->obj.pos.z - player->unk_138) * 0.8333333f;
+                    spfD4.z = fabsf(boss->obj.pos.z - player->trueZpos) * 0.8333333f;
                     if ((VEC3F_MAG(&spfD4)) < 1500.0f) {
                         Player_ApplyDamage(player, 0, boss->info.damage);
                         player->boostSpeed = 0.0f;
                         player->timer_498 = 5;
-                        player->unk_0D8.y = 30.0f;
+                        player->knockback.y = 30.0f;
                         boss->dmgType = DMG_BEAM;
                         func_effect_8007BFFC(player->pos.x + RAND_FLOAT_CENTERED(10.0f),
                                              player->pos.y + RAND_FLOAT(10.0f),
-                                             player->unk_138 + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5);
+                                             player->trueZpos + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5);
                         for (j = 0; j < 10; j++) {
                             func_effect_8007C484(
                                 player->pos.x + RAND_FLOAT_CENTERED(30.0f), player->pos.y + RAND_FLOAT(10.0f),
-                                player->unk_138 + RAND_FLOAT_CENTERED(30.0f), player->vel.x, 20.0f + player->vel.y,
+                                player->trueZpos + RAND_FLOAT_CENTERED(30.0f), player->vel.x, 20.0f + player->vel.y,
                                 player->vel.z, RAND_FLOAT(0.1f) + 0.1f, player->num + 11);
                         }
                         break;
@@ -1869,7 +1869,7 @@ void func_play_800A8BA4(Player* player) {
                     if (boss->obj.id == OBJ_BOSS_316) {
                         spfD4.x = fabsf(boss->obj.pos.x - player->pos.x);
                         spfD4.y = fabsf(boss->obj.pos.y - 300.0f - player->pos.y) * 7.42f;
-                        spfD4.z = fabsf(boss->obj.pos.z - player->unk_138);
+                        spfD4.z = fabsf(boss->obj.pos.z - player->trueZpos);
                         if ((VEC3F_MAG(&spfD4)) < 2700.0f) {
                             Player_ApplyDamage(player, 3, boss->info.damage);
                         }
@@ -1893,11 +1893,11 @@ void func_play_800A8BA4(Player* player) {
                             Player_ApplyDamage(player, temp_v0, boss->info.damage);
                             if ((boss->obj.id == OBJ_BOSS_303) && ((boss->state == 2) || (boss->state == 3)) &&
                                 (sp98 >= 9)) {
-                                player->unk_0D8.y = -100.0f;
+                                player->knockback.y = -100.0f;
                             }
                             if ((boss->obj.id == OBJ_BOSS_320) && (sp98 < 5)) {
-                                player->unk_0D8.x = boss->fwork[14];
-                                player->unk_0D8.y = boss->fwork[15];
+                                player->knockback.x = boss->fwork[14];
+                                player->knockback.y = boss->fwork[15];
                             }
                         }
                     }
@@ -1924,10 +1924,10 @@ void func_play_800A8BA4(Player* player) {
                     } else if (actor->unk_0B4 == EINFO_63) {
                         spfD4.x = fabsf(actor->obj.pos.x - player->pos.x);
                         spfD4.y = fabsf(actor->obj.pos.y - player->pos.y);
-                        spfD4.z = fabsf(actor->obj.pos.z - player->unk_138);
+                        spfD4.z = fabsf(actor->obj.pos.z - player->trueZpos);
                         if ((VEC3F_MAG(&spfD4)) < 900.0f) {
                             Player_ApplyDamage(player, 0, actor->info.damage);
-                            actor->unk_0D0 = 3;
+                            actor->dmgType = 3;
                         }
                     } else {
                         temp_v0 = func_play_800A7974(player, actor->info.hitbox, &sp98, actor->obj.pos.x,
@@ -1956,8 +1956,8 @@ void func_play_800A8BA4(Player* player) {
                                 }
                             } else {
                                 Player_ApplyDamage(player, temp_v0, actor->info.damage);
-                                actor->unk_0D0 = 3;
-                                actor->unk_0D4 = player->num + 1;
+                                actor->dmgType = 3;
+                                actor->dmgSource = player->num + 1;
                             }
                         }
                     }
@@ -1967,11 +1967,11 @@ void func_play_800A8BA4(Player* player) {
                                            actor->fwork[8] + actor->obj.pos.y + 25.0f, actor->obj.pos.z,
                                            actor->fwork[29], actor->fwork[26], actor->obj.rot.z, 0.0f, 0.0f, 0.0f);
                     if (temp_v0 != 0) {
-                        actor->unk_0D0 = 3;
+                        actor->dmgType = 3;
                         if (actor->info.damage) {
                             Player_ApplyDamage(player, temp_v0, actor->info.damage);
                         } else {
-                            actor->unk_0D0 = -1;
+                            actor->dmgType = -1;
                         }
                     }
                 } else {
@@ -1988,17 +1988,17 @@ void func_play_800A8BA4(Player* player) {
                                 player->whooshTimer = 4;
                             }
                         } else {
-                            actor->unk_0D0 = 3;
+                            actor->dmgType = 3;
                             if (actor->obj.id == OBJ_ACTOR_190) {
-                                actor->unk_0D0 = -1;
+                                actor->dmgType = -1;
                             }
                             if (actor->info.damage) {
                                 Player_ApplyDamage(player, temp_v0, actor->info.damage);
                                 if (actor->obj.id == OBJ_ACTOR_225) {
-                                    player->unk_0D8.y = 0.0f;
+                                    player->knockback.y = 0.0f;
                                 }
                             } else {
-                                actor->unk_0D0 = -1;
+                                actor->dmgType = -1;
                             }
                         }
                     }
@@ -2007,7 +2007,7 @@ void func_play_800A8BA4(Player* player) {
         }
         for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) {
             if (sprite->obj.status == OBJ_ACTIVE) {
-                if ((player->unk_138 - 200.0f) < sprite->obj.pos.z) {
+                if ((player->trueZpos - 200.0f) < sprite->obj.pos.z) {
                     temp_v0 =
                         func_play_800A7974(player, sprite->info.hitbox, &sp98, sprite->obj.pos.x, sprite->obj.pos.y,
                                            sprite->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
@@ -2015,7 +2015,7 @@ void func_play_800A8BA4(Player* player) {
                         if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) ||
                             (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) || (sprite->obj.id == OBJ_SPRITE_CO_TREE)) {
                             sprite->unk_46 = 1;
-                            player->unk_1F4 = 6;
+                            player->hitTimer = 6;
                             player->unk_21C = 0;
                         } else {
                             Player_ApplyDamage(player, temp_v0, sprite->info.damage);
@@ -2047,20 +2047,20 @@ void func_play_800A8BA4(Player* player) {
                     spC8.y = 7.0f;
                 }
                 spBC.y = spC8.x + spC8.y;
-                if ((fabsf(opponent->unk_138 - player->unk_138) <= spBC.z) &&
+                if ((fabsf(opponent->trueZpos - player->trueZpos) <= spBC.z) &&
                     (fabsf(opponent->pos.y - player->pos.y) <= spBC.y) &&
                     (fabsf(opponent->pos.x - player->pos.x) <= spBC.x)) {
                     if ((player->form == FORM_ON_FOOT) && (opponent->form == FORM_ON_FOOT)) {
-                        player->pos.x = player->unk_090.x;
-                        player->pos.y = player->unk_090.y;
-                        player->pos.z = player->unk_138 = player->unk_090.z;
-                        opponent->pos.x = opponent->unk_090.x;
-                        opponent->pos.y = opponent->unk_090.y;
-                        opponent->pos.z = opponent->unk_138 = opponent->unk_090.z;
-                        player->unk_0D8.x = (player->pos.x - opponent->unk_090.x) * 0.5f;
-                        player->unk_0D8.z = (player->unk_138 - opponent->unk_138) * 0.5f;
-                        opponent->unk_0D8.x = -player->unk_0D8.x;
-                        opponent->unk_0D8.z = -player->unk_0D8.z;
+                        player->pos.x = player->basePos.x;
+                        player->pos.y = player->basePos.y;
+                        player->pos.z = player->trueZpos = player->basePos.z;
+                        opponent->pos.x = opponent->basePos.x;
+                        opponent->pos.y = opponent->basePos.y;
+                        opponent->pos.z = opponent->trueZpos = opponent->basePos.z;
+                        player->knockback.x = (player->pos.x - opponent->basePos.x) * 0.5f;
+                        player->knockback.z = (player->trueZpos - opponent->trueZpos) * 0.5f;
+                        opponent->knockback.x = -player->knockback.x;
+                        opponent->knockback.z = -player->knockback.z;
                         opponent->baseSpeed = player->baseSpeed = 2.0f;
                     } else {
                         func_play_800A8804(player, opponent);
@@ -2073,20 +2073,20 @@ void func_play_800A8BA4(Player* player) {
     if (D_ctx_80178294 != 0) {
         if (func_play_800A73E4(&sp94, &sp90, player->hit4.x, player->hit4.y, player->hit4.z)) {
             if (gCurrentLevel == LEVEL_ZONESS) {
-                player->unk_0E4 = (player->baseSpeed + player->boostSpeed) * 0.8f;
-                player->unk_1F4 = 15;
+                player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.8f;
+                player->hitTimer = 15;
                 func_effect_8007B228(player->hit4.x, sp94, player->hit4.z, 1.0f);
             } else {
-                if (player->unk_1F4 == 0) {
+                if (player->hitTimer == 0) {
                     Player_ApplyDamage(player, 4, 10);
                 }
-                player->unk_0D8.y = 30.0f;
-                player->unk_0E4 = (player->baseSpeed + player->boostSpeed) * 0.8f;
+                player->knockback.y = 30.0f;
+                player->rot.x = (player->baseSpeed + player->boostSpeed) * 0.8f;
             }
             if (player->state_1C8 == PLAYERSTATE_1C8_DOWN) {
-                player->timer_220 = 2;
-                func_effect_8007AFD0(player->pos.x, player->unk_138, 30.0f, 0.0f, 5.0f);
-                func_effect_8007AFD0(player->pos.x, player->unk_138, -30.0f, 0.0f, 5.0f);
+                player->radioDamageTimer = 2;
+                func_effect_8007AFD0(player->pos.x, player->trueZpos, 30.0f, 0.0f, 5.0f);
+                func_effect_8007AFD0(player->pos.x, player->trueZpos, -30.0f, 0.0f, 5.0f);
             }
         }
         if (func_play_800A73E4(&sp94, &sp90, player->pos.x + ((player->hit1.x - player->pos.x) * 1.5f),
@@ -2095,10 +2095,10 @@ void func_play_800A8BA4(Player* player) {
                 func_effect_8007B228(player->pos.x + (player->hit1.x - player->pos.x) * 1.5f, sp94, player->hit1.z,
                                      1.0f);
             } else {
-                if (player->unk_1F4 == 0) {
+                if (player->hitTimer == 0) {
                     Player_ApplyDamage(player, 1, 10);
                 }
-                player->unk_0D8.y = 30.0f;
+                player->knockback.y = 30.0f;
             }
         }
         if (func_play_800A73E4(&sp94, &sp90, player->pos.x + ((player->hit2.x - player->pos.x) * 1.5f),
@@ -2107,10 +2107,10 @@ void func_play_800A8BA4(Player* player) {
                 func_effect_8007B228(player->pos.x + (player->hit2.x - player->pos.x) * 1.5f, sp94, player->hit2.z,
                                      1.0f);
             } else {
-                if (player->unk_1F4 == 0) {
+                if (player->hitTimer == 0) {
                     Player_ApplyDamage(player, 2, 40);
                 }
-                player->unk_0D8.y = 30.0f;
+                player->knockback.y = 30.0f;
             }
         }
     }
@@ -2150,18 +2150,18 @@ void func_play_800AA800(Player* player) {
     s32 pad4;
 
     if (player->unk_240 == 0) {
-        player->unk_064 = player->pos.x;
-        player->unk_06C = player->unk_138 - player->pos.y;
+        player->groundPos.x = player->pos.x;
+        player->groundPos.z = player->trueZpos - player->pos.y;
         if (gGroundType != 4) {
             if (gCamCount == 1) {
-                player->unk_068 = gGroundHeight + 3.0f;
+                player->groundPos.y = gGroundHeight + 3.0f;
             } else {
-                player->unk_068 = gGroundHeight;
+                player->groundPos.y = gGroundHeight;
                 if (player->form == FORM_ON_FOOT) {
-                    player->unk_06C = player->unk_138;
+                    player->groundPos.z = player->trueZpos;
                 }
             }
-            player->unk_248 = player->unk_24C = player->unk_070 = 0.0f;
+            player->unk_248 = player->unk_24C = player->groundRotY = 0.0f;
         }
         sp100 = 0.0f;
         spFC = 0.0f;
@@ -2174,13 +2174,13 @@ void func_play_800AA800(Player* player) {
                         ((scenery360->obj.id == OBJ_SCENERY_143) || (scenery360->obj.id == OBJ_SCENERY_140) ||
                          (scenery360->obj.id == OBJ_SCENERY_141)) &&
                         (fabsf(scenery360->obj.pos.x - player->pos.x) < 2000.0f) &&
-                        (fabsf(scenery360->obj.pos.z - player->unk_138) < 2000.0f)) {
+                        (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2000.0f)) {
                         spC8.x = scenery360->obj.pos.x;
                         spC8.y = scenery360->obj.pos.y;
                         spC8.z = scenery360->obj.pos.z;
                         spD4.x = player->pos.x;
                         spD4.y = gGroundHeight;
-                        spD4.z = player->unk_138;
+                        spD4.z = player->trueZpos;
                         colId = COL2_4;
                         if (scenery360->obj.id == OBJ_SCENERY_141) {
                             colId = COL2_6;
@@ -2188,7 +2188,7 @@ void func_play_800AA800(Player* player) {
                             colId = COL2_17;
                         }
                         if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
-                            player->unk_068 = spBC.y + 1.0f;
+                            player->groundPos.y = spBC.y + 1.0f;
                             player->unk_248 = spBC.x;
                             player->unk_24C = spBC.z;
                             break;
@@ -2198,15 +2198,15 @@ void func_play_800AA800(Player* player) {
             }
         } else {
             if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gLevelType == LEVELTYPE_PLANET)) {
-                player->unk_064 = player->pos.x;
-                player->unk_06C = player->unk_138;
+                player->groundPos.x = player->pos.x;
+                player->groundPos.z = player->trueZpos;
                 for (sp144 = 0, scenery360 = gScenery360; sp144 < 200; sp144++, scenery360++) {
                     if ((scenery360->obj.status == OBJ_ACTIVE) &&
                         ((scenery360->obj.id == OBJ_SCENERY_150) || (scenery360->obj.id == OBJ_SCENERY_149) ||
                          (scenery360->obj.id == OBJ_SCENERY_148) || (scenery360->obj.id == OBJ_SCENERY_1) ||
                          (scenery360->obj.id == OBJ_SCENERY_3)) &&
                         (fabsf(scenery360->obj.pos.x - player->pos.x) < 2500.0f) &&
-                        (fabsf(scenery360->obj.pos.z - player->unk_138) < 2500.0f)) {
+                        (fabsf(scenery360->obj.pos.z - player->trueZpos) < 2500.0f)) {
                         tempx = scenery360->obj.pos.x;
                         tempy = scenery360->obj.pos.y;
                         tempz = scenery360->obj.pos.z;
@@ -2214,7 +2214,7 @@ void func_play_800AA800(Player* player) {
                         Matrix_RotateY(gCalcMatrix, -sp120 * M_DTOR, MTXF_NEW);
                         spEC.x = player->pos.x - tempx;
                         spEC.y = 0.0f;
-                        spEC.z = player->unk_138 - tempz;
+                        spEC.z = player->trueZpos - tempz;
                         Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
                         spD4.x = spE0.x + tempx;
                         spD4.y = spE0.y + tempy;
@@ -2230,10 +2230,10 @@ void func_play_800AA800(Player* player) {
                                 colId = COL1_6;
                             }
                             if (func_col1_800998FC(&spD4, &spC8, &sp9C, colId, &spB0, spA8) > 0) {
-                                player->unk_068 = spB0.y;
+                                player->groundPos.y = spB0.y;
                                 player->unk_248 = spA8[0];
                                 player->unk_24C = spA8[1];
-                                player->unk_070 = DEG_TO_RAD(sp120);
+                                player->groundRotY = DEG_TO_RAD(sp120);
                             }
                         } else {
                             colId = COL2_0;
@@ -2241,10 +2241,10 @@ void func_play_800AA800(Player* player) {
                                 colId = COL2_3;
                             }
                             if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
-                                player->unk_068 = spBC.y;
+                                player->groundPos.y = spBC.y;
                                 player->unk_248 = spBC.x;
                                 player->unk_24C = spBC.z;
-                                player->unk_070 = DEG_TO_RAD(sp120);
+                                player->groundRotY = DEG_TO_RAD(sp120);
                             }
                         }
                     }
@@ -2253,7 +2253,7 @@ void func_play_800AA800(Player* player) {
             for (sp144 = 0, scenery = gScenery;
                  (sp144 < 50) && (gLevelMode == LEVELMODE_ON_RAILS) && (gCurrentLevel != LEVEL_VENOM_1);
                  sp144++, scenery++) {
-                if ((scenery->obj.status == OBJ_ACTIVE) && ((player->unk_138 - 3000.0f) < scenery->obj.pos.z) &&
+                if ((scenery->obj.status == OBJ_ACTIVE) && ((player->trueZpos - 3000.0f) < scenery->obj.pos.z) &&
                     (scenery->obj.id != OBJ_SCENERY_0) && (scenery->obj.id != OBJ_SCENERY_8)) {
                     tempx = scenery->obj.pos.x;
                     tempy = scenery->obj.pos.y;
@@ -2266,7 +2266,7 @@ void func_play_800AA800(Player* player) {
                         for (var_fs1 = var_fs0 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
                             spEC.x = player->pos.x - tempx;
                             spEC.y = player->pos.y + var_fs0 - tempy;
-                            spEC.z = player->unk_138 + var_fs1 - tempz;
+                            spEC.z = player->trueZpos + var_fs1 - tempz;
                             Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
                             if ((player->pos.y + var_fs0) <= gGroundHeight) {
                                 break;
@@ -2291,11 +2291,11 @@ void func_play_800AA800(Player* player) {
                                 colId = COL2_1;
                             }
                             if (func_col2_800A3690(&spD4, &spC8, colId, &spBC)) {
-                                player->unk_068 = spBC.y;
-                                player->unk_06C = player->unk_138 + var_fs1;
+                                player->groundPos.y = spBC.y;
+                                player->groundPos.z = player->trueZpos + var_fs1;
                                 player->unk_248 = spBC.x;
                                 player->unk_24C = spBC.z;
-                                player->unk_070 = DEG_TO_RAD(sp120);
+                                player->groundRotY = DEG_TO_RAD(sp120);
                                 break;
                             }
                         }
@@ -2328,7 +2328,7 @@ void func_play_800AA800(Player* player) {
                                 for (var_fs0 = var_fs1 = -50.0f; var_fs0 > -500.0f; var_fs0 -= 5.0f, var_fs1 -= 5.0f) {
                                     spEC.x = player->pos.x - tempx;
                                     spEC.y = player->pos.y + var_fs0 - tempy;
-                                    spEC.z = player->unk_138 + var_fs1 - tempz;
+                                    spEC.z = player->trueZpos + var_fs1 - tempz;
                                     Matrix_MultVec3fNoTranslate(gCalcMatrix, &spEC, &spE0);
                                     tempx2 = spE0.x + tempx;
                                     tempy2 = spE0.y + tempy;
@@ -2338,11 +2338,11 @@ void func_play_800AA800(Player* player) {
                                     }
 
                                     if (func_play_800A78C4(hitbox, tempx, tempy, tempz, tempx2, tempy2, tempz2)) {
-                                        if (gGroundHeight < player->unk_068) {
-                                            player->unk_068 = spEC.y + 15.0f + tempy;
-                                            player->unk_06C = spEC.z + 10.0f + tempz;
+                                        if (gGroundHeight < player->groundPos.y) {
+                                            player->groundPos.y = spEC.y + 15.0f + tempy;
+                                            player->groundPos.z = spEC.z + 10.0f + tempz;
                                             player->unk_248 = DEG_TO_RAD(sp100);
-                                            player->unk_070 = DEG_TO_RAD(sp120);
+                                            player->groundRotY = DEG_TO_RAD(sp120);
                                         }
                                         break;
                                     }
@@ -2561,7 +2561,7 @@ void Play_Init(void) {
     Audio_KillSfxById(0x11403076);
     Audio_KillSfxById(0x49000014);
     Memory_FreeAll();
-    D_ctx_80177C78 = D_ctx_80177C8C = gShowBossHealth = gStarWolfMsgTimer = gAllRangeWingRepairTimer =
+    gTraining360MsgTimer = gTraining360MsgIndex = gShowBossHealth = gStarWolfMsgTimer = gAllRangeWingRepairTimer =
         gAllRangeSuppliesSent = 0;
     D_display_800CA220 = 0;
     gShowLevelClearStatusScreen = 0;
@@ -2573,7 +2573,7 @@ void Play_Init(void) {
     gAqDrawMode = D_800D2F54 = 0;
     D_display_800CA230 = D_800D2F58 = 0.0f;
     gLevelMode = LEVELMODE_ON_RAILS;
-    D_ctx_80177CE8 = D_bg_8015F968 = 0.0f;
+    gPathTexScroll = D_bg_8015F968 = 0.0f;
     D_hud_800D1970 = gVersusMode = gHideRadio = gChangeTo360 = false;
     if (gCurrentLevel >= LEVEL_FORTUNA) {
         gLevelMode = LEVELMODE_ALL_RANGE;
@@ -2647,7 +2647,7 @@ void Play_Init(void) {
         gPlayer[i].state_1C8 = PLAYERSTATE_1C8_INIT;
         gPlayerGlareAlphas[i] = D_ctx_801783C0[i] = 0;
         gControllerRumbleTimers[i] = 0;
-        D_ctx_80177C30[i] = 0;
+        gPlayerScores[i] = 0;
     }
     if (gLevelMode == LEVELMODE_ALL_RANGE) {
         MEM_ARRAY_ALLOCATE(gScenery360, 200);
@@ -2656,7 +2656,7 @@ void Play_Init(void) {
         }
         switch (gCurrentLevel) {
             case LEVEL_SECTOR_Z:
-                if (D_ctx_8017782C == 0) {
+                if (!D_ctx_8017782C) {
                     SectorZ_8019EA68();
                     ActorAllRange_SpawnTeam();
                 }
@@ -2667,12 +2667,12 @@ void Play_Init(void) {
                 break;
             case LEVEL_KATINA:
                 Katina_80198930();
-                if (D_ctx_8017782C == 0) {
+                if (!D_ctx_8017782C) {
                     ActorAllRange_SpawnTeam();
                 }
                 break;
             case LEVEL_BOLSE:
-                if (D_ctx_8017782C == 0) {
+                if (!D_ctx_8017782C) {
                     Bolse_80191ED8();
                     ActorAllRange_SpawnTeam();
                 }
@@ -2707,10 +2707,10 @@ void func_play_800AC290(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, Pl
     Vec3f sp2C;
 
     PlayerShot_Initialize(shot);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0) * M_DTOR), MTXF_APPLY);
-    Matrix_Translate(gCalcMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle) * M_DTOR), MTXF_APPLY);
+    Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
     if (gVersusMode && (shotId <= PLAYERSHOT_1)) {
         speed *= 0.5f;
     }
@@ -2737,27 +2737,27 @@ void func_play_800AC290(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, Pl
     if (shot->obj.id == PLAYERSHOT_4) {
         shot->obj.pos.x = player->pos.x + sp2C.x;
         shot->obj.pos.y = player->pos.y + sp2C.y;
-        shot->obj.pos.z = player->unk_138 + sp2C.z;
+        shot->obj.pos.z = player->trueZpos + sp2C.z;
         shot->unk_64 = 38;
     } else {
         shot->obj.pos.x = player->pos.x + sp2C.x + (sp38.x * 1.2);
         shot->obj.pos.y = player->pos.y + sp2C.y + (sp38.y * 1.2);
-        shot->obj.pos.z = player->unk_138 + sp2C.z + (sp38.z * 1.2f);
+        shot->obj.pos.z = player->trueZpos + sp2C.z + (sp38.z * 1.2f);
     }
-    shot->obj.rot.x = player->unk_120 + player->unk_0E4 + player->unk_4D8;
-    shot->obj.rot.y = player->unk_0E8 + player->unk_114;
-    shot->obj.rot.z = player->unk_0F8;
+    shot->obj.rot.x = player->xRot_120 + player->rot.x + player->aerobaticPitch;
+    shot->obj.rot.y = player->rot.y + player->yRot_114;
+    shot->obj.rot.z = player->bankAngle;
     if (shotId == PLAYERSHOT_8) {
         if (gCurrentLevel == LEVEL_AQUAS) {
             shot->unk_58 = RAND_INT(360.0f);
             shot->unk_60 = RAND_INT(360.0f);
-            shot->unk_2C = player->unk_0E4 + player->unk_4D8;
-            shot->unk_30 = player->unk_0E8;
-            shot->unk_34 = player->unk_0F8;
+            shot->vec_2C.x = player->rot.x + player->aerobaticPitch;
+            shot->vec_2C.y = player->rot.y;
+            shot->vec_2C.z = player->bankAngle;
             shot->unk_5C = D_ctx_80178494;
         } else {
-            shot->unk_30 = player->unk_0E8 + player->unk_114;
-            shot->unk_2C = player->unk_0E4 + player->unk_4D8;
+            shot->vec_2C.y = player->rot.y + player->yRot_114;
+            shot->vec_2C.x = player->rot.x + player->aerobaticPitch;
             if (speed <= 65.0f) {
                 shot->unk_5C = 1;
             }
@@ -2773,11 +2773,11 @@ void func_play_800AC650(Player* player, PlayerShot* shot, PlayerShotId shotId, f
     Vec3f sp3C;
 
     PlayerShot_Initialize(shot);
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_NEW);
-    Matrix_RotateZ(gCalcMatrix, (player->unk_0EC + player->unk_0F0) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, (-player->unk_12C - player->unk_130) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_NEW);
+    Matrix_RotateZ(gCalcMatrix, (player->rot.z + player->rockAngle) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
     Matrix_RotateY(gCalcMatrix, -player->unk_180 * M_DTOR, MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
     sp54.x = 0;
@@ -2785,13 +2785,13 @@ void func_play_800AC650(Player* player, PlayerShot* shot, PlayerShotId shotId, f
     sp54.z = speed;
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
     Matrix_Translate(gCalcMatrix, 0.0f, player->unk_18C + 30.0f, 0, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, (player->unk_0EC + player->unk_0F0) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, (-player->unk_12C - player->unk_130) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, (player->rot.z + player->rockAngle) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, (-player->zRotBank - player->zRotBarrelRoll) * M_DTOR, MTXF_APPLY);
     Matrix_Translate(gCalcMatrix, 0.0f, -30.0f, 0, MTXF_APPLY);
-    Matrix_Translate(gCalcMatrix, player->unk_084, player->unk_080, 0.0f, MTXF_APPLY);
+    Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
     Matrix_Translate(gCalcMatrix, 0.0f, 51.0f, -4.0f, MTXF_APPLY);
     Matrix_RotateY(gCalcMatrix, -player->unk_180 * M_DTOR, MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
@@ -2804,14 +2804,14 @@ void func_play_800AC650(Player* player, PlayerShot* shot, PlayerShotId shotId, f
     shot->vel.z = sp48.z;
     shot->obj.pos.x = player->pos.x + sp3C.x;
     shot->obj.pos.y = player->pos.y + sp3C.y;
-    shot->obj.pos.z = player->unk_138 + sp3C.z;
+    shot->obj.pos.z = player->trueZpos + sp3C.z;
     shot->obj.status = 1;
-    shot->unk_2C = -player->unk_17C;
-    shot->unk_30 = -player->unk_180;
-    shot->unk_34 = player->unk_12C;
-    shot->obj.rot.x = player->unk_0E4 + player->unk_120;
-    shot->obj.rot.y = player->unk_0E8 + player->unk_114;
-    shot->obj.rot.z = player->unk_0EC;
+    shot->vec_2C.x = -player->unk_17C;
+    shot->vec_2C.y = -player->unk_180;
+    shot->vec_2C.z = player->zRotBank;
+    shot->obj.rot.x = player->rot.x + player->xRot_120;
+    shot->obj.rot.y = player->rot.y + player->yRot_114;
+    shot->obj.rot.z = player->rot.z;
     shot->unk_64 = 40;
     shot->obj.id = shotId;
 
@@ -2821,7 +2821,7 @@ void func_play_800AC650(Player* player, PlayerShot* shot, PlayerShotId shotId, f
             shot->unk_5C = 1;
         }
         shot->unk_64 = 30;
-        shot->unk_30 = player->unk_0E8 + player->unk_114;
+        shot->vec_2C.y = player->rot.y + player->yRot_114;
     }
 }
 
@@ -2851,7 +2851,7 @@ void func_play_800ACABC(Player* player) {
                 if (gPlayerShots[i].obj.status == 0) {
                     func_play_800AC290(player, &gPlayerShots[i], 0.0f, 0.0f, PLAYERSHOT_0, 400.0f / 3.0f);
                     func_play_800A5FA0(player->sfxSource, 0x09400000, player->num);
-                    D_ctx_80177AA0[player->num] = 0.5f;
+                    gMuzzleFlashScale[player->num] = 0.5f;
                     break;
                 }
             }
@@ -2863,10 +2863,10 @@ void func_play_800ACABC(Player* player) {
                     func_play_800AC290(player, &gPlayerShots[i], 0.0f, -10.0f, PLAYERSHOT_1, 400.0f / 3.0f);
                     if (laser == LASERS_TWIN) {
                         func_play_800A5FA0(player->sfxSource, 0x0940800C, player->num);
-                        D_ctx_80177AA0[player->num] = 0.5f;
+                        gMuzzleFlashScale[player->num] = 0.5f;
                     } else {
                         func_play_800A5FA0(player->sfxSource, 0x0940802B, player->num);
-                        D_ctx_80177AA0[player->num] = 0.75f;
+                        gMuzzleFlashScale[player->num] = 0.75f;
                     }
                     break;
                 }
@@ -2904,9 +2904,9 @@ void func_play_800ACDC0(Player* player, PlayerShot* shot, PlayerShotId shotId) {
     Vec3f sp44;
 
     PlayerShot_Initialize(shot);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_134) * M_DTOR), MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->damageShake) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR), MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_154 * M_DTOR, MTXF_APPLY);
     sp5C.x = 0.0f;
     sp5C.y = 0.0f;
@@ -2916,10 +2916,10 @@ void func_play_800ACDC0(Player* player, PlayerShot* shot, PlayerShotId shotId) {
         sp5C.z = 150.0f;
     }
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp5C, &sp50);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + player->unk_134 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_134) * M_DTOR), MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, -((player->unk_0F8 + player->unk_0F0 + player->unk_134) * M_DTOR), MTXF_APPLY);
-    Matrix_Translate(gCalcMatrix, 0.0f, player->unk_080, 0, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + player->damageShake + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->damageShake) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR), MTXF_APPLY);
+    Matrix_Translate(gCalcMatrix, 0.0f, player->yBob, 0, MTXF_APPLY);
     Matrix_Translate(gCalcMatrix, -10.0f, 25.0f, 0.0f, MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_154 * M_DTOR, MTXF_APPLY);
     sp5C.x = 0.0f;
@@ -2931,9 +2931,9 @@ void func_play_800ACDC0(Player* player, PlayerShot* shot, PlayerShotId shotId) {
     shot->vel.z = sp50.z;
     shot->obj.pos.x = player->pos.x + sp44.x;
     shot->obj.pos.y = player->pos.y + sp44.y;
-    shot->obj.pos.z = player->unk_138 + sp44.z;
+    shot->obj.pos.z = player->trueZpos + sp44.z;
 
-    shot->unk_44 = 1.0f;
+    shot->scale = 1.0f;
 
     shot->obj.status = 1;
     shot->obj.id = shotId;
@@ -2950,7 +2950,7 @@ void func_play_800AD094(Player* player) {
         if (gPlayerShots[i].obj.status == 0) {
             func_play_800ACDC0(player, &gPlayerShots[i], PLAYERSHOT_6);
             func_play_800A5FA0(player->sfxSource, 0x09000014, player->num);
-            player->timer_1F8 = 2;
+            player->csTimer = 2;
             player->unk_180 = 10.0f;
             break;
         }
@@ -3035,7 +3035,7 @@ bool func_play_800AD1F4(Player* player) {
             if ((gPlayerShots[14 - player->num].obj.status == 0) ||
                 (gPlayerShots[14 - player->num].obj.id != PLAYERSHOT_8) ||
                 ((gPlayerShots[14 - player->num].obj.id == PLAYERSHOT_8) &&
-                 (gPlayerShots[14 - player->num].unk_44 > 1.0f))) {
+                 (gPlayerShots[14 - player->num].scale > 1.0f))) {
                 if (player->form == FORM_ARWING) {
                     func_play_800AC290(player, &gPlayerShots[14 - player->num], 0.0f, 0.0f, PLAYERSHOT_8, 70.0f);
                 } else {
@@ -3148,7 +3148,7 @@ void func_play_800ADA28(Player* player) {
     if ((gInputHold->button & Z_TRIG) && !(gInputHold->button & R_TRIG)) {
         sp3C = 90.0f;
         sp38 = 0.2f;
-        if (player->unk_12C < 70.0f) {
+        if (player->zRotBank < 70.0f) {
             Math_SmoothStepToF(&player->wings.unk_04, -70.0f, 0.3f, 100.0f, 0.0f);
             Math_SmoothStepToF(&player->wings.unk_08, -70.0f, 0.3f, 100.0f, 0.f);
             Math_SmoothStepToF(&player->wings.unk_0C, 70.0f, 0.3f, 100.0f, 0.f);
@@ -3162,7 +3162,7 @@ void func_play_800ADA28(Player* player) {
     if ((gInputHold->button & R_TRIG) && !(gInputHold->button & Z_TRIG)) {
         sp3C = -90.0f;
         sp38 = 0.2f;
-        if (player->unk_12C > -70.0f) {
+        if (player->zRotBank > -70.0f) {
             Math_SmoothStepToF(&player->wings.unk_04, 70.0f, 0.3f, 100.0f, 0.0f);
             Math_SmoothStepToF(&player->wings.unk_08, 70.0f, 0.3f, 100.0f, 0.0f);
             Math_SmoothStepToF(&player->wings.unk_0C, -70.0f, 0.3f, 100.0f, 0.0f);
@@ -3172,27 +3172,27 @@ void func_play_800ADA28(Player* player) {
             }
         }
     }
-    Math_SmoothStepToF(&player->unk_12C, sp3C, sp38, 10.0f, 0.f);
+    Math_SmoothStepToF(&player->zRotBank, sp3C, sp38, 10.0f, 0.f);
     if (gInputPress->button & Z_TRIG) {
         player->sfx.bank = 1;
-        if (player->timer_1E0 != 0) {
-            player->unk_1DC = 1;
+        if (player->barrelInputTimerL != 0) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 10;
-            player->unk_1EC = player->unk_1F0 = 30;
+            player->rollRate = player->baseRollRate = 30;
             player->sfx.roll = 1;
         } else {
-            player->timer_1E0 = 10;
+            player->barrelInputTimerL = 10;
         }
     }
     if (gInputPress->button & R_TRIG) {
         player->sfx.bank = 1;
-        if (player->timer_1E4 != 0) {
-            player->unk_1DC = 1;
+        if (player->barrelInputTimerR != 0) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 10;
-            player->unk_1EC = player->unk_1F0 = -30;
+            player->rollRate = player->baseRollRate = -30;
             player->sfx.roll = 1;
         } else {
-            player->timer_1E4 = 10;
+            player->barrelInputTimerR = 10;
         }
     }
 }
@@ -3201,25 +3201,25 @@ void func_play_800ADD98(Player* player) {
     Math_SmoothStepToF(&player->unk_170, 0.0f, 1.0f, 0.2f, 0.0f);
     Math_SmoothStepToF(&player->unk_16C, 0.0f, 1.0f, 0.2f, 0.0f);
     if (gInputPress->button & Z_TRIG) {
-        if ((player->timer_1E0 != 0) && (player->unk_12C > 0.0f) && (player->boostMeter < 10.0f)) {
-            player->unk_1DC = 1;
+        if ((player->barrelInputTimerL != 0) && (player->zRotBank > 0.0f) && (player->boostMeter < 10.0f)) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 15;
-            player->unk_1EC = player->unk_1F0 = 20;
+            player->rollRate = player->baseRollRate = 20;
         } else {
-            player->timer_1E0 = 10;
+            player->barrelInputTimerL = 10;
         }
     }
     if (gInputPress->button & R_TRIG) {
-        if ((player->timer_1E4 != 0) && (player->unk_12C < 0.0f) && (player->boostMeter < 10.0f)) {
-            player->unk_1DC = 1;
+        if ((player->barrelInputTimerR != 0) && (player->zRotBank < 0.0f) && (player->boostMeter < 10.0f)) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 15;
-            player->unk_1EC = player->unk_1F0 = -20;
+            player->rollRate = player->baseRollRate = -20;
         } else {
-            player->timer_1E4 = 10;
+            player->barrelInputTimerR = 10;
         }
     }
-    player->unk_18C = fabsf(SIN_DEG(player->unk_12C) * 25.0f);
-    player->unk_18C += fabsf(SIN_DEG(player->unk_130) * 20.0f);
+    player->unk_18C = fabsf(SIN_DEG(player->zRotBank) * 25.0f);
+    player->unk_18C += fabsf(SIN_DEG(player->zRotBarrelRoll) * 20.0f);
 }
 
 void func_play_800ADF58(Player* player) {
@@ -3227,53 +3227,53 @@ void func_play_800ADF58(Player* player) {
     f32 temp_fv0_2;
     s32 temp_v0;
 
-    player->unk_140 = -player->vel.z;
-    player->unk_144 += -player->vel.z;
-    D_ctx_80177D08 = -player->vel.z;
-    D_ctx_80177D20 = player->unk_144;
-    D_ctx_80177CE8 += player->unk_140;
+    player->zPathVel = -player->vel.z;
+    player->zPath += -player->vel.z;
+    gPathVelZ = -player->vel.z;
+    gPathProgress = player->zPath;
+    gPathTexScroll += player->zPathVel;
     if (gGroundType == 4) {
-        D_ctx_80177CC8 = player->unk_140;
+        gPathGroundScroll = player->zPathVel;
     }
-    if ((gBossActive == 0) && (player->unk_144 > 500000.0f)) {
-        player->unk_144 = 0.0f;
+    if ((gBossActive == 0) && (player->zPath > 500000.0f)) {
+        player->zPath = 0.0f;
         player->pos.z = 0.0f;
         gObjectLoadIndex = 0;
         Play_ClearObjectData();
     }
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
     while (1) {
-        if (player->unk_0F8 > 360.0f) {
-            player->unk_0F8 -= 360.0f;
+        if (player->bankAngle > 360.0f) {
+            player->bankAngle -= 360.0f;
         } else {
             break;
         }
     }
     while (1) {
-        if (player->unk_0F8 < -360.0f) {
-            player->unk_0F8 += 360.0f;
+        if (player->bankAngle < -360.0f) {
+            player->bankAngle += 360.0f;
         } else {
             break;
         }
     }
     if (gCurrentLevel == LEVEL_UNK_15) {
-        Math_SmoothStepToF(&player->unk_0B4, 10.0f, 0.1f, 0.5f, 0.0001f);
-        player->pos.x += Math_SmoothStepToF(&player->unk_0AC, player->unk_0B8, 0.1f, player->unk_0B4, 0.0001f);
-        player->pos.y += Math_SmoothStepToF(&player->unk_0B0, player->unk_0BC, 0.1f, player->unk_0B4, 0.0001f);
+        Math_SmoothStepToF(&player->pathStep, 10.0f, 0.1f, 0.5f, 0.0001f);
+        player->pos.x += Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f);
+        player->pos.y += Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f);
     } else {
-        Math_SmoothStepToF(&player->unk_0B4, D_ctx_80177D08 * 0.54f, 0.1f, 2.0f, 0.0001f);
-        D_ctx_801779E4 = Math_SmoothStepToF(&player->unk_0AC, player->unk_0B8, 0.1f, player->unk_0B4, 0.0001f);
-        D_ctx_801779F4 = Math_SmoothStepToF(&player->unk_0B0, player->unk_0BC, 0.1f, player->unk_0B4, 0.0001f);
+        Math_SmoothStepToF(&player->pathStep, gPathVelZ * 0.54f, 0.1f, 2.0f, 0.0001f);
+        gPathVelX = Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f);
+        gPathVelY = Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f);
     }
     if (player->timer_210 != 0) {
         player->timer_210--;
-        Math_SmoothStepToF(&player->unk_114, player->unk_118, 0.03f, 0.5f, 0.0001f);
-        Math_SmoothStepToF(&player->unk_120, player->unk_124, 0.03f, 0.5f, 0.0001f);
+        Math_SmoothStepToF(&player->yRot_114, player->yRot_118, 0.03f, 0.5f, 0.0001f);
+        Math_SmoothStepToF(&player->xRot_120, player->xRot_124, 0.03f, 0.5f, 0.0001f);
     } else {
-        Math_SmoothStepToF(&player->unk_114, 0.0f, 0.03f, 0.5f, 0.0001f);
-        Math_SmoothStepToF(&player->unk_120, 0.0f, 0.03f, 0.5f, 0.0001f);
+        Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f);
+        Math_SmoothStepToF(&player->xRot_120, 0.0f, 0.03f, 0.5f, 0.0001f);
     }
 }
 
@@ -3325,7 +3325,7 @@ void func_play_800AE278(Player* player) {
         if ((var_fv1 < fabsf(player->pos.x)) || (var_fv1 < fabsf(player->pos.z))) {
             player->state_1C8 = PLAYERSTATE_1C8_U_TURN;
             player->unk_19C = 0;
-            player->unk_1D0 = 0;
+            player->csState = 0;
             player->unk_000 = 0.0f;
             player->unk_004 = 0.0f;
         }
@@ -3335,7 +3335,7 @@ void func_play_800AE278(Player* player) {
 void func_play_800AE4A4(Player* player) {
     f32 sp7C;
     f32 sp78;
-    f32 var_fa0;
+    f32 scale;
     f32 var_fa1;
     f32 var_fv0;
     f32 var_fv1;
@@ -3346,12 +3346,12 @@ void func_play_800AE4A4(Player* player) {
     Vec3f sp4C;
     Vec3f sp40;
 
-    D_ctx_80177968 = 2.3f;
-    D_ctx_80177970 = 0.68f;
+    gPlayerTurnRate = 2.3f;
+    gPlayerTurnStickMod = 0.68f;
     sp7C = -gInputPress->stick_x;
     sp78 = gInputPress->stick_y;
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 5.0f, 0.01f);
-    Matrix_RotateZ(gCalcMatrix, -player->unk_12C * M_DTOR, MTXF_NEW);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.01f);
+    Matrix_RotateZ(gCalcMatrix, -player->zRotBank * M_DTOR, MTXF_NEW);
     sp4C.x = sp7C * 0.75f;
     sp4C.y = sp78 * 0.75f;
     sp4C.z = 0.0f;
@@ -3370,40 +3370,40 @@ void func_play_800AE4A4(Player* player) {
     Math_SmoothStepToF(&player->wings.unk_08, -sp60 - sp5C, 0.1f, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_0C, -sp60 + sp58, 0.1f, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_10, -sp60 - sp58, 0.1f, 100.0f, 0.0f);
-    var_fa0 = 0.1f;
-    if ((player->unk_12C > 10.0f) && (sp7C > 0)) {
-        D_ctx_80177968 *= 2.0f;
-        var_fa0 = 0.2f;
+    scale = 0.1f;
+    if ((player->zRotBank > 10.0f) && (sp7C > 0)) {
+        gPlayerTurnRate *= 2.0f;
+        scale = 0.2f;
     }
-    if ((player->unk_12C < -10.0f) && (sp7C < 0)) {
-        D_ctx_80177968 *= 2.0f;
-        var_fa0 = 0.2f;
+    if ((player->zRotBank < -10.0f) && (sp7C < 0)) {
+        gPlayerTurnRate *= 2.0f;
+        scale = 0.2f;
     }
-    Math_SmoothStepToF(&player->unk_0E8, sp7C * D_ctx_80177970, var_fa0, D_ctx_80177968, 0.03f);
-    var_fa0 = 0.03f;
-    if ((player->unk_12C > 10.0f) && (sp7C > 0)) {
-        var_fa0 = 0.05f;
+    Math_SmoothStepToF(&player->rot.y, sp7C * gPlayerTurnStickMod, scale, gPlayerTurnRate, 0.03f);
+    scale = 0.03f;
+    if ((player->zRotBank > 10.0f) && (sp7C > 0)) {
+        scale = 0.05f;
     }
-    if ((player->unk_12C < -10.0f) && (sp7C < 0)) {
-        var_fa0 = 0.05f;
+    if ((player->zRotBank < -10.0f) && (sp7C < 0)) {
+        scale = 0.05f;
     }
-    Math_SmoothStepToF(&player->unk_11C, player->unk_0E8 * var_fa0, 0.1f, 0.8f, 0.05f);
-    player->unk_114 += player->unk_11C;
-    if (player->unk_114 >= 360.0f) {
-        player->unk_114 -= 360.0f;
+    Math_SmoothStepToF(&player->yRotVel_11C, player->rot.y * scale, 0.1f, 0.8f, 0.05f);
+    player->yRot_114 += player->yRotVel_11C;
+    if (player->yRot_114 >= 360.0f) {
+        player->yRot_114 -= 360.0f;
     }
-    if (player->unk_114 < 0.0f) {
-        player->unk_114 += 360.0f;
+    if (player->yRot_114 < 0.0f) {
+        player->yRot_114 += 360.0f;
     }
-    D_ctx_80177968 = 2.3f;
+    gPlayerTurnRate = 2.3f;
     var_fa1 = 0.1f;
-    temp = -sp78 * D_ctx_80177970;
+    temp = -sp78 * gPlayerTurnStickMod;
     if ((temp <= 0.0f) && (player->pos.y < (gGroundHeight + 50.0f))) {
-        D_ctx_80177968 *= 2.0f;
+        gPlayerTurnRate *= 2.0f;
         temp = 0.0f;
         var_fa1 = 0.2f;
     }
-    Math_SmoothStepToF(&player->unk_0E4, temp, var_fa1, D_ctx_80177968, 0.03f);
+    Math_SmoothStepToF(&player->rot.x, temp, var_fa1, gPlayerTurnRate, 0.03f);
     var_fv1 = 1.5f;
     if (player->pos.y < (gGroundHeight + 70.0f)) {
         var_fv1 = 0.8f;
@@ -3416,10 +3416,10 @@ void func_play_800AE4A4(Player* player) {
     if (sp7C == 0) {
         var_fv0 = 1.0f;
     }
-    Math_SmoothStepToF(&player->unk_0EC, sp7C * 0.6f * var_fv1, 0.1f, var_fv0, 0.03f);
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Math_SmoothStepToF(&player->rot.z, sp7C * 0.6f * var_fv1, 0.1f, var_fv0, 0.03f);
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
     sp4C.x = 0.0f;
     sp4C.y = 0.0f;
     if (player->wings.rightState <= WINGSTATE_BROKEN) {
@@ -3437,25 +3437,25 @@ void func_play_800AE4A4(Player* player) {
     player->vel.y = sp40.y;
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
-    if ((player->unk_0A0 < player->pos.y) && (player->vel.y >= 0.0f)) {
-        Math_SmoothStepToF(&player->pos.y, player->unk_0A0, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f);
+    if ((player->pathHeight < player->pos.y) && (player->vel.y >= 0.0f)) {
+        Math_SmoothStepToF(&player->pos.y, player->pathHeight, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f);
     }
-    if ((player->pos.y < player->unk_0A4) && (player->vel.y <= 0.0f)) {
-        if (player->unk_0A4 >= 0.0f) {
-            player->pos.y = player->unk_0A4;
+    if ((player->pos.y < player->pathFloor) && (player->vel.y <= 0.0f)) {
+        if (player->pathFloor >= 0.0f) {
+            player->pos.y = player->pathFloor;
         } else {
-            Math_SmoothStepToF(&player->pos.y, player->unk_0A4, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f);
+            Math_SmoothStepToF(&player->pos.y, player->pathFloor, 0.1f, fabsf(player->vel.y * 1.5f) + 5.0f, 0.0f);
         }
     }
     player->pos.z += player->vel.z;
-    if (player->unk_0A0 - 100.0f < player->pos.y) {
+    if (player->pathHeight - 100.0f < player->pos.y) {
         player->flags_228 = PFLAG_228_3;
     }
-    if (player->pos.y < -(player->unk_0A0 - 100.0f)) {
+    if (player->pos.y < -(player->pathHeight - 100.0f)) {
         player->flags_228 = PFLAG_228_2;
     }
     func_play_800AE278(player);
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
     func_play_800A4460(player);
     func_play_800A46A0(player);
 }
@@ -3471,14 +3471,14 @@ void func_play_800AECAC(Player* player) {
         gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] =
             gVsLockOnTimers[player->num][3] = 0;
     }
-    if (player->unk_4D8 > 240.0f) {
+    if (player->aerobaticPitch > 240.0f) {
         sp58 = -50.0f;
     }
     Math_SmoothStepToF(&player->wings.unk_04, sp58, 0.3f, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_08, sp58, 0.3f, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_0C, sp58, 0.3f, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_10, sp58, 0.3f, 100.0f, 0.0f);
-    if (player->unk_4D8 < 180.0f) {
+    if (player->aerobaticPitch < 180.0f) {
         player->pos.y += 2.0f;
     }
     player->boostCooldown = true;
@@ -3491,8 +3491,8 @@ void func_play_800AECAC(Player* player) {
         player->boostMeter = 90.0f;
     }
     player->unk_190 = 2;
-    Math_SmoothStepToF(&player->unk_4D8, 360.0f, 0.1f, 5.0f, 0.001f);
-    if (player->unk_4D8 > 350.0f) {
+    Math_SmoothStepToF(&player->aerobaticPitch, 360.0f, 0.1f, 5.0f, 0.001f);
+    if (player->aerobaticPitch > 350.0f) {
         player->somersault = false;
         if (gLevelMode != LEVELMODE_ON_RAILS) {
             player->unk_018 = 0.05f;
@@ -3504,13 +3504,13 @@ void func_play_800AECAC(Player* player) {
             }
         }
     }
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 5.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
     temp = -gInputPress->stick_x * 0.68f;
-    Math_SmoothStepToF(&player->unk_0E8, temp, 0.1f, 2.0f, 0.0f);
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Math_SmoothStepToF(&player->rot.y, temp, 0.1f, 2.0f, 0.0f);
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
     sp4C.x = 0.0f;
     sp4C.y = 0.0f;
     sp4C.z = player->baseSpeed;
@@ -3520,12 +3520,12 @@ void func_play_800AECAC(Player* player) {
     player->vel.y = sp40.y;
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
-    if (player->pos.y < player->unk_0A4 + player->unk_0B0) {
-        player->pos.y = player->unk_0A4 + player->unk_0B0;
+    if (player->pos.y < player->pathFloor + player->yPath) {
+        player->pos.y = player->pathFloor + player->yPath;
         player->vel.y = 0.0f;
     }
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
     func_play_800A46A0(player);
 }
 
@@ -3546,20 +3546,20 @@ void func_play_800AF07C(Player* player) {
     Vec3f sp50;
     Vec3f sp44;
 
-    D_ctx_80177968 = 2.3f;
-    D_ctx_80177970 = 0.68f;
+    gPlayerTurnRate = 2.3f;
+    gPlayerTurnStickMod = 0.68f;
 
     if ((gInputPress->stick_x != 0) || (gInputPress->stick_y != 0)) {
-        D_ctx_80177970 = 0.68f; //! FAKE ?
+        gPlayerTurnStickMod = 0.68f; //! FAKE ?
     }
 
     stickX = -gInputPress->stick_x;
     stickY = +gInputPress->stick_y;
 
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 5.0f, 0.01f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.01f);
 
     if (player->cockpitView) {
-        Matrix_RotateZ(gCalcMatrix, player->unk_12C * M_DTOR, MTXF_NEW);
+        Matrix_RotateZ(gCalcMatrix, player->zRotBank * M_DTOR, MTXF_NEW);
 
         sp68.z = 0.0f;
         sp68.x = stickX;
@@ -3570,7 +3570,7 @@ void func_play_800AF07C(Player* player) {
         stickX = sp5C.x;
         stickY = sp5C.y;
     } else {
-        Matrix_RotateZ(gCalcMatrix, (-player->unk_12C) * M_DTOR, MTXF_NEW);
+        Matrix_RotateZ(gCalcMatrix, (-player->zRotBank) * M_DTOR, MTXF_NEW);
 
         sp68.z = 0.0f;
         sp68.x = stickX * 0.75f;
@@ -3596,32 +3596,32 @@ void func_play_800AF07C(Player* player) {
 
     sp84 = 0.1f;
 
-    if ((player->unk_12C > 10.0f) && (stickX > 0)) {
+    if ((player->zRotBank > 10.0f) && (stickX > 0)) {
         sp84 = 0.2f;
-        D_ctx_80177968 *= 2.0f;
+        gPlayerTurnRate *= 2.0f;
     }
-    if ((player->unk_12C < (-10.0f)) && (stickX < 0)) {
+    if ((player->zRotBank < (-10.0f)) && (stickX < 0)) {
         sp84 = 0.2f;
-        D_ctx_80177968 *= 2.0f;
+        gPlayerTurnRate *= 2.0f;
     }
-    if (player->unk_1DC != 0) {
+    if (player->barrelRoll != 0) {
         sp84 = 0.2f;
-        D_ctx_80177968 = 6.8999996f;
+        gPlayerTurnRate = 6.8999996f;
     }
 
-    Math_SmoothStepToF(&player->unk_0E8, stickX * D_ctx_80177970, sp84, D_ctx_80177968, 0.03f);
+    Math_SmoothStepToF(&player->rot.y, stickX * gPlayerTurnStickMod, sp84, gPlayerTurnRate, 0.03f);
 
-    D_ctx_80177968 = 2.3f;
+    gPlayerTurnRate = 2.3f;
     sp84 = 0.1f;
-    var_fa1 = -stickY * D_ctx_80177970;
+    var_fa1 = -stickY * gPlayerTurnStickMod;
 
     if ((var_fa1 <= 0.0f) && (player->pos.y < (gGroundHeight + 50.0f))) {
         var_fa1 = 0.0f;
         sp84 = 0.2f;
-        D_ctx_80177968 *= 2.0f;
+        gPlayerTurnRate *= 2.0f;
     }
 
-    Math_SmoothStepToF(&player->unk_0E4, var_fa1, sp84, D_ctx_80177968, 0.03f);
+    Math_SmoothStepToF(&player->rot.x, var_fa1, sp84, gPlayerTurnRate, 0.03f);
 
     var_fv1 = 1.0f;
     if (player->pos.y < (gGroundHeight + 70.0f)) {
@@ -3638,9 +3638,9 @@ void func_play_800AF07C(Player* player) {
         var_fv0 = 1.0f;
     }
 
-    Math_SmoothStepToF(&player->unk_0EC, (stickX * 0.6f) * var_fv1, 0.1f, var_fv0, 0.03f);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Math_SmoothStepToF(&player->rot.z, (stickX * 0.6f) * var_fv1, 0.1f, var_fv0, 0.03f);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     sp68.x = 0.0f;
     sp68.y = 0.0f;
@@ -3651,8 +3651,8 @@ void func_play_800AF07C(Player* player) {
     sp44.x *= 1.4f;
     sp44.y *= 1.4f;
 
-    Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, player->unk_120 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, player->xRot_120 * M_DTOR, MTXF_APPLY);
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp5C);
 
     sp68.x = 0.0f;
@@ -3683,43 +3683,43 @@ void func_play_800AF07C(Player* player) {
         player->vel.y -= 2.5f;
     }
 
-    if (player->pos.x > (player->unk_0AC + (player->unk_09C - 100.0f))) {
+    if (player->pos.x > (player->xPath + (player->pathWidth - 100.0f))) {
         player->flags_228 = PFLAG_228_0;
     }
-    if (player->pos.x < (player->unk_0AC - (player->unk_09C - 100.0f))) {
+    if (player->pos.x < (player->xPath - (player->pathWidth - 100.0f))) {
         player->flags_228 = PFLAG_228_1;
     }
-    if (player->pos.y > (player->unk_0B0 + (player->unk_0A0 - 100.0f))) {
+    if (player->pos.y > (player->yPath + (player->pathHeight - 100.0f))) {
         player->flags_228 = PFLAG_228_3;
     }
-    if (player->pos.y < (player->unk_0B0 - (player->unk_0A0 - 100.0f))) {
+    if (player->pos.y < (player->yPath - (player->pathHeight - 100.0f))) {
         player->flags_228 = PFLAG_228_2;
     }
 
     player->pos.x += player->vel.x;
 
-    if (player->pos.x > (player->unk_09C + player->unk_0AC)) {
-        player->pos.x = player->unk_09C + player->unk_0AC;
+    if (player->pos.x > (player->pathWidth + player->xPath)) {
+        player->pos.x = player->pathWidth + player->xPath;
         player->vel.x = 0.0f;
-        player->unk_0D8.x = 0.0f;
+        player->knockback.x = 0.0f;
     }
-    if (player->pos.x < (player->unk_0AC - player->unk_09C)) {
-        player->pos.x = player->unk_0AC - player->unk_09C;
+    if (player->pos.x < (player->xPath - player->pathWidth)) {
+        player->pos.x = player->xPath - player->pathWidth;
         player->vel.x = 0.0f;
-        player->unk_0D8.x = 0.0f;
+        player->knockback.x = 0.0f;
     }
 
     player->pos.y += player->vel.y;
 
-    if (player->pos.y > (player->unk_0A0 + player->unk_0B0)) {
-        player->pos.y = player->unk_0A0 + player->unk_0B0;
+    if (player->pos.y > (player->pathHeight + player->yPath)) {
+        player->pos.y = player->pathHeight + player->yPath;
         player->vel.y = 0.0f;
-        player->unk_0D8.y = 0.0f;
+        player->knockback.y = 0.0f;
     }
-    if (player->pos.y < (player->unk_0A4 + player->unk_0B0)) {
-        player->pos.y = player->unk_0A4 + player->unk_0B0;
+    if (player->pos.y < (player->pathFloor + player->yPath)) {
+        player->pos.y = player->pathFloor + player->yPath;
         player->vel.y = 0.0f;
-        player->unk_0D8.y = 0.0f;
+        player->knockback.y = 0.0f;
     }
 
     player->pos.z += player->vel.z;
@@ -3754,41 +3754,41 @@ void func_play_800AF928(Player* player) {
     if (player->unk_180 > 0) {
         player->unk_180 -= 3.0f;
     }
-    D_ctx_80177968 = 3.0f;
-    D_ctx_80177970 = 0.6666f;
+    gPlayerTurnRate = 3.0f;
+    gPlayerTurnStickMod = 0.6666f;
     sp5C = gInputPress->stick_x;
     if (sp5C == 0) {
-        Math_SmoothStepToF(&player->unk_0E8, -sp5C * D_ctx_80177970, 0.1f, D_ctx_80177968 * 0.5f, 0.1f);
+        Math_SmoothStepToF(&player->rot.y, -sp5C * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate * 0.5f, 0.1f);
     } else {
-        Math_SmoothStepToF(&player->unk_0E8, -sp5C * D_ctx_80177970, 0.1f, D_ctx_80177968, 0.1f);
+        Math_SmoothStepToF(&player->rot.y, -sp5C * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate, 0.1f);
     }
-    player->unk_108 = player->unk_0E8;
+    player->rot_104.y = player->rot.y;
     var_fa0 = 0.03f;
     var_fa1 = 1.5f;
-    if ((player->unk_12C > 10.0f) && (sp5C < 0.0f)) {
+    if ((player->zRotBank > 10.0f) && (sp5C < 0.0f)) {
         var_fa0 = 0.1f;
         var_fa1 = 4.0f;
     }
-    if ((player->unk_12C < -10.0f) && (sp5C > 0.0f)) {
+    if ((player->zRotBank < -10.0f) && (sp5C > 0.0f)) {
         var_fa0 = 0.1f;
         var_fa1 = 4.0f;
     }
-    if (player->unk_1DC != 0) {
-        if ((player->unk_1EC > 0) && (sp5C < 0.0f)) {
+    if (player->barrelRoll != 0) {
+        if ((player->rollRate > 0) && (sp5C < 0.0f)) {
             var_fa0 = 0.2f;
             var_fa1 = 20.0f;
         }
-        if ((player->unk_1EC < 0) && (sp5C > 0.0f)) {
+        if ((player->rollRate < 0) && (sp5C > 0.0f)) {
             var_fa0 = 0.2f;
             var_fa1 = 20.0f;
         }
     }
-    Math_SmoothStepToF(&player->unk_11C, player->unk_0E8 * var_fa0, 0.1f, var_fa1, 0.05f);
-    player->unk_114 += player->unk_11C;
-    player->unk_114 = Math_ModF(player->unk_114, 360.0f);
-    Matrix_RotateX(gCalcMatrix, player->unk_104 * M_DTOR, MTXF_NEW);
-    Matrix_RotateZ(gCalcMatrix, player->unk_10C * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
+    Math_SmoothStepToF(&player->yRotVel_11C, player->rot.y * var_fa0, 0.1f, var_fa1, 0.05f);
+    player->yRot_114 += player->yRotVel_11C;
+    player->yRot_114 = Math_ModF(player->yRot_114, 360.0f);
+    Matrix_RotateX(gCalcMatrix, player->rot_104.x * M_DTOR, MTXF_NEW);
+    Matrix_RotateZ(gCalcMatrix, player->rot_104.z * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
     sp44.x = 0.0f;
     sp44.y = 0.0f;
     sp44.z = player->baseSpeed;
@@ -3803,14 +3803,14 @@ void func_play_800AF928(Player* player) {
     if (player->unk_170 > 0.2f) {
         Math_SmoothStepToF(&player->unk_184, -player->baseSpeed * 0.5f, 1.0f, 1.0f, 0);
     }
-    if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && (player->unk_1D4 != 0)) {
+    if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && player->grounded) {
         Math_SmoothStepToF(&player->unk_184, 0.0f, 1.0f, 0.75f, 0.0f);
     }
-    if (player->unk_1DC != 0) {
-        if (player->unk_1EC < 0) {
+    if (player->barrelRoll != 0) {
+        if (player->rollRate < 0) {
             player->unk_184 = 15.0f;
         }
-        if (player->unk_1EC > 0) {
+        if (player->rollRate > 0) {
             player->unk_184 = -15.0f;
         }
     }
@@ -3821,21 +3821,21 @@ void func_play_800AF928(Player* player) {
     player->pos.x += sp38.x;
     player->pos.z += sp38.z;
     player->pos.x += player->vel.x;
-    player->vel.y -= player->unk_0D4;
+    player->vel.y -= player->gravity;
     player->pos.y += player->vel.y;
-    if (player->unk_1D4 != 0) {
-        Math_SmoothStepToAngle(&player->unk_0E4, player->unk_104, 0.2f, 5.0f, 0.005f);
-        Math_SmoothStepToAngle(&player->unk_0EC, player->unk_10C, 0.2f, 5.0f, 0.005f);
+    if (player->grounded) {
+        Math_SmoothStepToAngle(&player->rot.x, player->rot_104.x, 0.2f, 5.0f, 0.005f);
+        Math_SmoothStepToAngle(&player->rot.z, player->rot_104.z, 0.2f, 5.0f, 0.005f);
         Math_SmoothStepToF(&player->unk_000, 0.0f, 0.1f, 5.0f, 0.00001f);
     }
-    player->unk_1D4 = 0;
+    player->grounded = false;
     if (player->pos.y <= gGroundHeight - 5.0f) {
         player->pos.y = gGroundHeight - 5.0f;
         if (player->vel.y < -20.0f) {
-            player->unk_1F4 = 20;
+            player->hitTimer = 20;
         }
         player->vel.y = 0.0f;
-        player->unk_1D4 = 1;
+        player->grounded = true;
     }
     if (player->vel.y < -80.0f) {
         player->vel.y = -80.0f;
@@ -3845,11 +3845,11 @@ void func_play_800AF928(Player* player) {
     }
     player->pos.z += player->vel.z;
     func_play_800AE278(player);
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    if (player->unk_1D4 != 0) {
-        player->unk_0F4 += player->baseSpeed * 5.0f;
-        player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    if (player->grounded) {
+        player->rockPhase += player->baseSpeed * 5.0f;
+        player->rockAngle = SIN_DEG(player->rockPhase) * 0.7f;
     }
     func_play_800A46A0(player);
 }
@@ -3902,15 +3902,16 @@ void func_play_800B0194(Player* player) {
     Math_SmoothStepToF(&player->unk_154, sp74, 0.1f, 3.0f, 0.00001f);
     Math_SmoothStepToF(&player->unk_180, 0.0f, 0.15f, 5.0f, 0.00001f);
     Math_SmoothStepToF(&player->unk_158, sp74, 0.2f, 5.0f, 0.00001f);
-    D_ctx_80177968 = 3.0f;
-    D_ctx_80177970 = 0.666f;
+    gPlayerTurnRate = 3.0f;
+    gPlayerTurnStickMod = 0.666f;
     sp74 = gInputPress->stick_x;
     sp70 = gInputPress->stick_y;
-    Math_SmoothStepToF(&player->unk_0E8, -sp74 * D_ctx_80177970 * 0.6f, 0.5f, D_ctx_80177968, 0.001f);
-    Math_SmoothStepToF(&player->unk_0EC, -sp74 * D_ctx_80177970 * 0.2f * player->baseSpeed / 15.0f, 0.2f, 5.0f, 0.001f);
-    player->unk_0F8 = player->unk_0EC;
+    Math_SmoothStepToF(&player->rot.y, -sp74 * gPlayerTurnStickMod * 0.6f, 0.5f, gPlayerTurnRate, 0.001f);
+    Math_SmoothStepToF(&player->rot.z, -sp74 * gPlayerTurnStickMod * 0.2f * player->baseSpeed / 15.0f, 0.2f, 5.0f,
+                       0.001f);
+    player->bankAngle = player->rot.z;
     if ((sp74 != 0.0f) || (sp70 != 0.0f)) {
-        Math_SmoothStepToF(&player->unk_15C, sp74 * D_ctx_80177970, 0.9f, 2.0f * D_ctx_80177968, 0.1f);
+        Math_SmoothStepToF(&player->unk_15C, sp74 * gPlayerTurnStickMod, 0.9f, 2.0f * gPlayerTurnRate, 0.1f);
         Math_SmoothStepToF(&player->unk_164, sp74 * 0.3f, 0.1f, 10.0f, 0.00001f);
         Math_SmoothStepToF(&player->unk_168, -sp74 * 0.3f, 0.1f, 10.0f, 0.00001f);
     } else {
@@ -3927,7 +3928,7 @@ void func_play_800B0194(Player* player) {
         Math_SmoothStepToF(&player->unk_164, player->unk_174, 0.1f, 10.0f, 0.00001f);
         Math_SmoothStepToF(&player->unk_168, player->unk_178, 0.1f, 10.0f, 0.00001f);
     }
-    player->unk_108 = player->unk_0E8;
+    player->rot_104.y = player->rot.y;
     if (player->baseSpeed < 1.5f) {
         var_fv0 = 0.12f;
         var_fa0 = 3.0f;
@@ -3935,12 +3936,12 @@ void func_play_800B0194(Player* player) {
         var_fv0 = 0.08f;
         var_fa0 = 1.5f;
     }
-    Math_SmoothStepToF(&player->unk_11C, -sp74 * D_ctx_80177970 * var_fv0, 0.2f, var_fa0, 0.0f);
-    player->unk_114 += player->unk_11C;
-    player->unk_114 = Math_ModF(player->unk_114, 360.0f);
-    Matrix_RotateX(gCalcMatrix, player->unk_104 * M_DTOR, MTXF_NEW);
-    Matrix_RotateZ(gCalcMatrix, player->unk_10C * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
+    Math_SmoothStepToF(&player->yRotVel_11C, -sp74 * gPlayerTurnStickMod * var_fv0, 0.2f, var_fa0, 0.0f);
+    player->yRot_114 += player->yRotVel_11C;
+    player->yRot_114 = Math_ModF(player->yRot_114, 360.0f);
+    Matrix_RotateX(gCalcMatrix, player->rot_104.x * M_DTOR, MTXF_NEW);
+    Matrix_RotateZ(gCalcMatrix, player->rot_104.z * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
     sp58.x = 0.0f;
     sp58.y = 0.0f;
     sp58.z = player->baseSpeed;
@@ -3949,22 +3950,22 @@ void func_play_800B0194(Player* player) {
     player->vel.z = sp4C.z;
     player->pos.x += player->vel.x;
     if ((player->pos.y < 40.0f) || (player->pos.y > 670.0f)) {
-        player->unk_10C = 0.0f;
-        player->unk_104 = 0.0f;
+        player->rot_104.z = 0.0f;
+        player->rot_104.x = 0.0f;
     }
-    Math_SmoothStepToAngle(&player->unk_0FC, player->unk_104, 0.15f, 15.0f, 0.005f);
-    Math_SmoothStepToAngle(&player->unk_100, player->unk_10C, 0.15f, 15.0f, 0.005f);
-    if (player->unk_1D4 != 0) {
+    Math_SmoothStepToAngle(&player->xRot_0FC, player->rot_104.x, 0.15f, 15.0f, 0.005f);
+    Math_SmoothStepToAngle(&player->zRot_0FC, player->rot_104.z, 0.15f, 15.0f, 0.005f);
+    if (player->grounded) {
         if (player->baseSpeed > 1.0f) {
             player->unk_00C += player->unk_008;
             if ((s32) player->unk_00C >= Animation_GetFrameCount(&D_versus_301CFEC)) {
                 player->unk_00C = 0.0f;
             }
-            player->unk_080 = 2.0f * SIN_DEG((player->unk_20C + 7) * 24.0f);
-            if (player->unk_080 < -0.5f) {
-                player->unk_080 = -0.5f;
+            player->yBob = 2.0f * SIN_DEG((player->unk_20C + 7) * 24.0f);
+            if (player->yBob < -0.5f) {
+                player->yBob = -0.5f;
             }
-            player->unk_080 -= 3.0f;
+            player->yBob -= 3.0f;
             player->unk_20C = player->unk_00C;
             switch (gPlayerNum) {
                 case 0:
@@ -4012,14 +4013,14 @@ void func_play_800B0194(Player* player) {
                     break;
             }
             Math_SmoothStepToVec3fArray(sp48, player->jointTable, 1, 24, 0.2f, 10.0f, 0.01f);
-            Math_SmoothStepToF(&player->unk_080, -3.0f, 0.1f, 2.0f, 0.1f);
+            Math_SmoothStepToF(&player->yBob, -3.0f, 0.1f, 2.0f, 0.1f);
             Math_SmoothStepToF(&player->unk_164, 0.0f, 0.03f, 1.0f, 0.0001f);
             Math_SmoothStepToF(&player->unk_168, 0.0f, 0.03f, 1.0f, 0.0001f);
             player->unk_20C = 0;
             player->unk_00C = 0.0f;
         }
     }
-    if (player->unk_1D4 == 0) {
+    if (!player->grounded) {
         switch (gPlayerNum) {
             case 0:
                 sp48 = SEGMENTED_TO_VIRTUAL(D_versus_302E95C);
@@ -4036,21 +4037,21 @@ void func_play_800B0194(Player* player) {
         }
         Math_SmoothStepToVec3fArray(sp48, player->jointTable, 1, 24, 0.2f, 10.0f, 0.01f);
     }
-    player->unk_0D4 = 2.0f;
-    if ((gInputPress->button & Z_TRIG) && (player->unk_1D4 != 0)) {
+    player->gravity = 2.0f;
+    if ((gInputPress->button & Z_TRIG) && player->grounded) {
         player->vel.y = 12.0f;
     }
     if ((gInputHold->button & Z_TRIG) && (player->vel.y > 0.0f)) {
-        player->unk_0D4 = 1.5f;
+        player->gravity = 1.5f;
     }
-    player->unk_1D4 = 0;
-    player->vel.y -= player->unk_0D4;
+    player->grounded = false;
+    player->vel.y -= player->gravity;
     player->pos.y += player->vel.y;
     if (player->pos.y <= gGroundHeight) {
-        player->unk_1D4 = 1;
+        player->grounded = true;
         player->pos.y = 0.0f;
         player->vel.y = 0.0f;
-        player->unk_0E4 += (player->pos.y - player->unk_0E4) * 0.05f;
+        player->rot.x += (player->pos.y - player->rot.x) * 0.05f;
     }
     if (player->vel.y < -50.0f) {
         player->vel.y = -50.0f;
@@ -4060,7 +4061,7 @@ void func_play_800B0194(Player* player) {
     }
     player->pos.z += player->vel.z;
     func_play_800AE278(player);
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
 }
 
 f32 D_800D3114[4] = { 10000.0f, -10000.0f, 10000.0f, -10000.0f };
@@ -4100,13 +4101,13 @@ void func_play_800B0F50(Player* playerx) {
         gLeftWingHealth[gPlayerNum] = 60;
         gRightWingHealth[gPlayerNum] = 60;
     }
-    D_Timer_80177A00[gPlayerNum] = D_Timer_80177A38[gPlayerNum] = D_Timer_80177A70[gPlayerNum] =
-        D_Timer_80177A88[gPlayerNum] = gShieldTimer[gPlayerNum] = gHasShield[gPlayerNum] = gChargeTimers[gPlayerNum] =
+    gUturnDownTimers[gPlayerNum] = gUturnBrakeTimers[gPlayerNum] = gLoopDownTimers[gPlayerNum] =
+        gLoopBoostTimers[gPlayerNum] = gShieldTimer[gPlayerNum] = gHasShield[gPlayerNum] = gChargeTimers[gPlayerNum] =
             gVsLockOnTimers[gPlayerNum][0] = gVsLockOnTimers[gPlayerNum][1] = gVsLockOnTimers[gPlayerNum][2] =
                 gVsLockOnTimers[gPlayerNum][3] = 0;
     gRightWingFlashTimer[gPlayerNum] = gLeftWingFlashTimer[gPlayerNum] = gRightWingDebrisTimer[gPlayerNum] =
         gLeftWingDebrisTimer[gPlayerNum] = D_ctx_80177990[gPlayerNum] = D_ctx_801779A8[gPlayerNum] =
-            D_ctx_80177AA0[gPlayerNum] = 0.0f;
+            gMuzzleFlashScale[gPlayerNum] = 0.0f;
     gShieldAlpha[gPlayerNum] = 0.0f;
     player->unk_190 = 1.0f;
     player->unk_194 = 1.0f;
@@ -4116,23 +4117,23 @@ void func_play_800B0F50(Player* playerx) {
     player->unk_148 = 0.77699995f;
     player->unk_14C = 0.77699995f;
     player->unk_01C = 1.0f;
-    player->unk_068 = -1000.0f;
+    player->groundPos.y = -1000.0f;
     player->cam.at.z = player->cam.eye.z - 1000.0f;
     D_ctx_80177950 = 1.0f;
     if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
         player->unk_240 = 1;
         player->unk_0A8 = 3000.0f;
-        player->unk_09C = 700.0f;
-        player->unk_0A0 = 612.0f;
-        player->unk_0A4 = -544.0f;
+        player->pathWidth = 700.0f;
+        player->pathHeight = 612.0f;
+        player->pathFloor = -544.0f;
         if (gCurrentLevel == LEVEL_UNK_15) {
-            player->unk_0A0 = 3000.0f;
-            player->unk_0A4 = -3000.0f;
+            player->pathHeight = 3000.0f;
+            player->pathFloor = -3000.0f;
         }
     } else {
-        player->unk_09C = 700.0f;
-        player->unk_0A0 = 680.0f;
-        player->unk_0A4 = gGroundHeight + 40.0f;
+        player->pathWidth = 700.0f;
+        player->pathHeight = 680.0f;
+        player->pathFloor = gGroundHeight + 40.0f;
         player->unk_0A8 = 3000.0f;
     }
     player->baseSpeed = gArwingSpeed;
@@ -4145,10 +4146,10 @@ void func_play_800B0F50(Player* playerx) {
             player->unk_14C = 0.67f;
             player->unk_148 = 0.67f;
             player->baseSpeed = 15.0f;
-            player->unk_0D4 = 3.0f;
-            player->unk_09C = 500.0f;
-            player->unk_0A0 = 500.0f;
-            player->unk_0A4 = -500.0f;
+            player->gravity = 3.0f;
+            player->pathWidth = 500.0f;
+            player->pathHeight = 500.0f;
+            player->pathFloor = -500.0f;
             if (gCurrentLevel == LEVEL_TITANIA) {
                 player->pos.y = 150.0f;
             } else {
@@ -4157,15 +4158,15 @@ void func_play_800B0F50(Player* playerx) {
             break;
         case LEVEL_AQUAS:
             player->form = FORM_BLUE_MARINE;
-            player->unk_0D4 = 0.0f;
-            player->unk_09C = 700.0f;
+            player->gravity = 0.0f;
+            player->pathWidth = 700.0f;
             player->baseSpeed = 20.0f;
-            player->unk_0A0 = 720.0f;
-            player->unk_0A4 = gGroundHeight + 30.0f;
+            player->pathHeight = 720.0f;
+            player->pathFloor = gGroundHeight + 30.0f;
             break;
         case LEVEL_SOLAR:
         case LEVEL_ZONESS:
-            player->unk_0A4 = -450.0f;
+            player->pathFloor = -450.0f;
             break;
     }
     if (gCurrentLevel != LEVEL_CORNERIA) {
@@ -4204,8 +4205,8 @@ void func_play_800B0F50(Player* playerx) {
     gMissedZoSearchlight = gSavedZoSearchlightStatus;
     gObjectLoadIndex = gSavedObjectLoadIndex;
     gGroundSurface = gSavedGroundSurface;
-    D_ctx_80177D20 = player->unk_144 = D_ctx_80177CB0;
-    player->pos.z = player->unk_138 = -player->unk_144;
+    gPathProgress = player->zPath = gSavedPathProgress;
+    player->pos.z = player->trueZpos = -player->zPath;
     if ((gSavedObjectLoadIndex > 0) && (gLevelMode == LEVELMODE_ON_RAILS)) {
         if (gCurrentLevel == LEVEL_MACBETH) {
             sp2E = gObjectLoadIndex;
@@ -4216,7 +4217,7 @@ void func_play_800B0F50(Player* playerx) {
     }
     if (player->form == FORM_LANDMASTER) {
         player->pos.z -= 200.0f;
-        player->unk_138 -= 200.0f;
+        player->trueZpos -= 200.0f;
     }
     player->cam.eye.y = (player->pos.y * player->unk_148) + 10.0f;
     player->cam.eye.x = player->pos.x * player->unk_148;
@@ -4228,7 +4229,7 @@ void func_play_800B0F50(Player* playerx) {
         player->pos.y = 500.0f;
         player->pos.x = D_800D3114[gPlayerNum];
         player->pos.z = D_800D3124[gPlayerNum];
-        player->unk_114 = D_800D3154[gPlayerNum];
+        player->yRot_114 = D_800D3154[gPlayerNum];
         player->form = gPlayerForms[gPlayerNum];
         switch (player->form) {
             case FORM_ARWING:
@@ -4236,12 +4237,12 @@ void func_play_800B0F50(Player* playerx) {
             case FORM_LANDMASTER:
                 player->pos.y = 0.0f;
                 player->baseSpeed = 15.0f;
-                player->unk_0D4 = 3.0f;
+                player->gravity = 3.0f;
                 break;
             case FORM_ON_FOOT:
                 player->pos.y = 0.0f;
                 player->baseSpeed = 15.0f;
-                player->unk_068 = 0;
+                player->groundPos.y = 0;
                 switch (gPlayerNum) {
                     case 0:
                         sp38 = SEGMENTED_TO_VIRTUAL(D_versus_302E56C);
@@ -4268,14 +4269,14 @@ void func_play_800B0F50(Player* playerx) {
     if ((gLevelMode == LEVELMODE_ALL_RANGE) && !gVersusMode) {
         player->pos.z = 8000.0f;
         player->pos.y = 670.0f;
-        player->unk_0A0 = 730.0f;
+        player->pathHeight = 730.0f;
         player->unk_204 = 2;
         if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gLevelPhase == 1)) {
             player->pos.x = -7910.0f;
             player->pos.y = 300.0f;
 
             player->pos.z = -11808.0f;
-            player->unk_114 = 188.0f;
+            player->yRot_114 = 188.0f;
             player->unk_240 = 1;
         }
         func_play_800B63BC(player, 1);
@@ -4283,7 +4284,7 @@ void func_play_800B0F50(Player* playerx) {
         player->unk_014 = 1.0f;
         player->unk_018 = 1.0f;
     }
-    if ((D_ctx_8017782C != 0) && (gSavedObjectLoadIndex == 0)) {
+    if (D_ctx_8017782C && (gSavedObjectLoadIndex == 0)) {
         gLeveLClearStatus[gCurrentLevel] = 0;
         for (j = 0; j < 10; j++) {
             D_ctx_80177A10[j] = 0;
@@ -4332,7 +4333,7 @@ void func_play_800B0F50(Player* playerx) {
 
         if ((gCurrentLevel == LEVEL_MACBETH) && (gSavedObjectLoadIndex == 0)) {
             player->pos.z = -4115.0f;
-            D_ctx_80177D20 = player->unk_144 = 3932.0f;
+            gPathProgress = player->zPath = 3932.0f;
 
             gObjectLoadIndex = 40;
             gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]);
@@ -4454,22 +4455,22 @@ void func_play_800B2130(Player* player) {
     s32 var_v0;
 
     Math_SmoothStepToF(&player->unk_150, 1.0f, 0.05f, 10.0f, 0.0001f);
-    player->unk_130 = Math_ModF(player->unk_130, 360.0f);
-    if (player->unk_280 > 0) {
-        player->unk_280 -= 30;
-        if (player->unk_280 <= 0) {
-            player->unk_280 = 0;
+    player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
+    if (player->barrelRollAlpha > 0) {
+        player->barrelRollAlpha -= 30;
+        if (player->barrelRollAlpha <= 0) {
+            player->barrelRollAlpha = 0;
         }
     }
-    if (player->timer_27C == 0) {
-        if (player->unk_1DC == 0) {
-            Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 10.0f, 0.00001f);
+    if (player->meteoWarpTimer == 0) {
+        if (player->barrelRoll == 0) {
+            Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 10.0f, 0.00001f);
         }
-        if (player->timer_1E0 != 0) {
-            player->timer_1E0--;
+        if (player->barrelInputTimerL != 0) {
+            player->barrelInputTimerL--;
         }
-        if (player->timer_1E4 != 0) {
-            player->timer_1E4--;
+        if (player->barrelInputTimerR != 0) {
+            player->barrelInputTimerR--;
         }
         if (player->timer_214 != 0) {
             player->timer_214--;
@@ -4480,25 +4481,25 @@ void func_play_800B2130(Player* player) {
         if (player->timer_1E8 != 0) {
             player->timer_1E8--;
         }
-        if (player->unk_1DC != 0) {
-            player->timer_1E4 = 0;
-            player->timer_1E0 = 0;
+        if (player->barrelRoll != 0) {
+            player->barrelInputTimerR = 0;
+            player->barrelInputTimerL = 0;
             player->unk_150 = 1.5f;
-            player->unk_130 += player->unk_1EC;
+            player->zRotBarrelRoll += player->rollRate;
             if (player->timer_1E8 == 0) {
-                if (player->unk_1EC > 0) {
-                    player->unk_1EC -= 5;
+                if (player->rollRate > 0) {
+                    player->rollRate -= 5;
                 }
-                if (player->unk_1EC < 0) {
-                    player->unk_1EC += 5;
+                if (player->rollRate < 0) {
+                    player->rollRate += 5;
                 }
-                if (player->unk_1EC == 0) {
-                    player->unk_1DC = 0;
+                if (player->rollRate == 0) {
+                    player->barrelRoll = 0;
                 }
-            } else if (player->unk_280 < 180) {
-                player->unk_280 += 100;
-                if (player->unk_280 > 180) {
-                    player->unk_280 = 180;
+            } else if (player->barrelRollAlpha < 180) {
+                player->barrelRollAlpha += 100;
+                if (player->barrelRollAlpha > 180) {
+                    player->barrelRollAlpha = 180;
                 }
             }
         }
@@ -4517,66 +4518,66 @@ void func_play_800B22C0(Player* player) {
     s32 temp_v0_4;
     s32 var_v0;
 
-    player->unk_130 = Math_ModF(player->unk_130, 360.0f);
-    if (player->unk_1DC == 0) {
-        temp_fv0 = player->unk_130;
-        if (player->unk_130 > 0.0f) {
-            player->unk_130 -= (player->unk_130 * 0.1f);
-            if (player->unk_130 < 0.1f) {
-                player->unk_130 = 0.0f;
+    player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
+    if (player->barrelRoll == 0) {
+        temp_fv0 = player->zRotBarrelRoll;
+        if (player->zRotBarrelRoll > 0.0f) {
+            player->zRotBarrelRoll -= (player->zRotBarrelRoll * 0.1f);
+            if (player->zRotBarrelRoll < 0.1f) {
+                player->zRotBarrelRoll = 0.0f;
             }
         }
-        if (player->unk_130 < 0.0f) {
-            player->unk_130 -= player->unk_130 * 0.1f;
-            if (player->unk_130 > -0.1f) {
-                player->unk_130 = 0.0f;
+        if (player->zRotBarrelRoll < 0.0f) {
+            player->zRotBarrelRoll -= player->zRotBarrelRoll * 0.1f;
+            if (player->zRotBarrelRoll > -0.1f) {
+                player->zRotBarrelRoll = 0.0f;
             }
         }
     }
-    temp_v0 = player->timer_1E0;
-    if (player->timer_1E0 != 0) {
-        player->timer_1E0--;
+    temp_v0 = player->barrelInputTimerL;
+    if (player->barrelInputTimerL != 0) {
+        player->barrelInputTimerL--;
     }
-    if (player->timer_1E4 != 0) {
-        player->timer_1E4--;
+    if (player->barrelInputTimerR != 0) {
+        player->barrelInputTimerR--;
     }
     if (player->timer_1E8 != 0) {
         player->timer_1E8--;
     }
-    if (player->unk_1DC != 0) {
-        player->timer_1E4 = 0;
-        player->timer_1E0 = 0;
-        player->unk_130 += player->unk_1EC;
-        if (player->unk_12C > 0.0f) {
-            player->unk_12C -= 8.0f;
-            if (player->unk_12C < 0.0f) {
-                player->unk_12C = 0.0f;
+    if (player->barrelRoll != 0) {
+        player->barrelInputTimerR = 0;
+        player->barrelInputTimerL = 0;
+        player->zRotBarrelRoll += player->rollRate;
+        if (player->zRotBank > 0.0f) {
+            player->zRotBank -= 8.0f;
+            if (player->zRotBank < 0.0f) {
+                player->zRotBank = 0.0f;
             }
         }
-        if (player->unk_12C < 0.0f) {
-            player->unk_12C += 8.0f;
-            if (player->unk_12C > 0.0f) {
-                player->unk_12C = 0.0f;
+        if (player->zRotBank < 0.0f) {
+            player->zRotBank += 8.0f;
+            if (player->zRotBank > 0.0f) {
+                player->zRotBank = 0.0f;
             }
         }
         if (player->timer_1E8 == 0) {
-            if (player->unk_1EC > 0) {
-                player->unk_1EC -= 2;
+            if (player->rollRate > 0) {
+                player->rollRate -= 2;
             }
-            if (player->unk_1EC < 0) {
-                player->unk_1EC += 2;
+            if (player->rollRate < 0) {
+                player->rollRate += 2;
             }
-            if (player->unk_1EC == 0) {
-                player->unk_1DC = 0;
+            if (player->rollRate == 0) {
+                player->barrelRoll = 0;
             }
         } else {
             Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 30.0f, 0.0f);
         }
         if ((player->timer_1E8 >= 5) && (player->timer_498 == 0)) {
-            if (player->unk_1EC > 0) {
+            if (player->rollRate > 0) {
                 player->unk_170 = 1.3f;
             }
-            if (player->unk_1EC < 0) {
+            if (player->rollRate < 0) {
                 player->unk_16C = 1.3f;
             }
         }
@@ -4606,50 +4607,50 @@ void func_play_800B2574(Player* player) {
     }
     player->sfx.boost = 0;
     var = gInputPress->stick_y; // fake?
-    if (D_Timer_80177A70[gPlayerNum] != 0) {
-        D_Timer_80177A70[gPlayerNum]--;
+    if (gLoopDownTimers[gPlayerNum] != 0) {
+        gLoopDownTimers[gPlayerNum]--;
     }
 
-    if (D_Timer_80177A88[gPlayerNum] != 0) {
-        D_Timer_80177A88[gPlayerNum]--;
+    if (gLoopBoostTimers[gPlayerNum] != 0) {
+        gLoopBoostTimers[gPlayerNum]--;
     }
     if (!player->somersault && (D_ctx_80177AB0 < 5)) {
         if (var >= -50) {
-            D_Timer_80177A70[gPlayerNum] = 5;
+            gLoopDownTimers[gPlayerNum] = 5;
         }
-        if ((D_Timer_80177A70[gPlayerNum] > 0) && (D_Timer_80177A70[gPlayerNum] < 5) &&
-            (D_Timer_80177A88[gPlayerNum] != 0)) {
+        if ((gLoopDownTimers[gPlayerNum] > 0) && (gLoopDownTimers[gPlayerNum] < 5) &&
+            (gLoopBoostTimers[gPlayerNum] != 0)) {
             player->somersault = true;
             if (gLevelMode == LEVELMODE_ON_RAILS) {
                 player->savedCockpitView = player->cockpitView;
                 player->cockpitView = false;
             }
             player->unk_014 = player->unk_018 = 0.0f;
-            if (player->unk_4D8 > 340.0f) {
-                player->unk_4D8 -= 360.0f;
+            if (player->aerobaticPitch > 340.0f) {
+                player->aerobaticPitch -= 360.0f;
             }
             return;
         }
     }
-    if (player->timer_27C != 0) {
-        player->timer_27C--;
+    if (player->meteoWarpTimer != 0) {
+        player->meteoWarpTimer--;
         player->boostCooldown = true;
         if (gRingPassCount > 0) {
             Math_SmoothStepToF(&D_ctx_801779A8[player->num], gRingPassCount * 10.0f, 1.0f, 5.0f, 0.0f);
         }
         player->boostSpeed += 0.3f;
-        Math_SmoothStepToF(&player->unk_08C, -130.0f, 0.2f, 10.0f, 0.0f);
-        player->unk_130 -= player->unk_258;
-        player->unk_258 = player->unk_258 + 0.2f;
-        if (player->unk_258 > 50.0f) {
-            player->unk_258 = 50.0f;
+        Math_SmoothStepToF(&player->camDist, -130.0f, 0.2f, 10.0f, 0.0f);
+        player->zRotBarrelRoll -= player->meteoWarpSpinSpeed;
+        player->meteoWarpSpinSpeed = player->meteoWarpSpinSpeed + 0.2f;
+        if (player->meteoWarpSpinSpeed > 50.0f) {
+            player->meteoWarpSpinSpeed = 50.0f;
         }
         if (((gGameFrameCount % 2) == 0) && (gBlurAlpha > 64)) {
             if (1) {}
             gBlurAlpha--;
         }
     } else {
-        player->unk_258 = 0.0f;
+        player->meteoWarpSpinSpeed = 0.0f;
         if (gBlurAlpha < 255) {
             gBlurAlpha += 4;
             if (gBlurAlpha >= 252) {
@@ -4669,7 +4670,7 @@ void func_play_800B2574(Player* player) {
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
                 if (gBoostButton[player->num] & gInputPress->button) {
-                    D_Timer_80177A88[gPlayerNum] = 5;
+                    gLoopBoostTimers[gPlayerNum] = 5;
                 }
             }
             if (gLevelType == LEVELTYPE_PLANET) {
@@ -4684,16 +4685,16 @@ void func_play_800B2574(Player* player) {
                 player->boostMeter = 90.0f;
                 player->boostCooldown = true;
             }
-            player->unk_25C += 0.04f;
-            if (player->unk_25C > 0.6f) {
-                player->unk_25C = 0.6f;
+            player->contrailScale += 0.04f;
+            if (player->contrailScale > 0.6f) {
+                player->contrailScale = 0.6f;
             }
             player->unk_190 = 2.0f;
             player->boostSpeed += 2.0f;
             if (player->boostSpeed > 30.0f) {
                 player->boostSpeed = 30.0f;
             }
-            Math_SmoothStepToF(&player->unk_08C, -400.0f, 0.1f, 30.0f, 0.0f);
+            Math_SmoothStepToF(&player->camDist, -400.0f, 0.1f, 30.0f, 0.0f);
             player->sfx.boost = 1;
             Math_SmoothStepToF(&D_ctx_801779A8[player->num], 50.0f, 1.0f, 10.0f, 0.0f);
         } else {
@@ -4732,21 +4733,21 @@ void func_play_800B2C00(Player* player) {
     }
     player->sfx.brake = 0;
     var = gInputPress->stick_y; // fake?
-    if (D_Timer_80177A00[gPlayerNum] != 0) {
-        D_Timer_80177A00[gPlayerNum]--;
+    if (gUturnDownTimers[gPlayerNum] != 0) {
+        gUturnDownTimers[gPlayerNum]--;
     }
-    if (D_Timer_80177A38[gPlayerNum] != 0) {
-        D_Timer_80177A38[gPlayerNum]--;
+    if (gUturnBrakeTimers[gPlayerNum] != 0) {
+        gUturnBrakeTimers[gPlayerNum]--;
     }
     if (var >= -50) {
-        D_Timer_80177A00[gPlayerNum] = 5;
+        gUturnDownTimers[gPlayerNum] = 5;
     }
-    if ((D_Timer_80177A00[gPlayerNum] > 0) && (D_Timer_80177A00[gPlayerNum] < 5) && (D_ctx_80177AB0 < 5) &&
-        (D_Timer_80177A38[gPlayerNum] != 0)) {
-        D_Timer_80177A00[gPlayerNum] = 0;
-        D_Timer_80177A38[gPlayerNum] = 0;
+    if ((gUturnDownTimers[gPlayerNum] > 0) && (gUturnDownTimers[gPlayerNum] < 5) && (D_ctx_80177AB0 < 5) &&
+        (gUturnBrakeTimers[gPlayerNum] != 0)) {
+        gUturnDownTimers[gPlayerNum] = 0;
+        gUturnBrakeTimers[gPlayerNum] = 0;
         player->state_1C8 = PLAYERSTATE_1C8_U_TURN;
-        player->unk_1D0 = 0;
+        player->csState = 0;
         player->unk_19C = 1;
         player->unk_000 = 0.0f;
         player->unk_004 = 0.0f;
@@ -4761,7 +4762,7 @@ void func_play_800B2C00(Player* player) {
         if (player->boostMeter == 0.0f) {
             func_play_800A5FA0(player->sfxSource, 0x09000003, player->num);
             if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gInputPress->button & gBrakeButton[player->num])) {
-                D_Timer_80177A38[gPlayerNum] = 5;
+                gUturnBrakeTimers[gPlayerNum] = 5;
             }
         }
         if (gLevelType == LEVELTYPE_PLANET) {
@@ -4780,7 +4781,7 @@ void func_play_800B2C00(Player* player) {
         if (player->boostSpeed < -20.0f) {
             player->boostSpeed = -20.0f;
         }
-        Math_SmoothStepToF(&player->unk_08C, 180.0f, 0.1f, 10.0f, 0.0f);
+        Math_SmoothStepToF(&player->camDist, 180.0f, 0.1f, 10.0f, 0.0f);
         player->sfx.brake = 1;
         Math_SmoothStepToF(&D_ctx_801779A8[player->num], 25.0f, 1.0f, 5.0f, 0.0f);
     } else if (player->boostMeter > 0.0f) {
@@ -4796,7 +4797,7 @@ void func_play_800B2C00(Player* player) {
             }
         }
     }
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 5.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 5.0f, 0.0f);
 }
 
 void func_play_800B3010(Player* player) {
@@ -4847,15 +4848,15 @@ void func_play_800B3314(Player* player) {
     f32 temp;
     f32 temp2;
 
-    player->unk_0D4 = 3.0f;
+    player->gravity = 3.0f;
     if ((gInputHold->button & Z_TRIG) && !player->boostCooldown) {
         if (player->boostMeter == 0.0f) {
             func_play_800A5FA0(player->sfxSource, 0x09000002, player->num);
         }
         player->unk_188 = 0.0f;
-        player->unk_12C += 4.0f;
-        if (player->unk_12C > 50.0f) {
-            player->unk_12C = 50.0f;
+        player->zRotBank += 4.0f;
+        if (player->zRotBank > 50.0f) {
+            player->zRotBank = 50.0f;
         }
         Math_SmoothStepToF(&player->unk_170, 1.0f, 1.0f, 0.4f, 0.0f);
         player->boostActive = true;
@@ -4864,14 +4865,14 @@ void func_play_800B3314(Player* player) {
             player->boostCooldown = true;
         }
     } else {
-        if (player->unk_12C > 0.0f) {
+        if (player->zRotBank > 0.0f) {
             player->unk_188 += 1.5f;
-            player->unk_12C -= player->unk_188;
-            if (player->unk_12C <= 0.0f) {
-                player->unk_12C = 0.0f;
+            player->zRotBank -= player->unk_188;
+            if (player->zRotBank <= 0.0f) {
+                player->zRotBank = 0.0f;
                 if (player->unk_188 > 3.0f) {
                     player->unk_188 *= -0.4f;
-                    player->unk_12C -= player->unk_188;
+                    player->zRotBank -= player->unk_188;
                 }
             }
         }
@@ -4881,9 +4882,9 @@ void func_play_800B3314(Player* player) {
             func_play_800A5FA0(player->sfxSource, 0x09000002, player->num);
         }
         player->unk_188 = 0.0f;
-        player->unk_12C -= 4.0f;
-        if (player->unk_12C < -50.0f) {
-            player->unk_12C = -50.0f;
+        player->zRotBank -= 4.0f;
+        if (player->zRotBank < -50.0f) {
+            player->zRotBank = -50.0f;
         }
         Math_SmoothStepToF(&player->unk_16C, 1.0f, 1.0f, 0.4f, 0.0f);
         player->boostActive = true;
@@ -4891,38 +4892,38 @@ void func_play_800B3314(Player* player) {
         if (player->boostMeter >= 90.0f) {
             player->boostCooldown = true;
         }
-    } else if (player->unk_12C < 0.0f) {
+    } else if (player->zRotBank < 0.0f) {
         player->unk_188 += 1.5f;
-        player->unk_12C += player->unk_188;
-        if (player->unk_12C >= 0.0f) {
-            player->unk_12C = 0.0f;
+        player->zRotBank += player->unk_188;
+        if (player->zRotBank >= 0.0f) {
+            player->zRotBank = 0.0f;
             if (player->unk_188 > 3.0f) {
                 player->unk_188 *= -0.4f;
-                player->unk_12C += player->unk_188;
+                player->zRotBank += player->unk_188;
             }
         }
     }
-    if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->timer_220 == 0)) {
-        player->unk_12C += (((__cosf(gGameFrameCount * M_DTOR * 8.0f) * 10.0f) - player->unk_12C) * 0.1f);
-        Math_SmoothStepToAngle(&player->unk_0E4, 0.0f, 0.05f, 5.0f, 0.00001f);
-        Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.05f, 5.0f, 0.00001f);
+    if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) {
+        player->zRotBank += (((__cosf(gGameFrameCount * M_DTOR * 8.0f) * 10.0f) - player->zRotBank) * 0.1f);
+        Math_SmoothStepToAngle(&player->rot.x, 0.0f, 0.05f, 5.0f, 0.00001f);
+        Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.05f, 5.0f, 0.00001f);
         temp = gInputPress->stick_y;
         Math_SmoothStepToF(&player->unk_000, temp * 0.5f, 0.05f, 5.0f, 0.00001f);
         Math_SmoothStepToF(&player->boostSpeed, 30.0f, 0.5f, 5.0f, 0.0f);
-        player->unk_0D4 = -0.4f;
+        player->gravity = -0.4f;
         Math_SmoothStepToF(&D_ctx_801779A8[player->num], 30.0f, 1.0f, 10.0f, 0.0f);
         if ((gCamCount == 1) && ((gGameFrameCount % 2) == 0)) {
-            func_effect_8007BC7C(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->unk_068 + 10.0f,
-                                 player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 4.0f);
+            func_effect_8007BC7C(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f,
+                                 player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 4.0f);
         }
-    } else if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->unk_1DC == 0)) {
-        if ((player->unk_16C > 0.2f) && (player->timer_220 == 0)) {
-            func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f,
-                                 player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
+    } else if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->barrelRoll == 0)) {
+        if ((player->unk_16C > 0.2f) && (player->radioDamageTimer == 0)) {
+            func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f,
+                                 player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
         }
-        if ((player->unk_170 > 0.2f) && (player->timer_220 == 0)) {
-            func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f,
-                                 player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
+        if ((player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) {
+            func_effect_8007BC7C(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->groundPos.y + 10.0f,
+                                 player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.0f);
         }
     }
 }
@@ -4934,18 +4935,18 @@ s32 D_800D3164[6] = {
 void func_play_800B39E0(Player* player) {
     s32 i;
 
-    player->unk_084 = 0.0f;
-    player->unk_090.x = player->pos.x;
-    player->unk_090.y = player->pos.y;
-    player->unk_090.z = player->pos.z;
-    if (player->timer_1F8 != 0) {
-        player->timer_1F8--;
+    player->xShake = 0.0f;
+    player->basePos.x = player->pos.x;
+    player->basePos.y = player->pos.y;
+    player->basePos.z = player->pos.z;
+    if (player->csTimer != 0) {
+        player->csTimer--;
     }
-    if (player->timer_1FC != 0) {
-        player->timer_1FC--;
+    if (player->csEventTimer != 0) {
+        player->csEventTimer--;
     }
-    if (player->timer_220 != 0) {
-        player->timer_220--;
+    if (player->radioDamageTimer != 0) {
+        player->radioDamageTimer--;
     }
     if (player->timer_498 != 0) {
         player->timer_498--;
@@ -4984,7 +4985,7 @@ void func_play_800B39E0(Player* player) {
     } else {
         Math_SmoothStepToF(&gShieldAlpha[player->num], 0.0f, 1.0f, 10.0f, 0.01f);
     }
-    Math_SmoothStepToF(&D_ctx_80177AA0[player->num], 0.0f, 1.0f, 0.4f, 0.01f);
+    Math_SmoothStepToF(&gMuzzleFlashScale[player->num], 0.0f, 1.0f, 0.4f, 0.01f);
     if ((player->form == FORM_LANDMASTER) && (player->unk_1A0 != 0)) {
         player->unk_1A0--;
     }
@@ -5007,45 +5008,45 @@ void func_play_800B39E0(Player* player) {
         }
         player->timer_278--;
     }
-    if (player->unk_1F4 > 0) {
-        if (player->unk_1F4 > 3) {
+    if (player->hitTimer > 0) {
+        if (player->hitTimer > 3) {
             *gControllerRumble = 1;
         }
-        player->unk_1F4--;
+        player->hitTimer--;
         if (player->form == FORM_ARWING) {
-            player->unk_134 = (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C];
+            player->damageShake = (SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer) * D_800D3164[player->unk_21C];
             if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
-                player->unk_084 =
-                    (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C] * 0.8f;
+                player->xShake =
+                    (SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer) * D_800D3164[player->unk_21C] * 0.8f;
             }
         } else {
-            player->unk_134 =
-                (SIN_DEG(player->unk_1F4 * 400.0f) * player->unk_1F4) * D_800D3164[player->unk_21C] * 1.5f;
-            player->unk_084 = 0.0f;
+            player->damageShake =
+                (SIN_DEG(player->hitTimer * 400.0f) * player->hitTimer) * D_800D3164[player->unk_21C] * 1.5f;
+            player->xShake = 0.0f;
         }
         if ((gLevelMode != LEVELMODE_UNK_2) &&
-            ((player->unk_0D8.x != 0.f) || (player->unk_0D8.y != 0.f) || (player->unk_0D8.z != 0.f)) &&
+            ((player->knockback.x != 0.f) || (player->knockback.y != 0.f) || (player->knockback.z != 0.f)) &&
             ((player->unk_1A4 >= 40) || (player->unk_1A4 == 21))) {
             player->boostCooldown = true;
-            player->unk_0E4 = 0;
-            player->unk_0E8 = 0;
+            player->rot.x = 0;
+            player->rot.y = 0;
             Math_SmoothStepToF(&player->boostSpeed, 0, 1.0f, 5.0f, 0);
         }
-        if (player->unk_1F4 == 0) {
-            player->unk_134 = 0;
+        if (player->hitTimer == 0) {
+            player->damageShake = 0;
         }
     }
-    player->pos.x += player->unk_0D8.x;
-    player->pos.y += player->unk_0D8.y;
+    player->pos.x += player->knockback.x;
+    player->pos.y += player->knockback.y;
     if (gLevelMode == LEVELMODE_ALL_RANGE) {
-        player->pos.z += player->unk_0D8.z;
-        Math_SmoothStepToF(&player->unk_0D8.z, 0, 0.1f, 1.0f, 0.5f);
+        player->pos.z += player->knockback.z;
+        Math_SmoothStepToF(&player->knockback.z, 0, 0.1f, 1.0f, 0.5f);
     }
-    Math_SmoothStepToF(&player->unk_0D8.x, 0, 0.1f, 1.0f, 0.5f);
-    Math_SmoothStepToF(&player->unk_0D8.y, 0, 0.1f, 1.0f, 0.5f);
-    player->unk_25C -= 0.02f;
-    if (player->unk_25C < 0.0f) {
-        player->unk_25C = 0.0f;
+    Math_SmoothStepToF(&player->knockback.x, 0, 0.1f, 1.0f, 0.5f);
+    Math_SmoothStepToF(&player->knockback.y, 0, 0.1f, 1.0f, 0.5f);
+    player->contrailScale -= 0.02f;
+    if (player->contrailScale < 0.0f) {
+        player->contrailScale = 0.0f;
     }
 }
 
@@ -5098,7 +5099,7 @@ void func_play_800B415C(Player* player) {
 void func_play_800B41E0(Player* player) {
 }
 
-void func_play_800B41EC(Player* player) {
+void Player_Down(Player* player) {
     player->state_1C8 = PLAYERSTATE_1C8_DOWN;
     if (!gVersusMode) {
         SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 1);
@@ -5111,17 +5112,17 @@ void func_play_800B41EC(Player* player) {
     Audio_StopPlayerNoise(player->num);
     func_play_800A5FA0(player->sfxSource, 0x0900C010, player->num);
     player->shields = 0;
-    player->unk_1D0 = 0;
-    player->unk_1F4 = 0;
-    player->timer_220 = 0;
-    player->unk_134 = 0.0f;
+    player->csState = 0;
+    player->hitTimer = 0;
+    player->radioDamageTimer = 0;
+    player->damageShake = 0.0f;
     gShowHud = 0;
 }
 
 void func_play_800B42B0(Player* player) {
     switch (player->form) {
         case FORM_ARWING:
-            if (player->timer_1F8 != 0) {
+            if (player->csTimer != 0) {
                 gInputPress->stick_x = 0;
                 gInputPress->stick_y = 0;
                 gInputPress->button = 0;
@@ -5145,17 +5146,17 @@ void func_play_800B42B0(Player* player) {
             func_play_800A4C40(player);
             func_play_800AA800(player);
             func_play_800B415C(player);
-            if ((player->shields <= 0) && (player->timer_220 != 0)) {
-                func_play_800B41EC(player);
+            if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
+                Player_Down(player);
                 player->vel.x *= 0.2f;
                 player->vel.y = 5.0f;
-                player->unk_0E4 = player->unk_0E8 = 0.0f;
+                player->rot.x = player->rot.y = 0.0f;
                 player->cockpitView = 0;
-                player->timer_1F8 = 20;
+                player->csTimer = 20;
                 if (gLevelType == LEVELTYPE_SPACE) {
-                    player->timer_1F8 = 40;
+                    player->csTimer = 40;
                 }
-                player->timer_1FC = 120;
+                player->csEventTimer = 120;
             }
             break;
         case FORM_LANDMASTER:
@@ -5171,8 +5172,8 @@ void func_play_800B42B0(Player* player) {
             func_play_800A8BA4(player);
             func_play_800AA800(player);
             func_play_800B415C(player);
-            if ((player->shields <= 0) && (player->timer_220 != 0)) {
-                func_play_800B41EC(player);
+            if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
+                Player_Down(player);
             }
             break;
     }
@@ -5196,21 +5197,21 @@ void func_play_800B44C4(Player* player) {
             func_play_800A4C40(player);
             func_play_800AA800(player);
             func_play_800B415C(player);
-            if ((player->shields <= 0) && (player->timer_220 != 0)) {
-                func_play_800B41EC(player);
+            if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
+                Player_Down(player);
                 player->vel.y = 5.0f;
                 if (gLevelType == LEVELTYPE_SPACE) {
                     player->vel.y = 0.0f;
                 }
-                player->timer_1F8 = 20;
-                player->timer_1FC = 120;
+                player->csTimer = 20;
+                player->csEventTimer = 120;
                 player->unk_000 = 0.0f;
                 player->unk_004 = 1.0f;
-                if (player->unk_0E8 < 0.0f) {
+                if (player->rot.y < 0.0f) {
                     player->unk_004 = -1.0f;
                 }
-                player->unk_0E4 = 0.0f;
-                player->unk_4D8 = 0.0f;
+                player->rot.x = 0.0f;
+                player->aerobaticPitch = 0.0f;
             }
             break;
         case FORM_LANDMASTER:
@@ -5224,8 +5225,8 @@ void func_play_800B44C4(Player* player) {
             func_play_800A8BA4(player);
             func_play_800AA800(player);
             func_play_800B415C(player);
-            if ((player->shields <= 0) && (player->timer_220 != 0)) {
-                func_play_800B41EC(player);
+            if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
+                Player_Down(player);
             }
             break;
         case FORM_BLUE_MARINE:
@@ -5238,8 +5239,8 @@ void func_play_800B44C4(Player* player) {
             func_play_800A8BA4(player);
             func_play_800AA800(player);
             func_play_800B415C(player);
-            if ((player->shields <= 0) && (player->timer_220 != 0)) {
-                func_play_800B41EC(player);
+            if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
+                Player_Down(player);
             }
             break;
     }
@@ -5393,7 +5394,7 @@ void Player_Update(Player* player) {
                             } while (gPlayerInactive[sp1C4]);
                             player->unk_288 = sp1C4 + 1;
                             player->state_1C8 = PLAYERSTATE_1C8_VS_STANDBY;
-                            player->unk_1D0 = 0;
+                            player->csState = 0;
                             func_play_800B5FBC(player, player->unk_288 - 1, 1);
                         } else {
                             if (D_ctx_80177E7C == 1) {
@@ -5477,8 +5478,8 @@ void Player_Update(Player* player) {
             player->unk_234 = 0;
             if (gPlayerInactive[player->num] == true) {
                 func_play_800B5FBC(player, player->unk_288 - 1, 0);
-            } else if ((D_ctx_80177E74 == 0) && (player->unk_1D0 != 0)) {
-                player->unk_1D0 = 0;
+            } else if ((D_ctx_80177E74 == 0) && (player->csState != 0)) {
+                player->csState = 0;
                 Player_Initialize(player);
                 func_play_800B0F50(player);
                 func_play_800B44C4(player);
@@ -5498,7 +5499,7 @@ void Player_Update(Player* player) {
                 gPauseEnabled = 0;
             }
             player->unk_234 = 0;
-            player->vel.z = player->vel.x = player->vel.y = player->unk_0D8.x = player->unk_0D8.y = 0.0f;
+            player->vel.z = player->vel.x = player->vel.y = player->knockback.x = player->knockback.y = 0.0f;
 
             if ((gLevelMode == LEVELMODE_ALL_RANGE) && (gFadeoutType == 7)) {
                 player->cam.eye.x += 1.0f;
@@ -5506,19 +5507,19 @@ void Player_Update(Player* player) {
             }
             if ((gCurrentLevel == LEVEL_ZONESS) || (gCurrentLevel == LEVEL_SOLAR)) {
                 Math_SmoothStepToF(&player->cam.eye.y, 500.0f, 0.05f, 10.0f, 0.0f);
-                Math_SmoothStepToF(&player->cam.eye.z, player->unk_138 + D_ctx_80177D20 + 500.0f, 0.05f, 20.0f, 0.0f);
+                Math_SmoothStepToF(&player->cam.eye.z, player->trueZpos + gPathProgress + 500.0f, 0.05f, 20.0f, 0.0f);
             }
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 if (gCamCount == 4) {
                     player->state_1C8 = PLAYERSTATE_1C8_VS_STANDBY;
-                    player->timer_1F8 = 200;
+                    player->csTimer = 200;
                 } else {
                     gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
                     gFillScreenAlphaTarget = 255;
                 }
                 if (gFillScreenAlpha == 255) {
                     Play_ClearObjectData();
-                    D_ctx_80177D20 = gPlayer[0].unk_144 = 0.0f;
+                    gPathProgress = gPlayer[0].zPath = 0.0f;
                     gPlayerGlareAlphas[0] = 0;
                     gShowAllRangeCountdown = gRadioState = 0;
                     Audio_ClearVoice();
@@ -5580,7 +5581,7 @@ void Player_Update(Player* player) {
     }
     Math_SmoothStepToF(&player->unk_148, sp1CC, 1.0f, 0.05f, 0.0f);
     Math_SmoothStepToF(&player->unk_14C, sp1CC, 1.0f, 0.05f, 0.0f);
-    Math_SmoothStepToF(&player->unk_09C, sp1C8, 1.0f, 10.0f, 0.0f);
+    Math_SmoothStepToF(&player->pathWidth, sp1C8, 1.0f, 10.0f, 0.0f);
     if (player->form == FORM_ARWING) {
         Math_SmoothStepToF(&player->unk_194, player->unk_190, 0.5f, 5.0f, 0.0f);
         if (player->boostCooldown && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
@@ -5600,10 +5601,10 @@ void func_play_800B56BC(Player* player) {
     f32 var_fv0;
     f32 temp;
 
-    gCsCamEyeX = (player->pos.x - player->unk_0AC) * player->unk_148;
+    gCsCamEyeX = (player->pos.x - player->xPath) * player->unk_148;
     if (((player->form == FORM_ARWING) && (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE)) ||
         (player->state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
-        gCsCamEyeY = (player->pos.y - player->unk_0B0) * player->unk_148;
+        gCsCamEyeY = (player->pos.y - player->yPath) * player->unk_148;
     }
     var_fv1 = gInputPress->stick_x;
     var_fv0 = -gInputPress->stick_y;
@@ -5622,10 +5623,10 @@ void func_play_800B56BC(Player* player) {
     }
     gCsCamEyeX -= player->unk_030 * 1.5f;
     gCsCamEyeY -= player->unk_02C - 50.0f;
-    gCsCamAtX = (player->pos.x - player->unk_0AC) * player->unk_14C;
-    gCsCamAtX += player->unk_084 * -2.0f;
+    gCsCamAtX = (player->pos.x - player->xPath) * player->unk_14C;
+    gCsCamAtX += player->xShake * -2.0f;
     gCsCamAtX -= player->unk_030 * 0.5f;
-    gCsCamAtY = ((player->pos.y - player->unk_0B0) * player->unk_14C) + 20.0f;
+    gCsCamAtY = ((player->pos.y - player->yPath) * player->unk_14C) + 20.0f;
     gCsCamAtY += player->unk_060 * 5.0f;
     gCsCamAtY -= player->unk_02C * 0.25f;
     switch (D_800D2F54) {
@@ -5636,31 +5637,31 @@ void func_play_800B56BC(Player* player) {
             Math_SmoothStepToF(&D_800D2F58, 200.0f, 0.4f, 10.0f, 0);
             break;
     }
-    gCsCamEyeX += player->unk_0AC;
-    gCsCamAtX += player->unk_0AC;
-    gCsCamEyeY += player->unk_0B0 + D_800D2F58;
-    gCsCamAtZ = (player->unk_138 + D_ctx_80177D20) - 1.0f;
+    gCsCamEyeX += player->xPath;
+    gCsCamAtX += player->xPath;
+    gCsCamEyeY += player->yPath + D_800D2F58;
+    gCsCamAtZ = (player->trueZpos + gPathProgress) - 1.0f;
     gCsCamEyeZ = 400.0f + D_800D2F58;
     if (D_ctx_80177C70 == 2) {
         gCsCamEyeZ -= 50.0f;
     }
     if (player->somersault) {
         gCsCamEyeZ += 200.0f;
-        gCsCamAtY = (player->pos.y - player->unk_0B0) * 0.9f;
+        gCsCamAtY = (player->pos.y - player->yPath) * 0.9f;
         Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, 0.1f, 8.0f, 0.0f);
         Math_SmoothStepToF(&player->unk_018, 0.2f, 1.0f, 0.05f, 0.0f);
     } else {
         Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, 0.2f, 20.0f, 0.0f);
         Math_SmoothStepToF(&player->unk_018, 1.0f, 1.0f, 0.05f, 0.0f);
     }
-    gCsCamAtY += player->unk_0B0 + (D_800D2F58 * 0.5f);
+    gCsCamAtY += player->yPath + (D_800D2F58 * 0.5f);
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 1000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_018, 1000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, player->unk_014, 1000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, player->unk_018, 1000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, player->unk_014, 1000.0f, 0.0f);
     Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0.0f);
-    temp = -player->unk_0EC;
+    temp = -player->rot.z;
     if (gLevelType == LEVELTYPE_PLANET) {
         Math_SmoothStepToF(&player->camRoll, temp * 0.3f, 0.1f, 1.5f, 0.0f);
     } else if (gLevelType == LEVELTYPE_SPACE) {
@@ -5675,18 +5676,18 @@ void func_play_800B5D30(Player* player, s32 arg1) {
     s32 pad2;
     s32 pad3;
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_134) * M_DTOR * 0.75f, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, (player->unk_0E4 + player->unk_134) * M_DTOR * 0.75f, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->damageShake) * M_DTOR * 0.75f, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, (player->rot.x + player->damageShake) * M_DTOR * 0.75f, MTXF_APPLY);
     sp4C.x = 0;
     sp4C.y = 0;
     sp4C.z = -1000.0f;
     Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40);
     gCsCamEyeX = player->pos.x;
-    gCsCamEyeY = player->pos.y + player->unk_080;
-    gCsCamEyeZ = player->unk_138 + D_ctx_80177D20;
+    gCsCamEyeY = player->pos.y + player->yBob;
+    gCsCamEyeZ = player->trueZpos + gPathProgress;
     gCsCamAtX = player->pos.x + sp40.x;
-    gCsCamAtY = player->pos.y + player->unk_080 + sp40.y;
-    gCsCamAtZ = player->unk_138 + D_ctx_80177D20 + sp40.z;
+    gCsCamAtY = player->pos.y + player->yBob + sp40.y;
+    gCsCamAtZ = player->trueZpos + gPathProgress + sp40.z;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_014, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, player->unk_014, 50.0f, 0.0f);
@@ -5694,7 +5695,7 @@ void func_play_800B5D30(Player* player, s32 arg1) {
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, player->unk_014, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, player->unk_014, 100.0f, 0.0f);
     Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0);
-    player->camRoll = -(player->unk_0F8 + player->unk_0F0);
+    player->camRoll = -(player->bankAngle + player->rockAngle);
     if (arg1 != 0) {
         player->cam.eye.x = gCsCamEyeX;
         player->cam.eye.y = gCsCamEyeY;
@@ -5726,7 +5727,7 @@ void func_play_800B5FBC(Player* player, s32 playerNum, bool arg2) {
             playerNum = 0;
         }
         player->unk_288 = playerNum + 1;
-        Matrix_RotateY(gCalcMatrix, gPlayer[playerNum].unk_114 * M_DTOR, MTXF_NEW);
+        Matrix_RotateY(gCalcMatrix, gPlayer[playerNum].yRot_114 * M_DTOR, MTXF_NEW);
         switch (gPlayer[playerNum].form) {
             case FORM_ARWING:
                 sp58.x = 300.0f;
@@ -5748,11 +5749,11 @@ void func_play_800B5FBC(Player* player, s32 playerNum, bool arg2) {
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp58, &sp4C);
         player->cam.eye.x = gPlayer[playerNum].pos.x + sp4C.x;
         player->cam.eye.y = gPlayer[playerNum].pos.y + 50.0f;
-        player->cam.eye.z = gPlayer[playerNum].unk_138 + sp4C.z;
+        player->cam.eye.z = gPlayer[playerNum].trueZpos + sp4C.z;
     }
     player->cam.at.x = gPlayer[playerNum].pos.x;
     player->cam.at.y = gPlayer[playerNum].pos.y;
-    player->cam.at.z = gPlayer[playerNum].unk_138;
+    player->cam.at.z = gPlayer[playerNum].trueZpos;
     switch (gPlayer[playerNum].form) {
         case FORM_ARWING:
             player->cam.eye.x += gPlayer[playerNum].vel.x * 0.5f;
@@ -5765,8 +5766,8 @@ void func_play_800B5FBC(Player* player, s32 playerNum, bool arg2) {
         case FORM_ON_FOOT:
             player->cam.eye.x += gPlayer[playerNum].vel.x * 0.7f;
             player->cam.eye.z += gPlayer[playerNum].vel.z * 0.7f;
-            player->cam.eye.y = gPlayer[playerNum].unk_068 + 20.0f;
-            player->cam.at.y = gPlayer[playerNum].unk_068 + 20.0f;
+            player->cam.eye.y = gPlayer[playerNum].groundPos.y + 20.0f;
+            player->cam.at.y = gPlayer[playerNum].groundPos.y + 20.0f;
             break;
     }
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.05f, 5.0f, 0.00001f);
@@ -5786,14 +5787,14 @@ void func_play_800B63BC(Player* player, s32 arg1) {
     f32 atY;
     f32 atZ;
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + (player->unk_134 * 0.2f)) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, player->unk_134 * 0.2f * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY);
     sp74.x = 0.0f;
     sp74.y = 0.0f;
     if (player->cockpitView) {
-        sp74.z = 1000.0f - player->unk_08C;
+        sp74.z = 1000.0f - player->camDist;
     } else {
-        sp74.z = 300.0f - player->unk_08C;
+        sp74.z = 300.0f - player->camDist;
     }
     if (player->somersault) {
         sp74.z += 500.0f;
@@ -5810,16 +5811,16 @@ void func_play_800B63BC(Player* player, s32 arg1) {
     eyeY -= (player->unk_02C * 1.5f);
     eyeZ = player->pos.z + sp68.z;
 
-    atX = player->pos.x + player->unk_134;
+    atX = player->pos.x + player->damageShake;
 
     var_fv0 = (player->somersault) ? 1.0f : 0.79f;
-    atY = (player->pos.y * (var_fv0)) + player->unk_134 + (player->unk_060 * 5.0f);
+    atY = (player->pos.y * (var_fv0)) + player->damageShake + (player->unk_060 * 5.0f);
     atY += (player->unk_02C * 0.5f);
     if (player->state_1C8 == PLAYERSTATE_1C8_U_TURN) {
         atY = player->pos.y;
     }
     atZ = player->pos.z;
-    Math_SmoothStepToF(&player->unk_028, 2.0f * player->unk_0E8, 0.05f, 2.0f, 0.02f);
+    Math_SmoothStepToF(&player->unk_028, 2.0f * player->rot.y, 0.05f, 2.0f, 0.02f);
     sp74.x = -player->unk_028;
     sp74.y = 0.0f;
     sp74.z = 0.f;
@@ -5832,7 +5833,7 @@ void func_play_800B63BC(Player* player, s32 arg1) {
         Math_SmoothStepToF(&player->cam.eye.x, eyeX, player->unk_014, 30000.0f, 0);
         Math_SmoothStepToF(&player->cam.eye.y, eyeY, player->unk_014, 30000.0f, 0);
         Math_SmoothStepToF(&player->cam.eye.z, eyeZ, player->unk_014, 30000.0f, 0);
-        Math_SmoothStepToF(&player->camRoll, player->unk_0E8 * -0.3f, 0.1f, 1.0f, 0);
+        Math_SmoothStepToF(&player->camRoll, player->rot.y * -0.3f, 0.1f, 1.0f, 0);
         Math_SmoothStepToF(&player->unk_014, 0.2f, 0.1f, 0.005f, 0.0f);
     }
     Math_SmoothStepToF(&player->cam.at.x, atX, player->unk_01C, 30000.0f, 0);
@@ -5857,17 +5858,17 @@ void func_play_800B6848(Player* player, s32 arg1) {
     f32 sp40;
     f32 sp3C;
 
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_NEW);
-    Matrix_RotateZ(gCalcMatrix, player->unk_0EC * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + (player->unk_134 * 0.2f)) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gCalcMatrix, player->unk_134 * 0.2f * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_NEW);
+    Matrix_RotateZ(gCalcMatrix, player->rot.z * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.2f)) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->damageShake * 0.2f * M_DTOR, MTXF_APPLY);
     sp54.x = 0.0f;
     if (player->cockpitView) {
         sp54.y = 150.0f;
-        sp54.z = 500.0f - player->unk_08C;
+        sp54.z = 500.0f - player->camDist;
     } else {
         sp54.y = 100.0f;
-        sp54.z = 250.0f - player->unk_08C;
+        sp54.z = 250.0f - player->camDist;
     }
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
     if (player->cockpitView) {
@@ -5879,10 +5880,10 @@ void func_play_800B6848(Player* player, s32 arg1) {
     sp40 = player->pos.y + sp48.y - (player->unk_02C * 0.6f);
     sp3C = player->pos.z + sp48.z;
 
-    player->cam.at.x = player->pos.x + player->unk_134;
-    player->cam.at.y = player->pos.y + 60.0f + player->unk_02C + player->unk_134;
+    player->cam.at.x = player->pos.x + player->damageShake;
+    player->cam.at.y = player->pos.y + 60.0f + player->unk_02C + player->damageShake;
     player->cam.at.z = player->pos.z;
-    Math_SmoothStepToF(&player->unk_028, 2.0f * player->unk_0E8, 0.05f, 2.0f, 0.02f);
+    Math_SmoothStepToF(&player->unk_028, 2.0f * player->rot.y, 0.05f, 2.0f, 0.02f);
     sp54.x = -player->unk_028;
     sp54.y = 0.0f;
     sp54.z = 0.0f;
@@ -5894,7 +5895,7 @@ void func_play_800B6848(Player* player, s32 arg1) {
     Math_SmoothStepToF(&player->cam.eye.x, sp44, 0.1f, 200.0f, 0.001f);
     Math_SmoothStepToF(&player->cam.eye.y, sp40, 0.1f, 200.0f, 0.001f);
     Math_SmoothStepToF(&player->cam.eye.z, sp3C, 0.1f, 200.0f, 0.001f);
-    Math_SmoothStepToF(&player->camRoll, player->unk_12C * -0.1f, 0.1f, 1.0f, 0.01f);
+    Math_SmoothStepToF(&player->camRoll, player->zRotBank * -0.1f, 0.1f, 1.0f, 0.01f);
     if (arg1 != 0) {
         player->cam.eye.x = sp44;
         player->cam.eye.y = sp40;
@@ -5907,26 +5908,26 @@ void func_play_800B6BFC(Player* player, s32 arg1) {
     Vec3f sp58;
     Vec3f sp4C;
 
-    Matrix_RotateX(gCalcMatrix, player->unk_0FC * M_DTOR, MTXF_NEW);
-    Matrix_RotateZ(gCalcMatrix, player->unk_100 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + (player->unk_134 * 0.02f)) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gCalcMatrix, player->unk_134 * 0.02f * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->xRot_0FC * M_DTOR, MTXF_NEW);
+    Matrix_RotateZ(gCalcMatrix, player->zRot_0FC * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + (player->damageShake * 0.02f)) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->damageShake * 0.02f * M_DTOR, MTXF_APPLY);
     sp64.x = 0.0f;
     sp64.y = 20.0f;
-    sp64.z = 60.0f - player->unk_08C;
+    sp64.z = 60.0f - player->camDist;
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58);
     Math_SmoothStepToF(&player->unk_02C, -player->unk_158 * 0.5f, 0.07f, 3.0f, 0.001f);
 
     sp4C.x = player->pos.x + sp58.x;
-    sp4C.y = (player->unk_068 + 10.0f + sp58.y) - (player->unk_02C * 0.8f);
+    sp4C.y = player->groundPos.y + 10.0f + sp58.y - (player->unk_02C * 0.8f);
     sp4C.z = player->pos.z + sp58.z;
 
-    player->cam.at.x = player->pos.x + player->unk_134 * 0.1f;
-    player->cam.at.y = player->unk_068 + (player->pos.y - player->unk_068) * 0.4f + 18.0f + player->unk_02C * 1.5f +
-                       player->unk_134 * 0.1f;
+    player->cam.at.x = player->pos.x + player->damageShake * 0.1f;
+    player->cam.at.y = player->groundPos.y + (player->pos.y - player->groundPos.y) * 0.4f + 18.0f +
+                       player->unk_02C * 1.5f + player->damageShake * 0.1f;
     player->cam.at.z = player->pos.z;
 
-    Math_SmoothStepToF(&player->unk_028, player->unk_0E8 * (player->baseSpeed + 5.0f) * 0.04f, 0.05f, 2.0f, 0.02f);
+    Math_SmoothStepToF(&player->unk_028, player->rot.y * (player->baseSpeed + 5.0f) * 0.04f, 0.05f, 2.0f, 0.02f);
     sp64.x = -player->unk_028;
     sp64.y = 0.0f;
     sp64.z = 0.0f;
@@ -5939,7 +5940,7 @@ void func_play_800B6BFC(Player* player, s32 arg1) {
     Math_SmoothStepToF(&player->cam.eye.x, sp4C.x, 0.3f, 65.0f, 0.001f);
     Math_SmoothStepToF(&player->cam.eye.y, sp4C.y, 0.3f, 65.0f, 0.001f);
     Math_SmoothStepToF(&player->cam.eye.z, sp4C.z, 0.3f, 65.0f, 0.001f);
-    Math_SmoothStepToF(&player->camRoll, player->unk_12C * -0.1f, 0.1f, 1.0f, 0.01f);
+    Math_SmoothStepToF(&player->camRoll, player->zRotBank * -0.1f, 0.1f, 1.0f, 0.01f);
     if (arg1 != 0) {
         player->cam.eye.x = sp4C.x;
         player->cam.eye.y = sp4C.y;
@@ -6032,12 +6033,12 @@ void Player_UpdateCamera(Player* player) {
                 player->cam.eye.x += (player->pos.x - player->cam.eye.x) * 0.1f;
                 player->cam.eye.y += (player->pos.y - player->cam.eye.y) * 0.1f;
                 player->cam.eye.z -= player->vel.z * 0.2f;
-                if (player->unk_1D0 != 0) {
+                if (player->csState != 0) {
                     player->cam.eye.z -= player->vel.z * 0.2f;
                 }
                 player->cam.at.x += (player->pos.x - player->cam.at.x) * 0.1f;
                 player->cam.at.y += (player->pos.y - player->cam.at.y) * 0.1f;
-                player->cam.at.z = player->unk_138 + D_ctx_80177D20 - 1.0f;
+                player->cam.at.z = player->trueZpos + gPathProgress - 1.0f;
             }
             break;
         case PLAYERSTATE_1C8_NEXT:
@@ -6165,7 +6166,7 @@ void Play_UpdateLevel(void) {
         case LEVEL_VENOM_2:
             if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) && (gLevelPhase == 2)) {
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
                 gPlayer[0].unk_234 = 1;
                 gPlayer[0].pos.z = 15000.0f;
                 func_play_800B7184(gPlayer, 1);
@@ -6179,8 +6180,8 @@ void Play_UpdateLevel(void) {
         case LEVEL_VENOM_ANDROSS:
             Andross_8018BDD8();
             gGroundHeight = -25000.0f;
-            gPlayer[0].unk_0A0 = 612.0f;
-            gPlayer[0].unk_0A4 = -544.0f;
+            gPlayer[0].pathHeight = 612.0f;
+            gPlayer[0].pathFloor = -544.0f;
             if (gStartAndrossFightTimer != 0) {
                 gStartAndrossFightTimer--;
                 if (gStartAndrossFightTimer == 0) {
@@ -6203,7 +6204,7 @@ void Play_UpdateLevel(void) {
             if ((gCurrentLevel == LEVEL_SECTOR_X) && (gLevelPhase == 0) && (gRingPassCount == 4)) {
                 gRingPassCount++;
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_ENTER_WARP_ZONE;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
                 gSceneSetup = 1;
                 AUDIO_PLAY_SFX(0x1900602A, gDefaultSfxSource, 0);
                 gMissionStatus = MISSION_WARP;
@@ -6222,7 +6223,7 @@ void Play_UpdateLevel(void) {
         case LEVEL_SOLAR:
             func_play_800A3FEC();
 
-            for (D_ctx_80177CE8; D_ctx_80177CE8 >= 10.0f; D_ctx_80177CE8 -= 10.0f) {
+            for (gPathTexScroll; gPathTexScroll >= 10.0f; gPathTexScroll -= 10.0f) {
                 Texture_Scroll(D_SO_6005710, 32, 32, 1);
             }
             if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_NEXT) {
@@ -6272,7 +6273,7 @@ void Play_UpdateLevel(void) {
             Audio_SetHeatAlarmParams(shields, heightParam);
             if (((gGameFrameCount % 8) == 0) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE)) {
                 Solar_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -80.0f,
-                               gPlayer[0].unk_138 + (RAND_FLOAT(2000.0f) + -6000.0f),
+                               gPlayer[0].trueZpos + (RAND_FLOAT(2000.0f) + -6000.0f),
                                RAND_FLOAT(10.0f) + 20.0f); // check
             }
             func_hud_8008C104(D_SO_60229A4, D_SO_6010198);
@@ -6282,7 +6283,7 @@ void Play_UpdateLevel(void) {
             break;
         case LEVEL_ZONESS:
             func_play_800A3FEC();
-            for (D_ctx_80177CE8; D_ctx_80177CE8 >= 20.0f; D_ctx_80177CE8 -= 20.0f) {
+            for (gPathTexScroll; gPathTexScroll >= 20.0f; gPathTexScroll -= 20.0f) {
                 Texture_Scroll(D_ZO_602C2CC, 32, 32, 1);
             }
             if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_NEXT) {
@@ -6290,7 +6291,7 @@ void Play_UpdateLevel(void) {
             }
             func_hud_8008C104(D_ZO_602C2CC, D_ZO_600D990);
             if (func_play_800A73E4(&sp3C, &sp40, gPlayer[0].cam.eye.x, gPlayer[0].cam.eye.y,
-                                   gPlayer[0].cam.eye.z - D_ctx_80177D20)) {
+                                   gPlayer[0].cam.eye.z - gPathProgress)) {
                 gLight1R = 0;
                 gLight1G = 7;
                 gLight1B = 10;
@@ -6373,7 +6374,7 @@ void Play_SpawnVsItem(ObjectId objId, Item* item) {
 }
 
 void func_play_800B86A4(f32* arg0) {
-    *arg0 += D_ctx_80177D20 + 15000.0f;
+    *arg0 += gPathProgress + 15000.0f;
 }
 
 void Play_Main(void) {
@@ -6415,10 +6416,10 @@ void Play_Main(void) {
             Training_80198C50();
         }
         func_play_800B86A4(&gPlayer[0].pos.z);
-        func_play_800B86A4(&gPlayer[0].unk_138);
+        func_play_800B86A4(&gPlayer[0].trueZpos);
         gPlayer[0].cam.eye.z += 15000.0f;
         gPlayer[0].cam.at.z += 15000.0f;
-        gPlayer[0].unk_144 = gPlayer[0].unk_140 = D_ctx_80177D08 = D_ctx_80177D20 = 0.0f;
+        gPlayer[0].zPath = gPlayer[0].zPathVel = gPathVelZ = gPathProgress = 0.0f;
     }
     if (gPlayState != PLAY_PAUSE) {
         (void) "play_time = %d\n";
diff --git a/src/engine/fox_tank.c b/src/engine/fox_tank.c
index 46555e77..24c247f7 100644
--- a/src/engine/fox_tank.c
+++ b/src/engine/fox_tank.c
@@ -63,31 +63,31 @@ void func_tank_80043468(Player* player) {
     f32 sp40;
     s32 pad3C;
 
-    sp54 = ((player->pos.x - player->unk_0AC) * player->unk_148) + (player->unk_0E8 * 0.5f);
-    sp48 = sp54 + (player->unk_0E8 * -5.0f);
+    sp54 = ((player->pos.x - player->xPath) * player->unk_148) + (player->rot.y * 0.5f);
+    sp48 = sp54 + (player->rot.y * -5.0f);
     sp40 = player->cam.eye.z - 1000.0f;
-    sp54 += player->unk_0AC;
-    sp48 += player->unk_0AC;
-    if (player->unk_1D4 != 0) {
-        sp50 = player->pos.y + 100.0f + (-player->unk_0E4 * 5.0f);
-        sp4C = player->pos.y + player->unk_0E4 * 10.0f;
+    sp54 += player->xPath;
+    sp48 += player->xPath;
+    if (player->grounded) {
+        sp50 = player->pos.y + 100.0f + (-player->rot.x * 5.0f);
+        sp4C = player->pos.y + player->rot.x * 10.0f;
         sp50 += player->unk_17C * 0.5f;
         sp4C += player->unk_17C * -5.0f;
 
         if (0 || (gCurrentLevel == LEVEL_MACBETH) && (D_MA_801BA1E8 == 102)) {
-            sp50 = player->pos.y + 45.0f + (-player->unk_0E4 * 5.0f);
-            sp4C = player->pos.y + 200.0f + (player->unk_0E4 * 10.0f);
+            sp50 = player->pos.y + 45.0f + (-player->rot.x * 5.0f);
+            sp4C = player->pos.y + 200.0f + (player->rot.x * 10.0f);
             sp50 += player->unk_17C * 0.2f;
             sp4C += player->unk_17C * -3.0f;
         }
         if (D_MA_801BA1E8 == 99) {
-            sp50 = player->pos.y + 40.0f + (-player->unk_0E4 * 5.0f);
-            sp4C = player->pos.y + 200.0f + (player->unk_0E4 * 10.0f);
+            sp50 = player->pos.y + 40.0f + (-player->rot.x * 5.0f);
+            sp4C = player->pos.y + 200.0f + (player->rot.x * 10.0f);
             sp50 += player->unk_17C * 0.2f;
             sp4C += player->unk_17C * -3.0f;
         } else if (D_MA_801BA1E8 == 98) {
             sp50 = player->pos.y + 100.0f;
-            sp4C = player->pos.y + (player->unk_0E4 * 10.0f);
+            sp4C = player->pos.y + (player->rot.x * 10.0f);
             sp4C += player->unk_17C * -3.0f;
         }
     } else {
@@ -110,7 +110,7 @@ void func_tank_80043468(Player* player) {
     Math_SmoothStepToF(&player->cam.at.x, sp48, 0.1f, player->unk_014 * 20.0f, 0.00001f);
     Math_SmoothStepToF(&player->cam.eye.z, 200.0f, 0.1f, player->unk_014 * 10.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, sp40, 1.0f, player->unk_014 * 10.0f, 0.0f);
-    Math_SmoothStepToF(&player->camRoll, player->unk_0EC * -0.4f, 0.1f, 1.0f, 0.01f);
+    Math_SmoothStepToF(&player->camRoll, player->rot.z * -0.4f, 0.1f, 1.0f, 0.01f);
     Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.1f, 0.0f);
 }
 
@@ -156,72 +156,72 @@ void func_tank_80043B18(Player* player) {
     f32 sp38;
 
     Matrix_Translate(gCalcMatrix, 0.0f, player->unk_18C + 30.0f, 0, MTXF_NEW);
-    Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, (player->unk_0EC + player->unk_0F0) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, -player->unk_12C * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, (player->rot.z + player->rockAngle) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, -player->zRotBank * M_DTOR, MTXF_APPLY);
     Matrix_Translate(gCalcMatrix, 0.0f, -30.0f, 0, MTXF_APPLY);
     sp48.y = 0.0f;
     sp48.z = -20.0f;
-    sp38 = player->unk_114;
-    if (player->unk_1DC != 0) {
+    sp38 = player->yRot_114;
+    if (player->barrelRoll != 0) {
 
         sp48.x = 0.0f;
         sp48.z = RAND_FLOAT_CENTERED(50.0f) + -20.0f;
-        if (player->unk_1EC < 0) {
+        if (player->rollRate < 0) {
             sp38 -= 65.0f;
         } else {
             sp38 += 65.0f;
         }
         Matrix_MultVec3f(gCalcMatrix, &sp48, &sp3C);
         if (gCurrentLevel == LEVEL_MACBETH) {
-            func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->unk_138 + sp3C.z, 0.2f);
+            func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, 0.2f);
         } else {
             if (((gGameFrameCount % 2) == 0)) {
-                Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->unk_138 + sp3C.z,
-                                 player->unk_0E8 + sp38, 1.3f);
+                Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z,
+                                 player->rot.y + sp38, 1.3f);
             }
             if (((gGameFrameCount % 4) == 0)) {
-                func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, player->unk_138 + sp3C.z,
+                func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f, player->trueZpos + sp3C.z,
                                      2.0f, 255, 15, 0);
             }
         }
     } else {
-        sp38 += player->unk_12C;
-        if (player->unk_12C > -5.0f) {
+        sp38 += player->zRotBank;
+        if (player->zRotBank > -5.0f) {
             sp48.x = 36.0f;
             Matrix_MultVec3f(gCalcMatrix, &sp48, &sp3C);
             if (gCurrentLevel == LEVEL_MACBETH) {
                 if ((gGameFrameCount % 2) != 0) {
-                    func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->unk_138 + sp3C.z, 0.2f);
+                    func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, 0.2f);
                 }
             } else {
                 if (((gGameFrameCount % 2) == 0)) {
-                    Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->unk_138 + sp3C.z,
-                                     player->unk_0E8 + sp38, 1.0f);
+                    Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z,
+                                     player->rot.y + sp38, 1.0f);
                 }
                 if (((gGameFrameCount % 4) == 0) && (player->baseSpeed >= 5.0f)) {
                     func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f,
-                                         player->unk_138 + sp3C.z, 2.0f, 255, 15, 0);
+                                         player->trueZpos + sp3C.z, 2.0f, 255, 15, 0);
                 }
             }
         }
-        if (player->unk_12C < 5.0f) {
+        if (player->zRotBank < 5.0f) {
             sp48.x = -36.0f;
             Matrix_MultVec3f(gCalcMatrix, &sp48, &sp3C);
             if (gCurrentLevel == LEVEL_MACBETH) {
                 if (((gGameFrameCount % 2) == 0)) {
-                    func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->unk_138 + sp3C.z, 0.2f);
+                    func_tank_80043AA0(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z, 0.2f);
                 }
             } else {
                 if (((gGameFrameCount % 2) == 0)) {
-                    Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->unk_138 + sp3C.z,
-                                     player->unk_0E8 + sp38, 1.0f);
+                    Titania_80189120(player->pos.x + sp3C.x, player->pos.y + sp3C.y, player->trueZpos + sp3C.z,
+                                     player->rot.y + sp38, 1.0f);
                 }
                 if (((gGameFrameCount % 4) == 0) && (player->baseSpeed >= 5.0f)) {
                     func_effect_8007A900(player->pos.x + sp3C.x, player->pos.y + sp3C.y + 20.0f,
-                                         player->unk_138 + sp3C.z, 2.0f, 255, 15, 0);
+                                         player->trueZpos + sp3C.z, 2.0f, 255, 15, 0);
                 }
             }
         }
@@ -256,21 +256,21 @@ void func_tank_800441C8(Player* player, f32* hitboxData, f32 xPos, f32 yPos, f32
             if (player->vel.y <= 0.0f) {
                 x = player->pos.x;
                 y = player->pos.y - 10.0f;
-                z = player->unk_138;
+                z = player->trueZpos;
                 if (func_tank_80044120(hitbox, x, y, z, xPos, yPos, zPos)) {
-                    player->unk_1D4 = 1;
+                    player->grounded = true;
                     if (player->vel.y < -20.0f) {
-                        player->unk_1F4 = 20;
+                        player->hitTimer = 20;
                     }
                     player->vel.y = 0.0f;
                     player->pos.y = yPos + 20.0f;
-                    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.3f, 5.0f, 0.0f);
-                    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.3f, 5.0f, 0.0f);
+                    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.3f, 5.0f, 0.0f);
+                    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.3f, 5.0f, 0.0f);
                 }
             } else {
                 x = player->pos.x;
                 y = player->pos.y + 30.0f;
-                z = player->unk_138;
+                z = player->trueZpos;
                 if (func_tank_80044120(hitbox, x, y, z, xPos, yPos, zPos)) {
                     player->vel.y = 0.0f;
                     player->pos.y = yPos - 75.0f;
@@ -286,7 +286,7 @@ void func_tank_800443DC(Player* player) {
 
     for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) {
         if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_58) &&
-            ((player->unk_138 - 2000.0f) < scenery->obj.pos.z)) {
+            ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) {
             func_tank_800441C8(player, scenery->info.hitbox, scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z,
                                scenery->obj.rot.x, scenery->obj.rot.y, scenery->obj.rot.z);
         }
@@ -302,14 +302,14 @@ void func_tank_800444BC(Player* player) {
     f32 sp30;
 
     sp30 = 5.0f;
-    player->unk_1D4 = 0;
-    if (player->unk_0D4 < 0.0f) {
+    player->grounded = false;
+    if (player->gravity < 0.0f) {
         sp30 = 0.0f;
     }
     sp40 = sp3C = 0.0f;
     sp38 = gGroundHeight;
     if (gGroundType == 4) {
-        Ground_801B6E20(player->pos.x, player->unk_138 + player->unk_144, &sp40, &sp38, &sp3C);
+        Ground_801B6E20(player->pos.x, player->trueZpos + player->zPath, &sp40, &sp38, &sp3C);
     }
     if (gCurrentLevel == LEVEL_MACBETH) {
         D_MA_801BE250[27] = gGroundHeight;
@@ -324,9 +324,9 @@ void func_tank_800444BC(Player* player) {
         if (player->vel.y < -10.0f) {
             AUDIO_PLAY_SFX(0x09008015, player->sfxSource, 0);
         }
-        player->unk_1D4 = 1;
+        player->grounded = true;
         if (player->vel.y < -20.0f) {
-            player->unk_1F4 = 20;
+            player->hitTimer = 20;
         }
         if (gTiStartLandmaster != 0) {
             gTiStartLandmaster = 0;
@@ -338,36 +338,36 @@ void func_tank_800444BC(Player* player) {
         sp34 = (player->baseSpeed * 0.2f) + 0.2f;
         player->vel.y = -3.0f;
 
-        if ((player->unk_104 > 0.0f) && (sp40 <= 0.0f)) {
-            player->vel.y = player->unk_104 * 0.5f * player->baseSpeed * 0.035f;
-            player->unk_0E4 = player->unk_104;
+        if ((player->rot_104.x > 0.0f) && (sp40 <= 0.0f)) {
+            player->vel.y = player->rot_104.x * 0.5f * player->baseSpeed * 0.035f;
+            player->rot.x = player->rot_104.x;
         }
-        if (player->unk_0D4 < 0.0f) {
+        if (player->gravity < 0.0f) {
             player->vel.y = 2.0f;
             if (player->vel.y) {} // fake?
             player->pos.y += 7.0f;
         }
-        player->unk_104 = RAD_TO_DEG(sp40);
-        player->unk_10C = RAD_TO_DEG(sp3C);
+        player->rot_104.x = RAD_TO_DEG(sp40);
+        player->rot_104.z = RAD_TO_DEG(sp3C);
         if (gCurrentLevel == LEVEL_MACBETH) {
-            if (player->unk_104 > 90.0f) {
-                player->unk_104 = -(180 - player->unk_104);
+            if (player->rot_104.x > 90.0f) {
+                player->rot_104.x = -(180 - player->rot_104.x);
             }
-            if (player->unk_10C > 90.0f) {
-                player->unk_10C = -(180 - player->unk_10C);
+            if (player->rot_104.z > 90.0f) {
+                player->rot_104.z = -(180 - player->rot_104.z);
             }
         }
-        if (player->unk_0E4 < player->unk_104) {
-            player->unk_0E4 += sp34;
+        if (player->rot.x < player->rot_104.x) {
+            player->rot.x += sp34;
         }
-        if (player->unk_0E4 > player->unk_104) {
-            player->unk_0E4 -= sp34;
+        if (player->rot.x > player->rot_104.x) {
+            player->rot.x -= sp34;
         }
-        if (player->unk_0EC < player->unk_10C) {
-            player->unk_0EC += sp34;
+        if (player->rot.z < player->rot_104.z) {
+            player->rot.z += sp34;
         }
-        if (player->unk_0EC > player->unk_10C) {
-            player->unk_0EC -= sp34;
+        if (player->rot.z > player->rot_104.z) {
+            player->rot.z -= sp34;
         }
     }
     if (gCurrentLevel == LEVEL_TITANIA) {
@@ -377,20 +377,20 @@ void func_tank_800444BC(Player* player) {
 
 void func_tank_80044868(Player* player) {
     f32 pad;
-    f32 var_fv1;
+    f32 stickTilt;
     f32 sp2C;
 
-    var_fv1 = (gInputPress->stick_y * 0.7f) - 8.0f;
-    if (var_fv1 < -40.0f) {
-        var_fv1 = -40.0f;
+    stickTilt = (gInputPress->stick_y * 0.7f) - 8.0f;
+    if (stickTilt < -40.0f) {
+        stickTilt = -40.0f;
     }
-    if (var_fv1 > 0.0f) {
-        var_fv1 = 0.0f;
+    if (stickTilt > 0.0f) {
+        stickTilt = 0.0f;
     }
-    if (player->unk_17C < var_fv1) {
+    if (player->unk_17C < stickTilt) {
         player->unk_17C += 3.0f;
     }
-    if (var_fv1 < player->unk_17C) {
+    if (stickTilt < player->unk_17C) {
         player->unk_17C -= 3.0f;
     }
     if (player->unk_180 < 0.0f) {
@@ -399,15 +399,15 @@ void func_tank_80044868(Player* player) {
     if (player->unk_180 > 0.0f) {
         player->unk_180 -= 3.0f;
     }
-    D_ctx_80177968 = 3.0f;
-    D_ctx_80177970 = 0.66f;
-    var_fv1 = gInputPress->stick_x;
-    if (var_fv1 == 0.0f) {
-        Math_SmoothStepToF(&player->unk_0E8, -var_fv1 * D_ctx_80177970, 0.1f, D_ctx_80177968 * 0.5f, 0.1f);
+    gPlayerTurnRate = 3.0f;
+    gPlayerTurnStickMod = 0.66f;
+    stickTilt = gInputPress->stick_x;
+    if (stickTilt == 0.0f) {
+        Math_SmoothStepToF(&player->rot.y, -stickTilt * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate * 0.5f, 0.1f);
     } else {
-        Math_SmoothStepToF(&player->unk_0E8, -var_fv1 * D_ctx_80177970, 0.1f, D_ctx_80177968, 0.1f);
+        Math_SmoothStepToF(&player->rot.y, -stickTilt * gPlayerTurnStickMod, 0.1f, gPlayerTurnRate, 0.1f);
     }
-    player->unk_108 = player->unk_0E8;
+    player->rot_104.y = player->rot.y;
     sp2C = player->baseSpeed;
 
     if ((gCurrentLevel == LEVEL_MACBETH) && (sp2C < 3.0f)) {
@@ -419,51 +419,51 @@ void func_tank_80044868(Player* player) {
     if (player->unk_170 > 0.2f) {
         Math_SmoothStepToF(&player->unk_184, -player->baseSpeed * 0.5f, 1.0f, 1.0f, 0.0f);
     }
-    if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && (player->unk_1D4 != 0)) {
+    if (!(player->unk_170 > 0.2f) && !(player->unk_16C > 0.2f) && player->grounded) {
         Math_SmoothStepToF(&player->unk_184, 0.0f, 1.0f, 0.75f, 0.0f);
     }
-    if (player->unk_1DC != 0) {
-        if (player->unk_1EC < 0) {
+    if (player->barrelRoll != 0) {
+        if (player->rollRate < 0) {
             player->unk_184 = 15.0f;
         }
-        if (player->unk_1EC > 0) {
+        if (player->rollRate > 0) {
             player->unk_184 = -15.0f;
         }
     }
-    player->vel.z = -(COS_DEG(player->unk_108) * COS_DEG(player->unk_104) * sp2C);
-    if ((player->vel.x < 20.0f) && (player->unk_10C < -30.0f)) {
-        Math_SmoothStepToF(&player->vel.x, -player->unk_10C * 0.5f, 0.2f, 3.0f, 0.0f);
+    player->vel.z = -(COS_DEG(player->rot_104.y) * COS_DEG(player->rot_104.x) * sp2C);
+    if ((player->vel.x < 20.0f) && (player->rot_104.z < -30.0f)) {
+        Math_SmoothStepToF(&player->vel.x, -player->rot_104.z * 0.5f, 0.2f, 3.0f, 0.0f);
         player->unk_184 = 0.0f;
-    } else if ((player->vel.x > -20.0f) && (player->unk_10C > 30.0f)) {
-        Math_SmoothStepToF(&player->vel.x, -player->unk_10C * 0.5f, 0.2f, 3.0f, 0.0f);
+    } else if ((player->vel.x > -20.0f) && (player->rot_104.z > 30.0f)) {
+        Math_SmoothStepToF(&player->vel.x, -player->rot_104.z * 0.5f, 0.2f, 3.0f, 0.0f);
         player->unk_184 = 0.0f;
     } else {
-        Math_SmoothStepToF(&player->vel.x, player->unk_184 - (SIN_DEG(player->unk_108) * sp2C), 0.5f, 5.0f, 0.0f);
+        Math_SmoothStepToF(&player->vel.x, player->unk_184 - (SIN_DEG(player->rot_104.y) * sp2C), 0.5f, 5.0f, 0.0f);
     }
     player->vel.z += fabsf((player->unk_184 * 0.4f * player->baseSpeed) / 15.0f);
     if (player->unk_000 == 0) {
-        player->vel.z += SIN_DEG(player->unk_0E4) * player->boostSpeed;
+        player->vel.z += SIN_DEG(player->rot.x) * player->boostSpeed;
     }
     if (D_800C9F00 != 0) {
         player->vel.z = 2.0f * D_800C9F00;
     }
     player->pos.x += player->vel.x;
-    if ((player->unk_0AC + (player->unk_09C - 100.0f)) < player->pos.x) {
+    if ((player->xPath + (player->pathWidth - 100.0f)) < player->pos.x) {
         player->flags_228 = PFLAG_228_0;
     }
-    if (player->pos.x < (player->unk_0AC - (player->unk_09C - 100.0f))) {
+    if (player->pos.x < (player->xPath - (player->pathWidth - 100.0f))) {
         player->flags_228 = PFLAG_228_1;
     }
-    if (player->unk_09C + player->unk_0AC < player->pos.x) {
-        player->pos.x = player->unk_09C + player->unk_0AC;
+    if (player->pathWidth + player->xPath < player->pos.x) {
+        player->pos.x = player->pathWidth + player->xPath;
         player->vel.x = 0.0f;
     }
-    if (player->pos.x < player->unk_0AC - player->unk_09C) {
-        player->pos.x = player->unk_0AC - player->unk_09C;
+    if (player->pos.x < player->xPath - player->pathWidth) {
+        player->pos.x = player->xPath - player->pathWidth;
         player->vel.x = 0.0f;
     }
     player->pos.y += player->vel.y;
-    player->vel.y -= player->unk_0D4;
+    player->vel.y -= player->gravity;
 
     if (player->vel.y < -50.0f) {
         player->vel.y = -50.0f;
@@ -472,15 +472,15 @@ void func_tank_80044868(Player* player) {
         player->vel.y = 20.0f;
     }
     player->pos.z += player->vel.z;
-    if (player->unk_1D4 != 0) {
-        player->unk_0A0 = 0.0f;
-        player->unk_0F4 += player->baseSpeed * 5.0f;
-        player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f;
+    if (player->grounded) {
+        player->pathHeight = 0.0f;
+        player->rockPhase += player->baseSpeed * 5.0f;
+        player->rockAngle = SIN_DEG(player->rockPhase) * 0.7f;
         if (D_800C9F04 == 0) {
             if (player->baseSpeed != 0.0f) {
                 func_tank_80043B18(player);
             }
-            if (player->unk_1DC != 0.0f) {
+            if (player->barrelRoll != 0.0f) {
                 func_tank_80043B18(player);
             }
         }
@@ -508,32 +508,32 @@ void func_tank_80045130(Player* player) {
     Math_SmoothStepToF(&player->unk_16C, 0.0f, 1.0f, 0.2f, 0.0f);
     if (gInputPress->button & Z_TRIG) {
         player->sfx.bank = 1;
-        if ((player->timer_1E0 != 0) && (player->unk_12C > 0.0f) && (player->boostMeter < 10.0f)) {
-            player->unk_1DC = 1;
+        if ((player->barrelInputTimerL != 0) && (player->zRotBank > 0.0f) && (player->boostMeter < 10.0f)) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 15;
-            player->unk_1F0 = 20;
-            player->unk_1EC = 20;
+            player->baseRollRate = 20;
+            player->rollRate = 20;
             player->sfx.roll = 1;
             AUDIO_PLAY_SFX(0x1100000A, player->sfxSource, 0);
         } else {
-            player->timer_1E0 = 10;
+            player->barrelInputTimerL = 10;
         }
     }
     if (gInputPress->button & R_TRIG) {
         player->sfx.bank = 1;
-        if ((player->timer_1E4 != 0) && (player->unk_12C < 0.0f) && (player->boostMeter < 10.0f)) {
-            player->unk_1DC = 1;
+        if ((player->barrelInputTimerR != 0) && (player->zRotBank < 0.0f) && (player->boostMeter < 10.0f)) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 15;
-            player->unk_1F0 = -20;
-            player->unk_1EC = -20;
+            player->baseRollRate = -20;
+            player->rollRate = -20;
             player->sfx.roll = 1;
             AUDIO_PLAY_SFX(0x1100000A, player->sfxSource, 0);
         } else {
-            player->timer_1E4 = 10;
+            player->barrelInputTimerR = 10;
         }
     }
-    player->unk_18C = fabsf(SIN_DEG(player->unk_12C) * 25.0f);
-    player->unk_18C += fabsf(SIN_DEG(player->unk_130) * 20.0f);
+    player->unk_18C = fabsf(SIN_DEG(player->zRotBank) * 25.0f);
+    player->unk_18C += fabsf(SIN_DEG(player->zRotBarrelRoll) * 20.0f);
 }
 
 void func_tank_80045348(Player* player) {
@@ -580,7 +580,7 @@ void func_tank_80045348(Player* player) {
             D_800C9F28 = 0.0f;
         }
         Math_SmoothStepToF(&player->baseSpeed, sp44, sp3C, sp38, 0.001f);
-        Math_SmoothStepToF(&player->unk_08C, sp40, sp3C, sp38, 0.001f);
+        Math_SmoothStepToF(&player->camDist, sp40, sp3C, sp38, 0.001f);
     } else if (player->unk_19C == -1) {
         Math_SmoothStepToF(&player->baseSpeed, player->unk_000, 0.1f, 2.0f, 0.01f);
     }
@@ -591,7 +591,7 @@ void func_tank_80045678(Player* player) {
     f32 temp;
     f32 pad;
 
-    player->unk_0D4 = 3.0f;
+    player->gravity = 3.0f;
     if (!(gInputHold->button & Z_TRIG)) {
         Audio_KillSfxBySourceAndId(player->sfxSource, 0x01008016);
         Audio_KillSfxBySourceAndId(player->sfxSource, 0x1100000A);
@@ -602,21 +602,21 @@ void func_tank_80045678(Player* player) {
             AUDIO_PLAY_SFX(0x01004024, player->sfxSource, 0);
         }
         player->unk_188 = 0.0f;
-        player->unk_12C += 4.0f;
-        if (player->unk_12C > 50.0f) {
-            player->unk_12C = 50.0f;
+        player->zRotBank += 4.0f;
+        if (player->zRotBank > 50.0f) {
+            player->zRotBank = 50.0f;
         }
         Math_SmoothStepToF(&player->unk_170, 1.0f, 1.0f, 0.4f, 0.0f);
         D_800C9F20 += 1.0f;
     } else {
-        if (player->unk_12C > 0) {
+        if (player->zRotBank > 0) {
             player->unk_188 += 1.5f;
-            player->unk_12C -= player->unk_188;
-            if (player->unk_12C <= 0.0f) {
-                player->unk_12C = 0.0f;
+            player->zRotBank -= player->unk_188;
+            if (player->zRotBank <= 0.0f) {
+                player->zRotBank = 0.0f;
                 if (player->unk_188 > 3.0f) {
                     player->unk_188 *= -0.4f;
-                    player->unk_12C -= player->unk_188;
+                    player->zRotBank -= player->unk_188;
                 }
             }
         }
@@ -632,124 +632,124 @@ void func_tank_80045678(Player* player) {
             AUDIO_PLAY_SFX(0x01004024, player->sfxSource, 0);
         }
         player->unk_188 = 0.0f;
-        player->unk_12C -= 4.0f;
-        if (player->unk_12C < -50.0f) {
-            player->unk_12C = -50.0f;
+        player->zRotBank -= 4.0f;
+        if (player->zRotBank < -50.0f) {
+            player->zRotBank = -50.0f;
         }
         Math_SmoothStepToF(&player->unk_16C, 1.0f, 1.0f, 0.4f, 0.0f);
         player->unk_2C0 += 1.0f;
     } else {
-        if (player->unk_12C < 0.0f) {
+        if (player->zRotBank < 0.0f) {
             player->unk_188 += 1.5f;
-            player->unk_12C += player->unk_188;
-            if (player->unk_12C >= 0.0f) {
-                player->unk_12C = 0.0f;
+            player->zRotBank += player->unk_188;
+            if (player->zRotBank >= 0.0f) {
+                player->zRotBank = 0.0f;
                 if (player->unk_188 > 3.0f) {
                     player->unk_188 *= -0.4f;
-                    player->unk_12C += player->unk_188;
+                    player->zRotBank += player->unk_188;
                 }
             }
         }
         player->unk_2C0 = 0.0f;
     }
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 1.0f, 0);
-    if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->timer_220 == 0)) {
+    if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) {
         if (D_800C9F3C == 0) {
             D_800C9F3C = 1;
             Audio_KillSfxBySourceAndId(player->sfxSource, 0x1100000A);
             Audio_KillSfxBySourceAndId(player->sfxSource, 0x01004024);
             AUDIO_PLAY_SFX(0x01008016, player->sfxSource, 0);
         }
-        player->unk_12C += ((__cosf(gGameFrameCount * M_DTOR * 8.0f) * 10.0f) - player->unk_12C) * 0.1f;
+        player->zRotBank += ((__cosf(gGameFrameCount * M_DTOR * 8.0f) * 10.0f) - player->zRotBank) * 0.1f;
         temp = -gInputPress->stick_y;
-        Math_SmoothStepToF(&player->unk_0E4, temp * 0.3f, 0.05f, 5.0f, 0.00001f);
+        Math_SmoothStepToF(&player->rot.x, temp * 0.3f, 0.05f, 5.0f, 0.00001f);
         Math_SmoothStepToF(&player->boostSpeed, 15.0f, 0.5f, 5.0f, 0.0f);
-        Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 5.0f, 0.00001f);
-        player->unk_0D4 = -0.4f;
-        player->unk_0A0 += player->vel.y;
+        Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.00001f);
+        player->gravity = -0.4f;
+        player->pathHeight += player->vel.y;
 
-        if (player->unk_0A0 > 300.0f) {
-            player->unk_0D4 = 0.0f;
+        if (player->pathHeight > 300.0f) {
+            player->gravity = 0.0f;
             Math_SmoothStepToF(&player->vel.y, 0.0f, 0.1f, 2.0f, 0);
         }
         if ((gCamCount == 1) && ((gGameFrameCount % 2) == 0)) {
-            func_effect_8007A900(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->unk_068 + 10.0f,
-                                 player->unk_138 - 10.0f, RAND_FLOAT(2.0f) + 3.5f, 255, 16, 1);
+            func_effect_8007A900(RAND_FLOAT_CENTERED(20.0f) + player->pos.x, player->groundPos.y + 10.0f,
+                                 player->trueZpos - 10.0f, RAND_FLOAT(2.0f) + 3.5f, 255, 16, 1);
         }
     } else {
         D_800C9F3C = 0;
-        if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->unk_1DC == 0)) {
-            if ((player->unk_16C > 0.2f) && (player->timer_220 == 0)) {
-                func_effect_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->unk_068 + 10.0f,
-                                     player->unk_138 - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 255, 15, 0);
+        if ((gCamCount == 1) && ((gGameFrameCount % 4) == 0) && (player->barrelRoll == 0)) {
+            if ((player->unk_16C > 0.2f) && (player->radioDamageTimer == 0)) {
+                func_effect_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x - 57.0f), player->groundPos.y + 10.0f,
+                                     player->trueZpos - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 255, 15, 0);
             }
-            if ((player->unk_170 > 0.2f) && (player->timer_220 == 0)) {
-                func_effect_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->unk_068 + 10.0f,
-                                     player->unk_138 - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 255, 15, 0);
+            if ((player->unk_170 > 0.2f) && (player->radioDamageTimer == 0)) {
+                func_effect_8007A900(RAND_FLOAT_CENTERED(10.0f) + (player->pos.x + 57.0f), player->groundPos.y + 10.0f,
+                                     player->trueZpos - 10.0f, RAND_FLOAT(1.0f) + 1.5f, 255, 15, 0);
             }
         }
     }
 }
 
 void func_tank_80045E7C(Player* player) {
-    player->unk_130 = Math_ModF(player->unk_130, 360.0f);
-    if (player->unk_1DC == 0) {
-        if (player->unk_130 > 0.0f) {
-            player->unk_130 -= player->unk_130 * 0.1f;
-            if (player->unk_130 < 0.1f) {
-                player->unk_130 = 0.0f;
+    player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
+    if (player->barrelRoll == 0) {
+        if (player->zRotBarrelRoll > 0.0f) {
+            player->zRotBarrelRoll -= player->zRotBarrelRoll * 0.1f;
+            if (player->zRotBarrelRoll < 0.1f) {
+                player->zRotBarrelRoll = 0.0f;
             }
         }
-        if (player->unk_130 < 0.0f) {
-            player->unk_130 -= player->unk_130 * 0.1f;
-            if (player->unk_130 > -0.1f) {
-                player->unk_130 = 0.0f;
+        if (player->zRotBarrelRoll < 0.0f) {
+            player->zRotBarrelRoll -= player->zRotBarrelRoll * 0.1f;
+            if (player->zRotBarrelRoll > -0.1f) {
+                player->zRotBarrelRoll = 0.0f;
             }
         }
     }
-    if (player->timer_1E0 != 0) {
-        player->timer_1E0--;
+    if (player->barrelInputTimerL != 0) {
+        player->barrelInputTimerL--;
     }
-    if (player->timer_1E4 != 0) {
-        player->timer_1E4--;
+    if (player->barrelInputTimerR != 0) {
+        player->barrelInputTimerR--;
     }
     if (player->timer_1E8 != 0) {
         player->timer_1E8--;
     }
-    if (player->unk_1DC != 0) {
-        player->timer_1E4 = 0;
-        player->timer_1E0 = 0;
-        player->unk_130 += player->unk_1EC;
-        if (player->unk_12C > 0.0f) {
-            player->unk_12C -= 8.0f;
-            if (player->unk_12C < 0.0f) {
-                player->unk_12C = 0.0f;
+    if (player->barrelRoll != 0) {
+        player->barrelInputTimerR = 0;
+        player->barrelInputTimerL = 0;
+        player->zRotBarrelRoll += player->rollRate;
+        if (player->zRotBank > 0.0f) {
+            player->zRotBank -= 8.0f;
+            if (player->zRotBank < 0.0f) {
+                player->zRotBank = 0.0f;
             }
         }
-        if (player->unk_12C < 0.0f) {
-            player->unk_12C += 8.0f;
-            if (player->unk_12C > 0.0f) {
-                player->unk_12C = 0.0f;
+        if (player->zRotBank < 0.0f) {
+            player->zRotBank += 8.0f;
+            if (player->zRotBank > 0.0f) {
+                player->zRotBank = 0.0f;
             }
         }
         if (player->timer_1E8 == 0) {
             D_ctx_801779A8[player->num] = 25.0f;
-            if (player->unk_1EC > 0) {
-                player->unk_1EC -= 2;
+            if (player->rollRate > 0) {
+                player->rollRate -= 2;
             }
-            if (player->unk_1EC < 0) {
-                player->unk_1EC += 2;
+            if (player->rollRate < 0) {
+                player->rollRate += 2;
             }
-            if (player->unk_1EC == 0) {
-                player->unk_1DC = 0;
+            if (player->rollRate == 0) {
+                player->barrelRoll = 0;
                 Audio_KillSfxBySourceAndId(player->sfxSource, 0x1100000A);
             }
         }
-        if ((player->timer_1E8 >= 5) && (player->unk_1F4 == 0) && (player->unk_1DC != 9)) {
-            if (player->unk_1EC > 0) {
+        if ((player->timer_1E8 >= 5) && (player->hitTimer == 0) && (player->barrelRoll != 9)) {
+            if (player->rollRate > 0) {
                 player->unk_170 = 1.3f;
             }
-            if (player->unk_1EC < 0) {
+            if (player->rollRate < 0) {
                 player->unk_16C = 1.3f;
             }
         }
@@ -771,14 +771,14 @@ void func_tank_800460E0(Player* player, f32* hitboxData, f32 arg2, f32 arg3, f32
 
             spf94.x = player->pos.x;
             spf94.y = arg3;
-            spf94.z = player->unk_138;
+            spf94.z = player->trueZpos;
 
             sp88.x = spf94.x - arg2;
             sp88.y = spf94.y - arg3;
             sp88.z = spf94.z - arg4;
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp88, &sp7C);
             if (func_play_800A78C4(hitbox, arg2, arg3, arg4, sp7C.x + arg2, sp7C.y + arg3, sp7C.z + arg4)) {
-                player->unk_068 = arg3 + 20.0f + 3.0f;
+                player->groundPos.y = arg3 + 20.0f + 3.0f;
             }
         }
     }
@@ -790,7 +790,7 @@ void func_tank_80046260(Player* player) {
 
     for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) {
         if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_58) &&
-            ((player->unk_138 - 2000.0f) < scenery->obj.pos.z) && (scenery->obj.pos.y < player->pos.y)) {
+            ((player->trueZpos - 2000.0f) < scenery->obj.pos.z) && (scenery->obj.pos.y < player->pos.y)) {
             func_tank_800460E0(player, scenery->info.hitbox, scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z,
                                scenery->obj.rot.x, scenery->obj.rot.y, scenery->obj.rot.z);
         }
@@ -806,14 +806,14 @@ void func_tank_80046358(Player* player) {
     s32 pad1;
     s32 pad2;
 
-    player->unk_064 = player->pos.x;
-    player->unk_06C = player->unk_138 + -20.0f;
-    player->unk_068 = gGroundHeight + 3.0f;
+    player->groundPos.x = player->pos.x;
+    player->groundPos.z = player->trueZpos + -20.0f;
+    player->groundPos.y = gGroundHeight + 3.0f;
     player->unk_248 = 0.0f;
     player->unk_24C = 0.0f;
-    player->unk_070 = 0.0f;
-    Ground_801B6E20(player->unk_064, player->unk_06C + player->unk_144, &spD4, &spD0, &spCC);
-    player->unk_068 = spD0 + 2.0f;
+    player->groundRotY = 0.0f;
+    Ground_801B6E20(player->groundPos.x, player->groundPos.z + player->zPath, &spD4, &spD0, &spCC);
+    player->groundPos.y = spD0 + 2.0f;
     player->unk_248 = spD4;
     player->unk_24C = spCC;
 }
@@ -836,7 +836,7 @@ void func_tank_8004641C(Player* player, s32 arg1, f32 arg2, f32 arg3, f32 arg4,
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp70, &sp4C);
     sp70.x = player->pos.x - arg2;
     sp70.y = player->pos.y - arg3;
-    sp70.z = player->unk_138 - arg4;
+    sp70.z = player->trueZpos - arg4;
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp70, &sp64);
     sp84 = sp64.x + arg2;
     sp80 = sp64.y + arg3;
@@ -845,7 +845,7 @@ void func_tank_8004641C(Player* player, s32 arg1, f32 arg2, f32 arg3, f32 arg4,
         if (D_MA_801BE250[27] < arg3 + sp58.y) {
             D_MA_801BE250[27] = arg3 + sp58.y;
             if (arg1 == OBJ_SCENERY_67) {
-                player->unk_1DC = 0;
+                player->barrelRoll = 0;
                 D_800C9F04 = 1;
             }
         }
@@ -853,18 +853,18 @@ void func_tank_8004641C(Player* player, s32 arg1, f32 arg2, f32 arg3, f32 arg4,
         D_MA_801BE250[29] = sp58.z;
     } else if ((arg1 == OBJ_SCENERY_67) && (D_MA_801BE250[27] == 0.0f) &&
                func_play_800A8054(arg1, arg2 + 20.0f, arg3, arg4, sp84, sp80, sp7C, &sp58, &sp4C)) {
-        player->unk_1DC = 9;
+        player->barrelRoll = 9;
         player->timer_1E8 = 15;
         if ((arg6 > 90.0f) && (arg6 < 270.0f)) {
-            player->unk_1EC = player->unk_1F0 = 20;
+            player->rollRate = player->baseRollRate = 20;
         } else {
-            player->unk_1EC = player->unk_1F0 = -20;
+            player->rollRate = player->baseRollRate = -20;
         }
     }
     if (func_play_800A8054(arg1, arg2, arg3, arg4, sp84, arg3, sp7C, &sp58, &sp4C) && (D_800C9F10 <= arg3 + sp58.y)) {
         D_800C9F10 = arg3 + sp58.y;
-        player->unk_064 = player->pos.x;
-        player->unk_068 = D_800C9F10 - 2.0f;
+        player->groundPos.x = player->pos.x;
+        player->groundPos.y = D_800C9F10 - 2.0f;
         player->unk_248 = sp58.x;
         player->unk_24C = sp58.z;
     }
@@ -884,12 +884,12 @@ void func_tank_80046704(Player* player) {
     }
     if (1) {}
     for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) {
-        if ((scenery->obj.status == OBJ_ACTIVE) && ((player->unk_138 - 2000.0f) < scenery->obj.pos.z)) {
+        if ((scenery->obj.status == OBJ_ACTIVE) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) {
             if ((scenery->obj.id == OBJ_SCENERY_69) || (scenery->obj.id == OBJ_SCENERY_70) ||
                 (scenery->obj.id == OBJ_SCENERY_71) || (scenery->obj.id == OBJ_SCENERY_72) ||
                 (scenery->obj.id == OBJ_SCENERY_73) || (scenery->obj.id == OBJ_SCENERY_67)) {
                 temp1 = scenery->obj.pos.x - player->pos.x;
-                temp2 = scenery->obj.pos.z - player->unk_138;
+                temp2 = scenery->obj.pos.z - player->trueZpos;
 
                 if (sqrtf(SQ(temp1) + SQ(temp2)) < 2000.0f) {
                     func_tank_8004641C(player, scenery->obj.id, scenery->obj.pos.x, scenery->obj.pos.y,
@@ -899,11 +899,11 @@ void func_tank_80046704(Player* player) {
                 if (((player->pos.x - 820.0f) <= scenery->obj.pos.x) &&
                     (scenery->obj.pos.x <= (player->pos.x + 820.0f)) &&
                     ((player->pos.y - 50.0f) <= scenery->obj.pos.y) &&
-                    (scenery->obj.pos.y <= (player->pos.y + 50.0f)) && (player->unk_138 <= scenery->obj.pos.z) &&
-                    (scenery->obj.pos.z <= (player->unk_138 + 960.0f))) {
+                    (scenery->obj.pos.y <= (player->pos.y + 50.0f)) && (player->trueZpos <= scenery->obj.pos.z) &&
+                    (scenery->obj.pos.z <= (player->trueZpos + 960.0f))) {
                     D_MA_801BE250[27] = scenery->obj.pos.y;
-                    player->unk_064 = player->pos.x;
-                    player->unk_068 = D_MA_801BE250[27] - 3.0f;
+                    player->groundPos.x = player->pos.x;
+                    player->groundPos.y = D_MA_801BE250[27] - 3.0f;
                 }
             }
             if ((scenery->obj.id == OBJ_SCENERY_59) || (scenery->obj.id == OBJ_SCENERY_60) ||
@@ -922,14 +922,14 @@ void func_tank_80046704(Player* player) {
                     case 1:
                     case 2:
                         Math_SmoothStepToF(&player->baseSpeed, 15.0f, 0.3f, 3.5f, 0.001f);
-                        Math_SmoothStepToF(&player->unk_08C, 0, 0.3f, 3.5f, 0.001f);
+                        Math_SmoothStepToF(&player->camDist, 0, 0.3f, 3.5f, 0.001f);
                         if (temp_v0 == 1) {
                             player->vel.x = -10.0f;
                         } else {
                             player->vel.x = 10.0f;
                         }
-                        player->pos.x = player->unk_090.x;
-                        player->unk_0D8.x = 2.0f * D_800C9F4C[temp_v0];
+                        player->pos.x = player->basePos.x;
+                        player->knockback.x = 2.0f * D_800C9F4C[temp_v0];
                         player->pos.x += (D_800C9F4C[temp_v0] * 5.0f);
                         break;
                     case 3:
@@ -949,35 +949,35 @@ void func_tank_80046704(Player* player) {
                         (scenery->obj.pos.x <= (player->pos.x + 230.0f)) &&
                         ((80.0f <= player->pos.y - scenery->obj.pos.y)) &&
                         ((player->pos.y - scenery->obj.pos.y) < 210.0f) &&
-                        ((player->unk_138 - 220.0f) <= scenery->obj.pos.z) &&
-                        (scenery->obj.pos.z <= (player->unk_138 + 220.0f))) {
+                        ((player->trueZpos - 220.0f) <= scenery->obj.pos.z) &&
+                        (scenery->obj.pos.z <= (player->trueZpos + 220.0f))) {
 
                         if (!(((player->pos.x - 210.0f) <= scenery->obj.pos.x) &&
                               (scenery->obj.pos.x <= (player->pos.x + 210.0f))) &&
                             (D_MA_801BE250[27] == 0.f) && (player->vel.y < 0.f)) {
-                            player->unk_1DC = 9;
+                            player->barrelRoll = 9;
                             player->timer_1E8 = 15;
                             if ((player->pos.x - 200.0f) <= scenery->obj.pos.x) {
-                                player->unk_1EC = player->unk_1F0 = 20;
+                                player->rollRate = player->baseRollRate = 20;
                             } else {
-                                player->unk_1EC = player->unk_1F0 = -20;
+                                player->rollRate = player->baseRollRate = -20;
                             }
                         } else {
                             D_800C9F04 = 1;
                             D_MA_801BE250[27] = scenery->obj.pos.y + 206.0f;
-                            player->unk_1DC = 0;
+                            player->barrelRoll = 0;
                         }
                     }
                     if (((player->pos.x - 220.0f) <= scenery->obj.pos.x) &&
                         (scenery->obj.pos.x <= (player->pos.x + 220.0f)) &&
-                        ((player->unk_138 - 220.0f) <= scenery->obj.pos.z) &&
-                        (scenery->obj.pos.z <= (player->unk_138 + 220.0f)) && (player->pos.y >= 200.0f)) {
-                        player->unk_068 = scenery->obj.pos.y + 204.0f;
+                        ((player->trueZpos - 220.0f) <= scenery->obj.pos.z) &&
+                        (scenery->obj.pos.z <= (player->trueZpos + 220.0f)) && (player->pos.y >= 200.0f)) {
+                        player->groundPos.y = scenery->obj.pos.y + 204.0f;
                     }
-                } else if ((scenery->obj.id == OBJ_SCENERY_105) && Macbeth_801A3C20(player->unk_138)) {
+                } else if ((scenery->obj.id == OBJ_SCENERY_105) && Macbeth_801A3C20(player->trueZpos)) {
                     if (((player->pos.x - 200.0f) < D_MA_801BE250[21]) &&
                         (D_MA_801BE250[21] < (player->pos.x + 200.0f))) {
-                        player->unk_068 = D_MA_801BE250[22] - 1.0f;
+                        player->groundPos.y = D_MA_801BE250[22] - 1.0f;
                     }
                 }
             }
@@ -1146,12 +1146,12 @@ void func_tank_80047504(Player* player) {
     if (gCurrentLevel != LEVEL_MACBETH) {
         func_play_800A8BA4(player);
     } else {
-        player->unk_064 = player->pos.x;
-        player->unk_06C = player->unk_138 + -10.0f;
-        player->unk_068 = gGroundHeight - 4.0f;
+        player->groundPos.x = player->pos.x;
+        player->groundPos.z = player->trueZpos + -10.0f;
+        player->groundPos.y = gGroundHeight - 4.0f;
         player->unk_248 = 0.0f;
         player->unk_24C = 0.0f;
-        player->unk_070 = 0.0f;
+        player->groundRotY = 0.0f;
         func_tank_800481F4(player);
     }
     if (gCurrentLevel == LEVEL_TITANIA) {
@@ -1159,8 +1159,8 @@ void func_tank_80047504(Player* player) {
         func_tank_80046260(player);
     }
     func_play_800B415C(player);
-    if ((player->shields <= 0) && (player->timer_220 != 0)) {
-        func_play_800B41EC(player);
+    if ((player->shields <= 0) && (player->radioDamageTimer != 0)) {
+        Player_Down(player);
     }
 }
 
@@ -1168,12 +1168,12 @@ void func_tank_80047504(Player* player) {
 void func_tank_80047754(Player* player) {
     u8 sp2F = false;
 
-    if ((D_MA_801BE2F0[5] == 0) && (Macbeth_801A3300(player, player->unk_138, player->unk_0E8) == 0)) {
+    if ((D_MA_801BE2F0[5] == 0) && (Macbeth_801A3300(player, player->trueZpos, player->rot.y) == 0)) {
         if (((player->pos.x - 110.0f) < D_MA_801BE250[9]) && (D_MA_801BE250[9] < (player->pos.x + 110.0f)) &&
             ((player->pos.y - 60.0f) < (D_MA_801BE250[2] + 30.0f)) &&
             ((D_MA_801BE250[2] + 30.0f) < (player->pos.y + 60.f))) {
             func_tank_80047D38(player, D_MA_801BE250[2] + 29.0f);
-            player->unk_0E4 = D_MA_801BE250[3];
+            player->rot.x = D_MA_801BE250[3];
             func_tank_80047FBC(player);
             sp2F = true;
         } else {
@@ -1185,27 +1185,27 @@ void func_tank_80047754(Player* player) {
             if (1) {}
         }
     }
-    if (Macbeth_801A3C20(player->unk_138)) {
-        player->unk_0E4 = D_MA_801BE250[23];
+    if (Macbeth_801A3C20(player->trueZpos)) {
+        player->rot.x = D_MA_801BE250[23];
         if (((player->pos.x - 200.0f) < D_MA_801BE250[21]) && (D_MA_801BE250[21] < (player->pos.x + 200.0f))) {
             if (((player->pos.y - 60.0f) < D_MA_801BE250[22]) && (D_MA_801BE250[22] < (player->pos.y + 60.0f))) {
                 func_tank_80047D38(player, D_MA_801BE250[22]);
             } else {
                 if ((100.0f < (D_MA_801BE250[22] - player->pos.y)) && ((D_MA_801BE250[22] - player->pos.y) < 130.0f)) {
-                    player->unk_0A0 = 999.0f;
-                    player->pos.y = player->unk_090.y - 1.0f;
+                    player->pathHeight = 999.0f;
+                    player->pos.y = player->basePos.y - 1.0f;
                 }
                 goto label_29;
             }
             if (!(((player->pos.x - 65.0f) < D_MA_801BE250[21]) && (D_MA_801BE250[21] < (player->pos.x + 65.0f)))) {
                 if (!(((player->pos.x - 100.0f) < D_MA_801BE250[21]) &&
                       (D_MA_801BE250[21] < (player->pos.x + 100.0f)))) {
-                    player->unk_1D4 = 9;
+                    player->grounded = 9;
                     Math_SmoothStepToF(&player->pos.y, D_MA_801BE250[22] + 100.0f, 0.5f, 20.0f, 0);
                     player->vel.y = 2.0f;
-                    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.5f, 20.0f, 0);
+                    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.5f, 20.0f, 0);
                     Math_SmoothStepToF(&player->pos.x, D_MA_801BE250[21], 0.02f, 30.0f, 0);
-                    Math_SmoothStepToF(&player->unk_12C, -30.0f, 1.0f, 10.0f, 0);
+                    Math_SmoothStepToF(&player->zRotBank, -30.0f, 1.0f, 10.0f, 0);
                     D_MA_801BE250[13] += 0; // fake?
                 }
                 player->unk_188 = 0;
@@ -1221,15 +1221,15 @@ void func_tank_80047754(Player* player) {
     }
 label_29:
 
-    if (((D_MA_801BE2F0[5] == 1) || (player->unk_138 < -116467.875f)) &&
-        (Macbeth_801A3790(player, player->unk_138, player->unk_0E8) == 0)) {
+    if (((D_MA_801BE2F0[5] == 1) || (player->trueZpos < -116467.875f)) &&
+        (Macbeth_801A3790(player, player->trueZpos, player->rot.y) == 0)) {
         if (((player->pos.x - 110.0f) < D_MA_801BE250[19]) && (D_MA_801BE250[19] < (player->pos.x + 110.0f)) &&
             ((player->pos.y - 60.0f) < (D_MA_801BE250[12] + 30.0f)) &&
             ((D_MA_801BE250[12] + 30.0f) < (player->pos.y + 60.0f))) {
             sp2F = true;
             func_tank_80047D38(player, D_MA_801BE250[12] + 29.0f);
-            player->unk_0E4 = D_MA_801BE250[13]; // not fake, but weird
-            player->unk_0E4 = D_MA_801BE250[13];
+            player->rot.x = D_MA_801BE250[13]; // not fake, but weird
+            player->rot.x = D_MA_801BE250[13];
             func_tank_80047FBC(player);
         } else {
             if (((player->pos.x - 150.0f) < D_MA_801BE250[19]) && (D_MA_801BE250[19] < (player->pos.x + 150.0f)) &&
@@ -1247,18 +1247,19 @@ label_29:
 }
 
 void func_tank_80047D38(Player* player, f32 arg1) {
-    if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->timer_220 == 0) && (player->vel.y >= 0.0f)) {
+    if ((player->unk_16C > 0.2f) && (player->unk_170 > 0.2f) && (player->radioDamageTimer == 0) &&
+        (player->vel.y >= 0.0f)) {
         return;
     }
     if ((player->pos.y - 5.0f) < arg1) {
         if (player->vel.y < -10.0f) {
             AUDIO_PLAY_SFX(0x09008015, player->sfxSource, 0);
-            player->unk_1F4 = 10;
+            player->hitTimer = 10;
         }
         D_800C9F04 = 1;
-        player->unk_1D4 = 1;
+        player->grounded = true;
         Math_SmoothStepToF(&player->pos.y, arg1, 0.5f, 30.0f, 0.02f);
-        player->unk_068 = arg1 - 1.0f;
+        player->groundPos.y = arg1 - 1.0f;
         D_800C9F00 = 0;
         player->vel.y = 0.0f;
     }
@@ -1267,25 +1268,25 @@ void func_tank_80047D38(Player* player, f32 arg1) {
 void func_tank_80047E7C(Player* player, f32 arg1, f32 arg2) {
     player->unk_188 = 0.0f;
     if (player->pos.x < arg1) {
-        if (player->unk_12C >= -10.0f) {
-            Math_SmoothStepToF(&player->unk_12C, 30.0f, 0.5f, 20.0f, 0);
+        if (player->zRotBank >= -10.0f) {
+            Math_SmoothStepToF(&player->zRotBank, 30.0f, 0.5f, 20.0f, 0);
         } else {
             Math_SmoothStepToF(&player->pos.y, arg2, 0.5f, 30.0f, 0);
-            if (player->unk_1DC == 0) {
-                player->unk_1DC = 9;
+            if (player->barrelRoll == 0) {
+                player->barrelRoll = 9;
                 player->timer_1E8 = 15;
-                player->unk_1EC = player->unk_1F0 = -20;
+                player->rollRate = player->baseRollRate = -20;
             }
         }
     } else {
-        if (player->unk_12C <= 10.0f) {
-            Math_SmoothStepToF(&player->unk_12C, -30.0f, 0.5f, 20.0f, 0);
+        if (player->zRotBank <= 10.0f) {
+            Math_SmoothStepToF(&player->zRotBank, -30.0f, 0.5f, 20.0f, 0);
         } else {
             Math_SmoothStepToF(&player->pos.y, arg2, 0.5f, 30.0f, 0);
-            if (player->unk_1DC == 0) {
-                player->unk_1DC = 9;
+            if (player->barrelRoll == 0) {
+                player->barrelRoll = 9;
                 player->timer_1E8 = 15;
-                player->unk_1EC = player->unk_1F0 = 20;
+                player->rollRate = player->baseRollRate = 20;
             }
         }
     }
@@ -1296,16 +1297,16 @@ void func_tank_80047FBC(Player* player) {
     f32 temp_fv0_2;
 
     if (!(D_800C9F08 & 1)) {
-        Math_SmoothStepToF(&player->unk_0EC, -((player->vel.z / 5.0f) * 4.0f), 0.4f, 8.0f, 0.01f);
-        if (player->unk_0EC >= 3.0f) {
+        Math_SmoothStepToF(&player->rot.z, -((player->vel.z / 5.0f) * 4.0f), 0.4f, 8.0f, 0.01f);
+        if (player->rot.z >= 3.0f) {
             if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) {
                 AUDIO_PLAY_SFX(0x19000065, player->sfxSource, 0);
             }
             D_800C9F08 |= 1;
         }
     } else {
-        Math_SmoothStepToF(&player->unk_0EC, (player->vel.z / 5.0f) * 4.0f, 0.4f, 8.0f, 0.01f);
-        if (player->unk_0EC <= -3.0f) {
+        Math_SmoothStepToF(&player->rot.z, (player->vel.z / 5.0f) * 4.0f, 0.4f, 8.0f, 0.01f);
+        if (player->rot.z <= -3.0f) {
             D_800C9F08 &= (u8) ~1;
         }
     }
@@ -1349,7 +1350,7 @@ void func_tank_800481F4(Player* player) {
                 (scenery->obj.id != OBJ_SCENERY_68) && (scenery->obj.id != OBJ_SCENERY_70) &&
                 (scenery->obj.id != OBJ_SCENERY_72) && (scenery->obj.id != OBJ_SCENERY_71) &&
                 (scenery->obj.id != OBJ_SCENERY_73) && (scenery->obj.id != OBJ_SCENERY_74) &&
-                (scenery->obj.id != OBJ_SCENERY_69) && ((player->unk_138 - 2000.0f) < scenery->obj.pos.z)) {
+                (scenery->obj.id != OBJ_SCENERY_69) && ((player->trueZpos - 2000.0f) < scenery->obj.pos.z)) {
                 var_fv1 = scenery->obj.rot.y;
                 if (scenery->info.action == (ObjectFunc) func_enmy_80066EA8) {
                     var_fv1 = 0.0f;
@@ -1402,30 +1403,30 @@ void func_tank_800481F4(Player* player) {
                                                  actor->vwork[29].z + actor->unk_0F4.z);
                     if (temp_v0 != 0) {
                         Player_ApplyDamage(player, temp_v0, actor->info.damage);
-                        actor->unk_0D0 = 3;
-                        actor->unk_0D4 = player->num + 1;
+                        actor->dmgType = 3;
+                        actor->dmgSource = player->num + 1;
                     }
                 } else if (actor->obj.id == OBJ_ACTOR_207) {
                     if (func_tank_80046E40(player, actor->info.hitbox, &sp98, actor->obj.pos.x, actor->obj.pos.y,
                                            actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z, 0.0f,
                                            0.0f, 0.0f) != 0) {
                         if (player->pos.x < actor->obj.pos.x) {
-                            player->unk_0D8.x = (actor->vel.z > 5.0f) ? -5.0f : -1.5f;
-                            player->unk_1DC = 8;
+                            player->knockback.x = (actor->vel.z > 5.0f) ? -5.0f : -1.5f;
+                            player->barrelRoll = 8;
                             player->timer_1E8 = 15;
-                            player->unk_1EC = player->unk_1F0 = 20;
+                            player->rollRate = player->baseRollRate = 20;
                         } else {
-                            player->unk_0D8.x = (actor->vel.z > 5.0f) ? 5.0f : 1.5f;
-                            player->unk_1DC = 8;
+                            player->knockback.x = (actor->vel.z > 5.0f) ? 5.0f : 1.5f;
+                            player->barrelRoll = 8;
                             player->timer_1E8 = 15;
-                            player->unk_1EC = player->unk_1F0 = -20;
+                            player->rollRate = player->baseRollRate = -20;
                         }
                         Math_SmoothStepToF(&player->baseSpeed, 15.0f, 0.3f, 3.5f, 0.001f);
-                        Math_SmoothStepToF(&player->unk_08C, 0, 0.3f, 3.5f, 0.001f);
+                        Math_SmoothStepToF(&player->camDist, 0, 0.3f, 3.5f, 0.001f);
                         player->vel.x = 0.0f;
                         player->vel.y = 30.0f;
-                        player->pos.x = player->unk_090.x;
-                        actor->unk_0D0 = 3;
+                        player->pos.x = player->basePos.x;
+                        actor->dmgType = 3;
                         Player_ApplyDamage(player, 0, 5);
                         player->timer_498 = 1;
                     }
@@ -1435,26 +1436,26 @@ void func_tank_800481F4(Player* player) {
                                            actor->fwork[29], actor->fwork[26], actor->obj.rot.z, 0.0f, 0.0f,
                                            0.0f) != 0) {
                         Math_SmoothStepToF(&player->baseSpeed, 15.0f, 0.3f, 3.5f, 0.001f);
-                        Math_SmoothStepToF(&player->unk_08C, 0, 0.3f, 3.5f, 0.001f);
+                        Math_SmoothStepToF(&player->camDist, 0, 0.3f, 3.5f, 0.001f);
                         if (player->pos.x < (actor->fwork[23] + actor->obj.pos.x)) {
-                            player->unk_0D8.x = (actor->vel.z > 5.0f) ? -5.0f : -1.5f;
-                            player->unk_1DC = 8;
+                            player->knockback.x = (actor->vel.z > 5.0f) ? -5.0f : -1.5f;
+                            player->barrelRoll = 8;
                             player->timer_1E8 = 15;
-                            player->unk_1EC = player->unk_1F0 = 20;
+                            player->rollRate = player->baseRollRate = 20;
                         } else {
-                            player->unk_0D8.x = (actor->vel.z > 5.0f) ? 5.0f : 1.5f;
-                            player->unk_1DC = 8;
+                            player->knockback.x = (actor->vel.z > 5.0f) ? 5.0f : 1.5f;
+                            player->barrelRoll = 8;
                             player->timer_1E8 = 15;
-                            player->unk_1EC = player->unk_1F0 = -20;
+                            player->rollRate = player->baseRollRate = -20;
                         }
                         player->vel.x = 0.0f;
                         player->vel.y = 30.0f;
-                        player->pos.x = player->unk_090.x;
-                        actor->unk_0D0 = 3;
+                        player->pos.x = player->basePos.x;
+                        actor->dmgType = 3;
                         if (actor->info.damage != 0) {
                             Player_ApplyDamage(player, 0, 20);
                         } else {
-                            actor->unk_0D0 = -1;
+                            actor->dmgType = -1;
                         }
                     }
                 } else {
@@ -1462,17 +1463,17 @@ void func_tank_800481F4(Player* player) {
                                                  actor->obj.pos.z, actor->obj.rot.x, actor->obj.rot.y, actor->obj.rot.z,
                                                  0.0f, 0.0f, 0.0f);
                     if (temp_v0 != 0) {
-                        actor->unk_0D0 = 3;
+                        actor->dmgType = 3;
                         if ((actor->obj.id == OBJ_ACTOR_225) || (actor->obj.id == OBJ_ACTOR_190)) {
-                            actor->unk_0D0 = -1;
+                            actor->dmgType = -1;
                         }
                         if (actor->info.damage) {
                             Player_ApplyDamage(player, temp_v0, actor->info.damage);
                             if (actor->obj.id == OBJ_ACTOR_225) {
-                                player->unk_0D8.y = 0.0f;
+                                player->knockback.y = 0.0f;
                             }
                         } else {
-                            actor->unk_0D0 = -1;
+                            actor->dmgType = -1;
                         }
                     }
                 }
@@ -1480,7 +1481,7 @@ void func_tank_800481F4(Player* player) {
         }
         for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) {
             if (sprite->obj.status == OBJ_ACTIVE) {
-                if ((player->unk_138 - 200.0f) < sprite->obj.pos.z) {
+                if ((player->trueZpos - 200.0f) < sprite->obj.pos.z) {
                     temp_v0 =
                         func_play_800A7974(player, sprite->info.hitbox, &sp98, sprite->obj.pos.x, sprite->obj.pos.y,
                                            sprite->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
@@ -1488,7 +1489,7 @@ void func_tank_800481F4(Player* player) {
                         if ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) ||
                             (sprite->obj.id == OBJ_SPRITE_CO_TREE)) {
                             sprite->unk_46 = 1;
-                            player->unk_1F4 = 6;
+                            player->hitTimer = 6;
                             player->unk_21C = 0;
                         } else if (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) {
                             sprite->unk_46 = 1;
diff --git a/src/engine/fox_versus.c b/src/engine/fox_versus.c
index dd38ec75..ffd9e655 100644
--- a/src/engine/fox_versus.c
+++ b/src/engine/fox_versus.c
@@ -322,16 +322,16 @@ void func_versus_800BDE44(void) {
 
     for (i = 0; i < 4; i++) {
         if ((gPlayer[i].state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (gPlayer[i].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
-            if ((D_ctx_80177C30[i] != D_80178808[i]) || (D_80178810[i])) {
+            if ((gPlayerScores[i] != D_80178808[i]) || (D_80178810[i] != 0)) {
                 D_80178810[i] += 4;
                 if (D_80178810[i] > 15) {
-                    if (D_ctx_80177C30[i] > D_80178808[i]) {
+                    if (gPlayerScores[i] > D_80178808[i]) {
                         D_80178808[i] += 1;
                     } else {
                         D_80178808[i] -= 1;
                     }
 
-                    if (D_ctx_80177C30[i] != D_80178808[i]) {
+                    if (gPlayerScores[i] != D_80178808[i]) {
                         D_80178810[i] -= 15;
                     } else {
                         D_80178810[i] = 0;
@@ -340,7 +340,7 @@ void func_versus_800BDE44(void) {
                 }
             }
 
-            if (D_ctx_80177C30[i] >= D_80178808[i]) {
+            if (gPlayerScores[i] >= D_80178808[i]) {
                 func_versus_800BDAA0(D_800D4B70[i], D_800D4B80[i], D_80178808[i] + 1, D_80178808[i], D_80178810[i]);
             } else {
                 func_versus_800BDAA0(D_800D4B70[i], D_800D4B80[i], D_80178808[i] - 1, D_80178808[i], D_80178810[i]);
@@ -660,10 +660,10 @@ s32 func_versus_800BF17C(void) {
                     D_801787E8[i] = 32.0f;
                 }
             }
-            gPlayer[i].unk_1D0 = 0;
+            gPlayer[i].csState = 0;
         } else {
             D_80178780[i] = 0;
-            gPlayer[i].unk_1D0 = 0;
+            gPlayer[i].csState = 0;
             if ((D_80178780[i] == 0) && (D_801787F8[i] == 0)) {
                 if (sUnlockLandmaster && sUnlockOnFoot) {
                     D_80178780[i] = RAND_INT(3.0f) + 1;
@@ -718,9 +718,9 @@ s32 func_versus_800BF17C(void) {
                 D_80178820[i]++;
 
                 if (gVsMatchType == 2) {
-                    D_ctx_80177C30[i] = D_80178838[i] = D_80178808[i] = D_80178810[i] = 0;
+                    gPlayerScores[i] = D_80178838[i] = D_80178808[i] = D_80178810[i] = 0;
                 }
-                gPlayer[i].unk_1D0 = 1;
+                gPlayer[i].csState = 1;
             }
         }
     }
@@ -883,7 +883,7 @@ s32 Versus_CheckForWinner(void) {
                 for (i = 0; i < 4; i++) {
                     if ((gPlayer[i].state_1C8 == PLAYERSTATE_1C8_DOWN) ||
                         (gPlayer[i].state_1C8 == PLAYERSTATE_1C8_VS_STANDBY)) {
-                        D_ctx_80177C30[i] = D_80178838[i] = D_80178808[i] = D_80178810[i] = 0;
+                        gPlayerScores[i] = D_80178838[i] = D_80178808[i] = D_80178810[i] = 0;
                         D_80178820[i] += 1;
                     }
                 }
@@ -906,11 +906,11 @@ s32 Versus_CheckForWinner(void) {
                     }
 
                     if (i != j) {
-                        if (D_ctx_80177C30[i] < D_ctx_80177C30[j]) {
+                        if (gPlayerScores[i] < gPlayerScores[j]) {
                             temp2[i] = 1;
                             break;
                         }
-                        if (D_ctx_80177C30[i] == D_ctx_80177C30[j]) {
+                        if (gPlayerScores[i] == gPlayerScores[j]) {
                             temp = 1;
                         }
                     }
@@ -1249,7 +1249,7 @@ bool func_versus_800C0D10(void) {
             cont = 0;
 
             for (i = 0; i < 4; i++) {
-                if (D_ctx_80177C30[i] == D_80178838[i]) {
+                if (gPlayerScores[i] == D_80178838[i]) {
                     cont++;
                     continue;
                 }
@@ -1379,7 +1379,7 @@ void func_versus_800C1368(void) {
     gFillScreenAlphaTarget = 0;
 
     for (i = 0; i < 4; i++) {
-        D_ctx_80177C30[i] = 0;
+        gPlayerScores[i] = 0;
         D_80178808[i] = 0;
         D_80178810[i] = 0;
         D_80178820[i] = 0;
diff --git a/src/mods/object_ram.c b/src/mods/object_ram.c
index fca77f6d..b590bfeb 100644
--- a/src/mods/object_ram.c
+++ b/src/mods/object_ram.c
@@ -12,7 +12,7 @@ typedef struct RamEntry {
 
 static RamEntry oRamEntries[8] = {
     { 1, 0, offsetof(Player, pos.x), 2, 3, 0, 0 }, { 1, 0, offsetof(Player, pos.y), 2, 3, 0, 0 },
-    { 1, 0, offsetof(Player, pos.z), 2, 3, 0, 0 }, { 0, 0, offsetof(Player, unk_144), 2, 3, 0, 0 },
+    { 1, 0, offsetof(Player, pos.z), 2, 3, 0, 0 }, { 0, 0, offsetof(Player, zPath), 2, 3, 0, 0 },
     { 0, 0, offsetof(Player, vel.x), 2, 3, 0, 0 }, { 0, 0, offsetof(Player, vel.y), 2, 3, 0, 0 },
     { 0, 0, offsetof(Player, vel.z), 2, 3, 0, 0 },
 };
diff --git a/src/overlays/ovl_ending/fox_end1.c b/src/overlays/ovl_ending/fox_end1.c
index b61e5059..32e39d34 100644
--- a/src/overlays/ovl_ending/fox_end1.c
+++ b/src/overlays/ovl_ending/fox_end1.c
@@ -1383,7 +1383,7 @@ void Ending_8018B3D8(void) {
 void Ending_8018B3E0(void) {
 }
 
-void Ending_8018B3E8(Actor* arg0, s32 arg1) {
+void Ending_8018B3E8(Actor* actor, s32 arg1) {
     Vec3f sp38[2] = {
         { 2880.0f, 860.0f, -1440.0f },
         { -6000.0f, 3400.0f, 3600.0f },
@@ -1393,24 +1393,24 @@ void Ending_8018B3E8(Actor* arg0, s32 arg1) {
         { 0.0f, 290.0f, 0.0f },
     };
 
-    Actor_Initialize(arg0);
-    arg0->obj.status = OBJ_ACTIVE;
-    arg0->obj.id = 0;
-    arg0->state = arg1;
-    arg0->unk_0F4.x = sp20[arg1].x;
-    arg0->unk_0F4.y = sp20[arg1].y;
-    arg0->unk_0F4.z = sp20[arg1].z;
-    arg0->obj.pos = sp38[arg1];
+    Actor_Initialize(actor);
+    actor->obj.status = OBJ_ACTIVE;
+    actor->obj.id = 0;
+    actor->state = arg1;
+    actor->unk_0F4.x = sp20[arg1].x;
+    actor->unk_0F4.y = sp20[arg1].y;
+    actor->unk_0F4.z = sp20[arg1].z;
+    actor->obj.pos = sp38[arg1];
 
     if (arg1 == 0) {
-        arg0->obj.pos.x -= 600.0f;
-        arg0->obj.pos.y += 150.0f;
-        arg0->fwork[0] = 6.0f;
+        actor->obj.pos.x -= 600.0f;
+        actor->obj.pos.y += 150.0f;
+        actor->fwork[0] = 6.0f;
     }
-    arg0->scale = 1.0f;
+    actor->scale = 1.0f;
 }
 
-void Ending_8018B52C(Actor* arg0, s32 arg1) {
+void Ending_8018B52C(Actor* actor, s32 arg1) {
     Vec3f sp44[3] = {
         { -230.0f, -750.0f, -1300.0f },
         { 230.0f, -240.0f, -1150.0f },
@@ -1422,31 +1422,31 @@ void Ending_8018B52C(Actor* arg0, s32 arg1) {
         { 180.0f, 0.0f, 0.0f },
     };
 
-    Actor_Initialize(arg0);
-    arg0->obj.status = OBJ_ACTIVE;
-    arg0->obj.id = 1;
-    arg0->obj.pos = sp44[arg1];
-    arg0->unk_0F4.x = sp20[arg1].x;
-    arg0->unk_0F4.y = sp20[arg1].y;
-    arg0->unk_0F4.z = sp20[arg1].z;
-    arg0->scale = 1.0f;
+    Actor_Initialize(actor);
+    actor->obj.status = OBJ_ACTIVE;
+    actor->obj.id = 1;
+    actor->obj.pos = sp44[arg1];
+    actor->unk_0F4.x = sp20[arg1].x;
+    actor->unk_0F4.y = sp20[arg1].y;
+    actor->unk_0F4.z = sp20[arg1].z;
+    actor->scale = 1.0f;
 }
 
-void Ending_8018B624(Actor* arg0) {
+void Ending_8018B624(Actor* actor) {
     Vec3f sp24 = { -40.0f, -560.0f, 400.0f };
     Vec3f sp18 = { 0.0f, 290.0f, 0.0f };
 
-    Actor_Initialize(arg0);
-    arg0->obj.status = 2;
-    arg0->obj.id = 2;
-    arg0->obj.pos = sp24;
-    arg0->unk_0F4.x = sp18.x;
-    arg0->unk_0F4.y = sp18.y;
-    arg0->unk_0F4.z = sp18.z;
-    arg0->scale = 1.0f;
+    Actor_Initialize(actor);
+    actor->obj.status = 2;
+    actor->obj.id = 2;
+    actor->obj.pos = sp24;
+    actor->unk_0F4.x = sp18.x;
+    actor->unk_0F4.y = sp18.y;
+    actor->unk_0F4.z = sp18.z;
+    actor->scale = 1.0f;
 }
 
-void Ending_8018B6D8(Actor* arg0, s32 arg1) {
+void Ending_8018B6D8(Actor* actor, s32 arg1) {
     Vec3f sp80[6] = {
         { -400.0f, 500.0f, -1200.0f }, { -160.0f, 500.0f, -1400.0f }, { 80.0f, 500.0f, -1600.0f },
         { 320.0f, 500.0f, -1800.0f },  { 560.0f, 500.0f, -2000.0f },  { 800.0f, 500.0f, -2200.0f },
@@ -1457,21 +1457,21 @@ void Ending_8018B6D8(Actor* arg0, s32 arg1) {
     };
     s32 sp20[6] = { 150, 157, 164, 171, 178, 185 };
 
-    Actor_Initialize(arg0);
-    arg0->obj.status = OBJ_ACTIVE;
-    arg0->obj.id = 3;
-    arg0->obj.pos = sp80[arg1];
-    arg0->unk_0F4.x = sp38[arg1].x;
-    arg0->unk_0F4.y = sp38[arg1].y;
-    arg0->unk_0F4.z = sp38[arg1].z;
-    arg0->obj.pos.x += 3200.0f;
-    arg0->obj.pos.z -= 200.0f;
-    arg0->scale = 1.0f;
-    arg0->fwork[1] = 1.0f;
-    arg0->iwork[1] = 100;
-    arg0->fwork[0] = 30.0f;
-    arg0->iwork[0] = sp20[arg1];
-    arg0->unk_046 = arg1;
+    Actor_Initialize(actor);
+    actor->obj.status = OBJ_ACTIVE;
+    actor->obj.id = 3;
+    actor->obj.pos = sp80[arg1];
+    actor->unk_0F4.x = sp38[arg1].x;
+    actor->unk_0F4.y = sp38[arg1].y;
+    actor->unk_0F4.z = sp38[arg1].z;
+    actor->obj.pos.x += 3200.0f;
+    actor->obj.pos.z -= 200.0f;
+    actor->scale = 1.0f;
+    actor->fwork[1] = 1.0f;
+    actor->iwork[1] = 100;
+    actor->fwork[0] = 30.0f;
+    actor->iwork[0] = sp20[arg1];
+    actor->unk_046 = arg1;
 }
 
 void Ending_8018B860(void) {
diff --git a/src/overlays/ovl_ending/fox_end2.c b/src/overlays/ovl_ending/fox_end2.c
index 86c404d5..963ab123 100644
--- a/src/overlays/ovl_ending/fox_end2.c
+++ b/src/overlays/ovl_ending/fox_end2.c
@@ -1079,7 +1079,7 @@ void Ending_801926D4(void) {
         if (D_ctx_80177824 == 0) {
             D_ending_80198590 = gPlayer[0].wings;
         } else {
-            D_ending_80198590.rightState = D_ending_80198590.leftState = 2;
+            D_ending_80198590.rightState = D_ending_80198590.leftState = WINGSTATE_INTACT;
         }
         AUDIO_PLAY_BGM(SEQ_ID_ENDING);
     }
diff --git a/src/overlays/ovl_i1/fox_co.c b/src/overlays/ovl_i1/fox_co.c
index b6bbad73..fe6f3912 100644
--- a/src/overlays/ovl_i1/fox_co.c
+++ b/src/overlays/ovl_i1/fox_co.c
@@ -102,7 +102,7 @@ void Corneria_Boss292_Init(Boss292* this) {
     if (gLevelMode == LEVELMODE_ON_RAILS) {
         if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
             gPlayer[0].state_1C8 = PLAYERSTATE_1C8_START_360;
-            gPlayer[0].unk_1D0 = 0;
+            gPlayer[0].csState = 0;
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
         }
@@ -174,15 +174,15 @@ void Corneria_80187AC8(Boss* boss) {
                 if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                     (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].unk_1D0 = gPlayer[0].timer_1F8 = 0;
-                    gPlayer[0].unk_0E8 += gPlayer[0].unk_114;
-                    if (gPlayer[0].unk_0E8 > 360.0f) {
-                        gPlayer[0].unk_0E8 -= 360.0f;
+                    gPlayer[0].csState = gPlayer[0].csTimer = 0;
+                    gPlayer[0].rot.y += gPlayer[0].yRot_114;
+                    if (gPlayer[0].rot.y > 360.0f) {
+                        gPlayer[0].rot.y -= 360.0f;
                     }
-                    if (gPlayer[0].unk_0E8 < 0.0f) {
-                        gPlayer[0].unk_0E8 += 360.0f;
+                    if (gPlayer[0].rot.y < 0.0f) {
+                        gPlayer[0].rot.y += 360.0f;
                     }
-                    gPlayer[0].unk_114 = 0.0f;
+                    gPlayer[0].yRot_114 = 0.0f;
                 }
                 Radio_PlayMessage(gMsg_ID_2280, RCID_BOSS_CORNERIA);
                 Boss_AwardBonus(boss);
@@ -387,14 +387,14 @@ void Corneria_801887AC(Boss* boss) {
             if (boss->swork[3] != 1000) {
                 sp3C.x = gPlayer[0].pos.x;
                 sp3C.y = gPlayer[0].pos.y;
-                sp3C.z = gPlayer[0].unk_138;
+                sp3C.z = gPlayer[0].trueZpos;
                 gPlayer[0].pos.x += RAND_FLOAT_CENTERED(300.0f);
                 gPlayer[0].pos.y += RAND_FLOAT_CENTERED(300.0f);
-                gPlayer[0].unk_138 += RAND_FLOAT_CENTERED(300.0f);
+                gPlayer[0].trueZpos += RAND_FLOAT_CENTERED(300.0f);
                 func_effect_8007F11C(OBJ_EFFECT_376, D_i1_8019B6D8[12], D_i1_8019B6D8[13], D_i1_8019B6D8[14], 60.0f);
                 gPlayer[0].pos.x = sp3C.x;
                 gPlayer[0].pos.y = sp3C.y;
-                gPlayer[0].unk_138 = sp3C.z;
+                gPlayer[0].trueZpos = sp3C.z;
             }
             boss->swork[30] = 0;
             break;
@@ -475,7 +475,7 @@ void Corneria_80188D50(Boss* boss) {
     s32 temp_ft3;
 
     if (boss->swork[36] == 0) {
-        if (gPlayer[0].unk_1F4 != 0) {
+        if (gPlayer[0].hitTimer != 0) {
             D_i1_801997E0 = 80;
         }
 
@@ -483,7 +483,7 @@ void Corneria_80188D50(Boss* boss) {
             D_i1_801997E0--;
         } 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)) {
+                   (fabsf(boss->obj.pos.z - gPlayer[0].trueZpos) < 200.0f) && (gPlayer[0].aerobaticPitch > 180.0f)) {
             boss->swork[36]++;
             D_i1_801997E0 = 20;
             AUDIO_PLAY_SFX(0x49008025, gDefaultSfxSource, 4);
@@ -507,7 +507,7 @@ void Corneria_80188D50(Boss* boss) {
                         break;
                 }
             }
-            Matrix_RotateY(gCalcMatrix, (gPlayer[0].unk_114 + gPlayer[0].unk_0E8) * M_DTOR, MTXF_NEW);
+            Matrix_RotateY(gCalcMatrix, (gPlayer[0].yRot_114 + gPlayer[0].rot.y) * M_DTOR, MTXF_NEW);
             sp48.x = 0.0f;
             sp48.y = 0.0f;
             sp48.z = -2500.0f;
@@ -519,7 +519,7 @@ void Corneria_80188D50(Boss* boss) {
                     gItems[i].obj.id = OBJ_ITEM_1UP;
                     gItems[i].obj.pos.x = gPlayer[0].pos.x + sp3C.x;
                     gItems[i].obj.pos.y = gPlayer[0].pos.y + 100.0f;
-                    gItems[i].obj.pos.z = gPlayer[0].unk_138 + sp3C.z;
+                    gItems[i].obj.pos.z = gPlayer[0].trueZpos + sp3C.z;
                     gItems[i].timer_4A = 8;
                     Object_SetInfo(&gItems[i].info, gItems[i].obj.id);
                     func_effect_8007B344(gItems[i].obj.pos.x, gItems[i].obj.pos.y, gItems[i].obj.pos.z, 5.0f, 0);
@@ -581,7 +581,7 @@ void Corneria_80189058(Boss* boss) {
         gRadarMarks[59].pos.y = boss->obj.pos.y;
         gRadarMarks[59].pos.z = boss->obj.pos.z;
 
-        gRadarMarks[59].unk_10 = boss->obj.rot.y + 180.0f;
+        gRadarMarks[59].yRot = boss->obj.rot.y + 180.0f;
         Corneria_80188D50(boss);
         if (D_edisplay_801615D0.z > 0.0f) {
             if (D_edisplay_801615D0.x > 0.0f) {
@@ -683,7 +683,7 @@ void Corneria_80189058(Boss* boss) {
                 boss->unk_04C = 0;
                 D_i1_8019B6D8[17] = gPlayer[0].pos.x;
                 D_i1_8019B6D8[18] = gPlayer[0].pos.y;
-                D_i1_8019B6D8[19] = gPlayer[0].unk_138;
+                D_i1_8019B6D8[19] = gPlayer[0].trueZpos;
                 if (boss->timer_050 == 0) {
                     switch (boss->swork[31]) {
                         case 1:
@@ -722,7 +722,7 @@ void Corneria_80189058(Boss* boss) {
             case 1:
                 D_i1_8019B6D8[17] = D_i1_8019B6D8[66] = gPlayer[0].pos.x;
                 D_i1_8019B6D8[18] = gPlayer[0].pos.y;
-                D_i1_8019B6D8[19] = D_i1_8019B6D8[67] = gPlayer[0].unk_138;
+                D_i1_8019B6D8[19] = D_i1_8019B6D8[67] = gPlayer[0].trueZpos;
 
                 boss->unk_04C += 2;
                 if (boss->unk_04C >= Animation_GetFrameCount(&D_CO_602BC18)) {
@@ -739,7 +739,7 @@ void Corneria_80189058(Boss* boss) {
             case 2:
                 D_i1_8019B6D8[17] = D_i1_8019B6D8[66] = gPlayer[0].pos.x;
                 D_i1_8019B6D8[18] = gPlayer[0].pos.y;
-                D_i1_8019B6D8[19] = D_i1_8019B6D8[67] = gPlayer[0].unk_138;
+                D_i1_8019B6D8[19] = D_i1_8019B6D8[67] = gPlayer[0].trueZpos;
 
                 boss->unk_04C -= 4;
                 if (boss->unk_04C < 0) {
@@ -760,7 +760,7 @@ void Corneria_80189058(Boss* boss) {
             case 3:
                 D_i1_8019B6D8[17] = D_i1_8019B6D8[66] = gPlayer[0].pos.x;
                 D_i1_8019B6D8[18] = gPlayer[0].pos.y;
-                D_i1_8019B6D8[19] = D_i1_8019B6D8[67] = gPlayer[0].unk_138;
+                D_i1_8019B6D8[19] = D_i1_8019B6D8[67] = gPlayer[0].trueZpos;
 
                 boss->unk_04C += 4;
                 if (boss->unk_04C > 100) {
@@ -781,7 +781,7 @@ void Corneria_80189058(Boss* boss) {
             case 4:
                 D_i1_8019B6D8[17] = gPlayer[0].pos.x;
                 D_i1_8019B6D8[18] = gPlayer[0].pos.y;
-                D_i1_8019B6D8[19] = gPlayer[0].unk_138;
+                D_i1_8019B6D8[19] = gPlayer[0].trueZpos;
 
                 boss->unk_04C += 4;
                 if (boss->unk_04C > 100) {
@@ -798,7 +798,7 @@ void Corneria_80189058(Boss* boss) {
                 if (((gGameFrameCount % 8) == 0)) {
                     D_i1_8019B6D8[17] = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(2000.0f);
                     D_i1_8019B6D8[18] = gPlayer[0].pos.y;
-                    D_i1_8019B6D8[19] = gPlayer[0].unk_138 + RAND_FLOAT_CENTERED(2000.0f);
+                    D_i1_8019B6D8[19] = gPlayer[0].trueZpos + RAND_FLOAT_CENTERED(2000.0f);
                 }
                 boss->fwork[12] += 0.05f;
                 if (boss->state == 6) {
@@ -1127,9 +1127,9 @@ s32 Corneria_8018AB64(Actor* actor) {
 
 void Corneria_8018ACE0(Actor* actor) {
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
-        if (actor->unk_0D2 == 0) {
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
+        if (actor->dmgPart == 0) {
             AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
             func_effect_8007C120(actor->obj.pos.x, actor->obj.pos.y + 200.0f, actor->obj.pos.z, actor->vel.x,
                                  actor->vel.y, actor->vel.z, 0.1f, 20);
@@ -1365,7 +1365,7 @@ void Corneria_8018B58C(Actor* actor) {
                                        RAND_FLOAT_CENTERED(20.0f), 3.0f, i + 24, RAND_INT(30.0f) + 60.0f);
                 }
 
-                if ((fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 500.0f) &&
+                if ((fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 500.0f) &&
                     (fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 200.0f) &&
                     (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) < 200.0f)) {
                     *gControllerRumbleTimers = 25;
@@ -1483,16 +1483,16 @@ void Corneria_Boss293_Init(Boss293* this) {
     this->timer_050 = 354;
     this->health = 601;
     this->fwork[18] = -gArwingSpeed - 10.0f;
-    if (fabsf(gPlayer[0].unk_0AC) < 1.0f) {
+    if (fabsf(gPlayer[0].xPath) < 1.0f) {
         this->timer_05A = 30000;
-        this->obj.pos.z = (gPlayer[0].cam.eye.z - D_ctx_80177D20) - 2000.0f;
+        this->obj.pos.z = (gPlayer[0].cam.eye.z - gPathProgress) - 2000.0f;
         AUDIO_PLAY_SFX(0x31038018, this->sfxSource, 4);
         D_i1_8019B6D0 = 0;
     } else {
         D_i1_8019B6D0 = 1;
         this->obj.rot.y = 180.0f;
         this->fwork[6] = 800.0f;
-        this->obj.pos.z = gPlayer[0].unk_138 + 2000.0f;
+        this->obj.pos.z = gPlayer[0].trueZpos + 2000.0f;
         this->fwork[7] = this->obj.pos.x;
         this->fwork[5] = 30.0f;
         AUDIO_PLAY_SFX(0x31038018, this->sfxSource, 4);
@@ -1587,7 +1587,7 @@ void Corneria_8018C19C(Boss* boss) {
         Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C);
         boss->vel.x = sp6C.x;
         boss->vel.y = sp6C.y;
-        boss->vel.z = sp6C.z - D_ctx_80177D08;
+        boss->vel.z = sp6C.z - gPathVelZ;
         boss->fwork[16] = 4.0f;
         if (((gGameFrameCount % 2) == 0)) {
             Matrix_MultVec3f(gCalcMatrix, &D_i1_80199914[0], &sp84[6]);
@@ -1651,7 +1651,7 @@ void Corneria_8018C19C(Boss* boss) {
         }
         boss->vel.z = boss->fwork[18];
         if (boss->state > 0) {
-            boss->fwork[3] = (gPlayer[0].cam.eye.z - D_ctx_80177D20) - 2500.0f;
+            boss->fwork[3] = (gPlayer[0].cam.eye.z - gPathProgress) - 2500.0f;
         }
         if (boss->state != 7) {
             Math_SmoothStepToF(&boss->fwork[4], boss->fwork[5], 0.1f, 2.0f, 0.00001f);
@@ -1712,7 +1712,7 @@ void Corneria_8018C19C(Boss* boss) {
 
         switch (boss->state) {
             case 0:
-                boss->fwork[3] = gPlayer[0].unk_138 + 1500.0f;
+                boss->fwork[3] = gPlayer[0].trueZpos + 1500.0f;
                 if (boss->timer_050 == 350) {
                     SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 40);
                     SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 40);
@@ -1728,7 +1728,7 @@ void Corneria_8018C19C(Boss* boss) {
                     boss->fwork[13] = 180.0f;
                     boss->fwork[12] = 1.5f;
                     boss->fwork[6] = 800.0f;
-                    boss->fwork[3] = gPlayer[0].cam.eye.z - D_ctx_80177D20 - 2500.0f;
+                    boss->fwork[3] = gPlayer[0].cam.eye.z - gPathProgress - 2500.0f;
                     boss->fwork[18] = -gArwingSpeed;
                     AUDIO_PLAY_BGM(SEQ_ID_CO_BOSS_2 | SEQ_FLAG);
                     boss->timer_050 = 40;
@@ -1836,7 +1836,7 @@ void Corneria_8018C19C(Boss* boss) {
                 }
                 break;
             case 7:
-                boss->fwork[3] = (gPlayer[0].cam.eye.z - D_ctx_80177D20) - 4000.0f;
+                boss->fwork[3] = (gPlayer[0].cam.eye.z - gPathProgress) - 4000.0f;
                 Math_SmoothStepToF(&boss->obj.pos.z, boss->fwork[3], 0.1f, 15.0f, 0.00001f);
                 if (boss->timer_058 == 0) {
 
@@ -1865,7 +1865,7 @@ void Corneria_8018C19C(Boss* boss) {
                             boss->swork[6] &= 1;
                         }
                         if (((gGameFrameCount % 8) == 0)) {
-                            if (fabsf(boss->obj.pos.z - gPlayer[0].unk_138) > 700.0f) {
+                            if (fabsf(boss->obj.pos.z - gPlayer[0].trueZpos) > 700.0f) {
 
                                 Matrix_MultVec3f(gCalcMatrix, &D_i1_801998F0[0], &sp84[3]);
                                 effect = gEffects;
@@ -1923,7 +1923,7 @@ void Corneria_8018C19C(Boss* boss) {
                     Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C);
                     boss->vel.x = sp6C.x;
                     boss->vel.y = sp6C.y;
-                    boss->vel.z = sp6C.z - D_ctx_80177D08;
+                    boss->vel.z = sp6C.z - gPathVelZ;
                 }
                 break;
             case 8:
@@ -1967,7 +1967,7 @@ void Corneria_8018C19C(Boss* boss) {
                         Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C);
                         boss->vel.x = sp6C.x;
                         boss->vel.y = sp6C.y;
-                        boss->vel.z = sp6C.z - D_ctx_80177D08;
+                        boss->vel.z = sp6C.z - gPathVelZ;
                         if (boss->timer_056 == 60) {
                             Radio_PlayMessage(gMsg_ID_2295, RCID_FOX);
                         }
@@ -2075,7 +2075,7 @@ void Corneria_8018DDAC(Boss* boss) {
                                 } else {
                                     Radio_PlayMessage(gMsg_ID_7085, RCID_FALCO);
                                 }
-                                boss->info.unk_10 = 300.0f;
+                                boss->info.cullDistance = 300.0f;
                                 gBosses[0].fwork[14] = 25.0f;
                                 gBosses[0].fwork[15] = 0.0f;
                                 AUDIO_PLAY_SFX(0x2940C027, boss->sfxSource, 4);
@@ -2168,7 +2168,7 @@ void Corneria_8018E290(Boss* boss) {
                                 } else {
                                     Radio_PlayMessage(gMsg_ID_7085, RCID_FALCO);
                                 }
-                                boss->info.unk_10 = 300.0f;
+                                boss->info.cullDistance = 300.0f;
                                 gBosses[0].fwork[15] = 0.0f;
                                 gBosses[0].fwork[14] = 335.0f;
                                 boss->health = 0;
@@ -2260,7 +2260,7 @@ void Corneria_8018E76C(Boss* boss) {
                                 } else {
                                     Radio_PlayMessage(gMsg_ID_7085, RCID_FALCO);
                                 }
-                                boss->info.unk_10 = 300.0f;
+                                boss->info.cullDistance = 300.0f;
                                 gBosses[0].fwork[15] = 0.0f;
                                 gBosses[0].fwork[14] = 335.0f;
                                 boss->health = 0;
@@ -2467,13 +2467,13 @@ void Corneria_8018F3BC(Scenery* scenery, f32 arg1) {
     scenery->unk_60 = 60.0f;
     Object_SetInfo(&scenery->info, scenery->obj.id);
     scenery->obj.pos.z = -2000.0f;
-    scenery->info.unk_10 = 15000.0f;
+    scenery->info.cullDistance = 15000.0f;
 }
 
 void Corneria_8018F4A4(void) {
     s32 i;
 
-    if (((gGameFrameCount % 16) == 0) && !(gPlayer[0].unk_1D0 < 4)) {
+    if (((gGameFrameCount % 16) == 0) && !(gPlayer[0].csState < 4)) {
         for (i = 0; i < 50; i++) {
             if (gScenery[i].obj.status == OBJ_FREE) {
                 Corneria_8018F3BC(&gScenery[i], 4000.0f);
@@ -2533,13 +2533,13 @@ static f32 D_i1_80199AD8[3] = { -60.0f, 60.0f, -45.0f };
 void Corneria_8018F6F8(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = (D_i1_80199AB4[arg1] * 4.0f) + gPlayer[0].pos.x;
     actor->obj.pos.y = (D_i1_80199AC0[arg1] * 2.0f) + gPlayer[0].pos.y;
-    actor->obj.pos.z = (D_i1_80199ACC[arg1] * 3.0f) + gPlayer[0].unk_138;
+    actor->obj.pos.z = (D_i1_80199ACC[arg1] * 3.0f) + gPlayer[0].trueZpos;
     actor->vwork[20].x = D_i1_80199AB4[arg1] + gPlayer[0].pos.x;
     actor->vwork[20].y = gPlayer[0].pos.y;
-    actor->vwork[20].z = D_i1_80199ACC[arg1] + gPlayer[0].unk_138;
+    actor->vwork[20].z = D_i1_80199ACC[arg1] + gPlayer[0].trueZpos;
     actor->obj.rot.z = D_i1_80199AD8[arg1];
     actor->state = 100;
     actor->obj.rot.y = 180.0f;
@@ -2547,7 +2547,7 @@ void Corneria_8018F6F8(Actor* actor, s32 arg1) {
     Object_SetInfo(&actor->info, actor->obj.id);
     actor->unk_0C9 = 1;
     actor->iwork[11] = 1;
-    actor->info.unk_10 = 200.0f;
+    actor->info.cullDistance = 200.0f;
     AUDIO_PLAY_SFX(0x3100000C, actor->sfxSource, 4);
 }
 
@@ -2567,7 +2567,7 @@ void Corneria_LevelStart(Player* player) {
     if (gCsFrameCount < 815) {
         sp3C = player->pos.x;
         sp38 = player->pos.y + 15.0f;
-        sp34 = player->unk_138 - 20.0f;
+        sp34 = player->trueZpos - 20.0f;
     } else {
         if (gCsFrameCount < 1009) {
             sp3C = actor0->obj.pos.x;
@@ -2637,19 +2637,19 @@ void Corneria_LevelStart(Player* player) {
     }
     player->vel.z = 0.0f;
     player->pos.z = player->pos.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
-    player->unk_0F4 += 3.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
+    player->rockPhase += 3.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
     Corneria_8018F678();
     player->wings.unk_30 = 0;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
-            player->unk_1D0 = 1;
-            player->timer_1F8 = 600;
+            player->csState = 1;
+            player->csTimer = 600;
             player->pos.y = 6000.0f;
             player->pos.x = 0.1f;
             Corneria_8018F6F8(&gActors[0], 0);
@@ -2660,10 +2660,10 @@ void Corneria_LevelStart(Player* player) {
             actor2->iwork[14] = 4;
             player->cam.eye.x = gCsCamEyeX = player->pos.x - 400.0f;
             gPlayer[0].cam.eye.y = gCsCamEyeY = player->pos.y + 600.0f;
-            player->cam.eye.z = gCsCamEyeZ = player->unk_138 + 2000.0f;
+            player->cam.eye.z = gCsCamEyeZ = player->trueZpos + 2000.0f;
             player->cam.at.x = gCsCamAtX = player->pos.x;
             player->cam.at.y = gCsCamAtY = player->pos.y;
-            player->cam.at.z = gCsCamAtZ = player->unk_138 + 300.0f;
+            player->cam.at.z = gCsCamAtZ = player->trueZpos + 300.0f;
             D_ctx_80177A48[0] = 0;
             D_ctx_80177A48[1] = D_ctx_80177A48[2] = 0;
             gFillScreenAlphaTarget = 255;
@@ -2671,46 +2671,46 @@ void Corneria_LevelStart(Player* player) {
             gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
             break;
         case 1:
-            if (player->timer_1F8 < 550) {
+            if (player->csTimer < 550) {
                 gFillScreenAlphaTarget = 0;
                 gFillScreenAlphaStep = 3;
                 Math_SmoothStepToF(&D_ctx_80177A48[0], 0.01f, 1.0f, 0.0005f, 0.0f);
             }
             gCsCamEyeX = player->pos.x - 150.0f;
             gCsCamEyeY = player->pos.y - 70.0f;
-            gCsCamEyeZ = player->unk_138 + 150.0f;
+            gCsCamEyeZ = player->trueZpos + 150.0f;
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y;
-            gCsCamAtZ = player->unk_138;
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 2;
-                player->timer_1F8 = 130;
+            gCsCamAtZ = player->trueZpos;
+            if (player->csTimer == 0) {
+                player->csState = 2;
+                player->csTimer = 130;
                 D_ctx_80177A48[0] = 0.0f;
             }
-            if (player->timer_1F8 == 315) {
+            if (player->csTimer == 315) {
                 player->pos.x = 0.0f;
             }
-            if (player->timer_1F8 == 270) {
+            if (player->csTimer == 270) {
                 gHideRadio = false;
                 Radio_PlayMessage(gMsg_ID_2005, RCID_FOX);
             }
-            if (player->timer_1F8 == 180) {
+            if (player->csTimer == 180) {
                 AUDIO_PLAY_SFX(0x09000007, player->sfxSource, 0);
             }
-            if (player->timer_1F8 == 120) {
+            if (player->csTimer == 120) {
                 AUDIO_PLAY_SFX(0x09000013, player->sfxSource, 0);
             }
-            if ((player->timer_1F8 < 190) && (player->timer_1F8 > 150)) {
+            if ((player->csTimer < 190) && (player->csTimer > 150)) {
                 Math_SmoothStepToF(&player->wings.unk_24, 2.0f, 0.2f, 0.5f, 0.0f);
             }
-            if (player->timer_1F8 < 150) {
+            if (player->csTimer < 150) {
                 player->unk_204 = 0;
             }
-            if ((player->timer_1F8 < 120) && ((player->timer_1F8 % 16) == 0)) {
+            if ((player->csTimer < 120) && ((player->csTimer % 16) == 0)) {
                 D_ctx_80177A48[1] = RAND_FLOAT_CENTERED(60.0f);
                 D_ctx_80177A48[2] = RAND_FLOAT_CENTERED(60.0f);
             }
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 D_ctx_80177A48[1] = 0.0f;
                 D_ctx_80177A48[2] = D_ctx_80177A48[1];
             }
@@ -2719,16 +2719,16 @@ void Corneria_LevelStart(Player* player) {
             Math_SmoothStepToF(&D_ctx_80177A48[0], 0.1f, 1.0f, 0.001f, 0.0f);
             gCsCamEyeX = player->pos.x - 50.0f;
             gCsCamEyeY = player->pos.y + 10.0f;
-            gCsCamEyeZ = player->unk_138 - 10.0f;
+            gCsCamEyeZ = player->trueZpos - 10.0f;
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y + 10.0f;
-            gCsCamAtZ = player->unk_138 + 10.0f;
-            if (player->timer_1F8 == 20) {
+            gCsCamAtZ = player->trueZpos + 10.0f;
+            if (player->csTimer == 20) {
                 Radio_PlayMessage(gMsg_ID_2010, RCID_FOX);
             }
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 3;
-                player->timer_1F8 = 180;
+            if (player->csTimer == 0) {
+                player->csState = 3;
+                player->csTimer = 180;
                 player->unk_004 = 0.0f;
                 actor0->state = 0;
                 actor2->state = 0;
@@ -2742,9 +2742,9 @@ void Corneria_LevelStart(Player* player) {
             break;
         case 3:
             if (fabsf(Math_SmoothStepToF(&actor0->obj.pos.z, player->pos.z + 100.0f, 0.05f, 5.0f, 0.0f)) < 1.0f) {
-                player->unk_1D0 = 4;
+                player->csState = 4;
                 D_ctx_80177A48[0] = 0.0f;
-                player->timer_1F8 = 190;
+                player->csTimer = 190;
             }
             if (gMsgCharIsPrinting && (gGameFrameCount & 2)) {
                 player->wings.unk_30 = 5.0f;
@@ -2763,14 +2763,14 @@ void Corneria_LevelStart(Player* player) {
             gCsCamAtX = actor0->obj.pos.x;
             gCsCamAtY = actor0->obj.pos.y + 10.0f;
             gCsCamAtZ = actor0->obj.pos.z + 10.0f;
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 5;
-                player->timer_1F8 = 5;
+            if (player->csTimer == 0) {
+                player->csState = 5;
+                player->csTimer = 5;
             }
-            if (player->timer_1F8 == 80) {
+            if (player->csTimer == 80) {
                 Radio_PlayMessage(gMsg_ID_2020, RCID_FALCO);
             }
-            if (player->timer_1F8 < 100) {
+            if (player->csTimer < 100) {
                 Math_SmoothStepToF(&actor0->fwork[19], 50.0f, 0.1f, 3.0f, 0.01f);
             }
             actor0->fwork[20] = 0.0f;
@@ -2780,10 +2780,10 @@ void Corneria_LevelStart(Player* player) {
             break;
         case 5:
             Math_SmoothStepToF(&actor0->fwork[19], 0, 0.1f, 3.0f, 0.01f);
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 6;
+            if (player->csTimer == 0) {
+                player->csState = 6;
                 D_ctx_80177A48[0] = 0.0f;
-                player->timer_1F8 = 190;
+                player->csTimer = 190;
             }
 
             gCsCamEyeY = actor0->obj.pos.y + 10.0f;
@@ -2803,14 +2803,14 @@ void Corneria_LevelStart(Player* player) {
             gCsCamAtY = actor2->obj.pos.y + 10.0f;
             gCsCamAtZ = actor2->obj.pos.z + 10.0f;
 
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 7;
-                player->timer_1F8 = 190;
+            if (player->csTimer == 0) {
+                player->csState = 7;
+                player->csTimer = 190;
                 D_ctx_80177A48[0] = 0.0f;
                 actor0->obj.pos.y = player->pos.y;
-                actor0->obj.pos.z = player->unk_138 + 240.0f;
+                actor0->obj.pos.z = player->trueZpos + 240.0f;
             }
-            if (player->timer_1F8 == 80) {
+            if (player->csTimer == 80) {
                 Radio_PlayMessage(gMsg_ID_2030, RCID_PEPPY);
             }
             actor2->fwork[20] = 0.0f;
@@ -2826,18 +2826,18 @@ void Corneria_LevelStart(Player* player) {
             gCsCamAtX = actor1->obj.pos.x + 10.0f;
             gCsCamAtY = actor1->obj.pos.y + 10.0f;
             gCsCamAtZ = actor1->obj.pos.z + 10.0f;
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 8;
+            if (player->csTimer == 0) {
+                player->csState = 8;
                 D_ctx_80177A48[0] = 0.0f;
-                player->timer_1F8 = 300;
+                player->csTimer = 300;
                 D_ctx_80177A48[8] = 50.0f;
                 D_ctx_80177A48[3] = 0.0f;
             }
-            if (player->timer_1F8 == 80) {
+            if (player->csTimer == 80) {
                 Radio_PlayMessage(gMsg_ID_2040, RCID_SLIPPY);
                 player->pos.x = 0.1f;
             }
-            if (player->timer_1F8 < 100) {
+            if (player->csTimer < 100) {
                 Math_SmoothStepToF(&actor1->fwork[19], -20.0f, 0.1f, 3.0f, 0.01f);
             }
             actor1->fwork[20] = 0.0f;
@@ -2847,60 +2847,60 @@ void Corneria_LevelStart(Player* player) {
             break;
         case 8:
             Math_SmoothStepToF(&D_ctx_80177A48[0], 0.1f, 1.0f, 0.001f, 0.0f);
-            if (player->timer_1F8 < 150) {
+            if (player->csTimer < 150) {
                 D_ctx_80177A48[3] += player->unk_004;
                 Math_SmoothStepToF(&player->unk_004, 2.0f, 1.0f, 0.2f, 0.0f);
             }
             gCsCamEyeX = player->pos.x;
-            gCsCamEyeZ = (player->unk_138 - 600.0f) + D_ctx_80177A48[3];
+            gCsCamEyeZ = (player->trueZpos - 600.0f) + D_ctx_80177A48[3];
             gCsCamEyeY = player->pos.y + D_ctx_80177A48[8];
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y + 20.0f;
-            gCsCamAtZ = player->unk_138 + 100.0f;
-            if (player->timer_1F8 < 100) {
+            gCsCamAtZ = player->trueZpos + 100.0f;
+            if (player->csTimer < 100) {
                 Math_SmoothStepToF(&D_ctx_80177A48[8], 10.0f, 0.1f, 0.7f, 0.0f);
             }
-            if (player->timer_1F8 == 200) {
+            if (player->csTimer == 200) {
                 Radio_PlayMessage(gMsg_ID_2050, RCID_FOX);
             }
             player->wings.unk_30 = 0.0f;
             if (gMsgCharIsPrinting && (gGameFrameCount & 2)) {
                 player->wings.unk_30 = 5.0f;
             }
-            if (player->timer_1F8 == 80) {
+            if (player->csTimer == 80) {
                 actor0->fwork[29] = 5.0f;
             }
-            if (player->timer_1F8 == 60) {
+            if (player->csTimer == 60) {
                 actor1->fwork[29] = 5.0f;
             }
-            if (player->timer_1F8 == 40) {
+            if (player->csTimer == 40) {
                 actor2->fwork[29] = 5.0f;
             }
-            if ((player->timer_1F8 > 70) && (player->timer_1F8 < 80)) {
+            if ((player->csTimer > 70) && (player->csTimer < 80)) {
                 actor0->iwork[11] = 2;
             }
-            if ((player->timer_1F8 > 50) && (player->timer_1F8 < 60)) {
+            if ((player->csTimer > 50) && (player->csTimer < 60)) {
                 actor1->iwork[11] = 2;
             }
-            if ((player->timer_1F8 > 30) && (player->timer_1F8 < 40)) {
+            if ((player->csTimer > 30) && (player->csTimer < 40)) {
                 actor2->iwork[11] = 2;
             }
-            if (player->timer_1F8 == 70) {
+            if (player->csTimer == 70) {
                 actor0->state = 1;
                 func_play_800A6028(player->sfxSource, 0x09000002);
             }
-            if (player->timer_1F8 == 50) {
+            if (player->csTimer == 50) {
                 actor1->state = 2;
                 func_play_800A6028(player->sfxSource, 0x09000002);
             }
-            if (player->timer_1F8 == 30) {
+            if (player->csTimer == 30) {
                 actor2->state = 3;
                 func_play_800A6028(player->sfxSource, 0x09000002);
             }
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 9;
+            if (player->csTimer == 0) {
+                player->csState = 9;
                 func_play_800A6028(player->sfxSource, 0x09000002);
-                player->timer_1F8 = 3;
+                player->csTimer = 3;
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
             }
@@ -2908,13 +2908,13 @@ void Corneria_LevelStart(Player* player) {
         case 9:
             gCsCamEyeX = player->pos.x;
             gCsCamEyeY = player->pos.y;
-            gCsCamEyeZ = player->unk_138 + 1000.0f;
+            gCsCamEyeZ = player->trueZpos + 1000.0f;
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y;
-            gCsCamAtZ = player->unk_138 + 1100.0f;
+            gCsCamAtZ = player->trueZpos + 1100.0f;
             D_ctx_80177A48[0] = 0.03f;
             player->unk_190 = 2.0f;
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gFillScreenAlphaTarget = 255;
                 gFillScreenAlphaStep = 48;
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
@@ -2931,25 +2931,25 @@ void Corneria_LevelStart(Player* player) {
                 player->cam.eye.y = (player->pos.y * player->unk_148) + 50.0f;
                 player->cam.eye.z = 30.0f;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = 0;
+                player->csState = 0;
                 player->cam.at.x = player->pos.x;
                 player->cam.at.y = (player->pos.y * player->unk_148) + 20.0f;
-                player->cam.at.z = player->unk_138;
+                player->cam.at.z = player->trueZpos;
                 D_ctx_80177950 = 1.0f;
                 gPlayerGlareAlphas[0] = gPlayerGlareAlphas[1] = gPlayerGlareAlphas[2] = gPlayerGlareAlphas[3] = 0;
                 gLoadLevelObjects = 1;
                 gFillScreenAlphaTarget = 0;
-                player->timer_1F8 = 15;
+                player->csTimer = 15;
             }
             break;
         case 10:
             break;
     }
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 20000.0f, 0.0f);
-    Math_SmoothStepToF(&player->cam.eye.y, player->unk_080 + gCsCamEyeY, D_ctx_80177A48[0], 20000.0f, 0.0f);
+    Math_SmoothStepToF(&player->cam.eye.y, player->yBob + gCsCamEyeY, D_ctx_80177A48[0], 20000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 20000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 20000.0f, 0.0f);
-    Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY - player->unk_080, D_ctx_80177A48[0], 20000.0f, 0.0f);
+    Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY - player->yBob, D_ctx_80177A48[0], 20000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 20000.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_04, D_ctx_80177A48[1], 0.2f, 1.0f, 0.0f);
     Math_SmoothStepToF(&player->wings.unk_0C, D_ctx_80177A48[2], 0.2f, 1.0f, 0.0f);
@@ -2987,7 +2987,7 @@ void Corneria_80190F74(Actor* actor, s32 arg1) {
     Vec3f sp38;
     Player* player = &gPlayer[0];
 
-    Matrix_RotateY(gCalcMatrix, player->unk_0E8 * M_DTOR, MTXF_NEW);
+    Matrix_RotateY(gCalcMatrix, player->rot.y * M_DTOR, MTXF_NEW);
     sp5C.x = D_i1_80199AE4[arg1];
     sp5C.y = D_i1_80199AF0[arg1];
     sp5C.z = D_i1_80199AFC[arg1];
@@ -3009,7 +3009,7 @@ void Corneria_80190F74(Actor* actor, s32 arg1) {
     actor->vel.y = player->vel.y;
     actor->vel.z = player->vel.z;
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.rot.z = D_i1_80199B2C[arg1];
     Object_SetInfo(&actor->info, actor->obj.id);
     actor->iwork[11] = 1;
@@ -3027,12 +3027,12 @@ void Corneria_LevelComplete1(Player* player) {
     f32 temp_deg;
 
     player->wings.unk_04 = player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 = 0.0f;
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f);
-    if (player->unk_1D0 >= 3) {
+    if (player->csState >= 3) {
         player->cam.eye.y += 3.0f;
         player->cam.at.y += 3.0f;
         player->pos.y += 3.0f;
@@ -3043,7 +3043,7 @@ void Corneria_LevelComplete1(Player* player) {
 
     gBgColor = 0x845; // 8, 8, 32
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             Audio_StopSfxByBankAndSource(1, player->sfxSource);
             sp54 = player->cam.eye.x - D_i1_8019B6D8[62];
@@ -3051,16 +3051,16 @@ void Corneria_LevelComplete1(Player* player) {
 
             D_ctx_80177A48[0] = Math_RadToDeg(Math_Atan2F(sp54, sp4C));
             D_ctx_80177A48[1] = sqrtf(SQ(sp54) + SQ(sp4C));
-            player->unk_1D0++;
+            player->csState++;
             D_ctx_80177A48[5] = 0.0f;
             D_ctx_80177A48[4] = D_ctx_80177A48[5];
             D_ctx_80177A48[2] = D_ctx_80177A48[5];
             /* fallthrough */
         case 1:
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
             Math_SmoothStepToF(&player->pos.y, 400.0f, 0.05f, 3.0f, 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[1], 1300.0f, 0.05f, 1000.0f, 0.0f);
-            if (player->unk_0E8 > 180.0f) {
+            if (player->rot.y > 180.0f) {
                 D_ctx_80177A48[0] += 0.5f;
             } else {
                 D_ctx_80177A48[0] -= 0.5f;
@@ -3080,25 +3080,25 @@ void Corneria_LevelComplete1(Player* player) {
             temp_fa1 = player->pos.z - D_i1_8019B6D8[64];
             if (gCsFrameCount < 30) {
                 temp_deg = Math_RadToDeg(-Math_Atan2F(temp_fa0, temp_fa1));
-                var_fv1 = Math_SmoothStepToAngle(&player->unk_0E8, temp_deg, 0.5f, 4.0f, 0.0001f) * 20.0f;
+                var_fv1 = Math_SmoothStepToAngle(&player->rot.y, temp_deg, 0.5f, 4.0f, 0.0001f) * 20.0f;
             } else {
                 temp_deg = Math_RadToDeg(Math_Atan2F(temp_fa0, temp_fa1));
-                var_fv1 = Math_SmoothStepToAngle(&player->unk_0E8, temp_deg, 0.5f, 2.0f, 0.0001f) * 30.0f;
+                var_fv1 = Math_SmoothStepToAngle(&player->rot.y, temp_deg, 0.5f, 2.0f, 0.0001f) * 30.0f;
             }
-            Math_SmoothStepToAngle(&player->unk_0EC, var_fv1, 0.1f, 5.0f, 0.0001f);
+            Math_SmoothStepToAngle(&player->rot.z, var_fv1, 0.1f, 5.0f, 0.0001f);
             if (gCsFrameCount == 220) {
-                player->unk_1D0++;
+                player->csState++;
             }
             break;
         case 2:
-            Math_SmoothStepToAngle(&player->unk_0E4, 20.0f, 0.1f, 0.5f, 0.0001f);
-            Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.1f, 1.0f, 0.0001f);
+            Math_SmoothStepToAngle(&player->rot.x, 20.0f, 0.1f, 0.5f, 0.0001f);
+            Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.1f, 1.0f, 0.0001f);
             Math_SmoothStepToF(&D_ctx_80177A48[2], 0.05f, 1.0f, 0.005f, 0.0001f);
             Math_SmoothStepToF(&player->cam.at.x, player->pos.x, D_ctx_80177A48[2], 500.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.at.y, player->pos.y, D_ctx_80177A48[2], 500.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.at.z, player->pos.z, D_ctx_80177A48[2], 500.0f, 0.0f);
             if (gCsFrameCount == 350) {
-                player->unk_1D0++;
+                player->csState++;
                 D_ctx_80177A48[2] = 0.0f;
                 D_ctx_80177A48[3] = 0.05f;
             }
@@ -3107,12 +3107,12 @@ void Corneria_LevelComplete1(Player* player) {
             if ((gCsFrameCount > 700) && (gCsFrameCount < 1000)) {
                 func_demo_8004AA84();
             }
-            Math_SmoothStepToAngle(&player->unk_0E4, 20.0f, 0.1f, 0.5f, 0);
-            Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.1f, 1.0f, 0);
+            Math_SmoothStepToAngle(&player->rot.x, 20.0f, 0.1f, 0.5f, 0);
+            Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.1f, 1.0f, 0);
             Math_SmoothStepToF(&player->baseSpeed, 0.0f, 0.1f, 2.0f, 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[2], 0.1f, 1.0f, 0.002f, 0);
             Math_SmoothStepToF(&D_ctx_80177A48[3], 0.1f, 1.0f, 0.002f, 0);
-            Matrix_RotateY(gCalcMatrix, player->unk_0E8 * M_DTOR, MTXF_NEW);
+            Matrix_RotateY(gCalcMatrix, player->rot.y * M_DTOR, MTXF_NEW);
             Matrix_Push(&gCalcMatrix);
             Matrix_RotateY(gCalcMatrix, D_ctx_80177A48[5] * M_DTOR, MTXF_APPLY);
             sp64.x = 0.0f;
@@ -3142,7 +3142,7 @@ void Corneria_LevelComplete1(Player* player) {
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
-                player->unk_1D0++;
+                player->csState++;
                 player->baseSpeed = 2.0f;
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
@@ -3151,9 +3151,9 @@ void Corneria_LevelComplete1(Player* player) {
         case 4:
             if (gCsFrameCount >= 1270) {
                 player->baseSpeed *= 1.2f;
-                player->unk_25C += 0.04f;
-                if (player->unk_25C > 0.6f) {
-                    player->unk_25C = 0.6f;
+                player->contrailScale += 0.04f;
+                if (player->contrailScale > 0.6f) {
+                    player->contrailScale = 0.6f;
                 }
                 player->unk_190 = 2.0f;
             }
@@ -3166,7 +3166,7 @@ void Corneria_LevelComplete1(Player* player) {
                 gFillScreenAlphaStep = 8;
                 if (gFillScreenAlpha == 255) {
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     gLeveLClearStatus[gCurrentLevel] = Play_CheckMedalStatus(150) + 1;
                 }
@@ -3251,8 +3251,8 @@ void Corneria_LevelComplete1(Player* player) {
             }
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
     sp64.x = 0.0f;
     sp64.y = 0.0f;
     sp64.z = player->baseSpeed + player->boostSpeed;
@@ -3263,10 +3263,10 @@ void Corneria_LevelComplete1(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
diff --git a/src/overlays/ovl_i1/fox_tr.c b/src/overlays/ovl_i1/fox_tr.c
index 1b186852..a7973567 100644
--- a/src/overlays/ovl_i1/fox_tr.c
+++ b/src/overlays/ovl_i1/fox_tr.c
@@ -21,14 +21,14 @@ void Training_ItemRing_Update(ItemTrainingRing* this) {
     switch (this->state) {
         case 0:
             this->obj.rot.z += 1.0f;
-            Math_SmoothStepToF(&this->scale, 1.0f, 1.0f, 0.05f, 0.0f);
+            Math_SmoothStepToF(&this->width, 1.0f, 1.0f, 0.05f, 0.0f);
             if ((this->unk_44 == 0) && !gPlayer[0].somersault) {
                 if (this->obj.rot.y == 0.0f) {
                     var_fv0 = 550.0f;
                 } else {
                     var_fv0 = 1000.0f;
                 }
-                if (this->obj.pos.z > (gPlayer[0].unk_138 + var_fv0)) {
+                if (this->obj.pos.z > (gPlayer[0].trueZpos + var_fv0)) {
                     this->unk_44 = 1;
                     PRINTF("♪:リング未通過音\n"); // Ring not passed sound
                     AUDIO_PLAY_SFX(0x4900402F, gDefaultSfxSource, 4);
@@ -38,7 +38,7 @@ void Training_ItemRing_Update(ItemTrainingRing* this) {
             if (this->collected) {
                 this->state = 1;
                 this->timer_48 = 50;
-                this->info.unk_10 = 10000.0f;
+                this->info.cullDistance = 10000.0f;
                 PRINTF("♪:リング通過音\n"); // Ring passing sound
                 AUDIO_PLAY_SFX(0x49008025, gDefaultSfxSource, 4);
                 gRingPassCount++;
@@ -51,9 +51,9 @@ void Training_ItemRing_Update(ItemTrainingRing* this) {
             this->obj.pos.x += ((gPlayer[this->playerNum].pos.x - this->obj.pos.x) * 0.05f);
             this->obj.pos.y += ((gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.05f);
             if (gPlayer[0].cockpitView) {
-                this->obj.pos.z += (gPlayer[this->playerNum].unk_138 - 300.0f - this->obj.pos.z) * 0.05f;
+                this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 300.0f - this->obj.pos.z) * 0.05f;
             } else {
-                this->obj.pos.z += ((gPlayer[this->playerNum].unk_138 - this->obj.pos.z) * 0.05f);
+                this->obj.pos.z += ((gPlayer[this->playerNum].trueZpos - this->obj.pos.z) * 0.05f);
             }
             this->obj.rot.z += 22.0f;
             Math_SmoothStepToAngle(&this->obj.rot.y, Math_RadToDeg(-gPlayer[this->playerNum].camYaw), 0.2f, 10.0f,
diff --git a/src/overlays/ovl_i1/fox_tr360.c b/src/overlays/ovl_i1/fox_tr360.c
index 8dcedd49..b9cabfc7 100644
--- a/src/overlays/ovl_i1/fox_tr360.c
+++ b/src/overlays/ovl_i1/fox_tr360.c
@@ -154,7 +154,7 @@ void Training_80199024(Actor* actor) {
     radarMark->pos.x = actor->obj.pos.x;
     radarMark->pos.y = actor->obj.pos.y;
     radarMark->pos.z = actor->obj.pos.z;
-    radarMark->unk_10 = actor->unk_0F4.y + 180.0f;
+    radarMark->yRot = actor->unk_0F4.y + 180.0f;
     if (actor->iwork[8] != 0) {
         actor->iwork[8]--;
     }
@@ -217,22 +217,22 @@ void Training_8019949C(void) {
         }
     }
 
-    if (D_ctx_80177C78 != 0) {
-        D_ctx_80177C78--;
+    if (gTraining360MsgTimer != 0) {
+        gTraining360MsgTimer--;
     }
 
-    if (D_ctx_80177C78 == 0) {
-        if (D_i1_8019AE50[D_ctx_80177C8C].msg == 0) {
-            D_ctx_80177C8C = 1;
+    if (gTraining360MsgTimer == 0) {
+        if (D_i1_8019AE50[gTraining360MsgIndex].msg == 0) {
+            gTraining360MsgIndex = 1;
         }
-        if (D_i1_8019AE50[D_ctx_80177C8C].unk != 0) {
-            Radio_PlayMessage(D_i1_8019AE50[D_ctx_80177C8C].msg, RCID_TR);
-            D_ctx_80177C78 = D_i1_8019AE50[D_ctx_80177C8C].unk;
+        if (D_i1_8019AE50[gTraining360MsgIndex].unk != 0) {
+            Radio_PlayMessage(D_i1_8019AE50[gTraining360MsgIndex].msg, RCID_TR);
+            gTraining360MsgTimer = D_i1_8019AE50[gTraining360MsgIndex].unk;
         } else {
             gCallTimer = 80;
-            D_ctx_80177C78 = 320;
+            gTraining360MsgTimer = 320;
         }
-        D_ctx_80177C8C++;
+        gTraining360MsgIndex++;
     }
 
     if ((gCallTimer != 0) && (gControllerPress[gMainController].button & R_CBUTTONS)) {
diff --git a/src/overlays/ovl_i1/fox_ve1.c b/src/overlays/ovl_i1/fox_ve1.c
index 79d882dc..5da5e486 100644
--- a/src/overlays/ovl_i1/fox_ve1.c
+++ b/src/overlays/ovl_i1/fox_ve1.c
@@ -339,8 +339,8 @@ void Venom1_80192518(Actor* actor) {
     f32 temp_fv1_2;
     Effect* effect;
 
-    if (actor->unk_0D0 == 1) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType == 1) {
+        actor->dmgType = 0;
         func_effect_8007A6F0(&actor->obj.pos, 0x29121007);
     }
 
@@ -621,8 +621,8 @@ void Venom1_80192CB0(Actor* actor) {
 }
 
 void Venom1_80192CD4(Actor* actor) {
-    if (actor->unk_0D0 == 1) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType == 1) {
+        actor->dmgType = 0;
         func_effect_8007A6F0(&actor->obj.pos, 0x29121007);
     }
 
@@ -763,8 +763,8 @@ void Venom1_80192EB0(Actor* actor) {
             }
             break;
     }
-    if (actor->unk_0D0 == 1) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType == 1) {
+        actor->dmgType = 0;
         func_effect_8007A6F0(&actor->obj.pos, 0x29121007);
     }
     actor->iwork[0]++;
@@ -778,8 +778,8 @@ void Venom1_801933B4(Actor* actor) {
 void Venom1_801933DC(Actor* actor) {
     f32* hitboxData;
 
-    if (actor->unk_0D0 == 1) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType == 1) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 0);
     }
 
@@ -804,7 +804,7 @@ void Venom1_801934D0(Actor* actor) {
 }
 
 void Venom1_80193540(Scenery* scenery) {
-    if (((gPlayer[0].unk_138 - scenery->obj.pos.z) <= 3500.0f) && ((gGameFrameCount % 4) == 0)) {
+    if (((gPlayer[0].trueZpos - scenery->obj.pos.z) <= 3500.0f) && ((gGameFrameCount % 4) == 0)) {
         func_effect_8007C120(scenery->obj.pos.x, scenery->obj.pos.y, scenery->obj.pos.z, 0.0f, 0.0f, 0.0f, 0.2f, 10);
     }
 }
@@ -1672,10 +1672,10 @@ void Venom1_80194398(Boss* boss) {
     }
     switch (boss->swork[6]) {
         case 0:
-            temp_fs0 = gPlayer[0].unk_138 + boss->fwork[2];
+            temp_fs0 = gPlayer[0].trueZpos + boss->fwork[2];
             if (boss->swork[15] == 0) {
                 if (boss->obj.pos.z >= temp_fs0) {
-                    if (boss->obj.pos.z > (gPlayer[0].unk_138 - 200.0f)) {
+                    if (boss->obj.pos.z > (gPlayer[0].trueZpos - 200.0f)) {
                         var_fv0 = Math_SmoothStepToF(&boss->obj.pos.z, temp_fs0, 0.5f, 35.0f, 0.01f);
                     } else {
                         var_fv0 = Math_SmoothStepToF(&boss->obj.pos.z, temp_fs0, 0.4f, 10.0f, 0.01f);
@@ -1742,7 +1742,7 @@ void Venom1_80194398(Boss* boss) {
                     boss->fwork[11] = 0.8f;
                 }
             }
-            temp_fs0 = gPlayer[0].unk_138 + boss->fwork[2] - boss->obj.pos.z;
+            temp_fs0 = gPlayer[0].trueZpos + boss->fwork[2] - boss->obj.pos.z;
             if ((fabsf(temp_fs0) <= 70.0f) && (boss->state == 3)) {
                 boss->swork[5] = D_i1_8019AD2C[4].unk_0[0].unk_0;
                 boss->swork[4] = boss->swork[4];
@@ -2221,7 +2221,7 @@ void Venom1_80194398(Boss* boss) {
                 if (actor->obj.status == OBJ_FREE) {
 
                     while ((is3 <= boss->swork[22]) &&
-                           ((temp_fs0 + D_i1_80199CD0[is4][is3].z) >= (var_fv0 + gPlayer[0].unk_138))) {
+                           ((temp_fs0 + D_i1_80199CD0[is4][is3].z) >= (var_fv0 + gPlayer[0].trueZpos))) {
                         is3++;
                     }
                     if (is3 <= boss->swork[22]) {
@@ -2368,7 +2368,7 @@ void Venom1_801985E4(Boss* boss) {
     boss->state = boss->swork[9];
 }
 
-void Venom1_8019864C(PlayerShot* playerShot) {
+void Venom1_8019864C(PlayerShot* shot) {
     s32 i;
     s32 j;
     s32 count;
@@ -2382,7 +2382,7 @@ void Venom1_8019864C(PlayerShot* playerShot) {
     boss = gBosses;
     for (i = 0; i < 4; i++, boss++) {
         if ((boss->obj.id == OBJ_BOSS_319) && (boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) {
-            temp_fs1 = playerShot->unk_44 * 30.0f;
+            temp_fs1 = shot->scale * 30.0f;
             hitboxData = boss->info.hitbox;
             count = *hitboxData++;
             if (count != 0) {
@@ -2392,9 +2392,9 @@ void Venom1_8019864C(PlayerShot* playerShot) {
                         Matrix_RotateX(gCalcMatrix, -boss->obj.rot.x * M_DTOR, MTXF_APPLY);
                         Matrix_RotateY(gCalcMatrix, -boss->obj.rot.y * M_DTOR, MTXF_APPLY);
 
-                        sp88.x = playerShot->obj.pos.x - boss->obj.pos.x;
-                        sp88.y = playerShot->obj.pos.y - boss->obj.pos.y;
-                        sp88.z = playerShot->obj.pos.z - boss->obj.pos.z;
+                        sp88.x = shot->obj.pos.x - boss->obj.pos.x;
+                        sp88.y = shot->obj.pos.y - boss->obj.pos.y;
+                        sp88.z = shot->obj.pos.z - boss->obj.pos.z;
 
                         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp88, &sp78);
 
diff --git a/src/overlays/ovl_i2/fox_me.c b/src/overlays/ovl_i2/fox_me.c
index aa1f4bbe..30d3b236 100644
--- a/src/overlays/ovl_i2/fox_me.c
+++ b/src/overlays/ovl_i2/fox_me.c
@@ -44,8 +44,8 @@ Vec3f D_i2_80195610[] = {
 };
 
 void Meteo_80187530(Actor* actor) {
-    if (actor->unk_0D0 == 1) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType == 1) {
+        actor->dmgType = 0;
         func_effect_8007A6F0(&actor->obj.pos, 0x2902107D);
     }
 }
@@ -53,8 +53,8 @@ void Meteo_80187530(Actor* actor) {
 void Meteo_8018756C(Actor* actor) {
     Vec3f vec;
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         actor->health -= actor->damage;
         if (actor->health <= 0) {
             actor->obj.status = OBJ_DYING;
@@ -95,7 +95,7 @@ void Meteo_80187650(Actor* actor) {
         func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 6.0f);
     }
 
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
         func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f);
         Object_Kill(&actor->obj, actor->sfxSource);
@@ -132,7 +132,7 @@ void Meteo_801877C4(Actor* actor) {
     actor->obj.pos.x = actor->fwork[0] + sp44.x;
     actor->obj.pos.y = actor->fwork[1] + sp44.y;
 
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         Actor_Despawn(actor);
         func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
         Object_Kill(&actor->obj, actor->sfxSource);
@@ -142,7 +142,7 @@ void Meteo_801877C4(Actor* actor) {
 
     if (actor->timer_0BC == 0) {
         actor->timer_0BC = 40;
-        if (actor->obj.pos.z < (gPlayer[0].unk_138 - 1000.0f)) {
+        if (actor->obj.pos.z < (gPlayer[0].trueZpos - 1000.0f)) {
             func_effect_8007F11C(OBJ_EFFECT_353, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 120.0f);
         }
     }
@@ -155,7 +155,7 @@ void Meteo_8018795C(Actor* actor) {
     actor->obj.rot.y += 7.0f;
     actor->obj.rot.x += 3.3f;
 
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         Actor_Despawn(actor);
         func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
         Object_Kill(&actor->obj, actor->sfxSource);
@@ -191,7 +191,7 @@ void Meteo_80187B08(Actor* actor) {
         func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 6.0f);
     }
 
-    if ((actor->unk_0D0 != 0) || (actor->timer_0BC == 0)) {
+    if ((actor->dmgType != 0) || (actor->timer_0BC == 0)) {
         func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
         Object_Kill(&actor->obj, actor->sfxSource);
         func_effect_8007D0E0(actor->obj.pos.x - actor->vel.x, actor->obj.pos.y, actor->obj.pos.z - actor->vel.z, 8.0f);
@@ -444,7 +444,7 @@ void Meteo_80188344(Boss* boss) {
                                      20.0f, 30);
                 boss->state = 5;
 
-                boss->info.unk_10 = 1000.0f;
+                boss->info.cullDistance = 1000.0f;
 
                 Audio_KillSfxBySourceAndId(boss->sfxSource, 0x3103605B);
                 AUDIO_PLAY_SFX(0x3102405D, boss->sfxSource, 4);
@@ -933,7 +933,7 @@ void Meteo_8018978C(Boss* boss) {
                         if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                             (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
                             gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                            gPlayer[0].unk_1D0 = 0;
+                            gPlayer[0].csState = 0;
                             gCsFrameCount = 0;
                         }
 
@@ -947,7 +947,7 @@ void Meteo_8018978C(Boss* boss) {
         }
     }
 
-    sp7C = boss->obj.pos.z + D_ctx_80177D20;
+    sp7C = boss->obj.pos.z + gPathProgress;
 
     if (boss->state >= 3) {
         if (boss->state < 20) {
@@ -1085,7 +1085,7 @@ void Meteo_8018978C(Boss* boss) {
             boss->swork[1] = 10;
 
             boss->obj.pos.y += ((0.0f - boss->obj.pos.y) * boss->fwork[1]);
-            boss->vel.z = boss->fwork[0] - D_ctx_80177D08;
+            boss->vel.z = boss->fwork[0] - gPathVelZ;
 
             if (sp7C < boss->fwork[9]) {
                 boss->state = 1;
@@ -1101,7 +1101,7 @@ void Meteo_8018978C(Boss* boss) {
 
         case 1:
             boss->obj.pos.y += ((0.0f - boss->obj.pos.y) * boss->fwork[1]);
-            boss->vel.z = boss->fwork[0] - D_ctx_80177D08;
+            boss->vel.z = boss->fwork[0] - gPathVelZ;
 
             if (boss->fwork[0] < 0.0f) {
                 boss->fwork[0] += 0.5f;
@@ -1119,7 +1119,7 @@ void Meteo_8018978C(Boss* boss) {
 
         case 2:
             boss->obj.pos.y += ((0.0f - boss->obj.pos.y) * boss->fwork[1]);
-            boss->vel.z = boss->fwork[0] - D_ctx_80177D08;
+            boss->vel.z = boss->fwork[0] - gPathVelZ;
 
             if (boss->fwork[1] < 0.05f) {
                 boss->fwork[1] = boss->fwork[1] + 0.0004f;
@@ -1775,16 +1775,16 @@ void Meteo_8018BACC(Boss* boss) {
 void Meteo_8018C77C(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = D_i2_80195584[arg1] + gPlayer[0].pos.x;
     actor->obj.pos.y = D_i2_80195594[arg1] + gPlayer[0].pos.y;
-    actor->obj.pos.z = D_i2_801955A4[arg1] + gPlayer[0].unk_138;
+    actor->obj.pos.z = D_i2_801955A4[arg1] + gPlayer[0].trueZpos;
 
     actor->unk_0B6 = D_i2_801955B4[arg1];
     actor->obj.rot.y = 180.0f;
     Object_SetInfo(&actor->info, actor->obj.id);
-    actor->info.unk_10 = 200.0f;
+    actor->info.cullDistance = 200.0f;
 
     if (actor->unk_0B6 == 0) {
         actor->iwork[11] = 1;
@@ -1839,7 +1839,7 @@ void Meteo_8018CAD8(void) {
     actor->obj.pos.y = 0.0f;
     actor->obj.pos.z = 9000.0f;
     actor->unk_0B6 = 10;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     Object_SetInfo(&actor->info, actor->obj.id);
 }
 
@@ -1897,7 +1897,7 @@ void Meteo_LevelStart(Player* player) {
 
     PRINTF("Demo_Time %d\n");
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
 
@@ -1924,13 +1924,13 @@ void Meteo_LevelStart(Player* player) {
 
             player->cam.eye.x = gCsCamEyeX = player->pos.x + 100.0f;
             player->cam.eye.y = gCsCamEyeY = player->pos.y;
-            player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[1] + player->unk_138;
+            player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[1] + player->trueZpos;
 
             player->cam.at.x = gCsCamAtX = D_ctx_80177A48[2] + player->pos.x;
             player->cam.at.y = gCsCamAtY = player->pos.y;
-            player->cam.at.z = gCsCamAtZ = D_ctx_80177A48[4] + player->unk_138;
+            player->cam.at.z = gCsCamAtZ = D_ctx_80177A48[4] + player->trueZpos;
 
-            player->unk_1D0 = 1;
+            player->csState = 1;
 
             D_ctx_80177A48[3] = 1.0f;
 
@@ -1938,14 +1938,14 @@ void Meteo_LevelStart(Player* player) {
             actor3->vel.z = 4.0f;
             gCsCamEyeX = player->pos.x + 100.0f;
             gCsCamEyeY = player->pos.y;
-            gCsCamEyeZ = D_ctx_80177A48[1] + player->unk_138;
+            gCsCamEyeZ = D_ctx_80177A48[1] + player->trueZpos;
             gCsCamAtX = D_ctx_80177A48[2] + player->pos.x;
             gCsCamAtY = player->pos.y + 20.0f;
-            gCsCamAtZ = D_ctx_80177A48[4] + player->unk_138;
+            gCsCamAtZ = D_ctx_80177A48[4] + player->trueZpos;
             Math_SmoothStepToF(&D_ctx_80177A48[1], 8000.0f, 0.05f, 20.0f, 0);
             Math_SmoothStepToF(&D_ctx_80177A48[2], 0.0f, 0.05f, 25.0f, 0);
             Math_SmoothStepToF(&D_ctx_80177A48[4], 0.0f, 0.05f, 200.0f, 0);
-            Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.05f, 0.3f, 0);
+            Math_SmoothStepToF(&player->rot.z, 0.0f, 0.05f, 0.3f, 0);
 
             D_ctx_80177A48[0] = 0.1f;
             if (gCsFrameCount == 680) {
@@ -1961,29 +1961,29 @@ void Meteo_LevelStart(Player* player) {
                 actor1->state = 13;
             }
             if (gCsFrameCount > 810) {
-                player->unk_1D0 = 2;
+                player->csState = 2;
                 D_ctx_80177A48[0] = 0.0f;
-                player->timer_1F8 = 40;
+                player->csTimer = 40;
             }
             sp8F = false;
             if (gCsFrameCount == 190) {
-                player->timer_1FC = 5;
-                player->unk_1D8 = 10;
+                player->csEventTimer = 5;
+                player->meTargetIndex = 10;
                 sp8F = true;
             }
             if (gCsFrameCount == 230) {
-                player->timer_1FC = 3;
-                player->unk_1D8 = 6;
+                player->csEventTimer = 3;
+                player->meTargetIndex = 6;
                 sp8F = true;
             }
             if (gCsFrameCount == 240) {
-                player->timer_1FC = 3;
-                player->unk_1D8 = 11;
+                player->csEventTimer = 3;
+                player->meTargetIndex = 11;
                 sp8F = true;
             }
             if (gCsFrameCount == 270) {
-                player->timer_1FC = 2;
-                player->unk_1D8 = 12;
+                player->csEventTimer = 2;
+                player->meTargetIndex = 12;
                 sp8F = true;
             }
             if (gCsFrameCount == 600) {
@@ -2022,16 +2022,16 @@ void Meteo_LevelStart(Player* player) {
                 Meteo_8018CCF8(&gActors[8]);
             }
 
-            if (player->timer_1FC != 0) {
+            if (player->csEventTimer != 0) {
                 if (sp8F != 0) {
                     sp58 = D_i2_801955C4;
                     D_ctx_80177A48[3] *= -1.0f;
-                    x = gActors[player->unk_1D8].obj.pos.x - (actor3->obj.pos.x + (D_ctx_80177A48[3] * 74.0f));
-                    y = gActors[player->unk_1D8].obj.pos.y - (actor3->obj.pos.y - 232.0f);
-                    z = gActors[player->unk_1D8].obj.pos.z - (actor3->obj.pos.z - 1190.0f);
+                    x = gActors[player->meTargetIndex].obj.pos.x - (actor3->obj.pos.x + (D_ctx_80177A48[3] * 74.0f));
+                    y = gActors[player->meTargetIndex].obj.pos.y - (actor3->obj.pos.y - 232.0f);
+                    z = gActors[player->meTargetIndex].obj.pos.z - (actor3->obj.pos.z - 1190.0f);
 
                     sp64 = Math_RadToDeg(Math_Atan2F(x, z));
-                    x = sqrtf((x * x) + (z * z));
+                    x = sqrtf(SQ(x) + SQ(z));
                     sp68 = Math_RadToDeg(-Math_Atan2F(y, x));
 
                     Matrix_RotateY(gCalcMatrix, M_DTOR * sp64, MTXF_NEW);
@@ -2043,11 +2043,12 @@ void Meteo_LevelStart(Player* player) {
                                         actor3->obj.pos.z - 1190.0f + (sp4C.z * 0.8f), sp4C.x, sp4C.y, sp4C.z, sp68,
                                         sp64, 0.0f);
                 }
-                if (player->timer_1FC == 1) {
-                    func_effect_8007D2C8(gActors[player->unk_1D8].obj.pos.x, gActors[player->unk_1D8].obj.pos.y,
-                                         gActors[player->unk_1D8].obj.pos.z, 10.0f);
-                    gActors[player->unk_1D8].obj.status = OBJ_FREE;
-                    Meteo_8018CCF8(&gActors[player->unk_1D8]);
+                if (player->csEventTimer == 1) {
+                    func_effect_8007D2C8(gActors[player->meTargetIndex].obj.pos.x,
+                                         gActors[player->meTargetIndex].obj.pos.y,
+                                         gActors[player->meTargetIndex].obj.pos.z, 10.0f);
+                    gActors[player->meTargetIndex].obj.status = OBJ_FREE;
+                    Meteo_8018CCF8(&gActors[player->meTargetIndex]);
                     Object_Kill(&gPlayerShots[0].obj, gPlayerShots[0].sfxSource);
                 }
             }
@@ -2059,23 +2060,23 @@ void Meteo_LevelStart(Player* player) {
             gCsCamEyeZ = 400.0f;
             gCsCamAtX = player->pos.x;
             gCsCamAtY = (player->pos.y * player->unk_148) + 20.0f;
-            gCsCamAtZ = player->unk_138;
+            gCsCamAtZ = player->trueZpos;
 
             Math_SmoothStepToF(D_ctx_80177A48, 1.0f, 1.0f, 0.01f, 0.0f);
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 AUDIO_PLAY_BGM(gBgmSeqId);
                 gLevelStartStatusScreenTimer = 80;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 0;
-                player->timer_1FC = 0;
+                player->csState = 0;
+                player->csTimer = 0;
+                player->csEventTimer = 0;
                 player->cam.eye.x = player->pos.x;
                 player->cam.eye.y = (player->pos.y * player->unk_148) + 50.0f;
                 player->cam.eye.z = 400.0f;
                 player->cam.at.x = player->pos.x;
                 player->cam.at.y = (player->pos.y * player->unk_148) + 20.0f;
-                player->cam.at.z = player->unk_138;
+                player->cam.at.z = player->trueZpos;
 
                 for (i = 0; i < 4; i++) {
                     Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
@@ -2184,11 +2185,11 @@ void Meteo_8018DE14(Effect* effect) {
 void Meteo_8018DF08(Actor* actor, s32 idx) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = D_i2_801955D0[idx].x + gPlayer[0].pos.x;
     actor->obj.pos.y = D_i2_801955D0[idx].y + gPlayer[0].pos.y;
-    actor->obj.pos.z = D_i2_801955D0[idx].z + gPlayer[0].unk_138;
+    actor->obj.pos.z = D_i2_801955D0[idx].z + gPlayer[0].trueZpos;
 
     actor->unk_0F4.y = 0.0f;
     actor->unk_0F4.z = D_i2_80195600[idx];
@@ -2212,19 +2213,19 @@ void Meteo_LevelComplete(Player* player) {
 
     gBosses[1].obj.status = OBJ_FREE;
 
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 3.0f, 0.0f);
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             Audio_StopSfxByBankAndSource(1, player->sfxSource);
-            player->unk_1D0++;
+            player->csState++;
 
             D_ctx_80177A48[0] = 0.0f;
             D_ctx_80177A48[1] = 0.0f;
@@ -2245,34 +2246,34 @@ void Meteo_LevelComplete(Player* player) {
             gCsCamEyeX = gBosses[0].obj.pos.x + dest.x;
             gCsCamEyeY = gBosses[0].obj.pos.y + dest.y;
 
-            gCsCamEyeZ = gBosses[0].obj.pos.z + D_ctx_80177D20 + dest.z;
+            gCsCamEyeZ = gBosses[0].obj.pos.z + gPathProgress + dest.z;
             gCsCamAtX = gBosses[0].obj.pos.x;
             gCsCamAtY = gBosses[0].obj.pos.y;
 
-            gCsCamAtZ = gBosses[0].obj.pos.z + D_ctx_80177D20;
+            gCsCamAtZ = gBosses[0].obj.pos.z + gPathProgress;
 
             Math_SmoothStepToF(&D_ctx_80177A48[1], 180.0f, 0.05f, 1.0f, 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[2], 1500.0f, 0.1f, 10.0f, 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[0], 0.1f, 0.1f, 0.001f, 0.0f);
             Math_SmoothStepToF(&player->baseSpeed, 0.0f, 1.0f, 0.5f, 0.0f);
             Math_SmoothStepToF(&gBosses[0].vel.z, 0.0f, 1.0f, 0.5f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 3.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 3.0f, 0.0f);
 
             if (gCsFrameCount == 320) {
                 gCsFrameCount = 200;
                 D_ctx_80177A48[0] = 0.0f;
                 D_ctx_80177A48[3] = 0.0f;
                 D_ctx_80177A48[4] = 0.0f;
-                player->unk_1D0++;
-                player->timer_1F8 = 100;
+                player->csState++;
+                player->csTimer = 100;
             }
             break;
 
         case 2:
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 Math_SmoothStepToF(&D_ctx_80177A48[3], 1.0f, 1.0f, 0.01f, 0.0f);
             }
-            if (player->timer_1F8 == 50) {
+            if (player->csTimer == 50) {
                 AUDIO_PLAY_BGM(SEQ_ID_GOOD_END);
             }
 
@@ -2311,11 +2312,11 @@ void Meteo_LevelComplete(Player* player) {
 
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y;
-            gCsCamAtZ = player->unk_138 + D_ctx_80177D20 + 150.0f;
+            gCsCamAtZ = player->trueZpos + gPathProgress + 150.0f;
 
             if (gCsFrameCount > 1390) {
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.1f;
+                player->rot.x += 0.1f;
                 player->unk_190 = 2.0f;
 
                 if (gCsFrameCount == 1465) {
@@ -2328,7 +2329,7 @@ void Meteo_LevelComplete(Player* player) {
                     gFillScreenAlphaStep = 8;
                     if (gFillScreenAlpha == 255) {
                         player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                        player->timer_1F8 = 0;
+                        player->csTimer = 0;
                         gFadeoutType = 4;
                         gLeveLClearStatus[LEVEL_METEO] = Play_CheckMedalStatus(200) + 1;
                     }
@@ -2336,7 +2337,7 @@ void Meteo_LevelComplete(Player* player) {
             } else {
                 gCsCamEyeX = player->pos.x + dest.x;
                 gCsCamEyeY = player->pos.y + dest.y;
-                gCsCamEyeZ = player->unk_138 + D_ctx_80177D20 + 150.0f + dest.z;
+                gCsCamEyeZ = player->trueZpos + gPathProgress + 150.0f + dest.z;
             }
             break;
     }
@@ -2439,7 +2440,7 @@ void Meteo_LevelComplete(Player* player) {
             gActors[3].state = 1;
             gActors[3].obj.pos.x = player->cam.eye.x - 700.0f;
             gActors[3].obj.pos.y = player->cam.eye.y;
-            gActors[3].obj.pos.z = player->cam.eye.z - D_ctx_80177D20 + 1000.0f;
+            gActors[3].obj.pos.z = player->cam.eye.z - gPathProgress + 1000.0f;
             break;
     }
 
@@ -2450,8 +2451,8 @@ void Meteo_LevelComplete(Player* player) {
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0);
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     src.x = 0.0f;
     src.y = 0.0f;
@@ -2467,12 +2468,12 @@ void Meteo_LevelComplete(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void Meteo_8018ED9C(Actor* actor) {
diff --git a/src/overlays/ovl_i2/fox_sx.c b/src/overlays/ovl_i2/fox_sx.c
index deb8d41d..1f058636 100644
--- a/src/overlays/ovl_i2/fox_sx.c
+++ b/src/overlays/ovl_i2/fox_sx.c
@@ -28,7 +28,7 @@ void SectorX_8018F030(void) {
             actor->obj.rot.y = 180.0f;
             actor->obj.pos.x = gPlayer[0].cam.eye.x - 300.0f;
             actor->obj.pos.y = gPlayer[0].cam.eye.y + 200.0f;
-            actor->obj.pos.z = gPlayer[0].cam.eye.z - D_ctx_80177D20 + 300.0f;
+            actor->obj.pos.z = gPlayer[0].cam.eye.z - gPathProgress + 300.0f;
             actor->iwork[11] = 1;
             actor->aiType = AI360_SLIPPY;
             Object_SetInfo(&actor->info, actor->obj.id);
@@ -49,7 +49,7 @@ void SectorX_8018F124(void) {
     actor->obj.pos.y = gPlayer[0].cam.eye.y - 3000.0f;
     actor->obj.pos.z = gPlayer[0].pos.z + 30000.0f;
     Object_SetInfo(&actor->info, actor->obj.id);
-    actor->info.unk_10 = 100000.0f;
+    actor->info.cullDistance = 100000.0f;
 }
 
 void SectorX_8018F1DC(Actor* actor) {
@@ -128,7 +128,7 @@ void SectorX_8018F330(Actor* actor) {
             Math_SmoothStepToF(&actor->fwork[1], 0.1f, 1.0f, 0.01f, 0);
             Math_SmoothStepToF(&gPlayer[0].cam.at.x, actor->obj.pos.x, actor->fwork[0], 100.0f, 0.0f);
             Math_SmoothStepToF(&gPlayer[0].cam.at.y, actor->obj.pos.y, actor->fwork[0], 100.0f, 0.0f);
-            Math_SmoothStepToF(&gPlayer[0].cam.at.z, actor->obj.pos.z + D_ctx_80177D20, actor->fwork[0], 100.0f, 0.0f);
+            Math_SmoothStepToF(&gPlayer[0].cam.at.z, actor->obj.pos.z + gPathProgress, actor->fwork[0], 100.0f, 0.0f);
             Math_SmoothStepToF(&gPlayer[0].cam.eye.x, actor->obj.pos.x - 30.0f, actor->fwork[1], 20.0f, 0.0f);
             Math_SmoothStepToF(&gPlayer[0].cam.eye.y, actor->obj.pos.y, actor->fwork[1], 20.0f, 0.0f);
             if (actor->timer_0BC == 0) {
@@ -197,8 +197,8 @@ void SectorX_8018FA04(f32 x, f32 y, f32 z) {
             actor->obj.pos.z = z;
             Object_SetInfo(&actor->info, actor->obj.id);
             actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_SX_60328CC);
-            xRot = Math_Atan2F(gPlayer[0].pos.x - x, gPlayer[0].unk_138 - z);
-            pad = sqrtf(SQ(gPlayer[0].pos.x - x) + SQ(gPlayer[0].unk_138 - z));
+            xRot = Math_Atan2F(gPlayer[0].pos.x - x, gPlayer[0].trueZpos - z);
+            pad = sqrtf(SQ(gPlayer[0].pos.x - x) + SQ(gPlayer[0].trueZpos - z));
             yRot = -Math_Atan2F(gPlayer[0].pos.y - y, pad);
             Matrix_RotateY(gCalcMatrix, xRot, MTXF_NEW);
             Matrix_RotateX(gCalcMatrix, yRot, MTXF_APPLY);
@@ -208,7 +208,7 @@ void SectorX_8018FA04(f32 x, f32 y, f32 z) {
             Matrix_MultVec3f(gCalcMatrix, &src, &dest);
             actor->vel.x = dest.x;
             actor->vel.y = dest.y;
-            actor->vel.z = dest.z - D_ctx_80177D08;
+            actor->vel.z = dest.z - gPathVelZ;
             break;
         }
     }
@@ -360,7 +360,7 @@ void SectorX_80190078(Boss* boss) {
     }
 
     sp68 = gPlayer[0].pos.x - boss->obj.pos.x;
-    sp64 = gPlayer[0].unk_138 - (boss->obj.pos.z + (-237.0f));
+    sp64 = gPlayer[0].trueZpos - (boss->obj.pos.z + (-237.0f));
 
     if (boss->swork[7] != 0) {
         sp70 = Math_RadToDeg(Math_Atan2F(sp68, sp64));
@@ -498,7 +498,7 @@ void SectorX_80190078(Boss* boss) {
     switch (boss->state) {
         case 0:
             boss->swork[7] = 1;
-            boss->obj.pos.x = gPlayer[0].unk_0AC;
+            boss->obj.pos.x = gPlayer[0].xPath;
             boss->swork[0] = 0;
             Animation_GetFrameData(&D_SX_60206DC, boss->unk_04C, boss->vwork);
             boss->fwork[1] = -2000.0f;
@@ -1072,7 +1072,7 @@ void SectorX_80190078(Boss* boss) {
             if (boss->timer_050 == 120) {
                 if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_NEXT) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_DOWN)) {
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].unk_1D0 = 0;
+                    gPlayer[0].csState = 0;
                     gPlayer[0].unk_234 = 1;
                 }
                 Object_Kill(&boss->obj, boss->sfxSource);
@@ -1412,7 +1412,7 @@ void SectorX_80193800(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
 
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i2_801956B0[arg1].x;
     actor->obj.pos.y = D_i2_801956B0[arg1].y;
     actor->obj.pos.z = D_i2_801956B0[arg1].z;
@@ -1428,7 +1428,7 @@ void SectorX_80193800(Actor* actor, s32 arg1) {
 void SectorX_801938D8(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = gPlayer[0].cam.eye.x + D_i2_801956EC[arg1].x;
     actor->obj.pos.y = gPlayer[0].cam.eye.y + D_i2_801956EC[arg1].y;
     actor->obj.pos.z = gPlayer[0].cam.eye.z + D_i2_801956EC[arg1].z;
@@ -1456,13 +1456,13 @@ void SectorX_LevelStart(Player* player) {
     f32 xzDeg;
     f32 xyzDeg;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             for (i = 0; i < 5; i++) {
                 SectorX_80193800(&gActors[5 + i], i);
             }
-            player->unk_1D0 = 1;
+            player->csState = 1;
             player->cam.eye.x = gCsCamEyeX = 100.0f;
             player->cam.eye.y = gCsCamEyeY = 0.0f;
             player->cam.eye.z = gCsCamEyeZ = -200.0f;
@@ -1506,7 +1506,7 @@ void SectorX_LevelStart(Player* player) {
                     func_effect_80079618(gActors[5].obj.pos.x, gActors[5].obj.pos.y, gActors[5].obj.pos.z, 0.5f);
                 }
                 func_effect_8007A6F0(&gActors[5].obj.pos, 0x2903B009);
-                player->unk_1D0 += 1;
+                player->csState += 1;
                 D_ctx_80177A48[0] = 0.1f;
             }
             break;
@@ -1515,13 +1515,13 @@ void SectorX_LevelStart(Player* player) {
             if (gCsFrameCount == 170) {
                 player->pos.x = 0.0f;
                 player->pos.y = player->cam.eye.y + 50.0f;
-                player->unk_1D0 += 1;
+                player->csState += 1;
                 player->pos.z = player->cam.eye.z + 20.0f;
                 player->unk_194 = 10.0f;
                 player->unk_190 = 10.0f;
                 player->baseSpeed = 30.0f;
-                player->unk_0EC = -80.0f;
-                player->unk_0E4 = -20.0f;
+                player->rot.z = -80.0f;
+                player->rot.x = -20.0f;
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
                 for (i = 6; i < 10; i++) {
                     Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
@@ -1539,8 +1539,8 @@ void SectorX_LevelStart(Player* player) {
             }
 
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.5f, 0.07f, 0);
-            Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.2f, 2.0f, 0);
-            Math_SmoothStepToF(&player->unk_0E4, 20.0f, 0.1f, 1.0f, 0);
+            Math_SmoothStepToF(&player->rot.z, 0.0f, 0.2f, 2.0f, 0);
+            Math_SmoothStepToF(&player->rot.x, 20.0f, 0.1f, 1.0f, 0);
 
             switch (gCsFrameCount) {
                 case 195:
@@ -1561,8 +1561,8 @@ void SectorX_LevelStart(Player* player) {
             }
 
             if (gCsFrameCount > 300) {
-                player->unk_1D0 += 1;
-                player->timer_1F8 = 40;
+                player->csState += 1;
+                player->csTimer = 40;
                 D_ctx_80177A48[0] = 0.0f;
                 gActors[0].obj.pos.z -= player->pos.z;
                 gActors[1].obj.pos.z -= player->pos.z;
@@ -1579,25 +1579,25 @@ void SectorX_LevelStart(Player* player) {
         case 4:
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.2f, 0.5f, 0);
             Math_SmoothStepToF(&player->pos.y, 350.0f, 0.1f, 15.0f, 0);
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 2.0f, 0);
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 2.0f, 0);
             gCsCamEyeX = player->pos.x;
             gCsCamEyeY = (player->pos.y * player->unk_148) + 50.0f;
             gCsCamEyeZ = 400.0f;
             gCsCamAtX = player->pos.x;
             gCsCamAtY = (player->pos.y * player->unk_148) + 20.0f;
-            gCsCamAtZ = player->unk_138;
+            gCsCamAtZ = player->trueZpos;
             Math_SmoothStepToF(D_ctx_80177A48, 1.0f, 1.0f, 0.01f, 0);
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->baseSpeed = gArwingSpeed;
                 AUDIO_PLAY_BGM(gBgmSeqId);
                 gLevelStartStatusScreenTimer = 80;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = player->timer_1F8 = player->timer_1FC = 0;
+                player->csState = player->csTimer = player->csEventTimer = 0;
                 player->cam.eye.y = player->pos.y * player->unk_148 + 50.0f;
                 player->cam.eye.z = 400.0f;
                 player->cam.at.y = player->pos.y * player->unk_148 + 20.0f;
-                player->cam.at.z = player->unk_138;
+                player->cam.at.z = player->trueZpos;
                 player->cam.at.x = player->cam.eye.x = player->pos.x;
                 gLoadLevelObjects = 1;
                 for (i = 0; i < 3; i++) {
@@ -1612,8 +1612,8 @@ void SectorX_LevelStart(Player* player) {
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 20000.0f, 0);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     src.x = 0.0f;
     src.y = 0.0f;
     src.z = player->baseSpeed;
@@ -1624,7 +1624,7 @@ void SectorX_LevelStart(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
+    player->trueZpos = player->pos.z + player->camDist;
 }
 
 void SectorX_801944D4(Actor* actor, s32 arg1) {
@@ -1634,7 +1634,7 @@ void SectorX_801944D4(Actor* actor, s32 arg1) {
     Vec3f destB;
     Player* player = &gPlayer[0];
 
-    Matrix_RotateY(gCalcMatrix, player->unk_0E8 * M_DTOR, MTXF_NEW);
+    Matrix_RotateY(gCalcMatrix, player->rot.y * M_DTOR, MTXF_NEW);
     srcA.x = D_i2_80195710[arg1];
     srcA.y = D_i2_80195720[arg1];
     srcA.z = D_i2_80195730[arg1];
@@ -1647,7 +1647,7 @@ void SectorX_801944D4(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.pos.x = player->pos.x + destA.x;
     actor->obj.pos.y = player->pos.y + destA.y;
-    actor->obj.pos.z = player->unk_138 + destA.z;
+    actor->obj.pos.z = player->trueZpos + destA.z;
     actor->fwork[0] = destB.x;
     actor->fwork[1] = destB.y;
     actor->fwork[2] = destB.z;
@@ -1657,13 +1657,13 @@ void SectorX_801944D4(Actor* actor, s32 arg1) {
     actor->vel.y = player->vel.y;
     actor->vel.z = player->vel.z;
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     Object_SetInfo(&actor->info, actor->obj.id);
     if (arg1 == 3) {
         actor->unk_0B6 = 1;
         actor->state = 20;
-        actor->obj.rot.x = -player->unk_0E4 - 10.0f;
-        actor->obj.rot.y = (player->unk_0E8 + 180.0f) - 10.0f;
+        actor->obj.rot.x = -player->rot.x - 10.0f;
+        actor->obj.rot.y = (player->rot.y + 180.0f) - 10.0f;
         actor->fwork[9] = 10.0f;
     } else {
         actor->obj.rot.z = D_i2_80195770[arg1];
@@ -1678,23 +1678,23 @@ void SectorX_LevelComplete(Player* player) {
     Vec3f sp48;
     s32 pad[5];
 
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 3.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 3.0f, 0.0f);
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 3.0f, 0.0f);
 
     D_ctx_80178430 += 0.2f;
     D_ctx_8017842C -= 0.2f;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             Audio_StopSfxByBankAndSource(1, player->sfxSource);
-            player->unk_1D0 += 1;
+            player->csState += 1;
             D_ctx_80177A48[1] = 0.05f;
             D_ctx_80177A48[0] = 0.02f;
             D_ctx_80177A48[2] = 0.0f;
@@ -1718,8 +1718,8 @@ void SectorX_LevelComplete(Player* player) {
             Math_SmoothStepToF(&player->baseSpeed, 0.0f, 0.1f, 2.0f, 0.0f);
             Math_SmoothStepToF(D_ctx_80177A48, 0.1f, 1.0f, 0.002f, 0.0f);
             Math_SmoothStepToF(D_ctx_80177A48 + 1, 0.1f, 1.0f, 0.002f, 0.0f);
-            Matrix_RotateY(gCalcMatrix, player->unk_0E8 * M_DTOR, MTXF_NEW);
-            Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, player->rot.y * M_DTOR, MTXF_NEW);
+            Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
             Matrix_Push(&gCalcMatrix);
             Matrix_RotateY(gCalcMatrix, D_ctx_80177A48[2] * M_DTOR, MTXF_APPLY);
             sp54.x = 0.0f;
@@ -1728,7 +1728,7 @@ void SectorX_LevelComplete(Player* player) {
             Matrix_MultVec3f(gCalcMatrix, &sp54, &sp48);
             Math_SmoothStepToF(&player->cam.eye.x, player->pos.x + sp48.x, D_ctx_80177A48[0], 500.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.eye.y, player->pos.y + sp48.y, D_ctx_80177A48[0], 500.0f, 0.0f);
-            Math_SmoothStepToF(&player->cam.eye.z, player->unk_138 + D_ctx_80177D20 + sp48.z, D_ctx_80177A48[0], 500.0f,
+            Math_SmoothStepToF(&player->cam.eye.z, player->trueZpos + gPathProgress + sp48.z, D_ctx_80177A48[0], 500.0f,
                                0.0f);
             Matrix_Pop(&gCalcMatrix);
             sp54.x = 0.0f;
@@ -1737,14 +1737,14 @@ void SectorX_LevelComplete(Player* player) {
             Matrix_MultVec3f(gCalcMatrix, &sp54, &sp48);
             Math_SmoothStepToF(&player->cam.at.x, player->pos.x + sp48.x, D_ctx_80177A48[1], 500.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.at.y, player->pos.y + sp48.y, D_ctx_80177A48[1], 500.0f, 0.0f);
-            Math_SmoothStepToF(&player->cam.at.z, player->unk_138 + D_ctx_80177D20 + sp48.z, D_ctx_80177A48[1], 500.0f,
+            Math_SmoothStepToF(&player->cam.at.z, player->trueZpos + gPathProgress + sp48.z, D_ctx_80177A48[1], 500.0f,
                                0.0f);
             break;
 
         case 2:
             player->baseSpeed += 2.0f;
-            if (player->timer_1F8 == 0) {
-                Math_SmoothStepToAngle(&player->unk_0E4, 20.0f, 0.1f, 0.5f, 0.0f);
+            if (player->csTimer == 0) {
+                Math_SmoothStepToAngle(&player->rot.x, 20.0f, 0.1f, 0.5f, 0.0f);
             }
 
             if (gCsFrameCount == 1195) {
@@ -1757,7 +1757,7 @@ void SectorX_LevelComplete(Player* player) {
                 if (gFillScreenAlpha == 255) {
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
                     gFadeoutType = 4;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     Play_ClearObjectData();
                     gLeveLClearStatus[LEVEL_SECTOR_X] = Play_CheckMedalStatus(150) + 1;
                 }
@@ -1820,8 +1820,8 @@ void SectorX_LevelComplete(Player* player) {
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
             AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
-            player->unk_1D0 = 2;
-            player->timer_1F8 = 40;
+            player->csState = 2;
+            player->csTimer = 40;
             player->unk_194 = 5.0f;
             player->unk_190 = 5.0f;
             break;
@@ -1925,8 +1925,8 @@ void SectorX_LevelComplete(Player* player) {
                 break;
         }
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
     sp54.x = 0.0f;
     sp54.y = 0.0f;
     sp54.z = player->baseSpeed + player->boostSpeed;
@@ -1937,10 +1937,10 @@ void SectorX_LevelComplete(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
diff --git a/src/overlays/ovl_i3/fox_a6.c b/src/overlays/ovl_i3/fox_a6.c
index 0e4b3090..d893f686 100644
--- a/src/overlays/ovl_i3/fox_a6.c
+++ b/src/overlays/ovl_i3/fox_a6.c
@@ -552,10 +552,10 @@ void Area6_80187944(Boss* bossA6) {
 
     if ((bossA6->state < 6) || ((bossA6->state >= 8) && (bossA6->state < 12))) {
         bossA6->obj.rot.y = RAD_TO_DEG(Math_Atan2F(gPlayer[0].cam.eye.x - bossA6->obj.pos.x,
-                                                   gPlayer[0].cam.eye.z - (bossA6->obj.pos.z + D_ctx_80177D20)));
+                                                   gPlayer[0].cam.eye.z - (bossA6->obj.pos.z + gPathProgress)));
         bossA6->obj.rot.x =
             RAD_TO_DEG(-Math_Atan2F(gPlayer[0].cam.eye.y - bossA6->obj.pos.y,
-                                    sqrtf(SQ(gPlayer[0].cam.eye.z - (bossA6->obj.pos.z + D_ctx_80177D20)) +
+                                    sqrtf(SQ(gPlayer[0].cam.eye.z - (bossA6->obj.pos.z + gPathProgress)) +
                                           SQ(gPlayer[0].cam.eye.x - bossA6->obj.pos.x))));
     }
 
@@ -583,7 +583,7 @@ void Area6_80187944(Boss* bossA6) {
 
                     gTeamLowHealthMsgTimer = -1;
 
-                    D_bg_8015F984 = (D_ctx_80177D20 * 0.00004f) + 0.5f;
+                    D_bg_8015F984 = (gPathProgress * 0.00004f) + 0.5f;
 
                     AUDIO_PLAY_SFX(0x2940D09A, bossA6->sfxSource, 4);
 
@@ -688,7 +688,7 @@ void Area6_80187944(Boss* bossA6) {
 
     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, gPlayer[0].cam.eye.z - D_ctx_80177D20 + bossA6->fwork[A6_FWK_3], 0.1f,
+        Math_SmoothStepToF(&bossA6->obj.pos.z, gPlayer[0].cam.eye.z - gPathProgress + bossA6->fwork[A6_FWK_3], 0.1f,
                            bossA6->fwork[A6_FWK_4], 0.00001f);
         if (bossA6->state < 5) {
             sp120 = 2.0f;
@@ -785,7 +785,7 @@ void Area6_80187944(Boss* bossA6) {
             if ((bossA6->timer_050 != 0) && (bossA6->timer_050 < 200)) {
                 dx_11C = gPlayer[0].cam.eye.x - bossA6->obj.pos.x;
                 dy_118 = gPlayer[0].cam.eye.y - bossA6->obj.pos.y;
-                dz_114 = gPlayer[0].cam.eye.z - D_ctx_80177D20 + bossA6->fwork[A6_FWK_3] - bossA6->obj.pos.z;
+                dz_114 = gPlayer[0].cam.eye.z - gPathProgress + bossA6->fwork[A6_FWK_3] - bossA6->obj.pos.z;
                 sp104 = 100.0f;
             }
 
@@ -823,7 +823,7 @@ void Area6_80187944(Boss* bossA6) {
                     Audio_KillSfxBySource(bossA6->sfxSource);
                     AUDIO_PLAY_SFX(0x19004051, bossA6->sfxSource, 4);
                     bossA6->timer_050 = 20;
-                    bossA6->obj.pos.z = gPlayer[0].cam.eye.z - D_ctx_80177D20 + bossA6->fwork[A6_FWK_3];
+                    bossA6->obj.pos.z = gPlayer[0].cam.eye.z - gPathProgress + bossA6->fwork[A6_FWK_3];
                     bossA6->fwork[A6_FWK_6] = bossA6->obj.pos.x = gPlayer[0].cam.eye.x;
                     bossA6->fwork[A6_FWK_7] = bossA6->obj.pos.y = gPlayer[0].cam.eye.y;
                     bossA6->state = 2;
@@ -871,7 +871,7 @@ void Area6_80187944(Boss* bossA6) {
                         if ((bossA6->swork[A6_SWK_25] != 1) && (D_i3_801C2250[A6_BSS_0] != 2)) {
                             bossA6->fwork[A6_FWK_3] = RAND_FLOAT_CENTERED(1000.0f) + -3700.0f;
                         }
-                        bossA6->obj.pos.z = gPlayer[0].cam.eye.z - D_ctx_80177D20 + bossA6->fwork[A6_FWK_3];
+                        bossA6->obj.pos.z = gPlayer[0].cam.eye.z - gPathProgress + bossA6->fwork[A6_FWK_3];
                         bossA6->fwork[A6_FWK_6] = bossA6->obj.pos.x = gPlayer[0].cam.eye.x;
                         bossA6->fwork[A6_FWK_7] = bossA6->obj.pos.y = gPlayer[0].cam.eye.y;
                     }
@@ -1229,7 +1229,7 @@ void Area6_80187944(Boss* bossA6) {
             if ((bossA6->timer_052 == 160) && ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                                                (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
             }
             if (bossA6->timer_052 < 50) {
                 D_ctx_801779A8[0] = 50.0f;
@@ -2115,7 +2115,7 @@ void Area6_8018D5C8(void) {
     gActors[i].unk_0B6 = 1;
     gActors[i].state = 90;
     gActors[i].fwork[0] = 0.0f;
-    gActors[i].obj.id = OBJ_ACTOR_195;
+    gActors[i].obj.id = OBJ_ACTOR_CUTSCENE;
     Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
     AUDIO_PLAY_SFX(0x11030010, gActors[i].sfxSource, 0);
 }
@@ -2128,7 +2128,7 @@ void Area6_8018D694(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     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;
@@ -2154,7 +2154,7 @@ void Area6_8018D804(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     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;
@@ -2282,10 +2282,10 @@ void Area6_LevelStart(Player* player) {
     f32 temp3; // 50
     f32 temp4; // 4C
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             Rand_SetSeed(1, 29000, 9876);
             Area6_8018D694(&gActors[1], 0);
             Area6_8018D694(&gActors[2], 1);
@@ -2378,8 +2378,8 @@ void Area6_LevelStart(Player* player) {
                 player->pos.z = 0.0f;
                 player->pos.y = 350.0f;
                 player->baseSpeed = gArwingSpeed;
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 0;
+                player->csState = 0;
+                player->csTimer = 0;
 
                 AUDIO_PLAY_BGM(SEQ_ID_AREA_6 | SEQ_FLAG);
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
@@ -2448,8 +2448,8 @@ void Area6_LevelStart(Player* player) {
             Play_ClearObjectData();
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114 + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     if (player->state_1C8 != PLAYERSTATE_1C8_ACTIVE) {
         sp74.x = 0.0f;
         sp74.y = 0.0f;
@@ -2461,9 +2461,9 @@ void Area6_LevelStart(Player* player) {
         player->pos.x += player->vel.x;
         player->pos.y += player->vel.y;
         player->pos.z += player->vel.z;
-        player->unk_138 = player->pos.z;
+        player->trueZpos = player->pos.z;
     }
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.001f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.001f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0.001f);
@@ -2475,7 +2475,7 @@ void Area6_LevelStart(Player* player) {
 void Area6_8018EA88(Actor* actor) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = 0.0f;
     actor->obj.pos.y = 0.0f;
     actor->obj.pos.z = gBosses[0].obj.pos.z + 500.0f;
@@ -2499,7 +2499,7 @@ void Area6_8018EB3C(Actor* actor) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = player->pos.x;
     actor->obj.pos.y = player->pos.y + 600.0f;
     actor->obj.pos.z = player->pos.z + 2800.0f;
@@ -2522,7 +2522,7 @@ void Area6_8018EC38(Actor* actor, s32 arg1) {
     if (gTeamShields[arg1 + 1] > 0) {
         Actor_Initialize(actor);
         actor->obj.status = OBJ_ACTIVE;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
         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;
@@ -2548,10 +2548,10 @@ void Area6_LevelComplete(Player* player) {
     Actor* actor4 = &gActors[4];
     s32 pad;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             player->wings.modelId = 1;
             player->unk_194 = 5.0f;
             player->unk_190 = 2.0f;
@@ -2560,10 +2560,10 @@ void Area6_LevelComplete(Player* player) {
             D_ctx_80177A48[3] = 0.0f;
             /* fallthrough */
         case 1:
-            Math_SmoothStepToAngle(&player->unk_130, 0.0f, 0.05f, 1.2f, 0.0001f);
-            Math_SmoothStepToAngle(&player->unk_12C, 0.0f, 0.05f, 1.2f, 0.0001f);
+            Math_SmoothStepToAngle(&player->zRotBarrelRoll, 0.0f, 0.05f, 1.2f, 0.0001f);
+            Math_SmoothStepToAngle(&player->zRotBank, 0.0f, 0.05f, 1.2f, 0.0001f);
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-            Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+            Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
             if (gCsFrameCount < 60) {
                 spf90.x = -100.0f;
                 spf90.y = -100.0f;
@@ -2577,9 +2577,9 @@ void Area6_LevelComplete(Player* player) {
                 if (sp88 > 180.0f) {
                     sp88 = 0.0f;
                 }
-                sp84 = Math_SmoothStepToAngle(&player->unk_0E8, sp8C, 0.5f, 2.0f, 0.0001f) * 30.0f;
-                Math_SmoothStepToAngle(&player->unk_0E4, sp88, 0.1f, 5.0f, 0.0001f);
-                Math_SmoothStepToAngle(&player->unk_0EC, sp84, 0.1f, 5.0f, 0.0001f);
+                sp84 = Math_SmoothStepToAngle(&player->rot.y, sp8C, 0.5f, 2.0f, 0.0001f) * 30.0f;
+                Math_SmoothStepToAngle(&player->rot.x, sp88, 0.1f, 5.0f, 0.0001f);
+                Math_SmoothStepToAngle(&player->rot.z, sp84, 0.1f, 5.0f, 0.0001f);
             }
             if (gCsFrameCount == 60) {
                 player->unk_234 = 0;
@@ -2587,14 +2587,14 @@ void Area6_LevelComplete(Player* player) {
             }
             Math_SmoothStepToF(&gCsCamEyeX, gBosses[0].obj.pos.x, 0.05f, 1000.0f, 0.001f);
             Math_SmoothStepToF(&gCsCamEyeY, gBosses[0].obj.pos.y, 0.05f, 1000.0f, 0.001f);
-            Math_SmoothStepToF(&gCsCamEyeZ, gBosses[0].obj.pos.z + D_ctx_80177D20, 0.05f, 10.0f, 0.0001f);
+            Math_SmoothStepToF(&gCsCamEyeZ, gBosses[0].obj.pos.z + gPathProgress, 0.05f, 10.0f, 0.0001f);
             player->cam.eye.x = gCsCamEyeX;
             player->cam.eye.y = gCsCamEyeY;
             player->cam.eye.z = gCsCamEyeZ;
 
             gCsCamAtX = gBosses[0].obj.pos.x;
             gCsCamAtY = gBosses[0].obj.pos.y;
-            gCsCamAtZ = gBosses[0].obj.pos.z + D_ctx_80177D20;
+            gCsCamAtZ = gBosses[0].obj.pos.z + gPathProgress;
             D_ctx_80177A48[0] = 0.04f;
             if (gCsFrameCount == 140) {
                 Area6_8018EA88(actor4);
@@ -2604,7 +2604,7 @@ void Area6_LevelComplete(Player* player) {
             }
             if (gCsFrameCount >= 200) {
                 if (gFillScreenAlpha == 255) {
-                    player->unk_1D0 = 2;
+                    player->csState = 2;
                     Play_ClearObjectData();
                 } else {
                     gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
@@ -2653,10 +2653,11 @@ void Area6_LevelComplete(Player* player) {
                 player->pos.x = 0.0f;
                 player->pos.y = 200.0f;
                 player->pos.z = 1000.0f;
-                player->unk_08C = player->unk_0EC = player->unk_0E8 = player->unk_0E4 = player->baseSpeed =
-                    player->boostSpeed = player->camRoll = player->unk_12C = player->unk_130 = player->unk_4D8 = 0.0f;
+                player->camDist = player->rot.z = player->rot.y = player->rot.x = player->baseSpeed =
+                    player->boostSpeed = player->camRoll = player->zRotBank = player->zRotBarrelRoll =
+                        player->aerobaticPitch = 0.0f;
 
-                D_bg_8015F984 = (D_ctx_80177D20 * 0.00004f) + 0.5f;
+                D_bg_8015F984 = (gPathProgress * 0.00004f) + 0.5f;
                 Area6_8018EC38(&gActors[1], 0);
                 Area6_8018EC38(&gActors[2], 1);
                 Area6_8018EC38(&gActors[3], 2);
@@ -2666,13 +2667,13 @@ void Area6_LevelComplete(Player* player) {
                 D_ctx_80177A48[9] = 50.0f;
                 player->cam.at.x = gCsCamAtX = player->pos.x;
                 player->cam.at.y = gCsCamAtY = 0.0f;
-                player->cam.at.z = gCsCamAtZ = player->pos.z + 50.0f + D_ctx_80177D20;
+                player->cam.at.z = gCsCamAtZ = player->pos.z + 50.0f + gPathProgress;
             }
             if (gFillScreenAlpha != 0) {
                 gFillScreenAlphaTarget = 0;
                 gFillScreenAlphaStep = 4;
             } else {
-                player->unk_1D0 = 3;
+                player->csState = 3;
             }
         case 3:
             Math_SmoothStepToF(&player->pos.y, 0.0f, 0.01f, 10.0f, 0.001f);
@@ -2697,7 +2698,7 @@ void Area6_LevelComplete(Player* player) {
                 }
                 gCsCamAtX = player->pos.x;
                 gCsCamAtY = 0.0f;
-                gCsCamAtZ = D_ctx_80177A48[9] + player->pos.z + D_ctx_80177D20;
+                gCsCamAtZ = D_ctx_80177A48[9] + player->pos.z + gPathProgress;
                 D_ctx_80177A48[0] = 0.008f;
             } else {
                 Math_SmoothStepToAngle(&D_ctx_80177A48[4], 0.0f, 0.1f, 10.0f, 0.001f);
@@ -2706,12 +2707,12 @@ void Area6_LevelComplete(Player* player) {
                 gCsCamAtX += 2.0f;
                 player->cam.at.x = gCsCamAtX = player->pos.x;
                 player->cam.at.y = gCsCamAtY = 0.0f;
-                player->cam.at.z = gCsCamAtZ = D_ctx_80177A48[9] + player->pos.z + D_ctx_80177D20;
+                player->cam.at.z = gCsCamAtZ = D_ctx_80177A48[9] + player->pos.z + gPathProgress;
             }
             sp78.x = 0.0f;
             sp78.y = 0.0f;
             sp78.z = D_ctx_80177A48[5];
-            Matrix_Translate(gCalcMatrix, D_ctx_80177A48[1], 0.0f, D_ctx_80177A48[3] + D_ctx_80177D20, MTXF_NEW);
+            Matrix_Translate(gCalcMatrix, D_ctx_80177A48[1], 0.0f, D_ctx_80177A48[3] + gPathProgress, MTXF_NEW);
             Matrix_RotateY(gCalcMatrix, -(D_ctx_80177A48[4] * M_DTOR), MTXF_APPLY);
             Matrix_MultVec3f(gCalcMatrix, &sp78, &sp6C);
             player->cam.eye.x = gCsCamEyeX = sp6C.x;
@@ -2796,8 +2797,8 @@ void Area6_LevelComplete(Player* player) {
     if (gCsFrameCount >= 1076) {
         Math_SmoothStepToF(&player->baseSpeed, 50.0f, 0.1f, 1000.0f, 0.001f);
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114 + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     sp78.x = 0.0f;
     sp78.y = 0.0f;
     sp78.z = player->baseSpeed;
@@ -2808,8 +2809,8 @@ void Area6_LevelComplete(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0001f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.0001f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0.0001f);
diff --git a/src/overlays/ovl_i3/fox_aq.c b/src/overlays/ovl_i3/fox_aq.c
index 36ad1664..e4e38616 100644
--- a/src/overlays/ovl_i3/fox_aq.c
+++ b/src/overlays/ovl_i3/fox_aq.c
@@ -323,15 +323,15 @@ void Aquas_801A8E30(void) {
 
 void Aquas_801A92EC(Actor* actor, f32 xUnk, f32 yUnk, f32 zUnk, s32 index, s32 mode) {
     gTexturedLines[index].mode = mode;
-    gTexturedLines[index].unk_28 = 10.0f;
-    gTexturedLines[index].unk_04.x = actor->obj.pos.x;
-    gTexturedLines[index].unk_04.y = actor->obj.pos.y;
-    gTexturedLines[index].unk_04.z = actor->obj.pos.z;
-    gTexturedLines[index].unk_10.x = xUnk;
-    gTexturedLines[index].unk_10.y = yUnk;
-    gTexturedLines[index].unk_10.z = zUnk;
-    gTexturedLines[index].unk_2C = gTexturedLines[index].unk_2D = gTexturedLines[index].unk_2E =
-        gTexturedLines[index].unk_2F = 255;
+    gTexturedLines[index].xyScale = 10.0f;
+    gTexturedLines[index].posAA.x = actor->obj.pos.x;
+    gTexturedLines[index].posAA.y = actor->obj.pos.y;
+    gTexturedLines[index].posAA.z = actor->obj.pos.z;
+    gTexturedLines[index].posBB.x = xUnk;
+    gTexturedLines[index].posBB.y = yUnk;
+    gTexturedLines[index].posBB.z = zUnk;
+    gTexturedLines[index].red = gTexturedLines[index].green = gTexturedLines[index].blue = gTexturedLines[index].alpha =
+        255;
     gTexturedLines[index].timer = 3;
 }
 
@@ -471,7 +471,7 @@ void Aquas_801A9824(void) {
 }
 
 void Aquas_801A99D4(Player* player) {
-    s32 sp24 = fabsf(player->unk_138 / 1000.0f);
+    s32 sp24 = fabsf(player->trueZpos / 1000.0f);
 
     Math_SmoothStepToF(&D_bg_8015F970, D_i3_801C41B8[25], 1.0f, 10.0f, 0.00001f);
     Math_SmoothStepToF(&D_AQ_801C4188, D_i3_801C41B8[26], 0.1f, 10.0f, 0.00001f);
@@ -531,8 +531,8 @@ void Aquas_801A9C98(Player* player) {
         i = D_i3_801C4190[0] - 1;
         actor = &gActors[i];
 
-        if ((actor->obj.status != OBJ_ACTIVE) || ((player->unk_138 - 300.0f) <= actor->obj.pos.z) ||
-            (actor->obj.pos.z <= (player->unk_138 - 7000.0f)) || (actor->obj.id != D_i3_801C4190[1]) ||
+        if ((actor->obj.status != OBJ_ACTIVE) || ((player->trueZpos - 300.0f) <= actor->obj.pos.z) ||
+            (actor->obj.pos.z <= (player->trueZpos - 7000.0f)) || (actor->obj.id != D_i3_801C4190[1]) ||
             (actor->health == 0)) {
             D_i3_801C4190[0] = D_i3_801C4190[3] = D_i3_801C4190[5] = D_i3_801C4190[1] = 0;
         } else {
@@ -577,8 +577,8 @@ void Aquas_801A9ED0(Player* player) {
     Vec3f sp64;
     f32* tempy;
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
 
     sp70.x = 0.0f;
     sp70.y = 0.0f;
@@ -604,9 +604,9 @@ void Aquas_801A9ED0(Player* player) {
                         (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] >=
-                            fabsf(player->unk_138 - gBosses[0].obj.pos.z - gBosses[0].info.hitbox[j])) {
+                            fabsf(player->trueZpos - gBosses[0].obj.pos.z - gBosses[0].info.hitbox[j])) {
                             D_i3_801C41B8[11] =
-                                fabsf(player->unk_138 - gBosses[0].obj.pos.z - gBosses[0].info.hitbox[j]);
+                                fabsf(player->trueZpos - gBosses[0].obj.pos.z - gBosses[0].info.hitbox[j]);
                             D_i3_801C4190[0] = 777;
                             D_i3_801C4190[4] = i;
                             D_i3_801C4190[1] = OBJ_BOSS_AQ;
@@ -648,7 +648,7 @@ void Aquas_801AA20C(void) {
             }
 
             Matrix_Translate(gGfxMatrix, D_i3_801C41B8[0] + var_fs1, D_i3_801C41B8[1] + var_fs2,
-                             D_i3_801C41B8[2] + gPlayer[0].unk_144, MTXF_APPLY);
+                             D_i3_801C41B8[2] + gPlayer[0].zPath, MTXF_APPLY);
             Matrix_Scale(gGfxMatrix, D_i3_801C41B8[5], D_i3_801C41B8[5], D_i3_801C41B8[5], MTXF_APPLY);
 
             for (i = 0; i < 4; i++) {
@@ -661,7 +661,7 @@ void Aquas_801AA20C(void) {
             }
         } else {
             gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 0, 0, 255);
-            Matrix_Translate(gGfxMatrix, D_i3_801C41B8[0], D_i3_801C41B8[1], D_i3_801C41B8[2] + gPlayer[0].unk_144,
+            Matrix_Translate(gGfxMatrix, D_i3_801C41B8[0], D_i3_801C41B8[1], D_i3_801C41B8[2] + gPlayer[0].zPath,
                              MTXF_APPLY);
             Matrix_Scale(gGfxMatrix, D_i3_801C41B8[5], D_i3_801C41B8[5], D_i3_801C41B8[5], MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
@@ -681,7 +681,7 @@ void Aquas_801AA4BC(Player* player) {
         if ((gInputHold->button & Z_TRIG) && !(gInputHold->button & R_TRIG)) {
             sp3C = 90.0f;
             sp38 = 0.2f;
-            if (player->unk_12C < 70.0f) {
+            if (player->zRotBank < 70.0f) {
                 Math_SmoothStepToF(&player->wings.unk_04, -70.0f, 0.3f, 100.0f, 0);
                 Math_SmoothStepToF(&player->wings.unk_08, -70.0f, 0.3f, 100.0f, 0);
                 Math_SmoothStepToF(&player->wings.unk_0C, 70.0f, 0.3f, 100.0f, 0);
@@ -692,7 +692,7 @@ void Aquas_801AA4BC(Player* player) {
         if ((gInputHold->button & R_TRIG) && !(gInputHold->button & Z_TRIG)) {
             sp3C = -90.0f;
             sp38 = 0.2f;
-            if (player->unk_12C > -70.0f) {
+            if (player->zRotBank > -70.0f) {
                 Math_SmoothStepToF(&player->wings.unk_04, 70.0f, 0.3f, 100.0f, 0);
                 Math_SmoothStepToF(&player->wings.unk_08, 70.0f, 0.3f, 100.0f, 0);
                 Math_SmoothStepToF(&player->wings.unk_0C, -70.0f, 0.3f, 100.0f, 0);
@@ -700,53 +700,53 @@ void Aquas_801AA4BC(Player* player) {
             }
         }
 
-        Math_SmoothStepToF(&player->unk_12C, sp3C, sp38, 10.0f, 0);
+        Math_SmoothStepToF(&player->zRotBank, sp3C, sp38, 10.0f, 0);
     }
 
     if ((gInputPress->button & Z_TRIG) && (player->unk_230 == 0)) {
         player->sfx.bank = 1;
-        if (player->timer_1E0 != 0) {
-            player->unk_1DC = 1;
+        if (player->barrelInputTimerL != 0) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 10;
-            player->unk_1EC = player->unk_1F0 = 30;
+            player->rollRate = player->baseRollRate = 30;
             player->sfx.roll = 1;
         } else {
-            player->timer_1E0 = 10;
+            player->barrelInputTimerL = 10;
         }
     }
 
     if ((gInputPress->button & R_TRIG) && (player->unk_230 == 0)) {
         player->sfx.bank = 1;
-        if (player->timer_1E4 != 0) {
-            player->unk_1DC = 1;
+        if (player->barrelInputTimerR != 0) {
+            player->barrelRoll = 1;
             player->timer_1E8 = 10;
-            player->unk_1EC = player->unk_1F0 = -30;
+            player->rollRate = player->baseRollRate = -30;
             player->sfx.roll = 1;
         } else {
-            player->timer_1E4 = 10;
+            player->barrelInputTimerR = 10;
         }
     }
 
     Math_SmoothStepToF(&player->unk_150, 1.0f, 0.05f, 10.0f, 0.0001f);
 
-    player->unk_130 = Math_ModF(player->unk_130, 360.0f);
+    player->zRotBarrelRoll = Math_ModF(player->zRotBarrelRoll, 360.0f);
 
-    if (player->unk_280 > 0) {
-        player->unk_280 -= 30;
-        if (player->unk_280 <= 0) {
-            player->unk_280 = 0;
+    if (player->barrelRollAlpha > 0) {
+        player->barrelRollAlpha -= 30;
+        if (player->barrelRollAlpha <= 0) {
+            player->barrelRollAlpha = 0;
         }
     }
 
-    if (player->unk_1DC == 0) {
-        Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 10.0f, 0.00001f);
+    if (player->barrelRoll == 0) {
+        Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 10.0f, 0.00001f);
     }
 
-    if (player->timer_1E0 != 0) {
-        player->timer_1E0--;
+    if (player->barrelInputTimerL != 0) {
+        player->barrelInputTimerL--;
     }
-    if (player->timer_1E4 != 0) {
-        player->timer_1E4--;
+    if (player->barrelInputTimerR != 0) {
+        player->barrelInputTimerR--;
     }
     if (player->timer_214 != 0) {
         player->timer_214--;
@@ -758,25 +758,25 @@ void Aquas_801AA4BC(Player* player) {
         player->timer_1E8--;
     }
 
-    if (player->unk_1DC != 0) {
-        player->timer_1E0 = player->timer_1E4 = 0;
+    if (player->barrelRoll != 0) {
+        player->barrelInputTimerL = player->barrelInputTimerR = 0;
         player->unk_150 = 1.5f;
-        player->unk_130 += player->unk_1EC;
+        player->zRotBarrelRoll += player->rollRate;
         if (player->timer_1E8 == 0) {
-            if (player->unk_1EC > 0) {
-                player->unk_1EC -= 5;
+            if (player->rollRate > 0) {
+                player->rollRate -= 5;
             }
-            if (player->unk_1EC < 0) {
-                player->unk_1EC += 5;
+            if (player->rollRate < 0) {
+                player->rollRate += 5;
             }
-            if (player->unk_1EC == 0) {
-                player->unk_1DC = 0;
+            if (player->rollRate == 0) {
+                player->barrelRoll = 0;
             }
         } else {
-            if (player->unk_280 < 180) {
-                player->unk_280 += 60;
-                if (player->unk_280 > 180) {
-                    player->unk_280 = 180;
+            if (player->barrelRollAlpha < 180) {
+                player->barrelRollAlpha += 60;
+                if (player->barrelRollAlpha > 180) {
+                    player->barrelRollAlpha = 180;
                 }
             }
         }
@@ -800,27 +800,27 @@ void Aquas_801AA8E8(Player* player) {
         Math_SmoothStepToF(&player->unk_02C, var_fv1, 0.05f, 2.0f, 0.05f);
     }
 
-    gCsCamEyeX = (player->pos.x - player->unk_0AC) * (600.0f / player->unk_09C);
+    gCsCamEyeX = (player->pos.x - player->xPath) * (600.0f / player->pathWidth);
     gCsCamEyeX -= player->unk_030 * 1.5f;
-    gCsCamEyeX += player->unk_0AC + D_i3_801C41B8[9];
-    gCsCamEyeY = player->pos.y * (740.0f / player->unk_0A0);
+    gCsCamEyeX += player->xPath + D_i3_801C41B8[9];
+    gCsCamEyeY = player->pos.y * (740.0f / player->pathHeight);
     gCsCamEyeY -= player->unk_02C - 50.0f;
-    gCsCamEyeY += player->unk_0B0;
-    gCsCamAtX = (player->pos.x - player->unk_0AC - D_i3_801C41B8[9]) * (600.0f / player->unk_09C);
-    gCsCamAtX += player->unk_084 * -2.0f;
+    gCsCamEyeY += player->yPath;
+    gCsCamAtX = (player->pos.x - player->xPath - D_i3_801C41B8[9]) * (600.0f / player->pathWidth);
+    gCsCamAtX += player->xShake * -2.0f;
     gCsCamAtX -= player->unk_030 * 0.5f;
-    gCsCamAtX += player->unk_0AC;
-    gCsCamAtY = (player->pos.y - player->unk_0B0) * (750.0f / player->unk_0A0);
+    gCsCamAtX += player->xPath;
+    gCsCamAtY = (player->pos.y - player->yPath) * (750.0f / player->pathHeight);
     gCsCamAtY += player->unk_060 * 10.0f;
     gCsCamAtY -= player->unk_02C * -0.55f;
-    gCsCamAtY += player->unk_0B0 + D_i3_801C41B8[10];
+    gCsCamAtY += player->yPath + D_i3_801C41B8[10];
 
     if (gCsCamAtY < 20.0f) {
         gCsCamAtY = 20.0f;
     }
 
     gCsCamEyeZ = 240.0f;
-    gCsCamAtZ = player->unk_138 + (D_ctx_80177D20 - 1.0f);
+    gCsCamAtZ = player->trueZpos + (gPathProgress - 1.0f);
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, player->unk_014, 1000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, player->unk_014, 1000.0f, 0);
@@ -832,7 +832,7 @@ void Aquas_801AA8E8(Player* player) {
 
     Math_SmoothStepToF(&player->unk_014, 1.0f, 1.0f, 0.05f, 0.0f);
 
-    temp = -player->unk_0EC;
+    temp = -player->rot.z;
 
     Math_SmoothStepToF(&player->camRoll, temp * 0.3f, 0.1f, 1.5f, 0.0f);
 }
@@ -858,9 +858,9 @@ void Aquas_801AACF8(Player* player) {
     sp64 = -gInputPress->stick_x;
     sp5C = gInputPress->stick_y;
 
-    D_ctx_80177970 = 0.68f;
+    gPlayerTurnStickMod = 0.68f;
 
-    Math_SmoothStepToF(&player->unk_180, sp64 * D_ctx_80177970, 1.0f, 10.0f, 0.0001f);
+    Math_SmoothStepToF(&player->unk_180, sp64 * gPlayerTurnStickMod, 1.0f, 10.0f, 0.0001f);
 
     var_fa0 = fabsf(player->unk_180 * 0.5f);
     if (var_fa0 > 2.0f) {
@@ -880,24 +880,24 @@ void Aquas_801AACF8(Player* player) {
     Math_SmoothStepToF(&D_i3_801C41B8[3], player->unk_180, 0.1f, 2.0f, 0.00001f);
 
     sp60 = D_i3_801C41B8[3];
-    D_ctx_80177968 = 7.0f;
+    gPlayerTurnRate = 7.0f;
 
-    if ((player->pos.x < (-player->unk_09C + player->unk_0AC + 10.0f)) && (sp60 >= 20.0f)) {
-        D_ctx_80177968 = 2.0f;
+    if ((player->pos.x < (-player->pathWidth + player->xPath + 10.0f)) && (sp60 >= 20.0f)) {
+        gPlayerTurnRate = 2.0f;
         Math_SmoothStepToF(&D_i3_801C41B8[9], 30.0f, 0.1f, 10.0f, 0.0001f);
     }
-    if ((player->pos.x > (player->unk_09C + player->unk_0AC - 10.0f)) && (sp60 <= -20.0f)) {
-        D_ctx_80177968 = 2.0f;
+    if ((player->pos.x > (player->pathWidth + player->xPath - 10.0f)) && (sp60 <= -20.0f)) {
+        gPlayerTurnRate = 2.0f;
         Math_SmoothStepToF(&D_i3_801C41B8[9], -30.0f, 0.1f, 10.0f, 0.0001f);
     }
 
-    Math_SmoothStepToF(&player->unk_0E8, sp60, 0.3f, D_ctx_80177968, 0.00001f);
+    Math_SmoothStepToF(&player->rot.y, sp60, 0.3f, gPlayerTurnRate, 0.00001f);
 
-    if (D_ctx_80177968 != 2.0f) {
+    if (gPlayerTurnRate != 2.0f) {
         Math_SmoothStepToF(&D_i3_801C41B8[9], 0.0f, 0.1f, 20.0f, 0.0001f);
     }
 
-    Math_SmoothStepToF(&player->unk_17C, sp5C * D_ctx_80177970, 1.0f, 7.0f, 0.0001f);
+    Math_SmoothStepToF(&player->unk_17C, sp5C * gPlayerTurnStickMod, 1.0f, 7.0f, 0.0001f);
 
     var_fa1 = fabsf(player->unk_17C * 0.05f);
     if (var_fa1 > 2.0f) {
@@ -917,12 +917,12 @@ void Aquas_801AACF8(Player* player) {
     Math_SmoothStepToF(&D_i3_801C41B8[4], player->unk_17C * -1.0f, 0.1f, 3.0f, 0.00001f);
 
     sp58 = D_i3_801C41B8[4] * 0.8f;
-    D_ctx_80177968 = 10.0f;
+    gPlayerTurnRate = 10.0f;
 
     if (player->pos.y < (gGroundHeight + 50.0f)) {
         if (sp58 <= 0.0f) {
             sp58 = 0.0f;
-            D_ctx_80177968 = 2.0f;
+            gPlayerTurnRate = 2.0f;
             if (D_i3_801C4190[7] == 0) {
                 AUDIO_PLAY_SFX(0x09404028, player->sfxSource, 0);
                 D_i3_801C4190[7] = 1;
@@ -932,7 +932,7 @@ void Aquas_801AACF8(Player* player) {
         D_i3_801C4190[7] = 0;
     }
 
-    if ((player->unk_0A0 - 50.0f) <= player->pos.y) {
+    if ((player->pathHeight - 50.0f) <= player->pos.y) {
         if (sp58 >= 0.0f) {
             Math_SmoothStepToF(&D_i3_801C41B8[10], 30.0f, 1.0f, 1.0f, 0.00001f);
         }
@@ -940,19 +940,19 @@ void Aquas_801AACF8(Player* player) {
         Math_SmoothStepToF(&D_i3_801C41B8[10], 0.0f, 0.1f, 1.0f, 0.00001f);
     }
 
-    Math_SmoothStepToF(&player->unk_0E4, sp58, 1.0f, D_ctx_80177968, 0.00001f);
+    Math_SmoothStepToF(&player->rot.x, sp58, 1.0f, gPlayerTurnRate, 0.00001f);
 
     var_fv1_2 = 2.0f;
     if (sp64 == 0.0f) {
         var_fv1_2 = 1.0f;
     }
 
-    Math_SmoothStepToF(&player->unk_0EC, player->unk_180 * 0.7f, 0.08f, var_fv1_2, 0.0001f);
+    Math_SmoothStepToF(&player->rot.z, player->unk_180 * 0.7f, 0.08f, var_fv1_2, 0.0001f);
 
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     sp8C.x = sp8C.y = 0.0f;
     sp8C.z = player->baseSpeed;
@@ -962,8 +962,8 @@ void Aquas_801AACF8(Player* player) {
     sp68.x *= 1.4f;
     sp68.y *= 1.4f;
 
-    Matrix_RotateY(gCalcMatrix, player->unk_114 * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, player->unk_120 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->yRot_114 * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, player->xRot_120 * M_DTOR, MTXF_APPLY);
 
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp80);
 
@@ -978,33 +978,33 @@ void Aquas_801AACF8(Player* player) {
 
     player->pos.x += player->vel.x;
 
-    if (player->pos.x > player->unk_09C + player->unk_0AC) {
-        player->pos.x = player->unk_09C + player->unk_0AC;
+    if (player->pos.x > player->pathWidth + player->xPath) {
+        player->pos.x = player->pathWidth + player->xPath;
         player->vel.x = 0.0f;
     }
-    if (player->pos.x < player->unk_0AC - player->unk_09C) {
-        player->pos.x = player->unk_0AC - player->unk_09C;
+    if (player->pos.x < player->xPath - player->pathWidth) {
+        player->pos.x = player->xPath - player->pathWidth;
         player->vel.x = 0.0f;
     }
 
     player->pos.y += player->vel.y;
 
-    if (player->pos.y > player->unk_0A0) {
-        player->pos.y = player->unk_0A0;
+    if (player->pos.y > player->pathHeight) {
+        player->pos.y = player->pathHeight;
         player->vel.y = 0.0f;
     }
-    if (player->pos.y < player->unk_0A4) {
-        player->pos.y = player->unk_0A4;
+    if (player->pos.y < player->pathFloor) {
+        player->pos.y = player->pathFloor;
         player->vel.y = 0.0f;
     }
 
-    if (player->pos.x > (player->unk_0AC + (player->unk_09C - 100.0f))) {
+    if (player->pos.x > (player->xPath + (player->pathWidth - 100.0f))) {
         player->flags_228 = PFLAG_228_0;
     }
-    if (player->pos.x < (player->unk_0AC - (player->unk_09C - 100.0f))) {
+    if (player->pos.x < (player->xPath - (player->pathWidth - 100.0f))) {
         player->flags_228 = PFLAG_228_1;
     }
-    if (player->pos.y > (player->unk_0B0 + (player->unk_0A0 - 100.0f))) {
+    if (player->pos.y > (player->yPath + (player->pathHeight - 100.0f))) {
         player->flags_228 = PFLAG_228_3;
     }
     if (player->pos.y <= (gGroundHeight + 100)) {
@@ -1021,16 +1021,16 @@ void Aquas_801AACF8(Player* player) {
     }
 
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_060 = SIN_DEG(player->unk_0F4 * 0.7f) * 0.5f;
-    player->unk_088 += 10.0f;
-    player->unk_0F4 += 8.0f + D_i3_801C41B8[24];
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
+    player->trueZpos = player->pos.z;
+    player->unk_060 = SIN_DEG(player->rockPhase * 0.7f) * 0.5f;
+    player->bobPhase += 10.0f;
+    player->rockPhase += 8.0f + D_i3_801C41B8[24];
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
+    player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
 
     if (player->pos.y < (gWaterLevel + 50.0f)) {
-        Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114) * M_DTOR, MTXF_NEW);
-        Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+        Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114) * M_DTOR, MTXF_NEW);
+        Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
         sp8C.x = sp8C.y = 0.0f;
         sp8C.z = 70.0f;
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp8C, &sp80);
@@ -1038,22 +1038,22 @@ void Aquas_801AACF8(Player* player) {
             player->unk_178 -= 30.0f;
             Aquas_801AC8A8(player->pos.x + RAND_FLOAT_CENTERED(10.0f) + sp80.x,
                            player->pos.y + RAND_FLOAT_CENTERED(10.0f) + sp80.y,
-                           player->unk_138 + RAND_FLOAT_CENTERED(10.0f) + (sp80.z * -1.0f), 0.4f, 1);
+                           player->trueZpos + RAND_FLOAT_CENTERED(10.0f) + (sp80.z * -1.0f), 0.4f, 1);
         } else {
             player->unk_178 -= 10.0f;
             if (((gGameFrameCount % 8) == 0)) {
                 Aquas_801AC8A8(player->pos.x + RAND_FLOAT_CENTERED(10.0f) + sp80.x,
                                player->pos.y + RAND_FLOAT_CENTERED(10.0f) + sp80.y,
-                               player->unk_138 + RAND_FLOAT_CENTERED(20.0f) + sp80.z, 0.4f, 0);
+                               player->trueZpos + RAND_FLOAT_CENTERED(20.0f) + sp80.z, 0.4f, 0);
             }
         }
     }
 }
 
 void Aquas_801AB9B0(Player* player) {
-    func_effect_8007D0E0(player->pos.x, player->pos.y, player->unk_138, 6.0f);
-    func_effect_8007B344(player->pos.x, player->pos.y, player->unk_138, 3.0f, 5);
-    func_effect_8007BFFC(player->pos.x, player->pos.y, player->unk_138, 0.0f, 0.0f, 0.0f, 3.0f, 80);
+    func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 6.0f);
+    func_effect_8007B344(player->pos.x, player->pos.y, player->trueZpos, 3.0f, 5);
+    func_effect_8007BFFC(player->pos.x, player->pos.y, player->trueZpos, 0.0f, 0.0f, 0.0f, 3.0f, 80);
     Cutscene_KillPlayer(player);
 }
 
@@ -1070,7 +1070,7 @@ void Aquas_801ABA40(PlayerShot* shot) {
     D_i3_801C41B8[22] = shot->obj.pos.y;
     D_i3_801C41B8[23] = shot->obj.pos.z;
 
-    if ((fabsf(shot->obj.pos.z - (gPlayer[0].cam.eye.z - D_ctx_80177D20)) > 10000.0f) ||
+    if ((fabsf(shot->obj.pos.z - (gPlayer[0].cam.eye.z - gPathProgress)) > 10000.0f) ||
         (fabsf(shot->obj.pos.y - gPlayer[0].cam.eye.y) > 1500.0f) ||
         ((fabsf(shot->obj.pos.x - gPlayer[0].cam.eye.x) > 4000.0f) && (shot->unk_5C != 0))) {
         shot->unk_64 = 0;
@@ -1097,9 +1097,9 @@ void Aquas_801ABA40(PlayerShot* shot) {
 
         func_beam_80038140(shot);
 
-        shot->unk_2C = (shot->obj.pos.y * 0.01f) + 1.2f;
-        shot->unk_30 = (shot->obj.pos.y * 0.003f) + 0.6f;
-        shot->unk_34 = (shot->obj.pos.y * 0.001f) + 0.6f;
+        shot->vec_2C.x = (shot->obj.pos.y * 0.01f) + 1.2f;
+        shot->vec_2C.y = (shot->obj.pos.y * 0.003f) + 0.6f;
+        shot->vec_2C.z = (shot->obj.pos.y * 0.001f) + 0.6f;
         shot->unk_58 = (shot->obj.pos.y * -0.24f) + 150.0f;
         if (shot->unk_58 < 30) {
             shot->unk_58 = 30;
@@ -1108,8 +1108,8 @@ void Aquas_801ABA40(PlayerShot* shot) {
         switch (shot->unk_5C) {
             case 0:
                 shot->unk_64 = 50;
-                shot->obj.rot.y = gPlayer[0].unk_0E8;
-                shot->obj.rot.x = gPlayer[0].unk_0E4;
+                shot->obj.rot.y = gPlayer[0].rot.y;
+                shot->obj.rot.x = gPlayer[0].rot.x;
                 shot->unk_5C++;
                 break;
 
@@ -1221,8 +1221,8 @@ void Aquas_801AC274(Player* player) {
         D_i3_801C4190[5] = D_i3_801C4190[3] = 0;
     }
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
 
     sp68.x = 0.0f;
     sp68.y = 0.0f;
@@ -1232,13 +1232,13 @@ void Aquas_801AC274(Player* player) {
 
     D_i3_801C41B8[6] = player->pos.x + sp5C.x;
     D_i3_801C41B8[7] = player->pos.y + sp5C.y;
-    D_i3_801C41B8[8] = player->unk_138 + sp5C.z;
+    D_i3_801C41B8[8] = player->trueZpos + sp5C.z;
 
     if (D_i3_801C4190[3] == 0) {
         if (D_i3_801C4190[0] == 0) {
             D_i3_801C41B8[0] = player->pos.x + sp5C.x;
             D_i3_801C41B8[1] = player->pos.y + sp5C.y;
-            D_i3_801C41B8[2] = player->unk_138 + sp5C.z;
+            D_i3_801C41B8[2] = player->trueZpos + sp5C.z;
             D_i3_801C41B8[5] = 3.0f;
         }
 
@@ -1257,12 +1257,13 @@ void Aquas_801AC274(Player* player) {
                 tempx1 = actor->obj.pos.x + actor->info.hitbox[var_v1 + 4] + actor->info.hitbox[var_v1 + 5] + 200.0f;
                 tempx2 = actor->obj.pos.x + actor->info.hitbox[var_v1 + 4] - actor->info.hitbox[var_v1 + 5] - 200.0f;
 
-                if ((actor->health > 0) && (actor->timer_0C2 < 5) && (actor->obj.pos.z <= (player->unk_138 - 300.0f)) &&
-                    ((player->unk_138 - 7000.0f) <= actor->obj.pos.z) && (player->pos.y + sp5C.y <= tempy1) &&
+                if ((actor->health > 0) && (actor->timer_0C2 < 5) &&
+                    (actor->obj.pos.z <= (player->trueZpos - 300.0f)) &&
+                    ((player->trueZpos - 7000.0f) <= actor->obj.pos.z) && (player->pos.y + sp5C.y <= tempy1) &&
                     (tempy2 <= player->pos.y + sp5C.y) && (player->pos.x + sp5C.x <= tempx1) &&
                     (tempx2 <= player->pos.x + sp5C.x) &&
-                    (fabsf(player->unk_138 - actor->obj.pos.z - actor->info.hitbox[var_v1 + 0]) < D_i3_801C41B8[11])) {
-                    D_i3_801C41B8[11] = fabsf(player->unk_138 - actor->obj.pos.z - actor->info.hitbox[var_v1 + 0]);
+                    (fabsf(player->trueZpos - actor->obj.pos.z - actor->info.hitbox[var_v1 + 0]) < D_i3_801C41B8[11])) {
+                    D_i3_801C41B8[11] = fabsf(player->trueZpos - actor->obj.pos.z - actor->info.hitbox[var_v1 + 0]);
                     D_i3_801C4190[0] = actor->index + 1;
                     D_i3_801C4190[1] = actor->obj.id;
                 }
@@ -1298,7 +1299,7 @@ void Aquas_801AC274(Player* player) {
     if (D_i3_801C4190[5] == 0) {
         gLight3x = player->pos.x;
         gLight3y = player->pos.y - 5.0f;
-        gLight3z = player->unk_138 - 60.0f;
+        gLight3z = player->trueZpos - 60.0f;
 
         gLight3R += 4;
         gLight3G += 3;
@@ -1328,7 +1329,7 @@ void Aquas_801AC7C8(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 scale2, s3
     effect->unk_4A = 40;
     effect->scale2 = scale2 * 0.2f;
     effect->unk_46 = 50;
-    effect->unk_60.y = gPlayer[0].unk_0E8 + gPlayer[0].unk_114;
+    effect->unk_60.y = gPlayer[0].rot.y + gPlayer[0].yRot_114;
     if (effect->state == 2) {
         effect->unk_46 = 100;
     }
@@ -1435,11 +1436,11 @@ void Aquas_801ACE50(Player* player) {
 
     player->sfx.boost = 0;
 
-    if (player->timer_27C != 0) {
-        player->timer_27C--;
+    if (player->meteoWarpTimer != 0) {
+        player->meteoWarpTimer--;
         player->boostSpeed += 0.3f;
-        Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114) * M_DTOR, MTXF_NEW);
-        Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+        Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114) * M_DTOR, MTXF_NEW);
+        Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
 
         sp54.x = sp54.y = 0.0f;
         sp54.z = 70.0f;
@@ -1447,19 +1448,19 @@ void Aquas_801ACE50(Player* player) {
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48);
         Aquas_801AC8A8(player->pos.x + RAND_FLOAT_CENTERED(10.0f) + sp48.x,
                        player->pos.y + RAND_FLOAT_CENTERED(10.0f) + sp48.y,
-                       player->unk_138 + RAND_FLOAT_CENTERED(10.0f) + (sp48.z * -1.0f), 0.4f, 1);
-        Math_SmoothStepToF(&player->unk_08C, -130.0f, 0.1f, 10.0f, 0.00001f);
+                       player->trueZpos + RAND_FLOAT_CENTERED(10.0f) + (sp48.z * -1.0f), 0.4f, 1);
+        Math_SmoothStepToF(&player->camDist, -130.0f, 0.1f, 10.0f, 0.00001f);
 
-        player->unk_130 -= player->unk_258;
-        player->unk_258 += 0.2f;
-        if (player->unk_258 > 50.0f) {
-            player->unk_258 = 50.0f;
+        player->zRotBarrelRoll -= player->meteoWarpSpinSpeed;
+        player->meteoWarpSpinSpeed += 0.2f;
+        if (player->meteoWarpSpinSpeed > 50.0f) {
+            player->meteoWarpSpinSpeed = 50.0f;
         }
         if (((gGameFrameCount % 2) == 0) && (gBlurAlpha > 64)) {
             gBlurAlpha -= 1;
         }
     } else {
-        player->unk_258 = 0.0f;
+        player->meteoWarpSpinSpeed = 0.0f;
         if (gBlurAlpha < 255) {
             gBlurAlpha += 4;
             if (gBlurAlpha >= 252) {
@@ -1489,7 +1490,7 @@ void Aquas_801ACE50(Player* player) {
                 player->boostSpeed = 10.0f;
             }
             Math_SmoothStepToF(&D_i3_801C41B8[27], 10.0f, 0.1f, 2.0f, 0.00001f);
-            Math_SmoothStepToF(&player->unk_08C, -200.0f, 0.1f, D_i3_801C41B8[27], 0.00001f);
+            Math_SmoothStepToF(&player->camDist, -200.0f, 0.1f, D_i3_801C41B8[27], 0.00001f);
             player->sfx.boost = 1;
             Math_SmoothStepToF(&D_ctx_801779A8[0], 50.0f, 1.0f, 10.0f, 0.0f);
         } else {
@@ -1509,7 +1510,7 @@ void Aquas_801ACE50(Player* player) {
             }
         }
     }
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 2.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 2.0f, 0.0f);
 }
 
 void Aquas_801AD328(Player* player) {
@@ -1529,7 +1530,7 @@ void Aquas_801AD328(Player* player) {
             player->boostSpeed = -20.0f;
         }
         Math_SmoothStepToF(&D_i3_801C41B8[28], 10.0f, 1.0f, 2.0f, 0.00001f);
-        Math_SmoothStepToF(&player->unk_08C, 180.0f, 0.1f, D_i3_801C41B8[28], 0.0f);
+        Math_SmoothStepToF(&player->camDist, 180.0f, 0.1f, D_i3_801C41B8[28], 0.0f);
         player->sfx.brake = 1;
         Math_SmoothStepToF(&D_ctx_801779A8[0], 25.0f, 1.0f, 5.0f, 0.0f);
     } else {
@@ -1551,7 +1552,7 @@ void Aquas_801AD328(Player* player) {
             }
         }
     }
-    Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 2.0f, 0.0f);
+    Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 2.0f, 0.0f);
 }
 
 void Aquas_801AD598(Actor* actor) {
@@ -1600,7 +1601,7 @@ void Aquas_801AD6C0(Actor* actor) {
         actor->vel.z = 0.0f;
     }
 
-    if ((gPlayer[0].unk_138 + 500.0f) <= actor->obj.pos.z) {
+    if ((gPlayer[0].trueZpos + 500.0f) <= actor->obj.pos.z) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
@@ -1624,9 +1625,9 @@ void Aquas_801AD6C0(Actor* actor) {
             break;
 
         case 1:
-            if (actor->unk_0D0 != 0) {
+            if (actor->dmgType != 0) {
                 if (actor->health > 0) {
-                    actor->unk_0D0 = 0;
+                    actor->dmgType = 0;
                     actor->timer_0C6 = 15;
                     actor->health -= actor->damage;
                     AUDIO_PLAY_SFX(0x29034045, actor->sfxSource, 4);
@@ -1641,10 +1642,10 @@ void Aquas_801AD6C0(Actor* actor) {
                 }
             }
 
-            if (actor->obj.pos.z <= (gPlayer[0].unk_138 - 200.0f)) {
+            if (actor->obj.pos.z <= (gPlayer[0].trueZpos - 200.0f)) {
                 actor->fwork[7] = sp80 = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(100.0f) - actor->obj.pos.x;
                 actor->fwork[8] = sp7C = gPlayer[0].pos.y - 30.0f - actor->obj.pos.y;
-                actor->fwork[9] = sp78 = gPlayer[0].unk_138 - actor->obj.pos.z;
+                actor->fwork[9] = sp78 = gPlayer[0].trueZpos - actor->obj.pos.z;
             } else {
                 sp80 = actor->fwork[7];
                 sp7C = actor->fwork[8];
@@ -1679,10 +1680,10 @@ void Aquas_801AD6C0(Actor* actor) {
             }
 
             sp68 = Math_RadToDeg(Math_Atan2F(gPlayer[0].pos.x + sp80 + RAND_FLOAT_CENTERED(200.0f) - actor->obj.pos.x,
-                                             gPlayer[0].unk_138 + sp78 - actor->obj.pos.z));
+                                             gPlayer[0].trueZpos + sp78 - actor->obj.pos.z));
             sp6C = Math_RadToDeg(-Math_Atan2F(gPlayer[0].pos.y - 30.0f + sp7C - actor->obj.pos.y, sp70));
 
-            if (gPlayer[0].unk_138 <= actor->obj.pos.z) {
+            if (gPlayer[0].trueZpos <= actor->obj.pos.z) {
                 sp68 = actor->unk_0F4.y;
                 sp6C = actor->unk_0F4.x;
             }
@@ -1721,7 +1722,7 @@ void Aquas_801AD6C0(Actor* actor) {
                 actor->iwork[1]--;
                 if (actor->iwork[1] <= 0) {
                     actor->itemDrop = DROP_NONE;
-                    actor->unk_0D4 = 2;
+                    actor->dmgSource = 2;
                     Actor_Despawn(actor);
                     Object_Kill(&actor->obj, actor->sfxSource);
                 }
@@ -1743,7 +1744,7 @@ void Aquas_801AD6C0(Actor* actor) {
 void Aquas_801ADF7C(f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, u8 type, s32 flag, f32 scale,
                     s32 index) {
     Matrix_Push(&gGfxMatrix);
-    Matrix_Translate(gGfxMatrix, xPos, yPos, zPos + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, xPos, yPos, zPos + gPathProgress, MTXF_APPLY);
 
     Matrix_RotateY(gGfxMatrix, M_DTOR * yRot, MTXF_APPLY);
     Matrix_RotateX(gGfxMatrix, M_DTOR * xRot, MTXF_APPLY);
@@ -1802,9 +1803,9 @@ void Aquas_801AE168(Actor* actor) {
 
         if (i >= 2) {
             yRot = RAD_TO_DEG(Math_Atan2F(gPlayer[0].cam.eye.x - D_i3_801C27C0->pos.x,
-                                          gPlayer[0].cam.eye.z - (D_i3_801C27C0->pos.z + D_ctx_80177D20)));
-            xz = sqrtf(((gPlayer[0].cam.eye.z - (D_i3_801C27C0->pos.z + D_ctx_80177D20)) *
-                        (gPlayer[0].cam.eye.z - (D_i3_801C27C0->pos.z + D_ctx_80177D20))) +
+                                          gPlayer[0].cam.eye.z - (D_i3_801C27C0->pos.z + gPathProgress)));
+            xz = sqrtf(((gPlayer[0].cam.eye.z - (D_i3_801C27C0->pos.z + gPathProgress)) *
+                        (gPlayer[0].cam.eye.z - (D_i3_801C27C0->pos.z + gPathProgress))) +
                        ((gPlayer[0].cam.eye.x - D_i3_801C27C0->pos.x) * (gPlayer[0].cam.eye.x - D_i3_801C27C0->pos.x)));
             xRot = RAD_TO_DEG(-Math_Atan2F(gPlayer[0].cam.eye.y - D_i3_801C27C0->pos.y, xz));
         }
@@ -1849,8 +1850,8 @@ void Aquas_801AE3D8(Actor* actor) {
                 }
             }
 
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 if ((fabsf(D_i3_801C4308[10]) >= 6.0f) && (gBosses[0].state >= 10) &&
                     (gBosses[0].swork[AQ_SWK_0] < 2)) {
                     actor->timer_0C6 = 30;
@@ -2118,8 +2119,8 @@ void Aquas_801AFA5C(Actor* actor) {
         actor->obj.rot.y = D_i3_801BFBC8[i];
         actor->obj.rot.z = D_i3_801BFBD4[i];
     }
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         if ((gBosses[0].state >= 10) && (actor->health != 0) && (actor->damage == 31)) {
             actor->timer_0BE = 70;
             actor->health -= actor->damage;
@@ -2343,7 +2344,7 @@ void Aquas_801B0B60(Actor* actor) {
     Vec3f sp44;
     Vec3f sp38;
 
-    if ((actor->unk_0D0 != 0) || (gBosses[0].state >= 16)) {
+    if ((actor->dmgType != 0) || (gBosses[0].state >= 16)) {
         actor->state = 3;
     }
 
@@ -2395,7 +2396,7 @@ void Aquas_801B0B60(Actor* actor) {
         case 3:
             if (Rand_ZeroOne() < 0.1) {
                 actor->itemDrop = DROP_SILVER_RING_10p;
-                actor->unk_0D4 = 2;
+                actor->dmgSource = 2;
                 Actor_Despawn(actor);
             }
             Object_Kill(&actor->obj, actor->sfxSource);
@@ -2551,7 +2552,7 @@ void Aquas_801B134C(Boss* bossAQ) {
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 40);
                 Radio_PlayMessage(gMsg_ID_15100, RCID_FOX);
             }
-            if (fabsf(bossAQ->obj.pos.z - gPlayer[0].unk_138) <= 3000.0f) {
+            if (fabsf(bossAQ->obj.pos.z - gPlayer[0].trueZpos) <= 3000.0f) {
                 D_i3_801C4190[6] = 1;
                 bossAQ->timer_056 = 20;
                 Audio_PlaySequence(SEQ_PLAYER_BGM, SEQ_ID_AQ_BOSS | SEQ_FLAG, 0, 1);
@@ -2827,13 +2828,13 @@ void Aquas_801B134C(Boss* bossAQ) {
             if (bossAQ->timer_058 != 0) {
                 gPlayer[0].boostCooldown = 1;
                 Math_SmoothStepToF(&D_i3_801C41B8[24], 20.0f, 0.1f, 1.0f, 0.0f);
-                Math_SmoothStepToF(&gPlayer[0].unk_08C, 180.0f, 0.4f, 20.0f, 0.0f);
+                Math_SmoothStepToF(&gPlayer[0].camDist, 180.0f, 0.4f, 20.0f, 0.0f);
             } else {
                 Math_SmoothStepToF(&D_i3_801C41B8[24], 0.0f, 0.01f, 0.1f, 0.0f);
-                Math_SmoothStepToF(&gPlayer[0].unk_08C, 0.0f, 0.1f, 2.0f, 0.0f);
-                if (gPlayer[0].unk_08C < 0.1f) {
+                Math_SmoothStepToF(&gPlayer[0].camDist, 0.0f, 0.1f, 2.0f, 0.0f);
+                if (gPlayer[0].camDist < 0.1f) {
                     gPlayer[0].boostCooldown = 0;
-                    gPlayer[0].unk_08C = D_i3_801C41B8[24] = 0.0f;
+                    gPlayer[0].camDist = D_i3_801C41B8[24] = 0.0f;
                     bossAQ->swork[AQ_SWK_0] = 0;
                 }
             }
@@ -2943,7 +2944,7 @@ void Aquas_801B134C(Boss* bossAQ) {
                                 if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                                     (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
                                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                                    gPlayer[0].unk_1D0 = 0;
+                                    gPlayer[0].csState = 0;
                                 }
                                 D_i3_801C4190[1] = 0;
                                 D_i3_801C4190[5] = 0;
@@ -3027,7 +3028,7 @@ void Aquas_801B134C(Boss* bossAQ) {
     if ((bossAQ->state >= 4) && (bossAQ->state < 16)) {
         sp104 = gPlayer[0].pos.x - bossAQ->obj.pos.x;
         sp100 = gPlayer[0].pos.y - bossAQ->obj.pos.y;
-        spFC = gPlayer[0].unk_138 - bossAQ->obj.pos.z;
+        spFC = gPlayer[0].trueZpos - bossAQ->obj.pos.z;
         spE8 = Math_RadToDeg(Math_Atan2F(sp104, spFC));
         // spEC = sqrtf(SQ(sp104) + SQ(spFC));
         spE4 = Math_RadToDeg(-Math_Atan2F(sp100, sqrtf(SQ(sp104) + SQ(spFC))));
@@ -3062,10 +3063,10 @@ void Aquas_801B134C(Boss* bossAQ) {
 
     spF4 = gPlayer[0].pos.y - D_i3_801C4308[77];
     spF8 = gPlayer[0].pos.x - D_i3_801C4308[76];
-    spF0 = gPlayer[0].unk_138 - D_i3_801C4308[78];
+    spF0 = gPlayer[0].trueZpos - D_i3_801C4308[78];
     sp104 = gPlayer[0].pos.x - D_i3_801C4308[73];
     sp100 = gPlayer[0].pos.y - D_i3_801C4308[74];
-    spFC = gPlayer[0].unk_138 - D_i3_801C4308[75];
+    spFC = gPlayer[0].trueZpos - D_i3_801C4308[75];
 
     spE8 = Math_RadToDeg(Math_Atan2F(sp104, spFC));
     spE0 = Math_RadToDeg(Math_Atan2F(spF8, spF0));
@@ -3692,8 +3693,8 @@ void Aquas_801B50E8(Actor* actor) {
             break;
 
         case 2:
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138, 1.0f, 10.0f, 0);
-            if (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < actor->fwork[4]) {
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos, 1.0f, 10.0f, 0);
+            if (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < actor->fwork[4]) {
                 Aquas_801A9728(actor, 50.0f, 10.0f, 8);
                 actor->state = 3;
                 actor->vel.y = 30.0f;
@@ -3714,7 +3715,7 @@ void Aquas_801B50E8(Actor* actor) {
         case 4:
             Math_SmoothStepToF(&actor->vel.y, 0.0f, 1.0f, 4.0f, 0.0001f);
             actor->vel.z = gPlayer[0].vel.z;
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - actor->fwork[4], 0.1f, 100.0f, 0);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - actor->fwork[4], 0.1f, 100.0f, 0);
             Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[0], 1.0f, D_i3_801C0224[actor->iwork[1]], 0);
             actor->fwork[1] += 10.0f;
             actor->vel.x = COS_DEG(actor->fwork[1]) * actor->iwork[1] * 0.1f;
@@ -3730,7 +3731,7 @@ void Aquas_801B50E8(Actor* actor) {
 
         case 5:
             actor->vel.z = gPlayer[0].vel.z;
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - 1000.0f, 0.1f, 100.0f, 0);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - 1000.0f, 0.1f, 100.0f, 0);
             Math_SmoothStepToF(&actor->vel.x, 0.0f, 1.0f, 2.0f, 0.001f);
             Math_SmoothStepToAngle(&actor->obj.rot.x, D_i3_801C025C[actor->iwork[0]], 1.0f, 20.0f, 0);
             if (actor->obj.rot.x == D_i3_801C025C[actor->iwork[0]]) {
@@ -3738,7 +3739,7 @@ void Aquas_801B50E8(Actor* actor) {
                 if (actor->iwork[0] >= 2) {
                     sp88.x = gPlayer[0].pos.x - actor->obj.pos.x;
                     sp88.y = gPlayer[0].pos.y - actor->obj.pos.y;
-                    sp88.z = gPlayer[0].unk_138 - actor->obj.pos.z;
+                    sp88.z = gPlayer[0].trueZpos - actor->obj.pos.z;
                     actor->fwork[2] = Math_RadToDeg(Math_Atan2F(sp88.x, sp88.z));
                     actor->fwork[3] = Math_RadToDeg(-Math_Atan2F(sp88.y, sqrtf(SQ(sp88.x) + SQ(sp88.z))));
                     Matrix_RotateY(gCalcMatrix, actor->fwork[2] * M_DTOR, MTXF_NEW);
@@ -3789,8 +3790,8 @@ void Aquas_801B50E8(Actor* actor) {
         }
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         if (actor->health != 0) {
             if (actor->damage == 31) {
                 actor->info.bonus = 1;
@@ -4048,7 +4049,7 @@ void Aquas_801B638C(Actor* actor) {
                 actor->iwork[15] = 1;
             }
             if (actor->iwork[15] != 0) {
-                if ((gPlayer[0].unk_138 + 300.0f) < actor->obj.pos.z) {
+                if ((gPlayer[0].trueZpos + 300.0f) < actor->obj.pos.z) {
                     Object_Kill(&actor->obj, actor->sfxSource);
                 }
             } else {
@@ -4106,7 +4107,7 @@ void Aquas_801B638C(Actor* actor) {
                     actor->vel.x = actor->vel.y = actor->vel.z = 0.0f;
                 }
 
-                if ((actor->iwork[14] != 0) && (actor->obj.pos.z < (gPlayer[0].unk_138 - 2000.0f))) {
+                if ((actor->iwork[14] != 0) && (actor->obj.pos.z < (gPlayer[0].trueZpos - 2000.0f))) {
                     actor->iwork[14] = 0;
                     actor->timer_0BC = 500;
                 }
@@ -4114,9 +4115,9 @@ void Aquas_801B638C(Actor* actor) {
             break;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
-        if ((actor->health != 0) && (actor->unk_0D2 == 0)) {
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
+        if ((actor->health != 0) && (actor->dmgPart == 0)) {
             actor->health -= actor->damage;
             actor->timer_0C6 = 30;
             AUDIO_PLAY_SFX(0x2903408F, actor->sfxSource, 4);
@@ -4181,7 +4182,7 @@ void Aquas_801B6FF8(Actor* actor) {
                 actor->timer_0BC = 200;
                 actor->fwork[1] = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(800.0f);
                 actor->fwork[2] = gPlayer[0].pos.y + 50.0f + RAND_FLOAT(100.0f);
-                actor->fwork[3] = gPlayer[0].unk_138 - 1500.0f;
+                actor->fwork[3] = gPlayer[0].trueZpos - 1500.0f;
                 if (actor->fwork[1] > 700.0f) {
                     actor->fwork[1] = 700.0f;
                 }
@@ -4189,7 +4190,7 @@ void Aquas_801B6FF8(Actor* actor) {
                     actor->fwork[1] = -700.0f;
                 }
                 if (Rand_ZeroOne() < 0.2f) {
-                    actor->fwork[3] = gPlayer[0].unk_138 - 800.0f;
+                    actor->fwork[3] = gPlayer[0].trueZpos - 800.0f;
                     actor->fwork[1] = gPlayer[0].pos.x;
                     actor->fwork[2] = gPlayer[0].pos.y + 50.0f;
                 }
@@ -4244,8 +4245,8 @@ void Aquas_801B6FF8(Actor* actor) {
         actor->unk_0B6 = 0;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         if (actor->health > -100) {
             actor->timer_0C6 = 15;
             actor->health -= actor->damage;
@@ -4424,7 +4425,7 @@ void Aquas_801B7C78(Actor* actor) {
     if (actor->state != 6) {
         spAC = gPlayer[0].pos.x - actor->obj.pos.x;
         Math_SmoothStepToAngle(&actor->obj.rot.y,
-                               Math_RadToDeg(Math_Atan2F(spAC, gPlayer[0].unk_138 - actor->obj.pos.z)), 1.0f, 5.0f,
+                               Math_RadToDeg(Math_Atan2F(spAC, gPlayer[0].trueZpos - actor->obj.pos.z)), 1.0f, 5.0f,
                                0.001f);
     }
 
@@ -4444,8 +4445,8 @@ void Aquas_801B7C78(Actor* actor) {
     }
 
     Math_SmoothStepToF(&actor->fwork[1], actor->fwork[2], 0.1f, 2.0f, 0.00001f);
-    Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].cam.eye.z - D_ctx_80177D20 + actor->fwork[3], 0.1f,
-                       actor->fwork[1], 0.00001);
+    Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].cam.eye.z - gPathProgress + actor->fwork[3], 0.1f, actor->fwork[1],
+                       0.00001);
 
     if ((actor->state == 1) && (fabsf(actor->fwork[7] - actor->obj.pos.z) >= 10000.0f)) {
         actor->timer_0C0 = 20;
@@ -4531,7 +4532,7 @@ void Aquas_801B7C78(Actor* actor) {
                 if (actor->unk_0B6 == 20) {
                     spAC = gPlayer[0].pos.x - effect->obj.pos.x;
                     temp_dy = gPlayer[0].pos.y - effect->obj.pos.y;
-                    temp_dz = gPlayer[0].unk_138 - 50.0f - effect->obj.pos.z;
+                    temp_dz = gPlayer[0].trueZpos - 50.0f - effect->obj.pos.z;
 
                     temp_fs2 = Math_RadToDeg(Math_Atan2F(spAC, temp_dz));
                     temp1 = Math_RadToDeg(-Math_Atan2F(temp_dy, sqrtf(SQ(spAC) + SQ(temp_dz))));
@@ -4565,7 +4566,7 @@ void Aquas_801B7C78(Actor* actor) {
                 if (actor->unk_0B6 == 57) {
                     spAC = gPlayer[0].pos.x - effect->obj.pos.x;
                     temp_dy = gPlayer[0].pos.y - effect->obj.pos.y;
-                    temp_dz = gPlayer[0].unk_138 - 50.0f - effect->obj.pos.z;
+                    temp_dz = gPlayer[0].trueZpos - 50.0f - effect->obj.pos.z;
 
                     temp_fs2 = Math_RadToDeg(Math_Atan2F(spAC, temp_dz));
                     temp1 = Math_RadToDeg(-Math_Atan2F(temp_dy, sqrtf(SQ(spAC) + SQ(temp_dz))));
@@ -4603,7 +4604,7 @@ void Aquas_801B7C78(Actor* actor) {
 
             if (actor->timer_0C0 == 0) {
                 temp_dy = gPlayer[0].pos.y - 50.0f - actor->obj.pos.y;
-                temp_dz = gPlayer[0].unk_138 - actor->obj.pos.z;
+                temp_dz = gPlayer[0].trueZpos - actor->obj.pos.z;
                 temp1 = Math_RadToDeg(-Math_Atan2F(temp_dy, sqrtf(SQ(spAC) + SQ(temp_dz))));
                 Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW);
                 Matrix_RotateX(gCalcMatrix, M_DTOR * temp1, MTXF_APPLY);
@@ -4648,8 +4649,8 @@ void Aquas_801B7C78(Actor* actor) {
         actor->health = 0;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         if (actor->health != 0) {
             actor->info.bonus = 0;
             if (actor->damage == 31) {
@@ -4902,10 +4903,10 @@ void Aquas_801B91A4(Actor* actor) {
                 }
             }
 
-            if ((actor->unk_0B6 > 36) && (i != 0) && (fabsf(gPlayer[0].unk_138 - actor->obj.pos.z) > 1000.0f)) {
+            if ((actor->unk_0B6 > 36) && (i != 0) && (fabsf(gPlayer[0].trueZpos - actor->obj.pos.z) > 1000.0f)) {
                 spfA4 = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].x;
                 spA0 = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].y;
-                spf9C = gPlayer[0].unk_138 + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].z;
+                spf9C = gPlayer[0].trueZpos + RAND_FLOAT_CENTERED(200.0f) - actor->vwork[26].z;
                 sp94 = Math_RadToDeg(Math_Atan2F(spfA4, spf9C));
                 spf98 = Math_RadToDeg(-Math_Atan2F(spA0, sqrtf(SQ(spfA4) + SQ(spf9C))));
                 Matrix_RotateY(gCalcMatrix, M_DTOR * sp94, MTXF_NEW);
@@ -4957,8 +4958,8 @@ void Aquas_801B91A4(Actor* actor) {
             break;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         if ((actor->health != 0) && (actor->state != 0)) {
             actor->timer_0C6 = 15;
             actor->health -= actor->damage;
@@ -5099,7 +5100,7 @@ void Aquas_801BA26C(Actor* actor) {
 
             if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 150.0f) &&
                 (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) < 500.0f) &&
-                (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 700.0f)) {
+                (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 700.0f)) {
                 actor->state = 2;
                 actor->fwork[0] = 0.0f;
             }
@@ -5113,7 +5114,7 @@ void Aquas_801BA26C(Actor* actor) {
             sp3E = Animation_GetFrameData(&D_AQ_601DE50, actor->unk_0B6, sp40);
             if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) > 150.0f) ||
                 (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) > 500.0f) ||
-                (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) > 700.0f)) {
+                (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) > 700.0f)) {
                 actor->state = 1;
                 actor->fwork[0] = 0.0f;
             }
@@ -5207,8 +5208,8 @@ void Aquas_801BA6A4(Actor* actor) {
             break;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         actor->health -= actor->damage;
         if (actor->health <= 0) {
             actor->health = actor->itemDrop = 0;
@@ -5274,10 +5275,10 @@ void Aquas_801BADF8(Actor* actor) {
             break;
 
         case 1:
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 if (actor->damage == 0) {
-                    gPlayer[0].unk_1F4 = 6;
+                    gPlayer[0].hitTimer = 6;
                     gPlayer[0].unk_21C = 0;
                 }
                 actor->state++;
@@ -5737,8 +5738,8 @@ void Aquas_801BB79C(Actor* actor) {
         actor->iwork[9] = actor->iwork[12] = 0;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x2903408F, actor->sfxSource, 4);
         if (actor->damage != 31) {
             actor->timer_0C0 = actor->timer_0C6 = 40;
@@ -5881,8 +5882,8 @@ void Aquas_801BC9A0(Actor* actor) {
             break;
 
         case 1:
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 if ((actor->health != 0) && (actor->iwork[3] == 0) && (actor->damage == 31)) {
                     actor->health -= actor->damage;
                     AUDIO_PLAY_SFX(0x2903B009, actor->sfxSource, 4);
@@ -6142,7 +6143,7 @@ void Aquas_801BD54C(Actor* actor) {
                 actor->timer_0BC = 0;
             } else {
                 Math_SmoothStepToF(&actor->fwork[3], D_i3_801C04F4[actor->iwork[1]], 0.1f, 30.0f, 0.0001f);
-                Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].cam.eye.z - D_ctx_80177D20 - actor->fwork[3], 0.1f,
+                Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].cam.eye.z - gPathProgress - actor->fwork[3], 0.1f,
                                    30.0f, 0.00001f);
             }
 
@@ -6159,7 +6160,7 @@ void Aquas_801BD54C(Actor* actor) {
 
             sp5C = gPlayer[0].pos.x - actor->obj.pos.x;
             sp58 = gPlayer[0].pos.y - actor->obj.pos.y;
-            sp54 = gPlayer[0].unk_138 - actor->obj.pos.z;
+            sp54 = gPlayer[0].trueZpos - actor->obj.pos.z;
 
             if (actor->timer_0BE == 0) {
                 actor->iwork[2] = 0;
@@ -6167,7 +6168,7 @@ void Aquas_801BD54C(Actor* actor) {
                     if (D_i3_801C4190[5] == 0) {
                         sp5C = gPlayer[0].pos.x + actor->fwork[1] - actor->obj.pos.x;
                         sp58 = gPlayer[0].pos.y - 100.0f + actor->fwork[2] - actor->obj.pos.y;
-                        sp54 = gPlayer[0].unk_138 - actor->fwork[3] - actor->obj.pos.z;
+                        sp54 = gPlayer[0].trueZpos - actor->fwork[3] - actor->obj.pos.z;
                     } else if ((D_i3_801C41B8[21] != 0) && (D_i3_801C41B8[22] != 0) && (D_i3_801C41B8[23] != 0)) {
                         sp5C = D_i3_801C41B8[21] - actor->obj.pos.x;
                         sp58 = D_i3_801C41B8[22] - actor->obj.pos.y;
@@ -6185,7 +6186,7 @@ void Aquas_801BD54C(Actor* actor) {
                         actor->iwork[0]--;
                         sp5C = gPlayer[0].pos.x + actor->fwork[1] - actor->obj.pos.x;
                         sp58 = gPlayer[0].pos.y + actor->fwork[2] - actor->obj.pos.y;
-                        sp54 = gPlayer[0].unk_138 - actor->fwork[3] - actor->obj.pos.z;
+                        sp54 = gPlayer[0].trueZpos - actor->fwork[3] - actor->obj.pos.z;
                         if (actor->iwork[0] < 0) {
                             actor->iwork[0] = 0;
                         }
@@ -6218,13 +6219,13 @@ void Aquas_801BD54C(Actor* actor) {
         case 3:
             sp5C = gPlayer[0].pos.x + actor->fwork[1] - actor->obj.pos.x;
             sp58 = gPlayer[0].pos.y + actor->fwork[2] - actor->obj.pos.y;
-            sp54 = gPlayer[0].unk_138 + 10000.0f - actor->fwork[3] - actor->obj.pos.z;
+            sp54 = gPlayer[0].trueZpos + 10000.0f - actor->fwork[3] - actor->obj.pos.z;
 
             actor->iwork[2] = 1;
 
             Aquas_801BD3B0(actor, sp5C, sp58, sp54);
 
-            if ((gPlayer[0].unk_138 + 1000.0f) < actor->obj.pos.z) {
+            if ((gPlayer[0].trueZpos + 1000.0f) < actor->obj.pos.z) {
                 Object_Kill(&actor->obj, actor->sfxSource);
             }
             break;
@@ -6293,7 +6294,7 @@ void Aquas_801BDF14(void) {
     for (i = 0; i < 50; i++, actor++) {
         Actor_Initialize(actor);
         actor->obj.status = OBJ_INIT;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
         actor->obj.pos.x = D_i3_801C0504[i].x;
         actor->obj.pos.y = D_i3_801C0504[i].y;
         actor->obj.pos.z = D_i3_801C0504[i].z;
@@ -6321,7 +6322,7 @@ void Aquas_801BE034(Actor* actor) {
         actor->iwork[0] = 0;
     }
 
-    if (gPlayer[0].unk_1D0 >= 5) {
+    if (gPlayer[0].csState >= 5) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 }
@@ -6410,11 +6411,11 @@ void Aquas_801BE3F8(Actor* actor) {
 
             if ((actor->unk_0B6 == 18) && (actor->health != 0)) {
                 actor->unk_0B6 = 17;
-                if ((fabsf(actor->obj.pos.z - gPlayer[0].unk_138) > 1000.0f) && (actor->timer_0BC < 20) &&
+                if ((fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) > 1000.0f) && (actor->timer_0BC < 20) &&
                     ((actor->timer_0BC & 3) == 0)) {
                     sp68 = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(200.0f) - actor->obj.pos.x;
                     sp64 = gPlayer[0].pos.y + RAND_FLOAT_CENTERED(200.0f) - actor->obj.pos.y;
-                    sp60 = gPlayer[0].unk_138 - actor->obj.pos.z;
+                    sp60 = gPlayer[0].trueZpos - actor->obj.pos.z;
                     sp58 = Math_RadToDeg(Math_Atan2F(sp68, sp60));
                     sp5C = Math_RadToDeg(-Math_Atan2F(sp64, sqrtf(SQ(sp68) + SQ(sp60))));
                     Aquas_801BE274(actor, sp58, sp5C);
@@ -6435,8 +6436,8 @@ void Aquas_801BE3F8(Actor* actor) {
             break;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         if (actor->health != 0) {
             if (actor->state == 2) {
                 actor->health -= actor->damage;
diff --git a/src/overlays/ovl_i3/fox_so.c b/src/overlays/ovl_i3/fox_so.c
index be76e90f..3b9fb96f 100644
--- a/src/overlays/ovl_i3/fox_so.c
+++ b/src/overlays/ovl_i3/fox_so.c
@@ -240,10 +240,10 @@ void Solar_8019EA7C(Actor* actor) {
     s32 sp30;
 
     if (actor->state == 0) {
-        actor->vel.z = 20.0f - D_ctx_80177D08;
+        actor->vel.z = 20.0f - gPathVelZ;
         actor->fwork[0] = 12.0f;
     } else {
-        actor->vel.z = actor->fwork[1] - D_ctx_80177D08;
+        actor->vel.z = actor->fwork[1] - gPathVelZ;
         if (actor->state == 2) {
             Math_SmoothStepToF(&actor->obj.pos.x, gPlayer[0].pos.x, 1.0f, 100.0f, 10.0f);
         } else {
@@ -293,7 +293,7 @@ void Solar_8019EA7C(Actor* actor) {
             D_ctx_801782EC[sp30 - 12] = actor->fwork[0] * 0.1f;
         }
     }
-    switch (actor->unk_0D0) {
+    switch (actor->dmgType) {
         case 3:
             Solar_801A8DB8(&actor->obj.pos, 0x11002052, actor->vel.z);
             /* fallthrough */
@@ -436,7 +436,7 @@ void Solar_8019F20C(Actor* actor) {
                 Solar_8019E9F4(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.0f, 0.0f, 0.0f,
                                actor->scale * 6.5f, 2);
             }
-            if ((actor->unk_0D0 != 0) || ((actor->obj.id == OBJ_ACTOR_277) && (actor->vel.y < 0.0f))) {
+            if ((actor->dmgType != 0) || ((actor->obj.id == OBJ_ACTOR_277) && (actor->vel.y < 0.0f))) {
                 func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->scale * 4.0f);
                 Object_Kill(&actor->obj, actor->sfxSource);
                 if (actor->obj.id == OBJ_ACTOR_277) {
@@ -938,7 +938,7 @@ void Solar_801A0FD4(Actor* actor, s32 index) {
     if (gTeamShields[3 - index] > 0) {
         Actor_Initialize(actor);
         actor->obj.status = OBJ_ACTIVE;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
         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;
@@ -964,11 +964,11 @@ void Solar_LevelStart(Player* player) {
     if (D_ctx_80177A10[1] != 0) {
         D_ctx_80177A10[1]--;
     }
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             Rand_SetSeed(1, 29100, 9786);
-            player->unk_1D0 = 1;
+            player->csState = 1;
             player->cam.eye.x = -2000.0f;
             gCsCamEyeX = -2800.0f;
             player->cam.eye.y = gCsCamEyeY = 120.0f;
@@ -991,7 +991,7 @@ void Solar_LevelStart(Player* player) {
             AUDIO_PLAY_SFX(0x3140807E, player->sfxSource, 0);
             break;
         case 1:
-            D_ctx_80177CE8 += 30.0f;
+            gPathTexScroll += 30.0f;
             if (gCsFrameCount == 140) {
                 Solar_801A0DF8(-400.0f, -2000.0f, 45.0f, 3, 1.0f);
             }
@@ -1019,7 +1019,7 @@ void Solar_LevelStart(Player* player) {
             }
             if (((gGameFrameCount % 8) == 0)) {
                 Solar_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), RAND_FLOAT_CENTERED(5.0f) - 90.0f,
-                               RAND_FLOAT(2000.0f) - 6000.0f + D_ctx_80177D20, RAND_FLOAT(20.0f) + 20.0f);
+                               RAND_FLOAT(2000.0f) - 6000.0f + gPathProgress, RAND_FLOAT(20.0f) + 20.0f);
             }
             if (gCsFrameCount == 380) {
                 for (i = 0; i < 100; i++) {
@@ -1028,7 +1028,7 @@ void Solar_LevelStart(Player* player) {
                 Solar_801A0DF8(400.0f, -2800.0f, 340.0f, 1, 1.0f);
             }
             if (gCsFrameCount == 410) {
-                player->unk_1D0++;
+                player->csState++;
                 player->cam.eye.x = 200.0f;
                 gCsCamEyeX = 800.0f;
                 player->cam.eye.y = 140.0f;
@@ -1056,7 +1056,7 @@ void Solar_LevelStart(Player* player) {
             }
             break;
         case 2:
-            D_ctx_80177CE8 += 60.0f;
+            gPathTexScroll += 60.0f;
             gFillScreenAlphaTarget = 0;
             gFillScreenAlphaStep = 8;
             Math_SmoothStepToF(D_ctx_80177A48, 0.02f, 1.0f, 0.0000003f, 0.0f);
@@ -1068,7 +1068,7 @@ void Solar_LevelStart(Player* player) {
                 Solar_801A0DF8(30.0f, -1500.0f, 160.0f, 3, 2.0f);
             }
             if (player->cam.eye.z <= -2465.0f) {
-                player->unk_1D0++;
+                player->csState++;
                 gCsCamEyeY = player->pos.y + 180.0f;
                 gCsCamAtX = 0.0f;
                 gCsCamEyeX = 0.0f;
@@ -1077,10 +1077,10 @@ void Solar_LevelStart(Player* player) {
             }
             break;
         case 3:
-            D_ctx_80177CE8 += 60.0f;
+            gPathTexScroll += 60.0f;
             if (((gGameFrameCount % 4) == 0)) {
                 Solar_8019E8B8(RAND_FLOAT_CENTERED(6000.0f), -400.0f - ((player->cam.eye.y - 1380.0f) * 0.3f),
-                               RAND_FLOAT_CENTERED(2000.0f) + 500.0f + D_ctx_80177D20, RAND_FLOAT(20.0f) + 20.0f);
+                               RAND_FLOAT_CENTERED(2000.0f) + 500.0f + gPathProgress, RAND_FLOAT(20.0f) + 20.0f);
             }
             if (gCsFrameCount == 615) {
                 func_play_800A6028(player->sfxSource, 0x09000002);
@@ -1088,23 +1088,23 @@ void Solar_LevelStart(Player* player) {
                 gActors[0].state = 3;
                 gActors[1].state = 2;
                 gActors[2].state = 1;
-                player->timer_1F8 = 3;
+                player->csTimer = 3;
                 player->unk_190 = 5.0f;
-                player->unk_1D0++;
+                player->csState++;
                 player->unk_194 = 5.0f;
             }
             break;
         case 4:
             gCsCamEyeX = player->pos.x;
             gCsCamEyeY = player->pos.y;
-            gCsCamEyeZ = player->unk_138 + 1000.0f;
+            gCsCamEyeZ = player->trueZpos + 1000.0f;
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y;
-            gCsCamAtZ = player->unk_138 + 1100.0f;
+            gCsCamAtZ = player->trueZpos + 1100.0f;
             D_ctx_80177A48[0] = 0.03f;
             D_ctx_801779A8[gMainController] = 60.0f;
             player->unk_190 = 2.0f;
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gFillScreenAlphaTarget = 255;
                 gFillScreenAlphaStep = 24;
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
@@ -1116,7 +1116,7 @@ void Solar_LevelStart(Player* player) {
                 Play_ClearObjectData();
                 gLevelStartStatusScreenTimer = 50;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = 0;
+                player->csState = 0;
                 player->pos.y = 350.0f;
 
                 player->cam.eye.x = player->pos.x;
@@ -1125,19 +1125,19 @@ void Solar_LevelStart(Player* player) {
 
                 player->cam.at.x = player->pos.x;
                 player->cam.at.y = 20.0f + player->pos.y * player->unk_148;
-                player->cam.at.z = player->unk_138;
+                player->cam.at.z = player->trueZpos;
 
                 D_ctx_80177950 = 1.0f;
                 Audio_SetHeatAlarmParams(255, 3);
                 AUDIO_PLAY_SFX(0x4100C023, gDefaultSfxSource, 4);
                 gLoadLevelObjects = 1;
                 gFillScreenAlphaTarget = 0;
-                player->timer_1F8 = 15;
+                player->csTimer = 15;
                 gPlayer[0].shields = 255;
             }
             break;
         case 10:
-            D_ctx_80177CE8 += 60.0f;
+            gPathTexScroll += 60.0f;
             break;
     }
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 20000.0f, 0);
@@ -1146,8 +1146,8 @@ void Solar_LevelStart(Player* player) {
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 20000.0f, 0);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     sp50.x = 0.f;
     sp50.y = 0.0f;
     sp50.z = player->baseSpeed;
@@ -1158,7 +1158,7 @@ void Solar_LevelStart(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
+    player->trueZpos = player->pos.z + player->camDist;
 }
 
 void Solar_801A1CD8(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 xVel, f32 yVel,
@@ -1262,7 +1262,7 @@ void Solar_801A1F80(Boss* bossSO) {
         Math_SmoothStepToF(&D_ctx_801779A8[gMainController], 120.0f, 1.0f, 3.5f, 0.0f);
     }
     if (gBossFrameCount == 60) {
-        gActors[10].unk_0D0 = 3;
+        gActors[10].dmgType = 3;
         AUDIO_PLAY_SFX(0x19036053, bossSO->sfxSource, 4);
     }
     if (bossSO->timer_050 == 100) {
@@ -1493,7 +1493,7 @@ void Solar_801A2C98(Boss* bossSO) {
                 }
             }
             if (bossSO->unk_04C == 20) {
-                gActors[10].unk_0D0 = 3;
+                gActors[10].dmgType = 3;
                 AUDIO_PLAY_SFX(0x19036054, bossSO->sfxSource, 4);
             }
             if (bossSO->unk_04C == 0) {
@@ -1501,7 +1501,7 @@ void Solar_801A2C98(Boss* bossSO) {
                 bossSO->swork[SO_SWK_11] = 100;
                 bossSO->obj.pos.y = -500.0f;
                 bossSO->fwork[SO_FWK_3] = 4800.0f;
-                bossSO->obj.pos.z = gPlayer[0].unk_138 - bossSO->fwork[SO_FWK_3];
+                bossSO->obj.pos.z = gPlayer[0].trueZpos - bossSO->fwork[SO_FWK_3];
                 bossSO->obj.rot.y = -bossSO->obj.rot.y;
             }
         } else {
@@ -1527,7 +1527,7 @@ void Solar_801A2C98(Boss* bossSO) {
             Solar_801A3468(bossSO);
         }
         if (bossSO->swork[SO_SWK_11] == 50) {
-            gActors[9].unk_0D0 = 3;
+            gActors[9].dmgType = 3;
             AUDIO_PLAY_SFX(0x19036053, bossSO->sfxSource, 4);
         }
     }
@@ -1554,7 +1554,7 @@ void Solar_801A3128(Boss* bossSO) {
                 Solar_801A0CEC(&gActors[10], bossSO->obj.pos.x, bossSO->obj.pos.z + 2000.0f, 10.0f, 1);
             }
             if (bossSO->unk_04C == 40) {
-                gActors[10].unk_0D0 = 3;
+                gActors[10].dmgType = 3;
                 AUDIO_PLAY_SFX(0x19036054, bossSO->sfxSource, 4);
             }
             if (bossSO->unk_04C == 0) {
@@ -1562,7 +1562,7 @@ void Solar_801A3128(Boss* bossSO) {
                 bossSO->swork[SO_SWK_11] = 100;
                 bossSO->obj.pos.y = -500.0f;
                 bossSO->fwork[SO_FWK_3] = 2400.0f;
-                bossSO->obj.pos.z = gPlayer[0].unk_138 - 2100.0f;
+                bossSO->obj.pos.z = gPlayer[0].trueZpos - 2100.0f;
             }
         } else {
             bossSO->unk_04C = Animation_GetFrameCount(&D_SO_601388C) - 2;
@@ -1604,7 +1604,7 @@ void Solar_801A3128(Boss* bossSO) {
             }
         }
         if (bossSO->swork[SO_SWK_11] == 50) {
-            gActors[9].unk_0D0 = 3;
+            gActors[9].dmgType = 3;
             AUDIO_PLAY_SFX(0x19036053, bossSO->sfxSource, 4);
         }
     }
@@ -1817,16 +1817,16 @@ void Solar_801A3C4C(Boss* bossSO) {
         AUDIO_PLAY_SFX(0x2940D09A, bossSO->sfxSource, 4);
         if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
             gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-            gPlayer[0].timer_1F8 = 0;
-            gPlayer[0].unk_1D0 = gPlayer[0].timer_1F8;
-            gPlayer[0].unk_0E8 += gPlayer[0].unk_114;
-            if (gPlayer[0].unk_0E8 > 360.0f) {
-                gPlayer[0].unk_0E8 -= 360.0f;
+            gPlayer[0].csTimer = 0;
+            gPlayer[0].csState = gPlayer[0].csTimer;
+            gPlayer[0].rot.y += gPlayer[0].yRot_114;
+            if (gPlayer[0].rot.y > 360.0f) {
+                gPlayer[0].rot.y -= 360.0f;
             }
-            if (gPlayer[0].unk_0E8 < 0.0f) {
-                gPlayer[0].unk_0E8 += 360.0f;
+            if (gPlayer[0].rot.y < 0.0f) {
+                gPlayer[0].rot.y += 360.0f;
             }
-            gPlayer[0].unk_114 = 0.0f;
+            gPlayer[0].yRot_114 = 0.0f;
         }
         bossSO->fwork[SO_FWK_31] = 0.0f;
         bossSO->fwork[SO_FWK_3] = 2400.0f;
@@ -1976,7 +1976,7 @@ void Solar_801A48B8(Boss* bossSO) {
     if ((bossSO->swork[SO_SWK_0] == 4) && (bossSO->unk_04C >= 60) && (bossSO->unk_04C < 67)) {
         for (i = 4; i < 60; i++) {
             if (gActors[i].obj.id == OBJ_ACTOR_278) {
-                gActors[i].unk_0D0 = 2;
+                gActors[i].dmgType = 2;
                 break;
             }
         }
@@ -2098,14 +2098,14 @@ void Solar_801A4EF8(Boss* bossSO) {
                 }
             }
             if (bossSO->swork[SO_SWK_11] == 16) {
-                gActors[10].unk_0D0 = 2;
+                gActors[10].dmgType = 2;
             }
             if (bossSO->obj.pos.y <= -900.0f) {
                 bossSO->state++;
                 bossSO->swork[SO_SWK_11] = 500;
                 bossSO->obj.pos.y = -1500.0f;
                 bossSO->fwork[SO_FWK_3] = 4800.0f;
-                bossSO->obj.pos.z = gPlayer[0].unk_138 - bossSO->fwork[SO_FWK_3];
+                bossSO->obj.pos.z = gPlayer[0].trueZpos - bossSO->fwork[SO_FWK_3];
                 bossSO->swork[SO_SWK_1] = 0;
                 bossSO->unk_078.y = bossSO->obj.rot.y = 0.0f;
                 bossSO->vel.y = 0.0f;
@@ -2129,7 +2129,7 @@ void Solar_801A4EF8(Boss* bossSO) {
                 if (bossSO->swork[SO_SWK_11] == 170) {
                     AUDIO_PLAY_SFX(0x29432073, bossSO->sfxSource, 4);
                     bossSO->obj.pos.y = -500.0f;
-                    gActors[9].unk_0D0 = 2;
+                    gActors[9].dmgType = 2;
                 }
                 if (bossSO->swork[SO_SWK_11] <= 170) {
                     bossSO->vel.y = COS_DEG(bossSO->obj.rot.x) * 80.0f;
@@ -2149,7 +2149,7 @@ void Solar_801A4EF8(Boss* bossSO) {
                     bossSO->swork[SO_SWK_11] = 100;
                     bossSO->obj.pos.y = -500.0f;
                     bossSO->fwork[SO_FWK_3] = 4800.0f;
-                    bossSO->obj.pos.z = gPlayer[0].unk_138 - bossSO->fwork[SO_FWK_3];
+                    bossSO->obj.pos.z = gPlayer[0].trueZpos - bossSO->fwork[SO_FWK_3];
                     bossSO->unk_04C = 0;
                     bossSO->obj.rot.x = 0.0f;
                     bossSO->fwork[SO_FWK_31] = bossSO->vel.y = bossSO->vel.z = 0.0f;
@@ -2177,7 +2177,7 @@ void Solar_801A4EF8(Boss* bossSO) {
                 bossSO->fwork[SO_FWK_0] = 0.01f;
             }
             if (bossSO->swork[SO_SWK_11] == 50) {
-                gActors[9].unk_0D0 = 2;
+                gActors[9].dmgType = 2;
             }
             break;
     }
@@ -2307,9 +2307,9 @@ void Solar_801A5B3C(Boss* bossSO) {
         Radio_PlayMessage(gMsg_ID_10320, RCID_PEPPY);
     }
     if (bossSO->health != 0) {
-        Math_SmoothStepToF(&bossSO->obj.pos.z, gPlayer[0].unk_138 - bossSO->fwork[SO_FWK_3], 1.0f, 60.0f, 1.0f);
+        Math_SmoothStepToF(&bossSO->obj.pos.z, gPlayer[0].trueZpos - bossSO->fwork[SO_FWK_3], 1.0f, 60.0f, 1.0f);
     } else {
-        Math_SmoothStepToF(&bossSO->obj.pos.z, -(D_ctx_80177D20 + 2600.0f), 1.0f, 40.0f, 1.0f);
+        Math_SmoothStepToF(&bossSO->obj.pos.z, -(gPathProgress + 2600.0f), 1.0f, 40.0f, 1.0f);
     }
     if (bossSO->swork[SO_SWK_2] != 0) {
         bossSO->info.hitbox[7] = bossSO->fwork[SO_FWK_12] - bossSO->obj.pos.z;
@@ -2714,7 +2714,7 @@ void Solar_801A71B8(Boss* bossSO) {
         gDPSetEnvColor(gMasterDisp++, 255, 192, 0, 255);
         Matrix_Pop(&gGfxMatrix);
         Matrix_Push(&gGfxMatrix);
-        Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x, bossSO->obj.pos.y, bossSO->obj.pos.z - 500.0f + D_ctx_80177D20,
+        Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x, bossSO->obj.pos.y, bossSO->obj.pos.z - 500.0f + gPathProgress,
                          MTXF_APPLY);
         Matrix_Scale(gGfxMatrix, D_i3_801C2768[3], D_i3_801C2768[2], 1.0f, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
@@ -2723,7 +2723,7 @@ void Solar_801A71B8(Boss* bossSO) {
             Matrix_Pop(&gGfxMatrix);
             Matrix_Push(&gGfxMatrix);
             Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x + spE8[i].x, bossSO->obj.pos.y + spE8[i].y,
-                             bossSO->obj.pos.z + D_ctx_80177D20 + spE8[i].z, MTXF_APPLY);
+                             bossSO->obj.pos.z + gPathProgress + spE8[i].z, MTXF_APPLY);
             Matrix_RotateY(gGfxMatrix, spC4[i] * M_DTOR, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, spA0[i] * M_DTOR, MTXF_APPLY);
             Matrix_Scale(gGfxMatrix, D_i3_801C2768[4 + i], 100.0f, 1.0f, MTXF_APPLY);
@@ -2735,7 +2735,7 @@ void Solar_801A71B8(Boss* bossSO) {
             Matrix_Pop(&gGfxMatrix);
             Matrix_Push(&gGfxMatrix);
             Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x, bossSO->obj.pos.y + 230.0f,
-                             bossSO->obj.pos.z - 300.0f + D_ctx_80177D20, MTXF_APPLY);
+                             bossSO->obj.pos.z - 300.0f + gPathProgress, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, M_DTOR * 5.0f, MTXF_APPLY);
             Matrix_Scale(gGfxMatrix, D_i3_801C2768[13], 1.0f, D_i3_801C2768[13], MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
@@ -2746,7 +2746,7 @@ void Solar_801A71B8(Boss* bossSO) {
             Matrix_Pop(&gGfxMatrix);
             Matrix_Push(&gGfxMatrix);
             Matrix_Translate(gGfxMatrix, bossSO->obj.pos.x, bossSO->obj.pos.y + 270.0f,
-                             (bossSO->obj.pos.z - 300.0f) + D_ctx_80177D20, MTXF_APPLY);
+                             (bossSO->obj.pos.z - 300.0f) + gPathProgress, MTXF_APPLY);
             Matrix_RotateX(gGfxMatrix, -3.0f * M_DTOR, MTXF_APPLY);
             Matrix_Scale(gGfxMatrix, D_i3_801C2768[13], 1.0f, D_i3_801C2768[13], MTXF_APPLY);
             Matrix_SetGfxMtx(&gMasterDisp);
@@ -2788,7 +2788,7 @@ void Solar_801A7750(void) {
 
         Actor_Initialize(actor);
         actor->obj.status = OBJ_INIT;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
         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;
@@ -2810,14 +2810,14 @@ void Solar_LevelComplete(Player* player) {
     Vec3f sp54;
     Boss* bossSO = &gBosses[0];
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
-            player->camRoll = player->unk_4D8 = 0.0f;
+            player->camRoll = player->aerobaticPitch = 0.0f;
             player->baseSpeed = 40.0f;
 
             player->wings.unk_04 = player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 =
-                player->unk_130 = player->unk_12C = player->boostSpeed = 0.0f;
+                player->zRotBarrelRoll = player->zRotBank = player->boostSpeed = 0.0f;
             player->unk_234 = 1;
             gCsCamEyeX = player->cam.eye.x;
             gCsCamEyeY = player->cam.eye.y;
@@ -2833,7 +2833,7 @@ void Solar_LevelComplete(Player* player) {
             Object_Kill(&gActors[2].obj, gActors[2].sfxSource);
             Object_Kill(&gActors[3].obj, gActors[3].sfxSource);
             Object_Kill(&gActors[4].obj, gActors[4].sfxSource);
-            player->unk_1D0 = 1;
+            player->csState = 1;
             D_ctx_80177A48[0] = 0.1f;
             if (Rand_ZeroOne() > 0.5f) {
                 D_ctx_80177A48[9] = -1.0f;
@@ -2842,28 +2842,28 @@ void Solar_LevelComplete(Player* player) {
             }
             break;
         case 1:
-            D_ctx_80177CE8 += 30.0f;
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
+            gPathTexScroll += 30.0f;
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
             Math_SmoothStepToF(&player->pos.y, 200.0f, 0.05f, 10.0f, 0.0f);
             dx = player->pos.x - bossSO->obj.pos.x;
             dz = (player->pos.z - bossSO->obj.pos.z) * 0.05f;
             sp78 = Math_RadToDeg(-Math_Atan2F(dx, dz));
             Math_SmoothStepToF(&gCsCamEyeY, 300.0f, 1.0f, 20.0f, 0.0f);
             Math_SmoothStepToF(&gCsCamAtY, 290.0f, 1.0f, 20.0f, 0.0f);
-            sp74 = Math_SmoothStepToAngle(&player->unk_0E8, sp78, 0.5f, 2.0f, 0.0001f) * 30.0f;
+            sp74 = Math_SmoothStepToAngle(&player->rot.y, sp78, 0.5f, 2.0f, 0.0001f) * 30.0f;
             if (gCsFrameCount >= 14) {
-                Math_SmoothStepToAngle(&player->unk_0EC, sp74, 0.1f, 5.0f, 0.0001f);
+                Math_SmoothStepToAngle(&player->rot.z, sp74, 0.1f, 5.0f, 0.0001f);
                 gCsCamAtX = 0.0f;
                 gCsCamEyeX = 0.0f;
             } else if (sp74 < 0.0f) {
-                player->unk_0EC -= 30.0f;
+                player->rot.z -= 30.0f;
             } else {
-                player->unk_0EC += 30.0f;
+                player->rot.z += 30.0f;
             }
             if (gCsFrameCount >= 200) {
-                player->unk_0E4 += 1.0f;
-                player->unk_0E8 += 1.0f;
-                player->unk_0EC += 1.0f;
+                player->rot.x += 1.0f;
+                player->rot.y += 1.0f;
+                player->rot.z += 1.0f;
             }
             if (gCsFrameCount >= 230) {
                 gFillScreenAlphaTarget = 255;
@@ -2874,25 +2874,25 @@ void Solar_LevelComplete(Player* player) {
                 SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
             }
             if (gCsFrameCount == 400) {
-                player->unk_1D0++;
+                player->csState++;
                 Play_ClearObjectData();
                 Audio_StopPlayerNoise(0);
                 Audio_KillSfxBySource(player->sfxSource);
                 gFillScreenAlpha = 250;
-                player->timer_1F8 = 20;
+                player->csTimer = 20;
                 player->baseSpeed = 0.0f;
-                player->unk_0E4 = 0.0f;
-                player->unk_0E8 = 0.0f;
-                player->unk_0EC = 0.0f;
+                player->rot.x = 0.0f;
+                player->rot.y = 0.0f;
+                player->rot.z = 0.0f;
             }
             break;
         case 2:
-            D_ctx_80177CE8 += 60.0f;
-            if (player->timer_1F8 == 0) {
+            gPathTexScroll += 60.0f;
+            if (player->csTimer == 0) {
                 player->pos.x = 0.0f;
                 player->pos.y = 200.0f;
-                player->pos.z = -(D_ctx_80177D20 - 500.0f);
-                player->unk_1D0++;
+                player->pos.z = -(gPathProgress - 500.0f);
+                player->csState++;
                 player->wings.modelId = 1;
                 Audio_StartPlayerNoise(0);
                 AUDIO_PLAY_BGM(SEQ_ID_GOOD_END);
@@ -2902,18 +2902,18 @@ void Solar_LevelComplete(Player* player) {
                 D_ctx_80177A48[2] = 0.0f;
                 player->cam.eye.x = 0.0f;
                 player->cam.eye.y = player->pos.y + 80.0f;
-                player->cam.eye.z = player->pos.z + D_ctx_80177D20 - 4000.0f;
-                gCsCamEyeZ = player->pos.z + D_ctx_80177D20 - 4900.0f;
+                player->cam.eye.z = player->pos.z + gPathProgress - 4000.0f;
+                gCsCamEyeZ = player->pos.z + gPathProgress - 4900.0f;
                 player->cam.at.x = gCsCamAtX = 0.0f;
                 player->cam.at.y = gCsCamAtY = 200.0f;
-                player->cam.at.z = gCsCamAtZ = player->pos.z + D_ctx_80177D20;
+                player->cam.at.z = gCsCamAtZ = player->pos.z + gPathProgress;
                 D_ctx_80177A48[0] = 0.0f;
                 Object_Kill(&gActors[4].obj, gActors[4].sfxSource);
                 Object_Kill(&gActors[5].obj, gActors[5].sfxSource);
             }
             break;
         case 3:
-            D_ctx_80177CE8 += 60.0f;
+            gPathTexScroll += 60.0f;
             gFillScreenAlphaTarget = 0;
             gFillScreenAlphaStep = 4;
             if (gMsgCharIsPrinting) {
@@ -2921,10 +2921,10 @@ void Solar_LevelComplete(Player* player) {
             }
             switch (gCsFrameCount) {
                 case 450:
-                    Solar_801A0DF8(-1200.0f, -(D_ctx_80177D20 + 2500.0f), 90.0f, 2, 1.0f);
+                    Solar_801A0DF8(-1200.0f, -(gPathProgress + 2500.0f), 90.0f, 2, 1.0f);
                     break;
                 case 545:
-                    Solar_801A0DF8(1400.0f, -(D_ctx_80177D20 + 3250.0f), -90.0f, 3, 1.0f);
+                    Solar_801A0DF8(1400.0f, -(gPathProgress + 3250.0f), -90.0f, 3, 1.0f);
                     break;
                 case 550:
                     Object_Kill(&gActors[4].obj, gActors[4].sfxSource);
@@ -2933,7 +2933,7 @@ void Solar_LevelComplete(Player* player) {
                     Object_Kill(&gActors[5].obj, gActors[5].sfxSource);
                     break;
                 case 700:
-                    player->unk_1D0++;
+                    player->csState++;
                     Solar_801A7750();
                     D_i3_801C2768[3] = 1000.0f;
                     break;
@@ -2942,19 +2942,19 @@ void Solar_LevelComplete(Player* player) {
                 Math_SmoothStepToF(&player->pos.x, 400.0f, 0.1f, 10.0f, 0.1f);
             }
             if ((gCsFrameCount >= 520) && (gCsFrameCount < 570)) {
-                Math_SmoothStepToAngle(&player->unk_0EC, -30.0f, 0.1f, 5.0f, 0.1f);
+                Math_SmoothStepToAngle(&player->rot.z, -30.0f, 0.1f, 5.0f, 0.1f);
             }
             if ((gCsFrameCount >= 570) && (gCsFrameCount < 605)) {
-                Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.1f, 5.0f, 0.1f);
+                Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.1f, 5.0f, 0.1f);
             }
             if ((gCsFrameCount >= 605) && (gCsFrameCount < 620)) {
-                player->unk_0EC += 30.0f;
+                player->rot.z += 30.0f;
             }
             if ((gCsFrameCount >= 620) && (gCsFrameCount < 640)) {
-                Math_SmoothStepToAngle(&player->unk_0EC, 45.0f, 0.1f, 5.0f, 0.0f);
+                Math_SmoothStepToAngle(&player->rot.z, 45.0f, 0.1f, 5.0f, 0.0f);
             }
             if (gCsFrameCount >= 640) {
-                Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 0.3f, 7.0f, 0.0f);
+                Math_SmoothStepToAngle(&player->rot.z, 0.0f, 0.3f, 7.0f, 0.0f);
             }
             if (gCsFrameCount >= 585) {
                 Math_SmoothStepToF(&player->pos.x, 0.0f, 0.2f, 9.0f, 0);
@@ -2962,18 +2962,18 @@ void Solar_LevelComplete(Player* player) {
             if (gCsFrameCount >= 600) {
                 Math_SmoothStepToF(&player->pos.y, 950.0f, 0.1f, 10.0f, 0.0001f);
             }
-            Math_SmoothStepToF(&player->pos.z, -(D_ctx_80177D20 + 4350.0f), 1.0f, 20.0f, 0.0001f);
+            Math_SmoothStepToF(&player->pos.z, -(gPathProgress + 4350.0f), 1.0f, 20.0f, 0.0001f);
             if (gCsFrameCount >= 620) {
                 Math_SmoothStepToF(&player->cam.eye.x, 0.0f, 1.0f, 10.0f, 0);
                 Math_SmoothStepToF(&player->cam.eye.y, player->pos.y + 52.0f, 1.0f, 16.0f, 0.0f);
-                Math_SmoothStepToF(&player->cam.eye.z, (player->pos.z + D_ctx_80177D20) - 50.0f, 1.0f, 21.5f, 0.0f);
+                Math_SmoothStepToF(&player->cam.eye.z, (player->pos.z + gPathProgress) - 50.0f, 1.0f, 21.5f, 0.0f);
             }
             player->cam.at.x = gCsCamAtX = player->pos.x;
             player->cam.at.y = gCsCamAtY = player->pos.y;
-            player->cam.at.z = gCsCamAtZ = player->pos.z + D_ctx_80177D20;
+            player->cam.at.z = gCsCamAtZ = player->pos.z + gPathProgress;
             break;
         case 4:
-            D_ctx_80177CE8 += 60.0f;
+            gPathTexScroll += 60.0f;
             gFillScreenAlphaTarget = 0;
             gFillScreenAlphaStep = 4;
             D_ctx_80177A48[1] += D_ctx_80177A48[2] * 0.8f;
@@ -2985,11 +2985,11 @@ void Solar_LevelComplete(Player* player) {
             if (gCsFrameCount < 1440) {
                 gCsCamEyeX = sp54.x;
                 gCsCamEyeY = D_i3_801C2768[3] + sp54.y;
-                gCsCamEyeZ = player->pos.z + D_ctx_80177D20 + sp54.z;
+                gCsCamEyeZ = player->pos.z + gPathProgress + sp54.z;
                 gCsCamAtX = 0.0f;
                 gCsCamAtY = player->pos.y + 75.0f;
                 Math_SmoothStepToF(&D_i3_801C2768[3], 500.0f, 0.1f, 1.0f, 0.0001f);
-                gCsCamAtZ = player->pos.z + D_ctx_80177D20 + 200.0f;
+                gCsCamAtZ = player->pos.z + gPathProgress + 200.0f;
                 if (gCsFrameCount >= 1400) {
                     gCsCamAtZ -= (gCsFrameCount * 8) - 11200;
                 }
@@ -2997,11 +2997,11 @@ void Solar_LevelComplete(Player* player) {
                 Math_SmoothStepToF(&gCsCamEyeX, 0.0f, 0.1f, 1.0f, 0.0001f);
                 gCsCamAtX = 0.0f;
                 gCsCamAtY = player->pos.y + 75.0f;
-                gCsCamAtZ = player->pos.z + D_ctx_80177D20 + 200.0f - ((gCsFrameCount * 8) - 11200);
+                gCsCamAtZ = player->pos.z + gPathProgress + 200.0f - ((gCsFrameCount * 8) - 11200);
             }
             if (gCsFrameCount > 1460) {
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.2f;
+                player->rot.x += 0.2f;
                 Math_SmoothStepToF(&D_ctx_80177A48[2], 0.0f, 1.0f, 0.001f, 0);
                 player->unk_190 = 2.0f;
             } else {
@@ -3019,7 +3019,7 @@ void Solar_LevelComplete(Player* player) {
                     Audio_StopPlayerNoise(0);
                     Audio_FadeOutAll(10);
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     gLeveLClearStatus[LEVEL_SOLAR] = Play_CheckMedalStatus(100) + 1;
                 }
@@ -3102,8 +3102,8 @@ void Solar_LevelComplete(Player* player) {
             }
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x) * M_DTOR), MTXF_APPLY);
     sp60.x = 0.0f;
     sp60.y = 0.0f;
     sp60.z = player->baseSpeed;
@@ -3116,18 +3116,18 @@ void Solar_LevelComplete(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void Solar_801A8BE8(Actor* actor) {
diff --git a/src/overlays/ovl_i3/fox_zo.c b/src/overlays/ovl_i3/fox_zo.c
index e05946dd..11c31548 100644
--- a/src/overlays/ovl_i3/fox_zo.c
+++ b/src/overlays/ovl_i3/fox_zo.c
@@ -92,9 +92,9 @@ void Zoness_8019962C(Boss* bossZO, f32 arg1);
 //     /* 232 */ char padE8[8];
 //     /* 240 */ Vec3f unk_F0;
 //     /* 252 */ char padFC[8];
-//     /* 260 */ Vec3f unk_104;
+//     /* 260 */ Vec3f rot_104.x;
 //     /* 272 */ Vec3f boostSpeed;
-//     /* 284 */ Vec3f unk_11C;
+//     /* 284 */ Vec3f yRotVel_11C;
 //     /* 296 */ char pad128[76];
 //     /* 372 */ Vec3f unk_174;
 //     /* 384 */ Vec3f unk_180;
@@ -539,8 +539,8 @@ void Zoness_8018FF50(Actor* actor) {
 
     (void) " Enm->hitNO %d\n"; // Unclear where this goes. hitNO can't be info.bonus. Damage related?
     actor->obj.rot.y = RAD_TO_DEG(Math_Atan2F(gPlayer[0].cam.eye.x - actor->obj.pos.x,
-                                              gPlayer[0].cam.eye.z - (actor->obj.pos.z + D_ctx_80177D20)));
-    temp = sqrtf(SQ(gPlayer[0].cam.eye.z - (actor->obj.pos.z + D_ctx_80177D20)) +
+                                              gPlayer[0].cam.eye.z - (actor->obj.pos.z + gPathProgress)));
+    temp = sqrtf(SQ(gPlayer[0].cam.eye.z - (actor->obj.pos.z + gPathProgress)) +
                  SQ(gPlayer[0].cam.eye.x - actor->obj.pos.x));
     actor->obj.rot.x = RAD_TO_DEG(-Math_Atan2F(gPlayer[0].cam.eye.y - actor->obj.pos.y, temp));
 }
@@ -680,8 +680,8 @@ void Zoness_801904CC(Actor* actor) {
     if (Animation_GetFrameCount(&D_ZO_600E5EC) < actor->unk_0B6) {
         actor->unk_0B6 = 0;
     }
-    if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-        actor->unk_0D0 = 0;
+    if ((actor->dmgType != 0) && (actor->health != 0)) {
+        actor->dmgType = 0;
         if (actor->state > 0) {
             actor->timer_0C6 = 15;
             actor->health -= actor->damage;
@@ -757,8 +757,8 @@ void Zoness_80190A00(Actor* actor) {
         actor->timer_0C0 = 30;
     }
     Zoness_80190790(actor);
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
     }
 }
@@ -773,7 +773,7 @@ Gfx* D_i3_801BF5A8[3] = { D_ZO_60012A0, D_ZO_60239E0, D_ZO_6023730 };
 
 void Zoness_80190B4C(f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, u8 arg6, s32 arg7) {
     Matrix_Push(&gGfxMatrix);
-    Matrix_Translate(gGfxMatrix, xPos, yPos, zPos + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, xPos, yPos, zPos + gPathProgress, MTXF_APPLY);
     Matrix_RotateY(gGfxMatrix, M_DTOR * yRot, MTXF_APPLY);
     Matrix_RotateX(gGfxMatrix, M_DTOR * xRot, MTXF_APPLY);
     Matrix_RotateZ(gGfxMatrix, M_DTOR * zRot, MTXF_APPLY);
@@ -919,8 +919,8 @@ void Zoness_80191010(Actor* actor) {
             func_effect_8007A6F0(&actor->obj.pos, 0x29018036);
             break;
     }
-    if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-        actor->unk_0D0 = 0;
+    if ((actor->dmgType != 0) && (actor->health != 0)) {
+        actor->dmgType = 0;
         actor->timer_0C6 = 15;
         actor->health -= actor->damage;
         if (actor->health <= 0) {
@@ -978,8 +978,8 @@ void Zoness_80191680(Actor* actor) {
     if (actor->obj.pos.z < actor->fwork[0]) {
         actor->state = 1;
     }
-    if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-        actor->unk_0D0 = 0;
+    if ((actor->dmgType != 0) && (actor->health != 0)) {
+        actor->dmgType = 0;
         actor->timer_0C6 = 15;
         actor->health -= actor->damage;
         AUDIO_PLAY_SFX(0x29033037, actor->sfxSource, 4);
@@ -998,7 +998,7 @@ void Zoness_80191680(Actor* actor) {
         actor->timer_0BC = 30;
         actor->fwork[1] = gPlayer[0].pos.x + RAND_FLOAT_CENTERED(1000.0f);
         actor->fwork[2] = gPlayer[0].pos.y + 50.0f + RAND_FLOAT(200.0f);
-        actor->fwork[3] = gPlayer[0].unk_138 - 1500.0f;
+        actor->fwork[3] = gPlayer[0].trueZpos - 1500.0f;
     }
     actor->fwork[3] += gPlayer[0].vel.z;
     sp64 = actor->fwork[1] - actor->obj.pos.x;
@@ -1008,7 +1008,7 @@ void Zoness_80191680(Actor* actor) {
     otherActor = &gActors[actor->iwork[0]];
     if ((actor->state != 0) || (otherActor->obj.status == OBJ_FREE)) {
         actor->lockOnTimers[TEAM_ID_FOX] = 0;
-        actor->info.unk_1C = 0.0f;
+        actor->info.targetOffset = 0.0f;
         sp54 += 180.0f;
         if (sp54 > 360.0f) {
             sp54 -= 360.0f;
@@ -1151,7 +1151,7 @@ void Zoness_80192094(Actor* actor) {
 
     temp_fs0 = gPlayer[0].pos.x - actor->obj.pos.x;
     spB0 = gPlayer[0].pos.y - actor->obj.pos.y;
-    temp_fs1 = gPlayer[0].unk_138 - actor->obj.pos.z;
+    temp_fs1 = gPlayer[0].trueZpos - actor->obj.pos.z;
     spA4 = Math_RadToDeg(Math_Atan2F(temp_fs0, temp_fs1));
     temp_fs0_2 = sqrtf(SQ(temp_fs0) + SQ(temp_fs1));
     temp_fs0_2 = Math_RadToDeg(-Math_Atan2F(spB0, temp_fs0_2));
@@ -1245,14 +1245,14 @@ void Zoness_80192094(Actor* actor) {
             func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f);
             break;
     }
-    if ((actor->unk_0D0 != 0) && (actor->state < 3)) {
-        if (actor->unk_0D0 != 1) {
+    if ((actor->dmgType != 0) && (actor->state < 3)) {
+        if (actor->dmgType != 1) {
             BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5);
             gHitCount += 6;
             D_ctx_80177850 = 15;
             actor->state = 4;
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
 }
 
@@ -1326,8 +1326,8 @@ void Zoness_80192834(Actor* actor) {
             }
             actor->obj.rot.x += 20.0f;
             actor->obj.rot.x = Math_ModF(actor->obj.rot.x, 360.0f);
-            if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-                actor->unk_0D0 = 0;
+            if ((actor->dmgType != 0) && (actor->health != 0)) {
+                actor->dmgType = 0;
                 actor->health -= actor->damage;
                 if (actor->health <= 0) {
                     actor->health = 0;
@@ -1463,8 +1463,8 @@ void Zoness_80192E64(Actor* actor) {
             func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f);
             break;
     }
-    if (actor->unk_0D0 != 0) {
-        if (actor->unk_0D0 != 1) {
+    if (actor->dmgType != 0) {
+        if (actor->dmgType != 1) {
             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;
@@ -1474,7 +1474,7 @@ void Zoness_80192E64(Actor* actor) {
         } else {
             AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
     if (func_play_800A73E4(&sp70, &sp6C, actor->obj.pos.x, actor->obj.pos.y - 1000.0f, actor->obj.pos.z)) {
         Math_SmoothStepToF(&actor->obj.pos.y, sp70 + 300.0f, 0.1f, 20.0f, 0);
@@ -2035,7 +2035,7 @@ void Zoness_80194A84(Boss* bossZO) {
     }
     if (sZoSwork[ZO_BSS_24] == 0) {
         Math_SmoothStepToF(&sZoFwork[ZO_BSF_27], sZoFwork[ZO_BSF_26], 0.1f, 2.0f, 0.00001f);
-        Math_SmoothStepToF(&bossZO->obj.pos.z, gPlayer[0].cam.eye.z - D_ctx_80177D20 + sZoFwork[ZO_BSF_28], 0.1f,
+        Math_SmoothStepToF(&bossZO->obj.pos.z, gPlayer[0].cam.eye.z - gPathProgress + sZoFwork[ZO_BSF_28], 0.1f,
                            sZoFwork[ZO_BSF_27], 0.00001f);
     }
     if ((gGameFrameCount % 4U) == 0) {
@@ -2067,7 +2067,7 @@ void Zoness_80194A84(Boss* bossZO) {
             sZoSwork[ZO_BSS_43] = 255;
         }
     }
-    if (((bossZO->state == 2) || (bossZO->state == 3) || (bossZO->state == 8)) && (gPlayer[0].timer_220 == 2)) {
+    if (((bossZO->state == 2) || (bossZO->state == 3) || (bossZO->state == 8)) && (gPlayer[0].radioDamageTimer == 2)) {
         if (bossZO->swork[ZO_SWK_8] == 0) {
             Radio_PlayMessage(gMsg_ID_6068, RCID_BOSS_ZONESS);
         }
@@ -2272,7 +2272,7 @@ void Zoness_80194A84(Boss* bossZO) {
                 bossZO->fwork[ZO_FWK_5] += 4.0f;
                 bossZO->vel.x = COS_DEG(bossZO->fwork[ZO_FWK_5]) * 40.0f;
                 padF4 = Math_Atan2F(bossZO->fwork[ZO_FWK_6] - bossZO->obj.pos.x,
-                                    gPlayer[0].cam.eye.z - D_ctx_80177D20 + D_i3_801BF6BC[bossZO->swork[ZO_SWK_1]] -
+                                    gPlayer[0].cam.eye.z - gPathProgress + D_i3_801BF6BC[bossZO->swork[ZO_SWK_1]] -
                                         bossZO->obj.pos.z);
                 padF4 = Math_RadToDeg(padF4);
                 Math_SmoothStepToAngle(&bossZO->fwork[ZO_FWK_7], padF4, 0.1f, 100.0f, 0.001f);
@@ -2281,7 +2281,7 @@ void Zoness_80194A84(Boss* bossZO) {
                 spE4.z = 20.0f;
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &spE4, &spCC);
                 var_s0 = 0;
-                bossZO->vel.z = spCC.z - D_ctx_80177D08;
+                bossZO->vel.z = spCC.z - gPathVelZ;
                 if (bossZO->vel.x > 0.0f) {
                     var_s0 = 1;
                 }
@@ -2298,7 +2298,7 @@ void Zoness_80194A84(Boss* bossZO) {
                 Matrix_RotateY(gCalcMatrix, -bossZO->obj.rot.y * M_DTOR, MTXF_APPLY);
                 spE4.x = gPlayer[0].pos.x - sZoFwork[ZO_BSF_93_X];
                 spE4.y = gPlayer[0].pos.y - sZoFwork[ZO_BSF_93_Y];
-                spE4.z = gPlayer[0].unk_138 - sZoFwork[ZO_BSF_93_Z];
+                spE4.z = gPlayer[0].trueZpos - sZoFwork[ZO_BSF_93_Z];
                 Matrix_MultVec3f(gCalcMatrix, &spE4, &spC0);
                 sp10C = Math_Atan2F(spC0.x, spC0.z);
                 sp10C = Math_RadToDeg(sp10C);
@@ -2318,7 +2318,7 @@ void Zoness_80194A84(Boss* bossZO) {
                 }
                 spE4.x = gPlayer[0].pos.x - sZoFwork[ZO_BSF_96_X];
                 spE4.y = gPlayer[0].pos.y - sZoFwork[ZO_BSF_96_Y];
-                spE4.z = gPlayer[0].unk_138 - sZoFwork[ZO_BSF_96_Z];
+                spE4.z = gPlayer[0].trueZpos - sZoFwork[ZO_BSF_96_Z];
                 Matrix_MultVec3f(gCalcMatrix, &spE4, &spB4);
                 sp104 = Math_Atan2F(spB4.x, spB4.z);
                 sp104 = Math_RadToDeg(sp104);
@@ -2496,15 +2496,15 @@ void Zoness_80194A84(Boss* bossZO) {
                     (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
                     gCsFrameCount = 0;
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].unk_1D0 = gPlayer[0].timer_1F8 = 0;
-                    gPlayer[0].unk_0E8 += gPlayer[0].unk_114;
-                    if (gPlayer[0].unk_0E8 > 360.0f) {
-                        gPlayer[0].unk_0E8 -= 360.0f;
+                    gPlayer[0].csState = gPlayer[0].csTimer = 0;
+                    gPlayer[0].rot.y += gPlayer[0].yRot_114;
+                    if (gPlayer[0].rot.y > 360.0f) {
+                        gPlayer[0].rot.y -= 360.0f;
                     }
-                    if (gPlayer[0].unk_0E8 < 0.0f) {
-                        gPlayer[0].unk_0E8 += 360.0f;
+                    if (gPlayer[0].rot.y < 0.0f) {
+                        gPlayer[0].rot.y += 360.0f;
                     }
-                    gPlayer[0].unk_114 = 0.0f;
+                    gPlayer[0].yRot_114 = 0.0f;
                     Boss_CompleteLevel(&gPlayer[0], bossZO->obj.pos.x, 0.0f, bossZO->obj.pos.z);
                 }
                 bossZO->timer_050 = 70;
@@ -2596,7 +2596,7 @@ void Zoness_80194A84(Boss* bossZO) {
     }
     sZoFwork[ZO_BSF_2] += 20.0f;
     spE4.x = gPlayer[0].pos.x - bossZO->obj.pos.x;
-    spE4.z = gPlayer[0].unk_138 - bossZO->obj.pos.z;
+    spE4.z = gPlayer[0].trueZpos - bossZO->obj.pos.z;
     Math_SmoothStepToAngle(&sZoFwork[ZO_BSF_14], Math_RadToDeg(Math_Atan2F(spE4.x, spE4.z)), 0.5f, 100.0f, 0.001f);
     Math_SmoothStepToAngle(&sZoFwork[ZO_BSF_0], sZoFwork[ZO_BSF_76], 0.2f, 4.0f, 0.0001f);
     if ((((gGameFrameCount % 64) == 0) || (sZoSwork[ZO_BSS_22] != 0)) &&
@@ -2612,7 +2612,7 @@ void Zoness_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];
+    spE4.z = gPlayer[0].trueZpos - 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->state >= 3) && (bossZO->state < 6)) {
         Matrix_RotateY(gCalcMatrix, bossZO->obj.rot.y * M_DTOR, MTXF_NEW);
@@ -2625,7 +2625,7 @@ void Zoness_80194A84(Boss* bossZO) {
         Matrix_RotateY(gCalcMatrix, -bossZO->obj.rot.y * M_DTOR, MTXF_APPLY);
         spE4.x = gPlayer[0].pos.x - (bossZO->obj.pos.x + spD8.x);
         spE4.y = gPlayer[0].pos.y - (bossZO->obj.pos.y + spD8.y);
-        spE4.z = gPlayer[0].unk_138 - (bossZO->obj.pos.z + spD8.z);
+        spE4.z = gPlayer[0].trueZpos - (bossZO->obj.pos.z + spD8.z);
         Matrix_MultVec3f(gCalcMatrix, &spE4, &spD8);
         sp11C = Math_Atan2F(spD8.x, spD8.z);
         sp11C = Math_RadToDeg(sp11C);
@@ -2633,7 +2633,7 @@ void Zoness_80194A84(Boss* bossZO) {
         sp120 = Math_RadToDeg(-sp120);
         spE4.x = gPlayer[0].pos.x - (bossZO->obj.pos.x + spCC.x);
         spE4.y = gPlayer[0].pos.y - (bossZO->obj.pos.y + spCC.y);
-        spE4.z = gPlayer[0].unk_138 - (bossZO->obj.pos.z + spCC.z);
+        spE4.z = gPlayer[0].trueZpos - (bossZO->obj.pos.z + spCC.z);
         Matrix_MultVec3f(gCalcMatrix, &spE4, &spCC);
         sp114 = Math_Atan2F(spCC.x, spCC.z);
         sp114 = Math_RadToDeg(sp114);
@@ -3184,7 +3184,7 @@ void Zoness_80198BE8(Boss* bossZO, s32 arg1) {
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp3C, &sp30);
                 effect->vel.x = sp30.x;
                 effect->vel.y = sp30.y;
-                effect->vel.z = sp30.z - D_ctx_80177D08;
+                effect->vel.z = sp30.z - gPathVelZ;
                 Object_SetInfo(&effect->info, effect->obj.id);
                 break;
             }
@@ -3336,7 +3336,7 @@ void Zoness_8019962C(Boss* bossZO, f32 arg1) {
 void Zoness_8019969C(Actor* actor) {
     s32 i;
 
-    if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
+    if ((actor->dmgType != 0) && (actor->health != 0)) {
         actor->health -= actor->damage;
         if (actor->health <= 0) {
             actor->health = 0;
@@ -3347,13 +3347,13 @@ void Zoness_8019969C(Actor* actor) {
             }
             func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + 200.0f, 5.0f);
             actor->itemDrop = DROP_BOMB;
-            actor->unk_0D4 = 2;
+            actor->dmgSource = 2;
             actor->obj.pos.z -= 100.0f;
             Actor_Despawn(actor);
             Object_Kill(&actor->obj, actor->sfxSource);
             func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
     actor->fwork[0] += 10.0f;
     Zoness_8018FF50(actor);
@@ -3444,17 +3444,17 @@ void Zoness_80199A28(Actor* actor) {
                 }
                 Math_SmoothStepToAngle(&actor->obj.rot.z, sp38, 0.1f, 1.0f, 0);
             }
-            if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-                actor->unk_0D0 = 0;
+            if ((actor->dmgType != 0) && (actor->health != 0)) {
+                actor->dmgType = 0;
                 actor->itemDrop = DROP_SILVER_RING_50p;
                 func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y + 100.0f, actor->obj.pos.z, 7.0f);
-                actor->unk_0D4 = 2;
+                actor->dmgSource = 2;
                 actor->obj.pos.y += 200.0f;
                 Actor_Despawn(actor);
                 Object_Kill(&actor->obj, actor->sfxSource);
                 func_effect_8007A6F0(&actor->obj.pos, 0x1903400F);
             } else {
-                if ((fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 800.0f) || (actor->unk_0D0 != 0)) {
+                if ((fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 800.0f) || (actor->dmgType != 0)) {
                     Zoness_801999CC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z);
                     Object_Kill(&actor->obj, actor->sfxSource);
                     func_effect_8007A6F0(&actor->obj.pos, 0x2903B009);
@@ -3465,7 +3465,7 @@ void Zoness_80199A28(Actor* actor) {
     if ((actor->timer_0BC == 0) && (actor->iwork[0] == 0)) {
         func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y + 100.0f, actor->obj.pos.z, 7.0f);
         actor->itemDrop = DROP_SILVER_RING_50p;
-        actor->unk_0D4 = 2;
+        actor->dmgSource = 2;
         actor->obj.pos.y += 200.0f;
         Actor_Despawn(actor);
         Object_Kill(&actor->obj, actor->sfxSource);
@@ -3540,11 +3540,11 @@ void Zoness_80199F10(Actor* actor) {
             }
             break;
     }
-    if (actor->unk_0D0 != 0) {
-        if (actor->unk_0D0 == 1) {
+    if (actor->dmgType != 0) {
+        if (actor->dmgType == 1) {
             AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
 }
 
@@ -3635,7 +3635,7 @@ void Zoness_8019A5D4(Actor* actor) {
                     var_fa0 = 100.0f;
                 }
                 Zoness_8019A4E0(actor, gPlayer[0].pos.x + var_fv1, gPlayer[0].pos.y + var_fa0, gPlayer[0].pos.z, 80.0f);
-                actor->vel.z -= D_ctx_80177D08;
+                actor->vel.z -= gPathVelZ;
                 Zoness_80193C5C(sZoFwork[ZO_BSF_65_X], sZoFwork[ZO_BSF_65_Y], sZoFwork[ZO_BSF_65_Z], 30.0f);
                 Zoness_80193C5C(sZoFwork[ZO_BSF_65_X], sZoFwork[ZO_BSF_65_Y], sZoFwork[ZO_BSF_65_Z], 30.0f);
                 Zoness_80193C5C(sZoFwork[ZO_BSF_65_X], sZoFwork[ZO_BSF_65_Y], sZoFwork[ZO_BSF_65_Z], 30.0f);
@@ -3653,7 +3653,7 @@ void Zoness_8019A5D4(Actor* actor) {
             actor->iwork[0] = 0;
             if (actor->timer_0BC == 0) {
                 actor->vel.x = 0.0f;
-                actor->vel.z = -D_ctx_80177D08;
+                actor->vel.z = -gPathVelZ;
                 actor->gravity = 5.0f;
                 actor->fwork[5] = actor->vel.y * -3.0f;
                 if (actor->obj.pos.y < -150.0f) {
@@ -3677,7 +3677,7 @@ void Zoness_8019A5D4(Actor* actor) {
                 var_fa0 = sqrtf(SQ(sp4C) + SQ(sp48)) * 0.5f;
                 Zoness_8019A4E0(actor, sZoFwork[ZO_BSF_65_X], sZoFwork[ZO_BSF_65_Y] - var_fa0, sZoFwork[ZO_BSF_65_Z],
                                 30.0f);
-                actor->vel.z -= D_ctx_80177D08;
+                actor->vel.z -= gPathVelZ;
             }
             if (Object_CheckHitboxCollision(&actor->obj.pos, gBosses[0].info.hitbox, &gBosses[0].obj, 0.0f, 0.0f,
                                             0.0f) != 0) {
@@ -3702,11 +3702,11 @@ void Zoness_8019A5D4(Actor* actor) {
             break;
     }
     Zoness_8018FF50(actor);
-    if (actor->unk_0D0 != 0) {
-        if (actor->unk_0D0 == 1) {
+    if (actor->dmgType != 0) {
+        if (actor->dmgType == 1) {
             AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
     if (((gGameFrameCount % 8) == 0) && (actor->state != 0) && (actor->iwork[0] < 8) &&
         (func_play_800A73E4(&sp44, &sp40, actor->obj.pos.x, actor->obj.pos.y - 100.0f, actor->obj.pos.z) != 0)) {
@@ -3755,7 +3755,7 @@ void Zoness_8019ACCC(Actor* actor) {
         if (var_s4 < 0) {
             var_s4 = 0;
         }
-        Matrix_Translate(gGfxMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + gPathProgress, MTXF_APPLY);
         Matrix_RotateY(gGfxMatrix, temp_fs4, MTXF_APPLY);
         Matrix_RotateX(gGfxMatrix, temp_fs0_2, MTXF_APPLY);
         Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, 0.0f, MTXF_APPLY);
@@ -3780,7 +3780,7 @@ void Zoness_8019ACCC(Actor* actor) {
     }
     Matrix_Pop(&gGfxMatrix);
     Matrix_Push(&gGfxMatrix);
-    Matrix_Translate(gGfxMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + D_ctx_80177D20, MTXF_APPLY);
+    Matrix_Translate(gGfxMatrix, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + gPathProgress, MTXF_APPLY);
     Matrix_RotateY(gGfxMatrix, actor->obj.rot.y * M_DTOR, MTXF_APPLY);
     Matrix_RotateX(gGfxMatrix, actor->obj.rot.x * M_DTOR, MTXF_APPLY);
     Matrix_Scale(gGfxMatrix, 2.6f, 2.6f, 2.6f, MTXF_APPLY);
@@ -3913,7 +3913,7 @@ void Zoness_8019B548(Actor* actor) {
             }
             break;
     }
-    if ((fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 1000.0f) &&
+    if ((fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 1000.0f) &&
         func_play_800A73E4(&sp6C, &sp68, actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z)) {
         Math_SmoothStepToF(&actor->obj.pos.y, sp6C, 0.1f, 4.0f, 0.0f);
     }
@@ -3945,8 +3945,8 @@ void Zoness_8019B854(Actor* actor) {
     Vec3f spA8 = { 0.0f, 0.0f, 0.0f };
     Vec3f sp9C;
 
-    if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-        actor->unk_0D0 = 0;
+    if ((actor->dmgType != 0) && (actor->health != 0)) {
+        actor->dmgType = 0;
         actor->timer_0C6 = 15;
         actor->health -= actor->damage;
         AUDIO_PLAY_SFX(0x2903300E, actor->sfxSource, 4);
@@ -4078,8 +4078,8 @@ void Zoness_8019BE48(Actor* actor) {
             actor->state++;
             break;
         case 1:
-            if ((actor->unk_0D0 != 0) && (actor->health != 0)) {
-                actor->unk_0D0 = 0;
+            if ((actor->dmgType != 0) && (actor->health != 0)) {
+                actor->dmgType = 0;
                 actor->timer_0C6 = 15;
                 actor->health -= actor->damage;
                 if (actor->health <= 0) {
@@ -4179,7 +4179,7 @@ void Zoness_8019C454(Actor* actor) {
     Vec3f sp34;
     Actor* otherActor;
 
-    if ((actor->fwork[0] == 30.0f) && (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 2500.0f)) {
+    if ((actor->fwork[0] == 30.0f) && (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 2500.0f)) {
         Math_SmoothStepToAngle(&actor->fwork[6], 10.0f, 0.1f, 1.0f, 0.01f);
         Math_SmoothStepToAngle(&actor->obj.rot.y, actor->fwork[5], 1.0f, actor->fwork[6], 0.01f);
         if (actor->fwork[5] != actor->obj.rot.y) {
@@ -4206,7 +4206,7 @@ void Zoness_8019C454(Actor* actor) {
             switch (actor->iwork[4]) {
                 case 1:
                     if ((actor->fwork[5] == actor->obj.rot.y) &&
-                        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 1000.0f)) {
+                        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 1000.0f)) {
                         if (otherActor->obj.id == OBJ_ACTOR_251) {
                             otherActor->gravity = 1.0f;
                         }
@@ -4408,9 +4408,9 @@ void Zoness_8019D15C(Actor* actor) {
     Actor* otherActor;
 
     if (actor->state == 0) {
-        if (actor->unk_0D0 != 0) {
-            actor->unk_0D0 = 0;
-            if (actor->unk_0D2 < 2) {
+        if (actor->dmgType != 0) {
+            actor->dmgType = 0;
+            if (actor->dmgPart < 2) {
                 AUDIO_PLAY_SFX(0x1903001E, actor->sfxSource, 4);
                 if ((actor->obj.pos.y + 268.0f) < actor->hitPos.y) {
                     actor->fwork[1] = 20.0f;
@@ -4469,11 +4469,11 @@ void Zoness_8019D3C4(Actor* actor) {
 void Zoness_LevelStart(Player* player) {
     s32 sp2C;
 
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.5f;
-    player->unk_0F4 += 3.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4) * 1.5f;
-    switch (player->unk_1D0) { /* irregular */
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
+    player->rockPhase += 3.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             player->pos.z += 10000.0f;
@@ -4483,17 +4483,17 @@ void Zoness_LevelStart(Player* player) {
             player->cam.at.x = gCsCamAtX = player->pos.x;
             player->cam.at.y = gCsCamAtY = (player->pos.y * player->unk_148) + 20.0f - 230.0f;
             player->cam.at.z = gCsCamAtZ = 0.0f;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             /* fallthrough */
         case 1:
             Math_SmoothStepToF(&player->pos.z, 0.0f, 0.1f, 48.0f, 0);
             Math_SmoothStepToF(&player->cam.at.y, (player->pos.y * player->unk_148) + 20.0f, 0.1f, 1.0f, 0.0f);
             if (gCsFrameCount >= 230) {
-                Math_SmoothStepToF(&player->cam.at.z, player->unk_138, 0.2f, 20000.0f, 0.0f);
+                Math_SmoothStepToF(&player->cam.at.z, player->trueZpos, 0.2f, 20000.0f, 0.0f);
             }
             sp2C = gControllerHold[gMainController].button;
             gControllerHold[gMainController].button = gBoostButton[gMainController];
-            player->timer_1F8 = 60;
+            player->csTimer = 60;
             player->boostMeter = 1.0f;
             func_play_800B2574(player);
             if (gCsFrameCount > 195) {
@@ -4506,14 +4506,14 @@ void Zoness_LevelStart(Player* player) {
                 AUDIO_PLAY_BGM(SEQ_ID_ZONESS | SEQ_FLAG);
                 gLevelStartStatusScreenTimer = 80;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 0;
-                player->timer_1FC = 0;
+                player->csState = 0;
+                player->csTimer = 0;
+                player->csEventTimer = 0;
                 gLoadLevelObjects = 1;
             }
             break;
     }
-    D_ctx_80177CE8 += 40.0f;
+    gPathTexScroll += 40.0f;
 }
 
 void Zoness_LevelComplete(Player* player) {
@@ -4526,16 +4526,16 @@ void Zoness_LevelComplete(Player* player) {
     Vec3f sp4C;
     Boss* boss = &gBosses[0];
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
         case 10:
             gCsFrameCount = 0;
-            player->unk_4D8 = 0.0f;
+            player->aerobaticPitch = 0.0f;
             player->camRoll = 0.0f;
             player->baseSpeed = 40.0f;
             player->unk_234 = 1;
             player->wings.unk_04 = player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 =
-                player->unk_130 = player->unk_12C = player->boostSpeed = 0.0f;
+                player->zRotBarrelRoll = player->zRotBank = player->boostSpeed = 0.0f;
             gCsCamEyeX = player->cam.eye.x;
             gCsCamEyeY = player->cam.eye.y;
             gCsCamEyeZ = player->cam.eye.z;
@@ -4550,7 +4550,7 @@ void Zoness_LevelComplete(Player* player) {
             Object_Kill(&gActors[2].obj, gActors[2].sfxSource);
             Object_Kill(&gActors[3].obj, gActors[3].sfxSource);
             Object_Kill(&gActors[4].obj, gActors[4].sfxSource);
-            player->unk_1D0 = 1;
+            player->csState = 1;
             D_ctx_80177A48[0] = 0.05f;
             if (Rand_ZeroOne() > 0.5f) {
                 D_ctx_80177A48[9] = -1.0f;
@@ -4559,47 +4559,47 @@ void Zoness_LevelComplete(Player* player) {
             }
             break;
         case 1:
-            D_ctx_80177CE8 += 30.0f;
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 5.0f, 0.0f);
+            gPathTexScroll += 30.0f;
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 5.0f, 0.0f);
             Math_SmoothStepToF(&player->pos.y, 200.0f, 0.05f, 10.0f, 0.0f);
             Math_SmoothStepToF(&gCsCamEyeY, 250.0f, 1.0f, 20.0f, 0.0f);
             Math_SmoothStepToF(&gCsCamAtY, 240.0f, 1.0f, 20.0f, 0.0f);
             dx = player->pos.x - boss->obj.pos.x;
             dz = (player->pos.z - boss->obj.pos.z) * 0.05f;
             temp_ft5 = Math_RadToDeg(-Math_Atan2F(dx, dz));
-            temp_fa0 = Math_SmoothStepToAngle(&player->unk_0E8, temp_ft5, 0.5f, 2.0f, 0.0001f) * 30.0f;
+            temp_fa0 = Math_SmoothStepToAngle(&player->rot.y, temp_ft5, 0.5f, 2.0f, 0.0001f) * 30.0f;
             if (gCsFrameCount >= 14) {
-                Math_SmoothStepToAngle(&player->unk_0EC, temp_fa0, 0.1f, 5.0f, 0.0001f);
+                Math_SmoothStepToAngle(&player->rot.z, temp_fa0, 0.1f, 5.0f, 0.0001f);
             } else if (temp_fa0 < 0.0f) {
-                player->unk_0EC -= 30.0f;
+                player->rot.z -= 30.0f;
             } else {
-                player->unk_0EC += 30.0f;
+                player->rot.z += 30.0f;
             }
             if (gCsFrameCount >= 140) {
                 gFillScreenAlphaTarget = 255;
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
             }
             if (gCsFrameCount == 160) {
-                player->unk_1D0++;
+                player->csState++;
                 Play_ClearObjectData();
                 Audio_StopPlayerNoise(0);
                 Audio_KillSfxBySource(player->sfxSource);
                 gFillScreenAlpha = 250;
-                player->timer_1F8 = 20;
+                player->csTimer = 20;
                 player->wings.modelId = 1;
                 player->baseSpeed = 0.0f;
-                player->unk_0E4 = 0.0f;
-                player->unk_0E8 = 0.0f;
-                player->unk_0EC = 0.0f;
+                player->rot.x = 0.0f;
+                player->rot.y = 0.0f;
+                player->rot.z = 0.0f;
             }
             break;
         case 2:
-            D_ctx_80177CE8 += 60.0f;
-            if (player->timer_1F8 == 0) {
+            gPathTexScroll += 60.0f;
+            if (player->csTimer == 0) {
                 player->pos.x = 0.0f;
                 player->pos.y = 200.0f;
-                player->pos.z = -(D_ctx_80177D20 + 1500.0f);
-                player->unk_1D0++;
+                player->pos.z = -(gPathProgress + 1500.0f);
+                player->csState++;
                 Audio_StartPlayerNoise(0);
                 AUDIO_PLAY_BGM(SEQ_ID_GOOD_END);
                 D_ctx_80177A98 = 1;
@@ -4614,23 +4614,23 @@ void Zoness_LevelComplete(Player* player) {
                     D_ctx_80177A48[3] = 800.0f;
                     D_ctx_80177A48[4] = -0.15f;
                     D_ctx_80177A48[5] = -250.0f;
-                    player->cam.eye.z = player->pos.z + D_ctx_80177D20 - 1780.0f;
+                    player->cam.eye.z = player->pos.z + gPathProgress - 1780.0f;
                 } else {
                     player->cam.eye.x = -1500.0f;
                     player->cam.at.x = gCsCamAtX = -1500.0f;
                     D_ctx_80177A48[3] = -800.0f;
                     D_ctx_80177A48[4] = 0.2f;
                     D_ctx_80177A48[5] = 250.0f;
-                    player->cam.eye.z = player->pos.z + D_ctx_80177D20 - 2000.0f;
+                    player->cam.eye.z = player->pos.z + gPathProgress - 2000.0f;
                 }
                 player->cam.eye.y = 200.0f;
                 player->cam.at.y = gCsCamAtY = player->pos.y;
-                player->cam.at.z = gCsCamAtZ = player->pos.z + D_ctx_80177D20;
+                player->cam.at.z = gCsCamAtZ = player->pos.z + gPathProgress;
                 D_ctx_80177A48[0] = 0.0f;
             }
             break;
         case 3:
-            D_ctx_80177CE8 += 60.0f;
+            gPathTexScroll += 60.0f;
             gFillScreenAlphaTarget = 0;
             gFillScreenAlphaStep = 4;
             D_ctx_80177A48[1] += D_ctx_80177A48[2];
@@ -4642,19 +4642,19 @@ void Zoness_LevelComplete(Player* player) {
             if (gCsFrameCount < 1180) {
                 gCsCamEyeX = sp4C.x;
                 gCsCamEyeY = 200.0f + sp4C.y;
-                gCsCamEyeZ = player->pos.z + D_ctx_80177D20 + sp4C.z;
+                gCsCamEyeZ = player->pos.z + gPathProgress + sp4C.z;
                 gCsCamAtX = 0.0f;
                 gCsCamAtY = player->pos.y;
-                gCsCamAtZ = D_ctx_80177A48[5] + (player->pos.z + D_ctx_80177D20);
+                gCsCamAtZ = D_ctx_80177A48[5] + (player->pos.z + gPathProgress);
                 Math_SmoothStepToF(&D_ctx_80177A48[5], 250.0f, 1.0f, 1.0f, 0.0f);
             } else {
                 gCsCamAtX = 0.0f;
                 gCsCamAtY = player->pos.y;
-                gCsCamAtZ = player->pos.z + D_ctx_80177D20;
+                gCsCamAtZ = player->pos.z + gPathProgress;
             }
             if (gCsFrameCount > 1180) {
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.1f;
+                player->rot.x += 0.1f;
                 Math_SmoothStepToF(&D_ctx_80177A48[2], 0.0f, 1.0f, 0.001f, 0);
                 player->unk_190 = 2.0f;
                 if (!gMissedZoSearchlight) {
@@ -4675,7 +4675,7 @@ void Zoness_LevelComplete(Player* player) {
                     Audio_StopPlayerNoise(0);
                     Audio_FadeOutAll(10);
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     gLeveLClearStatus[LEVEL_ZONESS] = Play_CheckMedalStatus(250) + 1;
                 }
@@ -4767,13 +4767,13 @@ void Zoness_LevelComplete(Player* player) {
             break;
     }
     if (gCsFrameCount >= 1180) {
-        player->unk_25C += 0.02f;
-        if (player->unk_25C > 0.6f) {
-            player->unk_25C = 0.6f;
+        player->contrailScale += 0.02f;
+        if (player->contrailScale > 0.6f) {
+            player->contrailScale = 0.6f;
         }
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x) * M_DTOR), MTXF_APPLY);
     sp58.x = 0.0f;
     sp58.y = 0.0f;
     sp58.z = player->baseSpeed;
@@ -4783,18 +4783,18 @@ void Zoness_LevelComplete(Player* player) {
     player->vel.y = sp4C.y;
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
-    player->unk_138 = player->pos.z += player->vel.z;
-    player->unk_0F8 = player->unk_0EC;
+    player->trueZpos = player->pos.z += player->vel.z;
+    player->bankAngle = player->rot.z;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void Zoness_8019E5F0(Actor* actor) {
diff --git a/src/overlays/ovl_i4/fox_bo.c b/src/overlays/ovl_i4/fox_bo.c
index 3f096169..424840f2 100644
--- a/src/overlays/ovl_i4/fox_bo.c
+++ b/src/overlays/ovl_i4/fox_bo.c
@@ -125,70 +125,70 @@ void Bolse_8018BD60(Actor* this) {
 
 f32 D_i4_8019EEE4[] = { -200.0f, -100.0f, -0.0f, 100.0f, 200.0f };
 
-void Bolse_8018BEF8(Actor* actor, s32 arg1) {
+void Bolse_SpawnEnemies(Actor* this, s32 count) {
     s32 i;
-    Actor* actorPtr;
+    Actor* enemy;
 
-    for (i = 10, actorPtr = &gActors[10]; i < arg1 + 10; i++, actorPtr++) {
-        if (actorPtr->obj.status == OBJ_FREE) {
-            Actor_Initialize(actorPtr);
-            actorPtr->obj.status = OBJ_ACTIVE;
-            actorPtr->obj.id = OBJ_ACTOR_ALLRANGE;
-            actorPtr->obj.pos.z = 0.0f;
+    for (i = AI360_10, enemy = &gActors[AI360_10]; i < count + AI360_10; i++, enemy++) {
+        if (enemy->obj.status == OBJ_FREE) {
+            Actor_Initialize(enemy);
+            enemy->obj.status = OBJ_ACTIVE;
+            enemy->obj.id = OBJ_ACTOR_ALLRANGE;
+            enemy->obj.pos.z = 0.0f;
 
             if (D_i4_801A0530 > 1000) {
-                actorPtr->obj.pos.x = 10000.0f;
-                actorPtr->obj.pos.y = 3000.0f;
+                enemy->obj.pos.x = 10000.0f;
+                enemy->obj.pos.y = 3000.0f;
             } else {
-                actorPtr->obj.pos.x = D_i4_8019EEE4[actor->unk_04E];
-                actorPtr->obj.pos.y = 50.0f;
-                AUDIO_PLAY_SFX(0x2903305F, actorPtr->sfxSource, 4);
-                actorPtr->timer_0BC = 5;
-                actorPtr->timer_0C2 = 100;
-                actorPtr->unk_0F4.x = 90.0f;
+                enemy->obj.pos.x = D_i4_8019EEE4[this->unk_04E];
+                enemy->obj.pos.y = 50.0f;
+                AUDIO_PLAY_SFX(0x2903305F, enemy->sfxSource, 4);
+                enemy->timer_0BC = 5;
+                enemy->timer_0C2 = 100;
+                enemy->unk_0F4.x = 90.0f;
             }
 
-            actorPtr->state = 1;
-            actorPtr->timer_0C4 = 300;
-            actorPtr->aiType = i;
-            actorPtr->aiIndex = -1;
+            enemy->state = 1;
+            enemy->timer_0C4 = 300;
+            enemy->aiType = i;
+            enemy->aiIndex = -1;
 
-            if (i < 13) {
-                actorPtr->aiIndex = AI360_SLIPPY;
+            if (i < AI360_10 + 3) {
+                enemy->aiIndex = AI360_SLIPPY;
                 gActors[AI360_SLIPPY].aiIndex = -1;
             }
 
-            if ((i == 17) || (i == 18)) {
-                actorPtr->aiIndex = AI360_FOX;
+            if ((i == AI360_10 + 7) || (i == AI360_10 + 8)) {
+                enemy->aiIndex = AI360_FOX;
             }
 
-            if ((i == 20) || (i == 21)) {
-                actorPtr->aiIndex = AI360_PEPPY;
+            if ((i == AI360_10 + 10) || (i == AI360_10 + 11)) {
+                enemy->aiIndex = AI360_PEPPY;
                 gActors[AI360_PEPPY].aiIndex = -1;
             }
 
-            if (i == 22) {
-                actorPtr->aiIndex = AI360_FALCO;
+            if (i == AI360_10 + 12) {
+                enemy->aiIndex = AI360_FALCO;
                 gActors[AI360_FALCO].aiIndex = -1;
             }
 
-            if ((D_i4_801A0530 > 16000) && ((i == 23) || (i == 24))) {
-                actorPtr->aiIndex = AI360_FOX;
+            if ((D_i4_801A0530 > 16000) && ((i == AI360_10 + 13) || (i == AI360_10 + 14))) {
+                enemy->aiIndex = AI360_FOX;
             }
 
-            actorPtr->health = 24;
-            actorPtr->iwork[11] = 1;
+            enemy->health = 24;
+            enemy->iwork[11] = 1;
 
             if (D_i4_801A0530 < 16000) {
-                actorPtr->itemDrop = DROP_SILVER_RING_50p;
+                enemy->itemDrop = DROP_SILVER_RING_50p;
             }
 
-            Object_SetInfo(&actorPtr->info, actorPtr->obj.id);
-            AUDIO_PLAY_SFX(0x3100000C, actorPtr->sfxSource, 4);
+            Object_SetInfo(&enemy->info, enemy->obj.id);
+            AUDIO_PLAY_SFX(0x3100000C, enemy->sfxSource, 4);
 
-            actor->unk_04E++;
-            if (actor->unk_04E >= 5) {
-                actor->unk_04E = 0;
+            this->unk_04E++;
+            if (this->unk_04E >= 5) {
+                this->unk_04E = 0;
             }
             break;
         }
@@ -254,7 +254,7 @@ void Bolse_UpdateEventHandler(Actor* this) {
             }
 
             if ((D_i4_801A0530 < 9600) && (D_i4_801A0530 & 0x400)) {
-                Bolse_8018BEF8(this, 8);
+                Bolse_SpawnEnemies(this, 8);
             }
 
             if (gBosses[2].state == 10) {
@@ -263,8 +263,8 @@ void Bolse_UpdateEventHandler(Actor* this) {
                 if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                     (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].timer_1F8 = 30;
-                    gPlayer[0].unk_1D0 = 0;
+                    gPlayer[0].csTimer = 30;
+                    gPlayer[0].csState = 0;
                     gPlayer[0].unk_000 = 0.0f;
                 }
                 AllRange_ClearRadio();
@@ -377,7 +377,7 @@ void Bolse_UpdateEventHandler(Actor* this) {
             }
 
             if ((this->timer_0BC % 8) == 0) {
-                Bolse_8018BEF8(this, 15);
+                Bolse_SpawnEnemies(this, 15);
             }
 
             if (!this->timer_0BC) {
@@ -605,11 +605,11 @@ void Bolse_8018D124(Actor* actor) {
 bool Bolse_8018D278(Actor* actor) {
     s32 i;
 
-    if (actor->unk_0D0 == 0) {
+    if (actor->dmgType == 0) {
         return false;
     }
 
-    actor->unk_0D0 = 0;
+    actor->dmgType = 0;
     actor->obj.pos.y += 150.0f;
 
     func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 0.0f, 0.0f, 0.0f, 8.0f, 15);
@@ -629,7 +629,7 @@ bool Bolse_8018D278(Actor* actor) {
 
     actor->info.bonus = 0;
     actor->lockOnTimers[TEAM_ID_FOX] = 0;
-    actor->info.unk_1C = 0.0f;
+    actor->info.targetOffset = 0.0f;
 
     return true;
 }
@@ -691,13 +691,13 @@ s32 Bolse_8018D4F0(Actor* actor) {
 bool Bolse_8018D584(Actor* actor) {
     s32 i;
 
-    if (actor->unk_0D0 == 0) {
+    if (actor->dmgType == 0) {
         return false;
     }
 
-    if ((actor->unk_0D2 < 2) && (actor->state == 0)) {
+    if ((actor->dmgPart < 2) && (actor->state == 0)) {
         actor->timer_0C6 = 20;
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29024003, actor->sfxSource, 0);
         actor->health += actor->damage;
 
@@ -745,7 +745,7 @@ void Bolse_8018D7F0(Actor* actor) {
     } else {
         actor->lockOnTimers[TEAM_ID_FOX] = 0;
         actor->info.bonus = 0;
-        actor->info.unk_1C = 0.0f;
+        actor->info.targetOffset = 0.0f;
     }
     actor->scale = -1.0f;
 }
@@ -850,30 +850,30 @@ s32 Bolse_8018E05C(Boss* boss, s32 index) {
 
     src.x = gPlayer[0].pos.x - (boss->obj.pos.x + temp_fs2);
     src.y = gPlayer[0].pos.y - (boss->obj.pos.y + 580.0f);
-    src.z = gPlayer[0].unk_138 - (boss->obj.pos.z + temp_fs3);
+    src.z = gPlayer[0].trueZpos - (boss->obj.pos.z + temp_fs3);
 
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &src, &dest);
 
     if ((fabsf(dest.x) < 100.0f) && (fabsf(dest.y) < 200.0f)) {
-        if ((dest.z >= 0.0f) && (dest.z < temp_fs4) && (gPlayer[0].unk_1F4 == 0)) {
+        if ((dest.z >= 0.0f) && (dest.z < temp_fs4) && (gPlayer[0].hitTimer == 0)) {
             Player_ApplyDamage(gPlayer, 0, 40);
 
             if (dest.y > 0.0f) {
-                gPlayer[0].unk_0D8.y = 20.0f;
+                gPlayer[0].knockback.y = 20.0f;
             } else {
-                gPlayer[0].unk_0D8.y = -20.0f;
+                gPlayer[0].knockback.y = -20.0f;
             }
 
             for (i = 0; i < 5; i++) {
                 func_effect_8007C484(gPlayer[0].pos.x + RAND_FLOAT_CENTERED(30.0f),
                                      gPlayer[0].pos.y + RAND_FLOAT(10.0f),
-                                     gPlayer[0].unk_138 + RAND_FLOAT_CENTERED(30.0f), gPlayer[0].vel.x,
-                                     gPlayer[0].vel.y + gPlayer[0].unk_0D8.y, gPlayer[0].vel.z, RAND_FLOAT(0.1f) + 0.1f,
-                                     gPlayer[0].num + 11);
+                                     gPlayer[0].trueZpos + RAND_FLOAT_CENTERED(30.0f), gPlayer[0].vel.x,
+                                     gPlayer[0].vel.y + gPlayer[0].knockback.y, gPlayer[0].vel.z,
+                                     RAND_FLOAT(0.1f) + 0.1f, gPlayer[0].num + 11);
             }
 
             func_effect_8007BFFC(gPlayer[0].pos.x + RAND_FLOAT_CENTERED(10.0f), gPlayer[0].pos.y + RAND_FLOAT(10.0f),
-                                 gPlayer[0].unk_138 + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5);
+                                 gPlayer[0].trueZpos + RAND_FLOAT_CENTERED(10.0f), 0.0f, 15.0f, 0.0f, 2.0f, 5);
         }
         ret = true;
     }
@@ -1028,7 +1028,7 @@ f32 D_i4_8019F018[] = { 3.0f, -4.0f, 5.0f, 700.0f, 300.0f, 1000.0f };
 void Bolse_8018EAEC(Actor* actor, s32 index) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i4_8019EFDC[index] + gPlayer[0].pos.x;
     actor->obj.pos.y = D_i4_8019EFE8[index] + gPlayer[0].pos.y;
     actor->obj.pos.z = D_i4_8019EFF4[index] + gPlayer[0].pos.z;
@@ -1052,7 +1052,7 @@ void Bolse_8018EC1C(void) {
     actor->obj.pos.z = -9000.0f;
     actor->unk_0B6 = 30;
     actor->fwork[20] = 1.0f;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     Object_SetInfo(&actor->info, actor->obj.id);
     actor->info.bonus = 1;
 }
@@ -1079,7 +1079,7 @@ void Bolse_8018ED44(void) {
         if (actor->obj.status == OBJ_FREE) {
             Actor_Initialize(actor);
             actor->obj.status = OBJ_INIT;
-            actor->obj.id = OBJ_ACTOR_195;
+            actor->obj.id = OBJ_ACTOR_CUTSCENE;
             actor->obj.pos.x = RAND_FLOAT_CENTERED(500.0f);
             actor->obj.pos.y = gActors[50].obj.pos.y + RAND_FLOAT(100.0f);
             actor->obj.pos.z = -9000.0f;
@@ -1101,7 +1101,7 @@ void Bolse_8018EE4C(f32 x, f32 y) {
         if (actor->obj.status == OBJ_FREE) {
             Actor_Initialize(actor);
             actor->obj.status = OBJ_INIT;
-            actor->obj.id = OBJ_ACTOR_195;
+            actor->obj.id = OBJ_ACTOR_CUTSCENE;
             actor->obj.pos.x = x;
             actor->obj.pos.y = gActors[50].obj.pos.y + y;
             actor->obj.pos.z = -9000.0f;
@@ -1139,7 +1139,7 @@ void Bolse_LevelStart(Player* player) {
     Actor* actor;
     s32 pad[4];
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gLight1R = 100;
             gLight1G = 100;
@@ -1184,7 +1184,7 @@ void Bolse_LevelStart(Player* player) {
             gCsCamAtY = player->pos.y;
             gCsCamAtZ = player->pos.z;
 
-            player->unk_1D0 = 1;
+            player->csState = 1;
             player->unk_204 = 1;
 
             D_ctx_80177A48[0] = 1.0f;
@@ -1198,7 +1198,7 @@ void Bolse_LevelStart(Player* player) {
             gCsCamAtZ = player->pos.z;
             D_ctx_80177A48[2] += 4.5f;
             sp60 = SIN_DEG(D_ctx_80177A48[2]) * 10.0f;
-            player->unk_0EC = SIN_DEG(D_ctx_80177A48[2]) * -60.0f;
+            player->rot.z = SIN_DEG(D_ctx_80177A48[2]) * -60.0f;
 
             if (((gCsFrameCount % 8) == 0) && (Rand_ZeroOne() < 0.5f)) {
                 Bolse_8018ED44();
@@ -1245,13 +1245,13 @@ void Bolse_LevelStart(Player* player) {
                     Bolse_80191ED8();
                     ActorAllRange_SpawnTeam();
 
-                    player->unk_1D0 = 2;
+                    player->csState = 2;
 
                     player->pos.x = 0.0f;
                     player->pos.y = 1400.0f;
                     player->pos.z = 14000.0f;
 
-                    player->unk_0E4 = -8.0f;
+                    player->rot.x = -8.0f;
 
                     for (i = 0, actor = &gActors[1]; i < 3; i++, actor++) {
                         actor->obj.pos.x = D_i4_8019F030[i - 1].x + player->pos.x;
@@ -1289,7 +1289,7 @@ void Bolse_LevelStart(Player* player) {
             gCsCamAtY = player->pos.y;
             gCsCamAtZ = player->pos.z;
 
-            Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.1f, 1.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.z, 0.0f, 0.1f, 1.0f, 0.0f);
 
             if (gCsFrameCount == 200) {
                 player->unk_204 = 2;
@@ -1313,8 +1313,8 @@ void Bolse_LevelStart(Player* player) {
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
 
     sp54.x = 0.0f;
     sp54.y = 0;
@@ -1330,8 +1330,8 @@ void Bolse_LevelStart(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = (player->unk_0EC + player->unk_12C) + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = (player->rot.z + player->zRotBank) + player->zRotBarrelRoll;
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0);
@@ -1344,7 +1344,7 @@ void Bolse_LevelStart(Player* player) {
 void Bolse_8018F83C(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i4_8019F06C[arg1] + gPlayer[0].pos.x;
     actor->obj.pos.y = D_i4_8019F078[arg1] + gPlayer[0].pos.y;
     actor->obj.pos.z = D_i4_8019F084[arg1] + gPlayer[0].pos.z;
@@ -1370,7 +1370,7 @@ void Bolse_LevelComplete(Player* player) {
     sp8C = 100.0f;
     sp88 = 100.0f;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             Audio_StopSfxByBankAndSource(1, player->sfxSource);
             gCsFrameCount = 0;
@@ -1378,13 +1378,13 @@ void Bolse_LevelComplete(Player* player) {
             D_i4_801A03D4 = 100.0f;
             D_i4_801A03D8 = 80.0f;
 
-            Math_SmoothStepToF(&player->unk_0E8, -40.0f, 0.1f, 2.5f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0EC, -60.0f, 0.2f, 5.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 2.5f, 0.0f);
+            Math_SmoothStepToF(&player->rot.y, -40.0f, 0.1f, 2.5f, 0.0f);
+            Math_SmoothStepToF(&player->rot.z, -60.0f, 0.2f, 5.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 2.5f, 0.0f);
 
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 1;
-                player->timer_1F8 = 200;
+            if (player->csTimer == 0) {
+                player->csState = 1;
+                player->csTimer = 200;
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
@@ -1395,18 +1395,18 @@ void Bolse_LevelComplete(Player* player) {
         case 1:
             player->unk_190 = 2.0f;
 
-            Math_SmoothStepToF(&player->unk_0E4, 15.0f, 0.1f, 0.4f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0EC, 40.0f, 0.2f, 5.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0E8, 120.0f, 0.1f, 2.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.x, 15.0f, 0.1f, 0.4f, 0.0f);
+            Math_SmoothStepToF(&player->rot.z, 40.0f, 0.2f, 5.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.y, 120.0f, 0.1f, 2.0f, 0.0f);
 
             player->baseSpeed += 1.0f;
             if (player->baseSpeed >= 70.0f) {
                 player->baseSpeed = 70.0f;
             }
 
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 5;
-                player->timer_1F8 = 1000;
+            if (player->csTimer == 0) {
+                player->csState = 5;
+                player->csTimer = 1000;
                 Audio_StopPlayerNoise(0);
                 Audio_KillSfxBySource(player->sfxSource);
                 Play_ClearObjectData();
@@ -1421,10 +1421,10 @@ void Bolse_LevelComplete(Player* player) {
                 player->pos.y = actor50->obj.pos.y;
                 player->pos.z = actor50->obj.pos.z - 1000.0f;
 
-                player->unk_0E4 = 0.0f;
-                player->unk_0EC = 0.0f;
-                player->unk_0E8 = 0.0f;
-                player->unk_114 = 0.0f;
+                player->rot.x = 0.0f;
+                player->rot.z = 0.0f;
+                player->rot.y = 0.0f;
+                player->yRot_114 = 0.0f;
                 player->baseSpeed = 40.0f;
 
                 if (gTeamShields[TEAM_ID_FALCO] > 0) {
@@ -1460,7 +1460,7 @@ void Bolse_LevelComplete(Player* player) {
 
         case 5:
             gFillScreenAlpha = gFillScreenAlphaTarget = 0;
-            player->unk_1D0 = 10;
+            player->csState = 10;
 
         case 10:
             gCsCamAtX = gPlayer[0].pos.x;
@@ -1537,7 +1537,7 @@ void Bolse_LevelComplete(Player* player) {
                     break;
 
                 case 240:
-                    player->unk_1D0++;
+                    player->csState++;
                     D_ctx_80177A48[0] = 0;
                     D_ctx_80177A48[5] = 20.0f;
                     D_ctx_80177A48[6] = 0.0f;
@@ -1601,8 +1601,8 @@ void Bolse_LevelComplete(Player* player) {
                     break;
 
                 case 800:
-                    player->unk_1D0 += 1;
-                    player->timer_1F8 = 50;
+                    player->csState += 1;
+                    player->csTimer = 50;
                     player->unk_194 = 5.0f;
                     player->unk_190 = 5.0f;
                     AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
@@ -1618,11 +1618,11 @@ void Bolse_LevelComplete(Player* player) {
             player->unk_190 = 2.0f;
             player->baseSpeed += 5;
 
-            if (player->timer_1F8 == 30) {
+            if (player->csTimer == 30) {
                 Audio_FadeOutAll(30);
             }
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
                 gFillScreenAlphaTarget = 255;
                 if (gFillScreenAlpha == 255) {
@@ -1686,8 +1686,8 @@ void Bolse_LevelComplete(Player* player) {
     gLight1G = D_i4_801A03D4;
     gLight1B = D_i4_801A03D8;
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     sp74.x = 0.0f;
     sp74.y = 0.0f;
@@ -1703,15 +1703,15 @@ void Bolse_LevelComplete(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
-    if (player->unk_1D0 < 10) {
-        Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-        Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
+    if (player->csState < 10) {
+        Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+        Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
         Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
 
-        Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+        Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
 
         if (player->pos.y < 700.0f) {
             Math_SmoothStepToF(&player->pos.y, 700.0f, 0.1f, 10.0f, 0.0f);
@@ -1730,10 +1730,10 @@ void Bolse_LevelComplete(Player* player) {
         Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000, 0);
         Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000, 0);
     }
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void Bolse_80190D98(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot) {
@@ -1802,7 +1802,7 @@ void Bolse_80190FE8(f32 x, f32 y, f32 z, f32 scale) {
 void Bolse_80191054(Effect* effect) {
     switch (effect->state) {
         case 0:
-            if (gPlayer[0].unk_280 == 0) {
+            if (gPlayer[0].barrelRollAlpha == 0) {
                 func_effect_8007A774(gPlayer, effect, 150.0f);
             }
 
diff --git a/src/overlays/ovl_i4/fox_fo.c b/src/overlays/ovl_i4/fox_fo.c
index a9cb10be..d9f75a78 100644
--- a/src/overlays/ovl_i4/fox_fo.c
+++ b/src/overlays/ovl_i4/fox_fo.c
@@ -191,7 +191,7 @@ void Fortuna_UpdateEvents(Actor* actor) {
         actor->iwork[0] = 0;
         actor->state = 6;
         gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-        gPlayer[0].unk_1D0 = 0;
+        gPlayer[0].csState = 0;
         gPlayer[0].unk_000 = 0.0f;
 
         AllRange_ClearRadio();
@@ -204,7 +204,7 @@ void Fortuna_UpdateEvents(Actor* actor) {
             (gStarWolfTeamAlive[3] == 0)) {
             Radio_PlayMessage(gMsg_ID_9411, RCID_FOX);
             gMissionStatus = MISSION_ACCOMPLISHED;
-            gPlayer[0].timer_1F8 = 50;
+            gPlayer[0].csTimer = 50;
             player->unk_190 = 5.0f;
             player->unk_194 = 5.0f;
             AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
@@ -212,7 +212,7 @@ void Fortuna_UpdateEvents(Actor* actor) {
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 30);
         } else {
             gMissionStatus = MISSION_COMPLETE;
-            gPlayer[0].timer_1F8 = 30;
+            gPlayer[0].csTimer = 30;
         }
     }
 
@@ -240,7 +240,7 @@ void Fortuna_UpdateEvents(Actor* actor) {
                 player->pos.x = 0.0f;
                 player->pos.z = 15000.0f;
                 player->pos.y = 670.0f;
-                player->unk_114 = 0.0f;
+                player->yRot_114 = 0.0f;
 
                 for (actorPtr = &gActors[1], i = 0; i < 3; i++, actorPtr++) {
                     actorPtr->obj.pos.x = D_i4_8019EDF8[i - 1].x;
@@ -374,15 +374,15 @@ void Fortuna_UpdateEvents(Actor* actor) {
                     Vec3f sp50 = { 0.0f, 0.0f, -10000 };
 
                     Actor_Initialize(actor19);
-                    Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->unk_138, MTXF_NEW);
-                    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114) * M_DTOR, MTXF_APPLY);
-                    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+                    Matrix_Translate(gCalcMatrix, player->pos.x, player->pos.y, player->trueZpos, MTXF_NEW);
+                    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114) * M_DTOR, MTXF_APPLY);
+                    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
                     Matrix_MultVec3f(gCalcMatrix, &sp50, &actor19->obj.pos);
 
                     actor19->obj.status = OBJ_ACTIVE;
                     actor19->obj.id = OBJ_ACTOR_ALLRANGE;
                     actor19->state = 4;
-                    actor19->unk_0F4.y = player->unk_0E8 + player->unk_114 + 180.0f;
+                    actor19->unk_0F4.y = player->rot.y + player->yRot_114 + 180.0f;
                     actor19->unk_0F4.x = 15.0f;
                     actor19->aiType = AI360_GREAT_FOX;
                     actor19->fwork[1] = 90.0f;
@@ -489,11 +489,11 @@ void Fortuna_80188AD0(Actor* actor) {
         actor->obj.pos.y -= 230.0f;
     }
 
-    if ((actor->unk_0D0 != 0) && (actor->state == 0)) {
-        actor->unk_0D0 = 0;
+    if ((actor->dmgType != 0) && (actor->state == 0)) {
+        actor->dmgType = 0;
         actor->state = 1;
         actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_FO_600FF64);
-        actor->info.unk_1C = 0.0f;
+        actor->info.targetOffset = 0.0f;
         actor->lockOnTimers[TEAM_ID_FOX] = 0;
         actor->info.bonus = 0;
         AUDIO_PLAY_SFX(0x2903B009, actor->sfxSource, 4);
@@ -586,7 +586,7 @@ void Fortuna_8018906C(void) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = 0.0f;
     actor->obj.pos.y = 0.0f;
     actor->obj.pos.z = -9000.0f;
@@ -609,10 +609,10 @@ Matrix D_BO_8019EE80 = { {
 void Fortuna_801890EC(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i4_8019EE4C[arg1] + gPlayer[0].pos.x;
     actor->obj.pos.y = D_i4_8019EE5C[arg1] + gPlayer[0].pos.y;
-    actor->obj.pos.z = D_i4_8019EE6C[arg1] + gPlayer[0].unk_138;
+    actor->obj.pos.z = D_i4_8019EE6C[arg1] + gPlayer[0].trueZpos;
     actor->vel.z = gPlayer[0].baseSpeed;
 
     Object_SetInfo(&actor->info, actor->obj.id);
@@ -640,11 +640,11 @@ void Fortuna_LevelComplete(Player* player) {
     Actor* actor3 = &gActors[3];
     s32 pad[3];
 
-    if ((player->unk_1D0 < 10) && (player->unk_1D0 >= 0)) {
-        Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-        Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
+    if ((player->csState < 10) && (player->csState >= 0)) {
+        Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+        Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
         Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-        Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+        Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
         if (gMissionStatus == MISSION_COMPLETE) {
             if (player->pos.y < 700.0f) {
                 Math_SmoothStepToF(&player->pos.y, 700.0f, 0.1f, 10.0f, 0.0f);
@@ -665,64 +665,64 @@ void Fortuna_LevelComplete(Player* player) {
 
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 1.5f, 0.0f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case -1:
             player->wings.modelId = 1;
-            player->unk_0E8 = 0.0f;
+            player->rot.y = 0.0f;
             player->baseSpeed = 30.0f;
-            player->unk_114 = 180.0f;
-            player->unk_0E4 = -7.0f;
-            Math_SmoothStepToF(&player->unk_0EC, 0.0f, 0.05f, 1.0f, 0.0f);
-            player->unk_12C = 0.0f;
-            player->unk_130 = 0.0f;
-            player->unk_4D8 = 0.0f;
+            player->yRot_114 = 180.0f;
+            player->rot.x = -7.0f;
+            Math_SmoothStepToF(&player->rot.z, 0.0f, 0.05f, 1.0f, 0.0f);
+            player->zRotBank = 0.0f;
+            player->zRotBarrelRoll = 0.0f;
+            player->aerobaticPitch = 0.0f;
             player->cam.eye.x = -200.0f;
             player->cam.eye.y = 100.0f;
             player->cam.eye.z = -1500.0f;
             player->cam.at.x = player->pos.x;
             player->cam.at.y = player->pos.y;
-            player->cam.at.z = player->unk_138;
+            player->cam.at.z = player->trueZpos;
 
-            if (player->timer_1F8 < 80) {
+            if (player->csTimer < 80) {
                 gFillScreenAlphaTarget = 255;
                 gFillScreenAlphaStep = 10;
                 gFillScreenGreen = gFillScreenRed = gFillScreenBlue = 0;
-                if (player->timer_1F8 == 0) {
-                    player->timer_1F8 = 0;
-                    player->unk_1D0 = 1;
+                if (player->csTimer == 0) {
+                    player->csTimer = 0;
+                    player->csState = 1;
                 }
             }
             break;
 
         case 0:
             if (gMissionStatus == MISSION_COMPLETE) {
-                Math_SmoothStepToF(&player->unk_0E8, 40.0f, 0.1f, 2.5f, 0.0f);
-                Math_SmoothStepToF(&player->unk_0EC, 60.0f, 0.2f, 5.0f, 0.0f);
-                Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 2.5f, 0.0f);
+                Math_SmoothStepToF(&player->rot.y, 40.0f, 0.1f, 2.5f, 0.0f);
+                Math_SmoothStepToF(&player->rot.z, 60.0f, 0.2f, 5.0f, 0.0f);
+                Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 2.5f, 0.0f);
             } else {
                 player->unk_190 = 2.0f;
                 player->cam.eye.y += 3.0f;
-                Math_SmoothStepToF(&player->unk_0EC,
-                                   Math_SmoothStepToF(&player->unk_114,
-                                                      Math_RadToDeg(Math_Atan2F(player->pos.x, player->unk_138)), 0.1f,
+                Math_SmoothStepToF(&player->rot.z,
+                                   Math_SmoothStepToF(&player->yRot_114,
+                                                      Math_RadToDeg(Math_Atan2F(player->pos.x, player->trueZpos)), 0.1f,
                                                       4.0f, 0.0f) *
                                        20.0f,
                                    0.2f, 5.0f, 0.0f);
-                Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 2.5f, 0.0f);
+                Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 2.5f, 0.0f);
             }
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 if (gMissionStatus != MISSION_COMPLETE) {
-                    player->timer_1F8 = 150;
-                    player->unk_1D0 = -1;
+                    player->csTimer = 150;
+                    player->csState = -1;
                     player->pos.x = 0.0f;
                     player->boostSpeed = 0.0f;
                     player->baseSpeed = 0.0f;
                     player->pos.y = 350.0f;
                     player->pos.z = -2800.0f;
                 } else {
-                    player->timer_1F8 = 280;
-                    player->unk_1D0 = 1;
+                    player->csTimer = 280;
+                    player->csState = 1;
                 }
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
@@ -732,20 +732,20 @@ void Fortuna_LevelComplete(Player* player) {
 
         case 1:
             player->unk_190 = 2.0f;
-            Math_SmoothStepToF(&player->unk_0E4, 15.0f, 0.1f, 0.4f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0EC, -40.0f, 0.2f, 5.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0E8, -120.0f, 0.1f, 2.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.x, 15.0f, 0.1f, 0.4f, 0.0f);
+            Math_SmoothStepToF(&player->rot.z, -40.0f, 0.2f, 5.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.y, -120.0f, 0.1f, 2.0f, 0.0f);
             player->baseSpeed += 1.0f;
             if (player->baseSpeed >= 70.0f) {
                 player->baseSpeed = 70.0f;
-                player->unk_25C += 0.04f;
-                if (player->unk_25C > 0.6f) {
-                    player->unk_25C = 0.6f;
+                player->contrailScale += 0.04f;
+                if (player->contrailScale > 0.6f) {
+                    player->contrailScale = 0.6f;
                 }
             }
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 2;
-                player->timer_1F8 = 1000;
+            if (player->csTimer == 0) {
+                player->csState = 2;
+                player->csTimer = 1000;
                 for (i = 0; i < ARRAY_COUNT(gActors); i++) {
                     Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
                 }
@@ -763,14 +763,14 @@ void Fortuna_LevelComplete(Player* player) {
             break;
 
         case 2:
-            if (!(gMissionStatus) && (player->timer_1F8) > 830) {
+            if (!(gMissionStatus) && (player->csTimer) > 830) {
                 gFillScreenAlphaTarget = 0;
                 gFillScreenAlphaStep = 8;
             }
-            if (player->timer_1F8 == 810) {
+            if (player->csTimer == 810) {
                 Audio_KillSfxBySource(gBosses[0].sfxSource);
             }
-            if (player->timer_1F8 == 830) {
+            if (player->csTimer == 830) {
                 gFillScreenAlphaTarget = 255;
                 gFillScreenAlphaStep = 2;
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
@@ -781,9 +781,9 @@ void Fortuna_LevelComplete(Player* player) {
             if ((func_hud_80090200(&gBosses[0]) == 2) || (gMissionStatus != MISSION_COMPLETE)) {
                 Play_ClearObjectData();
                 if (gMissionStatus == MISSION_COMPLETE) {
-                    player->unk_1D0 = 10;
+                    player->csState = 10;
                 } else {
-                    player->unk_1D0 = 20;
+                    player->csState = 20;
                 }
 
                 for (i = 0; i < 200; i++) {
@@ -806,21 +806,21 @@ void Fortuna_LevelComplete(Player* player) {
                 if (gMissionStatus == MISSION_COMPLETE) {
                     player->pos.x = 0.0f;
                     player->pos.y = 0.0f;
-                    player->unk_0E4 = 0.0f;
-                    player->unk_0EC = 0.0f;
+                    player->rot.x = 0.0f;
+                    player->rot.z = 0.0f;
                     player->baseSpeed = 0.0f;
-                    player->unk_114 = 0.0f;
-                    player->unk_0E8 = 180.0f;
+                    player->yRot_114 = 0.0f;
+                    player->rot.y = 180.0f;
                     Fortuna_8018906C();
                 } else {
                     player->pos.x = 0.0f;
-                    player->unk_0E4 = 0.0f;
-                    player->unk_0EC = 0.0f;
-                    player->unk_114 = 0.0f;
+                    player->rot.x = 0.0f;
+                    player->rot.z = 0.0f;
+                    player->yRot_114 = 0.0f;
                     player->baseSpeed = 0.0f;
                     player->cam.at.y = 16.0f;
                     player->pos.y = -100.0f;
-                    player->unk_0E8 = 180.0f;
+                    player->rot.y = 180.0f;
                 }
                 player->pos.z = -10000.0f;
                 gCsFrameCount = 0;
@@ -860,7 +860,7 @@ void Fortuna_LevelComplete(Player* player) {
             }
 
             if (gCsFrameCount == 496) {
-                player->unk_1D0 = 11;
+                player->csState = 11;
                 D_ctx_80177A48[0] = 0.01f;
                 D_ctx_80177A48[1] = 0.0f;
                 D_ctx_80177A48[2] = -400.0f;
@@ -1016,8 +1016,8 @@ void Fortuna_LevelComplete(Player* player) {
                 D_ctx_8017842C += 0.3f;
                 Math_SmoothStepToF(&D_ctx_80177A48[3], 0.0f, 1.0f, 0.02f, 0);
                 if (gCsFrameCount == 1216) {
-                    player->unk_1D0 = 12;
-                    player->timer_1F8 = 1000;
+                    player->csState = 12;
+                    player->csTimer = 1000;
                     D_ctx_80177A48[4] = 1.0f;
                     actor2->vel.y = 0.1f;
                     actor1->vel.y = 0.1f;
@@ -1040,12 +1040,12 @@ void Fortuna_LevelComplete(Player* player) {
             player->unk_190 = 2.0f;
 
             if (gTeamShields[TEAM_ID_FALCO] > 0) {
-                if (player->timer_1F8 == 980) {
+                if (player->csTimer == 980) {
                     AUDIO_PLAY_SFX(0x09000002, actor3->sfxSource, 0);
                     actor3->vel.y = 1.0f;
                     actor3->fwork[29] = 5.0f;
                 }
-                if (player->timer_1F8 < 980) {
+                if (player->csTimer < 980) {
                     actor3->vel.z += 1.0f;
                     actor3->vel.z *= 1.15f;
                     actor3->vel.y *= 1.19f;
@@ -1053,13 +1053,13 @@ void Fortuna_LevelComplete(Player* player) {
                 }
             }
 
-            if ((gTeamShields[TEAM_ID_PEPPY] > 0) && (player->timer_1F8 == 960)) {
+            if ((gTeamShields[TEAM_ID_PEPPY] > 0) && (player->csTimer == 960)) {
                 AUDIO_PLAY_SFX(0x09000002, actor2->sfxSource, 0);
                 actor2->vel.y = 1.0f;
                 actor2->fwork[29] = 5.0f;
             }
 
-            if (player->timer_1F8 < 960) {
+            if (player->csTimer < 960) {
                 actor2->vel.z += 1.0f;
                 actor2->vel.z *= 1.15f;
                 actor2->vel.y *= 1.19f;
@@ -1067,13 +1067,13 @@ void Fortuna_LevelComplete(Player* player) {
             }
 
             if (gTeamShields[TEAM_ID_SLIPPY] > 0) {
-                if (player->timer_1F8 == 940) {
+                if (player->csTimer == 940) {
                     AUDIO_PLAY_SFX(0x09000002, actor1->sfxSource, 0);
                     actor1->vel.y = 1.0f;
                     actor1->fwork[29] = 5.0f;
                 }
 
-                if (player->timer_1F8 < 940) {
+                if (player->csTimer < 940) {
                     actor1->vel.z += 1.0f;
                     actor1->vel.z *= 1.15f;
                     actor1->vel.y *= 1.19f;
@@ -1081,12 +1081,12 @@ void Fortuna_LevelComplete(Player* player) {
                 }
             }
 
-            if (player->timer_1F8 == 910) {
+            if (player->csTimer == 910) {
                 actor0->vel.y = 1.0f;
                 actor0->obj.rot.x = -2.0f;
             }
 
-            if (player->timer_1F8 < 910) {
+            if (player->csTimer < 910) {
                 actor0->vel.z += 1.0f;
                 actor0->vel.z *= 1.02f;
                 actor0->vel.y *= 1.06f;
@@ -1095,7 +1095,7 @@ void Fortuna_LevelComplete(Player* player) {
 
             if (gCsFrameCount == 1382) {
                 player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                player->timer_1F8 = 0;
+                player->csTimer = 0;
                 gFadeoutType = 4;
                 Audio_FadeOutAll(10);
                 for (i = 0; i < 6; i++) {
@@ -1110,21 +1110,21 @@ void Fortuna_LevelComplete(Player* player) {
                 Fortuna_801890EC(actor3, 0);
                 actor3->obj.pos.x = (player->pos.x - 100.0f) - 400.0f;
                 actor3->obj.pos.y = player->pos.y + 400.0f;
-                actor3->obj.pos.z = player->unk_138 - 150.0f;
+                actor3->obj.pos.z = player->trueZpos - 150.0f;
                 actor3->obj.rot.z = 90.0f;
             }
             if (gTeamShields[TEAM_ID_SLIPPY] > 0) {
                 Fortuna_801890EC(actor1, 1);
                 actor1->obj.pos.x = player->pos.x + 100.0f + 400.0f;
                 actor1->obj.pos.y = player->pos.y + 400.0f;
-                actor1->obj.pos.z = player->unk_138 - 150.0f;
+                actor1->obj.pos.z = player->trueZpos - 150.0f;
                 actor1->obj.rot.z = -90.0f;
             }
             if (gTeamShields[TEAM_ID_PEPPY] > 0) {
                 Fortuna_801890EC(actor2, 2);
                 actor2->obj.pos.x = player->pos.x;
                 actor2->obj.pos.y = player->pos.y + 100.0f + 400.0f;
-                actor2->obj.pos.z = player->unk_138 - 250.0f;
+                actor2->obj.pos.z = player->trueZpos - 250.0f;
             }
             Fortuna_801890EC(actor0, 3);
 
@@ -1132,7 +1132,7 @@ void Fortuna_LevelComplete(Player* player) {
             actor0->vel.z = 0.0f;
             actor0->info.bonus = 1;
             gCsFrameCount = 0;
-            player->unk_1D0 = 21;
+            player->csState = 21;
             player->unk_234 = 1;
 
             for (i = 0; i < 9; i++) {
@@ -1187,7 +1187,7 @@ void Fortuna_LevelComplete(Player* player) {
                 actor1->obj.pos.x = 100.0f;
                 actor1->obj.pos.y = 40.0f;
                 actor2->obj.pos.y = 90.0f;
-                player->unk_1D0 = 22;
+                player->csState = 22;
             }
 
             switch (gCsFrameCount) {
@@ -1201,7 +1201,7 @@ void Fortuna_LevelComplete(Player* player) {
             src.x = 0.0f;
             src.y = D_ctx_80177A48[7];
             src.z = D_ctx_80177A48[5];
-            Matrix_Translate(gCalcMatrix, player->pos.x, 0.0f, player->pos.z + D_ctx_80177D20, MTXF_NEW);
+            Matrix_Translate(gCalcMatrix, player->pos.x, 0.0f, player->pos.z + gPathProgress, MTXF_NEW);
             Matrix_RotateY(gCalcMatrix, -(D_ctx_80177A48[4] * M_DTOR), MTXF_APPLY);
             Matrix_MultVec3f(gCalcMatrix, &src, &dest);
             player->cam.eye.x = gCsCamEyeX = dest.x;
@@ -1210,7 +1210,7 @@ void Fortuna_LevelComplete(Player* player) {
             Math_SmoothStepToF(&gCsCamAtY, 0.0f, 0.005f, 1000.0f, 0.0001f);
             player->cam.at.x = player->pos.x;
             player->cam.at.y = gCsCamAtY;
-            player->cam.at.z = player->pos.z + D_ctx_80177D20;
+            player->cam.at.z = player->pos.z + gPathProgress;
             break;
 
         case 22:
@@ -1318,7 +1318,7 @@ void Fortuna_LevelComplete(Player* player) {
                 gFillScreenAlphaStep = 16;
                 if (gFillScreenAlpha == 255) {
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     Audio_FadeOutAll(10);
 
@@ -1374,7 +1374,7 @@ void Fortuna_LevelComplete(Player* player) {
                 src.x = 0.0f;
                 src.y = D_ctx_80177A48[7];
                 src.z = D_ctx_80177A48[5];
-                Matrix_Translate(gCalcMatrix, player->pos.x, 0.0f, player->pos.z + D_ctx_80177D20, MTXF_NEW);
+                Matrix_Translate(gCalcMatrix, player->pos.x, 0.0f, player->pos.z + gPathProgress, MTXF_NEW);
                 Matrix_RotateY(gCalcMatrix, -(D_ctx_80177A48[4] * M_DTOR), MTXF_APPLY);
                 Matrix_MultVec3f(gCalcMatrix, &src, &dest);
                 player->cam.eye.x = gCsCamEyeX = dest.x;
@@ -1399,11 +1399,11 @@ void Fortuna_LevelComplete(Player* player) {
 
             player->cam.at.x = gCsCamAtX = player->pos.x;
             player->cam.at.y = gCsCamAtY;
-            player->cam.at.z = gCsCamAtZ = player->pos.z - D_ctx_80177A48[6] + D_ctx_80177D20;
+            player->cam.at.z = gCsCamAtZ = player->pos.z - D_ctx_80177A48[6] + gPathProgress;
             break;
     }
 
-    if (player->unk_1D0 < 20) {
+    if (player->csState < 20) {
         switch (gCsFrameCount) {
             case 1020:
                 gShowLevelClearStatusScreen = 1;
@@ -1414,8 +1414,8 @@ void Fortuna_LevelComplete(Player* player) {
         }
     }
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     src.x = 0.0f;
     src.y = 0.0f;
@@ -1429,8 +1429,8 @@ void Fortuna_LevelComplete(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 }
 
 void Fortuna_8018BA2C(void) {
diff --git a/src/overlays/ovl_i4/fox_ka.c b/src/overlays/ovl_i4/fox_ka.c
index 85d6c1e8..bdae64bc 100644
--- a/src/overlays/ovl_i4/fox_ka.c
+++ b/src/overlays/ovl_i4/fox_ka.c
@@ -171,7 +171,7 @@ void Katina_80192C8C(void) {
         if (actor->obj.status == OBJ_FREE) {
             Actor_Initialize(actor);
             actor->obj.status = OBJ_INIT;
-            actor->obj.id = OBJ_ACTOR_195;
+            actor->obj.id = OBJ_ACTOR_CUTSCENE;
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i4_8019F0F0[i], &actor->obj.pos);
             actor->obj.rot = D_i4_8019F138[i];
             Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i4_8019F114[i], &dest);
@@ -196,11 +196,11 @@ void Katina_LevelStart(Player* player) {
 
     gAllRangeEventTimer = 0;
 
-    if (player->unk_1D0 != 0) {
+    if (player->csState != 0) {
         Katina_801981F8(&gActors[4]);
     }
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 1:
         case 2:
         case 3:
@@ -222,7 +222,7 @@ void Katina_LevelStart(Player* player) {
             gCsCamAtX = gActors[4].obj.pos.x;
             gCsCamAtY = gActors[4].obj.pos.y;
             gCsCamAtZ = gActors[4].obj.pos.z;
-            player->unk_1D0 = 11;
+            player->csState = 11;
             D_ctx_80177A48[0] = 1.0f;
             break;
 
@@ -235,7 +235,7 @@ void Katina_LevelStart(Player* player) {
             gActors[6].obj.rot.z += 0.7f;
             if (gCsFrameCount == 100) {
                 gCsFrameCount = 80;
-                player->unk_1D0 = 12;
+                player->csState = 12;
             }
             break;
 
@@ -245,11 +245,11 @@ void Katina_LevelStart(Player* player) {
             gActors[4].obj.rot.z -= 1.0f;
             if (gCsFrameCount == 120) {
                 ActorAllRange_SpawnTeam();
-                player->unk_1D0 = 13;
+                player->csState = 13;
                 player->pos.x = 0.0f;
                 player->pos.y = 1300.0f;
                 player->pos.z = 10000.0f;
-                player->unk_0E4 = -10.0f;
+                player->rot.x = -10.0f;
                 for (i = 1, actor = &gActors[1]; i < 4; i++, actor++) {
                     actor->obj.pos.x = D_i4_8019F168[i - 1].x + player->pos.x;
                     actor->obj.pos.y = D_i4_8019F168[i - 1].y + player->pos.y;
@@ -328,8 +328,8 @@ void Katina_LevelStart(Player* player) {
             Object_Kill(&gActors[5].obj, gActors[5].sfxSource);
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114 + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     src.x = 0;
     src.y = 0.0f;
     src.z = player->baseSpeed;
@@ -340,8 +340,8 @@ void Katina_LevelStart(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
@@ -912,7 +912,7 @@ void Katina_801946C4(Boss* boss) {
 
             if (boss->timer_050 == 500) {
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                gPlayer[0].unk_1D0 = 100;
+                gPlayer[0].csState = 100;
                 gPlayer[0].unk_234 = 0;
                 gCsFrameCount = 5000;
             }
@@ -1039,17 +1039,16 @@ void Katina_801946C4(Boss* boss) {
                 gFillScreenBlue = 255;
                 if (gFillScreenAlpha == 255) {
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].unk_1D0 = 2;
+                    gPlayer[0].csState = 2;
                     gPlayer[0].unk_234 = 1;
                     gCsFrameCount = 200;
                     Audio_StopPlayerNoise(0);
                     Audio_KillSfxBySource(&gPlayer[0].sfxSource[0]);
-                    gPlayer[0].timer_1F8 = 50;
+                    gPlayer[0].csTimer = 50;
                     gPlayer[0].baseSpeed = 0.0f;
-                    gPlayer[0].unk_114 = 0.0f;
+                    gPlayer[0].yRot_114 = 0.0f;
 
-                    gPlayer[0].unk_0EC = gPlayer[0].unk_0E8 = gPlayer[0].unk_0E4 = gPlayer[0].unk_120 =
-                        gPlayer[0].unk_114;
+                    gPlayer[0].rot.z = gPlayer[0].rot.y = gPlayer[0].rot.x = gPlayer[0].xRot_120 = gPlayer[0].yRot_114;
                     Play_ClearObjectData();
                     gEnvLightyRot = 60.0f;
                     gLight1R = 100;
@@ -1065,7 +1064,7 @@ void Katina_801946C4(Boss* boss) {
             if ((boss->timer_050 == 0) && ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) ||
                                            (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
                 gMissionStatus = MISSION_ACCOMPLISHED;
                 boss->obj.pos.z = 0.0f;
                 boss->health = -1;
@@ -1147,7 +1146,7 @@ void Katina_801946C4(Boss* boss) {
         gRadarMarks[64].pos.x = boss->obj.pos.x;
         gRadarMarks[64].pos.y = boss->obj.pos.y;
         gRadarMarks[64].pos.z = boss->obj.pos.z;
-        gRadarMarks[64].unk_10 = boss->unk_078.y + 180.0f;
+        gRadarMarks[64].yRot = boss->unk_078.y + 180.0f;
         if (boss->state < 6) {
             Math_SmoothStepToF(&boss->obj.pos.x, boss->vwork[0].x, 0.01f, boss->fwork[10], 0);
             Math_SmoothStepToF(&boss->obj.pos.y, boss->vwork[0].y, 0.01f, boss->fwork[10], 0);
@@ -1328,7 +1327,7 @@ void Katina_80196E30(Actor* actor, s32 idx) {
     Actor_Initialize(actor);
 
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i4_8019F260[idx + 1] + gPlayer[0].pos.x;
     actor->obj.pos.y = D_i4_8019F26C[idx + 1] + gPlayer[0].pos.y;
     actor->obj.pos.z = D_i4_8019F278[idx + 1] + gPlayer[0].pos.z;
@@ -1346,7 +1345,7 @@ void Katina_80196F40(Actor* actor, s32 idx) {
     Actor_Initialize(actor);
 
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i4_8019F29C[idx + 1];
     actor->obj.pos.y = D_i4_8019F2AC[idx + 1];
     actor->obj.pos.z = D_i4_8019F2BC[idx + 1];
@@ -1377,7 +1376,7 @@ void Katina_80197024(void) {
         if ((D_i4_8019F2F0[i] >= gKaAllyKillCount) && ((i >= 3) || (gTeamShields[i + 1] > 0))) {
             Actor_Initialize(actor);
             actor->obj.status = OBJ_INIT;
-            actor->obj.id = OBJ_ACTOR_195;
+            actor->obj.id = OBJ_ACTOR_CUTSCENE;
             actor->obj.pos.x = ((D_i4_8019F340[i].x * 0.5f) + gPlayer[0].pos.x) + RAND_FLOAT_CENTERED_SEEDED(2000.0f);
             actor->obj.pos.y = (D_i4_8019F340[i].y + gPlayer[0].pos.y) - RAND_FLOAT_SEEDED(1000.0f);
             actor->obj.pos.z = (D_i4_8019F340[i].z + gPlayer[0].pos.z) + RAND_FLOAT_SEEDED(1000.0f);
@@ -1407,9 +1406,9 @@ void Katina_LevelComplete(Player* player) {
     player->wings.unk_0C = 0.0f;
     player->wings.unk_08 = 0.0f;
     player->wings.unk_04 = 0.0f;
-    player->unk_4D8 = 0.0f;
+    player->aerobaticPitch = 0.0f;
     D_ctx_80177A48[0] = 1.0f;
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             Audio_StopSfxByBankAndSource(1, &player->sfxSource[0]);
             gCsFrameCount = 0;
@@ -1417,8 +1416,8 @@ void Katina_LevelComplete(Player* player) {
             player->pos.x = boss->obj.pos.x;
             player->pos.y = 800.0f;
             player->pos.z = boss->obj.pos.z;
-            player->unk_114 = player->unk_120 = player->unk_0E4 = player->camRoll = player->unk_4D8 = 0.0f;
-            player->unk_0E8 = 120.0f;
+            player->yRot_114 = player->xRot_120 = player->rot.x = player->camRoll = player->aerobaticPitch = 0.0f;
+            player->rot.y = 120.0f;
             player->baseSpeed = 40.0f;
             gCsCamEyeX = boss->obj.pos.x + 5000.0f;
             gCsCamEyeY = 750.0f;
@@ -1431,7 +1430,7 @@ void Katina_LevelComplete(Player* player) {
                     Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
                 }
             }
-            player->unk_1D0 += 1;
+            player->csState += 1;
             if (gTeamShields[TEAM_ID_FALCO] > 0) {
                 Katina_80196E30(&gActors[1], 0);
             }
@@ -1450,18 +1449,17 @@ void Katina_LevelComplete(Player* player) {
             gCsCamAtX = boss->obj.pos.x;
             gCsCamAtY = 1000.0f;
             gCsCamAtZ = boss->obj.pos.z;
-            Math_SmoothStepToF(&player->unk_0EC,
-                               Math_SmoothStepToAngle(&player->unk_0E8, 283.0f, 0.1f, 3.0f, 0.0f) * 20.0f, 0.1f, 1.0f,
-                               0.0f);
+            Math_SmoothStepToF(&player->rot.z, Math_SmoothStepToAngle(&player->rot.y, 283.0f, 0.1f, 3.0f, 0.0f) * 20.0f,
+                               0.1f, 1.0f, 0.0f);
             for (i = 1; i < 4; i++) {
                 angle = Math_SmoothStepToAngle(&gActors[i].unk_0F4.y, gActors[i].fwork[1], 0.1f, 3.0f, 0.0f);
                 Math_SmoothStepToF(&gActors[i].unk_0F4.z, angle * 20.0f, 0.1f, 1.0f, 0.0f);
             }
 
             if (gCsFrameCount >= 200) {
-                player->unk_0E4 += 1.0f;
-                player->unk_0E8 += 1.0f;
-                player->unk_0EC += 1.0f;
+                player->rot.x += 1.0f;
+                player->rot.y += 1.0f;
+                player->rot.z += 1.0f;
             }
 
             if (gCsFrameCount >= 225) {
@@ -1479,25 +1477,25 @@ void Katina_LevelComplete(Player* player) {
             }
 
             if (gCsFrameCount == 250) {
-                player->unk_1D0 = 2;
+                player->csState = 2;
                 Play_ClearObjectData();
                 Audio_StopPlayerNoise(0);
                 Audio_KillSfxBySource(&player->sfxSource[0]);
-                player->timer_1F8 = 50;
+                player->csTimer = 50;
                 player->baseSpeed = 0.0f;
-                player->unk_0E4 = 0.0f;
-                player->unk_0E8 = 0.0f;
-                player->unk_0EC = 0.0f;
+                player->rot.x = 0.0f;
+                player->rot.y = 0.0f;
+                player->rot.z = 0.0f;
             }
             break;
 
         case 2:
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->unk_240 = 1;
                 player->pos.x = 0.0f;
                 player->pos.y = 3500.0f;
                 player->pos.z = 150.0f;
-                player->unk_1D0 = 3;
+                player->csState = 3;
                 Audio_StartPlayerNoise(0);
                 if (gMissionStatus != MISSION_COMPLETE) {
                     AUDIO_PLAY_BGM(SEQ_ID_GOOD_END);
@@ -1530,12 +1528,12 @@ void Katina_LevelComplete(Player* player) {
             gCsCamAtZ = player->pos.z + 500;
             if (gCsFrameCount > 1010) {
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.1f;
+                player->rot.x += 0.1f;
                 Math_SmoothStepToF(&D_ctx_80177A48[2], 0.0f, 1.0f, 0.001f, 0);
                 player->unk_190 = 2.0f;
-                player->unk_25C += 0.04f;
-                if (player->unk_25C > 0.6f) {
-                    player->unk_25C = 0.6f;
+                player->contrailScale += 0.04f;
+                if (player->contrailScale > 0.6f) {
+                    player->contrailScale = 0.6f;
                 }
             } else {
                 Math_SmoothStepToF(&D_ctx_80177A48[2], 0.2f, 1.0f, 0.005f, 0);
@@ -1551,7 +1549,7 @@ void Katina_LevelComplete(Player* player) {
                 gFillScreenAlphaStep = 8;
                 if (gFillScreenAlpha == 255) {
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     gLeveLClearStatus[LEVEL_KATINA] = Play_CheckMedalStatus(150) + 1;
                 }
@@ -1625,7 +1623,7 @@ void Katina_LevelComplete(Player* player) {
             if (gTeamShields[TEAM_ID_PEPPY] > 0) {
                 Katina_80196F40(&gActors[4], 3);
             }
-            player->unk_1D0 += 1;
+            player->csState += 1;
             break;
 
         case 101:
@@ -1639,8 +1637,8 @@ void Katina_LevelComplete(Player* player) {
             gActors[4].unk_0F4.x += 0.08f;
             break;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x) * M_DTOR), MTXF_APPLY);
     src.x = 0.0f;
     src.y = 0.0f;
     src.z = player->baseSpeed;
@@ -1651,9 +1649,9 @@ void Katina_LevelComplete(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_0F8 = player->unk_0EC;
-    player->unk_138 = player->pos.z;
-    if (player->unk_1D0 < 100) {
+    player->bankAngle = player->rot.z;
+    player->trueZpos = player->pos.z;
+    if (player->csState < 100) {
         Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0);
         Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0);
         Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0);
@@ -1661,10 +1659,10 @@ void Katina_LevelComplete(Player* player) {
         Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0);
         Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0);
     }
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void Katina_80197F10(Actor* actor) {
@@ -1764,7 +1762,7 @@ void Katina_801981F8(Actor* actor) {
                     actor_it->timer_0C2 = 30;
                     Object_SetInfo(&actor_it->info, actor_it->obj.id);
                     if (actor_it->unk_0B6 == 1) {
-                        actor_it->info.unk_1C = 0.0f;
+                        actor_it->info.targetOffset = 0.0f;
                         actor_it->info.bonus = 0;
                         AUDIO_PLAY_SFX(0x3100000C, actor_it->sfxSource, 4);
                     }
@@ -1795,7 +1793,7 @@ void Katina_8019848C(void) {
     actor->timer_0C2 = 30;
     actor->obj.id = OBJ_ACTOR_ALLRANGE;
     Object_SetInfo(&actor->info, actor->obj.id);
-    actor->info.unk_1C = 0.0f;
+    actor->info.targetOffset = 0.0f;
     actor->info.bonus = 0;
     AUDIO_PLAY_SFX(0x3100000C, actor->sfxSource, 4);
 }
@@ -2118,7 +2116,7 @@ void Katina_80198AA0(Actor* actor) {
     radarMark->pos.x = actor->obj.pos.x;
     radarMark->pos.y = actor->obj.pos.y;
     radarMark->pos.z = actor->obj.pos.z;
-    radarMark->unk_10 = actor->unk_0F4.y + 180.0f;
+    radarMark->yRot = actor->unk_0F4.y + 180.0f;
     if (actor->iwork[8] != 0) {
         actor->iwork[8]--;
     }
diff --git a/src/overlays/ovl_i4/fox_sz.c b/src/overlays/ovl_i4/fox_sz.c
index cfefb810..e087d5a5 100644
--- a/src/overlays/ovl_i4/fox_sz.c
+++ b/src/overlays/ovl_i4/fox_sz.c
@@ -49,9 +49,9 @@ void SectorZ_80199900(Actor* actor, s32 arg1) {
             ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
             gCsFrameCount = 0;
             gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-            gPlayer[0].unk_1D0 = 1000;
+            gPlayer[0].csState = 1000;
             gActors[0].state = 6;
-            gPlayer[0].timer_1F8 = 30;
+            gPlayer[0].csTimer = 30;
             AUDIO_PLAY_SFX(0x11030010, gActors[0].sfxSource, 0);
             AUDIO_PLAY_SFX(0x31024059, gActors[0].sfxSource, 0);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 1);
@@ -156,10 +156,10 @@ void SectorZ_Missile_Update(Actor* this) {
         (fabsf(this->fwork[MISSILE_TARGET_Z] - this->obj.pos.z) < 800.0f)) {
         SectorZ_80199900(this, 0);
         gCameraShake = 25;
-        gBosses[0].dmgType = DMG_UNK_100;
+        gBosses[0].dmgType = DMG_zRot_0FC;
         if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
             gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-            gPlayer[0].unk_1D0 = 0;
+            gPlayer[0].csState = 0;
             gActors[0].state = -31072;
             return;
         }
@@ -171,7 +171,7 @@ void SectorZ_Missile_Update(Actor* this) {
         (((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_GFOX_REPAIR)) ||
          (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN))) {
         gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-        gPlayer[0].unk_1D0 = 100;
+        gPlayer[0].csState = 100;
         gActors[0].state = -31072;
     }
 }
@@ -245,7 +245,7 @@ void SectorZ_8019A1D0(void) {
 
     Object_SetInfo(&actor->info, actor->obj.id);
 
-    actor->info.unk_1C = 0.0f;
+    actor->info.targetOffset = 0.0f;
 
     AUDIO_PLAY_SFX(0x31000011, actor->sfxSource, 4);
 }
@@ -453,10 +453,10 @@ void SectorZ_8019A3E8(Actor* actor) {
 
 bool SectorZ_8019AA9C(Player* player) {
     if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
-        if ((player->unk_114 > 30.0f) && (player->unk_114 < 150.0f) && (fabsf(player->pos.x - 1270.0f) < 450.0f) &&
-            (fabsf(player->pos.y - 265.0f) < 100.0f) && (fabsf(player->unk_138) < 172.0f)) {
+        if ((player->yRot_114 > 30.0f) && (player->yRot_114 < 150.0f) && (fabsf(player->pos.x - 1270.0f) < 450.0f) &&
+            (fabsf(player->pos.y - 265.0f) < 100.0f) && (fabsf(player->trueZpos) < 172.0f)) {
             player->state_1C8 = PLAYERSTATE_1C8_GFOX_REPAIR;
-            player->unk_1D0 = 0;
+            player->csState = 0;
             gActors[0].state = 20;
             gAllRangeEventTimer--;
             return true;
@@ -662,7 +662,7 @@ void SectorZ_8019B48C(void) {
     for (i = 0; i < ARRAY_COUNT(D_i4_8019F528); i++, actor++) {
         Actor_Initialize(actor);
         actor->obj.status = OBJ_INIT;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
         actor->unk_0B6 = 25;
         actor->obj.pos.x = D_i4_8019F528[i].x;
         actor->obj.pos.y = D_i4_8019F528[i].y;
@@ -678,7 +678,7 @@ void SectorZ_8019B568(void) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = 5000.0f;
     actor->obj.pos.y = 0.0f;
@@ -699,7 +699,7 @@ f32 D_i4_8019F5AC[] = { -30.0f, 20.0f, 30.0f, -40.0f };
 void SectorZ_8019B630(Actor* actor, s32 index) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = gPlayer[0].cam.eye.x + D_i4_8019F57C[index].x;
     actor->obj.pos.y = gPlayer[0].cam.eye.y + D_i4_8019F57C[index].y;
@@ -727,7 +727,7 @@ void SectorZ_8019B75C(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = D_i4_8019F5BC[arg1].x + newActor->obj.pos.x;
     actor->obj.pos.y = newActor->obj.pos.y - 500.0f;
@@ -771,7 +771,7 @@ void SectorZ_8019B888(void) {
                 AUDIO_PLAY_SFX(0x3100000C, actor->sfxSource, 4);
                 actor->info.hitbox = SEGMENTED_TO_VIRTUAL(gTeamHitbox);
                 actor->info.unk_16 = 0;
-                actor->info.unk_1C = 0.0f;
+                actor->info.targetOffset = 0.0f;
             }
         }
     }
@@ -786,11 +786,11 @@ void SectorZ_LevelStart(Player* player) {
 
     gAllRangeEventTimer = 0;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
 
-            player->unk_1D0++;
+            player->csState++;
 
             SectorZ_8019B568();
             SectorZ_8019B48C();
@@ -819,7 +819,7 @@ void SectorZ_LevelStart(Player* player) {
 
             if (gCsFrameCount == 320) {
                 actor = &actor[0];
-                player->unk_1D0 = 2;
+                player->csState = 2;
                 actor->vel.x = -10.0f;
                 actor->obj.pos.x = 1000.0f;
                 gCsCamEyeX = 0.0f;
@@ -846,7 +846,7 @@ void SectorZ_LevelStart(Player* player) {
             if (gCsFrameCount == 500) {
                 gCsFrameCount = 520;
 
-                player->unk_1D0++;
+                player->csState++;
 
                 actor->vel.x = 0.0f;
 
@@ -910,7 +910,7 @@ void SectorZ_LevelStart(Player* player) {
             gActors[32].vel.y += 0.4f;
 
             if (gCsFrameCount > 760) {
-                player->unk_0E4 += 0.25f;
+                player->rot.x += 0.25f;
             }
 
             if (gCsFrameCount > 765) {
@@ -991,15 +991,15 @@ void SectorZ_LevelStart(Player* player) {
         case 760:
             player->unk_194 = 5.0f;
             player->unk_190 = 5.0f;
-            player->unk_114 = 90.0f;
+            player->yRot_114 = 90.0f;
             player->baseSpeed = gArwingSpeed;
             player->unk_234 = 1;
             AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + player->unk_114 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + player->yRot_114 + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
 
     sp74.x = 0.0f;
     sp74.y = 0.0f;
@@ -1015,8 +1015,8 @@ void SectorZ_LevelStart(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0);
@@ -1041,14 +1041,14 @@ void SectorZ_8019C574(Actor* actor, s32 index) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = D_i4_8019F61C[index] * var_fv0;
     actor->obj.pos.y = D_i4_8019F62C[index];
     actor->obj.pos.z = D_i4_8019F63C[index];
 
     actor->fwork[0] = gPlayer[0].baseSpeed;
-    actor->unk_0F4.y = gPlayer[0].unk_0E8;
+    actor->unk_0F4.y = gPlayer[0].rot.y;
 
     Object_SetInfo(&actor->info, actor->obj.id);
 
@@ -1069,7 +1069,7 @@ void SectorZ_8019C70C(void) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = gBosses[0].obj.pos.x + 700.0f;
     actor->obj.pos.y = gBosses[0].obj.pos.y - 1000.0f;
@@ -1110,14 +1110,14 @@ void SectorZ_LevelComplete(Player* player) {
 
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 1.5f, 0.0f);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 1000:
-            Math_SmoothStepToF(&player->unk_0E8, -40.0f, 0.1f, 2.5f, 0);
-            Math_SmoothStepToF(&player->unk_0EC, -60.0f, 0.2f, 5.0f, 0);
-            Math_SmoothStepToF(&player->unk_0E4, 0, 0.1f, 2.5f, 0);
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 1001;
-                player->timer_1F8 = 100;
+            Math_SmoothStepToF(&player->rot.y, -40.0f, 0.1f, 2.5f, 0);
+            Math_SmoothStepToF(&player->rot.z, -60.0f, 0.2f, 5.0f, 0);
+            Math_SmoothStepToF(&player->rot.x, 0, 0.1f, 2.5f, 0);
+            if (player->csTimer == 0) {
+                player->csState = 1001;
+                player->csTimer = 100;
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
                 player->unk_194 = 5.0f;
                 player->unk_190 = 5.0f;
@@ -1128,17 +1128,17 @@ void SectorZ_LevelComplete(Player* player) {
         case 1001:
             player->unk_190 = 2.0f;
 
-            Math_SmoothStepToF(&player->unk_0E4, 15.0f, 0.1f, 0.4f, 0);
-            Math_SmoothStepToF(&player->unk_0EC, 40.0f, 0.2f, 5.0f, 0);
-            Math_SmoothStepToF(&player->unk_0E8, 120.0f, 0.1f, 2.0f, 0);
+            Math_SmoothStepToF(&player->rot.x, 15.0f, 0.1f, 0.4f, 0);
+            Math_SmoothStepToF(&player->rot.z, 40.0f, 0.2f, 5.0f, 0);
+            Math_SmoothStepToF(&player->rot.y, 120.0f, 0.1f, 2.0f, 0);
 
             player->baseSpeed += 1.0f;
             if (player->baseSpeed >= 70.0f) {
                 player->baseSpeed = 70.0f;
             }
 
-            if (player->timer_1F8 == 0) {
-                gPlayer[0].unk_1D0 = 0;
+            if (player->csTimer == 0) {
+                gPlayer[0].csState = 0;
             }
             break;
 
@@ -1159,7 +1159,7 @@ void SectorZ_LevelComplete(Player* player) {
             player->camRoll = 0.0f;
 
             if (boss0->state != 0) {
-                player->unk_1D0 = 0;
+                player->csState = 0;
             }
             break;
 
@@ -1174,11 +1174,11 @@ void SectorZ_LevelComplete(Player* player) {
 
             D_ctx_80177A48[0] = 1.0f;
 
-            player->unk_1D0 = 1;
+            player->csState = 1;
 
             gProjectFar = 30000.0f;
 
-            player->timer_1F8 = 550;
+            player->csTimer = 550;
             player->baseSpeed = 0.0f;
             player->camRoll = 0.0f;
 
@@ -1220,8 +1220,8 @@ void SectorZ_LevelComplete(Player* player) {
             gCsCamAtY = boss0->obj.pos.y + (2.0f * gCameraShakeY);
             gCsCamAtZ = boss0->obj.pos.z;
 
-            if (player->timer_1F8 == 0) {
-                player->unk_1D0 = 2;
+            if (player->csTimer == 0) {
+                player->csState = 2;
             }
             break;
 
@@ -1229,7 +1229,7 @@ void SectorZ_LevelComplete(Player* player) {
             gFillScreenAlphaTarget = 0;
             gFillScreenAlpha = 0;
 
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 if (!gGreatFoxIntact) {
                     SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
                     SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
@@ -1237,8 +1237,8 @@ void SectorZ_LevelComplete(Player* player) {
 
                 gCsFrameCount = 1280;
 
-                player->unk_1D0 = 10;
-                player->timer_1F8 = 1000;
+                player->csState = 10;
+                player->csTimer = 1000;
 
                 Audio_StopPlayerNoise(0U);
                 Audio_KillSfxBySource(player->sfxSource);
@@ -1248,12 +1248,12 @@ void SectorZ_LevelComplete(Player* player) {
                 player->pos.y = 0.0f;
                 player->pos.z = 0.0f;
 
-                player->unk_0E4 = 0.0f;
+                player->rot.x = 0.0f;
                 player->unk_234 = 1;
-                player->unk_0E8 = 180.0f;
-                player->unk_0EC = 0.0f;
-                player->unk_114 = 0.0f;
-                player->unk_4D8 = 0.0f;
+                player->rot.y = 180.0f;
+                player->rot.z = 0.0f;
+                player->yRot_114 = 0.0f;
+                player->aerobaticPitch = 0.0f;
                 player->baseSpeed = 40.0f;
 
                 gCsCamEyeX = 0.0f - (200.0f * var_fv1);
@@ -1284,7 +1284,7 @@ void SectorZ_LevelComplete(Player* player) {
             gCsCamAtZ = player->pos.z;
 
             if (gCsFrameCount == 1620) {
-                player->unk_1D0 += 1;
+                player->csState += 1;
                 D_ctx_80177A48[0] = 0.0f;
                 D_ctx_80177A48[1] = 0.0f;
                 D_ctx_80177A48[2] = 0.0f;
@@ -1325,7 +1325,7 @@ void SectorZ_LevelComplete(Player* player) {
 
             if (gCsFrameCount > 2510) {
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.1f;
+                player->rot.x += 0.1f;
                 player->unk_190 = 2.0f;
             }
 
@@ -1351,7 +1351,7 @@ void SectorZ_LevelComplete(Player* player) {
                 gFillScreenAlphaStep = 8;
                 if (gFillScreenAlpha == 255) {
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     gLeveLClearStatus[LEVEL_SECTOR_Z] = Play_CheckMedalStatus(100) + 1;
                 }
@@ -1524,8 +1524,8 @@ void SectorZ_LevelComplete(Player* player) {
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, ((player->unk_114 + player->unk_0E8) + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(((player->unk_120 + player->unk_0E4) + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, ((player->yRot_114 + player->rot.y) + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(((player->xRot_120 + player->rot.x) + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
 
     src.x = 0.0f;
     src.y = 0.0f;
@@ -1541,15 +1541,15 @@ void SectorZ_LevelComplete(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
 
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
     Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
 
-    if (player->unk_1D0 >= 1000) {
+    if (player->csState >= 1000) {
         if (player->pos.y < 700.0f) {
             Math_SmoothStepToF(&player->pos.y, 700.0f, 0.1f, 10.0f, 0.0f);
         }
@@ -1566,10 +1566,10 @@ void SectorZ_LevelComplete(Player* player) {
         Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
     }
 
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void SectorZ_8019DD20(Actor* actor) {
@@ -1677,9 +1677,9 @@ void SectorZ_8019E234(Actor* actor) {
     actor->obj.rot.x += actor->unk_0F4.x;
     actor->obj.rot.y += actor->unk_0F4.y;
 
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         actor->timer_0C6 = 20;
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
         actor->health -= actor->damage;
         AUDIO_PLAY_SFX(0x2903300E, actor->sfxSource, 4);
         if (actor->health <= 0) {
@@ -1719,7 +1719,7 @@ void SectorZ_8019E454(Boss* boss) {
     Vec3f src;
     Vec3f dest;
 
-    if (boss->dmgType == DMG_UNK_100) {
+    if (boss->dmgType == DMG_zRot_0FC) {
         boss->dmgType = 0;
         boss->timer_050 = 10;
         boss->timer_052 = 60;
diff --git a/src/overlays/ovl_i5/fox_ma.c b/src/overlays/ovl_i5/fox_ma.c
index 25cbc935..5f482ee0 100644
--- a/src/overlays/ovl_i5/fox_ma.c
+++ b/src/overlays/ovl_i5/fox_ma.c
@@ -471,7 +471,7 @@ void Macbeth_8019A2F4(Actor* actor) {
     s32 var_a0;
 
     for (var_v0 = D_MA_801BE2F0[0]; D_i5_801BA1EC[var_v0].unk_00 != -1.0f; var_v0++) {
-        if (D_i5_801BA1EC[var_v0].unk_00 < gPlayer[0].unk_138) {
+        if (D_i5_801BA1EC[var_v0].unk_00 < gPlayer[0].trueZpos) {
             var_a0 = var_v0;
             if (var_v0 == 0) {
                 var_a0 = 1;
@@ -515,19 +515,19 @@ void Macbeth_8019A2F4(Actor* actor) {
         }
     }
     if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) {
-        if (var_fa1 < (gPlayer[0].unk_138 - actor->obj.pos.z - (D_i5_801BA1E4 * 1416 - 1416))) {
+        if (var_fa1 < (gPlayer[0].trueZpos - actor->obj.pos.z - (D_i5_801BA1E4 * 1416 - 1416))) {
             Math_SmoothStepToF(&D_i5_801BA1DC, -6.0f, 0.1f, 0.2f, 0.01f);
         }
-        if ((gPlayer[0].unk_138 - actor->obj.pos.z - (D_i5_801BA1E4 * 1416 - 1416)) < var_ft4) {
+        if ((gPlayer[0].trueZpos - actor->obj.pos.z - (D_i5_801BA1E4 * 1416 - 1416)) < var_ft4) {
             Math_SmoothStepToF(&D_i5_801BA1DC, -30.0f, 0.1f, 0.2f, 0.01f);
         }
-        if ((D_i5_801BA1E4 < 5) && (gPlayer[0].unk_138 - actor->obj.pos.z > 4000.0f)) {
+        if ((D_i5_801BA1E4 < 5) && (gPlayer[0].trueZpos - actor->obj.pos.z > 4000.0f)) {
             Math_SmoothStepToF(&D_i5_801BA1DC, 0.0f, 0.1f, 1.0f, 0.01f);
         }
-        if (gPlayer[0].unk_138 - actor->obj.pos.z > 25000.0f) {
+        if (gPlayer[0].trueZpos - actor->obj.pos.z > 25000.0f) {
             D_i5_801BA1DC = 0.0f;
         }
-        if (gPlayer[0].unk_138 - actor->obj.pos.z < -8000.0f) {
+        if (gPlayer[0].trueZpos - actor->obj.pos.z < -8000.0f) {
             D_i5_801BA1DC = -200.0f;
         }
     }
@@ -558,13 +558,13 @@ void Macbeth_8019A728(Actor* actor) {
 }
 
 void Macbeth_8019A830(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -20000.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -20000.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 }
 
 void Macbeth_8019A87C(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -2000.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -2000.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 }
@@ -730,11 +730,11 @@ void Macbeth_8019BE50(Actor* actor) {
 }
 
 bool Macbeth_8019C4EC(Actor* actor) {
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
-        if (actor->unk_0D2 == 1) {
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
+        if (actor->dmgPart == 1) {
             AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-            actor->unk_0D0 = 0;
+            actor->dmgType = 0;
             actor->iwork[7] = 15;
             D_i5_801BE320[22] = 0;
             D_i5_801BE320[4] = 120;
@@ -889,7 +889,7 @@ void Macbeth_8019C778(Actor* actor) {
                 Object_Kill(&actor->obj, actor->sfxSource);
                 if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].unk_1D0 = 0;
+                    gPlayer[0].csState = 0;
                     gMissionStatus = MISSION_COMPLETE;
                 }
                 actor->state++;
@@ -899,8 +899,8 @@ void Macbeth_8019C778(Actor* actor) {
             break;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
     }
 
@@ -961,8 +961,8 @@ void Macbeth_8019CE88(Actor* actor) {
             Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.02f, 10.0f, 0.01f);
             Macbeth_801A015C(actor);
             Macbeth_8019A87C(actor);
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->timer_0BC = 20;
                 Macbeth_8019BE50(actor);
                 actor->state = 3;
@@ -1098,8 +1098,8 @@ void Macbeth_8019D700(Actor* actor) {
             Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.02f, 10.0f, 0);
             Macbeth_801A015C(actor);
             Macbeth_8019A830(actor);
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->timer_0BC = 20;
                 Macbeth_8019BE50(actor);
                 actor->state = 3;
@@ -1121,11 +1121,11 @@ void Macbeth_8019D910(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
 
     switch (*arg1) {
         case 0:
-            if (((actor->unk_0D0 != 0) && (arg3 == actor->unk_0D2)) ||
+            if (((actor->dmgType != 0) && (arg3 == actor->dmgPart)) ||
                 ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) ||
                 (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                 AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 func_effect_8007C120(actor->obj.pos.x + arg4, actor->obj.pos.y + 200.0f, actor->obj.pos.z + arg5,
                                      actor->vel.x, actor->vel.y, actor->vel.z, 0.15f, 20);
                 actor->iwork[arg3 + 6] = 15;
@@ -1135,8 +1135,8 @@ void Macbeth_8019D910(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
                     (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                     (*arg1)++;
                 }
-            } else if ((actor->unk_0D0 != 0) && (actor->unk_0D2 == 0)) {
-                actor->unk_0D0 = 0;
+            } else if ((actor->dmgType != 0) && (actor->dmgPart == 0)) {
+                actor->dmgType = 0;
                 AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
             }
             break;
@@ -1158,12 +1158,12 @@ void Macbeth_8019D910(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
             (*arg1)++;
             break;
         case 2:
-            if (((actor->unk_0D0 != 0) && (arg3 == actor->unk_0D2)) ||
+            if (((actor->dmgType != 0) && (arg3 == actor->dmgPart)) ||
                 ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) ||
                 (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5])) ||
                 ((actor->obj.id == OBJ_ACTOR_209) && (arg3 == 2))) {
                 AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 func_effect_8007C120(actor->obj.pos.x + arg4, actor->obj.pos.y + 200.0f, actor->obj.pos.z + arg5,
                                      actor->vel.x, actor->vel.y, actor->vel.z, 0.15f, 20);
                 actor->iwork[arg3 + 6] = 20;
@@ -1175,8 +1175,8 @@ void Macbeth_8019D910(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
                     gHitCount++;
                     (*arg1)++;
                 }
-            } else if ((actor->unk_0D0 != 0) && (actor->unk_0D2 == 0)) {
-                actor->unk_0D0 = 0;
+            } else if ((actor->dmgType != 0) && (actor->dmgPart == 0)) {
+                actor->dmgType = 0;
                 AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
             }
             break;
@@ -1264,8 +1264,8 @@ void Macbeth_8019E410(Actor* actor) {
             Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.02f, 10.0f, 0.01f);
             Macbeth_801A015C(actor);
             Macbeth_8019A87C(actor);
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->timer_0BC = 20;
                 Macbeth_8019BE50(actor);
                 actor->state = 3;
@@ -1287,11 +1287,11 @@ f32 D_i5_801BE24C;
 void Macbeth_8019E624(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f32 arg5, s32* arg6) {
     switch (*arg1) {
         case 0:
-            if (((actor->unk_0D0 != 0) && (arg3 == actor->unk_0D2)) ||
+            if (((actor->dmgType != 0) && (arg3 == actor->dmgPart)) ||
                 ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) ||
                 (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                 AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 func_effect_8007C120(actor->obj.pos.x + arg4, actor->obj.pos.y + 200.0f, actor->obj.pos.z + arg5,
                                      actor->vel.x, actor->vel.y, actor->vel.z, 0.15f, 10);
                 actor->iwork[7] = 15;
@@ -1301,8 +1301,8 @@ void Macbeth_8019E624(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
                     (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                     (*arg1)++;
                 }
-            } else if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            } else if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
             }
             Macbeth_8019B580(actor, arg2);
@@ -1314,11 +1314,11 @@ void Macbeth_8019E624(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
             (*arg1)++;
             break;
         case 2:
-            if (((actor->unk_0D0 != 0) && (arg3 == actor->unk_0D2)) ||
+            if (((actor->dmgType != 0) && (arg3 == actor->dmgPart)) ||
                 ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) ||
                 (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                 AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 func_effect_8007C120(actor->obj.pos.x + arg4, actor->obj.pos.y + 200.0f, actor->obj.pos.z + arg5,
                                      actor->vel.x, actor->vel.y, actor->vel.z, 0.2f, 10);
                 actor->iwork[7] = 15;
@@ -1330,8 +1330,8 @@ void Macbeth_8019E624(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
                     (*arg1)++;
                 }
             } else {
-                if (actor->unk_0D0 != 0) {
-                    actor->unk_0D0 = 0;
+                if (actor->dmgType != 0) {
+                    actor->dmgType = 0;
                     AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
                 }
             }
@@ -1372,8 +1372,8 @@ void Macbeth_8019EA60(Actor* actor) {
             Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.02f, 10.0f, 0.01f);
             Macbeth_801A015C(actor);
             Macbeth_8019A87C(actor);
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->timer_0BC = 20;
                 Macbeth_8019BE50(actor);
                 actor->state = 3;
@@ -1393,11 +1393,11 @@ void Macbeth_8019EA60(Actor* actor) {
 void Macbeth_8019EBF8(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f32 arg5, s32* arg6) {
     switch (*arg1) {
         case 0:
-            if (((actor->unk_0D0 != 0) && (arg3 == actor->unk_0D2)) ||
+            if (((actor->dmgType != 0) && (arg3 == actor->dmgPart)) ||
                 ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) ||
                 (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                 AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 func_effect_8007C120(actor->obj.pos.x + arg4, actor->obj.pos.y + 200.0f, actor->obj.pos.z + arg5,
                                      actor->vel.x, actor->vel.y, actor->vel.z, 0.15f, 10);
                 actor->iwork[7] = 15;
@@ -1408,8 +1408,8 @@ void Macbeth_8019EBF8(Actor* actor, s32* arg1, s32* arg2, s32 arg3, f32 arg4, f3
                     gHitCount++;
                     (*arg1)++;
                 }
-            } else if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            } else if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
             }
             Macbeth_8019B580(actor, arg2);
@@ -1440,9 +1440,10 @@ void Macbeth_8019EE68(Actor* actor) {
             }
             gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255;
             gCameraShake = 35;
-            if ((gPlayer[0].unk_138 - actor->obj.pos.z > -200.0f) && (gPlayer[0].unk_138 - actor->obj.pos.z < 200.0f) &&
-                (gPlayer[0].pos.y - actor->obj.pos.y > -300.0f) && (gPlayer[0].pos.y - actor->obj.pos.y < 300.0f) &&
-                (gPlayer[0].pos.x - actor->obj.pos.x > -800.0f) && (gPlayer[0].pos.x - actor->obj.pos.x < 800.0f)) {
+            if ((gPlayer[0].trueZpos - actor->obj.pos.z > -200.0f) &&
+                (gPlayer[0].trueZpos - actor->obj.pos.z < 200.0f) && (gPlayer[0].pos.y - actor->obj.pos.y > -300.0f) &&
+                (gPlayer[0].pos.y - actor->obj.pos.y < 300.0f) && (gPlayer[0].pos.x - actor->obj.pos.x > -800.0f) &&
+                (gPlayer[0].pos.x - actor->obj.pos.x < 800.0f)) {
                 gFillScreenRed = gFillScreenAlpha = 255;
                 gFillScreenGreen = gFillScreenBlue = 0;
                 Player_ApplyDamage(&gPlayer[0], 0, 60);
@@ -1464,7 +1465,7 @@ void Macbeth_8019EE68(Actor* actor) {
             Macbeth_801A015C(actor);
             Macbeth_8019A87C(actor);
             if (gCameraShake == 20) {
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 actor->timer_0BC = 20;
                 Macbeth_8019BE50(actor);
                 actor->state = 3;
@@ -1495,7 +1496,7 @@ void Macbeth_8019F164(Actor* actor) {
     sp44 = 0;
     sp6C.x = gPlayer[0].pos.x - actor->obj.pos.x + actor->fwork[25];
     sp6C.y = gPlayer[0].pos.y - 25.0f - actor->obj.pos.y + actor->fwork[8] + 25.0f;
-    sp6C.z = gPlayer[0].unk_138 - 500.0f - actor->obj.pos.z;
+    sp6C.z = gPlayer[0].trueZpos - 500.0f - actor->obj.pos.z;
 
     for (i = 0; i < 60; i++) {
         if ((gActors[i].obj.id == OBJ_ACTOR_219) && (gActors[i].obj.status == OBJ_ACTIVE)) {
@@ -1562,8 +1563,8 @@ void Macbeth_8019F164(Actor* actor) {
                         (gPlayer[0].pos.x - actor->obj.pos.x < 3000.0f)) ||
                        ((gPlayer[0].pos.x - actor->obj.pos.x < -300.0f) &&
                         (gPlayer[0].pos.x - actor->obj.pos.x > -3000.0f))) {
-                if ((gPlayer[0].unk_138 - actor->obj.pos.z < 5000.0f) &&
-                    (gPlayer[0].unk_138 - actor->obj.pos.z > 200.0f) && (actor->timer_0BC == 0) &&
+                if ((gPlayer[0].trueZpos - actor->obj.pos.z < 5000.0f) &&
+                    (gPlayer[0].trueZpos - actor->obj.pos.z > 200.0f) && (actor->timer_0BC == 0) &&
                     (actor->health != 0)) {
                     sp60.x -= 60.0f;
                     func_effect_8007EE68(OBJ_EFFECT_378, &sp60, &sp54, &sp48, &D_i5_801BA714, 1.0f);
@@ -1640,11 +1641,11 @@ void Macbeth_8019F164(Actor* actor) {
 void Macbeth_8019FC54(Actor* actor, s32* arg1, s32* arg2, s32 arg3, s32 arg4, f32 arg5, f32 arg6, s32* arg7) {
     switch (*arg1) {
         case 0:
-            if (((actor->unk_0D0 != 0) && (actor->unk_0D2 >= arg3) && (arg4 >= actor->unk_0D2)) ||
+            if (((actor->dmgType != 0) && (actor->dmgPart >= arg3) && (arg4 >= actor->dmgPart)) ||
                 ((D_MA_801BE2F0[1] - 1 == actor->iwork[5]) && (actor->iwork[5] < D_MA_801BE2F0[3])) ||
                 (((D_MA_801BE2F0[1] + 1) == actor->iwork[5]) && (D_MA_801BE2F0[3] < actor->iwork[5]))) {
                 AUDIO_PLAY_SFX(0x29034003, actor->sfxSource, 4);
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
                 func_effect_8007C120(actor->obj.pos.x + arg5, actor->obj.pos.y + 200.0f, actor->obj.pos.z + arg6,
                                      actor->vel.x, actor->vel.y, actor->vel.z, 0.15f, 10);
                 actor->iwork[7] = 15;
@@ -1658,8 +1659,8 @@ void Macbeth_8019FC54(Actor* actor, s32* arg1, s32* arg2, s32 arg3, s32 arg4, f3
                     }
                     (*arg1)++;
                 }
-            } else if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            } else if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
             }
             Macbeth_8019B580(actor, arg2);
@@ -1711,8 +1712,8 @@ void Macbeth_8019FF9C(Actor* actor) {
             Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.02f, 10.0f, 0.01f);
             Macbeth_801A015C(actor);
             Macbeth_8019A87C(actor);
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->timer_0BC = 20;
                 Macbeth_8019BE50(actor);
                 actor->state = 3;
@@ -2051,13 +2052,13 @@ void Macbeth_801A12C4(Actor* actor) {
     s32 id;
 
     if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
-        if (((gPlayer[0].unk_138 - actor->obj.pos.z) > 7000.0f) ||
-            ((gPlayer[0].unk_138 - actor->obj.pos.z) < -1000.0f)) {
+        if (((gPlayer[0].trueZpos - actor->obj.pos.z) > 7000.0f) ||
+            ((gPlayer[0].trueZpos - actor->obj.pos.z) < -1000.0f)) {
             return;
         }
     } else {
-        if (((gPlayer[0].unk_138 - actor->obj.pos.z) > 7000.0f) ||
-            ((gPlayer[0].unk_138 - actor->obj.pos.z) < -5000.0f)) {
+        if (((gPlayer[0].trueZpos - actor->obj.pos.z) > 7000.0f) ||
+            ((gPlayer[0].trueZpos - actor->obj.pos.z) < -5000.0f)) {
             return;
         }
     }
@@ -2069,7 +2070,7 @@ void Macbeth_801A12C4(Actor* actor) {
     Matrix_SetGfxMtx(&gMasterDisp);
 
     if ((actor->obj.id != OBJ_ACTOR_206) && (actor->obj.id != OBJ_ACTOR_205)) {
-        if (((gPlayer[0].unk_138 - actor->obj.pos.z) > 3000.0f) && (D_i5_801BE310 != actor->iwork[5])) {
+        if (((gPlayer[0].trueZpos - actor->obj.pos.z) > 3000.0f) && (D_i5_801BE310 != actor->iwork[5])) {
             gSPDisplayList(gMasterDisp++, D_MA_6027BF0);
             gSPDisplayList(gMasterDisp++, D_MA_601BE90);
         } else {
@@ -2216,7 +2217,7 @@ void Macbeth_801A12C4(Actor* actor) {
     Matrix_RotateX(gGfxMatrix, actor->fwork[27] * M_DTOR, MTXF_APPLY);
     Matrix_SetGfxMtx(&gMasterDisp);
     Matrix_Scale(gGfxMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY);
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) > 3000.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) > 3000.0f) {
         gSPDisplayList(gMasterDisp++, D_MA_6027D40);
     } else if (actor->vel.z > -2.0f) {
         gSPDisplayList(gMasterDisp++, D_MA_60227F0);
@@ -2231,7 +2232,7 @@ void Macbeth_801A12C4(Actor* actor) {
     Matrix_Scale(gGfxMatrix, actor->scale, actor->scale, actor->scale, MTXF_APPLY);
     Matrix_SetGfxMtx(&gMasterDisp);
     RCP_SetupDL(&gMasterDisp, 0x1D);
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) > 3000.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) > 3000.0f) {
         gSPDisplayList(gMasterDisp++, D_MA_6027D40);
     } else if (actor->vel.z > -2.0f) {
         gSPDisplayList(gMasterDisp++, D_MA_60227F0);
@@ -2302,7 +2303,7 @@ void Macbeth_801A23AC(Scenery* scenery) {
         case OBJ_SCENERY_94:
         case OBJ_SCENERY_97:
             if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) &&
-                ((gPlayer[0].unk_138 - scenery->obj.pos.z) < -2500.0f)) {
+                ((gPlayer[0].trueZpos - scenery->obj.pos.z) < -2500.0f)) {
                 Object_Kill(&scenery->obj, scenery->sfxSource);
             }
             gSPDisplayList(gMasterDisp++, D_MA_6026860);
@@ -2310,7 +2311,7 @@ void Macbeth_801A23AC(Scenery* scenery) {
         case OBJ_SCENERY_95:
         case OBJ_SCENERY_98:
             if ((gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_COMPLETE) &&
-                ((gPlayer[0].unk_138 - scenery->obj.pos.z) < -2500.0f)) {
+                ((gPlayer[0].trueZpos - scenery->obj.pos.z) < -2500.0f)) {
                 Object_Kill(&scenery->obj, scenery->sfxSource);
             }
             gSPDisplayList(gMasterDisp++, D_MA_602FBF0);
@@ -2776,14 +2777,14 @@ void Macbeth_801A3E70(Actor* actor) {
 }
 
 void Macbeth_801A3E98(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -500.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
     switch (actor->state) {
         case 0:
-            if ((actor->unk_0D0 != 0) && (actor->unk_0D0 != 3)) {
-                actor->unk_0D0 = 0;
+            if ((actor->dmgType != 0) && (actor->dmgType != 3)) {
+                actor->dmgType = 0;
                 AUDIO_PLAY_SFX(0x1903205F, actor->sfxSource, 0);
                 actor->state = 1;
             }
@@ -2811,9 +2812,9 @@ void Macbeth_801A3E98(Actor* actor) {
         case 3:
             break;
     }
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
     Math_SmoothStepToF(&actor->fwork[0], 30.0f, 0.4f, 10.0f, 0.0f);
     Math_SmoothStepToF(&actor->fwork[4], 30.0f, 0.4f, 10.0f, 0.0f);
@@ -2884,7 +2885,7 @@ void Macbeth_801A4660(Actor* actor) {
 }
 
 void Macbeth_801A46A0(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -500.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
@@ -2945,7 +2946,7 @@ void Macbeth_801A46A0(Actor* actor) {
 }
 
 void Macbeth_801A49B8(Actor* actor) {
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         AUDIO_PLAY_SFX(0x29024003, actor->sfxSource, 0);
         actor->timer_0C6 = 15;
         actor->health -= actor->damage;
@@ -2954,7 +2955,7 @@ void Macbeth_801A49B8(Actor* actor) {
             gHitCount++;
             actor->state = 2;
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
 }
 
@@ -2982,7 +2983,7 @@ void Macbeth_801A4B24(Actor* actor) {
     u8 j;
 
     var_s0 = 0;
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -700.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -700.0f) {
         if (D_MA_801BE2F0[5] == 0) {
             Radio_PlayMessage(gMsg_ID_17170, RCID_PEPPY);
         }
@@ -3003,7 +3004,7 @@ void Macbeth_801A4B24(Actor* actor) {
             }
             break;
         case 1:
-            if ((gPlayer[0].unk_138 - actor->obj.pos.z) < 2000.0f) {
+            if ((gPlayer[0].trueZpos - actor->obj.pos.z) < 2000.0f) {
                 actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_MA_6036520);
                 actor->state = 2;
             }
@@ -3030,8 +3031,8 @@ void Macbeth_801A4B24(Actor* actor) {
             }
             break;
         case 5:
-            if ((actor->unk_0D0 != 0) && (actor->unk_0D2 == 3)) {
-                actor->unk_0D0 = 0;
+            if ((actor->dmgType != 0) && (actor->dmgPart == 3)) {
+                actor->dmgType = 0;
                 D_MA_801BE2F0[5] = 1;
 
                 gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]);
@@ -3042,7 +3043,7 @@ void Macbeth_801A4B24(Actor* actor) {
                 gObjectLoadIndex = i;
                 gTeamLowHealthMsgTimer = -1;
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
                 gMissionStatus = MISSION_ACCOMPLISHED;
                 actor->timer_0BC = 5;
                 actor->state = 6;
@@ -3069,8 +3070,8 @@ void Macbeth_801A4B24(Actor* actor) {
         default:
             break;
     }
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
     }
     Math_SmoothStepToF(&actor->fwork[0], 30, 0.4f, actor->fwork[1], 0.0f);
@@ -3152,8 +3153,8 @@ s32 Macbeth_801A55D4(s32 arg0, Vec3f* arg1, Vec3f* arg2, s32 arg3) {
         if ((actor->obj.status >= OBJ_ACTIVE) && (fabsf(arg1->x - actor->obj.pos.x) < 1000.0f) &&
             (fabsf(arg1->z - actor->obj.pos.z) < 1500.0f) && (arg0 != i) && (actor->info.unk_16 != 2) &&
             (actor->timer_0C2 == 0) && (Object_CheckSingleHitbox(arg1, actor->info.hitbox, &actor->obj.pos) != 0)) {
-            actor->unk_0D0 = 1;
-            actor->unk_0D2 = -1;
+            actor->dmgType = 1;
+            actor->dmgPart = -1;
             actor->hitPos.x = arg1->x;
             actor->hitPos.y = arg1->y;
             actor->hitPos.z = arg1->z;
@@ -3169,7 +3170,7 @@ void Macbeth_801A57D0(Effect* effect) {
     Vec3f sp44;
     Vec3f sp38;
 
-    if ((gPlayer[0].unk_138 - effect->obj.pos.z) < -2000.0f) {
+    if ((gPlayer[0].trueZpos - effect->obj.pos.z) < -2000.0f) {
         Object_Kill(&effect->obj, effect->sfxSource);
     }
     effect->obj.rot.x = 0.0f;
@@ -3180,10 +3181,10 @@ void Macbeth_801A57D0(Effect* effect) {
             func_effect_8007BC7C(effect->obj.pos.x, effect->obj.pos.y, effect->obj.pos.z, 6.0f);
         }
     }
-    if ((fabsf(gPlayer[0].unk_138 - effect->obj.pos.z) < 50.0f) &&
+    if ((fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < 50.0f) &&
         (fabsf(gPlayer[0].pos.x - effect->obj.pos.x) < 30.0f) &&
         (fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < 30.0f)) {
-        if ((gPlayer[0].unk_280 != 0) || (gPlayer[0].timer_27C != 0)) {
+        if ((gPlayer[0].barrelRollAlpha != 0) || (gPlayer[0].meteoWarpTimer != 0)) {
             sp50.x = 0.0f;
             sp50.y = 0.0f;
             sp50.z = 100.0f;
@@ -3193,11 +3194,11 @@ void Macbeth_801A57D0(Effect* effect) {
             effect->vel.z = sp44.z;
             AUDIO_PLAY_SFX(0x09007011, effect->sfxSource, 4);
         }
-        if ((gPlayer[0].unk_280 == 0) && (gPlayer[0].timer_498 == 0)) {
+        if ((gPlayer[0].barrelRollAlpha == 0) && (gPlayer[0].timer_498 == 0)) {
             Player_ApplyDamage(&gPlayer[0], 0, effect->info.damage);
-            gPlayer[0].unk_0D8.x = 20.0f;
+            gPlayer[0].knockback.x = 20.0f;
             if (effect->vel.x < 0.0f) {
-                gPlayer[0].unk_0D8.x *= -1.0f;
+                gPlayer[0].knockback.x *= -1.0f;
             }
             Object_Kill(&effect->obj, effect->sfxSource);
         }
@@ -3226,7 +3227,7 @@ void Macbeth_801A5AF0(Effect* effect) {
 }
 
 void Macbeth_801A5B4C(Effect* effect) {
-    if ((gPlayer[0].unk_138 - effect->obj.pos.z) < -2000.0f) {
+    if ((gPlayer[0].trueZpos - effect->obj.pos.z) < -2000.0f) {
         Object_Kill(&effect->obj, effect->sfxSource);
     }
     effect->obj.rot.x = 20.0f;
@@ -3236,17 +3237,17 @@ void Macbeth_801A5B4C(Effect* effect) {
         effect->obj.rot.y = 0.0f;
     }
     effect->obj.rot.z = 0.0f;
-    if ((fabsf(gPlayer[0].unk_138 - effect->obj.pos.z) < 100.0f) &&
+    if ((fabsf(gPlayer[0].trueZpos - effect->obj.pos.z) < 100.0f) &&
         (fabsf(gPlayer[0].pos.x - effect->obj.pos.x) < 100.0f) &&
         (fabsf(gPlayer[0].pos.y - effect->obj.pos.y) < 30.0f) && (gPlayer[0].timer_498 == 0)) {
         Player_ApplyDamage(gPlayer, 0, effect->info.damage);
-        gPlayer[0].unk_0D8.x = 20.0f;
+        gPlayer[0].knockback.x = 20.0f;
         if (effect->vel.x < 0.0f) {
-            gPlayer[0].unk_0D8.x *= -1.0f;
+            gPlayer[0].knockback.x *= -1.0f;
         }
-        gPlayer[0].unk_0D8.y = 20.0f;
+        gPlayer[0].knockback.y = 20.0f;
         if (effect->vel.y < 0.0f) {
-            gPlayer[0].unk_0D8.y *= -1.0f;
+            gPlayer[0].knockback.y *= -1.0f;
         }
         Object_Kill(&effect->obj, effect->sfxSource);
     }
@@ -3276,7 +3277,7 @@ void Macbeth_801A5E2C(Actor* actor) {
 }
 
 void Macbeth_801A5E54(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -500.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
     if ((D_i5_801BA1E0 - actor->obj.pos.z) < -800.0f) {
@@ -3286,8 +3287,8 @@ void Macbeth_801A5E54(Actor* actor) {
         }
         Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + (actor->fwork[2] * 400.0f), 0.1f, 4.0f, 0.01f);
     }
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
     }
 }
@@ -3300,18 +3301,18 @@ void Macbeth_801A5FC4(s32 arg0) {
 }
 
 void Macbeth_801A5FD0(Actor* actor) {
-    if (gPlayer[0].unk_138 - actor->obj.pos.z < -500.0f) {
+    if (gPlayer[0].trueZpos - actor->obj.pos.z < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
-    if (gPlayer[0].unk_138 - actor->obj.pos.z < actor->fwork[2]) {
+    if (gPlayer[0].trueZpos - actor->obj.pos.z < actor->fwork[2]) {
         if (actor->iwork[0] == 0) {
             AUDIO_PLAY_SFX(0x19001062, actor->sfxSource, 0);
             actor->iwork[0] += 1;
         }
         Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + 356.0f, 0.4f, 20.0f, 0.01f);
     }
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
     }
 }
@@ -3327,19 +3328,19 @@ void Macbeth_801A6134(Actor* actor) {
 void Macbeth_801A6144(Actor* actor) {
     s16 i;
 
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -500.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
     switch (actor->state) {
         case 0:
-            if (actor->unk_0D0 != 0) {
+            if (actor->dmgType != 0) {
                 func_effect_8007C120(actor->obj.pos.x, actor->obj.pos.y + 100.0f, actor->obj.pos.z, actor->vel.x,
                                      actor->vel.y, actor->vel.z, 0.15f, 20);
                 AUDIO_PLAY_SFX(0x2903300E, actor->sfxSource, 4);
                 actor->health -= actor->damage;
                 actor->timer_0C6 = 15;
-                if ((gPlayer[0].unk_138 - 20.0f) < actor->obj.pos.z) {
+                if ((gPlayer[0].trueZpos - 20.0f) < actor->obj.pos.z) {
                     actor->health = 0;
                 }
                 if (actor->health <= 0) {
@@ -3357,7 +3358,7 @@ void Macbeth_801A6144(Actor* actor) {
                     actor->timer_0BC = 20;
                     actor->state = 1;
                 }
-                actor->unk_0D0 = 0;
+                actor->dmgType = 0;
             }
             break;
         case 1:
@@ -3387,7 +3388,7 @@ void Macbeth_801A65E0(Scenery* scenery) {
 }
 
 void Macbeth_801A6608(Scenery* scenery) {
-    if ((gPlayer[0].unk_138 - scenery->obj.pos.z) < scenery->vel.z) {
+    if ((gPlayer[0].trueZpos - scenery->obj.pos.z) < scenery->vel.z) {
         if (gPlayState != PLAY_PAUSE) {
             Math_SmoothStepToF(&scenery->vel.x, 30, 0.5f, 30.0f, 0.0f);
             if (scenery->vel.x < 31.0f) {
@@ -3406,11 +3407,11 @@ void Macbeth_801A67BC(s32 arg0) {
 }
 
 void Macbeth_801A67C8(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -300.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -300.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
-    if ((actor->unk_0D0 != 0) && (actor->unk_0D2 == -1)) {
-        actor->unk_0D0 = 0;
+    if ((actor->dmgType != 0) && (actor->dmgPart == -1)) {
+        actor->dmgType = 0;
         if (actor->obj.pos.x <= gPlayer[0].pos.x) {
             actor->iwork[4] = 1;
         } else {
@@ -3428,16 +3429,16 @@ void Macbeth_801A68EC(Actor* actor) {
 
 void Macbeth_801A68F8(Actor* actor, s16 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7) {
     gTexturedLines[arg1].mode = 3;
-    gTexturedLines[arg1].unk_04.x = arg2;
-    gTexturedLines[arg1].unk_04.y = arg3;
-    gTexturedLines[arg1].unk_28 = 5.0f;
-    gTexturedLines[arg1].unk_2C = gTexturedLines[arg1].unk_2D = gTexturedLines[arg1].unk_2E =
-        gTexturedLines[arg1].unk_2F = 255;
+    gTexturedLines[arg1].posAA.x = arg2;
+    gTexturedLines[arg1].posAA.y = arg3;
+    gTexturedLines[arg1].xyScale = 5.0f;
+    gTexturedLines[arg1].red = gTexturedLines[arg1].green = gTexturedLines[arg1].blue = gTexturedLines[arg1].alpha =
+        255;
     gTexturedLines[arg1].timer = 3;
-    gTexturedLines[arg1].unk_04.z = arg4;
-    gTexturedLines[arg1].unk_10.x = arg5;
-    gTexturedLines[arg1].unk_10.y = arg6;
-    gTexturedLines[arg1].unk_10.z = arg7;
+    gTexturedLines[arg1].posAA.z = arg4;
+    gTexturedLines[arg1].posBB.x = arg5;
+    gTexturedLines[arg1].posBB.y = arg6;
+    gTexturedLines[arg1].posBB.z = arg7;
 }
 
 void Macbeth_801A6984(Actor* actor) {
@@ -3461,7 +3462,7 @@ void Macbeth_801A6984(Actor* actor) {
     f32 sp80;
 
     var_s3 = 0;
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) > 7000.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) > 7000.0f) {
         return;
     }
     test.x = actor->obj.pos.x - D_i5_801BE368[4];
@@ -3528,7 +3529,7 @@ void Macbeth_801A6C78(Actor* actor) {
             D_i5_801BE320[7] = 0;
             Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f);
             D_i5_801BE368[3] += D_i5_801BE368[2];
-            if ((((gPlayer[0].unk_138 - actor->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) ||
+            if ((((gPlayer[0].trueZpos - actor->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) ||
                 (D_i5_801BE368[3] > 8000.0f)) {
                 D_i5_801BE320[1] = 1;
             }
@@ -3576,7 +3577,7 @@ void Macbeth_801A6FB4(Actor* actor) {
             D_i5_801BE320[8] = 1;
             Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f);
             D_i5_801BE368[3] += D_i5_801BE368[2];
-            if ((((gPlayer[0].unk_138 - actor->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) ||
+            if ((((gPlayer[0].trueZpos - actor->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) ||
                 (D_i5_801BE368[3] > 8000.0f)) {
                 D_i5_801BE320[1] = 1;
             }
@@ -3643,7 +3644,7 @@ void Macbeth_801A74C4(Actor* actor) {
             D_i5_801BE320[7] = 1;
             Math_SmoothStepToF(&D_i5_801BE368[2], 10.0f, 0.4f, 10.0f, 0.01f);
             D_i5_801BE368[3] += D_i5_801BE368[2];
-            if ((((gPlayer[0].unk_138 - actor->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) ||
+            if ((((gPlayer[0].trueZpos - actor->obj.pos.z) * 0.25f) < D_i5_801BE368[3]) ||
                 (D_i5_801BE368[3] > 8000.0f)) {
                 D_i5_801BE320[1] = 1;
             }
@@ -3756,7 +3757,7 @@ void Macbeth_801A7CAC(Actor* actor) {
     f32 sp2C;
 
     temp_fa0 = gPlayer[0].pos.x - actor->obj.pos.x;
-    temp_fa1 = (gPlayer[0].unk_138 - 130.0f) - actor->obj.pos.z;
+    temp_fa1 = (gPlayer[0].trueZpos - 130.0f) - actor->obj.pos.z;
     sp2C = sqrtf(SQ(temp_fa0) + SQ(temp_fa1));
     sp30 = Math_Atan2F(temp_fa0, temp_fa1);
     sp34 = -Math_Atan2F(gPlayer[0].pos.y - actor->obj.pos.y, sp2C);
@@ -3959,12 +3960,12 @@ void Macbeth_801A7E7C(Actor* actor) {
             Macbeth_8019A198(actor);
             Macbeth_801A0308(actor, actor->obj.pos.z, actor->obj.rot.y, 0);
             Math_SmoothStepToF(&actor->obj.pos.x, gPlayer[0].pos.x, 0.1f, 10.0f, 0.01f);
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - 1500.0f, 0.1f, 20.0f, 0.01f);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - 1500.0f, 0.1f, 20.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.pos.y,
-                               (actor->fwork[5] + 600.0f + (gPlayer[0].unk_138 - actor->obj.pos.z) * 0.25f) + 10.0f,
+                               (actor->fwork[5] + 600.0f + (gPlayer[0].trueZpos - actor->obj.pos.z) * 0.25f) + 10.0f,
                                0.1f, 10.0f, 0.01f);
-            if (((actor->fwork[5] + 600.0f + (gPlayer[0].unk_138 - actor->obj.pos.z) * 0.25f) <= actor->obj.pos.y) &&
-                (actor->obj.pos.z < (gPlayer[0].unk_138 - 1300.0f))) {
+            if (((actor->fwork[5] + 600.0f + (gPlayer[0].trueZpos - actor->obj.pos.z) * 0.25f) <= actor->obj.pos.y) &&
+                (actor->obj.pos.z < (gPlayer[0].trueZpos - 1300.0f))) {
                 actor->timer_0BC = 0;
                 actor->state = 6;
             }
@@ -3981,7 +3982,7 @@ void Macbeth_801A7E7C(Actor* actor) {
             Macbeth_801A6984(actor);
             break;
         case 7:
-            if ((gPlayer[0].unk_138 - actor->obj.pos.z) < 1200.0f) {
+            if ((gPlayer[0].trueZpos - actor->obj.pos.z) < 1200.0f) {
                 if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_601D188) - 1)) {
                     D_i5_801BE320[3] = (s16) (D_i5_801BE320[3] + 1);
                     if ((D_i5_801BE320[3] == 26) && (D_i5_801BE320[10] > 0)) {
@@ -4017,7 +4018,7 @@ void Macbeth_801A7E7C(Actor* actor) {
                     var_fv0 = 100.0f;
                     break;
             }
-            if (var_fv0 < (gPlayer[0].unk_138 - actor->obj.pos.z)) {
+            if (var_fv0 < (gPlayer[0].trueZpos - actor->obj.pos.z)) {
                 Macbeth_801A7CAC(actor);
                 D_i5_801BE368[9] = gPlayer[0].pos.x;
             }
@@ -4027,7 +4028,7 @@ void Macbeth_801A7E7C(Actor* actor) {
             } else {
                 Math_SmoothStepToF(&actor->obj.pos.y, gPlayer[0].pos.y + 1210.0f, 0.1f, 20.0f, 0.01f);
             }
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - 100.0f, 0.3f, 60.0f, 0.01f);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - 100.0f, 0.3f, 60.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.rot.x, 0.0f, 0.2f, 20.0f, 0.01f);
             Macbeth_801A6984(actor);
             break;
@@ -4057,8 +4058,8 @@ void Macbeth_801A7E7C(Actor* actor) {
                 actor->state = 4;
                 break;
             }
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->iwork[9] = 15;
                 D_i5_801BE320[29] -= actor->damage;
                 if (D_i5_801BE320[29] <= 0) {
@@ -4323,7 +4324,7 @@ void Macbeth_801A7E7C(Actor* actor) {
             Math_SmoothStepToAngle(&actor->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f);
             Math_SmoothStepToAngle(&actor->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f);
             Math_SmoothStepToAngle(&actor->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f);
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - 700.0f, 0.2f, 15.0f, 0.01f);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - 700.0f, 0.2f, 15.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.pos.y, gPlayer[0].pos.y + 400.0f, 0.2f, 10.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.pos.x, gPlayer[0].pos.x, 0.1f, 10.0f, 0.01f);
             if (D_i5_801BE320[3] < 15) {
@@ -4372,7 +4373,7 @@ void Macbeth_801A7E7C(Actor* actor) {
             Math_SmoothStepToAngle(&actor->obj.rot.y, 0.0f, 0.1f, 20.0f, 0.01f);
             Math_SmoothStepToAngle(&actor->obj.rot.x, 0.0f, 0.1f, 20.0f, 0.01f);
             Math_SmoothStepToAngle(&actor->obj.rot.z, 0.0f, 0.1f, 20.0f, 0.01f);
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - 250.0f, 0.1f, 15.0f, 0.01f);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - 250.0f, 0.1f, 15.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.pos.y, 250.0f, 0.1f, 10.0f, 0.01f);
             if (D_i5_801BE320[3] < (Animation_GetFrameCount(&D_MA_6015C24) - 1)) {
                 D_i5_801BE320[3]++;
@@ -4391,10 +4392,10 @@ void Macbeth_801A7E7C(Actor* actor) {
                 if (((gGameFrameCount % 2) == 0) && (D_i5_801BE320[15] == 0)) {
                     actor->vwork[6].x = actor->vwork[2].x + 80.0f;
                     actor->vwork[6].y = 0.0f;
-                    actor->vwork[6].z = gPlayer[0].unk_138 + 50.0f;
+                    actor->vwork[6].z = gPlayer[0].trueZpos + 50.0f;
                     actor->vwork[7].x = actor->vwork[4].x - 80.0f;
                     actor->vwork[7].y = 0.0f;
-                    actor->vwork[7].z = gPlayer[0].unk_138 + 50.0f;
+                    actor->vwork[7].z = gPlayer[0].trueZpos + 50.0f;
                     actor->vwork[6].z += actor->vel.z;
                     actor->vwork[7].z += actor->vel.z;
                     sp348.x = actor->vwork[6].x - actor->vwork[2].x;
@@ -4464,9 +4465,9 @@ void Macbeth_801A7E7C(Actor* actor) {
             Macbeth_8019A198(actor);
             Macbeth_801A0308(actor, actor->obj.pos.z, actor->obj.rot.y, 0);
             Math_SmoothStepToF(&actor->obj.pos.x, gPlayer[0].pos.x, 0.1f, 10.0f, 0.01f);
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138 - 1200.0f, 0.1f, 35.0f, 0.01f);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos - 1200.0f, 0.1f, 35.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[5] + 600.0f + D_i5_801BE368[3], 0.1f, 20.0f, 10.0f);
-            if (D_i5_801BE368[3] < ((gPlayer[0].unk_138 - actor->obj.pos.z) / 5.0f)) {
+            if (D_i5_801BE368[3] < ((gPlayer[0].trueZpos - actor->obj.pos.z) / 5.0f)) {
                 Math_SmoothStepToF(&D_i5_801BE368[2], 15.0f, 0.2f, 2.0f, 0.01f);
                 D_i5_801BE368[3] += D_i5_801BE368[2];
             } else if (((actor->fwork[5] + 600.0f) + D_i5_801BE368[3]) <= actor->obj.pos.y) {
@@ -4488,7 +4489,7 @@ void Macbeth_801A7E7C(Actor* actor) {
             Math_SmoothStepToF(&D_i5_801BE368[32], actor->obj.pos.x + RAND_FLOAT(500.0f), 0.2f, 20.0f, 0.01f);
             Math_SmoothStepToF(&D_i5_801BE368[33], actor->obj.pos.y + RAND_FLOAT(100.0f), 0.2f, 10.0f, 0.01f);
             Math_SmoothStepToF(&D_i5_801BE368[34], actor->obj.pos.y + RAND_FLOAT(500.0f), 0.2f, 20.0f, 0.01f);
-            if (actor->unk_0D0 != 0) {
+            if (actor->dmgType != 0) {
                 gPlayer[0].shields = 0;
             }
             if (((gGameFrameCount % 16) == 0)) {
@@ -4497,7 +4498,7 @@ void Macbeth_801A7E7C(Actor* actor) {
             D_i5_801BE368[9] = gPlayer[0].pos.x;
             Math_SmoothStepToF(&actor->obj.pos.x, D_i5_801BE368[9], 0.2f, 35.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.pos.y, gPlayer[0].pos.y, 0.3f, 15.0f, 0.01f);
-            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].unk_138, 0.3f, 20.0f, 0.01f);
+            Math_SmoothStepToF(&actor->obj.pos.z, gPlayer[0].trueZpos, 0.3f, 20.0f, 0.01f);
             Math_SmoothStepToF(&actor->obj.rot.x, 60.0f, 0.2f, 20.0f, 0.01f);
             Macbeth_801A6984(actor);
             break;
@@ -4534,9 +4535,9 @@ void Macbeth_801A7E7C(Actor* actor) {
         default:
             break;
     }
-    if ((actor->unk_0D0 != 0) && (actor->state >= 2)) {
-        actor->unk_0D0 = 0;
-        if ((actor->unk_0D2 == 0) && (D_i5_801BE320[9] > 0) && ((gPlayer[0].unk_138 - actor->obj.pos.z) > 200.0f)) {
+    if ((actor->dmgType != 0) && (actor->state >= 2)) {
+        actor->dmgType = 0;
+        if ((actor->dmgPart == 0) && (D_i5_801BE320[9] > 0) && ((gPlayer[0].trueZpos - actor->obj.pos.z) > 200.0f)) {
             AUDIO_PLAY_SFX(0x2903300E, actor->sfxSource, 4);
             actor->iwork[7] = 15;
             D_i5_801BE320[9] -= actor->damage;
@@ -4561,8 +4562,8 @@ void Macbeth_801A7E7C(Actor* actor) {
                                  RAND_FLOAT_CENTERED(10.0f), RAND_FLOAT_CENTERED(10.0f),
                                  (s32) (RAND_FLOAT(50.0f) + 70.0f), 8, 1.0f);
             }
-        } else if ((actor->unk_0D2 == 1) && (D_i5_801BE320[10] > 0) &&
-                   ((gPlayer[0].unk_138 - actor->obj.pos.z) > 200.0f)) {
+        } else if ((actor->dmgPart == 1) && (D_i5_801BE320[10] > 0) &&
+                   ((gPlayer[0].trueZpos - actor->obj.pos.z) > 200.0f)) {
             AUDIO_PLAY_SFX(0x2903300E, actor->sfxSource, 4);
             actor->iwork[8] = 16;
             D_i5_801BE320[10] -= actor->damage;
@@ -4838,13 +4839,13 @@ void Macbeth_801AC1C0(s32 limbIndex, Vec3f* rot, void* data) {
 
 void Macbeth_801AC294(Actor* actor) {
     if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
-        if (((gPlayer[0].unk_138 - actor->obj.pos.z) > 7000.0f) ||
-            ((gPlayer[0].unk_138 - actor->obj.pos.z) < -1000.0f)) {
+        if (((gPlayer[0].trueZpos - actor->obj.pos.z) > 7000.0f) ||
+            ((gPlayer[0].trueZpos - actor->obj.pos.z) < -1000.0f)) {
             return;
         }
     } else {
-        if (((gPlayer[0].unk_138 - actor->obj.pos.z) > 7000.0f) ||
-            ((gPlayer[0].unk_138 - actor->obj.pos.z) < -5000.0f)) {
+        if (((gPlayer[0].trueZpos - actor->obj.pos.z) > 7000.0f) ||
+            ((gPlayer[0].trueZpos - actor->obj.pos.z) < -5000.0f)) {
             return;
         }
     }
@@ -4882,8 +4883,8 @@ void Macbeth_801AC438(Actor* actor) {
             Macbeth_8019A830(actor);
             break;
     }
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         AUDIO_PLAY_SFX(0x29121007, actor->sfxSource, 4);
     }
 }
@@ -4906,7 +4907,7 @@ bool Macbeth_801AC5AC(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void*
 void Macbeth_801AC6B4(Actor* actor) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = 0.0f;
     actor->obj.pos.y = 3000.0f;
     actor->obj.pos.z = 0.0f;
@@ -4931,7 +4932,7 @@ void Macbeth_LevelStart(Player* player) {
     sp44 = 0.0f;
     func_play_800ADF58(player);
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
 
             objInit = gLevelObjects = SEGMENTED_TO_VIRTUAL(D_MA_6035678);
@@ -4947,14 +4948,14 @@ void Macbeth_LevelStart(Player* player) {
             }
 
             gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255;
-            player->unk_144 -= 800.0f;
-            player->unk_1D0 = 1;
+            player->zPath -= 800.0f;
+            player->csState = 1;
             D_i5_801BE24C = 8.0f;
             D_i5_801BA768 = 0.0f;
             break;
         case 1:
             gCsFrameCount = 0;
-            player->unk_0D4 = 0.0f;
+            player->gravity = 0.0f;
             player->pos.x = 0.0f;
             player->pos.y = -3.0f;
             player->vel.z = -15.0f;
@@ -4965,7 +4966,7 @@ void Macbeth_LevelStart(Player* player) {
             player->cam.at.y = gCsCamAtY = 42.0f;
             player->cam.at.z = gCsCamAtZ = -800.0f;
             player->unk_240 = 1;
-            player->unk_1D0 = 2;
+            player->csState = 2;
             gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
             gFillScreenAlpha = 255;
             Macbeth_801ACF6C();
@@ -5003,8 +5004,8 @@ void Macbeth_LevelStart(Player* player) {
                     sp44 = 30.0f;
                 }
                 if (gCsFrameCount == 260) {
-                    player->unk_1D0 = 3;
-                    player->timer_1F8 = 10;
+                    player->csState = 3;
+                    player->csTimer = 10;
                 }
             }
             break;
@@ -5012,35 +5013,35 @@ void Macbeth_LevelStart(Player* player) {
             AUDIO_PLAY_BGM(SEQ_ID_MACBETH | SEQ_FLAG);
             gLevelStartStatusScreenTimer = 50;
             player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-            player->unk_1D0 = player->timer_1F8 = player->timer_1FC = player->unk_240 = 0;
-            player->unk_0D4 = 3.0f;
+            player->csState = player->csTimer = player->csEventTimer = player->unk_240 = 0;
+            player->gravity = 3.0f;
             player->unk_014 = 0.0f;
             D_ctx_8017782C = 1;
             func_play_800A594C();
             D_ctx_8017782C = 0;
             gObjectLoadIndex = 40;
-            player->unk_1D0 = 4;
+            player->csState = 4;
             break;
         case 4:
         default:
             break;
     }
-    player->unk_138 = player->pos.z += player->vel.z;
+    player->trueZpos = player->pos.z += player->vel.z;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], sp4C, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[1], sp48, 0);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[2], sp44, 0);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], sp4C, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[1], sp48, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[2], sp44, 0);
-    player->unk_0A0 = 0.0f;
-    player->unk_0F4 += player->vel.z * 5.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4) * 0.7f;
+    player->pathHeight = 0.0f;
+    player->rockPhase += player->vel.z * 5.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase) * 0.7f;
     Texture_Scroll(D_landmaster_3002E80, 32, 32, 0);
-    if ((gCsFrameCount > 150) && ((-player->unk_138 - player->unk_144) > 200.0f)) {
+    if ((gCsFrameCount > 150) && ((-player->trueZpos - player->zPath) > 200.0f)) {
         if (D_i5_801BA768 < 11.5f) {
             D_i5_801BA768 += 0.2f;
         }
-        player->unk_144 += D_i5_801BA768;
+        player->zPath += D_i5_801BA768;
     }
 }
 
@@ -5049,7 +5050,7 @@ void Macbeth_801ACE40(Effect* effect) {
     effect->obj.status = OBJ_INIT;
     effect->obj.pos.x = gPlayer[0].cam.eye.x + RAND_FLOAT_CENTERED(600.0f);
     effect->obj.pos.y = gPlayer[0].cam.eye.y - 1000.0f;
-    effect->obj.pos.z = gPlayer[0].unk_138 - 2000.0f;
+    effect->obj.pos.z = gPlayer[0].trueZpos - 2000.0f;
     effect->obj.id = OBJ_EFFECT_352;
     effect->timer_50 = 80;
     effect->unk_46 = 144;
@@ -5090,7 +5091,7 @@ void Macbeth_801AD080(void) {
     }
 }
 
-void Macbeth_801AD144(PlayerShot* playerShot) {
+void Macbeth_801AD144(PlayerShot* shot) {
     s32 i;
     s32 j;
     Actor* actor;
@@ -5102,7 +5103,7 @@ void Macbeth_801AD144(PlayerShot* playerShot) {
     s32 temp_ft3;
     s32 temp_s6;
 
-    temp_fs2 = playerShot->unk_44 * 40.0f;
+    temp_fs2 = shot->scale * 40.0f;
     actor = &gActors[0];
 
     for (i = 0; i < 60; i++, actor++) {
@@ -5128,9 +5129,9 @@ void Macbeth_801AD144(PlayerShot* playerShot) {
                         Matrix_RotateY(gCalcMatrix, -actor->obj.rot.y * M_DTOR, MTXF_APPLY);
                     }
                     if ((j == temp_s6) && (var_s1[1] > -100.0f) && (var_s1[3] > -100.0f)) {
-                        sp8C.x = playerShot->obj.pos.x - actor->obj.pos.x;
-                        sp8C.y = playerShot->obj.pos.y - actor->obj.pos.y;
-                        sp8C.z = playerShot->obj.pos.z - actor->obj.pos.z;
+                        sp8C.x = shot->obj.pos.x - actor->obj.pos.x;
+                        sp8C.y = shot->obj.pos.y - actor->obj.pos.y;
+                        sp8C.z = shot->obj.pos.z - actor->obj.pos.z;
                         Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp8C, &sp80);
                         test.x = (var_s1[4] + actor->obj.pos.x) - (actor->obj.pos.x + sp80.x);
                         test.y = (var_s1[2] + actor->obj.pos.y) - (actor->obj.pos.y + sp80.y);
@@ -5139,9 +5140,9 @@ void Macbeth_801AD144(PlayerShot* playerShot) {
                             test.z *= 0.6f;
                         }
                         if (VEC3F_MAG(&test) < temp_fs2) {
-                            actor->unk_0D2 = j;
-                            actor->unk_0D0 = -1;
-                            if ((gPlayer[0].unk_138 - actor->obj.pos.z) < 5000.0f) {
+                            actor->dmgPart = j;
+                            actor->dmgType = -1;
+                            if ((gPlayer[0].trueZpos - actor->obj.pos.z) < 5000.0f) {
                                 actor->damage = 20;
                             } else {
                                 actor->damage = 1;
@@ -5198,7 +5199,7 @@ void Macbeth_801AD6E8(void) {
 void Macbeth_801AD6F0(Actor* actor) {
     Vec3f sp4C = { 0.0f, -10.0f, 0.0f };
 
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -500.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
@@ -5240,7 +5241,7 @@ void Macbeth_801AD6F0(Actor* actor) {
                 }
             }
             actor->obj.rot.y = 180.0f - actor->obj.rot.y;
-            if ((fabsf(gPlayer[0].unk_138 - actor->obj.pos.z) < 40.0f) &&
+            if ((fabsf(gPlayer[0].trueZpos - actor->obj.pos.z) < 40.0f) &&
                 (fabsf(gPlayer[0].pos.x - actor->obj.pos.x) < 80.0f)) {
                 if ((gPlayer[0].pos.y - actor->obj.pos.y > -5.0f) &&
                     (gPlayer[0].pos.y - actor->obj.pos.y < (actor->scale * 35.0f)) && (gPlayer[0].timer_498 == 0)) {
@@ -5306,7 +5307,7 @@ void Macbeth_801ADD68(Actor* actor) {
     Vec3f sp3C = { 0.0f, -10.0f, 0.0f };
     s32 var_v0;
 
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -500.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -500.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
@@ -5335,7 +5336,7 @@ void Macbeth_801ADD68(Actor* actor) {
                                        gPlayer[0].pos.x + D_i5_801BA570[actor->iwork[2]][actor->iwork[1]] / var_v0,
                                        0.2f, 30.0f, 0.01f);
                     Math_SmoothStepToF(&actor->obj.pos.z,
-                                       gPlayer[0].unk_138 - D_i5_801BA638[actor->iwork[2]][actor->iwork[1]] / var_v0,
+                                       gPlayer[0].trueZpos - D_i5_801BA638[actor->iwork[2]][actor->iwork[1]] / var_v0,
                                        0.2f, 40.0f, 0.01f);
                     Math_SmoothStepToF(&actor->obj.rot.z, RAND_FLOAT_CENTERED(15.0f), 0.1f, 10.0f, 0.01f);
 
@@ -5371,8 +5372,8 @@ void Macbeth_801ADD68(Actor* actor) {
             } else if (actor->iwork[0] > 0) {
                 actor->iwork[0] -= 1;
             }
-            if (actor->unk_0D0 != 0) {
-                actor->unk_0D0 = 0;
+            if (actor->dmgType != 0) {
+                actor->dmgType = 0;
                 actor->iwork[7] = 15;
                 actor->health -= actor->damage;
 
@@ -5393,7 +5394,7 @@ void Macbeth_801ADD68(Actor* actor) {
             }
             break;
     }
-    actor->unk_0D0 = 0;
+    actor->dmgType = 0;
 }
 
 static Vec3f D_i5_801BA784[8] = {
@@ -5568,7 +5569,7 @@ void Macbeth_801AEAA0(Effect* effect) {
 }
 
 void Macbeth_801AEC04(Actor* actor) {
-    if ((gPlayer[0].unk_138 - actor->obj.pos.z) < -300.0f) {
+    if ((gPlayer[0].trueZpos - actor->obj.pos.z) < -300.0f) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
@@ -5612,9 +5613,9 @@ void Macbeth_801AEC04(Actor* actor) {
     } else {
         actor->fwork[1] = 32.0f;
     }
-    if ((actor->unk_0D0 != 0) && (actor->unk_0D2 == 0)) {
+    if ((actor->dmgType != 0) && (actor->dmgPart == 0)) {
         AUDIO_PLAY_SFX(0x2903300E, actor->sfxSource, 4);
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
         actor->health -= actor->damage;
         actor->timer_0C6 = 15;
         if (actor->health <= 0) {
@@ -5688,7 +5689,7 @@ void Macbeth_801AF27C(Actor* actor, s32 arg1) {
     actor->vel.y = player->vel.y;
     actor->vel.z = player->vel.z;
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.rot.y = 180.0f;
     Object_SetInfo(&actor->info, actor->obj.id);
     if (arg1 < 3) {
@@ -5711,7 +5712,7 @@ void Macbeth_801AF44C(void) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = gPlayer[0].pos.x + D_i5_801BA7E4[4];
     actor->obj.pos.y = gPlayer[0].pos.y + D_i5_801BA7F8[4];
     actor->obj.pos.z = gPlayer[0].pos.z + D_i5_801BA80C[4];
@@ -5746,10 +5747,10 @@ static f32 D_i5_801BA84C[2] = { 0.0f, 60.0f };
 void Macbeth_801AF628(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
-    actor->obj.pos.x = gPlayer[0].unk_0AC + D_i5_801BA834[arg1].x;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
+    actor->obj.pos.x = gPlayer[0].xPath + D_i5_801BA834[arg1].x;
     actor->obj.pos.y = D_i5_801BA834[arg1].y;
-    actor->obj.pos.z = D_i5_801BA834[arg1].z - D_ctx_80177D20;
+    actor->obj.pos.z = D_i5_801BA834[arg1].z - gPathProgress;
     actor->unk_0B6 = 37;
     actor->obj.rot.y = D_i5_801BA84C[arg1];
     actor->iwork[4] = actor->iwork[5] = 192;
@@ -5815,38 +5816,38 @@ void Macbeth_LevelComplete2(Player* player) {
     Vec3f spD8;
     f32 zeroVar = 0.0f;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             gLoadLevelObjects = 1;
             player->unk_234 = 0;
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 30);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 30);
-            player->unk_1D0 = 1;
+            player->csState = 1;
             D_ctx_80177A48[0] = 0.0f;
             D_ctx_80177A48[4] = -60.0f;
             D_ctx_80177A48[5] = 240.0f;
-            player->unk_0D4 = 3.0f;
+            player->gravity = 3.0f;
             gCameraShakeY = player->vel.x = player->vel.y = player->vel.z = player->baseSpeed = 0.0f;
             if (player->shields <= 0) {
                 player->shields = 1;
             }
             player->cam.eye.x = gCsCamEyeX = gActors[D_i5_801BE318].obj.pos.x - 250.0f;
             player->cam.eye.y = gCsCamEyeY = gActors[D_i5_801BE318].obj.pos.y + 150.0f;
-            player->cam.eye.z = gCsCamEyeZ = gActors[D_i5_801BE318].obj.pos.z + D_ctx_80177D20 + 500.0f;
+            player->cam.eye.z = gCsCamEyeZ = gActors[D_i5_801BE318].obj.pos.z + gPathProgress + 500.0f;
             player->cam.at.x = gCsCamAtX = gActors[D_i5_801BE318].obj.pos.x;
             player->cam.at.y = gCsCamAtY = gActors[D_i5_801BE318].obj.pos.y + 200.0f;
-            player->cam.at.z = gCsCamAtZ = gActors[D_i5_801BE318].obj.pos.z + D_ctx_80177D20;
+            player->cam.at.z = gCsCamAtZ = gActors[D_i5_801BE318].obj.pos.z + gPathProgress;
             player->pos.x = 500.0f;
             player->pos.y = -3.0f;
             D_i5_801BA1DC = 0.0f;
-            player->unk_4D8 = 0.0f;
+            player->aerobaticPitch = 0.0f;
             player->camRoll = 0.0f;
             player->boostSpeed = 0.0f;
-            player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 = player->unk_130 = player->unk_12C =
-                0.0f;
-            player->unk_080 = 0.0f;
-            player->unk_0F0 = 0.0f;
+            player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 = player->zRotBarrelRoll =
+                player->zRotBank = 0.0f;
+            player->yBob = 0.0f;
+            player->rockAngle = 0.0f;
             player->unk_16C = 0.0f;
             player->unk_170 = 0.0f;
             player->wings.unk_04 = 0.0f;
@@ -5863,7 +5864,7 @@ void Macbeth_LevelComplete2(Player* player) {
                     }
                 }
 
-                player->unk_1D0++;
+                player->csState++;
                 gCsCamEyeX = -100.0f;
                 gCsCamEyeY = 250.0f;
                 gCsCamEyeZ = 2090.0f;
@@ -5879,8 +5880,8 @@ void Macbeth_LevelComplete2(Player* player) {
                 D_i5_801BE312 = 1;
                 player->pos.x = 500.0f;
                 player->pos.y = -3.0f;
-                player->pos.z = player->unk_138 = -111130.0f;
-                player->unk_144 = D_ctx_80177D20 = 115930.0f;
+                player->pos.z = player->trueZpos = -111130.0f;
+                player->zPath = gPathProgress = 115930.0f;
                 player->flags_228 = PFLAG_228_4;
                 gLastPathChange = OBJ_ITEM_PATH_TURN_RIGHT;
                 D_i5_801BA1DC = 0.0f;
@@ -5913,7 +5914,7 @@ void Macbeth_LevelComplete2(Player* player) {
             } else {
                 D_ctx_80177A48[0] = 0.0f;
                 D_i5_801BA1DC = -40.0f;
-                player->unk_1D0++;
+                player->csState++;
             }
             /* fallthrough */
         case 3:
@@ -5921,30 +5922,30 @@ void Macbeth_LevelComplete2(Player* player) {
             if (gCsFrameCount == 252) {
                 gCsCamEyeY = 570.0f;
                 player->timer_210 = 1000;
-                player->unk_0B8 = 20000.0f;
-                player->unk_118 = -23.0f;
-                player->unk_0B4 = 0.0f;
+                player->xPathTarget = 20000.0f;
+                player->yRot_118 = -23.0f;
+                player->pathStep = 0.0f;
             }
             if (gCsFrameCount >= 252) {
                 player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f;
-                player->unk_140 = -gActors[D_i5_801BE314].vel.z;
-                player->unk_144 += player->unk_140;
-                D_ctx_80177D08 = player->unk_140;
-                D_ctx_80177D20 = player->unk_144;
-                D_ctx_80177CE8 += player->unk_140;
-                player->pos.z = player->unk_138 = -(D_ctx_80177D20 + 210.0f);
+                player->zPathVel = -gActors[D_i5_801BE314].vel.z;
+                player->zPath += player->zPathVel;
+                gPathVelZ = player->zPathVel;
+                gPathProgress = player->zPath;
+                gPathTexScroll += player->zPathVel;
+                player->pos.z = player->trueZpos = -(gPathProgress + 210.0f);
                 Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 0.1f, 0.00025f, 0.0f);
                 gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x + 2500.0f;
-                gCsCamAtZ = (gActors[D_i5_801BE314].obj.pos.z + D_ctx_80177D20) - 2000.0f;
+                gCsCamAtZ = gActors[D_i5_801BE314].obj.pos.z + gPathProgress - 2000.0f;
                 gCsCamEyeX = gCsCamAtX - 2340.0f;
                 gCsCamEyeZ = gCsCamAtZ + 1410.0f;
             }
             if (gCsFrameCount == 389) {
-                player->unk_1D0++;
+                player->csState++;
                 player->vel.z = 0.0f;
-                player->unk_140 = 0.0f;
-                D_ctx_801779E4 = 0.0f;
-                D_ctx_801779F4 = 0.0f;
+                player->zPathVel = 0.0f;
+                gPathVelX = 0.0f;
+                gPathVelY = 0.0f;
                 player->timer_210 = 0;
                 player->cam.eye.x = gCsCamEyeX = 2750.0f;
                 player->cam.eye.y = gCsCamEyeY = 50.0f;
@@ -5952,7 +5953,7 @@ void Macbeth_LevelComplete2(Player* player) {
                 player->cam.at.x = gCsCamAtX = -650.0f;
                 player->cam.at.y = gCsCamAtY = 30.0f;
                 player->cam.at.z = gCsCamAtZ = 1900.0f;
-                player->unk_114 = 0.0f;
+                player->yRot_114 = 0.0f;
                 D_i5_801BA1DC = -100.0f;
                 Audio_KillSfxById(0x31078085);
                 AUDIO_PLAY_SFX(0x31408095, gActors[D_i5_801BE314].sfxSource, 4);
@@ -5966,26 +5967,26 @@ void Macbeth_LevelComplete2(Player* player) {
                 gFillScreenAlphaStep = 20;
             }
             if (gCsFrameCount == 416) {
-                player->unk_1D0++;
+                player->csState++;
                 D_ctx_80177A48[0] = 1.0f;
-                player->unk_114 = 30.0f;
-                player->unk_0AC = 4600.0f;
+                player->yRot_114 = 30.0f;
+                player->xPath = 4600.0f;
                 D_i5_801BA1DC = -80.0f;
-                player->unk_144 = D_ctx_80177D20 += 300.0f;
+                player->zPath = gPathProgress += 300.0f;
                 D_ctx_80177A48[5] = 0.0f;
                 D_ctx_80177A48[6] = 0.5f;
                 D_ctx_80177A48[7] = 1560.0f;
                 D_ctx_80177A48[8] = 2400.0f;
                 player->cam.at.x = gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x;
-                player->cam.at.z = gCsCamAtZ = (gActors[D_i5_801BE314].obj.pos.z + D_ctx_80177D20) - 2000.0f;
+                player->cam.at.z = gCsCamAtZ = (gActors[D_i5_801BE314].obj.pos.z + gPathProgress) - 2000.0f;
                 player->cam.eye.y = gCsCamEyeY = 50.0f;
                 player->cam.at.y = gCsCamAtY = 10.0f;
                 player->cam.eye.x = gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX;
                 player->cam.eye.z = gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ;
-                player->unk_118 = -30.0f;
-                player->unk_0B8 = 10014.0f;
+                player->yRot_118 = -30.0f;
+                player->xPathTarget = 10014.0f;
                 player->timer_210 = 1000;
-                player->unk_0B4 = 0.0f;
+                player->pathStep = 0.0f;
                 gFillScreenAlphaTarget = 0;
                 gFillScreenAlphaStep = 127;
             }
@@ -6001,12 +6002,12 @@ void Macbeth_LevelComplete2(Player* player) {
                 Math_SmoothStepToF(&gCsCamEyeY, 1300.0f, 0.1f, 17.0f, 0.0f);
             }
             if (gCsFrameCount <= 505) {
-                gCsCamAtZ = gActors[D_i5_801BE314].obj.pos.z + D_ctx_80177D20 - 2000.0f;
+                gCsCamAtZ = gActors[D_i5_801BE314].obj.pos.z + gPathProgress - 2000.0f;
                 gCsCamAtX = gActors[D_i5_801BE314].obj.pos.x;
                 player->vel.z = gActors[D_i5_801BE314].vel.z;
                 player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f;
-                player->pos.z = player->unk_138 = -(D_ctx_80177D20 + 210.0f);
-                player->unk_140 = -gActors[D_i5_801BE314].vel.z;
+                player->pos.z = player->trueZpos = -(gPathProgress + 210.0f);
+                player->zPathVel = -gActors[D_i5_801BE314].vel.z;
                 gCsCamEyeX = D_ctx_80177A48[7] + gCsCamAtX;
                 gCsCamEyeZ = D_ctx_80177A48[8] + gCsCamAtZ;
                 func_effect_8007C120(gActors[D_i5_801BE314].obj.pos.x + 480.0f,
@@ -6020,16 +6021,16 @@ void Macbeth_LevelComplete2(Player* player) {
                     gFogGreen -= 1;
                     gFogBlue -= 2;
                 }
-                Math_SmoothStepToF(&player->unk_140, 0.0f, 1.0f, 0.6f, 0.0f);
+                Math_SmoothStepToF(&player->zPathVel, 0.0f, 1.0f, 0.6f, 0.0f);
                 Math_SmoothStepToF(&gCsCamAtX, 11700.0f, 0.1f, 50.0f, 0.0f);
                 Math_SmoothStepToF(&D_ctx_80177A48[5], 30.0f, 0.1f, 0.05f, 0.0f);
                 Math_SmoothStepToF(&gCsCamAtY, 1600.0f, 0.1f, D_ctx_80177A48[5], 0.0f);
-                if (player->unk_140 >= 2.5f) {
+                if (player->zPathVel >= 2.5f) {
                     player->pos.x = gActors[D_i5_801BE314].obj.pos.x + 500.0f;
-                    player->pos.z = player->unk_138 = -(D_ctx_80177D20 + 210.0f);
+                    player->pos.z = player->trueZpos = -(gPathProgress + 210.0f);
                 } else {
-                    player->unk_0B8 = player->unk_0AC;
-                    D_ctx_801779E4 = 0.0f;
+                    player->xPathTarget = player->xPath;
+                    gPathVelX = 0.0f;
                 }
 
                 func_effect_8007BC7C(gActors[D_i5_801BE314].obj.pos.x + 190.0f,
@@ -6045,19 +6046,19 @@ void Macbeth_LevelComplete2(Player* player) {
                                      gActors[D_i5_801BE314].obj.pos.y + 30.0f,
                                      gActors[D_i5_801BE314].obj.pos.z - 120.0f, 6.0f);
             }
-            player->unk_144 += player->unk_140;
-            D_ctx_80177D08 = player->unk_140;
-            D_ctx_80177D20 = player->unk_144;
-            D_ctx_80177CE8 += player->unk_140;
+            player->zPath += player->zPathVel;
+            gPathVelZ = player->zPathVel;
+            gPathProgress = player->zPath;
+            gPathTexScroll += player->zPathVel;
             if (gCsFrameCount == 630) {
                 Audio_KillSfxBySourceAndId(gActors[D_i5_801BE314].sfxSource, 0x31408095);
                 AUDIO_PLAY_SFX(0x2940C00A, gActors[D_i5_801BE314].sfxSource, 4);
-                player->unk_1D0++;
+                player->csState++;
                 player->vel.z = 0.0f;
-                player->unk_140 = 0.0f;
-                D_ctx_80177D08 = 0.0f;
-                D_ctx_801779E4 = 0.0f;
-                D_ctx_801779F4 = 0.0f;
+                player->zPathVel = 0.0f;
+                gPathVelZ = 0.0f;
+                gPathVelX = 0.0f;
+                gPathVelY = 0.0f;
                 player->timer_210 = 10000;
                 D_ctx_80177A48[0] = 1.0f;
                 D_i5_801BA1DC = 0.0f;
@@ -6206,10 +6207,10 @@ void Macbeth_LevelComplete2(Player* player) {
                 gBossActive = gLoadLevelObjects = 0;
             }
             if (gCsFrameCount == 940) {
-                player->unk_1D0++;
+                player->csState++;
                 Play_ClearObjectData();
-                player->pos.z = player->unk_138 = -(D_ctx_80177D20 + 210.0f);
-                player->pos.x = player->unk_0AC;
+                player->pos.z = player->trueZpos = -(gPathProgress + 210.0f);
+                player->pos.x = player->xPath;
                 func_effect_8007A568(player->pos.x - 1800.0f, -50.0f, player->pos.z + 5000.0f, 40.0f);
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = gFillScreenAlpha = 255;
                 gFillScreenAlphaTarget = 0;
@@ -6219,24 +6220,24 @@ void Macbeth_LevelComplete2(Player* player) {
                 player->cam.at.x = gCsCamAtX = player->cam.eye.x = gCsCamEyeX = player->pos.x;
                 player->cam.at.y = gCsCamAtY = player->pos.y + 70.0f;
                 player->cam.eye.y = gCsCamEyeY = player->pos.y + 30.0f;
-                player->cam.eye.z = gCsCamEyeZ = (player->unk_138 + D_ctx_80177D20) - 300.0f;
-                player->cam.at.z = gCsCamAtZ = player->unk_138 + D_ctx_80177D20;
+                player->cam.eye.z = gCsCamEyeZ = (player->trueZpos + gPathProgress) - 300.0f;
+                player->cam.at.z = gCsCamAtZ = player->trueZpos + gPathProgress;
                 player->savedCockpitView = player->timer_210 = 0;
-                player->unk_190 = player->unk_194 = player->unk_188 = player->unk_18C = player->unk_118 =
-                    player->unk_114 = player->unk_4D8 = player->camRoll = player->unk_174 = player->unk_178 =
+                player->unk_190 = player->unk_194 = player->unk_188 = player->unk_18C = player->yRot_118 =
+                    player->yRot_114 = player->aerobaticPitch = player->camRoll = player->unk_174 = player->unk_178 =
                         player->unk_17C = player->unk_180 = player->unk_184 = player->wings.unk_04 = player->unk_170 =
-                            player->unk_16C = player->unk_0F0 = player->unk_080 = player->wings.unk_0C =
-                                player->wings.unk_08 = player->wings.unk_10 = player->unk_130 = player->unk_12C =
-                                    player->boostSpeed = 0.0f;
+                            player->unk_16C = player->rockAngle = player->yBob = player->wings.unk_0C =
+                                player->wings.unk_08 = player->wings.unk_10 = player->zRotBarrelRoll =
+                                    player->zRotBank = player->boostSpeed = 0.0f;
                 player->baseSpeed = 5.0f;
                 D_ctx_80177A48[3] = D_ctx_80177A48[6] = D_ctx_80177A48[7] = D_ctx_80177A48[8] = 0.0f;
-                player->unk_1D4 = 1;
-                player->unk_1F4 = 0;
+                player->grounded = true;
+                player->hitTimer = 0;
                 player->pos.y = gGroundHeight - 3.0f;
                 player->vel.y = -3.0f;
-                player->unk_1DC = player->boostCooldown = player->boostMeter = player->unk_184 = player->unk_108 =
-                    player->unk_10C = player->unk_0E8 = player->unk_0E4 = player->unk_104 = 0.0f;
-                player->timer_1E0 = player->sfx.bank = 0;
+                player->barrelRoll = player->boostCooldown = player->boostMeter = player->unk_184 = player->rot_104.y =
+                    player->rot_104.z = player->rot.y = player->rot.x = player->rot_104.x = 0.0f;
+                player->barrelInputTimerL = player->sfx.bank = 0;
             }
             break;
         case 7:
@@ -6256,7 +6257,7 @@ void Macbeth_LevelComplete2(Player* player) {
                 spE4.z = -300.0f;
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &spE4, &spD8);
                 gCsCamEyeX = player->pos.x + spD8.x;
-                gCsCamEyeZ = player->pos.z + D_ctx_80177D20 + spD8.z;
+                gCsCamEyeZ = player->pos.z + gPathProgress + spD8.z;
             }
             if (gCsFrameCount >= 2120) {
                 Math_SmoothStepToF(&D_ctx_80177A48[0], 1.0f, 1.0f, 0.001f, 0.0f);
@@ -6276,22 +6277,22 @@ void Macbeth_LevelComplete2(Player* player) {
                 Math_SmoothStepToF(&player->unk_16C, 2.0f, 1.0f, 0.3f, 0.0f);
                 if ((gCsFrameCount >= 2165) && (gCsFrameCount <= 2180)) {
                     func_effect_8007BC7C(player->pos.x + RAND_FLOAT_CENTERED(30.0f), 0.0f,
-                                         RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f);
+                                         RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f);
                     func_effect_8007BC7C(player->pos.x - RAND_FLOAT_CENTERED(30.0f), 0.0f,
-                                         RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f);
+                                         RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f);
                 }
                 Math_SmoothStepToF(&D_ctx_80177A48[7], 4.5f, 0.1f, 0.3f, 0.0f);
-                player->unk_138 = player->pos.z;
+                player->trueZpos = player->pos.z;
             }
             func_tank_80045130(player);
             func_tank_80044868(player);
             func_tank_800444BC(player);
             func_play_800ADF58(player);
             if (gCsFrameCount >= 2175) {
-                Math_SmoothStepToF(&gCsCamAtZ, gActors[3].obj.pos.z + D_ctx_80177D20 - 300.0f, 0.1f, 20.0f, 0.0f);
+                Math_SmoothStepToF(&gCsCamAtZ, gActors[3].obj.pos.z + gPathProgress - 300.0f, 0.1f, 20.0f, 0.0f);
                 Math_SmoothStepToF(&gCsCamAtY, gActors[3].obj.pos.y + 100.0f, 0.1f, 10.0f, 0.0f);
             } else {
-                player->cam.at.z = gCsCamAtZ = player->unk_138 + D_ctx_80177D20;
+                player->cam.at.z = gCsCamAtZ = player->trueZpos + gPathProgress;
             }
             Math_SmoothStepToF(&player->pos.y, 260.0f, 0.1f, D_ctx_80177A48[7], 0.0f);
             break;
@@ -6436,12 +6437,12 @@ void Macbeth_LevelComplete2(Player* player) {
 
     if (player->timer_210 != 0) {
         player->timer_210--;
-        Math_SmoothStepToF(&player->unk_114, -player->unk_118, 0.03f, 0.5f, 0.0001f);
-        Math_SmoothStepToF(&player->unk_0B4, D_ctx_80177D08 * .3f, 0.1f, 2.0f, 0.0001f);
-        D_ctx_801779E4 = Math_SmoothStepToF(&player->unk_0AC, player->unk_0B8, 0.1f, player->unk_0B4, 0.0001f);
-        D_ctx_801779F4 = Math_SmoothStepToF(&player->unk_0B0, player->unk_0BC, 0.1f, player->unk_0B4, 0.0001f);
+        Math_SmoothStepToF(&player->yRot_114, -player->yRot_118, 0.03f, 0.5f, 0.0001f);
+        Math_SmoothStepToF(&player->pathStep, gPathVelZ * .3f, 0.1f, 2.0f, 0.0001f);
+        gPathVelX = Math_SmoothStepToF(&player->xPath, player->xPathTarget, 0.1f, player->pathStep, 0.0001f);
+        gPathVelY = Math_SmoothStepToF(&player->yPath, player->yPathTarget, 0.1f, player->pathStep, 0.0001f);
     } else {
-        Math_SmoothStepToF(&player->unk_114, 0.0f, 0.03f, 0.5f, 0.0001f);
+        Math_SmoothStepToF(&player->yRot_114, 0.0f, 0.03f, 0.5f, 0.0001f);
     }
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 20000.0f, 0);
@@ -6450,7 +6451,7 @@ void Macbeth_LevelComplete2(Player* player) {
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 20000.0f, 0);
     player->cam.at.y += zeroVar;
-    if (player->unk_1D0 >= 6) {
+    if (player->csState >= 6) {
         player->cam.eye.y += gCameraShakeY * 10.0f;
     }
     if (gCsFrameCount > 2500) {
@@ -6494,7 +6495,7 @@ void Macbeth_801B28BC(Actor* actor) {
             Math_SmoothStepToF(&actor->obj.rot.z, SIN_DEG(actor->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f);
             Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + player->pos.x, 0.03f, 10.0f, 0.0f);
             Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + player->pos.y + sp3C, 0.03f, 10.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + player->unk_138, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + player->trueZpos, 0.03f, 10.0f, 0.0f);
             break;
         case 11:
             AUDIO_PLAY_SFX(0x09000002, actor->sfxSource, 0);
@@ -6603,7 +6604,7 @@ void Macbeth_801B28BC(Actor* actor) {
             Math_SmoothStepToF(&actor->obj.rot.z, SIN_DEG(actor->fwork[3]) * -30.0f, 0.1f, 2.0f, 0.0f);
             Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + player->pos.x, 0.03f, 10.0f, 0.0f);
             Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1] + player->pos.y + sp3C, 0.03f, 10.0f, 0.0f);
-            Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + player->unk_138, 0.03f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&actor->obj.pos.z, actor->fwork[2] + player->trueZpos, 0.03f, 10.0f, 0.0f);
             break;
         case 31:
             AUDIO_PLAY_SFX(0x09000002, actor->sfxSource, 0);
@@ -6655,7 +6656,7 @@ void Macbeth_801B3554(Actor* actor, s32 arg1) {
     actor->vel.y = player->vel.y;
     actor->vel.z = player->vel.z;
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.rot.y = 180.0f;
     Object_SetInfo(&actor->info, actor->obj.id);
     if (arg1 < 3) {
@@ -6679,7 +6680,7 @@ void Macbeth_801B3718(void) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = gPlayer[0].pos.x + D_i5_801BA8B4[4];
     actor->obj.pos.y = gPlayer[0].pos.y + D_i5_801BA8C8[4];
     actor->obj.pos.z = gPlayer[0].pos.z + D_i5_801BA8DC[4];
@@ -6773,8 +6774,8 @@ void Macbeth_LevelComplete1(Player* player) {
 
     gCsCamEyeX = player->pos.x;
     gCsCamEyeY = player->pos.y;
-    gCsCamEyeZ = player->pos.z + player->unk_144 + 50.0f;
-    switch (player->unk_1D0) {
+    gCsCamEyeZ = player->pos.z + player->zPath + 50.0f;
+    switch (player->csState) {
         case 0:
             gCsFrameCount = gBossActive = gLoadLevelObjects = 1;
             D_i5_801BA894[4] = 80.0f;
@@ -6787,7 +6788,7 @@ void Macbeth_LevelComplete1(Player* player) {
             gFillScreenBlue = 255;
             gFillScreenAlpha = gFillScreenAlphaTarget = D_ctx_80177A10[9] = 0;
             D_ctx_80177A48[0] = 0.0f;
-            player->unk_1D0++;
+            player->csState++;
             /* fallthrough */
         case 1:
             D_i5_801BE240 = 2000.0f;
@@ -6795,16 +6796,16 @@ void Macbeth_LevelComplete1(Player* player) {
             D_i5_801BE248 = 2000.0f;
             Math_SmoothStepToF(D_ctx_80177A48, 0.1f, 1.0f, 0.01f, 0.0f);
             Math_SmoothStepToF(&player->baseSpeed, 4.9f, 0.1f, 1.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 1.0f, 0.0f);
+            Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 1.0f, 0.0f);
             gCsCamEyeX = player->pos.x;
             gCsCamEyeY = player->pos.y;
-            gCsCamEyeZ = player->pos.z + player->unk_144 + 50.0f;
+            gCsCamEyeZ = player->pos.z + player->zPath + 50.0f;
             if (gCsCamEyeY < 5.0f) {
                 gCsCamEyeY = 5.0f;
             }
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y + 30.0f;
-            gCsCamAtZ = player->pos.z + player->unk_144;
+            gCsCamAtZ = player->pos.z + player->zPath;
             gFillScreenRed = 255;
             gFillScreenGreen = 255;
             gFillScreenBlue = 255;
@@ -6822,10 +6823,10 @@ void Macbeth_LevelComplete1(Player* player) {
                 player->cam.at.x = gCsCamAtX = 0.0f;
                 player->cam.at.y = gCsCamAtY = 22.873417f;
                 player->cam.at.z = gCsCamAtZ = -283.55914f;
-                player->unk_1D0++;
+                player->csState++;
                 player->pos.x = 0.0f;
                 player->pos.y = -3.0f;
-                player->unk_08C = 0.0f;
+                player->camDist = 0.0f;
                 Macbeth_801B38E0();
             }
             func_tank_80045130(player);
@@ -6850,7 +6851,7 @@ void Macbeth_LevelComplete1(Player* player) {
                 D_ctx_80177A10[9] -= 10;
                 if (D_ctx_80177A10[9] < 11) {
                     gFillScreenAlphaTarget = gFillScreenAlpha = 0;
-                    player->unk_1D0 = 10;
+                    player->csState = 10;
                 }
             }
             func_tank_80045130(player);
@@ -6861,8 +6862,8 @@ void Macbeth_LevelComplete1(Player* player) {
             func_play_800ADF58(player);
             break;
         case 10:
-            player->unk_1D0 = 11;
-            player->unk_0D4 = 3.0f;
+            player->csState = 11;
+            player->gravity = 3.0f;
             D_i5_801BE240 = 0.2f;
             /* fallthrough */
         case 11:
@@ -6889,7 +6890,7 @@ void Macbeth_LevelComplete1(Player* player) {
                 Math_SmoothStepToF(&D_i5_801BE248, 2.0f, 0.1f, 0.1f, 0.01f);
             }
             Math_SmoothStepToF(&player->baseSpeed, 4.9f, 0.1f, 1.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 1.0f, 0.0f);
+            Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 1.0f, 0.0f);
             func_tank_80045130(player);
             func_tank_80044868(player);
             func_tank_80045678(player);
diff --git a/src/overlays/ovl_i5/fox_ti.c b/src/overlays/ovl_i5/fox_ti.c
index 95ac3de3..d10f7275 100644
--- a/src/overlays/ovl_i5/fox_ti.c
+++ b/src/overlays/ovl_i5/fox_ti.c
@@ -144,7 +144,7 @@ void Titania_801891F4(Actor* actor) {
     f32 temp2;
 
     temp_fs0 = gPlayer[0].pos.x - actor->obj.pos.x;
-    temp_fs1 = (gPlayer[0].unk_138 + gPlayer[0].unk_08C) - actor->obj.pos.z;
+    temp_fs1 = (gPlayer[0].trueZpos + gPlayer[0].camDist) - actor->obj.pos.z;
 
     var_fv1 = Math_RadToDeg(Math_Atan2F(temp_fs0, temp_fs1));
 
@@ -158,7 +158,7 @@ void Titania_801891F4(Actor* actor) {
     Math_SmoothStepToAngle(&actor->obj.rot.y, var_fv1, 0.2f, 6.0f, 0.01f);
     temp_fs0 = (actor->obj.pos.x + actor->fwork[0]) - gPlayer[0].pos.x;
     temp2 = (actor->obj.pos.y + actor->fwork[1]) - (gPlayer[0].pos.y + 30.0f);
-    temp_fs1 = ((actor->obj.pos.z + actor->fwork[2]) - gPlayer[0].unk_138) + gPlayer[0].unk_08C;
+    temp_fs1 = ((actor->obj.pos.z + actor->fwork[2]) - gPlayer[0].trueZpos) + gPlayer[0].camDist;
     temp = sqrtf(SQ(temp_fs0) + SQ(temp_fs1));
     Math_SmoothStepToAngle(&actor->fwork[5], Math_RadToDeg(Math_Atan2F(temp2, temp)), 0.2f, 5.0f, 0.01f);
 }
@@ -236,7 +236,7 @@ void Titania_801895B8(Actor* actor) {
             /* fallthrough */
         case 1:
             actor->fwork[7] = 20.0f;
-            if (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 3000.0f) {
+            if (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 3000.0f) {
                 actor->state = 2;
                 actor->timer_0BC = 30;
             }
@@ -245,7 +245,7 @@ void Titania_801895B8(Actor* actor) {
         case 2:
             if (actor->iwork[0] == 1) {
                 actor->fwork[7] = 5.0f;
-                if (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 200.0f) {
+                if (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 200.0f) {
                     actor->fwork[7] = 0.0f;
                 }
                 Titania_801891F4(actor);
@@ -253,14 +253,14 @@ void Titania_801895B8(Actor* actor) {
             if (actor->timer_0BC == 0) {
                 actor->timer_0BC = 40;
                 Titania_80189380(actor);
-                if ((fabsf(actor->obj.pos.z - gPlayer[0].unk_138) > 200.0f) && (actor->iwork[0] == 1)) {
+                if ((fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) > 200.0f) && (actor->iwork[0] == 1)) {
                     actor->fwork[6] = -10.0f;
                 }
             }
             break;
     }
 
-    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp44, &sp3C, &sp40);
+    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp44, &sp3C, &sp40);
     actor->obj.pos.y = sp3C;
 
     if (actor->obj.rot.x < sp44 * M_RTOD) {
@@ -280,7 +280,7 @@ void Titania_801895B8(Actor* actor) {
     Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW);
     Matrix_Push(&gCalcMatrix);
 
-    if (((actor->iwork[2] % 2) == 0) && ((actor->obj.pos.z + D_ctx_80177D20) > -3800.0f)) {
+    if (((actor->iwork[2] % 2) == 0) && ((actor->obj.pos.z + gPathProgress) > -3800.0f)) {
         Matrix_RotateX(gCalcMatrix, actor->obj.rot.x * M_DTOR, MTXF_APPLY);
         Matrix_RotateZ(gCalcMatrix, actor->obj.rot.z * M_DTOR, MTXF_APPLY);
         Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_i5_801B752C, &sp48);
@@ -304,7 +304,7 @@ void Titania_801895B8(Actor* actor) {
     actor->vel.y = sp48.y;
     actor->vel.z = sp48.z;
 
-    if (actor->unk_0D0 > 0) {
+    if (actor->dmgType > 0) {
         if (Rand_ZeroOne() <= 0.25f) {
             actor->itemDrop = DROP_SILVER_RING_50p;
         } else {
@@ -331,7 +331,7 @@ static Vec3f D_i5_801B7544 = { 0.0f, -50.0f, 178.0f };
 void Titania_80189B80(Actor* actor) {
     f32 sp2C;
 
-    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp2C, &actor->obj.pos.y, &sp2C);
+    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp2C, &actor->obj.pos.y, &sp2C);
     actor->health = 10;
     actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_TI_60068F0);
     Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW);
@@ -353,15 +353,15 @@ void Titania_80189CC8(Actor* actor) {
     f32 temp;
 
     if (actor->health > 0) {
-        if (actor->unk_0D0 != 0) {
-            actor->unk_0D0 = 0;
+        if (actor->dmgType != 0) {
+            actor->dmgType = 0;
             actor->timer_0C6 = 15;
             actor->health -= actor->damage;
             if (actor->health <= 0) {
                 actor->health = 0;
                 AUDIO_PLAY_SFX(0x2903A008, actor->sfxSource, 4);
                 actor->lockOnTimers[TEAM_ID_FOX] = actor->itemDrop = 0;
-                actor->info.unk_1C = 0.0f;
+                actor->info.targetOffset = 0.0f;
                 Actor_Despawn(actor);
                 actor->info.bonus = 0;
                 actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_TI_6006924);
@@ -493,12 +493,12 @@ void Titania_8018A544(Actor* actor) {
 
     actor->unk_0C9 = 1;
 
-    if ((actor->scale != 1.0f) && (actor->unk_0D0 == 3)) {
+    if ((actor->scale != 1.0f) && (actor->dmgType == 3)) {
         Object_Kill(&actor->obj, actor->sfxSource);
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         actor->timer_0C6 = 15;
         actor->health += actor->damage;
         if (actor->scale == 1.0f) {
@@ -530,7 +530,7 @@ void Titania_8018A544(Actor* actor) {
 
     if (actor->unk_046 == 2) {
         actor->gravity = 0.0f;
-        Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp4C, &sp44, &sp48);
+        Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp4C, &sp44, &sp48);
         actor->fwork[0] = sp4C;
         actor->fwork[1] = sp44;
         actor->fwork[2] = sp48;
@@ -538,7 +538,7 @@ void Titania_8018A544(Actor* actor) {
     }
 
     actor->gravity = 3.0f;
-    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp4C, &sp44, &sp48);
+    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp4C, &sp44, &sp48);
     actor->fwork[0] = sp4C;
     actor->fwork[1] = sp44;
     actor->fwork[2] = sp48;
@@ -608,7 +608,7 @@ void Titania_8018AB44(Actor* actor) {
     switch (actor->state) {
         case 0:
             actor->gravity = 1.0f;
-            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp3C, &sp34, &sp38);
+            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp3C, &sp34, &sp38);
             if (actor->obj.pos.y <= (sp34 + 3.0f)) {
                 AUDIO_PLAY_SFX(0x19000024, actor->sfxSource, 4);
                 actor->obj.pos.y = sp34 + 3.0f;
@@ -624,7 +624,7 @@ void Titania_8018AB44(Actor* actor) {
             break;
     }
 
-    switch (actor->unk_0D0) {
+    switch (actor->dmgType) {
         case 1:
             AUDIO_PLAY_SFX(0x29022086, actor->sfxSource, 4);
             break;
@@ -643,16 +643,16 @@ void Titania_8018AB44(Actor* actor) {
             func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y + 50.0f, actor->obj.pos.z, (10.0f / 3.0f));
             gPlayer[0].vel.y = 20.0f;
             gPlayer[0].pos.y += 15.0f;
-            gPlayer[0].unk_1DC = 1;
+            gPlayer[0].barrelRoll = 1;
             gPlayer[0].timer_1E8 = 15;
-            gPlayer[0].unk_1EC = 20;
+            gPlayer[0].rollRate = 20;
             if (actor->obj.pos.x < gPlayer[0].pos.x) {
-                gPlayer[0].unk_1EC = -20;
+                gPlayer[0].rollRate = -20;
             }
             Object_Kill(&actor->obj, actor->sfxSource);
             break;
     }
-    actor->unk_0D0 = 0;
+    actor->dmgType = 0;
 }
 
 static Vec3f D_i5_801B75AC = { -70.0f, 50.0f, 212.0f };
@@ -672,7 +672,7 @@ void Titania_8018ADC4(Actor* actor) {
     actor->obj.rot.z = 0.0f;
     actor->obj.rot.x = 0.0f;
 
-    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp54, &sp58, &sp54);
+    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp54, &sp58, &sp54);
 
     actor->obj.pos.y = sp58;
 
@@ -774,8 +774,8 @@ void Titania_8018B268(Actor* actor) {
     Actor* sp3C = actor->iwork[0];
     Actor* sp38 = actor->iwork[1];
 
-    if (actor->unk_0D0 > 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType > 0) {
+        actor->dmgType = 0;
         if (actor->health > 0) {
             actor->health -= actor->damage;
             if (actor->health <= 0) {
@@ -867,7 +867,7 @@ void Titania_8018B268(Actor* actor) {
                                &gIdentityMatrix);
         func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f);
         actor->lockOnTimers[TEAM_ID_FOX] = 0;
-        actor->info.unk_1C = 0.0f;
+        actor->info.targetOffset = 0.0f;
     }
 }
 
@@ -928,7 +928,7 @@ void Titania_8018B720(Actor* actor) {
 void Titania_Actor231_Init(Actor* actor) {
     f32 sp24;
 
-    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp24, &actor->obj.pos.y, &sp24);
+    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp24, &actor->obj.pos.y, &sp24);
     actor->obj.rot.x = actor->obj.rot.y = actor->obj.rot.z = 0.0f;
     actor->obj.pos.y -= 20.0f;
 }
@@ -978,17 +978,17 @@ void Titania_8018B9D0(Actor* actor) {
                 Player_ApplyDamage(gPlayer, 0, 60);
                 gPlayer[0].vel.y = 20.0f;
                 gPlayer[0].pos.y += 15.0f;
-                gPlayer[0].unk_1DC = 1;
+                gPlayer[0].barrelRoll = 1;
                 gPlayer[0].timer_1E8 = 15;
-                gPlayer[0].unk_1EC = 20;
+                gPlayer[0].rollRate = 20;
                 if (actor->obj.pos.x < gPlayer[0].pos.x) {
-                    gPlayer[0].unk_1EC = -20;
+                    gPlayer[0].rollRate = -20;
                 }
             }
             break;
 
         case 1:
-            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp4C, &sp50, &sp48);
+            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp4C, &sp50, &sp48);
             actor->fwork[0] = sp50;
             actor->fwork[1] = sp4C;
             actor->fwork[2] = sp48;
@@ -1018,11 +1018,11 @@ void Titania_8018B9D0(Actor* actor) {
 
     actor->obj.rot.x = (var_fa0 / 130.0f) * 90.0f;
 
-    if (actor->unk_0D0 == 1) {
+    if (actor->dmgType == 1) {
         AUDIO_PLAY_SFX(0x19020008, actor->sfxSource, 4);
         sp44 = actor->obj.pos.x - actor->hitPos.x;
         sp40 = fabsf(sp44);
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
         actor->state = 1;
         actor->timer_0BC = 0;
         actor->timer_0BE = 0;
@@ -1282,11 +1282,11 @@ void Titania_8018C8A8(Actor* actor) {
     s32 pad;
 
     actor->iwork[7]++;
-    sp88 = gPlayer[0].unk_138 - actor->obj.pos.z;
+    sp88 = gPlayer[0].trueZpos - actor->obj.pos.z;
 
     if (actor->iwork[4] > 0) {
         actor->iwork[4]--;
-    } else if ((gPlayer[0].unk_1D4 != 0) && (actor->iwork[3] > 0)) {
+    } else if ((gPlayer[0].grounded != 0) && (actor->iwork[3] > 0)) {
         gControllerRumbleFlags[0] = 1;
         actor->iwork[3]--;
     }
@@ -1299,8 +1299,8 @@ void Titania_8018C8A8(Actor* actor) {
         actor->iwork[6]--;
     }
 
-    if ((actor->health > 0) && (actor->unk_0D0 > 0) && (actor->unk_0D0 != 3) && (actor->state >= 3)) {
-        if ((actor->health > 0) && (actor->unk_0D2 >= 0) && (actor->unk_0D2 < 3)) {
+    if ((actor->health > 0) && (actor->dmgType > 0) && (actor->dmgType != 3) && (actor->state >= 3)) {
+        if ((actor->health > 0) && (actor->dmgPart >= 0) && (actor->dmgPart < 3)) {
             actor->iwork[5] = 10;
             if (actor->state == 4) {
                 Audio_KillSfxBySourceAndId(actor->sfxSource, 0x31030043);
@@ -1321,10 +1321,10 @@ void Titania_8018C8A8(Actor* actor) {
             } else {
                 AUDIO_PLAY_SFX(0x29034041, actor->sfxSource, 4);
             }
-        } else if (actor->unk_0D0 == 1) {
+        } else if (actor->dmgType == 1) {
             func_effect_8007A6F0(&actor->obj.pos, 0x29121007);
         }
-        actor->unk_0D0 = 0;
+        actor->dmgType = 0;
     }
 
     switch (actor->state) {
@@ -1344,7 +1344,7 @@ void Titania_8018C8A8(Actor* actor) {
             break;
 
         case 1:
-            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPlayer->unk_144, &spA0, &sp9C, &sp98);
+            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPlayer->zPath, &spA0, &sp9C, &sp98);
             actor->fwork[0] = sp9C;
             actor->fwork[1] = spA0;
             actor->fwork[2] = sp98;
@@ -1445,7 +1445,7 @@ void Titania_8018C8A8(Actor* actor) {
             break;
 
         case 4:
-            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &spA0, &sp9C, &sp98);
+            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &spA0, &sp9C, &sp98);
             actor->fwork[0] = sp9C;
             actor->fwork[1] = spA0;
             actor->fwork[2] = sp98;
@@ -1677,12 +1677,12 @@ void Titania_8018C8A8(Actor* actor) {
     }
 
     if (actor->health > 0) {
-        actor->info.unk_1C = actor->fwork[27];
+        actor->info.targetOffset = actor->fwork[27];
     } else {
         actor->lockOnTimers[TEAM_ID_FOX] = 0;
-        actor->info.unk_1C = 0.0f;
+        actor->info.targetOffset = 0.0f;
     }
-    actor->unk_0D0 = 0;
+    actor->dmgType = 0;
 }
 
 void Titania_8018E2D8(Actor* actor) {
@@ -1712,7 +1712,7 @@ void Titania_8018E3CC(Actor* actor) {
     Vec3f sp34;
     s32 i;
 
-    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp40, &actor->obj.pos.y, &sp40);
+    Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp40, &actor->obj.pos.y, &sp40);
 
     actor->obj.pos.y -= 20.0f;
     actorPtr = gActors;
@@ -1785,7 +1785,7 @@ void Titania_8018E5F8(Actor* actor) {
 
     sp9C = gPlayer[0].pos.x - actor->obj.pos.x;
     spA0 = (gPlayer[0].pos.y - actor->obj.pos.y) - 30.0f;
-    spA4 = gPlayer[0].unk_138 - actor->obj.pos.z;
+    spA4 = gPlayer[0].trueZpos - actor->obj.pos.z;
 
     switch (actor->state) {
         case 0:
@@ -1834,7 +1834,7 @@ void Titania_8018E5F8(Actor* actor) {
                 func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f);
                 actor->timer_0BE = 10;
             }
-            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + D_ctx_80177D20, &sp80, &sp7C, &sp80);
+            Ground_801B6E20(actor->obj.pos.x, actor->obj.pos.z + gPathProgress, &sp80, &sp7C, &sp80);
             if (actor->obj.pos.y < (94.0f + sp7C)) {
                 spA4 = fabsf(spA4);
                 if (spA4 < 5000.0f) {
@@ -1851,7 +1851,7 @@ void Titania_8018E5F8(Actor* actor) {
         case 4:
             if (actor->iwork[7] > 0) {
                 actor->iwork[7]--;
-            } else if ((gPlayer[0].unk_1D4 != 0) && (actor->iwork[8] > 0)) {
+            } else if ((gPlayer[0].grounded != 0) && (actor->iwork[8] > 0)) {
                 gControllerRumbleFlags[0] = 1;
                 actor->iwork[8]--;
             }
@@ -1874,8 +1874,8 @@ void Titania_8018E5F8(Actor* actor) {
         actor->fwork[3] = sp84.x;
         actor->fwork[4] = sp84.y;
         actor->fwork[5] = sp84.z;
-        if (actor->unk_0D0 > 0) {
-            actor->unk_0D0 = 0;
+        if (actor->dmgType > 0) {
+            actor->dmgType = 0;
             actor->timer_0C6 = 10;
             if (actor->health > 0) {
                 actor->health -= actor->damage;
@@ -1883,7 +1883,7 @@ void Titania_8018E5F8(Actor* actor) {
                     BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z + actor->fwork[27], 2);
                     gHitCount += 2;
                     actor->lockOnTimers[TEAM_ID_FOX] = actor->health = actor->itemDrop = 0;
-                    actor->info.unk_1C = 0.0f;
+                    actor->info.targetOffset = 0.0f;
                     Actor_Despawn(actor);
                     actor->info.bonus = 0;
                     ((Actor*) actor->iwork[4])->iwork[0] = 0;
@@ -1913,7 +1913,7 @@ void Titania_8018E5F8(Actor* actor) {
     for (i = 0; i <= 3000; i += 50) {
         sp5C = (sp68 * i) + sp40;
         sp54 = (sp60 * i) + sp48;
-        Ground_801B6E20(sp5C, sp54 + D_ctx_80177D20, &sp74, &sp70, &sp6C);
+        Ground_801B6E20(sp5C, sp54 + gPathProgress, &sp74, &sp70, &sp6C);
         if ((sp64 * i) + sp44 < sp70) {
             break;
         }
@@ -1922,25 +1922,25 @@ void Titania_8018E5F8(Actor* actor) {
     if (actor->iwork[2] == 0) {
         index = actor->iwork[3] - 1;
         gTexturedLines[index].mode = 101;
-        gTexturedLines[index].unk_04.x = actor->obj.pos.x + actor->fwork[0];
-        gTexturedLines[index].unk_04.y = actor->obj.pos.y + actor->fwork[1];
-        gTexturedLines[index].unk_04.z = actor->obj.pos.z + actor->fwork[2];
-        gTexturedLines[index].unk_2C = 255;
-        gTexturedLines[index].unk_2D = 255;
-        gTexturedLines[index].unk_2E = 0;
-        gTexturedLines[index].unk_2F = 255;
-        gTexturedLines[index].unk_10.x = sp5C;
-        gTexturedLines[index].unk_10.y = sp70;
-        gTexturedLines[index].unk_10.z = sp54;
-        gTexturedLines[index].unk_28 = 3.0f;
+        gTexturedLines[index].posAA.x = actor->obj.pos.x + actor->fwork[0];
+        gTexturedLines[index].posAA.y = actor->obj.pos.y + actor->fwork[1];
+        gTexturedLines[index].posAA.z = actor->obj.pos.z + actor->fwork[2];
+        gTexturedLines[index].red = 255;
+        gTexturedLines[index].green = 255;
+        gTexturedLines[index].blue = 0;
+        gTexturedLines[index].alpha = 255;
+        gTexturedLines[index].posBB.x = sp5C;
+        gTexturedLines[index].posBB.y = sp70;
+        gTexturedLines[index].posBB.z = sp54;
+        gTexturedLines[index].xyScale = 3.0f;
         if (actor->timer_0C0 == 0) {
-            gTexturedLines[index].unk_2C = 255;
-            gTexturedLines[index].unk_2D = 255;
-            gTexturedLines[index].unk_2E = 64;
+            gTexturedLines[index].red = 255;
+            gTexturedLines[index].green = 255;
+            gTexturedLines[index].blue = 64;
         } else {
-            gTexturedLines[index].unk_2C = 255;
-            gTexturedLines[index].unk_2D = 100;
-            gTexturedLines[index].unk_2E = 0;
+            gTexturedLines[index].red = 255;
+            gTexturedLines[index].green = 100;
+            gTexturedLines[index].blue = 0;
         }
         if (i <= 3000) {
             if (actor->timer_0C0 == 0) {
@@ -1990,13 +1990,13 @@ void Titania_8018EFF0(Sprite* sprite) {
     f32 sp24;
     f32 sp20;
 
-    Ground_801B6E20(sprite->obj.pos.x, sprite->obj.pos.z + D_ctx_80177D20, &sp20, &sp24, &sp20);
+    Ground_801B6E20(sprite->obj.pos.x, sprite->obj.pos.z + gPathProgress, &sp20, &sp24, &sp20);
     sprite->obj.pos.y = sp24;
 }
 
 void Titania_Cactus_Update(Sprite* sprite) {
     sprite->obj.rot.y = Math_Atan2F(gPlayer[0].cam.eye.x - sprite->obj.pos.x,
-                                    gPlayer[0].cam.eye.z - (sprite->obj.pos.z + D_ctx_80177D20)) *
+                                    gPlayer[0].cam.eye.z - (sprite->obj.pos.z + gPathProgress)) *
                         M_RTOD;
     if (sprite->unk_46 != 0) {
         func_effect_8007D074(sprite->obj.pos.x, sprite->obj.pos.y + 96.0f, sprite->obj.pos.z, 4.0f);
@@ -2762,7 +2762,7 @@ bool Titania_80190A08(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void*
                     if ((limbIndex == 71) && (boss->fwork[0x2E] != 0.0f)) {
                         sp70.x = (gPlayer[0].pos.x - (boss->obj.pos.x + sp7C.x)) * boss->fwork[0x2E];
                         sp70.y = (gPlayer[0].pos.y + 50.0f) - (boss->obj.pos.y + sp7C.y);
-                        sp70.z = (gPlayer[0].unk_138 - (boss->obj.pos.z + sp7C.z)) * boss->fwork[0x2E];
+                        sp70.z = (gPlayer[0].trueZpos - (boss->obj.pos.z + sp7C.z)) * boss->fwork[0x2E];
 
                         sp5C.y = Math_Atan2F(sp70.x, sp70.z) * M_RTOD;
                         sp5C.x = -Math_Atan2F(sp70.y, sqrtf(SQ(sp70.x) + SQ(sp70.z))) * M_RTOD;
@@ -2770,7 +2770,7 @@ bool Titania_80190A08(s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3f* rot, void*
                     } else {
                         sp70.x = gPlayer[0].pos.x - (boss->obj.pos.x + sp7C.x);
                         sp70.y = (gPlayer[0].pos.y + 30.0f) - (boss->obj.pos.y + sp7C.y);
-                        sp70.z = gPlayer[0].unk_138 - (boss->obj.pos.z + sp7C.z);
+                        sp70.z = gPlayer[0].trueZpos - (boss->obj.pos.z + sp7C.z);
 
                         sp5C.y = Math_Atan2F(sp70.x, sp70.z) * M_RTOD;
                         sp5C.x = -Math_Atan2F(sp70.y, sqrtf(SQ(sp70.x) + SQ(sp70.z))) * M_RTOD;
@@ -3118,7 +3118,7 @@ void Titania_80192118(Boss* boss) {
             Animation_GetFrameData(&D_TI_A0002BC, 0, &D_i5_801BCDC8[8]);
             Animation_GetFrameData(&D_TI_A000934, 0, &D_i5_801BC978[16]);
             Animation_GetFrameData(&D_TI_A000934, 0, &D_i5_801BCDC8[16]);
-            if ((gPlayer[0].unk_138 - boss->obj.pos.z) <= 450.0f) {
+            if ((gPlayer[0].trueZpos - boss->obj.pos.z) <= 450.0f) {
                 gPlayer[0].unk_19C = -1;
                 gPlayer[0].unk_000 = 0.0f;
                 boss->swork[1] = 2;
@@ -3253,7 +3253,7 @@ void Titania_80192118(Boss* boss) {
             }
             Math_SmoothStepToF(&boss->vel.z, gPlayer[0].vel.z, 0.7f, 1.0f, 0.01f);
             Math_SmoothStepToF(&boss->obj.pos.x, gPlayer[0].pos.x, 0.1f, 6.0f, 0.01f);
-            Math_SmoothStepToF(&boss->obj.pos.z, gPlayer[0].unk_138 - 450.0f, 0.1f, 1.0f, 0.01f);
+            Math_SmoothStepToF(&boss->obj.pos.z, gPlayer[0].trueZpos - 450.0f, 0.1f, 1.0f, 0.01f);
             Animation_GetFrameData(&D_TI_A000D50, D_i5_801BBEF0[24] >> 1, &D_i5_801BC978[16]);
 
             switch (D_i5_801BBEF0[39]) {
@@ -4032,7 +4032,7 @@ void Titania_80193DF0(Boss* boss) {
                     actor->obj.pos.x = 0.0f;
                     actor->obj.pos.y = 0.0f;
                     actor->obj.pos.z = boss->obj.pos.z + 2000.0f;
-                    actor->info.unk_10 = 5000.0f;
+                    actor->info.cullDistance = 5000.0f;
                     actor->unk_046 = D_i5_801B7770[D_i5_801B8198[i].unk_00][5];
                     actor->unk_048 = D_i5_801B7770[D_i5_801B8198[i].unk_00][1];
                     D_i5_801B8198[i].unk_0C = D_i5_801B8198[i].unk_04;
@@ -4167,7 +4167,7 @@ void Titania_80193DF0(Boss* boss) {
                 D_i5_801BBEF0[1] = 25;
                 D_i5_801BBEF4[0] = 0.25f;
                 boss->obj.pos.x = gPlayer[0].pos.x;
-                boss->obj.pos.z = gPlayer[0].unk_138 - 1070.0f;
+                boss->obj.pos.z = gPlayer[0].trueZpos - 1070.0f;
                 boss->vel.z = 0.0f;
                 Animation_GetFrameData(&D_TI_900FC4C, 0, D_i5_801BCDC8);
                 D_i5_801BBEF4[8] = 48.0f;
@@ -4191,7 +4191,7 @@ void Titania_80193DF0(Boss* boss) {
             if ((boss->unk_04C == 0) || (boss->unk_04C == 68) || (boss->unk_04C == 96) || (boss->unk_04C == 149)) {
                 AUDIO_PLAY_SFX(0x2900502A, boss->sfxSource, 4);
             }
-            temp_f = gPlayer[0].unk_138 - boss->obj.pos.z - 530.0f;
+            temp_f = gPlayer[0].trueZpos - boss->obj.pos.z - 530.0f;
             if (temp_f < 0.0f) {
                 boss->obj.pos.z += temp_f;
             }
@@ -4667,7 +4667,7 @@ void Titania_80193DF0(Boss* boss) {
                 effect->obj.pos.z = boss->obj.pos.z + spC8.z;
                 effect->obj.rot.y = boss->fwork[49] + -44.0f;
                 effect->unk_44 = 53;
-                effect->info.unk_10 = 400.0f;
+                effect->info.cullDistance = 400.0f;
                 effect->info.unk_14 = -1;
                 effect->unk_74 = D_TI2_7009A80;
             }
@@ -4684,7 +4684,7 @@ void Titania_80193DF0(Boss* boss) {
                 effect->obj.pos.z = boss->obj.pos.z + spC8.z;
                 effect->obj.rot.y = boss->fwork[49] + 44.0f;
                 effect->unk_44 = 53;
-                effect->info.unk_10 = 400.0f;
+                effect->info.cullDistance = 400.0f;
                 effect->info.unk_14 = -1;
                 effect->unk_74 = D_TI2_7009A80;
             }
@@ -4734,7 +4734,7 @@ void Titania_80197A94(Boss* boss) {
         AUDIO_PLAY_SFX(0x29121007, boss->sfxSource, 4);
         boss->dmgType = DMG_NONE;
     }
-    if ((gPlayer[0].unk_1D4 != 0) && (boss->swork[39] > 0)) {
+    if ((gPlayer[0].grounded != 0) && (boss->swork[39] > 0)) {
         gControllerRumbleFlags[0] = 1;
         boss->swork[39]--;
     }
@@ -5134,22 +5134,22 @@ void Titania_801982A8(Boss* boss) {
                         spF4.y = D_i5_801B8E24[i][1] * boss->fwork[41];
                         spF4.z = boss->fwork[42];
                         Matrix_MultVec3f(gCalcMatrix, &spF4, &spE8);
-                        gTexturedLines[temp_v1_28].unk_04.x = temp_fs0;
-                        gTexturedLines[temp_v1_28].unk_04.y = temp_fs1;
-                        gTexturedLines[temp_v1_28].unk_04.z = temp_fs2;
-                        gTexturedLines[temp_v1_28].unk_10.x = temp_fs0 + spE8.x;
-                        gTexturedLines[temp_v1_28].unk_10.y = temp_fs1 + spE8.y;
-                        gTexturedLines[temp_v1_28].unk_10.z = temp_fs2 + spE8.z;
+                        gTexturedLines[temp_v1_28].posAA.x = temp_fs0;
+                        gTexturedLines[temp_v1_28].posAA.y = temp_fs1;
+                        gTexturedLines[temp_v1_28].posAA.z = temp_fs2;
+                        gTexturedLines[temp_v1_28].posBB.x = temp_fs0 + spE8.x;
+                        gTexturedLines[temp_v1_28].posBB.y = temp_fs1 + spE8.y;
+                        gTexturedLines[temp_v1_28].posBB.z = temp_fs2 + spE8.z;
                         if (boss->swork[32] == 0) {
                             gTexturedLines[temp_v1_28].mode = 0;
                         } else {
                             gTexturedLines[temp_v1_28].mode = 1;
                         }
-                        gTexturedLines[temp_v1_28].unk_2C = 0;
-                        gTexturedLines[temp_v1_28].unk_2E = 0;
-                        gTexturedLines[temp_v1_28].unk_2D = 0;
-                        gTexturedLines[temp_v1_28].unk_2F = 0;
-                        gTexturedLines[temp_v1_28].unk_28 = 1;
+                        gTexturedLines[temp_v1_28].red = 0;
+                        gTexturedLines[temp_v1_28].blue = 0;
+                        gTexturedLines[temp_v1_28].green = 0;
+                        gTexturedLines[temp_v1_28].alpha = 0;
+                        gTexturedLines[temp_v1_28].xyScale = 1;
                     }
                 }
             }
@@ -5234,7 +5234,7 @@ void Titania_801990DC(Boss* boss) {
                 actor->fwork[4] = -200.0f;
                 actor->obj.pos.x = gPlayer[0].pos.x;
                 actor->obj.pos.y = 500.0f;
-                actor->obj.pos.z = gPlayer[0].unk_138 + actor->fwork[4];
+                actor->obj.pos.z = gPlayer[0].trueZpos + actor->fwork[4];
                 actor->obj.rot.y = (RAND_FLOAT(5.0f) + 90.0f) - 2.5f;
                 actor->obj.rot.z = (RAND_FLOAT(5.0f) + 180.0f) - 2.5f;
                 actor->vel.y = -10.0f;
@@ -5256,7 +5256,7 @@ void Titania_801990DC(Boss* boss) {
                 actor->fwork[5] = 200.0f;
                 actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3];
                 actor->obj.pos.y = 500.0f;
-                actor->obj.pos.z = gPlayer[0].unk_138 + actor->fwork[4];
+                actor->obj.pos.z = gPlayer[0].trueZpos + actor->fwork[4];
                 actor->obj.rot.z = 90.0f;
                 actor->vel.y = -10.0f;
                 actor->gravity = 0.8f;
@@ -5277,7 +5277,7 @@ void Titania_801990DC(Boss* boss) {
                 actor->fwork[5] = 200.0f;
                 actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3];
                 actor->obj.pos.y = 500.0f;
-                actor->obj.pos.z = gPlayer[0].unk_138 + actor->fwork[4];
+                actor->obj.pos.z = gPlayer[0].trueZpos + actor->fwork[4];
                 actor->obj.rot.z = 90.0f;
                 actor->vel.y = -10.0f;
                 actor->gravity = 0.8f;
@@ -5287,6 +5287,6 @@ void Titania_801990DC(Boss* boss) {
     if ((boss->timer_050 == 0) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
         Object_Kill(&boss->obj, boss->sfxSource);
         gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-        gPlayer[0].unk_1D0 = 0;
+        gPlayer[0].csState = 0;
     }
 }
diff --git a/src/overlays/ovl_i5/fox_ti_cs.c b/src/overlays/ovl_i5/fox_ti_cs.c
index bcc4c6ba..417f1964 100644
--- a/src/overlays/ovl_i5/fox_ti_cs.c
+++ b/src/overlays/ovl_i5/fox_ti_cs.c
@@ -11,7 +11,7 @@ f32 D_i5_801B7348[] = { 90.0f, -90.0f, 0.0f };
 void Titania_80187530(Actor* actor) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = 0.0f;
     actor->obj.pos.y = 3000.0f;
@@ -26,7 +26,7 @@ void Titania_80187530(Actor* actor) {
 void Titania_801875D0(Actor* actor, s32 arg1) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
 
     actor->obj.pos.x = D_i5_801B72A0[arg1].x;
     actor->obj.pos.y = D_i5_801B72A0[arg1].y + 3000.0f;
@@ -46,11 +46,11 @@ void Titania_LevelStart(Player* player) {
 
     sp64 = 20000.0f;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             gTiStartLandmaster = 1;
-            player->unk_0D4 = 0.0f;
+            player->gravity = 0.0f;
 
             Titania_80187530(&gActors[3]);
 
@@ -75,7 +75,7 @@ void Titania_LevelStart(Player* player) {
             player->cam.at.z = gCsCamAtZ = player->pos.z;
 
             player->unk_240 = 1;
-            player->unk_1D0 = 1;
+            player->csState = 1;
             gFogFar = 1006;
             gPlayer[0].unk_19C = 0;
             gBgColor = 0x78C1; // 120, 24, 0
@@ -92,8 +92,8 @@ void Titania_LevelStart(Player* player) {
             }
 
             if (gCsFrameCount == 430) {
-                player->unk_1D0 = 2;
-                player->timer_1F8 = 10;
+                player->csState = 2;
+                player->csTimer = 10;
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
             }
             gCsCamAtX = player->pos.x;
@@ -107,14 +107,14 @@ void Titania_LevelStart(Player* player) {
             gCsCamAtY = player->pos.y;
             gCsCamAtZ = player->pos.z;
 
-            if (player->timer_1F8 == 1) {
-                player->unk_0D4 = 1.0f;
+            if (player->csTimer == 1) {
+                player->gravity = 1.0f;
                 D_ctx_80177A48[0] = 0.05f;
             }
 
-            if (player->timer_1F8 == 0) {
-                if (player->unk_0D4 > -0.3f) {
-                    player->unk_0D4 = player->unk_0D4 - 0.05f;
+            if (player->csTimer == 0) {
+                if (player->gravity > -0.3f) {
+                    player->gravity = player->gravity - 0.05f;
                 }
             }
 
@@ -129,14 +129,14 @@ void Titania_LevelStart(Player* player) {
             if (gCsFrameCount == 500) {
                 gCsFrameCount = 480;
 
-                player->unk_1D0 = 3;
-                player->unk_144 = 200.0f;
+                player->csState = 3;
+                player->zPath = 200.0f;
 
-                D_ctx_80177D20 = 200.0f;
-                D_ctx_80177CC8 = D_ctx_80177D20;
+                gPathProgress = 200.0f;
+                gPathGroundScroll = gPathProgress;
 
-                player->pos.z = -(D_ctx_80177D20) -200.0f;
-                player->unk_0D4 = 0.0f;
+                player->pos.z = -(gPathProgress) -200.0f;
+                player->gravity = 0.0f;
                 player->vel.y = 0.0f;
                 player->pos.y = 2000.0f;
                 player->vel.z = 0.0f;
@@ -173,7 +173,7 @@ void Titania_LevelStart(Player* player) {
                 gCsCamEyeY = sp48.y;
 
                 player->cam.eye.y = sp48.y;
-                player->cam.eye.z = gCsCamEyeZ = player->pos.z + player->unk_144 + sp48.z;
+                player->cam.eye.z = gCsCamEyeZ = player->pos.z + player->zPath + sp48.z;
             }
             break;
 
@@ -189,12 +189,12 @@ void Titania_LevelStart(Player* player) {
 
             gCsCamEyeX = sp48.x;
             gCsCamEyeY = sp48.y;
-            gCsCamEyeZ = player->pos.z + player->unk_144 + sp48.z;
+            gCsCamEyeZ = player->pos.z + player->zPath + sp48.z;
             gCsCamAtX = player->pos.x;
 
             player->cam.at.x = gCsCamAtX;
             player->cam.at.y = gCsCamAtY = player->pos.y;
-            player->cam.at.z = gCsCamAtZ = player->pos.z + player->unk_144;
+            player->cam.at.z = gCsCamAtZ = player->pos.z + player->zPath;
 
             Math_SmoothStepToF(&player->pos.y, D_ctx_80177A48[1], 0.1f, 50.0f, 0.0f);
 
@@ -212,17 +212,18 @@ void Titania_LevelStart(Player* player) {
 
             if (player->pos.y < 100.0f) {
                 func_effect_8007A900(RAND_FLOAT_CENTERED(30.0f) + player->pos.x, 30.0f,
-                                     RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1);
+                                     RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f, 255, 12,
+                                     1);
                 Object_Kill(&gActors[3].obj, gActors[3].sfxSource);
             }
 
-            Math_SmoothStepToF(&player->unk_0F0, SIN_DEG(gGameFrameCount * 5.0f) * 10.0f, 0.1f, 100.0f, 0.0f);
+            Math_SmoothStepToF(&player->rockAngle, SIN_DEG(gGameFrameCount * 5.0f) * 10.0f, 0.1f, 100.0f, 0.0f);
 
             if (gCsFrameCount == 580) {
                 gLevelStartStatusScreenTimer = 50;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = player->timer_1F8 = player->timer_1FC = player->unk_240 = 0;
-                player->unk_0D4 = 3.0f;
+                player->csState = player->csTimer = player->csEventTimer = player->unk_240 = 0;
+                player->gravity = 3.0f;
                 player->unk_014 = 0.0f;
                 D_ctx_8017782C = 1;
                 func_play_800A594C();
@@ -235,9 +236,9 @@ void Titania_LevelStart(Player* player) {
     }
 
     player->pos.y += player->vel.y;
-    player->vel.y -= player->unk_0D4;
+    player->vel.y -= player->gravity;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
+    player->trueZpos = player->pos.z;
 
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], sp64, 0.00f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], sp64, 0.00f);
@@ -263,7 +264,7 @@ void Titania_80188108(Actor* actor, s32 arg1) {
     actor->vel.z = player->vel.z;
 
     actor->obj.status = OBJ_INIT;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.rot.y = 180.0f;
 
     Object_SetInfo(&actor->info, actor->obj.id);
@@ -289,20 +290,20 @@ void Titania_LevelComplete(Player* player) {
     Vec3f dest;
     s32 i;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = gBossActive = gLoadLevelObjects = 0;
 
             Play_ClearObjectData();
 
-            player->unk_1D0 = 1;
+            player->csState = 1;
 
             D_ctx_80177A48[0] = 0.0f;
             D_ctx_80177A48[1] = 0.0f;
             D_ctx_80177A48[2] = 0.0f;
             D_ctx_80177A48[3] = 250.0f;
 
-            player->unk_0D4 = 3.0f;
+            player->gravity = 3.0f;
 
             Titania_80188108(&gActors[0], 0);
 
@@ -318,7 +319,7 @@ void Titania_LevelComplete(Player* player) {
         case 1:
             Math_SmoothStepToF(D_ctx_80177A48, 0.1f, 1.0f, 0.01f, 0.0f);
             Math_SmoothStepToF(&player->baseSpeed, 4.9f, 0.1f, 1.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_08C, 0.0f, 0.1f, 1.0f, 0.0f);
+            Math_SmoothStepToF(&player->camDist, 0.0f, 0.1f, 1.0f, 0.0f);
 
             if (gCsFrameCount < 1120) {
                 Math_SmoothStepToF(&D_ctx_80177A48[1], 0.65f, 0.1f, 0.01f, 0.0f);
@@ -339,7 +340,7 @@ void Titania_LevelComplete(Player* player) {
 
             gCsCamEyeX = player->pos.x + dest.x;
             gCsCamEyeY = player->pos.y + dest.y;
-            gCsCamEyeZ = player->pos.z + player->unk_144 + dest.z + 50.0f;
+            gCsCamEyeZ = player->pos.z + player->zPath + dest.z + 50.0f;
 
             if (gCsCamEyeY < 5.0f) {
                 gCsCamEyeY = 5.0f;
@@ -347,7 +348,7 @@ void Titania_LevelComplete(Player* player) {
 
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y + 30.0f;
-            gCsCamAtZ = player->pos.z + player->unk_144;
+            gCsCamAtZ = player->pos.z + player->zPath;
 
             func_tank_80045130(player);
             func_tank_80044868(player);
@@ -366,7 +367,7 @@ void Titania_LevelComplete(Player* player) {
                     y = D_i5_801B72B8[i].y + RAND_FLOAT_CENTERED(10.0f);
                     z = D_i5_801B72B8[i].z;
 
-                    func_effect_8007A900(player->pos.x + x, player->pos.y + y, player->unk_138 + z,
+                    func_effect_8007A900(player->pos.x + x, player->pos.y + y, player->trueZpos + z,
                                          RAND_FLOAT(0.5f) + 0.5f, 255, 21, 0);
                 }
             }
@@ -379,7 +380,7 @@ void Titania_LevelComplete(Player* player) {
 
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y + 30.0f;
-            gCsCamAtZ = player->pos.z + player->unk_144;
+            gCsCamAtZ = player->pos.z + player->zPath;
 
             if (player->pos.y < 100.0f) {
                 camAtY = SIN_DEG(gGameFrameCount * 130.0f) * 3.0f;
@@ -390,13 +391,14 @@ void Titania_LevelComplete(Player* player) {
 
             if (gCsFrameCount < 1470) {
                 func_effect_8007A900(RAND_FLOAT_CENTERED(30.0f) + (player->pos.x + 30.0f), 30.0f,
-                                     RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1);
+                                     RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f, 255, 12,
+                                     1);
             }
 
             func_effect_8007A900(RAND_FLOAT_CENTERED(30.0f) + (player->pos.x - 30.0f), 30.0f,
-                                 RAND_FLOAT_CENTERED(30.0f) + player->unk_138, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1);
-            Math_SmoothStepToF(&player->unk_0F0, SIN_DEG(gGameFrameCount * 6.0f) * 18.0f, 0.1f, 100.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_080, SIN_DEG(gGameFrameCount * 3.0f) * 5.0f, 0.1f, 100.0f, 0.0f);
+                                 RAND_FLOAT_CENTERED(30.0f) + player->trueZpos, RAND_FLOAT(2.0f) + 3.5f, 255, 12, 1);
+            Math_SmoothStepToF(&player->rockAngle, SIN_DEG(gGameFrameCount * 6.0f) * 18.0f, 0.1f, 100.0f, 0.0f);
+            Math_SmoothStepToF(&player->yBob, SIN_DEG(gGameFrameCount * 3.0f) * 5.0f, 0.1f, 100.0f, 0.0f);
 
             x = SIN_DEG(gGameFrameCount * 4.0f) * -1.5f;
 
@@ -408,7 +410,7 @@ void Titania_LevelComplete(Player* player) {
             player->pos.y += player->vel.y;
             player->pos.z += player->vel.z;
 
-            player->unk_138 = player->pos.z;
+            player->trueZpos = player->pos.z;
             break;
     }
 
@@ -491,7 +493,7 @@ void Titania_LevelComplete(Player* player) {
             break;
 
         case 1300:
-            player->unk_1D0++;
+            player->csState++;
             D_ctx_80177A48[0] = 0.0f;
             player->vel.z = 0.0f;
             player->vel.y = 0.0f;
diff --git a/src/overlays/ovl_i6/fox_andross.c b/src/overlays/ovl_i6/fox_andross.c
index b4e1f500..e077dd5b 100644
--- a/src/overlays/ovl_i6/fox_andross.c
+++ b/src/overlays/ovl_i6/fox_andross.c
@@ -269,7 +269,7 @@ void Andross_801880E4(Actor* actor) {
         actor->fwork[1] = 47.0f;
         if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 1000.0f) &&
             (fabsf(actor->obj.pos.y - gPlayer[0].pos.y) < 500.0f) &&
-            (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 1000.0f)) {
+            (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 1000.0f)) {
             actor->iwork[11] = 2;
             actor->fwork[1] = 65.0f;
         }
@@ -324,7 +324,7 @@ void Andross_80188528(Actor* actor) {
     Math_SmoothStepToF(&actor->vel.x, 0.0f, 0.2f, 0.5f, 0.0f);
     Math_SmoothStepToF(&actor->vel.y, 0.0f, 0.2f, 0.5f, 0.0f);
     Math_SmoothStepToF(&actor->vel.z, 0.0f, 0.2f, 0.5f, 0.0f);
-    if (actor->unk_0D0 != 0) {
+    if (actor->dmgType != 0) {
         func_effect_8007A6F0(&actor->obj.pos, 0x2903A008);
         Object_Kill(&actor->obj, actor->sfxSource);
         func_effect_8007B344(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3.0f, 5);
@@ -385,7 +385,7 @@ void Andross_801888F4(Actor* actor) {
     if ((actor->timer_0BC % 2U) == 1) {
         func_effect_8007D2C8(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5.0f);
     }
-    if ((actor->timer_0BC == 0) || (actor->unk_0D0 != 0)) {
+    if ((actor->timer_0BC == 0) || (actor->dmgType != 0)) {
         func_effect_8007BFFC(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->vel.x, actor->vel.y,
                              actor->vel.z, 7.0f, 20);
         func_effect_8007B344(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10.0f, 5);
@@ -449,7 +449,7 @@ void Andross_80188A4C(Boss* boss) {
                             boss->state = 12;
                             boss->timer_050 = 50;
                             boss->fwork[3] = gPlayer[0].pos.x;
-                            boss->fwork[5] = gPlayer[0].unk_138;
+                            boss->fwork[5] = gPlayer[0].trueZpos;
                             AUDIO_PLAY_SFX(0x2940B096, boss->sfxSource, 4);
                         }
                     }
@@ -517,14 +517,14 @@ void Andross_80188CB8(Boss* boss) {
     for (i = 10; i < 12; i++) {
         if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].obj.id == OBJ_ACTOR_ALLRANGE)) {
             gTexturedLines[i].mode = 50;
-            gTexturedLines[i].unk_28 = 1.0f;
-            gTexturedLines[i].unk_04.x = boss->obj.pos.x;
-            gTexturedLines[i].unk_04.y = boss->obj.pos.y - 200.0f;
-            gTexturedLines[i].unk_04.z = boss->obj.pos.z;
+            gTexturedLines[i].xyScale = 1.0f;
+            gTexturedLines[i].posAA.x = boss->obj.pos.x;
+            gTexturedLines[i].posAA.y = boss->obj.pos.y - 200.0f;
+            gTexturedLines[i].posAA.z = boss->obj.pos.z;
             gTexturedLines[i].timer = 3;
-            gTexturedLines[i].unk_10.x = gActors[i].obj.pos.x;
-            gTexturedLines[i].unk_10.y = gActors[i].obj.pos.y;
-            gTexturedLines[i].unk_10.z = gActors[i].obj.pos.z;
+            gTexturedLines[i].posBB.x = gActors[i].obj.pos.x;
+            gTexturedLines[i].posBB.y = gActors[i].obj.pos.y;
+            gTexturedLines[i].posBB.z = gActors[i].obj.pos.z;
             boss->swork[4] = 1;
         }
     }
@@ -586,17 +586,17 @@ void Andross_80189214(void) {
     PRINTF("FO_Game_Sw %d\n");
     player->cam.at.x = 0.0f;
     player->cam.at.y = 0.0f;
-    player->unk_114 = 0.0f;
-    player->unk_144 = 0.0f;
-    D_ctx_80177D20 = 0.0f;
+    player->yRot_114 = 0.0f;
+    player->zPath = 0.0f;
+    gPathProgress = 0.0f;
     player->unk_018 = player->unk_014 = 1.0f;
-    player->pos.z = player->unk_138 = -player->unk_144;
+    player->pos.z = player->trueZpos = -player->zPath;
     func_play_800B56BC(player);
 }
 
 void Andross_8018933C(Actor* actor) {
     if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 1000.0f) &&
-        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 1000.0f)) {
+        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 1000.0f)) {
         gStartAndrossFightTimer = 50;
         Object_Kill(&actor->obj, actor->sfxSource);
     }
@@ -629,7 +629,7 @@ void Andross_80189470(Actor* actor) {
 
     if ((D_ctx_80177AB0 != 7) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) &&
         (fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 9000.0f) &&
-        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 9000.0f)) {
+        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 9000.0f)) {
         D_ctx_80177AB0 = 7;
         Radio_PlayMessage(gMsg_ID_19370, RCID_JAMES);
         SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 20);
@@ -637,15 +637,15 @@ void Andross_80189470(Actor* actor) {
     }
 
     if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 500.0f) &&
-        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 500.0f)) {
+        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 500.0f)) {
         Audio_KillSfxById(0x11403076);
         Audio_SetEnvSfxReverb(0);
         gCurrentLevel = LEVEL_VENOM_2;
         gLevelPhase = 1;
         gVenomHardClear = 1;
         player->state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-        player->unk_1D0 = 3;
-        player->unk_144 = D_ctx_80177D20 = 0.0f;
+        player->csState = 3;
+        player->zPath = gPathProgress = 0.0f;
         D_ctx_80177AB0 = D_ctx_80177A98 = 1;
         player->cam.eye.x = 1200.0f;
         player->cam.eye.z = 1200.0f;
@@ -667,7 +667,7 @@ void Andross_80189470(Actor* actor) {
         func_play_800A594C();
         gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
         gFillScreenAlpha = gFillScreenAlphaTarget = 255;
-        player->timer_1F8 = 2;
+        player->csTimer = 2;
         gCsFrameCount = 0;
         D_ctx_80177A48[1] = 0.0f;
     }
@@ -680,7 +680,7 @@ void Andross_80189724(Actor* actor) {
     Vec3f vel;
 
     if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 2000.0f) &&
-        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 2000.0f)) {
+        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 2000.0f)) {
         Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW);
         vec.x = 0.0f;
         vec.y = 0.0f;
@@ -701,14 +701,14 @@ void Andross_80189724(Actor* actor) {
         }
     }
     if ((fabsf(actor->obj.pos.x - gPlayer[0].pos.x) < 500.0f) &&
-        (fabsf(actor->obj.pos.z - gPlayer[0].unk_138) < 500.0f)) {
+        (fabsf(actor->obj.pos.z - gPlayer[0].trueZpos) < 500.0f)) {
         if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE || gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
             gPlayer[0].shields = 0;
             gRightWingHealth[0] = gLeftWingHealth[0] = 0;
             Player_ApplyDamage(&gPlayer[0], 1, 60);
             Player_ApplyDamage(&gPlayer[0], 2, 60);
             actor->timer_0BC = 10;
-            gPlayer[0].timer_220 = 200;
+            gPlayer[0].radioDamageTimer = 200;
         }
     }
     if (actor->timer_0BC == 1) {
@@ -772,7 +772,7 @@ void Andross_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->state < 11) && (boss->timer_05A == 0)) {
+        (fabsf(boss->obj.pos.z - gPlayer[0].trueZpos) < 300.0f) && (boss->state < 11) && (boss->timer_05A == 0)) {
         boss->state = 11;
         boss->timer_050 = 150;
         AUDIO_PLAY_SFX(0x31408097, boss->sfxSource, 4);
@@ -807,7 +807,7 @@ void Andross_80189B70(Boss* boss) {
             boss->swork[5] = 100;
             if (boss->timer_050 == 0) {
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_START_360;
-                gPlayer[0].unk_1D0 = 0;
+                gPlayer[0].csState = 0;
                 boss->state = 1;
                 gPlayer[0].unk_240 = 1;
             }
@@ -840,7 +840,7 @@ void Andross_80189B70(Boss* boss) {
                 gFillScreenAlphaTarget = 80;
                 gFillScreenAlphaStep = 1;
                 gPlayer[0].timer_224 = gGameFrameCount % 8U;
-                gPlayer[0].timer_220 = 3;
+                gPlayer[0].radioDamageTimer = 3;
                 Math_SmoothStepToF(&D_ctx_801779A8[gMainController], 40.0f, 1.0f, 3.0f, 0.0f);
                 if (((gGameFrameCount % 32) == 0) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
                     Player_ApplyDamage(&gPlayer[0], 3, 10);
@@ -880,7 +880,7 @@ void Andross_80189B70(Boss* boss) {
             boss->fwork[2] = 1.3f;
             boss->fwork[3] = gPlayer[0].pos.x;
             boss->fwork[4] = gPlayer[0].pos.y;
-            boss->fwork[5] = gPlayer[0].unk_138;
+            boss->fwork[5] = gPlayer[0].trueZpos;
             break;
         case 12:
             boss->info.hitbox = SEGMENTED_TO_VIRTUAL(&gNoHitbox);
@@ -981,7 +981,7 @@ void Andross_80189B70(Boss* boss) {
                 case 30:
                     gRadioState = 0;
                     Radio_PlayMessage(gMsg_ID_20318, RCID_FOX);
-                    gPlayer[0].timer_220 = 200;
+                    gPlayer[0].radioDamageTimer = 200;
                     break;
                 case 350:
                     Radio_PlayMessage(gMsg_ID_19468, RCID_JAMES);
@@ -1003,15 +1003,15 @@ void Andross_80189B70(Boss* boss) {
                     gPlayer[0].pos.x = -25995.0f;
                     gPlayer[0].pos.y = 300.0f;
                     gPlayer[0].pos.z = -11140.0f;
-                    gPlayer[0].unk_08C = 0.0f;
-                    gPlayer[0].unk_114 = 271.0f;
-                    gPlayer[0].boostSpeed = gPlayer[0].unk_4D8 = gPlayer[0].unk_0E8 = gPlayer[0].unk_0E4 =
-                        gPlayer[0].unk_0EC = 0.0f;
-                    gPlayer[0].unk_12C = 150.0f;
+                    gPlayer[0].camDist = 0.0f;
+                    gPlayer[0].yRot_114 = 271.0f;
+                    gPlayer[0].boostSpeed = gPlayer[0].aerobaticPitch = gPlayer[0].rot.y = gPlayer[0].rot.x =
+                        gPlayer[0].rot.z = 0.0f;
+                    gPlayer[0].zRotBank = 150.0f;
                     gPlayer[0].camRoll = -90.0f;
                     gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                    gPlayer[0].unk_1D0 = 100;
-                    gPlayer[0].timer_1F8 = 240;
+                    gPlayer[0].csState = 100;
+                    gPlayer[0].csTimer = 240;
                     gPlayer[0].unk_234 = 1;
                     D_ctx_80177A48[5] = -1200.0f;
 
@@ -1044,12 +1044,12 @@ void Andross_80189B70(Boss* boss) {
             boss->obj.pos.y = 10000.0f;
 
             if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && ((gGameFrameCount % 4) == 0)) {
-                Matrix_RotateY(gCalcMatrix, (gPlayer[0].unk_114 + gPlayer[0].unk_0E8) * M_DTOR, 0U);
+                Matrix_RotateY(gCalcMatrix, (gPlayer[0].yRot_114 + gPlayer[0].rot.y) * M_DTOR, 0U);
                 vec.x = RAND_FLOAT_CENTERED(800.0f);
                 vec.y = 600.0f;
                 vec.z = RAND_FLOAT(1000.0f) + -3000.0f;
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp64);
-                Andross_80189B00(gPlayer[0].pos.x + sp64.x, sp64.y, gPlayer[0].unk_138 + sp64.z, 1.2f);
+                Andross_80189B00(gPlayer[0].pos.x + sp64.x, sp64.y, gPlayer[0].trueZpos + sp64.z, 1.2f);
             }
             if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_STANDBY) {
                 Matrix_RotateY(gCalcMatrix, -gPlayer[0].camYaw, MTXF_NEW);
@@ -1104,17 +1104,17 @@ void Andross_80189B70(Boss* boss) {
     Matrix_MultVec3fNoTranslate(gCalcMatrix, &vec, &sp64);
     boss->vel.x = sp64.x;
     boss->vel.y = sp64.y;
-    boss->vel.z = sp64.z - D_ctx_80177D08;
+    boss->vel.z = sp64.z - gPathVelZ;
     if (boss->state < 20) {
         gRadarMarks[59].status = 1;
         gRadarMarks[59].type = 102;
         gRadarMarks[59].pos.x = boss->obj.pos.x;
         gRadarMarks[59].pos.y = boss->obj.pos.y;
         gRadarMarks[59].pos.z = boss->obj.pos.z;
-        gRadarMarks[59].unk_10 = boss->unk_078.y + 180.0f;
+        gRadarMarks[59].yRot = boss->unk_078.y + 180.0f;
     }
-    gActors[10].info.unk_1C = 1.0f;
-    gActors[11].info.unk_1C = 1.0f;
+    gActors[10].info.targetOffset = 1.0f;
+    gActors[11].info.targetOffset = 1.0f;
     if (boss->swork[5] != 0) {
         boss->swork[5]--;
         if (boss->swork[5] == 0) {
@@ -1128,13 +1128,13 @@ void Andross_80189B70(Boss* boss) {
         gActors[10].obj.pos.z = boss->obj.pos.z + 200.0f;
         gActors[10].state = 0;
         gActors[10].timer_0C2 = 20;
-        gActors[10].info.unk_1C = 0.0f;
+        gActors[10].info.targetOffset = 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].state = 0;
         gActors[11].timer_0C2 = 20;
-        gActors[11].info.unk_1C = 0.0f;
+        gActors[11].info.targetOffset = 0.0f;
     }
     Math_SmoothStepToF(&boss->fwork[21], boss->fwork[22], 1.0f, 6.0f, 0);
     Math_SmoothStepToF(&boss->fwork[23], boss->fwork[24], 0.3f, 0.01f, 0);
@@ -1291,8 +1291,8 @@ void Andross_8018BDD8(void) {
 void Andross_8018C390(Player* player) {
 
     player->boostCooldown = 1;
-    player->unk_280 = 0;
-    switch (player->unk_1D0) {
+    player->barrelRollAlpha = 0;
+    switch (player->csState) {
         case 2:
         case 3:
             break;
@@ -1300,7 +1300,7 @@ void Andross_8018C390(Player* player) {
             Math_SmoothStepToF(&player->pos.x, gBosses[0].obj.pos.x, 0.5f, 30.0f, 0);
             Math_SmoothStepToF(&player->pos.y, gBosses[0].obj.pos.y - 150.0f, 0.5f, 30.0f, 0);
             Math_SmoothStepToF(&player->pos.z, gBosses[0].obj.pos.z - 100.0f, 0.5f, 60.0f, 0);
-            D_ctx_80177D20 = player->unk_144 = -player->pos.z;
+            gPathProgress = player->zPath = -player->pos.z;
             Math_SmoothStepToF(&player->cam.eye.z, 2000.0f, 0.05f, 20.0f, 0);
             Math_SmoothStepToF(&player->cam.eye.x, 0.0f, 0.05f, 10.0f, 0);
             Math_SmoothStepToF(&player->cam.eye.y, 0.0f, 0.05f, 10.0f, 0);
@@ -1309,29 +1309,29 @@ void Andross_8018C390(Player* player) {
             Math_SmoothStepToF(&player->cam.at.z, 100.0f, 0.05f, 10.0f, 0.0f);
             break;
         case 1:
-            player->unk_0E4 += 15.0f;
+            player->rot.x += 15.0f;
 
-            if (player->unk_0E4 > 180.0f) {
-                player->unk_0E4 -= 360.0f;
+            if (player->rot.x > 180.0f) {
+                player->rot.x -= 360.0f;
             }
-            player->unk_0E8 += 9.0f;
-            if (player->unk_0E8 > 180.0f) {
-                player->unk_0E8 -= 360.0f;
+            player->rot.y += 9.0f;
+            if (player->rot.y > 180.0f) {
+                player->rot.y -= 360.0f;
             }
             Math_SmoothStepToF(&player->cam.eye.z, 400.0f, 0.05f, 20.0f, 0.0f);
-            if (player->timer_1F8 != 0) {
+            if (player->csTimer != 0) {
                 if (gControllerPress[gMainController].button != 0) {
-                    player->timer_1F8--;
+                    player->csTimer--;
                 }
             }
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
                 player->unk_014 = 0.0f;
                 player->unk_018 = 0.0f;
             }
             break;
     }
-    player->unk_138 = player->pos.z + player->unk_08C;
+    player->trueZpos = player->pos.z + player->camDist;
     func_play_800A46A0(player);
 }
 
@@ -1380,7 +1380,7 @@ void Andross_8018C7A0(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3
     effect->unk_60.x = RAND_FLOAT(10.0f) + 10.0f;
     effect->unk_60.y = RAND_FLOAT(10.0f) + 10.0f;
     Object_SetInfo(&effect->info, effect->obj.id);
-    effect->info.unk_10 = 100.0f;
+    effect->info.cullDistance = 100.0f;
 }
 
 void Andross_8018C8D4(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, s32 arg6) {
@@ -1412,7 +1412,7 @@ void Andross_8018C958(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f3
     effect->unk_60.z = RAND_FLOAT_CENTERED(20.0f);
     Object_SetInfo(&effect->info, effect->obj.id);
     effect->info.unk_14 = 1;
-    effect->info.unk_10 = 100.0f;
+    effect->info.cullDistance = 100.0f;
 }
 
 void Andross_8018CA50(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale) {
@@ -1465,13 +1465,13 @@ void Andross_8018CAD4(Effect* effect) {
                 Matrix_MultVec3f(gCalcMatrix, &vec, &vel);
                 effect->vel.x = vel.x;
                 effect->vel.y = vel.y;
-                effect->vel.z = vel.z - D_ctx_80177D08;
+                effect->vel.z = vel.z - gPathVelZ;
                 if ((fabsf(effect->obj.pos.x - gBosses[0].obj.pos.x) <= 100.0f) &&
                     (fabsf(effect->obj.pos.z - (gBosses[0].obj.pos.z - 100.0f)) <= 100.0f)) {
                     Object_Kill(&effect->obj, effect->sfxSource);
                 }
             } else {
-                effect->info.unk_10 = 100.0f;
+                effect->info.cullDistance = 100.0f;
                 Math_SmoothStepToF(&effect->vel.x, 0.0f, 0.05f, 1.0f, 0);
                 Math_SmoothStepToF(&effect->vel.y, 0.0f, 0.05f, 1.0f, 0);
                 Math_SmoothStepToF(&effect->vel.z, 70.0f, 0.05f, 2.0f, 0);
@@ -1602,7 +1602,7 @@ void Andross_8018D2B0(Boss* boss) {
                         boss->state = 31;
                         boss->timer_050 = 200;
                         gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                        gPlayer[0].unk_1D0 = 0;
+                        gPlayer[0].csState = 0;
                     } else if (boss->health < 50) {
                         AUDIO_PLAY_SFX(0x2943500F, boss->sfxSource, 4);
                     } else {
@@ -1840,7 +1840,7 @@ void Andross_8018DBF0(Boss* boss) {
     if (player->unk_234 != 0) {
         xDisplacement = gPlayer[0].pos.x - boss->vwork[2].x;
         yDisplacement = gPlayer[0].pos.y - boss->vwork[2].y;
-        zDisplacement = gPlayer[0].unk_138 - boss->vwork[2].z;
+        zDisplacement = gPlayer[0].trueZpos - boss->vwork[2].z;
         yaw = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement));
         pitch = Math_RadToDeg(Math_Atan2F(yDisplacement, sqrtf(SQ(xDisplacement) + SQ(zDisplacement))));
 
@@ -1865,7 +1865,7 @@ void Andross_8018DBF0(Boss* boss) {
     if (player->unk_234 != 0) {
         xDisplacement = gPlayer[0].pos.x - boss->vwork[3].x;
         yDisplacement = gPlayer[0].pos.y - boss->vwork[3].y;
-        zDisplacement = gPlayer[0].unk_138 - boss->vwork[3].z;
+        zDisplacement = gPlayer[0].trueZpos - boss->vwork[3].z;
         yaw = Math_RadToDeg(Math_Atan2F(xDisplacement, zDisplacement));
         pitch = Math_RadToDeg(Math_Atan2F(yDisplacement, sqrtf(SQ(xDisplacement) + SQ(zDisplacement))));
         if ((yaw > 30.0f) && (yaw < 180.0f)) {
@@ -2332,8 +2332,8 @@ void Andross_8018DBF0(Boss* boss) {
             }
             if ((boss->unk_04C == 13) && (player->state_1C8 == PLAYERSTATE_1C8_ANDROSS_MOUTH)) {
                 player->unk_234 = 1;
-                player->unk_1D0 = 1;
-                player->timer_1F8 = 60;
+                player->csState = 1;
+                player->csTimer = 60;
                 player->timer_498 = 50;
                 boss->swork[8] = 0;
                 gControllerRumbleTimers[0] = 30;
@@ -2371,7 +2371,7 @@ void Andross_8018DBF0(Boss* boss) {
             if ((boss->timer_050 > 70) && (boss->timer_050 < 1000) && ((gGameFrameCount % 4) == 0)) {
                 Andross_8018C734(gPlayer[0].cam.eye.x + RAND_FLOAT_CENTERED(3000.0f),
                                  gPlayer[0].cam.eye.y + RAND_FLOAT_CENTERED(3000.0f),
-                                 gPlayer[0].cam.eye.z - D_ctx_80177D20, RAND_INT(7.9));
+                                 gPlayer[0].cam.eye.z - gPathProgress, RAND_INT(7.9));
             }
             if (boss->timer_050 > 0) {
                 playerShot = gPlayerShots;
@@ -2412,14 +2412,14 @@ void Andross_8018DBF0(Boss* boss) {
                 Math_SmoothStepToF(&player->pos.x, boss->obj.pos.x, 0.1f, boss->fwork[16], 0);
                 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) {
+                if (fabsf(player->trueZpos - boss->obj.pos.z) < 200.0f) {
                     boss->state = 15;
                     boss->swork[8] = 1;
                     boss->fwork[9] = 0.2f;
                     boss->unk_04C = 0;
                     if (player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
                         player->state_1C8 = PLAYERSTATE_1C8_ANDROSS_MOUTH;
-                        player->unk_1D0 = 0;
+                        player->csState = 0;
                     }
                     break;
                 }
@@ -3139,7 +3139,7 @@ void Andross_801928C8(Boss* boss) {
         Matrix_Pop(&gGfxMatrix);
         Matrix_Push(&gGfxMatrix);
         if (boss->fwork[20] > 0.05f) {
-            Matrix_Translate(gGfxMatrix, boss->vwork[10].x, boss->vwork[10].y, boss->vwork[10].z + D_ctx_80177D20,
+            Matrix_Translate(gGfxMatrix, boss->vwork[10].x, boss->vwork[10].y, boss->vwork[10].z + gPathProgress,
                              MTXF_APPLY);
             if (boss->fwork[21] > 0.05f) {
                 Matrix_Push(&gGfxMatrix);
@@ -3221,13 +3221,13 @@ void Andross_80192E94(Actor* actor) {
                     actor->timer_0BC = 5;
                     otherActor->timer_0BC = 5;
                     gTexturedLines[actor->index].mode = 50;
-                    gTexturedLines[actor->index].unk_28 = 1.0f;
-                    gTexturedLines[actor->index].unk_04.x = actor->obj.pos.x;
-                    gTexturedLines[actor->index].unk_04.y = actor->obj.pos.y;
-                    gTexturedLines[actor->index].unk_04.z = actor->obj.pos.z;
-                    gTexturedLines[actor->index].unk_10.x = otherActor->obj.pos.x;
-                    gTexturedLines[actor->index].unk_10.y = otherActor->obj.pos.y;
-                    gTexturedLines[actor->index].unk_10.z = otherActor->obj.pos.z;
+                    gTexturedLines[actor->index].xyScale = 1.0f;
+                    gTexturedLines[actor->index].posAA.x = actor->obj.pos.x;
+                    gTexturedLines[actor->index].posAA.y = actor->obj.pos.y;
+                    gTexturedLines[actor->index].posAA.z = actor->obj.pos.z;
+                    gTexturedLines[actor->index].posBB.x = otherActor->obj.pos.x;
+                    gTexturedLines[actor->index].posBB.y = otherActor->obj.pos.y;
+                    gTexturedLines[actor->index].posBB.z = otherActor->obj.pos.z;
                     gTexturedLines[actor->index].timer = 3;
                     break;
                 }
@@ -3241,8 +3241,8 @@ void Andross_80192E94(Actor* actor) {
             break;
     }
 
-    if (actor->unk_0D0 != 0) {
-        actor->unk_0D0 = 0;
+    if (actor->dmgType != 0) {
+        actor->dmgType = 0;
         actor->health -= actor->damage;
         if (actor->health <= 0) {
             func_effect_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 5.0f);
@@ -3284,7 +3284,7 @@ void Andross_80193380(Scenery* scenery) {
 
     switch (scenery->state) {
         case 0:
-            if (fabsf(scenery->obj.pos.z - gPlayer[0].unk_138) < 1800.0f) {
+            if (fabsf(scenery->obj.pos.z - gPlayer[0].trueZpos) < 1800.0f) {
                 scenery->state = 1;
                 scenery->info.hitbox = SEGMENTED_TO_VIRTUAL(D_ANDROSS_C038AC4);
             }
@@ -3351,7 +3351,7 @@ void Andross_80193668(Scenery* scenery, f32 xPos, f32 yPos, f32 zPos, s32 arg4)
     scenery->unk_60 = -40.0f;
     Object_SetInfo(&scenery->info, scenery->obj.id);
     scenery->timer_4C = (arg4 * 50) + 100;
-    scenery->info.unk_10 = 100000.0f;
+    scenery->info.cullDistance = 100000.0f;
 }
 
 void Andross_80193710(void) {
@@ -3410,7 +3410,7 @@ void Andross_801939A0(s32 actorIndex) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = 0.0f;
     actor->obj.pos.y = gPlayer[0].cam.at.y;
     actor->obj.pos.z = 0.0f;
@@ -3443,7 +3443,7 @@ void Andross_80193AE4(s32 actorIndex) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i6_801A6878[actorIndex].x;
     actor->obj.pos.y = D_i6_801A6878[actorIndex].y;
     actor->obj.pos.z = D_i6_801A6878[actorIndex].z;
@@ -3486,33 +3486,33 @@ void Andross_80193C4C(Player* player) {
 
     Math_SmoothStepToF(D_ctx_80177A48, 1.0f, 1.0f, 0.01f, 0.0f);
     player->wings.unk_04 = player->wings.unk_08 = player->wings.unk_0C = player->wings.unk_10 = 0.0f;
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             player->wings.modelId = 1;
             D_ctx_80177A48[0] = 0.0f;
-            if (player->unk_4D8 > 180.0f) {
-                player->unk_4D8 -= 360.0f;
+            if (player->aerobaticPitch > 180.0f) {
+                player->aerobaticPitch -= 360.0f;
             }
-            player->unk_1D0++;
-            player->timer_1F8 = 50;
+            player->csState++;
+            player->csTimer = 50;
             player->vel.z = -40.0f;
             /* fallthrough */
         case 1:
-            Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
+            Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
             Math_SmoothStepToF(&boss->vel.z, -40.0f, 1.0f, 1.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 10.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 10.0f, 0.0f);
             Math_SmoothStepToF(&player->vel.x, 0.0f, 1.0f, 3.0f, 0.0f);
             Math_SmoothStepToF(&player->vel.y, 0.0f, 1.0f, 3.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.eye.x, player->pos.x, 0.1f, 15.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.eye.y, player->pos.y + 30.0f, 0.1f, 15.0f, 0.0f);
-            if (player->timer_1F8 == 0) {
-                player->pos.y += SIN_DEG(player->unk_0E4) * 15.0f;
-                Math_SmoothStepToF(&player->unk_0E4, 180.0f, 0.1f, 5.0f, 0.0f);
+            if (player->csTimer == 0) {
+                player->pos.y += SIN_DEG(player->rot.x) * 15.0f;
+                Math_SmoothStepToF(&player->rot.x, 180.0f, 0.1f, 5.0f, 0.0f);
                 Math_SmoothStepToF(&player->vel.z, 40.0f, 1.0f, 2.0f, 0.0f);
             } else {
-                Math_SmoothStepToF(&player->unk_08C, 0.0f, 1.0f, 5.0f, 0.0f);
-                Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 10.0f, 0.0f);
+                Math_SmoothStepToF(&player->camDist, 0.0f, 1.0f, 5.0f, 0.0f);
+                Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 10.0f, 0.0f);
             }
             player->cam.eye.z += player->vel.z * 0.5f;
             switch (gCsFrameCount) {
@@ -3529,7 +3529,7 @@ void Andross_80193C4C(Player* player) {
                     D_ctx_80177AB0 = 0;
                     break;
                 case 111:
-                    player->unk_1D0 = 2;
+                    player->csState = 2;
                     AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
                     player->unk_190 = player->unk_194 = 7.0f;
                     D_ctx_80177A48[0] = 0.0f;
@@ -3543,7 +3543,7 @@ void Andross_80193C4C(Player* player) {
             }
             gCsCamAtX = gBosses[0].obj.pos.x;
             gCsCamAtY = gBosses[0].obj.pos.y;
-            gCsCamAtZ = gBosses[0].obj.pos.z + D_ctx_80177D20;
+            gCsCamAtZ = gBosses[0].obj.pos.z + gPathProgress;
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
             break;
         case 2:
@@ -3583,7 +3583,7 @@ void Andross_80193C4C(Player* player) {
             Math_SmoothStepToF(&D_ctx_80177A48[5], 3.0f, 1.0f, 0.05f, 0.0f);
             player->cam.eye.z += player->vel.z * D_ctx_80177A48[2];
             if (gCsFrameCount > 230) {
-                player->unk_08C -= 7.0f;
+                player->camDist -= 7.0f;
             }
             if (gCsFrameCount > 230) {
                 Math_SmoothStepToF(&D_ctx_80177A48[7], 3.0f, 1.0f, 0.1f, 0.0f);
@@ -3598,15 +3598,15 @@ void Andross_80193C4C(Player* player) {
 
             Math_SmoothStepToF(&player->cam.eye.x, D_ctx_80177A48[1] + player->pos.x, 0.1f, 15.0f, 0.0f);
             Math_SmoothStepToF(&player->cam.eye.y, player->pos.y + 30.0f, 0.1f, 15.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0EC, -180.0f, 0.02f, D_ctx_80177A48[6], 0.0f);
+            Math_SmoothStepToF(&player->rot.z, -180.0f, 0.02f, D_ctx_80177A48[6], 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[6], 3.0f, 1.0f, 0.05f, 0.0f);
             gCsCamAtX = player->pos.x;
             gCsCamAtY = player->pos.y;
-            gCsCamAtZ = player->unk_138 + D_ctx_80177D20;
+            gCsCamAtZ = player->trueZpos + gPathProgress;
             if (gCsFrameCount > 200) {
-                player->unk_25C += 0.03f;
-                if (player->unk_25C > 0.6f) {
-                    player->unk_25C = 0.6f;
+                player->contrailScale += 0.03f;
+                if (player->contrailScale > 0.6f) {
+                    player->contrailScale = 0.6f;
                 }
                 Math_SmoothStepToF(&player->camRoll, 3.0f, 0.5f, 0.1f, 0.0f);
                 Math_SmoothStepToF(D_ctx_801779A8, 70.0f, 1.0f, 2.0f, 0.0f);
@@ -3624,7 +3624,7 @@ void Andross_80193C4C(Player* player) {
                 case 25:
                     for (i = 0; i < 12; i++) {
                         Andross_80193668(&gScenery[i], player->pos.x, player->pos.y,
-                                         (player->cam.eye.z - D_ctx_80177D20) + (2195.0f * i), i);
+                                         (player->cam.eye.z - gPathProgress) + (2195.0f * i), i);
                     }
                     break;
                 case 150:
@@ -3638,8 +3638,8 @@ void Andross_80193C4C(Player* player) {
                     gCurrentLevel = LEVEL_VENOM_2;
                     gLevelPhase = 1;
                     gLevelMode = LEVELMODE_ALL_RANGE;
-                    player->unk_1D0 = 3;
-                    player->unk_144 = D_ctx_80177D20 = 0.0f;
+                    player->csState = 3;
+                    player->zPath = gPathProgress = 0.0f;
                     D_ctx_80177AB0 = D_ctx_80177A98 = 1;
                     player->cam.eye.x = 1200.0f;
                     player->cam.eye.z = 1200.0f;
@@ -3660,14 +3660,14 @@ void Andross_80193C4C(Player* player) {
                     func_play_800A594C();
                     gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
                     gFillScreenAlpha = gFillScreenAlphaTarget = 255;
-                    player->timer_1F8 = 2;
+                    player->csTimer = 2;
                     gCsFrameCount = 0;
                     D_ctx_80177A48[1] = 0.0f;
                     break;
             }
             break;
         case 3:
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
                 gFillScreenAlpha = gFillScreenAlphaTarget = 0;
             } else {
@@ -3704,7 +3704,7 @@ void Andross_80193C4C(Player* player) {
                 AUDIO_PLAY_BGM(SEQ_ID_VE_CLEAR | SEQ_FLAG);
             }
             if (gCsFrameCount == 150) {
-                player->unk_1D0++;
+                player->csState++;
                 D_ctx_80177A48[0] = 1.0f;
                 D_ctx_80177A48[1] = 1000.0f;
                 D_ctx_80177A48[2] = 0;
@@ -3784,7 +3784,7 @@ void Andross_80193C4C(Player* player) {
             }
             if (gCsFrameCount == 360) {
                 gCsFrameCount = 340;
-                player->unk_1D0++;
+                player->csState++;
                 D_ctx_80177A48[0] = 1.0f;
                 D_ctx_80177A48[1] = 0.0f;
                 D_ctx_80177A48[2] = 0.0f;
@@ -3804,7 +3804,7 @@ void Andross_80193C4C(Player* player) {
                 gActors[10].unk_0F4.x = gActors[10].unk_0F4.y = 0.0f;
                 gFillScreenAlpha = gFillScreenAlphaTarget = 255;
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 0;
-                player->timer_1F8 = 3;
+                player->csTimer = 3;
                 gStarCount = 500;
             }
             if (gCsFrameCount == 250) {
@@ -3812,7 +3812,7 @@ void Andross_80193C4C(Player* player) {
             }
             break;
         case 5:
-            if (player->timer_1F8 == 1) {
+            if (player->csTimer == 1) {
                 gFillScreenAlpha = gFillScreenAlphaTarget = 0;
             }
             if (gVenomHardClear != 0) {
@@ -3825,9 +3825,9 @@ void Andross_80193C4C(Player* player) {
                 }
                 if ((gCsFrameCount >= 920) && (gTeamShields[TEAM_ID_PEPPY] > 0)) {
                     if (gCsFrameCount == 920) {
-                        player->timer_1F8 = 25;
+                        player->csTimer = 25;
                     }
-                    gActors[10].fwork[19] = SIN_DEG(player->timer_1F8 * 40.0f) * 5.0f;
+                    gActors[10].fwork[19] = SIN_DEG(player->csTimer * 40.0f) * 5.0f;
                 } else {
                     if (gCsFrameCount < 850) {
                         switch (gCsFrameCount) {
@@ -3956,8 +3956,9 @@ void Andross_80193C4C(Player* player) {
             if (gPlayerGlareAlphas[0] > 255) {
                 gPlayerGlareAlphas[0] = 0;
             }
-            Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-            Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+            Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR),
+                           MTXF_APPLY);
             sp74.x = 0.0f;
             sp74.y = 0.0f;
             sp74.z = player->baseSpeed;
@@ -3965,7 +3966,7 @@ void Andross_80193C4C(Player* player) {
             player->vel.x = sp68.x;
             player->vel.z = sp68.z;
             player->vel.y = sp68.y;
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
                 player->unk_014 = 0.2f;
                 player->unk_018 = 0.0f;
@@ -3988,17 +3989,17 @@ void Andross_80193C4C(Player* player) {
             Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0);
             Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0);
             Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0);
-            Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 0.7f, 0.0f);
+            Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 0.7f, 0.0f);
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 0.4f, 0.0f);
             break;
     }
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 20.0f, 0.0f);
+    player->trueZpos = player->pos.z + player->camDist;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 20.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0);
diff --git a/src/overlays/ovl_i6/fox_sy.c b/src/overlays/ovl_i6/fox_sy.c
index 65882a27..06903226 100644
--- a/src/overlays/ovl_i6/fox_sy.c
+++ b/src/overlays/ovl_i6/fox_sy.c
@@ -26,7 +26,7 @@ f32 D_i6_801A8440[3];
 void SectorY_80197B30(Actor* actor, s32 timer) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = gPlayer[0].pos.x;
     actor->obj.pos.y = gPlayer[0].pos.y;
     actor->obj.pos.z = gPlayer[0].pos.z;
@@ -34,9 +34,9 @@ void SectorY_80197B30(Actor* actor, s32 timer) {
     actor->vel.x = gPlayer[0].vel.x;
     actor->vel.y = gPlayer[0].vel.y;
     actor->vel.z = gPlayer[0].vel.z;
-    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->obj.rot.x = gPlayer[0].xRot_120 + gPlayer[0].rot.x + gPlayer[0].aerobaticPitch;
+    actor->obj.rot.y = gPlayer[0].yRot_114 + gPlayer[0].rot.y + 180.0f;
+    actor->obj.rot.z = gPlayer[0].rot.z;
     actor->state = 5;
     actor->timer_04C = timer;
     actor->iwork[11] = 1;
@@ -98,7 +98,7 @@ void SectorY_Boss314_Init(Boss314* this) {
     if (gLevelMode == LEVELMODE_ON_RAILS) {
         if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) {
             gPlayer[0].state_1C8 = PLAYERSTATE_1C8_START_360;
-            gPlayer[0].unk_1D0 = 0;
+            gPlayer[0].csState = 0;
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 50);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 50);
         }
@@ -232,7 +232,7 @@ void SectorY_801983E4(Boss* boss) {
     SectorY_8019C194(boss, zSpeed, xSpeed);
 
     if (boss->swork[22] == 1) {
-        yAngle = gPlayer[0].unk_114 - 180.0f;
+        yAngle = gPlayer[0].yRot_114 - 180.0f;
         if (yAngle < 0.0f) {
             yAngle += 360.0f;
         }
@@ -425,16 +425,16 @@ void SectorY_80198F5C(Boss* boss) {
             if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_U_TURN)) {
                 gCsFrameCount = 0;
                 gPlayer[0].state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                gPlayer[0].timer_1F8 = 0;
-                gPlayer[0].unk_1D0 = gPlayer[0].timer_1F8;
-                gPlayer[0].unk_0E8 += gPlayer[0].unk_114;
-                if (gPlayer[0].unk_0E8 > 360.0f) {
-                    gPlayer[0].unk_0E8 -= 360.0f;
+                gPlayer[0].csTimer = 0;
+                gPlayer[0].csState = gPlayer[0].csTimer;
+                gPlayer[0].rot.y += gPlayer[0].yRot_114;
+                if (gPlayer[0].rot.y > 360.0f) {
+                    gPlayer[0].rot.y -= 360.0f;
                 }
-                if (gPlayer[0].unk_0E8 < 0.0f) {
-                    gPlayer[0].unk_0E8 += 360.0f;
+                if (gPlayer[0].rot.y < 0.0f) {
+                    gPlayer[0].rot.y += 360.0f;
                 }
-                gPlayer[0].unk_114 = 0.0f;
+                gPlayer[0].yRot_114 = 0.0f;
             }
             AUDIO_PLAY_SFX(0x2940D09A, boss->sfxSource, 4);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 30);
@@ -714,7 +714,7 @@ void SectorY_80199DAC(Boss* boss) {
     } else {
         Math_SmoothStepToF(&boss->vel.x, boss->fwork[11], 0.1f, 0.5f, 0.1f);
         Math_SmoothStepToF(&boss->vel.z, boss->fwork[13], 0.1f, 0.5f, 0.1f);
-        yAngle = gPlayer[0].unk_114 - 180.0f;
+        yAngle = gPlayer[0].yRot_114 - 180.0f;
         if (yAngle < 0.0f) {
             yAngle += 360.0f;
         }
@@ -1247,13 +1247,13 @@ void SectorY_8019BC14(Boss* boss) {
 
             gPlayer[0].pos.x = boss->fwork[0x12];
             gPlayer[0].pos.y = boss->fwork[0x13];
-            gPlayer[0].unk_138 = gPlayer[0].pos.z = boss->fwork[0x14];
+            gPlayer[0].trueZpos = gPlayer[0].pos.z = boss->fwork[0x14];
 
             func_effect_8007F11C(OBJ_EFFECT_354, boss->fwork[1], boss->fwork[2], boss->fwork[3], 100.0f);
 
             gPlayer[0].pos.x = sp4C;
             gPlayer[0].pos.y = sp48;
-            gPlayer[0].unk_138 = gPlayer[0].pos.z = sp44;
+            gPlayer[0].trueZpos = gPlayer[0].pos.z = sp44;
 
             if (boss->index == 0) {
                 AUDIO_PLAY_SFX(0x2901306E, boss->sfxSource, 4);
@@ -1632,7 +1632,7 @@ void SectorY_8019C888(Boss* boss) {
             radarMark->pos.x = boss->obj.pos.x;
             radarMark->pos.y = boss->obj.pos.y;
             radarMark->pos.z = boss->obj.pos.z;
-            radarMark->unk_10 = boss->unk_078.y + 180.0f;
+            radarMark->yRot = boss->unk_078.y + 180.0f;
         } else {
             radarMark = &gRadarMarks[boss->index + 4];
             radarMark->status = 1;
@@ -1640,7 +1640,7 @@ void SectorY_8019C888(Boss* boss) {
             radarMark->pos.x = boss->obj.pos.x;
             radarMark->pos.y = boss->obj.pos.y;
             radarMark->pos.z = boss->obj.pos.z;
-            radarMark->unk_10 = boss->unk_078.y + 180.0f;
+            radarMark->yRot = boss->unk_078.y + 180.0f;
         }
 
         if (gBossFrameCount == 250) {
@@ -1902,7 +1902,7 @@ void SectorY_8019E2C4(Boss* boss) {
             Matrix_RotateZ(gGfxMatrix, -boss->obj.rot.z * M_DTOR, MTXF_APPLY);
             sp98 = gPlayer[0].cam.eye.x - boss->obj.pos.x;
             sp94 = gPlayer[0].cam.eye.y - boss->obj.pos.y;
-            sp90 = gPlayer[0].cam.eye.z - (boss->obj.pos.z + D_ctx_80177D20);
+            sp90 = gPlayer[0].cam.eye.z - (boss->obj.pos.z + gPathProgress);
             sp8C = -Math_Atan2F(sp98, sp90);
             sp9C = sqrtf(SQ(sp90) + SQ(sp98));
             sp88 = Math_Atan2F(sp94, sp9C);
@@ -2003,7 +2003,7 @@ void SectorY_8019EB80(void) {
         }
         Actor_Initialize(actor);
         actor->obj.status = OBJ_INIT;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
         actor->obj.pos.x = (D_i6_801A69FC[i].x * 0.5f) + gPlayer[0].pos.x + RAND_FLOAT_CENTERED_SEEDED(2000.0f);
         actor->obj.pos.y = D_i6_801A69FC[i].y + gPlayer[0].pos.y + RAND_FLOAT_SEEDED(1000.0f);
         actor->obj.pos.z = D_i6_801A69FC[i].z + gPlayer[0].pos.z + RAND_FLOAT_SEEDED(1000.0f);
@@ -2037,15 +2037,15 @@ void SectorY_LevelComplete(Player* player) {
     Boss* boss = &gBosses[0];
     f32 temp_ft1;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
-            player->unk_4D8 = 0.0f;
+            player->aerobaticPitch = 0.0f;
             player->camRoll = 0.0f;
             player->baseSpeed = 40.0f;
             player->boostSpeed = 0.0f;
             player->wings.unk_04 = player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 =
-                player->unk_130 = player->unk_12C = 0.0f;
+                player->zRotBarrelRoll = player->zRotBank = 0.0f;
             player->unk_234 = 1;
             D_ctx_80177A48[8] = Math_RadToDeg(
                 Math_Atan2F(gPlayer[0].cam.eye.x - boss->obj.pos.x, gPlayer[0].cam.eye.z - boss->obj.pos.z));
@@ -2071,7 +2071,7 @@ void SectorY_LevelComplete(Player* player) {
             Object_Kill(&gActors[3].obj, gActors[3].sfxSource);
             Object_Kill(&gActors[4].obj, gActors[4].sfxSource);
 
-            player->unk_1D0++;
+            player->csState++;
 
             D_ctx_80177A48[0] = 0.05f;
             if (Rand_ZeroOne() > 0.5f) {
@@ -2082,13 +2082,13 @@ void SectorY_LevelComplete(Player* player) {
             break;
 
         case 1:
-            Math_SmoothStepToF(&player->unk_0E4, 0, 0.1f, 5.0f, 0);
+            Math_SmoothStepToF(&player->rot.x, 0, 0.1f, 5.0f, 0);
             Math_SmoothStepToF(&player->pos.y, 400.0f, 0.05f, 3.0f, 0);
             temp1 = player->pos.x - boss->obj.pos.x;
             temp2 = player->pos.z - boss->obj.pos.z;
             temp_ft1 = Math_RadToDeg(Math_Atan2F(temp1, temp2));
-            temp_ft1 = Math_SmoothStepToAngle(&player->unk_0E8, temp_ft1, 0.5f, 2.0f, 0.0001f) * 30.0f;
-            Math_SmoothStepToAngle(&player->unk_0EC, -temp_ft1, 0.1f, 5.0f, 0.0001f);
+            temp_ft1 = Math_SmoothStepToAngle(&player->rot.y, temp_ft1, 0.5f, 2.0f, 0.0001f) * 30.0f;
+            Math_SmoothStepToAngle(&player->rot.z, -temp_ft1, 0.1f, 5.0f, 0.0001f);
 
             if (gCsFrameCount < 180) {
                 D_ctx_80177A48[8] += D_ctx_80177A48[9];
@@ -2100,8 +2100,8 @@ void SectorY_LevelComplete(Player* player) {
                 gCsCamEyeX = boss->obj.pos.x + sp54.x;
                 gCsCamEyeZ = boss->obj.pos.z + sp54.z;
             }
-            temp_ft1 = Math_SmoothStepToAngle(&player->unk_0E8, 283.0f, 0.1f, 3.0f, 0.0f);
-            Math_SmoothStepToF(&player->unk_0EC, temp_ft1 * 20.0f, 0.1f, 1.0f, 0);
+            temp_ft1 = Math_SmoothStepToAngle(&player->rot.y, 283.0f, 0.1f, 3.0f, 0.0f);
+            Math_SmoothStepToF(&player->rot.z, temp_ft1 * 20.0f, 0.1f, 1.0f, 0);
 
             for (i = 1; i < 4; i++) {
                 temp_ft1 = Math_SmoothStepToAngle(&gActors[i].unk_0F4.y, gActors[i].fwork[1], 0.1f, 3.0f, 0.0f);
@@ -2114,26 +2114,26 @@ void SectorY_LevelComplete(Player* player) {
             }
             if (gCsFrameCount == 230) {
                 D_ctx_80177A48[0] = 1.0f;
-                player->unk_1D0++;
+                player->csState++;
                 Play_ClearObjectData();
                 Audio_StopPlayerNoise(0);
                 Audio_KillSfxBySource(player->sfxSource);
                 gFillScreenAlpha = 250;
-                player->timer_1F8 = 50;
+                player->csTimer = 50;
                 player->baseSpeed = 0.0f;
-                player->unk_0E4 = 0.0f;
-                player->unk_0E8 = 0.0f;
-                player->unk_0EC = 0.0f;
+                player->rot.x = 0.0f;
+                player->rot.y = 0.0f;
+                player->rot.z = 0.0f;
             }
             break;
 
         case 2:
-            if (player->timer_1F8 == 0) {
+            if (player->csTimer == 0) {
                 player->unk_240 = 1;
                 player->pos.x = 0.0f;
                 player->pos.y = 3500.0f;
                 player->pos.z = 0.0f;
-                player->unk_1D0++;
+                player->csState++;
                 Audio_StartPlayerNoise(0);
                 AUDIO_PLAY_BGM(SEQ_ID_GOOD_END);
                 D_ctx_80177A98 = 0;
@@ -2203,7 +2203,7 @@ void SectorY_LevelComplete(Player* player) {
 
             if (gCsFrameCount > 1440) {
                 player->baseSpeed += 2.0f;
-                player->unk_0E4 += 0.1f;
+                player->rot.x += 0.1f;
                 Math_SmoothStepToF(&D_ctx_80177A48[2], 0.0f, 1.0f, 0.001f, 0);
                 player->unk_190 = 2.0f;
             } else if (D_ctx_80177A48[1] >= 92.0f) {
@@ -2219,7 +2219,7 @@ void SectorY_LevelComplete(Player* player) {
                 if (gFillScreenAlpha == 255) {
                     Audio_FadeOutAll(10);
                     player->state_1C8 = PLAYERSTATE_1C8_NEXT;
-                    player->timer_1F8 = 0;
+                    player->csTimer = 0;
                     gFadeoutType = 4;
                     gLeveLClearStatus[LEVEL_SECTOR_Y] = Play_CheckMedalStatus(150) + 1;
                 }
@@ -2338,8 +2338,8 @@ void SectorY_LevelComplete(Player* player) {
             break;
     }
 
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x) * M_DTOR), MTXF_APPLY);
     sp60.x = 0.0f;
     sp60.y = 0.0f;
     sp60.z = player->baseSpeed;
@@ -2350,18 +2350,18 @@ void SectorY_LevelComplete(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC;
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z;
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 50000.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 50000.0f, 0.0f);
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
 
 void SectorY_8019FF00(Actor* actor) {
@@ -2404,10 +2404,10 @@ void SectorY_8019FF00(Actor* actor) {
             break;
 
         case 7:
-            actor->unk_0F4.y = gPlayer[0].unk_0E8;
-            actor->unk_0F4.z = gPlayer[0].unk_0EC;
+            actor->unk_0F4.y = gPlayer[0].rot.y;
+            actor->unk_0F4.z = gPlayer[0].rot.z;
             Math_SmoothStepToF(&actor->obj.pos.y, 50.0f, 0.1f, 1.0f, 0.0f);
-            if (gPlayer[0].unk_0E8 == 0.0f) {
+            if (gPlayer[0].rot.y == 0.0f) {
                 Math_SmoothStepToF(&actor->obj.pos.x, 1300.0f, 1.0f, 2.0f, 0.0f);
             } else {
                 if (gCsFrameCount == 540) {
@@ -2428,8 +2428,8 @@ void SectorY_8019FF00(Actor* actor) {
                 Math_SmoothStepToF(&actor->obj.pos.x, -1000.0f, 1.0f, 20.0f, 0.0f);
                 Math_SmoothStepToAngle(&actor->unk_0F4.z, 45.0f, 1.0f, 4.0f, 0.0f);
             } else {
-                actor->unk_0F4.y = gPlayer[0].unk_0E8;
-                actor->unk_0F4.z = gPlayer[0].unk_0EC;
+                actor->unk_0F4.y = gPlayer[0].rot.y;
+                actor->unk_0F4.z = gPlayer[0].rot.z;
                 Math_SmoothStepToF(&actor->obj.pos.x, -230.0f, 1.0f, 13.0f, 0.0f);
             }
             break;
@@ -2444,8 +2444,8 @@ void SectorY_8019FF00(Actor* actor) {
                 Math_SmoothStepToF(&actor->obj.pos.x, 1500.0f, 1.0f, 20.0f, 0.0f);
                 Math_SmoothStepToAngle(&actor->unk_0F4.z, 315.0f, 1.0f, 2.0f, 0.0f);
             } else {
-                actor->unk_0F4.y = gPlayer[0].unk_0E8;
-                actor->unk_0F4.z = gPlayer[0].unk_0EC;
+                actor->unk_0F4.y = gPlayer[0].rot.y;
+                actor->unk_0F4.z = gPlayer[0].rot.z;
                 Math_SmoothStepToF(&actor->obj.pos.x, 150.0f, 1.0f, 13.0f, 0.0f);
             }
             break;
@@ -2477,7 +2477,7 @@ void SectorY_801A0510(Actor* actor, s32 arg1) {
 
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->obj.pos.x = D_i6_801A6A74[arg1].x;
     actor->obj.pos.y = D_i6_801A6A74[arg1].y;
     actor->obj.pos.z = D_i6_801A6A74[arg1].z;
@@ -2540,13 +2540,13 @@ void SectorY_801A06A4(Actor* actor, s32 arg1) {
     if (gTeamShields[1 + arg1] > 0) {
         Actor_Initialize(actor);
         actor->obj.status = OBJ_ACTIVE;
-        actor->obj.id = OBJ_ACTOR_195;
+        actor->obj.id = OBJ_ACTOR_CUTSCENE;
         actor->obj.pos.x = gPlayer[0].pos.x + D_i6_801A6AEC[arg1].x;
         actor->obj.pos.y = gPlayer[0].pos.y + D_i6_801A6AEC[arg1].y;
         actor->obj.pos.z = gPlayer[0].pos.z + D_i6_801A6AEC[arg1].z;
         actor->fwork[0] = gPlayer[0].baseSpeed;
-        actor->unk_0F4.y = gPlayer[0].unk_0E8;
-        actor->unk_0F4.z = gPlayer[0].unk_0EC;
+        actor->unk_0F4.y = gPlayer[0].rot.y;
+        actor->unk_0F4.z = gPlayer[0].rot.z;
         actor->state = arg1 + 7;
         actor->iwork[11] = 1;
         Object_SetInfo(&actor->info, actor->obj.id);
@@ -2561,7 +2561,7 @@ void SectorY_801A07FC(Actor* actor0, Actor* actor1) {
 
     Actor_Initialize(actor1);
     actor1->obj.status = OBJ_ACTIVE;
-    actor1->obj.id = OBJ_ACTOR_195;
+    actor1->obj.id = OBJ_ACTOR_CUTSCENE;
     actor0->fwork[6] = 1.8f;
     sp3C.x = -40.0f;
     sp3C.y = 0.0f;
@@ -2593,7 +2593,7 @@ void SectorY_801A07FC(Actor* actor0, Actor* actor1) {
 void SectorY_801A0A08(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 arg4) {
     Actor_Initialize(actor);
     actor->obj.status = OBJ_ACTIVE;
-    actor->obj.id = OBJ_ACTOR_195;
+    actor->obj.id = OBJ_ACTOR_CUTSCENE;
     actor->fwork[0] = arg4;
     actor->obj.pos.x = xPos;
     actor->obj.pos.y = yPos;
@@ -2617,13 +2617,13 @@ void SectorY_801A0AC0(Player* player) {
     f32 sp84;
     f32 sp80;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
             gCsFrameCount = 0;
             for (i = 0; i < 5; i++) {
                 SectorY_801A0510(&gActors[i + 5], i);
             }
-            player->unk_1D0 = 1;
+            player->csState = 1;
             player->cam.eye.x = gCsCamEyeX = -2000.0f;
             player->cam.eye.y = gCsCamEyeY = 0.0f;
             player->cam.eye.z = gCsCamEyeZ = -1700.0f;
@@ -2868,7 +2868,7 @@ void SectorY_801A0AC0(Player* player) {
                     gFillScreenAlpha = 255;
                     gFillScreenAlphaTarget = 0;
                     Object_Kill(&gActors[8].obj, gActors[8].sfxSource);
-                    player->unk_1D0++;
+                    player->csState++;
                     player->cam.eye.x = gCsCamEyeX = 0.0f;
                     player->cam.eye.y = gCsCamEyeY = 0.0f;
                     player->cam.eye.z = gCsCamEyeZ = 0.0f;
@@ -3051,7 +3051,7 @@ void SectorY_801A0AC0(Player* player) {
                     gActors[7].iwork[4] = 4;
                     gActors[7].iwork[5] = 0;
                     gActors[7].vel.x = -1.5f;
-                    player->unk_1D0++;
+                    player->csState++;
                     break;
             }
             break;
@@ -3122,16 +3122,16 @@ void SectorY_801A0AC0(Player* player) {
                 Math_SmoothStepToAngle(&gActors[5].obj.rot.y, 30.0f, 1.0f, 0.75f, 0.0f);
             }
 
-            if ((gCsFrameCount > 440) && (player->unk_0E8 != 0.0f)) {
+            if ((gCsFrameCount > 440) && (player->rot.y != 0.0f)) {
                 Math_SmoothStepToF(&gPlayer[0].pos.y, 0.0f, 0.1f, 5.0f, 0.0f);
-                Math_SmoothStepToAngle(&player->unk_0EC,
-                                       Math_SmoothStepToAngle(&player->unk_0E8, 0.0f, 1.0f, 0.7f, 0.0f) * 30.0f, 0.1f,
+                Math_SmoothStepToAngle(&player->rot.z,
+                                       Math_SmoothStepToAngle(&player->rot.y, 0.0f, 1.0f, 0.7f, 0.0f) * 30.0f, 0.1f,
                                        5.0f, 0);
                 Math_SmoothStepToF(&gPlayer[0].pos.x, 0.0f, 1.0f, 13.0f, 0.0f);
             }
 
-            if (player->unk_0E8 == 0.0f) {
-                Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 1.0f, 0.5f, 0);
+            if (player->rot.y == 0.0f) {
+                Math_SmoothStepToAngle(&player->rot.z, 0.0f, 1.0f, 0.5f, 0);
                 Math_SmoothStepToF(&gPlayer[0].pos.x, 0.0f, 1.0f, 2.0f, 0.0f);
             }
 
@@ -3207,8 +3207,8 @@ void SectorY_801A0AC0(Player* player) {
                     player->pos.y = 300.0f;
                     player->pos.z = 4000.0f;
                     player->baseSpeed = 40.0f;
-                    player->unk_0E8 = 80.0f;
-                    player->unk_0EC = 240.0f;
+                    player->rot.y = 80.0f;
+                    player->rot.z = 240.0f;
 
                     for (i = 0; i < 3; i++) {
                         SectorY_801A06A4(&gActors[i], i);
@@ -3272,13 +3272,13 @@ void SectorY_801A0AC0(Player* player) {
                     gActors[7].obj.rot.y = 140.0f;
                     gActors[5].fwork[0] = 2.8f;
                     AUDIO_PLAY_SFX(0x2902306C, gActors[5].sfxSource, 4);
-                    player->unk_1D0++;
+                    player->csState++;
                     break;
             }
             break;
 
         case 4:
-            Math_SmoothStepToAngle(&player->unk_0EC, 0.0f, 1.0f, 0.5f, 0);
+            Math_SmoothStepToAngle(&player->rot.z, 0.0f, 1.0f, 0.5f, 0);
             Math_SmoothStepToF(&gPlayer[0].pos.x, 0.0f, 1.0f, 1.0f, 0.0f);
             Math_SmoothStepToF(D_ctx_80177A48, 1.0f, 0.1f, 0.05f, 0.0f);
 
@@ -3286,7 +3286,7 @@ void SectorY_801A0AC0(Player* player) {
                 Math_SmoothStepToF(&gActors[5].obj.pos.z, -12000.0f, 1.0f, 100.0f, 1.0f);
                 Math_SmoothStepToF(&gActors[5].obj.pos.x, 0.0f, 1.0f, 40.0f, 1.0f);
                 Math_SmoothStepToF(&gActors[5].obj.pos.y, 13000.0f, 1.0f, 30.0f, 1.0f);
-                Math_SmoothStepToAngle(&player->unk_0E8, 0.0f, 1.0f, 0.5f, 0.0f);
+                Math_SmoothStepToAngle(&player->rot.y, 0.0f, 1.0f, 0.5f, 0.0f);
                 Math_SmoothStepToF(&player->pos.x, 0.0f, 1.0f, 1.0f, 0.0f);
             } else {
                 Math_SmoothStepToF(&gActors[5].obj.pos.z, -12000.0f, 1.0f, 100.0f, 1.0f);
@@ -3346,20 +3346,20 @@ void SectorY_801A0AC0(Player* player) {
                 gActors[8].obj.pos.z = -8100.0f;
                 gActors[9].obj.pos.z = -7100.0f;
                 D_ctx_80177A48[0] = 1.0f;
-                player->pos.z = player->unk_138 = 0.0f;
+                player->pos.z = player->trueZpos = 0.0f;
                 player->baseSpeed = gArwingSpeed;
                 AUDIO_PLAY_BGM(SEQ_ID_SECTOR_Y | SEQ_FLAG);
                 gLevelStartStatusScreenTimer = 100;
                 player->state_1C8 = PLAYERSTATE_1C8_ACTIVE;
-                player->unk_1D0 = 0;
-                player->timer_1F8 = 0;
-                player->timer_1FC = 0;
+                player->csState = 0;
+                player->csTimer = 0;
+                player->csEventTimer = 0;
                 gCsCamEyeX = player->pos.x;
                 gCsCamEyeY = (player->pos.y * player->unk_148) + 50.0f;
                 gCsCamEyeZ = 400.0f;
                 gCsCamAtX = player->pos.x;
                 gCsCamAtY = (player->pos.y * player->unk_148) + 20.0f;
-                gCsCamAtZ = player->unk_138;
+                gCsCamAtZ = player->trueZpos;
                 player->cam.eye.x = player->pos.x;
                 player->cam.eye.y = player->pos.y * player->unk_148;
                 player->cam.eye.y += 50.0f;
@@ -3367,7 +3367,7 @@ void SectorY_801A0AC0(Player* player) {
                 player->cam.at.x = player->pos.x;
                 player->cam.at.y = player->pos.y * player->unk_148;
                 player->cam.at.y += 20.0f;
-                player->cam.at.z = player->unk_138 - 41.0f;
+                player->cam.at.z = player->trueZpos - 41.0f;
 
                 for (i = 0; i < 11; i++) {
                     Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
@@ -3381,8 +3381,8 @@ void SectorY_801A0AC0(Player* player) {
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[0], 20000.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[0], 20000.0f, 0);
-    Matrix_RotateY(gCalcMatrix, (player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -(player->unk_0E4 * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -(player->rot.x * M_DTOR), MTXF_APPLY);
     spA4.x = 0.0f;
     spA4.y = 0.0f;
     spA4.z = player->baseSpeed;
@@ -3393,7 +3393,7 @@ void SectorY_801A0AC0(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z + player->unk_08C;
+    player->trueZpos = player->pos.z + player->camDist;
 }
 
 void SectorY_801A39FC(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, s32 arg7) {
@@ -3716,13 +3716,13 @@ void SectorY_Actor204_Update(Actor204* this) {
         this->info.hitbox = SEGMENTED_TO_VIRTUAL(D_SY_60340C0);
     }
 
-    if ((this->unk_0D0 != 0) && (this->unk_046 != 3)) {
+    if ((this->dmgType != 0) && (this->unk_046 != 3)) {
 
-        if (this->unk_0D0 == 2) {
-            this->unk_0D2 = 1;
+        if (this->dmgType == 2) {
+            this->dmgPart = 1;
         }
-        this->unk_0D0 = 0;
-        if (this->unk_0D2 == 0) {
+        this->dmgType = 0;
+        if (this->dmgPart == 0) {
             this->iwork[18] = 15;
             AUDIO_PLAY_SFX(0x29121007, this->sfxSource, 4);
 
@@ -3815,7 +3815,7 @@ void SectorY_Actor204_Draw(Actor204* this) {
         gDPSetEnvColor(gMasterDisp++, 255, 48, 0, 255);
         Matrix_Pop(&gGfxMatrix);
         Matrix_Push(&gGfxMatrix);
-        Matrix_Translate(gGfxMatrix, this->fwork[16], this->fwork[17], this->fwork[18] + D_ctx_80177D20, MTXF_APPLY);
+        Matrix_Translate(gGfxMatrix, this->fwork[16], this->fwork[17], this->fwork[18] + gPathProgress, MTXF_APPLY);
         Matrix_Scale(gGfxMatrix, scale, scale, scale, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
 
diff --git a/src/overlays/ovl_i6/fox_turret.c b/src/overlays/ovl_i6/fox_turret.c
index e517ea3d..e70a9689 100644
--- a/src/overlays/ovl_i6/fox_turret.c
+++ b/src/overlays/ovl_i6/fox_turret.c
@@ -8,7 +8,7 @@ void Turret_801A5560(Player* player, PlayerShot* shot, f32 xOffset, f32 yOffset,
     PlayerShot_Initialize(shot);
     Matrix_RotateY(gCalcMatrix, player->unk_000 * M_DTOR, MTXF_NEW);
     Matrix_RotateX(gCalcMatrix, player->unk_004 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, player->unk_0EC * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, player->rot.z * M_DTOR, MTXF_APPLY);
     Matrix_RotateY(gCalcMatrix, player->unk_180 * M_DTOR, MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
     sp4C.x = xOffset;
@@ -17,11 +17,11 @@ void Turret_801A5560(Player* player, PlayerShot* shot, f32 xOffset, f32 yOffset,
     Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp34);
     Matrix_RotateY(gCalcMatrix, player->unk_000 * M_DTOR, MTXF_NEW);
     Matrix_RotateX(gCalcMatrix, player->unk_004 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, player->unk_0EC * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, player->rot.z * M_DTOR, MTXF_APPLY);
     Matrix_RotateY(gCalcMatrix, player->unk_180 * M_DTOR, MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
-    Matrix_RotateY(gCalcMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gCalcMatrix, player->unk_0E4 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gCalcMatrix, player->rot.x * M_DTOR, MTXF_APPLY);
     sp4C.x = sp4C.y = 0.0f;
     sp4C.z = speed;
     Matrix_MultVec3f(gCalcMatrix, &sp4C, &sp40);
@@ -45,11 +45,11 @@ void Turret_801A5560(Player* player, PlayerShot* shot, f32 xOffset, f32 yOffset,
     shot->unk_50 = player->unk_004;
     shot->unk_54 = player->unk_000;
 
-    shot->obj.rot.z = player->unk_0EC;
+    shot->obj.rot.z = player->rot.z;
     shot->unk_60 = 0;
     shot->obj.id = shotId;
     shot->unk_64 = 40;
-    shot->unk_44 = 1.5f;
+    shot->scale = 1.5f;
 
     shot->playerNum = player->num;
 }
@@ -97,22 +97,22 @@ void Turret_801A58A8(Player* player) {
     for (i = 0; i < player->unk_1C0; i++) {
         if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].obj.id == OBJ_ACTOR_EVENT)) {
             gTexturedLines[i].mode = 3;
-            gTexturedLines[i].unk_24 = 1.0f;
+            gTexturedLines[i].zScale = 1.0f;
 
-            gTexturedLines[i].unk_04.x = player->pos.x;
-            gTexturedLines[i].unk_04.y = player->pos.y;
-            gTexturedLines[i].unk_04.z = player->pos.z - 100.0f;
+            gTexturedLines[i].posAA.x = player->pos.x;
+            gTexturedLines[i].posAA.y = player->pos.y;
+            gTexturedLines[i].posAA.z = player->pos.z - 100.0f;
 
             gTexturedLines[i].timer = 2;
 
-            gTexturedLines[i].unk_2C = 255;
-            gTexturedLines[i].unk_2D = 255;
-            gTexturedLines[i].unk_2E = 255;
-            gTexturedLines[i].unk_2F = 255;
+            gTexturedLines[i].red = 255;
+            gTexturedLines[i].green = 255;
+            gTexturedLines[i].blue = 255;
+            gTexturedLines[i].alpha = 255;
 
-            gTexturedLines[i].unk_10.x = gActors[i].obj.pos.x;
-            gTexturedLines[i].unk_10.y = gActors[i].obj.pos.y;
-            gTexturedLines[i].unk_10.z = gActors[i].obj.pos.z;
+            gTexturedLines[i].posBB.x = gActors[i].obj.pos.x;
+            gTexturedLines[i].posBB.y = gActors[i].obj.pos.y;
+            gTexturedLines[i].posBB.z = gActors[i].obj.pos.z;
         }
     }
     if (gControllerHold[player->num].button & R_TRIG) {
@@ -136,7 +136,7 @@ void Turret_801A5AD4(Player* player) {
     player->pos.z = gActors[player->unk_1B4].obj.pos.z;
     player->unk_000 = gActors[player->unk_1B4].obj.rot.y;
     player->unk_004 = gActors[player->unk_1B4].obj.rot.x;
-    player->unk_0EC = gActors[player->unk_1B4].obj.rot.z;
+    player->rot.z = gActors[player->unk_1B4].obj.rot.z;
     if (player->unk_1B0 < 2) {
         if (player->unk_1B0 == 0) {
             player->unk_1BC = 200;
@@ -151,14 +151,14 @@ void Turret_801A5AD4(Player* player) {
     }
     sp2C = (f32) gControllerPress[player->num].stick_x;
     sp28 = -(f32) gControllerPress[player->num].stick_y;
-    Math_SmoothStepToF(&player->unk_0E8, -sp2C * 0.35000002f, 0.5f, 2.0f, 0.00001f);
-    Math_SmoothStepToF(&player->unk_0E4, -sp28 * 0.3f, 0.5f, 2.0f, 0.00001f);
-    player->unk_138 = player->pos.z;
-    player->unk_140 = -gActors[player->unk_1B4].vel.z;
-    player->unk_144 += player->unk_140;
+    Math_SmoothStepToF(&player->rot.y, -sp2C * 0.35000002f, 0.5f, 2.0f, 0.00001f);
+    Math_SmoothStepToF(&player->rot.x, -sp28 * 0.3f, 0.5f, 2.0f, 0.00001f);
+    player->trueZpos = player->pos.z;
+    player->zPathVel = -gActors[player->unk_1B4].vel.z;
+    player->zPath += player->zPathVel;
 
-    D_ctx_80177D08 = player->unk_140;
-    D_ctx_80177D20 = player->unk_144;
+    gPathVelZ = player->zPathVel;
+    gPathProgress = player->zPath;
 
     if (!(gControllerHold[player->num].button & Z_TRIG) && (sqrtf((sp2C * sp2C) + (sp28 * sp28)) > 55.0f)) {
         if ((gControllerHold[player->num].button & R_CBUTTONS) || (sp2C > 40.0f)) {
@@ -215,9 +215,9 @@ void Turret_801A5FC0(Player* player) {
     sp3C.x = 0.0f;
     sp3C.y = 0.0f;
     sp3C.z = 100.0f;
-    Matrix_RotateY(gCalcMatrix, (player->unk_000 + (player->unk_134 * 0.3f)) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, (player->unk_004 + (player->unk_134 * 0.3f)) * M_DTOR, MTXF_APPLY);
-    Matrix_RotateZ(gCalcMatrix, player->unk_0EC * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->unk_000 + (player->damageShake * 0.3f)) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, (player->unk_004 + (player->damageShake * 0.3f)) * M_DTOR, MTXF_APPLY);
+    Matrix_RotateZ(gCalcMatrix, player->rot.z * M_DTOR, MTXF_APPLY);
     Matrix_RotateY(gCalcMatrix, player->unk_180 * M_DTOR, MTXF_APPLY);
     Matrix_RotateX(gCalcMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
     // unclear what values are being multiplied by 0.0f
@@ -226,10 +226,10 @@ void Turret_801A5FC0(Player* player) {
     Matrix_MultVec3f(gCalcMatrix, &sp3C, &sp30);
     player->cam.at.x = player->pos.x + sp30.x;
     player->cam.at.y = player->pos.y + sp30.y;
-    player->cam.at.z = player->pos.z + D_ctx_80177D20 + sp30.z;
+    player->cam.at.z = player->pos.z + gPathProgress + sp30.z;
     player->cam.eye.x = player->pos.x;
     player->cam.eye.y = player->pos.y;
-    player->cam.eye.z = player->pos.z + D_ctx_80177D20;
+    player->cam.eye.z = player->pos.z + gPathProgress;
 }
 
 void Turret_801A6164(Player* player) {
@@ -245,8 +245,8 @@ void Turret_801A6164(Player* player) {
     Matrix_Push(&gGfxMatrix);
     RCP_SetupDL_36();
     Matrix_Translate(gGfxMatrix, 0.0f, -100.0f, 0.0f, MTXF_APPLY);
-    Matrix_RotateY(gGfxMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gGfxMatrix, -player->unk_0E4 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gGfxMatrix, -player->rot.x * M_DTOR, MTXF_APPLY);
     if (player->unk_1B0 < 2) {
         Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -5000.0f + (player->unk_1BC * 25), MTXF_APPLY);
     } else {
@@ -263,15 +263,15 @@ void Turret_801A6164(Player* player) {
     }
     Matrix_Push(&gGfxMatrix);
     Matrix_Translate(gGfxMatrix, -100.0f, -100.0f, -200.0f + player->unk_1BC, MTXF_APPLY);
-    Matrix_RotateY(gGfxMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gGfxMatrix, -player->unk_0E4 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gGfxMatrix, -player->rot.x * M_DTOR, MTXF_APPLY);
     Matrix_Scale(gGfxMatrix, 1.0f, 1.0f, 1.0f, MTXF_APPLY);
     Matrix_SetGfxMtx(&gMasterDisp);
     Matrix_Pop(&gGfxMatrix);
     Matrix_Push(&gGfxMatrix);
     Matrix_Translate(gGfxMatrix, 100.0f, -100.0f, -200.0f + player->unk_1BC, MTXF_APPLY);
-    Matrix_RotateY(gGfxMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-    Matrix_RotateX(gGfxMatrix, -player->unk_0E4 * M_DTOR, MTXF_APPLY);
+    Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+    Matrix_RotateX(gGfxMatrix, -player->rot.x * M_DTOR, MTXF_APPLY);
     Matrix_Scale(gGfxMatrix, 1.0f, 1.0f, 1.0f, MTXF_APPLY);
     Matrix_SetGfxMtx(&gMasterDisp);
     Matrix_Pop(&gGfxMatrix);
@@ -280,16 +280,16 @@ void Turret_801A6164(Player* player) {
         gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 128);
         Matrix_Push(&gGfxMatrix);
         Matrix_Translate(gGfxMatrix, -100.0f, -100.0f, -200.0f + player->unk_1BC, MTXF_APPLY);
-        Matrix_RotateY(gGfxMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-        Matrix_RotateX(gGfxMatrix, -player->unk_0E4 * M_DTOR, MTXF_APPLY);
+        Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+        Matrix_RotateX(gGfxMatrix, -player->rot.x * M_DTOR, MTXF_APPLY);
         Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -188.0f, MTXF_APPLY);
         Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
         Matrix_Pop(&gGfxMatrix);
         Matrix_Push(&gGfxMatrix);
         Matrix_Translate(gGfxMatrix, 100.0f, -100.0f, -200.0f + player->unk_1BC, MTXF_APPLY);
-        Matrix_RotateY(gGfxMatrix, player->unk_0E8 * M_DTOR, MTXF_APPLY);
-        Matrix_RotateX(gGfxMatrix, -player->unk_0E4 * M_DTOR, MTXF_APPLY);
+        Matrix_RotateY(gGfxMatrix, player->rot.y * M_DTOR, MTXF_APPLY);
+        Matrix_RotateX(gGfxMatrix, -player->rot.x * M_DTOR, MTXF_APPLY);
         Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -188.0f, MTXF_APPLY);
         Matrix_Scale(gGfxMatrix, 2.0f, 2.0f, 2.0f, MTXF_APPLY);
         Matrix_SetGfxMtx(&gMasterDisp);
diff --git a/src/overlays/ovl_i6/fox_ve2.c b/src/overlays/ovl_i6/fox_ve2.c
index cac2d03d..2fc75bbf 100644
--- a/src/overlays/ovl_i6/fox_ve2.c
+++ b/src/overlays/ovl_i6/fox_ve2.c
@@ -61,8 +61,8 @@ void Venom2_UpdateEvents(Actor* this) {
                 player->pos.x = 0.0f;
                 player->pos.z = 16000.0f;
                 player->pos.y = 4350.0f;
-                player->unk_0E4 = -20.0f;
-                player->unk_114 = 0.0f;
+                player->rot.x = -20.0f;
+                player->yRot_114 = 0.0f;
                 this->timer_0BC = 210;
                 for (team = &gActors[1], i = 1; i < 4; i++, team++) {
                     team->obj.pos.x = D_i6_801A68B0[i - 1].x;
@@ -108,7 +108,7 @@ void Venom2_UpdateEvents(Actor* this) {
                 }
 
                 player->state_1C8 = PLAYERSTATE_1C8_LEVEL_COMPLETE;
-                player->unk_1D0 = 0;
+                player->csState = 0;
                 gLeveLClearStatus[gCurrentLevel] = 2;
                 D_ctx_80177C94 = gGoldRingCount[0];
                 D_ctx_80177C9C = player->shields + 1;
@@ -226,8 +226,8 @@ void Venom2_LevelStart(Player* player) {
         gFillScreenAlphaStep = 3;
         gFillScreenAlphaTarget = 0;
     }
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
     vec.x = 0.0f;
     vec.y = 0.0f;
     vec.z = player->baseSpeed + player->boostSpeed;
@@ -239,8 +239,8 @@ void Venom2_LevelStart(Player* player) {
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
 
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    player->unk_138 = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    player->trueZpos = player->pos.z;
     player->cam.eye.x = 50.0f;
     player->cam.eye.y = 1800.0f;
     player->cam.eye.z = 9000.0f;
@@ -267,11 +267,11 @@ void Venom2_LevelComplete(Player* player) {
     s32 pad2;
 
     Math_SmoothStepToF(&player->boostSpeed, 0.0f, 0.1f, 1.5f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E8, 0.0f, 0.1f, 1.5f, 0.0f);
-    Math_SmoothStepToF(&player->unk_0E4, 0.0f, 0.1f, 1.5f, 0.0f);
+    Math_SmoothStepToF(&player->rot.y, 0.0f, 0.1f, 1.5f, 0.0f);
+    Math_SmoothStepToF(&player->rot.x, 0.0f, 0.1f, 1.5f, 0.0f);
 
-    var_fa0 = -player->unk_120;
-    temp_fv1 = player->unk_0EC;
+    var_fa0 = -player->xRot_120;
+    temp_fv1 = player->rot.z;
 
     if (var_fa0 < -90.0f) {
         var_fa0 = 0.0f;
@@ -295,30 +295,30 @@ void Venom2_LevelComplete(Player* player) {
     sp90 = player->pos.y - (gBosses[0].obj.pos.y + 700.0f);
     sp8C = player->pos.z - gBosses[0].obj.pos.z;
 
-    switch (player->unk_1D0) {
+    switch (player->csState) {
         case 0:
-            player->unk_1D0++;
+            player->csState++;
             player->wings.unk_04 = player->wings.unk_0C = player->wings.unk_08 = player->wings.unk_10 = 0.0f;
             player->wings.modelId = 1;
             D_ctx_80177A48[0] = 0.0f;
             D_ctx_80177A48[1] = 0.1f;
             D_ctx_80177A48[3] = 0.0f;
             D_ctx_80177A48[4] = 0.0f;
-            player->timer_1F8 = 0;
+            player->csTimer = 0;
             if ((fabsf(sp94) < 4000.0f) && (fabsf(sp8C) < 4000.0f)) {
-                player->timer_1F8 = 250;
+                player->csTimer = 250;
                 sp64.x = 0.0f;
                 sp64.y = 0.0f;
                 sp64.z = 5000.0f;
-                Matrix_RotateY(gCalcMatrix, player->unk_114, MTXF_NEW);
+                Matrix_RotateY(gCalcMatrix, player->yRot_114, MTXF_NEW);
                 Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp64, &sp58);
                 D_ctx_80177A48[5] = sp58.x;
                 D_ctx_80177A48[6] = sp58.z;
             }
             if (gLevelPhase == 2) {
-                player->timer_1FC = 240;
+                player->csEventTimer = 240;
             } else {
-                player->timer_1FC = 180;
+                player->csEventTimer = 180;
             }
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM, 60);
             SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 60);
@@ -330,11 +330,11 @@ void Venom2_LevelComplete(Player* player) {
                 gFillScreenRed = gFillScreenGreen = gFillScreenBlue = 255;
             }
             Math_SmoothStepToF(&D_ctx_80177A48[1], 0.8f, 1.0f, 0.05f, 0.0f);
-            Math_SmoothStepToF(&player->unk_12C, 0.0f, 0.1f, 15.0f, 0.0f);
-            if (player->timer_1F8 == 1) {
+            Math_SmoothStepToF(&player->zRotBank, 0.0f, 0.1f, 15.0f, 0.0f);
+            if (player->csTimer == 1) {
                 D_ctx_80177A48[4] = 0.0f;
             }
-            if (player->timer_1F8 != 0) {
+            if (player->csTimer != 0) {
                 sp94 = player->pos.x - (gBosses[0].obj.pos.x + D_ctx_80177A48[5]);
                 sp90 = player->pos.y - (gBosses[0].obj.pos.y + 700.0f);
                 sp8C = player->pos.z - (gBosses[0].obj.pos.z + D_ctx_80177A48[6]);
@@ -342,12 +342,12 @@ void Venom2_LevelComplete(Player* player) {
             sp84 = Math_RadToDeg(Math_Atan2F(sp94, sp8C));
             sp8C = sqrtf(SQ(sp94) + SQ(sp8C));
             pad88 = Math_RadToDeg(-Math_Atan2F(sp90, sp8C));
-            Math_SmoothStepToAngle(&player->unk_120, pad88, 0.1f, D_ctx_80177A48[4], 0.0f);
-            pad80 = Math_SmoothStepToAngle(&player->unk_114, sp84, 0.1f, D_ctx_80177A48[4], 0.0f) * 20.0f;
-            Math_SmoothStepToF(&player->unk_0EC, pad80, 0.1f, 3.0f, 0.0f);
+            Math_SmoothStepToAngle(&player->xRot_120, pad88, 0.1f, D_ctx_80177A48[4], 0.0f);
+            pad80 = Math_SmoothStepToAngle(&player->yRot_114, sp84, 0.1f, D_ctx_80177A48[4], 0.0f) * 20.0f;
+            Math_SmoothStepToF(&player->rot.z, pad80, 0.1f, 3.0f, 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[4], 3.0f, 1.0f, 0.1f, 0.0f);
             Matrix_RotateX(gCalcMatrix, -(D_PI / 9), MTXF_NEW);
-            Matrix_RotateY(gCalcMatrix, (D_ctx_80177A48[3] + player->unk_114) * M_DTOR, MTXF_APPLY);
+            Matrix_RotateY(gCalcMatrix, (D_ctx_80177A48[3] + player->yRot_114) * M_DTOR, MTXF_APPLY);
             D_ctx_80177A48[3] += 1.0f;
             sp64.x = 0.0f;
             sp64.y = 0.0f;
@@ -358,14 +358,14 @@ void Venom2_LevelComplete(Player* player) {
             gCsCamEyeZ = player->pos.z + sp58.z;
             Math_SmoothStepToF(D_ctx_80177A48, 0.5f, 1.0f, 0.01f, 0.0f);
             Math_SmoothStepToF(&player->camRoll, 0.0f, 0.1f, 3.0f, 0.0f);
-            if ((player->timer_1F8 == 0) && (fabsf(sp94) < 50.0f) && (fabsf(sp8C) < 50.0f)) {
-                player->unk_1D0++;
+            if ((player->csTimer == 0) && (fabsf(sp94) < 50.0f) && (fabsf(sp8C) < 50.0f)) {
+                player->csState++;
                 D_ctx_80177A48[2] = 0.75f;
                 D_ctx_80177A48[3] = 0.0f;
                 D_ctx_80177A48[4] = 0.0f;
 
-                if (player->unk_120 >= 180.0f) {
-                    player->unk_120 -= 360.0f;
+                if (player->xRot_120 >= 180.0f) {
+                    player->xRot_120 -= 360.0f;
                 }
                 AUDIO_PLAY_SFX(0x09000002, player->sfxSource, 0);
                 player->unk_194 = 5.0f;
@@ -376,17 +376,17 @@ void Venom2_LevelComplete(Player* player) {
             break;
         case 2:
             player->unk_190 = 2.0f;
-            Math_SmoothStepToF(&player->unk_120, 270.0f, 0.1f, D_ctx_80177A48[2], 0.0f);
+            Math_SmoothStepToF(&player->xRot_120, 270.0f, 0.1f, D_ctx_80177A48[2], 0.0f);
             Math_SmoothStepToF(&D_ctx_80177A48[2], 4.0f, 1.0f, 0.05f, 0.0f);
-            if (player->unk_120 > 80.0f) {
-                Math_SmoothStepToF(&player->unk_12C, 10000.0f, 0.1f, 8.0f, 0.0f);
+            if (player->xRot_120 > 80.0f) {
+                Math_SmoothStepToF(&player->zRotBank, 10000.0f, 0.1f, 8.0f, 0.0f);
             }
-            if (player->unk_120 > 250.0f) {
+            if (player->xRot_120 > 250.0f) {
                 Math_SmoothStepToF(&player->pos.x, 0.0f, 0.3f, D_ctx_80177A48[3], 0.0f);
                 Math_SmoothStepToF(&player->pos.z, 0.0f, 0.3f, D_ctx_80177A48[3], 0.0f);
                 Math_SmoothStepToF(&D_ctx_80177A48[3], 30.0f, 1.0f, 1.0f, 0.0f);
             }
-            if (player->unk_120 > 200.0f) {
+            if (player->xRot_120 > 200.0f) {
                 Math_SmoothStepToF(&D_ctx_80177A48[4], 20.0f, 1.0f, 1.0f, 0.0f);
                 Math_SmoothStepToF(&gCsCamEyeX, player->pos.x, 0.1f, D_ctx_80177A48[4], 0.0f);
                 Math_SmoothStepToF(&gCsCamEyeY, player->pos.y + 200.0f, 0.1f, D_ctx_80177A48[4], 0.0f);
@@ -430,11 +430,11 @@ void Venom2_LevelComplete(Player* player) {
             }
             break;
     }
-    if (player->timer_1FC == 150) {
+    if (player->csEventTimer == 150) {
         Radio_PlayMessage(gMsg_ID_8215, RCID_FOX);
         AUDIO_PLAY_BGM(SEQ_ID_TO_ANDROSS | SEQ_FLAG);
     }
-    if (player->timer_1FC == 1) {
+    if (player->csEventTimer == 1) {
         if ((gTeamShields[TEAM_ID_SLIPPY] > 0) || (gTeamShields[TEAM_ID_FALCO] > 0) ||
             (gTeamShields[TEAM_ID_PEPPY] > 0)) {
             Radio_PlayMessage(gMsg_ID_8230, RCID_FALCO);
@@ -446,9 +446,9 @@ void Venom2_LevelComplete(Player* player) {
     }
     gCsCamAtX = player->pos.x;
     gCsCamAtY = player->pos.y;
-    gCsCamAtZ = player->unk_138;
-    Matrix_RotateY(gCalcMatrix, (player->unk_114 + player->unk_0E8 + 180.0f) * M_DTOR, MTXF_NEW);
-    Matrix_RotateX(gCalcMatrix, -((player->unk_120 + player->unk_0E4 + player->unk_4D8) * M_DTOR), MTXF_APPLY);
+    gCsCamAtZ = player->trueZpos;
+    Matrix_RotateY(gCalcMatrix, (player->yRot_114 + player->rot.y + 180.0f) * M_DTOR, MTXF_NEW);
+    Matrix_RotateX(gCalcMatrix, -((player->xRot_120 + player->rot.x + player->aerobaticPitch) * M_DTOR), MTXF_APPLY);
     sp64.x = 0.0f;
     sp64.y = 0.0f;
     sp64.z = player->baseSpeed + player->boostSpeed;
@@ -459,18 +459,18 @@ void Venom2_LevelComplete(Player* player) {
     player->pos.x += player->vel.x;
     player->pos.y += player->vel.y;
     player->pos.z += player->vel.z;
-    player->unk_138 = player->pos.z;
-    player->unk_0F8 = player->unk_0EC + player->unk_12C + player->unk_130;
-    Math_SmoothStepToF(&player->unk_130, 0.0f, 0.1f, 15.0f, 0.0f);
-    Math_SmoothStepToAngle(&player->unk_4D8, 0.0f, 0.1f, 5.0f, 0.0f);
+    player->trueZpos = player->pos.z;
+    player->bankAngle = player->rot.z + player->zRotBank + player->zRotBarrelRoll;
+    Math_SmoothStepToF(&player->zRotBarrelRoll, 0.0f, 0.1f, 15.0f, 0.0f);
+    Math_SmoothStepToAngle(&player->aerobaticPitch, 0.0f, 0.1f, 5.0f, 0.0f);
     Math_SmoothStepToF(&player->cam.eye.x, gCsCamEyeX, D_ctx_80177A48[0], 100.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.y, gCsCamEyeY, D_ctx_80177A48[0], 100.0f, 0);
     Math_SmoothStepToF(&player->cam.eye.z, gCsCamEyeZ, D_ctx_80177A48[0], 100.0f, 0);
     Math_SmoothStepToF(&player->cam.at.x, gCsCamAtX, D_ctx_80177A48[1], 100.0f, 0);
     Math_SmoothStepToF(&player->cam.at.y, gCsCamAtY, D_ctx_80177A48[1], 100.0f, 0);
     Math_SmoothStepToF(&player->cam.at.z, gCsCamAtZ, D_ctx_80177A48[1], 100.0f, 0);
-    player->unk_088 += 10.0f;
-    player->unk_080 = -SIN_DEG(player->unk_088) * 0.3f;
-    player->unk_0F4 += 8.0f;
-    player->unk_0F0 = SIN_DEG(player->unk_0F4);
+    player->bobPhase += 10.0f;
+    player->yBob = -SIN_DEG(player->bobPhase) * 0.3f;
+    player->rockPhase += 8.0f;
+    player->rockAngle = SIN_DEG(player->rockPhase);
 }
diff --git a/src/overlays/ovl_menu/fox_map.c b/src/overlays/ovl_menu/fox_map.c
index 35c81a42..86951da7 100644
--- a/src/overlays/ovl_menu/fox_map.c
+++ b/src/overlays/ovl_menu/fox_map.c
@@ -1340,7 +1340,7 @@ void Map_8019E99C(void) {
     gFillScreenRed = 0;
     gFillScreenGreen = 0;
     gFillScreenBlue = 0;
-    D_ctx_80177D20 = 0.0f;
+    gPathProgress = 0.0f;
 
     D_menu_801CF018 = 0;
 
@@ -1588,7 +1588,7 @@ void Map_8019F600(void) {
     //! @bug gPlanetPathStatus is 2 shorter than sPaths
     for (i = 0; i < ARRAY_COUNT(sPaths); i++) {
         gPlanetPathStatus[i] = 0;
-        gTexturedLines[i].unk_24 = 0.0f;
+        gTexturedLines[i].zScale = 0.0f;
     }
 
     for (i = 0; i < ARRAY_COUNT(gMissionMedal); i++) {
@@ -1639,7 +1639,7 @@ void Map_8019F83C(void) {
         }
 
         sPaths[i].alpha = 0;
-        gTexturedLines[i].unk_24 = 0.0f;
+        gTexturedLines[i].zScale = 0.0f;
     }
 }
 
@@ -4282,7 +4282,7 @@ void Map_801A6628(void) {
     Play_Setup();
 
     gSavedObjectLoadIndex = 0;
-    D_ctx_80177CB0 = 0.0f;
+    gSavedPathProgress = 0.0f;
     D_ctx_8017782C = 1;
 }
 
@@ -6113,9 +6113,9 @@ void Map_801AC200(s32 index) {
     f32 r2;
     Vec3f vec;
 
-    v.x = gTexturedLines[index].unk_10.x - gTexturedLines[index].unk_04.x;
-    v.y = gTexturedLines[index].unk_10.y - gTexturedLines[index].unk_04.y;
-    v.z = gTexturedLines[index].unk_10.z - gTexturedLines[index].unk_04.z;
+    v.x = gTexturedLines[index].posBB.x - gTexturedLines[index].posAA.x;
+    v.y = gTexturedLines[index].posBB.y - gTexturedLines[index].posAA.y;
+    v.z = gTexturedLines[index].posBB.z - gTexturedLines[index].posAA.z;
 
     r = VEC3F_MAG(&v);
 
@@ -6128,9 +6128,9 @@ void Map_801AC200(s32 index) {
         vec.y = (v.y / r) * (r / (sPaths[index].length - 1));
         vec.z = (v.z / r) * (r / (sPaths[index].length - 1));
 
-        D_menu_801CEEB0.x = gTexturedLines[index].unk_04.x + (vec.x * D_menu_801CEEA0);
-        D_menu_801CEEB0.y = gTexturedLines[index].unk_04.y + (vec.y * D_menu_801CEEA0);
-        D_menu_801CEEB0.z = gTexturedLines[index].unk_04.z + (vec.z * D_menu_801CEEA0);
+        D_menu_801CEEB0.x = gTexturedLines[index].posAA.x + (vec.x * D_menu_801CEEA0);
+        D_menu_801CEEB0.y = gTexturedLines[index].posAA.y + (vec.y * D_menu_801CEEA0);
+        D_menu_801CEEB0.z = gTexturedLines[index].posAA.z + (vec.z * D_menu_801CEEA0);
 
         switch (D_menu_801CEEA4) {
             case 0:
@@ -6167,17 +6167,17 @@ void Map_801AC200(s32 index) {
             return;
         }
     } else {
-        vec.x = (v.x / r) * gTexturedLines[index].unk_24;
-        vec.y = (v.y / r) * gTexturedLines[index].unk_24;
-        vec.z = (v.z / r) * gTexturedLines[index].unk_24;
+        vec.x = (v.x / r) * gTexturedLines[index].zScale;
+        vec.y = (v.y / r) * gTexturedLines[index].zScale;
+        vec.z = (v.z / r) * gTexturedLines[index].zScale;
 
-        D_menu_801CEEB0.x = gTexturedLines[index].unk_04.x + vec.x;
-        D_menu_801CEEB0.y = gTexturedLines[index].unk_04.y + vec.y;
-        D_menu_801CEEB0.z = gTexturedLines[index].unk_04.z + vec.z;
+        D_menu_801CEEB0.x = gTexturedLines[index].posAA.x + vec.x;
+        D_menu_801CEEB0.y = gTexturedLines[index].posAA.y + vec.y;
+        D_menu_801CEEB0.z = gTexturedLines[index].posAA.z + vec.z;
 
-        v.x = D_menu_801CEEB0.x - gTexturedLines[index].unk_04.x;
-        v.y = D_menu_801CEEB0.y - gTexturedLines[index].unk_04.y;
-        v.z = D_menu_801CEEB0.z - gTexturedLines[index].unk_04.z;
+        v.x = D_menu_801CEEB0.x - gTexturedLines[index].posAA.x;
+        v.y = D_menu_801CEEB0.y - gTexturedLines[index].posAA.y;
+        v.z = D_menu_801CEEB0.z - gTexturedLines[index].posAA.z;
         r2 = VEC3F_MAG(&v);
 
         if (((r / 9.0f) * 8.0f) < r2) {
@@ -6222,9 +6222,9 @@ void Map_801AC530(s32 index) {
 
     Matrix_Translate(gGfxMatrix, D_menu_801CEEB0.x, D_menu_801CEEB0.y, D_menu_801CEEB0.z, MTXF_APPLY);
 
-    Matrix_RotateY(gGfxMatrix, gTexturedLines[index].unk_20, MTXF_APPLY);
+    Matrix_RotateY(gGfxMatrix, gTexturedLines[index].yRot, MTXF_APPLY);
     Matrix_RotateX(gGfxMatrix, M_DTOR * -90.0f, MTXF_APPLY);
-    Matrix_RotateX(gGfxMatrix, gTexturedLines[index].unk_1C, MTXF_APPLY);
+    Matrix_RotateX(gGfxMatrix, gTexturedLines[index].xRot, MTXF_APPLY);
 
     Matrix_Scale(gGfxMatrix, 0.8f, 0.8f, 0.8f, MTXF_APPLY);
 
@@ -6346,16 +6346,16 @@ void Map_801AC9A0(s32 index) {
 
     gTexturedLines[index].mode = 4;
 
-    gTexturedLines[index].unk_04.x = srcPos.x;
-    gTexturedLines[index].unk_04.y = srcPos.y;
-    gTexturedLines[index].unk_04.z = srcPos.z;
+    gTexturedLines[index].posAA.x = srcPos.x;
+    gTexturedLines[index].posAA.y = srcPos.y;
+    gTexturedLines[index].posAA.z = srcPos.z;
 
-    gTexturedLines[index].unk_10.x = destPos.x;
-    gTexturedLines[index].unk_10.y = destPos.y;
-    gTexturedLines[index].unk_10.z = destPos.z;
+    gTexturedLines[index].posBB.x = destPos.x;
+    gTexturedLines[index].posBB.y = destPos.y;
+    gTexturedLines[index].posBB.z = destPos.z;
 
-    gTexturedLines[index].unk_20 = Math_Atan2F(x, z);
-    gTexturedLines[index].unk_1C = -Math_Atan2F(y, sqrtf(SQ(x) + SQ(z)));
+    gTexturedLines[index].yRot = Math_Atan2F(x, z);
+    gTexturedLines[index].xRot = -Math_Atan2F(y, sqrtf(SQ(x) + SQ(z)));
 
     switch (gPlanetPathStatus[index]) {
         case 1:
@@ -6364,9 +6364,9 @@ void Map_801AC9A0(s32 index) {
             break;
 
         case 11:
-            Math_SmoothStepToF(&gTexturedLines[index].unk_24, target, 0.1f, 100.0f, 4.0f);
-            gTexturedLines[index].unk_2F = 255;
-            if (gTexturedLines[index].unk_24 == target) {
+            Math_SmoothStepToF(&gTexturedLines[index].zScale, target, 0.1f, 100.0f, 4.0f);
+            gTexturedLines[index].alpha = 255;
+            if (gTexturedLines[index].zScale == target) {
                 Audio_KillSfxById(0x1900404D);
                 gPlanetPathStatus[index] = 4;
             }
@@ -6374,9 +6374,9 @@ void Map_801AC9A0(s32 index) {
 
         case 5:
         case 6:
-            Math_SmoothStepToF(&gTexturedLines[index].unk_24, target, 0.1f, 100.0f, 1.0f);
-            if (gTexturedLines[index].unk_24 == target) {
-                gTexturedLines[index].unk_24 = 0.0f;
+            Math_SmoothStepToF(&gTexturedLines[index].zScale, target, 0.1f, 100.0f, 1.0f);
+            if (gTexturedLines[index].zScale == target) {
+                gTexturedLines[index].zScale = 0.0f;
                 gPlanetPathStatus[index] = 6;
                 D_menu_801CEEAC = 255;
             }
@@ -6387,55 +6387,55 @@ void Map_801AC9A0(s32 index) {
             if (D_menu_801CD944 == 7) {
                 temp = 0.25f;
             }
-            Math_SmoothStepToF(&gTexturedLines[index].unk_24, target, temp, 100.0f, 4.0f);
-            gTexturedLines[index].unk_2F = 255;
-            if (gTexturedLines[index].unk_24 == target) {
+            Math_SmoothStepToF(&gTexturedLines[index].zScale, target, temp, 100.0f, 4.0f);
+            gTexturedLines[index].alpha = 255;
+            if (gTexturedLines[index].zScale == target) {
                 gPlanetPathStatus[index] = 3;
             }
             break;
 
         case 3:
         case 4:
-            gTexturedLines[index].unk_24 = target;
-            gTexturedLines[index].unk_2F = sPaths[index].alpha;
+            gTexturedLines[index].zScale = target;
+            gTexturedLines[index].alpha = sPaths[index].alpha;
             break;
     }
 
     if ((gPlanetPathStatus[index] == 1) || (gPlanetPathStatus[index] == 11) || (gPlanetPathStatus[index] == 4)) {
-        gTexturedLines[index].unk_2C = 32;
-        gTexturedLines[index].unk_2D = 32;
-        gTexturedLines[index].unk_2E = 32;
-        gTexturedLines[index].unk_28 = 4.0f;
+        gTexturedLines[index].red = 32;
+        gTexturedLines[index].green = 32;
+        gTexturedLines[index].blue = 32;
+        gTexturedLines[index].xyScale = 4.0f;
     } else {
         switch (sPaths[index].type) {
             case PL_PATH_BLU:
-                gTexturedLines[index].unk_2C = 16;
-                gTexturedLines[index].unk_2D = 64;
-                gTexturedLines[index].unk_2E = 255;
-                gTexturedLines[index].unk_28 = 8.0f;
+                gTexturedLines[index].red = 16;
+                gTexturedLines[index].green = 64;
+                gTexturedLines[index].blue = 255;
+                gTexturedLines[index].xyScale = 8.0f;
                 break;
 
             case PL_PATH_YLW:
-                gTexturedLines[index].unk_2C = 255;
-                gTexturedLines[index].unk_2D = 175;
-                gTexturedLines[index].unk_2E = 0;
-                gTexturedLines[index].unk_28 = 8.0f;
+                gTexturedLines[index].red = 255;
+                gTexturedLines[index].green = 175;
+                gTexturedLines[index].blue = 0;
+                gTexturedLines[index].xyScale = 8.0f;
                 break;
 
             case PL_PATH_RED:
-                gTexturedLines[index].unk_2C = 255;
-                gTexturedLines[index].unk_2D = 0;
-                gTexturedLines[index].unk_2E = 0;
-                gTexturedLines[index].unk_28 = 8.0f;
+                gTexturedLines[index].red = 255;
+                gTexturedLines[index].green = 0;
+                gTexturedLines[index].blue = 0;
+                gTexturedLines[index].xyScale = 8.0f;
                 break;
 
             case PL_WARP_YLW:
             case PL_WARP_RED:
-                gTexturedLines[index].unk_2C = 0;
-                gTexturedLines[index].unk_2D = 0;
-                gTexturedLines[index].unk_2E = 0;
-                gTexturedLines[index].unk_2F = 0;
-                gTexturedLines[index].unk_28 = 0.1f;
+                gTexturedLines[index].red = 0;
+                gTexturedLines[index].green = 0;
+                gTexturedLines[index].blue = 0;
+                gTexturedLines[index].alpha = 0;
+                gTexturedLines[index].xyScale = 0.1f;
                 break;
         }
     }
diff --git a/src/overlays/ovl_menu/fox_option.c b/src/overlays/ovl_menu/fox_option.c
index 9bbc8ea3..4086b924 100644
--- a/src/overlays/ovl_menu/fox_option.c
+++ b/src/overlays/ovl_menu/fox_option.c
@@ -804,7 +804,7 @@ void Option_TrainingUpdate(void) {
         gDrawMode = DRAW_NONE;
         Play_Setup();
         gSavedObjectLoadIndex = 0;
-        D_ctx_80177CB0 = 0.0f;
+        gSavedPathProgress = 0.0f;
         D_ctx_8017782C = 1;
         gControllerLock = 3;
         AUDIO_SET_SPEC(SFXCHAN_0, AUDIOSPEC_28);