From c7ef690bc2ca61694c8ca32a7a05e1f43433f542 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Philip=20Dub=C3=A9?= <159546+serprex@users.noreply.github.com> Date: Sun, 19 Apr 2026 18:56:01 +0000 Subject: [PATCH] func_$hex renaming from upstream (#6498) --- soh/include/functions.h | 14 +- .../Enhancements/randomizer/ShuffleCows.cpp | 2 +- .../Enhancements/randomizer/hook_handlers.cpp | 2 +- .../Enhancements/timesaver_hook_handlers.cpp | 6 +- soh/soh/Network/Anchor/HookHandlers.cpp | 4 +- soh/src/code/z_actor.c | 2 +- soh/src/code/z_horse.c | 28 +-- soh/src/code/z_parameter.c | 2 +- .../actors/ovl_Arms_Hook/z_arms_hook.c | 6 +- .../ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c | 104 ++++---- .../overlays/actors/ovl_Bg_Haka/z_bg_haka.c | 34 +-- .../ovl_Bg_Haka_Megane/z_bg_haka_megane.c | 12 +- .../ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c | 54 ++--- .../actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c | 98 ++++---- .../actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c | 52 ++-- .../ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c | 34 +-- .../ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c | 44 ++-- .../ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c | 26 +- .../ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c | 94 ++++---- .../actors/ovl_Boss_Ganon2/z_boss_ganon2.c | 16 +- .../overlays/actors/ovl_Demo_6K/z_demo_6k.c | 6 +- .../overlays/actors/ovl_Demo_Go/z_demo_go.c | 10 +- .../overlays/actors/ovl_Demo_Gt/z_demo_gt.c | 8 +- .../actors/ovl_Door_Shutter/z_door_shutter.c | 135 +++++------ .../overlays/actors/ovl_En_Bird/z_en_bird.c | 26 +- .../overlays/actors/ovl_En_Brob/z_en_brob.c | 82 +++---- soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c | 86 +++---- soh/src/overlays/actors/ovl_En_Cow/z_en_cow.h | 2 +- .../actors/ovl_En_Dodojr/z_en_dodojr.c | 227 +++++++++--------- soh/src/overlays/actors/ovl_En_Du/z_en_du.c | 6 +- soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c | 2 +- soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c | 4 +- .../overlays/actors/ovl_En_Horse/z_en_horse.c | 2 +- .../z_en_horse_link_child.c | 6 +- .../ovl_En_Horse_Zelda/z_en_horse_zelda.c | 38 +-- soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c | 64 ++--- soh/src/overlays/actors/ovl_En_Hy/z_en_hy.h | 2 +- soh/src/overlays/actors/ovl_En_In/z_en_in.c | 42 ++-- .../actors/ovl_En_Insect/z_en_insect.c | 154 ++++++------ .../actors/ovl_En_M_Thunder/z_en_m_thunder.c | 57 +++-- soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c | 62 ++--- soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h | 4 +- soh/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c | 64 ++--- soh/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c | 10 +- soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c | 196 +++++++-------- .../overlays/actors/ovl_En_Reeba/z_en_reeba.c | 130 +++++----- .../ovl_En_River_Sound/z_en_river_sound.c | 8 +- soh/src/overlays/actors/ovl_En_Rl/z_en_rl.c | 14 +- soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c | 6 +- .../ovl_En_Syateki_Niw/z_en_syateki_niw.c | 74 +++--- soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c | 224 ++++++++--------- soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c | 8 +- .../overlays/actors/ovl_En_Toryo/z_en_toryo.c | 26 +- .../actors/ovl_En_Weiyer/z_en_weiyer.c | 144 +++++------ .../ovl_Item_Etcetera/z_item_etcetera.c | 6 +- .../overlays/actors/ovl_Obj_Lift/z_obj_lift.c | 42 ++-- .../overlays/actors/ovl_Shot_Sun/z_shot_sun.c | 6 +- 57 files changed, 1311 insertions(+), 1306 deletions(-) diff --git a/soh/include/functions.h b/soh/include/functions.h index 760b77f73..54f2c2b5d 100644 --- a/soh/include/functions.h +++ b/soh/include/functions.h @@ -890,13 +890,13 @@ void SkelCurve_SetAnim(SkelAnimeCurve* skelCurve, TransformUpdateIndex* transUpd s32 SkelCurve_Update(PlayState* play, SkelAnimeCurve* skelCurve); void SkelCurve_Draw(Actor* actor, PlayState* play, SkelAnimeCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, void* data); -s32 func_8006CFC0(s32 scene); -void func_8006D074(PlayState* play); -void func_8006D0AC(PlayState* play); -void func_8006D0EC(PlayState* play, Player* player); -void func_8006D684(PlayState* play, Player* player); -void func_8006DC68(PlayState* play, Player* player); -void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2); +s32 Horse_CanSpawn(s32 scene); +void Horse_ResetHorseData(PlayState* play); +void Horse_FixLakeHyliaPosition(PlayState* play); +void Horse_SetupInGameplay(PlayState* play, Player* player); +void Horse_SetupInCutscene(PlayState* play, Player* player); +void Horse_InitPlayerHorse(PlayState* play, Player* player); +void Horse_RotateToPoint(Actor* actor, Vec3f* arg1, s16 arg2); s32 Jpeg_Decode(void* data, void* zbuffer, void* workBuff, u32 workSize); void KaleidoSetup_Update(PlayState* play); void KaleidoSetup_Init(PlayState* play); diff --git a/soh/soh/Enhancements/randomizer/ShuffleCows.cpp b/soh/soh/Enhancements/randomizer/ShuffleCows.cpp index 6660912be..2003c6a79 100644 --- a/soh/soh/Enhancements/randomizer/ShuffleCows.cpp +++ b/soh/soh/Enhancements/randomizer/ShuffleCows.cpp @@ -29,7 +29,7 @@ void EnCow_MoveForRandomizer(EnCow* enCow, PlayState* play) { if (moved) { // Reposition collider - func_809DEE9C(enCow); + EnCow_SetColliderPos(enCow); } } diff --git a/soh/soh/Enhancements/randomizer/hook_handlers.cpp b/soh/soh/Enhancements/randomizer/hook_handlers.cpp index fb2a00b16..703711531 100644 --- a/soh/soh/Enhancements/randomizer/hook_handlers.cpp +++ b/soh/soh/Enhancements/randomizer/hook_handlers.cpp @@ -1658,7 +1658,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l Flags_SetInfTable(INFTABLE_191); gSaveContext.dogParams = 0; gSaveContext.dogIsLost = false; - enHy->actionFunc = func_80A7127C; + enHy->actionFunc = EnHy_Fidget; *should = false; break; } diff --git a/soh/soh/Enhancements/timesaver_hook_handlers.cpp b/soh/soh/Enhancements/timesaver_hook_handlers.cpp index e45656846..68cd7a783 100644 --- a/soh/soh/Enhancements/timesaver_hook_handlers.cpp +++ b/soh/soh/Enhancements/timesaver_hook_handlers.cpp @@ -59,7 +59,7 @@ void EnMa1_EndTeachSong(EnMa1* enMa1, PlayState* play) { Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); enMa1->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; play->msgCtx.ocarinaMode = OCARINA_MODE_04; - enMa1->actionFunc = func_80AA0D88; + enMa1->actionFunc = EnMa1_Idle; enMa1->singingDisabled = 1; enMa1->interactInfo.talkState = NPC_TALK_STATE_IDLE; return; @@ -917,14 +917,14 @@ void TimeSaverOnActorInitHandler(void* actorRef) { if (innerActor->id == ACTOR_EN_MA1 && (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.LearnSong"), IS_RANDO) || IS_RANDO)) { EnMa1* enMa1 = static_cast(innerActorRef); - if (enMa1->actionFunc == func_80AA106C) { + if (enMa1->actionFunc == EnMa1_StartTeachSong) { enMa1->actionFunc = EnMa1_EndTeachSong; GameInteractor::Instance->UnregisterGameHook(enMa1UpdateHook); GameInteractor::Instance->UnregisterGameHook(enMa1KillHook); enMa1UpdateHook = 0; enMa1KillHook = 0; // They've already learned the song - } else if (enMa1->actionFunc == func_80AA0D88) { + } else if (enMa1->actionFunc == EnMa1_Idle) { GameInteractor::Instance->UnregisterGameHook(enMa1UpdateHook); GameInteractor::Instance->UnregisterGameHook(enMa1KillHook); enMa1UpdateHook = 0; diff --git a/soh/soh/Network/Anchor/HookHandlers.cpp b/soh/soh/Network/Anchor/HookHandlers.cpp index a43f01dc9..8b2817f49 100644 --- a/soh/soh/Network/Anchor/HookHandlers.cpp +++ b/soh/soh/Network/Anchor/HookHandlers.cpp @@ -38,7 +38,7 @@ extern MapData* gMapData; void func_8086ED70(BgBombwall* bgBombwall, PlayState* play); void BgBreakwall_Wait(BgBreakwall* bgBreakwall, PlayState* play); -void func_80883000(BgHakaZou* bgHakaZou, PlayState* play); +void BgHakaZou_WaitForHit(BgHakaZou* bgHakaZou, PlayState* play); void func_808887C4(BgHidanHamstep* bgHidanHamstep, PlayState* play); void func_808896B8(BgHidanHrock* bgHidanHrock, PlayState* play); void BgIceShelter_Idle(BgIceShelter* bgIceShelter, PlayState* play); @@ -217,7 +217,7 @@ void Anchor::RegisterHooks() { COND_ID_HOOK(ShouldActorUpdate, ACTOR_BG_HAKA_ZOU, isConnected, [&](void* refActor, bool* should) { BgHakaZou* actor = static_cast(refActor); - if (actor->actionFunc == func_80883000 && Flags_GetSwitch(gPlayState, actor->switchFlag)) { + if (actor->actionFunc == BgHakaZou_WaitForHit && Flags_GetSwitch(gPlayState, actor->switchFlag)) { actor->collider.base.acFlags |= AC_HIT; } }); diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 54c33e2cf..ef249ae9e 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -1472,7 +1472,7 @@ s32 func_8002DEEC(Player* player) { } void func_8002DF18(PlayState* play, Player* player) { - func_8006DC68(play, player); + Horse_InitPlayerHorse(play, player); } s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) { diff --git a/soh/src/code/z_horse.c b/soh/src/code/z_horse.c index 68f9ba9d2..2accaa9ac 100644 --- a/soh/src/code/z_horse.c +++ b/soh/src/code/z_horse.c @@ -4,7 +4,7 @@ #include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" -s32 func_8006CFC0(s32 scene) { +s32 Horse_CanSpawn(s32 scene) { s32 validScenes[] = { SCENE_HYRULE_FIELD, SCENE_LAKE_HYLIA, SCENE_GERUDO_VALLEY, SCENE_GERUDOS_FORTRESS, SCENE_LON_LON_RANCH }; s32 i; @@ -18,7 +18,7 @@ s32 func_8006CFC0(s32 scene) { return 0; } -void func_8006D074(PlayState* play) { +void Horse_ResetHorseData(PlayState* play) { gSaveContext.horseData.scene = SCENE_HYRULE_FIELD; gSaveContext.horseData.pos.x = -1840; gSaveContext.horseData.pos.y = 72; @@ -26,7 +26,7 @@ void func_8006D074(PlayState* play) { gSaveContext.horseData.angle = -27353; } -void func_8006D0AC(PlayState* play) { +void Horse_FixLakeHyliaPosition(PlayState* play) { if (gSaveContext.horseData.scene == SCENE_LAKE_HYLIA) { gSaveContext.horseData.scene = SCENE_LAKE_HYLIA; gSaveContext.horseData.pos.x = -2065; @@ -43,7 +43,7 @@ typedef struct { /* 0x0A */ s16 type; } HorseSpawn; -void func_8006D0EC(PlayState* play, Player* player) { +void Horse_SetupInGameplay(PlayState* play, Player* player) { s32 i; HorseSpawn horseSpawns[] = { { SCENE_HYRULE_FIELD, -460, 100, 6640, 0, 2 }, { SCENE_LAKE_HYLIA, -1929, -1025, 768, 0, 2 }, @@ -87,7 +87,7 @@ void func_8006D0EC(PlayState* play, Player* player) { osSyncPrintf("馬存在によるセット %d %d %d\n", gSaveContext.horseData.scene, Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED), DREG(1)); - if (func_8006CFC0(gSaveContext.horseData.scene)) { + if (Horse_CanSpawn(gSaveContext.horseData.scene)) { Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x, gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0, gSaveContext.horseData.angle, 0, 1); @@ -100,7 +100,7 @@ void func_8006D0EC(PlayState* play, Player* player) { // "Horse_SetNormal():%d set spot is no good." osSyncPrintf("Horse_SetNormal():%d セットスポットまずいです。\n", gSaveContext.horseData.scene); osSyncPrintf(VT_RST); - func_8006D074(play); + Horse_ResetHorseData(play); } } else if ((play->sceneNum == SCENE_LON_LON_RANCH) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) && (DREG(1) == 0)) { @@ -136,7 +136,7 @@ typedef struct { /* 0x10 */ s16 type; } struct_8011F9B8; -void func_8006D684(PlayState* play, Player* player) { +void Horse_SetupInCutscene(PlayState* play, Player* player) { s32 pad; s32 i; Vec3s spawnPos; @@ -247,17 +247,17 @@ void func_8006D684(PlayState* play, Player* player) { } } -void func_8006DC68(PlayState* play, Player* player) { +void Horse_InitPlayerHorse(PlayState* play, Player* player) { if (LINK_IS_ADULT) { - if (!func_8006CFC0(gSaveContext.horseData.scene)) { + if (!Horse_CanSpawn(gSaveContext.horseData.scene)) { osSyncPrintf(VT_COL(RED, WHITE)); // "Horse_Set_Check():%d set spot is no good." osSyncPrintf("Horse_Set_Check():%d セットスポットまずいです。\n", gSaveContext.horseData.scene); osSyncPrintf(VT_RST); - func_8006D074(play); + Horse_ResetHorseData(play); } - if (func_8006CFC0(play->sceneNum)) { + if (Horse_CanSpawn(play->sceneNum)) { if ((gSaveContext.sceneSetupIndex > 3) || ((gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_11 || gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_12 || @@ -266,15 +266,15 @@ void func_8006DC68(PlayState* play, Player* player) { (gSaveContext.respawnFlag == 0)) || ((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) && (DREG(1) == 0))) { - func_8006D684(play, player); + Horse_SetupInCutscene(play, player); } else { - func_8006D0EC(play, player); + Horse_SetupInGameplay(play, player); } } } } -void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2) { +void Horse_RotateToPoint(Actor* actor, Vec3f* arg1, s16 arg2) { s16 x = Math_Vec3f_Yaw(&actor->world.pos, arg1) - actor->world.rot.y; if (x > arg2) { diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c index 884114369..2064527e6 100644 --- a/soh/src/code/z_parameter.c +++ b/soh/src/code/z_parameter.c @@ -1912,7 +1912,7 @@ u8 Item_Give(PlayState* play, u8 item) { osSyncPrintf(VT_RST); if (item == ITEM_MEDALLION_WATER) { - func_8006D0AC(play); + Horse_FixLakeHyliaPosition(play); } return Return_Item(item, MOD_NONE, ITEM_NONE); diff --git a/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c b/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c index 6e2bf6e94..640eaf410 100644 --- a/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c +++ b/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c @@ -95,7 +95,7 @@ void ArmsHook_Wait(ArmsHook* this, PlayState* play) { } } -void func_80865044(ArmsHook* this) { +void ArmsHook_PullPlayer(ArmsHook* this) { this->actor.child = this->actor.parent; this->actor.parent->parent = &this->actor; } @@ -178,7 +178,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) { if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) { ArmsHook_AttachHookToActor(this, touchedActor); if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER)) { - func_80865044(this); + ArmsHook_PullPlayer(this); } } } @@ -279,7 +279,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) { ArmsHook_AttachHookToActor(this, &dynaPolyActor->actor); } } - func_80865044(this); + ArmsHook_PullPlayer(this); Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); } else { diff --git a/soh/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c b/soh/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c index a30a1dcd3..d6f825005 100644 --- a/soh/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c +++ b/soh/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c @@ -14,22 +14,22 @@ void BgBdanObjects_Destroy(Actor* thisx, PlayState* play); void BgBdanObjects_Update(Actor* thisx, PlayState* play); void BgBdanObjects_Draw(Actor* thisx, PlayState* play); -void func_8086C054(BgBdanObjects* this, PlayState* play); -void func_8086C1A0(BgBdanObjects* this, PlayState* play); -void func_8086C29C(BgBdanObjects* this, PlayState* play); -void func_8086C55C(BgBdanObjects* this, PlayState* play); -void func_8086C5BC(BgBdanObjects* this, PlayState* play); -void func_8086C618(BgBdanObjects* this, PlayState* play); -void func_8086C6EC(BgBdanObjects* this, PlayState* play); -void func_8086C76C(BgBdanObjects* this, PlayState* play); -void func_8086C7D0(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_OctoPlatform_PauseBeforeDescending(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_OctoPlatform_BattleInProgress(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_SinkToFloorHeight(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_WaitForPlayerInRange(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play); void BgBdanObjects_DoNothing(BgBdanObjects* this, PlayState* play); -void func_8086C874(BgBdanObjects* this, PlayState* play); -void func_8086C9A8(BgBdanObjects* this, PlayState* play); -void func_8086C9F0(BgBdanObjects* this, PlayState* play); -void func_8086CABC(BgBdanObjects* this, PlayState* play); -void func_8086CB10(BgBdanObjects* this, PlayState* play); -void func_8086CB8C(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_ElevatorOscillate(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_WaitForSwitch(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play); +void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play); const ActorInit Bg_Bdan_Objects_InitVars = { ACTOR_BG_BDAN_OBJECTS, @@ -117,7 +117,7 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) { if (thisx->params == 2) { thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED; play->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y; - this->actionFunc = func_8086C9A8; + this->actionFunc = BgBdanObjects_WaitForSwitch; return; } if (thisx->params == 0) { @@ -127,7 +127,7 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) { thisx->world.pos.y += -79.0f; if (Flags_GetClear(play, thisx->room)) { Flags_SetSwitch(play, this->switchFlag); - this->actionFunc = func_8086C6EC; + this->actionFunc = BgBdanObjects_SinkToFloorHeight; } else { if (BgBdanObjects_GetContactRu1(this, 4)) { if (Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_BIGOKUTA, thisx->home.pos.x, @@ -136,12 +136,12 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) { thisx->child->world.pos.z = thisx->child->home.pos.z + 263.0f; } thisx->world.rot.y = 0; - this->actionFunc = func_8086C618; + this->actionFunc = BgBdanObjects_OctoPlatform_BattleInProgress; thisx->world.pos.y = thisx->home.pos.y + -70.0f; } else { Flags_SetSwitch(play, this->switchFlag); this->timer = 0; - this->actionFunc = func_8086C054; + this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene; } } } else { @@ -149,14 +149,14 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) { CollisionHeader_GetVirtual(&gJabuElevatorCol, &colHeader); this->timer = 512; this->switchFlag = 0; - this->actionFunc = func_8086C874; + this->actionFunc = BgBdanObjects_ElevatorOscillate; } else { CollisionHeader_GetVirtual(&gJabuLoweringPlatformCol, &colHeader); if (Flags_GetSwitch(play, this->switchFlag)) { this->actionFunc = BgBdanObjects_DoNothing; thisx->world.pos.y = thisx->home.pos.y - 400.0f; } else { - this->actionFunc = func_8086CB10; + this->actionFunc = BgBdanObjects_WaitForPlayerOnTop; } } } @@ -172,7 +172,7 @@ void BgBdanObjects_Destroy(Actor* thisx, PlayState* play) { } } -void func_8086C054(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this, PlayState* play) { Player* player = GET_PLAYER(play); if (BgBdanObjects_GetContactRu1(this, 0)) { @@ -190,7 +190,7 @@ void func_8086C054(BgBdanObjects* this, PlayState* play) { this->timer--; } if (this->timer == 0) { - this->actionFunc = func_8086C1A0; + this->actionFunc = BgBdanObjects_OctoPlatform_RaiseToUpperPosition; } } @@ -201,11 +201,11 @@ void func_8086C054(BgBdanObjects* this, PlayState* play) { } } -void func_8086C1A0(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) { if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 500.0f, 0.5f, 7.5f, 1.0f) < 0.1f) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A); - this->actionFunc = func_8086C29C; + this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene; this->timer = 30; BgBdanObjects_SetContactRu1(this, 2); func_800AA000(0.0f, 0xFF, 0x14, 0x96); @@ -221,7 +221,7 @@ void func_8086C1A0(BgBdanObjects* this, PlayState* play) { } } -void func_8086C29C(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene(BgBdanObjects* this, PlayState* play) { s32 temp; if (this->timer != 0) { @@ -240,12 +240,12 @@ void func_8086C29C(BgBdanObjects* this, PlayState* play) { this->dyna.actor.shape.rot.y + 0x8000, 0, 0); BgBdanObjects_SetContactRu1(this, 4); this->timer = 10; - this->actionFunc = func_8086C55C; + this->actionFunc = BgBdanObjects_OctoPlatform_PauseBeforeDescending; func_8005B1A4(GET_ACTIVE_CAM(play)); } } -void func_8086C3D8(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_DescendWithBigOcto(BgBdanObjects* this, PlayState* play) { Player* player = GET_PLAYER(play); this->dyna.actor.velocity.y += 0.5f; @@ -255,7 +255,7 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) { this->timer = 60; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U); this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 140.0f; - this->actionFunc = func_8086C5BC; + this->actionFunc = BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle; OnePointCutscene_Init(play, 3080, -99, this->dyna.actor.child, MAIN_CAM); player->actor.world.pos.x = -1130.0f; player->actor.world.pos.y = -1025.0f; @@ -278,63 +278,63 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) { } } -void func_8086C55C(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_PauseBeforeDescending(BgBdanObjects* this, PlayState* play) { this->timer--; if (this->timer == 0) { Flags_UnsetSwitch(play, this->switchFlag); } else if (this->timer == -40) { this->timer = 0; - this->actionFunc = func_8086C3D8; + this->actionFunc = BgBdanObjects_OctoPlatform_DescendWithBigOcto; } } -void func_8086C5BC(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle(BgBdanObjects* this, PlayState* play) { if (this->timer != 0) { this->timer--; } if ((this->timer == 0) && (this->dyna.actor.child != NULL)) { if (this->dyna.actor.child->params == 2) { - this->actionFunc = func_8086C618; + this->actionFunc = BgBdanObjects_OctoPlatform_BattleInProgress; } else if (this->dyna.actor.child->params == 0) { this->dyna.actor.child->params = 1; } } } -void func_8086C618(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_OctoPlatform_BattleInProgress(BgBdanObjects* this, PlayState* play) { Collider_UpdateCylinder(&this->dyna.actor, &this->collider); CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); if (Flags_GetClear(play, this->dyna.actor.room)) { Flags_SetSwitch(play, this->switchFlag); this->dyna.actor.home.rot.y = (s16)(this->dyna.actor.shape.rot.y + 0x2000) & 0xC000; - this->actionFunc = func_8086C6EC; + this->actionFunc = BgBdanObjects_SinkToFloorHeight; } else { this->dyna.actor.shape.rot.y += this->dyna.actor.world.rot.y; func_800F436C(&this->dyna.actor.projectedPos, 0x2063, ABS(this->dyna.actor.world.rot.y) / 512.0f); } } -void func_8086C6EC(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_SinkToFloorHeight(BgBdanObjects* this, PlayState* play) { s32 cond = Math_ScaledStepToS(&this->dyna.actor.shape.rot.y, this->dyna.actor.home.rot.y, 0x200); if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + -125.0f, 3.0f)) { if (cond) { - this->actionFunc = func_8086C76C; + this->actionFunc = BgBdanObjects_WaitForPlayerInRange; } } } -void func_8086C76C(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_WaitForPlayerInRange(BgBdanObjects* this, PlayState* play) { if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) { if (this->dyna.actor.xzDistToPlayer < 120.0f) { - this->actionFunc = func_8086C7D0; + this->actionFunc = BgBdanObjects_RaiseToUpperPosition; OnePointCutscene_Init(play, 3090, -99, &this->dyna.actor, MAIN_CAM); } } } -void func_8086C7D0(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) { if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 965.0f, 0.5f, 15.0f, 0.2f) < 0.01f) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A); @@ -347,7 +347,7 @@ void func_8086C7D0(BgBdanObjects* this, PlayState* play) { void BgBdanObjects_DoNothing(BgBdanObjects* this, PlayState* play) { } -void func_8086C874(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_ElevatorOscillate(BgBdanObjects* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -377,50 +377,50 @@ void func_8086C874(BgBdanObjects* this, PlayState* play) { } } -void func_8086C9A8(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_WaitForSwitch(BgBdanObjects* this, PlayState* play) { if (Flags_GetSwitch(play, this->switchFlag)) { this->timer = 100; - this->actionFunc = func_8086C9F0; + this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel; } } -void func_8086C9F0(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play) { if (this->timer == 0) { if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 0.5f)) { Flags_UnsetSwitch(play, this->switchFlag); - this->actionFunc = func_8086C9A8; + this->actionFunc = BgBdanObjects_WaitForSwitch; } func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG); } else { if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 75.0f, 0.5f)) { - this->actionFunc = func_8086CABC; + this->actionFunc = BgBdanObjects_WaitForTimerExpired; } func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG); } play->colCtx.colHeader->waterBoxes[7].ySurface = this->dyna.actor.world.pos.y; } -void func_8086CABC(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play) { if (this->timer != 0) { this->timer--; } func_8002F994(&this->dyna.actor, this->timer); if (this->timer == 0) { - this->actionFunc = func_8086C9F0; + this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel; } } -void func_8086CB10(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play) { if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) { Flags_SetSwitch(play, this->switchFlag); this->timer = 50; - this->actionFunc = func_8086CB8C; + this->actionFunc = BgBdanObjects_FallToLowerPos; this->dyna.actor.home.pos.y -= 200.0f; OnePointCutscene_Init(play, 3100, 51, &this->dyna.actor, MAIN_CAM); } } -void func_8086CB8C(BgBdanObjects* this, PlayState* play) { +void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -447,7 +447,7 @@ void BgBdanObjects_Draw(Actor* thisx, PlayState* play) { BgBdanObjects* this = (BgBdanObjects*)thisx; if (thisx->params == 0) { - if (this->actionFunc == func_8086C054) { + if (this->actionFunc == BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene) { if (((thisx->home.pos.y + -79.0f) - 5.0f) < thisx->world.pos.y) { Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY); } diff --git a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c index 732755ed3..8f86e0cb9 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c @@ -15,11 +15,11 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play); void BgHaka_Update(Actor* thisx, PlayState* play); void BgHaka_Draw(Actor* thisx, PlayState* play); -void func_8087B758(BgHaka* this, Player* player); -void func_8087B7E8(BgHaka* this, PlayState* play); -void func_8087B938(BgHaka* this, PlayState* play); -void func_8087BAAC(BgHaka* this, PlayState* play); -void func_8087BAE4(BgHaka* this, PlayState* play); +void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player); +void BgHaka_IdleClosed(BgHaka* this, PlayState* play); +void BgHaka_Pull(BgHaka* this, PlayState* play); +void BgHaka_IdleOpened(BgHaka* this, PlayState* play); +void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play); const ActorInit Bg_Haka_InitVars = { ACTOR_BG_HAKA, @@ -48,7 +48,7 @@ void BgHaka_Init(Actor* thisx, PlayState* play) { DynaPolyActor_Init(&this->dyna, DPM_UNK); CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); - this->actionFunc = func_8087B7E8; + this->actionFunc = BgHaka_IdleClosed; } void BgHaka_Destroy(Actor* thisx, PlayState* play) { @@ -57,7 +57,7 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } -void func_8087B758(BgHaka* this, Player* player) { +void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player) { Vec3f sp1C; Actor_WorldToActorCoords(&this->dyna.actor, &sp1C, &player->actor.world.pos); @@ -66,7 +66,7 @@ void func_8087B758(BgHaka* this, Player* player) { } } -void func_8087B7E8(BgHaka* this, PlayState* play) { +void BgHaka_IdleClosed(BgHaka* this, PlayState* play) { Player* player = GET_PLAYER(play); if (this->dyna.unk_150 != 0.0f) { @@ -77,7 +77,7 @@ void func_8087B7E8(BgHaka* this, PlayState* play) { if (!Play_InCsMode(play)) { Message_StartTextbox(play, 0x5073, NULL); this->dyna.actor.params = 100; - this->actionFunc = func_8087BAE4; + this->actionFunc = BgHaka_IdleLockedClosed; } } else if (0.0f < this->dyna.unk_150 || (play->sceneNum == SCENE_LAKE_HYLIA && !LINK_IS_ADULT && !Flags_GetSwitch(play, 0x23))) { @@ -85,13 +85,13 @@ void func_8087B7E8(BgHaka* this, PlayState* play) { player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY; } else { this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x8000; - this->actionFunc = func_8087B938; + this->actionFunc = BgHaka_Pull; } } - func_8087B758(this, player); + BgHaka_CheckPlayerOnDirtPatch(this, player); } -void func_8087B938(BgHaka* this, PlayState* play) { +void BgHaka_Pull(BgHaka* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 sp38; @@ -137,12 +137,12 @@ void func_8087B938(BgHaka* this, PlayState* play) { } } - this->actionFunc = func_8087BAAC; + this->actionFunc = BgHaka_IdleOpened; } func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG); } -void func_8087BAAC(BgHaka* this, PlayState* play) { +void BgHaka_IdleOpened(BgHaka* this, PlayState* play) { Player* player = GET_PLAYER(play); if (this->dyna.unk_150 != 0.0f) { @@ -151,7 +151,7 @@ void func_8087BAAC(BgHaka* this, PlayState* play) { } } -void func_8087BAE4(BgHaka* this, PlayState* play) { +void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 pad; @@ -163,9 +163,9 @@ void func_8087BAE4(BgHaka* this, PlayState* play) { player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY; } if (this->dyna.actor.params == 0) { - this->actionFunc = func_8087B7E8; + this->actionFunc = BgHaka_IdleClosed; } - func_8087B758(this, player); + BgHaka_CheckPlayerOnDirtPatch(this, player); } void BgHaka_Update(Actor* thisx, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Megane/z_bg_haka_megane.c b/soh/src/overlays/actors/ovl_Bg_Haka_Megane/z_bg_haka_megane.c index 3bfce6c2a..2f6bd48ce 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Megane/z_bg_haka_megane.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Megane/z_bg_haka_megane.c @@ -15,8 +15,8 @@ void BgHakaMegane_Destroy(Actor* thisx, PlayState* play); void BgHakaMegane_Update(Actor* thisx, PlayState* play); void BgHakaMegane_Draw(Actor* thisx, PlayState* play); -void func_8087DB24(BgHakaMegane* this, PlayState* play); -void func_8087DBF0(BgHakaMegane* this, PlayState* play); +void BgHakaMegane_WaitForObject(BgHakaMegane* this, PlayState* play); +void BgHakaMegane_UpdateState(BgHakaMegane* this, PlayState* play); void BgHakaMegane_DoNothing(BgHakaMegane* this, PlayState* play); const ActorInit Bg_Haka_Megane_InitVars = { @@ -75,7 +75,7 @@ void BgHakaMegane_Init(Actor* thisx, PlayState* play) { if (this->objBankIndex < 0) { Actor_Kill(thisx); } else { - this->actionFunc = func_8087DB24; + this->actionFunc = BgHakaMegane_WaitForObject; } } @@ -85,7 +85,7 @@ void BgHakaMegane_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } -void func_8087DB24(BgHakaMegane* this, PlayState* play) { +void BgHakaMegane_WaitForObject(BgHakaMegane* this, PlayState* play) { CollisionHeader* colHeader; CollisionHeader* collision; @@ -94,7 +94,7 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play) { this->dyna.actor.draw = BgHakaMegane_Draw; Actor_SetObjectDependency(play, &this->dyna.actor); if (play->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) { - this->actionFunc = func_8087DBF0; + this->actionFunc = BgHakaMegane_UpdateState; collision = sCollisionHeaders[this->dyna.actor.params]; if (collision != NULL) { CollisionHeader_GetVirtual(collision, &colHeader); @@ -106,7 +106,7 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play) { } } -void func_8087DBF0(BgHakaMegane* this, PlayState* play) { +void BgHakaMegane_UpdateState(BgHakaMegane* this, PlayState* play) { Actor* thisx = &this->dyna.actor; if (play->actorCtx.lensActive) { diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c b/soh/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c index 2fd442310..348c604f8 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c @@ -14,14 +14,14 @@ void BgHakaMeganeBG_Destroy(Actor* thisx, PlayState* play); void BgHakaMeganeBG_Update(Actor* thisx, PlayState* play); void BgHakaMeganeBG_Draw(Actor* thisx, PlayState* play); -void func_8087DFF8(BgHakaMeganeBG* this, PlayState* play); -void func_8087E040(BgHakaMeganeBG* this, PlayState* play); -void func_8087E10C(BgHakaMeganeBG* this, PlayState* play); -void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play); -void func_8087E258(BgHakaMeganeBG* this, PlayState* play); -void func_8087E288(BgHakaMeganeBG* this, PlayState* play); -void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play); -void func_8087E34C(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_HiddenMovingPlatform_Idle(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_HiddenMovingPlatform_Move(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_ElevatorPlatform_Drop(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_ElevatorPlatform_Raise(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_RotatingPlatform_Spin(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_Gate_WaitForSwitchFlag(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_Gate_Open(BgHakaMeganeBG* this, PlayState* play); +void BgHakaMeganeBG_DoNothing(BgHakaMeganeBG* this, PlayState* play); const ActorInit Bg_Haka_MeganeBG_InitVars = { ACTOR_BG_HAKA_MEGANEBG, @@ -67,7 +67,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) { DynaPolyActor_Init(&this->dyna, DPM_UNK3); thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader); - this->actionFunc = func_8087E258; + this->actionFunc = BgHakaMeganeBG_RotatingPlatform_Spin; } else { DynaPolyActor_Init(&this->dyna, DPM_PLAYER); @@ -75,22 +75,22 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) { CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader); thisx->flags |= ACTOR_FLAG_REACT_TO_LENS; this->timer = 20; - this->actionFunc = func_8087DFF8; + this->actionFunc = BgHakaMeganeBG_HiddenMovingPlatform_Idle; } else if (thisx->params == 3) { CollisionHeader_GetVirtual(&object_haka_objects_Col_000118, &colHeader); thisx->home.pos.y += 100.0f; if (Flags_GetSwitch(play, this->switchFlag)) { - this->actionFunc = func_8087E34C; + this->actionFunc = BgHakaMeganeBG_DoNothing; thisx->world.pos.y = thisx->home.pos.y; } else { thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; - this->actionFunc = func_8087E288; + this->actionFunc = BgHakaMeganeBG_Gate_WaitForSwitchFlag; } } else { CollisionHeader_GetVirtual(&object_haka_objects_Col_00A7F4, &colHeader); this->timer = 80; - this->actionFunc = func_8087E10C; + this->actionFunc = BgHakaMeganeBG_ElevatorPlatform_Drop; thisx->uncullZoneScale = 3000.0f; thisx->uncullZoneDownward = 3000.0f; } @@ -105,7 +105,7 @@ void BgHakaMeganeBG_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } -void func_8087DFF8(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_HiddenMovingPlatform_Idle(BgHakaMeganeBG* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -113,11 +113,11 @@ void func_8087DFF8(BgHakaMeganeBG* this, PlayState* play) { if (this->timer == 0) { this->timer = 40; this->dyna.actor.world.rot.y += 0x8000; - this->actionFunc = func_8087E040; + this->actionFunc = BgHakaMeganeBG_HiddenMovingPlatform_Move; } } -void func_8087E040(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_HiddenMovingPlatform_Move(BgHakaMeganeBG* this, PlayState* play) { f32 xSub; if (this->timer != 0) { @@ -134,11 +134,11 @@ void func_8087E040(BgHakaMeganeBG* this, PlayState* play) { if (this->timer == 0) { this->timer = 20; - this->actionFunc = func_8087DFF8; + this->actionFunc = BgHakaMeganeBG_HiddenMovingPlatform_Idle; } } -void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_ElevatorPlatform_Drop(BgHakaMeganeBG* this, PlayState* play) { this->dyna.actor.velocity.y += 1.0f; if (this->dyna.actor.velocity.y > 20.0f) { @@ -158,12 +158,12 @@ void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) { if (this->timer == 0) { this->timer = 120; - this->actionFunc = func_8087E1E0; + this->actionFunc = BgHakaMeganeBG_ElevatorPlatform_Raise; this->dyna.actor.velocity.y = 0.0f; } } -void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_ElevatorPlatform_Raise(BgHakaMeganeBG* this, PlayState* play) { Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 16.0f / 3.0f); func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG); @@ -173,34 +173,34 @@ void func_8087E1E0(BgHakaMeganeBG* this, PlayState* play) { if (this->timer == 0) { this->timer = 80; - this->actionFunc = func_8087E10C; + this->actionFunc = BgHakaMeganeBG_ElevatorPlatform_Drop; } } -void func_8087E258(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_RotatingPlatform_Spin(BgHakaMeganeBG* this, PlayState* play) { this->dyna.actor.shape.rot.y += 0x180; func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG); } -void func_8087E288(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_Gate_WaitForSwitchFlag(BgHakaMeganeBG* this, PlayState* play) { if (Flags_GetSwitch(play, this->switchFlag)) { OnePointCutscene_Attention(play, &this->dyna.actor); - this->actionFunc = func_8087E2D8; + this->actionFunc = BgHakaMeganeBG_Gate_Open; } } -void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_Gate_Open(BgHakaMeganeBG* this, PlayState* play) { Math_StepToF(&this->dyna.actor.speedXZ, 30.0f, 2.0f); if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.speedXZ)) { Actor_SetFocus(&this->dyna.actor, 50.0f); - this->actionFunc = func_8087E34C; + this->actionFunc = BgHakaMeganeBG_DoNothing; } else { func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_OPEN); } } -void func_8087E34C(BgHakaMeganeBG* this, PlayState* play) { +void BgHakaMeganeBG_DoNothing(BgHakaMeganeBG* this, PlayState* play) { } void BgHakaMeganeBG_Update(Actor* thisx, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c index cb0210e52..5cbf881b0 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c @@ -15,18 +15,18 @@ void BgHakaTrap_Update(Actor* thisx, PlayState* play); void BgHakaTrap_Draw(Actor* thisx, PlayState* play); void BgHakaTrap_Reset(void); -void func_8087FFC0(BgHakaTrap* this, PlayState* play); -void func_808801B8(BgHakaTrap* this, PlayState* play); -void func_808802D8(BgHakaTrap* this, PlayState* play); -void func_80880484(BgHakaTrap* this, PlayState* play); -void func_808805C0(BgHakaTrap* this, PlayState* play); -void func_808806BC(BgHakaTrap* this, PlayState* play); -void func_808808F4(BgHakaTrap* this, PlayState* play); -void func_808809B0(BgHakaTrap* this, PlayState* play); -void func_808809E4(BgHakaTrap* this, PlayState* play, s16 arg2); -void func_80880AE8(BgHakaTrap* this, PlayState* play); -void func_80880C0C(BgHakaTrap* this, PlayState* play); -void func_80880D68(BgHakaTrap* this); +void BgHakaTrap_UpdateBodyColliderPos(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_SpikedWall_CloseIn(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_SpikedWall_Burn(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_Guillotine_Fall(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_Guillotine_Lift(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_SpikedCrusher_Fall(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_SpikedCrusher_Lift(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_FanBlade_Idle(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_FanBlade_UpdateFanRotation(BgHakaTrap* this, PlayState* play, s16 arg2); +void BgHakaTrap_FireBarrier_Idle(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_FireBarrier_UpdateLayout(BgHakaTrap* this, PlayState* play); +void BgHakaTrap_GetSwitchFlag(BgHakaTrap* this); UNK_TYPE D_80880F30 = 0; @@ -130,7 +130,7 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) { this->unk_16A = 1; } - this->actionFunc = func_80880484; + this->actionFunc = BgHakaTrap_Guillotine_Fall; } else { DynaPolyActor_Init(&this->dyna, DPM_PLAYER); thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; @@ -140,11 +140,11 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) { this->timer = 30; if (D_80881014 != 0) { - this->actionFunc = func_808808F4; + this->actionFunc = BgHakaTrap_SpikedCrusher_Lift; D_80881014 = 0; } else { D_80881014 = 1; - this->actionFunc = func_808806BC; + this->actionFunc = BgHakaTrap_SpikedCrusher_Fall; thisx->velocity.y = 0.5f; } @@ -171,14 +171,14 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) { this->colliderCylinder.info.toucherFlags = this->colliderCylinder.info.toucherFlags; this->colliderCylinder.info.toucherFlags |= TOUCH_SFX_WOOD; - this->actionFunc = func_808801B8; + this->actionFunc = BgHakaTrap_SpikedWall_CloseIn; } this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); } } else { this->timer = 40; - this->actionFunc = func_808809B0; + this->actionFunc = BgHakaTrap_FanBlade_Idle; thisx->uncullZoneScale = 500.0f; } @@ -203,7 +203,7 @@ void BgHakaTrap_Destroy(Actor* thisx, PlayState* play) { Audio_StopSfxByPos(&this->chainLiftSfxPos); } -void func_8087FFC0(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_UpdateBodyColliderPos(BgHakaTrap* this, PlayState* play) { f32 cosine; Vec3f sp28; f32 sine; @@ -229,7 +229,7 @@ void func_8087FFC0(BgHakaTrap* this, PlayState* play) { } static UNK_TYPE D_80881018 = 0; -void func_808801B8(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_SpikedWall_CloseIn(BgHakaTrap* this, PlayState* play) { Player* player = GET_PLAYER(play); if ((D_80880F30 == 0) && (!Player_InCsMode(play))) { @@ -242,19 +242,19 @@ void func_808801B8(BgHakaTrap* this, PlayState* play) { } } - func_8087FFC0(this, play); + BgHakaTrap_UpdateBodyColliderPos(this, play); if (this->colliderSpikes.base.acFlags & AC_HIT) { this->timer = 20; D_80880F30 = 1; - this->actionFunc = func_808802D8; + this->actionFunc = BgHakaTrap_SpikedWall_Burn; } else if (D_80881018 == 3) { D_80881018 = 4; player->actor.bgCheckFlags |= 0x100; } } -void func_808802D8(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_SpikedWall_Burn(BgHakaTrap* this, PlayState* play) { static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; Vec3f vector; f32 xScale; @@ -284,7 +284,7 @@ void func_808802D8(BgHakaTrap* this, PlayState* play) { } } -void func_80880484(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_Guillotine_Fall(BgHakaTrap* this, PlayState* play) { s32 sp24; s32 timer; @@ -310,17 +310,17 @@ void func_80880484(BgHakaTrap* this, PlayState* play) { this->dyna.actor.velocity.y = 0.0f; this->timer = (this->unk_16A) ? 10 : 40; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_GUILLOTINE_UP); - this->actionFunc = func_808805C0; + this->actionFunc = BgHakaTrap_Guillotine_Lift; } - func_8087FFC0(this, play); + BgHakaTrap_UpdateBodyColliderPos(this, play); if (sp24 == 0) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder.base); } } -void func_808805C0(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_Guillotine_Lift(BgHakaTrap* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -343,13 +343,13 @@ void func_808805C0(BgHakaTrap* this, PlayState* play) { this->timer = 20; this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y; this->dyna.actor.velocity.y = 0.1f; - this->actionFunc = func_80880484; + this->actionFunc = BgHakaTrap_Guillotine_Fall; } - func_8087FFC0(this, play); + BgHakaTrap_UpdateBodyColliderPos(this, play); } -void func_808806BC(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_SpikedCrusher_Fall(BgHakaTrap* this, PlayState* play) { Vec3f vector; f32 tempf20; f32 temp; @@ -396,11 +396,11 @@ void func_808806BC(BgHakaTrap* this, PlayState* play) { this->unk_16A = (s16)this->dyna.actor.world.pos.y + 50.0f; this->unk_16A = CLAMP_MAX(this->unk_16A, this->dyna.actor.home.pos.y); - this->actionFunc = func_808808F4; + this->actionFunc = BgHakaTrap_SpikedCrusher_Lift; } } -void func_808808F4(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_SpikedCrusher_Lift(BgHakaTrap* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -416,21 +416,21 @@ void func_808808F4(BgHakaTrap* this, PlayState* play) { this->timer = 30; this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y; this->dyna.actor.velocity.y = 0.5f; - this->actionFunc = func_808806BC; + this->actionFunc = BgHakaTrap_SpikedCrusher_Fall; } } -void func_808809B0(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_FanBlade_Idle(BgHakaTrap* this, PlayState* play) { if (this->timer != 0) { this->timer -= 1; } if (this->timer == 0) { - this->actionFunc = func_80880AE8; + this->actionFunc = BgHakaTrap_FireBarrier_Idle; } } -void func_808809E4(BgHakaTrap* this, PlayState* play, s16 arg2) { +void BgHakaTrap_FanBlade_UpdateFanRotation(BgHakaTrap* this, PlayState* play, s16 arg2) { Player* player = GET_PLAYER(play); Vec3f sp18; @@ -443,16 +443,16 @@ void func_808809E4(BgHakaTrap* this, PlayState* play, s16 arg2) { } } -void func_80880AE8(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_FireBarrier_Idle(BgHakaTrap* this, PlayState* play) { if (this->timer != 0) { if (Math_ScaledStepToS(&this->dyna.actor.world.rot.z, 0, this->dyna.actor.world.rot.z * 0.03f + 5.0f)) { this->timer = 40; - this->actionFunc = func_808809B0; + this->actionFunc = BgHakaTrap_FanBlade_Idle; } } else { if (Math_ScaledStepToS(&this->dyna.actor.world.rot.z, 0x3A00, this->dyna.actor.world.rot.z * 0.03f + 5.0f)) { this->timer = 100; - this->actionFunc = func_80880C0C; + this->actionFunc = BgHakaTrap_FireBarrier_UpdateLayout; } } @@ -461,10 +461,10 @@ void func_80880AE8(BgHakaTrap* this, PlayState* play) { func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG); } - func_808809E4(this, play, this->dyna.actor.world.rot.z); + BgHakaTrap_FanBlade_UpdateFanRotation(this, play, this->dyna.actor.world.rot.z); } -void func_80880C0C(BgHakaTrap* this, PlayState* play) { +void BgHakaTrap_FireBarrier_UpdateLayout(BgHakaTrap* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -473,11 +473,11 @@ void func_80880C0C(BgHakaTrap* this, PlayState* play) { if (this->timer == 0) { this->timer = 1; - this->actionFunc = func_80880AE8; + this->actionFunc = BgHakaTrap_FireBarrier_Idle; } this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z; - func_808809E4(this, play, this->dyna.actor.world.rot.z); + BgHakaTrap_FanBlade_UpdateFanRotation(this, play, this->dyna.actor.world.rot.z); } void BgHakaTrap_Update(Actor* thisx, PlayState* play) { @@ -493,7 +493,7 @@ void BgHakaTrap_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCylinder.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder.base); } else { - if (this->actionFunc == func_808801B8) { + if (this->actionFunc == BgHakaTrap_SpikedWall_CloseIn) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderSpikes.base); } @@ -502,7 +502,7 @@ void BgHakaTrap_Update(Actor* thisx, PlayState* play) { } } -void func_80880D68(BgHakaTrap* this) { +void BgHakaTrap_GetSwitchFlag(BgHakaTrap* this) { Vec3f vec3; Vec3f vec2; Vec3f vec1; @@ -526,21 +526,21 @@ void BgHakaTrap_Draw(Actor* thisx, PlayState* play) { s32 pad; Vec3f sp2C; - if (this->actionFunc == func_808802D8) { + if (this->actionFunc == BgHakaTrap_SpikedWall_Burn) { func_80026230(play, &D_8088103C, this->timer + 20, 0x28); } Gfx_DrawDListOpa(play, sDLists[this->dyna.actor.params]); - if (this->actionFunc == func_808801B8) { - func_80880D68(this); + if (this->actionFunc == BgHakaTrap_SpikedWall_CloseIn) { + BgHakaTrap_GetSwitchFlag(this); } - if (this->actionFunc == func_808802D8) { + if (this->actionFunc == BgHakaTrap_SpikedWall_Burn) { func_80026608(play); } - if ((this->actionFunc == func_808808F4) && !this->isSpikedCrusherStationary) { + if ((this->actionFunc == BgHakaTrap_SpikedCrusher_Lift) && !this->isSpikedCrusherStationary) { sp2C.x = this->dyna.actor.world.pos.x; sp2C.z = this->dyna.actor.world.pos.z; sp2C.y = this->dyna.actor.world.pos.y + 110.0f; diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c b/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c index c2b2c60d9..bd101cc7d 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c @@ -23,13 +23,13 @@ void BgHakaZou_Update(Actor* thisx, PlayState* play); void BgHakaZou_Draw(Actor* thisx, PlayState* play); void BgHakaZou_Wait(BgHakaZou* this, PlayState* play); -void func_80882BDC(BgHakaZou* this, PlayState* play); -void func_80883000(BgHakaZou* this, PlayState* play); -void func_80883104(BgHakaZou* this, PlayState* play); -void func_80883144(BgHakaZou* this, PlayState* play); -void func_80883254(BgHakaZou* this, PlayState* play); -void func_80883328(BgHakaZou* this, PlayState* play); -void func_808834D8(BgHakaZou* this, PlayState* play); +void BgHakaZou_CrumbleSkullWall(BgHakaZou* this, PlayState* play); +void BgHakaZou_WaitForHit(BgHakaZou* this, PlayState* play); +void BgHakaZou_IdleKill(BgHakaZou* this, PlayState* play); +void BgHakaZou_BirdStatueAnim_Explode(BgHakaZou* this, PlayState* play); +void BgHakaZou_BirdStatueAnim_Shear(BgHakaZou* this, PlayState* play); +void BgHakaZou_BirdStatueAnim_Topple(BgHakaZou* this, PlayState* play); +void BgHakaZou_BirdStatueAnim_Settle(BgHakaZou* this, PlayState* play); void BgHakaZou_DoNothing(BgHakaZou* this, PlayState* play); static ColliderCylinderInit sCylinderInit = { @@ -164,7 +164,7 @@ void BgHakaZou_Wait(BgHakaZou* this, PlayState* play) { this->dyna.actor.draw = BgHakaZou_Draw; if (this->dyna.actor.params == STA_UNKNOWN) { - this->actionFunc = func_80882BDC; + this->actionFunc = BgHakaZou_CrumbleSkullWall; } else { Actor_SetObjectDependency(play, &this->dyna.actor); @@ -192,12 +192,12 @@ void BgHakaZou_Wait(BgHakaZou* this, PlayState* play) { if ((this->dyna.actor.params == STA_GIANT_BIRD_STATUE) && Flags_GetSwitch(play, this->switchFlag)) { this->actionFunc = BgHakaZou_DoNothing; } else { - this->actionFunc = func_80883000; + this->actionFunc = BgHakaZou_WaitForHit; } } } } -void func_80882BDC(BgHakaZou* this, PlayState* play) { +void BgHakaZou_CrumbleSkullWall(BgHakaZou* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -221,7 +221,7 @@ void func_80882BDC(BgHakaZou* this, PlayState* play) { } } -void func_80882CC4(BgHakaZou* this, PlayState* play) { +void BgHakaZou_SpawnSkullWallRubble(BgHakaZou* this, PlayState* play) { s32 i; s32 j; Vec3f actorSpawnPos; @@ -245,7 +245,7 @@ void func_80882CC4(BgHakaZou* this, PlayState* play) { } } -void func_80882E54(BgHakaZou* this, PlayState* play) { +void BgHakaZou_SpawnRubbleParticles(BgHakaZou* this, PlayState* play) { Vec3f fragmentPos; s32 i; s32 j; @@ -267,32 +267,32 @@ void func_80882E54(BgHakaZou* this, PlayState* play) { } } -void func_80883000(BgHakaZou* this, PlayState* play) { +void BgHakaZou_WaitForHit(BgHakaZou* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { Flags_SetSwitch(play, this->switchFlag); if (this->dyna.actor.params == STA_GIANT_BIRD_STATUE) { this->timer = 20; - this->actionFunc = func_80883144; + this->actionFunc = BgHakaZou_BirdStatueAnim_Explode; OnePointCutscene_Init(play, 3400, 999, &this->dyna.actor, MAIN_CAM); } else if (this->dyna.actor.params == 2) { - func_80882E54(this, play); + BgHakaZou_SpawnRubbleParticles(this, play); this->dyna.actor.draw = NULL; this->timer = 1; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_EXPLOSION); - this->actionFunc = func_80883104; + this->actionFunc = BgHakaZou_IdleKill; } else { - func_80882CC4(this, play); + BgHakaZou_SpawnSkullWallRubble(this, play); this->timer = 1; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN); - this->actionFunc = func_80883104; + this->actionFunc = BgHakaZou_IdleKill; } } else { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); } } -void func_80883104(BgHakaZou* this, PlayState* play) { +void BgHakaZou_IdleKill(BgHakaZou* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -302,7 +302,7 @@ void func_80883104(BgHakaZou* this, PlayState* play) { } } -void func_80883144(BgHakaZou* this, PlayState* play) { +void BgHakaZou_BirdStatueAnim_Explode(BgHakaZou* this, PlayState* play) { Vec3f explosionPos; if (this->timer != 0) { @@ -320,11 +320,11 @@ void func_80883144(BgHakaZou* this, PlayState* play) { if (this->timer == 0) { this->timer = 20; - this->actionFunc = func_80883254; + this->actionFunc = BgHakaZou_BirdStatueAnim_Shear; } } -void func_80883254(BgHakaZou* this, PlayState* play) { +void BgHakaZou_BirdStatueAnim_Shear(BgHakaZou* this, PlayState* play) { f32 moveDist = (Rand_ZeroOne() * 0.5f) + 0.5f; Math_StepToF(&this->dyna.actor.world.pos.z, this->dyna.actor.home.pos.z - 80.0f, 2.0f * moveDist); @@ -337,14 +337,14 @@ void func_80883254(BgHakaZou* this, PlayState* play) { if (this->timer == 0) { this->timer = 60; this->dyna.actor.world.rot.x = 8; - this->actionFunc = func_80883328; + this->actionFunc = BgHakaZou_BirdStatueAnim_Topple; } } else { func_808828F4(this, play); } } -void func_80883328(BgHakaZou* this, PlayState* play) { +void BgHakaZou_BirdStatueAnim_Topple(BgHakaZou* this, PlayState* play) { Vec3f effectPos; s32 i; s32 j; @@ -368,11 +368,11 @@ void func_80883328(BgHakaZou* this, PlayState* play) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND); this->timer = 25; - this->actionFunc = func_808834D8; + this->actionFunc = BgHakaZou_BirdStatueAnim_Settle; } } -void func_808834D8(BgHakaZou* this, PlayState* play) { +void BgHakaZou_BirdStatueAnim_Settle(BgHakaZou* this, PlayState* play) { f32 moveDist; if (this->timer != 0) { diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c index ba65211c3..160f60ebe 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c @@ -14,9 +14,9 @@ void BgHidanFslift_Destroy(Actor* thisx, PlayState* play); void BgHidanFslift_Update(Actor* thisx, PlayState* play); void BgHidanFslift_Draw(Actor* thisx, PlayState* play); -void func_80886FCC(BgHidanFslift* this, PlayState* play); -void func_8088706C(BgHidanFslift* this, PlayState* play); -void func_808870D8(BgHidanFslift* this, PlayState* play); +void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play); +void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play); +void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play); const ActorInit Bg_Hidan_Fslift_InitVars = { ACTOR_BG_HIDAN_FSLIFT, @@ -54,10 +54,10 @@ void BgHidanFslift_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->dyna.actor); return; } - this->actionFunc = func_80886FCC; + this->actionFunc = BgHidanFslift_Idle; } -void func_80886F24(BgHidanFslift* this) { +void BgHidanFslift_SetHookshotTargetPos(BgHidanFslift* this) { if (this->dyna.actor.child != NULL && this->dyna.actor.child->update != NULL) { this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x; this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 40.0f; @@ -73,12 +73,12 @@ void BgHidanFslift_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } -void func_80886FB4(BgHidanFslift* this) { +void BgHidanFslift_SetupIdle(BgHidanFslift* this) { this->timer = 40; - this->actionFunc = func_80886FCC; + this->actionFunc = BgHidanFslift_Idle; } -void func_80886FCC(BgHidanFslift* this, PlayState* play) { +void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play) { s32 heightBool; if (this->timer) { @@ -91,35 +91,35 @@ void func_80886FCC(BgHidanFslift* this, PlayState* play) { heightBool = true; } if (DynaPolyActor_IsPlayerAbove(&this->dyna) && (heightBool)) { - this->actionFunc = func_808870D8; + this->actionFunc = BgHidanFslift_Ascend; } else if (!heightBool) { - this->actionFunc = func_8088706C; + this->actionFunc = BgHidanFslift_Descend; } } } -void func_8088706C(BgHidanFslift* this, PlayState* play) { +void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play) { if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 4.0f)) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND); - func_80886FB4(this); + BgHidanFslift_SetupIdle(this); } else { func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG); } - func_80886F24(this); + BgHidanFslift_SetHookshotTargetPos(this); } -void func_808870D8(BgHidanFslift* this, PlayState* play) { +void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play) { if (DynaPolyActor_IsPlayerAbove(&this->dyna)) { if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 790.0f, 4.0f)) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND); - func_80886FB4(this); + BgHidanFslift_SetupIdle(this); } else { func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG); } } else { - func_80886FB4(this); + BgHidanFslift_SetupIdle(this); } - func_80886F24(this); + BgHidanFslift_SetHookshotTargetPos(this); } void BgHidanFslift_Update(Actor* thisx, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c b/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c index 74eede4f0..58a79d2b1 100644 --- a/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c +++ b/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c @@ -21,9 +21,9 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play); void BgMizuMovebg_Update(Actor* thisx, PlayState* play); void BgMizuMovebg_Draw(Actor* thisx, PlayState* play); -void func_8089E318(BgMizuMovebg* this, PlayState* play); -void func_8089E650(BgMizuMovebg* this, PlayState* play); -s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId); +void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play); +void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play); +s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId); const ActorInit Bg_Mizu_Movebg_InitVars = { ACTOR_BG_MIZU_MOVEBG, @@ -64,7 +64,7 @@ static Vec3f D_8089EBAC = { 0.0f, 80.0f, 23.0f }; static u8 D_8089EE40; -s32 func_8089DC30(PlayState* play) { +s32 BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(PlayState* play) { s32 result; if (Flags_GetSwitch(play, WATER_TEMPLE_WATER_F1_FLAG)) { @@ -103,7 +103,7 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) { } else { thisx->world.pos.y = temp; } - ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318; + ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain; break; case 1: temp = waterBoxes[2].ySurface + 15.0f; @@ -112,7 +112,7 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) { } else { thisx->world.pos.y = temp; } - ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318; + ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain; break; case 2: temp = waterBoxes[2].ySurface + 15.0f; @@ -121,11 +121,12 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) { } else { thisx->world.pos.y = temp; } - ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318; + ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain; break; case 3: - thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + D_8089EB40[func_8089DC30(play)]; - ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318; + thisx->world.pos.y = + ((BgMizuMovebg*)thisx)->homeY + D_8089EB40[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)]; + ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain; break; case 4: case 5: @@ -135,7 +136,7 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) { } else { thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY; } - ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318; + ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain; break; case 7: ((BgMizuMovebg*)thisx)->scrollAlpha1 = 160; @@ -144,8 +145,9 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) { ((BgMizuMovebg*)thisx)->scrollAlpha4 = 160; waypointId = MOVEBG_POINT_ID(thisx->params); ((BgMizuMovebg*)thisx)->waypointId = waypointId; - func_8089E108(play->setupPathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId); - ((BgMizuMovebg*)thisx)->actionFunc = func_8089E650; + BgMizuMovebg_SetPosFromPath(play->setupPathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), + waypointId); + ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateHookshotPlatform; break; } @@ -188,7 +190,7 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) { } } -s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) { +s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) { Path* path = pathList; Vec3s* point; @@ -202,7 +204,7 @@ s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) { return 0; } -void func_8089E198(BgMizuMovebg* this, PlayState* play) { +void BgMizuMovebg_SetScrollAlphas(BgMizuMovebg* this, PlayState* play) { f32 waterLevel = play->colCtx.colHeader->waterBoxes[2].ySurface; if (waterLevel < WATER_TEMPLE_WATER_F1_Y) { @@ -235,13 +237,13 @@ void func_8089E198(BgMizuMovebg* this, PlayState* play) { this->scrollAlpha4 = this->scrollAlpha3; } -void func_8089E318(BgMizuMovebg* this, PlayState* play) { +void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) { WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes; f32 phi_f0; s32 type; Vec3f sp28; - func_8089E198(this, play); + BgMizuMovebg_SetScrollAlphas(this, play); type = MOVEBG_TYPE(this->dyna.actor.params); switch (type) { @@ -263,7 +265,7 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) { } break; case 3: - phi_f0 = this->homeY + D_8089EB40[func_8089DC30(play)]; + phi_f0 = this->homeY + D_8089EB40[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)]; if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) { if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) { D_8089EE40 |= 2; @@ -316,7 +318,7 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) { } } -void func_8089E650(BgMizuMovebg* this, PlayState* play) { +void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play) { Vec3f waypoint; f32 dist; f32 dx; @@ -324,7 +326,8 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) { f32 dz; this->dyna.actor.speedXZ = MOVEBG_SPEED(this->dyna.actor.params) * 0.1f; - func_8089E108(play->setupPathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId); + BgMizuMovebg_SetPosFromPath(play->setupPathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), + this->waypointId); dist = Actor_WorldDistXYZToPoint(&this->dyna.actor, &waypoint); if (dist < this->dyna.actor.speedXZ) { this->dyna.actor.speedXZ = dist; @@ -338,7 +341,8 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) { this->waypointId++; if (this->waypointId >= play->setupPathList[MOVEBG_PATH_ID(this->dyna.actor.params)].count) { this->waypointId = 0; - func_8089E108(play->setupPathList, &this->dyna.actor.world.pos, MOVEBG_PATH_ID(this->dyna.actor.params), 0); + BgMizuMovebg_SetPosFromPath(play->setupPathList, &this->dyna.actor.world.pos, + MOVEBG_PATH_ID(this->dyna.actor.params), 0); } } if (!(D_8089EE40 & 1) && MOVEBG_SPEED(this->dyna.actor.params) != 0) { diff --git a/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c b/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c index e082ed4ee..34577ca75 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c @@ -71,7 +71,7 @@ void func_808B3960(BgSpot15Rrbox* this, PlayState* play, CollisionHeader* collis } } -void func_808B39E8(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3) { +void BgSpot15Rrbox_RotatePoint(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3) { arg0->x = (arg1->z * arg2) + (arg1->x * arg3); arg0->y = arg1->y; arg0->z = (arg1->z * arg3) - (arg1->x * arg2); @@ -141,7 +141,7 @@ void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) { D_808B4590 = 0; } -s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) { +s32 BgSpot15Rrbox_TrySnapToCheckedPoint(BgSpot15Rrbox* this, PlayState* play, s32 arg2) { f32 chkDist = 0.0f; Vec3f actorPosition; Vec3f actorScale; @@ -152,7 +152,7 @@ s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) { actorScale.y = D_808B45DC[arg2].y * (this->dyna.actor.scale.y * 10.0f); actorScale.z = D_808B45DC[arg2].z * (this->dyna.actor.scale.z * 10.0f); - func_808B39E8(&actorPosition, &actorScale, this->unk_16C, this->unk_170); + BgSpot15Rrbox_RotatePoint(&actorPosition, &actorScale, this->unk_16C, this->unk_170); actorPosition.x += this->dyna.actor.world.pos.x; actorPosition.y += this->dyna.actor.prevPos.y; @@ -168,7 +168,7 @@ s32 func_808B3CA0(BgSpot15Rrbox* this, PlayState* play, s32 arg2) { return false; } -f32 func_808B3DDC(BgSpot15Rrbox* this, PlayState* play) { +f32 BgSpot15Rrbox_GetFloorHeight(BgSpot15Rrbox* this, PlayState* play) { s32 i; Vec3f position; Vec3f scale; @@ -183,7 +183,7 @@ f32 func_808B3DDC(BgSpot15Rrbox* this, PlayState* play) { scale.y = D_808B45DC[i].y * (actor->scale.y * 10.0f); scale.z = D_808B45DC[i].z * (actor->scale.z * 10.0f); - func_808B39E8(&position, &scale, this->unk_16C, this->unk_170); + BgSpot15Rrbox_RotatePoint(&position, &scale, this->unk_16C, this->unk_170); position.x += actor->world.pos.x; position.y += actor->prevPos.y; @@ -199,20 +199,20 @@ f32 func_808B3DDC(BgSpot15Rrbox* this, PlayState* play) { return returnValue; } -s32 func_808B3F58(BgSpot15Rrbox* this, PlayState* play) { - if (func_808B3CA0(this, play, 0)) { +s32 BgSpot15Rrbox_TrySnapToFloor(BgSpot15Rrbox* this, PlayState* play) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 0)) { return true; } - if (func_808B3CA0(this, play, 1)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 1)) { return true; } - if (func_808B3CA0(this, play, 2)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 2)) { return true; } - if (func_808B3CA0(this, play, 3)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 3)) { return true; } - if (func_808B3CA0(this, play, 4)) { + if (BgSpot15Rrbox_TrySnapToCheckedPoint(this, play, 4)) { return true; } return false; @@ -272,7 +272,7 @@ void func_808B4194(BgSpot15Rrbox* this, PlayState* play) { actor->world.pos.x = actor->home.pos.x + (tempUnk178 * this->unk_16C); actor->world.pos.z = actor->home.pos.z + (tempUnk178 * this->unk_170); - if (!func_808B3F58(this, play)) { + if (!BgSpot15Rrbox_TrySnapToFloor(this, play)) { actor->home.pos.x = actor->world.pos.x; actor->home.pos.z = actor->world.pos.z; player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY; @@ -305,7 +305,7 @@ void func_808B4380(BgSpot15Rrbox* this, PlayState* play) { this->dyna.actor.velocity.y = 0.0f; this->dyna.actor.velocity.z = 0.0f; this->dyna.actor.gravity = -1.0f; - this->dyna.actor.floorHeight = func_808B3DDC(this, play); + this->dyna.actor.floorHeight = BgSpot15Rrbox_GetFloorHeight(this, play); this->actionFunc = func_808B43D0; } diff --git a/soh/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c b/soh/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c index a0134ce33..85cafdbbd 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c @@ -11,18 +11,18 @@ void BgSpot18Basket_Update(Actor* thisx, PlayState* play); void BgSpot18Basket_Draw(Actor* thisx, PlayState* play); void BgSpot18Basket_Reset(void); -void func_808B7BCC(BgSpot18Basket* this, PlayState* play); -void func_808B7AEC(BgSpot18Basket* this); -void func_808B7B58(BgSpot18Basket* this); -void func_808B7BB0(BgSpot18Basket* this); -void func_808B7D38(BgSpot18Basket* this); -void func_808B7F74(BgSpot18Basket* this); -void func_808B818C(BgSpot18Basket* this); -void func_808B7AFC(BgSpot18Basket* this, PlayState* play); -void func_808B7B6C(BgSpot18Basket* this, PlayState* play); -void func_808B7D50(BgSpot18Basket* this, PlayState* play); -void func_808B7FC0(BgSpot18Basket* this, PlayState* play); -void func_808B81A0(BgSpot18Basket* this, PlayState* play); +void BgSpot18Basket_Spinning(BgSpot18Basket* this, PlayState* play); +void BgSpot18Basket_SetupInactive(BgSpot18Basket* this); +void BgSpot18Basket_SetupActivation(BgSpot18Basket* this); +void BgSpot18Basket_SetupSpinning(BgSpot18Basket* this); +void BgSpot18Basket_SetupExplosionCs(BgSpot18Basket* this); +void BgSpot18Basket_SetupStopping(BgSpot18Basket* this); +void BgSpot18Basket_SetupGivingPrize(BgSpot18Basket* this); +void BgSpot18Basket_Inactive(BgSpot18Basket* this, PlayState* play); +void BgSpot18Basket_Activation(BgSpot18Basket* this, PlayState* play); +void BgSpot18Basket_ExplosionCs(BgSpot18Basket* this, PlayState* play); +void BgSpot18Basket_Stopping(BgSpot18Basket* this, PlayState* play); +void BgSpot18Basket_GivingPrize(BgSpot18Basket* this, PlayState* play); const ActorInit Bg_Spot18_Basket_InitVars = { ACTOR_BG_SPOT18_BASKET, @@ -77,7 +77,7 @@ static ColliderJntSphInit sJntSphInit = { static s16 D_808B85C8[] = { 0x8000, 0x2AAA, 0xD555, 0x0000 }; -void func_808B7710(Actor* thisx, PlayState* play) { +void BgSpot18Basket_InitColliderJntSph(Actor* thisx, PlayState* play) { BgSpot18Basket* this = (BgSpot18Basket*)thisx; Collider_InitJntSph(play, &this->colliderJntSph); @@ -86,7 +86,7 @@ void func_808B7710(Actor* thisx, PlayState* play) { } s16 D_808B85D0 = 0; -void func_808B7770(BgSpot18Basket* this, PlayState* play, f32 arg2) { +void BgSpot18Basket_SpawnDustClouds(BgSpot18Basket* this, PlayState* play, f32 arg2) { Vec3f acceleration; Vec3f velocity; Vec3f position; @@ -137,7 +137,7 @@ void BgSpot18Basket_Init(Actor* thisx, PlayState* play) { CollisionHeader* colHeader = NULL; DynaPolyActor_Init(&this->dyna, DPM_UNK3); - func_808B7710(&this->dyna.actor, play); + BgSpot18Basket_InitColliderJntSph(&this->dyna.actor, play); CollisionHeader_GetVirtual(&gGoronCityVaseCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); @@ -148,11 +148,11 @@ void BgSpot18Basket_Init(Actor* thisx, PlayState* play) { this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y; if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F)) { - func_808B7BB0(this); + BgSpot18Basket_SetupSpinning(this); return; } - func_808B7AEC(this); + BgSpot18Basket_SetupInactive(this); Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_BG_SPOT18_FUTA, this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, this->dyna.actor.shape.rot.x, this->dyna.actor.shape.rot.y + 0x1555, this->dyna.actor.shape.rot.z, -1); @@ -172,36 +172,36 @@ void BgSpot18Basket_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyJntSph(play, &this->colliderJntSph); } -void func_808B7AEC(BgSpot18Basket* this) { - this->actionFunc = func_808B7AFC; +void BgSpot18Basket_SetupInactive(BgSpot18Basket* this) { + this->actionFunc = BgSpot18Basket_Inactive; } -void func_808B7AFC(BgSpot18Basket* this, PlayState* play) { +void BgSpot18Basket_Inactive(BgSpot18Basket* this, PlayState* play) { if (Flags_GetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F)) { OnePointCutscene_Init(play, 4220, 80, &this->dyna.actor, MAIN_CAM); - func_808B7B58(this); + BgSpot18Basket_SetupActivation(this); } } -void func_808B7B58(BgSpot18Basket* this) { - this->actionFunc = func_808B7B6C; +void BgSpot18Basket_SetupActivation(BgSpot18Basket* this) { + this->actionFunc = BgSpot18Basket_Activation; this->timer = 0; } -void func_808B7B6C(BgSpot18Basket* this, PlayState* play) { +void BgSpot18Basket_Activation(BgSpot18Basket* this, PlayState* play) { if (this->timer > 20) { - func_808B7BB0(this); + BgSpot18Basket_SetupSpinning(this); this->dyna.actor.child->parent = NULL; this->dyna.actor.child = NULL; } } -void func_808B7BB0(BgSpot18Basket* this) { - this->actionFunc = func_808B7BCC; +void BgSpot18Basket_SetupSpinning(BgSpot18Basket* this) { + this->actionFunc = BgSpot18Basket_Spinning; this->spinRate = this->circleRate = 0; } -void func_808B7BCC(BgSpot18Basket* this, PlayState* play) { +void BgSpot18Basket_Spinning(BgSpot18Basket* this, PlayState* play) { f32 positionDiff; Actor* colliderBaseAc; @@ -229,7 +229,7 @@ void func_808B7BCC(BgSpot18Basket* this, PlayState* play) { if (Math3D_Dist2DSq(colliderBaseAc->world.pos.z, this->colliderJntSph.base.ac->world.pos.x, this->dyna.actor.world.pos.z, this->dyna.actor.world.pos.x) < SQ(32.0f)) { OnePointCutscene_Init(play, 4210, 240, &this->dyna.actor, MAIN_CAM); - func_808B7D38(this); + BgSpot18Basket_SetupExplosionCs(this); func_8003EBF8(play, &play->colCtx.dyna, this->dyna.bgId); } } @@ -238,13 +238,13 @@ void func_808B7BCC(BgSpot18Basket* this, PlayState* play) { func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG); } -void func_808B7D38(BgSpot18Basket* this) { - this->actionFunc = func_808B7D50; +void BgSpot18Basket_SetupExplosionCs(BgSpot18Basket* this) { + this->actionFunc = BgSpot18Basket_ExplosionCs; this->timer = 0; this->pivotAltitude = 0; } -void func_808B7D50(BgSpot18Basket* this, PlayState* play) { +void BgSpot18Basket_ExplosionCs(BgSpot18Basket* this, PlayState* play) { f32 tempValue2; f32 tempValue; @@ -279,13 +279,13 @@ void func_808B7D50(BgSpot18Basket* this, PlayState* play) { this->dyna.actor.shape.rot.z = -Math_SinS(this->pivotAzimuth) * this->pivotAltitude; if (this->timer > 140) { - func_808B7F74(this); + BgSpot18Basket_SetupStopping(this); } if (this->timer < 80) { - func_808B7770(this, play, 1.0f); + BgSpot18Basket_SpawnDustClouds(this, play, 1.0f); } else { - func_808B7770(this, play, 0.8f); + BgSpot18Basket_SpawnDustClouds(this, play, 0.8f); } tempValue2 = (this->spinRate - 500) * 0.0006f; @@ -295,11 +295,11 @@ void func_808B7D50(BgSpot18Basket* this, PlayState* play) { func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG, tempValue); } -void func_808B7F74(BgSpot18Basket* this) { +void BgSpot18Basket_SetupStopping(BgSpot18Basket* this) { s16 shapeRotY; shapeRotY = this->dyna.actor.shape.rot.y; - this->actionFunc = func_808B7FC0; + this->actionFunc = BgSpot18Basket_Stopping; if (GameInteractor_Should(VB_WIN_GORON_POT, (shapeRotY < -0x2E93) || (shapeRotY >= 0x7C19))) { this->prize = 2; @@ -312,7 +312,7 @@ void func_808B7F74(BgSpot18Basket* this) { this->timer = 0; } -void func_808B7FC0(BgSpot18Basket* this, PlayState* play) { +void BgSpot18Basket_Stopping(BgSpot18Basket* this, PlayState* play) { s32 pad; s32 tempUnk214; f32 tempUnk210; @@ -339,15 +339,15 @@ void func_808B7FC0(BgSpot18Basket* this, PlayState* play) { if ((s16)(this->dyna.actor.shape.rot.y - arrayValue) >= 0) { this->dyna.actor.shape.rot.y = arrayValue; - func_808B818C(this); + BgSpot18Basket_SetupGivingPrize(this); func_8003EC50(play, &play->colCtx.dyna, this->dyna.bgId); } } if (this->timer < 30) { - func_808B7770(this, play, 0.5f); + BgSpot18Basket_SpawnDustClouds(this, play, 0.5f); } else { - func_808B7770(this, play, 0.3f); + BgSpot18Basket_SpawnDustClouds(this, play, 0.3f); } tempUnk210 = (this->spinRate - 500) * 0.0006f; @@ -357,14 +357,14 @@ void func_808B7FC0(BgSpot18Basket* this, PlayState* play) { func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_WALL_MOVE_SP - SFX_FLAG, clampedTempUnk210); } -void func_808B818C(BgSpot18Basket* this) { - this->actionFunc = func_808B81A0; +void BgSpot18Basket_SetupGivingPrize(BgSpot18Basket* this) { + this->actionFunc = BgSpot18Basket_GivingPrize; this->timer = 0; } static s16 D_808B85E4[] = { -0x0FA0, 0x0320, 0x0FA0 }; -void func_808B81A0(BgSpot18Basket* this, PlayState* play) { +void BgSpot18Basket_GivingPrize(BgSpot18Basket* this, PlayState* play) { s32 i; Actor* actor = &this->dyna.actor; Vec3f tempVector; @@ -427,7 +427,7 @@ void func_808B81A0(BgSpot18Basket* this, PlayState* play) { Sfx_PlaySfxCentered(NA_SE_SY_TRE_BOX_APPEAR); } } else if (this->timer == 200) { - func_808B7BB0(this); + BgSpot18Basket_SetupSpinning(this); } } @@ -440,9 +440,9 @@ void BgSpot18Basket_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); this->dyna.actor.floorHeight = BgCheck_EntityRaycastFloor4(&play->colCtx, &this->dyna.actor.floorPoly, &bgId, &this->dyna.actor, &this->dyna.actor.world.pos); - if (this->actionFunc != func_808B7AFC) { + if (this->actionFunc != BgSpot18Basket_Inactive) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderJntSph.base); - if (this->actionFunc != func_808B7B6C) { + if (this->actionFunc != BgSpot18Basket_Activation) { this->colliderJntSph.base.acFlags &= ~AC_HIT; CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderJntSph.base); } diff --git a/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c index d353927c9..21a849cfa 100644 --- a/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -36,8 +36,8 @@ void func_80900580(BossGanon2* this, PlayState* play); void func_80900650(BossGanon2* this, PlayState* play); void func_80900890(BossGanon2* this, PlayState* play); void func_8090120C(BossGanon2* this, PlayState* play); -void func_80905DA8(BossGanon2* this, PlayState* play); -void func_809060E8(PlayState* play); +void BossGanon2_UpdateEffects(BossGanon2* this, PlayState* play); +void BossGanon2_DrawEffects(PlayState* play); void BossGanon2_GenShadowTexture(void* shadowTexture, BossGanon2* this, PlayState* play); void BossGanon2_DrawShadowTexture(void* shadowTexture, BossGanon2* this, PlayState* play); @@ -1930,7 +1930,7 @@ void func_80902348(BossGanon2* this, PlayState* play) { } } -void func_80902524(BossGanon2* this, PlayState* play) { +void BossGanon2_CollisionCheck(BossGanon2* this, PlayState* play) { s8 temp_v0_4; ColliderInfo* acHitInfo; s16 i; @@ -2117,7 +2117,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) { func_80902348(this, play); CollisionCheck_SetOC(play, &play->colChkCtx, &this->unk_424.base); if (this->actionFunc != func_8090120C) { - func_80902524(this, play); + BossGanon2_CollisionCheck(this, play); CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_424.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->unk_444.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->unk_444.base); @@ -2241,7 +2241,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) { } } this->unk_388 += 0.15f; - func_80905DA8(this, play); + BossGanon2_UpdateEffects(this, play); } void func_809034E4(Vec3f* arg0, Vec3f* arg1) { @@ -2869,10 +2869,10 @@ void BossGanon2_Draw(Actor* thisx, PlayState* play) { CLOSE_DISPS(play->state.gfxCtx); - func_809060E8(play); + BossGanon2_DrawEffects(play); } -void func_80905DA8(BossGanon2* this, PlayState* play) { +void BossGanon2_UpdateEffects(BossGanon2* this, PlayState* play) { s32 pad[5]; Player* player = GET_PLAYER(play); BossGanon2Effect* effect = play->specialEffects; @@ -2939,7 +2939,7 @@ void func_80905DA8(BossGanon2* this, PlayState* play) { } } -void func_809060E8(PlayState* play) { +void BossGanon2_DrawEffects(PlayState* play) { s16 alpha; u8 usingObjectGEff = false; BossGanon2Effect* effect; diff --git a/soh/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c b/soh/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c index 1be26e461..5a8719cb8 100644 --- a/soh/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c +++ b/soh/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c @@ -21,7 +21,7 @@ void Demo6K_Destroy(Actor* thisx, PlayState* play); void Demo6K_Update(Actor* thisx, PlayState* play); void Demo6K_Reset(void); -void func_80966DB0(Demo6K* this, PlayState* play); +void Demo6K_WaitForObject(Demo6K* this, PlayState* play); void func_80966E04(Demo6K* this, PlayState* play); void func_80966E98(Demo6K* this, PlayState* play); void func_80966F84(Demo6K* this, PlayState* play); @@ -93,7 +93,7 @@ void Demo6K_Init(Actor* thisx, PlayState* play) { this->objBankIndex = objBankIndex; } - Demo6K_SetupAction(this, func_80966DB0); + Demo6K_SetupAction(this, Demo6K_WaitForObject); this->timer1 = 0; this->flags = 0; this->timer2 = 0; @@ -202,7 +202,7 @@ void Demo6K_Destroy(Actor* thisx, PlayState* play) { LightContext_RemoveLight(play, &play->lightCtx, this->lightNode); } -void func_80966DB0(Demo6K* this, PlayState* play) { +void Demo6K_WaitForObject(Demo6K* this, PlayState* play) { if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) { this->actor.objBankIndex = this->objBankIndex; this->actor.draw = this->drawFunc; diff --git a/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c b/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c index 1ccf9f0c8..edca1fc2d 100644 --- a/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c +++ b/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c @@ -50,7 +50,7 @@ const ActorInit Demo_Go_InitVars = { NULL, }; -s32 func_8097C870(DemoGo* this) { +s32 DemoGo_GetCueChannel(DemoGo* this) { s32 ret; switch (this->actor.params) { @@ -134,7 +134,7 @@ void func_8097CB0C(DemoGo* this, PlayState* play) { Vec3f endPos; if (play->csCtx.state != CS_STATE_IDLE) { - npcAction = csCtx->npcActions[func_8097C870(this)]; + npcAction = csCtx->npcActions[DemoGo_GetCueChannel(this)]; if (npcAction != NULL) { temp_ret = Environment_LerpWeight(npcAction->endFrame, npcAction->startFrame, csCtx->frames); startPos.x = npcAction->startPos.x; @@ -174,7 +174,7 @@ void func_8097CCE0(DemoGo* this, PlayState* play) { s32 thisRotY; if (play->csCtx.state != CS_STATE_IDLE) { - npcAction = play->csCtx.npcActions[func_8097C870(this)]; + npcAction = play->csCtx.npcActions[DemoGo_GetCueChannel(this)]; if (npcAction != NULL) { thisRotY = thisx->world.rot.y; rotYDelta = npcAction->rot.y - thisRotY; @@ -197,7 +197,7 @@ s32 DemoGo_UpdateSkelAnime(DemoGo* this) { s32 func_8097CDB0(DemoGo* this, PlayState* play, u16 npcAction) { CutsceneContext* csCtx = &play->csCtx; - s32 actionIdx = func_8097C870(this); + s32 actionIdx = DemoGo_GetCueChannel(this); if ((csCtx->state != CS_STATE_IDLE) && (csCtx->npcActions[actionIdx] != NULL) && (csCtx->npcActions[actionIdx]->action == npcAction)) { @@ -224,7 +224,7 @@ void func_8097CE78(DemoGo* this, PlayState* play) { CsCmdActorCue* npcAction; if (play->csCtx.state != CS_STATE_IDLE) { - npcAction = csCtx->npcActions[func_8097C870(this)]; + npcAction = csCtx->npcActions[DemoGo_GetCueChannel(this)]; if (npcAction != NULL && csCtx->frames >= npcAction->endFrame) { func_8097CA78(this, play); this->action = 3; diff --git a/soh/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c b/soh/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c index 82c898e48..63e20df36 100644 --- a/soh/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c +++ b/soh/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c @@ -287,7 +287,7 @@ void func_8097E454(PlayState* play, Vec3f* spawnerPos, Vec3f* velocity, Vec3f* a } } -u8 func_8097E69C(PlayState* play) { +u8 DemoGt_IsCutsceneIdle(PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { return true; } else { @@ -299,7 +299,7 @@ CsCmdActorCue* DemoGt_GetNpcAction(PlayState* play, u32 actionIdx) { s32 pad[2]; CsCmdActorCue* ret = NULL; - if (!func_8097E69C(play)) { + if (!DemoGt_IsCutsceneIdle(play)) { ret = play->csCtx.npcActions[actionIdx]; } @@ -433,7 +433,7 @@ void func_8097ED64(DemoGt* this, PlayState* play, s32 actionIdx) { func_8097E824(this, actionIdx); } -u8 func_8097ED94() { +u8 DemoGt_IsCutsceneLayer() { if (kREG(2) != 0) { return true; } else if (gSaveContext.sceneSetupIndex < 4) { @@ -462,7 +462,7 @@ void func_8097EDD8(DemoGt* this, PlayState* play, CollisionHeader* collision) { u8 func_8097EE44(DemoGt* this, PlayState* play, s32 updateMode, s32 drawConfig, CollisionHeader* colHeader) { - if (func_8097ED94()) { + if (DemoGt_IsCutsceneLayer()) { this->updateMode = updateMode; this->drawConfig = drawConfig; func_8097EDD8(this, play, colHeader); diff --git a/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c index a5c3882e3..3f37ef1ad 100644 --- a/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c +++ b/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c @@ -32,21 +32,21 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play); void DoorShutter_Update(Actor* thisx, PlayState* play); void DoorShutter_Draw(Actor* thisx, PlayState* play); -void func_8099803C(PlayState* play, s16 y, s16 countdown, s16 arg3); +void DoorShutter_RequestQuakeAndRumble(PlayState* play, s16 y, s16 countdown, s16 arg3); void DoorShutter_SetupType(DoorShutter* this, PlayState* play); -void func_80996A54(DoorShutter* this, PlayState* play); -void func_80996B00(DoorShutter* this, PlayState* play); -void func_80996B0C(DoorShutter* this, PlayState* play); -void func_80996EE8(DoorShutter* this, PlayState* play); -void func_80996F98(DoorShutter* this, PlayState* play); -void func_80997004(DoorShutter* this, PlayState* play); -void func_80997150(DoorShutter* this, PlayState* play); -void func_809973E8(DoorShutter* this, PlayState* play); -void func_80997528(DoorShutter* this, PlayState* play); -void func_80997568(DoorShutter* this, PlayState* play); -void func_809975C0(DoorShutter* this, PlayState* play); -void func_809976B8(DoorShutter* this, PlayState* play); -void func_80997744(DoorShutter* this, PlayState* play); +void DoorShutter_WaitClear(DoorShutter* this, PlayState* play); +void DoorShutter_Unopenable(DoorShutter* this, PlayState* play); +void DoorShutter_Idle(DoorShutter* this, PlayState* play); +void DoorShutter_BarAndWaitSwitchFlag(DoorShutter* this, PlayState* play); +void DoorShutter_UnbarredCheckSwitchFlag(DoorShutter* this, PlayState* play); +void DoorShutter_Open(DoorShutter* this, PlayState* play); +void DoorShutter_Unbar(DoorShutter* this, PlayState* play); +void DoorShutter_Close(DoorShutter* this, PlayState* play); +void DoorShutter_JabuDoorClose(DoorShutter* this, PlayState* play); +void DoorShutter_WaitPlayerSurprised(DoorShutter* this, PlayState* play); +void DoorShutter_GohmaBlockFall(DoorShutter* this, PlayState* play); +void DoorShutter_GohmaBlockBounce(DoorShutter* this, PlayState* play); +void DoorShutter_PhantomGanonBarsRaise(DoorShutter* this, PlayState* play); const ActorInit Door_Shutter_InitVars = { ACTOR_DOOR_SHUTTER, @@ -211,23 +211,23 @@ s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) { if (doorType == SHUTTER_FRONT_CLEAR) { if (!Flags_GetClear(play, this->dyna.actor.room)) { - DoorShutter_SetupAction(this, func_80996A54); + DoorShutter_SetupAction(this, DoorShutter_WaitClear); this->barsClosedAmount = 1.0f; return true; } } else if (doorType == SHUTTER_FRONT_SWITCH || doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) { if (!Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) { - DoorShutter_SetupAction(this, func_80996EE8); + DoorShutter_SetupAction(this, DoorShutter_BarAndWaitSwitchFlag); this->barsClosedAmount = 1.0f; return true; } - DoorShutter_SetupAction(this, func_80996F98); + DoorShutter_SetupAction(this, DoorShutter_UnbarredCheckSwitchFlag); return false; } else if (doorType == SHUTTER_BACK_LOCKED) { - DoorShutter_SetupAction(this, func_80996B00); + DoorShutter_SetupAction(this, DoorShutter_Unopenable); return false; } - DoorShutter_SetupAction(this, func_80996B0C); + DoorShutter_SetupAction(this, DoorShutter_Idle); return false; } @@ -314,9 +314,9 @@ void DoorShutter_SetupType(DoorShutter* this, PlayState* play) { this->dyna.actor.velocity.y = 0.0f; this->dyna.actor.gravity = -2.0f; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE); - DoorShutter_SetupAction(this, func_809975C0); + DoorShutter_SetupAction(this, DoorShutter_GohmaBlockFall); } else { - DoorShutter_SetupAction(this, func_80997744); + DoorShutter_SetupAction(this, DoorShutter_PhantomGanonBarsRaise); this->unk_164 = 7; } } else { @@ -325,7 +325,7 @@ void DoorShutter_SetupType(DoorShutter* this, PlayState* play) { } } -f32 func_80996840(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 arg4) { +f32 DoorShutter_GetPlayerDistance(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 arg4) { s32 pad; Vec3f sp28; Vec3f sp1C; @@ -342,12 +342,13 @@ f32 func_80996840(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 ar } } -s32 func_809968D4(DoorShutter* this, PlayState* play) { +s32 DoorShutter_GetPlayerSide(DoorShutter* this, PlayState* play) { Player* player = GET_PLAYER(play); if (!Player_InCsMode(play)) { ShutterInfo* temp_v1 = &sShutterInfo[this->gfxType]; - f32 temp_f2 = func_80996840(play, this, (this->gfxType != 3) ? 0.0f : 80.0f, temp_v1->e, temp_v1->f); + f32 temp_f2 = + DoorShutter_GetPlayerDistance(play, this, (this->gfxType != 3) ? 0.0f : 80.0f, temp_v1->e, temp_v1->f); if (fabsf(temp_f2) < 50.0f) { s16 phi_v0 = player->actor.shape.rot.y - this->dyna.actor.shape.rot.y; @@ -363,28 +364,28 @@ s32 func_809968D4(DoorShutter* this, PlayState* play) { return 0.0f; } -void func_80996A54(DoorShutter* this, PlayState* play) { +void DoorShutter_WaitClear(DoorShutter* this, PlayState* play) { if (Flags_GetClear(play, this->dyna.actor.room) || Flags_GetTempClear(play, this->dyna.actor.room)) { Flags_SetClear(play, this->dyna.actor.room); - DoorShutter_SetupAction(this, func_80997150); + DoorShutter_SetupAction(this, DoorShutter_Unbar); if (GameInteractor_Should(VB_PLAY_ONEPOINT_ACTOR_CS, true, this)) { OnePointCutscene_Attention(play, &this->dyna.actor); OnePointCutscene_Attention(play, &GET_PLAYER(play)->actor); this->actionTimer = -100; } - } else if (func_809968D4(this, play) != 0) { + } else if (DoorShutter_GetPlayerSide(this, play) != 0) { Player* player = GET_PLAYER(play); player->naviTextId = -0x202; } } -void func_80996B00(DoorShutter* this, PlayState* play) { +void DoorShutter_Unopenable(DoorShutter* this, PlayState* play) { } -void func_80996B0C(DoorShutter* this, PlayState* play) { +void DoorShutter_Idle(DoorShutter* this, PlayState* play) { if (this->unk_164 != 0) { - DoorShutter_SetupAction(this, func_80997004); + DoorShutter_SetupAction(this, DoorShutter_Open); this->dyna.actor.velocity.y = 0.0f; if (this->unlockTimer != 0) { Flags_SetSwitch(play, this->dyna.actor.params & 0x3F); @@ -397,7 +398,7 @@ void func_80996B0C(DoorShutter* this, PlayState* play) { } } } else { - s32 doorDirection = func_809968D4(this, play); + s32 doorDirection = DoorShutter_GetPlayerSide(this, play); if (doorDirection != 0) { Player* player = GET_PLAYER(play); @@ -421,7 +422,7 @@ void func_80996B0C(DoorShutter* this, PlayState* play) { } } -void func_80996C60(DoorShutter* this, PlayState* play) { +void DoorShutter_InitOpeningDoorCam(DoorShutter* this, PlayState* play) { if (this->dyna.actor.category == ACTORCAT_DOOR) { Player* player = GET_PLAYER(play); s32 sp38 = this->gfxType; @@ -430,7 +431,7 @@ void func_80996C60(DoorShutter* this, PlayState* play) { if (DoorShutter_SetupDoor(this, play)) { sp34 = 0x20; } - DoorShutter_SetupAction(this, func_80997004); + DoorShutter_SetupAction(this, DoorShutter_Open); this->gfxType = sp38; this->barsClosedAmount = 0.0f; Camera_ChangeDoorCam(play->cameraPtrs[MAIN_CAM], &this->dyna.actor, player->cv.slidingDoorBgCamIndex, 0.0f, 12, @@ -438,11 +439,11 @@ void func_80996C60(DoorShutter* this, PlayState* play) { } } -s32 func_80996D14(DoorShutter* this, PlayState* play) { +s32 DoorShutter_UpdateOpening(DoorShutter* this, PlayState* play) { if (this->gfxType != 3) { if (this->dyna.actor.velocity.y == 0.0f) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN); - func_80996C60(this, play); + DoorShutter_InitOpeningDoorCam(this, play); } Math_StepToF(&this->dyna.actor.velocity.y, 15.0f, 3.0f); if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 200.0f, @@ -452,7 +453,7 @@ s32 func_80996D14(DoorShutter* this, PlayState* play) { } else { if (this->jabuDoorClosedAmount == 100) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYODOOR_OPEN); - func_80996C60(this, play); + DoorShutter_InitOpeningDoorCam(this, play); } if (Math_StepToS(&this->jabuDoorClosedAmount, 0, 10)) { return true; @@ -461,7 +462,7 @@ s32 func_80996D14(DoorShutter* this, PlayState* play) { return false; } -s32 func_80996E08(DoorShutter* this, PlayState* play, f32 arg2) { +s32 DoorShutter_UpdateBarsClosed(DoorShutter* this, PlayState* play, f32 arg2) { if (this->barsClosedAmount == 1.0f - arg2) { if (this->gfxType != 3) { if (arg2 == 1.0f) { @@ -483,15 +484,15 @@ s32 func_80996E08(DoorShutter* this, PlayState* play, f32 arg2) { return false; } -void func_80996EE8(DoorShutter* this, PlayState* play) { - if (func_80996E08(this, play, 1.0f)) { +void DoorShutter_BarAndWaitSwitchFlag(DoorShutter* this, PlayState* play) { + if (DoorShutter_UpdateBarsClosed(this, play, 1.0f)) { if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) { - DoorShutter_SetupAction(this, func_80997150); + DoorShutter_SetupAction(this, DoorShutter_Unbar); if (GameInteractor_Should(VB_PLAY_ONEPOINT_ACTOR_CS, true, this)) { OnePointCutscene_Attention(play, &this->dyna.actor); this->actionTimer = -100; } - } else if (func_809968D4(this, play)) { + } else if (DoorShutter_GetPlayerSide(this, play)) { Player* player = GET_PLAYER(play); // Jabu navi text for switch doors is different player->naviTextId = (play->sceneNum == SCENE_JABU_JABU) ? -0x20B : -0x202; @@ -499,36 +500,36 @@ void func_80996EE8(DoorShutter* this, PlayState* play) { } } -void func_80996F98(DoorShutter* this, PlayState* play) { +void DoorShutter_UnbarredCheckSwitchFlag(DoorShutter* this, PlayState* play) { if (this->unk_164 == 0 && !Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) { - DoorShutter_SetupAction(this, func_80996EE8); + DoorShutter_SetupAction(this, DoorShutter_BarAndWaitSwitchFlag); } else { - func_80996B0C(this, play); + DoorShutter_Idle(this, play); } } -void func_80997004(DoorShutter* this, PlayState* play) { - if (DECR(this->unlockTimer) == 0 && play->roomCtx.status == 0 && func_80996D14(this, play) != 0) { +void DoorShutter_Open(DoorShutter* this, PlayState* play) { + if (DECR(this->unlockTimer) == 0 && play->roomCtx.status == 0 && DoorShutter_UpdateOpening(this, play) != 0) { if (((this->doorType == SHUTTER_BOSS) ? 20.0f : 50.0f) < this->dyna.actor.xzDistToPlayer) { if (DoorShutter_SetupDoor(this, play)) { this->dyna.actor.velocity.y = 30.0f; } if (this->gfxType != 3) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE); - DoorShutter_SetupAction(this, func_809973E8); + DoorShutter_SetupAction(this, DoorShutter_Close); } else { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYODOOR_CLOSE); if ((this->doorType == SHUTTER_FRONT_SWITCH || this->doorType == SHUTTER_FRONT_SWITCH_BACK_CLEAR) && !Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSHUTTER_CLOSE); } - DoorShutter_SetupAction(this, func_80997528); + DoorShutter_SetupAction(this, DoorShutter_JabuDoorClose); } } } } -void func_80997150(DoorShutter* this, PlayState* play) { +void DoorShutter_Unbar(DoorShutter* this, PlayState* play) { if (this->actionTimer != 0) { if (this->actionTimer < 0) { if (play->state.frames % 2 != 0) { @@ -540,17 +541,17 @@ void func_80997150(DoorShutter* this, PlayState* play) { } else { this->actionTimer--; } - } else if (func_80996E08(this, play, 0.0f)) { + } else if (DoorShutter_UpdateBarsClosed(this, play, 0.0f)) { if (!(this->doorType == SHUTTER || this->doorType == SHUTTER_FRONT_CLEAR)) { - DoorShutter_SetupAction(this, func_80996F98); + DoorShutter_SetupAction(this, DoorShutter_UnbarredCheckSwitchFlag); } else { - DoorShutter_SetupAction(this, func_80996B0C); + DoorShutter_SetupAction(this, DoorShutter_Idle); } func_800F5B58(); } } -void func_80997220(DoorShutter* this, PlayState* play) { +void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) { Player* player = GET_PLAYER(play); s8 room = this->dyna.actor.room; @@ -573,12 +574,12 @@ void func_80997220(DoorShutter* this, PlayState* play) { this->unk_164 = 0; this->dyna.actor.velocity.y = 0.0f; if (DoorShutter_SetupDoor(this, play) && !(player->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) { - DoorShutter_SetupAction(this, func_80997568); + DoorShutter_SetupAction(this, DoorShutter_WaitPlayerSurprised); Player_SetCsActionWithHaltedActors(play, NULL, 2); } } -void func_809973E8(DoorShutter* this, PlayState* play) { +void DoorShutter_Close(DoorShutter* this, PlayState* play) { s32 quakeId; if (this->dyna.actor.velocity.y < 20.0f) { @@ -596,41 +597,41 @@ void func_809973E8(DoorShutter* this, PlayState* play) { Quake_SetQuakeValues(quakeId, 2, 0, 0, 0); Quake_SetCountdown(quakeId, 10); func_800AA000(this->dyna.actor.xyzDistToPlayerSq, 0xB4, 0x14, 0x64); - func_80997220(this, play); + DoorShutter_SetupClosed(this, play); } } -void func_80997528(DoorShutter* this, PlayState* play) { +void DoorShutter_JabuDoorClose(DoorShutter* this, PlayState* play) { if (Math_StepToS(&this->jabuDoorClosedAmount, 0x64, 0xA)) { - func_80997220(this, play); + DoorShutter_SetupClosed(this, play); } } -void func_80997568(DoorShutter* this, PlayState* play) { +void DoorShutter_WaitPlayerSurprised(DoorShutter* this, PlayState* play) { if (this->actionTimer++ > 30) { Player_SetCsActionWithHaltedActors(play, NULL, 7); DoorShutter_SetupDoor(this, play); } } -void func_809975C0(DoorShutter* this, PlayState* play) { +void DoorShutter_GohmaBlockFall(DoorShutter* this, PlayState* play) { Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4); if (this->dyna.actor.bgCheckFlags & 1) { - DoorShutter_SetupAction(this, func_809976B8); + DoorShutter_SetupAction(this, DoorShutter_GohmaBlockBounce); if (!Flags_GetEventChkInf(EVENTCHKINF_BEGAN_GOHMA_BATTLE)) { BossGoma* parent = (BossGoma*)this->dyna.actor.parent; this->unk_164 = 10; Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND); - func_8099803C(play, 2, 10, parent->subCameraId); + DoorShutter_RequestQuakeAndRumble(play, 2, 10, parent->subCameraId); Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 70.0f, 20, 8.0f, 500, 10, true); } } } -void func_809976B8(DoorShutter* this, PlayState* play) { +void DoorShutter_GohmaBlockBounce(DoorShutter* this, PlayState* play) { f32 mult; if (this->unk_164 != 0) { @@ -640,7 +641,7 @@ void func_809976B8(DoorShutter* this, PlayState* play) { } } -void func_80997744(DoorShutter* this, PlayState* play) { +void DoorShutter_PhantomGanonBarsRaise(DoorShutter* this, PlayState* play) { f32 phi_f0; osSyncPrintf("FHG SAKU START !!\n"); @@ -690,7 +691,7 @@ Gfx* func_80997838(PlayState* play, DoorShutter* this, Gfx* p) { return p; } -s32 func_80997A34(DoorShutter* this, PlayState* play) { +s32 DoorShutter_ShouldDraw(DoorShutter* this, PlayState* play) { s32 phi_a1; s32 phi_a0; @@ -723,7 +724,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) { //! the init vars for the actor, and only set draw after initialization is complete. if (this->dyna.actor.objBankIndex == this->requiredObjBankIndex && - (this->styleType == 0 || func_80997A34(this, play) != 0)) { + (this->styleType == 0 || DoorShutter_ShouldDraw(this, play) != 0)) { s32 pad[2]; ShutterInfo* sp70 = &sShutterInfo[this->gfxType]; @@ -783,7 +784,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) { } } -void func_8099803C(PlayState* play, s16 y, s16 countdown, s16 camId) { +void DoorShutter_RequestQuakeAndRumble(PlayState* play, s16 y, s16 countdown, s16 camId) { s16 quakeId = Quake_Add(Play_GetCamera(play, camId), 3); func_800A9F6C(0.0f, 180, 20, 100); diff --git a/soh/src/overlays/actors/ovl_En_Bird/z_en_bird.c b/soh/src/overlays/actors/ovl_En_Bird/z_en_bird.c index 094db9aa1..2d9e26878 100644 --- a/soh/src/overlays/actors/ovl_En_Bird/z_en_bird.c +++ b/soh/src/overlays/actors/ovl_En_Bird/z_en_bird.c @@ -14,10 +14,10 @@ void EnBird_Destroy(Actor* thisx, PlayState* play); void EnBird_Update(Actor* thisx, PlayState* play); void EnBird_Draw(Actor* thisx, PlayState* play); -void func_809C1E00(EnBird* this, s16 params); -void func_809C1E40(EnBird* this, PlayState* play); -void func_809C1D60(EnBird* this, PlayState* play); -void func_809C1CAC(EnBird* this, s16 params); +void EnBird_SetupMove(EnBird* this, s16 params); +void EnBird_Move(EnBird* this, PlayState* play); +void EnBird_Idle(EnBird* this, PlayState* play); +void EnBird_SetupIdle(EnBird* this, s16 params); const ActorInit En_Bird_InitVars = { ACTOR_EN_BIRD, @@ -58,7 +58,7 @@ void EnBird_Init(Actor* thisx, PlayState* play) { this->posYPhaseStep = 0.0f; this->flightDistance = 40.0f; this->unk_1BC = 70.0f; - func_809C1CAC(this, this->actor.params); + EnBird_SetupIdle(this, this->actor.params); } void EnBird_Destroy(Actor* thisx, PlayState* play) { @@ -67,17 +67,17 @@ void EnBird_Destroy(Actor* thisx, PlayState* play) { SkelAnime_Free(&this->skelAnime, play); } -void func_809C1CAC(EnBird* this, s16 params) { +void EnBird_SetupIdle(EnBird* this, s16 params) { f32 frameCount = Animation_GetLastFrame(&gBirdFlyAnim); f32 playbackSpeed = this->scaleAnimSpeed ? 0.0f : 1.0f; AnimationHeader* anim = &gBirdFlyAnim; this->timer = Rand_S16Offset(5, 0x23); Animation_Change(&this->skelAnime, anim, playbackSpeed, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f); - EnBird_SetupAction(this, func_809C1D60); + EnBird_SetupAction(this, EnBird_Idle); } -void func_809C1D60(EnBird* this, PlayState* play) { +void EnBird_Idle(EnBird* this, PlayState* play) { f32 fVar2 = sinf(this->posYPhase); this->actor.shape.yOffset = this->actor.shape.yOffset + fVar2 * this->posYMag; @@ -91,16 +91,16 @@ void func_809C1D60(EnBird* this, PlayState* play) { this->timer -= 1; if (this->timer <= 0) { - func_809C1E00(this, this->actor.params); + EnBird_SetupMove(this, this->actor.params); } } -void func_809C1E00(EnBird* this, s16 params) { +void EnBird_SetupMove(EnBird* this, s16 params) { this->timer = Rand_S16Offset(0x14, 0x2D); - EnBird_SetupAction(this, func_809C1E40); + EnBird_SetupAction(this, EnBird_Move); } -void func_809C1E40(EnBird* this, PlayState* play) { +void EnBird_Move(EnBird* this, PlayState* play) { f32 fVar4 = sinf(this->posYPhase); this->actor.shape.yOffset += fVar4 * this->posYMag; @@ -118,7 +118,7 @@ void func_809C1E40(EnBird* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); this->timer -= 1; if (this->timer < 0) { - func_809C1CAC(this, this->actor.params); + EnBird_SetupIdle(this, this->actor.params); } } diff --git a/soh/src/overlays/actors/ovl_En_Brob/z_en_brob.c b/soh/src/overlays/actors/ovl_En_Brob/z_en_brob.c index c97cc74a5..a71489ade 100644 --- a/soh/src/overlays/actors/ovl_En_Brob/z_en_brob.c +++ b/soh/src/overlays/actors/ovl_En_Brob/z_en_brob.c @@ -15,13 +15,13 @@ void EnBrob_Destroy(Actor* thisx, PlayState* play); void EnBrob_Update(Actor* thisx, PlayState* play); void EnBrob_Draw(Actor* thisx, PlayState* play); -void func_809CADDC(EnBrob* this, PlayState* play); -void func_809CB054(EnBrob* this, PlayState* play); -void func_809CB114(EnBrob* this, PlayState* play); -void func_809CB218(EnBrob* this, PlayState* play); -void func_809CB2B8(EnBrob* this, PlayState* play); -void func_809CB354(EnBrob* this, PlayState* play); -void func_809CB458(EnBrob* this, PlayState* play); +void EnBrob_SetupIdle(EnBrob* this, PlayState* play); +void EnBrob_Idle(EnBrob* this, PlayState* play); +void EnBrob_MoveUp(EnBrob* this, PlayState* play); +void EnBrob_Wobble(EnBrob* this, PlayState* play); +void EnBrob_Stunned(EnBrob* this, PlayState* play); +void EnBrob_MoveDown(EnBrob* this, PlayState* play); +void EnBrob_Shock(EnBrob* this, PlayState* play); const ActorInit En_Brob_InitVars = { ACTOR_EN_BROB, @@ -94,7 +94,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) { this->colliders[1].dim.yShift *= thisx->scale.y; this->actionFunc = NULL; thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - func_809CADDC(this, play); + EnBrob_SetupIdle(this, play); } void EnBrob_Destroy(Actor* thisx, PlayState* play) { @@ -107,69 +107,69 @@ void EnBrob_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_809CADDC(EnBrob* this, PlayState* play) { +void EnBrob_SetupIdle(EnBrob* this, PlayState* play) { func_8003EC50(play, &play->colCtx.dyna, this->dyna.bgId); - this->timer = this->actionFunc == func_809CB2B8 ? 200 : 0; + this->timer = this->actionFunc == EnBrob_Stunned ? 200 : 0; this->modelOffsetY = 0; - this->actionFunc = func_809CB054; + this->actionFunc = EnBrob_Idle; } -void func_809CAE44(EnBrob* this, PlayState* play) { +void EnBrob_SetupMoveUp(EnBrob* this, PlayState* play) { Animation_PlayOnce(&this->skelAnime, &object_brob_Anim_001750); func_8003EBF8(play, &play->colCtx.dyna, this->dyna.bgId); this->modelOffsetY = 1000; - this->actionFunc = func_809CB114; + this->actionFunc = EnBrob_MoveUp; } -void func_809CAEA0(EnBrob* this) { +void EnBrob_SetupWobble(EnBrob* this) { Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001958, -5.0f); this->modelOffsetY = 8000; this->timer = 1200; - this->actionFunc = func_809CB218; + this->actionFunc = EnBrob_Wobble; } -void func_809CAEF4(EnBrob* this) { +void EnBrob_SetupStunned(EnBrob* this) { Animation_MorphToPlayOnce(&this->skelAnime, &object_brob_Anim_000290, -5.0f); this->modelOffsetY -= 125.0f; Actor_SetColorFilter(&this->dyna.actor, 0, 0xFF, 0, 0x50); Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE); - this->actionFunc = func_809CB2B8; + this->actionFunc = EnBrob_Stunned; } -void func_809CAF88(EnBrob* this) { +void EnBrob_SetupMoveDown(EnBrob* this) { Animation_Change(&this->skelAnime, &object_brob_Anim_001750, -1.0f, Animation_GetLastFrame(&object_brob_Anim_001750), 0.0f, ANIMMODE_ONCE, -5.0f); this->modelOffsetY = 8250; - this->actionFunc = func_809CB354; + this->actionFunc = EnBrob_MoveDown; } -void func_809CB008(EnBrob* this) { +void EnBrob_SetupShock(EnBrob* this) { Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001678, -5.0f); this->timer = 10; - this->actionFunc = func_809CB458; + this->actionFunc = EnBrob_Shock; } -void func_809CB054(EnBrob* this, PlayState* play) { +void EnBrob_Idle(EnBrob* this, PlayState* play) { if (this->timer != 0) { this->timer--; } if (this->timer == 0) { if (DynaPolyActor_IsPlayerOnTop(&this->dyna) != 0) { func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f); - func_809CAE44(this, play); + EnBrob_SetupMoveUp(this, play); } else if (this->dyna.actor.xzDistToPlayer < 300.0f) { - func_809CAE44(this, play); + EnBrob_SetupMoveUp(this, play); } } else if (this->timer >= 81) { this->dyna.actor.colorFilterTimer = 80; } } -void func_809CB114(EnBrob* this, PlayState* play) { +void EnBrob_MoveUp(EnBrob* this, PlayState* play) { f32 curFrame; if (SkelAnime_Update(&this->skelAnime)) { - func_809CAEA0(this); + EnBrob_SetupWobble(this); } else { curFrame = this->skelAnime.curFrame; if (curFrame < 8.0f) { @@ -182,7 +182,7 @@ void func_809CB114(EnBrob* this, PlayState* play) { } } -void func_809CB218(EnBrob* this, PlayState* play) { +void EnBrob_Wobble(EnBrob* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Animation_OnFrame(&this->skelAnime, 6.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) { Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_BROB_WAVE); @@ -191,24 +191,24 @@ void func_809CB218(EnBrob* this, PlayState* play) { this->timer--; } if ((this->timer == 0) && (this->dyna.actor.xzDistToPlayer > 500.0f)) { - func_809CAF88(this); + EnBrob_SetupMoveDown(this); } } -void func_809CB2B8(EnBrob* this, PlayState* play) { +void EnBrob_Stunned(EnBrob* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { - func_809CADDC(this, play); + EnBrob_SetupIdle(this, play); } else if (this->skelAnime.curFrame < 8.0f) { this->modelOffsetY -= 1250.0f; } this->dyna.actor.colorFilterTimer = 0x50; } -void func_809CB354(EnBrob* this, PlayState* play) { +void EnBrob_MoveDown(EnBrob* this, PlayState* play) { f32 curFrame; if (SkelAnime_Update(&this->skelAnime)) { - func_809CADDC(this, play); + EnBrob_SetupIdle(this, play); } else { curFrame = this->skelAnime.curFrame; if (curFrame < 8.0f) { @@ -221,7 +221,7 @@ void func_809CB354(EnBrob* this, PlayState* play) { } } -void func_809CB458(EnBrob* this, PlayState* play) { +void EnBrob_Shock(EnBrob* this, PlayState* play) { Vec3f pos; f32 dist1; f32 dist2; @@ -254,7 +254,7 @@ void func_809CB458(EnBrob* this, PlayState* play) { } if (this->timer == 0) { - func_809CAEA0(this); + EnBrob_SetupWobble(this); } } @@ -274,16 +274,16 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) { this->colliders[i].base.acFlags &= ~AC_HIT; } - func_809CAEF4(this); + EnBrob_SetupStunned(this); } else if ((this->colliders[0].base.atFlags & AT_HIT) || (this->colliders[1].base.atFlags & AT_HIT) || (acHits[0] && (this->colliders[0].info.acHitInfo->toucher.dmgFlags & 0x100)) || (acHits[1] && (this->colliders[1].info.acHitInfo->toucher.dmgFlags & 0x100))) { - if (this->actionFunc == func_809CB114 && !(this->colliders[0].base.atFlags & AT_BOUNCED) && + if (this->actionFunc == EnBrob_MoveUp && !(this->colliders[0].base.atFlags & AT_BOUNCED) && !(this->colliders[1].base.atFlags & AT_BOUNCED)) { func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f); - } else if (this->actionFunc != func_809CB114) { - func_809CB008(this); + } else if (this->actionFunc != EnBrob_MoveUp) { + EnBrob_SetupShock(this); } for (i = 0; i < 2; i++) { @@ -292,11 +292,11 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) { } } this->actionFunc(this, play); - if (this->actionFunc != func_809CB054 && this->actionFunc != func_809CB354) { - if (this->actionFunc != func_809CB2B8) { + if (this->actionFunc != EnBrob_Idle && this->actionFunc != EnBrob_MoveDown) { + if (this->actionFunc != EnBrob_Stunned) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliders[0].base); CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliders[1].base); - if (this->actionFunc != func_809CB114) { + if (this->actionFunc != EnBrob_MoveUp) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliders[0].base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliders[1].base); } diff --git a/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c index 5bbf618f5..e4994d13f 100644 --- a/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c +++ b/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c @@ -15,17 +15,17 @@ void EnCow_Init(Actor* thisx, PlayState* play); void EnCow_Destroy(Actor* thisx, PlayState* play); void EnCow_Update(Actor* thisx, PlayState* play); void EnCow_Draw(Actor* thisx, PlayState* play); -void func_809DFE98(Actor* thisx, PlayState* play); -void func_809E0070(Actor* thisx, PlayState* play); +void EnCow_UpdateTail(Actor* thisx, PlayState* play); +void EnCow_DrawTail(Actor* thisx, PlayState* play); -void func_809DF494(EnCow* this, PlayState* play); -void func_809DF6BC(EnCow* this, PlayState* play); -void func_809DF778(EnCow* this, PlayState* play); -void func_809DF7D8(EnCow* this, PlayState* play); -void func_809DF870(EnCow* this, PlayState* play); -void func_809DF8FC(EnCow* this, PlayState* play); -void func_809DF96C(EnCow* this, PlayState* play); -void func_809DFA84(EnCow* this, PlayState* play); +void EnCow_UpdateAnimation(EnCow* this, PlayState* play); +void EnCow_TalkEnd(EnCow* this, PlayState* play); +void EnCow_GiveMilkWait(EnCow* this, PlayState* play); +void EnCow_GiveMilk(EnCow* this, PlayState* play); +void EnCow_CheckForEmptyBottle(EnCow* this, PlayState* play); +void EnCow_Talk(EnCow* this, PlayState* play); +void EnCow_Idle(EnCow* this, PlayState* play); +void EnCow_IdleTail(EnCow* this, PlayState* play); const ActorInit En_Cow_InitVars = { ACTOR_EN_COW, @@ -62,7 +62,7 @@ static ColliderCylinderInit sCylinderInit = { static Vec3f D_809E010C = { 0.0f, -1300.0f, 1100.0f }; -void func_809DEE00(Vec3f* vec, s16 rotY) { +void EnCow_RotateY(Vec3f* vec, s16 rotY) { f32 xCalc; f32 rotCalcTemp; @@ -73,13 +73,13 @@ void func_809DEE00(Vec3f* vec, s16 rotY) { vec->x = xCalc; } -void func_809DEE9C(EnCow* this) { +void EnCow_SetColliderPos(EnCow* this) { Vec3f vec; vec.y = 0.0f; vec.x = 0.0f; vec.z = 30.0f; - func_809DEE00(&vec, this->actor.shape.rot.y); + EnCow_RotateY(&vec, this->actor.shape.rot.y); this->colliders[0].dim.pos.x = this->actor.world.pos.x + vec.x; this->colliders[0].dim.pos.y = this->actor.world.pos.y; this->colliders[0].dim.pos.z = this->actor.world.pos.z + vec.z; @@ -87,18 +87,18 @@ void func_809DEE9C(EnCow* this) { vec.x = 0.0f; vec.y = 0.0f; vec.z = -20.0f; - func_809DEE00(&vec, this->actor.shape.rot.y); + EnCow_RotateY(&vec, this->actor.shape.rot.y); this->colliders[1].dim.pos.x = this->actor.world.pos.x + vec.x; this->colliders[1].dim.pos.y = this->actor.world.pos.y; this->colliders[1].dim.pos.z = this->actor.world.pos.z + vec.z; } -void func_809DEF94(EnCow* this) { +void EnCow_SetTailPos(EnCow* this) { Vec3f vec; VEC_SET(vec, 0.0f, 57.0f, -36.0f); - func_809DEE00(&vec, this->actor.shape.rot.y); + EnCow_RotateY(&vec, this->actor.shape.rot.y); this->actor.world.pos.x += vec.x; this->actor.world.pos.y += vec.y; this->actor.world.pos.z += vec.z; @@ -117,8 +117,8 @@ void EnCow_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->colliders[0], &this->actor, &sCylinderInit); Collider_InitCylinder(play, &this->colliders[1]); Collider_SetCylinder(play, &this->colliders[1], &this->actor, &sCylinderInit); - func_809DEE9C(this); - this->actionFunc = func_809DF96C; + EnCow_SetColliderPos(this); + this->actionFunc = EnCow_Idle; if (GameInteractor_Should(VB_DESPAWN_HORSE_RACE_COW, (play->sceneNum == SCENE_LINKS_HOUSE && (!LINK_IS_ADULT || !Flags_GetEventChkInf(EVENTCHKINF_WON_COW_IN_MALONS_RACE))), @@ -137,10 +137,10 @@ void EnCow_Init(Actor* thisx, PlayState* play) { case 1: SkelAnime_InitFlex(play, &this->skelAnime, &gCowTailSkel, NULL, this->jointTable, this->morphTable, 6); Animation_PlayLoop(&this->skelAnime, &gCowTailIdleAnim); - this->actor.update = func_809DFE98; - this->actor.draw = func_809E0070; - this->actionFunc = func_809DFA84; - func_809DEF94(this); + this->actor.update = EnCow_UpdateTail; + this->actor.draw = EnCow_DrawTail; + this->actionFunc = EnCow_IdleTail; + EnCow_SetTailPos(this); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->animationTimer = ((u32)(Rand_ZeroFloat(1000.0f)) & 0xFFFF) + 40.0f; break; @@ -161,7 +161,7 @@ void EnCow_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_809DF494(EnCow* this, PlayState* play) { +void EnCow_UpdateAnimation(EnCow* this, PlayState* play) { if (this->animationTimer > 0) { this->animationTimer -= 1; } else { @@ -196,63 +196,63 @@ void func_809DF494(EnCow* this, PlayState* play) { } } -void func_809DF6BC(EnCow* this, PlayState* play) { +void EnCow_TalkEnd(EnCow* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; Message_CloseTextbox(play); - this->actionFunc = func_809DF96C; + this->actionFunc = EnCow_Idle; } } -void func_809DF730(EnCow* this, PlayState* play) { +void EnCow_GiveMilkEnd(EnCow* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; - this->actionFunc = func_809DF96C; + this->actionFunc = EnCow_Idle; } } -void func_809DF778(EnCow* this, PlayState* play) { +void EnCow_GiveMilkWait(EnCow* this, PlayState* play) { if (Actor_HasParent(&this->actor, play)) { this->actor.parent = NULL; - this->actionFunc = func_809DF730; + this->actionFunc = EnCow_GiveMilkEnd; } else { Actor_OfferGetItem(&this->actor, play, GI_MILK, 10000.0f, 100.0f); } } -void func_809DF7D8(EnCow* this, PlayState* play) { +void EnCow_GiveMilk(EnCow* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; Message_CloseTextbox(play); - this->actionFunc = func_809DF778; + this->actionFunc = EnCow_GiveMilkWait; Actor_OfferGetItem(&this->actor, play, GI_MILK, 10000.0f, 100.0f); } } -void func_809DF870(EnCow* this, PlayState* play) { +void EnCow_CheckForEmptyBottle(EnCow* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { if (Inventory_HasEmptyBottle()) { Message_ContinueTextbox(play, 0x2007); - this->actionFunc = func_809DF7D8; + this->actionFunc = EnCow_GiveMilk; } else { Message_ContinueTextbox(play, 0x2013); - this->actionFunc = func_809DF6BC; + this->actionFunc = EnCow_TalkEnd; } } } -void func_809DF8FC(EnCow* this, PlayState* play) { +void EnCow_Talk(EnCow* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { - this->actionFunc = func_809DF870; + this->actionFunc = EnCow_CheckForEmptyBottle; } else { this->actor.flags |= ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; func_8002F2CC(&this->actor, play, 170.0f); this->actor.textId = 0x2006; } - func_809DF494(this, play); + EnCow_UpdateAnimation(this, play); } -void func_809DF96C(EnCow* this, PlayState* play) { +void EnCow_Idle(EnCow* this, PlayState* play) { if ((play->msgCtx.ocarinaMode == OCARINA_MODE_00) || (play->msgCtx.ocarinaMode == OCARINA_MODE_04)) { if (DREG(53) != 0) { if (this->cowFlags & 4) { @@ -263,7 +263,7 @@ void func_809DF96C(EnCow* this, PlayState* play) { (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x61A8)) { DREG(53) = 0; if (GameInteractor_Should(VB_GIVE_ITEM_FROM_COW, true, this)) { - this->actionFunc = func_809DF8FC; + this->actionFunc = EnCow_Talk; this->actor.flags |= ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; func_8002F2CC(&this->actor, play, 170.0f); this->actor.textId = 0x2006; @@ -278,10 +278,10 @@ void func_809DF96C(EnCow* this, PlayState* play) { this->cowFlags &= ~0x4; } } - func_809DF494(this, play); + EnCow_UpdateAnimation(this, play); } -void func_809DFA84(EnCow* this, PlayState* play) { +void EnCow_IdleTail(EnCow* this, PlayState* play) { if (this->animationTimer > 0) { this->animationTimer--; } else { @@ -346,7 +346,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) { Math_SmoothStepToS(&this->someRot.y, targetY, 0xA, 0xC8, 0xA); } -void func_809DFE98(Actor* thisx, PlayState* play) { +void EnCow_UpdateTail(Actor* thisx, PlayState* play) { EnCow* this = (EnCow*)thisx; s32 pad; @@ -390,7 +390,7 @@ void EnCow_Draw(Actor* thisx, PlayState* play) { SkelAnime_DrawSkeletonOpa(play, &this->skelAnime, EnCow_OverrideLimbDraw, EnCow_PostLimbDraw, this); } -void func_809E0070(Actor* thisx, PlayState* play) { +void EnCow_DrawTail(Actor* thisx, PlayState* play) { EnCow* this = (EnCow*)thisx; Gfx_SetupDL_37Opa(play->state.gfxCtx); diff --git a/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.h b/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.h index 6207699dd..4d82fc2d4 100644 --- a/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.h +++ b/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.h @@ -21,6 +21,6 @@ typedef struct EnCow { /* 0x027C */ EnCowActionFunc actionFunc; } EnCow; // size = 0x0280 -void func_809DEE9C(EnCow* enCow); +void EnCow_SetColliderPos(EnCow* enCow); #endif diff --git a/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c b/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c index 67fd67768..4601816c0 100644 --- a/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c +++ b/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c @@ -17,21 +17,21 @@ void EnDodojr_Destroy(Actor* thisx, PlayState* play); void EnDodojr_Update(Actor* thisx, PlayState* play); void EnDodojr_Draw(Actor* thisx, PlayState* play); -void func_809F73AC(EnDodojr* this, PlayState* play); -void func_809F7BE4(EnDodojr* this, PlayState* play); -void func_809F74C4(EnDodojr* this, PlayState* play); -void func_809F758C(EnDodojr* this, PlayState* play); -void func_809F786C(EnDodojr* this, PlayState* play); -void func_809F799C(EnDodojr* this, PlayState* play); -void func_809F78EC(EnDodojr* this, PlayState* play); -void func_809F773C(EnDodojr* this, PlayState* play); -void func_809F77AC(EnDodojr* this, PlayState* play); -void func_809F784C(EnDodojr* this, PlayState* play); -void func_809F7AB8(EnDodojr* this, PlayState* play); -void func_809F7A00(EnDodojr* this, PlayState* play); -void func_809F7B3C(EnDodojr* this, PlayState* play); -void func_809F7C48(EnDodojr* this, PlayState* play); -void func_809F768C(EnDodojr* this, PlayState* play); +void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play); +void EnDodojr_DropItem(EnDodojr* this, PlayState* play); +void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play); +void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play); +void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play); +void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play); +void EnDodojr_Stunned(EnDodojr* this, PlayState* play); +void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play); +void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play); +void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play); +void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play); +void EnDodojr_Despawn(EnDodojr* this, PlayState* play); +void EnDodojr_DeathSequence(EnDodojr* this, PlayState* play); +void EnDodojr_WaitFreezeFrames(EnDodojr* this, PlayState* play); +void EnDodojr_EatBomb(EnDodojr* this, PlayState* play); const ActorInit En_Dodojr_InitVars = { ACTOR_EN_DODOJR, @@ -83,7 +83,7 @@ void EnDodojr_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.02f); - this->actionFunc = func_809F73AC; + this->actionFunc = EnDodojr_WaitUnderground; } void EnDodojr_Destroy(Actor* thisx, PlayState* play) { @@ -94,12 +94,12 @@ void EnDodojr_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_809F64D0(EnDodojr* this) { +void EnDodojr_DoSwallowedBombEffects(EnDodojr* this) { Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION); Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, 8); } -void func_809F6510(EnDodojr* this, PlayState* play, s32 count) { +void EnDodojr_SpawnLargeDust(EnDodojr* this, PlayState* play, s32 count) { Color_RGBA8 prim = { 170, 130, 90, 255 }; Color_RGBA8 env = { 100, 60, 20, 0 }; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; @@ -121,7 +121,7 @@ void func_809F6510(EnDodojr* this, PlayState* play, s32 count) { } } -void func_809F6730(EnDodojr* this, PlayState* play, Vec3f* arg2) { +void EnDodojr_SpawnSmallDust(EnDodojr* this, PlayState* play, Vec3f* arg2) { Color_RGBA8 prim = { 170, 130, 90, 255 }; Color_RGBA8 env = { 100, 60, 20, 0 }; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; @@ -140,7 +140,7 @@ void func_809F6730(EnDodojr* this, PlayState* play, Vec3f* arg2) { func_8002836C(play, &pos, &velocity, &accel, &prim, &env, 100, 60, 8); } -s32 func_809F68B0(EnDodojr* this, PlayState* play) { +s32 EnDodojr_UpdateBounces(EnDodojr* this, PlayState* play) { if (this->actor.velocity.y >= 0.0f) { return 0; } @@ -152,7 +152,7 @@ s32 func_809F68B0(EnDodojr* this, PlayState* play) { if (this->actor.bgCheckFlags & 1) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND); this->dustPos = this->actor.world.pos; - func_809F6510(this, play, 10); + EnDodojr_SpawnLargeDust(this, play, 10); this->actor.velocity.y = 10.0f / (4 - this->counter); this->counter--; @@ -165,7 +165,7 @@ s32 func_809F68B0(EnDodojr* this, PlayState* play) { return 0; } -void func_809F6994(EnDodojr* this) { +void EnDodojr_SetupCrawlTowardsTarget(EnDodojr* this) { f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000860); Animation_Change(&this->skelAnime, &object_dodojr_Anim_000860, 1.8f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, -10.0f); @@ -174,7 +174,7 @@ void func_809F6994(EnDodojr* this) { this->actor.gravity = -0.8f; } -void func_809F6A20(EnDodojr* this) { +void EnDodojr_SetupFlipBounce(EnDodojr* this) { f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_0004A0); Animation_Change(&this->skelAnime, &object_dodojr_Anim_0004A0, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -10.0f); @@ -190,7 +190,7 @@ void func_809F6A20(EnDodojr* this) { GameInteractor_ExecuteOnEnemyDefeat(&this->actor); } -void func_809F6AC4(EnDodojr* this) { +void EnDodojr_SetupSwallowedBombDeathSequence(EnDodojr* this) { f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_0005F0); Animation_Change(&this->skelAnime, &object_dodojr_Anim_0005F0, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, 0.0f); @@ -198,7 +198,7 @@ void func_809F6AC4(EnDodojr* this) { this->actor.gravity = -0.8f; } -void func_809F6B38(EnDodojr* this) { +void EnDodojr_SetupJumpAttackBounce(EnDodojr* this) { f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000724); Animation_Change(&this->skelAnime, &object_dodojr_Anim_000724, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, -10.0f); @@ -207,7 +207,7 @@ void func_809F6B38(EnDodojr* this) { this->actor.velocity.y = 10.0f; } -void func_809F6BBC(EnDodojr* this) { +void EnDodojr_SetupDespawn(EnDodojr* this) { this->actor.shape.shadowDraw = NULL; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.home.pos = this->actor.world.pos; @@ -217,7 +217,7 @@ void func_809F6BBC(EnDodojr* this) { this->dustPos = this->actor.world.pos; } -void func_809F6C24(EnDodojr* this) { +void EnDodojr_SetupEatBomb(EnDodojr* this) { Animation_Change(&this->skelAnime, &object_dodojr_Anim_000724, 1.0f, 8.0f, 12.0f, ANIMMODE_ONCE, 0.0f); Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_EAT); this->actor.speedXZ = 0.0f; @@ -226,7 +226,7 @@ void func_809F6C24(EnDodojr* this) { this->actor.gravity = -0.8f; } -s32 func_809F6CA4(EnDodojr* this, PlayState* play) { +s32 EnDodojr_CheckNearbyBombs(EnDodojr* this, PlayState* play) { Actor* bomb; Vec3f unkVec = { 99999.0f, 99999.0f, 99999.0f }; s32 retVar = 0; @@ -267,7 +267,7 @@ s32 func_809F6CA4(EnDodojr* this, PlayState* play) { return retVar; } -s32 func_809F6DD0(EnDodojr* this) { +s32 EnDodojr_TryEatBomb(EnDodojr* this) { if (this->bomb == NULL) { return 0; } else if (this->bomb->parent != NULL) { @@ -280,7 +280,7 @@ s32 func_809F6DD0(EnDodojr* this) { } } -void func_809F6E54(EnDodojr* this, PlayState* play) { +void EnDodojr_UpdateCrawl(EnDodojr* this, PlayState* play) { f32 angles[] = { 0.0f, 210.0f, 60.0f, 270.0f, 120.0f, 330.0f, 180.0f, 30.0f, 240.0f, 90.0f, 300.0f, 150.0f }; s32 pad; Player* player = GET_PLAYER(play); @@ -289,7 +289,7 @@ void func_809F6E54(EnDodojr* this, PlayState* play) { if ((this->bomb == NULL) || (this->bomb->update == NULL) || ((this->bomb != NULL) && (this->bomb->parent != NULL))) { - func_809F6CA4(this, play); + EnDodojr_CheckNearbyBombs(this, play); } if (this->bomb != NULL) { @@ -311,7 +311,7 @@ void func_809F6E54(EnDodojr* this, PlayState* play) { this->actor.shape.rot.y = this->actor.world.rot.y; } -s32 func_809F706C(EnDodojr* this) { +s32 EnDodojr_IsPlayerWithinAttackRange(EnDodojr* this) { if (this->actor.xzDistToPlayer > 40.0f) { return 0; } else { @@ -319,28 +319,28 @@ s32 func_809F706C(EnDodojr* this) { } } -void func_809F709C(EnDodojr* this) { +void EnDodojr_SetupStandardDeathBounce(EnDodojr* this) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_DEAD); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - func_809F6A20(this); - this->actionFunc = func_809F7AB8; + EnDodojr_SetupFlipBounce(this); + this->actionFunc = EnDodojr_StandardDeathBounce; } -s32 func_809F70E8(EnDodojr* this, PlayState* play) { - if ((this->actionFunc == func_809F773C) || (this->actionFunc == func_809F77AC) || - (this->actionFunc == func_809F784C) || (this->actionFunc == func_809F7A00) || - (this->actionFunc == func_809F7AB8) || (this->actionFunc == func_809F7B3C) || - (this->actionFunc == func_809F7BE4)) { +s32 EnDodojr_CheckDamaged(EnDodojr* this, PlayState* play) { + if ((this->actionFunc == EnDodojr_SwallowBomb) || (this->actionFunc == EnDodojr_SwallowedBombDeathBounce) || + (this->actionFunc == EnDodojr_SwallowedBombDeathSequence) || (this->actionFunc == EnDodojr_Despawn) || + (this->actionFunc == EnDodojr_StandardDeathBounce) || (this->actionFunc == EnDodojr_DeathSequence) || + (this->actionFunc == EnDodojr_DropItem)) { return 0; } if (play->actorCtx.unk_02 != 0) { - if (this->actionFunc != func_809F73AC) { - if (this->actionFunc == func_809F74C4) { + if (this->actionFunc != EnDodojr_WaitUnderground) { + if (this->actionFunc == EnDodojr_EmergeFromGround) { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; } - func_809F709C(this); + EnDodojr_SetupStandardDeathBounce(this); } return 0; } @@ -350,42 +350,42 @@ s32 func_809F70E8(EnDodojr* this, PlayState* play) { } else { this->collider.base.acFlags &= ~2; - if ((this->actionFunc == func_809F73AC) || (this->actionFunc == func_809F74C4)) { + if ((this->actionFunc == EnDodojr_WaitUnderground) || (this->actionFunc == EnDodojr_EmergeFromGround)) { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; } if ((this->actor.colChkInfo.damageEffect == 0) && (this->actor.colChkInfo.damage != 0)) { Enemy_StartFinishingBlow(play, &this->actor); this->timer2 = 2; - this->actionFunc = func_809F7C48; + this->actionFunc = EnDodojr_WaitFreezeFrames; return 1; } - if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != func_809F78EC) && - (this->actionFunc != func_809F786C)) { + if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != EnDodojr_Stunned) && + (this->actionFunc != EnDodojr_StunnedBounce)) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); this->timer1 = 120; Actor_SetColorFilter(&this->actor, 0, 200, 0, 120); - func_809F6A20(this); - this->actionFunc = func_809F786C; + EnDodojr_SetupFlipBounce(this); + this->actionFunc = EnDodojr_StunnedBounce; } return 0; } } -void func_809F72A4(EnDodojr* this, PlayState* play) { +void EnDodojr_UpdateCollider(EnDodojr* this, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); - if ((this->actionFunc != func_809F73AC) && (this->actionFunc != func_809F7BE4)) { - if ((this->actionFunc == func_809F74C4) || (this->actionFunc == func_809F758C) || - (this->actionFunc == func_809F799C)) { + if ((this->actionFunc != EnDodojr_WaitUnderground) && (this->actionFunc != EnDodojr_DropItem)) { + if ((this->actionFunc == EnDodojr_EmergeFromGround) || (this->actionFunc == EnDodojr_CrawlTowardsTarget) || + (this->actionFunc == EnDodojr_JumpAttackBounce)) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } - if ((this->actionFunc == func_809F74C4) || (this->actionFunc == func_809F758C) || - (this->actionFunc == func_809F786C) || (this->actionFunc == func_809F78EC) || - (this->actionFunc == func_809F799C)) { + if ((this->actionFunc == EnDodojr_EmergeFromGround) || (this->actionFunc == EnDodojr_CrawlTowardsTarget) || + (this->actionFunc == EnDodojr_StunnedBounce) || (this->actionFunc == EnDodojr_Stunned) || + (this->actionFunc == EnDodojr_JumpAttackBounce)) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); } @@ -393,7 +393,7 @@ void func_809F72A4(EnDodojr* this, PlayState* play) { } } -void func_809F73AC(EnDodojr* this, PlayState* play) { +void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play) { f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000860); Player* player = GET_PLAYER(play); f32 dist; @@ -411,59 +411,59 @@ void func_809F73AC(EnDodojr* this, PlayState* play) { this->actor.shape.rot.x = this->actor.world.rot.x; this->dustPos = this->actor.world.pos; this->dustPos.y = this->actor.floorHeight; - this->actionFunc = func_809F74C4; + this->actionFunc = EnDodojr_EmergeFromGround; } } } -void func_809F74C4(EnDodojr* this, PlayState* play) { +void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play) { f32 sp2C; Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 4, 0x3E8, 0x64); sp2C = this->actor.shape.rot.x; sp2C /= 16384.0f; this->actor.world.pos.y = this->actor.home.pos.y + (60.0f * sp2C); - func_809F6510(this, play, 3); + EnDodojr_SpawnLargeDust(this, play, 3); if (sp2C == 0.0f) { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; this->actor.world.rot.x = this->actor.shape.rot.x; this->actor.speedXZ = 2.6f; - this->actionFunc = func_809F758C; + this->actionFunc = EnDodojr_CrawlTowardsTarget; } } -void func_809F758C(EnDodojr* this, PlayState* play) { +void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play) { Actor_UpdateVelocityXZGravity(&this->actor); - func_809F6730(this, play, &this->actor.world.pos); + EnDodojr_SpawnSmallDust(this, play, &this->actor.world.pos); if (DECR(this->timer4) == 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_MOVE); this->timer4 = 5; } - if (func_809F6DD0(this) != 0) { - func_809F6C24(this); - this->actionFunc = func_809F768C; + if (EnDodojr_TryEatBomb(this) != 0) { + EnDodojr_SetupEatBomb(this); + this->actionFunc = EnDodojr_EatBomb; return; } - func_809F6E54(this, play); + EnDodojr_UpdateCrawl(this, play); - if (func_809F706C(this) != 0) { + if (EnDodojr_IsPlayerWithinAttackRange(this) != 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_CRY); - func_809F6B38(this); - this->actionFunc = func_809F799C; + EnDodojr_SetupJumpAttackBounce(this); + this->actionFunc = EnDodojr_JumpAttackBounce; } if (this->actor.bgCheckFlags & 8) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_DOWN); - func_809F6BBC(this); - this->actionFunc = func_809F7A00; + EnDodojr_SetupDespawn(this); + this->actionFunc = EnDodojr_Despawn; } } -void func_809F768C(EnDodojr* this, PlayState* play) { +void EnDodojr_EatBomb(EnDodojr* this, PlayState* play) { EnBom* bomb; if (((s16)this->skelAnime.curFrame - 8) < 4) { @@ -475,42 +475,42 @@ void func_809F768C(EnDodojr* this, PlayState* play) { Actor_Kill(this->bomb); this->timer3 = 24; this->counter = 0; - this->actionFunc = func_809F773C; + this->actionFunc = EnDodojr_SwallowBomb; } } -void func_809F773C(EnDodojr* this, PlayState* play) { +void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play) { if (DECR(this->timer3) == 0) { - func_809F64D0(this); + EnDodojr_DoSwallowedBombEffects(this); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - func_809F6A20(this); - this->actionFunc = func_809F77AC; + EnDodojr_SetupFlipBounce(this); + this->actionFunc = EnDodojr_SwallowedBombDeathBounce; } } -void func_809F77AC(EnDodojr* this, PlayState* play) { +void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play) { this->rootScale = 1.2f; this->rootScale *= ((f32)this->actor.colorFilterTimer / 8); Actor_UpdateVelocityXZGravity(&this->actor); - if (func_809F68B0(this, play) != 0) { + if (EnDodojr_UpdateBounces(this, play) != 0) { this->timer3 = 60; - func_809F6AC4(this); + EnDodojr_SetupSwallowedBombDeathSequence(this); this->counter = 7; - this->actionFunc = func_809F784C; + this->actionFunc = EnDodojr_SwallowedBombDeathSequence; } } -void func_809F784C(EnDodojr* this, PlayState* play) { - func_809F7B3C(this, play); +void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play) { + EnDodojr_DeathSequence(this, play); } -void func_809F786C(EnDodojr* this, PlayState* play) { +void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play) { Actor_UpdateVelocityXZGravity(&this->actor); - if (func_809F68B0(this, play) != 0) { - func_809F6AC4(this); - this->actionFunc = func_809F78EC; + if (EnDodojr_UpdateBounces(this, play) != 0) { + EnDodojr_SetupSwallowedBombDeathSequence(this); + this->actionFunc = EnDodojr_Stunned; } Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10); @@ -518,7 +518,7 @@ void func_809F786C(EnDodojr* this, PlayState* play) { this->actor.colorFilterTimer = this->timer1; } -void func_809F78EC(EnDodojr* this, PlayState* play) { +void EnDodojr_Stunned(EnDodojr* this, PlayState* play) { if (DECR(this->timer1) != 0) { if (this->timer1 < 30) { if ((this->timer1 & 1) != 0) { @@ -532,22 +532,22 @@ void func_809F78EC(EnDodojr* this, PlayState* play) { return; } } else { - func_809F6994(this); - this->actionFunc = func_809F758C; + EnDodojr_SetupCrawlTowardsTarget(this); + this->actionFunc = EnDodojr_CrawlTowardsTarget; } } -void func_809F799C(EnDodojr* this, PlayState* play) { +void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play) { this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; Actor_UpdateVelocityXZGravity(&this->actor); - if (func_809F68B0(this, play) != 0) { - func_809F6994(this); - this->actionFunc = func_809F758C; + if (EnDodojr_UpdateBounces(this, play) != 0) { + EnDodojr_SetupCrawlTowardsTarget(this); + this->actionFunc = EnDodojr_CrawlTowardsTarget; } } -void func_809F7A00(EnDodojr* this, PlayState* play) { +void EnDodojr_Despawn(EnDodojr* this, PlayState* play) { f32 tmp; Math_SmoothStepToS(&this->actor.shape.rot.x, 0x4000, 4, 1000, 100); @@ -559,23 +559,23 @@ void func_809F7A00(EnDodojr* this, PlayState* play) { Actor_Kill(&this->actor); } - func_809F6510(this, play, 3); + EnDodojr_SpawnLargeDust(this, play, 3); } -void func_809F7AB8(EnDodojr* this, PlayState* play) { +void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play) { Actor_UpdateVelocityXZGravity(&this->actor); Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10); this->actor.world.rot.x = this->actor.shape.rot.x; - if (func_809F68B0(this, play) != 0) { + if (EnDodojr_UpdateBounces(this, play) != 0) { this->timer3 = 60; - func_809F6AC4(this); + EnDodojr_SetupSwallowedBombDeathSequence(this); this->counter = 7; - this->actionFunc = func_809F7B3C; + this->actionFunc = EnDodojr_DeathSequence; } } -void func_809F7B3C(EnDodojr* this, PlayState* play) { +void EnDodojr_DeathSequence(EnDodojr* this, PlayState* play) { EnBom* bomb; if (this->counter != 0) { @@ -592,20 +592,20 @@ void func_809F7B3C(EnDodojr* this, PlayState* play) { } this->timer3 = 8; - this->actionFunc = func_809F7BE4; + this->actionFunc = EnDodojr_DropItem; } } -void func_809F7BE4(EnDodojr* this, PlayState* play) { +void EnDodojr_DropItem(EnDodojr* this, PlayState* play) { if (DECR(this->timer3) == 0) { Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x40); Actor_Kill(&this->actor); } } -void func_809F7C48(EnDodojr* this, PlayState* play) { +void EnDodojr_WaitFreezeFrames(EnDodojr* this, PlayState* play) { if (DECR(this->timer2) == 0) { - func_809F709C(this); + EnDodojr_SetupStandardDeathBounce(this); } } @@ -614,18 +614,18 @@ void EnDodojr_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); Actor_MoveXZGravity(&this->actor); - func_809F70E8(this, play); + EnDodojr_CheckDamaged(this, play); - if (this->actionFunc != func_809F73AC) { + if (this->actionFunc != EnDodojr_WaitUnderground) { Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.radius, this->collider.dim.height, 0.0f, 5); } this->actionFunc(this, play); Actor_SetFocus(&this->actor, 10.0f); - func_809F72A4(this, play); + EnDodojr_UpdateCollider(this, play); } -s32 func_809F7D50(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { +s32 EnDodojr_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { EnDodojr* this = (EnDodojr*)thisx; Vec3f D_809F7F64 = { 480.0f, 620.0f, 0.0f }; @@ -641,14 +641,15 @@ s32 func_809F7D50(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s return false; } -void func_809F7DFC(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { +void EnDodojr_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { } void EnDodojr_Draw(Actor* thisx, PlayState* play) { EnDodojr* this = (EnDodojr*)thisx; - if ((this->actionFunc != func_809F73AC) && (this->actionFunc != func_809F7BE4)) { + if ((this->actionFunc != EnDodojr_WaitUnderground) && (this->actionFunc != EnDodojr_DropItem)) { Gfx_SetupDL_25Opa(play->state.gfxCtx); - SkelAnime_DrawSkeletonOpa(play, &this->skelAnime, func_809F7D50, func_809F7DFC, &this->actor); + SkelAnime_DrawSkeletonOpa(play, &this->skelAnime, EnDodojr_OverrideLimbDraw, EnDodojr_PostLimbDraw, + &this->actor); } } diff --git a/soh/src/overlays/actors/ovl_En_Du/z_en_du.c b/soh/src/overlays/actors/ovl_En_Du/z_en_du.c index 76c523801..bcc9e397d 100644 --- a/soh/src/overlays/actors/ovl_En_Du/z_en_du.c +++ b/soh/src/overlays/actors/ovl_En_Du/z_en_du.c @@ -120,7 +120,7 @@ void EnDu_SetupAction(EnDu* this, EnDuActionFunc actionFunc) { this->actionFunc = actionFunc; } -u16 func_809FDC38(PlayState* play, Actor* actor) { +u16 EnDu_GetTextId(PlayState* play, Actor* actor) { u16 reaction = Text_GetFaceReaction(play, 0x21); if (reaction != 0) { @@ -140,7 +140,7 @@ u16 func_809FDC38(PlayState* play, Actor* actor) { } } -s16 func_809FDCDC(PlayState* play, Actor* actor) { +s16 EnDu_UpdateTalkState(PlayState* play, Actor* actor) { switch (Message_GetState(&play->msgCtx)) { case TEXT_STATE_NONE: case TEXT_STATE_DONE_HAS_NEXT: @@ -623,7 +623,7 @@ void EnDu_Update(Actor* thisx, PlayState* play) { if (this->actionFunc != func_809FE4A4) { Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 116.0f, - func_809FDC38, func_809FDCDC); + EnDu_GetTextId, EnDu_UpdateTalkState); } this->actionFunc(this, play); } diff --git a/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c index 68203791a..ab4ec6860 100644 --- a/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c +++ b/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c @@ -234,7 +234,7 @@ void EnGe1_KickPlayer(EnGe1* this, PlayState* play) { if (this->cutsceneTimer > 0) { this->cutsceneTimer--; } else { - func_8006D074(play); + Horse_ResetHorseData(play); if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { play->nextEntranceIndex = ENTR_GERUDO_VALLEY_1; diff --git a/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c index 739ddf732..61efee28b 100644 --- a/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c +++ b/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c @@ -243,7 +243,7 @@ void EnGe2_CaptureClose(EnGe2* this, PlayState* play) { if (this->timer > 0) { this->timer--; } else { - func_8006D074(play); + Horse_ResetHorseData(play); if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { play->nextEntranceIndex = ENTR_GERUDO_VALLEY_1; @@ -273,7 +273,7 @@ void EnGe2_CaptureCharge(EnGe2* this, PlayState* play) { if (this->timer > 0) { this->timer--; } else { - func_8006D074(play); + Horse_ResetHorseData(play); if ((INV_CONTENT(ITEM_HOOKSHOT) == ITEM_NONE) || (INV_CONTENT(ITEM_LONGSHOT) == ITEM_NONE)) { play->nextEntranceIndex = ENTR_GERUDO_VALLEY_1; diff --git a/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c index 5ddb429e4..502b07301 100644 --- a/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -532,7 +532,7 @@ void EnHorse_RaceWaypointPos(RaceWaypoint* waypoints, s32 idx, Vec3f* pos) { } void EnHorse_RotateToPoint(EnHorse* this, PlayState* play, Vec3f* pos, s16 turnAmount) { - func_8006DD9C(&this->actor, pos, turnAmount); + Horse_RotateToPoint(&this->actor, pos, turnAmount); } void EnHorse_UpdateIngoRaceInfo(EnHorse* this, PlayState* play, RaceInfo* raceInfo) { diff --git a/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c b/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c index 630156e84..452f3bfa2 100644 --- a/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c +++ b/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c @@ -453,7 +453,7 @@ void func_80A6A5A4(EnHorseLinkChild* this, PlayState* play) { yawDiff = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; // 0.7071 = cos(pi/4) if ((Math_CosS(yawDiff) < 0.7071f) && (this->animationIdx == 2)) { - func_8006DD9C(&this->actor, &GET_PLAYER(play)->actor.world.pos, 300); + Horse_RotateToPoint(&this->actor, &GET_PLAYER(play)->actor.world.pos, 300); } if (SkelAnime_Update(&this->skin.skelAnime)) { @@ -490,9 +490,9 @@ void func_80A6A7D0(EnHorseLinkChild* this, PlayState* play) { if ((this->animationIdx == 4) || (this->animationIdx == 3) || (this->animationIdx == 2)) { if (!this->unk_1E8) { - func_8006DD9C(&this->actor, &player->actor.world.pos, 300); + Horse_RotateToPoint(&this->actor, &player->actor.world.pos, 300); } else { - func_8006DD9C(&this->actor, &this->actor.home.pos, 300); + Horse_RotateToPoint(&this->actor, &this->actor.home.pos, 300); } } diff --git a/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c b/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c index c002a1fe6..5aa674034 100644 --- a/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c +++ b/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c @@ -14,9 +14,9 @@ void EnHorseZelda_Destroy(Actor* thisx, PlayState* play); void EnHorseZelda_Update(Actor* thisx, PlayState* play); void EnHorseZelda_Draw(Actor* thisx, PlayState* play); -void func_80A6DCCC(EnHorseZelda* this, PlayState* play); -void func_80A6DDFC(EnHorseZelda* this, PlayState* play); -void func_80A6DC7C(EnHorseZelda* this); +void EnHorseZelda_Stop(EnHorseZelda* this, PlayState* play); +void EnHorseZelda_Gallop(EnHorseZelda* this, PlayState* play); +void EnHorseZelda_SetupStop(EnHorseZelda* this); const ActorInit En_Horse_Zelda_InitVars = { ACTOR_EN_HORSE_ZELDA, @@ -101,27 +101,27 @@ static InitChainEntry sInitChain[] = { }; static EnHorseZeldaActionFunc sActionFuncs[] = { - func_80A6DCCC, - func_80A6DDFC, + EnHorseZelda_Stop, + EnHorseZelda_Gallop, }; -void func_80A6D8D0(unknownStruct* data, s32 index, Vec3f* vec) { +void EnHorseZelda_GetFieldPosition(unknownStruct* data, s32 index, Vec3f* vec) { vec->x = data[index].unk_0.x; vec->y = data[index].unk_0.y; vec->z = data[index].unk_0.z; } -void func_80A6D918(EnHorseZelda* this, PlayState* play) { +void EnHorseZelda_Move(EnHorseZelda* this, PlayState* play) { s32 pad; Vec3f sp28; s16 yawDiff; - func_80A6D8D0(D_80A6E240, this->fieldPosIndex, &sp28); + EnHorseZelda_GetFieldPosition(D_80A6E240, this->fieldPosIndex, &sp28); if (Math3D_Vec3f_DistXYZ(&sp28, &this->actor.world.pos) <= 400.0f) { this->fieldPosIndex++; if (this->fieldPosIndex >= 14) { this->fieldPosIndex = 0; - func_80A6D8D0(D_80A6E240, 0, &sp28); + EnHorseZelda_GetFieldPosition(D_80A6E240, 0, &sp28); } } yawDiff = Math_Vec3f_Yaw(&this->actor.world.pos, &sp28) - this->actor.world.rot.y; @@ -167,7 +167,7 @@ void EnHorseZelda_Init(Actor* thisx, PlayState* play) { Collider_SetJntSph(play, &this->colliderSphere, &this->actor, &sJntSphInit, &this->colliderSphereItem); CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit); this->animationIndex = 0; - func_80A6DC7C(this); + EnHorseZelda_SetupStop(this); } void EnHorseZelda_Destroy(Actor* thisx, PlayState* play) { @@ -178,7 +178,7 @@ void EnHorseZelda_Destroy(Actor* thisx, PlayState* play) { Skin_Free(play, &this->skin); } -void func_80A6DC7C(EnHorseZelda* this) { +void EnHorseZelda_SetupStop(EnHorseZelda* this) { this->action = 0; this->animationIndex++; if (this->animationIndex > 0) { @@ -187,14 +187,14 @@ void func_80A6DC7C(EnHorseZelda* this) { Animation_PlayOnce(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex]); } -void func_80A6DCCC(EnHorseZelda* this, PlayState* play) { +void EnHorseZelda_Stop(EnHorseZelda* this, PlayState* play) { this->actor.speedXZ = 0.0f; if (SkelAnime_Update(&this->skin.skelAnime)) { - func_80A6DC7C(this); + EnHorseZelda_SetupStop(this); } } -void func_80A6DD14(EnHorseZelda* this) { +void EnHorseZelda_Spur(EnHorseZelda* this) { f32 sp34; this->action = 1; @@ -207,14 +207,14 @@ void func_80A6DD14(EnHorseZelda* this) { Animation_GetLastFrame(sAnimationHeaders[this->animationIndex]), ANIMMODE_ONCE, 0.0f); } -void func_80A6DDFC(EnHorseZelda* this, PlayState* play) { - func_80A6D918(this, play); +void EnHorseZelda_Gallop(EnHorseZelda* this, PlayState* play) { + EnHorseZelda_Move(this, play); if (SkelAnime_Update(&this->skin.skelAnime)) { - func_80A6DD14(this); + EnHorseZelda_Spur(this); } } -void func_80A6DE38(EnHorseZelda* this, PlayState* play) { +void EnHorseZelda_SetRotate(EnHorseZelda* this, PlayState* play) { s32 pad; CollisionPoly* poly; s32 pad2; @@ -270,7 +270,7 @@ void EnHorseZelda_PostDraw(Actor* thisx, PlayState* play, Skin* skin) { void EnHorseZelda_Draw(Actor* thisx, PlayState* play) { EnHorseZelda* this = (EnHorseZelda*)thisx; - func_80A6DE38(this, play); + EnHorseZelda_SetRotate(this, play); Gfx_SetupDL_25Opa(play->state.gfxCtx); func_800A6330(&this->actor, play, &this->skin, EnHorseZelda_PostDraw, true); } diff --git a/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c index 85b0dcba9..e02b4ee60 100644 --- a/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c +++ b/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c @@ -25,14 +25,14 @@ void EnHy_Update(Actor* thisx, PlayState* play); void EnHy_Draw(Actor* thisx, PlayState* play); void EnHy_InitImpl(EnHy* this, PlayState* play); -void func_80A7134C(EnHy* this, PlayState* play); -void func_80A71530(EnHy* this, PlayState* play); -void func_80A711B4(EnHy* this, PlayState* play); -void func_80A712C0(EnHy* this, PlayState* play); -void func_80A710F8(EnHy* this, PlayState* play); -void func_80A7127C(EnHy* this, PlayState* play); +void EnHy_Pace(EnHy* this, PlayState* play); +void EnHy_FinishGivingDogFoundReward(EnHy* this, PlayState* play); +void EnHy_Walk(EnHy* this, PlayState* play); +void EnHy_SetupPace(EnHy* this, PlayState* play); +void EnHy_WatchDog(EnHy* this, PlayState* play); +void EnHy_Fidget(EnHy* this, PlayState* play); void EnHy_DoNothing(EnHy* this, PlayState* play); -void func_80A714C4(EnHy* this, PlayState* play); +void EnHy_WaitDogFoundRewardGiven(EnHy* this, PlayState* play); const ActorInit En_Hy_InitVars = { ACTOR_EN_HY, @@ -411,13 +411,13 @@ s32 EnHy_IsOsAnimeObjectLoaded(EnHy* this, PlayState* play) { return true; } -void func_80A6F7CC(EnHy* this, PlayState* play, s32 getItemId) { +void EnHy_GiveItem(EnHy* this, PlayState* play, s32 getItemId) { this->unkGetItemId = getItemId; Actor_OfferGetItem(&this->actor, play, getItemId, this->actor.xzDistToPlayer + 1.0f, fabsf(this->actor.yDistToPlayer) + 1.0f); } -u16 func_80A6F810(PlayState* play, Actor* thisx) { +u16 EnHy_GetTextId(PlayState* play, Actor* thisx) { Player* player = GET_PLAYER(play); EnHy* this = (EnHy*)thisx; u16 textId = Text_GetFaceReaction(play, (this->actor.params & 0x7F) + 37); @@ -569,7 +569,7 @@ u16 func_80A6F810(PlayState* play, Actor* thisx) { } } -s16 func_80A70058(PlayState* play, Actor* thisx) { +s16 EnHy_UpdateTalkState(PlayState* play, Actor* thisx) { EnHy* this = (EnHy*)thisx; s16 beggarItems[] = { ITEM_BLUE_FIRE, ITEM_FISH, ITEM_BUG, ITEM_FAIRY }; s16 beggarRewards[] = { 150, 100, 50, 25 }; @@ -679,8 +679,8 @@ s16 func_80A70058(PlayState* play, Actor* thisx) { break; case 0x709F: if (GameInteractor_Should(VB_GIVE_ITEM_FROM_LOST_DOG, true, this)) { - func_80A6F7CC(this, play, Flags_GetInfTable(INFTABLE_191) ? GI_RUPEE_BLUE : GI_HEART_PIECE); - this->actionFunc = func_80A714C4; + EnHy_GiveItem(this, play, Flags_GetInfTable(INFTABLE_191) ? GI_RUPEE_BLUE : GI_HEART_PIECE); + this->actionFunc = EnHy_WaitDogFoundRewardGiven; } break; } @@ -740,7 +740,7 @@ void EnHy_UpdateCollider(EnHy* this, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); } -void func_80A70834(EnHy* this, PlayState* play) { +void EnHy_OfferBuyBottledItem(EnHy* this, PlayState* play) { Player* player = GET_PLAYER(play); if ((this->actor.params & 0x7F) == ENHY_TYPE_BOJ_5) { @@ -781,7 +781,7 @@ void func_80A70834(EnHy* this, PlayState* play) { } } -void func_80A70978(EnHy* this, PlayState* play) { +void EnHy_UpdateNPC(EnHy* this, PlayState* play) { Player* player = GET_PLAYER(play); s16 trackingMode; @@ -821,9 +821,9 @@ void func_80A70978(EnHy* this, PlayState* play) { Npc_TrackPoint(&this->actor, &this->interactInfo, sInit1Info[this->actor.params & 0x7F].unkPresetIndex, trackingMode); - if (Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->unkRange, func_80A6F810, - func_80A70058)) { - func_80A70834(this, play); + if (Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->unkRange, EnHy_GetTextId, + EnHy_UpdateTalkState)) { + EnHy_OfferBuyBottledItem(this, play); } } @@ -953,15 +953,15 @@ void EnHy_InitImpl(EnHy* this, PlayState* play) { if (this->path != NULL) { this->actor.speedXZ = 3.0f; } - this->actionFunc = func_80A711B4; + this->actionFunc = EnHy_Walk; break; case ENHY_TYPE_BJI_7: this->pathReverse = false; - this->actionFunc = func_80A712C0; + this->actionFunc = EnHy_SetupPace; break; case ENHY_TYPE_AOB: if (play->sceneNum == SCENE_MARKET_DAY) { - this->actionFunc = func_80A710F8; + this->actionFunc = EnHy_WatchDog; break; } // fall-through @@ -978,7 +978,7 @@ void EnHy_InitImpl(EnHy* this, PlayState* play) { case ENHY_TYPE_BOB_18: case ENHY_TYPE_BJI_19: case ENHY_TYPE_AHG_20: - this->actionFunc = func_80A7127C; + this->actionFunc = EnHy_Fidget; break; case ENHY_TYPE_BOJ_5: case ENHY_TYPE_BOJ_9: @@ -994,7 +994,7 @@ void EnHy_InitImpl(EnHy* this, PlayState* play) { } } -void func_80A710F8(EnHy* this, PlayState* play) { +void EnHy_WatchDog(EnHy* this, PlayState* play) { if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) { if (this->skelAnime.animation != &gObjOsAnim_0BFC) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_26); @@ -1008,7 +1008,7 @@ void func_80A710F8(EnHy* this, PlayState* play) { } } -void func_80A711B4(EnHy* this, PlayState* play) { +void EnHy_Walk(EnHy* this, PlayState* play) { s16 yaw; f32 distSq; @@ -1024,24 +1024,24 @@ void func_80A711B4(EnHy* this, PlayState* play) { } } -void func_80A7127C(EnHy* this, PlayState* play) { +void EnHy_Fidget(EnHy* this, PlayState* play) { func_80034F54(play, this->fidgetTableY, this->fidgetTableZ, 16); } void EnHy_DoNothing(EnHy* this, PlayState* play) { } -void func_80A712C0(EnHy* this, PlayState* play) { +void EnHy_SetupPace(EnHy* this, PlayState* play) { if ((this->actor.xzDistToPlayer <= 100.0f) && (this->path != NULL)) { Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENHY_ANIM_7); this->actor.speedXZ = 0.4f; - this->actionFunc = func_80A7134C; + this->actionFunc = EnHy_Pace; } func_80034F54(play, this->fidgetTableY, this->fidgetTableZ, 16); } -void func_80A7134C(EnHy* this, PlayState* play) { +void EnHy_Pace(EnHy* this, PlayState* play) { s16 yaw; f32 distSq; @@ -1075,16 +1075,16 @@ void func_80A7134C(EnHy* this, PlayState* play) { } } -void func_80A714C4(EnHy* this, PlayState* play) { +void EnHy_WaitDogFoundRewardGiven(EnHy* this, PlayState* play) { if (Actor_HasParent(&this->actor, play)) { - this->actionFunc = func_80A71530; + this->actionFunc = EnHy_FinishGivingDogFoundReward; } else { Actor_OfferGetItem(&this->actor, play, this->unkGetItemId, this->actor.xzDistToPlayer + 1.0f, fabsf(this->actor.yDistToPlayer) + 1.0f); } } -void func_80A71530(EnHy* this, PlayState* play) { +void EnHy_FinishGivingDogFoundReward(EnHy* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) { switch (this->unkGetItemId) { case GI_HEART_PIECE: @@ -1099,7 +1099,7 @@ void func_80A71530(EnHy* this, PlayState* play) { break; } - this->actionFunc = func_80A7127C; + this->actionFunc = EnHy_Fidget; } } @@ -1119,7 +1119,7 @@ void EnHy_Update(Actor* thisx, PlayState* play) { } this->actionFunc(this, play); - func_80A70978(this, play); + EnHy_UpdateNPC(this, play); EnHy_UpdateCollider(this, play); } diff --git a/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.h b/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.h index cc5d37288..c307f7186 100644 --- a/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.h +++ b/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.h @@ -62,6 +62,6 @@ typedef struct EnHy { /* */ GetItemEntry getItemEntry; } EnHy; // size = 0x0334 -void func_80A7127C(EnHy* enHy, PlayState* play); +void EnHy_Fidget(EnHy* enHy, PlayState* play); #endif diff --git a/soh/src/overlays/actors/ovl_En_In/z_en_in.c b/soh/src/overlays/actors/ovl_En_In/z_en_in.c index 236cec2f9..6e302d273 100644 --- a/soh/src/overlays/actors/ovl_En_In/z_en_in.c +++ b/soh/src/overlays/actors/ovl_En_In/z_en_in.c @@ -11,7 +11,7 @@ void EnIn_Update(Actor* thisx, PlayState* play); void EnIn_Draw(Actor* thisx, PlayState* play); void EnIn_Reset(void); -void func_80A79FB0(EnIn* this, PlayState* play); +void EnIn_WaitForObject(EnIn* this, PlayState* play); void func_80A7A304(EnIn* this, PlayState* play); void func_80A7A4C8(EnIn* this, PlayState* play); void func_80A7A568(EnIn* this, PlayState* play); @@ -112,7 +112,7 @@ static Gfx* sAdultEraDLs[] = { gIngoAdultEraMustacheDL, }; -u16 func_80A78FB0(PlayState* play) { +u16 EnIn_GetTextIdChild(PlayState* play) { if (Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) { if (Flags_GetInfTable(INFTABLE_97)) { return 0x2046; @@ -127,7 +127,7 @@ u16 func_80A78FB0(PlayState* play) { } } -u16 func_80A79010(PlayState* play) { +u16 EnIn_GetTextIdAdult(PlayState* play) { Player* player = GET_PLAYER(play); u16 temp_v0 = Text_GetFaceReaction(play, 25); @@ -180,20 +180,20 @@ u16 func_80A79010(PlayState* play) { } } -u16 func_80A79168(PlayState* play, Actor* thisx) { +u16 EnIn_GetTextId(PlayState* play, Actor* thisx) { u16 temp_v0 = Text_GetFaceReaction(play, 25); if (temp_v0 != 0) { return temp_v0; } if (!LINK_IS_ADULT) { - return func_80A78FB0(play); + return EnIn_GetTextIdChild(play); } else { - return func_80A79010(play); + return EnIn_GetTextIdAdult(play); } } -s16 func_80A791CC(PlayState* play, Actor* thisx) { +s16 EnIn_UpdateTalkStateOnClosing(PlayState* play, Actor* thisx) { s32 ret = NPC_TALK_STATE_IDLE; switch (thisx->textId) { @@ -211,7 +211,7 @@ s16 func_80A791CC(PlayState* play, Actor* thisx) { return ret; } -s16 func_80A7924C(PlayState* play, Actor* thisx) { +s16 EnIn_UpdateTalkStateOnChoice(PlayState* play, Actor* thisx) { EnIn* this = (EnIn*)thisx; s32 sp18 = NPC_TALK_STATE_TALKING; @@ -272,7 +272,7 @@ s16 func_80A7924C(PlayState* play, Actor* thisx) { return sp18; } -s16 func_80A7949C(PlayState* play, Actor* thisx) { +s16 EnIn_UpdateTalkStateOnEvent(PlayState* play, Actor* thisx) { s32 phi_v1 = NPC_TALK_STATE_TALKING; if (thisx->textId == 0x2035) { @@ -285,7 +285,7 @@ s16 func_80A7949C(PlayState* play, Actor* thisx) { return phi_v1; } -s16 func_80A79500(PlayState* play, Actor* thisx) { +s16 EnIn_UpdateTalkState(PlayState* play, Actor* thisx) { s16 sp1E = NPC_TALK_STATE_TALKING; osSyncPrintf("message_check->(%d[%x])\n", Message_GetState(&play->msgCtx), thisx->textId); @@ -294,18 +294,18 @@ s16 func_80A79500(PlayState* play, Actor* thisx) { case TEXT_STATE_DONE_HAS_NEXT: break; case TEXT_STATE_CLOSING: - sp1E = func_80A791CC(play, thisx); + sp1E = EnIn_UpdateTalkStateOnClosing(play, thisx); break; case TEXT_STATE_DONE_FADING: break; case TEXT_STATE_CHOICE: if (Message_ShouldAdvance(play)) { - sp1E = func_80A7924C(play, thisx); + sp1E = EnIn_UpdateTalkStateOnChoice(play, thisx); } break; case TEXT_STATE_EVENT: if (Message_ShouldAdvance(play)) { - sp1E = func_80A7949C(play, thisx); + sp1E = EnIn_UpdateTalkStateOnEvent(play, thisx); } break; case TEXT_STATE_DONE: @@ -365,7 +365,7 @@ s32 func_80A7975C(EnIn* this, PlayState* play) { return 1; } -s32 func_80A79830(EnIn* this, PlayState* play) { +s32 EnIn_GetStartMode(EnIn* this, PlayState* play) { if (play->sceneNum == SCENE_LON_LON_RANCH && LINK_IS_CHILD && IS_DAY && this->actor.shape.rot.z == 1 && !Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) { return 1; @@ -496,20 +496,20 @@ void EnIn_Init(Actor* thisx, PlayState* play) { gSaveContext.eventInf[0] = 0; D_80A7B998 = 1; } - this->actionFunc = func_80A79FB0; + this->actionFunc = EnIn_WaitForObject; } void EnIn_Destroy(Actor* thisx, PlayState* play) { EnIn* this = (EnIn*)thisx; - if (this->actionFunc != NULL && this->actionFunc != func_80A79FB0) { + if (this->actionFunc != NULL && this->actionFunc != EnIn_WaitForObject) { Collider_DestroyCylinder(play, &this->collider); ResourceMgr_UnregisterSkeleton(&this->skelAnime); } } -void func_80A79FB0(EnIn* this, PlayState* play) { +void EnIn_WaitForObject(EnIn* this, PlayState* play) { s32 sp3C = 0; if (Object_IsLoaded(&play->objectCtx, this->ingoObjBankIndex) || this->actor.params <= 0) { @@ -527,7 +527,7 @@ void func_80A79FB0(EnIn* this, PlayState* play) { this->interactInfo.talkState = NPC_TALK_STATE_IDLE; this->actionFunc = func_80A7A4BC; - switch (func_80A79830(this, play)) { + switch (EnIn_GetStartMode(this, play)) { case 1: EnIn_ChangeAnim(this, ENIN_ANIM_9); this->actionFunc = func_80A7A4BC; @@ -913,7 +913,7 @@ void EnIn_Update(Actor* thisx, PlayState* play) { ColliderCylinder* collider; EnIn* this = (EnIn*)thisx; - if (this->actionFunc == func_80A79FB0) { + if (this->actionFunc == EnIn_WaitForObject) { this->actionFunc(this, play); return; } @@ -937,7 +937,7 @@ void EnIn_Update(Actor* thisx, PlayState* play) { } else { Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, ((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius, - func_80A79168, func_80A79500); + EnIn_GetTextId, EnIn_UpdateTalkState); if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) { this->unk_1FA = this->unk_1F8; this->unk_1F8 = Message_GetState(&play->msgCtx); @@ -1001,7 +1001,7 @@ void EnIn_Draw(Actor* thisx, PlayState* play) { EnIn* this = (EnIn*)thisx; OPEN_DISPS(play->state.gfxCtx); - if (this->actionFunc != func_80A79FB0) { + if (this->actionFunc != EnIn_WaitForObject) { Gfx_SetupDL_25Opa(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeIndex])); gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gIngoHeadGradient2Tex)); diff --git a/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c b/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c index 87706b088..49836eb61 100644 --- a/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c +++ b/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c @@ -17,21 +17,21 @@ void EnInsect_Update(Actor* thisx, PlayState* play); void EnInsect_Draw(Actor* thisx, PlayState* play); void EnInsect_Reset(void); -void func_80A7C3A0(EnInsect* this); -void func_80A7C3F4(EnInsect* this, PlayState* play); -void func_80A7C598(EnInsect* this); -void func_80A7C5EC(EnInsect* this, PlayState* play); -void func_80A7C818(EnInsect* this); -void func_80A7C86C(EnInsect* this, PlayState* play); -void func_80A7CAD0(EnInsect* this, PlayState* play); -void func_80A7CBC8(EnInsect* this); -void func_80A7CC3C(EnInsect* this, PlayState* play); -void func_80A7CE60(EnInsect* this); -void func_80A7CEC0(EnInsect* this, PlayState* play); -void func_80A7D1F4(EnInsect* this); -void func_80A7D26C(EnInsect* this, PlayState* play); -void func_80A7D39C(EnInsect* this); -void func_80A7D460(EnInsect* this, PlayState* play); +void EnInsect_SetupSlowDown(EnInsect* this); +void EnInsect_SlowDown(EnInsect* this, PlayState* play); +void EnInsect_SetupCrawl(EnInsect* this); +void EnInsect_Crawl(EnInsect* this, PlayState* play); +void EnInsect_SetupRunFromPlayer(EnInsect* this); +void EnInsect_RunFromPlayer(EnInsect* this, PlayState* play); +void EnInsect_Caught(EnInsect* this, PlayState* play); +void EnInsect_SetupDig(EnInsect* this); +void EnInsect_Dig(EnInsect* this, PlayState* play); +void EnInsect_SetupWalkOnWater(EnInsect* this); +void EnInsect_WalkOnWater(EnInsect* this, PlayState* play); +void EnInsect_SetupDrown(EnInsect* this); +void EnInsect_Drown(EnInsect* this, PlayState* play); +void EnInsect_SetupDropped(EnInsect* this); +void EnInsect_Dropped(EnInsect* this, PlayState* play); f32 D_80A7DEB0 = 0.0f; s16 D_80A7DEB4 = 0; @@ -86,7 +86,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneDownward, 600, ICHAIN_STOP), }; -void func_80A7BE20(EnInsect* this) { +void EnInsect_InitFlags(EnInsect* this) { this->insectFlags = D_80A7DF10[this->actor.params & 3]; } @@ -115,7 +115,7 @@ s32 EnInsect_InBottleRange(EnInsect* this, PlayState* play) { return false; } -void func_80A7BF58(EnInsect* this) { +void EnInsect_SetCrawlAnim(EnInsect* this) { Animation_Change(&this->skelAnime, &gBugCrawlAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, 0.0f); } @@ -151,7 +151,7 @@ s32 EnInsect_FoundNearbySoil(EnInsect* this, PlayState* play) { return ret; } -void func_80A7C058(EnInsect* this) { +void EnInsect_UpdateCrawlSfx(EnInsect* this) { if (this->crawlSoundDelay > 0) { this->crawlSoundDelay--; return; @@ -173,7 +173,7 @@ void EnInsect_Init(Actor* thisx, PlayState* play2) { s32 count; Actor_ProcessInitChain(&this->actor, sInitChain); - func_80A7BE20(this); + EnInsect_InitFlags(this); temp_s2 = this->actor.params & 3; @@ -210,18 +210,18 @@ void EnInsect_Init(Actor* thisx, PlayState* play2) { } } - func_80A7D39C(this); + EnInsect_SetupDropped(this); D_80A7DEB8++; } else { rand = Rand_ZeroOne(); if (rand < 0.3f) { - func_80A7C3A0(this); + EnInsect_SetupSlowDown(this); } else if (rand < 0.4f) { - func_80A7C598(this); + EnInsect_SetupCrawl(this); } else { - func_80A7C818(this); + EnInsect_SetupRunFromPlayer(this); } } } @@ -239,14 +239,14 @@ void EnInsect_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_80A7C3A0(EnInsect* this) { +void EnInsect_SetupSlowDown(EnInsect* this) { this->actionTimer = Rand_S16Offset(5, 35); - func_80A7BF58(this); - this->actionFunc = func_80A7C3F4; + EnInsect_SetCrawlAnim(this); + this->actionFunc = EnInsect_SlowDown; this->insectFlags |= 0x100; } -void func_80A7C3F4(EnInsect* this, PlayState* play) { +void EnInsect_SlowDown(EnInsect* this, PlayState* play) { s32 pad[2]; s16 sp2E; f32 playSpeed; @@ -261,27 +261,27 @@ void func_80A7C3F4(EnInsect* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); this->actor.shape.rot.y = this->actor.world.rot.y; if (this->actionTimer <= 0) { - func_80A7C598(this); + EnInsect_SetupCrawl(this); } if (((this->insectFlags & 4) && this->lifeTimer <= 0) || ((sp2E == 2 || sp2E == 3) && (this->insectFlags & 1) && (this->actor.bgCheckFlags & 1) && D_80A7DEB8 >= 4)) { - func_80A7CBC8(this); + EnInsect_SetupDig(this); } else if ((this->insectFlags & 1) && (this->actor.bgCheckFlags & 0x40)) { - func_80A7CE60(this); + EnInsect_SetupWalkOnWater(this); } else if (this->actor.xzDistToPlayer < 40.0f) { - func_80A7C818(this); + EnInsect_SetupRunFromPlayer(this); } } -void func_80A7C598(EnInsect* this) { +void EnInsect_SetupCrawl(EnInsect* this) { this->actionTimer = Rand_S16Offset(10, 45); - func_80A7BF58(this); - this->actionFunc = func_80A7C5EC; + EnInsect_SetCrawlAnim(this); + this->actionFunc = EnInsect_Crawl; this->insectFlags |= 0x100; } -void func_80A7C5EC(EnInsect* this, PlayState* play) { +void EnInsect_Crawl(EnInsect* this, PlayState* play) { s32 pad1; s32 pad2; s16 yaw; @@ -304,27 +304,27 @@ void func_80A7C5EC(EnInsect* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->actionTimer <= 0) { - func_80A7C3A0(this); + EnInsect_SetupSlowDown(this); } if (((this->insectFlags & 4) && this->lifeTimer <= 0) || ((sp34 == 2 || sp34 == 3) && (this->insectFlags & 1) && (this->actor.bgCheckFlags & 1) && D_80A7DEB8 >= 4)) { - func_80A7CBC8(this); + EnInsect_SetupDig(this); } else if ((this->insectFlags & 1) && (this->actor.bgCheckFlags & 0x40)) { - func_80A7CE60(this); + EnInsect_SetupWalkOnWater(this); } else if (this->actor.xzDistToPlayer < 40.0f) { - func_80A7C818(this); + EnInsect_SetupRunFromPlayer(this); } } -void func_80A7C818(EnInsect* this) { +void EnInsect_SetupRunFromPlayer(EnInsect* this) { this->actionTimer = Rand_S16Offset(10, 40); - func_80A7BF58(this); - this->actionFunc = func_80A7C86C; + EnInsect_SetCrawlAnim(this); + this->actionFunc = EnInsect_RunFromPlayer; this->insectFlags |= 0x100; } -void func_80A7C86C(EnInsect* this, PlayState* play) { +void EnInsect_RunFromPlayer(EnInsect* this, PlayState* play) { s32 pad1; s32 pad2; s16 pad3; @@ -358,13 +358,13 @@ void func_80A7C86C(EnInsect* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->actionTimer <= 0 || !sp38) { - func_80A7C3A0(this); + EnInsect_SetupSlowDown(this); } else if ((this->insectFlags & 1) && (this->actor.bgCheckFlags & 0x40)) { - func_80A7CE60(this); + EnInsect_SetupWalkOnWater(this); } } -void func_80A7CA64(EnInsect* this) { +void EnInsect_SetupCaught(EnInsect* this) { this->actionTimer = 200; Actor_SetScale(&this->actor, 0.001f); @@ -372,14 +372,14 @@ void func_80A7CA64(EnInsect* this) { this->actor.draw = NULL; this->actor.speedXZ = 0.0f; - func_80A7BF58(this); + EnInsect_SetCrawlAnim(this); this->skelAnime.playSpeed = 0.3f; - this->actionFunc = func_80A7CAD0; + this->actionFunc = EnInsect_Caught; this->insectFlags &= ~0x100; } -void func_80A7CAD0(EnInsect* this, PlayState* play) { +void EnInsect_Caught(EnInsect* this, PlayState* play) { if (this->actionTimer == 20 && !(this->insectFlags & 4)) { this->actor.draw = EnInsect_Draw; } else if (this->actionTimer == 0) { @@ -387,7 +387,7 @@ void func_80A7CAD0(EnInsect* this, PlayState* play) { Actor_Kill(&this->actor); } else { Actor_SetScale(&this->actor, 0.01f); - func_80A7C3A0(this); + EnInsect_SetupSlowDown(this); } } else if (this->actionTimer < 20) { Actor_SetScale(&this->actor, CLAMP_MAX(this->actor.scale.x + 0.001f, 0.01f)); @@ -395,18 +395,18 @@ void func_80A7CAD0(EnInsect* this, PlayState* play) { } } -void func_80A7CBC8(EnInsect* this) { +void EnInsect_SetupDig(EnInsect* this) { this->actionTimer = 60; - func_80A7BF58(this); + EnInsect_SetCrawlAnim(this); this->skelAnime.playSpeed = 1.9f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_SINK); Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos); - this->actionFunc = func_80A7CC3C; + this->actionFunc = EnInsect_Dig; this->insectFlags &= ~0x100; this->insectFlags |= 0x8; } -void func_80A7CC3C(EnInsect* this, PlayState* play) { +void EnInsect_Dig(EnInsect* this, PlayState* play) { static Vec3f accel = { 0.0f, 0.0f, 0.0f }; static Vec3f unused = { 0.0f, 0.0f, 0.0f }; s32 pad[2]; @@ -440,15 +440,15 @@ void func_80A7CC3C(EnInsect* this, PlayState* play) { } } -void func_80A7CE60(EnInsect* this) { +void EnInsect_SetupWalkOnWater(EnInsect* this) { this->actionTimer = Rand_S16Offset(120, 50); - func_80A7BF58(this); + EnInsect_SetCrawlAnim(this); this->unk_316 = this->unk_318 = 0; - this->actionFunc = func_80A7CEC0; + this->actionFunc = EnInsect_WalkOnWater; this->insectFlags &= ~0x100; } -void func_80A7CEC0(EnInsect* this, PlayState* play) { +void EnInsect_WalkOnWater(EnInsect* this, PlayState* play) { f32 temp_f0; s16 temp_v1; s16 pad; @@ -515,30 +515,30 @@ void func_80A7CEC0(EnInsect* this, PlayState* play) { if (this->actionTimer <= 0 || ((this->insectFlags & 4) && this->lifeTimer <= 0) || ((sp4E == 2 || sp4E == 3) && (this->insectFlags & 1) && D_80A7DEB8 >= 4)) { - func_80A7D1F4(this); + EnInsect_SetupDrown(this); } else if (!(this->actor.bgCheckFlags & 0x40)) { if (this->insectFlags & 0x10) { - func_80A7D39C(this); + EnInsect_SetupDropped(this); } else { - func_80A7C3A0(this); + EnInsect_SetupSlowDown(this); } } } -void func_80A7D1F4(EnInsect* this) { +void EnInsect_SetupDrown(EnInsect* this) { this->actionTimer = 100; - func_80A7BF58(this); + EnInsect_SetCrawlAnim(this); this->actor.velocity.y = 0.0f; this->actor.speedXZ = 0.0f; this->actor.minVelocityY = -0.8f; this->actor.gravity = -0.04f; this->insectFlags &= ~0x3; - this->actionFunc = func_80A7D26C; + this->actionFunc = EnInsect_Drown; this->insectFlags &= ~0x100; this->insectFlags |= 8; } -void func_80A7D26C(EnInsect* this, PlayState* play) { +void EnInsect_Drown(EnInsect* this, PlayState* play) { this->actor.shape.rot.x -= 500; this->actor.shape.rot.y += 200; Actor_SetScale(&this->actor, CLAMP_MIN(this->actor.scale.x - 0.00005f, 0.001f)); @@ -552,19 +552,19 @@ void func_80A7D26C(EnInsect* this, PlayState* play) { } } -void func_80A7D39C(EnInsect* this) { - func_80A7BF58(this); +void EnInsect_SetupDropped(EnInsect* this) { + EnInsect_SetCrawlAnim(this); this->actionTimer = 100; this->unk_324 = 1.5f; this->unk_328 = Rand_ZeroOne() * (0xFFFF + 0.5f); this->unk_316 = (Rand_ZeroOne() - 0.5f) * 1500.0f; this->actor.world.rot.y = Rand_ZeroOne() * (0xFFFF + 0.5f); Actor_SetScale(&this->actor, 0.003f); - this->actionFunc = func_80A7D460; + this->actionFunc = EnInsect_Dropped; this->insectFlags |= 0x100; } -void func_80A7D460(EnInsect* this, PlayState* play) { +void EnInsect_Dropped(EnInsect* this, PlayState* play) { s32 temp_a0; s32 sp50; f32 phi_f0; @@ -688,14 +688,14 @@ void func_80A7D460(EnInsect* this, PlayState* play) { } if ((this->insectFlags & 1) && (this->actor.bgCheckFlags & 0x40)) { - func_80A7CE60(this); + EnInsect_SetupWalkOnWater(this); } else if (this->insectFlags & 0x10) { if (sp40 < 9.0f) { - func_80A7CBC8(this); + EnInsect_SetupDig(this); } else if (this->actionTimer <= 0 || this->lifeTimer <= 0 || ((this->insectFlags & 1) && (this->actor.bgCheckFlags & 1) && D_80A7DEB8 >= 4 && (sp3A == 2 || sp3A == 3))) { - func_80A7CBC8(this); + EnInsect_SetupDig(this); } else { if (sp40 < 900.0f) { this->lifeTimer++; @@ -705,7 +705,7 @@ void func_80A7D460(EnInsect* this, PlayState* play) { } } } else if (sp50 != 0) { - func_80A7C3A0(this); + EnInsect_SetupSlowDown(this); } else if ((sp3A == 2 || sp3A == 3) && (this->insectFlags & 1) && this->lifeTimer <= 0 && this->actionTimer <= 0 && this->actor.floorHeight < BGCHECK_Y_MIN + 10.0f) { osSyncPrintf(VT_COL(YELLOW, BLACK)); @@ -743,10 +743,10 @@ void EnInsect_Update(Actor* thisx, PlayState* play) { if (this->insectFlags & 0x100) { if (this->insectFlags & 1) { if (this->actor.bgCheckFlags & 1) { - func_80A7C058(this); + EnInsect_UpdateCrawlSfx(this); } } else { - func_80A7C058(this); + EnInsect_UpdateCrawlSfx(this); } } @@ -772,9 +772,9 @@ void EnInsect_Update(Actor* thisx, PlayState* play) { if (phi_v0 == 2 || phi_v0 == 3) { Actor_Kill(&this->actor); } else { - func_80A7CA64(this); + EnInsect_SetupCaught(this); } - } else if (this->actor.xzDistToPlayer < 50.0f && this->actionFunc != func_80A7CAD0) { + } else if (this->actor.xzDistToPlayer < 50.0f && this->actionFunc != EnInsect_Caught) { if (!(this->insectFlags & 0x20) && this->lifeTimer < 180) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); } diff --git a/soh/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c b/soh/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c index 5798a540a..2731873db 100644 --- a/soh/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c +++ b/soh/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c @@ -8,9 +8,9 @@ void EnMThunder_Destroy(Actor* thisx, PlayState* play); void EnMThunder_Update(Actor* thisx, PlayState* play); void EnMThunder_Draw(Actor* thisx, PlayState* play); -void func_80A9F314(PlayState* play, f32 arg1); -void func_80A9F408(EnMThunder* this, PlayState* play); -void func_80A9F9B4(EnMThunder* this, PlayState* play); +void EnMThunder_AdjustEnvLights(PlayState* play, f32 intensity); +void EnMThunder_ChargingSpinAttack(EnMThunder* this, PlayState* play); +void EnMThunder_SpinAttacking(EnMThunder* this, PlayState* play); const ActorInit En_M_Thunder_InitVars = { ACTOR_EN_M_THUNDER, @@ -25,7 +25,7 @@ const ActorInit En_M_Thunder_InitVars = { NULL, }; -static ColliderCylinderInit D_80AA0420 = { +static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_ON | AT_TYPE_PLAYER, @@ -45,8 +45,8 @@ static ColliderCylinderInit D_80AA0420 = { { 200, 200, 0, { 0, 0, 0 } }, }; -static u32 D_80AA044C[] = { 0x01000000, 0x00400000, 0x00800000 }; -static u32 D_80AA0458[] = { 0x08000000, 0x02000000, 0x04000000 }; +static u32 sSpinAttackDmgFlags[] = { 0x01000000, 0x00400000, 0x00800000 }; +static u32 sJumpAttackDmgFlags[] = { 0x08000000, 0x02000000, 0x04000000 }; static u16 sSfxIds[] = { NA_SE_IT_ROLLING_CUT_LV2, @@ -55,8 +55,7 @@ static u16 sSfxIds[] = { NA_SE_IT_ROLLING_CUT_LV1, }; -// Setup action -void func_80A9EFE0(EnMThunder* this, EnMThunderActionFunc actionFunc) { +void EnMThunder_SetupAction(EnMThunder* this, EnMThunderActionFunc actionFunc) { this->actionFunc = actionFunc; } @@ -66,7 +65,7 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) { Player* player = GET_PLAYER(play); Collider_InitCylinder(play, &this->collider); - Collider_SetCylinder(play, &this->collider, &this->actor, &D_80AA0420); + Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->swordType = (this->actor.params & 0xFF) - 1; Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 255, 255, 255, 0); @@ -98,16 +97,16 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) { player->stateFlags2 &= ~PLAYER_STATE2_SPIN_ATTACKING; this->isUsingMagic = 1; - this->collider.info.toucher.dmgFlags = D_80AA044C[this->swordType]; + this->collider.info.toucher.dmgFlags = sSpinAttackDmgFlags[this->swordType]; this->attackStrength = 1; this->targetScale = ((this->swordType == 1) ? 2 : 4); - func_80A9EFE0(this, func_80A9F9B4); + EnMThunder_SetupAction(this, EnMThunder_SpinAttacking); this->followPlayerTimer = 8; Audio_PlaySoundGeneral(NA_SE_IT_ROLLING_CUT_LV1, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); this->spinAttackTimer = 1.0f; } else { - func_80A9EFE0(this, func_80A9F408); + EnMThunder_SetupAction(this, EnMThunder_ChargingSpinAttack); } this->actor.child = NULL; } @@ -120,15 +119,15 @@ void EnMThunder_Destroy(Actor* thisx, PlayState* play) { } Collider_DestroyCylinder(play, &this->collider); - func_80A9F314(play, 0.0f); + EnMThunder_AdjustEnvLights(play, 0.0f); LightContext_RemoveLight(play, &play->lightCtx, this->lightNode); } -void func_80A9F314(PlayState* play, f32 arg1) { - Environment_AdjustLights(play, arg1, 850.0f, 0.2f, 0.0f); +void EnMThunder_AdjustEnvLights(PlayState* play, f32 intensity) { + Environment_AdjustLights(play, intensity, 850.0f, 0.2f, 0.0f); } -void func_80A9F350(EnMThunder* this, PlayState* play) { +void EnMThunder_EmptySpinAttack(EnMThunder* this, PlayState* play) { Player* player = GET_PLAYER(play); if (player->stateFlags2 & PLAYER_STATE2_SPIN_ATTACKING) { @@ -148,7 +147,7 @@ void func_80A9F350(EnMThunder* this, PlayState* play) { } } -void func_80A9F408(EnMThunder* this, PlayState* play) { +void EnMThunder_ChargingSpinAttack(EnMThunder* this, PlayState* play) { Player* player = GET_PLAYER(play); Actor* child = this->actor.child; @@ -161,8 +160,8 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { if ((gSaveContext.magicState != MAGIC_STATE_IDLE) || (((this->actor.params & 0xFF00) >> 8) && !(Magic_RequestChange(play, (this->actor.params & 0xFF00) >> 8, MAGIC_CONSUME_WAIT_PREVIEW)))) { - func_80A9F350(this, play); - func_80A9EFE0(this, func_80A9F350); + EnMThunder_EmptySpinAttack(this, play); + EnMThunder_SetupAction(this, EnMThunder_EmptySpinAttack); this->chargeAlpha = 0; this->dimmingIntensity = 0.0; this->spinAttackTimer = 0.0f; @@ -197,16 +196,16 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP; } if (player->unk_858 < 0.85f) { - this->collider.info.toucher.dmgFlags = D_80AA044C[this->swordType]; + this->collider.info.toucher.dmgFlags = sSpinAttackDmgFlags[this->swordType]; this->attackStrength = 1; this->targetScale = ((this->swordType == 1) ? 2 : 4); } else { - this->collider.info.toucher.dmgFlags = D_80AA0458[this->swordType]; + this->collider.info.toucher.dmgFlags = sJumpAttackDmgFlags[this->swordType]; this->attackStrength = 0; this->targetScale = ((this->swordType == 1) ? 4 : 8); } - func_80A9EFE0(this, func_80A9F9B4); + EnMThunder_SetupAction(this, EnMThunder_SpinAttacking); this->followPlayerTimer = 8; Audio_PlaySoundGeneral(sSfxIds[this->attackStrength], &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); @@ -252,7 +251,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) { } } -void func_80A9F938(EnMThunder* this, PlayState* play) { +void EnMThunder_UpdateSpinAttack(EnMThunder* this, PlayState* play) { if (this->followPlayerTimer < 2) { if (this->chargeAlpha < 40) { this->chargeAlpha = 0; @@ -270,7 +269,7 @@ void func_80A9F938(EnMThunder* this, PlayState* play) { } } -void func_80A9F9B4(EnMThunder* this, PlayState* play) { +void EnMThunder_SpinAttacking(EnMThunder* this, PlayState* play) { Player* player = GET_PLAYER(play); if (Math_StepToF(&this->spinAttackTimer, 0.0f, 1 / 16.0f)) { @@ -295,7 +294,7 @@ void func_80A9F9B4(EnMThunder* this, PlayState* play) { this->spinAttackAlpha = this->spinAttackTimer * (5.0f / 3.0f); } - func_80A9F938(this, play); + EnMThunder_UpdateSpinAttack(this, play); if (Play_InCsMode(play)) { Actor_Kill(&this->actor); @@ -308,7 +307,7 @@ void EnMThunder_Update(Actor* thisx, PlayState* play) { s32 redGreen; this->actionFunc(this, play); - func_80A9F314(play, this->dimmingIntensity); + EnMThunder_AdjustEnvLights(play, this->dimmingIntensity); blueRadius = this->spinAttackTimer; redGreen = (u32)(blueRadius * 255.0f) & 0xFF; Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y, @@ -317,7 +316,7 @@ void EnMThunder_Update(Actor* thisx, PlayState* play) { } void EnMThunder_Draw(Actor* thisx, PlayState* play2) { - static f32 D_80AA046C[] = { 0.1f, 0.15f, 0.2f, 0.25f, 0.3f, 0.25f, 0.2f, 0.15f }; + static f32 sSpinChargeScale[] = { 0.1f, 0.15f, 0.2f, 0.25f, 0.3f, 0.25f, 0.2f, 0.15f }; PlayState* play = play2; EnMThunder* this = (EnMThunder*)thisx; Player* player = GET_PLAYER(play); @@ -385,7 +384,7 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) { } if (this->spinChargePercent >= 0.85f) { - phi_f14 = (D_80AA046C[(play->gameplayFrames & 7)] * 6.0f) + 1.0f; + phi_f14 = (sSpinChargeScale[(play->gameplayFrames & 7)] * 6.0f) + 1.0f; if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level2Primary.Changed"), 0)) { Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level2Primary.Value"), (Color_RGB8){ 255, 255, 170 }); @@ -402,7 +401,7 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) { } phi_t1 = 0x28; } else { - phi_f14 = (D_80AA046C[play->gameplayFrames & 7] * 2.0f) + 1.0f; + phi_f14 = (sSpinChargeScale[play->gameplayFrames & 7] * 2.0f) + 1.0f; if (CVarGetInteger(CVAR_COSMETIC("SpinAttack.Level1Primary.Changed"), 0)) { Color_RGB8 color = CVarGetColor24(CVAR_COSMETIC("SpinAttack.Level1Primary.Value"), (Color_RGB8){ 170, 255, 255 }); diff --git a/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c b/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c index e28718137..925c90a7f 100644 --- a/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c +++ b/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c @@ -18,15 +18,15 @@ void EnMa1_Update(Actor* thisx, PlayState* play); void EnMa1_Draw(Actor* thisx, PlayState* play); u16 EnMa1_GetText(PlayState* play, Actor* this); -s16 func_80AA0778(PlayState* play, Actor* this); +s16 EnMa1_UpdateTalkState(PlayState* play, Actor* this); -void func_80AA0D88(EnMa1* this, PlayState* play); -void func_80AA0EA0(EnMa1* this, PlayState* play); -void func_80AA0EFC(EnMa1* this, PlayState* play); -void func_80AA0F44(EnMa1* this, PlayState* play); -void func_80AA106C(EnMa1* this, PlayState* play); -void func_80AA10EC(EnMa1* this, PlayState* play); -void func_80AA1150(EnMa1* this, PlayState* play); +void EnMa1_Idle(EnMa1* this, PlayState* play); +void EnMa1_GiveWeirdEgg(EnMa1* this, PlayState* play); +void EnMa1_FinishGivingWeirdEgg(EnMa1* this, PlayState* play); +void EnMa1_IdleTeachSong(EnMa1* this, PlayState* play); +void EnMa1_StartTeachSong(EnMa1* this, PlayState* play); +void EnMa1_TeachSong(EnMa1* this, PlayState* play); +void EnMa1_WaitForPlayback(EnMa1* this, PlayState* play); void EnMa1_DoNothing(EnMa1* this, PlayState* play); const ActorInit En_Ma1_InitVars = { @@ -131,7 +131,7 @@ u16 EnMa1_GetText(PlayState* play, Actor* thisx) { return 0x2041; } -s16 func_80AA0778(PlayState* play, Actor* thisx) { +s16 EnMa1_UpdateTalkState(PlayState* play, Actor* thisx) { s16 ret = NPC_TALK_STATE_TALKING; switch (Message_GetState(&play->msgCtx)) { @@ -188,7 +188,7 @@ s16 func_80AA0778(PlayState* play, Actor* thisx) { return ret; } -s32 func_80AA08C4(EnMa1* this, PlayState* play) { +s32 EnMa1_ShouldSpawn(EnMa1* this, PlayState* play) { bool malonReturnedFromCastle = GameInteractor_Should(VB_MALON_RETURN_FROM_CASTLE, Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)); @@ -240,7 +240,7 @@ void EnMa1_ChangeAnim(EnMa1* this, s32 index) { sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames); } -void func_80AA0AF4(EnMa1* this, PlayState* play) { +void EnMa1_UpdateTracking(EnMa1* this, PlayState* play) { Player* player = GET_PLAYER(play); s16 trackingMode; @@ -256,7 +256,7 @@ void func_80AA0AF4(EnMa1* this, PlayState* play) { Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode); } -void func_80AA0B74(EnMa1* this) { +void EnMa1_UpdateSinging(EnMa1* this) { if (this->skelAnime.animation == &gMalonChildSingAnim) { if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { if (this->singingDisabled != 0) { @@ -286,7 +286,7 @@ void EnMa1_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(22), &sColChkInfoInit); - if (!func_80AA08C4(this, play)) { + if (!EnMa1_ShouldSpawn(this, play)) { Actor_Kill(&this->actor); return; } @@ -297,10 +297,10 @@ void EnMa1_Init(Actor* thisx, PlayState* play) { this->interactInfo.talkState = NPC_TALK_STATE_IDLE; if (!malonReturnedFromCastle || malonTaughtEponasSong) { - this->actionFunc = func_80AA0D88; + this->actionFunc = EnMa1_Idle; EnMa1_ChangeAnim(this, ENMA1_ANIM_2); } else { - this->actionFunc = func_80AA0F44; + this->actionFunc = EnMa1_IdleTeachSong; EnMa1_ChangeAnim(this, ENMA1_ANIM_2); } } @@ -312,7 +312,7 @@ void EnMa1_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyCylinder(play, &this->collider); } -void func_80AA0D88(EnMa1* this, PlayState* play) { +void EnMa1_Idle(EnMa1* this, PlayState* play) { bool malonReturnedFromCastle = GameInteractor_Should(VB_MALON_RETURN_FROM_CASTLE, Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)); bool malonTaughtEponasSong = @@ -334,33 +334,33 @@ void func_80AA0D88(EnMa1* this, PlayState* play) { } } else if (!malonReturnedFromCastle || malonTaughtEponasSong) { if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) { - this->actionFunc = func_80AA0EA0; + this->actionFunc = EnMa1_GiveWeirdEgg; play->msgCtx.stateTimer = 4; play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING; } } } -void func_80AA0EA0(EnMa1* this, PlayState* play) { +void EnMa1_GiveWeirdEgg(EnMa1* this, PlayState* play) { if (Actor_HasParent(&this->actor, play) || !GameInteractor_Should(VB_GIVE_ITEM_WEIRD_EGG, true)) { this->actor.parent = NULL; - this->actionFunc = func_80AA0EFC; + this->actionFunc = EnMa1_FinishGivingWeirdEgg; } else { Actor_OfferGetItem(&this->actor, play, GI_WEIRD_EGG, 120.0f, 10.0f); } } -void func_80AA0EFC(EnMa1* this, PlayState* play) { +void EnMa1_FinishGivingWeirdEgg(EnMa1* this, PlayState* play) { if (this->interactInfo.talkState == NPC_TALK_STATE_ITEM_GIVEN || !GameInteractor_Should(VB_GIVE_ITEM_WEIRD_EGG, true)) { this->interactInfo.talkState = NPC_TALK_STATE_IDLE; - this->actionFunc = func_80AA0D88; + this->actionFunc = EnMa1_Idle; Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_POCKET_EGG); play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING; } } -void func_80AA0F44(EnMa1* this, PlayState* play) { +void EnMa1_IdleTeachSong(EnMa1* this, PlayState* play) { Player* player = GET_PLAYER(play); if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) { @@ -381,32 +381,32 @@ void func_80AA0F44(EnMa1* this, PlayState* play) { Message_StartTextbox(play, this->actor.textId, NULL); this->interactInfo.talkState = NPC_TALK_STATE_TALKING; this->actor.flags |= ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; - this->actionFunc = func_80AA106C; + this->actionFunc = EnMa1_StartTeachSong; } else if (this->actor.xzDistToPlayer < 30.0f + (f32)this->collider.dim.radius) { player->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR; } } } -void func_80AA106C(EnMa1* this, PlayState* play) { +void EnMa1_StartTeachSong(EnMa1* this, PlayState* play) { GET_PLAYER(play)->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR; if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) { Audio_OcaSetInstrument(2); func_8010BD58(play, OCARINA_ACTION_TEACH_EPONA); this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; - this->actionFunc = func_80AA10EC; + this->actionFunc = EnMa1_TeachSong; } } -void func_80AA10EC(EnMa1* this, PlayState* play) { +void EnMa1_TeachSong(EnMa1* this, PlayState* play) { GET_PLAYER(play)->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR; if (Message_GetState(&play->msgCtx) == TEXT_STATE_SONG_DEMO_DONE) { func_8010BD58(play, OCARINA_ACTION_PLAYBACK_EPONA); - this->actionFunc = func_80AA1150; + this->actionFunc = EnMa1_WaitForPlayback; } } -void func_80AA1150(EnMa1* this, PlayState* play) { +void EnMa1_WaitForPlayback(EnMa1* this, PlayState* play) { GET_PLAYER(play)->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR; if (play->msgCtx.ocarinaMode == OCARINA_MODE_03) { @@ -433,10 +433,10 @@ void EnMa1_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actionFunc != EnMa1_DoNothing) { Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 30.0f, - EnMa1_GetText, func_80AA0778); + EnMa1_GetText, EnMa1_UpdateTalkState); } - func_80AA0B74(this); - func_80AA0AF4(this, play); + EnMa1_UpdateSinging(this); + EnMa1_UpdateTracking(this, play); } s32 EnMa1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { diff --git a/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h b/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h index 81ff91967..a79e53f5d 100644 --- a/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h +++ b/soh/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h @@ -20,7 +20,7 @@ typedef struct EnMa1 { /* 0x01E8 */ NpcInteractInfo interactInfo; } EnMa1; // size = 0x0210 -void func_80AA106C(EnMa1* enMa1, PlayState* play); -void func_80AA0D88(EnMa1* enMa1, PlayState* play); +void EnMa1_StartTeachSong(EnMa1* enMa1, PlayState* play); +void EnMa1_Idle(EnMa1* enMa1, PlayState* play); #endif diff --git a/soh/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c b/soh/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c index ff0b7052a..efd8e61b6 100644 --- a/soh/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c +++ b/soh/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c @@ -10,17 +10,17 @@ void EnMa2_Destroy(Actor* thisx, PlayState* play); void EnMa2_Update(Actor* thisx, PlayState* play); void EnMa2_Draw(Actor* thisx, PlayState* play); -u16 func_80AA19A0(PlayState* play, Actor* this); -s16 func_80AA1A38(PlayState* play, Actor* this); +u16 EnMa2_GetTextId(PlayState* play, Actor* this); +s16 EnMa2_UpdateTalkState(PlayState* play, Actor* this); -void func_80AA1AE4(EnMa2* this, PlayState* play); -s32 func_80AA1C68(EnMa2* this); +void EnMa2_UpdateTracking(EnMa2* this, PlayState* play); +s32 EnMa2_IsSinging(EnMa2* this); void EnMa2_UpdateEyes(EnMa2* this); -void func_80AA1DB4(EnMa2* this, PlayState* play); -void func_80AA2018(EnMa2* this, PlayState* play); -void func_80AA204C(EnMa2* this, PlayState* play); -void func_80AA20E4(EnMa2* this, PlayState* play); -void func_80AA21C8(EnMa2* this, PlayState* play); +void EnMa2_UpdateSinging(EnMa2* this, PlayState* play); +void EnMa2_WaitToEndTalk(EnMa2* this, PlayState* play); +void EnMa2_WaitForOcarina(EnMa2* this, PlayState* play); +void EnMa2_WaitForEponasSong(EnMa2* this, PlayState* play); +void EnMa2_ForceTalkAfterSong(EnMa2* this, PlayState* play); const ActorInit En_Ma2_InitVars = { ACTOR_EN_MA2, @@ -71,7 +71,7 @@ static AnimationFrameCountInfo sAnimationInfo[] = { { &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, -10.0f }, }; -u16 func_80AA19A0(PlayState* play, Actor* thisx) { +u16 EnMa2_GetTextId(PlayState* play, Actor* thisx) { u16 faceReaction = Text_GetFaceReaction(play, 23); if (faceReaction != 0) { @@ -92,7 +92,7 @@ u16 func_80AA19A0(PlayState* play, Actor* thisx) { return 0x204C; } -s16 func_80AA1A38(PlayState* play, Actor* thisx) { +s16 EnMa2_UpdateTalkState(PlayState* play, Actor* thisx) { s16 ret = NPC_TALK_STATE_TALKING; switch (Message_GetState(&play->msgCtx)) { @@ -124,7 +124,7 @@ s16 func_80AA1A38(PlayState* play, Actor* thisx) { return ret; } -void func_80AA1AE4(EnMa2* this, PlayState* play) { +void EnMa2_UpdateTracking(EnMa2* this, PlayState* play) { Player* player = GET_PLAYER(play); s16 trackingMode; @@ -140,7 +140,7 @@ void func_80AA1AE4(EnMa2* this, PlayState* play) { Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode); } -u16 func_80AA1B58(EnMa2* this, PlayState* play) { +u16 EnMa2_GetSpawnIndex(EnMa2* this, PlayState* play) { if (LINK_IS_CHILD) { return 0; } @@ -164,7 +164,7 @@ u16 func_80AA1B58(EnMa2* this, PlayState* play) { return 0; } -s32 func_80AA1C68(EnMa2* this) { +s32 EnMa2_IsSinging(EnMa2* this) { if (this->skelAnime.animation != &gMalonAdultSingAnim) { return 0; } @@ -180,7 +180,7 @@ s32 func_80AA1C68(EnMa2* this) { } void EnMa2_UpdateEyes(EnMa2* this) { - if ((!func_80AA1C68(this)) && (DECR(this->blinkTimer) == 0)) { + if ((!EnMa2_IsSinging(this)) && (DECR(this->blinkTimer) == 0)) { this->eyeIndex += 1; if (this->eyeIndex >= 3) { this->blinkTimer = Rand_S16Offset(30, 30); @@ -196,7 +196,7 @@ void EnMa2_ChangeAnim(EnMa2* this, s32 index) { sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames); } -void func_80AA1DB4(EnMa2* this, PlayState* play) { +void EnMa2_UpdateSinging(EnMa2* this, PlayState* play) { if (this->skelAnime.animation == &gMalonAdultSingAnim) { if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { if (this->singingDisabled != 0) { @@ -222,14 +222,14 @@ void EnMa2_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(22), &sColChkInfoInit); - switch (func_80AA1B58(this, play)) { + switch (EnMa2_GetSpawnIndex(this, play)) { case 1: EnMa2_ChangeAnim(this, ENMA2_ANIM_2); - this->actionFunc = func_80AA2018; + this->actionFunc = EnMa2_WaitToEndTalk; break; case 2: EnMa2_ChangeAnim(this, ENMA2_ANIM_3); - this->actionFunc = func_80AA204C; + this->actionFunc = EnMa2_WaitForOcarina; break; case 3: if (Flags_GetInfTable(INFTABLE_8D)) { @@ -237,7 +237,7 @@ void EnMa2_Init(Actor* thisx, PlayState* play) { } else { EnMa2_ChangeAnim(this, ENMA2_ANIM_3); } - this->actionFunc = func_80AA2018; + this->actionFunc = EnMa2_WaitToEndTalk; break; case 0: Actor_Kill(&this->actor); @@ -257,45 +257,45 @@ void EnMa2_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyCylinder(play, &this->collider); } -void func_80AA2018(EnMa2* this, PlayState* play) { +void EnMa2_WaitToEndTalk(EnMa2* this, PlayState* play) { if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) { this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; this->interactInfo.talkState = NPC_TALK_STATE_IDLE; } } -void func_80AA204C(EnMa2* this, PlayState* play) { +void EnMa2_WaitForOcarina(EnMa2* this, PlayState* play) { Player* player = GET_PLAYER(play); if (player->stateFlags2 & PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR) { player->unk_6A8 = &this->actor; player->stateFlags2 |= PLAYER_STATE2_PLAY_FOR_ACTOR; func_8010BD58(play, OCARINA_ACTION_CHECK_EPONA); - this->actionFunc = func_80AA20E4; + this->actionFunc = EnMa2_WaitForEponasSong; } else if (this->actor.xzDistToPlayer < 30.0f + (f32)this->collider.dim.radius) { player->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR; } } -void func_80AA20E4(EnMa2* this, PlayState* play) { +void EnMa2_WaitForEponasSong(EnMa2* this, PlayState* play) { Player* player = GET_PLAYER(play); if (play->msgCtx.ocarinaMode >= OCARINA_MODE_04) { - this->actionFunc = func_80AA204C; + this->actionFunc = EnMa2_WaitForOcarina; play->msgCtx.ocarinaMode = OCARINA_MODE_04; } else if (play->msgCtx.ocarinaMode == OCARINA_MODE_03) { Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); this->timer = 0x1E; Flags_SetInfTable(INFTABLE_8E); - this->actionFunc = func_80AA21C8; + this->actionFunc = EnMa2_ForceTalkAfterSong; play->msgCtx.ocarinaMode = OCARINA_MODE_04; } else { player->stateFlags2 |= PLAYER_STATE2_NEAR_OCARINA_ACTOR; } } -void func_80AA21C8(EnMa2* this, PlayState* play) { +void EnMa2_ForceTalkAfterSong(EnMa2* this, PlayState* play) { Player* player = GET_PLAYER(play); if (DECR(this->timer)) { @@ -306,7 +306,7 @@ void func_80AA21C8(EnMa2* this, PlayState* play) { Message_CloseTextbox(play); } else { this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; - this->actionFunc = func_80AA2018; + this->actionFunc = EnMa2_WaitToEndTalk; } } } @@ -320,11 +320,11 @@ void EnMa2_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); EnMa2_UpdateEyes(this); this->actionFunc(this, play); - func_80AA1DB4(this, play); - func_80AA1AE4(this, play); - if (this->actionFunc != func_80AA20E4) { + EnMa2_UpdateSinging(this, play); + EnMa2_UpdateTracking(this, play); + if (this->actionFunc != EnMa2_WaitForEponasSong) { Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 30.0f, - func_80AA19A0, func_80AA1A38); + EnMa2_GetTextId, EnMa2_UpdateTalkState); } } diff --git a/soh/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c b/soh/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c index 36251b708..9bc0418b4 100644 --- a/soh/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c +++ b/soh/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c @@ -16,8 +16,8 @@ void EnMa3_Destroy(Actor* thisx, PlayState* play); void EnMa3_Update(Actor* thisx, PlayState* play); void EnMa3_Draw(Actor* thisx, PlayState* play); -u16 func_80AA2AA0(PlayState* play, Actor* this); -s16 func_80AA2BD4(PlayState* play, Actor* this); +u16 EnMa3_GetTextId(PlayState* play, Actor* this); +s16 EnMa3_UpdateTalkState(PlayState* play, Actor* this); void func_80AA2E54(EnMa3* this, PlayState* play); s32 func_80AA2EC8(EnMa3* this, PlayState* play); @@ -74,7 +74,7 @@ static AnimationFrameCountInfo sAnimationInfo[] = { { &gMalonAdultSingAnim, 1.0f, ANIMMODE_LOOP, -10.0f }, }; -u16 func_80AA2AA0(PlayState* play, Actor* thisx) { +u16 EnMa3_GetTextId(PlayState* play, Actor* thisx) { Player* player = GET_PLAYER(play); s16* timerSecondsPtr; // weirdness with this necessary to match @@ -111,7 +111,7 @@ u16 func_80AA2AA0(PlayState* play, Actor* thisx) { } } -s16 func_80AA2BD4(PlayState* play, Actor* thisx) { +s16 EnMa3_UpdateTalkState(PlayState* play, Actor* thisx) { s16 ret = NPC_TALK_STATE_TALKING; switch (Message_GetState(&play->msgCtx)) { @@ -295,7 +295,7 @@ void EnMa3_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); func_80AA2E54(this, play); Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 150.0f, - func_80AA2AA0, func_80AA2BD4); + EnMa3_GetTextId, EnMa3_UpdateTalkState); if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { if (this->isNotSinging != 0) { func_800F6584(0); diff --git a/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c index a64dddbd4..5482f38f6 100644 --- a/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -12,26 +12,26 @@ void EnRd_Destroy(Actor* thisx, PlayState* play); void EnRd_Update(Actor* thisx, PlayState* play); void EnRd_Draw(Actor* thisx, PlayState* play); -void func_80AE269C(EnRd* this); -void func_80AE2744(EnRd* this, PlayState* play); -void func_80AE2970(EnRd* this); -void func_80AE2A10(EnRd* this, PlayState* play); -void func_80AE2C1C(EnRd* this, PlayState* play); -void func_80AE2F50(EnRd* this, PlayState* play); -void func_80AE2FD0(EnRd* this, PlayState* play); -void func_80AE31DC(EnRd* this); -void func_80AE3260(EnRd* this, PlayState* play); -void func_80AE33F0(EnRd* this); -void func_80AE392C(EnRd* this); -void func_80AE39D4(EnRd* this); -void func_80AE3454(EnRd* this, PlayState* play); -void func_80AE37BC(EnRd* this); -void func_80AE3834(EnRd* this, PlayState* play); -void func_80AE3978(EnRd* this, PlayState* play); -void func_80AE3A54(EnRd* this, PlayState* play); -void func_80AE3B18(EnRd* this, PlayState* play); -void func_80AE3C98(EnRd* this, PlayState* play); -void func_80AE3ECC(EnRd* this, PlayState* play); +void EnRd_SetupIdle(EnRd* this); +void EnRd_Idle(EnRd* this, PlayState* play); +void EnRd_SetupRiseFromCoffin(EnRd* this); +void EnRd_RiseFromCoffin(EnRd* this, PlayState* play); +void EnRd_WalkToPlayer(EnRd* this, PlayState* play); +void EnRd_SetupWalkToHome(EnRd* this, PlayState* play); +void EnRd_WalkToHome(EnRd* this, PlayState* play); +void EnRd_SetupWalkToParent(EnRd* this); +void EnRd_WalkToParent(EnRd* this, PlayState* play); +void EnRd_SetupGrab(EnRd* this); +void EnRd_SetupStandUp(EnRd* this); +void EnRd_SetupCrouch(EnRd* this); +void EnRd_Grab(EnRd* this, PlayState* play); +void EnRd_SetupAttemptPlayerFreeze(EnRd* this); +void EnRd_AttemptPlayerFreeze(EnRd* this, PlayState* play); +void EnRd_StandUp(EnRd* this, PlayState* play); +void EnRd_Crouch(EnRd* this, PlayState* play); +void EnRd_Damaged(EnRd* this, PlayState* play); +void EnRd_Dead(EnRd* this, PlayState* play); +void EnRd_Stunned(EnRd* this, PlayState* play); const ActorInit En_Rd_InitVars = { ACTOR_EN_RD, @@ -160,9 +160,9 @@ void EnRd_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit); if (thisx->params >= -2) { - func_80AE269C(this); + EnRd_SetupIdle(this); } else { - func_80AE2970(this); + EnRd_SetupRiseFromCoffin(this); } SkelAnime_Update(&this->skelAnime); @@ -183,7 +183,7 @@ void EnRd_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_80AE2630(PlayState* play, Actor* thisx, s32 arg2) { +void EnRd_UpdateMourningTarget(PlayState* play, Actor* thisx, s32 arg2) { Actor* enemyIt = play->actorCtx.actorLists[ACTORCAT_ENEMY].head; while (enemyIt != NULL) { @@ -201,7 +201,7 @@ void func_80AE2630(PlayState* play, Actor* thisx, s32 arg2) { } } -void func_80AE269C(EnRd* this) { +void EnRd_SetupIdle(EnRd* this) { if (this->actor.params != 2) { Animation_MorphToLoop(&this->skelAnime, &gGibdoRedeadIdleAnim, -6.0f); } else { @@ -212,10 +212,10 @@ void func_80AE269C(EnRd* this) { this->timer = (Rand_ZeroOne() * 10.0f) + 5.0f; this->actor.speedXZ = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; - EnRd_SetupAction(this, func_80AE2744); + EnRd_SetupAction(this, EnRd_Idle); } -void func_80AE2744(EnRd* this, PlayState* play) { +void EnRd_Idle(EnRd* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_SmoothStepToS(&this->headYRotation, 0, 1, 0x64, 0); Math_SmoothStepToS(&this->upperBodyYRotation, 0, 1, 0x64, 0); @@ -237,17 +237,17 @@ void func_80AE2744(EnRd* this, PlayState* play) { if (this->actor.parent != NULL) { if (this->isMourning == 0) { if (this->actor.params != 2) { - func_80AE31DC(this); + EnRd_SetupWalkToParent(this); } else { - func_80AE392C(this); + EnRd_SetupStandUp(this); } } } else { if (this->isMourning != 0) { if (this->actor.params != 2) { - func_80AE37BC(this); + EnRd_SetupAttemptPlayerFreeze(this); } else { - func_80AE392C(this); + EnRd_SetupStandUp(this); } } @@ -262,9 +262,9 @@ void func_80AE2744(EnRd* this, PlayState* play) { if (!enemyRandoCCActive || (enemyRandoCCActive && this->actor.yDistToPlayer <= 100.0f && this->actor.yDistToPlayer >= -100.0f)) { if ((this->actor.params != 2) && (this->isMourning == 0)) { - func_80AE37BC(this); + EnRd_SetupAttemptPlayerFreeze(this); } else { - func_80AE392C(this); + EnRd_SetupStandUp(this); } } } @@ -275,7 +275,7 @@ void func_80AE2744(EnRd* this, PlayState* play) { } } -void func_80AE2970(EnRd* this) { +void EnRd_SetupRiseFromCoffin(EnRd* this) { Animation_Change(&this->skelAnime, &gGibdoRedeadIdleAnim, 0, 0, Animation_GetLastFrame(&gGibdoRedeadIdleAnim), ANIMMODE_LOOP, -6.0f); this->action = 11; @@ -284,16 +284,16 @@ void func_80AE2970(EnRd* this) { this->actor.gravity = 0.0f; this->actor.shape.yOffset = 0.0f; this->actor.speedXZ = 0.0f; - EnRd_SetupAction(this, func_80AE2A10); + EnRd_SetupAction(this, EnRd_RiseFromCoffin); } // Rising out of coffin -void func_80AE2A10(EnRd* this, PlayState* play) { +void EnRd_RiseFromCoffin(EnRd* this, PlayState* play) { if (this->actor.shape.rot.x != -0x4000) { Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0); if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.3f, 2.0f, 0.3f) == 0.0f) { this->actor.gravity = -3.5f; - func_80AE269C(this); + EnRd_SetupIdle(this); } } else { if (this->actor.world.pos.y == this->actor.home.pos.y) { @@ -310,15 +310,15 @@ void func_80AE2A10(EnRd* this, PlayState* play) { } } -void func_80AE2B90(EnRd* this, PlayState* play) { +void EnRd_SetupWalkToPlayer(EnRd* this, PlayState* play) { Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 1.0f, 4.0f, Animation_GetLastFrame(&gGibdoRedeadWalkAnim), ANIMMODE_LOOP_INTERP, -4.0f); this->actor.speedXZ = 0.4f; this->action = 4; - EnRd_SetupAction(this, func_80AE2C1C); + EnRd_SetupAction(this, EnRd_WalkToPlayer); } -void func_80AE2C1C(EnRd* this, PlayState* play) { +void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { Vec3f sp44 = D_80AE4918; Color_RGBA8 sp40 = D_80AE4924; Color_RGBA8 sp3C = D_80AE4928; @@ -334,7 +334,7 @@ void func_80AE2C1C(EnRd* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { - func_80AE2F50(this, play); + EnRd_SetupWalkToHome(this, play); } if ((ABS(sp32) < 0x1554) && (Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 150.0f)) { @@ -354,7 +354,7 @@ void func_80AE2C1C(EnRd* this, PlayState* play) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_AIM); } } else { - func_80AE2F50(this, play); + EnRd_SetupWalkToHome(this, play); } } @@ -367,11 +367,11 @@ void func_80AE2C1C(EnRd* this, PlayState* play) { player->actor.freezeTimer = 0; if (play->grabPlayer(play, player)) { this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - func_80AE33F0(this); + EnRd_SetupGrab(this); } } else if (this->actor.params > 0) { if (this->actor.parent != NULL) { - func_80AE31DC(this); + EnRd_SetupWalkToParent(this); } else { this->isMourning = 0; } @@ -384,14 +384,14 @@ void func_80AE2C1C(EnRd* this, PlayState* play) { } } -void func_80AE2F50(EnRd* this, PlayState* play) { +void EnRd_SetupWalkToHome(EnRd* this, PlayState* play) { Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 0.5f, 0, Animation_GetLastFrame(&gGibdoRedeadWalkAnim), ANIMMODE_LOOP_INTERP, -4.0f); this->action = 2; - EnRd_SetupAction(this, func_80AE2FD0); + EnRd_SetupAction(this, EnRd_WalkToHome); } -void func_80AE2FD0(EnRd* this, PlayState* play) { +void EnRd_WalkToHome(EnRd* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 pad; s16 targetY = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); @@ -402,9 +402,9 @@ void func_80AE2FD0(EnRd* this, PlayState* play) { this->actor.speedXZ = 0.0f; if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 1, 0x1C2, 0) == 0) { if (this->actor.params != 2) { - func_80AE269C(this); + EnRd_SetupIdle(this); } else { - func_80AE39D4(this); + EnRd_SetupCrouch(this); } } } @@ -419,10 +419,10 @@ void func_80AE2FD0(EnRd* this, PlayState* play) { !(player->stateFlags2 & PLAYER_STATE2_GRABBED_BY_ENEMY) && (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) { this->actor.targetMode = 0; - func_80AE2B90(this, play); + EnRd_SetupWalkToPlayer(this, play); } else if (this->actor.params > 0) { if (this->actor.parent != NULL) { - func_80AE31DC(this); + EnRd_SetupWalkToParent(this); } else { this->isMourning = 0; } @@ -435,15 +435,15 @@ void func_80AE2FD0(EnRd* this, PlayState* play) { } } -void func_80AE31DC(EnRd* this) { +void EnRd_SetupWalkToParent(EnRd* this) { Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 0.5f, 0, Animation_GetLastFrame(&gGibdoRedeadWalkAnim), ANIMMODE_LOOP_INTERP, -4.0f); this->action = 3; this->isMourning = 1; - EnRd_SetupAction(this, func_80AE3260); + EnRd_SetupAction(this, EnRd_WalkToParent); } -void func_80AE3260(EnRd* this, PlayState* play) { +void EnRd_WalkToParent(EnRd* this, PlayState* play) { if (this->actor.parent != NULL) { s32 pad; s16 targetY; @@ -459,16 +459,16 @@ void func_80AE3260(EnRd* this, PlayState* play) { this->actor.speedXZ = 0.0f; if (this->actor.params != 2) { - func_80AE269C(this); + EnRd_SetupIdle(this); } else { - func_80AE39D4(this); + EnRd_SetupCrouch(this); } } Math_SmoothStepToS(&this->headYRotation, 0, 1, 0x64, 0); Math_SmoothStepToS(&this->upperBodyYRotation, 0, 1, 0x64, 0); } else { - func_80AE2B90(this, play); + EnRd_SetupWalkToPlayer(this, play); } this->actor.world.rot.y = this->actor.shape.rot.y; @@ -481,16 +481,16 @@ void func_80AE3260(EnRd* this, PlayState* play) { } } -void func_80AE33F0(EnRd* this) { +void EnRd_SetupGrab(EnRd* this) { Animation_PlayOnce(&this->skelAnime, &gGibdoRedeadGrabStartAnim); this->timer = this->grabState = 0; this->grabDamageTimer = 200; this->action = 8; this->actor.speedXZ = 0.0f; - EnRd_SetupAction(this, func_80AE3454); + EnRd_SetupAction(this, EnRd_Grab); } -void func_80AE3454(EnRd* this, PlayState* play) { +void EnRd_Grab(EnRd* this, PlayState* play) { s32 pad; Player* player = GET_PLAYER(play); @@ -555,19 +555,19 @@ void func_80AE3454(EnRd* this, PlayState* play) { this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->playerStunWaitTimer = 0xA; this->grabWaitTimer = 0xF; - func_80AE2B90(this, play); + EnRd_SetupWalkToPlayer(this, play); break; } } -void func_80AE37BC(EnRd* this) { +void EnRd_SetupAttemptPlayerFreeze(EnRd* this) { Animation_Change(&this->skelAnime, &gGibdoRedeadLookBackAnim, 0.0f, 0.0f, Animation_GetLastFrame(&gGibdoRedeadLookBackAnim), ANIMMODE_ONCE, 0.0f); this->action = 7; - EnRd_SetupAction(this, func_80AE3834); + EnRd_SetupAction(this, EnRd_AttemptPlayerFreeze); } -void func_80AE3834(EnRd* this, PlayState* play) { +void EnRd_AttemptPlayerFreeze(EnRd* this, PlayState* play) { Vec3f sp34 = D_80AE492C; Color_RGBA8 sp30 = D_80AE4938; Color_RGBA8 sp2C = D_80AE493C; @@ -582,40 +582,40 @@ void func_80AE3834(EnRd* this, PlayState* play) { Player_SetAutoLockOnActor(play, &this->actor); } Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_AIM); - func_80AE2B90(this, play); + EnRd_SetupWalkToPlayer(this, play); } } -void func_80AE392C(EnRd* this) { +void EnRd_SetupStandUp(EnRd* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadStandUpAnim, -4.0f); this->action = 5; - EnRd_SetupAction(this, func_80AE3978); + EnRd_SetupAction(this, EnRd_StandUp); } -void func_80AE3978(EnRd* this, PlayState* play) { +void EnRd_StandUp(EnRd* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { if (this->actor.parent != NULL) { - func_80AE31DC(this); + EnRd_SetupWalkToParent(this); } else { - func_80AE37BC(this); + EnRd_SetupAttemptPlayerFreeze(this); } } } -void func_80AE39D4(EnRd* this) { +void EnRd_SetupCrouch(EnRd* this) { Animation_Change(&this->skelAnime, &gGibdoRedeadStandUpAnim, -1.0f, Animation_GetLastFrame(&gGibdoRedeadStandUpAnim), 0.0f, ANIMMODE_ONCE, -4.0f); this->action = 6; - EnRd_SetupAction(this, func_80AE3A54); + EnRd_SetupAction(this, EnRd_Crouch); } -void func_80AE3A54(EnRd* this, PlayState* play) { +void EnRd_Crouch(EnRd* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { - func_80AE269C(this); + EnRd_SetupIdle(this); } } -void func_80AE3A8C(EnRd* this) { +void EnRd_SetupDamaged(EnRd* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDamageAnim, -6.0f); if (this->actor.bgCheckFlags & 1) { @@ -625,10 +625,10 @@ void func_80AE3A8C(EnRd* this) { this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DAMAGE); this->action = 9; - EnRd_SetupAction(this, func_80AE3B18); + EnRd_SetupAction(this, EnRd_Damaged); } -void func_80AE3B18(EnRd* this, PlayState* play) { +void EnRd_Damaged(EnRd* this, PlayState* play) { Player* player = GET_PLAYER(play); if (this->actor.speedXZ < 0.0f) { @@ -642,29 +642,29 @@ void func_80AE3B18(EnRd* this, PlayState* play) { this->actor.world.rot.y = this->actor.shape.rot.y; if (this->actor.parent != NULL) { - func_80AE31DC(this); + EnRd_SetupWalkToParent(this); } else if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { - func_80AE2F50(this, play); + EnRd_SetupWalkToHome(this, play); } else { - func_80AE2B90(this, play); + EnRd_SetupWalkToPlayer(this, play); } this->unk_31D = 0xFF; } } -void func_80AE3C20(EnRd* this) { +void EnRd_SetupDead(EnRd* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f); this->action = 10; this->timer = 300; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_REDEAD_DEAD); - EnRd_SetupAction(this, func_80AE3C98); + EnRd_SetupAction(this, EnRd_Dead); GameInteractor_ExecuteOnEnemyDefeat(&this->actor); } -void func_80AE3C98(EnRd* this, PlayState* play) { +void EnRd_Dead(EnRd* this, PlayState* play) { if (this->actor.category != ACTORCAT_PROP) { Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); } @@ -682,7 +682,7 @@ void func_80AE3C98(EnRd* this, PlayState* play) { } if (this->alpha != 0) { if (this->alpha == 0xB4) { - func_80AE2630(play, &this->actor, 0); + EnRd_UpdateMourningTarget(play, &this->actor, 0); } this->actor.scale.y -= 0.000075f; this->alpha -= 5; @@ -697,7 +697,7 @@ void func_80AE3C98(EnRd* this, PlayState* play) { } } -void func_80AE3DE4(EnRd* this) { +void EnRd_SetupStunned(EnRd* this) { this->action = 1; this->actor.speedXZ = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; @@ -712,10 +712,10 @@ void func_80AE3DE4(EnRd* this) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT); Actor_SetColorFilter(&this->actor, -0x8000, 0xC8, 0, 0x50); } - EnRd_SetupAction(this, func_80AE3ECC); + EnRd_SetupAction(this, EnRd_Stunned); } -void func_80AE3ECC(EnRd* this, PlayState* play) { +void EnRd_Stunned(EnRd* this, PlayState* play) { if ((this->stunnedBySunsSong != 0) && (this->sunsSongStunTimer != 0)) { this->sunsSongStunTimer--; if (this->sunsSongStunTimer >= 0xFF) { @@ -729,16 +729,16 @@ void func_80AE3ECC(EnRd* this, PlayState* play) { if (this->actor.colorFilterTimer == 0) { if (this->actor.colChkInfo.health == 0) { - func_80AE2630(play, &this->actor, 1); - func_80AE3C20(this); + EnRd_UpdateMourningTarget(play, &this->actor, 1); + EnRd_SetupDead(this); Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x90); } else { - func_80AE3A8C(this); + EnRd_SetupDamaged(this); } } } -void func_80AE3F9C(EnRd* this, PlayState* play) { +void EnRd_TurnTowardsPlayer(EnRd* this, PlayState* play) { s16 temp1; s16 temp2; s16 temp3; @@ -761,13 +761,13 @@ void func_80AE3F9C(EnRd* this, PlayState* play) { this->headYRotation = CLAMP(this->headYRotation, -9583, 9583); } -void func_80AE4114(EnRd* this, PlayState* play) { +void EnRd_UpdateDamage(EnRd* this, PlayState* play) { s32 pad; Player* player = GET_PLAYER(play); if ((gSaveContext.sunsSongState != SUNSSONG_INACTIVE) && (this->actor.shape.rot.x == 0) && (this->stunnedBySunsSong == 0) && (this->action != 9) && (this->action != 10) && (this->action != 1)) { - func_80AE3DE4(this); + EnRd_SetupStunned(this); return; } @@ -784,7 +784,7 @@ void func_80AE4114(EnRd* this, PlayState* play) { if ((this->damageReaction != 0) && (this->damageReaction != 6)) { if (((this->damageReaction == 1) || (this->damageReaction == 13)) && (this->action != 1)) { Actor_ApplyDamage(&this->actor); - func_80AE3DE4(this); + EnRd_SetupStunned(this); return; } @@ -800,11 +800,11 @@ void func_80AE4114(EnRd* this, PlayState* play) { Actor_ApplyDamage(&this->actor); if (this->actor.colChkInfo.health == 0) { - func_80AE2630(play, &this->actor, 1); - func_80AE3C20(this); + EnRd_UpdateMourningTarget(play, &this->actor, 1); + EnRd_SetupDead(this); Item_DropCollectibleRandom(play, 0, &this->actor.world.pos, 0x90); } else { - func_80AE3A8C(this); + EnRd_SetupDamaged(this); } } } @@ -817,7 +817,7 @@ void EnRd_Update(Actor* thisx, PlayState* play) { Player* player = GET_PLAYER(play); s32 pad2; - func_80AE4114(this, play); + EnRd_UpdateDamage(this, play); if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE && this->stunnedBySunsSong == 0) { gSaveContext.sunsSongState = SUNSSONG_INACTIVE; @@ -838,7 +838,7 @@ void EnRd_Update(Actor* thisx, PlayState* play) { } if (this->action == 7) { - func_80AE3F9C(this, play); + EnRd_TurnTowardsPlayer(this, play); } } diff --git a/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c b/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c index 746265b45..94785b7a5 100644 --- a/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c +++ b/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c @@ -21,18 +21,18 @@ void EnReeba_Destroy(Actor* thisx, PlayState* play); void EnReeba_Update(Actor* thisx, PlayState* play); void EnReeba_Draw(Actor* thisx, PlayState* play); -void func_80AE4F40(EnReeba* this, PlayState* play); -void func_80AE5054(EnReeba* this, PlayState* play); -void func_80AE5270(EnReeba* this, PlayState* play); -void func_80AE5688(EnReeba* this, PlayState* play); -void func_80AE56E0(EnReeba* this, PlayState* play); -void func_80AE538C(EnReeba* this, PlayState* play); -void func_80AE53AC(EnReeba* this, PlayState* play); -void func_80AE5E48(EnReeba* this, PlayState* play); -void func_80AE5854(EnReeba* this, PlayState* play); -void func_80AE5C38(EnReeba* this, PlayState* play); -void func_80AE5938(EnReeba* this, PlayState* play); -void func_80AE5A9C(EnReeba* this, PlayState* play); +void EnReeba_SetupSurface(EnReeba* this, PlayState* play); +void EnReeba_Surface(EnReeba* this, PlayState* play); +void EnReeba_Move(EnReeba* this, PlayState* play); +void EnReeba_SetupSink(EnReeba* this, PlayState* play); +void EnReeba_Sink(EnReeba* this, PlayState* play); +void EnReeba_SetupMoveBig(EnReeba* this, PlayState* play); +void EnReeba_MoveBig(EnReeba* this, PlayState* play); +void EnReeba_StunRecover(EnReeba* this, PlayState* play); +void EnReeba_Damaged(EnReeba* this, PlayState* play); +void EnReeba_Die(EnReeba* this, PlayState* play); +void EnReeba_Stunned(EnReeba* this, PlayState* play); +void EnReeba_StunDie(EnReeba* this, PlayState* play); static DamageTable sDamageTable = { /* Deku nut */ DMG_ENTRY(0, 0x0), @@ -143,7 +143,7 @@ void EnReeba_Init(Actor* thisx, PlayState* play) { return; } - this->actionfunc = func_80AE4F40; + this->actionfunc = EnReeba_SetupSurface; } void EnReeba_Destroy(Actor* thisx, PlayState* play) { @@ -169,7 +169,7 @@ void EnReeba_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelanime); } -void func_80AE4F40(EnReeba* this, PlayState* play) { +void EnReeba_SetupSurface(EnReeba* this, PlayState* play) { f32 frames = Animation_GetLastFrame(&object_reeba_Anim_0001E4); Player* player = GET_PLAYER(play); s16 playerSpeed; @@ -194,10 +194,10 @@ void func_80AE4F40(EnReeba* this, PlayState* play) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_APPEAR); } - this->actionfunc = func_80AE5054; + this->actionfunc = EnReeba_Surface; } -void func_80AE5054(EnReeba* this, PlayState* play) { +void EnReeba_Surface(EnReeba* this, PlayState* play) { Player* player = GET_PLAYER(play); f32 playerLinearVel; @@ -237,17 +237,17 @@ void func_80AE5054(EnReeba* this, PlayState* play) { } if (this->isBig) { - this->actionfunc = func_80AE538C; + this->actionfunc = EnReeba_SetupMoveBig; } else { this->moveTimer = 130; this->actor.speedXZ = Rand_ZeroFloat(4.0f) + 6.0f; - this->actionfunc = func_80AE5270; + this->actionfunc = EnReeba_Move; } } } } -void func_80AE5270(EnReeba* this, PlayState* play) { +void EnReeba_Move(EnReeba* this, PlayState* play) { s32 surfaceType; SkelAnime_Update(&this->skelanime); @@ -260,22 +260,22 @@ void func_80AE5270(EnReeba* this, PlayState* play) { if ((surfaceType != 4) && (surfaceType != 7)) { this->actor.speedXZ = 0.0f; - this->actionfunc = func_80AE5688; + this->actionfunc = EnReeba_SetupSink; } else if ((this->moveTimer == 0) || (this->actor.xzDistToPlayer < 30.0f) || (this->actor.xzDistToPlayer > 400.0f) || (this->actor.bgCheckFlags & 8)) { - this->actionfunc = func_80AE5688; + this->actionfunc = EnReeba_SetupSink; } else if (this->sfxTimer == 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_MOVE); this->sfxTimer = 10; } } -void func_80AE538C(EnReeba* this, PlayState* play) { +void EnReeba_SetupMoveBig(EnReeba* this, PlayState* play) { this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE; - this->actionfunc = func_80AE53AC; + this->actionfunc = EnReeba_MoveBig; } -void func_80AE53AC(EnReeba* this, PlayState* play) { +void EnReeba_MoveBig(EnReeba* this, PlayState* play) { f32 speed; s16 yawDiff; s16 yaw; @@ -291,7 +291,7 @@ void func_80AE53AC(EnReeba* this, PlayState* play) { if (((surfaceType != 4) && (surfaceType != 7)) || (this->actor.xzDistToPlayer > 400.0f) || (this->actor.bgCheckFlags & 8)) { - this->actionfunc = func_80AE5688; + this->actionfunc = EnReeba_SetupSink; } else { if ((this->actor.xzDistToPlayer < 70.0f) && (this->bigLeeverTimer == 0)) { this->bigLeeverTimer = 30; @@ -318,27 +318,27 @@ void func_80AE53AC(EnReeba* this, PlayState* play) { } } -void func_80AE561C(EnReeba* this, PlayState* play) { +void EnReeba_Recoiled(EnReeba* this, PlayState* play) { Math_ApproachZeroF(&this->actor.speedXZ, 1.0f, 0.3f); if (this->moveTimer == 0) { if (this->isBig) { - this->actionfunc = func_80AE538C; + this->actionfunc = EnReeba_SetupMoveBig; } else { - this->actionfunc = func_80AE5688; + this->actionfunc = EnReeba_SetupSink; } } } -void func_80AE5688(EnReeba* this, PlayState* play) { +void EnReeba_SetupSink(EnReeba* this, PlayState* play) { this->stunType = 0; Audio_PlayActorSound2(&this->actor, NA_SE_EN_AKINDONUTS_HIDE); this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); - this->actionfunc = func_80AE56E0; + this->actionfunc = EnReeba_Sink; } -void func_80AE56E0(EnReeba* this, PlayState* play) { +void EnReeba_Sink(EnReeba* this, PlayState* play) { Math_ApproachZeroF(&this->actor.shape.shadowScale, 1.0f, 0.3f); Math_ApproachZeroF(&this->actor.speedXZ, 0.1f, 0.3f); SkelAnime_Update(&this->skelanime); @@ -356,15 +356,15 @@ void func_80AE56E0(EnReeba* this, PlayState* play) { } } -void func_80AE57F0(EnReeba* this, PlayState* play) { +void EnReeba_SetupDamaged(EnReeba* this, PlayState* play) { this->damagedTimer = 14; this->actor.speedXZ = -8.0f; this->actor.world.rot.y = this->actor.yawTowardsPlayer; Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8); - this->actionfunc = func_80AE5854; + this->actionfunc = EnReeba_Damaged; } -void func_80AE5854(EnReeba* this, PlayState* play) { +void EnReeba_Damaged(EnReeba* this, PlayState* play) { SkelAnime_Update(&this->skelanime); if (this->actor.speedXZ < 0.0f) { @@ -374,23 +374,23 @@ void func_80AE5854(EnReeba* this, PlayState* play) { if (this->damagedTimer == 0) { if (this->isBig) { this->bigLeeverTimer = 30; - this->actionfunc = func_80AE538C; + this->actionfunc = EnReeba_SetupMoveBig; } else { - this->actionfunc = func_80AE5688; + this->actionfunc = EnReeba_SetupSink; } } } -void func_80AE58EC(EnReeba* this, PlayState* play) { +void EnReeba_SetupStunned(EnReeba* this, PlayState* play) { this->waitTimer = 14; this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->actor.speedXZ = -8.0f; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE); - this->actionfunc = func_80AE5938; + this->actionfunc = EnReeba_Stunned; } -void func_80AE5938(EnReeba* this, PlayState* play) { +void EnReeba_Stunned(EnReeba* this, PlayState* play) { Vec3f pos; f32 scale; @@ -416,15 +416,15 @@ void func_80AE5938(EnReeba* this, PlayState* play) { } this->waitTimer = 66; - this->actionfunc = func_80AE5E48; + this->actionfunc = EnReeba_StunRecover; } else { this->waitTimer = 30; - this->actionfunc = func_80AE5A9C; + this->actionfunc = EnReeba_StunDie; } } } -void func_80AE5A9C(EnReeba* this, PlayState* play) { +void EnReeba_StunDie(EnReeba* this, PlayState* play) { Vec3f pos; f32 scale; @@ -444,21 +444,21 @@ void func_80AE5A9C(EnReeba* this, PlayState* play) { } else { Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actionfunc = func_80AE5C38; + this->actionfunc = EnReeba_Die; GameInteractor_ExecuteOnEnemyDefeat(&this->actor); } } -void func_80AE5BC4(EnReeba* this, PlayState* play) { +void EnReeba_SetupDie(EnReeba* this, PlayState* play) { this->actor.speedXZ = -8.0f; this->actor.world.rot.y = this->actor.yawTowardsPlayer; Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8); this->waitTimer = 14; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->actionfunc = func_80AE5C38; + this->actionfunc = EnReeba_Die; } -void func_80AE5C38(EnReeba* this, PlayState* play) { +void EnReeba_Die(EnReeba* this, PlayState* play) { Vec3f pos; Vec3f accel = { 0.0f, 0.0f, 0.0f }; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; @@ -506,26 +506,26 @@ void func_80AE5C38(EnReeba* this, PlayState* play) { } } -void func_80AE5E48(EnReeba* this, PlayState* play) { +void EnReeba_StunRecover(EnReeba* this, PlayState* play) { if (this->waitTimer < 37) { this->actor.shape.rot.x = Rand_CenteredFloat(3000.0f); this->actor.shape.rot.z = Rand_CenteredFloat(3000.0f); if (this->waitTimer == 0) { if (this->isBig) { - this->actionfunc = func_80AE538C; + this->actionfunc = EnReeba_SetupMoveBig; } else { - this->actionfunc = func_80AE5688; + this->actionfunc = EnReeba_SetupSink; } } } } -void func_80AE5EDC(EnReeba* this, PlayState* play) { +void EnReeba_CheckDamage(EnReeba* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; - if ((this->actionfunc != func_80AE5C38) && (this->actionfunc != func_80AE5854)) { + if ((this->actionfunc != EnReeba_Die) && (this->actionfunc != EnReeba_Damaged)) { this->actor.shape.rot.x = this->actor.shape.rot.z = 0; this->stunType = 0; @@ -536,7 +536,7 @@ void func_80AE5EDC(EnReeba* this, PlayState* play) { this->stunType = 4; Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0x50); - this->actionfunc = func_80AE58EC; + this->actionfunc = EnReeba_SetupStunned; break; } case 13: // hookshot/longshot @@ -544,7 +544,7 @@ void func_80AE5EDC(EnReeba* this, PlayState* play) { this->stunType = 4; Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 0x50); Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); - this->actionfunc = func_80AE58EC; + this->actionfunc = EnReeba_SetupStunned; break; } case 14: @@ -553,13 +553,13 @@ void func_80AE5EDC(EnReeba* this, PlayState* play) { if (this->actor.colChkInfo.health == 0) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actionfunc = func_80AE5BC4; + this->actionfunc = EnReeba_SetupDie; } else { - if (this->actionfunc == func_80AE5E48) { + if (this->actionfunc == EnReeba_StunRecover) { this->actor.shape.rot.x = this->actor.shape.rot.z = 0; } Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_DAMAGE); - this->actionfunc = func_80AE57F0; + this->actionfunc = EnReeba_SetupDamaged; } break; case 3: // ice arrows/ice magic @@ -567,13 +567,13 @@ void func_80AE5EDC(EnReeba* this, PlayState* play) { this->unkDamageField = 2; this->stunType = 2; Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 80); - this->actionfunc = func_80AE58EC; + this->actionfunc = EnReeba_SetupStunned; break; case 1: // unknown if (this->stunType != 4) { this->stunType = 4; Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 80); - this->actionfunc = func_80AE58EC; + this->actionfunc = EnReeba_SetupStunned; } break; } @@ -586,7 +586,7 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) { EnReeba* this = (EnReeba*)thisx; Player* player = GET_PLAYER(play); - func_80AE5EDC(this, play); + EnReeba_CheckDamage(this, play); this->actionfunc(this, play); Actor_SetScale(&this->actor, this->scale); @@ -616,19 +616,19 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) { if (this->collider.base.atFlags & AT_BOUNCED) { this->collider.base.atFlags &= ~AT_BOUNCED; - if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) { + if ((this->actionfunc == EnReeba_Move) || (this->actionfunc == EnReeba_MoveBig)) { this->actor.speedXZ = 8.0f; this->actor.world.rot.y *= -1.0f; this->moveTimer = 14; - this->actionfunc = func_80AE561C; + this->actionfunc = EnReeba_Recoiled; return; } } if (this->collider.base.atFlags & AT_HIT) { this->collider.base.atFlags &= ~AT_HIT; - if ((this->collider.base.at == &player->actor) && !this->isBig && (this->actionfunc != func_80AE56E0)) { - this->actionfunc = func_80AE5688; + if ((this->collider.base.at == &player->actor) && !this->isBig && (this->actionfunc != EnReeba_Sink)) { + this->actionfunc = EnReeba_SetupSink; } } @@ -643,13 +643,13 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) { Collider_UpdateCylinder(&this->actor, &this->collider); if ((this->actor.shape.yOffset >= -700.0f) && (this->actor.colChkInfo.health > 0) && - (this->actionfunc != func_80AE56E0)) { + (this->actionfunc != EnReeba_Sink)) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); if (!(this->actor.shape.yOffset < 0.0f)) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); - if ((this->actionfunc == func_80AE5270) || (this->actionfunc == func_80AE53AC)) { + if ((this->actionfunc == EnReeba_Move) || (this->actionfunc == EnReeba_MoveBig)) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } } diff --git a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c index 83107138e..fd76bdcff 100644 --- a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c +++ b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c @@ -58,7 +58,7 @@ void EnRiverSound_Destroy(Actor* thisx, PlayState* play) { } } -s32 func_80AE6A54(Vec3f* arg0, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3) { +s32 EnRiverSound_FindClosestPointOnLineSegment(Vec3f* arg0, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3) { Vec3f vec[3]; f32 temp; @@ -132,18 +132,18 @@ s32 EnRiverSound_GetSoundPos(Vec3s* points, s32 numPoints, Vec3f* hearPos, Vec3f vec.x = point[-1].x; vec.y = point[-1].y; vec.z = point[-1].z; - sp78[0] = func_80AE6A54(&vec, &pointLoc, hearPos, &sp54); + sp78[0] = EnRiverSound_FindClosestPointOnLineSegment(&vec, &pointLoc, hearPos, &sp54); } if (pointIdx + 1 != numPoints) { vec.x = point[1].x; vec.y = point[1].y; vec.z = point[1].z; - sp78[1] = func_80AE6A54(&pointLoc, &vec, hearPos, &sp60); + sp78[1] = EnRiverSound_FindClosestPointOnLineSegment(&pointLoc, &vec, hearPos, &sp60); } if (sp78[0] && sp78[1]) { - if (!func_80AE6A54(&sp54, &sp60, hearPos, soundPos)) { + if (!EnRiverSound_FindClosestPointOnLineSegment(&sp54, &sp60, hearPos, soundPos)) { soundPos->x = (sp54.x + sp60.x) * 0.5f; soundPos->y = (sp54.y + sp60.y) * 0.5f; soundPos->z = (sp54.z + sp60.z) * 0.5f; diff --git a/soh/src/overlays/actors/ovl_En_Rl/z_en_rl.c b/soh/src/overlays/actors/ovl_En_Rl/z_en_rl.c index ee98b0839..0f6f85ade 100644 --- a/soh/src/overlays/actors/ovl_En_Rl/z_en_rl.c +++ b/soh/src/overlays/actors/ovl_En_Rl/z_en_rl.c @@ -81,7 +81,7 @@ void func_80AE744C(EnRl* this, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, 5); } -s32 func_80AE7494(EnRl* this) { +s32 EnRl_UpdateSkelAnime(EnRl* this) { return SkelAnime_Update(&this->skelAnime); } @@ -169,7 +169,7 @@ void func_80AE7798(EnRl* this, PlayState* play) { void func_80AE77B8(EnRl* this, PlayState* play) { func_80AE744C(this, play); - func_80AE7494(this); + EnRl_UpdateSkelAnime(this); func_80AE72D0(this); func_80AE7698(this, play); } @@ -178,14 +178,14 @@ void func_80AE77F8(EnRl* this, PlayState* play) { s32 temp; func_80AE744C(this, play); - temp = func_80AE7494(this); + temp = EnRl_UpdateSkelAnime(this); func_80AE72D0(this); func_80AE772C(this, temp); } void func_80AE7838(EnRl* this, PlayState* play) { func_80AE744C(this, play); - func_80AE7494(this); + EnRl_UpdateSkelAnime(this); func_80AE72D0(this); func_80AE7590(this, play); } @@ -274,7 +274,7 @@ void func_80AE7C64(EnRl* this, PlayState* play) { void func_80AE7C94(EnRl* this, PlayState* play) { func_80AE744C(this, play); - func_80AE7494(this); + EnRl_UpdateSkelAnime(this); func_80AE72D0(this); func_80AE79A4(this, play); func_80AE73D8(this, play); @@ -284,7 +284,7 @@ void func_80AE7CE8(EnRl* this, PlayState* play) { s32 temp; func_80AE744C(this, play); - temp = func_80AE7494(this); + temp = EnRl_UpdateSkelAnime(this); func_80AE72D0(this); func_80AE7BF8(this, temp); func_80AE73D8(this, play); @@ -292,7 +292,7 @@ void func_80AE7CE8(EnRl* this, PlayState* play) { void func_80AE7D40(EnRl* this, PlayState* play) { func_80AE744C(this, play); - func_80AE7494(this); + EnRl_UpdateSkelAnime(this); func_80AE72D0(this); func_80AE7AF8(this, play); func_80AE73D8(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c b/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c index 527768b80..7475283b9 100644 --- a/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c +++ b/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c @@ -144,7 +144,7 @@ s16 func_80AF5560(EnSa* this, PlayState* play) { return textState; } -u16 func_80AF55E0(PlayState* play, Actor* thisx) { +u16 EnSa_GetTextId(PlayState* play, Actor* thisx) { EnSa* this = (EnSa*)thisx; u16 reaction = Text_GetFaceReaction(play, 0x10); @@ -187,7 +187,7 @@ u16 func_80AF55E0(PlayState* play, Actor* thisx) { return 0x1001; } -s16 func_80AF56F4(PlayState* play, Actor* thisx) { +s16 EnSa_UpdateTalkState(PlayState* play, Actor* thisx) { s16 ret = NPC_TALK_STATE_TALKING; EnSa* this = (EnSa*)thisx; @@ -230,7 +230,7 @@ void func_80AF57D8(EnSa* this, PlayState* play) { ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x1555 || this->interactInfo.talkState != NPC_TALK_STATE_IDLE) { Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f, - func_80AF55E0, func_80AF56F4); + EnSa_GetTextId, EnSa_UpdateTalkState); } } diff --git a/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c index 2b3eb3e2b..69c1c2f2e 100644 --- a/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c +++ b/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c @@ -17,16 +17,16 @@ void EnSyatekiNiw_Destroy(Actor* thisx, PlayState* play); void EnSyatekiNiw_Update(Actor* thisx, PlayState* play); void EnSyatekiNiw_Draw(Actor* thisx, PlayState* play); -void func_80B11DEC(EnSyatekiNiw* this, PlayState* play); -void func_80B132A8(EnSyatekiNiw* this, PlayState* play); -void func_80B129EC(EnSyatekiNiw* this, PlayState* play); -void func_80B13464(EnSyatekiNiw* this, PlayState* play); -void func_80B123A8(EnSyatekiNiw* this, PlayState* play); -void func_80B11E78(EnSyatekiNiw* this, PlayState* play); -void func_80B12460(EnSyatekiNiw* this, PlayState* play); -void func_80B128D8(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_SetupDefault(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_UpdateEffects(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_Remove(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_DrawEffects(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_SetupArchery(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_Default(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_Archery(EnSyatekiNiw* this, PlayState* play); +void EnSyatekiNiw_ExitArchery(EnSyatekiNiw* this, PlayState* play); -void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4); +void EnSyatekiNiw_SpawnFeather(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4); const ActorInit En_Syateki_Niw_InitVars = { ACTOR_EN_SYATEKI_NIW, @@ -97,7 +97,7 @@ void EnSyatekiNiw_Init(Actor* thisx, PlayState* play) { this->initPos = this->actor.world.pos; this->targetPos = this->actor.world.pos; - this->actionFunc = func_80B11DEC; + this->actionFunc = EnSyatekiNiw_SetupDefault; } void EnSyatekiNiw_Destroy(Actor* thisx, PlayState* play) { @@ -108,7 +108,7 @@ void EnSyatekiNiw_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_80B11A94(EnSyatekiNiw* this, PlayState* play, s16 arg2) { +void EnSyatekiNiw_UpdateRotations(EnSyatekiNiw* this, PlayState* play, s16 arg2) { if (this->peckTimer == 0) { if (arg2 == 0) { this->headRotXTarget = 0.0f; @@ -211,17 +211,17 @@ void func_80B11A94(EnSyatekiNiw* this, PlayState* play, s16 arg2) { } } -void func_80B11DEC(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_SetupDefault(EnSyatekiNiw* this, PlayState* play) { Animation_Change(&this->skelAnime, &gCuccoAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCuccoAnim), ANIMMODE_LOOP, -10.0f); if (this->minigameType != 0) { Actor_SetScale(&this->actor, this->scale); } - this->actionFunc = func_80B11E78; + this->actionFunc = EnSyatekiNiw_Default; } -void func_80B11E78(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_Default(EnSyatekiNiw* this, PlayState* play) { Vec3f dustVelocity = { 0.0f, 0.0f, 0.0f }; Vec3f dustAccel = { 0.0f, 0.2f, 0.0f }; Color_RGBA8 dustPrimColor = { 0, 0, 0, 255 }; @@ -235,7 +235,7 @@ void func_80B11E78(EnSyatekiNiw* this, PlayState* play) { if ((this->archeryState != 0) && (this->minigameType == 0) && (this->actor.bgCheckFlags & 1)) { this->archeryState = 0; - this->actionFunc = func_80B123A8; + this->actionFunc = EnSyatekiNiw_SetupArchery; return; } @@ -339,7 +339,7 @@ void func_80B11E78(EnSyatekiNiw* this, PlayState* play) { } if (this->sootTimer == 0) { - func_80B11A94(this, play, sp4A); + EnSyatekiNiw_UpdateRotations(this, play, sp4A); return; } @@ -351,14 +351,14 @@ void func_80B11E78(EnSyatekiNiw* this, PlayState* play) { } } -void func_80B123A8(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_SetupArchery(EnSyatekiNiw* this, PlayState* play) { Animation_Change(&this->skelAnime, &gCuccoAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCuccoAnim), ANIMMODE_LOOP, -10.0f); this->rightWingRotZTarget = 6000.0f; this->unkArcheryFloat = -10000.0f; this->rightWingRot.z = 6000.0f; this->rightWingRot.y = 10000.0f; - this->actionFunc = func_80B12460; + this->actionFunc = EnSyatekiNiw_Archery; this->leftWingRot.z = 6000.0f; this->leftWingRotZTarget = 6000.0f; this->rightWingRot.x = -10000.0f; @@ -368,7 +368,7 @@ void func_80B123A8(EnSyatekiNiw* this, PlayState* play) { this->leftWingRotXTarget = -10000.0f; } -void func_80B12460(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_Archery(EnSyatekiNiw* this, PlayState* play) { Player* player = GET_PLAYER(play); f32 phi_f16 = 0.0f; @@ -474,7 +474,7 @@ void func_80B12460(EnSyatekiNiw* this, PlayState* play) { play->shootingGalleryStatus = 0; player->actor.freezeTimer = 20; this->movementTimer = 0x14; - this->actionFunc = func_80B128D8; + this->actionFunc = EnSyatekiNiw_ExitArchery; } break; } @@ -491,16 +491,16 @@ void func_80B12460(EnSyatekiNiw* this, PlayState* play) { this->peckTimer = this->timer1; } - func_80B11A94(this, play, this->archeryAnimationType); + EnSyatekiNiw_UpdateRotations(this, play, this->archeryAnimationType); } -void func_80B128D8(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_ExitArchery(EnSyatekiNiw* this, PlayState* play) { if (this->movementTimer == 1) { gSaveContext.timerState = TIMER_STATE_OFF; } } -void func_80B128F8(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_SetupRemove(EnSyatekiNiw* this, PlayState* play) { s16 sp26; s16 sp24; @@ -513,11 +513,11 @@ void func_80B128F8(EnSyatekiNiw* this, PlayState* play) { this->removeStateYaw = Rand_CenteredFloat(8000.0f) + -10000.0f; this->cluckTimer = 0x1E; this->movementTimer = 0x64; - this->actionFunc = func_80B129EC; + this->actionFunc = EnSyatekiNiw_Remove; } } -void func_80B129EC(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_Remove(EnSyatekiNiw* this, PlayState* play) { s32 pad; f32 phi_f2; s16 sp2E; @@ -546,10 +546,10 @@ void func_80B129EC(EnSyatekiNiw* this, PlayState* play) { tmpf2 = this->removeStateYaw + phi_f2; Math_SmoothStepToS(&this->actor.world.rot.y, tmpf2, 3, this->posRotStep.y, 0); Math_ApproachF(&this->posRotStep.y, 3000.0f, 1.0f, 500.0f); - func_80B11A94(this, play, 2); + EnSyatekiNiw_UpdateRotations(this, play, 2); } -void func_80B12BA4(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_CheckHit(EnSyatekiNiw* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; switch (this->minigameType) { @@ -559,7 +559,7 @@ void func_80B12BA4(EnSyatekiNiw* this, PlayState* play) { Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_A); this->archeryState = 1; this->spawnFeathers = 1; - this->actionFunc = func_80B123A8; + this->actionFunc = EnSyatekiNiw_SetupArchery; this->actor.gravity = -3.0f; } break; @@ -586,7 +586,7 @@ void EnSyatekiNiw_Update(Actor* thisx, PlayState* play) { Vec3f sp6C; Vec3f sp60; - func_80B132A8(this, play); + EnSyatekiNiw_UpdateEffects(this, play); this->lifetime++; if (this->peckTimer != 0) { this->peckTimer--; @@ -633,15 +633,15 @@ void EnSyatekiNiw_Update(Actor* thisx, PlayState* play) { sp6C.z = Rand_CenteredFloat(3.0f); sp60.z = sp60.x = 0.0f; sp60.y = -0.15f; - func_80B131B8(this, &sp78, &sp6C, &sp60, Rand_ZeroFloat(8.0f) + 8.0f); + EnSyatekiNiw_SpawnFeather(this, &sp78, &sp6C, &sp60, Rand_ZeroFloat(8.0f) + 8.0f); } this->spawnFeathers = 0; } - func_80B12BA4(this, play); + EnSyatekiNiw_CheckHit(this, play); if (this->cluckTimer == 0) { - if (this->actionFunc == func_80B11E78) { + if (this->actionFunc == EnSyatekiNiw_Default) { this->cluckTimer = 0x12C; Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHICKEN_CRY_N); } else { @@ -697,7 +697,7 @@ void EnSyatekiNiw_Draw(Actor* thisx, PlayState* play) { EnSyatekiNiw* this = (EnSyatekiNiw*)thisx; Color_RGBA8 sp30 = { 0, 0, 0, 255 }; - if (this->actionFunc != func_80B128F8) { + if (this->actionFunc != EnSyatekiNiw_SetupRemove) { Gfx_SetupDL_25Opa(play->state.gfxCtx); if (this->sootTimer != 0) { func_80026230(play, &sp30, 0, 0x14); @@ -705,11 +705,11 @@ void EnSyatekiNiw_Draw(Actor* thisx, PlayState* play) { SkelAnime_DrawSkeletonOpa(play, &this->skelAnime, SyatekiNiw_OverrideLimbDraw, NULL, this); func_80026608(play); - func_80B13464(this, play); + EnSyatekiNiw_DrawEffects(this, play); } } -void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4) { +void EnSyatekiNiw_SpawnFeather(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 arg4) { s16 i; EnSyatekiNiw_1* ptr = &this->effects[0]; @@ -729,7 +729,7 @@ void func_80B131B8(EnSyatekiNiw* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f3 } } -void func_80B132A8(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_UpdateEffects(EnSyatekiNiw* this, PlayState* play) { s16 i; EnSyatekiNiw_1* ptr = &this->effects[0]; @@ -759,7 +759,7 @@ void func_80B132A8(EnSyatekiNiw* this, PlayState* play) { } } -void func_80B13464(EnSyatekiNiw* this, PlayState* play) { +void EnSyatekiNiw_DrawEffects(EnSyatekiNiw* this, PlayState* play) { GraphicsContext* gfxCtx = play->state.gfxCtx; s16 i; EnSyatekiNiw_1* ptr = &this->effects[0]; diff --git a/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c b/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c index ec826a995..032c1cf27 100644 --- a/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c +++ b/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c @@ -72,7 +72,7 @@ void EnTa_SetupAction(EnTa* this, EnTaActionFunc arg1, EnTaUnkFunc arg2) { this->animFunc = arg2; } -void func_80B13AAC(EnTa* this, PlayState* play) { +void EnTa_SetTextForTalkInLonLonHouse(EnTa* this, PlayState* play) { u16 faceReaction = Text_GetFaceReaction(play, 24); if (gSaveContext.eventInf[0] & 0x400) { @@ -194,7 +194,7 @@ void EnTa_Init(Actor* thisx, PlayState* play2) { this->superCuccos[2] = (EnNiw*)Actor_Spawn( &play->actorCtx, play, ACTOR_EN_NIW, this->actor.world.pos.x + 20.0f, this->actor.world.pos.y + 40.0f, this->actor.world.pos.z - 30.0f, 0, 0, 0, 0xD); - func_80B13AAC(this, play); + EnTa_SetTextForTalkInLonLonHouse(this, play); if (gSaveContext.eventInf[0] & 0x400) { EnTa_SetupAction(this, EnTa_IdleAfterCuccoGameFinished, EnTa_AnimRunToEnd); @@ -227,7 +227,7 @@ void EnTa_Init(Actor* thisx, PlayState* play2) { } } -void func_80B14248(EnTa* this) { +void EnTa_DecreaseShadowSize(EnTa* this) { if (this->actor.shape.shadowScale > 36.0f) { this->actor.shape.shadowScale -= 0.8f; } @@ -249,7 +249,7 @@ void EnTa_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -s32 func_80B142F4(EnTa* this, PlayState* play, u16 textId) { +s32 EnTa_RequestTalk(EnTa* this, PlayState* play, u16 textId) { if (Actor_ProcessTalkRequest(&this->actor, play)) { return true; } @@ -264,19 +264,19 @@ s32 func_80B142F4(EnTa* this, PlayState* play, u16 textId) { return false; } -void func_80B14398(EnTa* this, PlayState* play) { +void EnTa_SleepTalkInKakariko(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { EnTa_SetupAction(this, EnTa_IdleAsleepInKakariko, EnTa_AnimSleeping); } } -void func_80B143D4(EnTa* this, PlayState* play) { +void EnTa_SleepTalkInLonLonHouse(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { EnTa_SetupAction(this, EnTa_IdleAsleepInLonLonHouse, EnTa_AnimSleeping); } } -void func_80B14410(EnTa* this) { +void EnTa_SetupAwake(EnTa* this) { if (!LINK_IS_ADULT) { EnTa_SetupAction(this, EnTa_IdleAwakeInCastle, EnTa_AnimRepeatCurrent); Flags_SetEventChkInf(EVENTCHKINF_TALON_WOKEN_IN_CASTLE); @@ -286,34 +286,34 @@ void func_80B14410(EnTa* this) { } } -void func_80B1448C(EnTa* this, PlayState* play) { +void EnTa_TalkWakingUp2(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { - func_80B14410(this); + EnTa_SetupAwake(this); } - func_80B14248(this); + EnTa_DecreaseShadowSize(this); this->stateFlags |= 0x4; } -void func_80B144D8(EnTa* this, PlayState* play) { +void EnTa_TalkWakingUp1(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { - func_80B14410(this); + EnTa_SetupAwake(this); this->blinkTimer = 1; this->blinkFunc = EnTa_BlinkAdvanceState; } if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) { this->eyeIndex = 1; - EnTa_SetupAction(this, func_80B1448C, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_TalkWakingUp2, EnTa_AnimRepeatCurrent); } - func_80B14248(this); + EnTa_DecreaseShadowSize(this); this->stateFlags |= 4; } -void func_80B14570(EnTa* this, PlayState* play) { +void EnTa_WakeUp(EnTa* this, PlayState* play) { this->stateFlags |= 4; if (this->timer == 0) { - EnTa_SetupAction(this, func_80B144D8, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_TalkWakingUp1, EnTa_AnimRepeatCurrent); this->rapidBlinks = 3; this->timer = 60; Animation_PlayOnce(&this->skelAnime, &gTalonWakeUpAnim); @@ -322,7 +322,7 @@ void func_80B14570(EnTa* this, PlayState* play) { } } -void func_80B145F8(EnTa* this, PlayState* play) { +void EnTa_SleepTalkInCastle(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { EnTa_SetupAction(this, EnTa_IdleAsleepInCastle, EnTa_AnimSleeping); } @@ -337,14 +337,14 @@ void EnTa_IdleAsleepInCastle(EnTa* this, PlayState* play) { switch (exchangeItemId) { case EXCH_ITEM_CHICKEN: player->actor.textId = 0x702B; - EnTa_SetupAction(this, func_80B14570, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_WakeUp, EnTa_AnimRepeatCurrent); this->timer = 40; break; default: if (exchangeItemId != EXCH_ITEM_NONE) { player->actor.textId = 0x702A; } - EnTa_SetupAction(this, func_80B145F8, EnTa_AnimSleeping); + EnTa_SetupAction(this, EnTa_SleepTalkInCastle, EnTa_AnimSleeping); break; } } else { @@ -355,7 +355,7 @@ void EnTa_IdleAsleepInCastle(EnTa* this, PlayState* play) { void EnTa_IdleAsleepInLonLonHouse(EnTa* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { - EnTa_SetupAction(this, func_80B143D4, EnTa_AnimSleeping); + EnTa_SetupAction(this, EnTa_SleepTalkInLonLonHouse, EnTa_AnimSleeping); } this->actor.textId = 0x204B; func_8002F2CC(&this->actor, play, 100.0f); @@ -370,14 +370,14 @@ void EnTa_IdleAsleepInKakariko(EnTa* this, PlayState* play) { switch (exchangeItemId) { case EXCH_ITEM_POCKET_CUCCO: player->actor.textId = 0x702B; - EnTa_SetupAction(this, func_80B14570, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_WakeUp, EnTa_AnimRepeatCurrent); this->timer = 40; break; default: if (exchangeItemId != EXCH_ITEM_NONE) { player->actor.textId = 0x5015; } - EnTa_SetupAction(this, func_80B14398, EnTa_AnimSleeping); + EnTa_SetupAction(this, EnTa_SleepTalkInKakariko, EnTa_AnimSleeping); break; } } else { @@ -386,7 +386,7 @@ void EnTa_IdleAsleepInKakariko(EnTa* this, PlayState* play) { } } -void func_80B14818(EnTa* this, PlayState* play) { +void EnTa_RunWithAccelerationAndSfx(EnTa* this, PlayState* play) { s32 framesMod12 = (s32)play->state.frames % 12; if (framesMod12 == 0 || framesMod12 == 6) { @@ -398,74 +398,74 @@ void func_80B14818(EnTa* this, PlayState* play) { Actor_MoveXZGravity(&this->actor); } -void func_80B14898(EnTa* this, PlayState* play) { +void EnTa_RunAwayRunOutOfGate(EnTa* this, PlayState* play) { func_80033480(play, &this->actor.world.pos, 50.0f, 2, 250, 20, 1); - func_80B14818(this, play); + EnTa_RunWithAccelerationAndSfx(this, play); if (this->timer == 0) { Actor_Kill(&this->actor); } } -void func_80B1490C(EnTa* this, PlayState* play) { +void EnTa_RunAwayTurnTowardsGate(EnTa* this, PlayState* play) { this->actor.world.rot.y += 0xC00; this->actor.shape.rot.y += 0xC00; if (this->timer == 0) { - EnTa_SetupAction(this, func_80B14898, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_RunAwayRunOutOfGate, EnTa_AnimRepeatCurrent); this->timer = 60; } } -void func_80B1496C(EnTa* this, PlayState* play) { +void EnTa_RunAwayRunWest(EnTa* this, PlayState* play) { func_80033480(play, &this->actor.world.pos, 50.0f, 2, 250, 20, 1); - func_80B14818(this, play); + EnTa_RunWithAccelerationAndSfx(this, play); if (this->timer == 0) { - EnTa_SetupAction(this, func_80B1490C, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_RunAwayTurnTowardsGate, EnTa_AnimRepeatCurrent); this->timer = 5; } } -void func_80B149F4(EnTa* this, PlayState* play) { +void EnTa_RunAwayTurnWest(EnTa* this, PlayState* play) { this->actor.world.rot.y -= 0xD00; this->actor.shape.rot.y -= 0xD00; if (this->timer == 0) { - EnTa_SetupAction(this, func_80B1496C, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_RunAwayRunWest, EnTa_AnimRepeatCurrent); this->timer = 65; } } -void func_80B14A54(EnTa* this, PlayState* play) { +void EnTa_RunAwayRunSouth(EnTa* this, PlayState* play) { func_80033480(play, &this->actor.world.pos, 50.0f, 2, 250, 20, 1); - func_80B14818(this, play); + EnTa_RunWithAccelerationAndSfx(this, play); if (this->timer == 20) { Message_CloseTextbox(play); } if (this->timer == 0) { this->timer = 5; - EnTa_SetupAction(this, func_80B149F4, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_RunAwayTurnWest, EnTa_AnimRepeatCurrent); } } -void func_80B14AF4(EnTa* this, PlayState* play) { +void EnTa_RunAwayStart(EnTa* this, PlayState* play) { this->actor.world.rot.y -= 0xC00; this->actor.shape.rot.y -= 0xC00; if (this->timer == 0) { Audio_PlayActorSound2(&this->actor, NA_SE_VO_TA_CRY_1); - EnTa_SetupAction(this, func_80B14A54, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_RunAwayRunSouth, EnTa_AnimRepeatCurrent); this->timer = 65; this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; } } -void func_80B14B6C(EnTa* this, PlayState* play) { +void EnTa_TalkAwakeInCastle(EnTa* this, PlayState* play) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) { s16 csCamIdx = OnePointCutscene_Init(play, 4175, -99, &this->actor, MAIN_CAM); - EnTa_SetupAction(this, func_80B14AF4, EnTa_AnimRepeatCurrent); + EnTa_SetupAction(this, EnTa_RunAwayStart, EnTa_AnimRepeatCurrent); this->timer = 5; Flags_SetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE); if (GameInteractor_Should(VB_PLAY_ONEPOINT_ACTOR_CS, true, this)) { @@ -478,13 +478,13 @@ void func_80B14B6C(EnTa* this, PlayState* play) { } void EnTa_IdleAwakeInCastle(EnTa* this, PlayState* play) { - if (func_80B142F4(this, play, 0x702C)) { - EnTa_SetupAction(this, func_80B14B6C, EnTa_AnimRepeatCurrent); + if (EnTa_RequestTalk(this, play, 0x702C)) { + EnTa_SetupAction(this, EnTa_TalkAwakeInCastle, EnTa_AnimRepeatCurrent); } - func_80B14248(this); + EnTa_DecreaseShadowSize(this); } -void func_80B14C60(EnTa* this, PlayState* play) { +void EnTa_TalkAwakeInKakariko(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { EnTa_SetupAction(this, EnTa_IdleAwakeInKakariko, EnTa_AnimRepeatCurrent); } @@ -493,17 +493,17 @@ void func_80B14C60(EnTa* this, PlayState* play) { void EnTa_IdleAwakeInKakariko(EnTa* this, PlayState* play) { if (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED)) { - if (func_80B142F4(this, play, 0x5017)) { - EnTa_SetupAction(this, func_80B14C60, EnTa_AnimRepeatCurrent); + if (EnTa_RequestTalk(this, play, 0x5017)) { + EnTa_SetupAction(this, EnTa_TalkAwakeInKakariko, EnTa_AnimRepeatCurrent); Flags_SetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_KAKARIKO); } - } else if (func_80B142F4(this, play, 0x5016)) { - EnTa_SetupAction(this, func_80B14C60, EnTa_AnimRepeatCurrent); + } else if (EnTa_RequestTalk(this, play, 0x5016)) { + EnTa_SetupAction(this, EnTa_TalkAwakeInKakariko, EnTa_AnimRepeatCurrent); } - func_80B14248(this); + EnTa_DecreaseShadowSize(this); } -void func_80B14D4C(EnTa* this, PlayState* play) { +void EnTa_TalkAtRanch(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { EnTa_SetupAction(this, EnTa_IdleAtRanch, EnTa_AnimRepeatCurrent); } @@ -511,12 +511,12 @@ void func_80B14D4C(EnTa* this, PlayState* play) { } void EnTa_IdleAtRanch(EnTa* this, PlayState* play) { - if (func_80B142F4(this, play, 0x2055)) { - EnTa_SetupAction(this, func_80B14D4C, EnTa_AnimRepeatCurrent); + if (EnTa_RequestTalk(this, play, 0x2055)) { + EnTa_SetupAction(this, EnTa_TalkAtRanch, EnTa_AnimRepeatCurrent); } } -s32 func_80B14DD8(void) { +s32 EnTa_CheckCanBuyMilk(void) { if (gSaveContext.rupees < 30) { return 0; } else if (!Inventory_HasEmptyBottle()) { @@ -526,7 +526,7 @@ s32 func_80B14DD8(void) { } } -void func_80B14E28(EnTa* this, PlayState* play) { +void EnTa_CreateFloorCamera(EnTa* this, PlayState* play) { Vec3f b; Vec3f a; @@ -546,12 +546,12 @@ void func_80B14E28(EnTa* this, PlayState* play) { Play_CameraSetAtEye(play, this->subCamId, &a, &b); } -void func_80B14EDC(EnTa* this, PlayState* play) { +void EnTa_RemoveFloorCamera(EnTa* this, PlayState* play) { Play_ChangeCameraStatus(play, this->returnToCamId, CAM_STAT_ACTIVE); Play_ClearCamera(play, this->subCamId); } -void func_80B14F20(EnTa* this, EnTaActionFunc arg1) { +void EnTa_SetupActionWithSleepAnimation(EnTa* this, EnTaActionFunc arg1) { EnTa_SetupAction(this, arg1, EnTa_AnimSitSleeping); this->eyeIndex = 2; Animation_Change(&this->skelAnime, &gTalonSitSleepingAnim, 1.0f, 0.0f, @@ -560,7 +560,7 @@ void func_80B14F20(EnTa* this, EnTaActionFunc arg1) { this->currentAnimation = &gTalonSitSleepingAnim; } -void func_80B14FAC(EnTa* this, EnTaActionFunc arg1) { +void EnTa_SetupActionWithWakeUpAnimation(EnTa* this, EnTaActionFunc arg1) { this->eyeIndex = 1; EnTa_SetupAction(this, arg1, EnTa_AnimRunToEnd); this->stateFlags &= ~0x10; @@ -568,16 +568,16 @@ void func_80B14FAC(EnTa* this, EnTaActionFunc arg1) { ANIMMODE_ONCE, -5.0f); } -void func_80B15034(EnTa* this, PlayState* play) { +void EnTa_TalkNotEnoughRupees(EnTa* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { Message_CloseTextbox(play); - func_80B14F20(this, EnTa_IdleSittingInLonLonHouse); - func_80B13AAC(this, play); + EnTa_SetupActionWithSleepAnimation(this, EnTa_IdleSittingInLonLonHouse); + EnTa_SetTextForTalkInLonLonHouse(this, play); } this->stateFlags |= 1; } -s32 func_80B150AC(EnTa* this, PlayState* play, s32 idx) { +s32 EnTa_IsPlayerHoldingSuperCucco(EnTa* this, PlayState* play, s32 idx) { Player* player = GET_PLAYER(play); Actor* interactRangeActor; @@ -591,7 +591,7 @@ s32 func_80B150AC(EnTa* this, PlayState* play, s32 idx) { return false; } -void func_80B15100(EnTa* this, PlayState* play) { +void EnTa_TalkFoundSuperCucco(EnTa* this, PlayState* play) { Player* player = GET_PLAYER(play); if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { @@ -621,9 +621,9 @@ void func_80B15100(EnTa* this, PlayState* play) { this->stateFlags |= 1; } -void func_80B15260(EnTa* this, PlayState* play) { +void EnTa_IdleFoundSuperCucco(EnTa* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { - this->actionFunc = func_80B15100; + this->actionFunc = EnTa_TalkFoundSuperCucco; this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; } else { func_8002F2CC(&this->actor, play, 1000.0f); @@ -643,7 +643,7 @@ s32 EnTa_GetSuperCuccosCount(EnTa* this, PlayState* play) { return count; } -void func_80B15308(EnTa* this) { +void EnTa_AnimateHandsUpDown(EnTa* this) { if (this->stateFlags & 0x10) { if (this->stateFlags & 0x100) { Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, 1.0f, 17.0f, 22.0f, ANIMMODE_ONCE, 0.0f); @@ -656,19 +656,19 @@ void func_80B15308(EnTa* this) { } } -void func_80B153D4(EnTa* this, PlayState* play) { - func_80B15308(this); +void EnTa_TransitionToPostCuccoGame(EnTa* this, PlayState* play) { + EnTa_AnimateHandsUpDown(this); if (this->timer == 0) { if (this->stateFlags & 0x80) { this->stateFlags &= ~0x80; - func_80B14EDC(this, play); + EnTa_RemoveFloorCamera(this, play); } } } -void func_80B15424(EnTa* this, PlayState* play) { - func_80B15308(this); +void EnTa_TalkCuccoGameEnd(EnTa* this, PlayState* play) { + EnTa_AnimateHandsUpDown(this); if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { play->nextEntranceIndex = ENTR_LON_LON_BUILDINGS_2; @@ -683,7 +683,7 @@ void func_80B15424(EnTa* this, PlayState* play) { play->transitionTrigger = TRANS_TRIGGER_START; gSaveContext.eventInf[0] |= 0x400; - this->actionFunc = func_80B153D4; + this->actionFunc = EnTa_TransitionToPostCuccoGame; this->timer = 22; } } @@ -697,7 +697,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) { this->superCuccos[i]->actor.gravity -= 0.03f; } - if (!GameInteractor_Should(VB_PREVENT_STRENGTH, !func_80B150AC(this, play, i))) { + if (!GameInteractor_Should(VB_PREVENT_STRENGTH, !EnTa_IsPlayerHoldingSuperCucco(this, play, i))) { if (this->superCuccoTimers[i] > 0) { this->superCuccoTimers[i]--; } else { @@ -711,7 +711,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) { Player_SetCsActionWithHaltedActors(play, &this->actor, 1); Message_StartTextbox(play, 0x2084, &this->actor); - this->actionFunc = func_80B15424; + this->actionFunc = EnTa_TalkCuccoGameEnd; Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, 1.0f, 8.0f, 29.0f, ANIMMODE_ONCE, -10.0f); this->stateFlags &= ~0x10; @@ -730,7 +730,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) { Audio_PlayActorSound2(&this->actor, NA_SE_VO_TA_SURPRISE); break; } - this->actionFunc = func_80B15260; + this->actionFunc = EnTa_IdleFoundSuperCucco; this->actor.flags |= ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; func_8002F2CC(&this->actor, play, 1000.0f); return; @@ -752,8 +752,8 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) { gSaveContext.timerState = TIMER_STATE_OFF; Player_SetCsActionWithHaltedActors(play, &this->actor, 1); Message_StartTextbox(play, 0x2081, &this->actor); - this->actionFunc = func_80B15424; - func_80B14E28(this, play); + this->actionFunc = EnTa_TalkCuccoGameEnd; + EnTa_CreateFloorCamera(this, play); gSaveContext.eventInf[0] &= ~0x100; this->stateFlags |= 0x80; Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, 1.0f, 8.0f, 29.0f, ANIMMODE_ONCE, -10.0f); @@ -764,7 +764,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) { this->stateFlags |= 1; } -void func_80B1585C(EnTa* this, PlayState* play) { +void EnTa_ThrowSuperCuccos(EnTa* this, PlayState* play) { s32 i; if (this->timer > 35) { @@ -807,9 +807,9 @@ void func_80B1585C(EnTa* this, PlayState* play) { } } -void func_80B15AD4(EnTa* this, PlayState* play) { +void EnTa_StartingCuccoGame3(EnTa* this, PlayState* play) { if (this->timer == 0 && this->stateFlags & 0x20) { - EnTa_SetupAction(this, func_80B1585C, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_ThrowSuperCuccos, EnTa_AnimRunToEnd); this->stateFlags &= ~0x10; Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, 1.0f, 1.0f, Animation_GetLastFrame(&gTalonSitHandsUpAnim), ANIMMODE_ONCE, 0.0f); @@ -828,9 +828,9 @@ void func_80B15AD4(EnTa* this, PlayState* play) { this->stateFlags |= 1; } -void func_80B15BF8(EnTa* this, PlayState* play) { +void EnTa_StartingCuccoGame2(EnTa* this, PlayState* play) { if (this->stateFlags & 0x10) { - EnTa_SetupAction(this, func_80B15AD4, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_StartingCuccoGame3, EnTa_AnimRunToEnd); this->stateFlags &= ~0x10; Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, 1.0f, 0.0f, 1.0f, ANIMMODE_ONCE, 0.0f); this->timer = 5; @@ -841,9 +841,9 @@ void func_80B15BF8(EnTa* this, PlayState* play) { this->stateFlags |= 1; } -void func_80B15CC8(EnTa* this, PlayState* play) { +void EnTa_StartingCuccoGame1(EnTa* this, PlayState* play) { if (this->stateFlags & 0x10) { - EnTa_SetupAction(this, func_80B15BF8, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_StartingCuccoGame2, EnTa_AnimRunToEnd); this->stateFlags &= ~0x10; Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, -1.0f, 29.0f, 0.0f, ANIMMODE_ONCE, 10.0f); } @@ -853,8 +853,8 @@ void func_80B15CC8(EnTa* this, PlayState* play) { this->stateFlags |= 1; } -void func_80B15D90(EnTa* this, PlayState* play) { - EnTa_SetupAction(this, func_80B15CC8, EnTa_AnimRunToEnd); +void EnTa_StartCuccoGame(EnTa* this, PlayState* play) { + EnTa_SetupAction(this, EnTa_StartingCuccoGame1, EnTa_AnimRunToEnd); this->stateFlags &= ~0x10; Animation_Change(&this->skelAnime, &gTalonSitHandsUpAnim, 1.0f, 8.0f, 29.0f, ANIMMODE_ONCE, -10.0f); Message_ContinueTextbox(play, 0x2080); @@ -863,8 +863,8 @@ void func_80B15D90(EnTa* this, PlayState* play) { void EnTa_TalkGeneralInLonLonHouse(EnTa* this, PlayState* play) { if (Actor_TextboxIsClosing(&this->actor, play)) { - func_80B14F20(this, EnTa_IdleSittingInLonLonHouse); - func_80B13AAC(this, play); + EnTa_SetupActionWithSleepAnimation(this, EnTa_IdleSittingInLonLonHouse); + EnTa_SetTextForTalkInLonLonHouse(this, play); } this->stateFlags |= 1; } @@ -899,14 +899,14 @@ void EnTa_TalkAfterCuccoGameFirstWon(EnTa* this, PlayState* play) { } } -void func_80B15FE8(EnTa* this, PlayState* play) { +void EnTa_WaitBuyMilkOrPlayCuccoGameResponse(EnTa* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) { switch (play->msgCtx.choiceIndex) { case 0: - switch (func_80B14DD8()) { + switch (EnTa_CheckCanBuyMilk()) { case 0: Message_ContinueTextbox(play, 0x85); - EnTa_SetupAction(this, func_80B15034, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_TalkNotEnoughRupees, EnTa_AnimRunToEnd); break; case 1: Message_ContinueTextbox(play, 0x208A); @@ -926,15 +926,15 @@ void func_80B15FE8(EnTa* this, PlayState* play) { case 1: if (gSaveContext.rupees < 10) { Message_ContinueTextbox(play, 0x85); - EnTa_SetupAction(this, func_80B15034, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_TalkNotEnoughRupees, EnTa_AnimRunToEnd); } else { Rupees_ChangeBy(-10); - func_80B15D90(this, play); + EnTa_StartCuccoGame(this, play); } break; case 2: - func_80B14F20(this, EnTa_IdleSittingInLonLonHouse); - func_80B13AAC(this, play); + EnTa_SetupActionWithSleepAnimation(this, EnTa_IdleSittingInLonLonHouse); + EnTa_SetTextForTalkInLonLonHouse(this, play); break; } } @@ -944,7 +944,7 @@ void func_80B15FE8(EnTa* this, PlayState* play) { } } -void func_80B161C0(EnTa* this, PlayState* play) { +void EnTa_WaitForPlayCuccoGameResponse(EnTa* this, PlayState* play) { s32 price; if (this->actor.textId == 0x2085) { @@ -958,15 +958,15 @@ void func_80B161C0(EnTa* this, PlayState* play) { case 0: if (gSaveContext.rupees < price) { Message_ContinueTextbox(play, 0x85); - EnTa_SetupAction(this, func_80B15034, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_TalkNotEnoughRupees, EnTa_AnimRunToEnd); } else { Rupees_ChangeBy(-price); - func_80B15D90(this, play); + EnTa_StartCuccoGame(this, play); } break; case 1: - func_80B14F20(this, EnTa_IdleSittingInLonLonHouse); - func_80B13AAC(this, play); + EnTa_SetupActionWithSleepAnimation(this, EnTa_IdleSittingInLonLonHouse); + EnTa_SetTextForTalkInLonLonHouse(this, play); break; } } @@ -976,7 +976,7 @@ void func_80B161C0(EnTa* this, PlayState* play) { } } -void func_80B162E8(EnTa* this, PlayState* play) { +void EnTa_WaitForMarryMalonResponse(EnTa* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) { Message_ContinueTextbox(play, 0x2087); EnTa_SetupAction(this, EnTa_TalkAfterCuccoGameFirstWon, EnTa_AnimRunToEnd); @@ -987,15 +987,15 @@ void func_80B162E8(EnTa* this, PlayState* play) { } } -void func_80B16364(EnTa* this, PlayState* play) { +void EnTa_ContinueTalkInLonLonHouse(EnTa* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { Flags_SetInfTable(INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE); if (Flags_GetItemGetInf(ITEMGETINF_TALON_BOTTLE)) { Message_ContinueTextbox(play, 0x208B); - EnTa_SetupAction(this, func_80B15FE8, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_WaitBuyMilkOrPlayCuccoGameResponse, EnTa_AnimRunToEnd); } else { Message_ContinueTextbox(play, 0x207F); - EnTa_SetupAction(this, func_80B161C0, EnTa_AnimRunToEnd); + EnTa_SetupAction(this, EnTa_WaitForPlayCuccoGameResponse, EnTa_AnimRunToEnd); } } @@ -1004,7 +1004,7 @@ void func_80B16364(EnTa* this, PlayState* play) { } } -void func_80B1642C(EnTa* this, PlayState* play) { +void EnTa_TalkAfterCuccoGameWon(EnTa* this, PlayState* play) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) { if (Inventory_HasEmptyBottle()) { Message_CloseTextbox(play); @@ -1021,26 +1021,26 @@ void func_80B1642C(EnTa* this, PlayState* play) { void EnTa_IdleSittingInLonLonHouse(EnTa* this, PlayState* play) { u16 faceReaction = Text_GetFaceReaction(play, 0x18); - func_80B13AAC(this, play); + EnTa_SetTextForTalkInLonLonHouse(this, play); - if (func_80B142F4(this, play, this->actor.textId)) { + if (EnTa_RequestTalk(this, play, this->actor.textId)) { Audio_PlayActorSound2(&this->actor, NA_SE_VO_TA_SURPRISE); if (faceReaction != 0) { - func_80B14FAC(this, EnTa_TalkGeneralInLonLonHouse); + EnTa_SetupActionWithWakeUpAnimation(this, EnTa_TalkGeneralInLonLonHouse); } else { Flags_SetInfTable(INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE); switch (this->actor.textId) { case 0x207E: case 0x207F: - func_80B14FAC(this, func_80B161C0); + EnTa_SetupActionWithWakeUpAnimation(this, EnTa_WaitForPlayCuccoGameResponse); break; case 0x208B: - func_80B14FAC(this, func_80B15FE8); + EnTa_SetupActionWithWakeUpAnimation(this, EnTa_WaitBuyMilkOrPlayCuccoGameResponse); break; default: - func_80B14FAC(this, func_80B16364); + EnTa_SetupActionWithWakeUpAnimation(this, EnTa_ContinueTalkInLonLonHouse); break; } } @@ -1052,13 +1052,13 @@ void EnTa_IdleAfterCuccoGameFinished(EnTa* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { switch (this->actor.textId) { case 0x2085: - this->actionFunc = func_80B161C0; + this->actionFunc = EnTa_WaitForPlayCuccoGameResponse; break; case 0x2086: - this->actionFunc = func_80B162E8; + this->actionFunc = EnTa_WaitForMarryMalonResponse; break; case 0x2088: - this->actionFunc = func_80B1642C; + this->actionFunc = EnTa_TalkAfterCuccoGameWon; break; } this->actor.flags &= ~ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED; diff --git a/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c index 96ce945e4..edfb614ee 100644 --- a/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -334,7 +334,7 @@ s32 EnTk_Orient(EnTk* this, PlayState* play) { } } -u16 func_80B1C54C(PlayState* play, Actor* thisx) { +u16 EnTk_GetTextId(PlayState* play, Actor* thisx) { u16 ret; ret = Text_GetFaceReaction(play, 14); @@ -351,7 +351,7 @@ u16 func_80B1C54C(PlayState* play, Actor* thisx) { } } -s16 func_80B1C5A0(PlayState* play, Actor* thisx) { +s16 EnTk_UpdateTalkState(PlayState* play, Actor* thisx) { s32 ret = NPC_TALK_STATE_TALKING; switch (Message_GetState(&play->msgCtx)) { @@ -537,7 +537,7 @@ void EnTk_Rest(EnTk* this, PlayState* play) { } Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f, - func_80B1C54C, func_80B1C5A0); + EnTk_GetTextId, EnTk_UpdateTalkState); } else if (EnTk_CheckFacingPlayer(this)) { v1 = this->actor.shape.rot.y; v1 -= this->h_21E; @@ -545,7 +545,7 @@ void EnTk_Rest(EnTk* this, PlayState* play) { this->actionCountdown = 0; Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f, - func_80B1C54C, func_80B1C5A0); + EnTk_GetTextId, EnTk_UpdateTalkState); } else if (Actor_ProcessTalkRequest(&this->actor, play)) { v1 = this->actor.shape.rot.y; v1 -= this->h_21E; diff --git a/soh/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c b/soh/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c index efeb3ae3f..aab432328 100644 --- a/soh/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c +++ b/soh/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c @@ -16,7 +16,7 @@ void EnToryo_Destroy(Actor* thisx, PlayState* play); void EnToryo_Update(Actor* thisx, PlayState* play); void EnToryo_Draw(Actor* thisx, PlayState* play); -void func_80B20914(EnToryo* this, PlayState* play); +void EnToryo_Idle(EnToryo* this, PlayState* play); s32 EnToryo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx); void EnToryo_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx); @@ -131,7 +131,7 @@ void EnToryo_Init(Actor* thisx, PlayState* play) { sEnToryoAnimation.morphFrames); this->stateFlags |= 8; this->actor.targetMode = 6; - this->actionFunc = func_80B20914; + this->actionFunc = EnToryo_Idle; } void EnToryo_Destroy(Actor* thisx, PlayState* play) { @@ -142,7 +142,7 @@ void EnToryo_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -s32 func_80B203D8(EnToryo* this, PlayState* play) { +s32 EnToryo_TalkRespond(EnToryo* this, PlayState* play) { s32 pad; Player* player = GET_PLAYER(play); s32 ret = 1; @@ -215,7 +215,7 @@ s32 func_80B203D8(EnToryo* this, PlayState* play) { return ret; } -s32 func_80B205CC(EnToryo* this, PlayState* play) { +s32 EnToryo_DoneTalking(EnToryo* this, PlayState* play) { s32 pad; Player* player = GET_PLAYER(play); s32 ret = 5; @@ -238,7 +238,7 @@ s32 func_80B205CC(EnToryo* this, PlayState* play) { return ret; } -u32 func_80B20634(EnToryo* this, PlayState* play) { +u32 EnToryo_ReactToExchangeItem(EnToryo* this, PlayState* play) { u32 ret; if (this->exchangeItemId != 0) { @@ -257,7 +257,7 @@ u32 func_80B20634(EnToryo* this, PlayState* play) { return ret; } -s32 func_80B206A0(EnToryo* this, PlayState* play) { +s32 EnToryo_GetTextId(EnToryo* this, PlayState* play) { s32 textId = Text_GetFaceReaction(play, 0); s32 ret = textId; @@ -286,7 +286,7 @@ s32 func_80B206A0(EnToryo* this, PlayState* play) { return ret; } -void func_80B20768(EnToryo* this, PlayState* play) { +void EnToryo_HandleTalking(EnToryo* this, PlayState* play) { Player* player = GET_PLAYER(play); s16 sp32; s16 sp30; @@ -298,11 +298,11 @@ void func_80B20768(EnToryo* this, PlayState* play) { } if (this->messageState == 1) { - this->messageState = func_80B203D8(this, play); + this->messageState = EnToryo_TalkRespond(this, play); } if (this->messageState == 5) { - this->messageState = func_80B205CC(this, play); + this->messageState = EnToryo_DoneTalking(this, play); return; } @@ -326,7 +326,7 @@ void func_80B20768(EnToryo* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, play)) { this->exchangeItemId = func_8002F368(play); if (this->exchangeItemId != 0) { - player->actor.textId = func_80B20634(this, play); + player->actor.textId = EnToryo_ReactToExchangeItem(this, play); this->actor.textId = player->actor.textId; } this->messageState = 1; @@ -335,15 +335,15 @@ void func_80B20768(EnToryo* this, PlayState* play) { Actor_GetScreenPos(play, &this->actor, &sp32, &sp30); if ((sp32 >= 0) && (sp32 < 0x141) && (sp30 >= 0) && (sp30 < 0xF1)) { - this->actor.textId = func_80B206A0(this, play); + this->actor.textId = EnToryo_GetTextId(this, play); func_8002F298(&this->actor, play, 100.0f, 10); } } } -void func_80B20914(EnToryo* this, PlayState* play) { +void EnToryo_Idle(EnToryo* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - func_80B20768(this, play); + EnToryo_HandleTalking(this, play); if (this->messageState != 0) { this->stateFlags |= 0x10; } else { diff --git a/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c index bcbeedff1..f14bee8e5 100644 --- a/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c +++ b/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c @@ -16,17 +16,17 @@ void EnWeiyer_Destroy(Actor* thisx, PlayState* play); void EnWeiyer_Update(Actor* thisx, PlayState* play); void EnWeiyer_Draw(Actor* thisx, PlayState* play); -void func_80B32804(EnWeiyer* this, PlayState* play); -void func_80B328E8(EnWeiyer* this, PlayState* play); -void func_80B32C2C(EnWeiyer* this, PlayState* play); -void func_80B32D30(EnWeiyer* this, PlayState* play); -void func_80B32E34(EnWeiyer* this, PlayState* play); -void func_80B33018(EnWeiyer* this, PlayState* play); -void func_80B331CC(EnWeiyer* this, PlayState* play); -void func_80B333B8(EnWeiyer* this, PlayState* play); -void func_80B332B4(EnWeiyer* this, PlayState* play); -void func_80B33338(EnWeiyer* this, PlayState* play); -void func_80B3349C(EnWeiyer* this, PlayState* play); +void EnWeiyer_InitInsideWaterBox(EnWeiyer* this, PlayState* play); +void EnWeiyer_FreeSwim(EnWeiyer* this, PlayState* play); +void EnWeiyer_TurnAround(EnWeiyer* this, PlayState* play); +void EnWeiyer_StuckOnFloor(EnWeiyer* this, PlayState* play); +void EnWeiyer_Attack(EnWeiyer* this, PlayState* play); +void EnWeiyer_Inactive(EnWeiyer* this, PlayState* play); +void EnWeiyer_Hurt(EnWeiyer* this, PlayState* play); +void EnWeiyer_Stunned(EnWeiyer* this, PlayState* play); +void EnWeiyer_Die(EnWeiyer* this, PlayState* play); +void EnWeiyer_Dead(EnWeiyer* this, PlayState* play); +void EnWeiyer_OutOfWater(EnWeiyer* this, PlayState* play); const ActorInit En_Weiyer_InitVars = { ACTOR_EN_WEIYER, @@ -112,7 +112,7 @@ void EnWeiyer_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->actionFunc = func_80B32804; + this->actionFunc = EnWeiyer_InitInsideWaterBox; } void EnWeiyer_Destroy(Actor* thisx, PlayState* play) { @@ -123,7 +123,7 @@ void EnWeiyer_Destroy(Actor* thisx, PlayState* play) { ResourceMgr_UnregisterSkeleton(&this->skelAnime); } -void func_80B32384(EnWeiyer* this) { +void EnWeiyer_SetupFreeSwim(EnWeiyer* this) { this->targetYaw = this->actor.shape.rot.y; this->swimHeight = (cosf(-M_PI / 8) * 3.0f) + this->actor.world.pos.y; Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f); @@ -131,42 +131,42 @@ void func_80B32384(EnWeiyer* this) { this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 2.5f); this->collider.base.atFlags &= ~AT_ON; this->targetSwimHeight = this->actor.floorHeight; - this->actionFunc = func_80B328E8; + this->actionFunc = EnWeiyer_FreeSwim; } -void func_80B32434(EnWeiyer* this) { +void EnWeiyer_SetupTurnAround(EnWeiyer* this) { Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f); this->collider.base.atFlags |= AT_ON; this->timer = 0; this->actor.speedXZ = 5.0f; - this->actionFunc = func_80B32C2C; + this->actionFunc = EnWeiyer_TurnAround; } -void func_80B32494(EnWeiyer* this) { +void EnWeiyer_SetupStuckOnFloor(EnWeiyer* this) { Animation_Change(&this->skelAnime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f); this->timer = 40; this->collider.base.atFlags |= AT_ON; - this->actionFunc = func_80B32D30; + this->actionFunc = EnWeiyer_StuckOnFloor; } -void func_80B32508(EnWeiyer* this) { +void EnWeiyer_SetupAttack(EnWeiyer* this) { this->timer = 200; this->collider.base.atFlags |= AT_ON; this->skelAnime.playSpeed = 3.0f; - this->actionFunc = func_80B32E34; + this->actionFunc = EnWeiyer_Attack; } -void func_80B32538(EnWeiyer* this) { +void EnWeiyer_SetupInactive(EnWeiyer* this) { this->timer = 200; this->targetYaw = this->actor.yawTowardsPlayer + 0x8000; this->swimHeight = this->actor.world.pos.y; this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 4.0f); this->collider.base.atFlags &= ~AT_ON; this->skelAnime.playSpeed = 1.0f; - this->actionFunc = func_80B33018; + this->actionFunc = EnWeiyer_Inactive; } -void func_80B325A0(EnWeiyer* this) { +void EnWeiyer_SetupHurt(EnWeiyer* this) { Animation_Change(&this->skelAnime, &gStingerHitAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -3.0f); this->timer = 40; this->collider.base.atFlags &= ~AT_ON; @@ -176,10 +176,10 @@ void func_80B325A0(EnWeiyer* this) { this->actor.speedXZ = 3.0f; Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, 0x28); this->collider.dim.height = sCylinderInit.dim.height; - this->actionFunc = func_80B331CC; + this->actionFunc = EnWeiyer_Hurt; } -void func_80B32660(EnWeiyer* this) { +void EnWeiyer_SetupStunned(EnWeiyer* this) { Animation_Change(&this->skelAnime, &gStingerPopOutAnim, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f); this->timer = 80; this->actor.speedXZ = 0.0f; @@ -189,34 +189,34 @@ void func_80B32660(EnWeiyer* this) { Actor_SetColorFilter(&this->actor, 0, 0xC8, 0, 0x50); this->collider.base.atFlags &= ~AT_ON; Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); - this->actionFunc = func_80B333B8; + this->actionFunc = EnWeiyer_Stunned; } -void func_80B32724(EnWeiyer* this) { +void EnWeiyer_SetupDie(EnWeiyer* this) { Animation_MorphToLoop(&this->skelAnime, &gStingerHitAnim, -5.0f); this->timer = 20; Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, 0x28); this->collider.base.atFlags &= ~AT_ON; this->collider.base.acFlags &= ~AC_ON; this->actor.speedXZ = 3.0f; - this->actionFunc = func_80B332B4; + this->actionFunc = EnWeiyer_Die; } -void func_80B327B0(EnWeiyer* this) { +void EnWeiyer_SetupDead(EnWeiyer* this) { this->actor.colorFilterParams |= 0x2000; this->actor.speedXZ = 0.0f; this->actor.velocity.y = 0.0f; - this->actionFunc = func_80B33338; + this->actionFunc = EnWeiyer_Dead; } -void func_80B327D8(EnWeiyer* this) { +void EnWeiyer_SetupOutOfWater(EnWeiyer* this) { this->actor.shape.rot.x = -0x2000; this->timer = -1; this->actor.speedXZ = 5.0f; - this->actionFunc = func_80B3349C; + this->actionFunc = EnWeiyer_OutOfWater; } -void func_80B32804(EnWeiyer* this, PlayState* play) { +void EnWeiyer_InitInsideWaterBox(EnWeiyer* this, PlayState* play) { WaterBox* waterBox; s32 bgId; @@ -231,11 +231,11 @@ void func_80B32804(EnWeiyer* this, PlayState* play) { } else { this->actor.home.pos.y -= 5.0f; this->actor.world.pos.y = (this->actor.home.pos.y + this->actor.floorHeight) / 2.0f; - func_80B32384(this); + EnWeiyer_SetupFreeSwim(this); } } -void func_80B328E8(EnWeiyer* this, PlayState* play) { +void EnWeiyer_FreeSwim(EnWeiyer* this, PlayState* play) { s32 sp34; f32 curFrame; @@ -275,7 +275,7 @@ void func_80B328E8(EnWeiyer* this, PlayState* play) { if (this->actor.home.pos.y < this->actor.world.pos.y) { if (this->actor.home.pos.y < this->actor.floorHeight) { - func_80B32434(this); + EnWeiyer_SetupTurnAround(this); } else { this->actor.world.pos.y = this->actor.home.pos.y; this->targetSwimHeight = @@ -294,12 +294,12 @@ void func_80B328E8(EnWeiyer* this, PlayState* play) { if ((this->actor.xzDistToPlayer < 400.0f) && (fabsf(this->actor.yDistToPlayer) < 250.0f) && (player->actor.world.pos.y < (this->actor.home.pos.y + 20.0f))) { - func_80B32508(this); + EnWeiyer_SetupAttack(this); } } } -void func_80B32C2C(EnWeiyer* this, PlayState* play) { +void EnWeiyer_TurnAround(EnWeiyer* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->timer == 0) { @@ -319,14 +319,14 @@ void func_80B32C2C(EnWeiyer* this, PlayState* play) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_SINK); } - func_80B32538(this); + EnWeiyer_SetupInactive(this); } else if (this->actor.bgCheckFlags & 1) { - func_80B32494(this); + EnWeiyer_SetupStuckOnFloor(this); } } } -void func_80B32D30(EnWeiyer* this, PlayState* play) { +void EnWeiyer_StuckOnFloor(EnWeiyer* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Animation_OnFrame(&this->skelAnime, 0.0f)) { @@ -341,13 +341,13 @@ void func_80B32D30(EnWeiyer* this, PlayState* play) { } if (this->timer == 0) { - func_80B32434(this); + EnWeiyer_SetupTurnAround(this); } else if (this->actor.world.pos.y < this->actor.home.pos.y) { - func_80B32384(this); + EnWeiyer_SetupFreeSwim(this); } } -s16 func_80B32DEC(EnWeiyer* this, PlayState* play) { +s16 EnWeiyer_PitchTowardPlayer(EnWeiyer* this, PlayState* play) { Player* player = GET_PLAYER(play); Vec3f vec; @@ -358,7 +358,7 @@ s16 func_80B32DEC(EnWeiyer* this, PlayState* play) { return Actor_WorldPitchTowardPoint(&this->actor, &vec); } -void func_80B32E34(EnWeiyer* this, PlayState* play) { +void EnWeiyer_Attack(EnWeiyer* this, PlayState* play) { Player* player = GET_PLAYER(play); SkelAnime_Update(&this->skelAnime); @@ -369,7 +369,7 @@ void func_80B32E34(EnWeiyer* this, PlayState* play) { if ((this->timer == 0) || ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y) || (this->collider.base.atFlags & AT_HIT)) { - func_80B32538(this); + EnWeiyer_SetupInactive(this); } else { if (Actor_IsFacingPlayer(&this->actor, 0x2800)) { Math_StepToF(&this->actor.speedXZ, 4.0f, 0.2f); @@ -380,26 +380,26 @@ void func_80B32E34(EnWeiyer* this, PlayState* play) { if (this->actor.home.pos.y < this->actor.world.pos.y) { if (this->actor.home.pos.y < this->actor.floorHeight) { this->actor.shape.rot.x = 0; - func_80B32434(this); + EnWeiyer_SetupTurnAround(this); return; } this->actor.world.pos.y = this->actor.home.pos.y; Math_SmoothStepToS(&this->actor.shape.rot.x, 0x1000, 2, 0x100, 0x40); } else { - Math_SmoothStepToS(&this->actor.shape.rot.x, func_80B32DEC(this, play), 2, 0x100, 0x40); + Math_SmoothStepToS(&this->actor.shape.rot.x, EnWeiyer_PitchTowardPlayer(this, play), 2, 0x100, 0x40); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0x200, 0x80); if ((player->actor.yDistToWater < 50.0f) && (this->actor.yDistToWater < 20.0f) && Actor_IsFacingPlayer(&this->actor, 0x2000)) { - func_80B327D8(this); + EnWeiyer_SetupOutOfWater(this); } } } -void func_80B33018(EnWeiyer* this, PlayState* play) { +void EnWeiyer_Inactive(EnWeiyer* this, PlayState* play) { f32 curFrame; SkelAnime_Update(&this->skelAnime); @@ -429,18 +429,18 @@ void func_80B33018(EnWeiyer* this, PlayState* play) { if (this->actor.home.pos.y < this->actor.world.pos.y) { if (this->actor.home.pos.y < this->actor.floorHeight) { - func_80B32434(this); + EnWeiyer_SetupTurnAround(this); } else { this->actor.world.pos.y = this->actor.home.pos.y; } } if (this->timer == 0) { - func_80B32384(this); + EnWeiyer_SetupFreeSwim(this); } } -void func_80B331CC(EnWeiyer* this, PlayState* play) { +void EnWeiyer_Hurt(EnWeiyer* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (this->timer != 0) { @@ -460,11 +460,11 @@ void func_80B331CC(EnWeiyer* this, PlayState* play) { if (this->timer == 0) { this->actor.shape.rot.z = 0; this->collider.base.acFlags |= AC_ON; - func_80B32384(this); + EnWeiyer_SetupFreeSwim(this); } } -void func_80B332B4(EnWeiyer* this, PlayState* play) { +void EnWeiyer_Die(EnWeiyer* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x400); this->actor.shape.rot.z += 0x1000; @@ -474,11 +474,11 @@ void func_80B332B4(EnWeiyer* this, PlayState* play) { } if ((this->timer == 0) || (this->actor.bgCheckFlags & 0x10)) { - func_80B327B0(this); + EnWeiyer_SetupDead(this); } } -void func_80B33338(EnWeiyer* this, PlayState* play) { +void EnWeiyer_Dead(EnWeiyer* this, PlayState* play) { this->actor.shape.shadowAlpha = CLAMP_MIN((s16)(this->actor.shape.shadowAlpha - 5), 0); this->actor.world.pos.y -= 2.0f; @@ -488,7 +488,7 @@ void func_80B33338(EnWeiyer* this, PlayState* play) { } } -void func_80B333B8(EnWeiyer* this, PlayState* play) { +void EnWeiyer_Stunned(EnWeiyer* this, PlayState* play) { if (this->timer != 0) { this->timer--; } @@ -511,11 +511,11 @@ void func_80B333B8(EnWeiyer* this, PlayState* play) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; this->collider.dim.height = sCylinderInit.dim.height; - func_80B32384(this); + EnWeiyer_SetupFreeSwim(this); } } -void func_80B3349C(EnWeiyer* this, PlayState* play) { +void EnWeiyer_OutOfWater(EnWeiyer* this, PlayState* play) { Player* player = GET_PLAYER(play); s16 phi_a1; s32 phi_a0; @@ -526,7 +526,7 @@ void func_80B3349C(EnWeiyer* this, PlayState* play) { if (this->timer == -1) { if (phi_a0 || (this->collider.base.atFlags & AT_HIT)) { - func_80B32538(this); + EnWeiyer_SetupInactive(this); } else if (this->actor.yDistToWater < 0.0f) { this->timer = 10; EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 400); @@ -542,7 +542,7 @@ void func_80B3349C(EnWeiyer* this, PlayState* play) { if (this->timer == 0) { phi_a1 = 0x1800; } else { - phi_a1 = func_80B32DEC(this, play); + phi_a1 = EnWeiyer_PitchTowardPlayer(this, play); phi_a1 = CLAMP_MIN(phi_a1, 0); } @@ -551,35 +551,35 @@ void func_80B3349C(EnWeiyer* this, PlayState* play) { } if (this->actor.bgCheckFlags & 1) { - func_80B32434(this); + EnWeiyer_SetupTurnAround(this); } else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.shape.rot.x > 0)) { EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 400); Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_SINK); - func_80B32538(this); + EnWeiyer_SetupInactive(this); } else { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 8, 0x100, 0x80); } } } -void func_80B3368C(EnWeiyer* this, PlayState* play) { +void EnWeiyer_UpdateDamage(EnWeiyer* this, PlayState* play) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; Actor_SetDropFlag(&this->actor, &this->collider.info, 1); if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) { if (this->actor.colChkInfo.damageEffect == 1) { - if (this->actionFunc != func_80B333B8) { - func_80B32660(this); + if (this->actionFunc != EnWeiyer_Stunned) { + EnWeiyer_SetupStunned(this); } } else if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_DEAD); this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - func_80B32724(this); + EnWeiyer_SetupDie(this); GameInteractor_ExecuteOnEnemyDefeat(&this->actor); } else { - func_80B325A0(this); + EnWeiyer_SetupHurt(this); } } } @@ -590,12 +590,12 @@ void EnWeiyer_Update(Actor* thisx, PlayState* play) { s32 pad; this->actor.home.pos.y = this->actor.yDistToWater + this->actor.world.pos.y - 5.0f; - func_80B3368C(this, play); + EnWeiyer_UpdateDamage(this, play); this->actionFunc(this, play); this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.world.rot.x = -this->actor.shape.rot.x; - if ((this->actor.world.rot.x == 0) || (this->actionFunc == func_80B333B8)) { + if ((this->actor.world.rot.x == 0) || (this->actionFunc == EnWeiyer_Stunned)) { Actor_MoveXZGravity(&this->actor); } else { Actor_MoveXYZ(&this->actor); @@ -636,7 +636,7 @@ void EnWeiyer_Draw(Actor* thisx, PlayState* play) { OPEN_DISPS(play->state.gfxCtx); - if (this->actionFunc != func_80B33338) { + if (this->actionFunc != EnWeiyer_Dead) { Gfx_SetupDL_25Opa(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]); gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255); diff --git a/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c b/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c index ba925f8cf..7edfb5a0f 100644 --- a/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c +++ b/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c @@ -15,7 +15,7 @@ void ItemEtcetera_Update(Actor* thisx, PlayState* play); void ItemEtcetera_DrawThroughLens(Actor* thisx, PlayState* play); void ItemEtcetera_Draw(Actor* thisx, PlayState* play); -void func_80B857D0(ItemEtcetera* this, PlayState* play); +void ItemEtcetera_WaitForObject(ItemEtcetera* this, PlayState* play); void func_80B85824(ItemEtcetera* this, PlayState* play); void func_80B858B4(ItemEtcetera* this, PlayState* play); void ItemEtcetera_SpawnSparkles(ItemEtcetera* this, PlayState* play); @@ -78,7 +78,7 @@ void ItemEtcetera_Init(Actor* thisx, PlayState* play) { this->futureActionFunc = func_80B85824; this->drawFunc = ItemEtcetera_Draw; Actor_SetScale(&this->actor, 0.25f); - ItemEtcetera_SetupAction(this, func_80B857D0); + ItemEtcetera_SetupAction(this, ItemEtcetera_WaitForObject); switch (type) { case ITEM_ETC_LETTER: Actor_SetScale(&this->actor, 0.5f); @@ -110,7 +110,7 @@ void ItemEtcetera_Init(Actor* thisx, PlayState* play) { void ItemEtcetera_Destroy(Actor* thisx, PlayState* play) { } -void func_80B857D0(ItemEtcetera* this, PlayState* play) { +void ItemEtcetera_WaitForObject(ItemEtcetera* this, PlayState* play) { if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) { this->actor.objBankIndex = this->objBankIndex; this->actor.draw = this->drawFunc; diff --git a/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c b/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c index 7e2fffe01..9800fcf20 100644 --- a/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c +++ b/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c @@ -15,13 +15,13 @@ void ObjLift_Destroy(Actor* thisx, PlayState* play); void ObjLift_Update(Actor* thisx, PlayState* play); void ObjLift_Draw(Actor* thisx, PlayState* play); -void func_80B9651C(ObjLift* this); -void func_80B9664C(ObjLift* this); -void func_80B967C0(ObjLift* this); +void ObjLift_SetupWait(ObjLift* this); +void ObjLift_SetupShake(ObjLift* this); +void ObjLift_SetupFall(ObjLift* this); -void func_80B96560(ObjLift* this, PlayState* play); -void func_80B96678(ObjLift* this, PlayState* play); -void func_80B96840(ObjLift* this, PlayState* play); +void ObjLift_Wait(ObjLift* this, PlayState* play); +void ObjLift_Shake(ObjLift* this, PlayState* play); +void ObjLift_Fall(ObjLift* this, PlayState* play); const ActorInit Obj_Lift_InitVars = { ACTOR_OBJ_LIFT, @@ -76,7 +76,7 @@ void ObjLift_InitDynaPoly(ObjLift* this, PlayState* play, CollisionHeader* colli } } -void func_80B96160(ObjLift* this, PlayState* play) { +void ObjLift_SpawnFragments(ObjLift* this, PlayState* play) { Vec3f pos; Vec3f velocity; Vec3f* temp_s3; @@ -119,7 +119,7 @@ void ObjLift_Init(Actor* thisx, PlayState* play) { this->shakeOrientation.x = Rand_ZeroOne() * 65535.5f; this->shakeOrientation.y = Rand_ZeroOne() * 65535.5f; this->shakeOrientation.z = Rand_ZeroOne() * 65535.5f; - func_80B9651C(this); + ObjLift_SetupWait(this); osSyncPrintf("(Dungeon Lift)(arg_data 0x%04x)\n", this->dyna.actor.params); } @@ -129,25 +129,25 @@ void ObjLift_Destroy(Actor* thisx, PlayState* play) { DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); } -void func_80B9651C(ObjLift* this) { +void ObjLift_SetupWait(ObjLift* this) { this->timer = sFallTimerDurations[(this->dyna.actor.params >> 8) & 7]; - ObjLift_SetupAction(this, func_80B96560); + ObjLift_SetupAction(this, ObjLift_Wait); } -void func_80B96560(ObjLift* this, PlayState* play) { +void ObjLift_Wait(ObjLift* this, PlayState* play) { s32 pad; s32 quakeIndex; if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) { if (this->timer <= 0) { if (((this->dyna.actor.params >> 8) & 7) == 7) { - func_80B967C0(this); + ObjLift_SetupFall(this); } else { quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 1); Quake_SetSpeed(quakeIndex, 10000); Quake_SetQuakeValues(quakeIndex, 2, 0, 0, 0); Quake_SetCountdown(quakeIndex, 20); - func_80B9664C(this); + ObjLift_SetupShake(this); } } } else { @@ -155,14 +155,14 @@ void func_80B96560(ObjLift* this, PlayState* play) { } } -void func_80B9664C(ObjLift* this) { +void ObjLift_SetupShake(ObjLift* this) { this->timer = 20; - ObjLift_SetupAction(this, func_80B96678); + ObjLift_SetupAction(this, ObjLift_Shake); } -void func_80B96678(ObjLift* this, PlayState* play) { +void ObjLift_Shake(ObjLift* this, PlayState* play) { if (this->timer <= 0) { - func_80B967C0(this); + ObjLift_SetupFall(this); } else { this->shakeOrientation.x += 10000; this->dyna.actor.world.rot.x = @@ -183,13 +183,13 @@ void func_80B96678(ObjLift* this, PlayState* play) { } } -void func_80B967C0(ObjLift* this) { - ObjLift_SetupAction(this, func_80B96840); +void ObjLift_SetupFall(ObjLift* this) { + ObjLift_SetupAction(this, ObjLift_Fall); Math_Vec3f_Copy(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos); this->dyna.actor.shape.rot = this->dyna.actor.world.rot = this->dyna.actor.home.rot; } -void func_80B96840(ObjLift* this, PlayState* play) { +void ObjLift_Fall(ObjLift* this, PlayState* play) { s32 pad; s32 bgId; Vec3f sp2C; @@ -202,7 +202,7 @@ void func_80B96840(ObjLift* this, PlayState* play) { if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >= (sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) { - func_80B96160(this, play); + ObjLift_SpawnFragments(this, play); SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 20, NA_SE_EV_BOX_BREAK); Flags_SetSwitch(play, (this->dyna.actor.params >> 2) & 0x3F); Actor_Kill(&this->dyna.actor); diff --git a/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c b/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c index c6ca93dfe..9d37bea71 100644 --- a/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c +++ b/soh/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c @@ -18,7 +18,7 @@ void ShotSun_Update(Actor* thisx, PlayState* play); void ShotSun_SpawnFairy(ShotSun* this, PlayState* play); void ShotSun_TriggerFairy(ShotSun* this, PlayState* play); -void func_80BADF0C(ShotSun* this, PlayState* play); +void ShotSun_UpdateFairySpawner(ShotSun* this, PlayState* play); void ShotSun_UpdateHyliaSun(ShotSun* this, PlayState* play); const ActorInit Shot_Sun_InitVars = { @@ -65,7 +65,7 @@ void ShotSun_Init(Actor* thisx, PlayState* play) { this->fairySpawnerState = 0; this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; this->actor.flags |= ACTOR_FLAG_UPDATE_DURING_OCARINA; - this->actionFunc = func_80BADF0C; + this->actionFunc = ShotSun_UpdateFairySpawner; this->actor.flags |= ACTOR_FLAG_LOCK_ON_DISABLED; } else { Collider_InitCylinder(play, &this->collider); @@ -122,7 +122,7 @@ void ShotSun_TriggerFairy(ShotSun* this, PlayState* play) { } } -void func_80BADF0C(ShotSun* this, PlayState* play) { +void ShotSun_UpdateFairySpawner(ShotSun* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 pad; s32 params = this->actor.params & 0xFF;