diff --git a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c index a09bd1204..070c09b56 100644 --- a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c +++ b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c @@ -1244,7 +1244,7 @@ void func_80B07EEC(BossHakugin* this, PlayState* play) { Play_SetCameraAtEye(play, this->unk_01AC, &sp20, &this->unk_038C); this->unk_037A.x = Math_Atan2S_XY(70.0f, -20.0f); this->unk_037A.y = player->actor.shape.rot.y + 0x8000; - func_800B7298(play, &this->actor, PLAYER_CSMODE_21); + func_800B7298(play, &this->actor, PLAYER_CSACTION_21); this->unk_019C = 0; this->actionFunc = func_80B08018; } @@ -1388,7 +1388,7 @@ void func_80B08550(BossHakugin* this, PlayState* play) { player->actor.world.pos.z = -1560.0f; player->actor.shape.rot.y = this->actor.yawTowardsPlayer + 0x8000; player->currentYaw = player->actor.world.rot.y = player->actor.shape.rot.y; - func_800B7298(play, &this->actor, PLAYER_CSMODE_131); + func_800B7298(play, &this->actor, PLAYER_CSACTION_131); this->actionFunc = func_80B0863C; } @@ -1460,7 +1460,7 @@ void func_80B08848(BossHakugin* this, PlayState* play) { Animation_Change(&this->skelAnime, &gGohtRunAnim, 1.5f, 0.0f, 0.0f, ANIMMODE_LOOP, -3.0f); this->unk_019C = 0; this->actor.speed = 5.0f; - func_800B7298(play, &this->actor, PLAYER_CSMODE_END); + func_800B7298(play, &this->actor, PLAYER_CSACTION_END); player->stateFlags1 |= PLAYER_STATE1_20; play->actorCtx.unk268 = true; this->actionFunc = func_80B08960; @@ -1754,7 +1754,7 @@ void func_80B098BC(BossHakugin* this, PlayState* play) { } } else { if (Math_ScaledStepToS(&this->unk_01A6, -0x800, 0x1C0)) { - player->actionVar2 = 100; + player->av2.actionVar2 = 100; player->actor.parent = NULL; player->invincibilityTimer = 0; player->actor.shape.rot.x = 0; @@ -1762,7 +1762,7 @@ void func_80B098BC(BossHakugin* this, PlayState* play) { player->actor.world.pos.y += 30.0f; this->unk_019C--; } else { - player->actionVar2 = 0; + player->av2.actionVar2 = 0; sp32 = -this->unk_0374.z + 0x1F40; player->actor.shape.rot.x = -this->unk_0374.z + 0x8FC0;