diff --git a/include/functions.h b/include/functions.h index 1498f6a27..1db3e4111 100644 --- a/include/functions.h +++ b/include/functions.h @@ -251,8 +251,8 @@ void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList); // void EffectSsFhgFlash_SpawnShock(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE2 uParm4, UNK_TYPE1 param_5); void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type); -void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected, s16 drawFlag); -void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objId, Gfx* dList); +void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16* playerDetected, s16 flags); +void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList); // void EffectSsIcePiece_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, UNK_TYPE4 uParm3, Vec3f* pzParm4, Vec3f* param_5, UNK_TYPE4 param_6); void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale); void func_800B2B44(PlayState* play, Actor* actor, Vec3f* pos, f32 scale); @@ -628,8 +628,8 @@ u8 ZeldaArena_IsInitialized(); // void func_80102E40(void); // void func_80102E90(void); // void func_80102EA4(void); -void func_80102EB4(u32 param_1); -void func_80102ED0(u32 param_1); +void func_80102EB4(u32 flag); +void func_80102ED0(u32 flag); s32 func_80102EF0(PlayState* play); // void func_80102F9C(void); // void func_80103090(void); @@ -1046,10 +1046,10 @@ void func_80166B30(PlayState* play); void func_80167814(PlayState* play); void func_80167DE4(PlayState* play); // void func_80167F0C(void); -void Play_Draw(PlayState* play); +void Play_Draw(PlayState* this); void func_80168DAC(PlayState* play); -void Play_Update(PlayState* play); -s32 Play_InCsMode(PlayState* play); +void Play_Update(PlayState* this); +s32 Play_InCsMode(PlayState* this); f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr); // void func_801691F0(void); void* Play_LoadScene(PlayState* play, RomFile* entry); @@ -1057,32 +1057,32 @@ void func_8016927C(PlayState* play, s16 sParm2); // void func_801692C4(PlayState* play, UNK_TYPE1 uParm2); // void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3); UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2); -s16 Play_CreateSubCamera(PlayState* play); -s16 Play_GetActiveCamId(PlayState* play); +s16 Play_CreateSubCamera(PlayState* this); +s16 Play_GetActiveCamId(PlayState* this); void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status); -void Play_ClearCamera(PlayState* play, s16 camId); -Camera* Play_GetCamera(PlayState* play, s16 index); +void Play_ClearCamera(PlayState* this, s16 camId); +Camera* Play_GetCamera(PlayState* this, s16 camId); s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye); void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up); s32 Play_CameraSetFov(PlayState* play, s16 camId, f32 fov); void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll); -void Play_CopyCamera(PlayState* play, s16 dstCamId, s16 srcCamId); +void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId); // void func_80169A50(void); void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting); -void func_80169AFC(PlayState* play, s16 camId, s16 arg2); +void func_80169AFC(PlayState* this, s16 camId, s16 timer); s16 Play_GetCsCamDataSetting(PlayState* play, s32 camId); Vec3s* Play_GetCsCamDataVec3s(PlayState* play, s32 camId); s16 Play_GetOriginalSceneNumber(s16 sceneNum); -void Play_SaveCycleSceneFlags(GameState* gameState); -void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw); -void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams); -void func_80169EFC(GameState* gameState); -void func_80169F78(GameState* gameState); -void func_80169FDC(GameState* gameState); +void Play_SaveCycleSceneFlags(GameState* thisx); +void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw); +void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams); +void func_80169EFC(GameState* thisx); +void func_80169F78(GameState* thisx); +void func_80169FDC(GameState* thisx); s32 func_80169FFC(GameState* gameState); -s32 FrameAdvance_IsEnabled(GameState* gameState); -s32 func_8016A02C(GameState* gameState, Actor* actor, s16* yaw); -s32 Play_IsUnderwater(PlayState* play, Vec3f* pos); +s32 FrameAdvance_IsEnabled(GameState* thisx); +s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw); +s32 Play_IsUnderwater(PlayState* this, Vec3f* pos); s32 Play_IsDebugCamEnabled(void); void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId); void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha); diff --git a/src/code/z_msgevent.c b/src/code/z_msgevent.c index 11f3d8186..469d46c77 100644 --- a/src/code/z_msgevent.c +++ b/src/code/z_msgevent.c @@ -1,7 +1,7 @@ #include "global.h" #define MSCRIPT_CONTINUE 0 -#define MSCRIPT_STOP 1 +#define MSCRIPT_STOP 1 /** * Branch forward if the provided week_event_reg flag is set @@ -319,7 +319,7 @@ s32 MsgEvent_Cmd12(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * End script when textbox is done? - * + * * Command structure: * 0:(u8) cmd * Command size: 1 @@ -458,7 +458,7 @@ s32 MsgEvent_Cmd21(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * Unsets ACTOR_FLAG_10000 for the actor executing the script - * + * * Command structure: * 0:(u8) cmd * Command size: 1 @@ -470,7 +470,7 @@ s32 MsgEvent_Cmd22(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * Sets player focus & talk actor to the child of the actor executing the script - * + * * Command structure: * 0:(u8) cmd * Command size: 1 @@ -498,7 +498,7 @@ s32 MsgEvent_Cmd24(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * Unconditional branch by `skip` - * + * * Command structure: * 0:(u8) cmd * 1:(s16) skip @@ -514,7 +514,7 @@ s32 MsgEvent_Cmd25(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * Branch forwards if the specified quest item is obtained - * + * * Command structure: * 0:(u8) cmd * 1:(u16) questItem @@ -848,7 +848,7 @@ s32 MsgEvent_Cmd40(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * Skip forward if a powder keg is in inventory or if a powder keg actor exists - * + * * Command structure: * 0:(u8) cmd * 1:(s16) skip @@ -917,7 +917,7 @@ s32 MsgEvent_Cmd43(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba /** * Close the current textbox and set the player actor text id - * + * * Command structure: * 0:(u8) cmd * 1:(u16) textId @@ -950,7 +950,7 @@ s32 MsgEvent_Cmd45(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba } /** - * + * * * Command structure: * 0:(u8) cmd diff --git a/src/overlays/actors/ovl_Boss_07/z_boss_07.c b/src/overlays/actors/ovl_Boss_07/z_boss_07.c index 34603e85e..50425affa 100644 --- a/src/overlays/actors/ovl_Boss_07/z_boss_07.c +++ b/src/overlays/actors/ovl_Boss_07/z_boss_07.c @@ -4278,12 +4278,9 @@ void Boss07_Mask_Beam(Boss07* this, PlayState* play) { sBossRemains[sp178]->timer_18D6 = 60; Actor_PlaySfx(&this->actor, NA_SE_EN_FOLLOWERS_DEAD); for (pad = 0; pad < 20; pad++) { - spE0.x = - sBossRemains[sp178]->actor.world.pos.x + Rand_CenteredFloat(50.0f); - spE0.y = - sBossRemains[sp178]->actor.world.pos.y + Rand_CenteredFloat(50.0f); - spE0.z = - sBossRemains[sp178]->actor.world.pos.z + Rand_CenteredFloat(50.0f); + spE0.x = sBossRemains[sp178]->actor.world.pos.x + Rand_CenteredFloat(50.0f); + spE0.y = sBossRemains[sp178]->actor.world.pos.y + Rand_CenteredFloat(50.0f); + spE0.z = sBossRemains[sp178]->actor.world.pos.z + Rand_CenteredFloat(50.0f); spD4.x = Rand_CenteredFloat(20.0f); spD4.y = Rand_CenteredFloat(20.0f); spD4.z = Rand_CenteredFloat(20.0f); @@ -5613,7 +5610,8 @@ void Boss07_Top_Ground(Boss07* this, PlayState* play) { f32 sp4C; f32 sp48; - Audio_PlaySfx_AtPosWithFreq(&this->actor.projectedPos, NA_SE_EN_LAST3_KOMA_OLD - SFX_FLAG, this->topSpinRate * 1.1111112f); + Audio_PlaySfx_AtPosWithFreq(&this->actor.projectedPos, NA_SE_EN_LAST3_KOMA_OLD - SFX_FLAG, + this->topSpinRate * 1.1111112f); Actor_MoveWithGravity(&this->actor); this->actor.world.pos.x += this->xRecoil; this->actor.world.pos.z += this->zRecoil; diff --git a/src/overlays/actors/ovl_En_Death/z_en_death.c b/src/overlays/actors/ovl_En_Death/z_en_death.c index 80b294063..7915e4b1e 100644 --- a/src/overlays/actors/ovl_En_Death/z_en_death.c +++ b/src/overlays/actors/ovl_En_Death/z_en_death.c @@ -242,8 +242,8 @@ void EnDeath_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, D_808C9A60); ActorShape_Init(&this->actor.shape, 5500.0f, ActorShadow_DrawCircle, 80.0f); - SkelAnime_InitFlex(play2, &this->skelAnime, &gGomessSkel, &gGomessFloatAnim, this->jointTable, - this->morphTable, GOMESS_LIMB_MAX); + SkelAnime_InitFlex(play2, &this->skelAnime, &gGomessSkel, &gGomessFloatAnim, this->jointTable, this->morphTable, + GOMESS_LIMB_MAX); Collider_InitAndSetSphere(play2, &this->coreCollider, &this->actor, &D_808C98E0); Collider_InitAndSetCylinder(play2, &this->bodyCollider, &this->actor, &D_808C990C); @@ -919,8 +919,8 @@ void EnDeath_DeathCutscenePart2(EnDeath* this, PlayState* play) { sin = Math_SinS(camYaw); cos = Math_CosS(camYaw); Matrix_Translate(this->actor.world.pos.x + (83.0f * sin) + (-38.0f * cos), - this->actor.world.pos.y + 53.0f + 15.0f * this->actionTimer, - this->actor.world.pos.z + (83.0f * cos) - (-38.0f * sin), MTXMODE_NEW); + this->actor.world.pos.y + 53.0f + 15.0f * this->actionTimer, + this->actor.world.pos.z + (83.0f * cos) - (-38.0f * sin), MTXMODE_NEW); Matrix_RotateYS(camYaw - 0x3300, MTXMODE_APPLY); Matrix_RotateXS(0x1100 - this->actionTimer * 0x1800, MTXMODE_APPLY); Matrix_RotateZS(-0xA00, MTXMODE_APPLY); @@ -1047,8 +1047,8 @@ void EnDeath_DeathCutscenePart4(EnDeath* this, PlayState* play) { sparkleVel.x = Rand_CenteredFloat(4.0f); sparkleVel.z = Rand_CenteredFloat(4.0f); sparkleVel.y = Rand_ZeroFloat(2.0f) + 3.0f; - EffectSsKirakira_SpawnSmall(play, &this->actor.world.pos, &sparkleVel, &sparkleAccel, - &sparklePrimColor, &sparkleEnvColor); + EffectSsKirakira_SpawnSmall(play, &this->actor.world.pos, &sparkleVel, &sparkleAccel, &sparklePrimColor, + &sparkleEnvColor); } Actor_PlaySfx(&this->actor, NA_SE_EN_DEATH_HEARTBREAK); } @@ -1217,9 +1217,9 @@ void EnDeath_UpdateDamage(EnDeath* this, PlayState* play) { this->dmgEffectAlpha = 3.0f; this->dmgEffectScale = 0.8f; this->dmgEffect = ACTOR_DRAW_DMGEFF_LIGHT_ORBS; - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, - this->coreCollider.info.bumper.hitPos.x, this->coreCollider.info.bumper.hitPos.y, - this->coreCollider.info.bumper.hitPos.z, 0, 0, 0, 4); + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->coreCollider.info.bumper.hitPos.x, + this->coreCollider.info.bumper.hitPos.y, this->coreCollider.info.bumper.hitPos.z, 0, 0, 0, + 4); } if (play->envCtx.lightSettingOverride == 27) { play->envCtx.lightSettingOverride = 26; @@ -1272,8 +1272,8 @@ void EnDeath_Update(Actor* thisx, PlayState* play) { } Actor_MoveWithGravity(&this->actor); - Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, (this->actionFunc == EnDeath_SpinAttack) ? 50.0f : 100.0f, - 40.0f, 4 | 2 | 1); + Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, (this->actionFunc == EnDeath_SpinAttack) ? 50.0f : 100.0f, 40.0f, + 4 | 2 | 1); this->bodyCollider.dim.pos.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y) * 3.0f; this->bodyCollider.dim.pos.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y) * 3.0f; @@ -1405,7 +1405,8 @@ void EnDeath_DrawBats(EnDeath* this, PlayState* play) { OPEN_DISPS(play->state.gfxCtx); dl = POLY_OPA_DISP; - gSPDisplayList(dl++, &gSetupDLs[0x19]); // incementing by 0x30 it seems. this is odd. The increment size may be wrong? TODO + gSPDisplayList( + dl++, &gSetupDLs[0x19]); // incementing by 0x30 it seems. this is odd. The increment size may be wrong? TODO gSPDisplayList(dl++, gGomessBatMaterialDL); cmf = Matrix_GetCurrent(); @@ -1442,8 +1443,7 @@ void EnDeath_DrawBats(EnDeath* this, PlayState* play) { cmf->mf[3][1] = phi_s0->unk_4.y + sp9C.y; cmf->mf[3][2] = phi_s0->unk_4.z + sp9C.z; - gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(dl++, sMinideathDLs[phi_s0->animFrame]); } } @@ -1456,8 +1456,7 @@ void EnDeath_DrawBats(EnDeath* this, PlayState* play) { cmf->mf[3][1] = phi_s0->unk_4.y + sp9C.y; cmf->mf[3][2] = phi_s0->unk_4.z + sp9C.z; - gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(dl++, sMinideathDLs[phi_s0->animFrame]); } } @@ -1536,8 +1535,7 @@ void EnDeath_DrawFlames(EnDeath* this, PlayState* play2) { cmf->mf[3][1] = phi_s1->y; cmf->mf[3][2] = phi_s1->z; - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), - G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL); } phi_s1++; @@ -1600,8 +1598,7 @@ void EnDeath_DrawCore(EnDeath* this, PlayState* play) { CLOSE_DISPS(play->state.gfxCtx); } -s32 EnDeath_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, - Actor* thisx) { +s32 EnDeath_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) { EnDeath* this = THIS; f32 temp_f12; s32 temp_v0; @@ -1734,8 +1731,8 @@ void EnDeath_Draw(Actor* thisx, PlayState* play) { gDPSetEnvColor(POLY_OPA_DISP++, 30, 30, 0, 255); if (this->actionFunc != EnDeath_Dead && this->actionFunc != EnDeath_DeathCutscenePart4) { - SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, - this->skelAnime.dListCount, EnDeath_OverrideLimbDraw, EnDeath_PostLimbDraw, &this->actor); + SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, + EnDeath_OverrideLimbDraw, EnDeath_PostLimbDraw, &this->actor); } if (this->actionFunc == EnDeath_DeathCutscenePart4) { EnDeath_DrawCore(this, play); diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c index 1d791aebd..4dfc103f4 100644 --- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c +++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c @@ -254,7 +254,6 @@ MsgScript* func_8092C9BC(EnDns* this, PlayState* play) { case ENDNS_GET_7_3: return D_8092DCE0; - default: return NULL; diff --git a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c index e2b330a26..65c09094c 100644 --- a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c +++ b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c @@ -428,7 +428,8 @@ void EnInvadepoh_Romani_TurnToPath(EnInvadepoh* this, s16 scale, s16 step, s16 m if (this->currentPoint != this->endPoint) { Math_Vec3s_ToVec3f(&curPathPointF, curPathPoint); Math_Vec3s_ToVec3f(&nextPathPointF, nextPathPoint); - Math_SmoothStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&curPathPointF, &nextPathPointF), scale, step, minStep); + Math_SmoothStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&curPathPointF, &nextPathPointF), scale, step, + minStep); } } @@ -1124,8 +1125,8 @@ void EnInvadepoh_Interact_UpdateDelayedBranchedAnim(EnInvadePohFaceAnimInfo* fac } else if (faceInfo->delayTimer > 0) { faceInfo->delayTimer--; } else { - EnInvadepohFaceAnim* nextAnim = animSet[EnInvadepoh_Interact_GetNextAnim( - faceAnimLoopDelayed->loop.nextAnims, faceAnimLoopDelayed->loop.nextCount)]; + EnInvadepohFaceAnim* nextAnim = animSet[EnInvadepoh_Interact_GetNextAnim(faceAnimLoopDelayed->loop.nextAnims, + faceAnimLoopDelayed->loop.nextCount)]; EnInvadepoh_Interact_SetNextAnim(faceInfo, nextAnim); } @@ -1228,8 +1229,8 @@ void EnInvadepoh_Interact_UpdateAnimation(EnInvadePohFaceAnimInfo* faceInfo) { } } -void EnInvadepoh_Interact_Init(EnInvadePohInteractInfo* interactInfo, EnInvadepohFaceAnim** eyeAnimSet, - s32 curEyeAnim, EnInvadepohFaceAnim** mouthAnimSet, s32 curMouthAnim, Vec3s* headRotTarget, +void EnInvadepoh_Interact_Init(EnInvadePohInteractInfo* interactInfo, EnInvadepohFaceAnim** eyeAnimSet, s32 curEyeAnim, + EnInvadepohFaceAnim** mouthAnimSet, s32 curMouthAnim, Vec3s* headRotTarget, s16 maxTurnRate, f32 scaledTurnRate, f32 torsoRotXModTarget, f32 torsoRotXModStep) { Math_Vec3s_Copy(&interactInfo->headRotTarget, headRotTarget); interactInfo->maxTurnRate = maxTurnRate; @@ -2582,7 +2583,8 @@ void EnInvadepoh_ConfusedRomani_WaitForObject(Actor* thisx, PlayState* play2) { this->actor.textId = 0x3330; // ........ SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniIdleAnim, this->jointTable, this->morphTable, ROMANI_LIMB_MAX); - EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 6, D_80B4EB00, 2, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f); + EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 6, D_80B4EB00, 2, &gZeroVec3s, 100, 0.03f, 0.3f, + 0.03f); EnInvadepoh_ConfusedRomani_SetupPath(this, play); EnInvadepoh_SetPosToPathPoint(this, 0); func_800B4AEC(play, &this->actor, 50.0f); @@ -2700,8 +2702,8 @@ void EnInvadepoh_LightBall_SpawnInvaders(EnInvadepoh* this, PlayState* play) { Math_StepToF(&this->actor.speed, 170.0f, 21.0f); this->actor.speed *= 0.98f; } - if (EnInvadepoh_StepTowardXZ(&this->actor.world.pos.x, &this->actor.world.pos.z, lightBallTargetPos.x, lightBallTargetPos.z, - this->actor.speed)) { + if (EnInvadepoh_StepTowardXZ(&this->actor.world.pos.x, &this->actor.world.pos.z, lightBallTargetPos.x, + lightBallTargetPos.z, this->actor.speed)) { this->actor.speed = 0.0f; } if (lightBallTargetPos.y < this->actor.world.pos.y) { @@ -2735,7 +2737,8 @@ void EnInvadepoh_LightBall_AboveBarn(EnInvadepoh* this, PlayState* play) { lightBallTargetPos.x = this->actor.home.pos.x; lightBallTargetPos.y = this->actor.home.pos.y + 1500.0f; lightBallTargetPos.z = this->actor.home.pos.z; - Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 0xA, 0xBB8, 0x64); + Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 0xA, + 0xBB8, 0x64); if ((play->gameplayFrames % 0x40) < 14) { Math_StepToF(&this->actor.speed, 5.0f, 1.0f); } else { @@ -2765,7 +2768,8 @@ void EnInvadepoh_LightBall_Circle(EnInvadepoh* this, PlayState* play) { lightBallTargetPos.x = this->actor.home.pos.x + sLightBallSpawnOffset.x; lightBallTargetPos.y = this->actor.home.pos.y + sLightBallSpawnOffset.y + 400.0f; lightBallTargetPos.z = this->actor.home.pos.z + sLightBallSpawnOffset.z; - Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40, 0x64); + Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40, + 0x64); Math_StepToF(&this->actor.speed, 70.0f, 3.0f); this->actor.gravity = (lightBallTargetPos.y < this->actor.world.pos.y) ? -2.0f : 2.0f; this->actor.velocity.y *= 0.97f; @@ -2813,7 +2817,8 @@ void EnInvadepoh_LightBall_LeaveBarn(EnInvadepoh* this, PlayState* play) { lightBallTargetPos.x = this->actor.home.pos.x; lightBallTargetPos.y = this->actor.home.pos.y + 800.0f; lightBallTargetPos.z = this->actor.home.pos.z; - Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40, 0x64); + Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40, + 0x64); Math_StepToF(&this->actor.speed, 30.0f, 3.0f); this->actor.velocity.y *= 0.98f; this->actor.gravity = (lightBallTargetPos.y < this->actor.world.pos.y) ? -0.5f : 2.0f; @@ -2865,7 +2870,7 @@ void EnInvadepoh_Night1Romani_Walk(EnInvadepoh* this, PlayState* play) { if (this->unk_378 == 0) { s32 trueTimeSpeed = Environment_GetTimeSpeed(play); s32 doorTimer = trueTimeSpeed; - + if (trueTimeSpeed > 0) { // This is really dividing by trueTimeSpeed, but matching requires writing like this doorTimer = (R_TIME_SPEED * -16.0f / doorTimer) - 0.5f; @@ -2929,7 +2934,8 @@ void EnInvadepoh_Night1Romani_WaitForObject(Actor* thisx, PlayState* play2) { EnInvadepoh_Romani_DesegmentTextures(); SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable, ROMANI_LIMB_MAX); - EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 0x64, 0.03f, 0.3f, 0.03f); + EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 0x64, 0.03f, 0.3f, + 0.03f); EnInvadepoh_Night1Romani_SetupPath(this, play); EnInvadepoh_Night1Romani_SetProgress(this); EnInvadepoh_Night1Romani_MoveAlongPathTimed(this, play); @@ -3154,7 +3160,8 @@ void EnInvadepoh_BarnRomani_WaitForObject(Actor* thisx, PlayState* play2) { EnInvadepoh_Romani_DesegmentTextures(); SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable, ROMANI_LIMB_MAX); - EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f); + EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 100, 0.03f, 0.3f, + 0.03f); EnInvadepoh_BarnRomani_SetupPath(this, play2); if ((currentTime < CLOCK_TIME(2, 15)) || (currentTime >= CLOCK_TIME(6, 00))) { this->currentPoint = 0; @@ -3329,7 +3336,8 @@ void EnInvadepoh_RewardRomani_WaitForObject(Actor* thisx, PlayState* play2) { SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable, ROMANI_LIMB_MAX); Animation_MorphToLoop(&this->skelAnime, &gRomaniIdleAnim, 0.0f); - EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 0x7D0, 0.08f, 0.3f, 0.03f); + EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 0x7D0, 0.08f, 0.3f, + 0.03f); interactInfo->scaledTurnRate = 0.08f; interactInfo->maxTurnRate = 0x7D0; func_800B4AEC(play, &this->actor, 50.0f); @@ -3693,7 +3701,8 @@ void EnInvadepoh_Cremia_WaitForObject(Actor* thisx, PlayState* play2) { EnInvadepoh_Cremia_DesegmentTextures(); SkelAnime_InitFlex(play, &this->skelAnime, &gCremiaSkel, &gCremiaWalkAnim, this->jointTable, this->morphTable, CREMIA_LIMB_MAX); - EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EBDC, 1, D_80B4EC08, 0, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f); + EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EBDC, 1, D_80B4EC08, 0, &gZeroVec3s, 100, 0.03f, 0.3f, + 0.03f); this->actor.textId = 0x33CD; // Good night... See you...tomorrow...OK? if (currentTime < CLOCK_TIME(20, 01) + 30) { this->unk_304 = -0x8000; @@ -3890,7 +3899,8 @@ void EnInvadepoh_Night3Romani_WaitForObject(Actor* thisx, PlayState* play2) { EnInvadepoh_Romani_DesegmentTextures(); SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable, ROMANI_LIMB_MAX); - EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f); + EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 100, 0.03f, 0.3f, + 0.03f); EnInvadepoh_Night3Romani_SetupPath(this, play); this->actor.world.rot.y = this->actor.shape.rot.y; EnInvadepoh_Night3Romani_SetProgress(this); @@ -4118,8 +4128,9 @@ void EnInvadepoh_Event_DrawWarps(PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, warpEffect->alpha); gDPSetEnvColor(POLY_XLU_DISP++, 255, 50, 0, 0); - gSPSegment(POLY_XLU_DISP++, 0x8, - Gfx_TwoTexScroll(play->state.gfxCtx, 0, warpScrollX1, 0, 0x20, 0x40, 1, 0, warpScrollY2, 0x20, 0x40)); + gSPSegment( + POLY_XLU_DISP++, 0x8, + Gfx_TwoTexScroll(play->state.gfxCtx, 0, warpScrollX1, 0, 0x20, 0x40, 1, 0, warpScrollY2, 0x20, 0x40)); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_02E510); } diff --git a/src/overlays/actors/ovl_En_Knight/z_en_knight.c b/src/overlays/actors/ovl_En_Knight/z_en_knight.c index 8644729e5..639024a7c 100644 --- a/src/overlays/actors/ovl_En_Knight/z_en_knight.c +++ b/src/overlays/actors/ovl_En_Knight/z_en_knight.c @@ -31,9 +31,9 @@ void func_809B3834(EnKnight* this, PlayState* play); void func_809B389C(EnKnight* this, PlayState* play); void func_809B3958(EnKnight* this, PlayState* play); void func_809B3B94(EnKnight* this, PlayState* play); -void func_809B3DAC(EnKnight* this, PlayState* arg1); +void func_809B3DAC(EnKnight* this, PlayState* play); void func_809B3E9C(EnKnight* this, PlayState* arg1); -void func_809B3F0C(EnKnight* this, PlayState* arg1); +void func_809B3F0C(EnKnight* this, PlayState* play); void func_809B40E8(EnKnight* this, PlayState* play); void func_809B41D8(EnKnight* this, PlayState* arg1); void func_809B41F8(EnKnight* this, PlayState* play); @@ -3133,8 +3133,8 @@ void func_809BA978(EnKnight* this, PlayState* play) { if (play->grabPlayer(play, player) != 0) { Play_EnableMotionBlur(0x96); player->actor.parent = &this->actor; - AudioSfx_PlaySfx(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, - &gSfxDefaultReverb); + AudioSfx_PlaySfx(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, + &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); this->actor.flags &= ~1; this->unk148 = 2; this->unk14A[0] = 0x50; diff --git a/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c b/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c index 8f539118a..cbb16ca52 100644 --- a/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c +++ b/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c @@ -393,9 +393,10 @@ void func_808CAAC8(EnMinideath* this) { void func_808CAAEC(EnMinideath* this, PlayState* play) { Actor_WorldDistXYZToPoint(&this->actor, &this->actor.parent->focus.pos); - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800); - Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos), - 0x800); + Math_ScaledStepToS(&this->actor.shape.rot.y, + Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800); + Math_ScaledStepToS(&this->actor.shape.rot.x, + Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800); if (this->actor.params == MINIDEATH_ACTION_9) { this->collider.base.atFlags |= AT_ON; func_808CAF08(this); @@ -473,9 +474,10 @@ void func_808CAE18(EnMinideath* this, PlayState* play) { phi_fa0 = 1.0f; } Math_StepToF(&this->actor.speed, 6.0f * phi_fa0, 0.5f); - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800); - Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos), - 0x800); + Math_ScaledStepToS(&this->actor.shape.rot.y, + Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800); + Math_ScaledStepToS(&this->actor.shape.rot.x, + Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800); if (temp_fv0 < 30.0f) { func_808CAF08(this); } @@ -877,8 +879,7 @@ void EnMinideath_Update(Actor* thisx, PlayState* play) { if (D_808CC258 != 0) { do { - phi_s0_3 = - (EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH); + phi_s0_3 = (EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH); if (phi_s0_3 != NULL) { func_808CAC54(phi_s0_3); phi_s0_3 = (EnMinideath*)phi_s0_3->actor.next; @@ -895,8 +896,7 @@ void EnMinideath_Update(Actor* thisx, PlayState* play) { D_808CC258 = 0; } else if (D_808CC254 >= 5) { do { - phi_s0_3 = - (EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH); + phi_s0_3 = (EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH); if (phi_s0_3 != NULL) { phi_s0_3->timer = 0; phi_s0_3 = (EnMinideath*)phi_s0_3->actor.next; diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index c99b8c381..5bb39bb01 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -79,7 +79,8 @@ static u8 sScheduleScript[] = { MsgScript D_80BC1464[] = { /* 0x0000 0x05 */ MSCRIPT_BRANCH_ON_EVENT_INF(0x04, 0x08, 0x006F - 0x0005), - /* 0x0005 0x0D */ MSCRIPT_BRANCH_ON_DAY(0x0022 - 0x0012, 0x001A - 0x0012, 0x0022 - 0x0012, 0x001A - 0x0012, 0x0, 0x001A - 0x0012), + /* 0x0005 0x0D */ + MSCRIPT_BRANCH_ON_DAY(0x0022 - 0x0012, 0x001A - 0x0012, 0x0022 - 0x0012, 0x001A - 0x0012, 0x0, 0x001A - 0x0012), /* 0x0012 0x03 */ MSCRIPT_BEGIN_TEXT(0x2912), /* 0x0015 0x03 */ MSCRIPT_NOTEBOOK_EVENT(BOMBERS_NOTEBOOK_EVENT_MET_ANJUS_GRANDMOTHER), /* 0x0018 0x01 */ MSCRIPT_AWAIT_TEXT(), diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 69133592c..b76445f41 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -12,9 +12,9 @@ #define THIS ((EnOkuta*)thisx) -void EnOkuta_Init(Actor* thisx, PlayState* play); +void EnOkuta_Init(Actor* thisx, PlayState* play2); void EnOkuta_Destroy(Actor* thisx, PlayState* play); -void EnOkuta_Update(Actor* thisx, PlayState* play); +void EnOkuta_Update(Actor* thisx, PlayState* play2); void EnOkuta_Draw(Actor* thisx, PlayState* play); void func_8086E4FC(EnOkuta* this); @@ -35,7 +35,7 @@ void func_8086F4B0(EnOkuta* this, PlayState* play); void func_8086F57C(EnOkuta* this, PlayState* play); void func_8086F694(EnOkuta* this, PlayState* play); void func_808700C0(Actor* thisx, PlayState* play); -s32 func_808704DC(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx); +s32 func_808704DC(PlayState* play, s32 arg1, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx); void func_808705C8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx); static Gfx D_80870870[2] = { { { 0xFA000000, 0xC89BFF } }, { { 0xDF000000, 0 } } }; diff --git a/src/overlays/actors/ovl_En_Trt/z_en_trt.c b/src/overlays/actors/ovl_En_Trt/z_en_trt.c index 3aa34a537..188ff6705 100644 --- a/src/overlays/actors/ovl_En_Trt/z_en_trt.c +++ b/src/overlays/actors/ovl_En_Trt/z_en_trt.c @@ -909,8 +909,10 @@ void EnTrt_BeginInteraction(EnTrt* this, PlayState* play) { this->animIndex = TRT_ANIM_HANDS_ON_COUNTER; switch (this->textId) { case 0x834: - if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_SAVED_KOUME) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_RED_POTION_FOR_KOUME) && - !CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_INJURED) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_KIOSK_EMPTY)) { + if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_SAVED_KOUME) && + !CHECK_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_RED_POTION_FOR_KOUME) && + !CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_INJURED) && + !CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_KIOSK_EMPTY)) { Interface_SetAButtonDoAction(play, DO_ACTION_DECIDE); this->stickLeftPrompt.isEnabled = false; this->stickRightPrompt.isEnabled = true; diff --git a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c index aa1ed5f10..76cc0d0b0 100644 --- a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c +++ b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c @@ -47,39 +47,96 @@ ActorInit En_Wdhand_InitVars = { // static ColliderJntSphElementInit sJntSphElementsInit[7] = { static ColliderJntSphElementInit D_80AF63E0[7] = { { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 575, 0 }, 10 }, 100 }, }, { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 1725, 0 }, 10 }, 100 }, }, { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 575, 0 }, 10 }, 100 }, }, { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 1725, 0 }, 10 }, 100 }, }, { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 575, 0 }, 10 }, 100 }, }, { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 1725, 0 }, 10 }, 100 }, }, { - { ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, }, + { + ELEMTYPE_UNK1, + { 0xF7CFFFFF, 0x00, 0x00 }, + { 0xF7CFFFFF, 0x00, 0x00 }, + TOUCH_ON | TOUCH_SFX_NONE, + BUMP_ON, + OCELEM_ON, + }, { 50, { { 0, 1000, 0 }, 15 }, 100 }, }, }; // static ColliderJntSphInit sJntSphInit = { static ColliderJntSphInit D_80AF64DC = { - { COLTYPE_HIT0, AT_NONE | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_JNTSPH, }, - ARRAY_COUNT(D_80AF63E0), D_80AF63E0, // sJntSphElementsInit, + { + COLTYPE_HIT0, + AT_NONE | AT_TYPE_ENEMY, + AC_ON | AC_TYPE_PLAYER, + OC1_ON | OC1_TYPE_ALL, + OC2_TYPE_1, + COLSHAPE_JNTSPH, + }, + ARRAY_COUNT(D_80AF63E0), + D_80AF63E0, // sJntSphElementsInit, }; // sColChkInfoInit @@ -129,7 +186,8 @@ void EnWdhand_Init(Actor* thisx, PlayState* play) { s32 i; Vec3f sp4C; - SkelAnime_InitFlex(play, &this->unk144, &object_wdhand_Skel_001E20, &object_wdhand_Anim_000854, this->unk188, this->unk1B8, 8); + SkelAnime_InitFlex(play, &this->unk144, &object_wdhand_Skel_001E20, &object_wdhand_Anim_000854, this->unk188, + this->unk1B8, 8); CollisionCheck_SetInfo(&this->actor.colChkInfo, &D_80AF64F4, &D_80AF64EC); Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW); Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_APPLY); @@ -171,7 +229,7 @@ void EnWdhand_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyJntSph(play, &this->unk274); } -void func_80AF4608(EnWdhand *this, Vec3f* dst) { +void func_80AF4608(EnWdhand* this, Vec3f* dst) { s32 var_v0; var_v0 = this->actor.params & 0x7F; @@ -206,7 +264,7 @@ void func_80AF46F0(EnWdhand* this, s32 arg1, s32 arg2, Vec3f* arg3) { Matrix_RotateZYX(this->unk1EC[arg1 + 1].x, this->unk1EC[arg1 + 1].y, 0, MTXMODE_APPLY); if (arg2 != 0) { - Matrix_RotateYS((s16) (this->unk1EC[arg1 + 1].y * -1), MTXMODE_APPLY); + Matrix_RotateYS((s16)(this->unk1EC[arg1 + 1].y * -1), MTXMODE_APPLY); } if (arg1 == 3) { if (this->unk20C > 1.0f) { @@ -328,10 +386,12 @@ void func_80AF4C64(EnWdhand* this, PlayState* play) { s16 var_v1 = sp68 - this->unk1EC[1 + var_s1].y; if (ABS_ALT(var_v1) < 0x4000) { - var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, sp6A, (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f)); + var_s0 &= + Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, sp6A, (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f)); var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].y, sp68, 0x800); } else { - var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, -sp6A, (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f)); + var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, -sp6A, + (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f)); var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].y, sp68 + 0x8000, 0x800); } } @@ -437,9 +497,12 @@ void func_80AF520C(EnWdhand* this, PlayState* play) { for (var_s1 = 0; var_s1 < 4; var_s1++) { if (this->unk1EC[0].z < 0x4C) { - this->unk1EC[1 + var_s1].x = (s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z); + this->unk1EC[1 + var_s1].x = + (s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z); } else { - Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, (s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z), 0x400); + Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, + (s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z), + 0x400); } if (!(this->unk1EC[var_s1].z & 0xF)) { if (this->unk1EC[var_s1].z == 0x10) { @@ -528,7 +591,7 @@ void func_80AF56A0(EnWdhand* this) { } } - this->unk1EC[0].y = (s16) ((s32) ((s32) (var_s0 + 1) / 2) % 4); + this->unk1EC[0].y = (s16)((s32)((s32)(var_s0 + 1) / 2) % 4); this->unk1EC[0].x = this->unk1EC[0].y - 1; Matrix_Put(&this->unk21C); Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY); @@ -596,7 +659,9 @@ void func_80AF5820(EnWdhand* this, PlayState* play) { temp_s5 = this->unk1EC[0].x + 1; for (var_s2 = 0; var_s2 < temp_s5; var_s2++) { if (this->unk1EC[0].z > 0) { - Math_ScaledStepToS(&this->unk1EC[1 + var_s2].x, (s16)(s32)(Math_SinF(this->unk1EC[var_s2].z * 0.8975979f) * this->unk1EC[1 + var_s2].y), 0x200); + Math_ScaledStepToS(&this->unk1EC[1 + var_s2].x, + (s16)(s32)(Math_SinF(this->unk1EC[var_s2].z * 0.8975979f) * this->unk1EC[1 + var_s2].y), + 0x200); } else if (Rand_ZeroOne() < 0.65f) { this->unk1EC[1 + var_s2].x = this->unk1EC[1 + var_s2].y + Math_SinF(this->unk1EC[var_s2].z * 0.8975979f); } @@ -604,9 +669,9 @@ void func_80AF5820(EnWdhand* this, PlayState* play) { if (var_s2 != 0) { this->unk1EC[1 + var_s2].x = this->unk1EC[var_s2].y + (s32)Rand_CenteredFloat(12288.0f); } else { - this->unk1EC[1].y += (s32) Rand_CenteredFloat(12288.0f); + this->unk1EC[1].y += (s32)Rand_CenteredFloat(12288.0f); } - this->unk1EC[1 + var_s2].y = Rand_S16Offset((s16) ((var_s2 << 8) + 0xC00), 0x800); + this->unk1EC[1 + var_s2].y = Rand_S16Offset((s16)((var_s2 << 8) + 0xC00), 0x800); } } @@ -632,7 +697,8 @@ void func_80AF5820(EnWdhand* this, PlayState* play) { for (var_s0 = 0; var_s0 < 2; var_s0++) { D_80AF6514.y = Rand_ZeroOne() + 1.0f; - EffectSsDtBubble_SpawnColorProfile(play, &this->unk25C[var_s0], &D_80AF6514, &D_80AF6520, Rand_S16Offset(40, 40), 25, 2, 1); + EffectSsDtBubble_SpawnColorProfile(play, &this->unk25C[var_s0], &D_80AF6514, &D_80AF6520, + Rand_S16Offset(40, 40), 25, 2, 1); } } #else @@ -755,7 +821,8 @@ void EnWdhand_Draw(Actor* thisx, PlayState* play) { func_80AF488C(&this->unk274.elements[6].dim.worldSphere.center, &sp90); POLY_OPA_DISP = dl; - SkelAnime_DrawFlexOpa(play, this->unk144.skeleton, this->unk144.jointTable, this->unk144.dListCount, NULL, NULL, &this->actor); + SkelAnime_DrawFlexOpa(play, this->unk144.skeleton, this->unk144.jointTable, this->unk144.dListCount, NULL, NULL, + &this->actor); CLOSE_DISPS(play->state.gfxCtx); } diff --git a/src/overlays/actors/ovl_Obj_Mine/z_obj_mine.c b/src/overlays/actors/ovl_Obj_Mine/z_obj_mine.c index f5c8e759a..c48a2a917 100644 --- a/src/overlays/actors/ovl_Obj_Mine/z_obj_mine.c +++ b/src/overlays/actors/ovl_Obj_Mine/z_obj_mine.c @@ -442,7 +442,7 @@ void ObjMine_Water_WallCheck(ObjMine* this, PlayState* play) { if (waterChain->wallCheckDistSq > -1e-6f) { // Checks for walls if mine is sufficiently far from home. If found, sets ejection force towards home. if (waterChain->wallCheckDistSq <= Math3D_Dist2DSq(this->actor.home.pos.x, this->actor.home.pos.z, - this->actor.world.pos.x, this->actor.world.pos.z)) { + this->actor.world.pos.x, this->actor.world.pos.z)) { Vec3f centerPos; Vec3f offsetPos; Vec3f result; // not used @@ -926,7 +926,7 @@ void ObjMine_Air_Chained(ObjMine* this, PlayState* play) { // speed. If speed is close to zero when hitting wall, weakly eject it instead. if (airChain->wallCheckDistSq > -1e-6f) { if (airChain->wallCheckDistSq <= Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, - this->actor.home.pos.x, this->actor.home.pos.z)) { + this->actor.home.pos.x, this->actor.home.pos.z)) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, AIR_RADIUS, 0.0f, 1); diff --git a/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c b/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c index b40eff7d6..70e9c30cd 100644 --- a/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c +++ b/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.c @@ -244,4 +244,4 @@ void ObjMure2_Update(Actor* thisx, PlayState* play) { this->unk_17C = 4.0f; } this->actionFunc(this, play); -} \ No newline at end of file +} diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index cce1a9b12..525d8ab47 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -13287,8 +13287,9 @@ s32 Player_UpperAction_1(Player* this, PlayState* play) { s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play) { if (PlayerAnimation_Update(play, &this->skelAnimeUpper) || ((Player_ItemToItemAction(this, this->heldItemId) == this->heldItemAction) && - (sPlayerUseHeldItem = sPlayerUseHeldItem || ((this->modelAnimType != PLAYER_ANIMTYPE_3) && - (this->heldItemAction != PLAYER_IA_DEKU_STICK) && (play->bButtonAmmoPlusOne == 0))))) { + (sPlayerUseHeldItem = sPlayerUseHeldItem || + ((this->modelAnimType != PLAYER_ANIMTYPE_3) && + (this->heldItemAction != PLAYER_IA_DEKU_STICK) && (play->bButtonAmmoPlusOne == 0))))) { Player_SetUpperAction(play, this, sPlayerUpperActionUpdateFuncs[this->heldItemAction]); this->unk_ACC = 0; this->unk_AA4 = 0;