From 690abce997f7de5795a0ae097c1ec4d2ff969890 Mon Sep 17 00:00:00 2001 From: Alejandro Javier Asenjo Nitti Date: Thu, 2 Nov 2023 04:03:58 -0300 Subject: [PATCH] underscored offsets --- src/overlays/actors/ovl_En_Okuta/z_en_okuta.c | 128 +++++++++--------- src/overlays/actors/ovl_En_Okuta/z_en_okuta.h | 18 +-- 2 files changed, 73 insertions(+), 73 deletions(-) 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 e4fc0e0c7..7ccaf10b7 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -162,7 +162,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) { s32 sp34; Actor_ProcessInitChain(&this->actor, sInitChain); - this->unk190 = (this->actor.params >> 8) & 0xFF; + this->unk_190 = (this->actor.params >> 8) & 0xFF; thisx->params &= 0xFF; if ((this->actor.params == 0) || (this->actor.params == 1)) { @@ -171,8 +171,8 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit2); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - if ((this->unk190 == 0xFF) || (this->unk190 == 0)) { - this->unk190 = 1; + if ((this->unk_190 == 0xFF) || (this->unk_190 == 0)) { + this->unk_190 = 1; } this->actor.floorHeight = BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &sp34, @@ -198,7 +198,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) { this->actor.flags |= 0x10; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); func_800BC154(play, &play->actorCtx, &this->actor, 6); - this->unk18E = 0x16; + this->unk_18E = 0x16; this->actor.shape.rot.y = 0; this->actor.world.rot.x = -this->actor.shape.rot.x; this->actor.shape.rot.x = 0; @@ -214,19 +214,19 @@ void EnOkuta_Destroy(Actor* thisx, PlayState* play) { } void func_8086E084(EnOkuta* this) { - this->unk18C = 0xA; - this->unk258 = 0.6f; - this->unk25C = 0.90000004f; - this->unk18E = 0x50; + this->unk_18C = 0xA; + this->unk_258 = 0.6f; + this->unk_25C = 0.90000004f; + this->unk_18E = 0x50; this->collider.base.colType = 3; - this->unk254 = 1.0f; + this->unk_254 = 1.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 80); } void func_8086E0F0(EnOkuta* this, PlayState* play) { - if (this->unk18C == 10) { - this->unk18C = 0; - this->unk254 = 0.0f; + if (this->unk_18C == 10) { + this->unk_18C = 0; + this->unk_254 = 0.0f; Actor_SpawnIceEffects(play, &this->actor, this->bodyPartsPos, 0xA, 2, 0.3f, 0.2f); this->collider.base.colType = 0; } @@ -391,9 +391,9 @@ void func_8086E7E8(EnOkuta* this, PlayState* play) { void func_8086E8E8(EnOkuta* this) { Animation_PlayLoop(&this->skelAnime, &gOctorokFloatAnim); if (this->actionFunc == func_8086EC00) { - this->unk18E = 8; + this->unk_18E = 8; } else { - this->unk18E = 0; + this->unk_18E = 0; } this->actionFunc = func_8086E948; } @@ -410,8 +410,8 @@ void func_8086E948(EnOkuta* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (Animation_OnFrame(&this->skelAnime, 0.0f) != 0) { - if (this->unk18E != 0) { - this->unk18E--; + if (this->unk_18E != 0) { + this->unk_18E--; } } @@ -427,8 +427,8 @@ void func_8086E948(EnOkuta* this, PlayState* play) { temp_v0 = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0xE38, 0x38E); if ((ABS_ALT(temp_v0) < 0x38E) && - ((this->actor.params == 0 && (this->unk18E == 0) && (this->actor.playerHeightRel < 120.0f)) || - ((this->actor.params == 1) && ((this->unk18E == 0) || (this->actor.xzDistToPlayer < 150.0f))))) { + ((this->actor.params == 0 && (this->unk_18E == 0) && (this->actor.playerHeightRel < 120.0f)) || + ((this->actor.params == 1) && ((this->unk_18E == 0) || (this->actor.xzDistToPlayer < 150.0f))))) { func_8086EAE0(this, play); } } @@ -438,17 +438,17 @@ void func_8086EAE0(EnOkuta* this, PlayState* play) { if (this->actionFunc != func_8086EC00) { if (this->actor.params == 0) { - this->unk18E = this->unk190; + this->unk_18E = this->unk_190; } else { - this->unk18E = ((560.0f - this->actor.xzDistToPlayer) * 0.005f) + 1.0f; + this->unk_18E = ((560.0f - this->actor.xzDistToPlayer) * 0.005f) + 1.0f; } } if (this->actor.params == 0) { - this->unk260 = this->actor.playerHeightRel + 20.0f; - this->unk260 = CLAMP_MIN(this->unk260, 10.0f); + this->unk_260 = this->actor.playerHeightRel + 20.0f; + this->unk_260 = CLAMP_MIN(this->unk_260, 10.0f); - if (this->unk260 > 50.0f) { + if (this->unk_260 > 50.0f) { func_8086E27C(this, play); Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_JUMP); } @@ -465,10 +465,10 @@ void func_8086EC00(EnOkuta* this, PlayState* play) { Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C); if (SkelAnime_Update(&this->skelAnime) != 0) { - if (this->unk18E != 0) { - this->unk18E--; + if (this->unk_18E != 0) { + this->unk_18E--; } - if (this->unk18E == 0) { + if (this->unk_18E == 0) { if ((this->actor.params != 1) || (this->actor.xzDistToPlayer > 150.f)) { func_8086E8E8(this); } else { @@ -482,9 +482,9 @@ void func_8086EC00(EnOkuta* this, PlayState* play) { if (this->actor.params == 0) { curFrame = this->skelAnime.curFrame; if (curFrame < 13.0f) { - this->actor.world.pos.y = (Math_SinF(0.2617889f * curFrame) * this->unk260) + this->actor.home.pos.y; + this->actor.world.pos.y = (Math_SinF(0.2617889f * curFrame) * this->unk_260) + this->actor.home.pos.y; } - if ((this->unk260 > 50.0f) && Animation_OnFrame(&this->skelAnime, 13.0f)) { + if ((this->unk_260 > 50.0f) && Animation_OnFrame(&this->skelAnime, 13.0f)) { func_8086E27C(this, play); Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND); } @@ -536,7 +536,7 @@ void func_8086EF14(EnOkuta* this, PlayState* play) { void func_8086EF90(EnOkuta* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gOctorokDieAnim, -3.0f); - this->unk18E = 0; + this->unk_18E = 0; this->actor.flags &= ~1; this->actionFunc = func_8086EFE8; } @@ -547,12 +547,12 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { s32 i; if (SkelAnime_Update(&this->skelAnime)) { - this->unk18E++; + this->unk_18E++; } Math_ApproachF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f, 5.0f); - if (this->unk18E == 5) { + if (this->unk_18E == 5) { pos.x = this->actor.world.pos.x; pos.y = this->actor.world.pos.y + 40.0f; pos.z = this->actor.world.pos.z; @@ -568,12 +568,12 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND); } - if (this->unk18E < 3) { - Actor_SetScale(&this->actor, ((this->unk18E * 0.25f) + 1.0f) * 0.01f); - } else if (this->unk18E < 6) { - Actor_SetScale(&this->actor, (1.5f - ((this->unk18E - 2) * 0.2333f)) * 0.01f); - } else if (this->unk18E < 11) { - Actor_SetScale(&this->actor, (((this->unk18E - 5) * 0.04f) + 0.8f) * 0.01f); + if (this->unk_18E < 3) { + Actor_SetScale(&this->actor, ((this->unk_18E * 0.25f) + 1.0f) * 0.01f); + } else if (this->unk_18E < 6) { + Actor_SetScale(&this->actor, (1.5f - ((this->unk_18E - 2) * 0.2333f)) * 0.01f); + } else if (this->unk_18E < 11) { + Actor_SetScale(&this->actor, (((this->unk_18E - 5) * 0.04f) + 0.8f) * 0.01f); } else { if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.0005f) != 0) { SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, 0x38C5); @@ -592,7 +592,7 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { } void func_8086F2FC(EnOkuta* this, PlayState* play) { - this->unk18E = 0xA; + this->unk_18E = 0xA; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 0x80FF, COLORFILTER_BUFFLAG_OPA, 0xA); @@ -612,7 +612,7 @@ void func_8086F2FC(EnOkuta* this, PlayState* play) { if (!Actor_ApplyDamage(&this->actor)) { Enemy_StartFinishingBlow(play, &this->actor); this->collider.base.acFlags &= 0xFFFE; - this->unk18E = 3; + this->unk_18E = 3; } this->actionFunc = func_8086F4B0; } @@ -630,11 +630,11 @@ void func_8086F434(EnOkuta* this, PlayState* play) { void func_8086F4B0(EnOkuta* this, PlayState* play) { - if (this->unk18E != 0) { - this->unk18E--; + if (this->unk_18E != 0) { + this->unk_18E--; } - if (this->unk18E == 0) { + if (this->unk_18E == 0) { func_8086E0F0(this, play); func_8086EE8C(this); } @@ -643,12 +643,12 @@ void func_8086F4B0(EnOkuta* this, PlayState* play) { void func_8086F4F4(EnOkuta* this) { Animation_Change(&this->skelAnime, &gOctorokHitAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gOctorokHitAnim) - 3.0f, 2, -3.0f); - this->unk18E = 20; + this->unk_18E = 20; this->actionFunc = func_8086F57C; } void func_8086F57C(EnOkuta* this, PlayState* play) { - this->unk18E--; + this->unk_18E--; Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x400); @@ -657,13 +657,13 @@ void func_8086F57C(EnOkuta* this, PlayState* play) { Animation_GetLastFrame(&gOctorokHitAnim) - 3.0f, 2, -3.0f); } - if (this->unk18E < 10) { - this->actor.shape.rot.y += (s16)(8192.0f * Math_SinF(this->unk18E * 0.15707964f)); + if (this->unk_18E < 10) { + this->actor.shape.rot.y += (s16)(8192.0f * Math_SinF(this->unk_18E * 0.15707964f)); } else { this->actor.shape.rot.y += 0x2000; } - if (this->unk18E == 0) { + if (this->unk_18E == 0) { func_8086E8E8(this); } } @@ -673,9 +673,9 @@ void func_8086F694(EnOkuta* this, PlayState* play) { Player* player = GET_PLAYER(play); Vec3s sp48; - this->unk18E--; + this->unk_18E--; - if (this->unk18E < 0) { + if (this->unk_18E < 0) { this->actor.velocity.y -= 0.5f; this->actor.world.rot.x = Math_Atan2S_XY(sqrtf(SQ(this->actor.velocity.x) + SQ(this->actor.velocity.z)), this->actor.velocity.y); @@ -693,7 +693,7 @@ void func_8086F694(EnOkuta* this, PlayState* play) { this->collider.info.toucher.damage = 2; Matrix_MtxFToYXZRot(&player->shieldMf, &sp48, 0); this->actor.world.rot.y = sp48.y + 0x8000; - this->unk18E = 22; + this->unk_18E = 22; } else { sp54.x = this->actor.world.pos.x; sp54.y = this->actor.world.pos.y + 11.0f; @@ -706,7 +706,7 @@ void func_8086F694(EnOkuta* this, PlayState* play) { } Actor_Kill(&this->actor); } - } else if (this->unk18E == -300) { + } else if (this->unk_18E == -300) { Actor_Kill(&this->actor); } } @@ -758,7 +758,7 @@ void func_8086F8FC(EnOkuta* this) { void func_8086FCA4(EnOkuta* this, PlayState* play) { if ((this->collider.base.acFlags & 2) && - ((this->collider.base.acFlags = (this->collider.base.acFlags & 0xFFFD), (this->unk18C != 0xA)) || + ((this->collider.base.acFlags = (this->collider.base.acFlags & 0xFFFD), (this->unk_18C != 0xA)) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0xDB0B3))) { Actor_SetDropFlag(&this->actor, &this->collider.info); func_8086E0F0(this, play); @@ -766,9 +766,9 @@ void func_8086FCA4(EnOkuta* this, PlayState* play) { func_8086F2FC(this, play); } else { if (this->actor.colChkInfo.damageEffect == 4) { - this->unk254 = 4.0f; - this->unk258 = 0.6f; - this->unk18C = 0x14; + this->unk_254 = 4.0f; + this->unk_258 = 0.6f; + this->unk_18C = 0x14; Actor_Spawn(&play->actorCtx, play, 0xA2, this->collider.info.bumper.hitPos.x, this->collider.info.bumper.hitPos.y, this->collider.info.bumper.hitPos.z, 0, 0, 0, 4); } @@ -817,12 +817,12 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) { func_8086E2C0(this, play); } Actor_SetFocus(&this->actor, 15.0f); - if (this->unk254 > 0.0f) { - if (this->unk18C != 10) { - Math_StepToF(&this->unk254, 0.0f, 0.05f); - this->unk258 = (this->unk254 + 1.0f) * 0.3f; - this->unk258 = CLAMP_MAX(this->unk258, 0.6f); - } else if (Math_StepToF(&this->unk25C, 0.6f, 0.015000001f) == 0) { + if (this->unk_254 > 0.0f) { + if (this->unk_18C != 10) { + Math_StepToF(&this->unk_254, 0.0f, 0.05f); + this->unk_258 = (this->unk_254 + 1.0f) * 0.3f; + this->unk_258 = CLAMP_MAX(this->unk_258, 0.6f); + } else if (Math_StepToF(&this->unk_25C, 0.6f, 0.015000001f) == 0) { Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG); } } @@ -907,7 +907,7 @@ s32 func_808704DC(PlayState* play, s32 arg1, Gfx** dList, Vec3f* pos, Vec3s* rot curFrame = this->skelAnime.curFrame; if (this->actionFunc == func_8086EFE8) { - curFrame += this->unk18E; + curFrame += this->unk_18E; } if (arg1 == 0xE) { @@ -978,6 +978,6 @@ void EnOkuta_Draw(Actor* thisx, PlayState* play) { CLOSE_DISPS(play->state.gfxCtx); - Actor_DrawDamageEffects(play, &this->actor, this->bodyPartsPos, 0xA, this->unk258 * this->actor.scale.y * 100.0f, - this->unk25C, this->unk254, this->unk18C); + Actor_DrawDamageEffects(play, &this->actor, this->bodyPartsPos, 0xA, this->unk_258 * this->actor.scale.y * 100.0f, + this->unk_25C, this->unk_254, this->unk_18C); } diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.h b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.h index 7d17a58d1..e3260bf0b 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.h +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.h @@ -11,17 +11,17 @@ typedef struct EnOkuta { /* 0x000 */ Actor actor; /* 0x144 */ SkelAnime skelAnime; /* 0x188 */ EnOkutaActionFunc actionFunc; - /* 0x18C */ u8 unk18C; - /* 0x18D */ char pad18D; - /* 0x18E */ s16 unk18E; - /* 0x190 */ s16 unk190; + /* 0x18C */ u8 unk_18C; + /* 0x18D */ char pad_18D; + /* 0x18E */ s16 unk_18E; + /* 0x190 */ s16 unk_190; /* 0x192 */ Vec3s jointTable[16]; /* 0x1F2 */ Vec3s morphTable[16]; - /* 0x252 */ char pad252[2]; - /* 0x254 */ f32 unk254; - /* 0x258 */ f32 unk258; - /* 0x25C */ f32 unk25C; - /* 0x260 */ f32 unk260; + /* 0x252 */ char pad_252[0x2]; + /* 0x254 */ f32 unk_254; + /* 0x258 */ f32 unk_258; + /* 0x25C */ f32 unk_25C; + /* 0x260 */ f32 unk_260; /* 0x264 */ Vec3f headScale; /* 0x270 */ Vec3f bodyPartsPos[10]; /* 0x2E8 */ ColliderCylinder collider;