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 955a7c29e..e54595828 100644 --- a/src/overlays/actors/ovl_En_Knight/z_en_knight.c +++ b/src/overlays/actors/ovl_En_Knight/z_en_knight.c @@ -463,7 +463,7 @@ void func_809B20F0(PlayState* play, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, f32 a s16 i; EnKnightEffect* eff; - for (eff = play->specialEffects, i = 0; i < 100; i++, eff++) { + for (eff = play->specialEffects, i = 0; i < ARRAY_COUNT(D_809BEFE8); i++, eff++) { if (eff->unk2A == 0) { eff->unk2A = 1; eff->unk0 = *arg1; @@ -522,7 +522,7 @@ void EnKnight_Init(Actor* thisx, PlayState* play) { s32 temp_v0_2; this->actor.targetMode = 5; - this->actor.colChkInfo.mass = 0xFE; + this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.damageTable = &D_809BDB04; this->unk17C = 255.0f; this->unk146 = Rand_ZeroFloat(1000.0f); @@ -566,7 +566,7 @@ void EnKnight_Init(Actor* thisx, PlayState* play) { } else { Collider_InitAndSetJntSph(play, &this->unk4D4, &this->actor, &D_809BDB9C, this->unk4F4); SkelAnime_InitFlex(play, &this->unk194, &D_060201A8, &D_060040E0, this->unk2C4, this->unk372, 0x1D); - this->actor.colChkInfo.health = 0xE - BREG(41); + this->actor.colChkInfo.health = 14 - BREG(41); Actor_SetScale(&this->actor, KREG(12) * 0.001f + 0.017f); this->unk290 = Rand_ZeroFloat(1.9999f); } @@ -2507,7 +2507,7 @@ void func_809B8458(EnKnight* this, PlayState* play) { if ((this->unk684 >= 0xAA) && (this->unk684 < 0xBF)) { this->unk430 = KREG(42) + 200.0f; } - if ((this->unk684 == 0x00000096) || (this->unk684 == 0x000000B4)) { + if ((this->unk684 == 150) || (this->unk684 == 180)) { Actor_PlaySfxAtPos(&this->actor, this->unk6B4); } @@ -2657,13 +2657,13 @@ void func_809B8458(EnKnight* this, PlayState* play) { Animation_MorphToLoop(&D_809BEFD4->unk194, &D_0600CDE0, -5.0f); Animation_MorphToLoop(&D_809BEFD8->unk194, &D_0600CDE0, -5.0f); } - if (this->unk684 == 0x00000028) { + if (this->unk684 == 40) { Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BOSU_HEAD_MID); } - if (this->unk684 == 0x0000002D) { + if (this->unk684 == 45) { Actor_PlaySfxAtPos(&D_809BEFD8->actor, NA_SE_EN_DEBU_LAUGH_K); } - if (this->unk684 == 0x00000032) { + if (this->unk684 == 50) { Actor_PlaySfxAtPos(&D_809BEFD4->actor, NA_SE_EN_YASE_LAUGH_K); } Math_ApproachF(&this->unk68C.x, 1196.0f, 0.1f, this->unk6A4 * 143.0f); @@ -2691,7 +2691,7 @@ void func_809B8458(EnKnight* this, PlayState* play) { Actor_PlaySfxAtPos(&D_809BEFD4->actor, NA_SE_EN_YASE_LAUGH_K); /* Fallthrough */ case 8: - if (this->unk684 == 0x0000000F) { + if (this->unk684 == 15) { this->unk68C.x = 1309.0f; this->unk68C.y = 103.0f; this->unk68C.z = 2930.0f; @@ -2701,7 +2701,7 @@ void func_809B8458(EnKnight* this, PlayState* play) { Actor_PlaySfxAtPos(&D_809BEFD8->actor, NA_SE_EN_DEBU_LAUGH_K); Actor_PlaySfxAtPos(&D_809BEFD4->actor, NA_SE_EN_YASE_LAUGH_K); } - if (this->unk684 == 0x0000001E) { + if (this->unk684 == 30) { this->unk68C.x = 1324.0f; this->unk68C.y = 144.0f; this->unk68C.z = 2864.0f; @@ -2798,15 +2798,15 @@ void func_809B9A18(EnKnight* arg0, PlayState* arg1) { switch (arg0->actor.colChkInfo.damageEffect) { case 3: - arg0->unk2A1 = 0x0A; - func_809B4E84(arg0, arg1, 0x0050); + arg0->unk2A1 = 10; + func_809B4E84(arg0, arg1, 0x50); Actor_PlaySfxAtPos(&arg0->actor, NA_SE_EN_COMMON_FREEZE); - arg0->unk156 = 0x000F; + arg0->unk156 = 15; break; case 1: - func_809B4E84(arg0, arg1, 0x0028); + func_809B4E84(arg0, arg1, 0x28); Actor_PlaySfxAtPos(&arg0->actor, NA_SE_EN_COMMON_FREEZE); - arg0->unk156 = 0x000F; + arg0->unk156 = 15; break; case 2: arg0->unk2A1 = 1; @@ -2815,13 +2815,13 @@ void func_809B9A18(EnKnight* arg0, PlayState* arg1) { arg0->unk2A1 = 0x14; break; case 14: - arg0->unk291 = 0x0A; + arg0->unk291 = 10; break; case 10: arg0->unk2A1 = 0x28; - func_809B4E84(arg0, arg1, 0x0028); + func_809B4E84(arg0, arg1, 0x28); Actor_PlaySfxAtPos(&arg0->actor, NA_SE_EN_COMMON_FREEZE); - arg0->unk156 = 0x000F; + arg0->unk156 = 15; break; case 13: if (arg0->actor.bgCheckFlags & 1) { @@ -2847,8 +2847,8 @@ void func_809B9A18(EnKnight* arg0, PlayState* arg1) { func_809B4F90(arg0, arg1); Actor_PlaySfxAtPos(&arg0->actor, arg0->unk6BE); } - arg0->unk156 = 0x000A; - arg0->unk158 = 0x000F; + arg0->unk156 = 10; + arg0->unk158 = 15; } arg0->unk192 = 0; } @@ -3286,7 +3286,7 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { Actor* var_v0; D_809BEFE4 = NULL; - for (var_v0 = play->actorCtx.actorLists[7].first; var_v0 != NULL; var_v0 = var_v0->next) { + for (var_v0 = play->actorCtx.actorLists[ACTORCAT_ITEMACTION].first; var_v0 != NULL; var_v0 = var_v0->next) { if (var_v0->id == ACTOR_MIR_RAY3) { D_809BEFE4 = (MirRay3*)var_v0; break; @@ -3294,7 +3294,7 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { } this->unk_144 = gSaveContext.save.time; - Math_ApproachS(&this->unk428, 0, 2, 0x0200); + Math_ApproachS(&this->unk428, 0, 2, 0x200); } else if (D_809BEFD0->unk_154 == 0) { this->actor.hintId = 0x1D; } else { @@ -3343,7 +3343,7 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { Math_ApproachZeroF(&this->unk474, 1.0f, 0.2f); if ((this->actionFunc != func_809B52E8) && (this->actionFunc != func_809B5698)) { - Math_ApproachS(&this->actor.shape.rot.x, 0, 0x000A, 0x0200); + Math_ApproachS(&this->actor.shape.rot.x, 0, 10, 0x200); } this->actionFunc(this, play); @@ -3383,7 +3383,7 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { this->unk18A = 0; if (this->actionFunc != func_809B4308) { - Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 3, 0x0A00); + Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 3, 0xA00); } if (this->actionFunc != func_809B842C && this->actionFunc != func_809B5698 && @@ -3447,11 +3447,11 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { break; case 1: this->unk2A0 = 0; - this->unk2A2 = 0x0050; + this->unk2A2 = 0x50; this->unk2A1++; this->unk29C = 1.0f; this->unk294 = 0.0f; - Actor_SetColorFilter(&this->actor, 0x4000, 0x0078, 0, 0x003C); + Actor_SetColorFilter(&this->actor, 0x4000, 0x78, 0, 0x3C); /* fallthrough */ case 2: if (this->unk2A2 == 0) { @@ -3464,8 +3464,8 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { } break; case 10: - this->unk2A0 = 0x0B; - this->unk2A2 = 0x0050; + this->unk2A0 = 11; + this->unk2A2 = 0x50; this->unk2A1++; this->unk29C = 1.0f; this->unk294 = 0.0f; @@ -3476,8 +3476,8 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { func_809B9E00(this, play); this->unk2A1 = 0; } else { - if (this->unk2A2 == 0x0032) { - this->unk2A0 = 0x0A; + if (this->unk2A2 == 50) { + this->unk2A0 = 10; } Math_ApproachF(&this->unk294, 0.5f, 1.0f, 0.08f); Math_ApproachF(&this->unk298, 0.5f, 0.05f, 0.05f); @@ -3485,7 +3485,7 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { break; case 20: this->unk2A0 = 0x14; - this->unk2A2 = 0x0028; + this->unk2A2 = 0x28; this->unk2A1++; this->unk29C = 1.0f; this->unk294 = 0.0f; @@ -3502,8 +3502,8 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { } break; case 30: - this->unk2A0 = 0x14; - this->unk2A2 = 0x000A; + this->unk2A0 = 20; + this->unk2A2 = 10; this->unk2A1++; this->unk29C = 0.5f; /* fallthrough */ @@ -3519,8 +3519,8 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { } break; case 40: - this->unk2A0 = 0x1E; - this->unk2A2 = 0x0032; + this->unk2A0 = 30; + this->unk2A2 = 50; this->unk29C = 1.0f; this->unk294 = (KREG(18) * 0.1f) + 0.5f; this->unk2A1++; @@ -3558,10 +3558,10 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { play->envCtx.unk_E0 = 2; if (this->unk_154 == 1) { play->envCtx.unk_C1 = 8; - play->envCtx.unk_C2 = 0x0C; + play->envCtx.unk_C2 = 12; } else { play->envCtx.unk_C1 = 0; - play->envCtx.unk_C2 = 0x0A; + play->envCtx.unk_C2 = 10; } var_v0_2 = gSaveContext.save.time; if ((s32)var_v0_2 > 0x8000) { @@ -3569,7 +3569,7 @@ void EnKnight_Update(Actor* thisx, PlayState* play) { } play->envCtx.lightBlend = var_v0_2 * 0.000030517578f; } - if ((this->unk6C4 == 0) && (this->unk162 == 0) && (Player_GetMask(play) == 0x0F) && + if ((this->unk6C4 == 0) && (this->unk162 == 0) && (Player_GetMask(play) == 15) && ((this->actionFunc == func_809B6764) || (this->unk192 != 0)) && (this->actor.xzDistToPlayer < (KREG(82) + 130.0f)) && (func_809B316C(this, play) != 0)) { this->unk6C4 = 1; @@ -3892,7 +3892,7 @@ void func_809BD490(EnKnight* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 var_s4; - for (var_s4 = 0; var_s4 < 100; var_s4++, var_s0++) { + for (var_s4 = 0; var_s4 < ARRAY_COUNT(D_809BEFE8); var_s4++, var_s0++) { if (var_s0->unk2A != 0) { var_s0->unk0.x += var_s0->unkC.x; var_s0->unk0.y += var_s0->unkC.y; @@ -3958,7 +3958,7 @@ void func_809BD858(EnKnight* this, PlayState* play) { gDPSetColorDither(POLY_XLU_DISP++, G_CD_BAYER); gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_PATTERN); - for (i = 0; i < 100; i++, eff++) { + for (i = 0; i < ARRAY_COUNT(D_809BEFE8); i++, eff++) { if (eff->unk2A != 1) { continue; } diff --git a/src/overlays/actors/ovl_En_Knight/z_en_knight.h b/src/overlays/actors/ovl_En_Knight/z_en_knight.h index c8815d8bf..f91338082 100644 --- a/src/overlays/actors/ovl_En_Knight/z_en_knight.h +++ b/src/overlays/actors/ovl_En_Knight/z_en_knight.h @@ -18,7 +18,6 @@ typedef struct EnKnight { /* 0x152 */ u8 unk152; /* 0x153 */ u8 unk_153; /* 0x154 */ u8 unk_154; - /* 0x155 */ char pad155[1]; /* 0x156 */ s16 unk156; /* 0x158 */ s16 unk158; /* 0x15A */ s16 unk15A;