From cefc2214b7cb9f13f53181bcc36685542c3d2c6c Mon Sep 17 00:00:00 2001 From: Alejandro Javier Asenjo Nitti Date: Thu, 2 Nov 2023 03:46:01 -0300 Subject: [PATCH] use real symbols --- src/overlays/actors/ovl_En_Okuta/z_en_okuta.c | 40 ++++++++----------- 1 file changed, 16 insertions(+), 24 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 267ce458e..68ab05ea8 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -154,15 +154,6 @@ static Vec3f D_80870954[3] = { static s32 D_80870978[] = { 0, 0 }; -extern UNK_TYPE D_0600044C; -extern UNK_TYPE D_06003250; -extern SkeletonHeader D_060033D0; -extern UNK_TYPE D_06003958; -extern UNK_TYPE D_06003B24; -extern UNK_TYPE D_06003EE4; -extern UNK_TYPE D_06004204; -extern AnimationHeader D_0600466C; - void EnOkuta_Init(Actor* thisx, PlayState* play2) { EnOkuta* this = THIS; PlayState* play = play2; @@ -175,7 +166,8 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) { thisx->params &= 0xFF; if ((this->actor.params == 0) || (this->actor.params == 1)) { - SkelAnime_Init(play, &this->skelAnime, &D_060033D0, &D_0600466C, this->jointTable, this->morphTable, 16); + SkelAnime_Init(play, &this->skelAnime, &gOctorokSkel, &gOctorokAppearAnim, this->jointTable, this->morphTable, + 16); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit2); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); @@ -332,7 +324,7 @@ void func_8086E5E8(EnOkuta* this, PlayState* play) { this->actor.draw = EnOkuta_Draw; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->actor.flags |= 1; - Animation_PlayOnce(&this->skelAnime, &D_0600466C); + Animation_PlayOnce(&this->skelAnime, &gOctorokAppearAnim); func_8086E168(this, play); this->actionFunc = func_8086E658; } @@ -368,7 +360,7 @@ void func_8086E658(EnOkuta* this, PlayState* play) { } void func_8086E7A8(EnOkuta* this) { - Animation_PlayOnce(&this->skelAnime, (AnimationHeader*)&D_06003B24); + Animation_PlayOnce(&this->skelAnime, &gOctorokHideAnim); this->actionFunc = func_8086E7E8; } @@ -397,7 +389,7 @@ void func_8086E7E8(EnOkuta* this, PlayState* play) { } void func_8086E8E8(EnOkuta* this) { - Animation_PlayLoop(&this->skelAnime, (AnimationHeader*)&D_06003EE4); + Animation_PlayLoop(&this->skelAnime, &gOctorokFloatAnim); if (this->actionFunc == func_8086EC00) { this->unk18E = 8; } else { @@ -442,7 +434,7 @@ void func_8086E948(EnOkuta* this, PlayState* play) { } void func_8086EAE0(EnOkuta* this, PlayState* play) { - Animation_PlayOnce(&this->skelAnime, (AnimationHeader*)&D_0600044C); + Animation_PlayOnce(&this->skelAnime, &gOctorokShootAnim); if (this->actionFunc != func_8086EC00) { if (this->actor.params == 0) { @@ -522,7 +514,7 @@ void func_8086EC00(EnOkuta* this, PlayState* play) { } void func_8086EE8C(EnOkuta* this) { - Animation_MorphToPlayOnce(&this->skelAnime, (AnimationHeader*)&D_06004204, -5.0f); + Animation_MorphToPlayOnce(&this->skelAnime, &gOctorokHitAnim, -5.0f); Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xB); this->collider.base.acFlags &= 0xFFFE; Actor_SetScale(&this->actor, 0.01f); @@ -543,7 +535,7 @@ void func_8086EF14(EnOkuta* this, PlayState* play) { } void func_8086EF90(EnOkuta* this) { - Animation_MorphToPlayOnce(&this->skelAnime, (AnimationHeader*)&D_06003958, -3.0f); + Animation_MorphToPlayOnce(&this->skelAnime, &gOctorokDieAnim, -3.0f); this->unk18E = 0; this->actor.flags &= ~1; this->actionFunc = func_8086EFE8; @@ -649,8 +641,8 @@ void func_8086F4B0(EnOkuta* this, PlayState* play) { } void func_8086F4F4(EnOkuta* this) { - Animation_Change(&this->skelAnime, (AnimationHeader*)&D_06004204, 1.0f, 0.0f, - Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f); + Animation_Change(&this->skelAnime, &gOctorokHitAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gOctorokHitAnim) - 3.0f, 2, + -3.0f); this->unk18E = 20; this->actionFunc = func_8086F57C; } @@ -661,8 +653,8 @@ void func_8086F57C(EnOkuta* this, PlayState* play) { Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x400); if (SkelAnime_Update(&this->skelAnime)) { - Animation_Change(&this->skelAnime, (AnimationHeader*)&D_06004204, 1.0f, 0.0f, - Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f); + Animation_Change(&this->skelAnime, &gOctorokHitAnim, 1.0f, 0.0f, + Animation_GetLastFrame(&gOctorokHitAnim) - 3.0f, 2, -3.0f); } if (this->unk18E < 10) { @@ -706,7 +698,7 @@ void func_8086F694(EnOkuta* this, PlayState* play) { sp54.x = this->actor.world.pos.x; sp54.y = this->actor.world.pos.y + 11.0f; sp54.z = this->actor.world.pos.z; - EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, (Gfx*)&D_06003250); + EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, gOctorokProjectileDL); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 0x14, 0x38C0); if ((this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && !(this->collider.base.atFlags & 4) && (this->actor.params == 0x11)) { @@ -807,8 +799,8 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) { this->actionFunc(this, play); if (this->actionFunc != func_8086F434) { func_8086F8FC(this); - this->collider.dim.height = - ((sCylinderInit2.dim.height * this->headScale.y) - this->collider.dim.yShift) * this->actor.scale.y * 100.0f; + this->collider.dim.height = ((sCylinderInit2.dim.height * this->headScale.y) - this->collider.dim.yShift) * + this->actor.scale.y * 100.0f; Collider_UpdateCylinder(&this->actor, &this->collider); if ((this->actionFunc == func_8086E658) || (this->actionFunc == func_8086E7E8)) { this->collider.dim.pos.y = this->actor.world.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y); @@ -980,7 +972,7 @@ void EnOkuta_Draw(Actor* thisx, PlayState* play) { Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY); Matrix_RotateZS(this->actor.home.rot.z, MTXMODE_APPLY); gSPMatrix(&gfxPtr[1], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(&gfxPtr[2], &D_06003250); + gSPDisplayList(&gfxPtr[2], gOctorokProjectileDL); POLY_OPA_DISP = &gfxPtr[3]; }