From fe77339adba7519366f7507d2d9a739d95b4dbbd Mon Sep 17 00:00:00 2001 From: petrie911 Date: Fri, 14 Apr 2023 11:58:24 -0500 Subject: [PATCH] names --- src/overlays/actors/ovl_Boss_07/z_boss_07.c | 84 ++++++++++----------- src/overlays/actors/ovl_Boss_07/z_boss_07.h | 2 +- 2 files changed, 43 insertions(+), 43 deletions(-) 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 54a5e241b..55b98ead2 100644 --- a/src/overlays/actors/ovl_Boss_07/z_boss_07.c +++ b/src/overlays/actors/ovl_Boss_07/z_boss_07.c @@ -546,7 +546,7 @@ void Boss07_Wrath_Dodge(Boss07* this, PlayState* play, u8 canCancel) { } else { Boss07_Wrath_SetupJump(this, play); } - this->unk_158 = 10; + this->collisionTimer = 10; this->whipGrabIndex = 0; if (&this->actor == player->actor.parent) { player->unk_AE8 = 101; @@ -1351,7 +1351,7 @@ void Boss07_Wrath_SetupSidestep(Boss07* this, PlayState* play) { this->moveTarget.x += this->actor.world.pos.x; this->moveTarget.z += this->actor.world.pos.z; this->timers[1] = 21; - this->unk_158 = 10; + this->collisionTimer = 10; this->vel_170 = 0.0f; this->timer_ABCC = 0; } @@ -1750,7 +1750,7 @@ void Boss07_Wrath_SetupStunned(Boss07* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasWrathStunAnim, -10.0f); this->animEndFrame = Animation_GetLastFrame(&gMajorasWrathStunAnim); } - this->unk_158 = 10; + this->collisionTimer = 10; Actor_PlaySfx(&this->actor, NA_SE_EN_LAST3_VOICE_DAMAGE_OLD); } @@ -1840,7 +1840,7 @@ void Boss07_Wrath_SetupDamaged(Boss07* this, PlayState* play, u8 damage, u8 dmgE this->timer_ABCC = 0; } else if (dmgEffect == MAJORAS_WRATH_DMGEFF_E) { if (this->skelAnime.curFrame <= (this->animEndFrame - 5.0f)) { - this->unk_158 = 30; + this->collisionTimer = 30; } else { Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasWrathDamageAnim, -5.0f); } @@ -1971,27 +1971,27 @@ void Boss07_Wrath_CollisionCheck(Boss07* this, PlayState* play) { for (j = 0; j < ARRAY_COUNT(this->bodyElements); j++) { this->bodyCollider.elements[j].info.bumperFlags &= ~BUMP_HIT; } - if (this->unk_1804 == 10) { + if (this->unk_1804 == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) { this->unk_1806 = 0; } switch (this->actor.colChkInfo.damageEffect) { case MAJORAS_WRATH_DMGEFF_3: - this->unk_1805 = 10; + this->unk_1805 = MAJORAS_DAMAGE_STATE_10; break; case MAJORAS_WRATH_DMGEFF_2: - this->unk_1805 = 1; + this->unk_1805 = MAJORAS_DAMAGE_STATE_1; break; case MAJORAS_WRATH_DMGEFF_4: - this->unk_1805 = 20; + this->unk_1805 = MAJORAS_DAMAGE_STATE_20; Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x, this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 0, 4); break; case MAJORAS_WRATH_DMGEFF_A: - this->unk_1805 = 40; + this->unk_1805 = MAJORAS_DAMAGE_STATE_40; Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE); break; case MAJORAS_WRATH_DMGEFF_9: - this->unk_1805 = 30; + this->unk_1805 = MAJORAS_DAMAGE_STATE_30; Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x, this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 3, 4); break; @@ -2053,12 +2053,12 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { switch (this->unk_1805) { case MAJORAS_DAMAGE_STATE_0: - this->unk_1804 = 0; + this->unk_1804 = ACTOR_DRAW_DMGEFF_FIRE; this->unk_1806 = 0; this->unk_1800 = 0.0f; break; case MAJORAS_DAMAGE_STATE_1: - this->unk_1804 = 0; + this->unk_1804 = ACTOR_DRAW_DMGEFF_FIRE; this->unk_1806 = 40; this->unk_1800 = 1.0f; this->unk_17F8 = 0.0f; @@ -2068,14 +2068,14 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { if (this->unk_1806 == 0) { Math_ApproachZeroF(&this->unk_1800, 1.0f, 0.02f); if (this->unk_1800 == 0.0f) { - this->unk_1805 = 0; + this->unk_1805 = MAJORAS_DAMAGE_STATE_0; } } else { Math_ApproachF(&this->unk_17F8, 1.0f, 0.1f, 0.5f); } break; case MAJORAS_DAMAGE_STATE_10: - this->unk_1804 = 11; + this->unk_1804 = ACTOR_DRAW_DMGEFF_FROZEN_SFX; this->unk_1806 = 40; this->unk_1800 = 1.0f; this->unk_17FC = 1.0f; @@ -2084,10 +2084,10 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { case MAJORAS_DAMAGE_STATE_11: if (this->unk_1806 == 0) { Boss07_Wrath_BreakIce(this, play); - this->unk_1805 = 0; + this->unk_1805 = MAJORAS_DAMAGE_STATE_0; } else { if (this->unk_1806 == 50) { - this->unk_1804 = 10; + this->unk_1804 = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX; } Math_ApproachF(&this->unk_17F8, 1.0f, 1.0f, 0.08f); Math_ApproachF(&this->unk_17FC, 1.0f, 0.05f, 0.05f); @@ -2095,12 +2095,12 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { break; if (1) { case MAJORAS_DAMAGE_STATE_20: - this->unk_1804 = 20; + this->unk_1804 = ACTOR_DRAW_DMGEFF_LIGHT_ORBS; this->unk_1806 = 40; this->unk_17F8 = 1.0f; } else { case MAJORAS_DAMAGE_STATE_30: - this->unk_1804 = 21; + this->unk_1804 = ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS; this->unk_1806 = 40; this->unk_17F8 = 3.0f; } @@ -2110,7 +2110,7 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { if (this->unk_1806 == 0) { Math_ApproachZeroF(&this->unk_17F8, 1.0f, 0.03f); if (this->unk_17F8 == 0.0f) { - this->unk_1805 = 0; + this->unk_1805 = MAJORAS_DAMAGE_STATE_0; this->unk_1800 = 0.0f; } } else { @@ -2118,7 +2118,7 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { } break; case MAJORAS_DAMAGE_STATE_40: - this->unk_1804 = 30; + this->unk_1804 = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL; this->unk_1806 = 50; this->unk_1800 = 1.0f; this->unk_17F8 = (KREG(18) * 0.1f) + 1.0f; @@ -2127,7 +2127,7 @@ void Boss07_DamageEffects(Boss07* this, PlayState* play) { if (this->unk_1806 == 0) { Math_ApproachZeroF(&this->unk_17F8, 1.0f, 0.05f); if (this->unk_17F8 == 0.0f) { - this->unk_1805 = 0; + this->unk_1805 = MAJORAS_DAMAGE_STATE_0; this->unk_1800 = 0.0f; } } @@ -2157,7 +2157,7 @@ void Boss07_Wrath_Update(Actor* thisx, PlayState* play2) { DECR(this->timers[i]); } DECR(this->whipCollisionTimer); - DECR(this->unk_158); + DECR(this->collisionTimer); DECR(this->invincibilityTimer); DECR(this->dmgFogEffectTimer); DECR(this->jumpSfxTimer); @@ -2178,7 +2178,7 @@ void Boss07_Wrath_Update(Actor* thisx, PlayState* play2) { } Boss07_Wrath_WhipCollisionCheck(this->rightWhip.pos, this->rightWhip.tension, this, play); Boss07_Wrath_WhipCollisionCheck(this->leftWhip.pos, this->leftWhip.tension, this, play); - if (this->unk_158 != 0) { + if (this->collisionTimer != 0) { for (i = 0; i < ARRAY_COUNT(this->bodyElements); i++) { this->bodyCollider.elements[i].info.bumperFlags &= ~BUMP_HIT; } @@ -2577,7 +2577,7 @@ void Boss07_Wrath_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3 } index = sLimbColliderIndex[limbIndex]; if (index >= 0) { - if (this->unk_158 != 0) { + if (this->collisionTimer != 0) { Matrix_MultVecZ(100000.0f, &colliderPos); } else { Matrix_MultVec3f(&sWrathColliderOffsets[index], &colliderPos); @@ -3125,7 +3125,7 @@ void Boss07_Incarnation_SetupStunned(Boss07* this, PlayState* play, s16 stunTime Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasIncarnationFallOverStartAnim, -10.0f); this->animEndFrame = Animation_GetLastFrame(&gMajorasIncarnationFallOverStartAnim); } - this->unk_158 = 10; + this->collisionTimer = 10; this->timers[0] = stunTime; this->timers[1] = 12; } @@ -3157,7 +3157,7 @@ void Boss07_Incarnation_SetupDamaged(Boss07* this, PlayState* play, u8 damage, u this->animEndFrame = Animation_GetLastFrame(&gMajorasIncarnationDamageAnim); } else if (dmgEffect == MAJORAS_INCARNATION_DMGEFF_E) { if (this->skelAnime.curFrame <= (this->animEndFrame - 5.0f)) { - this->unk_158 = 30; + this->collisionTimer = 30; this->invincibilityTimer = 30; } else { Animation_MorphToPlayOnce(&this->skelAnime, &gMajorasIncarnationDamageAnim, -2.0f); @@ -3170,7 +3170,7 @@ void Boss07_Incarnation_SetupDamaged(Boss07* this, PlayState* play, u8 damage, u Actor_PlaySfx(&this->actor, NA_SE_EN_LAST2_DEAD_OLD); this->startDeath = true; this->invincibilityTimer = 100; - this->unk_158 = 100; + this->collisionTimer = 100; Enemy_StartFinishingBlow(play, &this->actor); return; } @@ -3535,27 +3535,27 @@ void Boss07_Incarnation_CollisionCheck(Boss07* this, PlayState* play) { for (j = 0; j < ARRAY_COUNT(this->bodyElements); j++) { this->bodyCollider.elements[j].info.bumperFlags &= ~BUMP_HIT; } - if (this->unk_1804 == 10) { + if (this->unk_1804 == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) { this->unk_1806 = 0; } switch (this->actor.colChkInfo.damageEffect) { case MAJORAS_INCARNATION_DMGEFF_3: - this->unk_1805 = 10; + this->unk_1805 = MAJORAS_DAMAGE_STATE_10; break; case MAJORAS_INCARNATION_DMGEFF_2: - this->unk_1805 = 1; + this->unk_1805 = MAJORAS_DAMAGE_STATE_1; break; case MAJORAS_INCARNATION_DMGEFF_4: - this->unk_1805 = 20; + this->unk_1805 = MAJORAS_DAMAGE_STATE_20; Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x, this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 0, 4); break; case MAJORAS_INCARNATION_DMGEFF_A: - this->unk_1805 = 40; + this->unk_1805 = MAJORAS_DAMAGE_STATE_40; Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE); break; case MAJORAS_INCARNATION_DMGEFF_9: - this->unk_1805 = 30; + this->unk_1805 = MAJORAS_DAMAGE_STATE_30; Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.focus.pos.x, this->actor.focus.pos.y, this->actor.focus.pos.z, 0, 0, 3, 4); break; @@ -3621,7 +3621,7 @@ void Boss07_Incarnation_Update(Actor* thisx, PlayState* play2) { } DECR(this->invincibilityTimer); DECR(this->dmgFogEffectTimer); - DECR(this->unk_158); + DECR(this->collisionTimer); DECR(this->timer_18D6); Math_ApproachZeroF(&this->unk_330, 1.0f, 0.04f); @@ -3635,7 +3635,7 @@ void Boss07_Incarnation_Update(Actor* thisx, PlayState* play2) { Boss07_Incarnation_SetupDeath(this, play); } } - if (this->unk_158 != 0) { + if (this->collisionTimer != 0) { for (i = 0; i < ARRAY_COUNT(this->bodyElements); i++) { this->bodyCollider.elements[i].info.bumperFlags &= ~BUMP_HIT; } @@ -3739,7 +3739,7 @@ void Boss07_Incarnation_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList } i = sLimbColliderIndex[limbIndex]; if (i >= 0) { - if (this->unk_158 != 0) { + if (this->collisionTimer != 0) { Matrix_MultVecZ(100000.0f, &sp28); } else { Matrix_MultVec3f(&sIncarnationColliderOffsets[i], &sp28); @@ -5617,8 +5617,8 @@ void Boss07_Top_Ground(Boss07* this, PlayState* play) { this->actor.world.pos.x += this->xRecoil; this->actor.world.pos.z += this->zRecoil; Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 40.0f, 80.0f, 5); - if ((this->unk_158 == 0) && (this->actor.bgCheckFlags & 8)) { - this->unk_158 = 10; + if ((this->collisionTimer == 0) && (this->actor.bgCheckFlags & 8)) { + this->collisionTimer = 10; if (this->topSpinRate > 0.01f) { if (this->topSpinRate < 0.45f) { this->actor.speed *= -1.0f; @@ -5695,17 +5695,17 @@ void Boss07_Top_Collide(Boss07* this, PlayState* play) { f32 dy; f32 dz; - if (this->unk_158 == 0) { + if (this->collisionTimer == 0) { top = (Boss07*)play->actorCtx.actorLists[ACTORCAT_BOSS].first; while (top != NULL) { - if ((this != top) && (top->actor.params == MAJORAS_TOP) && (top->unk_158 == 0)) { + if ((this != top) && (top->actor.params == MAJORAS_TOP) && (top->collisionTimer == 0)) { dx = top->actor.world.pos.x - this->actor.world.pos.x; dy = top->actor.world.pos.y - this->actor.world.pos.y; dz = top->actor.world.pos.z - this->actor.world.pos.z; if (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < (sREG(28) + 50.0f)) { - top->unk_158 = this->unk_158 = 10; + top->collisionTimer = this->collisionTimer = 10; this->actor.world.rot.y = Math_Atan2S(dx, dz); top->actor.world.rot.y = this->actor.world.rot.y + 0x7FFF; if (this->timers[0] > 0) { @@ -5815,7 +5815,7 @@ void Boss07_Top_Update(Actor* thisx, PlayState* play2) { DECR(this->timers[1]); DECR(this->dmgFogEffectTimer); DECR(this->invincibilityTimer); - DECR(this->unk_158); + DECR(this->collisionTimer); this->actionFunc(this, play); Math_Vec3f_Copy(&this->actor.focus.pos, &this->actor.world.pos); this->actor.focus.pos.y += 25.0f; diff --git a/src/overlays/actors/ovl_Boss_07/z_boss_07.h b/src/overlays/actors/ovl_Boss_07/z_boss_07.h index 3914ff587..05ac53ec9 100644 --- a/src/overlays/actors/ovl_Boss_07/z_boss_07.h +++ b/src/overlays/actors/ovl_Boss_07/z_boss_07.h @@ -61,7 +61,7 @@ typedef struct Boss07 { /* 0x014F */ u8 whipCrackTimer; /* 0x0150 */ s16 timers[3]; /* 0x0156 */ s16 jumpSfxTimer; - /* 0x0158 */ s16 unk_158; // turns off collision + /* 0x0158 */ s16 collisionTimer; // turns off collision /* 0x015A */ s16 whipCollisionTimer; /* 0x015C */ s16 invincibilityTimer; /* 0x015E */ s16 dmgFogEffectTimer;