From 981a860d5c0bf7d30776b44b3e478590e5c4144d Mon Sep 17 00:00:00 2001 From: Unnunu Date: Tue, 15 Apr 2025 08:34:48 +0300 Subject: [PATCH] revert wromg rename --- src/game_ui.c | 8 ++-- src/menu.c | 8 ++-- src/object_functions.c | 8 ++-- src/objects.c | 102 ++++++++++++++++++++--------------------- src/racer.c | 46 +++++++++---------- src/tracks.c | 16 +++---- 6 files changed, 94 insertions(+), 94 deletions(-) diff --git a/src/game_ui.c b/src/game_ui.c index 03bc33b5..dab1bfc9 100644 --- a/src/game_ui.c +++ b/src/game_ui.c @@ -3490,13 +3490,13 @@ void hud_draw_model(ObjectModel *objModel) { s32 textureEnabled; s32 i; s32 texIndex; - s32 randomizationFlags; + s32 flags; numBatches = objModel->numberOfBatches; for (i = 0; i < numBatches; i++) { - randomizationFlags = objModel->batches[i].flags; - if (!(randomizationFlags & RENDER_Z_UPDATE)) { + flags = objModel->batches[i].flags; + if (!(flags & RENDER_Z_UPDATE)) { vertOffset = objModel->batches[i].verticesOffset; triOffset = objModel->batches[i].facesOffset; numVerts = objModel->batches[i + 1].verticesOffset - vertOffset; @@ -3510,7 +3510,7 @@ void hud_draw_model(ObjectModel *objModel) { } else { texPtr = objModel->textures[texIndex].texture; } - load_and_set_texture_no_offset(&gHudDL, texPtr, randomizationFlags & ~RENDER_Z_COMPARE); + load_and_set_texture_no_offset(&gHudDL, texPtr, flags & ~RENDER_Z_COMPARE); gSPVertexDKR(gHudDL++, OS_PHYSICAL_TO_K0(verts), numVerts, 0); if (texPtr == NULL) { textureEnabled = TRIN_DISABLE_TEXTURE; diff --git a/src/menu.c b/src/menu.c index 78462819..c7661253 100644 --- a/src/menu.c +++ b/src/menu.c @@ -13844,7 +13844,7 @@ void menu_element_render(s32 elementID) { */ void render_track_selection_viewport_border(ObjectModel *objMdl) { UNUSED s32 pad1[4]; - s32 randomizationFlags; + s32 flags; UNUSED s32 pad2[4]; TextureHeader *tex; Triangle *tris; @@ -13857,9 +13857,9 @@ void render_track_selection_viewport_border(ObjectModel *objMdl) { s32 texEnabled; s32 i; - randomizationFlags = RENDER_FOG_ACTIVE | RENDER_ANTI_ALIASING; + flags = RENDER_FOG_ACTIVE | RENDER_ANTI_ALIASING; if (sMenuGuiOpacity != 255) { - randomizationFlags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_ANTI_ALIASING; + flags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_ANTI_ALIASING; } for (i = 0; i < objMdl->numberOfBatches; i++) { if (!(objMdl->batches[i].flags & RENDER_Z_UPDATE)) { @@ -13879,7 +13879,7 @@ void render_track_selection_viewport_border(ObjectModel *objMdl) { texEnabled = TRUE; texOffset = objMdl->batches[i].unk7 << 14; } - load_and_set_texture(&sMenuCurrDisplayList, tex, randomizationFlags, texOffset); + load_and_set_texture(&sMenuCurrDisplayList, tex, flags, texOffset); gSPVertexDKR(sMenuCurrDisplayList++, OS_PHYSICAL_TO_K0(verts), numVerts, 0); gSPPolygon(sMenuCurrDisplayList++, OS_PHYSICAL_TO_K0(tris), numTris, texEnabled); diff --git a/src/object_functions.c b/src/object_functions.c index 7af9162e..5cb521dc 100644 --- a/src/object_functions.c +++ b/src/object_functions.c @@ -3899,7 +3899,7 @@ void obj_loop_trigger(Object *obj, UNUSED s32 updateRate) { f32 diffY; f32 diffZ; f32 radiusF; - s32 randomizationFlags; + s32 flags; f32 distance; s32 courseFlags; @@ -3909,9 +3909,9 @@ void obj_loop_trigger(Object *obj, UNUSED s32 updateRate) { courseFlags = settings->courseFlagsPtr[settings->courseId]; curRaceType = get_current_level_race_type(); if (triggerEntry->index >= 0) { - randomizationFlags = 0x10000 << triggerEntry->index; + flags = 0x10000 << triggerEntry->index; if (obj->interactObj->distance < trigger->radius) { - if (((u8) curRaceType != RACETYPE_HUBWORLD) || !(courseFlags & randomizationFlags)) { + if (((u8) curRaceType != RACETYPE_HUBWORLD) || !(courseFlags & flags)) { radiusF = trigger->radius; racers = get_racer_objects(&numRacers); for (i = 0; i < numRacers; i++) { @@ -3928,7 +3928,7 @@ void obj_loop_trigger(Object *obj, UNUSED s32 updateRate) { (trigger->directionZ * racerObj->segment.trans.z_position) + trigger->rotationDiff; if (distance < 0.0f) { - settings->courseFlagsPtr[settings->courseId] |= randomizationFlags; + settings->courseFlagsPtr[settings->courseId] |= flags; if (triggerEntry->unkB != 0xFF) { set_current_text(triggerEntry->unkB); } diff --git a/src/objects.c b/src/objects.c index bcd63b99..1bec16d4 100644 --- a/src/objects.c +++ b/src/objects.c @@ -2754,7 +2754,7 @@ void render_3d_misc(Object *obj) { */ void render_3d_billboard(Object *obj) { s32 intensity; - s32 randomizationFlags; + s32 flags; s32 alpha; s32 hasPrimCol; s32 hasEnvCol; @@ -2765,7 +2765,7 @@ void render_3d_billboard(Object *obj) { intensity = 255; hasPrimCol = FALSE; hasEnvCol = FALSE; - randomizationFlags = obj->segment.trans.flags | RENDER_Z_UPDATE | RENDER_FOG_ACTIVE; + flags = obj->segment.trans.flags | RENDER_Z_UPDATE | RENDER_FOG_ACTIVE; if (obj->shading != NULL) { hasPrimCol = TRUE; hasEnvCol = TRUE; @@ -2793,7 +2793,7 @@ void render_3d_billboard(Object *obj) { } if (alpha < 255) { - randomizationFlags |= RENDER_SEMI_TRANSPARENT; + flags |= RENDER_SEMI_TRANSPARENT; hasPrimCol = TRUE; } if ((obj->behaviorId == 5) && (obj->segment.trans.scale == 6.0f)) { @@ -2846,7 +2846,7 @@ void render_3d_billboard(Object *obj) { RENDER_Z_COMPARE | RENDER_SEMI_TRANSPARENT | RENDER_Z_UPDATE); } else { render_sprite_billboard(&gObjectCurrDisplayList, &gObjectCurrMatrix, &gObjectCurrVertexList, obj, - (unk80068514_arg4 *) gfxData, randomizationFlags); + (unk80068514_arg4 *) gfxData, flags); } if (hasPrimCol) { gDPSetPrimColor(gObjectCurrDisplayList++, 0, 0, 255, 255, 255, 255); @@ -2870,7 +2870,7 @@ void render_3d_model(Object *obj) { s32 obj60_unk0; s32 hasOpacity; s32 hasEnvCol; - s32 randomizationFlags; + s32 flags; s32 meshBatch; s32 cicFailed; f32 vtxX; @@ -2907,18 +2907,18 @@ void render_3d_model(Object *obj) { obj_animate(obj); } if (obj68->modelType != MODELTYPE_BASIC && objModel->unk40 != NULL) { - randomizationFlags = TRUE; + flags = TRUE; if (racerObj != NULL && racerObj->vehicleID < VEHICLE_BOSSES && racerObj->playerIndex == PLAYER_COMPUTER) { - randomizationFlags = FALSE; + flags = FALSE; } if (get_viewport_count() != VIEWPORTS_COUNT_1_PLAYER) { - randomizationFlags = FALSE; + flags = FALSE; } obj->curVertData = (Vertex *) obj68->vertices[obj68->animationTaskNum]; if (obj->behaviorId == BHV_UNK_3F) { // 63 = stopwatchicon, stopwatchhand obj_shade_fancy(objModel, obj, 0, gCurrentLightIntensity); - } else if (randomizationFlags) { + } else if (flags) { obj_shade_fancy(objModel, obj, -1, gCurrentLightIntensity); } else { obj_shade_fast(objModel, obj, gCurrentLightIntensity); @@ -3008,12 +3008,12 @@ void render_3d_model(Object *obj) { loopObj->segment.trans.y_position += vtxY; loopObj->segment.trans.z_position += vtxZ; if (loopObj->segment.header->modelType == OBJECT_MODEL_TYPE_SPRITE_BILLBOARD) { - randomizationFlags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE); + flags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE); } else { - randomizationFlags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE | RENDER_ANTI_ALIASING); + flags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE | RENDER_ANTI_ALIASING); } if (alpha < 255) { - randomizationFlags |= RENDER_SEMI_TRANSPARENT; + flags |= RENDER_SEMI_TRANSPARENT; } #ifdef ANTI_TAMPER cicFailed = FALSE; @@ -3036,7 +3036,7 @@ void render_3d_model(Object *obj) { } loopObj->properties.common.unk0 = render_sprite_billboard( &gObjectCurrDisplayList, &gObjectCurrMatrix, &gObjectCurrVertexList, loopObj, - (unk80068514_arg4 *) something, randomizationFlags); + (unk80068514_arg4 *) something, flags); if (var_v0_2) { gDkrInsertMatrix(gObjectCurrDisplayList++, 0, 0); func_80012CE8(&gObjectCurrDisplayList); @@ -3055,7 +3055,7 @@ void render_3d_model(Object *obj) { if (loopObj != NULL) { index = obj->segment.header->unk58; if (index >= 0 && index < objModel->unk18) { - randomizationFlags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE); + flags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE); something = loopObj->unk68[loopObj->segment.object.modelIndex]; vtxX = obj->curVertData[objModel->unk14[index]].x; vtxY = obj->curVertData[objModel->unk14[index]].y; @@ -3065,7 +3065,7 @@ void render_3d_model(Object *obj) { loopObj->segment.trans.z_position += (vtxZ - loopObj->segment.trans.z_position) * 0.25; if (loopObj->segment.header->modelType == OBJECT_MODEL_TYPE_SPRITE_BILLBOARD) { render_sprite_billboard(&gObjectCurrDisplayList, &gObjectCurrMatrix, &gObjectCurrVertexList, - loopObj, (unk80068514_arg4 *) something, randomizationFlags); + loopObj, (unk80068514_arg4 *) something, flags); } } } @@ -6435,7 +6435,7 @@ void obj_taj_create_balloon(s32 blockID, f32 x, f32 y, f32 z) { * Has a different response depending on whether the challenge was aborted or finished. */ void mode_end_taj_race(s32 reason) { - s32 randomizationFlags; + s32 flags; s32 i; Object_Racer *racer; Settings *settings; @@ -6476,13 +6476,13 @@ void mode_end_taj_race(s32 reason) { if (reason == CHALLENGE_END_FINISH) { if (racer->finishPosition == 1) { settings = get_settings(); - randomizationFlags = racer->vehicleID; - randomizationFlags = 1 << (randomizationFlags + 3); - if (settings->tajFlags & randomizationFlags) { + flags = racer->vehicleID; + flags = 1 << (flags + 3); + if (settings->tajFlags & flags) { set_next_taj_challenge_menu(5); } else { set_next_taj_challenge_menu(racer->vehicleID + 6); - settings->tajFlags |= randomizationFlags; + settings->tajFlags |= flags; safe_mark_write_save_file(get_save_file_index()); } } else { @@ -7065,74 +7065,74 @@ void run_object_init_func(Object *obj, void *entry, s32 param) { * This includes things like shadow data, interaction and visuals. */ s32 obj_init_property_flags(s32 behaviorId) { - s32 randomizationFlags = OBJECT_SPAWN_NONE; + s32 flags = OBJECT_SPAWN_NONE; switch (behaviorId) { case BHV_RACER: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_ANIMATION | + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; break; case BHV_SCENERY: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; break; case BHV_WEAPON: - randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_INTERACTIVE; break; case BHV_DINO_WHALE: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; break; case BHV_DOOR: case BHV_TT_DOOR: - randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; + flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; break; case BHV_WEAPON_BALLOON: case BHV_GOLDEN_BALLOON: - randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; break; case BHV_HIT_TESTER: case BHV_HIT_TESTER_2: case BHV_SNOWBALL: case BHV_SNOWBALL_2: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; break; case BHV_SNOWBALL_3: case BHV_SNOWBALL_4: case BHV_HIT_TESTER_3: case BHV_HIT_TESTER_4: - randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; + flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; break; case BHV_UNK_18: - randomizationFlags = OBJECT_SPAWN_UNK04; + flags = OBJECT_SPAWN_UNK04; break; case BHV_STOPWATCH_MAN: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; break; case BHV_BANANA: case BHV_WORLD_KEY: case BHV_SILVER_COIN: case BHV_SILVER_COIN_2: - randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW; + flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW; break; case BHV_LOG: - randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; + flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; break; case BHV_BRIDGE_WHALE_RAMP: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; break; case BHV_RAMP_SWITCH: - randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW; + flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW; break; case BHV_SEA_MONSTER: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION; break; case BHV_COLLECT_EGG: - randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; break; case BHV_UNK_30: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION; break; case BHV_UNK_3F: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION; break; case BHV_ANIMATED_OBJECT: case BHV_VEHICLE_ANIMATION: @@ -7140,22 +7140,22 @@ s32 obj_init_property_flags(s32 behaviorId) { case BHV_WIZPIG_SHIP: case BHV_ANIMATED_OBJECT_4: case BHV_PIG_ROCKETEER: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; break; case BHV_CHARACTER_SELECT: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; break; case BHV_TROPHY_CABINET: case BHV_DYNAMIC_LIGHT_OBJECT_2: case BHV_ROCKET_SIGNPOST: case BHV_ROCKET_SIGNPOST_2: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20; break; case BHV_UNK_5B: - randomizationFlags = OBJECT_SPAWN_UNK01; + flags = OBJECT_SPAWN_UNK01; break; case BHV_ANIMATED_OBJECT_2: - randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; break; case BHV_EXIT: case BHV_CHECKPOINT: @@ -7174,27 +7174,27 @@ s32 obj_init_property_flags(s32 behaviorId) { case BHV_TELEPORT: case BHV_FIREBALL_OCTOWEAPON: case BHV_FIREBALL_OCTOWEAPON_2: - randomizationFlags = OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_INTERACTIVE; break; case BHV_ZIPPER_GROUND: - randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE; break; case BHV_ANIMATION: case BHV_CAMERA_ANIMATION: case BHV_BUTTERFLY: - randomizationFlags = OBJECT_SPAWN_SHADOW; + flags = OBJECT_SPAWN_SHADOW; break; case BHV_PARK_WARDEN: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE; break; case BHV_FROG: - randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; + flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION; break; case BHV_UNK_72: - randomizationFlags = OBJECT_SPAWN_UNK01; + flags = OBJECT_SPAWN_UNK01; break; } - return randomizationFlags; + return flags; } /** diff --git a/src/racer.c b/src/racer.c index eefeb27d..af5bdbd8 100644 --- a/src/racer.c +++ b/src/racer.c @@ -4356,7 +4356,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) { f64 temp_f0; f32 velocity; s32 temp_v1; - s32 randomizationFlags; + s32 flags; s32 isNotHardBraking; s32 i; @@ -4428,7 +4428,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) { } } } - randomizationFlags = 1; + flags = 1; if (racer->unk1FB != 0) { for (i = 0; i < 2; i++) { someObj = objRacer->unk60->unk4[i]; @@ -4449,7 +4449,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) { temp_f0 = someObj->segment.trans.y_position; // Fake for (i = 0; i < 4; i++) { someObj = objRacer->unk60->unk4[i]; - if (!(racer->unk1E3 & randomizationFlags)) { + if (!(racer->unk1E3 & flags)) { someObj->segment.trans.y_position += ((-10.0f - someObj->segment.trans.y_position) * 0.125); if (racer->waterTimer != 0) { someObj->segment.trans.scale += @@ -4460,7 +4460,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) { someObj->segment.trans.y_position = (temp_f0 - (temp_f0 * 0.125)); someObj->segment.trans.scale += ((someObj->segment.header->scale - someObj->segment.trans.scale) * 0.1); } - randomizationFlags <<= 1; + flags <<= 1; } someObj = objRacer->unk60->unk4[2]; someObj->segment.trans.rotation.y_rotation = gCurrentStickX * 100; @@ -4862,7 +4862,7 @@ void update_car_velocity_ground(Object *obj, Object_Racer *racer, s32 updateRate void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) { s32 pad[3]; s32 sp190; - s32 randomizationFlags; + s32 flags; s32 mask; s32 sp184; f32 sp180; @@ -4909,11 +4909,11 @@ void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) { sp190 = 0; D_8011D548 = 0; D_8011D54C = 0; - randomizationFlags = 0; + flags = 0; if (racer->playerIndex != PLAYER_COMPUTER || racer->vehicleIDPrev < VEHICLE_BOSSES) { - randomizationFlags = func_80017248(racerObj, 4, &sp190, &racer->unkD8, sp134, spE0, sp58); + flags = func_80017248(racerObj, 4, &sp190, &racer->unkD8, sp134, spE0, sp58); } - if (randomizationFlags & 0x80) { + if (flags & 0x80) { for (i = 0; i < 4; i++) { D_8011D548 = D_8011D548 + sp134[i * 3 + 0]; D_8011D54C = D_8011D54C + sp134[i * 3 + 2]; @@ -4923,10 +4923,10 @@ void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) { D_8011D548 = D_8011D548 - racerObj->segment.trans.x_position; D_8011D54C = D_8011D54C - racerObj->segment.trans.z_position; sp130 = TRUE; - randomizationFlags &= ~0x80; + flags &= ~0x80; } sp5C = 0; - if (randomizationFlags) { + if (flags) { sp178 = 0; for (i = 0; i < 4; i++) { sp178 += sp134[i * 3 + 1]; @@ -4982,16 +4982,16 @@ void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) { racer->squish_timer = 60; } } - racer->unk1E4 = randomizationFlags; - racer->unk1E3 |= randomizationFlags; + racer->unk1E4 = flags; + racer->unk1E3 |= flags; racer->groundedWheels = 0; - randomizationFlags = 1; + flags = 1; for (j = 0; j < 4; j++) { - if (racer->unk1E3 & randomizationFlags) { + if (racer->unk1E3 & flags) { racer->groundedWheels++; } - randomizationFlags <<= 1; + flags <<= 1; } for (i = 0; i < 12; i++) { @@ -5081,7 +5081,7 @@ void onscreen_ai_racer_physics(Object *obj, Object_Racer *racer, UNUSED s32 upda f32 angleZ; f32 distance; s32 hasCollision; - s32 randomizationFlags; + s32 flags; s32 temp_v1_2; f32 xTemp; f32 yTemp; @@ -5107,24 +5107,24 @@ void onscreen_ai_racer_physics(Object *obj, Object_Racer *racer, UNUSED s32 upda D_8011D548 = 0.0f; D_8011D54C = 0.0f; hasCollision = FALSE; - randomizationFlags = 0; + flags = 0; if (racer->playerIndex != PLAYER_COMPUTER || racer->vehicleIDPrev < VEHICLE_BOSSES) { - randomizationFlags = func_80017248(obj, 1, &hasCollision, &racer->unkD8, &tempPos.x, &radius, &surface); + flags = func_80017248(obj, 1, &hasCollision, &racer->unkD8, &tempPos.x, &radius, &surface); } - if (randomizationFlags & 0x80) { + if (flags & 0x80) { D_8011D548 = tempPos.x - obj->segment.trans.x_position; D_8011D54C = tempPos.z - obj->segment.trans.z_position; - randomizationFlags &= ~0x80; + flags &= ~0x80; } shouldSquish = FALSE; - if (randomizationFlags && tempPos.y < obj->segment.trans.y_position - 4.0) { + if (flags && tempPos.y < obj->segment.trans.y_position - 4.0) { shouldSquish = TRUE; } func_80031130(1, &racer->unkD8.x, &tempPos.x, racer->vehicleID); hasCollision = FALSE; racer->unk1E3 = func_80031600(&racer->unkD8.x, &tempPos.x, &radius, &surface, TRUE, &hasCollision); - racer->unk1E4 = randomizationFlags; - racer->unk1E3 |= randomizationFlags; + racer->unk1E4 = flags; + racer->unk1E3 |= flags; racer->groundedWheels = 0; if (racer->unk1E3) { racer->unk1E3 = 0x8 | 0x4 | 0x2 | 0x1; diff --git a/src/tracks.c b/src/tracks.c index a80f84fd..dc57d646 100644 --- a/src/tracks.c +++ b/src/tracks.c @@ -2587,7 +2587,7 @@ void render_object_shadow(Object *obj, ShadowData *shadow) { s32 numTris; Vertex *vtx; Triangle *tri; - s32 randomizationFlags; + s32 flags; UNUSED s32 offsetX_2; s32 offsetY_2; s32 offsetY; @@ -2605,16 +2605,16 @@ void render_object_shadow(Object *obj, ShadowData *shadow) { gCurrentShadowTris = gShadowHeapTris[D_8011B0CC]; gCurrentShadowVerts = gShadowHeapVerts[D_8011B0CC]; alpha = gCurrentShadowVerts[gCurrentShadowTexture[i].yOffset].a; - randomizationFlags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE; + flags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE; if (alpha == 0 || obj->segment.object.opacity == 0) { i = shadow->meshEnd; // It'd be easier to just return... } else if (alpha != 255 || obj->segment.object.opacity != 255) { - randomizationFlags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_Z_COMPARE; + flags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_Z_COMPARE; alpha = (obj->segment.object.opacity * alpha) >> 8; gDPSetPrimColor(gSceneCurrDisplayList++, 0, 0, 255, 255, 255, alpha); } while (i < shadow->meshEnd) { - load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, randomizationFlags); + load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, flags); // I hope we can clean this part up. offsetX_2 = offsetX = gCurrentShadowTexture[i].xOffset; // Fakematch offsetY_2 = offsetY = gCurrentShadowTexture[i].yOffset; @@ -2627,7 +2627,7 @@ void render_object_shadow(Object *obj, ShadowData *shadow) { i++; } - if (randomizationFlags != RENDER_Z_COMPARE) { + if (flags != RENDER_Z_COMPARE) { gDPSetPrimColor(gSceneCurrDisplayList++, 0, 0, 255, 255, 255, 255); } } @@ -2644,7 +2644,7 @@ void render_object_water_effects(Object *obj, WaterEffect *effect) { s32 numTris; Vertex *vtx; Triangle *tri; - s32 randomizationFlags; + s32 flags; UNUSED s32 offsetX; UNUSED s32 offsetY; @@ -2660,12 +2660,12 @@ void render_object_water_effects(Object *obj, WaterEffect *effect) { i = effect->meshEnd; // Just return. } } - randomizationFlags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE; + flags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE; gCurrentShadowTexture = gShadowHeapTextures[gShadowIndex]; gCurrentShadowTris = gShadowHeapTris[gShadowIndex]; gCurrentShadowVerts = gShadowHeapVerts[gShadowIndex]; while (i < effect->meshEnd) { - load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, randomizationFlags); + load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, flags); offsetX = gCurrentShadowTexture[i].xOffset; // Fakematch offsetY = gCurrentShadowTexture[i].yOffset; // Fakematch numTris = gCurrentShadowTexture[i + 1].xOffset - gCurrentShadowTexture[i].xOffset;