diff --git a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c index b0d7108c39..bd97cfe2db 100644 --- a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c +++ b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c @@ -220,19 +220,19 @@ void EnDnk_WaitForObject(EnDnk* this, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, NULL, 18.0f); switch (ENDNK_GET_TYPE(&this->actor)) { - case ENDNK_GET_TYPE_GUARD: // unused + case ENDNK_TYPE_GUARD: // unused SkelAnime_Init(play, &this->skelAnime, &gDekuPalaceGuardSkel, NULL, this->jointTable, this->morphTable, DEKU_PALACE_GUARD_LIMB_MAX); EnDnk_ChangeAnim(&this->skelAnime, ENDNK_ANIM_7); break; - case ENDNK_GET_TYPE_HINT: // unused + case ENDNK_TYPE_HINT: // unused SkelAnime_Init(play, &this->skelAnime, &object_hintnuts_Skel_0023B8.sh, NULL, this->jointTable, this->morphTable, OBJECT_HINTNUTS_LIMB_MAX); EnDnk_ChangeAnim(&this->skelAnime, ENDNK_ANIM_18); break; - case ENDNK_GET_TYPE_ATTACK: + case ENDNK_TYPE_ATTACK: SkelAnime_Init(play, &this->skelAnime, &gDekuScrubSkel, NULL, this->jointTable, this->morphTable, DEKU_SCRUB_LIMB_MAX); EnDnk_ChangeAnim(&this->skelAnime, ENDNK_ANIM_IDLE); @@ -271,15 +271,15 @@ void EnDnk_Init(Actor* thisx, PlayState* play) { this->objectSlot = OBJECT_SLOT_NONE; switch (ENDNK_GET_TYPE(&this->actor)) { - case ENDNK_GET_TYPE_HINT: + case ENDNK_TYPE_HINT: this->objectSlot = SubS_GetObjectSlot(OBJECT_HINTNUTS, play); break; - case ENDNK_GET_TYPE_GUARD: + case ENDNK_TYPE_GUARD: this->objectSlot = SubS_GetObjectSlot(OBJECT_DNK, play); break; - case ENDNK_GET_TYPE_ATTACK: + case ENDNK_TYPE_ATTACK: this->objectSlot = SubS_GetObjectSlot(OBJECT_DEKUNUTS, play); break; } @@ -353,7 +353,7 @@ void EnDnk_Guard_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s this->currentHeadRot.z = headRot.z; } } else { - this->flags |= 0x10; + this->flags |= DNK_FLAG_10; this->currentHeadRot.x = headRot.x; this->currentHeadRot.y = headRot.y; this->currentHeadRot.z = headRot.z; @@ -433,7 +433,7 @@ void EnDnk_Nuts_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* this->currentHeadRot.z = headRot.z; } } else { - this->flags |= 0x10; + this->flags |= DNK_FLAG_10; this->currentHeadRot.x = headRot.x; this->currentHeadRot.y = headRot.y; this->currentHeadRot.z = headRot.z; @@ -463,13 +463,13 @@ void EnDnk_Draw(Actor* thisx, PlayState* play) { switch (ENDNK_GET_TYPE(thisx)) { // palace guard type skeleton - case ENDNK_GET_TYPE_GUARD: + case ENDNK_TYPE_GUARD: EnDnk_Guard_Draw(this, play); break; // deku nuts type skeleton - case ENDNK_GET_TYPE_HINT: - case ENDNK_GET_TYPE_ATTACK: + case ENDNK_TYPE_HINT: + case ENDNK_TYPE_ATTACK: EnDnk_Nuts_Draw(this, play); break; diff --git a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.h b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.h index 20772f3b02..52d6a9894e 100644 --- a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.h +++ b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.h @@ -15,10 +15,10 @@ typedef void (*EnDnkActionFunc)(struct EnDnk*, PlayState*); #define ENDNK_CUTSCENE_CONTROL 0x4 -typedef enum { - /* 0 */ ENDNK_GET_TYPE_GUARD, // dnk object, deku palace patroling guards - /* 1 */ ENDNK_GET_TYPE_HINT, // hintnuts, used for sleeping scrub in swamp spiderhouse - /* 2 */ ENDNK_GET_TYPE_ATTACK, // dekunuts, the one that gets used, attacking deku in woodfall +typedef enum EnDnkType{ + /* 0 */ ENDNK_TYPE_GUARD, // dnk object, deku palace patroling guards + /* 1 */ ENDNK_TYPE_HINT, // hintnuts, used for sleeping scrub in swamp spiderhouse + /* 2 */ ENDNK_TYPE_ATTACK, // dekunuts, the one that gets used, attacking deku in woodfall } EnDnkType; #define DNK_LIMB_MAX MAX(MAX((s32)DEKU_PALACE_GUARD_LIMB_MAX, (s32)OBJECT_HINTNUTS_LIMB_MAX), (s32)DEKU_SCRUB_LIMB_MAX)