diff --git a/include/functions.h b/include/functions.h index 863cf50fa3..e3ff8fddda 100644 --- a/include/functions.h +++ b/include/functions.h @@ -635,16 +635,16 @@ void Actor_MoveWithoutGravity(Actor* actor); void Actor_UpdateVelocityWithoutGravityReverse(Actor* actor); void Actor_MoveWithoutGravityReverse(Actor* actor); void Actor_SetSpeeds(Actor* actor, f32 speed); -s16 Actor_YawBetweenActors(Actor* from, Actor* to); -s16 Actor_YawBetweenActorsTop(Actor* from, Actor* to); -s16 Actor_YawToPoint(Actor* actor, Vec3f* point); -s16 Actor_PitchBetweenActors(Actor* from, Actor* to); -s16 Actor_PitchBetweenActorsTop(Actor* from, Actor* to); -s16 Actor_PitchToPoint(Actor* actor, Vec3f* point); -f32 Actor_DistanceBetweenActors(Actor* actor1, Actor* actor2); -f32 Actor_DistanceToPoint(Actor* actor, Vec3f* point); -f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2); -f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point); +s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_FocusYawTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint); +s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_FocusPitchTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); +f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB); +f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint); +f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); +f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point); f32 Actor_HeightDiff(Actor* actor1, Actor* actor2); void func_800B6F20(PlayState* play, Input* input, f32 magnitude, s16 baseYaw); diff --git a/src/code/z_actor.c b/src/code/z_actor.c index a1b60fa695..912c3ee81c 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1207,44 +1207,44 @@ void Actor_UpdatePosFromSkelAnime(Actor* actor, SkelAnime* skelAnime) { actor->world.pos.z += pos.z * actor->scale.z; } -s16 Actor_YawBetweenActors(Actor* from, Actor* to) { - return Math_Vec3f_Yaw(&from->world.pos, &to->world.pos); +s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB) { + return Math_Vec3f_Yaw(&actorA->world.pos, &actorB->world.pos); } -s16 Actor_YawBetweenActorsTop(Actor* from, Actor* to) { - return Math_Vec3f_Yaw(&from->focus.pos, &to->focus.pos); +s16 Actor_FocusYawTowardActor(Actor* actorA, Actor* actorB) { + return Math_Vec3f_Yaw(&actorA->focus.pos, &actorB->focus.pos); } -s16 Actor_YawToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_Yaw(&actor->world.pos, point); +s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint) { + return Math_Vec3f_Yaw(&actor->world.pos, refPoint); } -s16 Actor_PitchBetweenActors(Actor* from, Actor* to) { - return Math_Vec3f_Pitch(&from->world.pos, &to->world.pos); +s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB) { + return Math_Vec3f_Pitch(&actorA->world.pos, &actorB->world.pos); } -s16 Actor_PitchBetweenActorsTop(Actor* from, Actor* to) { - return Math_Vec3f_Pitch(&from->focus.pos, &to->focus.pos); +s16 Actor_FocusPitchTowardActor(Actor* actorA, Actor* actorB) { + return Math_Vec3f_Pitch(&actorA->focus.pos, &actorB->focus.pos); } -s16 Actor_PitchToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_Pitch(&actor->world.pos, point); +s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint) { + return Math_Vec3f_Pitch(&actor->world.pos, refPoint); } -f32 Actor_DistanceBetweenActors(Actor* actor1, Actor* actor2) { - return Math_Vec3f_DistXYZ(&actor1->world.pos, &actor2->world.pos); +f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB) { + return Math_Vec3f_DistXYZ(&actorA->world.pos, &actorB->world.pos); } -f32 Actor_DistanceToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_DistXYZ(&actor->world.pos, point); +f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint) { + return Math_Vec3f_DistXYZ(&actor->world.pos, refPoint); } -f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2) { - return Math_Vec3f_DistXZ(&actor1->world.pos, &actor2->world.pos); +f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB) { + return Math_Vec3f_DistXZ(&actorA->world.pos, &actorB->world.pos); } -f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_DistXZ(&actor->world.pos, point); +f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) { + return Math_Vec3f_DistXZ(&actor->world.pos, refPoint); } /** @@ -1416,7 +1416,7 @@ s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play) { * This function is unused in the original game. */ s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff) { - s16 angle = BINANG_ROT180(Actor_YawBetweenActors(actorA, actorB)); + s16 angle = BINANG_ROT180(Actor_WorldYawTowardActor(actorA, actorB)); s16 dist = angle - actorB->shape.rot.y; if (ABS_ALT(dist) < maxAngleDiff) { @@ -1444,7 +1444,7 @@ s32 Actor_IsFacingPlayer(Actor* actor, s16 angle) { * The maximum angle difference that qualifies as "facing" is specified by `maxAngleDiff`. */ s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff) { - s16 dist = Actor_YawBetweenActors(actorA, actorB) - actorA->shape.rot.y; + s16 dist = Actor_WorldYawTowardActor(actorA, actorB) - actorA->shape.rot.y; if (ABS_ALT(dist) < maxAngleDiff) { return true; @@ -1477,8 +1477,8 @@ s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngleDiff) { * The maximum distance that qualifies as "nearby" is specified by `range`. */ s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngleDiff) { - if (Actor_DistanceBetweenActors(actorA, actorB) < range) { - s16 dist = Actor_YawBetweenActors(actorA, actorB) - actorA->shape.rot.y; + if (Actor_WorldDistXYZToActor(actorA, actorB) < range) { + s16 dist = Actor_WorldYawTowardActor(actorA, actorB) - actorA->shape.rot.y; if (ABS_ALT(dist) < maxAngleDiff) { return true; @@ -2362,11 +2362,11 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) { CollisionCheck_ResetDamage(&actor->colChkInfo); } else { Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos); - actor->xzDistToPlayer = Actor_XZDistanceBetweenActors(actor, ¶ms->player->actor); + actor->xzDistToPlayer = Actor_WorldDistXZToActor(actor, ¶ms->player->actor); actor->playerHeightRel = Actor_HeightDiff(actor, ¶ms->player->actor); actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->playerHeightRel); - actor->yawTowardsPlayer = Actor_YawBetweenActors(actor, ¶ms->player->actor); + actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, ¶ms->player->actor); actor->flags &= ~ACTOR_FLAG_1000000; if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) { @@ -3584,8 +3584,8 @@ s32 func_800BC188(s32 index) { } s32 func_800BC1B4(Actor* actor, Actor* arg1, f32 arg2, f32 arg3) { - if ((arg3 > 0.0f) && (Actor_DistanceBetweenActors(arg1, actor) < ((arg3 * 2.5f) + arg2))) { - s16 temp_v1 = BINANG_SUB(Actor_YawBetweenActors(arg1, actor), arg1->world.rot.y); + if ((arg3 > 0.0f) && (Actor_WorldDistXYZToActor(arg1, actor) < ((arg3 * 2.5f) + arg2))) { + s16 temp_v1 = BINANG_SUB(Actor_WorldYawTowardActor(arg1, actor), arg1->world.rot.y); if (ABS_ALT(temp_v1) < 0x1400) { return true; @@ -4296,7 +4296,7 @@ Actor* Actor_FindNearby(PlayState* play, Actor* inActor, s16 actorId, u8 actorCa continue; } - if (Actor_DistanceBetweenActors(inActor, actor) <= distance) { + if (Actor_WorldDistXYZToActor(inActor, actor) <= distance) { return actor; } @@ -4416,7 +4416,7 @@ void func_800BE504(Actor* actor, ColliderCylinder* collider) { if ((collider->info.acHitInfo->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20))) { actor->world.rot.y = collider->base.ac->shape.rot.y; } else { - actor->world.rot.y = Actor_YawBetweenActors(collider->base.ac, actor); + actor->world.rot.y = Actor_WorldYawTowardActor(collider->base.ac, actor); } } @@ -4424,7 +4424,7 @@ void func_800BE568(Actor* actor, ColliderSphere* collider) { if (collider->info.acHitInfo->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) { actor->world.rot.y = collider->base.ac->shape.rot.y; } else { - actor->world.rot.y = Actor_YawBetweenActors(collider->base.ac, actor); + actor->world.rot.y = Actor_WorldYawTowardActor(collider->base.ac, actor); } } @@ -4433,7 +4433,7 @@ void func_800BE5CC(Actor* actor, ColliderJntSph* collider, s32 colliderIndex) { (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) { actor->world.rot.y = collider->base.ac->shape.rot.y; } else { - actor->world.rot.y = Actor_YawBetweenActors(collider->base.ac, actor); + actor->world.rot.y = Actor_WorldYawTowardActor(collider->base.ac, actor); } } @@ -4733,7 +4733,7 @@ void Actor_SpawnIceEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s32 l SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 30, NA_SE_EV_ICE_BROKEN); for (i = 0; i < limbPosCount; i++) { - yaw = Actor_YawToPoint(actor, limbPos); + yaw = Actor_WorldYawTowardPoint(actor, limbPos); for (j = 0; j < effectsPerLimb; j++) { randomYaw = ((s32)Rand_Next() >> 0x13) + yaw; diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index 01ec9eca30..66645753e5 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -69,7 +69,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) { do { doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); door = (EnDoor*)doorIter; - dist = Actor_DistanceBetweenActors(actor, &door->dyna.actor); + dist = Actor_WorldDistXYZToActor(actor, &door->dyna.actor); if (!isSetup || (dist < minDist)) { nearestDoor = door; minDist = dist; diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index 8f412364d8..a792f3ce2d 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -517,7 +517,7 @@ Actor* SubS_FindNearestActor(Actor* actor, PlayState* play, u8 actorCategory, s1 actorIter = actorTmp; if (actorIter != actor) { - dist = Actor_DistanceBetweenActors(actor, actorIter); + dist = Actor_WorldDistXYZToActor(actor, actorIter); if (!isSetup || dist < minDist) { closestActor = actorIter; minDist = dist; @@ -1522,7 +1522,7 @@ s32 func_8013E748(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 ex s32 SubS_ActorAndPlayerFaceEachOther(PlayState* play, Actor* actor, void* data) { Player* player = GET_PLAYER(play); Vec3s* yawTols = (Vec3s*)data; - s16 playerYaw = ABS(BINANG_SUB(Actor_YawBetweenActors(&player->actor, actor), player->actor.shape.rot.y)); + s16 playerYaw = ABS(BINANG_SUB(Actor_WorldYawTowardActor(&player->actor, actor), player->actor.shape.rot.y)); s16 actorYaw = ABS(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); s32 areFacing = false; s32 actorYawTol = ABS(yawTols->y); diff --git a/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c b/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c index e3ac3e7538..3607accaf7 100644 --- a/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c +++ b/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c @@ -168,7 +168,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) { grabbed = NULL; this->grabbed = NULL; } else if (this->actor.child != NULL) { - f32 sp94 = Actor_DistanceBetweenActors(&this->actor, grabbed); + f32 sp94 = Actor_WorldDistXYZToActor(&this->actor, grabbed); f32 sp90 = sqrtf(SQXYZ(this->unk1FC)); Math_Vec3f_Diff(&grabbed->world.pos, &this->unk1FC, &this->actor.world.pos); diff --git a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c index 8233bb0cb4..931ca2ad07 100644 --- a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c +++ b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c @@ -1254,7 +1254,7 @@ void DmStk_ClockTower_AdjustHeightAndRotation(DmStk* this, PlayState* play) { sin = Math_SinS(this->bobPhase) * 10.0f; Math_SmoothStepToF(&this->actor.world.pos.y, 160.0f + sin, 0.2f, 1.0f, 0.0001f); - this->actor.world.rot.y = Actor_YawBetweenActors(&this->actor, &player->actor); + this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor); this->actor.shape.rot.y = this->actor.world.rot.y; this->actor.world.rot.x = 0x1B58; diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c index db564f3f26..cfad99d2ab 100644 --- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c +++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c @@ -652,7 +652,7 @@ s32 func_808A1D68(DoorShutter* this, PlayState* play) { return true; } - temp_a0 = BINANG_SUB(Actor_YawToPoint(&this->actor, &play->view.eye), this->actor.shape.rot.y); + temp_a0 = BINANG_SUB(Actor_WorldYawTowardPoint(&this->actor, &play->view.eye), this->actor.shape.rot.y); temp_a1 = BINANG_SUB(this->actor.yawTowardsPlayer, this->actor.shape.rot.y); temp_a0 = ABS_ALT(temp_a0); diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c index f76ebc4f3f..4ef21564d5 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -307,7 +307,7 @@ void func_808B03C0(EnAm* this, PlayState* play) { } if (this->explodeTimer == 0) { func_808B0640(this); - } else if ((this->returnHomeTimer == 0) || Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 240.0f) { + } else if ((this->returnHomeTimer == 0) || Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 240.0f) { func_808B0460(this); } } @@ -315,7 +315,7 @@ void func_808B03C0(EnAm* this, PlayState* play) { void func_808B0460(EnAm* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->speed = 0.0f; - this->armosYaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->armosYaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); this->actionFunc = func_808B04A8; } @@ -345,15 +345,15 @@ void func_808B0508(EnAm* this, PlayState* play) { void func_808B057C(EnAm* this) { this->speed = 6.0f; - this->armosYaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->armosYaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); this->explodeTimer = 1; this->actionFunc = func_808B05C8; } void func_808B05C8(EnAm* this, PlayState* play) { - this->armosYaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->armosYaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); func_808B0208(this, play); - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 8.0f) { + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 8.0f) { func_808B04E4(this); } } diff --git a/src/overlays/actors/ovl_En_Az/z_en_az.c b/src/overlays/actors/ovl_En_Az/z_en_az.c index e87bf9d62f..90b611529a 100644 --- a/src/overlays/actors/ovl_En_Az/z_en_az.c +++ b/src/overlays/actors/ovl_En_Az/z_en_az.c @@ -654,7 +654,7 @@ void func_80A95FE8(EnAz* this, PlayState* play) { } else { ActorCutscene_SetIntentToPlay(this->unk_3D0[0]); } - if (Actor_DistanceToPoint(&this->actor, &this->actor.home.pos) > 20.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos) > 20.0f) { func_800B9010(&this->actor, NA_SE_EV_BEAVER_SWIM_MOTOR - SFX_FLAG); func_800BE33C(&this->actor.world.pos, &this->actor.home.pos, &this->actor.world.rot, 0); Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x, 3, 0xE38, 0x38E); @@ -1615,7 +1615,7 @@ void func_80A98414(EnAz* this, PlayState* play) { if ((fish->actor.params < 0) && (fish->actor.room == this->actor.room) && (Math3D_Vec3fDistSq(&this->actor.world.pos, &fish->actor.world.pos) < SQ(200.0f))) { fish->unk_276 = 0x14; - fish->unk_274 = Actor_YawBetweenActors(&fish->actor, &this->actor); + fish->unk_274 = Actor_WorldYawTowardActor(&fish->actor, &this->actor); } } itemAction = itemAction->next; diff --git a/src/overlays/actors/ovl_En_Bat/z_en_bat.c b/src/overlays/actors/ovl_En_Bat/z_en_bat.c index cee109c700..e30612c17c 100644 --- a/src/overlays/actors/ovl_En_Bat/z_en_bat.c +++ b/src/overlays/actors/ovl_En_Bat/z_en_bat.c @@ -230,7 +230,7 @@ void EnBat_FlyIdle(EnBat* this, PlayState* play) { this->yawTarget = this->actor.wallYaw; } else if (Math3D_XZDistanceSquared(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x, this->actor.home.pos.z) > SQ(300.0f)) { - this->yawTarget = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->yawTarget = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } else if (finishedRotStep && (Rand_ZeroOne() < 0.015f)) { this->yawTarget = this->actor.shape.rot.y + (((s32)(0x1000 * Rand_ZeroOne()) + 0x1000) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1)); @@ -282,7 +282,7 @@ void EnBat_DiveAttack(EnBat* this, PlayState* play) { preyPos.y = player->actor.world.pos.y + 20.0f; preyPos.z = player->actor.world.pos.z; - pitchTarget = Actor_PitchToPoint(&this->actor, &preyPos); + pitchTarget = Actor_WorldPitchTowardPoint(&this->actor, &preyPos); pitchTarget = CLAMP(pitchTarget, -0x3000, 0x3000); Math_SmoothStepToS(&this->actor.shape.rot.x, pitchTarget, 2, 0x400, 0x40); } else { diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index c5657e3858..21c3465ba6 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -236,10 +236,10 @@ void EnBb_SetupFlyIdle(EnBb* this) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; this->flyHeightMod = (Math_CosS(this->bobPhase) * 10.0f) + 30.0f; - this->targetYRotation = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->targetYRotation = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); if ((this->actor.xzDistToPlayer < (this->attackRange + 120.0f)) || - (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 300.0f)) { + (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 300.0f)) { this->targetYRotation += (s16)((s32)Rand_Next() >> 0x11); } @@ -299,7 +299,7 @@ void EnBb_Attack(EnBb* this, PlayState* play) { if (((this->attackRange + 120.0f) < this->actor.xzDistToPlayer) || (this->timer == 0) || (Player_GetMask(play) == PLAYER_MASK_STONE) || - (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 400.0f)) { + (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 400.0f)) { EnBb_SetupFlyIdle(this); } } diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index 1f037a8a8f..e3097696dd 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -133,7 +133,7 @@ void EnBigokuta_SetupCutsceneCamera(EnBigokuta* this, PlayState* play, Vec3f* su this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene); Play_SetCameraAtEye(play, this->subCamId, subCamAt, subCamEye); - angle = BINANG_SUB(Actor_YawToPoint(&this->picto.actor, subCamEye), this->picto.actor.home.rot.y); + angle = BINANG_SUB(Actor_WorldYawTowardPoint(&this->picto.actor, subCamEye), this->picto.actor.home.rot.y); if (angle > 0) { angle = BINANG_ADD(this->picto.actor.home.rot.y, 0x1800); } else { @@ -475,7 +475,7 @@ s32 EnBigokuta_IsNearSwampBoat(EnBigokuta* this, PlayState* play) { this->picto.actor.child = SubS_FindActor(play, NULL, ACTORCAT_BG, ACTOR_BG_INGATE); if ((this->picto.actor.child != NULL) && - (Actor_XZDistanceBetweenActors(&this->picto.actor, this->picto.actor.child) < 250.0f)) { + (Actor_WorldDistXZToActor(&this->picto.actor, this->picto.actor.child) < 250.0f)) { return true; } else { return false; diff --git a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c index 2c27a18013..3dad5b9c6a 100644 --- a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c +++ b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c @@ -431,7 +431,8 @@ void func_80A2844C(EnBigpamet* this, PlayState* play) { SkelAnime_Update(&this->skelAnime2); if (this->actor.parent->params == GEKKO_RETURN_TO_SNAPPER) { - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, this->actor.parent), 0x400); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, this->actor.parent), + 0x400); this->actor.world.rot.y = this->actor.shape.rot.y; } else if (this->actor.parent->params == GEKKO_JUMP_ON_SNAPPER) { this->actor.speedXZ = 0.0f; @@ -622,7 +623,7 @@ void func_80A28B98(EnBigpamet* this, PlayState* play) { if ((this->actor.draw == func_80A2966C) && (this->actionFunc != func_80A28DC0)) { this->actor.draw = EnBigpamet_Draw; } else if (this->collider.base.ac != NULL) { - this->actor.world.rot.y = BINANG_ROT180(Actor_YawBetweenActors(&this->actor, this->collider.base.ac)); + this->actor.world.rot.y = BINANG_ROT180(Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac)); } this->actor.shape.rot.y = this->actor.world.rot.y; @@ -638,7 +639,7 @@ void func_80A28B98(EnBigpamet* this, PlayState* play) { collectible = Item_DropCollectible(play, &this->actor.world.pos, ITEM00_ARROWS_10); if (collectible != NULL) { collectible->velocity.y = 15.0f; - collectible->world.rot.y = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + collectible->world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_PAMET_REVERSE); diff --git a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c index 5398418f2c..b8e4eee137 100644 --- a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c +++ b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c @@ -558,8 +558,8 @@ void EnBigpo_IdleFlying(EnBigpo* this, PlayState* play) { this->actor.world.pos.y = (sin_rad(this->hoverHeightCycleTimer * (M_PI / 20)) * 10.0f) + this->savedHeight; Math_StepToF(&this->actor.speedXZ, 3.0f, 0.2f); func_800B9010(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG); - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { - this->unk208 = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { + this->unk208 = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->unk208, 0x200) && (Rand_ZeroOne() < 0.075f)) { diff --git a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c index 9cf4b425b2..bfe668b3fc 100644 --- a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c +++ b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c @@ -1500,7 +1500,7 @@ void EnBigslime_SetupCutsceneGrabPlayer(EnBigslime* this, PlayState* play) { this->grabPlayerTimer = 15; this->wavySurfaceTimer = 0; this->bigslimeCollider[0].base.atFlags &= ~AT_ON; - this->actor.world.rot.y = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); yaw = Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.world.rot.y; if (yaw > 0x4000) { @@ -2056,8 +2056,8 @@ void EnBigslime_JumpGekko(EnBigslime* this, PlayState* play) { } if (Math_SmoothStepToS(&this->actor.world.rot.y, this->gekkoYaw, 5, 0x1000, 0x80) == 0) { - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 240.0f) { - yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 240.0f) { + yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); yawDiff = yaw - (s16)(this->actor.yawTowardsPlayer + 0x8000); this->gekkoYaw = ABS_ALT(yawDiff) < 0x3000 ? yaw : (yawDiff / 2) + (s16)(this->actor.yawTowardsPlayer + 0x8000); @@ -2088,7 +2088,7 @@ void EnBigslime_SetupIdleLookAround(EnBigslime* this) { Animation_PlayOnce(&this->skelAnime, &gGekkoNervousIdleAnim); this->idleTimer = 60; this->actor.speedXZ = 0.0f; - if (BINANG_SUB(Actor_YawToPoint(&this->actor, &this->actor.home.pos), this->gekkoRot.y) > 0) { + if (BINANG_SUB(Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), this->gekkoRot.y) > 0) { this->gekkoYaw = this->gekkoRot.y + (Rand_Next() >> 20) + 0x2000; } else { this->gekkoYaw = this->gekkoRot.y - (Rand_Next() >> 20) - 0x2000; @@ -2110,7 +2110,7 @@ void EnBigslime_IdleLookAround(EnBigslime* this, PlayState* play) { if ((this->skelAnime.animation == &gGekkoNervousIdleAnim) && Math_ScaledStepToS(&this->gekkoRot.y, this->gekkoYaw, 0x400)) { - if (BINANG_SUB(Actor_YawToPoint(&this->actor, &this->actor.home.pos), this->gekkoRot.y) > 0) { + if (BINANG_SUB(Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), this->gekkoRot.y) > 0) { this->gekkoYaw = this->gekkoRot.y + (Rand_Next() >> 20) + 0x2000; } else { this->gekkoYaw = this->gekkoRot.y - (Rand_Next() >> 20) - 0x2000; @@ -2224,8 +2224,8 @@ void EnBigslime_StunGekko(EnBigslime* this, PlayState* play) { void EnBigslime_SetupCutsceneFormBigslime(EnBigslime* this) { Animation_PlayOnce(&this->skelAnime, &gGekkoJumpUpAnim); this->gekkoCollider.base.acFlags &= ~AC_ON; - this->actor.world.rot.x = -Actor_PitchToPoint(&this->actor, &this->actor.home.pos); - this->actor.world.rot.y = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->actor.world.rot.x = -Actor_WorldPitchTowardPoint(&this->actor, &this->actor.home.pos); + this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); this->actionFunc = EnBigslime_CutsceneFormBigslime; this->actor.speedXZ = 0.0f; } @@ -2334,7 +2334,7 @@ void EnBigslime_SetupCutsceneDefeat(EnBigslime* this, PlayState* play) { subCamAt.y = this->actor.world.pos.y + 40.0f; subCamAt.z = this->actor.world.pos.z; - if (BINANG_SUB(Actor_YawToPoint(&this->actor, &this->actor.home.pos), this->actor.world.rot.y) > 0) { + if (BINANG_SUB(Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), this->actor.world.rot.y) > 0) { yawOffset = this->actor.world.rot.y + 0x4000; } else { yawOffset = this->actor.world.rot.y - 0x4000; diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c index 33af85b3e5..aeaed963b0 100644 --- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c +++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c @@ -177,9 +177,9 @@ void func_808A2918(EnBoom* this, PlayState* play) { sp7C = this->player; if (sp7C != NULL) { - sp72 = Actor_YawToPoint(&this->actor, &sp7C->focus.pos); + sp72 = Actor_WorldYawTowardPoint(&this->actor, &sp7C->focus.pos); sp70 = this->actor.world.rot.y - sp72; - sp6E = Actor_PitchToPoint(&this->actor, &sp7C->focus.pos); + sp6E = Actor_WorldPitchTowardPoint(&this->actor, &sp7C->focus.pos); sp6C = this->actor.world.rot.x - sp6E; sp64 = (200.0f - Math_Vec3f_DistXYZ(&this->actor.world.pos, &sp7C->focus.pos)) * 0.005f; diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c index b9e1071feb..8ffdc6b247 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -168,7 +168,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) { if ((this->actor.parent != NULL) && (this->actor.parent->home.rot.z == 0)) { this->actor.home.pos.x = this->actor.parent->world.pos.x; this->actor.home.pos.z = this->actor.parent->world.pos.z; - dist = Actor_XZDistanceToPoint(&this->actor, &this->actor.parent->world.pos); + dist = Actor_WorldDistXZToPoint(&this->actor, &this->actor.parent->world.pos); } else { dist = 450.0f; this->actor.flags |= ACTOR_FLAG_1; @@ -176,14 +176,14 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) { if (this->actor.bgCheckFlags & 8) { this->yawTarget = this->actor.wallYaw; - } else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { - this->yawTarget = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + } else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { + this->yawTarget = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } if ((Math_SmoothStepToS(&this->actor.shape.rot.y, this->yawTarget, 5, 0x300, 0x10) == 0) && onInitialAnimFrame && (Rand_ZeroOne() < 0.1f)) { - yaw = (Actor_YawToPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y); + yaw = (Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y); if (yaw > 0) { this->yawTarget += Rand_S16Offset(0x1000, 0x1000); } else { @@ -258,16 +258,16 @@ void EnCrow_DiveAttack(EnCrow* this, PlayState* play) { } targetPos.x = this->actor.child->world.pos.x; targetPos.z = this->actor.child->world.pos.z; - pitchTarget = Actor_PitchToPoint(&this->actor, &targetPos); + pitchTarget = Actor_WorldPitchTowardPoint(&this->actor, &targetPos); pitchTarget = CLAMP(pitchTarget, -0x3000, 0x3000); Math_SmoothStepToS(&this->actor.shape.rot.x, pitchTarget, 2, 0x400, 0x40); } else { Math_SmoothStepToS(&this->actor.shape.rot.x, -0x800, 2, 0x100, 0x10); } - if (isFacingActor || (Actor_XZDistanceBetweenActors(&this->actor, this->actor.child) > 80.0f)) { - Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, this->actor.child), 4, 0xC00, - 0xC0); + if (isFacingActor || (Actor_WorldDistXZToActor(&this->actor, this->actor.child) > 80.0f)) { + Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, this->actor.child), 4, + 0xC00, 0xC0); } if (((this->timer == 0) || ((&player->actor != this->actor.child) && (this->actor.child->home.rot.z != 0)) || diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index 6bc0fd8d19..4bf0f20d5b 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -299,7 +299,7 @@ void func_808BDA4C(EnDekunuts* this, PlayState* play) { sp58.x = player->actor.world.pos.x; sp58.z = player->actor.world.pos.z; sp58.y = player->actor.world.pos.y + 40.0f; - pitch = Actor_PitchToPoint(&this->actor, &sp58); + pitch = Actor_WorldPitchTowardPoint(&this->actor, &sp58); pitch = CLAMP(pitch, -0x3800, -0x2000); if (this->skelAnime.curFrame < 7.0f) { Math_ScaledStepToS(&this->actor.world.rot.x, pitch, 0x800); @@ -414,11 +414,11 @@ void func_808BDFB8(EnDekunuts* this, PlayState* play) { Math_StepToF(&this->actor.speedXZ, 7.5f, 1.0f); if (!Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_192, 1, 0xE38, 0xB6)) { if (this->actor.bgCheckFlags & 0x20) { - this->unk_192 = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->unk_192 = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } else if (this->actor.bgCheckFlags & 8) { this->unk_192 = this->actor.wallYaw; } else if (this->unk_18D == 0) { - yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); yaw2 = yaw - this->actor.yawTowardsPlayer; if (ABS_ALT(yaw2) > 0x2000) { this->unk_192 = yaw; @@ -431,7 +431,7 @@ void func_808BDFB8(EnDekunuts* this, PlayState* play) { } this->actor.shape.rot.y = BINANG_ROT180(this->actor.world.rot.y); - if ((this->unk_18D == 0) && (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 20.0f) && + if ((this->unk_18D == 0) && (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 20.0f) && (fabsf(this->actor.world.pos.y - this->actor.home.pos.y) < 2.0f)) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.flags &= ~ACTOR_FLAG_20; diff --git a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c index 643c167f07..687ea75578 100644 --- a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c +++ b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c @@ -415,7 +415,7 @@ s32 func_8089AE00(EnDinofos* this, PlayState* play) { temp_v0 = func_800BC270(play, &this->actor, 80.0f, 0x138B0); if (temp_v0 != NULL) { - temp_v1 = (Actor_YawBetweenActors(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_28E; + temp_v1 = (Actor_WorldYawTowardActor(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_28E; if (ABS_ALT(temp_v1) < 0x3000) { func_8089D11C(this, temp_v1 + this->unk_28E); Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WARAU); @@ -425,7 +425,7 @@ s32 func_8089AE00(EnDinofos* this, PlayState* play) { temp_v0 = func_800BC444(play, &this->actor, 80.0f); if ((temp_v0 != NULL) && (temp_v0->id == ACTOR_EN_BOM_CHU)) { - temp_v1_2 = (Actor_YawBetweenActors(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_28E; + temp_v1_2 = (Actor_WorldYawTowardActor(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_28E; if (ABS_ALT(temp_v1_2) < 0x3000) { func_8089C024(this, 1); Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WARAU); diff --git a/src/overlays/actors/ovl_En_Dno/z_en_dno.c b/src/overlays/actors/ovl_En_Dno/z_en_dno.c index 12e048955b..15a34821ad 100644 --- a/src/overlays/actors/ovl_En_Dno/z_en_dno.c +++ b/src/overlays/actors/ovl_En_Dno/z_en_dno.c @@ -311,7 +311,7 @@ void func_80A71B68(EnDno* this, PlayState* play) { if (!(this->unk_3B0 & 0x20)) { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimations, EN_DNO_ANIM_PRAYER_LOOP, &this->animIndex); - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, this->unk_460); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, this->unk_460); } } else { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimations, EN_DNO_ANIM_IDLE, &this->animIndex); @@ -347,8 +347,8 @@ void func_80A71C3C(EnDno* this, PlayState* play) { } case EN_DNO_ANIM_PRAYER_LOOP: - Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, this->unk_460), 2, 0xE38, - 0x222); + Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, this->unk_460), 2, + 0xE38, 0x222); break; } @@ -436,7 +436,7 @@ void func_80A71F18(EnDno* this, PlayState* play) { &this->animIndex); } Math_ScaledStepToS(&this->actor.shape.rot.y, - Actor_YawBetweenActors(&this->actor, this->unk_460), 0x71C); + Actor_WorldYawTowardActor(&this->actor, this->unk_460), 0x71C); break; case EN_DNO_ANIM_IMPLORE_END: diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c index d1ec4ea701..e883a6f507 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -592,9 +592,10 @@ void func_80877500(EnDodongo* this, PlayState* play) { } } } else { - if ((Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 150.0f) || + if ((Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 150.0f) || (Player_GetMask(play) == PLAYER_MASK_STONE)) { - Math_ScaledStepToS(&this->actor.world.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x1F4); + Math_ScaledStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 0x1F4); } this->timer--; diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c index 3d7e79a3dc..0df2b693eb 100644 --- a/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -457,7 +457,7 @@ void func_80866A5C(EnDoor* this, PlayState* play) { this->unk_1A6 = 10; } } else if ((this->unk_1A4 == 4) && - (Actor_XZDistanceBetweenActors(&this->dyna.actor, &GET_PLAYER(play)->actor) > 120.0f)) { + (Actor_WorldDistXZToActor(&this->dyna.actor, &GET_PLAYER(play)->actor) > 120.0f)) { this->actionFunc = func_8086704C; this->dyna.actor.world.rot.y = -0x1800; } diff --git a/src/overlays/actors/ovl_En_Fall/z_en_fall.c b/src/overlays/actors/ovl_En_Fall/z_en_fall.c index ea76ef0747..f64001b84a 100644 --- a/src/overlays/actors/ovl_En_Fall/z_en_fall.c +++ b/src/overlays/actors/ovl_En_Fall/z_en_fall.c @@ -798,7 +798,7 @@ void EnFall_LodMoon_DrawWithoutLerp(Actor* thisx, PlayState* play) { * to be 9000 units away before drawing it. */ void EnFall_LodMoon_DrawWithLerp(Actor* thisx, PlayState* play) { - f32 distanceToEye = Actor_DistanceToPoint(thisx, &play->view.eye); + f32 distanceToEye = Actor_WorldDistXYZToPoint(thisx, &play->view.eye); f32 scale; Vec3f translation; diff --git a/src/overlays/actors/ovl_En_Famos/z_en_famos.c b/src/overlays/actors/ovl_En_Famos/z_en_famos.c index 27dcabc23c..fd45368985 100644 --- a/src/overlays/actors/ovl_En_Famos/z_en_famos.c +++ b/src/overlays/actors/ovl_En_Famos/z_en_famos.c @@ -273,7 +273,7 @@ void EnFamos_SetupDeathDebris(EnFamos* this) { s32 EnFamos_IsPlayerSeen(EnFamos* this, PlayState* play) { if ((Player_GetMask(play) != PLAYER_MASK_STONE) && - (Actor_XZDistanceToPoint(&GET_PLAYER(play)->actor, &this->calmPos) < this->aggroDistance) && + (Actor_WorldDistXZToPoint(&GET_PLAYER(play)->actor, &this->calmPos) < this->aggroDistance) && Actor_IsFacingPlayer(&this->actor, 0x5000)) { return true; } else { @@ -374,7 +374,7 @@ void EnFamos_SetupPathingIdle(EnFamos* this) { } Math_Vec3s_ToVec3f(&this->targetDest, &this->pathPoints[this->currentPathNode]); - this->targetYaw = Actor_YawToPoint(&this->actor, &this->targetDest); + this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &this->targetDest); this->actionFunc = EnFamos_PathingIdle; this->actor.speedXZ = 0.0f; } @@ -396,7 +396,7 @@ void EnFamos_PathingIdle(EnFamos* this, PlayState* play) { * Famos lost player; Turning to face back toward home. */ void EnFamos_SetupTurnHome(EnFamos* this) { - this->targetYaw = Actor_YawToPoint(&this->actor, &this->calmPos); + this->targetYaw = Actor_WorldYawTowardPoint(&this->actor, &this->calmPos); Math_Vec3f_Copy(&this->targetDest, &this->calmPos); this->actionFunc = EnFamos_TurnHome; this->actor.speedXZ = 0.0f; @@ -416,14 +416,14 @@ void EnFamos_TurnHome(EnFamos* this, PlayState* play) { */ void EnFamos_SetupReturnHome(EnFamos* this) { this->actor.world.rot.y = this->actor.shape.rot.y; - this->actor.world.rot.x = -Actor_PitchToPoint(&this->actor, &this->targetDest); + this->actor.world.rot.x = -Actor_WorldPitchTowardPoint(&this->actor, &this->targetDest); this->actionFunc = EnFamos_ReturnHome; } void EnFamos_ReturnHome(EnFamos* this, PlayState* play) { - f32 distanceToHome = Actor_XZDistanceToPoint(&this->actor, &this->targetDest); + f32 distanceToHome = Actor_WorldDistXZToPoint(&this->actor, &this->targetDest); - this->actor.shape.rot.y = Actor_YawToPoint(&this->actor, &this->targetDest); + this->actor.shape.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->targetDest); this->actor.world.rot.y = this->actor.shape.rot.y; EnFamos_UpdateBobbingHeight(this); if (this->isCalm) { @@ -497,7 +497,7 @@ void EnFamos_Chase(EnFamos* this, PlayState* play) { abovePlayerPos.x = player->actor.world.pos.x; abovePlayerPos.y = player->actor.world.pos.y + 100.0f; abovePlayerPos.z = player->actor.world.pos.z; - this->actor.world.rot.x = -Actor_PitchToPoint(&this->actor, &abovePlayerPos); + this->actor.world.rot.x = -Actor_WorldPitchTowardPoint(&this->actor, &abovePlayerPos); Math_StepToF(&this->actor.speedXZ, 6.0f, 0.5f); surfaceType = func_800C9B18(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId); @@ -506,7 +506,7 @@ void EnFamos_Chase(EnFamos* this, PlayState* play) { EnFamos_SetupAttackAim(this); } else if ((Player_GetMask(play) == PLAYER_MASK_STONE) || - (this->aggroDistance < Actor_XZDistanceToPoint(&GET_PLAYER(play)->actor, &this->calmPos)) || + (this->aggroDistance < Actor_WorldDistXZToPoint(&GET_PLAYER(play)->actor, &this->calmPos)) || !Actor_IsFacingPlayer(&this->actor, 0x6000)) { EnFamos_SetupScanForPlayer(this); } diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c index c41e6fd769..226874c816 100644 --- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c +++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c @@ -208,8 +208,8 @@ s32 EnFirefly_ReturnToPerch(EnFirefly* this, PlayState* play) { return false; } - if (Actor_XZDistanceToPoint(&player->actor, &this->actor.home.pos) > 300.0f) { - distFromHome = Actor_DistanceToPoint(&this->actor, &this->actor.home.pos); + if (Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) > 300.0f) { + distFromHome = Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos); if (distFromHome < 5.0f) { EnFirefly_SetupPerch(this); @@ -218,9 +218,10 @@ s32 EnFirefly_ReturnToPerch(EnFirefly* this, PlayState* play) { this->actor.speedXZ *= distFromHome * 0.05f; } - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x300); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 0x300); Math_ScaledStepToS(&this->actor.shape.rot.x, - Actor_PitchToPoint(&this->actor, &this->actor.home.pos) + 0x1554, 0x100); + Actor_WorldPitchTowardPoint(&this->actor, &this->actor.home.pos) + 0x1554, 0x100); } return true; @@ -242,7 +243,7 @@ s32 EnFirefly_SeekTorch(EnFirefly* this, PlayState* play) { while (findTorch != NULL) { if ((findTorch->actor.id == ACTOR_OBJ_SYOKUDAI) && (findTorch->snuffTimer != OBJ_SYOKUDAI_SNUFF_OUT)) { - currentDist = Actor_DistanceBetweenActors(&this->actor, &findTorch->actor); + currentDist = Actor_WorldDistXYZToActor(&this->actor, &findTorch->actor); if (currentDist < currentMinDist) { currentMinDist = currentDist; closestTorch = findTorch; @@ -256,12 +257,13 @@ s32 EnFirefly_SeekTorch(EnFirefly* this, PlayState* play) { flamePos.y = closestTorch->actor.world.pos.y + 52.0f + 30.0f; flamePos.z = closestTorch->actor.world.pos.z; - if (Actor_DistanceToPoint(&this->actor, &flamePos) < 15.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &flamePos) < 15.0f) { EnFirefly_Ignite(this); } else { - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, &closestTorch->actor), + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &closestTorch->actor), 0x300); - Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_PitchToPoint(&this->actor, &flamePos) + 0x1554, 0x100); + Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &flamePos) + 0x1554, + 0x100); } return true; @@ -273,7 +275,7 @@ s32 EnFirefly_SeekTorch(EnFirefly* this, PlayState* play) { void EnFirefly_SetupFlyIdle(EnFirefly* this) { this->timer = Rand_S16Offset(70, 100); this->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 1.5f; - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x300); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x300); this->pitchTarget = ((this->maxAltitude < this->actor.world.pos.y) ? 0xC00 : -0xC00) + 0x1554; this->skelAnime.playSpeed = 1.0f; this->actionFunc = EnFirefly_FlyIdle; @@ -296,8 +298,8 @@ void EnFirefly_FlyIdle(EnFirefly* this, PlayState* play) { rand = Rand_ZeroOne(); if (rand < 0.5f) { - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), - 0x300); + Math_ScaledStepToS(&this->actor.shape.rot.y, + Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x300); } else if (rand < 0.8f) { this->actor.shape.rot.y += (s16)randPlusMinusPoint5Scaled(1536.0f); } @@ -447,8 +449,8 @@ void EnFirefly_DiveAttack(EnFirefly* this, PlayState* play) { preyPos.x = player->actor.world.pos.x; preyPos.y = player->actor.world.pos.y + 20.0f; preyPos.z = player->actor.world.pos.z; - Math_SmoothStepToS(&this->actor.shape.rot.x, Actor_PitchToPoint(&this->actor, &preyPos) + 0x1554, 2, 0x400, - 0x100); + Math_SmoothStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &preyPos) + 0x1554, 2, + 0x400, 0x100); } else { this->skelAnime.playSpeed = 1.5f; if (this->actor.xzDistToPlayer > 80.0f) { @@ -532,7 +534,8 @@ void EnFirefly_FlyAway(EnFirefly* this, PlayState* play) { if (this->actor.bgCheckFlags & 8) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallYaw, 2, 0xC00, 0x300); } else { - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x300); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 0x300); } Math_ScaledStepToS(&this->actor.shape.rot.x, this->pitchTarget, 0x100); @@ -627,7 +630,8 @@ void EnFirefly_DisturbDiveAttack(EnFirefly* this, PlayState* play) { preyPos.x = player->actor.world.pos.x; preyPos.y = player->actor.world.pos.y + 20.0f; preyPos.z = player->actor.world.pos.z; - Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_PitchToPoint(&this->actor, &preyPos) + 0x1554, 0x100); + Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &preyPos) + 0x1554, + 0x100); Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0x300); } diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index c66ce4b168..94fc2dfc16 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -651,9 +651,9 @@ void func_808D1D6C(EnFloormas* this, PlayState* play) { return; } - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, sp2C), 0x38E); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, sp2C), 0x38E); - if (Actor_XZDistanceBetweenActors(&this->actor, sp2C) < 80.0f) { + if (Actor_WorldDistXZToActor(&this->actor, sp2C) < 80.0f) { func_808D2484(this); } } else { @@ -794,7 +794,7 @@ void func_808D24F0(EnFloormas* this, PlayState* play) { this->actor.speedXZ = 5.0f; this->actor.velocity.y = 7.0f; } else if (this->skelAnime.curFrame < 20.0f) { - Math_ApproachS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, phi_s1), 2, 0xE38); + Math_ApproachS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, phi_s1), 2, 0xE38); } else if (((phi_s1->world.pos.y - this->actor.world.pos.y) < -10.0f) && (fabsf(this->actor.world.pos.x - phi_s1->world.pos.x) < 10.0f) && (fabsf(this->actor.world.pos.z - phi_s1->world.pos.z) < 10.0f)) { diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c index 5ffc364c34..101751b19f 100644 --- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -430,7 +430,7 @@ void func_8087B7C0(EnHorse* this, PlayState* play, Path* path) { return; } - sp4A = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; + sp4A = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; if ((fabsf(Math_SinS(sp4A)) < 0.9f) && (Math_CosS(sp4A) > 0.0f)) { if (this->actor.speedXZ < this->unk_398) { @@ -455,7 +455,7 @@ void func_8087B7C0(EnHorse* this, PlayState* play, Path* path) { } this->unk_394 |= 1; } else if ((sp68 + 1) == this->curRaceWaypoint) { - s16 sp48 = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; + s16 sp48 = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; if ((fabsf(Math_SinS(sp48)) < 0.9f) && (Math_CosS(sp48) > 0.0f)) { if (this->actor.speedXZ < this->unk_398) { @@ -622,7 +622,7 @@ s32 EnHorse_Spawn(EnHorse* this, PlayState* play) { this->actor.world.pos.z = spawnPos.z; this->actor.prevPos = this->actor.world.pos; this->actor.world.rot.y = 0; - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor); spawn = true; SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->actor.world.pos, &this->actor.projectedPos, &this->actor.projectedW); @@ -648,7 +648,7 @@ s32 EnHorse_Spawn(EnHorse* this, PlayState* play) { this->actor.world.pos.z = spawnPos.z; this->actor.prevPos = this->actor.world.pos; this->actor.world.rot.y = 0; - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor); spawn = true; SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->actor.world.pos, &this->actor.projectedPos, &this->actor.projectedW); @@ -2026,7 +2026,7 @@ void EnHorse_StartMovingAnimation(EnHorse* this, s32 anim, f32 morphFrames, f32 void EnHorse_SetFollowAnimation(EnHorse* this, PlayState* play) { s32 anim = ENHORSE_ANIM_WALK; - f32 distToPlayer = Actor_XZDistanceBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + f32 distToPlayer = Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(play)->actor); if (distToPlayer > 400.0f) { anim = ENHORSE_ANIM_GALLOP; @@ -2063,7 +2063,7 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) { f32 distToPlayer; D_801BDAA4 = 0; - distToPlayer = Actor_XZDistanceBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + distToPlayer = Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(play)->actor); if (((this->playerDir == PLAYER_DIR_BACK_R) || (this->playerDir == PLAYER_DIR_BACK_L)) && (distToPlayer > 300.0f) && !(this->stateFlags & ENHORSE_TURNING_TO_PLAYER)) { @@ -2071,7 +2071,7 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) { this->animIndex = ENHORSE_ANIM_REARING; this->stateFlags |= ENHORSE_TURNING_TO_PLAYER; - this->angleToPlayer = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + this->angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor); angleDiff = (f32)this->angleToPlayer - this->actor.world.rot.y; if (angleDiff > 0x7FFF) { @@ -3032,7 +3032,7 @@ void EnHorse_FleePlayer(EnHorse* this, PlayState* play) { (nextAnimIndex == ENHORSE_ANIM_WALK)) { if (playerDistToHome < 300.0f) { yaw = player->actor.shape.rot.y; - yaw += ((Actor_YawBetweenActors(&this->actor, &player->actor) > 0) ? 1 : -1) * 0x3FFF; + yaw += ((Actor_WorldYawTowardActor(&this->actor, &player->actor) > 0) ? 1 : -1) * 0x3FFF; } else { yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos) - this->actor.world.rot.y; } @@ -4069,7 +4069,7 @@ void EnHorse_RegenBoost(EnHorse* this, PlayState* play) { void EnHorse_UpdatePlayerDir(EnHorse* this, PlayState* play) { Player* player = GET_PLAYER(play); - s16 angle = Actor_YawBetweenActors(&this->actor, &player->actor) - this->actor.world.rot.y; + s16 angle = Actor_WorldYawTowardActor(&this->actor, &player->actor) - this->actor.world.rot.y; f32 s = Math_SinS(angle); f32 c = Math_CosS(angle); @@ -4399,7 +4399,7 @@ s32 EnHorse_PlayerDirToMountSide(EnHorse* this, PlayState* play, Player* player) s32 EnHorse_MountSideCheck(EnHorse* this, PlayState* play, Player* player) { s32 mountSide; - if (Actor_XZDistanceBetweenActors(&this->actor, &player->actor) > 75.0f) { + if (Actor_WorldDistXZToActor(&this->actor, &player->actor) > 75.0f) { return 0; } @@ -4407,7 +4407,7 @@ s32 EnHorse_MountSideCheck(EnHorse* this, PlayState* play, Player* player) { return 0; } - if (Math_CosS(Actor_YawBetweenActors(&player->actor, &this->actor) - player->actor.world.rot.y) < + if (Math_CosS(Actor_WorldYawTowardActor(&player->actor, &this->actor) - player->actor.world.rot.y) < 0.17364818f) { // cos(80 degrees) return 0; } diff --git a/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c b/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c index 1e26b47e62..9ec44193a2 100644 --- a/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c +++ b/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c @@ -208,7 +208,7 @@ void func_808DEA54(EnHorseLinkChild* this, s32 arg1) { } void func_808DEB14(EnHorseLinkChild* this, PlayState* play) { - f32 sp44 = Actor_XZDistanceBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + f32 sp44 = Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(play)->actor); s32 phi_v0; if (SkelAnime_Update(&this->skin.skelAnime)) { @@ -248,7 +248,7 @@ void func_808DED40(EnHorseLinkChild* this, PlayState* play) { s32 phi_v0; if ((this->unk_148 == 4) || (this->unk_148 == 3) || (this->unk_148 == 2)) { - temp_a0 = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; + temp_a0 = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; if (temp_a0 > 0x12C) { this->actor.world.rot.y += 0x12C; } else if (temp_a0 < -0x12C) { @@ -260,7 +260,7 @@ void func_808DED40(EnHorseLinkChild* this, PlayState* play) { } if (SkelAnime_Update(&this->skin.skelAnime)) { - temp_fv0 = Actor_XZDistanceBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + temp_fv0 = Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(play)->actor); if (temp_fv0 > 1000.0f) { func_808DEA54(this, 0); return; @@ -309,7 +309,7 @@ void func_808DF088(EnHorseLinkChild* this, PlayState* play) { if (Math3D_Distance(&player->actor.world.pos, &this->actor.home.pos) < 250.0f) { sp32 = player->actor.shape.rot.y; - if (Actor_YawBetweenActors(&this->actor, &player->actor) > 0) { + if (Actor_WorldYawTowardActor(&this->actor, &player->actor) > 0) { phi_v0 = 1; } else { phi_v0 = -1; @@ -340,7 +340,7 @@ void func_808DF194(EnHorseLinkChild* this, PlayState* play) { func_808DF088(this, play); player = GET_PLAYER(play); - sp50 = Actor_XZDistanceBetweenActors(&this->actor, &player->actor); + sp50 = Actor_WorldDistXZToActor(&this->actor, &player->actor); sp48 = this->unk_148; sp4C = SkelAnime_Update(&this->skin.skelAnime); @@ -433,7 +433,7 @@ void func_808DF620(EnHorseLinkChild* this, PlayState* play) { } this->actor.speedXZ = 0.0f; - sp36 = Actor_YawBetweenActors(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; + sp36 = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y; if ((Math_CosS(sp36) < 0.7071f) && (this->unk_148 == 2)) { func_800F415C(&this->actor, &GET_PLAYER(play)->actor.world.pos, 0x12C); @@ -480,7 +480,7 @@ void func_808DF838(EnHorseLinkChild* this, PlayState* play) { if (SkelAnime_Update(&this->skin.skelAnime)) { if (this->unk_1E0 == 0) { - phi_fv0 = Actor_XZDistanceBetweenActors(&this->actor, &GET_PLAYER(play)->actor); + phi_fv0 = Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(play)->actor); } else { phi_fv0 = Math3D_Distance(&this->actor.world.pos, &this->actor.home.pos); } diff --git a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c index f1ebe1bb20..42104bd589 100644 --- a/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c +++ b/src/overlays/actors/ovl_En_Invadepoh/z_en_invadepoh.c @@ -3608,7 +3608,7 @@ void func_80B4B768(EnInvadepoh* this, PlayState* play) { s32 pad; Math_StepToF(&this->actor.speedXZ, 0.0f, 1.0f); - Math_SmoothStepToS(&this->actor.world.rot.y, Actor_YawBetweenActors(&this->actor, &D_80B5040C->actor), 5, 0x1388, + Math_SmoothStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardActor(&this->actor, &D_80B5040C->actor), 5, 0x1388, 0x64); func_80B44E90(this, play); if (Animation_OnFrame(&this->skelAnime, 13.0f) || Animation_OnFrame(&this->skelAnime, 19.0f)) { diff --git a/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c b/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c index 70ca7313ab..81415caf5e 100644 --- a/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c +++ b/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c @@ -395,7 +395,7 @@ s32 func_80B85A00(EnKaizoku* this, PlayState* play, s16 arg2) { if (((this->picto.actor.bgCheckFlags & 8) && (sp32 < 0x2EE0)) || (explosiveActor->id == ACTOR_EN_BOM_CHU)) { if ((explosiveActor->id == ACTOR_EN_BOM_CHU) && - (Actor_DistanceBetweenActors(&this->picto.actor, explosiveActor) < 80.0f) && + (Actor_WorldDistXYZToActor(&this->picto.actor, explosiveActor) < 80.0f) && (BINANG_ADD(this->picto.actor.shape.rot.y - explosiveActor->world.rot.y, 0x8000) < 0x4000)) { if (this->action != KAIZOKU_ACTION_6) { func_80B87C7C(this); diff --git a/src/overlays/actors/ovl_En_Kame/z_en_kame.c b/src/overlays/actors/ovl_En_Kame/z_en_kame.c index 6e021186ff..e9139c9346 100644 --- a/src/overlays/actors/ovl_En_Kame/z_en_kame.c +++ b/src/overlays/actors/ovl_En_Kame/z_en_kame.c @@ -229,8 +229,8 @@ void func_80AD7254(EnKame* this, PlayState* play) { if (this->unk_2A4 != this->actor.shape.rot.y) { Math_ScaledStepToS(&this->actor.shape.rot.y, this->unk_2A4, 0x100); this->actor.world.rot.y = this->actor.shape.rot.y; - } else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 40.0f) { - this->unk_2A4 = Actor_YawToPoint(&this->actor, &this->actor.home.pos) + ((s32)Rand_Next() >> 0x14); + } else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 40.0f) { + this->unk_2A4 = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) + ((s32)Rand_Next() >> 0x14); } this->unk_29E--; @@ -316,7 +316,7 @@ void func_80AD76CC(EnKame* this) { Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PAMET_CUTTER_ON); this->unk_2BC.y = this->actor.home.pos.y - 100.0f; } else { - this->actor.world.rot.y = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); Math_Vec3f_Copy(&this->unk_2BC, &this->actor.home.pos); this->unk_29E = 0; } @@ -363,12 +363,12 @@ void func_80AD7948(EnKame* this, PlayState* play) { func_80AD75A8(this, play); if (this->unk_29E == -1) { - s16 temp_v0 = Actor_YawToPoint(&this->actor, &this->unk_2BC) - this->actor.world.rot.y; + s16 temp_v0 = Actor_WorldYawTowardPoint(&this->actor, &this->unk_2BC) - this->actor.world.rot.y; temp_v1 = ABS_ALT(temp_v0); if ((this->actor.bgCheckFlags & 8) || (temp_v1 > 0x3000) || - (Actor_XZDistanceToPoint(&this->actor, &this->unk_2BC) < 50.0f)) { + (Actor_WorldDistXZToPoint(&this->actor, &this->unk_2BC) < 50.0f)) { s8 pad; if (this->unk_2BC.y < this->actor.home.pos.y) { @@ -706,7 +706,7 @@ void EnKame_Update(Actor* thisx, PlayState* play) { if ((this->collider.base.atFlags & AT_HIT) && (this->collider.base.atFlags & AT_BOUNCED)) { this->collider.base.atFlags &= ~(AT_BOUNCED | AT_HIT); func_80AD76CC(this); - if (Actor_XZDistanceToPoint(&this->actor, &this->unk_2BC) < 50.0f) { + if (Actor_WorldDistXZToPoint(&this->actor, &this->unk_2BC) < 50.0f) { this->collider.base.atFlags &= ~AT_ON; } this->unk_2A6 = 0x3B00; diff --git a/src/overlays/actors/ovl_En_Kusa2/z_en_kusa2.c b/src/overlays/actors/ovl_En_Kusa2/z_en_kusa2.c index 0f95122d45..468368cd59 100644 --- a/src/overlays/actors/ovl_En_Kusa2/z_en_kusa2.c +++ b/src/overlays/actors/ovl_En_Kusa2/z_en_kusa2.c @@ -701,7 +701,7 @@ void func_80A5CB74(EnKusa2* this) { sp3E = Rand_S16Offset(-10000, 20000) + this->actor.world.rot.y; if (this->unk_1C0 != NULL) { - sp36 = Actor_YawBetweenActors(&this->actor, &this->unk_1C0->actor); + sp36 = Actor_WorldYawTowardActor(&this->actor, &this->unk_1C0->actor); sp3C = Rand_S16Offset(-4000, 8000) + sp36; } else { sp3C = 0; @@ -976,7 +976,7 @@ void func_80A5D7C4(EnKusa2* this, PlayState* play) { if ((this->unk_1C0 != NULL) && (this->unk_1C0->unk_1BE != 0)) { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; if (this2->unk_1C0 != NULL) { - sp2A = Actor_YawBetweenActors(&this->unk_1C0->actor, &this->actor); + sp2A = Actor_WorldYawTowardActor(&this->unk_1C0->actor, &this->actor); this->actor.home.rot.y = Rand_S16Offset(-1500, 3000) + sp2A; } this->unk_1C8 = Rand_S16Offset(72, 16); diff --git a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c index f459a6a416..a8a059c1ff 100644 --- a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c +++ b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c @@ -338,7 +338,7 @@ void EnMinifrog_SetupNextFrogInit(EnMinifrog* this, PlayState* play) { missingFrog = nextFrog->frog; if (nextFrog->frog != NULL) { this->actor.home.rot.y = - (s16)Actor_YawBetweenActors(&this->actor, &missingFrog->actor); // Set home to missing frog + (s16)Actor_WorldYawTowardActor(&this->actor, &missingFrog->actor); // Set home to missing frog EnMinifrog_TurnToMissingFrog(this); } else { EnMinifrog_TurnToPlayer(this); @@ -427,7 +427,7 @@ void EnMinifrog_SetupNextFrogChoir(EnMinifrog* this, PlayState* play) { this->actor.home.rot.z = 0; this->actionFunc = EnMinifrog_NextFrogMissing; this->timer = 60; - this->actor.home.rot.y = Actor_YawBetweenActors(&this->actor, &this->frog->actor); + this->actor.home.rot.y = Actor_WorldYawTowardActor(&this->actor, &this->frog->actor); func_801A1F88(); this->flags &= ~0x100; this->flags &= ~(0x2 << MINIFROG_YELLOW | 0x2 << MINIFROG_CYAN | 0x2 << MINIFROG_PINK | 0x2 << MINIFROG_BLUE | diff --git a/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c b/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c index 1ab5f2cc64..bf585ff61a 100644 --- a/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c +++ b/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c @@ -246,8 +246,8 @@ void EnMinislime_SetupFall(EnMinislime* this, PlayState* play) { this->actor.scale.x = 0.095f; this->actor.scale.z = 0.095f; this->actor.scale.y = 0.10700001f; - if (Actor_XZDistanceBetweenActors(&this->actor, &player->actor) < 225.0f) { - yaw = Actor_YawBetweenActors(&player->actor, &this->actor); + if (Actor_WorldDistXZToActor(&this->actor, &player->actor) < 225.0f) { + yaw = Actor_WorldYawTowardActor(&player->actor, &this->actor); this->actor.world.pos.x = Math_SinS(yaw) * 225.0f + player->actor.world.pos.x; this->actor.world.pos.z = Math_CosS(yaw) * 225.0f + player->actor.world.pos.z; } @@ -267,7 +267,7 @@ void EnMinislime_Fall(EnMinislime* this, PlayState* play) { void EnMinislime_SetupBreakFromBigslime(EnMinislime* this) { f32 velY; - this->actor.world.rot.y = Actor_YawBetweenActors(this->actor.parent, &this->actor); + this->actor.world.rot.y = Actor_WorldYawTowardActor(this->actor.parent, &this->actor); this->actor.shape.rot.y = this->actor.world.rot.y; this->actor.speedXZ = Math_CosS(this->actor.world.rot.x) * 15.0f; velY = Math_SinS(this->actor.world.rot.x) * 15.0f; @@ -434,8 +434,8 @@ void EnMinislime_Idle(EnMinislime* this, PlayState* play) { if (this->actor.xzDistToPlayer < 300.0f) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; } else { - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 200.0f) { - this->actor.world.rot.y = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 200.0f) { + this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } else { this->actor.world.rot.y += (s16)((s32)Rand_Next() >> 0x13); } @@ -491,8 +491,8 @@ void EnMinislime_Bounce(EnMinislime* this, PlayState* play) { void EnMinislime_SetupMoveToBigslime(EnMinislime* this) { this->actor.gravity = 0.0f; this->actor.speedXZ = 15.0f; - this->actor.shape.rot.x = Actor_PitchToPoint(&this->actor, &this->actor.parent->home.pos); - this->actor.shape.rot.y = Actor_YawToPoint(&this->actor, &this->actor.parent->home.pos); + this->actor.shape.rot.x = Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->home.pos); + this->actor.shape.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->home.pos); this->actor.world.rot.x = -this->actor.shape.rot.x; this->actor.world.rot.y = this->actor.shape.rot.y; this->collider.base.atFlags &= ~AT_ON; diff --git a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c index cbbaffca9d..c89fdcdfaa 100644 --- a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c +++ b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c @@ -267,7 +267,7 @@ void func_80A4E2E8(EnMkk* this, PlayState* play) { sp20 = Math_StepToF(&this->actor.speedXZ, 0.0f, 0.7f); } if ((player->stateFlags3 & 0x100) || (Player_GetMask(play) == PLAYER_MASK_STONE)) { - Math_ScaledStepToS(&this->unk_150, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x400); + Math_ScaledStepToS(&this->unk_150, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x400); } else if ((player->stateFlags2 & 0x80) || (player->actor.freezeTimer > 0)) { Math_ScaledStepToS(&this->unk_150, this->actor.yawTowardsPlayer + 0x8000, 0x400); } else { @@ -421,7 +421,7 @@ void EnMkk_Update(Actor* thisx, PlayState* play) { } if (Actor_IsFacingPlayer(&this->actor, 0x3000)) { player = GET_PLAYER(play); - this->actor.shape.rot.x = Actor_PitchToPoint(&this->actor, &player->actor.focus.pos); + this->actor.shape.rot.x = Actor_WorldPitchTowardPoint(&this->actor, &player->actor.focus.pos); this->actor.shape.rot.x = CLAMP(this->actor.shape.rot.x, -0x1800, 0x1800); } Actor_SetFocus(&this->actor, 10.0f); diff --git a/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c b/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c index 86099a2141..483d58c3d8 100644 --- a/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c +++ b/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c @@ -171,7 +171,7 @@ void EnNeoReeba_WaitUnderground(EnNeoReeba* this, PlayState* play) { s32 pad; Player* player = GET_PLAYER(play); - if ((Actor_XZDistanceToPoint(&player->actor, &this->actor.home.pos) < 200.0f) && + if ((Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) < 200.0f) && (Player_GetMask(play) != PLAYER_MASK_STONE) && (fabsf(this->actor.playerHeightRel) < 100.0f)) { EnNeoReeba_SetupRise(this); } @@ -199,7 +199,7 @@ void EnNeoReeba_SetupChooseAction(EnNeoReeba* this) { void EnNeoReeba_ChooseAction(EnNeoReeba* this, PlayState* play) { Player* player = GET_PLAYER(play); - f32 distToPlayer = Actor_XZDistanceToPoint(&player->actor, &this->actor.home.pos); + f32 distToPlayer = Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos); if ((distToPlayer > 200.0f) || (fabsf(this->actor.playerHeightRel) > 100.0f)) { EnNeoReeba_SetupSink(this); @@ -318,7 +318,7 @@ void EnNeoReeba_ReturnHome(EnNeoReeba* this, PlayState* play) { this->actor.speedXZ -= 1.0f; } - if (Actor_XZDistanceToPoint(&player->actor, &this->actor.home.pos) > 200.0f || + if (Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) > 200.0f || fabsf(this->actor.playerHeightRel) > 100.0f) { EnNeoReeba_SetupSink(this); } diff --git a/src/overlays/actors/ovl_En_Ot/z_en_ot.c b/src/overlays/actors/ovl_En_Ot/z_en_ot.c index fef1ebe6bb..c2abc359a9 100644 --- a/src/overlays/actors/ovl_En_Ot/z_en_ot.c +++ b/src/overlays/actors/ovl_En_Ot/z_en_ot.c @@ -327,8 +327,8 @@ void func_80B5BE88(EnOt* this, PlayState* play) { void func_80B5BED4(EnOt* this, PlayState* play) { func_800BE33C(&this->actor.world.pos, &this->unk_360->actor.world.pos, &this->actor.world.rot, 0); - Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, &this->unk_360->actor), 3, 0xE38, - 0x38E); + Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &this->unk_360->actor), 3, + 0xE38, 0x38E); this->actor.speedXZ = 3.5f; this->actor.world.pos.y = this->unk_360->actor.world.pos.y; Actor_MoveWithoutGravityReverse(&this->actor); @@ -348,10 +348,10 @@ void func_80B5BFB8(EnOt* this, PlayState* play) { Math_StepToF(&this->actor.world.pos.y, temp_f0, 2.0f); } - Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, &this->unk_360->actor), 3, 0xE38, - 0x38E); + Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &this->unk_360->actor), 3, + 0xE38, 0x38E); - if (Actor_DistanceBetweenActors(&this->actor, &this->unk_360->actor) <= 52.519997f) { + if (Actor_WorldDistXYZToActor(&this->actor, &this->unk_360->actor) <= 52.519997f) { this->unk_73C = 50; Matrix_RotateYS(this->actor.world.rot.y, MTXMODE_NEW); Matrix_MultVecZ(52.519997f, &sp34); @@ -400,7 +400,7 @@ void func_80B5C244(EnOt* this, PlayState* play) { } void func_80B5C25C(EnOt* this, PlayState* play) { - this->unk_390 = Actor_YawBetweenActors(&this->actor, &this->unk_360->actor); + this->unk_390 = Actor_WorldYawTowardActor(&this->actor, &this->unk_360->actor); Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_390, 3, 0xE38, 0x38E); if (BINANG_SUB(BINANG_ROT180(this->unk_360->actor.shape.rot.y), this->actor.shape.rot.y) < 0x38E) { this->unk_32C |= 0x80; @@ -449,7 +449,7 @@ void func_80B5C3D8(EnOt* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.world.pos, &this->unk_348); Math_Vec3f_Copy(&this->unk_360->actor.world.pos, &this->unk_360->unk_348); - temp = Actor_YawBetweenActors(&this->actor, &this->unk_360->actor); + temp = Actor_WorldYawTowardActor(&this->actor, &this->unk_360->actor); this->actor.shape.rot.y = temp; this->unk_360->actor.shape.rot.y = BINANG_ROT180(temp); @@ -498,7 +498,7 @@ void func_80B5C6DC(EnOt* this, PlayState* play) { s16 sp3E; Vec3f sp30; - sp3E = Actor_YawToPoint(&player->actor, &this->unk_394); + sp3E = Actor_WorldYawTowardPoint(&player->actor, &this->unk_394); Matrix_RotateYS(BINANG_ADD(sp3E, 0x4000), MTXMODE_NEW); if (this->unk_33C == 2) { Matrix_MultVecZ(26.259998f, &sp30); diff --git a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c index 82b4246577..9eeae341dc 100644 --- a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c +++ b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c @@ -447,7 +447,7 @@ void EnPametfrog_RearOnSnapper(EnPametfrog* this, PlayState* play) { rearingPoint.x = this->actor.world.pos.x; rearingPoint.y = this->actor.world.pos.y + 10.0f; rearingPoint.z = this->actor.world.pos.z; - if (actor->world.rot.x < Actor_PitchToPoint(actor, &rearingPoint)) { + if (actor->world.rot.x < Actor_WorldPitchTowardPoint(actor, &rearingPoint)) { EnPametfrog_SetupRearOnSnapperWave(this); } else { EnPametfrog_SetupRearOnSnapperRise(this); @@ -504,7 +504,7 @@ void EnPametfrog_SetupFallOffSnapper(EnPametfrog* this, PlayState* play) { this->actor.flags |= ACTOR_FLAG_1; this->timer = 30; this->collider.base.ocFlags1 |= OC1_ON; - yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); subCamEye.x = (Math_SinS(yaw) * 300.0f) + this->actor.focus.pos.x; subCamEye.y = this->actor.focus.pos.y + 100.0f; subCamEye.z = (Math_CosS(yaw) * 300.0f) + this->actor.focus.pos.z; @@ -700,7 +700,7 @@ void EnPametfrog_SetupClimbDownWall(EnPametfrog* this) { Animation_Change(&this->skelAnime, &gGekkoJumpForwardAnim, 0.0f, 0.0f, Animation_GetLastFrame(&gGekkoJumpForwardAnim), ANIMMODE_ONCE, 0.0f); - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, this->actor.child); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, this->actor.child); this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.shape.rot.x = 0; this->actor.shape.rot.z = 0; @@ -709,7 +709,7 @@ void EnPametfrog_SetupClimbDownWall(EnPametfrog* this) { this->collider.base.acFlags &= ~AC_ON; this->actor.velocity.y = 0.0f; this->actor.gravity = -1.0f; - yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); this->actor.world.pos.x += 30.0f * Math_SinS(yaw); this->actor.world.pos.z += 30.0f * Math_CosS(yaw); this->actor.bgCheckFlags &= ~1; @@ -723,7 +723,7 @@ void EnPametfrog_ClimbDownWall(EnPametfrog* this, PlayState* play) { if (this->actor.bgCheckFlags & 1) { EnPametfrog_SetupRunToSnapper(this); } else if (this->actor.floorHeight == BGCHECK_Y_MIN) { - yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); this->actor.world.pos.x += 5.0f * Math_SinS(yaw); this->actor.world.pos.z += 5.0f * Math_CosS(yaw); if (this->actor.world.pos.y < (this->actor.home.pos.y - 5.0f)) { @@ -741,7 +741,7 @@ void EnPametfrog_SetupRunToSnapper(EnPametfrog* this) { void EnPametfrog_RunToSnapper(EnPametfrog* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); EnPametfrog_JumpOnGround(this, play); - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, this->actor.child); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, this->actor.child); this->actor.world.rot.y = this->actor.shape.rot.y; if (!(this->actor.bgCheckFlags & 1) || ((this->skelAnime.curFrame > 1.0f) && (this->skelAnime.curFrame < 12.0f))) { this->actor.speedXZ = 12.0f; @@ -749,7 +749,7 @@ void EnPametfrog_RunToSnapper(EnPametfrog* this, PlayState* play) { this->actor.speedXZ = 0.0f; } - if ((this->actor.child->params == 1) && (Actor_XZDistanceBetweenActors(&this->actor, this->actor.child) < 120.0f) && + if ((this->actor.child->params == 1) && (Actor_WorldDistXZToActor(&this->actor, this->actor.child) < 120.0f) && Animation_OnFrame(&this->skelAnime, 0.0f)) { EnPametfrog_SetupJumpOnSnapper(this); } @@ -762,7 +762,7 @@ void EnPametfrog_SetupJumpOnSnapper(EnPametfrog* this) { this->collider.base.acFlags &= ~AC_ON; this->actor.speedXZ = 0.0f; this->actor.velocity.y = 0.0f; - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, this->actor.child); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, this->actor.child); this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.params = GEKKO_JUMP_ON_SNAPPER; Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FROG_GREET); @@ -822,7 +822,7 @@ void EnPametfrog_SetupFallInAir(EnPametfrog* this, PlayState* play) { } Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 16); - yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); this->actor.world.pos.x += 30.0f * Math_SinS(yaw); this->actor.world.pos.z += 30.0f * Math_CosS(yaw); if (this->subCamId != SUB_CAM_ID_DONE) { @@ -898,7 +898,7 @@ void EnPametfrog_FallOnGround(EnPametfrog* this, PlayState* play) { void EnPametfrog_SetupDefeatGekko(EnPametfrog* this, PlayState* play) { Vec3f subCamEye; - s16 yaw = Actor_YawToPoint(this->actor.child, &this->actor.home.pos); + s16 yaw = Actor_WorldYawTowardPoint(this->actor.child, &this->actor.home.pos); s16 yawDiff = this->actor.yawTowardsPlayer - yaw; yaw = yawDiff > 0 ? yaw - 0x2000 : yaw + 0x2000; @@ -923,7 +923,7 @@ void EnPametfrog_DefeatGekko(EnPametfrog* this, PlayState* play) { void EnPametfrog_SetupDefeatSnapper(EnPametfrog* this, PlayState* play) { Vec3f subCamEye; - s16 yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + s16 yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); s16 yawDiff = this->actor.yawTowardsPlayer - yaw; yaw = yawDiff > 0 ? yaw - 0x2000 : yaw + 0x2000; @@ -1171,7 +1171,7 @@ void EnPametfrog_SetupCallSnapper(EnPametfrog* this, PlayState* play) { Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FROG_GREET); this->actor.flags &= ~ACTOR_FLAG_1; this->actor.colChkInfo.health = 6; - this->actor.world.rot.y = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); yawDiff = this->actor.yawTowardsPlayer - this->actor.world.rot.y; if (yawDiff > 0) { this->actor.world.rot.y -= 0x2000; @@ -1209,7 +1209,7 @@ void EnPametfrog_SetupSnapperSpawn(EnPametfrog* this, PlayState* play) { subCamAt.x = this->actor.child->world.pos.x; subCamAt.z = this->actor.child->world.pos.z; subCamAt.y = this->actor.child->floorHeight + 50.0f; - if ((s16)(Actor_YawToPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y) > 0) { + if ((s16)(Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y) > 0) { yaw = this->actor.child->shape.rot.y - 0x1000; } else { yaw = this->actor.child->shape.rot.y + 0x1000; diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index 3e2fdcface..d2a1458f35 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -449,7 +449,7 @@ void func_80897A94(EnPeehat* this, PlayState* play) { this->unk_2B0 = 40; } else if (this->colliderCylinder.base.ocFlags1 & OC1_HIT) { this->colliderCylinder.base.ocFlags1 &= ~OC1_HIT; - if ((BINANG_SUB(Actor_YawBetweenActors(&this->actor, this->colliderCylinder.base.oc), + if ((BINANG_SUB(Actor_WorldYawTowardActor(&this->actor, this->colliderCylinder.base.oc), this->actor.world.rot.y)) > 0) { this->actor.world.rot.y -= 0x2000; } else { diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index 2c1ad1e025..4928fd05b3 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -374,9 +374,11 @@ void EnPoSisters_AimlessIdleFlying(EnPoSisters* this, PlayState* play) { } if (this->actor.bgCheckFlags & 8) { // touching a wall - Math_ScaledStepToS(&this->actor.world.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x71C); - } else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 600.0f) { - Math_ScaledStepToS(&this->actor.world.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 0x71C); + Math_ScaledStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 0x71C); + } else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 600.0f) { + Math_ScaledStepToS(&this->actor.world.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 0x71C); } } diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index f1b0f74d46..0984506d6e 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -252,8 +252,8 @@ void func_80B2CBBC(EnPoh* this, PlayState* play) { this->unk_18E--; } - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 400.0f) { - this->unk_192 = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 400.0f) { + this->unk_192 = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } Math_ScaledStepToS(&this->actor.world.rot.y, this->unk_192, 0x71C); diff --git a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c index 50a203c81a..6c5980f4f3 100644 --- a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c +++ b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c @@ -537,7 +537,7 @@ void EnRailgibud_SetupWalkToHome(EnRailgibud* this) { void EnRailgibud_WalkToHome(EnRailgibud* this, PlayState* play) { Math_SmoothStepToS(&this->headRotation.y, 0, 1, 100, 0); Math_SmoothStepToS(&this->upperBodyRotation.y, 0, 1, 100, 0); - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 5.0f) { + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 5.0f) { if (this->actor.speedXZ > 0.2f) { this->actor.speedXZ -= 0.2f; } else { @@ -550,7 +550,8 @@ void EnRailgibud_WalkToHome(EnRailgibud* this, PlayState* play) { EnRailgibud_SetupWalkInCircles(this); } } else { - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 450); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 450); this->actor.world.rot = this->actor.shape.rot; } if (EnRailgibud_PlayerInRangeWithCorrectState(this, play)) { @@ -750,7 +751,7 @@ s32 EnRailgibud_PlayerInRangeWithCorrectState(EnRailgibud* this, PlayState* play return false; } - if (Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) < 100.0f && + if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 100.0f && !(player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_200000)) && !(player->stateFlags2 & (PLAYER_STATE2_80 | PLAYER_STATE2_4000))) { @@ -768,7 +769,7 @@ s32 EnRailgibud_PlayerInRangeWithCorrectState(EnRailgibud* this, PlayState* play s32 EnRailgibud_PlayerOutOfRange(EnRailgibud* this, PlayState* play) { Player* player = GET_PLAYER(play); - if (Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) >= 100.0f) { + if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 100.0f) { return true; } diff --git a/src/overlays/actors/ovl_En_Rat/z_en_rat.c b/src/overlays/actors/ovl_En_Rat/z_en_rat.c index da0b27e6d1..017cd765ae 100644 --- a/src/overlays/actors/ovl_En_Rat/z_en_rat.c +++ b/src/overlays/actors/ovl_En_Rat/z_en_rat.c @@ -293,7 +293,7 @@ void EnRat_ChooseDirection(EnRat* this) { angle -= 0x8000; } } else { - if (Actor_DistanceToPoint(&this->actor, &this->actor.home.pos) > 50.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos) > 50.0f) { Vec3f homeInHome; Vec3f worldInHome; Vec3f worldPlusForwardInHome; diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index 9a51c664f8..40ed111f47 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -649,11 +649,11 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { this->actor.world.rot.y = this->actor.shape.rot.y; SkelAnime_Update(&this->skelAnime); - if (Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { + if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { EnRd_SetupWalkToHome(this, play); } - if ((ABS_ALT(yaw) < 0x1554) && (Actor_DistanceBetweenActors(&this->actor, &player->actor) <= 150.0f)) { + if ((ABS_ALT(yaw) < 0x1554) && (Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 150.0f)) { if (!(player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_200000)) && !(player->stateFlags2 & (PLAYER_STATE2_80 | PLAYER_STATE2_4000))) { @@ -676,11 +676,11 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { this->grabWaitTimer--; } - if (!this->grabWaitTimer && (Actor_DistanceBetweenActors(&this->actor, &player->actor) <= 45.0f) && + if (!this->grabWaitTimer && (Actor_WorldDistXYZToActor(&this->actor, &player->actor) <= 45.0f) && Actor_IsFacingPlayer(&this->actor, 0x38E3)) { player->actor.freezeTimer = 0; if ((player->transformation == PLAYER_FORM_GORON) || (player->transformation == PLAYER_FORM_DEKU)) { - if (Actor_DistanceToPoint(&this->actor, &this->actor.home.pos) < 150.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos) < 150.0f) { // If the Gibdo/Redead tries to grab Goron or Deku Link, it will fail to // do so. It will appear to take damage and shake its head side-to-side. EnRd_SetupGrabFail(this); @@ -716,9 +716,9 @@ void EnRd_SetupWalkToHome(EnRd* this, PlayState* play) { void EnRd_WalkToHome(EnRd* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 pad; - s16 sp36 = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + s16 sp36 = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); - if (Actor_DistanceToPoint(&this->actor, &this->actor.home.pos) >= 5.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos) >= 5.0f) { Math_SmoothStepToS(&this->actor.shape.rot.y, sp36, 1, 450, 0); } else { this->actor.speedXZ = 0.0f; @@ -739,7 +739,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) { if (!(player->stateFlags1 & (0x200000 | 0x80000 | 0x40000 | 0x4000 | 0x2000 | 0x80)) && !(player->stateFlags2 & (0x4000 | 0x80)) && (player->transformation != PLAYER_FORM_GORON) && (player->transformation != PLAYER_FORM_DEKU) && - (Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) { + (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) { this->actor.targetMode = 0; EnRd_SetupWalkToPlayer(this, play); } else if (EN_RD_GET_TYPE(&this->actor) > EN_RD_TYPE_DOES_NOT_MOURN_IF_WALKING) { @@ -779,10 +779,10 @@ void EnRd_WalkToParent(EnRd* this, PlayState* play) { if (this->actor.parent != NULL) { parentPos = this->actor.parent->world.pos; - yaw = Actor_YawToPoint(&this->actor, &parentPos); + yaw = Actor_WorldYawTowardPoint(&this->actor, &parentPos); Math_SmoothStepToS(&this->actor.shape.rot.y, yaw, 1, 250, 0); - if (Actor_DistanceToPoint(&this->actor, &parentPos) >= 45.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &parentPos) >= 45.0f) { this->actor.speedXZ = 0.4f; } else { this->actor.speedXZ = 0.0f; @@ -1029,7 +1029,7 @@ void EnRd_Damage(EnRd* this, PlayState* play) { this->actor.world.rot.y = this->actor.shape.rot.y; if (this->actor.parent != NULL) { EnRd_SetupWalkToParent(this); - } else if (Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { + } else if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { EnRd_SetupWalkToHome(this, play); } else { EnRd_SetupWalkToPlayer(this, play); diff --git a/src/overlays/actors/ovl_En_Rg/z_en_rg.c b/src/overlays/actors/ovl_En_Rg/z_en_rg.c index 7f6d39886c..9e6e22098b 100644 --- a/src/overlays/actors/ovl_En_Rg/z_en_rg.c +++ b/src/overlays/actors/ovl_En_Rg/z_en_rg.c @@ -428,7 +428,7 @@ s32 func_80BF45B4(EnRg* this) { } sp24 = 1; } else if (this->unk_310 & 0x40) { - s16 yaw = Actor_YawBetweenActors(&this->actor, ((void)0, this->collider2.base.ac)); + s16 yaw = Actor_WorldYawTowardActor(&this->actor, ((void)0, this->collider2.base.ac)); sp24 = 2; if (this->actor.colorFilterTimer == 0) { @@ -625,8 +625,8 @@ s32 func_80BF4DA8(EnRg* this) { s32 i; for (i = 0; i < ARRAY_COUNT(D_80BF596C); i++) { - temp_f20 = Actor_XZDistanceToPoint(&this->actor, &D_80BF596C[i]); - temp_v1 = Actor_YawToPoint(&this->actor, &D_80BF596C[i]) - this->actor.world.rot.y; + temp_f20 = Actor_WorldDistXZToPoint(&this->actor, &D_80BF596C[i]); + temp_v1 = Actor_WorldYawTowardPoint(&this->actor, &D_80BF596C[i]) - this->actor.world.rot.y; if ((temp_f20 < 100.0f) && (ABS_ALT(temp_v1) < 0xC00)) { if (temp_v1 > 0) { diff --git a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c index 994115f892..d8ffd854e6 100644 --- a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c +++ b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c @@ -242,8 +242,8 @@ void EnSnowman_Init(Actor* thisx, PlayState* play) { thisx->flags &= ~ACTOR_FLAG_1; Collider_InitAndSetCylinder(play, &this->collider, thisx, &sSnowballCylinderInit); - thisx->world.rot.y = Actor_YawBetweenActors(thisx, &player->actor); - thisx->velocity.y = (Actor_XZDistanceBetweenActors(thisx, &player->actor) * 0.035f) + -5.0f; + thisx->world.rot.y = Actor_WorldYawTowardActor(thisx, &player->actor); + thisx->velocity.y = (Actor_WorldDistXZToActor(thisx, &player->actor) * 0.035f) + -5.0f; thisx->velocity.y = CLAMP_MAX(thisx->velocity.y, 3.5f); if (EN_SNOWMAN_GET_TYPE(thisx) == EN_SNOWMAN_TYPE_SMALL_SNOWBALL) { thisx->speedXZ = 15.0f; @@ -405,8 +405,9 @@ void EnSnowman_MoveSnowPile(EnSnowman* this, PlayState* play) { this->actor.world.rot.y = this->actor.shape.rot.y; } else if (this->actor.bgCheckFlags & 8) { this->snowPileTargetRotY = this->actor.wallYaw; - } else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 200.0f) { - this->snowPileTargetRotY = Actor_YawToPoint(&this->actor, &this->actor.home.pos) + ((s32)Rand_Next() >> 0x14); + } else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 200.0f) { + this->snowPileTargetRotY = + Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) + ((s32)Rand_Next() >> 0x14); } else if (Rand_ZeroOne() < 0.02f) { this->snowPileTargetRotY += (s16)(((Rand_Next() >> 0x13) + 0x1000) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1)); } @@ -902,7 +903,7 @@ void EnSnowman_Combine(EnSnowman* this, PlayState* play) { SkelAnime_Update(&this->snowPileSkelAnime); parent = (EnSnowman*)this->actor.parent; child = (EnSnowman*)this->actor.child; - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->combinePos), 0x1000); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->combinePos), 0x1000); this->actor.world.rot.y = this->actor.shape.rot.y; if (this->combineState == EN_SNOWMAN_COMBINE_STATE_ACTIVE) { @@ -940,7 +941,7 @@ void EnSnowman_Combine(EnSnowman* this, PlayState* play) { this->fwork.targetScaleDuringCombine = 0.0f; } - if (Actor_XZDistanceToPoint(&this->actor, &this->combinePos) < 20.0f) { + if (Actor_WorldDistXZToPoint(&this->actor, &this->combinePos) < 20.0f) { this->actor.speedXZ = 0.0f; } diff --git a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c index a840596342..4391140174 100644 --- a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c +++ b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c @@ -494,7 +494,7 @@ void EnTalkGibud_SetupWalkToHome(EnTalkGibud* this) { void EnTalkGibud_WalkToHome(EnTalkGibud* this, PlayState* play) { Math_SmoothStepToS(&this->headRotation.y, 0, 1, 100, 0); Math_SmoothStepToS(&this->upperBodyRotation.y, 0, 1, 100, 0); - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 5.0f) { + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 5.0f) { if (this->actor.speedXZ > 0.2f) { this->actor.speedXZ -= 0.2f; } else { @@ -507,7 +507,8 @@ void EnTalkGibud_WalkToHome(EnTalkGibud* this, PlayState* play) { EnTalkGibud_SetupIdle(this); } } else { - Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 450); + Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), + 450); this->actor.world.rot = this->actor.shape.rot; } if (EnTalkGibud_PlayerInRangeWithCorrectState(this, play)) { @@ -895,7 +896,7 @@ void EnTalkGibud_FacePlayerWhenTalking(EnTalkGibud* this, PlayState* play) { s32 EnTalkGibud_PlayerInRangeWithCorrectState(EnTalkGibud* this, PlayState* play) { Player* player = GET_PLAYER(play); - if ((Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) < 150.0f) && + if ((Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f) && !(player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_200000)) && !(player->stateFlags2 & (PLAYER_STATE2_80 | PLAYER_STATE2_4000))) { @@ -913,7 +914,7 @@ s32 EnTalkGibud_PlayerInRangeWithCorrectState(EnTalkGibud* this, PlayState* play s32 EnTalkGibud_PlayerOutOfRange(EnTalkGibud* this, PlayState* play) { Player* player = GET_PLAYER(play); - if (Actor_DistanceToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { + if (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) >= 150.0f) { return true; } diff --git a/src/overlays/actors/ovl_En_Test3/z_en_test3.c b/src/overlays/actors/ovl_En_Test3/z_en_test3.c index 22883d53db..145725a47b 100644 --- a/src/overlays/actors/ovl_En_Test3/z_en_test3.c +++ b/src/overlays/actors/ovl_En_Test3/z_en_test3.c @@ -576,7 +576,7 @@ Actor* func_80A3F2BC(PlayState* play, EnTest3* this, s32 actorId, s32 category, if (actorId == actor->id) { f32 dy = this->player.actor.world.pos.y - actor->world.pos.y; - if ((fabsf(dy) < arg5) && (Actor_XZDistanceBetweenActors(&this->player.actor, actor) < arg4)) { + if ((fabsf(dy) < arg5) && (Actor_WorldDistXZToActor(&this->player.actor, actor) < arg4)) { return actor; } } @@ -688,7 +688,7 @@ s32 func_80A3F8D4(EnTest3* this, PlayState* play, struct_80A41828* arg2, Schedul func_80A3F15C(this, play, arg2); if (((postActor = func_80A3F2BC(play, this, ACTOR_EN_PST, ACTORCAT_PROP, 100.0f, 20.0f)) != NULL) || ((postActor = func_80A3F2BC(play, this, ACTOR_EN_PM, ACTORCAT_NPC, 100.0f, 20.0f)) != NULL)) { - this->player.actor.home.rot.y = Actor_YawBetweenActors(&this->player.actor, postActor); + this->player.actor.home.rot.y = Actor_WorldYawTowardActor(&this->player.actor, postActor); } play->startPlayerCutscene(play, &this->player, 0x61); return true; diff --git a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c index 58f44d468b..e08739547e 100644 --- a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c +++ b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c @@ -430,7 +430,7 @@ void func_80C11338(EnThiefbird* this, PlayState* play) { item = (EnItem00*)SubS_FindActor(play, &item->actor, ACTORCAT_MISC, ACTOR_EN_ITEM00); if (item != NULL) { if (item->unk152 > 0) { - if (Actor_XZDistanceBetweenActors(&player->actor, &item->actor) > 10.0f) { + if (Actor_WorldDistXZToActor(&player->actor, &item->actor) > 10.0f) { for (i = 0; i < ARRAY_COUNT(D_80C13664); i++) { if (item->actor.params == D_80C13664[i]) { break; @@ -438,7 +438,7 @@ void func_80C11338(EnThiefbird* this, PlayState* play) { } if (i != ARRAY_COUNT(D_80C13664)) { - temp_f0 = Actor_DistanceBetweenActors(&this->actor, &item->actor); + temp_f0 = Actor_WorldDistXYZToActor(&this->actor, &item->actor); if (temp_f0 < phi_f20) { this->unk_3EC = item; phi_f20 = temp_f0; @@ -487,14 +487,14 @@ void func_80C11590(EnThiefbird* this, PlayState* play) { if (this->actor.bgCheckFlags & 8) { this->unk_192 = this->actor.wallYaw; } else { - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { - this->unk_192 = Actor_YawToPoint(&this->actor, &this->actor.home.pos); + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) > 300.0f) { + this->unk_192 = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); } } if (!Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_192, 5, 0x300, 0x10) && (sp38 != 0) && (Rand_ZeroOne() < 0.1f)) { - s16 yaw = Actor_YawToPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y; + s16 yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos) - this->actor.shape.rot.y; if (yaw > 0) { this->unk_192 += Rand_S16Offset(4096, 4096); @@ -554,7 +554,7 @@ void func_80C1193C(EnThiefbird* this, PlayState* play) { this->unk_18E--; } - pitch = Actor_PitchBetweenActors(&this->actor, &player->actor); + pitch = Actor_WorldPitchTowardActor(&this->actor, &player->actor); pitch = CLAMP(pitch, -0x2800, 0x2800); Math_SmoothStepToS(&this->actor.shape.rot.x, pitch, 4, 0x800, 0x80); if (this->actor.bgCheckFlags & 8) { @@ -697,7 +697,7 @@ void func_80C11F6C(EnThiefbird* this, PlayState* play) { this->unk_190 = -0x1000; this->unk_192 = BINANG_ROT180(this->actor.yawTowardsPlayer); } else { - this->unk_190 = Actor_PitchToPoint(&this->actor, &D_80C13920); + this->unk_190 = Actor_WorldPitchTowardPoint(&this->actor, &D_80C13920); } this->unk_18E = 40; @@ -737,8 +737,8 @@ void func_80C1215C(EnThiefbird* this, PlayState* play) { } else if (this->unk_3E8 == 0) { this->unk_192 = BINANG_ROT180(this->actor.yawTowardsPlayer); } else { - this->unk_192 = Actor_YawToPoint(&this->actor, &D_80C13920); - this->unk_190 = Actor_PitchToPoint(&this->actor, &D_80C13920); + this->unk_192 = Actor_WorldYawTowardPoint(&this->actor, &D_80C13920); + this->unk_190 = Actor_WorldPitchTowardPoint(&this->actor, &D_80C13920); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_192, 6, 0x1000, 0x100); @@ -801,14 +801,15 @@ void func_80C124B0(EnThiefbird* this, PlayState* play) { if (this->actor.bgCheckFlags & 8) { this->unk_192 = this->actor.wallYaw; } else { - this->unk_192 = Actor_YawToPoint(&this->actor, &D_80C13920); + this->unk_192 = Actor_WorldYawTowardPoint(&this->actor, &D_80C13920); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_192, 6, 0x1000, 0x100); - Math_SmoothStepToS(&this->actor.shape.rot.x, Actor_PitchToPoint(&this->actor, &D_80C13920), 6, 0x1000, 0x100); + Math_SmoothStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &D_80C13920), 6, 0x1000, + 0x100); temp_v0 = func_800BC270(play, &this->actor, 80.0f, 0x138B0); if (temp_v0 != NULL) { - temp_v1 = temp_v0->world.rot.x - Actor_PitchToPoint(temp_v0, &this->actor.focus.pos); + temp_v1 = temp_v0->world.rot.x - Actor_WorldPitchTowardPoint(temp_v0, &this->actor.focus.pos); if (ABS_ALT(temp_v1) < 0x1800) { if (temp_v1 > 0) { this->unk_3E0 = 25.0f; @@ -826,7 +827,7 @@ void func_80C124B0(EnThiefbird* this, PlayState* play) { this->unk_3E0 * Math_SinS(this->actor.shape.rot.x) * Math_CosS(this->actor.shape.rot.y); } - if (Actor_DistanceToPoint(&this->actor, &D_80C13920) < 1000.0f) { + if (Actor_WorldDistXYZToPoint(&this->actor, &D_80C13920) < 1000.0f) { func_80C126A8(this); } } @@ -863,7 +864,7 @@ void func_80C127F4(EnThiefbird* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); if ((this->unk_3EC != NULL) && ((this->unk_3EC->actor.update == NULL) || (this->unk_3EC->unk152 == 0) || - (Actor_XZDistanceBetweenActors(&player->actor, &this->unk_3EC->actor) <= 10.0f))) { + (Actor_WorldDistXZToActor(&player->actor, &this->unk_3EC->actor) <= 10.0f))) { this->unk_3EC = NULL; } @@ -883,13 +884,13 @@ void func_80C127F4(EnThiefbird* this, PlayState* play) { if (this->actor.bgCheckFlags & 8) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallYaw, 3, 0x2000, 0x100); } else { - Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawBetweenActors(&this->actor, &this->unk_3EC->actor), 3, - 0x2000, 0x100); + Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &this->unk_3EC->actor), + 3, 0x2000, 0x100); } temp_v0 = Math_Vec3f_Pitch(&this->limbPos[9], &this->unk_3EC->actor.world.pos); temp_v0 = CLAMP(temp_v0, -0x3000, 0x3000); Math_SmoothStepToS(&this->actor.shape.rot.x, temp_v0, 4, 0x800, 0x80); - temp_f0 = Actor_DistanceToPoint(&this->unk_3EC->actor, &this->limbPos[9]); + temp_f0 = Actor_WorldDistXYZToPoint(&this->unk_3EC->actor, &this->limbPos[9]); this->actor.speedXZ = (0.02f * temp_f0) + 2.0f; this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 4.0f); if ((this->unk_3EC->actor.speedXZ <= 0.0f) && (temp_f0 < 40.0f)) { diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index eb005b2246..2fe8752c29 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -838,8 +838,8 @@ void func_80895AC0(EnTite* this, PlayState* play) { if (temp_v0 > 0x3000) { this->unk_2BC = (temp_v0 >> 9) * this->unk_2BC; } - } else if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 200.0f) { - temp_v1 = this->actor.shape.rot.y - Actor_YawToPoint(&this->actor, &this->actor.home.pos); + } else if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 200.0f) { + temp_v1 = this->actor.shape.rot.y - Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); temp_v0 = ABS_ALT(temp_v1); if (temp_v0 > 0x2000) { this->unk_2BC = (temp_v0 >> 9) * this->unk_2BC; diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c index 1bdc92b4a0..dcc2403b8f 100644 --- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -442,8 +442,8 @@ s32 func_80AECE60(EnTk* this, PlayState* play) { do { doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); if (doorIter != NULL) { - if (Actor_XZDistanceBetweenActors(&this->actor, doorIter) <= 120.0f) { - if (ABS(BINANG_SUB(Actor_YawToPoint(&this->actor, &doorIter->world.pos), + if (Actor_WorldDistXZToActor(&this->actor, doorIter) <= 120.0f) { + if (ABS(BINANG_SUB(Actor_WorldYawTowardPoint(&this->actor, &doorIter->world.pos), this->actor.shape.rot.y)) <= 0x2000) { this->unk_2CA |= 0x400; door = (EnDoor*)doorIter; @@ -459,7 +459,7 @@ s32 func_80AECE60(EnTk* this, PlayState* play) { do { doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); if (doorIter != NULL) { - if (Actor_XZDistanceBetweenActors(&this->actor, doorIter) <= 160.0f) { + if (Actor_WorldDistXZToActor(&this->actor, doorIter) <= 160.0f) { door = (EnDoor*)doorIter; break; } @@ -911,7 +911,7 @@ s32 func_80AEE300(PlayState* play, Actor* arg1, Actor* arg2, void* _arg3) { f32 temp_f0; if ((arg2 != arg1) && (ENTK_GET_F(arg2) == 3)) { - temp_f0 = Actor_DistanceBetweenActors(arg1, arg2); + temp_f0 = Actor_WorldDistXYZToActor(arg1, arg2); if (temp_f0 < arg3->unk_04) { arg3->unk_00 = arg2; arg3->unk_04 = temp_f0; @@ -932,7 +932,7 @@ void func_80AEE374(EnTk* this, PlayState* play) { return; } - this->unk_2CC = Actor_YawToPoint(&this->actor, &sp30.unk_00->world.pos); + this->unk_2CC = Actor_WorldYawTowardPoint(&this->actor, &sp30.unk_00->world.pos); this->actionFunc = func_80AEE414; } @@ -968,7 +968,7 @@ void func_80AEE4D0(EnTk* this, PlayState* play) { bigPoe = SubS_FindActor(play, bigPoe, ACTORCAT_PROP, ACTOR_EN_BIGPO); if (bigPoe != NULL) { - if ((bigPoe->params == 3) && (Actor_DistanceBetweenActors(&this->actor, bigPoe) < 80.0f)) { + if ((bigPoe->params == 3) && (Actor_WorldDistXYZToActor(&this->actor, bigPoe) < 80.0f)) { bigPoe->params = 4; this->unk_2CA |= 0x20; this->unk_2E4++; diff --git a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c index 32038c4117..3cfc1eba73 100644 --- a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c +++ b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c @@ -98,7 +98,7 @@ void func_80A66278(EnWarpUzu* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { func_80A66384(this, play); } else { - phi_a0 = ABS((s16)(Actor_YawBetweenActors(&this->actor, &player->actor) - this->actor.shape.rot.y)); + phi_a0 = ABS((s16)(Actor_WorldYawTowardActor(&this->actor, &player->actor) - this->actor.shape.rot.y)); temp_v0 = player->actor.shape.rot.y - this->actor.shape.rot.y; phi_v1 = ABS(temp_v0); if (phi_a0 >= 0x2AAB) { diff --git a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c index b4f63eb88c..742ea8846b 100644 --- a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c +++ b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c @@ -119,7 +119,7 @@ u8 func_80966608(EnWeatherTag* this, PlayState* play, UNK_TYPE a3, UNK_TYPE a4, Player* player = GET_PLAYER(play); u8 returnVal = 0; - if (WEATHER_TAG_RANGE100(&this->actor) > Actor_XZDistanceBetweenActors(&player->actor, &this->actor)) { + if (WEATHER_TAG_RANGE100(&this->actor) > Actor_WorldDistXZToActor(&player->actor, &this->actor)) { if (play->envCtx.unk_1F == play->envCtx.unk_20) { D_801BDBB8 = 1; if (!(play->envCtx.unk_1E == 0) || ((play->envCtx.unk_1F != 1) && (play->envCtx.unk_21 == 0))) { @@ -147,7 +147,7 @@ u8 func_80966758(EnWeatherTag* this, PlayState* play, UNK_TYPE a3, UNK_TYPE a4, Player* player = GET_PLAYER(play); u8 returnVal = 0; - if (WEATHER_TAG_RANGE100(&this->actor) < Actor_XZDistanceBetweenActors(&player->actor, &this->actor)) { + if (WEATHER_TAG_RANGE100(&this->actor) < Actor_WorldDistXZToActor(&player->actor, &this->actor)) { if (play->envCtx.unk_1F == play->envCtx.unk_20) { D_801BDBB8 = 1; if (!(play->envCtx.unk_1E == 0) || ((play->envCtx.unk_1F != 1) && (play->envCtx.unk_21 == 0))) { @@ -173,7 +173,7 @@ void func_8096689C(EnWeatherTag* this, PlayState* play) { f32 distance; f32 partialResult; - distance = Actor_XZDistanceBetweenActors(&player->actor, &this->actor); + distance = Actor_WorldDistXZToActor(&player->actor, &this->actor); if (this->fadeDistance < distance) { distance = this->fadeDistance; } @@ -422,7 +422,7 @@ void func_809672DC(EnWeatherTag* this, PlayState* play) { Actor_GetClosestPosOnPath(this->pathPoints, this->pathCount, &GET_PLAYER(play)->actor.world.pos, &this->actor.world.pos, false); - distance = Actor_XZDistanceBetweenActors(&player->actor, &this->actor); + distance = Actor_WorldDistXZToActor(&player->actor, &this->actor); range = WEATHER_TAG_RANGE100(&this->actor); if (distance < range) { @@ -447,7 +447,7 @@ void func_809672DC(EnWeatherTag* this, PlayState* play) { void func_809674C8(EnWeatherTag* this, PlayState* play) { Player* player = GET_PLAYER(play); - if (Actor_XZDistanceBetweenActors(&player->actor, &this->actor) < WEATHER_TAG_RANGE100(&this->actor)) { + if (Actor_WorldDistXZToActor(&player->actor, &this->actor) < WEATHER_TAG_RANGE100(&this->actor)) { if (CURRENT_DAY == 2) { if ((gSaveContext.save.time >= CLOCK_TIME(7, 0)) && (gSaveContext.save.time < CLOCK_TIME(17, 30)) && (play->envCtx.unk_F2[2] == 0)) { @@ -471,7 +471,7 @@ void func_809674C8(EnWeatherTag* this, PlayState* play) { // WEATHERTAG_TYPE_LOCALDAY2RAIN 2 void func_80967608(EnWeatherTag* this, PlayState* play) { if ((WEATHER_TAG_RANGE100(&this->actor) + 10.0f) < - Actor_XZDistanceBetweenActors(&GET_PLAYER(play)->actor, &this->actor)) { + Actor_WorldDistXZToActor(&GET_PLAYER(play)->actor, &this->actor)) { gWeatherMode = 0; EnWeatherTag_SetupAction(this, func_809674C8); } diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c index 8d6daa3c2c..b3841a887c 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -299,10 +299,10 @@ void EnWf_Init(Actor* thisx, PlayState* play) { if (this->actor.child != NULL) { Player* player = GET_PLAYER(play); - this->actor.child->xzDistToPlayer = Actor_XZDistanceBetweenActors(&this->actor, &player->actor); + this->actor.child->xzDistToPlayer = Actor_WorldDistXZToActor(&this->actor, &player->actor); this->unk_2A4 = (temp_s0 * 0.5f) + 45.0f; this->unk_29C = 0x32000 / this->unk_2A4; - this->actor.shape.rot.y = Actor_YawBetweenActors(&this->actor, &player->actor); + this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &player->actor); this->actor.world.pos.x -= this->unk_2A4 * Math_SinS(this->actor.shape.rot.y); this->actor.world.pos.z -= this->unk_2A4 * Math_CosS(this->actor.shape.rot.y); } @@ -405,7 +405,7 @@ s32 func_80990948(PlayState* play, EnWf* this, s16 arg2) { if (((this->unk_295 == 0) || ((this->unk_295 == 1) && (this->actor.child != NULL) && (this->actor.child->update != NULL))) && (this->actor.xzDistToPlayer > 160.0f) && - (this->unk_2A8 < Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos))) { + (this->unk_2A8 < Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos))) { func_80993524(this); return true; } @@ -1217,7 +1217,7 @@ void func_80993018(EnWf* this, PlayState* play) { } else if (this->actor.child->xzDistToPlayer < (80.0f + this->unk_2A4)) { func_80993350(this); } else { - s16 temp_v0 = Actor_YawBetweenActors(this->actor.child, &this->actor); + s16 temp_v0 = Actor_WorldYawTowardActor(this->actor.child, &this->actor); s16 temp_v1 = BINANG_SUB(temp_v0 - this->actor.child->yawTowardsPlayer, 0x8000); if (ABS_ALT(temp_v1) > 0x800) { @@ -1251,7 +1251,7 @@ void func_80993194(EnWf* this, PlayState* play) { if (this->actor.child->xzDistToPlayer < (80.0f + this->unk_2A4)) { func_80993350(this); } else { - sp36 = Actor_YawBetweenActors(this->actor.child, &this->actor); + sp36 = Actor_WorldYawTowardActor(this->actor.child, &this->actor); sp34 = Math_SmoothStepToS(&sp36, BINANG_ROT180(this->actor.child->yawTowardsPlayer), 10, this->unk_29C, 16); this->actor.world.pos.x = (Math_SinS(sp36) * this->unk_2A4) + this->actor.child->world.pos.x; @@ -1293,7 +1293,7 @@ void func_809933A0(EnWf* this, PlayState* play) { if (func_80990EAC(this)) { func_80990ED4(this); } else { - sp2E = Actor_YawBetweenActors(this->actor.child, &this->actor); + sp2E = Actor_WorldYawTowardActor(this->actor.child, &this->actor); Math_ScaledStepToS(&sp2E, this->actor.child->yawTowardsPlayer, this->unk_29C >> 2); sp2C = sp2E - this->actor.child->yawTowardsPlayer; this->actor.world.pos.x = (Math_SinS(sp2E) * this->unk_2A4) + this->actor.child->world.pos.x; @@ -1330,7 +1330,7 @@ void func_8099357C(EnWf* this, PlayState* play) { func_80990E4C(this, play); if (this->unk_295 != 0) { if ((this->actor.child != NULL) && (this->actor.child->update != NULL)) { - sp2E = Actor_YawBetweenActors(&this->actor, this->actor.child); + sp2E = Actor_WorldYawTowardActor(&this->actor, this->actor.child); if (func_80990EAC(this)) { this->actor.child = NULL; func_80991738(this); @@ -1348,7 +1348,7 @@ void func_8099357C(EnWf* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.y, sp2E, 10, 0x800, 16); this->actor.world.rot.y = this->actor.shape.rot.y; - if (Actor_XZDistanceBetweenActors(&this->actor, this->actor.child) < (this->unk_2A4 + 10.0f)) { + if (Actor_WorldDistXZToActor(&this->actor, this->actor.child) < (this->unk_2A4 + 10.0f)) { func_80993148(this); } } else { @@ -1356,10 +1356,10 @@ void func_8099357C(EnWf* this, PlayState* play) { func_80991738(this); } } else { - Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_YawToPoint(&this->actor, &this->actor.home.pos), 10, 0x800, - 16); + Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 10, + 0x800, 16); this->actor.world.rot.y = this->actor.shape.rot.y; - if (Actor_XZDistanceToPoint(&this->actor, &this->actor.home.pos) < 40.0f) { + if (Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 40.0f) { func_809910F0(this); } } @@ -1590,7 +1590,7 @@ s32 func_8099408C(PlayState* play, EnWf* this) { s16 temp_v1; if (temp_v0 != NULL) { - temp_v1 = (Actor_YawBetweenActors(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_29E; + temp_v1 = (Actor_WorldYawTowardActor(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_29E; if (ABS_ALT(temp_v1) < 0x3000) { if (Rand_ZeroOne() < 0.5f) { func_8099223C(this); diff --git a/src/overlays/actors/ovl_Obj_Bigicicle/z_obj_bigicicle.c b/src/overlays/actors/ovl_Obj_Bigicicle/z_obj_bigicicle.c index 4b7e9f4714..b4c53a4381 100644 --- a/src/overlays/actors/ovl_Obj_Bigicicle/z_obj_bigicicle.c +++ b/src/overlays/actors/ovl_Obj_Bigicicle/z_obj_bigicicle.c @@ -247,7 +247,7 @@ void func_80AE9258(ObjBigicicle* this, PlayState* play) { icePoly = (ObjIcePoly*)itemAction; temp_f0 = this->actor.world.pos.y - icePoly->actor.world.pos.y; if ((temp_f0 < icePoly->colliders1[0].dim.height) && (temp_f0 > 0.0f) && - (Actor_XZDistanceBetweenActors(&this->actor, &icePoly->actor) < icePoly->colliders1[0].dim.radius)) { + (Actor_WorldDistXZToActor(&this->actor, &icePoly->actor) < icePoly->colliders1[0].dim.radius)) { Flags_SetSwitch(play, this->actor.params); this->actionFunc = func_80AE939C; return; diff --git a/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c b/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c index cfecbdad05..cc5e1caf13 100644 --- a/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c +++ b/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c @@ -82,7 +82,7 @@ void ObjBoyo_UpdatePlayerBumpValues(ObjBoyo* this, Player* target) { void ObjBoyo_UpdatePirateBumpValues(ObjBoyo* src, EnKaizoku* target) { target->unk_2F0 = 30.0f; - target->unk_2F4 = Actor_YawBetweenActors(&src->actor, &target->picto.actor); + target->unk_2F4 = Actor_WorldYawTowardActor(&src->actor, &target->picto.actor); } void ObjBoyo_UpdateBombBumpValues(ObjBoyo* src, EnBom* target) { diff --git a/src/overlays/actors/ovl_Obj_Grass_Carry/z_obj_grass_carry.c b/src/overlays/actors/ovl_Obj_Grass_Carry/z_obj_grass_carry.c index 9872fb0b71..a803f7904d 100644 --- a/src/overlays/actors/ovl_Obj_Grass_Carry/z_obj_grass_carry.c +++ b/src/overlays/actors/ovl_Obj_Grass_Carry/z_obj_grass_carry.c @@ -227,10 +227,10 @@ void func_809AB4A8(ObjGrassCarry* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.world.pos, &this->unk_194->unk_00); this->actor.shape.rot.y = this->actor.world.rot.y = this->unk_194->unk_0C; this->unk_198 = this2->unk_194->unk_0E; - this->actor.xzDistToPlayer = Actor_XZDistanceBetweenActors(&this->actor, &player->actor); + this->actor.xzDistToPlayer = Actor_WorldDistXZToActor(&this->actor, &player->actor); this->actor.playerHeightRel = Actor_HeightDiff(&this->actor, &player->actor); this->actor.xyzDistToPlayerSq = SQ(this->actor.xzDistToPlayer) + SQ(this->actor.playerHeightRel); - this->actor.yawTowardsPlayer = Actor_YawBetweenActors(&this->actor, &player->actor); + this->actor.yawTowardsPlayer = Actor_WorldYawTowardActor(&this->actor, &player->actor); Actor_LiftActor(&this->actor, play); } } diff --git a/tools/disasm/functions.txt b/tools/disasm/functions.txt index 5a7397dc02..a2358f653f 100644 --- a/tools/disasm/functions.txt +++ b/tools/disasm/functions.txt @@ -722,16 +722,16 @@ 0x800B6BD8:("Actor_MoveWithoutGravityReverse",), 0x800B6C04:("Actor_SetSpeeds",), 0x800B6C58:("Actor_UpdatePosFromSkelAnime",), - 0x800B6CD4:("Actor_YawBetweenActors",), - 0x800B6D00:("Actor_YawBetweenActorsTop",), - 0x800B6D2C:("Actor_YawToPoint",), - 0x800B6D50:("Actor_PitchBetweenActors",), - 0x800B6D7C:("Actor_PitchBetweenActorsTop",), - 0x800B6DA8:("Actor_PitchToPoint",), - 0x800B6DCC:("Actor_DistanceBetweenActors",), - 0x800B6DF8:("Actor_DistanceToPoint",), - 0x800B6E1C:("Actor_XZDistanceBetweenActors",), - 0x800B6E48:("Actor_XZDistanceToPoint",), + 0x800B6CD4:("Actor_WorldYawTowardActor",), + 0x800B6D00:("Actor_FocusYawTowardActor",), + 0x800B6D2C:("Actor_WorldYawTowardPoint",), + 0x800B6D50:("Actor_WorldPitchTowardActor",), + 0x800B6D7C:("Actor_FocusPitchTowardActor",), + 0x800B6DA8:("Actor_WorldPitchTowardPoint",), + 0x800B6DCC:("Actor_WorldDistXYZToActor",), + 0x800B6DF8:("Actor_WorldDistXYZToPoint",), + 0x800B6E1C:("Actor_WorldDistXZToActor",), + 0x800B6E48:("Actor_WorldDistXZToPoint",), 0x800B6E6C:("Actor_OffsetOfPointInActorCoords",), 0x800B6F0C:("Actor_HeightDiff",), 0x800B6F20:("func_800B6F20",), diff --git a/tools/namefixer.py b/tools/namefixer.py index 9de1fc43b0..012e6b436c 100755 --- a/tools/namefixer.py +++ b/tools/namefixer.py @@ -137,6 +137,16 @@ wordReplace = { "func_800B8214": "Actor_GetWorld", "func_800B8248": "Actor_GetWorldPosShapeRot", "func_800BE22C": "Actor_ApplyDamage", + "Actor_YawBetweenActors": "Actor_WorldYawTowardActor", + "Actor_YawBetweenActorsTop": "Actor_FocusYawTowardActor", + "Actor_YawToPoint": "Actor_WorldYawTowardPoint", + "Actor_PitchBetweenActors": "Actor_WorldPitchTowardActor", + "Actor_PitchBetweenActorsTop": "Actor_FocusPitchTowardActor", + "Actor_PitchToPoint": "Actor_WorldPitchTowardPoint", + "Actor_DistanceBetweenActors": "Actor_WorldDistXYZToActor", + "Actor_DistanceToPoint": "Actor_WorldDistXYZToPoint", + "Actor_XZDistanceBetweenActors": "Actor_WorldDistXZToActor", + "Actor_XZDistanceToPoint": "Actor_WorldDistXZToPoint", "Audio_PlaySoundAtPosition": "SoundSource_PlaySfxAtFixedWorldPos", "func_800F0590": "SoundSource_PlaySfxEachFrameAtFixedWorldPos", "func_8016970C": "Play_SetCameraAtEye", diff --git a/tools/sizes/code_functions.csv b/tools/sizes/code_functions.csv index 7b7e4b1b4a..ee686ff7d6 100644 --- a/tools/sizes/code_functions.csv +++ b/tools/sizes/code_functions.csv @@ -236,16 +236,16 @@ asm/non_matchings/code/z_actor/Actor_UpdateVelocityWithoutGravityReverse.s,Actor asm/non_matchings/code/z_actor/Actor_MoveWithoutGravityReverse.s,Actor_MoveWithoutGravityReverse,0x800B6BD8,0xB asm/non_matchings/code/z_actor/Actor_SetSpeeds.s,Actor_SetSpeeds,0x800B6C04,0x15 asm/non_matchings/code/z_actor/Actor_UpdatePosFromSkelAnime.s,Actor_UpdatePosFromSkelAnime,0x800B6C58,0x1F -asm/non_matchings/code/z_actor/Actor_YawBetweenActors.s,Actor_YawBetweenActors,0x800B6CD4,0xB -asm/non_matchings/code/z_actor/Actor_YawBetweenActorsTop.s,Actor_YawBetweenActorsTop,0x800B6D00,0xB -asm/non_matchings/code/z_actor/Actor_YawToPoint.s,Actor_YawToPoint,0x800B6D2C,0x9 -asm/non_matchings/code/z_actor/Actor_PitchBetweenActors.s,Actor_PitchBetweenActors,0x800B6D50,0xB -asm/non_matchings/code/z_actor/Actor_PitchBetweenActorsTop.s,Actor_PitchBetweenActorsTop,0x800B6D7C,0xB -asm/non_matchings/code/z_actor/Actor_PitchToPoint.s,Actor_PitchToPoint,0x800B6DA8,0x9 -asm/non_matchings/code/z_actor/Actor_DistanceBetweenActors.s,Actor_DistanceBetweenActors,0x800B6DCC,0xB -asm/non_matchings/code/z_actor/Actor_DistanceToPoint.s,Actor_DistanceToPoint,0x800B6DF8,0x9 -asm/non_matchings/code/z_actor/Actor_XZDistanceBetweenActors.s,Actor_XZDistanceBetweenActors,0x800B6E1C,0xB -asm/non_matchings/code/z_actor/Actor_XZDistanceToPoint.s,Actor_XZDistanceToPoint,0x800B6E48,0x9 +asm/non_matchings/code/z_actor/Actor_WorldYawTowardActor.s,Actor_WorldYawTowardActor,0x800B6CD4,0xB +asm/non_matchings/code/z_actor/Actor_FocusYawTowardActor.s,Actor_FocusYawTowardActor,0x800B6D00,0xB +asm/non_matchings/code/z_actor/Actor_WorldYawTowardPoint.s,Actor_WorldYawTowardPoint,0x800B6D2C,0x9 +asm/non_matchings/code/z_actor/Actor_WorldPitchTowardActor.s,Actor_WorldPitchTowardActor,0x800B6D50,0xB +asm/non_matchings/code/z_actor/Actor_FocusPitchTowardActor.s,Actor_FocusPitchTowardActor,0x800B6D7C,0xB +asm/non_matchings/code/z_actor/Actor_WorldPitchTowardPoint.s,Actor_WorldPitchTowardPoint,0x800B6DA8,0x9 +asm/non_matchings/code/z_actor/Actor_WorldDistXYZToActor.s,Actor_WorldDistXYZToActor,0x800B6DCC,0xB +asm/non_matchings/code/z_actor/Actor_WorldDistXYZToPoint.s,Actor_WorldDistXYZToPoint,0x800B6DF8,0x9 +asm/non_matchings/code/z_actor/Actor_WorldDistXZToActor.s,Actor_WorldDistXZToActor,0x800B6E1C,0xB +asm/non_matchings/code/z_actor/Actor_WorldDistXZToPoint.s,Actor_WorldDistXZToPoint,0x800B6E48,0x9 asm/non_matchings/code/z_actor/Actor_OffsetOfPointInActorCoords.s,Actor_OffsetOfPointInActorCoords,0x800B6E6C,0x28 asm/non_matchings/code/z_actor/Actor_HeightDiff.s,Actor_HeightDiff,0x800B6F0C,0x5 asm/non_matchings/code/z_actor/func_800B6F20.s,func_800B6F20,0x800B6F20,0x2A