From ea323f1712b36aeefa9d770fae5e46cce0dce65f Mon Sep 17 00:00:00 2001 From: engineer124 <47598039+engineer124@users.noreply.github.com> Date: Mon, 21 Oct 2024 11:30:39 +1100 Subject: [PATCH] Player Docs: speedXZ and yaw (#1724) * rename struct members * PR --- include/z64player.h | 6 +- src/code/z_bg_collect.c | 2 +- src/code/z_player_lib.c | 4 +- .../actors/ovl_Bg_Ingate/z_bg_ingate.c | 2 +- .../actors/ovl_Boss_Hakugin/z_boss_hakugin.c | 8 +- src/overlays/actors/ovl_En_Dg/z_en_dg.c | 2 +- .../actors/ovl_En_Hakurock/z_en_hakurock.c | 9 +- src/overlays/actors/ovl_En_Rg/z_en_rg.c | 16 +- .../actors/ovl_En_Sellnuts/z_en_sellnuts.c | 2 +- src/overlays/actors/ovl_En_Test3/z_en_test3.c | 18 +- src/overlays/actors/ovl_En_Test6/z_en_test6.c | 2 +- src/overlays/actors/ovl_En_Toto/z_en_toto.c | 2 +- .../actors/ovl_En_Wood02/z_en_wood02.c | 8 +- .../actors/ovl_Obj_Hunsui/z_obj_hunsui.c | 8 +- .../actors/ovl_Obj_Nozoki/z_obj_nozoki.c | 2 +- .../actors/ovl_Obj_Switch/z_obj_switch.c | 2 +- src/overlays/actors/ovl_Obj_Um/z_obj_um.c | 4 +- .../actors/ovl_player_actor/z_player.c | 714 +++++++++--------- 18 files changed, 403 insertions(+), 408 deletions(-) diff --git a/include/z64player.h b/include/z64player.h index c1122934fb..df40fc28c4 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -1241,9 +1241,9 @@ typedef struct Player { /* 0xACC */ s16 unk_ACC; /* 0xACE */ s8 unk_ACE; /* 0xACF */ u8 putAwayCountdown; // Frames to wait before showing "Put Away" on A - /* 0xAD0 */ f32 linearVelocity; - /* 0xAD4 */ s16 currentYaw; - /* 0xAD6 */ s16 targetYaw; + /* 0xAD0 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context. + /* 0xAD4 */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context. + /* 0xAD6 */ s16 parallelYaw; // yaw in "parallel" mode, Z-Target without an actor lock-on /* 0xAD8 */ u16 underwaterTimer; /* 0xADA */ s8 meleeWeaponAnimation; /* 0xADB */ s8 meleeWeaponState; diff --git a/src/code/z_bg_collect.c b/src/code/z_bg_collect.c index b0c0971ea0..e4a6072ce1 100644 --- a/src/code/z_bg_collect.c +++ b/src/code/z_bg_collect.c @@ -54,7 +54,7 @@ void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Ac rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y; if (carriedActor->id == ACTOR_PLAYER) { - ((Player*)carriedActor)->currentYaw += rotY; + ((Player*)carriedActor)->yaw += rotY; } carriedActor->shape.rot.y += rotY; diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 88e1f08080..bee458ad55 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -224,7 +224,7 @@ void func_801229FC(Player* player) { s32 i; for (i = 0; i < D_801F59B0_LEN; i++) { - D_801F59C8[i] += Rand_S16Offset(4, 23) + (s32)(fabsf(player->linearVelocity) * 50.0f); + D_801F59C8[i] += Rand_S16Offset(4, 23) + (s32)(fabsf(player->speedXZ) * 50.0f); } } } @@ -716,7 +716,7 @@ s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) { if (player->stateFlags3 & PLAYER_STATE3_1000) { player->unk_B08 = arg1; player->unk_B0C += arg1 * 0.05f; - player->currentYaw = arg2; + player->yaw = arg2; player->actor.home.rot.y = arg2; player->actor.shape.rot.y = arg2; player->unk_B8C = 4; diff --git a/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c b/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c index 6d0c48dd1d..e9e35a969b 100644 --- a/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c +++ b/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c @@ -164,7 +164,7 @@ void func_80953F14(BgIngate* this, PlayState* play) { player->actor.shape.rot.y = this->dyna.actor.shape.rot.y; player->actor.world.rot.y = player->actor.shape.rot.y; - player->currentYaw = player->actor.shape.rot.y; + player->yaw = player->actor.shape.rot.y; player->actor.focus.rot.y = player->actor.shape.rot.y; this->unk160 |= 0x10; func_80953DA8(this, play); diff --git a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c index bc8a99eed3..e6f0125efb 100644 --- a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c +++ b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c @@ -783,7 +783,7 @@ void BossHakugin_ApplyGoronSpikeBoost(BossHakugin* this, Player* player) { if (!this->hasAppliedGoronSpikeBoost && (player->stateFlags3 & PLAYER_STATE3_80000) && !(player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (player->actor.velocity.y > 5.0f)) { player->actor.velocity.y *= 1.3f; - player->linearVelocity *= 1.3f; + player->speedXZ *= 1.3f; this->hasAppliedGoronSpikeBoost = true; } else if (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->hasAppliedGoronSpikeBoost = false; @@ -1724,7 +1724,7 @@ void BossHakugin_SetupIntroCutsceneWakeUp(BossHakugin* this, PlayState* play) { player->actor.world.pos.x = 250.0f; player->actor.world.pos.z = -1560.0f; player->actor.shape.rot.y = this->actor.yawTowardsPlayer + 0x8000; - player->currentYaw = player->actor.world.rot.y = player->actor.shape.rot.y; + player->yaw = player->actor.world.rot.y = player->actor.shape.rot.y; Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_131); this->actionFunc = BossHakugin_IntroCutsceneWakeUp; } @@ -2628,11 +2628,11 @@ void BossHakugin_CheckForBodyColliderHit(BossHakugin* this, PlayState* play) { //! @bug This block is unreachable. This is trying to check if the player curled up as a Goron without //! spikes, but if the player gets hit in this state, they will be forcibly uncurled before this function //! gets called; it's impossible to have the state flags necessary to end up here in the final game. - player->unk_B08 = player->linearVelocity = -5.0f; + player->unk_B08 = player->speedXZ = -5.0f; player->unk_B0C += player->unk_B08 * 0.05f; player->actor.velocity.y = 10.0f; player->unk_B8C = 4; - player->actor.shape.rot.y = player->actor.home.rot.y = player->currentYaw = player->actor.world.rot.y; + player->actor.shape.rot.y = player->actor.home.rot.y = player->yaw = player->actor.world.rot.y; } else if (!(this->bodyCollider.base.atFlags & AT_BOUNCED)) { s16 knockbackYaw = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Dg/z_en_dg.c b/src/overlays/actors/ovl_En_Dg/z_en_dg.c index b4b1d189e3..06de8224ce 100644 --- a/src/overlays/actors/ovl_En_Dg/z_en_dg.c +++ b/src/overlays/actors/ovl_En_Dg/z_en_dg.c @@ -997,7 +997,7 @@ void EnDg_ApproachPlayer(EnDg* this, PlayState* play) { EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_SIT_DOWN); this->actionFunc = EnDg_SitNextToPlayer; } else if (player->stateFlags3 & PLAYER_STATE3_20000000) { - if ((this->actor.xzDistToPlayer > 40.0f) && (player->linearVelocity == 0.0f)) { + if ((this->actor.xzDistToPlayer > 40.0f) && (player->speedXZ == 0.0f)) { Math_ApproachF(&this->actor.speed, 1.5f, 0.2f, 1.0f); } else { Math_ApproachF(&this->actor.speed, player->actor.speed, 0.2f, 1.0f); diff --git a/src/overlays/actors/ovl_En_Hakurock/z_en_hakurock.c b/src/overlays/actors/ovl_En_Hakurock/z_en_hakurock.c index 4bd01ff3f1..dc2b831e3a 100644 --- a/src/overlays/actors/ovl_En_Hakurock/z_en_hakurock.c +++ b/src/overlays/actors/ovl_En_Hakurock/z_en_hakurock.c @@ -338,12 +338,11 @@ void EnHakurock_Stalactite_StuckInGround(EnHakurock* this, PlayState* play) { EnHakurock_SpawnEffect(this, EN_HAKUROCK_EFFECT_TYPE_STALACTITE_DESTROYED); EnHakurock_SetupWaitForSignal(this); } else if ((&player->actor == this->collider.base.oc) && - (player->stateFlags3 & (PLAYER_STATE3_1000 | PLAYER_STATE3_80000)) && - (player->linearVelocity > 8.0f)) { - player->unk_B08 = player->linearVelocity = -5.0f; - player->unk_B0C += (player->linearVelocity * 0.05f); + (player->stateFlags3 & (PLAYER_STATE3_1000 | PLAYER_STATE3_80000)) && (player->speedXZ > 8.0f)) { + player->unk_B08 = player->speedXZ = -5.0f; + player->unk_B0C += player->speedXZ * 0.05f; player->actor.velocity.y = 5.0f; - player->currentYaw = player->actor.world.rot.y; + player->yaw = player->actor.world.rot.y; player->actor.home.rot.y = player->actor.world.rot.y; player->actor.shape.rot.y = player->actor.world.rot.y; player->unk_B8C = 4; 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 661a830c05..536d22c556 100644 --- a/src/overlays/actors/ovl_En_Rg/z_en_rg.c +++ b/src/overlays/actors/ovl_En_Rg/z_en_rg.c @@ -448,10 +448,10 @@ s32 func_80BF47AC(EnRg* this, PlayState* play) { f32 phi_f0; f32 phi_f2; - if (player->linearVelocity < 20.0f) { + if (player->speedXZ < 20.0f) { phi_f2 = 20.0f; } else { - phi_f2 = player->linearVelocity; + phi_f2 = player->speedXZ; } if ((this->unk_310 & 0x400) || (this->unk_310 & 0x1000)) { @@ -574,13 +574,13 @@ void func_80BF4AB8(EnRg* this, PlayState* play) { } else if (this->collider2.base.at->id == ACTOR_PLAYER) { this->unk_326 = 0x28; if (player->stateFlags3 & PLAYER_STATE3_1000) { - player->linearVelocity *= 0.5f; - player->unk_B08 = player->linearVelocity; - player->unk_B0C += player->linearVelocity * 0.05f; - if (BINANG_SUB(this->actor.yawTowardsPlayer, player->currentYaw) > 0) { - player->currentYaw += 0x2000; + player->speedXZ *= 0.5f; + player->unk_B08 = player->speedXZ; + player->unk_B0C += player->speedXZ * 0.05f; + if (BINANG_SUB(this->actor.yawTowardsPlayer, player->yaw) > 0) { + player->yaw += 0x2000; } else { - player->currentYaw -= 0x2000; + player->yaw -= 0x2000; } player->unk_B8C = 4; player->invincibilityTimer = 20; diff --git a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c index 97adee078c..e9d6778fe3 100644 --- a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c +++ b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c @@ -735,7 +735,7 @@ void func_80ADC5A4(EnSellnuts* this, PlayState* play) { Player* player = GET_PLAYER(play); if (Actor_TalkOfferAccepted(&this->actor, &play->state)) { - player->linearVelocity = 0.0f; + player->speedXZ = 0.0f; this->actor.flags &= ~ACTOR_FLAG_10000; Message_StartTextbox(play, this->unk_340, &this->actor); if (this->unk_340 == 0x625) { 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 6d6897e429..7cb0a57b71 100644 --- a/src/overlays/actors/ovl_En_Test3/z_en_test3.c +++ b/src/overlays/actors/ovl_En_Test3/z_en_test3.c @@ -532,11 +532,11 @@ s32 func_80A3F15C(EnTest3* this, PlayState* play, struct_80A41828* arg2) { Math_Vec3f_Copy(&this->player.actor.world.pos, &curPathPos); Math_Vec3f_Copy(&this->player.actor.home.pos, &curPathPos); Math_Vec3f_Copy(&this->player.actor.prevPos, &curPathPos); - this->player.currentYaw = Math_Vec3f_Yaw(&this->player.actor.world.pos, &nextPathPos); + this->player.yaw = Math_Vec3f_Yaw(&this->player.actor.world.pos, &nextPathPos); if (arg2->unk_1_0 < 0) { - this->player.currentYaw += 0x8000; + this->player.yaw += 0x8000; } - this->player.actor.shape.rot.y = this->player.currentYaw; + this->player.actor.shape.rot.y = this->player.yaw; return true; } } @@ -671,7 +671,7 @@ s32 func_80A3F8D4(EnTest3* this, PlayState* play, struct_80A41828* arg2, Schedul s32 func_80A3F9A4(EnTest3* this, PlayState* play) { Math_ScaledStepToS(&this->player.actor.shape.rot.y, this->player.actor.home.rot.y, 0x320); - this->player.currentYaw = this->player.actor.shape.rot.y; + this->player.yaw = this->player.actor.shape.rot.y; return false; } @@ -806,7 +806,7 @@ s32 func_80A3FF10(EnTest3* this, PlayState* play, struct_80A41828* arg2, Schedul this->player.actor.home.rot.y = -0x2AAB; this->player.actor.shape.rot.y = -0x2AAB; - this->player.currentYaw = -0x2AAB; + this->player.yaw = -0x2AAB; //! FAKE: if (1) {} return true; @@ -925,9 +925,9 @@ s32 func_80A40230(EnTest3* this, PlayState* play) { Math_Vec3f_Copy(&D_80A41D50, &this->player.actor.world.pos); dx = this->player.actor.world.pos.x - this->player.actor.prevPos.x; dy = this->player.actor.world.pos.z - this->player.actor.prevPos.z; - this->player.linearVelocity = sqrtf(SQ(dx) + SQ(dy)); - this->player.linearVelocity *= 1.0f + (1.05f * fabsf(Math_SinS(this->player.floorPitch))); - sKafeiControlStickMagnitude = (this->player.linearVelocity * 10.0f) + 20.0f; + this->player.speedXZ = sqrtf(SQ(dx) + SQ(dy)); + this->player.speedXZ *= 1.0f + (1.05f * fabsf(Math_SinS(this->player.floorPitch))); + sKafeiControlStickMagnitude = (this->player.speedXZ * 10.0f) + 20.0f; sKafeiControlStickMagnitude = CLAMP_MAX(sKafeiControlStickMagnitude, 60.0f); sKafeiControlStickAngle = this->player.actor.world.rot.y; this->player.actor.world.pos.x = this->player.actor.prevPos.x; @@ -1068,7 +1068,7 @@ void EnTest3_Update(Actor* thisx, PlayState* play2) { if (D_80A41D48) { this->player.actor.world.pos.x = D_80A41D50.x; this->player.actor.world.pos.z = D_80A41D50.z; - this->player.linearVelocity = 0.0f; + this->player.speedXZ = 0.0f; } } diff --git a/src/overlays/actors/ovl_En_Test6/z_en_test6.c b/src/overlays/actors/ovl_En_Test6/z_en_test6.c index 32be07b0d7..eadef438cc 100644 --- a/src/overlays/actors/ovl_En_Test6/z_en_test6.c +++ b/src/overlays/actors/ovl_En_Test6/z_en_test6.c @@ -891,7 +891,7 @@ void EnTest6_DoubleSoTCutscene(EnTest6* this, PlayState* play) { player->actor.world.pos = player->actor.home.pos = this->actor.home.pos; player->actor.shape.rot = this->actor.home.rot; player->actor.focus.rot.y = player->actor.shape.rot.y; - player->currentYaw = player->actor.shape.rot.y; + player->yaw = player->actor.shape.rot.y; player->unk_ABC = 0.0f; player->unk_AC0 = 0.0f; player->actor.shape.yOffset = 0.0f; diff --git a/src/overlays/actors/ovl_En_Toto/z_en_toto.c b/src/overlays/actors/ovl_En_Toto/z_en_toto.c index 619c0bdc96..a69ab1efa3 100644 --- a/src/overlays/actors/ovl_En_Toto/z_en_toto.c +++ b/src/overlays/actors/ovl_En_Toto/z_en_toto.c @@ -503,7 +503,7 @@ s32 func_80BA4530(EnToto* this, PlayState* play) { if (func_80BA44D4(temp_s0, player)) { Math_Vec3s_ToVec3f(&player->actor.world.pos, &temp_s0->unk6); player->actor.shape.rot.y = 0; - player->currentYaw = 0; + player->yaw = 0; return func_80BA407C(this, play); } if (!ENTOTO_WEEK_EVENT_FLAGS) { diff --git a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c index 5ac7362724..5053bc6c67 100644 --- a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c +++ b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c @@ -438,10 +438,10 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) { } else if ((thisx->params < WOOD_LEAF_GREEN) || (thisx->params == WOOD_TREE_SPECIAL)) { // not leaves Player* player = GET_PLAYER(play); - if ((this->unk_146 >= -1) && (((player->rideActor == NULL) && (sqrtf(thisx->xyzDistToPlayerSq) < 20.0f) && - (player->linearVelocity != 0.0f)) || - ((player->rideActor != NULL) && (sqrtf(thisx->xyzDistToPlayerSq) < 60.0f) && - (player->rideActor->speed != 0.0f)))) { + if ((this->unk_146 >= -1) && + (((player->rideActor == NULL) && (sqrtf(thisx->xyzDistToPlayerSq) < 20.0f) && (player->speedXZ != 0.0f)) || + ((player->rideActor != NULL) && (sqrtf(thisx->xyzDistToPlayerSq) < 60.0f) && + (player->rideActor->speed != 0.0f)))) { func_808C4458(this, play, &thisx->world.pos, 1); this->unk_146 = -0x15; Actor_PlaySfx(thisx, NA_SE_EV_TREE_SWING); diff --git a/src/overlays/actors/ovl_Obj_Hunsui/z_obj_hunsui.c b/src/overlays/actors/ovl_Obj_Hunsui/z_obj_hunsui.c index 8bee92169f..180561c334 100644 --- a/src/overlays/actors/ovl_Obj_Hunsui/z_obj_hunsui.c +++ b/src/overlays/actors/ovl_Obj_Hunsui/z_obj_hunsui.c @@ -173,7 +173,7 @@ void func_80B9C5E8(ObjHunsui* this, PlayState* play) { sp38 = sp34; } - player->linearVelocity *= sp38; + player->speedXZ *= sp38; if ((this->unk_160 == OBJHUNSUI_F000_5) || (this->unk_160 == OBJHUNSUI_F000_6)) { Math_ApproachF(&this->unk_1A0, 4.5f, 2.0f, 1.0f); @@ -184,7 +184,7 @@ void func_80B9C5E8(ObjHunsui* this, PlayState* play) { } } else { this->unk_1A4 = player->actor.world.rot.y; - player->linearVelocity *= 0.5f; + player->speedXZ *= 0.5f; Math_ApproachF(&this->unk_1A0, 3.0f, 1.0f, 1.0f); Math_ApproachF(&this->unk_19C, this->unk_1A0, 1.0f, 0.1f); } @@ -193,8 +193,8 @@ void func_80B9C5E8(ObjHunsui* this, PlayState* play) { } } else { if (this->unk_172 & 8) { - player->linearVelocity = this->unk_19C + player->linearVelocity; - player->currentYaw = this->unk_1A4; + player->speedXZ = this->unk_19C + player->speedXZ; + player->yaw = this->unk_1A4; } this->unk_1A0 = 0.0f; this->unk_19C = 0.0f; diff --git a/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c b/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c index 325771cf01..ac84aa627b 100644 --- a/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c +++ b/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c @@ -192,7 +192,7 @@ void func_80BA27C4(ObjNozoki* this, PlayState* play) { play->actorCtx.flags |= ACTORCTX_FLAG_4; } } - GET_PLAYER(play)->linearVelocity = 0.0f; + GET_PLAYER(play)->speedXZ = 0.0f; } } diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c index ee1df231ce..a2e7c15654 100644 --- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c +++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c @@ -324,7 +324,7 @@ void ObjSwitch_FloorSwitchSnapPlayerToSwitchEdge(ObjSwitch* this, PlayState* pla player->actor.world.pos.z = Math_CosS(this->dyna.actor.yawTowardsPlayer) * centerDisplacement + this->dyna.actor.world.pos.z; } - player->linearVelocity = 0.0f; + player->speedXZ = 0.0f; } } } diff --git a/src/overlays/actors/ovl_Obj_Um/z_obj_um.c b/src/overlays/actors/ovl_Obj_Um/z_obj_um.c index 2bad8900b1..515d2abc73 100644 --- a/src/overlays/actors/ovl_Obj_Um/z_obj_um.c +++ b/src/overlays/actors/ovl_Obj_Um/z_obj_um.c @@ -606,7 +606,7 @@ void ObjUm_SetPlayerPosition(ObjUm* this, PlayState* play) { void ObjUm_RotatePlayer(ObjUm* this, PlayState* play, s16 angle) { Player* player = GET_PLAYER(play); - player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = this->dyna.actor.shape.rot.y + angle; + player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = this->dyna.actor.shape.rot.y + angle; } void func_80B78EBC(ObjUm* this, PlayState* play) { @@ -624,7 +624,7 @@ void func_80B78EBC(ObjUm* this, PlayState* play) { player->upperLimbRot.y = 0; player->upperLimbRot.z = 0; - player->currentYaw = player->actor.focus.rot.y; + player->yaw = player->actor.focus.rot.y; } void ObjUm_RotatePlayerView(ObjUm* this, PlayState* play, s16 angle) { diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 940b056a0e..207351160f 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -536,7 +536,7 @@ bool func_8082DA90(PlayState* play) { } void Player_StopHorizontalMovement(Player* this) { - this->linearVelocity = 0.0f; + this->speedXZ = 0.0f; this->actor.speed = 0.0f; } @@ -3721,8 +3721,8 @@ s32 Player_UpdateHostileLockOn(Player* this) { this->stateFlags3 &= ~PLAYER_STATE3_HOSTILE_LOCK_ON; // sync world and shape yaw when not moving - if (this->linearVelocity == 0.0f) { - this->currentYaw = this->actor.shape.rot.y; + if (this->speedXZ == 0.0f) { + this->yaw = this->actor.shape.rot.y; } } @@ -4326,10 +4326,10 @@ void func_8083133C(Player* this) { if (!(this->skelAnime.moveFlags & ANIM_FLAG_80) && (this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sPlayerShapeYawToTouchedWall < 0x2000)) { - this->currentYaw = this->actor.shape.rot.y = this->actor.wallYaw + 0x8000; + this->yaw = this->actor.shape.rot.y = this->actor.wallYaw + 0x8000; } - this->targetYaw = this->actor.shape.rot.y; + this->parallelYaw = this->actor.shape.rot.y; } bool func_808313A8(PlayState* play, Player* this, Actor* actor) { @@ -4682,7 +4682,7 @@ bool Player_UpdateUpperBody(Player* this, PlayState* play) { Player_AnimReplace_Setup(play, this, (ANIM_FLAG_1 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE | ANIM_FLAG_80)); func_8082DAD4(this); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; this->unk_AA6_rotFlags |= UNKAA6_ROT_FOCUS_X | UNKAA6_ROT_FOCUS_Y | UNKAA6_ROT_UPPER_X; Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_LASH); @@ -4701,7 +4701,7 @@ bool Player_UpdateUpperBody(Player* this, PlayState* play) { } if (this->skelAnimeUpperBlendWeight != 0.0f) { - if ((Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) || (this->linearVelocity != 0.0f)) { + if ((Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) || (this->speedXZ != 0.0f)) { AnimTaskQueue_AddCopyUsingMapInverted(play, this->skelAnime.limbCount, this->skelAnimeUpper.jointTable, this->skelAnime.jointTable, sPlayerUpperBodyLimbCopyMap); } @@ -4710,7 +4710,7 @@ bool Player_UpdateUpperBody(Player* this, PlayState* play) { AnimTaskQueue_AddInterp(play, this->skelAnime.limbCount, this->skelAnime.jointTable, this->skelAnimeUpper.jointTable, 1.0f - this->skelAnimeUpperBlendWeight); } - } else if ((Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) || (this->linearVelocity != 0.0f) || + } else if ((Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) || (this->speedXZ != 0.0f) || (this->skelAnime.moveFlags & ANIM_FLAG_8)) { AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable, this->skelAnimeUpper.jointTable, sPlayerUpperBodyLimbCopyMap); @@ -4811,10 +4811,10 @@ void Player_UpdateShapeYaw(Player* this, PlayState* play) { 0xFA0); } else if ((this->stateFlags1 & PLAYER_STATE1_20000) && !(this->stateFlags2 & (PLAYER_STATE2_20 | PLAYER_STATE2_40))) { - Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0xFA0); + Math_ScaledStepToS(&this->actor.shape.rot.y, this->parallelYaw, 0xFA0); } } else if (!(this->stateFlags2 & PLAYER_STATE2_40)) { - Math_ScaledStepToS(&this->actor.shape.rot.y, this->currentYaw, 0x7D0); + Math_ScaledStepToS(&this->actor.shape.rot.y, this->yaw, 0x7D0); } this->unk_B4C = this->actor.shape.rot.y - previousYaw; @@ -5071,7 +5071,7 @@ s32 Player_CalcSpeedAndYawFromControlStick(PlayState* play, Player* this, f32* o * @return true if speed is 0, false otherwise */ s32 Player_DecelerateToZero(Player* this) { - return Math_StepToF(&this->linearVelocity, 0.0f, R_DECELERATE_RATE / 100.0f); + return Math_StepToF(&this->speedXZ, 0.0f, R_DECELERATE_RATE / 100.0f); } /** @@ -5097,7 +5097,7 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw *outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->focusActor->focus.pos); } } else if (func_80123434(this)) { - *outYawTarget = this->targetYaw; + *outYawTarget = this->parallelYaw; } return false; @@ -5606,7 +5606,7 @@ void func_80833864(PlayState* play, Player* this, PlayerMeleeWeaponAnimation mel if ((meleeWeaponAnim < PLAYER_MWA_FLIPSLASH_START) || (meleeWeaponAnim > PLAYER_MWA_ZORA_JUMPKICK_START)) { Player_AnimReplace_Setup(play, this, (ANIM_FLAG_1 | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE)); } - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_80833998(Player* this, s32 invincibilityTimer) { @@ -5725,10 +5725,10 @@ void func_80833B18(PlayState* play, Player* this, s32 arg2, f32 speed, f32 veloc Player_RequestRumble(play, this, 180, 20, 50, SQ(0)); if (arg2 == 1) { - this->linearVelocity = speed * 1.5f; + this->speedXZ = speed * 1.5f; this->actor.velocity.y = velocityY * 0.7f; } else { - this->linearVelocity = 4.0f; + this->speedXZ = 4.0f; this->actor.velocity.y = 0.0f; } @@ -5748,14 +5748,14 @@ void func_80833B18(PlayState* play, Player* this, s32 arg2, f32 speed, f32 veloc this->av2.actionVar2 = 4; this->actor.speed = 3.0f; - this->linearVelocity = 3.0f; + this->speedXZ = 3.0f; this->actor.velocity.y = 6.0f; Player_Anim_PlayOnceFreeze(play, this, D_8085BE84[PLAYER_ANIMGROUP_damage_run][this->modelAnimType]); Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_DAMAGE_S); } else { this->actor.speed = speed; - this->linearVelocity = speed; + this->speedXZ = speed; this->actor.velocity.y = velocityY; if (ABS_ALT(arg5) > 0x4000) { @@ -5766,7 +5766,7 @@ void func_80833B18(PlayState* play, Player* this, s32 arg2, f32 speed, f32 veloc Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_FALL_L); } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - } else if ((this->linearVelocity > 4.0f) && !Player_CheckHostileLockOn(this)) { + } else if ((this->speedXZ > 4.0f) && !Player_CheckHostileLockOn(this)) { this->unk_B64 = 20; Player_RequestRumble(play, this, 120, 20, 10, SQ(0)); @@ -5783,7 +5783,7 @@ void func_80833B18(PlayState* play, Player* this, s32 arg2, f32 speed, f32 veloc Player_RequestRumble(play, this, 120, 20, 10, SQ(0)); } else { Player_RequestRumble(play, this, 180, 20, 100, SQ(0)); - this->linearVelocity = 23.0f; + this->speedXZ = 23.0f; animPtr += 4; } @@ -5801,7 +5801,7 @@ void func_80833B18(PlayState* play, Player* this, s32 arg2, f32 speed, f32 veloc } this->actor.shape.rot.y += arg5; - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; this->actor.world.rot.y = this->actor.shape.rot.y; if (ABS_ALT(arg5) > 0x4000) { @@ -5846,7 +5846,7 @@ void func_80834140(PlayState* play, Player* this, PlayerAnimationHeader* anim) { PlayerAnimation_Change(play, &this->skelAnime, anim, PLAYER_ANIM_NORMAL_SPEED, 0.0f, 84.0f, ANIMMODE_ONCE, -6.0f); this->av1.actionVar1 = 1; - this->linearVelocity = 0.0f; + this->speedXZ = 0.0f; } } @@ -5866,7 +5866,7 @@ s32 Player_UpdateBodyBurn(PlayState* play, Player* this) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (this->cylinder.base.ocFlags1 & OC1_HIT) { Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos); - this->linearVelocity = 0.0f; + this->speedXZ = 0.0f; } func_80834140(play, this, &gPlayerAnim_link_derth_rebirth); } @@ -5874,7 +5874,7 @@ s32 Player_UpdateBodyBurn(PlayState* play, Player* this) { if (this->transformation == PLAYER_FORM_GORON) { var_v1 = 20; } else { - var_v1 = (s32)(this->linearVelocity * 0.4f) + 1; + var_v1 = (s32)(this->speedXZ * 0.4f) + 1; } if (this->stateFlags2 & PLAYER_STATE2_8) { @@ -6017,8 +6017,8 @@ s32 func_80834600(Player* this, PlayState* play) { } if (!(this->stateFlags1 & (PLAYER_STATE1_4 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_200000))) { - this->linearVelocity = -18.0f; - this->currentYaw = this->actor.shape.rot.y; + this->speedXZ = -18.0f; + this->yaw = this->actor.shape.rot.y; } return false; @@ -6168,7 +6168,7 @@ s32 Player_ActionHandler_12(Player* this, PlayState* play) { if (this->ageProperties->unk_14 <= yDistToLedge) { anim = &gPlayerAnim_link_normal_250jump_start; - this->linearVelocity = 1.0f; + this->speedXZ = 1.0f; } else { CollisionPoly* poly; s32 bgId; @@ -6214,7 +6214,7 @@ s32 Player_ActionHandler_12(Player* this, PlayState* play) { this->actor.bgCheckFlags |= BGCHECKFLAG_GROUND; PlayerAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 1.3f); AnimTaskQueue_DisableTransformTasksForGroup(play); - this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; + this->actor.shape.rot.y = this->yaw = this->actor.wallYaw + 0x8000; return true; } } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (this->ledgeClimbType == PLAYER_LEDGE_CLIMB_1) && @@ -6222,7 +6222,7 @@ s32 Player_ActionHandler_12(Player* this, PlayState* play) { f32 temp = (this->yDistToLedge * 0.08f) + 5.5f; func_80834DB8(this, &gPlayerAnim_link_normal_jump, temp, play); - this->linearVelocity = 2.5f; + this->speedXZ = 2.5f; return true; } @@ -6342,7 +6342,7 @@ s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* pol if (!(this->stateFlags1 & (PLAYER_STATE1_800000 | PLAYER_STATE1_8000000 | PLAYER_STATE1_20000000)) && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (sp34 < 400) && (sPlayerYDistToFloor > 100.0f)) { if ((this->floorProperty != FLOOR_PROPERTY_5) && (this->floorProperty != FLOOR_PROPERTY_12)) { - this->linearVelocity = 0.0f; + this->speedXZ = 0.0f; } return false; } @@ -6530,10 +6530,10 @@ void Player_Door_Staircase(PlayState* play, Player* this, Actor* door) { static Vec3f D_8085D10C = { 20.0f, 0.0f, 20.0f }; DoorSpiral* doorStaircase = (DoorSpiral*)door; - this->currentYaw = doorStaircase->actor.home.rot.y + 0x8000; - this->actor.shape.rot.y = this->currentYaw; - if (this->linearVelocity <= 0.0f) { - this->linearVelocity = 0.1f; + this->yaw = doorStaircase->actor.home.rot.y + 0x8000; + this->actor.shape.rot.y = this->yaw; + if (this->speedXZ <= 0.0f) { + this->speedXZ = 0.1f; } func_80835324(play, this, 50.0f, this->actor.shape.rot.y); @@ -6555,7 +6555,7 @@ void Player_Door_Staircase(PlayState* play, Player* this, Actor* door) { Player_Anim_PlayOnceMorph(play, this, Player_GetIdleAnim(this)); this->skelAnime.endFrame = 0.0f; } else { - this->linearVelocity = 0.1f; + this->speedXZ = 0.1f; } Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_SCENE0); @@ -6572,13 +6572,13 @@ void Player_Door_Sliding(PlayState* play, Player* this, Actor* door) { SlidingDoorActor* doorSliding = (SlidingDoorActor*)door; Vec3f sp38; - this->currentYaw = doorSliding->dyna.actor.home.rot.y; + this->yaw = doorSliding->dyna.actor.home.rot.y; if (this->doorDirection > 0) { - this->currentYaw -= 0x8000; + this->yaw -= 0x8000; } - this->actor.shape.rot.y = this->currentYaw; - if (this->linearVelocity <= 0.0f) { - this->linearVelocity = 0.1f; + this->actor.shape.rot.y = this->yaw; + if (this->speedXZ <= 0.0f) { + this->speedXZ = 0.1f; } func_80835324(play, this, 50.0f, this->actor.shape.rot.y); @@ -6602,7 +6602,7 @@ void Player_Door_Sliding(PlayState* play, Player* this, Actor* door) { Player_Anim_PlayOnceMorph(play, this, Player_GetIdleAnim(this)); this->skelAnime.endFrame = 0.0f; } else { - this->linearVelocity = 0.1f; + this->speedXZ = 0.1f; } if (doorSliding->dyna.actor.category == ACTORCAT_DOOR) { @@ -6669,7 +6669,7 @@ void Player_Door_Knob(PlayState* play, Player* this, Actor* door) { this->actor.shape.rot.y = knobDoor->dyna.actor.shape.rot.y - 0x8000; } - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; temp_fv0 = this->doorDirection * 22.0f; func_80835BF8(&knobDoor->dyna.actor.world.pos, knobDoor->dyna.actor.shape.rot.y, temp_fv0, &this->actor.world.pos); Player_Anim_PlayOnceWaterAdjustment(play, this, anim); @@ -6790,13 +6790,13 @@ void func_80836888(Player* this, PlayState* play) { this->unk_B44 = this->unk_B40; Player_Anim_PlayLoop(play, this, anim); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_8083692C(Player* this, PlayState* play) { Player_SetAction(play, this, Player_Action_3, 1); Player_Anim_PlayOnceMorph(play, this, Player_GetIdleAnim(this)); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_80836988(Player* this, PlayState* play) { @@ -6847,7 +6847,7 @@ void func_80836AD8(PlayState* play, Player* this) { } void func_80836B3C(PlayState* play, Player* this, f32 arg2) { - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; this->actor.world.rot.y = this->actor.shape.rot.y; if (this->transformation == PLAYER_FORM_GORON) { @@ -6889,7 +6889,7 @@ void func_80836D8C(Player* this) { this->upperLimbRot.y = 0; this->upperLimbRot.z = 0; this->actor.shape.rot.y = this->actor.focus.rot.y; - this->currentYaw = this->actor.focus.rot.y; + this->yaw = this->actor.focus.rot.y; } s32 func_80836DC0(PlayState* play, Player* this) { @@ -6934,7 +6934,7 @@ s32 func_80836F10(PlayState* play, Player* this) { fallDistance = this->fallDistance; } - Math_StepToF(&this->linearVelocity, 0.0f, 1.0f); + Math_StepToF(&this->speedXZ, 0.0f, 1.0f); this->stateFlags1 &= ~(PLAYER_STATE1_40000 | PLAYER_STATE1_80000); // Height enough for fall damage @@ -7066,12 +7066,12 @@ void func_808373A4(PlayState* play, Player* this) { s32 func_808373F8(PlayState* play, Player* this, u16 sfxId) { PlayerAnimationHeader* anim; f32 speed; - s16 yawDiff = this->currentYaw - this->actor.shape.rot.y; + s16 yawDiff = this->yaw - this->actor.shape.rot.y; - if ((IREG(66) / 100.0f) < this->linearVelocity) { + if ((IREG(66) / 100.0f) < this->speedXZ) { speed = IREG(67) / 100.0f; } else { - speed = (IREG(68) / 100.0f + (IREG(69) * this->linearVelocity) / 1000.0f); + speed = (IREG(68) / 100.0f + (IREG(69) * this->speedXZ) / 1000.0f); if ((this->transformation == PLAYER_FORM_DEKU) && (speed < 8.0f)) { speed = 8.0f; @@ -7080,7 +7080,7 @@ s32 func_808373F8(PlayState* play, Player* this, u16 sfxId) { } } - if ((ABS_ALT(yawDiff) >= 0x1000) || (this->linearVelocity <= 4.0f)) { + if ((ABS_ALT(yawDiff) >= 0x1000) || (this->speedXZ <= 4.0f)) { anim = &gPlayerAnim_link_normal_jump; } else { s32 var_v1; @@ -7209,7 +7209,7 @@ void func_808379C0(PlayState* play, Player* this) { this->actor.world.pos.z = (Math_CosS(interactRangeActor->yawTowardsPlayer) * 20.0f) + interactRangeActor->world.pos.z; - this->currentYaw = this->actor.shape.rot.y = interactRangeActor->yawTowardsPlayer + 0x8000; + this->yaw = this->actor.shape.rot.y = interactRangeActor->yawTowardsPlayer + 0x8000; } else { Player_SetAction(play, this, Player_Action_37, 0); anim = D_8085BE84[PLAYER_ANIMGROUP_carryB][this->modelAnimType]; @@ -7276,7 +7276,7 @@ void func_80837CEC(PlayState* play, Player* this, CollisionPoly* arg2, f32 arg3, this->actor.world.pos.x -= (arg3 + 1.0f) * nx; this->actor.world.pos.z -= (arg3 + 1.0f) * nz; this->actor.shape.rot.y = Math_Atan2S_XY(nz, nx); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; func_8082DAD4(this); this->actor.velocity.y = 0.0f; @@ -7350,7 +7350,7 @@ s32 func_80837DEC(Player* this, PlayState* play) { if (var_v1_2) { Player_SetupWaitForPutAway(play, this, func_80837C20); - this->actor.shape.rot.y = this->currentYaw += 0x8000; + this->actor.shape.rot.y = this->yaw += 0x8000; this->stateFlags1 |= PLAYER_STATE1_200000; Player_AnimReplace_Setup(play, this, ANIM_FLAG_1 | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_4 | ANIM_FLAG_8 | @@ -7433,14 +7433,14 @@ void func_8083827C(Player* this, PlayState* play) { if ((sPlayerPrevFloorProperty == FLOOR_PROPERTY_7) || (this->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) || ((this->skelAnime.moveFlags & ANIM_FLAG_8) && func_808381F8(play, this))) { Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos); - if (this->linearVelocity > 0.0f) { + if (this->speedXZ > 0.0f) { Player_StopHorizontalMovement(this); } this->actor.bgCheckFlags |= BGCHECKFLAG_GROUND_TOUCH; return; } - temp_t0 = BINANG_SUB(this->currentYaw, this->actor.shape.rot.y); + temp_t0 = BINANG_SUB(this->yaw, this->actor.shape.rot.y); Player_SetAction(play, this, Player_Action_25, 1); func_8082DD2C(play, this); @@ -7451,7 +7451,7 @@ void func_8083827C(Player* this, PlayState* play) { if (!(this->stateFlags1 & PLAYER_STATE1_8000000)) { if ((sPlayerPrevFloorProperty != FLOOR_PROPERTY_6) && (sPlayerPrevFloorProperty != FLOOR_PROPERTY_9) && (sPlayerYDistToFloor > 20.0f) && (this->meleeWeaponState == PLAYER_MELEE_WEAPON_STATE_0)) { - if ((ABS_ALT(temp_t0) < 0x2000) && (this->linearVelocity > 3.0f)) { + if ((ABS_ALT(temp_t0) < 0x2000) && (this->speedXZ > 3.0f)) { if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) { if (((this->transformation == PLAYER_FORM_ZORA) && CHECK_BTN_ALL(sPlayerControlInput->cur.button, BTN_A)) || @@ -7774,8 +7774,8 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) { if (this->exchangeItemAction == PLAYER_IA_MAGIC_BEANS) { Inventory_ChangeAmmo(ITEM_MAGIC_BEANS, -1); Player_SetAction_PreserveItemAction(play, this, Player_Action_17, 0); - this->currentYaw = talkActor->yawTowardsPlayer + 0x8000; - this->actor.shape.rot.y = this->currentYaw; + this->yaw = talkActor->yawTowardsPlayer + 0x8000; + this->actor.shape.rot.y = this->yaw; if (talkActor->xzDistToPlayer < 40.0f) { Player_Anim_PlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_backspace); Player_AnimReplace_Setup(play, this, ANIM_FLAG_1 | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE); @@ -7995,8 +7995,8 @@ void func_808395F0(PlayState* play, Player* this, PlayerMeleeWeaponAnimation mel func_80833864(play, this, meleeWeaponAnim); Player_SetAction(play, this, Player_Action_29, 0); this->stateFlags3 |= PLAYER_STATE3_2; - this->linearVelocity = linearVelocity; - this->currentYaw = this->actor.shape.rot.y; + this->speedXZ = linearVelocity; + this->yaw = this->actor.shape.rot.y; this->actor.velocity.y = yVelocity; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; Player_AnimSfx_PlayFloorJump(this); @@ -8053,8 +8053,8 @@ void func_80839860(Player* this, PlayState* play, s32 arg2) { this->av2.actionVar2 = 1; this->av1.actionVar1 = arg2; - this->currentYaw = this->actor.shape.rot.y + (arg2 << 0xE); - this->linearVelocity = !(arg2 & 1) ? 6.0f : 8.5f; + this->yaw = this->actor.shape.rot.y + (arg2 << 0xE); + this->speedXZ = !(arg2 & 1) ? 6.0f : 8.5f; this->stateFlags2 |= PLAYER_STATE2_80000; Player_PlaySfx(this, ((arg2 << 0xE) == 0x8000) ? NA_SE_PL_ROLL : NA_SE_PL_SKIP); @@ -8067,7 +8067,7 @@ void func_80839978(PlayState* play, Player* this) { Player_Anim_PlayLoopAdjusted(play, this, &gPlayerAnim_clink_normal_okarina_walk); Player_AnimReplace_Setup(play, this, ANIM_FLAG_4 | ANIM_FLAG_200); this->stateFlags3 |= PLAYER_STATE3_20000000; - this->unk_B48 = this->linearVelocity; + this->unk_B48 = this->speedXZ; Audio_PlayFanfare(NA_BGM_BREMEN_MARCH); } } @@ -8157,7 +8157,7 @@ void func_80839CD8(Player* this, PlayState* play) { PlayerAnimation_Change(play, &this->skelAnime, anim, PLAYER_ANIM_NORMAL_SPEED, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, 4.0f * var_fv0); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_80839E3C(Player* this, PlayState* play) { @@ -8168,7 +8168,7 @@ void func_80839E3C(Player* this, PlayState* play) { void func_80839E74(Player* this, PlayState* play) { Player_SetAction(play, this, Player_Action_Idle, 1); Player_Anim_PlayOnce(play, this, Player_GetIdleAnim(this)); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_80839ED0(Player* this, PlayState* play) { @@ -8190,7 +8190,7 @@ void func_80839ED0(Player* this, PlayState* play) { s32 func_80839F98(PlayState* play, Player* this) { if (!(this->stateFlags1 & PLAYER_STATE1_8000000)) { - if (this->linearVelocity != 0.0f) { + if (this->speedXZ != 0.0f) { func_80836B3C(play, this, 0.0f); return true; } @@ -8301,12 +8301,12 @@ s32 Player_ActionHandler_11(Player* this, PlayState* play) { } s32 func_8083A4A4(Player* this, f32* speedTarget, s16* yawTarget, f32 decelerationRate) { - s16 yawDiff = this->currentYaw - *yawTarget; + s16 yawDiff = this->yaw - *yawTarget; if (ABS_ALT(yawDiff) > 0x6000) { - if (Math_StepToF(&this->linearVelocity, 0.0f, decelerationRate)) { + if (Math_StepToF(&this->speedXZ, 0.0f, decelerationRate)) { *speedTarget = 0.0f; - *yawTarget = this->currentYaw; + *yawTarget = this->yaw; } else { return true; } @@ -8384,8 +8384,8 @@ void func_8083A794(Player* this, PlayState* play) { } void func_8083A844(Player* this, PlayState* play, s16 currentYaw) { - this->currentYaw = currentYaw; - this->actor.shape.rot.y = this->currentYaw; + this->yaw = currentYaw; + this->actor.shape.rot.y = this->yaw; func_8083A794(this, play); } @@ -8401,7 +8401,7 @@ s32 func_8083A878(PlayState* play, Player* this, f32 arg2) { Player_Anim_PlayLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); this->stateFlags1 |= (PLAYER_STATE1_8000000 | PLAYER_STATE1_20000000); this->av2.actionVar2 = 20; - this->linearVelocity = 2.0f; + this->speedXZ = 2.0f; func_80123140(play, this); return false; } @@ -8538,7 +8538,7 @@ void Player_InitMode_D(PlayState* play, Player* this) { // InitModes 0xA and 0xE void func_8083ADF0(PlayState* play, Player* this) { - this->linearVelocity = 2.0f; + this->speedXZ = 2.0f; gSaveContext.entranceSpeed = 2.0f; if (func_8083A878(play, this, 120.0f)) { @@ -8551,9 +8551,9 @@ void Player_InitMode_F(PlayState* play, Player* this) { gSaveContext.entranceSpeed = 0.1f; } - this->linearVelocity = gSaveContext.entranceSpeed; + this->speedXZ = gSaveContext.entranceSpeed; if (func_8083A878(play, this, 800.0f)) { - this->av2.actionVar2 = -80.0f / this->linearVelocity; + this->av2.actionVar2 = -80.0f / this->speedXZ; if (this->av2.actionVar2 < -20) { this->av2.actionVar2 = -20; } @@ -8565,7 +8565,7 @@ void func_8083AECC(Player* this, s16 currentYaw, PlayState* play) { PlayerAnimation_CopyJointToMorph(play, &this->skelAnime); this->unk_B38 = 0.0f; this->unk_B34 = 0.0f; - this->currentYaw = currentYaw; + this->yaw = currentYaw; } void func_8083AF30(Player* this, PlayState* play) { @@ -8577,8 +8577,8 @@ void func_8083AF8C(Player* this, s16 currentYaw, PlayState* play) { Player_SetAction(play, this, Player_Action_15, 1); PlayerAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_anchor_back_walk, PLAYER_ANIM_NORMAL_SPEED, 0.0f, Animation_GetLastFrame(&gPlayerAnim_link_anchor_back_walk), ANIMMODE_ONCE, -6.0f); - this->linearVelocity = 8.0f; - this->currentYaw = currentYaw; + this->speedXZ = 8.0f; + this->yaw = currentYaw; } void func_8083B030(Player* this, PlayState* play) { @@ -8593,7 +8593,7 @@ void func_8083B090(Player* this, PlayState* play) { } void func_8083B0E4(PlayState* play, Player* this, s16 currentYaw) { - this->currentYaw = currentYaw; + this->yaw = currentYaw; Player_SetAction(play, this, Player_Action_10, 1); this->unk_B4E = 1200; this->unk_B4E *= sWaterSpeedFactor; @@ -8611,7 +8611,7 @@ void func_8083B1A0(Player* this, PlayState* play) { anim = D_8085BE84[PLAYER_ANIMGROUP_waitL2wait][this->modelAnimType]; } Player_Anim_PlayOnce(play, this, anim); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_8083B23C(Player* this, PlayState* play) { @@ -8621,7 +8621,7 @@ void func_8083B23C(Player* this, PlayState* play) { } void func_8083B29C(Player* this, PlayState* play) { - if (this->linearVelocity != 0.0f) { + if (this->speedXZ != 0.0f) { func_8083A794(this, play); } else { func_8083B1A0(this, play); @@ -8629,7 +8629,7 @@ void func_8083B29C(Player* this, PlayState* play) { } void func_8083B2E4(Player* this, PlayState* play) { - if (this->linearVelocity != 0.0f) { + if (this->speedXZ != 0.0f) { func_8083A794(this, play); } else { func_80836988(this, play); @@ -8692,7 +8692,7 @@ s32 func_8083B3B4(PlayState* play, Player* this, Input* input) { this->stateFlags3 |= PLAYER_STATE3_8000; this->stateFlags1 &= ~PLAYER_STATE1_8000000; sp24 = CLAMP_MAX(sp24, 13.5f); - this->linearVelocity = Math_CosS(this->unk_AAA) * sp24; + this->speedXZ = Math_CosS(this->unk_AAA) * sp24; this->actor.velocity.y = -Math_SinS(this->unk_AAA) * sp24; this->unk_B86[1] = sp2A; Player_PlaySfx(this, NA_SE_EV_JUMP_OUT_WATER); @@ -8727,7 +8727,7 @@ void func_8083B73C(PlayState* play, Player* this, s16 currentYaw) { Player_SetAction(play, this, Player_Action_57, 0); Player_Anim_PlayLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); this->actor.shape.rot.y = currentYaw; - this->currentYaw = currentYaw; + this->yaw = currentYaw; } void func_8083B798(PlayState* play, Player* this) { @@ -8748,7 +8748,7 @@ void func_8083B850(PlayState* play, Player* this) { this->currentBoots = PLAYER_BOOTS_ZORA_LAND; this->prevBoots = PLAYER_BOOTS_ZORA_LAND; Player_SetAction(play, this, Player_Action_56, 0); - this->unk_B48 = sqrtf(SQ(this->linearVelocity) + SQ(this->actor.velocity.y)); + this->unk_B48 = sqrtf(SQ(this->speedXZ) + SQ(this->actor.velocity.y)); Player_OverrideBlureColors(play, this, 1, 8); this->currentBoots = PLAYER_BOOTS_ZORA_LAND; this->prevBoots = PLAYER_BOOTS_ZORA_LAND; @@ -8896,7 +8896,7 @@ void func_8083BF54(PlayState* play, Player* this) { f32 var_fv0; u16 sfxId; - var_ft4 = fabsf(this->linearVelocity + D_80862B3C) * 20.0f; + var_ft4 = fabsf(this->speedXZ + D_80862B3C) * 20.0f; if (temp_v0) { if (sPlayerFloorType == FLOOR_TYPE_4) { var_fa1 = 1300.0f; @@ -8932,7 +8932,7 @@ void func_8083BF54(PlayState* play, Player* this) { this->unk_AB8 += var_fv0 - var_ft4; this->unk_AB8 = CLAMP(this->unk_AB8, 0.0f, var_fa1); - if ((this->linearVelocity == 0.0f) && (fabsf(this->unk_AB8 - temp_fv1_2) > 2.0f)) { + if ((this->speedXZ == 0.0f) && (fabsf(this->unk_AB8 - temp_fv1_2) > 2.0f)) { Actor_PlaySfx_Flagged2(&this->actor, sfxId); } @@ -8962,11 +8962,11 @@ void func_8083BF54(PlayState* play, Player* this) { EffectSsGRipple_Spawn(play, &sp84, 100, 500, 0); - if ((this->linearVelocity > 4.0f) && !func_801242B4(this) && + if ((this->speedXZ > 4.0f) && !func_801242B4(this) && ((this->actor.world.pos.y + this->actor.depthInWater) < this->bodyPartsPos[PLAYER_BODYPART_WAIST].y)) { func_80837730(play, this, 20.0f, - (fabsf(this->linearVelocity) * 50.0f) + (this->actor.depthInWater * 5.0f)); + (fabsf(this->speedXZ) * 50.0f) + (this->actor.depthInWater * 5.0f)); } else if (this->stateFlags3 & PLAYER_STATE3_8000) { s32 i; @@ -8977,8 +8977,7 @@ void func_8083BF54(PlayState* play, Player* this) { temp_fv1_5 = bodyPartsPos->y - var_fa0_3; if (temp_fv1_5 > 0.0f) { - func_80837730(play, this, 20.0f, - fabsf(this->linearVelocity) * 20.0f + (temp_fv1_5 * 10.0f)); + func_80837730(play, this, 20.0f, fabsf(this->speedXZ) * 20.0f + (temp_fv1_5 * 10.0f)); } } } @@ -8991,7 +8990,7 @@ void func_8083BF54(PlayState* play, Player* this) { f32 var_fv1; var_fv1 = (this->stateFlags1 & PLAYER_STATE1_4000000) - ? -fabsf(this->linearVelocity) + ? -fabsf(this->speedXZ) : ((Player_Action_56 == this->actionFunc) ? (ABS_ALT(this->unk_B8A) * -0.004f) + (this->unk_B48 * -0.38f) : this->actor.velocity.y); @@ -9075,12 +9074,12 @@ void func_8083C85C(Player* this) { } void func_8083C8E8(Player* this, PlayState* play) { - if (!func_800B7128(this) && !func_8082EF20(this) && ((this->linearVelocity > 5.0f) || (D_80862B3C != 0.0f))) { + if (!func_800B7128(this) && !func_8082EF20(this) && ((this->speedXZ > 5.0f) || (D_80862B3C != 0.0f))) { s16 temp1; s16 temp2; - temp1 = this->linearVelocity * 200.0f; - temp2 = BINANG_SUB(this->currentYaw, this->actor.shape.rot.y) * this->linearVelocity * 0.1f; + temp1 = this->speedXZ * 200.0f; + temp2 = BINANG_SUB(this->yaw, this->actor.shape.rot.y) * this->speedXZ * 0.1f; temp1 = CLAMP(temp1, -0xFA0, 0xFA0); @@ -9101,8 +9100,8 @@ void func_8083C8E8(Player* this, PlayState* play) { } void func_8083CB04(Player* this, f32 arg1, s16 arg2, f32 arg3, f32 arg4, s16 arg5) { - Math_AsymStepToF(&this->linearVelocity, arg1, arg3, arg4); - Math_ScaledStepToS(&this->currentYaw, arg2, arg5); + Math_AsymStepToF(&this->speedXZ, arg1, arg3, arg4); + Math_ScaledStepToS(&this->yaw, arg2, arg5); } void func_8083CB58(Player* this, f32 arg1, s16 arg2) { @@ -9110,22 +9109,22 @@ void func_8083CB58(Player* this, f32 arg1, s16 arg2) { } s32 func_8083CBC4(Player* this, f32 arg1, s16 arg2, f32 arg3, f32 arg4, f32 arg5, s16 arg6) { - s16 temp_v0 = this->currentYaw - arg2; + s16 temp_v0 = this->yaw - arg2; - if ((this->unk_B50 * 1.5f) < fabsf(this->linearVelocity)) { + if ((this->unk_B50 * 1.5f) < fabsf(this->speedXZ)) { arg5 *= 4.0f; arg3 *= 4.0f; } if (ABS_ALT(temp_v0) > 0x6000) { - if (!Math_StepToF(&this->linearVelocity, 0.0f, arg3)) { + if (!Math_StepToF(&this->speedXZ, 0.0f, arg3)) { return false; } - this->currentYaw = arg2; + this->yaw = arg2; } else { - Math_AsymStepToF(&this->linearVelocity, arg1, arg4, arg5); - Math_ScaledStepToS(&this->currentYaw, arg2, arg6); + Math_AsymStepToF(&this->speedXZ, arg1, arg4, arg5); + Math_ScaledStepToS(&this->yaw, arg2, arg6); } return true; @@ -9213,7 +9212,7 @@ s32 Player_ActionHandler_3(Player* this, PlayState* play) { rideActor->actor.world.pos.z + rideActor->riderPos.z + ((temp_fv1 * sp28) - (temp_fv0 * sp24)); this->unk_B48 = rideActor->actor.world.pos.y - this->actor.world.pos.y; - this->currentYaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y; Player_MountHorse(play, this, &rideActor->actor); Player_Anim_PlayOnce(play, this, entry->anim); @@ -9266,8 +9265,8 @@ s32 Player_HandleSlopes(PlayState* play, Player* this) { Player_SetAction(play, this, Player_Action_73, 0); func_8082DE50(play, this); Player_Anim_PlayLoopMorph(play, this, sPlayerSlopeSlipAnims[this->av1.actionVar1]); - this->linearVelocity = sqrtf(SQXZ(this->actor.velocity)); - this->currentYaw = downwardSlopeYaw; + this->speedXZ = sqrtf(SQXZ(this->actor.velocity)); + this->yaw = downwardSlopeYaw; if (sPlayerFloorPitchShape >= 0) { this->av1.actionVar1 = 1; Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_HANG); @@ -9363,7 +9362,7 @@ s32 Player_ActionHandler_2(Player* this, PlayState* play) { interactRangeActor->world.pos.z - (Math_CosS(interactRangeActor->shape.rot.y) * this->ageProperties->unk_9C); this->actor.world.pos.y = interactRangeActor->world.pos.y; - this->currentYaw = this->actor.shape.rot.y = interactRangeActor->shape.rot.y; + this->yaw = this->actor.shape.rot.y = interactRangeActor->shape.rot.y; func_8082DAD4(this); if ((giEntry->itemId != ITEM_NONE) && (giEntry->gid >= 0) && @@ -9421,7 +9420,7 @@ void func_8083D6DC(Player* this, PlayState* play) { // Determines whether a held actor should be dropped or thrown: false implies droppable. s32 func_8083D738(Player* this, Actor* heldActor) { if ((heldActor != NULL) && !(heldActor->flags & ACTOR_FLAG_800000) && - ((this->linearVelocity < 1.1f) || (heldActor->id == ACTOR_EN_BOM_CHU))) { + ((this->speedXZ < 1.1f) || (heldActor->id == ACTOR_EN_BOM_CHU))) { return false; } return true; @@ -9536,13 +9535,13 @@ s32 func_8083D860(Player* this, PlayState* play) { this->av2.actionVar2 = -2; this->actor.world.pos.y += yOut; - this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; + this->actor.shape.rot.y = this->yaw = this->actor.wallYaw + 0x8000; } else { anim = this->ageProperties->unk_B0; distToInteractWall = (this->ageProperties->wallCheckRadius - this->ageProperties->unk_3C) + 17.0f; this->av2.actionVar2 = -4; - this->actor.shape.rot.y = this->currentYaw = i = this->actor.wallYaw; //! FAKE + this->actor.shape.rot.y = this->yaw = i = this->actor.wallYaw; //! FAKE } this->actor.world.pos.x = (distToInteractWall * wallPolyNormalX) + sp78; @@ -9596,7 +9595,7 @@ s32 func_8083DD1C(PlayState* play, Player* this, f32 arg2, f32 arg3, f32 arg4, f Math_ScaledStepToS(&this->actor.shape.rot.y, Math_Atan2S_XY(-wallPolyNormalZ, -wallPolyNormalX), 0x320); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; this->actor.world.pos.x = sp5C.x - (Math_SinS(this->actor.shape.rot.y) * arg3); this->actor.world.pos.z = sp5C.z - (Math_CosS(this->actor.shape.rot.y) * arg3); @@ -9621,17 +9620,17 @@ void func_8083DF38(Player* this, PlayerAnimationHeader* anim, PlayState* play) { Player_Anim_PlayOnce(play, this, anim); func_8082DAD4(this); - this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; + this->actor.shape.rot.y = this->yaw = this->actor.wallYaw + 0x8000; } s32 Player_ActionHandler_5(Player* this, PlayState* play) { if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sPlayerShapeYawToTouchedWall < 0x3000)) { - if ((this->linearVelocity > 0.0f) && func_8083D860(this, play)) { + if ((this->speedXZ > 0.0f) && func_8083D860(this, play)) { return true; } - if (!func_801242B4(this) && ((this->linearVelocity == 0.0f) || !(this->stateFlags2 & PLAYER_STATE2_4)) && + if (!func_801242B4(this) && ((this->speedXZ == 0.0f) || !(this->stateFlags2 & PLAYER_STATE2_4)) && (sPlayerTouchedWallFlags & WALL_FLAG_6) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (this->yDistToLedge >= 39.0f)) { this->stateFlags2 |= PLAYER_STATE2_1; @@ -9695,9 +9694,9 @@ void func_8083E2F4(Player* this, PlayState* play) { func_80833AA0(this, play); if (this->transformation == PLAYER_FORM_DEKU) { - this->linearVelocity = -1.7f; + this->speedXZ = -1.7f; } else { - this->linearVelocity = -0.4f; + this->speedXZ = -0.4f; } } @@ -9735,7 +9734,7 @@ s32 func_8083E404(Player* this, f32 arg1, s16 arg2) { } s32 func_8083E514(Player* this, f32* arg2, s16* arg3, PlayState* play) { - s16 temp_v1 = *arg3 - this->targetYaw; + s16 temp_v1 = *arg3 - this->parallelYaw; u16 var_a2 = ABS_ALT(temp_v1); if ((func_800B7128(this) || func_8082EF20(this)) && (this->focusActor == NULL)) { @@ -9853,8 +9852,8 @@ void func_8083EA44(Player* this, f32 arg1) { sp24 = func_8083E9C4(this->unk_B38, arg1, 29.0f, 10.0f); if (sp24 || func_8083E9C4(this->unk_B38, arg1, 29.0f, 24.0f)) { - Player_AnimSfx_PlayFloorWalk(this, this->linearVelocity); - if (this->linearVelocity > 4.0f) { + Player_AnimSfx_PlayFloorWalk(this, this->speedXZ); + if (this->speedXZ > 4.0f) { this->stateFlags2 |= PLAYER_STATE2_8; } this->actor.shape.unk_17 = sp24 ? 1 : 2; @@ -9981,18 +9980,18 @@ void func_8083EE60(Player* this, PlayState* play) { } var_fs0 = this->unk_B34; } else { - temp_fv0 = this->linearVelocity - (REG(48) / 100.0f); + temp_fv0 = this->speedXZ - (REG(48) / 100.0f); if (temp_fv0 < 0.0f) { var_fs0 = 1.0f; - func_8083EA44(this, ((REG(35)) / 1000.0f) + (((REG(36)) / 1000.0f) * this->linearVelocity)); + func_8083EA44(this, ((REG(35)) / 1000.0f) + (((REG(36)) / 1000.0f) * this->speedXZ)); PlayerAnimation_LoadToJoint(play, &this->skelAnime, D_8085BE84[PLAYER_ANIMGROUP_back_walk][this->modelAnimType], this->unk_B38); } else { var_fs0 = (REG(37) / 1000.0f) * temp_fv0; if (var_fs0 < 1.0f) { - func_8083EA44(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->linearVelocity)); + func_8083EA44(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->speedXZ)); } else { var_fs0 = 1.0f; func_8083EA44(this, (REG(39) / 100.0f) + ((REG(38) / 1000.0f) * temp_fv0)); @@ -10015,7 +10014,7 @@ void func_8083F144(Player* this, PlayState* play) { } s32 func_8083F190(Player* this, f32* arg1, s16* arg2, PlayState* play) { - if (this->linearVelocity > 6.0f) { + if (this->speedXZ > 6.0f) { func_8083F144(this, play); return true; } @@ -10023,7 +10022,7 @@ s32 func_8083F190(Player* this, f32* arg1, s16* arg2, PlayState* play) { if (*arg1 != 0.0f) { if (Player_DecelerateToZero(this)) { *arg1 = 0.0f; - *arg2 = this->currentYaw; + *arg2 = this->yaw; } else { return true; } @@ -10046,7 +10045,7 @@ void func_8083F27C(PlayState* play, Player* this) { this->skelAnime.animation = sp38; - func_8083EA44(this, (REG(30) / 1000.0f) + ((REG(32) / 1000.0f) * this->linearVelocity)); + func_8083EA44(this, (REG(30) / 1000.0f) + ((REG(32) / 1000.0f) * this->speedXZ)); temp_fv0 = this->unk_B38 * (16.0f / 29.0f); PlayerAnimation_BlendToJoint(play, &this->skelAnime, sp34, temp_fv0, sp38, temp_fv0, this->unk_B40, @@ -10082,7 +10081,7 @@ void func_8083F358(Player* this, s32 arg1, PlayState* play) { var_fv1 = this->unk_AB8 * 0.0006f; } - var_fv1 *= fabsf(this->linearVelocity) * 0.5f; + var_fv1 *= fabsf(this->speedXZ) * 0.5f; if (var_fv1 > 1.0f) { var_fv1 = 1.0f; } @@ -10122,15 +10121,15 @@ void func_8083F57C(Player* this, PlayState* play) { } var_fs0 = this->unk_B34; } else { - temp_fv0 = (this->linearVelocity - (REG(48) / 100.0f)); + temp_fv0 = (this->speedXZ - (REG(48) / 100.0f)); if (temp_fv0 < 0.0f) { var_fs0 = 1.0f; - func_8083EA44(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->linearVelocity)); + func_8083EA44(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->speedXZ)); func_8083F358(this, false, play); } else { var_fs0 = (REG(37) / 1000.0f) * temp_fv0; if (var_fs0 < 1.0f) { - func_8083EA44(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->linearVelocity)); + func_8083EA44(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->speedXZ)); } else { var_fs0 = 1.0f; func_8083EA44(this, (REG(39) / 100.0f) + ((REG(38) / 1000.0f) * temp_fv0)); @@ -10256,7 +10255,7 @@ s32 func_8083FD80(Player* this, PlayState* play) { Player_Anim_PlayOnce(play, this, &gPlayerAnim_link_normal_defense_kiru); this->av1.actionVar1 = 1; this->meleeWeaponAnimation = PLAYER_MWA_STAB_1H; - this->currentYaw = this->actor.shape.rot.y + this->upperLimbRot.y; + this->yaw = this->actor.shape.rot.y + this->upperLimbRot.y; this->unk_ADD = 0; return true; } @@ -10351,7 +10350,7 @@ void func_808400CC(PlayState* play, Player* this) { } Player_RequestRumble(play, this, 180, 20, 100, SQ(0)); - this->linearVelocity = -18.0f; + this->speedXZ = -18.0f; func_80840094(play, this); } @@ -10372,7 +10371,7 @@ s32 func_808401F4(PlayState* play, Player* this) { Vec3f* temp_a0 = &this->meleeWeaponInfo[0].tip; f32 var_fv1; - if (this->linearVelocity >= 0.0f) { + if (this->speedXZ >= 0.0f) { var_a1 = &this->meleeWeaponInfo[0].base; if ((this->transformation == PLAYER_FORM_GORON) || (this->actor.id == ACTOR_EN_TEST3)) { var_a1 = &this->unk_AF0[1]; @@ -10425,7 +10424,7 @@ s32 func_808401F4(PlayState* play, Player* this) { return false; } - if (this->linearVelocity >= 0.0f) { + if (this->speedXZ >= 0.0f) { SurfaceMaterial surfaceMaterial = SurfaceType_GetMaterial(&play->colCtx, poly, bgId); @@ -10446,7 +10445,7 @@ s32 func_808401F4(PlayState* play, Player* this) { func_80840094(play, this); Player_RequestRumble(play, this, 180, 20, 100, SQ(0)); - this->linearVelocity = -14.0f; + this->speedXZ = -14.0f; } } } @@ -10587,7 +10586,7 @@ s32 func_80840A30(PlayState* play, Player* this, f32* arg2, f32 arg3) { Player_SetAction(play, this, Player_Action_61, 0); Player_Anim_PlayOnceAdjusted(play, this, &gPlayerAnim_link_swimer_swim_hit); func_8082DD2C(play, this); - this->linearVelocity *= 0.2f; + this->speedXZ *= 0.2f; } else { Player_SetAction(play, this, Player_Action_26, 0); Player_Anim_PlayOnce(play, this, D_8085BE84[PLAYER_ANIMGROUP_hip_down][this->modelAnimType]); @@ -10595,7 +10594,7 @@ s32 func_80840A30(PlayState* play, Player* this, f32* arg2, f32 arg3) { } } - this->linearVelocity = -this->linearVelocity; + this->speedXZ = -this->speedXZ; Player_RequestQuake(play, 33267, 3, 12); Player_RequestRumble(play, this, 255, 20, 150, SQ(0)); Actor_SetPlayerImpact(play, PLAYER_IMPACT_BONK, 2, 100.0f, &this->actor.world.pos); @@ -10644,7 +10643,7 @@ void func_80840E5C(Player* this, PlayState* play) { func_808369F4(this, play); func_8082DC38(this); Player_Anim_PlayOnceMorph(play, this, D_8085CF68[Player_IsHoldingTwoHandedWeapon(this)]); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void func_80840EC0(Player* this, PlayState* play) { @@ -10660,7 +10659,7 @@ void func_80840F34(Player* this) { } s32 func_80840F90(PlayState* play, Player* this, CsCmdActorCue* cue, f32 arg3, s16 arg4, s32 arg5) { - if ((arg5 != 0) && (this->linearVelocity == 0.0f)) { + if ((arg5 != 0) && (this->speedXZ == 0.0f)) { return PlayerAnimation_Update(play, &this->skelAnime); } @@ -10692,7 +10691,7 @@ s32 func_80840F90(PlayState* play, Player* this, CsCmdActorCue* cue, f32 arg3, s this->stateFlags2 |= PLAYER_STATE2_20; func_8083F57C(this, play); func_8083CB58(this, arg3, arg4); - if ((arg3 == 0.0f) && (this->linearVelocity == 0.0f)) { + if ((arg3 == 0.0f) && (this->speedXZ == 0.0f)) { func_80839CD8(this, play); } @@ -10761,7 +10760,7 @@ void Player_InitMode_1(PlayState* play, Player* this) { Player_SetAction(play, this, Player_Action_66, 0); this->stateFlags1 |= PLAYER_STATE1_20000000; Math_Vec3f_Copy(&this->actor.world.pos, &D_8085D2B4); - this->currentYaw = this->actor.shape.rot.y = -0x8000; + this->yaw = this->actor.shape.rot.y = -0x8000; PlayerAnimation_Change(play, &this->skelAnime, this->ageProperties->unk_A8, PLAYER_ANIM_ADJUSTED_SPEED, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f); Player_AnimReplace_Setup( @@ -10836,7 +10835,7 @@ Vec3s sPlayerSkeletonBaseTransl = { -57, 3377, 0 }; void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHeader) { Actor_ProcessInitChain(&this->actor, sInitChain); - this->currentYaw = this->actor.world.rot.y; + this->yaw = this->actor.world.rot.y; if ((PLAYER_GET_INITMODE(&this->actor) != PLAYER_INITMODE_TELESCOPE) && ((gSaveContext.respawnFlag != 2) || @@ -11037,7 +11036,7 @@ void Player_Init(Actor* thisx, PlayState* play) { this->stateFlags1 |= PLAYER_STATE1_20000000; } else { Player_SetAction(play, this, Player_Action_87, 0); - this->actor.shape.rot.y = this->currentYaw; + this->actor.shape.rot.y = this->yaw; if (this->prevMask != PLAYER_MASK_NONE) { Player_Anim_PlayOnceAdjusted(play, this, &gPlayerAnim_cl_maskoff); @@ -11115,7 +11114,7 @@ void Player_Init(Actor* thisx, PlayState* play) { this->fallStartHeight = this->actor.world.pos.y; - this->currentYaw = this->actor.shape.rot.y = gSaveContext.respawn[respawnIndex].yaw; + this->yaw = this->actor.shape.rot.y = gSaveContext.respawn[respawnIndex].yaw; this->actor.params = gSaveContext.respawn[respawnIndex].playerParams; } @@ -11503,7 +11502,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) { } else { if (Player_Action_93 == this->actionFunc) { updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_10 | UPDBGCHECKINFO_FLAG_800; - } else if ((this->stateFlags3 & (PLAYER_STATE3_1000 | PLAYER_STATE3_80000)) && (this->linearVelocity >= 8.0f)) { + } else if ((this->stateFlags3 & (PLAYER_STATE3_1000 | PLAYER_STATE3_80000)) && (this->speedXZ >= 8.0f)) { updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_10 | UPDBGCHECKINFO_FLAG_20 | UPDBGCHECKINFO_FLAG_100 | UPDBGCHECKINFO_FLAG_200; @@ -11594,7 +11593,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) { sPlayerTouchedWallFlags = SurfaceType_GetWallFlags(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId); sPlayerShapeYawToTouchedWall = ABS_ALT(yawDiff); - yawDiff = BINANG_SUB(this->currentYaw, BINANG_ADD(this->actor.wallYaw, 0x8000)); + yawDiff = BINANG_SUB(this->yaw, BINANG_ADD(this->actor.wallYaw, 0x8000)); sPlayerWorldYawToTouchedWall = ABS_ALT(yawDiff); speedScale = sPlayerWorldYawToTouchedWall * 0.00008f; @@ -11676,7 +11675,7 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) { } if (nextLedgeClimbType == this->ledgeClimbType) { - if (this->linearVelocity != 0.0f) { + if (this->speedXZ != 0.0f) { if (this->ledgeClimbDelayTimer < 100) { this->ledgeClimbDelayTimer++; } @@ -11715,8 +11714,8 @@ void Player_ProcessSceneCollision(PlayState* play, Player* this) { floorPolyNormalY = 1.0f / floorPolyNormalY; floorPolyNormalZ = COLPOLY_GET_NORMAL(floorPoly->normal.z); - sin = Math_SinS(this->currentYaw); - cos = Math_CosS(this->currentYaw); + sin = Math_SinS(this->yaw); + cos = Math_CosS(this->yaw); this->floorPitch = Math_Atan2S_XY(1.0f, (-(floorPolyNormalX * sin) - (floorPolyNormalZ * cos)) * floorPolyNormalY); @@ -11857,7 +11856,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) { camMode = CAM_MODE_STILL; } else { camMode = CAM_MODE_NORMAL; - if ((this->linearVelocity == 0.0f) && + if ((this->speedXZ == 0.0f) && (!(this->stateFlags1 & PLAYER_STATE1_800000) || (this->rideActor->speed == 0.0f))) { seqMode = SEQ_MODE_STILL; } @@ -12079,8 +12078,8 @@ void func_80844784(PlayState* play, Player* this) { if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (sPlayerFloorType == FLOOR_TYPE_5) && (this->currentBoots < PLAYER_BOOTS_ZORA_UNDERWATER)) { - var_a3 = this->currentYaw; - var_fv0 = this->linearVelocity; + var_a3 = this->yaw; + var_fv0 = this->speedXZ; temp_v0 = this->actor.world.rot.y - var_a3; if ((ABS_ALT(temp_v0) > 0x6000) && (this->actor.speed != 0.0f)) { @@ -12089,22 +12088,22 @@ void func_80844784(PlayState* play, Player* this) { } if (Math_StepToF(&this->actor.speed, var_fv0, 0.35f) && (var_fv0 == 0.0f)) { - this->actor.world.rot.y = this->currentYaw; + this->actor.world.rot.y = this->yaw; } - if (this->linearVelocity != 0.0f) { - temp_ft2 = (fabsf(this->linearVelocity) * 700.0f) - (fabsf(this->actor.speed) * 100.0f); + if (this->speedXZ != 0.0f) { + temp_ft2 = (fabsf(this->speedXZ) * 700.0f) - (fabsf(this->actor.speed) * 100.0f); temp_ft2 = CLAMP(temp_ft2, 0, 0x546); Math_ScaledStepToS(&this->actor.world.rot.y, var_a3, temp_ft2); } - if ((this->linearVelocity == 0.0f) && (this->actor.speed != 0.0f)) { + if ((this->speedXZ == 0.0f) && (this->actor.speed != 0.0f)) { Audio_PlaySfx_AtPosWithSyncedFreqAndVolume( &this->actor.projectedPos, Player_GetFloorSfx(this, NA_SE_PL_SLIP_LEVEL - SFX_FLAG), this->actor.speed); } } else { - this->actor.speed = this->linearVelocity; - this->actor.world.rot.y = this->currentYaw; + this->actor.speed = this->speedXZ; + this->actor.world.rot.y = this->yaw; } Actor_UpdateVelocityWithGravity(&this->actor); @@ -12162,7 +12161,7 @@ void func_80844784(PlayState* play, Player* this) { } if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { - D_80862B3C = (sp44 * Math_CosS(this->currentYaw)) + (Math_SinS(this->currentYaw) * sp48); + D_80862B3C = (sp44 * Math_CosS(this->yaw)) + (Math_SinS(this->yaw) * sp48); if (fabsf(D_80862B3C) > 4.0f) { func_8083FBC4(play, this); } @@ -12233,7 +12232,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { Math_Vec3f_Copy(&this->actor.prevPos, &this->actor.home.pos); - temp_fv1 = fabsf(this->linearVelocity) * (fabsf(Math_SinS(this->floorPitch) * 800.0f) + 100.0f); + temp_fv1 = fabsf(this->speedXZ) * (fabsf(Math_SinS(this->floorPitch) * 800.0f) + 100.0f); Math_StepToF(&this->unk_AC0, 0.0f, CLAMP_MIN(temp_fv1, 300.0f)); @@ -13128,7 +13127,7 @@ void func_8084748C(Player* this, f32* speed, f32 speedTarget, s16 yawTarget) { } Math_AsymStepToF(speed, speedTarget * 0.8f, incrStep, (fabsf(*speed) * 0.02f) + 0.05f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, 0x640); // 1 ESS turn, also one frame of first-person rotation + Math_ScaledStepToS(&this->yaw, yawTarget, 0x640); // 1 ESS turn, also one frame of first-person rotation } void func_808475B4(Player* this) { @@ -13357,13 +13356,13 @@ void func_80847F1C(Player* this) { if (func_80847ED4(this)) { yPos = this->actor.world.pos.y; - yaw = this->currentYaw - interactRangeActor->shape.rot.y; + yaw = this->yaw - interactRangeActor->shape.rot.y; Lib_Vec3f_TranslateAndRotateY(&interactRangeActor->world.pos, interactRangeActor->shape.rot.y, &D_8085D5D0, &this->actor.world.pos); this->actor.world.pos.y = yPos; this->actor.shape.rot.y = interactRangeActor->shape.rot.y; - interactRangeActor->speed = Math_CosS(ABS_ALT(yaw)) * this->linearVelocity * 0.5f; + interactRangeActor->speed = Math_CosS(ABS_ALT(yaw)) * this->speedXZ * 0.5f; if (interactRangeActor->speed < 0.0f) { interactRangeActor->speed = 0.0f; } @@ -13388,16 +13387,16 @@ void func_80848048(PlayState* play, Player* this) { s32 func_80848094(PlayState* play, Player* this, f32* arg2, s16* arg3) { PlayerAnimationHeader* anim; - s16 temp_v0 = this->currentYaw - *arg3; + s16 temp_v0 = this->yaw - *arg3; s32 temp_v0_2; if (ABS_ALT(temp_v0) > 0x6000) { anim = &gPlayerAnim_link_swimer_swim_wait; - if (Math_StepToF(&this->linearVelocity, 0.0f, 1.0f)) { - this->currentYaw = *arg3; + if (Math_StepToF(&this->speedXZ, 0.0f, 1.0f)) { + this->yaw = *arg3; } else { *arg2 = 0.0f; - *arg3 = this->currentYaw; + *arg3 = this->yaw; } } else { temp_v0_2 = func_8083E514(this, arg2, arg3, play); @@ -13428,8 +13427,8 @@ void func_808481CC(PlayState* play, Player* this, f32 arg2) { s16 yawTarget; Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); - func_8084748C(this, &this->linearVelocity, speedTarget / 2.0f, yawTarget); - func_8084748C(this, &this->actor.velocity.y, arg2, this->currentYaw); + func_8084748C(this, &this->speedXZ, speedTarget / 2.0f, yawTarget); + func_8084748C(this, &this->actor.velocity.y, arg2, this->yaw); } void func_80848250(PlayState* play, Player* this) { @@ -13443,7 +13442,7 @@ void func_80848294(PlayState* play, Player* this) { func_80848250(play, this); Player_Anim_ResetModelRotY(this); func_80839E74(this, play); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } // Player_GetItem? @@ -14000,8 +13999,8 @@ void Player_Action_1(Player* this, PlayState* play) { } Math_Vec3f_Copy(&this->actor.prevPos, &this->actor.world.pos); - this->linearVelocity = 0.0f; - this->currentYaw = this->actor.shape.rot.y; + this->speedXZ = 0.0f; + this->yaw = this->actor.shape.rot.y; this->actor.velocity.y = 0.0f; Player_Anim_PlayOnce(play, this, Player_GetIdleAnim(this)); @@ -14080,23 +14079,23 @@ void Player_Action_2(Player* this, PlayState* play) { } else { u32 temp_v0_2; - func_8083EA44(this, this->linearVelocity * 0.3f + 1.0f); + func_8083EA44(this, this->speedXZ * 0.3f + 1.0f); func_8083E8E0(this, speedTarget, yawTarget); temp_v0_2 = this->unk_B38; if ((temp_v0_2 < 6) || ((temp_v0_2 - 0xE) < 6)) { - Math_StepToF(&this->linearVelocity, 0.0f, 1.5f); + Math_StepToF(&this->speedXZ, 0.0f, 1.5f); } else { - s16 temp_v0_3 = yawTarget - this->currentYaw; + s16 temp_v0_3 = yawTarget - this->yaw; s32 var_v1 = ABS_ALT(temp_v0_3); if (var_v1 > 0x4000) { - if (Math_StepToF(&this->linearVelocity, 0.0f, 1.5f)) { - this->currentYaw = yawTarget; + if (Math_StepToF(&this->speedXZ, 0.0f, 1.5f)) { + this->yaw = yawTarget; } } else { - Math_AsymStepToF(&this->linearVelocity, speedTarget * 0.3f, 2.0f, 1.5f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, var_v1 * 0.1f); + Math_AsymStepToF(&this->speedXZ, speedTarget * 0.3f, 2.0f, 1.5f); + Math_ScaledStepToS(&this->yaw, yawTarget, var_v1 * 0.1f); } } } @@ -14125,7 +14124,7 @@ void Player_Action_3(Player* this, PlayState* play) { } if (!func_80123434(this)) { Player_SetAction_PreserveMoveFlags(play, this, Player_Action_Idle, 1); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; return; } if (Player_UpperAction_3 == this->upperActionFunc) { @@ -14223,7 +14222,7 @@ void Player_Action_Idle(Player* this, PlayState* play) { func_8083B0E4(play, this, yawTarget); } else { Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, 0x4B0); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; if (Player_GetIdleAnim(this) == this->skelAnime.animation) { func_8083C6E8(this, play); } @@ -14254,17 +14253,17 @@ void Player_Action_5(Player* this, PlayState* play) { this->skelAnime.animLength = var_fv0; this->skelAnime.endFrame = var_fv0 - 1.0f; - if (BINANG_SUB(this->currentYaw, this->actor.shape.rot.y) >= 0) { + if (BINANG_SUB(this->yaw, this->actor.shape.rot.y) >= 0) { var_v0 = 1; } else { var_v0 = -1; } - this->skelAnime.playSpeed = var_v0 * (this->linearVelocity * var_fv1); + this->skelAnime.playSpeed = var_v0 * (this->speedXZ * var_fv1); PlayerAnimation_Update(play, &this->skelAnime); if (PlayerAnimation_OnFrame(&this->skelAnime, 0.0f) || PlayerAnimation_OnFrame(&this->skelAnime, var_fv0 / 2.0f)) { - Player_AnimSfx_PlayFloorWalk(this, this->linearVelocity); + Player_AnimSfx_PlayFloorWalk(this, this->speedXZ); } if (Player_TryActionHandlerList(play, this, sActionHandlerList3, true)) { @@ -14296,20 +14295,20 @@ void Player_Action_5(Player* this, PlayState* play) { func_8082FC60(this); return; } - if ((speedTarget == 0.0f) && (this->linearVelocity == 0.0f)) { + if ((speedTarget == 0.0f) && (this->speedXZ == 0.0f)) { func_8083692C(this, play); return; } - temp_v0_3 = yawTarget - this->currentYaw; + temp_v0_3 = yawTarget - this->yaw; var_v1 = ABS_ALT(temp_v0_3); if (var_v1 > 0x4000) { - if (Math_StepToF(&this->linearVelocity, 0.0f, 1.5f)) { - this->currentYaw = yawTarget; + if (Math_StepToF(&this->speedXZ, 0.0f, 1.5f)) { + this->yaw = yawTarget; } } else { - Math_AsymStepToF(&this->linearVelocity, speedTarget * 0.4f, 1.5f, 1.5f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, var_v1 * 0.1f); + Math_AsymStepToF(&this->speedXZ, speedTarget * 0.4f, 1.5f, 1.5f); + Math_ScaledStepToS(&this->yaw, yawTarget, var_v1 * 0.1f); } } @@ -14324,7 +14323,7 @@ void Player_Action_6(Player* this, PlayState* play) { } if (func_8082FC24(this) == 0) { - func_8083A844(this, play, this->currentYaw); + func_8083A844(this, play, this->yaw); return; } @@ -14342,11 +14341,11 @@ void Player_Action_6(Player* this, PlayState* play) { } } } else { - s16 sp2A = yawTarget - this->currentYaw; + s16 sp2A = yawTarget - this->yaw; - Math_AsymStepToF(&this->linearVelocity, speedTarget * 1.5f, 1.5f, 2.0f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, sp2A * 0.1f); - if ((speedTarget == 0.0f) && (this->linearVelocity == 0.0f)) { + Math_AsymStepToF(&this->speedXZ, speedTarget * 1.5f, 1.5f, 2.0f); + Math_ScaledStepToS(&this->yaw, yawTarget, sp2A * 0.1f); + if ((speedTarget == 0.0f) && (this->speedXZ == 0.0f)) { func_8083692C(this, play); } } @@ -14365,11 +14364,11 @@ void Player_Action_7(Player* this, PlayState* play) { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); - if (this->linearVelocity != 0.0f) { + if (this->speedXZ != 0.0f) { return; } - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; if (func_8083E514(this, &speedTarget, &yawTarget, play) > 0) { func_8083A794(this, play); } else if ((speedTarget != 0.0f) || animFinished) { @@ -14420,7 +14419,7 @@ void Player_Action_9(Player* this, PlayState* play) { } else { func_8083AF8C(this, yawTarget, play); } - } else if ((this->linearVelocity < 3.6f) && (speedTarget < 4.0f)) { + } else if ((this->speedXZ < 3.6f) && (speedTarget < 4.0f)) { if (!Player_CheckHostileLockOn(this) && func_80123434(this)) { func_8083AF30(this, play); } else { @@ -14433,16 +14432,16 @@ void Player_Action_9(Player* this, PlayState* play) { func_8083E8E0(this, speedTarget, yawTarget); - temp_v0 = yawTarget - this->currentYaw; + temp_v0 = yawTarget - this->yaw; var_v1 = ABS_ALT(temp_v0); if (var_v1 > 0x4000) { - if (Math_StepToF(&this->linearVelocity, 0.0f, 3.0f)) { - this->currentYaw = yawTarget; + if (Math_StepToF(&this->speedXZ, 0.0f, 3.0f)) { + this->yaw = yawTarget; } } else { speedTarget *= 0.9f; - Math_AsymStepToF(&this->linearVelocity, speedTarget, 2.0f, 3.0f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, var_v1 * 0.1f); + Math_AsymStepToF(&this->speedXZ, speedTarget, 2.0f, 3.0f); + Math_ScaledStepToS(&this->yaw, yawTarget, var_v1 * 0.1f); } } } @@ -14475,13 +14474,13 @@ void Player_Action_10(Player* this, PlayState* play) { } else if (Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, this->unk_B4E)) { func_80839E74(this, play); } - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void Player_Action_11(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_20; - if (this->linearVelocity < 1.0f) { + if (this->speedXZ < 1.0f) { this->skelAnime.animation = &gPlayerAnim_clink_normal_okarina_walk; } else { this->skelAnime.animation = &gPlayerAnim_clink_normal_okarina_walkB; @@ -14501,26 +14500,26 @@ void Player_Action_11(Player* this, PlayState* play) { return; } - this->linearVelocity = this->unk_B48; + this->speedXZ = this->unk_B48; Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play); sp30 = yawTarget; if (!func_8083A4A4(this, &speedTarget, &yawTarget, R_DECELERATE_RATE / 100.0f)) { func_8083CB04(this, speedTarget, yawTarget, REG(19) / 100.0f, 1.5f, 0x3E8); func_8083C8E8(this, play); - if ((this->linearVelocity == 0.0f) && (speedTarget == 0.0f)) { - this->currentYaw = sp30; - this->actor.shape.rot.y = this->currentYaw; + if ((this->speedXZ == 0.0f) && (speedTarget == 0.0f)) { + this->yaw = sp30; + this->actor.shape.rot.y = this->yaw; } } - this->unk_B48 = this->linearVelocity; + this->unk_B48 = this->speedXZ; temp_fv0 = this->skelAnime.curFrame + 5.0f; temp_fv1 = this->skelAnime.animLength / 2.0f; // effectively an fmodf temp_fv0 -= temp_fv1 * (s32)(temp_fv0 / temp_fv1); - this->linearVelocity *= Math_CosS(temp_fv0 * 1000.0f) * 0.4f; + this->speedXZ *= Math_CosS(temp_fv0 * 1000.0f) * 0.4f; } } @@ -14564,7 +14563,7 @@ void Player_Action_13(Player* this, PlayState* play) { if (!func_8083A4A4(this, &speedTarget, &yawTarget, R_DECELERATE_RATE / 100.0f)) { func_8083CB58(this, speedTarget, yawTarget); func_8083C8E8(this, play); - if ((this->linearVelocity == 0.0f) && (speedTarget == 0.0f)) { + if ((this->speedXZ == 0.0f) && (speedTarget == 0.0f)) { func_80839E3C(this, play); } } @@ -14595,7 +14594,7 @@ void Player_Action_14(Player* this, PlayState* play) { } else { func_8083CB58(this, speedTarget, yawTarget); func_8083C8E8(this, play); - if ((this->linearVelocity == 0.0f) && (speedTarget == 0.0f)) { + if ((this->speedXZ == 0.0f) && (speedTarget == 0.0f)) { func_80836988(this, play); } } @@ -14642,8 +14641,8 @@ void Player_Action_16(Player* this, PlayState* play) { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); - if (this->linearVelocity == 0.0f) { - this->currentYaw = this->actor.shape.rot.y; + if (this->speedXZ == 0.0f) { + this->yaw = this->actor.shape.rot.y; if (func_8083E404(this, speedTarget, yawTarget) > 0) { func_8083A794(this, play); } else if ((speedTarget != 0.0f) || animFinished) { @@ -14832,8 +14831,8 @@ void Player_Action_21(Player* this, PlayState* play) { s16 temp_v1 = this->actor.shape.rot.y - temp_v0; this->actor.shape.rot.y = temp_v0; - this->currentYaw = temp_v0; - this->linearVelocity = this->unk_B78; + this->yaw = temp_v0; + this->speedXZ = this->unk_B78; if (ABS_ALT(temp_v1) > 0x4000) { this->actor.shape.rot.y = temp_v0 + 0x8000; @@ -14861,8 +14860,8 @@ void Player_Action_21(Player* this, PlayState* play) { } Player_Anim_PlayOnce(play, this, - (this->currentYaw != this->actor.shape.rot.y) ? &gPlayerAnim_link_normal_front_downB - : &gPlayerAnim_link_normal_back_downB); + (this->yaw != this->actor.shape.rot.y) ? &gPlayerAnim_link_normal_front_downB + : &gPlayerAnim_link_normal_back_downB); Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_FREEZE); } } @@ -14878,7 +14877,7 @@ void Player_Action_22(Player* this, PlayState* play) { Player_DecelerateToZero(this); - if (PlayerAnimation_Update(play, &this->skelAnime) && (this->linearVelocity == 0.0f)) { + if (PlayerAnimation_Update(play, &this->skelAnime) && (this->speedXZ == 0.0f)) { if (this->stateFlags1 & PLAYER_STATE1_20000000) { this->av2.actionVar2++; } else { @@ -14887,10 +14886,9 @@ void Player_Action_22(Player* this, PlayState* play) { } Player_Anim_PlayOnceAdjusted(play, this, - (this->currentYaw != this->actor.shape.rot.y) - ? &gPlayerAnim_link_normal_front_down_wake - : &gPlayerAnim_link_normal_back_down_wake); - this->currentYaw = this->actor.shape.rot.y; + (this->yaw != this->actor.shape.rot.y) ? &gPlayerAnim_link_normal_front_down_wake + : &gPlayerAnim_link_normal_back_down_wake); + this->yaw = this->actor.shape.rot.y; } } @@ -14972,7 +14970,7 @@ void Player_Action_25(Player* this, PlayState* play) { heldActor = this->heldActor; if (!func_808313A8(play, this, heldActor) && (heldActor->id == ACTOR_EN_NIW) && CHECK_BTN_ANY(sPlayerControlInput->press.button, BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_B | BTN_A)) { - func_808409A8(play, this, this->linearVelocity + 2.0f, this->actor.velocity.y + 2.0f); + func_808409A8(play, this, this->speedXZ + 2.0f, this->actor.velocity.y + 2.0f); } } @@ -14983,7 +14981,7 @@ void Player_Action_25(Player* this, PlayState* play) { } if (this->transformation == PLAYER_FORM_DEKU) { - s16 prevYaw = this->currentYaw; + s16 prevYaw = this->yaw; func_808378FC(play, this); func_8083CBC4(this, speedTarget * 0.5f, yawTarget, 2.0f, 0.2f, 0.1f, 0x190); @@ -14992,8 +14990,7 @@ void Player_Action_25(Player* this, PlayState* play) { this->stateFlags2 |= (PLAYER_STATE2_20 | PLAYER_STATE2_40); this->unk_B10[0] += -800.0f; - this->actor.shape.rot.y += - BINANG_ADD(TRUNCF_BINANG(this->unk_B10[0]), BINANG_SUB(this->currentYaw, prevYaw)); + this->actor.shape.rot.y += BINANG_ADD(TRUNCF_BINANG(this->unk_B10[0]), BINANG_SUB(this->yaw, prevYaw)); Math_StepToF(&this->unk_B10[1], 0.0f, this->unk_B10[0]); } } else { @@ -15024,7 +15021,7 @@ void Player_Action_25(Player* this, PlayState* play) { if ((this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && !(this->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_8000000)) && - (this->linearVelocity > 0.0f)) { + (this->speedXZ > 0.0f)) { if ((this->transformation != PLAYER_FORM_GORON) && ((this->transformation != PLAYER_FORM_DEKU) || (this->remainingHopsCounter != 0))) { if ((this->yDistToLedge >= 150.0f) && (this->unk_AE3[this->unk_ADE] == 0)) { @@ -15045,8 +15042,8 @@ void Player_Action_25(Player* this, PlayState* play) { this->actor.world.pos.y += this->yDistToLedge; func_80837CEC(play, this, this->actor.wallPoly, this->distToInteractWall, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_jump_climb_hold, this->modelAnimType)); - this->currentYaw += 0x8000; - this->actor.shape.rot.y = this->currentYaw; + this->yaw += 0x8000; + this->actor.shape.rot.y = this->yaw; this->stateFlags1 |= PLAYER_STATE1_2000; func_8084C124(play, this); @@ -15098,7 +15095,7 @@ void Player_Action_26(Player* this, PlayState* play) { if (this->av2.actionVar2 != 0) { PlayerActionInterruptResult interruptResult; - Math_StepToF(&this->linearVelocity, 0.0f, 2.0f); + Math_StepToF(&this->speedXZ, 0.0f, 2.0f); interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 5.0f); @@ -15107,7 +15104,7 @@ void Player_Action_26(Player* this, PlayState* play) { func_80836A5C(this, play); } } - } else if (!func_80840A30(play, this, &this->linearVelocity, 6.0f)) { + } else if (!func_80840A30(play, this, &this->speedXZ, 6.0f)) { if ((this->skelAnime.curFrame < 15.0f) || !Player_ActionHandler_7(this, play)) { f32 speedTarget; s16 yawTarget; @@ -15143,7 +15140,7 @@ void Player_Action_27(Player* this, PlayState* play) { Player_Anim_PlayLoop(play, this, &gPlayerAnim_link_normal_run_jump_water_fall_wait); } - Math_StepToF(&this->linearVelocity, 0.0f, 0.05f); + Math_StepToF(&this->speedXZ, 0.0f, 0.05f); if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (this->fallDistance >= 400) { this->actor.colChkInfo.damage = 0x10; @@ -15162,7 +15159,7 @@ void Player_Action_28(Player* this, PlayState* play) { } Math_SmoothStepToS(&this->unk_B86[1], 0, 6, 0x7D0, 0x190); - if (!func_80840A30(play, this, &this->linearVelocity, 0.0f)) { + if (!func_80840A30(play, this, &this->speedXZ, 0.0f)) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (this->unk_AAA > 0x36B0) { this->actor.colChkInfo.damage = 0x10; @@ -15197,7 +15194,7 @@ void Player_Action_29(Player* this, PlayState* play) { func_8083FCF0(play, this, 6.0f, attackInfoEntry->unk_C, attackInfoEntry->unk_D); if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); - func_8083CBC4(this, speedTarget, this->currentYaw, 1.0f, 0.05f, 0.1f, 200); + func_8083CBC4(this, speedTarget, this->yaw, 1.0f, 0.05f, 0.1f, 200); } else if (func_80836F10(play, this) >= 0) { // Player didn't die because of this fall this->meleeWeaponAnimation += 3; func_80833864(play, this, this->meleeWeaponAnimation); @@ -15257,10 +15254,10 @@ void Player_Action_31(Player* this, PlayState* play) { s32 pad; s32 sp44; - temp_v0 = this->currentYaw - this->actor.shape.rot.y; + temp_v0 = this->yaw - this->actor.shape.rot.y; var_v1 = ABS_ALT(temp_v0); - temp_ft4 = fabsf(this->linearVelocity); + temp_ft4 = fabsf(this->speedXZ); this->stateFlags1 |= PLAYER_STATE1_1000; var_fa0 = temp_ft4 * 1.5f; @@ -15287,18 +15284,18 @@ void Player_Action_31(Player* this, PlayState* play) { if (temp_v0_2 == 0) { speedTarget = 0.0f; - yawTarget = this->currentYaw; + yawTarget = this->yaw; } - sp44 = ABS_ALT(BINANG_SUB(yawTarget, this->currentYaw)); + sp44 = ABS_ALT(BINANG_SUB(yawTarget, this->yaw)); if (sp44 > 0x4000) { - if (Math_StepToF(&this->linearVelocity, 0.0f, 1.0f)) { - this->currentYaw = yawTarget; + if (Math_StepToF(&this->speedXZ, 0.0f, 1.0f)) { + this->yaw = yawTarget; } } else { - Math_AsymStepToF(&this->linearVelocity, speedTarget * 0.2f, 1.0f, 0.5f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, sp44 * 0.1f); - if ((speedTarget == 0.0f) && (this->linearVelocity == 0.0f)) { + Math_AsymStepToF(&this->speedXZ, speedTarget * 0.2f, 1.0f, 0.5f); + Math_ScaledStepToS(&this->yaw, yawTarget, sp44 * 0.1f); + if ((speedTarget == 0.0f) && (this->speedXZ == 0.0f)) { func_80840EC0(this, play); } } @@ -15306,7 +15303,7 @@ void Player_Action_31(Player* this, PlayState* play) { } void Player_Action_32(Player* this, PlayState* play) { - f32 sp5C = fabsf(this->linearVelocity); + f32 sp5C = fabsf(this->speedXZ); f32 var_fa0; this->stateFlags1 |= PLAYER_STATE1_1000; @@ -15346,18 +15343,18 @@ void Player_Action_32(Player* this, PlayState* play) { if (temp_v0 == 0) { speedTarget = 0.0f; - yawTarget = this->currentYaw; + yawTarget = this->yaw; } - var_v1 = ABS_ALT(BINANG_SUB(yawTarget, this->currentYaw)); + var_v1 = ABS_ALT(BINANG_SUB(yawTarget, this->yaw)); if (var_v1 > 0x4000) { - if (Math_StepToF(&this->linearVelocity, 0.0f, 1.0f)) { - this->currentYaw = yawTarget; + if (Math_StepToF(&this->speedXZ, 0.0f, 1.0f)) { + this->yaw = yawTarget; } } else { - Math_AsymStepToF(&this->linearVelocity, speedTarget * 0.2f, 1.0f, 0.5f); - Math_ScaledStepToS(&this->currentYaw, yawTarget, var_v1 * 0.1f); - if ((speedTarget == 0.0f) && (this->linearVelocity == 0.0f) && (sp5C == 0.0f)) { + Math_AsymStepToF(&this->speedXZ, speedTarget * 0.2f, 1.0f, 0.5f); + Math_ScaledStepToS(&this->yaw, yawTarget, var_v1 * 0.1f); + if ((speedTarget == 0.0f) && (this->speedXZ == 0.0f) && (sp5C == 0.0f)) { func_80840EC0(this, play); } } @@ -15373,7 +15370,7 @@ void Player_Action_33(Player* this, PlayState* play) { animFinished = PlayerAnimation_Update(play, &this->skelAnime); if (this->skelAnime.animation == &gPlayerAnim_link_normal_250jump_start) { - this->linearVelocity = 1.0f; + this->speedXZ = 1.0f; if (PlayerAnimation_OnFrame(&this->skelAnime, 8.0f)) { f32 speed = this->yDistToLedge; @@ -15479,7 +15476,7 @@ void Player_Action_35(Player* this, PlayState* play) { } else if (this->av2.actionVar2 == 0) { PlayerAnimation_Update(play, &this->skelAnime); if (DECR(this->doorTimer) == 0) { - this->linearVelocity = 0.1f; + this->speedXZ = 0.1f; this->av2.actionVar2 = 1; } } else if (this->av1.actionVar1 == 0) { @@ -15595,7 +15592,7 @@ void Player_Action_35(Player* this, PlayState* play) { this->actor.shape.rot.y += (this->doorDirection != 0) ? 0x4000 : -0x4000; this->av1.actionVar1 = 0; - this->actor.world.rot.y = this->currentYaw = this->actor.shape.rot.y; + this->actor.world.rot.y = this->yaw = this->actor.shape.rot.y; } } @@ -15606,7 +15603,7 @@ void Player_Action_35(Player* this, PlayState* play) { } temp_v0_8 = func_808411D4(play, this, &sp5C, sp58); - if ((this->av2.actionVar2 == 0) || ((temp_v0_8 == 0) && (this->linearVelocity == 0.0f) && + if ((this->av2.actionVar2 == 0) || ((temp_v0_8 == 0) && (this->speedXZ == 0.0f) && (Play_GetCamera(play, CAM_ID_MAIN)->stateFlags & CAM_STATE_4))) { if (this->unk_397 == 4) { Map_InitRoomData(play, play->roomCtx.curRoom.num); @@ -15796,14 +15793,14 @@ void Player_Action_42(Player* this, PlayState* play) { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play))) { func_80836988(this, play); } else if (PlayerAnimation_OnFrame(&this->skelAnime, 3.0f)) { - func_808409A8(play, this, this->linearVelocity + 8.0f, 12.0f); + func_808409A8(play, this, this->speedXZ + 8.0f, 12.0f); } } void Player_Action_43(Player* this, PlayState* play) { if (this->stateFlags1 & PLAYER_STATE1_8000000) { func_808475B4(this); - func_8084748C(this, &this->linearVelocity, 0.0f, this->actor.shape.rot.y); + func_8084748C(this, &this->speedXZ, 0.0f, this->actor.shape.rot.y); } else { Player_DecelerateToZero(this); } @@ -15838,7 +15835,7 @@ void Player_Action_43(Player* this, PlayState* play) { } } - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } void Player_Action_44(Player* this, PlayState* play) { @@ -15894,8 +15891,8 @@ void Player_Action_44(Player* this, PlayState* play) { } if (this->focusActor != NULL) { - this->currentYaw = func_8083C62C(this, false); - this->actor.shape.rot.y = this->currentYaw; + this->yaw = func_8083C62C(this, false); + this->actor.shape.rot.y = this->yaw; if (this->av1.actionVar1 != 0) { if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR)) { if (PlayerAnimation_Update(play, &this->skelAnimeUpper)) { @@ -15978,7 +15975,7 @@ void Player_Action_46(Player* this, PlayState* play) { if (this->stateFlags2 & PLAYER_STATE2_10) { func_808479F4(play, this, 2.0f); - this->linearVelocity = 2.0f; + this->speedXZ = 2.0f; } } @@ -16078,7 +16075,7 @@ void Player_Action_48(Player* this, PlayState* play) { } } - Math_ScaledStepToS(&this->actor.shape.rot.y, this->currentYaw, 0x800); + Math_ScaledStepToS(&this->actor.shape.rot.y, this->yaw, 0x800); if (this->av1.actionVar1 != 0) { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); if (this->unk_ADF[this->unk_ADE] >= 0) { @@ -16090,9 +16087,9 @@ void Player_Action_48(Player* this, PlayState* play) { func_80833A64(this); if (this->av1.actionVar1 < 0) { - this->linearVelocity = -0.8f; + this->speedXZ = -0.8f; } else { - this->linearVelocity = 0.8f; + this->speedXZ = 0.8f; } func_80833AA0(this, play); @@ -16106,9 +16103,9 @@ void Player_Action_49(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_40; if (PlayerAnimation_Update(play, &this->skelAnime)) { - this->currentYaw = this->skelAnime.jointTable[LIMB_ROOT_ROT].y + this->actor.shape.rot.y; + this->yaw = this->skelAnime.jointTable[LIMB_ROOT_ROT].y + this->actor.shape.rot.y; Player_AnimReplace_SetupLedgeClimb(this, ANIM_FLAG_1); - this->actor.shape.rot.y = this->currentYaw; + this->actor.shape.rot.y = this->yaw; func_80839E74(this, play); this->stateFlags1 &= ~(PLAYER_STATE1_4 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000); } else if (PlayerAnimation_OnFrame(&this->skelAnime, this->skelAnime.endFrame - 6.0f)) { @@ -16198,8 +16195,8 @@ void Player_Action_50(Player* this, PlayState* play) { this->stateFlags1 &= ~PLAYER_STATE1_200000; func_80837CEC(play, this, this->actor.wallPoly, this->ageProperties->unk_3C, &gPlayerAnim_link_normal_jump_climb_up_free); - this->currentYaw += 0x8000; - this->actor.shape.rot.y = this->currentYaw; + this->yaw += 0x8000; + this->actor.shape.rot.y = this->yaw; func_808381A0(this, &gPlayerAnim_link_normal_jump_climb_up_free, play); this->stateFlags1 |= PLAYER_STATE1_4000; } else { @@ -16466,7 +16463,7 @@ void Player_Action_52(Player* this, PlayState* play) { this->actor.world.pos.y = rideActor->actor.world.pos.y + rideActor->riderPos.y - 27.0f; this->actor.world.pos.z = rideActor->actor.world.pos.z + rideActor->riderPos.z; - this->currentYaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y; if (!sUpperBodyIsBusy) { if (this->av1.actionVar1 != 0) { @@ -16596,7 +16593,7 @@ s32 func_80850734(PlayState* play, Player* this) { Animation_GetLastFrame(&gPlayerAnim_pz_waterroll), ANIMMODE_ONCE, -6.0f); this->av2.actionVar2 = 5; this->unk_B86[0] = 0; - this->unk_B48 = this->linearVelocity; + this->unk_B48 = this->speedXZ; this->actor.velocity.y = 0.0f; Player_PlaySfx(this, NA_SE_PL_ZORA_SWIM_DASH); return true; @@ -16652,7 +16649,7 @@ void Player_Action_54(Player* this, PlayState* play) { if (speedTarget != 0.0f) { if ((ABS_ALT(BINANG_SUB(this->actor.shape.rot.y, yawTarget)) > 0x6000) && - !Math_StepToF(&this->linearVelocity, 0.0f, 1.0f)) { + !Math_StepToF(&this->speedXZ, 0.0f, 1.0f)) { return; } @@ -16664,7 +16661,7 @@ void Player_Action_54(Player* this, PlayState* play) { } } - func_8084748C(this, &this->linearVelocity, speedTarget, yawTarget); + func_8084748C(this, &this->speedXZ, speedTarget, yawTarget); func_80847F1C(this); } } @@ -16672,7 +16669,7 @@ void Player_Action_54(Player* this, PlayState* play) { void Player_Action_55(Player* this, PlayState* play) { if (!Player_ActionHandler_13(this, play)) { this->stateFlags2 |= PLAYER_STATE2_20; - func_808477D0(play, this, NULL, this->linearVelocity); + func_808477D0(play, this, NULL, this->speedXZ); func_808475B4(this); if (DECR(this->av2.actionVar2) == 0) { @@ -16682,7 +16679,7 @@ void Player_Action_55(Player* this, PlayState* play) { } void func_80850BA8(Player* this) { - this->linearVelocity = Math_CosS(this->unk_AAA) * this->unk_B48; + this->speedXZ = Math_CosS(this->unk_AAA) * this->unk_B48; this->actor.velocity.y = -Math_SinS(this->unk_AAA) * this->unk_B48; } @@ -16696,7 +16693,7 @@ void func_80850BF8(Player* this, f32 arg1) { temp_ft0 = (((sPlayerControlInput->rel.stick_x >= 0) ? 1 : -1) * (1.0f - temp_fv0) * -1100.0f); temp_ft0 = CLAMP(temp_ft0, -0x1F40, 0x1F40); - this->currentYaw += temp_ft0; + this->yaw += temp_ft0; } void func_80850D20(PlayState* play, Player* this) { @@ -16724,7 +16721,7 @@ void Player_Action_56(Player* this, PlayState* play) { return; } - if (func_80840A30(play, this, &this->linearVelocity, 0.0f)) { + if (func_80840A30(play, this, &this->speedXZ, 0.0f)) { return; } @@ -16745,7 +16742,7 @@ void Player_Action_56(Player* this, PlayState* play) { } } else { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); - Math_ScaledStepToS(&this->currentYaw, yawTarget, 0x640); + Math_ScaledStepToS(&this->yaw, yawTarget, 0x640); if (this->skelAnime.curFrame >= 13.0f) { speedTarget = 12.0f; @@ -16845,9 +16842,9 @@ void Player_Action_57(Player* this, PlayState* play) { func_8082F164(this, BTN_R); if (!Player_TryActionHandlerList(play, this, sActionHandlerList11, true) && !func_8083B3B4(play, this, sPlayerControlInput) && !func_80850854(play, this)) { - func_808477D0(play, this, sPlayerControlInput, this->linearVelocity); + func_808477D0(play, this, sPlayerControlInput, this->speedXZ); if (func_8082DA90(play)) { - speedTarget = this->linearVelocity; + speedTarget = this->speedXZ; yawTarget = this->actor.shape.rot.y; } else { Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play); @@ -16862,7 +16859,7 @@ void Player_Action_57(Player* this, PlayState* play) { func_808353DC(play, this); } } - func_80847FF8(this, &this->linearVelocity, speedTarget, yawTarget); + func_80847FF8(this, &this->speedXZ, speedTarget, yawTarget); } } } @@ -16871,7 +16868,7 @@ void Player_Action_58(Player* this, PlayState* play) { f32 speedTarget; s16 yawTarget; - func_808477D0(play, this, sPlayerControlInput, this->linearVelocity); + func_808477D0(play, this, sPlayerControlInput, this->speedXZ); func_808475B4(this); func_8082F164(this, BTN_R); @@ -16887,7 +16884,7 @@ void Player_Action_58(Player* this, PlayState* play) { func_80848094(play, this, &speedTarget, &yawTarget); } - func_80847FF8(this, &this->linearVelocity, speedTarget, yawTarget); + func_80847FF8(this, &this->speedXZ, speedTarget, yawTarget); } } @@ -16976,13 +16973,13 @@ void Player_Action_60(Player* this, PlayState* play) { } func_808475B4(this); - func_8084748C(this, &this->linearVelocity, 0.0f, this->actor.shape.rot.y); + func_8084748C(this, &this->speedXZ, 0.0f, this->actor.shape.rot.y); } void Player_Action_61(Player* this, PlayState* play) { func_808475B4(this); - Math_StepToF(&this->linearVelocity, 0.0f, 0.4f); - if (PlayerAnimation_Update(play, &this->skelAnime) && (this->linearVelocity < 10.0f)) { + Math_StepToF(&this->speedXZ, 0.0f, 0.4f); + if (PlayerAnimation_Update(play, &this->skelAnime) && (this->speedXZ < 10.0f)) { func_808353DC(play, this); } } @@ -16992,7 +16989,7 @@ void Player_Action_62(Player* this, PlayState* play) { if (PlayerAnimation_Update(play, &this->skelAnime) && (this == GET_PLAYER(play))) { func_80840770(play, this); } - func_8084748C(this, &this->linearVelocity, 0.0f, this->actor.shape.rot.y); + func_8084748C(this, &this->speedXZ, 0.0f, this->actor.shape.rot.y); } bool func_80851C40(PlayState* play, Player* this) { @@ -17799,8 +17796,8 @@ void Player_Action_71(Player* this, PlayState* play) { } if ((this->av1.actionVar1 == 0) && (this->focusActor != NULL)) { - this->currentYaw = func_8083C62C(this, 0); - this->actor.shape.rot.y = this->currentYaw; + this->yaw = func_8083C62C(this, 0); + this->actor.shape.rot.y = this->yaw; } } @@ -17855,7 +17852,7 @@ void Player_Action_73(Player* this, PlayState* play) { if (this->av1.actionVar1 != 0) { var_v0 = downwardSlopeYaw + 0x8000; } - if (this->linearVelocity < 0.0f) { + if (this->speedXZ < 0.0f) { downwardSlopeYaw += 0x8000; } @@ -17870,7 +17867,7 @@ void Player_Action_73(Player* this, PlayState* play) { } temp_fv1 = CLAMP_MIN(temp_fv1, 1.0f); - if (Math_AsymStepToF(&this->linearVelocity, var_fv0, temp_fv1, var_fa0) && (var_fv0 == 0.0f)) { + if (Math_AsymStepToF(&this->speedXZ, var_fv0, temp_fv1, var_fa0) && (var_fv0 == 0.0f)) { func_80836A98(this, (this->av1.actionVar1 == 0) ? D_8085BE84[PLAYER_ANIMGROUP_down_slope_slip_end][this->modelAnimType] @@ -17878,7 +17875,7 @@ void Player_Action_73(Player* this, PlayState* play) { play); } - Math_SmoothStepToS(&this->currentYaw, downwardSlopeYaw, 0xA, 0xFA0, 0x320); + Math_SmoothStepToS(&this->yaw, downwardSlopeYaw, 0xA, 0xFA0, 0x320); Math_ScaledStepToS(&this->actor.shape.rot.y, var_v0, 0x7D0); } @@ -17975,7 +17972,7 @@ void Player_Action_79(Player* this, PlayState* play) { if (this->actor.velocity.y < 0.0f) { func_80833AA0(this, play); } else if (this->actor.velocity.y < 6.0f) { - Math_StepToF(&this->linearVelocity, 3.0f, 0.5f); + Math_StepToF(&this->speedXZ, 3.0f, 0.5f); } } @@ -18051,7 +18048,7 @@ void Player_Action_82(Player* this, PlayState* play) { this->skelAnime.animation = NULL; this->av2.actionVar2 = -0x28; this->av1.actionVar1 = 1; - this->linearVelocity = 0.0f; + this->speedXZ = 0.0f; } else if (play->gameplayFrames % 4 == 0) { Player_InflictDamage(play, -1); } @@ -18089,7 +18086,7 @@ void Player_Action_84(Player* this, PlayState* play) { return; } - if (this->linearVelocity >= 0.0f) { + if (this->speedXZ >= 0.0f) { func_8083FCF0(play, this, (this->transformation == PLAYER_FORM_GORON) ? 5.0f : 0.0f, attackInfoEntry->unk_C, attackInfoEntry->unk_D); } @@ -18103,15 +18100,15 @@ void Player_Action_84(Player* this, PlayState* play) { //! the prepared lunge will be retained until next time execution passes through here, which usually means the next //! sword slash. if ((this->stateFlags2 & PLAYER_STATE2_40000000) && PlayerAnimation_OnFrame(&this->skelAnime, 0.0f)) { - this->linearVelocity = 15.0f; + this->speedXZ = 15.0f; this->stateFlags2 &= ~PLAYER_STATE2_40000000; } - if (this->linearVelocity > 12.0f) { + if (this->speedXZ > 12.0f) { func_8083FBC4(play, this); } - Math_StepToF(&this->linearVelocity, 0.0f, 5.0f); + Math_StepToF(&this->speedXZ, 0.0f, 5.0f); func_8083A548(this); if (PlayerAnimation_Update(play, &this->skelAnime) || @@ -18145,7 +18142,7 @@ void Player_Action_84(Player* this, PlayState* play) { this->skelAnime.moveFlags = 0; Player_SetAction(play, this, Player_Action_Idle, 1); Player_Anim_PlayOnceWaterAdjustment(play, this, anim); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; this->skelAnime.moveFlags = moveFlags; } this->stateFlags3 |= PLAYER_STATE3_8; @@ -18598,7 +18595,7 @@ void Player_Action_92(Player* this, PlayState* play) { this->actor.world.pos.y -= var_fv0; this->actor.shape.rot.x = 0; - this->linearVelocity = 1.0f; + this->speedXZ = 1.0f; this->actor.velocity.y = 0.0f; this->actor.world.rot.x = this->actor.shape.rot.x; func_80833AA0(this, play); @@ -18618,7 +18615,7 @@ void func_80855F9C(PlayState* play, Player* this) { this->stateFlags2 |= PLAYER_STATE2_20; Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play); - Math_ScaledStepToS(&this->currentYaw, yawTarget, 0x258); + Math_ScaledStepToS(&this->yaw, yawTarget, 0x258); } s32 func_80856000(PlayState* play, Player* this) { @@ -18689,7 +18686,7 @@ void Player_Action_93(Player* this, PlayState* play) { this->av1.actionVar1 = 2; this->actor.shape.rot.y = Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); this->actor.scale.y = 0.01f; - this->currentYaw = this->actor.world.rot.y = this->actor.shape.rot.y; + this->yaw = this->actor.world.rot.y = this->actor.shape.rot.y; } else { temp_fv0_2 = Math_SinS((1000.0f + this->unk_ABC) * (-30.0f)) * 0.004f; this->actor.scale.y = 0.01f + temp_fv0_2; @@ -18904,16 +18901,16 @@ void Player_Action_94(Player* this, PlayState* play) { s32 temp; s16 var_v1_4; - this->linearVelocity = sqrtf(SQXZ(this->actor.velocity)); - if (this->linearVelocity != 0.0f) { + this->speedXZ = sqrtf(SQXZ(this->actor.velocity)); + if (this->speedXZ != 0.0f) { var_a1 = Math_Atan2S_XY(this->actor.velocity.z, this->actor.velocity.x); temp_a0 = this->actor.shape.rot.y - var_a1; if (ABS_ALT(temp_a0) > 0x4000) { - this->linearVelocity = -this->linearVelocity; + this->speedXZ = -this->speedXZ; var_a1 += 0x8000; } - this->currentYaw = var_a1; + this->yaw = var_a1; } if (this->windSpeed != 0.0f) { @@ -19007,7 +19004,7 @@ void Player_Action_94(Player* this, PlayState* play) { if (speedTarget == 0.0f) { sp68 = 0.1f; } else { - s16 temp_v0_6 = this->currentYaw - yawTarget; + s16 temp_v0_6 = this->yaw - yawTarget; if (ABS_ALT(temp_v0_6) > 0x4000) { speedTarget = -speedTarget; @@ -19017,18 +19014,18 @@ void Player_Action_94(Player* this, PlayState* play) { } Math_SmoothStepToS(&this->unk_B8C, speedTarget * 600.0f, 8, 0xFA0, 0x64); - Math_ScaledStepToS(&this->currentYaw, yawTarget, 0xFA); + Math_ScaledStepToS(&this->yaw, yawTarget, 0xFA); - temp_ft0 = BINANG_SUB(yawTarget, this->currentYaw) * -2.0f; + temp_ft0 = BINANG_SUB(yawTarget, this->yaw) * -2.0f; temp_ft0 = CLAMP(temp_ft0, -0x1F40, 0x1F40); Math_SmoothStepToS(&this->unk_B8E, temp_ft0, 0x14, 0x320, 0x14); speedTarget = (speedTarget * (this->unk_B86[1] * 0.0004f)) * fabsf(Math_SinS(this->unk_B8C)); - func_80856888(&this->linearVelocity, speedTarget, sp68); + func_80856888(&this->speedXZ, speedTarget, sp68); - speedTarget = sqrtf(SQ(this->linearVelocity) + SQ(this->actor.velocity.y)); + speedTarget = sqrtf(SQ(this->speedXZ) + SQ(this->actor.velocity.y)); if (speedTarget > 8.0f) { speedTarget = 8.0f / speedTarget; - this->linearVelocity *= speedTarget; + this->speedXZ *= speedTarget; this->actor.velocity.y *= speedTarget; } } @@ -19044,7 +19041,7 @@ void Player_Action_95(Player* this, PlayState* play) { Player_SetCylinderForAttack(this, DMG_DEKU_SPIN, 1, 30); if (!Player_ActionHandler_13(this, play)) { - s16 prevYaw = this->currentYaw; + s16 prevYaw = this->yaw; f32 speedTarget; s16 yawTarget; @@ -19056,10 +19053,10 @@ void Player_Action_95(Player* this, PlayState* play) { } this->unk_B10[0] += -800.0f; - this->actor.shape.rot.y += BINANG_ADD(TRUNCF_BINANG(this->unk_B10[0]), BINANG_SUB(this->currentYaw, prevYaw)); + this->actor.shape.rot.y += BINANG_ADD(TRUNCF_BINANG(this->unk_B10[0]), BINANG_SUB(this->yaw, prevYaw)); if (Math_StepToF(&this->unk_B10[1], 0.0f, this->unk_B10[0])) { - this->actor.shape.rot.y = this->currentYaw; + this->actor.shape.rot.y = this->yaw; func_8083B2E4(this, play); } else if (this->skelAnime.animation == &gPlayerAnim_pn_attack) { this->stateFlags3 |= PLAYER_STATE3_100000; @@ -19076,7 +19073,7 @@ void Player_Action_95(Player* this, PlayState* play) { } func_800AE930(&play->colCtx, Effect_GetByIndex(this->meleeWeaponEffectIndex[2]), &this->actor.world.pos, 2.0f, - this->currentYaw, this->actor.floorPoly, this->actor.floorBgId); + this->yaw, this->actor.floorPoly, this->actor.floorBgId); Actor_PlaySfx_Flagged2(&this->actor, Player_GetFloorSfx(this, NA_SE_PL_SLIP_LEVEL - SFX_FLAG)); } } @@ -19093,9 +19090,8 @@ void func_80857640(Player* this, f32 arg1, s32 arg2) { } void func_808576BC(PlayState* play, Player* this) { - s32 var_v0 = ((this->actor.velocity.z * Math_CosS(this->currentYaw)) + - (this->actor.velocity.x * Math_SinS(this->currentYaw))) * - 800.0f; + s32 var_v0 = + ((this->actor.velocity.z * Math_CosS(this->yaw)) + (this->actor.velocity.x * Math_SinS(this->yaw))) * 800.0f; var_v0 -= this->av2.actionVar2; var_v0 = ABS_ALT(var_v0); @@ -19157,10 +19153,10 @@ s32 func_80857A44(PlayState* play, Player* this) { this->actor.bgCheckFlags |= BGCHECKFLAG_PLAYER_800; this->av1.actionVar1 = 4; this->actor.shape.shadowScale = 30.0f; - this->av2.actionVar2 = this->linearVelocity * 500.0f; - this->unk_B08 = this->linearVelocity; + this->av2.actionVar2 = this->speedXZ * 500.0f; + this->unk_B08 = this->speedXZ; this->unk_B0C = 0.0f; - this->actor.home.rot.y = this->currentYaw; + this->actor.home.rot.y = this->yaw; return true; } @@ -19206,7 +19202,7 @@ void Player_Action_96(Player* this, PlayState* play) { if (!func_80857950(play, this)) { f32 speedTarget = 0.0f; - s16 yawTarget = this->currentYaw; + s16 yawTarget = this->yaw; u16 spE0; s32 spDC; s32 spD8; @@ -19216,22 +19212,22 @@ void Player_Action_96(Player* this, PlayState* play) { return; } - this->linearVelocity *= 0.1f; + this->speedXZ *= 0.1f; func_80834CD0(this, 10.0f, 0); if (this->unk_B86[1] != 0) { this->unk_B86[1] = 0; this->av1.actionVar1 = 3; } } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && (this->unk_B08 >= 12.0f)) { - s16 temp_v0 = this->currentYaw - BINANG_ADD(this->actor.wallYaw, 0x8000); + s16 temp_v0 = this->yaw - BINANG_ADD(this->actor.wallYaw, 0x8000); s16 temp_v2; s32 var_a2 = ABS_ALT(temp_v0); this->unk_B0C += this->unk_B08 * 0.05f; temp_v2 = ((temp_v0 >= 0) ? 1 : -1) * ((var_a2 + 0x100) & ~0x1FF); - this->currentYaw += BINANG_SUB(0x8000, (s16)(temp_v2 * 2)); - this->actor.home.rot.y = this->currentYaw; - this->actor.shape.rot.y = this->currentYaw; + this->yaw += BINANG_SUB(0x8000, (s16)(temp_v2 * 2)); + this->actor.home.rot.y = this->yaw; + this->actor.shape.rot.y = this->yaw; this->unk_B8C = 4; Player_PlaySfx(this, NA_SE_IT_GORON_ROLLING_REFLECTION); @@ -19248,7 +19244,7 @@ void Player_Action_96(Player* this, PlayState* play) { if (this->unk_B8C != 0) { this->unk_B8C--; - yawTarget = this->currentYaw; + yawTarget = this->yaw; } if (this->unk_B86[1] != 0) { @@ -19305,8 +19301,8 @@ void Player_Action_96(Player* this, PlayState* play) { f32 spA0; Vec3f slopeNormal; s16 downwardSlopeYaw; - s16 sp90 = this->currentYaw; - s16 sp8E = this->currentYaw - this->actor.home.rot.y; + s16 sp90 = this->yaw; + s16 sp8E = this->yaw - this->actor.home.rot.y; f32 sp88 = Math_CosS(sp8E); if (this->unk_B86[1] == 0) { @@ -19338,13 +19334,13 @@ void Player_Action_96(Player* this, PlayState* play) { spAC = spBC * Math_SinS(this->actor.home.rot.y); spA8 = spBC * Math_CosS(this->actor.home.rot.y); - spB4 = this->unk_B08 * Math_SinS(this->currentYaw); - spB0 = this->unk_B08 * Math_CosS(this->currentYaw); + spB4 = this->unk_B08 * Math_SinS(this->yaw); + spB0 = this->unk_B08 * Math_CosS(this->yaw); spA4 = spB4 - spAC; spA0 = spB0 - spA8; - this->linearVelocity = spBC; - this->currentYaw = this->actor.home.rot.y; + this->speedXZ = spBC; + this->yaw = this->actor.home.rot.y; spCC = speedTarget; spCA = yawTarget; @@ -19384,19 +19380,19 @@ void Player_Action_96(Player* this, PlayState* play) { } if (speedTarget != spCC) { - this->currentYaw = yawTarget; + this->yaw = yawTarget; } sp84 = CLAMP_MIN(sp84, 0.0f); sp80 = CLAMP_MIN(sp80, 0.0f); - Math_AsymStepToF(&this->linearVelocity, speedTarget, sp84, sp80); + Math_AsymStepToF(&this->speedXZ, speedTarget, sp84, sp80); spC8 = TRUNCF_BINANG(fabsf(this->actor.speed) * 20.0f) + 300; spC8 = CLAMP_MIN(spC8, 100); - sp7C = (s32)(BINANG_SUB(yawTarget, this->currentYaw) * -0.5f); + sp7C = (s32)(BINANG_SUB(yawTarget, this->yaw) * -0.5f); this->unk_B0C += (f32)(SQ(sp7C)) * 8e-9f; - Math_ScaledStepToS(&this->currentYaw, yawTarget, spC8); + Math_ScaledStepToS(&this->yaw, yawTarget, spC8); sp6C = func_80835D2C(play, this, &D_8085D978, &sp70); var_fa1 = func_80835D2C(play, this, &D_8085D984, &sp70) - sp6C; @@ -19412,9 +19408,9 @@ void Player_Action_96(Player* this, PlayState* play) { Math_ScaledStepToS(&this->actor.shape.rot.z, var_a3 + sp7C, spC8); } - spBC = this->linearVelocity; - this->actor.home.rot.y = this->currentYaw; - this->currentYaw = sp90; + spBC = this->speedXZ; + this->actor.home.rot.y = this->yaw; + this->yaw = sp90; Actor_GetSlopeDirection(this->actor.floorPoly, &slopeNormal, &downwardSlopeYaw); spB8 = sqrtf(SQ(spA4) + SQ(spA0)); @@ -19476,7 +19472,7 @@ void Player_Action_96(Player* this, PlayState* play) { this->unk_B08 = sqrtf(SQ(spB4) + SQ(spB0)); this->unk_B08 = CLAMP_MAX(this->unk_B08, 18.0f); - this->currentYaw = Math_Atan2S_XY(spB0, spB4); + this->yaw = Math_Atan2S_XY(spB0, spB4); } func_808576BC(play, this); @@ -19486,7 +19482,7 @@ void Player_Action_96(Player* this, PlayState* play) { } if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { - this->linearVelocity = this->unk_B08 * Math_CosS(this->floorPitch); + this->speedXZ = this->unk_B08 * Math_CosS(this->floorPitch); this->actor.velocity.y = this->unk_B08 * Math_SinS(this->floorPitch); } @@ -19506,8 +19502,8 @@ void Player_Action_96(Player* this, PlayState* play) { this->actor.gravity = -1.0f; Math_ScaledStepToS(&this->actor.home.rot.y, yawTarget, 0x190); - this->unk_B08 = sqrtf(SQ(this->linearVelocity) + SQ(this->actor.velocity.y)) * - ((this->linearVelocity >= 0.0f) ? 1.0f : -1.0f); + this->unk_B08 = + sqrtf(SQ(this->speedXZ) + SQ(this->actor.velocity.y)) * ((this->speedXZ >= 0.0f) ? 1.0f : -1.0f); this->unk_B08 = CLAMP_MAX(this->unk_B08, 18.0f); } else { this->unk_B48 += this->actor.velocity.y * 0.005f; @@ -19526,7 +19522,7 @@ void Player_Action_96(Player* this, PlayState* play) { } } } - this->unk_B08 = this->linearVelocity; + this->unk_B08 = this->speedXZ; } func_800AEF44(Effect_GetByIndex(this->meleeWeaponEffectIndex[2])); @@ -19819,7 +19815,7 @@ void func_8085929C(PlayState* play, Player* this, UNK_TYPE arg2) { this->stateFlags2 |= PLAYER_STATE2_400; this->stateFlags1 &= ~(PLAYER_STATE1_40000 | PLAYER_STATE1_80000); Player_Anim_PlayLoop(play, this, &gPlayerAnim_link_swimer_swim); - this->linearVelocity = 0.0f; + this->speedXZ = 0.0f; } void func_80859300(PlayState* play, Player* this, UNK_TYPE arg2) { @@ -19831,7 +19827,7 @@ void func_80859300(PlayState* play, Player* this, UNK_TYPE arg2) { } else { func_808477D0(play, this, NULL, fabsf(this->actor.velocity.y)); Math_ScaledStepToS(&this->unk_AAA, -0x2710, 0x320); - func_8084748C(this, &this->actor.velocity.y, 4.0f, this->currentYaw); + func_8084748C(this, &this->actor.velocity.y, 4.0f, this->yaw); } } else { if (PlayerAnimation_Update(play, &this->skelAnime)) { @@ -19842,7 +19838,7 @@ void func_80859300(PlayState* play, Player* this, UNK_TYPE arg2) { } } func_808475B4(this); - func_8084748C(this, &this->linearVelocity, 0.0f, this->actor.shape.rot.y); + func_8084748C(this, &this->speedXZ, 0.0f, this->actor.shape.rot.y); } } @@ -20209,14 +20205,14 @@ void Player_CsAction_5(PlayState* play, Player* this, CsCmdActorCue* cue) { this->stateFlags1 &= ~PLAYER_STATE1_2000000; yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_3A0); - linearVelocity = this->linearVelocity; + linearVelocity = this->speedXZ; this->actor.world.rot.y = yaw; this->actor.shape.rot.y = yaw; - this->currentYaw = yaw; + this->yaw = yaw; if (linearVelocity <= 0.0f) { - this->linearVelocity = 0.1f; + this->speedXZ = 0.1f; } else if (linearVelocity > 2.5f) { - this->linearVelocity = 2.5f; + this->speedXZ = 2.5f; } if ((this->transformation != PLAYER_FORM_HUMAN) && (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5)) { @@ -20259,7 +20255,7 @@ void Player_CsAction_6(PlayState* play, Player* this, CsCmdActorCue* cue) { } void Player_CsAction_7(PlayState* play, Player* this, CsCmdActorCue* cue) { - this->linearVelocity = 2.5f; + this->speedXZ = 2.5f; func_80835BF8(&this->actor.world.pos, this->actor.shape.rot.y, 180.0f, &this->unk_3A0); } @@ -20665,7 +20661,7 @@ void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) { this->actor.world.pos.y = cue->startPos.y; this->actor.world.pos.z = cue->startPos.z; - this->currentYaw = this->actor.shape.rot.y = cue->rot.y; + this->yaw = this->actor.shape.rot.y = cue->rot.y; } void Player_Cutscene_8085ABA8(Player* this, CsCmdActorCue* cue) { @@ -20677,7 +20673,7 @@ void Player_Cutscene_8085ABA8(Player* this, CsCmdActorCue* cue) { temp_v0 = (s16)cue->rot.y - this->actor.shape.rot.y; dist = sqrtf(SQ(xDiff) + SQ(yDiff) + SQ(zDiff)); - if (this->linearVelocity == 0.0f) { + if (this->speedXZ == 0.0f) { if ((dist > 50.0f) || (ABS_ALT(temp_v0) > 0x4000)) { Player_Cutscene_SetPosAndYawToStart(this, cue); } @@ -20861,7 +20857,7 @@ s32 Player_TryCsAction(PlayState* play, Player* this, PlayerCsAction csAction) { void func_8085B384(Player* this, PlayState* play) { Player_SetAction(play, this, Player_Action_Idle, 1); Player_Anim_PlayOnceMorph(play, this, Player_GetIdleAnim(this)); - this->currentYaw = this->actor.shape.rot.y; + this->yaw = this->actor.shape.rot.y; } /** @@ -20952,7 +20948,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) { void func_8085B74C(PlayState* play) { Player* player = GET_PLAYER(play); f32 temp_fv1; - f32 linearVelocity = player->linearVelocity; + f32 linearVelocity = player->speedXZ; if (linearVelocity < 0.0f) { linearVelocity = -linearVelocity;