diff --git a/assets/xml/objects/object_pr.xml b/assets/xml/objects/object_pr.xml
index 4b7367221b..03dfc14ab4 100644
--- a/assets/xml/objects/object_pr.xml
+++ b/assets/xml/objects/object_pr.xml
@@ -55,10 +55,10 @@
-
-
-
-
+
+
+
+
diff --git a/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c b/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c
index 6bac6d442b..83aca50edb 100644
--- a/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c
+++ b/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c
@@ -99,16 +99,16 @@ typedef enum EnPr2Animation {
/* 0 */ PR2_ANIM_SWIM,
/* 1 */ PR2_ANIM_ATTACK,
/* 2 */ PR2_ANIM_DIE,
- /* 3 */ ENPR2_ANIM_MAX
+ /* 3 */ PR2_ANIM_MAX
} EnPr2Animation;
-static AnimationHeader* sAnimations[ENPR2_ANIM_MAX] = {
+static AnimationHeader* sAnimations[PR2_ANIM_MAX] = {
&gSkullFishSwimAnim, // PR2_ANIM_SWIM
&gSkullFishAttackAnim, // PR2_ANIM_ATTACK
&gSkullFishDieAnim, // PR2_ANIM_DIE
};
-static u8 sAnimationModes[ENPR2_ANIM_MAX] = {
+static u8 sAnimationModes[PR2_ANIM_MAX] = {
ANIMMODE_LOOP, // PR2_ANIM_SWIM
ANIMMODE_LOOP, // PR2_ANIM_ATTACK
ANIMMODE_ONCE, // PR2_ANIM_DIE
@@ -267,7 +267,7 @@ void EnPr2_ChangeAnim(EnPr2* this, s32 animIndex) {
this->animIndex = animIndex;
this->animEndFrame = Animation_GetLastFrame(sAnimations[animIndex]);
- if (this->animIndex == ENPR2_ANIM_MAX) {
+ if (this->animIndex == PR2_ANIM_MAX) {
playSpeed = 0.0f;
}
Animation_Change(&this->skelAnime, sAnimations[animIndex], playSpeed, 0.0f, this->animEndFrame,
@@ -721,7 +721,7 @@ s32 EnPr2_OverrideLimbDrawOpa(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
EnPr2* this = (EnPr2*)thisx;
if (this->type < PR2_TYPE_BROKEN) {
- if (limbIndex == OBJECT_PR_2_LIMB_02) { // jaw
+ if (limbIndex == PR_2_LIMB_SKULL) {
rot->y += TRUNCF_BINANG(this->slowLimbYaw) * -1;
}
} else if (this->type != limbIndex + PR2_TYPE_BROKEN) {
@@ -736,7 +736,7 @@ void EnPr2_PostLimbDrawOpa(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r
EnPr2* this = (EnPr2*)thisx;
if (this->type < PR2_TYPE_BROKEN) {
- if (limbIndex == OBJECT_PR_2_LIMB_02) {
+ if (limbIndex == PR_2_LIMB_SKULL) {
// why use a matrix to save the limb pos? is there no faster method?
// also we always store limb pos in the array, why have a secondary copy?
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_APPLY);
@@ -752,7 +752,7 @@ s32 EnPr2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
EnPr2* this = (EnPr2*)thisx;
if (this->type < PR2_TYPE_BROKEN) {
- if (limbIndex == OBJECT_PR_2_LIMB_02) {
+ if (limbIndex == PR_2_LIMB_SKULL) {
rot->y += TRUNCF_BINANG(this->slowLimbYaw) * -1;
}
} else if ((limbIndex + PR2_TYPE_BROKEN) != this->type) {