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) {