Rename action enum members

This commit is contained in:
JordanLongstaff 2025-06-08 22:16:40 -04:00
parent a3fabc0479
commit 0abdb5cd06
2 changed files with 35 additions and 35 deletions

View File

@ -52,13 +52,13 @@ void func_80AECB60(EnRu1* this, PlayState* play);
void func_80AECBB8(EnRu1* this, PlayState* play);
void func_80AECC1C(EnRu1* this, PlayState* play);
void func_80AECC84(EnRu1* this, PlayState* play);
void EnRu1_PreSpawnInBossRoom(EnRu1* this, PlayState* play);
void EnRu1_SpawnInBossRoom(EnRu1* this, PlayState* play);
void EnRu1_RiseThroughBlueWarp(EnRu1* this, PlayState* play);
void EnRu1_WaitInsideBlueWarp(EnRu1* this, PlayState* play);
void EnRu1_LinkWalksToPointInBlueWarp(EnRu1* this, PlayState* play);
void EnRu1_WhatTookYouSoLong(EnRu1* this, PlayState* play);
void EnRu1_WarpingOut(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_PreSpawn(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_Spawn(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_RiseThroughBlueWarp(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_WaitInsideBlueWarp(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_LinkWalksToPointInBlueWarp(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_WhatTookYouSoLong(EnRu1* this, PlayState* play);
void EnRu1_BossRoom_WarpingOut(EnRu1* this, PlayState* play);
void func_80AEF29C(EnRu1* this, PlayState* play);
void func_80AEF2AC(EnRu1* this, PlayState* play);
void func_80AEF2D0(EnRu1* this, PlayState* play);
@ -147,13 +147,13 @@ static EnRu1ActionFunc sActionFuncs[] = {
func_80AECBB8, // ENRU1_ACTION_12
func_80AECC1C, // ENRU1_ACTION_13
func_80AECC84, // ENRU1_ACTION_14
EnRu1_PreSpawnInBossRoom,
EnRu1_SpawnInBossRoom,
EnRu1_RiseThroughBlueWarp,
EnRu1_WaitInsideBlueWarp,
EnRu1_LinkWalksToPointInBlueWarp,
EnRu1_WhatTookYouSoLong,
EnRu1_WarpingOut,
EnRu1_BossRoom_PreSpawn,
EnRu1_BossRoom_Spawn,
EnRu1_BossRoom_RiseThroughBlueWarp,
EnRu1_BossRoom_WaitInsideBlueWarp,
EnRu1_BossRoom_LinkWalksToPointInBlueWarp,
EnRu1_BossRoom_WhatTookYouSoLong,
EnRu1_BossRoom_WarpingOut,
func_80AEF29C, // ENRU1_ACTION_22
func_80AEF2AC, // ENRU1_ACTION_23
func_80AEF2D0, // ENRU1_ACTION_24
@ -1069,7 +1069,7 @@ void EnRu1_SpawnBlueWarp(EnRu1* this, PlayState* play) {
void EnRu1_InitInBossRoom(EnRu1* this, PlayState* play) {
EnRu1_AnimationChange(this, &gRutoChildWaitHandsOnHipsAnim, ANIMMODE_LOOP, 0, false);
this->action = ENRU1_ACTION_15;
this->action = ENRU1_ACTION_BOSS_ROOM_PRE_SPAWN;
this->actor.shape.yOffset = -10000.0f;
EnRu1_SetEyes(this, ENRU1_EYES_BLUSH);
EnRu1_SetMouth(this, ENRU1_MOUTH_OPEN);
@ -1157,11 +1157,11 @@ void EnRu1_SetBlueWarpState(EnRu1* this, s32 state) {
}
void EnRu1_TriggerSpawnInBossRoom(EnRu1* this, PlayState* play) {
this->action = ENRU1_ACTION_16;
this->action = ENRU1_ACTION_BOSS_ROOM_SPAWN;
}
void EnRu1_SetupRiseThroughBlueWarp(EnRu1* this, PlayState* play) {
this->action = ENRU1_ACTION_17;
this->action = ENRU1_ACTION_RISE_THROUGH_BLUE_WARP;
this->drawConfig = ENRU1_DRAW_OPA;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
@ -1170,7 +1170,7 @@ void EnRu1_SetupRiseThroughBlueWarp(EnRu1* this, PlayState* play) {
void EnRu1_EndRise(EnRu1* this) {
if (this->actor.shape.yOffset >= 0.0f) {
this->action = ENRU1_ACTION_18;
this->action = ENRU1_ACTION_WAIT_INSIDE_BLUE_WARP;
this->actor.shape.yOffset = 0.0f;
EnRu1_SetBlueWarpState(this, WARP_BLUE_RUTO_STATE_READY);
}
@ -1178,7 +1178,7 @@ void EnRu1_EndRise(EnRu1* this) {
void EnRu1_CheckLinkEnteredBlueWarp(EnRu1* this, PlayState* play) {
if (EnRu1_CheckBlueWarpState(this, WARP_BLUE_RUTO_STATE_ENTERED)) {
this->action = ENRU1_ACTION_19;
this->action = ENRU1_ACTION_LINK_WALKS_TO_POINT_IN_BLUE_WARP;
this->walkingFrame = 0.0f;
EnRu1_SetPlayerMarkInBlueWarp(this, play);
}
@ -1189,7 +1189,7 @@ void EnRu1_StartCrossingArmsAndLegs(EnRu1* this, s32 shouldStart) {
Animation_Change(&this->skelAnime, &gRutoChildTransitionHandsOnHipToCrossArmsAndLegsAnim, 1.0f, 0,
Animation_GetLastFrame(&gRutoChildTransitionHandsOnHipToCrossArmsAndLegsAnim), ANIMMODE_ONCE,
-8.0f);
this->action = ENRU1_ACTION_20;
this->action = ENRU1_ACTION_WHAT_TOOK_YOU_SO_LONG;
EnRu1_SetBlueWarpState(this, WARP_BLUE_RUTO_STATE_3);
}
}
@ -1203,41 +1203,41 @@ void EnRu1_AdvanceAngryAnimation(EnRu1* this, s32 isTalking) {
} else if (EnRu1_CheckBlueWarpState(this, WARP_BLUE_RUTO_STATE_WARPING)) {
Animation_Change(&this->skelAnime, &gRutoChildWaitInBlueWarpAnim, 1.0f, 0,
Animation_GetLastFrame(&gRutoChildWaitInBlueWarpAnim), ANIMMODE_ONCE, -8.0f);
this->action = ENRU1_ACTION_21;
this->action = ENRU1_ACTION_WARPING_OUT;
this->xzDistToPlayerInBlueWarp = this->actor.xzDistToPlayer;
}
}
void EnRu1_PreSpawnInBossRoom(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_PreSpawn(EnRu1* this, PlayState* play) {
EnRu1_TriggerSpawnInBossRoom(this, play);
}
void EnRu1_SpawnInBossRoom(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_Spawn(EnRu1* this, PlayState* play) {
EnRu1_SetupRiseThroughBlueWarp(this, play);
}
void EnRu1_RiseThroughBlueWarp(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_RiseThroughBlueWarp(EnRu1* this, PlayState* play) {
EnRu1_Rise(this, play);
EnRu1_UpdateSkelAnime(this);
EnRu1_EndRise(this);
}
void EnRu1_WaitInsideBlueWarp(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_WaitInsideBlueWarp(EnRu1* this, PlayState* play) {
EnRu1_UpdateSkelAnime(this);
EnRu1_CheckLinkEnteredBlueWarp(this, play);
}
void EnRu1_LinkWalksToPointInBlueWarp(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_LinkWalksToPointInBlueWarp(EnRu1* this, PlayState* play) {
EnRu1_UpdateSkelAnime(this);
EnRu1_StartCrossingArmsAndLegs(this, EnRu1_IsLinkInBlueWarp(this, play));
}
void EnRu1_WhatTookYouSoLong(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_WhatTookYouSoLong(EnRu1* this, PlayState* play) {
func_80AEAECC(this, play);
EnRu1_AdvanceAngryAnimation(this, EnRu1_UpdateSkelAnime(this));
}
void EnRu1_WarpingOut(EnRu1* this, PlayState* play) {
void EnRu1_BossRoom_WarpingOut(EnRu1* this, PlayState* play) {
EnRu1_RiseWithLink(this, play);
func_80AEAECC(this, play);
EnRu1_UpdateSkelAnime(this);

View File

@ -76,13 +76,13 @@ typedef enum EnRu1Action {
/* 12 */ ENRU1_ACTION_12,
/* 13 */ ENRU1_ACTION_13,
/* 14 */ ENRU1_ACTION_14,
/* 15 */ ENRU1_ACTION_15,
/* 16 */ ENRU1_ACTION_16,
/* 17 */ ENRU1_ACTION_17,
/* 18 */ ENRU1_ACTION_18,
/* 19 */ ENRU1_ACTION_19,
/* 20 */ ENRU1_ACTION_20,
/* 21 */ ENRU1_ACTION_21,
/* 15 */ ENRU1_ACTION_BOSS_ROOM_PRE_SPAWN,
/* 16 */ ENRU1_ACTION_BOSS_ROOM_SPAWN,
/* 17 */ ENRU1_ACTION_RISE_THROUGH_BLUE_WARP,
/* 18 */ ENRU1_ACTION_WAIT_INSIDE_BLUE_WARP,
/* 19 */ ENRU1_ACTION_LINK_WALKS_TO_POINT_IN_BLUE_WARP,
/* 20 */ ENRU1_ACTION_WHAT_TOOK_YOU_SO_LONG,
/* 21 */ ENRU1_ACTION_WARPING_OUT,
/* 22 */ ENRU1_ACTION_22,
/* 23 */ ENRU1_ACTION_23,
/* 24 */ ENRU1_ACTION_24,