diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index 96e828dab2..2de15fb311 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -44,14 +44,14 @@ void func_80AEC17C(EnRu1* this, PlayState* play); void func_80AEC1D4(EnRu1* this, PlayState* play); void func_80AEC244(EnRu1* this, PlayState* play); void func_80AEC2C0(EnRu1* this, PlayState* play); -void EnRu1_FirstEncounterRangeCheck(EnRu1* this, PlayState* play); -void EnRu1_FirstEncounterInitPosition(EnRu1* this, PlayState* play); -void EnRu1_FirstEncounterFacingLink(EnRu1* this, PlayState* play); -void EnRu1_TurningAround(EnRu1* this, PlayState* play); -void EnRu1_WalkingAwayAccel(EnRu1* this, PlayState* play); -void EnRu1_WalkingAwayConstant(EnRu1* this, PlayState* play); -void EnRu1_FallingDownHole(EnRu1* this, PlayState* play); -void EnRu1_FirstEncounterEnd(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_RangeCheck(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_InitPosition(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_FacingLink(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_TurningAround(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_WalkingAwayAccel(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_WalkingAwayConstant(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_FallingDownHole(EnRu1* this, PlayState* play); +void EnRu1_FirstEncounter_End(EnRu1* this, PlayState* play); void func_80AED304(EnRu1* this, PlayState* play); void func_80AED324(EnRu1* this, PlayState* play); void func_80AED344(EnRu1* this, PlayState* play); @@ -139,14 +139,14 @@ static EnRu1ActionFunc sActionFuncs[] = { func_80AEC1D4, // ENRU1_ACTION_04 func_80AEC244, // ENRU1_ACTION_05 func_80AEC2C0, // ENRU1_ACTION_06 - EnRu1_FirstEncounterRangeCheck, - EnRu1_FirstEncounterInitPosition, - EnRu1_FirstEncounterFacingLink, - EnRu1_TurningAround, - EnRu1_WalkingAwayAccel, - EnRu1_WalkingAwayConstant, - EnRu1_FallingDownHole, - EnRu1_FirstEncounterEnd, + EnRu1_FirstEncounter_RangeCheck, + EnRu1_FirstEncounter_InitPosition, + EnRu1_FirstEncounter_FacingLink, + EnRu1_FirstEncounter_TurningAround, + EnRu1_FirstEncounter_WalkingAwayAccel, + EnRu1_FirstEncounter_WalkingAwayConstant, + EnRu1_FirstEncounter_FallingDownHole, + EnRu1_FirstEncounter_End, func_80AED304, // ENRU1_ACTION_15 func_80AED324, // ENRU1_ACTION_16 func_80AED344, // ENRU1_ACTION_17 @@ -825,7 +825,7 @@ void func_80AEC2C0(EnRu1* this, PlayState* play) { void EnRu1_InitInJabuJabuHolesRoom(EnRu1* this, PlayState* play) { if (!GET_INFTABLE(INFTABLE_MET_RUTO_FIRST_TIME)) { EnRu1_AnimationChange(this, &gRutoChildWait2Anim, ANIMMODE_LOOP, 0, false); - this->action = ENRU1_ACTION_07; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_RANGE_CHECK; EnRu1_SetMouth(this, ENRU1_MOUTH_FROWNING); } else if (GET_INFTABLE(INFTABLE_147) && !GET_INFTABLE(INFTABLE_140) && !GET_INFTABLE(INFTABLE_145)) { if (!func_80AEB020(this, play)) { @@ -937,7 +937,7 @@ void EnRu1_CheckStartFirstEncounter(EnRu1* this, PlayState* play) { play->csCtx.script = gRutoFirstMeetingCs; gSaveContext.cutsceneTrigger = 1; player->speedXZ = 0.0f; - this->action = ENRU1_ACTION_08; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_INIT_POSITION; } } @@ -953,7 +953,7 @@ void EnRu1_SetupPositionForFirstEncounter(EnRu1* this, PlayState* play) { newRotY = cue->rot.y; this->actor.shape.rot.y = newRotY; this->actor.world.rot.y = newRotY; - this->action = ENRU1_ACTION_09; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_FACING_LINK; this->drawConfig = ENRU1_DRAW_OPA; } } @@ -962,7 +962,7 @@ void EnRu1_CheckTurnAround(EnRu1* this, PlayState* play) { if (func_80AEAFA0(play, 3, 3)) { Animation_Change(&this->skelAnime, &gRutoChildTurnAroundAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildTurnAroundAnim), ANIMMODE_ONCE, -8.0f); - this->action = ENRU1_ACTION_10; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_TURNING_AROUND; } } @@ -971,7 +971,7 @@ void EnRu1_StartWalkingAway(EnRu1* this, s32 doneTurning) { Animation_Change(&this->skelAnime, &gRutoChildWalkAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildWalkAnim), ANIMMODE_LOOP, -8.0f); this->actor.world.rot.y += 0x8000; - this->action = ENRU1_ACTION_11; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_ACCEL; this->walkingFrame = 0.0f; } } @@ -979,7 +979,7 @@ void EnRu1_StartWalkingAway(EnRu1* this, s32 doneTurning) { void EnRu1_AdvanceWalkingAway(EnRu1* this) { this->walkingFrame += 1.0f; if (this->walkingFrame >= 8.0f) { - this->action = ENRU1_ACTION_12; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_CONSTANT; this->walkingFrame = 0.0f; this->actor.velocity.y = -1.0f; } @@ -989,7 +989,7 @@ void EnRu1_CheckStartFalling(EnRu1* this) { if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { s32 pad; - this->action = ENRU1_ACTION_13; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_FALLING_DOWN_HOLE; this->walkingFrame = 0.0f; this->actor.velocity.y = 0.0f; } @@ -998,26 +998,26 @@ void EnRu1_CheckStartFalling(EnRu1* this) { void EnRu1_FinishFirstEncounter(EnRu1* this, PlayState* play) { if (func_80AEAFA0(play, 5, 3)) { SET_INFTABLE(INFTABLE_MET_RUTO_FIRST_TIME); - this->action = ENRU1_ACTION_14; + this->action = ENRU1_ACTION_FIRST_ENCOUNTER_END; } } -void EnRu1_FirstEncounterRangeCheck(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_RangeCheck(EnRu1* this, PlayState* play) { EnRu1_CheckStartFirstEncounter(this, play); } -void EnRu1_FirstEncounterInitPosition(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_InitPosition(EnRu1* this, PlayState* play) { EnRu1_SetupPositionForFirstEncounter(this, play); } -void EnRu1_FirstEncounterFacingLink(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_FacingLink(EnRu1* this, PlayState* play) { EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); func_80AEAECC(this, play); EnRu1_CheckTurnAround(this, play); } -void EnRu1_TurningAround(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_TurningAround(EnRu1* this, PlayState* play) { s32 doneAnim; doneAnim = EnRu1_UpdateSkelAnime(this); @@ -1026,7 +1026,7 @@ void EnRu1_TurningAround(EnRu1* this, PlayState* play) { EnRu1_StartWalkingAway(this, doneAnim); } -void EnRu1_WalkingAwayAccel(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_WalkingAwayAccel(EnRu1* this, PlayState* play) { EnRu1_AccelerateAway(this); EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); @@ -1035,7 +1035,7 @@ void EnRu1_WalkingAwayAccel(EnRu1* this, PlayState* play) { EnRu1_AdvanceWalkingAway(this); } -void EnRu1_WalkingAwayConstant(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_WalkingAwayConstant(EnRu1* this, PlayState* play) { EnRu1_MoveForwardConstant(this); EnRu1_RespondToFalling(this, play); EnRu1_UpdateSkelAnime(this); @@ -1045,7 +1045,7 @@ void EnRu1_WalkingAwayConstant(EnRu1* this, PlayState* play) { EnRu1_CheckStartFalling(this); } -void EnRu1_FallingDownHole(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_FallingDownHole(EnRu1* this, PlayState* play) { EnRu1_AccelerateDownHole(this); EnRu1_RespondToFalling(this, play); EnRu1_UpdateSkelAnime(this); @@ -1055,7 +1055,7 @@ void EnRu1_FallingDownHole(EnRu1* this, PlayState* play) { EnRu1_FinishFirstEncounter(this, play); } -void EnRu1_FirstEncounterEnd(EnRu1* this, PlayState* play) { +void EnRu1_FirstEncounter_End(EnRu1* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h index 7ab6c9d850..24023ed0d4 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.h @@ -68,14 +68,14 @@ typedef enum EnRu1Action { /* 4 */ ENRU1_ACTION_04, /* 5 */ ENRU1_ACTION_05, /* 6 */ ENRU1_ACTION_06, - /* 7 */ ENRU1_ACTION_07, - /* 8 */ ENRU1_ACTION_08, - /* 9 */ ENRU1_ACTION_09, - /* 10 */ ENRU1_ACTION_10, - /* 11 */ ENRU1_ACTION_11, - /* 12 */ ENRU1_ACTION_12, - /* 13 */ ENRU1_ACTION_13, - /* 14 */ ENRU1_ACTION_14, + /* 7 */ ENRU1_ACTION_FIRST_ENCOUNTER_RANGE_CHECK, + /* 8 */ ENRU1_ACTION_FIRST_ENCOUNTER_INIT_POSITION, + /* 9 */ ENRU1_ACTION_FIRST_ENCOUNTER_FACING_LINK, + /* 10 */ ENRU1_ACTION_FIRST_ENCOUNTER_TURNING_AROUND, + /* 11 */ ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_ACCEL, + /* 12 */ ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_CONSTANT, + /* 13 */ ENRU1_ACTION_FIRST_ENCOUNTER_FALLING_DOWN_HOLE, + /* 14 */ ENRU1_ACTION_FIRST_ENCOUNTER_END, /* 15 */ ENRU1_ACTION_15, /* 16 */ ENRU1_ACTION_16, /* 17 */ ENRU1_ACTION_17,