mirror of https://github.com/zeldaret/oot.git
Rename action enum entries
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30eb0ac339
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@ -44,14 +44,14 @@ void func_80AEC17C(EnRu1* this, PlayState* play);
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void func_80AEC1D4(EnRu1* this, PlayState* play);
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void func_80AEC244(EnRu1* this, PlayState* play);
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void func_80AEC2C0(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounterRangeCheck(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounterInitPosition(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounterFacingLink(EnRu1* this, PlayState* play);
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void EnRu1_TurningAround(EnRu1* this, PlayState* play);
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void EnRu1_WalkingAwayAccel(EnRu1* this, PlayState* play);
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void EnRu1_WalkingAwayConstant(EnRu1* this, PlayState* play);
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void EnRu1_FallingDownHole(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounterEnd(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_RangeCheck(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_InitPosition(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_FacingLink(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_TurningAround(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_WalkingAwayAccel(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_WalkingAwayConstant(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_FallingDownHole(EnRu1* this, PlayState* play);
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void EnRu1_FirstEncounter_End(EnRu1* this, PlayState* play);
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void func_80AED304(EnRu1* this, PlayState* play);
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void func_80AED324(EnRu1* this, PlayState* play);
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void func_80AED344(EnRu1* this, PlayState* play);
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@ -139,14 +139,14 @@ static EnRu1ActionFunc sActionFuncs[] = {
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func_80AEC1D4, // ENRU1_ACTION_04
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func_80AEC244, // ENRU1_ACTION_05
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func_80AEC2C0, // ENRU1_ACTION_06
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EnRu1_FirstEncounterRangeCheck,
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EnRu1_FirstEncounterInitPosition,
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EnRu1_FirstEncounterFacingLink,
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EnRu1_TurningAround,
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EnRu1_WalkingAwayAccel,
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EnRu1_WalkingAwayConstant,
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EnRu1_FallingDownHole,
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EnRu1_FirstEncounterEnd,
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EnRu1_FirstEncounter_RangeCheck,
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EnRu1_FirstEncounter_InitPosition,
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EnRu1_FirstEncounter_FacingLink,
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EnRu1_FirstEncounter_TurningAround,
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EnRu1_FirstEncounter_WalkingAwayAccel,
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EnRu1_FirstEncounter_WalkingAwayConstant,
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EnRu1_FirstEncounter_FallingDownHole,
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EnRu1_FirstEncounter_End,
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func_80AED304, // ENRU1_ACTION_15
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func_80AED324, // ENRU1_ACTION_16
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func_80AED344, // ENRU1_ACTION_17
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@ -825,7 +825,7 @@ void func_80AEC2C0(EnRu1* this, PlayState* play) {
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void EnRu1_InitInJabuJabuHolesRoom(EnRu1* this, PlayState* play) {
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if (!GET_INFTABLE(INFTABLE_MET_RUTO_FIRST_TIME)) {
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EnRu1_AnimationChange(this, &gRutoChildWait2Anim, ANIMMODE_LOOP, 0, false);
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this->action = ENRU1_ACTION_07;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_RANGE_CHECK;
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EnRu1_SetMouth(this, ENRU1_MOUTH_FROWNING);
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} else if (GET_INFTABLE(INFTABLE_147) && !GET_INFTABLE(INFTABLE_140) && !GET_INFTABLE(INFTABLE_145)) {
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if (!func_80AEB020(this, play)) {
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@ -937,7 +937,7 @@ void EnRu1_CheckStartFirstEncounter(EnRu1* this, PlayState* play) {
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play->csCtx.script = gRutoFirstMeetingCs;
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gSaveContext.cutsceneTrigger = 1;
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player->speedXZ = 0.0f;
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this->action = ENRU1_ACTION_08;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_INIT_POSITION;
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}
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}
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@ -953,7 +953,7 @@ void EnRu1_SetupPositionForFirstEncounter(EnRu1* this, PlayState* play) {
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newRotY = cue->rot.y;
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this->actor.shape.rot.y = newRotY;
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this->actor.world.rot.y = newRotY;
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this->action = ENRU1_ACTION_09;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_FACING_LINK;
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this->drawConfig = ENRU1_DRAW_OPA;
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}
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}
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@ -962,7 +962,7 @@ void EnRu1_CheckTurnAround(EnRu1* this, PlayState* play) {
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if (func_80AEAFA0(play, 3, 3)) {
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Animation_Change(&this->skelAnime, &gRutoChildTurnAroundAnim, 1.0f, 0,
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Animation_GetLastFrame(&gRutoChildTurnAroundAnim), ANIMMODE_ONCE, -8.0f);
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this->action = ENRU1_ACTION_10;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_TURNING_AROUND;
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}
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}
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@ -971,7 +971,7 @@ void EnRu1_StartWalkingAway(EnRu1* this, s32 doneTurning) {
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Animation_Change(&this->skelAnime, &gRutoChildWalkAnim, 1.0f, 0, Animation_GetLastFrame(&gRutoChildWalkAnim),
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ANIMMODE_LOOP, -8.0f);
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this->actor.world.rot.y += 0x8000;
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this->action = ENRU1_ACTION_11;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_ACCEL;
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this->walkingFrame = 0.0f;
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}
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}
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@ -979,7 +979,7 @@ void EnRu1_StartWalkingAway(EnRu1* this, s32 doneTurning) {
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void EnRu1_AdvanceWalkingAway(EnRu1* this) {
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this->walkingFrame += 1.0f;
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if (this->walkingFrame >= 8.0f) {
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this->action = ENRU1_ACTION_12;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_CONSTANT;
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this->walkingFrame = 0.0f;
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this->actor.velocity.y = -1.0f;
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}
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@ -989,7 +989,7 @@ void EnRu1_CheckStartFalling(EnRu1* this) {
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if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
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s32 pad;
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this->action = ENRU1_ACTION_13;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_FALLING_DOWN_HOLE;
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this->walkingFrame = 0.0f;
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this->actor.velocity.y = 0.0f;
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}
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@ -998,26 +998,26 @@ void EnRu1_CheckStartFalling(EnRu1* this) {
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void EnRu1_FinishFirstEncounter(EnRu1* this, PlayState* play) {
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if (func_80AEAFA0(play, 5, 3)) {
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SET_INFTABLE(INFTABLE_MET_RUTO_FIRST_TIME);
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this->action = ENRU1_ACTION_14;
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this->action = ENRU1_ACTION_FIRST_ENCOUNTER_END;
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}
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}
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void EnRu1_FirstEncounterRangeCheck(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_RangeCheck(EnRu1* this, PlayState* play) {
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EnRu1_CheckStartFirstEncounter(this, play);
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}
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void EnRu1_FirstEncounterInitPosition(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_InitPosition(EnRu1* this, PlayState* play) {
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EnRu1_SetupPositionForFirstEncounter(this, play);
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}
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void EnRu1_FirstEncounterFacingLink(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_FacingLink(EnRu1* this, PlayState* play) {
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EnRu1_UpdateSkelAnime(this);
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EnRu1_UpdateEyes(this);
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func_80AEAECC(this, play);
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EnRu1_CheckTurnAround(this, play);
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}
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void EnRu1_TurningAround(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_TurningAround(EnRu1* this, PlayState* play) {
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s32 doneAnim;
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doneAnim = EnRu1_UpdateSkelAnime(this);
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@ -1026,7 +1026,7 @@ void EnRu1_TurningAround(EnRu1* this, PlayState* play) {
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EnRu1_StartWalkingAway(this, doneAnim);
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}
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void EnRu1_WalkingAwayAccel(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_WalkingAwayAccel(EnRu1* this, PlayState* play) {
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EnRu1_AccelerateAway(this);
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EnRu1_UpdateSkelAnime(this);
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EnRu1_UpdateEyes(this);
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@ -1035,7 +1035,7 @@ void EnRu1_WalkingAwayAccel(EnRu1* this, PlayState* play) {
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EnRu1_AdvanceWalkingAway(this);
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}
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void EnRu1_WalkingAwayConstant(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_WalkingAwayConstant(EnRu1* this, PlayState* play) {
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EnRu1_MoveForwardConstant(this);
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EnRu1_RespondToFalling(this, play);
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EnRu1_UpdateSkelAnime(this);
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@ -1045,7 +1045,7 @@ void EnRu1_WalkingAwayConstant(EnRu1* this, PlayState* play) {
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EnRu1_CheckStartFalling(this);
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}
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void EnRu1_FallingDownHole(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_FallingDownHole(EnRu1* this, PlayState* play) {
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EnRu1_AccelerateDownHole(this);
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EnRu1_RespondToFalling(this, play);
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EnRu1_UpdateSkelAnime(this);
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@ -1055,7 +1055,7 @@ void EnRu1_FallingDownHole(EnRu1* this, PlayState* play) {
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EnRu1_FinishFirstEncounter(this, play);
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}
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void EnRu1_FirstEncounterEnd(EnRu1* this, PlayState* play) {
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void EnRu1_FirstEncounter_End(EnRu1* this, PlayState* play) {
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if (play->csCtx.state == CS_STATE_IDLE) {
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Actor_Kill(&this->actor);
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}
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@ -68,14 +68,14 @@ typedef enum EnRu1Action {
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/* 4 */ ENRU1_ACTION_04,
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/* 5 */ ENRU1_ACTION_05,
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/* 6 */ ENRU1_ACTION_06,
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/* 7 */ ENRU1_ACTION_07,
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/* 8 */ ENRU1_ACTION_08,
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/* 9 */ ENRU1_ACTION_09,
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/* 10 */ ENRU1_ACTION_10,
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/* 11 */ ENRU1_ACTION_11,
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/* 12 */ ENRU1_ACTION_12,
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/* 13 */ ENRU1_ACTION_13,
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/* 14 */ ENRU1_ACTION_14,
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/* 7 */ ENRU1_ACTION_FIRST_ENCOUNTER_RANGE_CHECK,
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/* 8 */ ENRU1_ACTION_FIRST_ENCOUNTER_INIT_POSITION,
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/* 9 */ ENRU1_ACTION_FIRST_ENCOUNTER_FACING_LINK,
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/* 10 */ ENRU1_ACTION_FIRST_ENCOUNTER_TURNING_AROUND,
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/* 11 */ ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_ACCEL,
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/* 12 */ ENRU1_ACTION_FIRST_ENCOUNTER_WALKING_AWAY_CONSTANT,
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/* 13 */ ENRU1_ACTION_FIRST_ENCOUNTER_FALLING_DOWN_HOLE,
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/* 14 */ ENRU1_ACTION_FIRST_ENCOUNTER_END,
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/* 15 */ ENRU1_ACTION_15,
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/* 16 */ ENRU1_ACTION_16,
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/* 17 */ ENRU1_ACTION_17,
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