Rename action enum entries

This commit is contained in:
JordanLongstaff 2025-06-08 21:20:00 -04:00
parent 30eb0ac339
commit 2ad310979a
2 changed files with 40 additions and 40 deletions

View File

@ -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);
}

View File

@ -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,