diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index eb12487f6f..d56eb84102 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -1509,21 +1509,21 @@ void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* co } // Positions for the tip of melee weapons, in the left hand limb's own model space. -Vec3f sMeleeWeaponTipLeftHandLimbModelPos0 = { 5000.0f, 400.0f, 0.0f }; -Vec3f sMeleeWeaponTipLeftHandLimbModelPos1 = { 5000.0f, -400.0f, 1000.0f }; -Vec3f sMeleeWeaponTipLeftHandLimbModelPos2 = { 5000.0f, 1400.0f, -1000.0f }; +Vec3f sMeleeWeaponTipOffsetFromLeftHand0 = { 5000.0f, 400.0f, 0.0f }; +Vec3f sMeleeWeaponTipOffsetFromLeftHand1 = { 5000.0f, -400.0f, 1000.0f }; +Vec3f sMeleeWeaponTipOffsetFromLeftHand2 = { 5000.0f, 1400.0f, -1000.0f }; // Positions for the base of melee weapons, in the left hand limb's own model space. -Vec3f sMeleeWeaponBaseLeftHandLimbModelPos0 = { 0.0f, 400.0f, 0.0f }; -Vec3f sMeleeWeaponBaseLeftHandLimbModelPos1 = { 0.0f, 1400.0f, -1000.0f }; -Vec3f sMeleeWeaponBaseLeftHandLimbModelPos2 = { 0.0f, -400.0f, 1000.0f }; +Vec3f sMeleeWeaponBaseOffsetFromLeftHand0 = { 0.0f, 400.0f, 0.0f }; +Vec3f sMeleeWeaponBaseOffsetFromLeftHand1 = { 0.0f, 1400.0f, -1000.0f }; +Vec3f sMeleeWeaponBaseOffsetFromLeftHand2 = { 0.0f, -400.0f, 1000.0f }; void Player_UpdateMeleeWeaponInfo(PlayState* play, Player* this, Vec3f* newTipPositions) { Vec3f newBasePositions[3]; - Matrix_MultVec3f(&sMeleeWeaponBaseLeftHandLimbModelPos0, &newBasePositions[0]); - Matrix_MultVec3f(&sMeleeWeaponBaseLeftHandLimbModelPos1, &newBasePositions[1]); - Matrix_MultVec3f(&sMeleeWeaponBaseLeftHandLimbModelPos2, &newBasePositions[2]); + Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand0, &newBasePositions[0]); + Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand1, &newBasePositions[1]); + Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand2, &newBasePositions[2]); if (Player_UpdateWeaponInfo(play, NULL, &this->meleeWeaponInfo[0], &newTipPositions[0], &newBasePositions[0]) && !(this->stateFlags1 & PLAYER_STATE1_SHIELDING)) { @@ -1568,19 +1568,19 @@ void Player_DrawGetItem(PlayState* play, Player* this) { } void Player_CalcMeleeWeaponTipPositions(Player* this, Vec3f* tipPositions) { - sMeleeWeaponTipLeftHandLimbModelPos1.x = sMeleeWeaponTipLeftHandLimbModelPos0.x; + sMeleeWeaponTipOffsetFromLeftHand1.x = sMeleeWeaponTipOffsetFromLeftHand0.x; if (this->unk_845 >= 3) { this->unk_845++; - sMeleeWeaponTipLeftHandLimbModelPos1.x *= 1.0f + ((9 - this->unk_845) * 0.1f); + sMeleeWeaponTipOffsetFromLeftHand1.x *= 1.0f + ((9 - this->unk_845) * 0.1f); } - sMeleeWeaponTipLeftHandLimbModelPos1.x += 1200.0f; - sMeleeWeaponTipLeftHandLimbModelPos2.x = sMeleeWeaponTipLeftHandLimbModelPos1.x; + sMeleeWeaponTipOffsetFromLeftHand1.x += 1200.0f; + sMeleeWeaponTipOffsetFromLeftHand2.x = sMeleeWeaponTipOffsetFromLeftHand1.x; - Matrix_MultVec3f(&sMeleeWeaponTipLeftHandLimbModelPos0, &tipPositions[0]); - Matrix_MultVec3f(&sMeleeWeaponTipLeftHandLimbModelPos1, &tipPositions[1]); - Matrix_MultVec3f(&sMeleeWeaponTipLeftHandLimbModelPos2, &tipPositions[2]); + Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand0, &tipPositions[0]); + Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand1, &tipPositions[1]); + Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand2, &tipPositions[2]); } void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) { @@ -1622,7 +1622,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) { } // Coordinates of the player focus position, in the head limb's own model space. -Vec3f sPlayerFocusHeadLimbModelPos = { 1100.0f, -700.0f, 0.0f }; +Vec3f sPlayerFocusOffsetFromHead = { 1100.0f, -700.0f, 0.0f }; f32 sMeleeWeaponLengths[] = { 0.0f, // not a melee weapon @@ -1670,7 +1670,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2633); if (this->actor.scale.y >= 0.0f) { - sMeleeWeaponTipLeftHandLimbModelPos0.x = this->unk_85C * 5000.0f; + sMeleeWeaponTipOffsetFromLeftHand0.x = this->unk_85C * 5000.0f; Player_CalcMeleeWeaponTipPositions(this, tipPositions); if (this->meleeWeaponState != 0) { Player_UpdateMeleeWeaponInfo(play, this, tipPositions); @@ -1691,9 +1691,9 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve Vec3f tipPositions[3]; if (Player_HoldsBrokenKnife(this)) { - sMeleeWeaponTipLeftHandLimbModelPos0.x = 1500.0f; + sMeleeWeaponTipOffsetFromLeftHand0.x = 1500.0f; } else { - sMeleeWeaponTipLeftHandLimbModelPos0.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)]; + sMeleeWeaponTipOffsetFromLeftHand0.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)]; } Player_CalcMeleeWeaponTipPositions(this, tipPositions); @@ -1868,7 +1868,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve Matrix_Get(&this->shieldMf); } } else if (limbIndex == PLAYER_LIMB_HEAD) { - Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &this->actor.focus.pos); + Matrix_MultVec3f(&sPlayerFocusOffsetFromHead, &this->actor.focus.pos); } else { // Position of Link's foot, in the foot limb's own model space. static Vec3f sLeftRightFootLimbModelFootPos[] = { diff --git a/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c b/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c index 95f98dfd61..48517bfe41 100644 --- a/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c +++ b/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c @@ -429,8 +429,8 @@ void EnArrow_Update(Actor* thisx, PlayState* play) { } void func_809B4800(EnArrow* this, PlayState* play) { - static Vec3f sPosAModel = { 0.0f, 400.0f, 1500.0f }; - static Vec3f sPosBModel = { 0.0f, -400.0f, 1500.0f }; + static Vec3f sPosAOffset = { 0.0f, 400.0f, 1500.0f }; + static Vec3f sPosBOffset = { 0.0f, -400.0f, 1500.0f }; static Vec3f D_809B4EA0 = { 0.0f, 0.0f, -300.0f }; Vec3f posA; Vec3f posB; @@ -439,8 +439,8 @@ void func_809B4800(EnArrow* this, PlayState* play) { Matrix_MultVec3f(&D_809B4EA0, &this->unk_21C); if (EnArrow_Fly == this->actionFunc) { - Matrix_MultVec3f(&sPosAModel, &posA); - Matrix_MultVec3f(&sPosBModel, &posB); + Matrix_MultVec3f(&sPosAOffset, &posA); + Matrix_MultVec3f(&sPosBOffset, &posB); if (this->actor.params <= ARROW_SEED) { addBlureVertex = this->actor.params <= ARROW_LIGHT; diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c index 8b99f9fe57..f679755105 100644 --- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c +++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c @@ -257,8 +257,8 @@ void EnBoom_Update(Actor* thisx, PlayState* play) { } void EnBoom_Draw(Actor* thisx, PlayState* play) { - static Vec3f sPosAModel = { -960.0f, 0.0f, 0.0f }; - static Vec3f sPosBModel = { 960.0f, 0.0f, 0.0f }; + static Vec3f sPosAOffset = { -960.0f, 0.0f, 0.0f }; + static Vec3f sPosBOffset = { 960.0f, 0.0f, 0.0f }; EnBoom* this = (EnBoom*)thisx; Vec3f posA; Vec3f posB; @@ -268,8 +268,8 @@ void EnBoom_Draw(Actor* thisx, PlayState* play) { Matrix_RotateY(BINANG_TO_RAD(this->actor.world.rot.y), MTXMODE_APPLY); Matrix_RotateZ(BINANG_TO_RAD(0x1F40), MTXMODE_APPLY); Matrix_RotateX(BINANG_TO_RAD(this->actor.world.rot.x), MTXMODE_APPLY); - Matrix_MultVec3f(&sPosAModel, &posA); - Matrix_MultVec3f(&sPosBModel, &posB); + Matrix_MultVec3f(&sPosAOffset, &posA); + Matrix_MultVec3f(&sPosBOffset, &posB); if (Player_UpdateWeaponInfo(play, &this->collider, &this->weaponInfo, &posA, &posB)) { EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &posA, &posB); diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c index 8c1413bc0f..56e96bf293 100644 --- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -1514,7 +1514,7 @@ void EnMb_Update(Actor* thisx, PlayState* play) { void EnMb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { static Vec3f unused = { 1100.0f, -700.0f, 0.0f }; static Vec3f feetPos = { 0.0f, 0.0f, 0.0f }; - static Vec3f effSpawnModelPos = { 0.0f, -8000.0f, 0.0f }; + static Vec3f effSpawnOffsetFromLeftHand = { 0.0f, -8000.0f, 0.0f }; static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; s32 bodyPart = -1; EnMb* this = (EnMb*)thisx; @@ -1522,7 +1522,7 @@ void EnMb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, if (this->actor.params == ENMB_TYPE_CLUB) { if (limbIndex == ENMB_LIMB_LHAND) { - Matrix_MultVec3f(&effSpawnModelPos, &this->effSpawnPos); + Matrix_MultVec3f(&effSpawnOffsetFromLeftHand, &this->effSpawnPos); if (this->attack > ENMB_ATTACK_NONE) { EnMb_ClubUpdateAttackCollider(&this->actor, play); }