diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index d51329a3fb..77143dcbd3 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -193,7 +193,7 @@ static Gfx* sSisterFaces[4] = { gPoSistersAmyFaceDL, }; -static Color_RGBA8 D_80ADD7E8[4] = { +static Color_RGBA8 sLimb11Colors[4] = { { 80, 0, 100, 0 }, { 80, 15, 0, 0 }, { 0, 70, 50, 0 }, @@ -665,14 +665,14 @@ void EnPoSisters_FightState1(EnPoSisters* this, PlayState* play) { void EnPoSisters_FightState2(EnPoSisters* this, PlayState* play) { Player* player = GET_PLAYER(play); - s16 temp_v0; + s16 yawDiff; SkelAnime_Update(&this->skelAnime); - temp_v0 = this->actor.yawTowardsPlayer - player->actor.shape.rot.y; + yawDiff = this->actor.yawTowardsPlayer - player->actor.shape.rot.y; Math_StepToF(&this->actor.speed, 2.0f, 0.2f); - if (temp_v0 > 0x3000) { + if (yawDiff > 0x3000) { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer + 0x3000, 1820); - } else if (temp_v0 < -0x3000) { + } else if (yawDiff < -0x3000) { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer - 0x3000, 1820); } else { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1820); @@ -1176,7 +1176,7 @@ void EnPoSisters_TickVanish(EnPoSisters* this, PlayState* play) { } void EnPoSisters_CheckDamage(EnPoSisters* this, PlayState* play) { - Vec3f sp24; + Vec3f itemPos; if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; @@ -1186,10 +1186,10 @@ void EnPoSisters_CheckDamage(EnPoSisters* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH2); EnPoSisters_DecoySetup(this, play); if (Rand_ZeroOne() < 0.2f) { - sp24.x = this->actor.world.pos.x; - sp24.y = this->actor.world.pos.y; - sp24.z = this->actor.world.pos.z; - Item_DropCollectible(play, &sp24, ITEM00_ARROWS_SMALL); + itemPos.x = this->actor.world.pos.x; + itemPos.y = this->actor.world.pos.y; + itemPos.z = this->actor.world.pos.z; + Item_DropCollectible(play, &itemPos, ITEM00_ARROWS_SMALL); } } else if (this->collider.base.colMaterial == COL_MATERIAL_METAL || (this->actor.colChkInfo.damageReaction == POESIS_DMG_REACT_OTHER @@ -1339,7 +1339,7 @@ s32 EnPoSisters_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve gDPPipeSync((*gfxP)++); gDPSetEnvColor((*gfxP)++, this->sisColor.r, this->sisColor.g, this->sisColor.b, this->sisColor.a); } else if (limbIndex == 11) { - color = &D_80ADD7E8[this->sisterID]; + color = &sLimb11Colors[this->sisterID]; gDPPipeSync((*gfxP)++); gDPSetEnvColor((*gfxP)++, color->r, color->g, color->b, this->sisColor.a); } @@ -1393,8 +1393,8 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) { f32 scale; s32 i; u8 alpha; - Color_RGBA8* temp_s1 = &sTorchFlameColors[this->sisterID]; - Color_RGBA8* temp_s7 = &sTorchLightColors[this->sisterID]; + Color_RGBA8* fireColor = &sTorchFlameColors[this->sisterID]; + Color_RGBA8* lightColor = &sTorchLightColors[this->sisterID]; s32 pad2; OPEN_DISPS(play->state.gfxCtx, "../z_en_po_sisters.c", 2989); @@ -1422,7 +1422,7 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) { gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, (play->gameplayFrames * -20) % 512, 0x20, 0x80)); - gDPSetEnvColor(POLY_XLU_DISP++, temp_s1->r, temp_s1->g, temp_s1->b, temp_s1->a); + gDPSetEnvColor(POLY_XLU_DISP++, fireColor->r, fireColor->g, fireColor->b, fireColor->a); if (this->actionFunc == EnPoSisters_Die) { if (this->sisTimer < 32) { alpha = ((32 - this->sisTimer) * 255) / 32; @@ -1450,7 +1450,7 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) { alpha = -i * 31 + 248; } gDPPipeSync(POLY_XLU_DISP++); - gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, temp_s7->r, temp_s7->g, temp_s7->b, alpha); + gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, lightColor->r, lightColor->g, lightColor->b, alpha); Matrix_Translate(this->torchPos[i].x, this->torchPos[i].y, this->torchPos[i].z, MTXMODE_NEW); Matrix_RotateZYX(0, (s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000), 0, MTXMODE_APPLY); if (this->actionFunc == EnPoSisters_ReleaseFlame) {