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 f75c45a575..84e77b983f 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 @@ -116,44 +116,58 @@ static ColliderCylinderInit sCylinderInit = { static CollisionCheckInfoInit sColChkInfoInit = { 10, 25, 60, 40 }; typedef enum PoeSisDamageReaction { - POESIS_DMG_REACT_OTHER, - POESIS_DMG_REACT_SWORD=14, - POESIS_DMG_REACT_NUT, + EN_PO_SISTERS_DMG_REACT_OTHER, + EN_PO_SISTERS_DMG_REACT_SWORD=14, + EN_PO_SISTERS_DMG_REACT_NUT, }; +typedef enum EnPoSisterFlags { + EN_PO_SISTERS_FLAG_ACCOL=1<<0, // set AC collision + EN_PO_SISTERS_FLAG_ROTATE=1<<1, // set shape.rot.y to world.rot.y + EN_PO_SISTERS_FLAG_VANISH=1<<2, // tick vanishTimer, then disappear if 0. + EN_PO_SISTERS_FLAG_HOVER=1<<3, // hover up and down a few inches + EN_PO_SISTERS_FLAG_BGCHECK=1<<4,// BGCheck floors and walls + EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL|EN_PO_SISTERS_FLAG_ROTATE| + EN_PO_SISTERS_FLAG_VANISH|EN_PO_SISTERS_FLAG_HOVER|EN_PO_SISTERS_FLAG_BGCHECK), + EN_PO_SISTERS_FLAG_TORCH=1<<5, // manipulate torch flames + EN_PO_SISTERS_FLAG_SPIN=1<<6, // the real Meg spins as a tell + EN_PO_SISTERS_FLAG_NOMTXF=1<<7, //don't read or write torchMtx +} EnPoSisterFlags; + + static DamageTable sDamageTable = { - /* Deku nut */ DMG_ENTRY(0, POESIS_DMG_REACT_NUT), - /* Deku stick */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Slingshot */ DMG_ENTRY(1, POESIS_DMG_REACT_OTHER), - /* Explosive */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Boomerang */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Normal arrow */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Hammer swing */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Hookshot */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Kokiri sword */ DMG_ENTRY(1, POESIS_DMG_REACT_SWORD), - /* Master sword */ DMG_ENTRY(2, POESIS_DMG_REACT_SWORD), - /* Giant's Knife */ DMG_ENTRY(4, POESIS_DMG_REACT_SWORD), - /* Fire arrow */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Ice arrow */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Light arrow */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Unk arrow 1 */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Unk arrow 2 */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Unk arrow 3 */ DMG_ENTRY(2, POESIS_DMG_REACT_OTHER), - /* Fire magic */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Ice magic */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Light magic */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Shield */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Mirror Ray */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Kokiri spin */ DMG_ENTRY(1, POESIS_DMG_REACT_SWORD), - /* Giant spin */ DMG_ENTRY(4, POESIS_DMG_REACT_SWORD), - /* Master spin */ DMG_ENTRY(2, POESIS_DMG_REACT_SWORD), - /* Kokiri jump */ DMG_ENTRY(2, POESIS_DMG_REACT_SWORD), - /* Giant jump */ DMG_ENTRY(8, POESIS_DMG_REACT_SWORD), - /* Master jump */ DMG_ENTRY(4, POESIS_DMG_REACT_SWORD), - /* Unknown 1 */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Unblockable */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), - /* Hammer jump */ DMG_ENTRY(4, POESIS_DMG_REACT_OTHER), - /* Unknown 2 */ DMG_ENTRY(0, POESIS_DMG_REACT_OTHER), + /* Deku nut */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_NUT), + /* Deku stick */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Slingshot */ DMG_ENTRY(1, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Explosive */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Boomerang */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Normal arrow */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Hammer swing */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Hookshot */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Kokiri sword */ DMG_ENTRY(1, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Master sword */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Giant's Knife */ DMG_ENTRY(4, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Fire arrow */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Ice arrow */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Light arrow */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Unk arrow 1 */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Unk arrow 2 */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Unk arrow 3 */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Fire magic */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Ice magic */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Light magic */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Shield */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Mirror Ray */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Kokiri spin */ DMG_ENTRY(1, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Giant spin */ DMG_ENTRY(4, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Master spin */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Kokiri jump */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Giant jump */ DMG_ENTRY(8, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Master jump */ DMG_ENTRY(4, EN_PO_SISTERS_DMG_REACT_SWORD), + /* Unknown 1 */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Unblockable */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Hammer jump */ DMG_ENTRY(4, EN_PO_SISTERS_DMG_REACT_OTHER), + /* Unknown 2 */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_OTHER), }; static s32 sIntroVar = 0; @@ -210,10 +224,10 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 50.0f); SkelAnime_Init(play, &this->skelAnime, &gPoeSistersSkel, &gPoeSistersSwayAnim, this->jointTable, this->morphTable, 12); - this->sisColor.r = 255; - this->sisColor.g = 255; - this->sisColor.b = 210; - this->sisColor.a = 255; + this->sisterColor.r = 255; + this->sisterColor.g = 255; + this->sisterColor.b = 210; + this->sisterColor.a = 255; this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); Lights_PointGlowSetInfo(&this->lightInfo, this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, 0, 0, 0, 0); @@ -227,12 +241,12 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) { this->hoverPulse = 32; this->vanishTimer = 20; this->torchFlames = 1; - this->sisFlags = EN_POESIS_FLAG_TORCH; + this->sisterFlags = EN_PO_SISTERS_FLAG_TORCH; this->circleDist = 110.0f; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; if (PARAMS_GET_NOSHIFT(this->actor.params, 12, 1)) { EnPoSisters_IntroSetup(this, play); - } else if (this->sisterID == EN_POESIS_MEG) { + } else if (this->sisterID == EN_PO_SISTERS_MEG) { if (this->decoyID == 0) { this->collider.base.ocFlags1 = OC1_ON | OC1_TYPE_PLAYER; EnPoSisters_MegSetup(this, play); @@ -253,7 +267,7 @@ void EnPoSisters_Destroy(Actor* thisx, PlayState* play) { EnPoSisters* this = (EnPoSisters*)thisx; LightContext_RemoveLight(play, &play->lightCtx, this->lightNode); - if (this->sisterID == EN_POESIS_MEG && this->decoyID == 0) { + if (this->sisterID == EN_PO_SISTERS_MEG && this->decoyID == 0) { func_800F5B58(); } Collider_DestroyCylinder(play, &this->collider); @@ -266,15 +280,15 @@ void EnPoSisters_MoveTorchFlames(EnPoSisters* this, s32 height, Vec3f* pos) { for (i = 0; i < this->torchFlames; i++) { vec = &this->torchPos[i]; - vec->x = pos->x + Math_SinS((s16)(this->actor.shape.rot.y + (this->sisTimer * 0x800) + i * 0x2000)) * spread; - vec->z = pos->z + Math_CosS((s16)(this->actor.shape.rot.y + (this->sisTimer * 0x800) + i * 0x2000)) * spread; + vec->x = pos->x + Math_SinS((s16)(this->actor.shape.rot.y + (this->sisterTimer * 0x800) + i * 0x2000)) * spread; + vec->z = pos->z + Math_CosS((s16)(this->actor.shape.rot.y + (this->sisterTimer * 0x800) + i * 0x2000)) * spread; vec->y = pos->y + height; } } void EnPoSisters_FightSetup3(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersSwayAnim, -3.0f); - this->sisTimer = Rand_S16Offset(2, 3); + this->sisterTimer = Rand_S16Offset(2, 3); this->actionFunc = EnPoSisters_FightState3; this->actor.speed = 0.0f; } @@ -283,8 +297,8 @@ void EnPoSisters_FightSetup(EnPoSisters* this) { if (this->actionFunc != EnPoSisters_FightState2) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); } - this->sisTimer = Rand_S16Offset(15, 3); - this->sisFlags |= (EN_POESIS_FLAG_VANISH | EN_POESIS_FLAG_ROTATE | EN_POESIS_FLAG_ACCOL); + this->sisterTimer = Rand_S16Offset(15, 3); + this->sisterFlags |= (EN_PO_SISTERS_FLAG_VANISH | EN_PO_SISTERS_FLAG_ROTATE | EN_PO_SISTERS_FLAG_ACCOL); this->actionFunc = EnPoSisters_FightState1; } @@ -293,34 +307,34 @@ void EnPoSisters_FightSetup2(EnPoSisters* this) { } void EnPoSisters_FightSetup4(EnPoSisters* this) { - if (this->sisColor.a != 0) { + if (this->sisterColor.a != 0) { this->collider.base.colMaterial = COL_MATERIAL_METAL; this->collider.base.acFlags |= AC_HARD; } Animation_MorphToLoop(&this->skelAnime, &gPoeSistersAttackAnim, -5.0f); this->actor.speed = 0.0f; - this->sisTimer = Animation_GetLastFrame(&gPoeSistersAttackAnim) * 3 + 3; - this->sisFlags &= ~EN_POESIS_FLAG_ROTATE; + this->sisterTimer = Animation_GetLastFrame(&gPoeSistersAttackAnim) * 3 + 3; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_ROTATE; this->actionFunc = EnPoSisters_FightState4; } void EnPoSisters_MegFightSetup2(EnPoSisters* this) { this->actor.speed = 5.0f; - if (this->sisterID == EN_POESIS_MEG) { + if (this->sisterID == EN_PO_SISTERS_MEG) { this->collider.base.colMaterial = COL_MATERIAL_METAL; this->collider.base.acFlags |= AC_HARD; Animation_MorphToLoop(&this->skelAnime, &gPoeSistersAttackAnim, -5.0f); } - this->sisTimer = 5; + this->sisterTimer = 5; this->actor.world.rot.y = this->actor.yawTowardsPlayer; - this->sisFlags |= EN_POESIS_FLAG_HOVER; + this->sisterFlags |= EN_PO_SISTERS_FLAG_HOVER; this->actionFunc = EnPoSisters_MegFightStep2; } void EnPoSisters_OnATHitSetup(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000; - if (this->sisterID != EN_POESIS_MEG) { + if (this->sisterID != EN_PO_SISTERS_MEG) { this->collider.base.colMaterial = COL_MATERIAL_HIT3; this->collider.base.acFlags &= ~AC_HARD; } @@ -334,10 +348,10 @@ void EnPoSisters_HitSetup(EnPoSisters* this) { ? this->collider.base.ac->world.rot.y : Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000; } - if (this->sisterID != EN_POESIS_MEG) { + if (this->sisterID != EN_PO_SISTERS_MEG) { this->actor.speed = 10.0f; } - this->sisFlags &= ~(EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ROTATE); + this->sisterFlags &= ~(EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_ROTATE); Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 16); this->actionFunc = EnPoSisters_Hit; } @@ -345,8 +359,8 @@ void EnPoSisters_HitSetup(EnPoSisters* this) { void EnPoSisters_HitSetup2(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFleeAnim, -3.0f); this->actor.world.rot.y = this->actor.shape.rot.y + 0x8000; - this->sisTimer = 5; - this->sisFlags |= (EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ROTATE | EN_POESIS_FLAG_ACCOL); + this->sisterTimer = 5; + this->sisterFlags |= (EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_ROTATE | EN_PO_SISTERS_FLAG_ACCOL); this->actor.speed = 5.0f; this->actionFunc = EnPoSisters_Hit2; } @@ -357,7 +371,7 @@ void EnPoSisters_SetupVanish(EnPoSisters* this) { this->actor.speed = 0.0f; this->megVar = 100; this->actor.world.rot.y = this->actor.shape.rot.y; - this->sisFlags &= ~(EN_POESIS_FLAG_VANISH | EN_POESIS_FLAG_ACCOL); + this->sisterFlags &= ~(EN_PO_SISTERS_FLAG_VANISH | EN_PO_SISTERS_FLAG_ACCOL); Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DISAPPEAR); Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH2); this->actionFunc = EnPoSisters_Vanish; @@ -386,34 +400,34 @@ void EnPoSisters_CircleUpdate(EnPoSisters* this, PlayState* play) { void EnPoSisters_SetupReveal(EnPoSisters* this, PlayState* play) { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 1.5f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE, -3.0f); - if (this->sisterID == EN_POESIS_MEG) { + if (this->sisterID == EN_PO_SISTERS_MEG) { this->circleDist = 110.0f; EnPoSisters_CircleUpdate(this, play); - this->sisColor.a = 0; + this->sisterColor.a = 0; this->actor.draw = EnPoSisters_Draw; } else { this->actor.world.rot.y = this->actor.shape.rot.y; } - this->sisTimer = 15; + this->sisterTimer = 15; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_APPEAR); - this->sisFlags &= ~EN_POESIS_FLAG_ACCOL; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_ACCOL; this->actionFunc = EnPoSisters_Reveal; } void EnPoSisters_SetupDie(EnPoSisters* this, PlayState* play) { - this->sisTimer = 0; + this->sisterTimer = 0; this->actor.speed = 0.0f; this->actor.world.pos.y += 42.0f; this->actor.shape.yOffset = -6000.0f; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - this->sisFlags = 0; + this->sisterFlags = 0; this->actionFunc = EnPoSisters_ReleaseFlame; OnePointCutscene_Init(play, 3190, 999, &this->actor, CAM_ID_MAIN); } void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) { - this->sisTimer = 0; + this->sisterTimer = 0; this->actor.world.pos.y = this->torchPos[0].y; Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x80); this->actionFunc = EnPoSisters_Die; @@ -423,11 +437,11 @@ void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) { (or destroy the decoys and herself if one decoy fails.)*/ void EnPoSisters_MegSetup(EnPoSisters* this, PlayState* play) { Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) * 1)); + this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 1)); Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) * 2)); + this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 2)); Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) * 3)); + this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 3)); s32 pad; s32 pad1; @@ -448,7 +462,7 @@ void EnPoSisters_MegSetup(EnPoSisters* this, PlayState* play) { actor1->parent = &this->actor; Animation_PlayLoop(&this->skelAnime, &gPoeSistersMegCryAnim); this->torchFlames = 0; - this->sisFlags = EN_POESIS_FLAG_NOMTXF | EN_POESIS_FLAG_TORCH; + this->sisterFlags = EN_PO_SISTERS_FLAG_NOMTXF | EN_PO_SISTERS_FLAG_TORCH; this->actionFunc = EnPoSisters_MegMourns; } } @@ -459,7 +473,7 @@ void EnPoSisters_DecoySetup(EnPoSisters* this, PlayState* play) { this->actor.draw = NULL; this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; this->megVar = 100; - this->sisFlags = EN_POESIS_FLAG_TORCH; + this->sisterFlags = EN_PO_SISTERS_FLAG_TORCH; this->collider.base.colMaterial = COL_MATERIAL_HIT3; this->collider.base.acFlags &= ~AC_HARD; if (play != NULL) { @@ -474,35 +488,35 @@ void EnPoSisters_DecoySetup(EnPoSisters* this, PlayState* play) { } void EnPoSisters_SisterSetup(EnPoSisters* this) { - if (this->sisterID == EN_POESIS_AMY) { + if (this->sisterID == EN_PO_SISTERS_AMY) { Animation_PlayOnce(&this->skelAnime, &gPoeSistersAppearDisappearAnim); Actor_PlaySfx(&this->actor, NA_SE_EN_PO_APPEAR); } else { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 0.5f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE_INTERP, 0.0f); } - this->sisColor.a = 0; - this->sisFlags = EN_POESIS_FLAG_TORCH; + this->sisterColor.a = 0; + this->sisterFlags = EN_PO_SISTERS_FLAG_TORCH; this->actionFunc = EnPoSisters_SisterInit; } void EnPoSisters_MegIntroSetup(EnPoSisters* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gPoeSistersAppearDisappearAnim, -5.0f); this->torchFlames = 1; - this->sisFlags &= ~EN_POESIS_FLAG_NOMTXF; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_NOMTXF; this->actionFunc = EnPoSisters_MegIntroStep1; OnePointCutscene_Init(play, 3180, 156, &this->actor, CAM_ID_MAIN); } void EnPoSisters_MegDecoySetup(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); - this->sisTimer = Animation_GetLastFrame(&gPoeSistersFloatAnim) * 7 + 7; + this->sisterTimer = Animation_GetLastFrame(&gPoeSistersFloatAnim) * 7 + 7; if (this->actor.parent != NULL) { this->actor.world.pos = this->actor.parent->world.pos; this->actor.shape.rot.y = this->actor.parent->shape.rot.y; } else { this->actor.shape.rot.y = this->actor.yawTowardsPlayer; - this->sisTimer++; + this->sisterTimer++; } if (this->decoyID == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH2); @@ -512,16 +526,16 @@ void EnPoSisters_MegDecoySetup(EnPoSisters* this) { void EnPoSisters_MegFightInit(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); - this->sisColor.a = 255; - this->sisTimer = 300; + this->sisterColor.a = 255; + this->sisterTimer = 300; this->megVar = 3; - this->sisFlags |= (EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ACCOL); + this->sisterFlags |= (EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_ACCOL); this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnPoSisters_MegFightStep1; } void EnPoSisters_JoelleBethInit(EnPoSisters* this) { - if (this->sisterID == EN_POESIS_JOELLE) { + if (this->sisterID == EN_PO_SISTERS_JOELLE) { // Joelle's target pos when revealed this->actor.home.pos.x = -632.0f; this->actor.home.pos.z = -3440.0f; @@ -530,15 +544,15 @@ void EnPoSisters_JoelleBethInit(EnPoSisters* this) { this->actor.home.pos.z = -3440.0f; } Animation_PlayLoop(&this->skelAnime, &gPoeSistersFloatAnim); - this->sisFlags |= (EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ROTATE); + this->sisterFlags |= (EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_ROTATE); this->actionFunc = EnPoSisters_JoelleBethMove; this->actor.speed = 5.0f; } void EnPoSister_JoelleBethSetupWait(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersSwayAnim, -3.0f); - this->sisColor.a = 255; - this->sisFlags |= (EN_POESIS_FLAG_BGCHECK | EN_POESIS_FLAG_VANISH | EN_POESIS_FLAG_ACCOL); + this->sisterColor.a = 255; + this->sisterFlags |= (EN_PO_SISTERS_FLAG_BGCHECK | EN_PO_SISTERS_FLAG_VANISH | EN_PO_SISTERS_FLAG_ACCOL); this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnPoSisters_JoelleBethWait; this->actor.speed = 0.0f; @@ -546,9 +560,9 @@ void EnPoSister_JoelleBethSetupWait(EnPoSisters* this) { void EnPoSisters_IntroSetup(EnPoSisters* this, PlayState* play) { sIntroVar = 0; - this->sisColor.a = 0; - this->sisFlags = EN_POESIS_FLAG_NOMTXF; - this->sisTimer = 50; + this->sisterColor.a = 0; + this->sisterFlags = EN_PO_SISTERS_FLAG_NOMTXF; + this->sisterTimer = 50; this->torchPos[0] = this->actor.home.pos; Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); this->actionFunc = EnPoSisters_IntroStep1; @@ -568,10 +582,10 @@ void EnPoSisters_IntroSetup2(EnPoSisters* this) { void EnPoSisters_SetupIntro3(EnPoSisters* this) { Animation_Change(&this->skelAnime, &gPoeSistersAppearDisappearAnim, 0.833f, 0.0f, Animation_GetLastFrame(&gPoeSistersAppearDisappearAnim), ANIMMODE_ONCE_INTERP, 0.0f); - if (this->sisterID == EN_POESIS_MEG || this->sisterID == EN_POESIS_JOELLE) { - this->sisTimer = 40; // Meg and Joelle appear first + if (this->sisterID == EN_PO_SISTERS_MEG || this->sisterID == EN_PO_SISTERS_JOELLE) { + this->sisterTimer = 40; // Meg and Joelle appear first } else { - this->sisTimer = 76; + this->sisterTimer = 76; // followed by Beth and Amy } this->torchFlames = 0; sIntroVar = 0; @@ -581,20 +595,20 @@ void EnPoSisters_SetupIntro3(EnPoSisters* this) { void EnPoSisters_SetupIntro4(EnPoSisters* this) { Animation_PlayLoop(&this->skelAnime, &gPoeSistersSwayAnim); this->torchFlames = 8; - this->sisTimer = 32; - EnPoSisters_MoveTorchFlames(this, this->sisTimer, &this->actor.home.pos); + this->sisterTimer = 32; + EnPoSisters_MoveTorchFlames(this, this->sisterTimer, &this->actor.home.pos); this->actionFunc = EnPoSisters_IntroStep4; } void EnPoSisters_SetupIntro5(EnPoSisters* this, PlayState* play) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); this->torchFlames = 0; - this->sisFlags = EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_TORCH; - this->sisTimer = 90; + this->sisterFlags = EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_TORCH; + this->sisterTimer = 90; this->hoverPulse = 32; this->actor.world.rot.y = sIntroExitFacings[this->sisterID]; this->actor.home.pos.y = this->actor.world.pos.y; - if (this->sisterID == EN_POESIS_MEG) { + if (this->sisterID == EN_PO_SISTERS_MEG) { Flags_SetSwitch(play, 0x1B); } Actor_PlaySfx(&this->actor, NA_SE_EV_FLAME_IGNITION); @@ -607,7 +621,7 @@ void EnPoSisters_Hover(EnPoSisters* this, PlayState* play) { if (this->actionFunc == EnPoSisters_IntroStep5) { targetY = this->actor.home.pos.y; - } else if (this->sisterID == EN_POESIS_MEG || this->sisterID == EN_POESIS_AMY) { + } else if (this->sisterID == EN_PO_SISTERS_MEG || this->sisterID == EN_PO_SISTERS_AMY) { targetY = player->actor.world.pos.y + 5.0f; } else { targetY = 832.0f; @@ -620,7 +634,7 @@ void EnPoSisters_Hover(EnPoSisters* this, PlayState* play) { this->hoverPulse--; } this->actor.world.pos.y += (2.0f + 0.5f * Rand_ZeroOne()) * Math_SinS(this->hoverPulse * 0x800); - if (this->sisColor.a == 255 && this->actionFunc != EnPoSisters_MegFightStep2 && + if (this->sisterColor.a == 255 && this->actionFunc != EnPoSisters_MegFightStep2 && this->actionFunc != EnPoSisters_FightState4) { if (this->actionFunc == EnPoSisters_Hit2) { Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_PO_AWAY - SFX_FLAG); @@ -632,10 +646,10 @@ void EnPoSisters_Hover(EnPoSisters* this, PlayState* play) { void EnPoSisters_FightState3(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisTimer != 0) { - this->sisTimer--; + if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisterTimer != 0) { + this->sisterTimer--; } - if (this->sisTimer == 0 || this->actor.xzDistToPlayer < 200.0f) { + if (this->sisterTimer == 0 || this->actor.xzDistToPlayer < 200.0f) { EnPoSisters_FightSetup(this); } } @@ -643,12 +657,12 @@ void EnPoSisters_FightState3(EnPoSisters* this, PlayState* play) { void EnPoSisters_FightState1(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_StepToF(&this->actor.speed, 1.0f, 0.2f); - if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisTimer != 0) { - this->sisTimer--; + if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisterTimer != 0) { + this->sisterTimer--; } if (this->actor.xzDistToPlayer < 200.0f && fabsf(this->actor.yDistToPlayer + 5.0f) < 30.0f) { EnPoSisters_FightSetup2(this); - } else if (this->sisTimer == 0 && Math_StepToF(&this->actor.speed, 0.0f, 0.2f) != 0) { + } else if (this->sisterTimer == 0 && Math_StepToF(&this->actor.speed, 0.0f, 0.2f) != 0) { EnPoSisters_FightSetup3(this); } if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { @@ -683,14 +697,14 @@ void EnPoSisters_FightState2(EnPoSisters* this, PlayState* play) { void EnPoSisters_FightState4(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - if (this->sisTimer != 0) { - this->sisTimer--; + if (this->sisterTimer != 0) { + this->sisterTimer--; } - this->actor.shape.rot.y += 384.0f * ((this->skelAnime.endFrame + 1.0f) * 3.0f - this->sisTimer); - if (this->sisTimer == 18 || this->sisTimer == 7) { + this->actor.shape.rot.y += 384.0f * ((this->skelAnime.endFrame + 1.0f) * 3.0f - this->sisterTimer); + if (this->sisterTimer == 18 || this->sisterTimer == 7) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_ROLL); } - if (this->sisTimer == 0) { + if (this->sisterTimer == 0) { EnPoSisters_MegFightSetup2(this); } } @@ -699,12 +713,12 @@ void EnPoSisters_MegFightStep2(EnPoSisters* this, PlayState* play) { s32 pad; SkelAnime_Update(&this->skelAnime); - if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisTimer != 0) { - this->sisTimer--; + if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisterTimer != 0) { + this->sisterTimer--; } this->actor.shape.rot.y += (384.0f * this->skelAnime.endFrame) * 3.0f; - if (this->sisTimer == 0 && ABS((s16)(this->actor.shape.rot.y - this->actor.world.rot.y)) < 0x1000) { - if (this->sisterID != EN_POESIS_MEG) { + if (this->sisterTimer == 0 && ABS((s16)(this->actor.shape.rot.y - this->actor.world.rot.y)) < 0x1000) { + if (this->sisterID != EN_PO_SISTERS_MEG) { this->collider.base.colMaterial = COL_MATERIAL_HIT3; this->collider.base.acFlags &= ~AC_HARD; EnPoSisters_FightSetup(this); @@ -723,7 +737,7 @@ void EnPoSisters_OnATHit(EnPoSisters* this, PlayState* play) { this->actor.shape.rot.y -= (this->actor.speed * 10.0f) * 128.0f; if (Math_StepToF(&this->actor.speed, 0.0f, 0.1f) != 0) { this->actor.world.rot.y = this->actor.shape.rot.y; - if (this->sisterID != EN_POESIS_MEG) { + if (this->sisterID != EN_PO_SISTERS_MEG) { EnPoSisters_FightSetup(this); } else { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH2); @@ -735,7 +749,7 @@ void EnPoSisters_OnATHit(EnPoSisters* this, PlayState* play) { void EnPoSisters_Hit(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime) && !(this->actor.flags & ACTOR_FLAG_ATTACHED_TO_ARROW)) { if (this->actor.colChkInfo.health != 0) { - if (this->sisterID != EN_POESIS_MEG) { + if (this->sisterID != EN_PO_SISTERS_MEG) { EnPoSisters_HitSetup2(this); } else if (this->decoyID != 0) { EnPoSisters_DecoySetup(this, NULL); @@ -749,10 +763,10 @@ void EnPoSisters_Hit(EnPoSisters* this, PlayState* play) { if (this->decoyID != 0) { Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y, (this->decoyID == 2) ? 0x800 : 0x400); - this->sisColor.a = ((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame; + this->sisterColor.a = ((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame; this->actor.world.pos.y = this->actor.parent->world.pos.y; EnPoSisters_CircleUpdate(this, play); - } else if (this->sisterID != EN_POESIS_MEG) { + } else if (this->sisterID != EN_PO_SISTERS_MEG) { Math_StepToF(&this->actor.speed, 0.0f, 0.5f); } } @@ -760,14 +774,14 @@ void EnPoSisters_Hit(EnPoSisters* this, PlayState* play) { void EnPoSisters_Hit2(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer + 0x8000, 1820); - if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisTimer != 0) { - this->sisTimer--; + if (Animation_OnFrame(&this->skelAnime, 0.0f) && this->sisterTimer != 0) { + this->sisterTimer--; } if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { this->actor.world.rot.y = this->actor.shape.rot.y; - this->sisFlags |= EN_POESIS_FLAG_ROTATE; + this->sisterFlags |= EN_PO_SISTERS_FLAG_ROTATE; EnPoSisters_SetupVanish(this); - } else if (this->sisTimer == 0 && 240.0f < this->actor.xzDistToPlayer) { + } else if (this->sisterTimer == 0 && 240.0f < this->actor.xzDistToPlayer) { this->actor.world.rot.y = this->actor.shape.rot.y; EnPoSisters_FightSetup(this); } @@ -777,26 +791,26 @@ void EnPoSisters_Vanish(EnPoSisters* this, PlayState* play) { s32 endFrame; if (SkelAnime_Update(&this->skelAnime)) { - this->sisColor.a = 0; + this->sisterColor.a = 0; this->collider.elem.acDmgInfo.dmgFlags = DMG_MAGIC_ICE | DMG_MAGIC_FIRE | DMG_DEKU_NUT; EnPoSisters_FightSetup(this); } else { endFrame = this->skelAnime.endFrame; - this->sisColor.a = ((endFrame - this->skelAnime.curFrame) * 255.0f) / endFrame; + this->sisterColor.a = ((endFrame - this->skelAnime.curFrame) * 255.0f) / endFrame; } } void EnPoSisters_Reveal(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { - this->sisColor.a = 255; - if (this->sisterID != EN_POESIS_MEG) { - this->sisFlags |= EN_POESIS_FLAG_ACCOL; + this->sisterColor.a = 255; + if (this->sisterID != EN_PO_SISTERS_MEG) { + this->sisterFlags |= EN_PO_SISTERS_FLAG_ACCOL; this->collider.elem.acDmgInfo.dmgFlags = (DMG_SWORD | DMG_ARROW | DMG_HAMMER | DMG_MAGIC_ICE | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_EXPLOSIVE | DMG_DEKU_STICK); - if (this->sisTimer != 0) { - this->sisTimer--; + if (this->sisterTimer != 0) { + this->sisterTimer--; } - if (this->sisTimer == 0) { + if (this->sisterTimer == 0) { this->vanishTimer = 20; EnPoSisters_FightSetup(this); } @@ -804,8 +818,8 @@ void EnPoSisters_Reveal(EnPoSisters* this, PlayState* play) { EnPoSisters_MegFightInit(this); } } else { - this->sisColor.a = (this->skelAnime.curFrame * 255.0f) / this->skelAnime.endFrame; - if (this->sisterID == EN_POESIS_MEG) { + this->sisterColor.a = (this->skelAnime.curFrame * 255.0f) / this->skelAnime.endFrame; + if (this->sisterID == EN_PO_SISTERS_MEG) { EnPoSisters_CircleUpdate(this, play); } } @@ -815,22 +829,22 @@ void EnPoSisters_Reveal(EnPoSisters* this, PlayState* play) { void EnPoSisters_ReleaseFlame(EnPoSisters* this, PlayState* play) { s32 i; - this->sisTimer++; + this->sisterTimer++; this->torchFlames = CLAMP_MAX(this->torchFlames + 1, 8); for (i = this->torchFlames - 1; i > 0; i--) { this->torchPos[i] = this->torchPos[i - 1]; } this->torchPos[0].x = - (Math_SinS((this->actor.shape.rot.y + this->sisTimer * 0x3000) - 0x4000) * (3000.0f * this->actor.scale.x)) + + (Math_SinS((this->actor.shape.rot.y + this->sisterTimer * 0x3000) - 0x4000) * (3000.0f * this->actor.scale.x)) + this->actor.world.pos.x; this->torchPos[0].z = - (Math_CosS((this->actor.shape.rot.y + this->sisTimer * 0x3000) - 0x4000) * (3000.0f * this->actor.scale.x)) + + (Math_CosS((this->actor.shape.rot.y + this->sisterTimer * 0x3000) - 0x4000) * (3000.0f * this->actor.scale.x)) + this->actor.world.pos.z; - if (this->sisTimer < 8) { + if (this->sisterTimer < 8) { this->torchPos[0].y = this->torchPos[1].y - 9.0f; } else { this->torchPos[0].y = this->torchPos[1].y + 2.0f; - if (this->sisTimer >= 16) { + if (this->sisterTimer >= 16) { if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.001f) != 0) { EnPoSisters_ItemDrop(this, play); } @@ -838,29 +852,29 @@ void EnPoSisters_ReleaseFlame(EnPoSisters* this, PlayState* play) { this->actor.scale.y = this->actor.scale.x; } } - if (this->sisTimer == 16) { + if (this->sisterTimer == 16) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD2); } } /* Show the flame moving back to the proper torch */ void EnPoSisters_Die(EnPoSisters* this, PlayState* play) { - this->sisTimer++; - if (this->sisTimer == 64) { + this->sisterTimer++; + if (this->sisterTimer == 64) { Flags_SetSwitch(play, this->actor.params); SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EV_FLAME_IGNITION); - if (this->sisterID == EN_POESIS_MEG) { + if (this->sisterID == EN_PO_SISTERS_MEG) { Flags_UnsetSwitch(play, 0x1B); } play->envCtx.lightSettingOverride = LIGHT_SETTING_OVERRIDE_NONE; Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); Actor_Kill(&this->actor); - } else if (this->sisTimer < 32) { - EnPoSisters_MoveTorchFlames(this, this->sisTimer, &this->actor.world.pos); + } else if (this->sisterTimer < 32) { + EnPoSisters_MoveTorchFlames(this, this->sisterTimer, &this->actor.world.pos); } else { - EnPoSisters_MoveTorchFlames(this, 64 - this->sisTimer, &this->actor.world.pos); + EnPoSisters_MoveTorchFlames(this, 64 - this->sisterTimer, &this->actor.world.pos); } - if (this->sisTimer == 32) { + if (this->sisterTimer == 32) { this->actor.world.pos.x = sDeathTorchPos[this->sisterID].x; this->actor.world.pos.y = sDeathTorchPos[this->sisterID].y; this->actor.world.pos.z = sDeathTorchPos[this->sisterID].z; @@ -929,11 +943,11 @@ void EnPoSisters_MegIntroStep2(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); temp_f2 = this->skelAnime.endFrame * 0.5f; - this->sisColor.a = (fabsf(temp_f2 - this->skelAnime.curFrame) * 255.0f) / temp_f2; - if (this->sisTimer != 0) { - this->sisTimer -= 1; + this->sisterColor.a = (fabsf(temp_f2 - this->skelAnime.curFrame) * 255.0f) / temp_f2; + if (this->sisterTimer != 0) { + this->sisterTimer -= 1; } - if (this->sisTimer == 0) { + if (this->sisterTimer == 0) { this->actor.world.rot.y = this->actor.shape.rot.y += 0x4000 * (s32)(Rand_ZeroOne() * 4.0f); if (this->decoyID == 0) { func_800F5ACC(NA_BGM_MINI_BOSS); @@ -943,16 +957,16 @@ void EnPoSisters_MegIntroStep2(EnPoSisters* this, PlayState* play) { this->actor.world.pos.y += 0.1f; ID = this->decoyID; if (ID != 0) { - if (this->sisTimer > 90) { + if (this->sisterTimer > 90) { sign = 1; step = 64; - } else if (this->sisTimer > 70) { + } else if (this->sisterTimer > 70) { sign = 0; step = 64; - } else if (this->sisTimer > 55) { + } else if (this->sisterTimer > 55) { sign = 1; step = 96; - } else if (this->sisTimer > 40) { + } else if (this->sisterTimer > 40) { sign = 0; step = 96; } else { @@ -964,7 +978,7 @@ void EnPoSisters_MegIntroStep2(EnPoSisters* this, PlayState* play) { } Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y + (this->decoyID * 0x4000) * sign, step); - } else if (this->sisTimer == 70 || this->sisTimer == 40) { + } else if (this->sisterTimer == 70 || this->sisterTimer == 40) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH2); } } @@ -976,21 +990,21 @@ void EnPoSisters_MegFightStep1(EnPoSisters* this, PlayState* play) { s32 temp_v0; s32 phi_a0; - if (this->sisTimer != 0) { - this->sisTimer--; + if (this->sisterTimer != 0) { + this->sisterTimer--; } if (this->megVar > 0) { - if (this->sisTimer >= 16) { + if (this->sisterTimer >= 16) { SkelAnime_Update(&this->skelAnime); if (this->decoyID == 0) { if (ABS((s16)(16 - this->hoverPulse)) < 14) { this->actor.shape.rot.y += (0x580 - (this->megVar * 0x180)) * fabsf(Math_SinS(this->hoverPulse * 0x800)); } - if (this->sisTimer >= 284 || this->sisTimer < 31) { - this->sisFlags |= EN_POESIS_FLAG_SPIN; + if (this->sisterTimer >= 284 || this->sisterTimer < 31) { + this->sisterFlags |= EN_PO_SISTERS_FLAG_SPIN; } else { - this->sisFlags &= ~EN_POESIS_FLAG_SPIN; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_SPIN; } } else { this->actor.shape.rot.y = (s16)(this->actor.parent->shape.rot.y + (this->decoyID * 0x4000)); @@ -998,16 +1012,16 @@ void EnPoSisters_MegFightStep1(EnPoSisters* this, PlayState* play) { } } if (this->decoyID == 0) { - if (this->sisTimer >= 284 || (this->sisTimer < 31 && this->sisTimer >= 16)) { - this->sisFlags |= EN_POESIS_FLAG_SPIN; + if (this->sisterTimer >= 284 || (this->sisterTimer < 31 && this->sisterTimer >= 16)) { + this->sisterFlags |= EN_PO_SISTERS_FLAG_SPIN; } else { - this->sisFlags &= ~EN_POESIS_FLAG_SPIN; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_SPIN; } } if (Actor_WorldDistXZToPoint(&GET_PLAYER(play)->actor, &this->actor.home.pos) > 600.0f) { - this->sisFlags &= ~EN_POESIS_FLAG_SPIN; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_SPIN; EnPoSisters_DecoySetup(this, play); - } else if (this->sisTimer == 0) { + } else if (this->sisterTimer == 0) { if (this->decoyID == 0) { EnPoSisters_MegFightSetup2(this); } else { @@ -1034,21 +1048,21 @@ void EnPoSisters_SisterInit(EnPoSisters* this, PlayState* play) { f32 div; if (SkelAnime_Update(&this->skelAnime)) { - this->sisColor.a = 255; - if (this->sisterID == EN_POESIS_AMY) { + this->sisterColor.a = 255; + if (this->sisterID == EN_PO_SISTERS_AMY) { this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actor.home.pos.x = 1992.0f; this->actor.home.pos.z = -1440.0f; - this->sisFlags |= (EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_BGCHECK); + this->sisterFlags |= (EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK); EnPoSisters_FightSetup(this); } else { EnPoSisters_JoelleBethInit(this); } } else { div = this->skelAnime.curFrame / this->skelAnime.endFrame; - this->sisColor.a = 255.0f * div; + this->sisterColor.a = 255.0f * div; } - if (this->sisterID != EN_POESIS_AMY && Animation_OnFrame(&this->skelAnime, 1.0f)) { + if (this->sisterID != EN_PO_SISTERS_AMY && Animation_OnFrame(&this->skelAnime, 1.0f)) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_APPEAR); } Actor_SetFocus(&this->actor, 40.0f); @@ -1076,16 +1090,16 @@ void EnPoSisters_JoelleBethWait(EnPoSisters* this, PlayState* play) { void EnPoSisters_IntroStep1(EnPoSisters* this, PlayState* play) { if (sIntroVar != 0 || !Player_InCsMode(play)) { - if (this->sisTimer != 0) { - this->sisTimer--; + if (this->sisterTimer != 0) { + this->sisterTimer--; } - if (this->sisTimer == 30) { - if (this->sisterID == EN_POESIS_MEG) { + if (this->sisterTimer == 30) { + if (this->sisterID == EN_PO_SISTERS_MEG) { OnePointCutscene_Init(play, 3140, 999, NULL, CAM_ID_MAIN); } sIntroVar = 1; } - if (this->sisTimer == 0) { + if (this->sisterTimer == 0) { EnPoSisters_IntroSetup2(this); } } @@ -1093,25 +1107,25 @@ void EnPoSisters_IntroStep1(EnPoSisters* this, PlayState* play) { } void EnPoSisters_IntroStep2(EnPoSisters* this, PlayState* play) { - this->sisTimer++; - EnPoSisters_MoveTorchFlames(this, this->sisTimer, &this->actor.home.pos); - if (this->sisTimer == 32) { + this->sisterTimer++; + EnPoSisters_MoveTorchFlames(this, this->sisterTimer, &this->actor.home.pos); + if (this->sisterTimer == 32) { EnPoSisters_SetupIntro3(this); } } void EnPoSisters_IntroStep3(EnPoSisters* this, PlayState* play) { - this->sisTimer--; - if (this->sisTimer == 0) { + this->sisterTimer--; + if (this->sisterTimer == 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_PO_APPEAR); - this->sisFlags &= ~EN_POESIS_FLAG_NOMTXF; + this->sisterFlags &= ~EN_PO_SISTERS_FLAG_NOMTXF; } - if (this->sisTimer <= 0) { + if (this->sisterTimer <= 0) { if (SkelAnime_Update(&this->skelAnime)) { - this->sisColor.a = 255; + this->sisterColor.a = 255; sIntroVar |= (1 << this->sisterID); } else { - this->sisColor.a = (this->skelAnime.curFrame * 255.0f) / this->skelAnime.endFrame; + this->sisterColor.a = (this->skelAnime.curFrame * 255.0f) / this->skelAnime.endFrame; } } if (sIntroVar == 15) { @@ -1121,42 +1135,42 @@ void EnPoSisters_IntroStep3(EnPoSisters* this, PlayState* play) { void EnPoSisters_IntroStep4(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - if (this->sisTimer != 0) { - this->sisTimer--; + if (this->sisterTimer != 0) { + this->sisterTimer--; } - EnPoSisters_MoveTorchFlames(this, this->sisTimer, &this->actor.home.pos); - if (this->sisTimer == 0) { + EnPoSisters_MoveTorchFlames(this, this->sisterTimer, &this->actor.home.pos); + if (this->sisterTimer == 0) { EnPoSisters_SetupIntro5(this, play); } } void EnPoSisters_IntroStep5(EnPoSisters* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - this->sisTimer--; + this->sisterTimer--; Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 0x500); - if (this->sisTimer == 0 && this->sisterID == EN_POESIS_MEG) { + if (this->sisterTimer == 0 && this->sisterID == EN_PO_SISTERS_MEG) { play->envCtx.lightSettingOverride = 4; } - if (this->sisTimer < 0) { + if (this->sisterTimer < 0) { Math_StepToF(&this->actor.speed, 5.0f, 0.2f); } - if (this->sisTimer == -70 && this->sisterID == EN_POESIS_JOELLE) { + if (this->sisterTimer == -70 && this->sisterID == EN_PO_SISTERS_JOELLE) { SfxSource_PlaySfxAtFixedWorldPos(play, &sIntroLaughPos, 40, NA_SE_EN_PO_LAUGH); } - if (this->sisTimer < -120) { + if (this->sisterTimer < -120) { Actor_Kill(&this->actor); } } void EnPoSisters_TickVanish(EnPoSisters* this, PlayState* play) { - if (this->actor.isLockedOn && this->sisColor.a == 255) { + if (this->actor.isLockedOn && this->sisterColor.a == 255) { if (this->vanishTimer != 0) { this->vanishTimer--; } } else { this->vanishTimer = 20; } - if (this->sisColor.a == 0) { + if (this->sisterColor.a == 0) { if (this->megVar != 0) { this->megVar--; } @@ -1165,7 +1179,7 @@ void EnPoSisters_TickVanish(EnPoSisters* this, PlayState* play) { this->actionFunc != EnPoSisters_Hit) { if (this->vanishTimer == 0) { EnPoSisters_SetupVanish(this); - } else if (this->megVar == 0 && this->sisColor.a == 0) { + } else if (this->megVar == 0 && this->sisterColor.a == 0) { EnPoSisters_SetupReveal(this, play); } } @@ -1188,17 +1202,17 @@ void EnPoSisters_CheckDamage(EnPoSisters* this, PlayState* play) { Item_DropCollectible(play, &itemPos, ITEM00_ARROWS_SMALL); } } else if (this->collider.base.colMaterial == COL_MATERIAL_METAL || - (this->actor.colChkInfo.damageReaction == POESIS_DMG_REACT_OTHER && + (this->actor.colChkInfo.damageReaction == EN_PO_SISTERS_DMG_REACT_OTHER && this->actor.colChkInfo.damage == 0)) { - if (this->sisterID == EN_POESIS_MEG) { + if (this->sisterID == EN_PO_SISTERS_MEG) { this->actor.freezeTimer = 0; } - } else if (this->actor.colChkInfo.damageReaction == POESIS_DMG_REACT_NUT) { + } else if (this->actor.colChkInfo.damageReaction == EN_PO_SISTERS_DMG_REACT_NUT) { this->actor.world.rot.y = this->actor.shape.rot.y; - this->sisFlags |= EN_POESIS_FLAG_ROTATE; + this->sisterFlags |= EN_PO_SISTERS_FLAG_ROTATE; EnPoSisters_SetupReveal(this, play); - } else if (this->sisterID == EN_POESIS_MEG && - this->actor.colChkInfo.damageReaction == POESIS_DMG_REACT_SWORD && + } else if (this->sisterID == EN_PO_SISTERS_MEG && + this->actor.colChkInfo.damageReaction == EN_PO_SISTERS_DMG_REACT_SWORD && this->actionFunc == EnPoSisters_MegFightStep1) { if (this->megVar == 0) { this->megVar = -45; @@ -1225,17 +1239,17 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { EnPoSisters_OnATHitSetup(this); } EnPoSisters_CheckDamage(this, play); - if (this->sisFlags & EN_POESIS_FLAG_VANISH) { + if (this->sisterFlags & EN_PO_SISTERS_FLAG_VANISH) { EnPoSisters_TickVanish(this, play); } this->actionFunc(this, play); - if (this->sisFlags & EN_POESIS_FLAG_UPDATEMASK) { - if (this->sisFlags & EN_POESIS_FLAG_HOVER) { + if (this->sisterFlags & EN_PO_SISTERS_FLAG_UPDATEMASK) { + if (this->sisterFlags & EN_PO_SISTERS_FLAG_HOVER) { EnPoSisters_Hover(this, play); } Actor_MoveXZGravity(&this->actor); - if (this->sisFlags & EN_POESIS_FLAG_BGCHECK) { + if (this->sisterFlags & EN_PO_SISTERS_FLAG_BGCHECK) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2); } else { @@ -1261,7 +1275,7 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } - if (this->sisFlags & EN_POESIS_FLAG_ACCOL) { + if (this->sisterFlags & EN_PO_SISTERS_FLAG_ACCOL) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); } if (this->actionFunc != EnPoSisters_MegUpdate) { @@ -1270,44 +1284,45 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { Actor_SetFocus(&this->actor, 40.0f); if (this->actionFunc == EnPoSisters_Hit2) { this->actor.shape.rot.y = this->actor.world.rot.y + 0x8000; - } else if (this->sisFlags & EN_POESIS_FLAG_ROTATE) { + } else if (this->sisterFlags & EN_PO_SISTERS_FLAG_ROTATE) { this->actor.shape.rot.y = this->actor.world.rot.y; } } } +/* set eye color based on sister's animation. */ void EnPoSisters_TintEyes(EnPoSisters* this) { s16 temp_b; if (this->skelAnime.animation == &gPoeSistersAttackAnim) { - this->sisColor.r = CLAMP_MAX((s16)(this->sisColor.r + 5), 255); - this->sisColor.g = CLAMP_MIN((s16)(this->sisColor.g - 5), 50); - temp_b = this->sisColor.b - 5; - this->sisColor.b = CLAMP_MIN(temp_b, 0); + this->sisterColor.r = CLAMP_MAX((s16)(this->sisterColor.r + 5), 255); + this->sisterColor.g = CLAMP_MIN((s16)(this->sisterColor.g - 5), 50); + temp_b = this->sisterColor.b - 5; + this->sisterColor.b = CLAMP_MIN(temp_b, 0); } else if (this->skelAnime.animation == &gPoeSistersFleeAnim) { - this->sisColor.r = CLAMP_MAX((s16)(this->sisColor.r + 5), 80); - this->sisColor.g = CLAMP_MAX((s16)(this->sisColor.g + 5), 255); - temp_b = this->sisColor.b + 5; - this->sisColor.b = CLAMP_MAX(temp_b, 225); + this->sisterColor.r = CLAMP_MAX((s16)(this->sisterColor.r + 5), 80); + this->sisterColor.g = CLAMP_MAX((s16)(this->sisterColor.g + 5), 255); + temp_b = this->sisterColor.b + 5; + this->sisterColor.b = CLAMP_MAX(temp_b, 225); } else if (this->skelAnime.animation == &gPoeSistersDamagedAnim) { if (this->actor.colorFilterTimer & 2) { - this->sisColor.r = 0; - this->sisColor.g = 0; - this->sisColor.b = 0; + this->sisterColor.r = 0; + this->sisterColor.g = 0; + this->sisterColor.b = 0; } else { - this->sisColor.r = 80; - this->sisColor.g = 255; - this->sisColor.b = 225; + this->sisterColor.r = 80; + this->sisterColor.g = 255; + this->sisterColor.b = 225; } } else { - this->sisColor.r = CLAMP_MAX((s16)(this->sisColor.r + 5), 255); - this->sisColor.g = CLAMP_MAX((s16)(this->sisColor.g + 5), 255); - if (this->sisColor.b > 210) { - temp_b = this->sisColor.b - 5; - this->sisColor.b = CLAMP_MIN(temp_b, 210); + this->sisterColor.r = CLAMP_MAX((s16)(this->sisterColor.r + 5), 255); + this->sisterColor.g = CLAMP_MAX((s16)(this->sisterColor.g + 5), 255); + if (this->sisterColor.b > 210) { + temp_b = this->sisterColor.b - 5; + this->sisterColor.b = CLAMP_MIN(temp_b, 210); } else { - temp_b = this->sisColor.b + 5; - this->sisColor.b = CLAMP_MAX(temp_b, 210); + temp_b = this->sisterColor.b + 5; + this->sisterColor.b = CLAMP_MAX(temp_b, 210); } } } @@ -1317,26 +1332,26 @@ s32 EnPoSisters_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve EnPoSisters* this = (EnPoSisters*)thisx; Color_RGBA8* color; - if (limbIndex == 1 && (this->sisFlags & EN_POESIS_FLAG_SPIN)) { - if (this->sisTimer >= 284) { - rot->x += (this->sisTimer * 0x1000) - 0x11C000; + if (limbIndex == 1 && (this->sisterFlags & EN_PO_SISTERS_FLAG_SPIN)) { + if (this->sisterTimer >= 284) { + rot->x += (this->sisterTimer * 0x1000) - 0x11C000; } else { - rot->x += (this->sisTimer * 0x1000) - 0xF000; + rot->x += (this->sisterTimer * 0x1000) - 0xF000; } } - if (this->sisColor.a == 0 || limbIndex == 8 || - (this->actionFunc == EnPoSisters_ReleaseFlame && this->sisTimer >= 8)) { + if (this->sisterColor.a == 0 || limbIndex == 8 || + (this->actionFunc == EnPoSisters_ReleaseFlame && this->sisterTimer >= 8)) { *dList = NULL; } else if (limbIndex == 9) { *dList = sSisterBodies[this->sisterID]; } else if (limbIndex == 10) { *dList = sSisterFaces[this->sisterID]; gDPPipeSync((*gfxP)++); - gDPSetEnvColor((*gfxP)++, this->sisColor.r, this->sisColor.g, this->sisColor.b, this->sisColor.a); + gDPSetEnvColor((*gfxP)++, this->sisterColor.r, this->sisterColor.g, this->sisterColor.b, this->sisterColor.a); } else if (limbIndex == 11) { color = &sLimb11Colors[this->sisterID]; gDPPipeSync((*gfxP)++); - gDPSetEnvColor((*gfxP)++, color->r, color->g, color->b, this->sisColor.a); + gDPSetEnvColor((*gfxP)++, color->r, color->g, color->b, this->sisterColor.a); } return false; } @@ -1346,12 +1361,12 @@ void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s s32 i; s32 pad; - if (this->actionFunc == EnPoSisters_ReleaseFlame && this->sisTimer >= 8 && limbIndex == 9) { + if (this->actionFunc == EnPoSisters_ReleaseFlame && this->sisterTimer >= 8 && limbIndex == 9) { MATRIX_FINALIZE_AND_LOAD((*gfxP)++, play->state.gfxCtx, "../z_en_po_sisters.c", 2876); gSPDisplayList((*gfxP)++, gPoSistersBurnDL); } if (limbIndex == 8 && this->actionFunc != EnPoSisters_MegMourns) { - if (this->sisFlags & EN_POESIS_FLAG_TORCH) { + if (this->sisterFlags & EN_PO_SISTERS_FLAG_TORCH) { for (i = this->torchFlames - 1; i > 0; i--) { this->torchPos[i] = this->torchPos[i - 1]; } @@ -1376,7 +1391,7 @@ void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s } else { Lights_PointSetColorAndRadius(&this->lightInfo, 0, 0, 0, 0); } - if (!(this->sisFlags & EN_POESIS_FLAG_NOMTXF)) { + if (!(this->sisterFlags & EN_PO_SISTERS_FLAG_NOMTXF)) { Matrix_Get(&this->torchMtx); } } @@ -1396,20 +1411,20 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) { EnPoSisters_TintEyes(this); Gfx_SetupDL_25Opa(play->state.gfxCtx); Gfx_SetupDL_25Xlu(play->state.gfxCtx); - if (this->sisColor.a == 255 || this->sisColor.a == 0) { - gDPSetEnvColor(POLY_OPA_DISP++, this->sisColor.r, this->sisColor.g, this->sisColor.b, this->sisColor.a); + if (this->sisterColor.a == 255 || this->sisterColor.a == 0) { + gDPSetEnvColor(POLY_OPA_DISP++, this->sisterColor.r, this->sisterColor.g, this->sisterColor.b, this->sisterColor.a); gSPSegment(POLY_OPA_DISP++, 0x09, D_80116280 + 2); POLY_OPA_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw, EnPoSisters_PostLimbDraw, &this->actor, POLY_OPA_DISP); } else { - gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->sisColor.a); + gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->sisterColor.a); gSPSegment(POLY_XLU_DISP++, 0x09, D_80116280); POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw, EnPoSisters_PostLimbDraw, &this->actor, POLY_XLU_DISP); } - if (!(this->sisFlags & EN_POESIS_FLAG_NOMTXF)) { + if (!(this->sisterFlags & EN_PO_SISTERS_FLAG_NOMTXF)) { Matrix_Put(&this->torchMtx); MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_en_po_sisters.c", 3034); gSPDisplayList(POLY_OPA_DISP++, gPoSistersTorchDL); @@ -1419,18 +1434,18 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) { (play->gameplayFrames * -20) % 512, 0x20, 0x80)); 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; + if (this->sisterTimer < 32) { + alpha = ((32 - this->sisterTimer) * 255) / 32; scale = 0.0056000003f; } else { - alpha = (this->sisTimer * 255 - 8160) / 32; + alpha = (this->sisterTimer * 255 - 8160) / 32; scale = 0.0027f; } } else if (this->actionFunc == EnPoSisters_IntroStep2) { - alpha = ((32 - this->sisTimer) * 255) / 32; + alpha = ((32 - this->sisterTimer) * 255) / 32; scale = 0.0027f; } else if (this->actionFunc == EnPoSisters_IntroStep4) { - alpha = ((32 - this->sisTimer) * 255) / 32; + alpha = ((32 - this->sisterTimer) * 255) / 32; scale = 0.0035f; } else if (this->actionFunc == EnPoSisters_IntroStep1) { // alpha initialized in loop below @@ -1449,7 +1464,7 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) { 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) { - scale = (this->sisTimer - i) * 0.025f + 0.5f; + scale = (this->sisterTimer - i) * 0.025f + 0.5f; scale = CLAMP(scale, 0.5f, 0.8f) * 0.007f; } Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h index 4824f34c75..ac525bbb9c 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.h @@ -18,12 +18,12 @@ typedef struct EnPoSisters { /* 0x0196 */ u8 hoverPulse; /* 0x0197 */ u8 vanishTimer; /* 0x0198 */ u8 torchFlames; // number of torch flames to draw - /* 0x0199 */ u8 sisFlags; // uses EnPoSisFlags - /* 0x019A */ s16 sisTimer; // timer used for various situations + /* 0x0199 */ u8 sisterFlags; // uses EnPoSisFlags + /* 0x019A */ s16 sisterTimer; // timer used for various situations /* 0x019C */ s16 megVar; // Meg and her decoys use it as a behaviour timer /* 0x019E */ Vec3s jointTable[12]; /* 0x01E6 */ Vec3s morphTable[12]; - /* 0x022E */ Color_RGBA8 sisColor; // (rgb) for eyes, (a) for rest of body + /* 0x022E */ Color_RGBA8 sisterColor; // (rgb) for eyes, (a) for rest of body /* 0x0234 */ Vec3f torchPos[8]; // positions of the torch flame and smaller circling flames /* 0x0294 */ f32 circleDist; // distance of Meg when circling Link. /* 0x0298 */ LightNode* lightNode; @@ -32,27 +32,15 @@ typedef struct EnPoSisters { /* 0x02F8 */ MtxF torchMtx; } EnPoSisters; // size = 0x0338 -typedef enum EnPoSisNames { - EN_POESIS_MEG, // purple sister, circles Link with decoys - EN_POESIS_JOELLE, // red sister, hides in portraits - EN_POESIS_BETH, // blue sister, hides in portraits - EN_POESIS_AMY, // green sister, hides in block puzzle -} EnPoSisNames; +typedef enum EnPoSisterNames { + EN_PO_SISTERS_MEG, // purple sister, circles Link with decoys + EN_PO_SISTERS_JOELLE, // red sister, hides in portraits + EN_PO_SISTERS_BETH, // blue sister, hides in portraits + EN_PO_SISTERS_AMY, // green sister, hides in block puzzle +} EnPoSisterNames; -typedef enum EnPoSisFlags { - EN_POESIS_FLAG_ACCOL=1<<0, // set AC collision - EN_POESIS_FLAG_ROTATE=1<<1, // set shape.rot.y to world.rot.y - EN_POESIS_FLAG_VANISH=1<<2, // tick vanishTimer, then disappear if 0. - EN_POESIS_FLAG_HOVER=1<<3, // hover up and down a few inches - EN_POESIS_FLAG_BGCHECK=1<<4,// BGCheck floors and walls - EN_POESIS_FLAG_UPDATEMASK=(EN_POESIS_FLAG_ACCOL|EN_POESIS_FLAG_ROTATE| - EN_POESIS_FLAG_VANISH|EN_POESIS_FLAG_HOVER|EN_POESIS_FLAG_BGCHECK), - EN_POESIS_FLAG_TORCH=1<<5, // manipulate torch flames - EN_POESIS_FLAG_SPIN=1<<6, // the real Meg spins as a tell - EN_POESIS_FLAG_NOMTXF=1<<7, //don't read or write torchMtx -} EnPoSisFlags; -#define EN_POESIS_DECOY_PARAM 1<<10 // param for Meg's decoys -#define EN_POESIS_INTRO_PARAM 1<<12 // param for Poe Sisters when first entering foyer +#define EN_PO_SISTERS_DECOY_PARAM (1 << 10) // param for Meg's decoys +#define EN_PO_SISTERS_INTRO_PARAM (1 << 12) // param for Poe Sisters when first entering foyer #endif