From 8df87038a0d129bbd1039b87ef7e7e8b8d4201b3 Mon Sep 17 00:00:00 2001 From: krm01 Date: Sun, 11 Aug 2024 11:30:41 -0700 Subject: [PATCH] [Doc] name function func_8002DBD0 to Actor_WorldToActorCoords (#2029) * name function Actor_WorldToActorCoords * clean up some misleading usages --- include/functions.h | 2 +- src/code/z_actor.c | 3 +- src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c | 2 +- .../actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c | 4 +-- .../z_bg_hidan_firewall.c | 32 +++++++++---------- .../ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c | 16 +++++----- .../actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c | 2 +- src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c | 8 ++--- .../actors/ovl_Door_Gerudo/z_door_gerudo.c | 2 +- .../actors/ovl_Door_Killer/z_door_killer.c | 4 +-- .../actors/ovl_Door_Shutter/z_door_shutter.c | 4 +-- .../actors/ovl_En_Bigokuta/z_en_bigokuta.c | 2 +- src/overlays/actors/ovl_En_Box/z_en_box.c | 2 +- src/overlays/actors/ovl_En_Door/z_en_door.c | 2 +- src/overlays/actors/ovl_En_Holl/z_en_holl.c | 6 ++-- .../ovl_En_River_Sound/z_en_river_sound.c | 2 +- .../ovl_Obj_Timeblock/z_obj_timeblock.c | 6 ++-- .../ovl_Obj_Warp2block/z_obj_warp2block.c | 4 +-- .../actors/ovl_player_actor/z_player.c | 2 +- 19 files changed, 52 insertions(+), 53 deletions(-) diff --git a/include/functions.h b/include/functions.h index d0547e5d68..a28a9e68fb 100644 --- a/include/functions.h +++ b/include/functions.h @@ -343,7 +343,7 @@ s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); -void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos); +void Actor_WorldToActorCoords(Actor* actor, Vec3f* dest, Vec3f* pos); f32 Actor_HeightDiff(Actor* actorA, Actor* actorB); f32 Player_GetHeight(Player* player); f32 func_8002DCE4(Player* player); diff --git a/src/code/z_actor.c b/src/code/z_actor.c index f41c557902..9768a272a8 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -987,9 +987,8 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) { /** * Convert `pos` to be relative to the actor's position and yaw, store into `dest`. - * Actor_WorldToActorCoords */ -void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos) { +void Actor_WorldToActorCoords(Actor* actor, Vec3f* dest, Vec3f* pos) { f32 cosY; f32 sinY; f32 deltaX; diff --git a/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c index cbe763788b..563a67e3da 100644 --- a/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c +++ b/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c @@ -58,7 +58,7 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play) { void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player) { Vec3f playerRelativePos; - func_8002DBD0(&this->dyna.actor, &playerRelativePos, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &playerRelativePos, &player->actor.world.pos); if (fabsf(playerRelativePos.x) < 34.6f && playerRelativePos.z > -112.8f && playerRelativePos.z < -36.0f) { player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND; } diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c index 49f4898de5..a017dcf17e 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c +++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c @@ -208,7 +208,7 @@ void func_8087FFC0(BgHakaTrap* this, PlayState* play) { f32 zNonNegative; Player* player = GET_PLAYER(play); - func_8002DBD0(&this->dyna.actor, &sp28, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp28, &player->actor.world.pos); sine = Math_SinS(this->dyna.actor.shape.rot.y); cosine = Math_CosS(this->dyna.actor.shape.rot.y); @@ -431,7 +431,7 @@ void func_808809E4(BgHakaTrap* this, PlayState* play, s16 arg2) { Player* player = GET_PLAYER(play); Vec3f sp18; - func_8002DBD0(&this->dyna.actor, &sp18, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp18, &player->actor.world.pos); if ((fabsf(sp18.x) < 70.0f) && (fabsf(sp18.y) < 100.0f) && (sp18.z < 500.0f) && (GET_PLAYER(play)->currentBoots != PLAYER_BOOTS_IRON)) { diff --git a/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c b/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c index c0de44701d..cd89e1fd16 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c @@ -81,12 +81,12 @@ void BgHidanFirewall_Destroy(Actor* thisx, PlayState* play) { s32 BgHidanFirewall_CheckProximity(BgHidanFirewall* this, PlayState* play) { Player* player; - Vec3f distance; + Vec3f playerRelativePos; player = GET_PLAYER(play); - func_8002DBD0(&this->actor, &distance, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerRelativePos, &player->actor.world.pos); - if (fabsf(distance.x) < 100.0f && fabsf(distance.z) < 120.0f) { + if (fabsf(playerRelativePos.x) < 100.0f && fabsf(playerRelativePos.z) < 120.0f) { return 1; } return 0; @@ -137,39 +137,39 @@ void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play) { void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play) { Player* player; - Vec3f sp30; + Vec3f playerRelativePos; f32 temp_ret; f32 sp28; f32 phi_f0; player = GET_PLAYER(play); - func_8002DBD0(&this->actor, &sp30, &player->actor.world.pos); - if (sp30.x < -70.0f) { - sp30.x = -70.0f; + Actor_WorldToActorCoords(&this->actor, &playerRelativePos, &player->actor.world.pos); + if (playerRelativePos.x < -70.0f) { + playerRelativePos.x = -70.0f; } else { - if (70.0f < sp30.x) { + if (70.0f < playerRelativePos.x) { phi_f0 = 70.0f; } else { - phi_f0 = sp30.x; + phi_f0 = playerRelativePos.x; } - sp30.x = phi_f0; + playerRelativePos.x = phi_f0; } if (this->actor.params == 0) { - if (0.0f < sp30.z) { - sp30.z = -25.0f; + if (0.0f < playerRelativePos.z) { + playerRelativePos.z = -25.0f; this->actor.params = -1; } else { - sp30.z = 25.0f; + playerRelativePos.z = 25.0f; this->actor.params = 1; } } else { - sp30.z = this->actor.params * 25.0f; + playerRelativePos.z = this->actor.params * 25.0f; } sp28 = Math_SinS(this->actor.shape.rot.y); temp_ret = Math_CosS(this->actor.shape.rot.y); - this->collider.dim.pos.x = this->actor.world.pos.x + sp30.x * temp_ret + sp30.z * sp28; - this->collider.dim.pos.z = this->actor.world.pos.z - sp30.x * sp28 + sp30.z * temp_ret; + this->collider.dim.pos.x = this->actor.world.pos.x + playerRelativePos.x * temp_ret + playerRelativePos.z * sp28; + this->collider.dim.pos.z = this->actor.world.pos.z - playerRelativePos.x * sp28 + playerRelativePos.z * temp_ret; } void BgHidanFirewall_Update(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c b/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c index 512d9337ca..d2cc17d636 100644 --- a/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c +++ b/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c @@ -195,25 +195,25 @@ void BgHidanFwbig_Move(BgHidanFwbig* this, PlayState* play) { void BgHidanFwbig_MoveCollider(BgHidanFwbig* this, PlayState* play) { Player* player = GET_PLAYER(play); - Vec3f projPos; + Vec3f playerRelativePos; f32 cs; f32 sn; - func_8002DBD0(&this->actor, &projPos, &player->actor.world.pos); - projPos.z = ((projPos.z >= 0.0f) ? 1.0f : -1.0f) * 25.0f * -1.0f; + Actor_WorldToActorCoords(&this->actor, &playerRelativePos, &player->actor.world.pos); + playerRelativePos.z = ((playerRelativePos.z >= 0.0f) ? 1.0f : -1.0f) * 25.0f * -1.0f; if (this->direction == 0) { - projPos.x = CLAMP(projPos.x, -360.0f, 360.0f); + playerRelativePos.x = CLAMP(playerRelativePos.x, -360.0f, 360.0f); } else { - projPos.x = CLAMP(projPos.x, -500.0f, 500.0f); + playerRelativePos.x = CLAMP(playerRelativePos.x, -500.0f, 500.0f); } sn = Math_SinS(this->actor.shape.rot.y); cs = Math_CosS(this->actor.shape.rot.y); - this->collider.dim.pos.x = this->actor.world.pos.x + (projPos.x * cs) + (projPos.z * sn); - this->collider.dim.pos.z = this->actor.world.pos.z - (projPos.x * sn) + (projPos.z * cs); + this->collider.dim.pos.x = this->actor.world.pos.x + (playerRelativePos.x * cs) + (playerRelativePos.z * sn); + this->collider.dim.pos.z = this->actor.world.pos.z - (playerRelativePos.x * sn) + (playerRelativePos.z * cs); this->collider.dim.pos.y = this->actor.world.pos.y; - this->actor.world.rot.y = (projPos.z < 0.0f) ? this->actor.shape.rot.y : this->actor.shape.rot.y + 0x8000; + this->actor.world.rot.y = (playerRelativePos.z < 0.0f) ? this->actor.shape.rot.y : this->actor.shape.rot.y + 0x8000; } void BgHidanFwbig_Update(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c index f679c9705c..6a1d989a2a 100644 --- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c +++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c @@ -395,7 +395,7 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) { this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f; BgYdanSp_BurnWeb(this, play); } else if (player->heldItemAction == PLAYER_IA_DEKU_STICK && player->unk_860 != 0) { - func_8002DBD0(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip); + Actor_WorldToActorCoords(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip); if (fabsf(sp30.x) < 100.0f && sp30.z < 1.0f && sp30.y < 200.0f) { OnePointCutscene_Init(play, 3020, 40, &this->dyna.actor, CAM_ID_MAIN); Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->meleeWeaponInfo[0].tip); diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index 2e83d357fd..eccf44d43e 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -1055,8 +1055,8 @@ void BossSst_HeadDeath(BossSst* this, PlayState* play) { player->actor.world.pos.z = sRoomCenter.z + (400.0f * Math_CosS(this->actor.shape.rot.y)) - (Math_SinS(this->actor.shape.rot.y) * -120.0f); player->actor.shape.rot.y = Actor_WorldYawTowardPoint(&player->actor, &sRoomCenter); - func_8002DBD0(&this->actor, &sSubCamEye, &GET_ACTIVE_CAM(play)->eye); - func_8002DBD0(&this->actor, &sSubCamAt, &GET_ACTIVE_CAM(play)->at); + Actor_WorldToActorCoords(&this->actor, &sSubCamEye, &GET_ACTIVE_CAM(play)->eye); + Actor_WorldToActorCoords(&this->actor, &sSubCamAt, &GET_ACTIVE_CAM(play)->at); this->radius = -350.0f; this->actor.world.pos.x = sRoomCenter.x - (Math_SinS(this->actor.shape.rot.y) * 350.0f); this->actor.world.pos.z = sRoomCenter.z - (Math_CosS(this->actor.shape.rot.y) * 350.0f); @@ -2640,8 +2640,8 @@ void BossSst_UpdateHead(Actor* thisx, PlayState* play) { s32 pad; BossSst* this = (BossSst*)thisx; - func_8002DBD0(&this->actor, &sHandOffsets[RIGHT], &sHands[RIGHT]->actor.world.pos); - func_8002DBD0(&this->actor, &sHandOffsets[LEFT], &sHands[LEFT]->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sHandOffsets[RIGHT], &sHands[RIGHT]->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sHandOffsets[LEFT], &sHands[LEFT]->actor.world.pos); sHandYawOffsets[LEFT] = sHands[LEFT]->actor.shape.rot.y - thisx->shape.rot.y; sHandYawOffsets[RIGHT] = sHands[RIGHT]->actor.shape.rot.y - thisx->shape.rot.y; diff --git a/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c b/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c index 2b2a16bb73..f12bccb5b9 100644 --- a/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c +++ b/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c @@ -67,7 +67,7 @@ f32 func_809946BC(PlayState* play, DoorGerudo* this, f32 arg2, f32 arg3, f32 arg playerPos.x = player->actor.world.pos.x; playerPos.y = player->actor.world.pos.y + arg2; playerPos.z = player->actor.world.pos.z; - func_8002DBD0(&this->dyna.actor, &sp1C, &playerPos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp1C, &playerPos); if ((arg3 < fabsf(sp1C.x)) || (arg4 < fabsf(sp1C.y))) { return MAXFLOAT; diff --git a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c index ebacac7021..b938e97df6 100644 --- a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c +++ b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c @@ -349,7 +349,7 @@ void DoorKiller_FallOver(DoorKiller* this, PlayState* play) { if (!(this->hasHitPlayerOrGround & 1)) { Vec3f playerPosRelToDoor; Player* player = GET_PLAYER(play); - func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); if ((fabsf(playerPosRelToDoor.y) < 20.0f) && (fabsf(playerPosRelToDoor.x) < 20.0f) && (playerPosRelToDoor.z < 100.0f) && (playerPosRelToDoor.z > 0.0f)) { this->hasHitPlayerOrGround |= 1; @@ -411,7 +411,7 @@ void DoorKiller_Wait(DoorKiller* this, PlayState* play) { Vec3f playerPosRelToDoor; s16 angleToFacingPlayer; - func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); // playerIsOpening is set by player if (this->playerIsOpening) { diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c index fc1ca4ec71..c6a4b5bee2 100644 --- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c +++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c @@ -508,7 +508,7 @@ f32 DoorShutter_GetPlayerDistance(PlayState* play, DoorShutter* this, f32 offset playerPos.y = player->actor.world.pos.y + offsetY; playerPos.z = player->actor.world.pos.z; - func_8002DBD0(&this->dyna.actor, &relPlayerPos, &playerPos); + Actor_WorldToActorCoords(&this->dyna.actor, &relPlayerPos, &playerPos); if (fabsf(relPlayerPos.x) > maxDistSides || fabsf(relPlayerPos.y) > maxDistY) { return MAXFLOAT; @@ -800,7 +800,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) { if (this->dyna.actor.room >= 0) { Vec3f relPlayerPos; - func_8002DBD0(&this->dyna.actor, &relPlayerPos, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &relPlayerPos, &player->actor.world.pos); this->dyna.actor.room = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)] .sides[(relPlayerPos.z < 0.0f) ? 0 : 1] .room; diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index 664ca1bd7f..398ab5d8a3 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -498,7 +498,7 @@ void func_809BDC08(EnBigokuta* this, PlayState* play) { } phi_v1 = (Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) - 180.0f) * (8.0f / 15); - func_8002DBD0(&this->actor, &sp28, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sp28, &player->actor.world.pos); if (fabsf(sp28.x) > 263.0f || ((sp28.z > 0.0f) && !Actor_IsFacingPlayer(&this->actor, 0x1B00) && !Player_IsFacingActor(&this->actor, 0x2000, play))) { phi_v1 -= 0x80; diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c index 573762c085..19c922edc2 100644 --- a/src/overlays/actors/ovl_En_Box/z_en_box.c +++ b/src/overlays/actors/ovl_En_Box/z_en_box.c @@ -421,7 +421,7 @@ void EnBox_WaitOpen(EnBox* this, PlayState* play) { Flags_SetTreasure(play, this->dyna.actor.params & 0x1F); } else { player = GET_PLAYER(play); - func_8002DBD0(&this->dyna.actor, &sp4C, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp4C, &player->actor.world.pos); if (sp4C.z > -50.0f && sp4C.z < 0.0f && fabsf(sp4C.y) < 10.0f && fabsf(sp4C.x) < 20.0f && Player_IsFacingActor(&this->dyna.actor, 0x3000, play)) { Actor_OfferGetItemNearby(&this->dyna.actor, play, 0 - (this->dyna.actor.params >> 5 & 0x7F)); diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c index a445b1b0a0..08bb8cfde4 100644 --- a/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -220,7 +220,7 @@ void EnDoor_Idle(EnDoor* this, PlayState* play) { Vec3f playerPosRelToDoor; doorType = ENDOOR_GET_TYPE(&this->actor); - func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); if (this->playerIsOpening) { this->actionFunc = EnDoor_Open; Animation_PlayOnceSetSpeed(&this->skelAnime, sDoorAnims[this->openAnim], diff --git a/src/overlays/actors/ovl_En_Holl/z_en_holl.c b/src/overlays/actors/ovl_En_Holl/z_en_holl.c index a150b178cc..bc5d25a168 100644 --- a/src/overlays/actors/ovl_En_Holl/z_en_holl.c +++ b/src/overlays/actors/ovl_En_Holl/z_en_holl.c @@ -186,7 +186,7 @@ void EnHoll_HorizontalVisibleNarrow(EnHoll* this, PlayState* play) { f32 orthogonalDistToPlayer; s32 transitionActorIndex; - func_8002DBD0(&this->actor, &relPlayerPos, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &relPlayerPos, &player->actor.world.pos); this->side = (relPlayerPos.z < 0.0f) ? 0 : 1; orthogonalDistToPlayer = fabsf(relPlayerPos.z); if (relPlayerPos.y > ENHOLL_H_Y_MIN && relPlayerPos.y < ENHOLL_H_Y_MAX && @@ -227,7 +227,7 @@ void EnHoll_HorizontalInvisible(EnHoll* this, PlayState* play) { f32 hollHalfWidth; f32 orthogonalDistToSubject; - func_8002DBD0(&this->actor, &relSubjectPos, useViewEye ? &play->view.eye : &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &relSubjectPos, useViewEye ? &play->view.eye : &player->actor.world.pos); hollHalfWidth = (ENHOLL_GET_TYPE(&this->actor) == ENHOLL_H_INVISIBLE_NARROW) ? ENHOLL_H_HALFWIDTH_NARROW : ENHOLL_H_HALFWIDTH; @@ -355,7 +355,7 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) { Vec3f relPlayerPos; f32 orthogonalDistToPlayer; - func_8002DBD0(&this->actor, &relPlayerPos, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &relPlayerPos, &player->actor.world.pos); orthogonalDistToPlayer = fabsf(relPlayerPos.z); if (ENHOLL_H_Y_MIN < relPlayerPos.y && relPlayerPos.y < ENHOLL_H_Y_MAX && diff --git a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c index 09517dd34a..0cbcbdb024 100644 --- a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c +++ b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c @@ -226,7 +226,7 @@ void EnRiverSound_Update(Actor* thisx, PlayState* play) { } } } else if ((thisx->params == RS_GORON_CITY_SARIAS_SONG) || (thisx->params == RS_GREAT_FAIRY)) { - func_8002DBD0(&player->actor, &thisx->home.pos, &thisx->world.pos); + Actor_WorldToActorCoords(&player->actor, &thisx->home.pos, &thisx->world.pos); } else if (play->sceneId == SCENE_DODONGOS_CAVERN_BOSS && Flags_GetClear(play, thisx->room)) { Actor_Kill(thisx); } diff --git a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c index 13a99f7796..234d903d2f 100644 --- a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c +++ b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c @@ -152,13 +152,13 @@ u8 ObjTimeblock_PlayerIsInRange(ObjTimeblock* this, PlayState* play) { } if (this->dyna.actor.xzDistToPlayer <= sRanges[(this->dyna.actor.params >> 11) & 7]) { - Vec3f distance; + Vec3f playerRelativePos; f32 blockSize; - func_8002DBD0(&this->dyna.actor, &distance, &GET_PLAYER(play)->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &playerRelativePos, &GET_PLAYER(play)->actor.world.pos); blockSize = this->dyna.actor.scale.x * 50.0f + 6.0f; // Return true if player's xz position is not inside the block - if (blockSize < fabsf(distance.x) || blockSize < fabsf(distance.z)) { + if (blockSize < fabsf(playerRelativePos.x) || blockSize < fabsf(playerRelativePos.z)) { return true; } } diff --git a/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c b/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c index 979287b6b6..76071db8fe 100644 --- a/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c +++ b/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c @@ -86,14 +86,14 @@ s32 func_80BA1ECC(ObjWarp2block* this, PlayState* play) { if ((this->dyna.actor.xzDistToPlayer <= sDistances[(((this->dyna.actor.params >> 0xB) & 7))]) || (temp_a3->xzDistToPlayer <= sDistances[(((temp_a3->params >> 0xB) & 7))])) { - func_8002DBD0(&this->dyna.actor, &sp20, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp20, &player->actor.world.pos); temp_f2 = (this->dyna.actor.scale.x * 50.0f) + 6.0f; if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) { return 0; } - func_8002DBD0(temp_a3, &sp20, &player->actor.world.pos); + Actor_WorldToActorCoords(temp_a3, &sp20, &player->actor.world.pos); temp_f2 = (temp_a3->scale.x * 50.0f) + 6.0f; if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) { diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 373f8ad9d0..b8d1a8700e 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -9753,7 +9753,7 @@ void Player_Action_80846120(Player* this, PlayState* play) { this->heldActor = &heavyBlock->dyna.actor; this->actor.child = &heavyBlock->dyna.actor; heavyBlock->dyna.actor.parent = &this->actor; - func_8002DBD0(&heavyBlock->dyna.actor, &heavyBlock->unk_164, &this->leftHandPos); + Actor_WorldToActorCoords(&heavyBlock->dyna.actor, &heavyBlock->unk_164, &this->leftHandPos); } else if (LinkAnimation_OnFrame(&this->skelAnime, 229.0f)) { Actor* heldActor = this->heldActor;