Rename action enum entries

This commit is contained in:
JordanLongstaff 2025-06-08 21:01:57 -04:00
parent 9272cc62b4
commit c195cffb36
2 changed files with 74 additions and 74 deletions

View File

@ -37,13 +37,13 @@ void EnRu1_Destroy(Actor* thisx, PlayState* play);
void EnRu1_Update(Actor* thisx, PlayState* play); void EnRu1_Update(Actor* thisx, PlayState* play);
void EnRu1_Draw(Actor* thisx, PlayState* play); void EnRu1_Draw(Actor* thisx, PlayState* play);
void EnRu1_GazingAtLink(EnRu1* this, PlayState* play); void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play);
void EnRu1_DivingIntoFountain(EnRu1* this, PlayState* play); void EnRu1_Fountain_DivingIntoFountain(EnRu1* this, PlayState* play);
void EnRu1_Resurfacing(EnRu1* this, PlayState* play); void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play);
void EnRu1_Treading(EnRu1* this, PlayState* play); void EnRu1_Fountain_Treading(EnRu1* this, PlayState* play);
void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play); void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play);
void EnRu1_SwimmingBack(EnRu1* this, PlayState* play); void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play);
void EnRu1_FinishingSwimBack(EnRu1* this, PlayState* play); void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play);
void func_80AECA94(EnRu1* this, PlayState* play); void func_80AECA94(EnRu1* this, PlayState* play);
void func_80AECAB4(EnRu1* this, PlayState* play); void func_80AECAB4(EnRu1* this, PlayState* play);
void func_80AECAD4(EnRu1* this, PlayState* play); void func_80AECAD4(EnRu1* this, PlayState* play);
@ -132,13 +132,13 @@ static s32 sUnused = 0;
static u32 D_80AF1938 = 0; static u32 D_80AF1938 = 0;
static EnRu1ActionFunc sActionFuncs[] = { static EnRu1ActionFunc sActionFuncs[] = {
EnRu1_GazingAtLink, EnRu1_Fountain_GazingAtLink,
EnRu1_DivingIntoFountain, EnRu1_Fountain_DivingIntoFountain,
EnRu1_Resurfacing, EnRu1_Fountain_Resurfacing,
EnRu1_Treading, EnRu1_Fountain_Treading,
EnRu1_StartingSwimBack, EnRu1_Fountain_StartingSwimBack,
EnRu1_SwimmingBack, EnRu1_Fountain_SwimmingBack,
EnRu1_FinishingSwimBack, EnRu1_Fountain_FinishingSwimBack,
func_80AECA94, // ENRU1_ACTION_07 func_80AECA94, // ENRU1_ACTION_07
func_80AECAB4, // ENRU1_ACTION_08 func_80AECAB4, // ENRU1_ACTION_08
func_80AECAD4, // ENRU1_ACTION_09 func_80AECAD4, // ENRU1_ACTION_09
@ -467,7 +467,7 @@ void func_80AEB3CC(EnRu1* this) {
void EnRu1_InitOutsideJabuJabu(EnRu1* this, PlayState* play) { void EnRu1_InitOutsideJabuJabu(EnRu1* this, PlayState* play) {
EnRu1_AnimationChange(this, &gRutoChildWaitHandsBehindBackAnim, ANIMMODE_LOOP, 0, false); EnRu1_AnimationChange(this, &gRutoChildWaitHandsBehindBackAnim, ANIMMODE_LOOP, 0, false);
this->action = ENRU1_ACTION_00; this->action = ENRU1_ACTION_GAZING_AT_LINK;
this->drawConfig = ENRU1_DRAW_OPA; this->drawConfig = ENRU1_DRAW_OPA;
EnRu1_SetEyes(this, ENRU1_EYES_GAZING); EnRu1_SetEyes(this, ENRU1_EYES_GAZING);
EnRu1_SetMouth(this, ENRU1_MOUTH_SMILING); EnRu1_SetMouth(this, ENRU1_MOUTH_SMILING);
@ -682,7 +682,7 @@ void EnRu1_StartBackSwimming(EnRu1* this, s32 isSwimming) {
void EnRu1_EnterFountainWater(EnRu1* this, PlayState* play) { void EnRu1_EnterFountainWater(EnRu1* this, PlayState* play) {
if (EnRu1_CheckFountainCueNotMatchingId(play, 2)) { if (EnRu1_CheckFountainCueNotMatchingId(play, 2)) {
this->action = ENRU1_ACTION_01; this->action = ENRU1_ACTION_DIVING_INTO_FOUNTAIN;
this->drawConfig = ENRU1_DRAW_NOTHING; this->drawConfig = ENRU1_DRAW_NOTHING;
EnRu1_InitPositionDivingIntoFountain(this, play); EnRu1_InitPositionDivingIntoFountain(this, play);
func_80AEAECC(this, play); func_80AEAECC(this, play);
@ -700,7 +700,7 @@ void EnRu1_Resurface(EnRu1* this, PlayState* play) {
EnRu1_InitPositionResurfacing(this, play); EnRu1_InitPositionResurfacing(this, play);
EnRu1_MoveInWater(this, play); EnRu1_MoveInWater(this, play);
Animation_Change(&this->skelAnime, &gRutoChildResurfaceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f); Animation_Change(&this->skelAnime, &gRutoChildResurfaceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
this->action = ENRU1_ACTION_02; this->action = ENRU1_ACTION_RESURFACING;
this->drawConfig = ENRU1_DRAW_OPA; this->drawConfig = ENRU1_DRAW_OPA;
} }
} }
@ -713,7 +713,7 @@ void EnRu1_ResurfaceProgress(EnRu1* this, PlayState* play, s32 isResurfaced) {
EnRu1_StopMovingInWater(this); EnRu1_StopMovingInWater(this);
Animation_Change(&this->skelAnime, &gRutoChildTreadWaterAnim, 1.0f, 0, frameCount, ANIMMODE_LOOP, -8.0f); Animation_Change(&this->skelAnime, &gRutoChildTreadWaterAnim, 1.0f, 0, frameCount, ANIMMODE_LOOP, -8.0f);
this->action = ENRU1_ACTION_03; this->action = ENRU1_ACTION_TREADING;
} else { } else {
EnRu1_StartSwimmingTowardLink(this, play); EnRu1_StartSwimmingTowardLink(this, play);
} }
@ -728,7 +728,7 @@ void EnRu1_StopTreading(EnRu1* this, PlayState* play) {
EnRu1_MoveInWater(this, play); EnRu1_MoveInWater(this, play);
Animation_Change(&this->skelAnime, &gRutoChildTransitionToSwimOnBackAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE, Animation_Change(&this->skelAnime, &gRutoChildTransitionToSwimOnBackAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE,
-8.0f); -8.0f);
this->action = ENRU1_ACTION_04; this->action = ENRU1_ACTION_STARTING_SWIM_BACK;
} }
} }
@ -737,7 +737,7 @@ void EnRu1_TransitionToBackSwimming(EnRu1* this, PlayState* play) {
s32 pad; s32 pad;
EnRu1_StopMovingInWater(this); EnRu1_StopMovingInWater(this);
this->action = ENRU1_ACTION_05; this->action = ENRU1_ACTION_SWIMMING_BACK;
this->treadPos = this->actor.world.pos; this->treadPos = this->actor.world.pos;
} else { } else {
EnRu1_StartSwimmingAwayFromLink(this, play); EnRu1_StartSwimmingAwayFromLink(this, play);
@ -758,7 +758,7 @@ void EnRu1_EndSwimBack(EnRu1* this, PlayState* play) {
frameCount = Animation_GetLastFrame(&gRutoChildTransitionFromSwimOnBackAnim); frameCount = Animation_GetLastFrame(&gRutoChildTransitionFromSwimOnBackAnim);
Animation_Change(&this->skelAnime, &gRutoChildTransitionFromSwimOnBackAnim, 1.0, 0, frameCount, Animation_Change(&this->skelAnime, &gRutoChildTransitionFromSwimOnBackAnim, 1.0, 0, frameCount,
ANIMMODE_ONCE, -8.0f); ANIMMODE_ONCE, -8.0f);
this->action = ENRU1_ACTION_06; this->action = ENRU1_ACTION_FINISHING_SWIM_BACK;
} }
} }
} }
@ -769,7 +769,7 @@ void EnRu1_EndGivingSapphire(EnRu1* this, PlayState* play, UNK_TYPE arg2) {
} }
} }
void EnRu1_GazingAtLink(EnRu1* this, PlayState* play) { void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play) {
EnRu1_InitPositionFromFountainCue(this, play); EnRu1_InitPositionFromFountainCue(this, play);
EnRu1_UpdateSkelAnime(this); EnRu1_UpdateSkelAnime(this);
EnRu1_PlayGiggleSfx(this, play); EnRu1_PlayGiggleSfx(this, play);
@ -777,12 +777,12 @@ void EnRu1_GazingAtLink(EnRu1* this, PlayState* play) {
EnRu1_EnterFountainWater(this, play); EnRu1_EnterFountainWater(this, play);
} }
void EnRu1_DivingIntoFountain(EnRu1* this, PlayState* play) { void EnRu1_Fountain_DivingIntoFountain(EnRu1* this, PlayState* play) {
EnRu1_PlayDivingEntrySfx(this); EnRu1_PlayDivingEntrySfx(this);
EnRu1_Resurface(this, play); EnRu1_Resurface(this, play);
} }
void EnRu1_Resurfacing(EnRu1* this, PlayState* play) { void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play) {
s32 doneAnim = EnRu1_UpdateSkelAnime(this); s32 doneAnim = EnRu1_UpdateSkelAnime(this);
func_80AEAECC(this, play); func_80AEAECC(this, play);
@ -790,7 +790,7 @@ void EnRu1_Resurfacing(EnRu1* this, PlayState* play) {
EnRu1_ResurfaceProgress(this, play, doneAnim); EnRu1_ResurfaceProgress(this, play, doneAnim);
} }
void EnRu1_Treading(EnRu1* this, PlayState* play) { void EnRu1_Fountain_Treading(EnRu1* this, PlayState* play) {
EnRu1_SwimTowardLink(this, play); EnRu1_SwimTowardLink(this, play);
func_80AEAECC(this, play); func_80AEAECC(this, play);
EnRu1_UpdateSkelAnime(this); EnRu1_UpdateSkelAnime(this);
@ -798,7 +798,7 @@ void EnRu1_Treading(EnRu1* this, PlayState* play) {
EnRu1_StopTreading(this, play); EnRu1_StopTreading(this, play);
} }
void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play) { void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play) {
s32 doneAnim; s32 doneAnim;
doneAnim = EnRu1_UpdateSkelAnime(this); doneAnim = EnRu1_UpdateSkelAnime(this);
@ -810,7 +810,7 @@ void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play) {
EnRu1_TransitionToBackSwimming(this, play); EnRu1_TransitionToBackSwimming(this, play);
} }
void EnRu1_SwimmingBack(EnRu1* this, PlayState* play) { void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play) {
s32 doneAnim; s32 doneAnim;
doneAnim = EnRu1_UpdateSkelAnime(this); doneAnim = EnRu1_UpdateSkelAnime(this);
@ -823,7 +823,7 @@ void EnRu1_SwimmingBack(EnRu1* this, PlayState* play) {
EnRu1_EndSwimBack(this, play); EnRu1_EndSwimBack(this, play);
} }
void EnRu1_FinishingSwimBack(EnRu1* this, PlayState* play) { void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play) {
s32 doneAnim; s32 doneAnim;
doneAnim = EnRu1_UpdateSkelAnime(this); doneAnim = EnRu1_UpdateSkelAnime(this);

View File

@ -61,13 +61,13 @@ typedef struct EnRu1 {
} EnRu1; // size = 0x039C } EnRu1; // size = 0x039C
typedef enum EnRu1Action { typedef enum EnRu1Action {
/* 0 */ ENRU1_ACTION_00, /* 0 */ ENRU1_ACTION_GAZING_AT_LINK,
/* 1 */ ENRU1_ACTION_01, /* 1 */ ENRU1_ACTION_DIVING_INTO_FOUNTAIN,
/* 2 */ ENRU1_ACTION_02, /* 2 */ ENRU1_ACTION_RESURFACING,
/* 3 */ ENRU1_ACTION_03, /* 3 */ ENRU1_ACTION_TREADING,
/* 4 */ ENRU1_ACTION_04, /* 4 */ ENRU1_ACTION_STARTING_SWIM_BACK,
/* 5 */ ENRU1_ACTION_05, /* 5 */ ENRU1_ACTION_SWIMMING_BACK,
/* 6 */ ENRU1_ACTION_06, /* 6 */ ENRU1_ACTION_FINISHING_SWIM_BACK,
/* 7 */ ENRU1_ACTION_07, /* 7 */ ENRU1_ACTION_07,
/* 8 */ ENRU1_ACTION_08, /* 8 */ ENRU1_ACTION_08,
/* 9 */ ENRU1_ACTION_09, /* 9 */ ENRU1_ACTION_09,