mirror of https://github.com/zeldaret/oot.git
Rename action enum entries
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9272cc62b4
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c195cffb36
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@ -37,13 +37,13 @@ void EnRu1_Destroy(Actor* thisx, PlayState* play);
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void EnRu1_Update(Actor* thisx, PlayState* play);
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void EnRu1_Draw(Actor* thisx, PlayState* play);
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void EnRu1_GazingAtLink(EnRu1* this, PlayState* play);
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void EnRu1_DivingIntoFountain(EnRu1* this, PlayState* play);
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void EnRu1_Resurfacing(EnRu1* this, PlayState* play);
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void EnRu1_Treading(EnRu1* this, PlayState* play);
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void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play);
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void EnRu1_SwimmingBack(EnRu1* this, PlayState* play);
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void EnRu1_FinishingSwimBack(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_DivingIntoFountain(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_Treading(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play);
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void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play);
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void func_80AECA94(EnRu1* this, PlayState* play);
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void func_80AECAB4(EnRu1* this, PlayState* play);
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void func_80AECAD4(EnRu1* this, PlayState* play);
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@ -132,13 +132,13 @@ static s32 sUnused = 0;
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static u32 D_80AF1938 = 0;
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static EnRu1ActionFunc sActionFuncs[] = {
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EnRu1_GazingAtLink,
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EnRu1_DivingIntoFountain,
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EnRu1_Resurfacing,
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EnRu1_Treading,
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EnRu1_StartingSwimBack,
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EnRu1_SwimmingBack,
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EnRu1_FinishingSwimBack,
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EnRu1_Fountain_GazingAtLink,
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EnRu1_Fountain_DivingIntoFountain,
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EnRu1_Fountain_Resurfacing,
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EnRu1_Fountain_Treading,
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EnRu1_Fountain_StartingSwimBack,
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EnRu1_Fountain_SwimmingBack,
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EnRu1_Fountain_FinishingSwimBack,
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func_80AECA94, // ENRU1_ACTION_07
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func_80AECAB4, // ENRU1_ACTION_08
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func_80AECAD4, // ENRU1_ACTION_09
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@ -467,7 +467,7 @@ void func_80AEB3CC(EnRu1* this) {
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void EnRu1_InitOutsideJabuJabu(EnRu1* this, PlayState* play) {
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EnRu1_AnimationChange(this, &gRutoChildWaitHandsBehindBackAnim, ANIMMODE_LOOP, 0, false);
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this->action = ENRU1_ACTION_00;
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this->action = ENRU1_ACTION_GAZING_AT_LINK;
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this->drawConfig = ENRU1_DRAW_OPA;
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EnRu1_SetEyes(this, ENRU1_EYES_GAZING);
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EnRu1_SetMouth(this, ENRU1_MOUTH_SMILING);
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@ -682,7 +682,7 @@ void EnRu1_StartBackSwimming(EnRu1* this, s32 isSwimming) {
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void EnRu1_EnterFountainWater(EnRu1* this, PlayState* play) {
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if (EnRu1_CheckFountainCueNotMatchingId(play, 2)) {
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this->action = ENRU1_ACTION_01;
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this->action = ENRU1_ACTION_DIVING_INTO_FOUNTAIN;
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this->drawConfig = ENRU1_DRAW_NOTHING;
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EnRu1_InitPositionDivingIntoFountain(this, play);
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func_80AEAECC(this, play);
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@ -700,7 +700,7 @@ void EnRu1_Resurface(EnRu1* this, PlayState* play) {
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EnRu1_InitPositionResurfacing(this, play);
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EnRu1_MoveInWater(this, play);
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Animation_Change(&this->skelAnime, &gRutoChildResurfaceAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, 0.0f);
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this->action = ENRU1_ACTION_02;
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this->action = ENRU1_ACTION_RESURFACING;
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this->drawConfig = ENRU1_DRAW_OPA;
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}
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}
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@ -713,7 +713,7 @@ void EnRu1_ResurfaceProgress(EnRu1* this, PlayState* play, s32 isResurfaced) {
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EnRu1_StopMovingInWater(this);
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Animation_Change(&this->skelAnime, &gRutoChildTreadWaterAnim, 1.0f, 0, frameCount, ANIMMODE_LOOP, -8.0f);
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this->action = ENRU1_ACTION_03;
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this->action = ENRU1_ACTION_TREADING;
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} else {
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EnRu1_StartSwimmingTowardLink(this, play);
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}
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@ -728,7 +728,7 @@ void EnRu1_StopTreading(EnRu1* this, PlayState* play) {
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EnRu1_MoveInWater(this, play);
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Animation_Change(&this->skelAnime, &gRutoChildTransitionToSwimOnBackAnim, 1.0f, 0, frameCount, ANIMMODE_ONCE,
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-8.0f);
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this->action = ENRU1_ACTION_04;
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this->action = ENRU1_ACTION_STARTING_SWIM_BACK;
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}
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}
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@ -737,7 +737,7 @@ void EnRu1_TransitionToBackSwimming(EnRu1* this, PlayState* play) {
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s32 pad;
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EnRu1_StopMovingInWater(this);
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this->action = ENRU1_ACTION_05;
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this->action = ENRU1_ACTION_SWIMMING_BACK;
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this->treadPos = this->actor.world.pos;
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} else {
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EnRu1_StartSwimmingAwayFromLink(this, play);
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@ -758,7 +758,7 @@ void EnRu1_EndSwimBack(EnRu1* this, PlayState* play) {
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frameCount = Animation_GetLastFrame(&gRutoChildTransitionFromSwimOnBackAnim);
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Animation_Change(&this->skelAnime, &gRutoChildTransitionFromSwimOnBackAnim, 1.0, 0, frameCount,
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ANIMMODE_ONCE, -8.0f);
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this->action = ENRU1_ACTION_06;
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this->action = ENRU1_ACTION_FINISHING_SWIM_BACK;
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}
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}
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}
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@ -769,7 +769,7 @@ void EnRu1_EndGivingSapphire(EnRu1* this, PlayState* play, UNK_TYPE arg2) {
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}
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}
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void EnRu1_GazingAtLink(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_GazingAtLink(EnRu1* this, PlayState* play) {
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EnRu1_InitPositionFromFountainCue(this, play);
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EnRu1_UpdateSkelAnime(this);
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EnRu1_PlayGiggleSfx(this, play);
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@ -777,12 +777,12 @@ void EnRu1_GazingAtLink(EnRu1* this, PlayState* play) {
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EnRu1_EnterFountainWater(this, play);
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}
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void EnRu1_DivingIntoFountain(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_DivingIntoFountain(EnRu1* this, PlayState* play) {
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EnRu1_PlayDivingEntrySfx(this);
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EnRu1_Resurface(this, play);
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}
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void EnRu1_Resurfacing(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_Resurfacing(EnRu1* this, PlayState* play) {
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s32 doneAnim = EnRu1_UpdateSkelAnime(this);
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func_80AEAECC(this, play);
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@ -790,7 +790,7 @@ void EnRu1_Resurfacing(EnRu1* this, PlayState* play) {
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EnRu1_ResurfaceProgress(this, play, doneAnim);
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}
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void EnRu1_Treading(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_Treading(EnRu1* this, PlayState* play) {
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EnRu1_SwimTowardLink(this, play);
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func_80AEAECC(this, play);
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EnRu1_UpdateSkelAnime(this);
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@ -798,7 +798,7 @@ void EnRu1_Treading(EnRu1* this, PlayState* play) {
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EnRu1_StopTreading(this, play);
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}
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void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_StartingSwimBack(EnRu1* this, PlayState* play) {
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s32 doneAnim;
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doneAnim = EnRu1_UpdateSkelAnime(this);
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@ -810,7 +810,7 @@ void EnRu1_StartingSwimBack(EnRu1* this, PlayState* play) {
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EnRu1_TransitionToBackSwimming(this, play);
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}
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void EnRu1_SwimmingBack(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_SwimmingBack(EnRu1* this, PlayState* play) {
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s32 doneAnim;
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doneAnim = EnRu1_UpdateSkelAnime(this);
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@ -823,7 +823,7 @@ void EnRu1_SwimmingBack(EnRu1* this, PlayState* play) {
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EnRu1_EndSwimBack(this, play);
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}
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void EnRu1_FinishingSwimBack(EnRu1* this, PlayState* play) {
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void EnRu1_Fountain_FinishingSwimBack(EnRu1* this, PlayState* play) {
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s32 doneAnim;
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doneAnim = EnRu1_UpdateSkelAnime(this);
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@ -61,13 +61,13 @@ typedef struct EnRu1 {
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} EnRu1; // size = 0x039C
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typedef enum EnRu1Action {
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/* 0 */ ENRU1_ACTION_00,
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/* 1 */ ENRU1_ACTION_01,
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/* 2 */ ENRU1_ACTION_02,
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/* 3 */ ENRU1_ACTION_03,
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/* 4 */ ENRU1_ACTION_04,
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/* 5 */ ENRU1_ACTION_05,
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/* 6 */ ENRU1_ACTION_06,
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/* 0 */ ENRU1_ACTION_GAZING_AT_LINK,
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/* 1 */ ENRU1_ACTION_DIVING_INTO_FOUNTAIN,
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/* 2 */ ENRU1_ACTION_RESURFACING,
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/* 3 */ ENRU1_ACTION_TREADING,
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/* 4 */ ENRU1_ACTION_STARTING_SWIM_BACK,
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/* 5 */ ENRU1_ACTION_SWIMMING_BACK,
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/* 6 */ ENRU1_ACTION_FINISHING_SWIM_BACK,
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/* 7 */ ENRU1_ACTION_07,
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/* 8 */ ENRU1_ACTION_08,
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/* 9 */ ENRU1_ACTION_09,
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