diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index a30b0fdd92..9076e93672 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -1477,7 +1477,7 @@ void func_80AEE02C(EnRu1* this) { this->actor.minVelocityY = 0.0f; } -void func_80AEE050(EnRu1* this) { +void EnRu1_UpdateWaterState(EnRu1* this) { s32 pad; f32 sp28; f32 sp24; @@ -1718,7 +1718,7 @@ void func_80AEE7C4(EnRu1* this, PlayState* play) { } } -s32 func_80AEEAC8(EnRu1* this, PlayState* play) { +s32 EnRu1_CheckHitBottomUnderwater(EnRu1* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { s32 pad; @@ -1731,8 +1731,8 @@ s32 func_80AEEAC8(EnRu1* this, PlayState* play) { return false; } -void func_80AEEB24(EnRu1* this, PlayState* play) { - if ((func_80AEEAC8(this, play) == 0) && (this->waterState == ENRU1_WATER_SINKING)) { +void EnRu1_CheckSinkingState(EnRu1* this, PlayState* play) { + if ((EnRu1_CheckHitBottomUnderwater(this, play) == 0) && (this->waterState == ENRU1_WATER_SINKING)) { this->action = 30; func_80AEE02C(this); this->actor.gravity = -0.1f; @@ -1772,10 +1772,10 @@ void func_80AEEC5C(EnRu1* this, PlayState* play) { void func_80AEECF0(EnRu1* this, PlayState* play) { func_80AED83C(this); func_80AEAECC(this, play); - func_80AEE050(this); + EnRu1_UpdateWaterState(this); EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); - func_80AEEB24(this, play); + EnRu1_CheckSinkingState(this, play); func_80AED624(this, play); } @@ -1785,7 +1785,7 @@ void func_80AEED58(EnRu1* this, PlayState* play) { Actor_MoveXZGravity(&this->actor); EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); - func_80AEEAC8(this, play); + EnRu1_CheckHitBottomUnderwater(this, play); func_80AED624(this, play); func_80AEDAE0(this, play); }