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 aea5f9ba2e..f612713489 100644 --- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -1444,7 +1444,7 @@ void func_80AEDB30(EnRu1* this, PlayState* play) { } } -void func_80AEDEF4(EnRu1* this, PlayState* play) { +void EnRu1_UpdateSpeedXZ(EnRu1* this, PlayState* play) { f32* speedXZ = &this->actor.speed; DynaPolyActor* dynaPolyActor = DynaPoly_GetActor(&play->colCtx, this->actor.floorBgId); @@ -1462,13 +1462,13 @@ void func_80AEDEF4(EnRu1* this, PlayState* play) { } } -void func_80AEDFF4(EnRu1* this, PlayState* play) { +void EnRu1_UpdatePosition(EnRu1* this, PlayState* play) { func_80AEDB30(this, play); - func_80AEDEF4(this, play); + EnRu1_UpdateSpeedXZ(this, play); Actor_MoveXZGravity(&this->actor); } -void func_80AEE02C(EnRu1* this) { +void EnRu1_StopMoving(EnRu1* this) { this->actor.velocity.x = 0.0f; this->actor.velocity.y = 0.0f; this->actor.velocity.z = 0.0f; @@ -1487,7 +1487,7 @@ void EnRu1_UpdateWaterState(EnRu1* this) { if ((this->actor.minVelocityY == 0.0f) && (this->actor.speed == 0.0f)) { // When Ruto's velocity has been slowed enough by the water, stop her motion this->waterState = ENRU1_WATER_IMMERSED; - func_80AEE02C(this); + EnRu1_StopMoving(this); this->bobPhase = 0; this->bobDepth = (this->actor.depthInWater - 10.0f) * 0.5f; this->sinkingStartPosY = this->actor.world.pos.y + thisx->bobDepth; @@ -1511,7 +1511,7 @@ void EnRu1_UpdateWaterState(EnRu1* this) { } else { if (this->waterState == ENRU1_WATER_IMMERSED) { if (this->bobDepth <= 1.0f) { - func_80AEE02C(this); + EnRu1_StopMoving(this); this->waterState = ENRU1_WATER_BOBBING; this->isSinking = 0.0f; } else { @@ -1580,7 +1580,7 @@ s32 func_80AEE394(EnRu1* this, PlayState* play) { dynaPolyActor = DynaPoly_GetActor(colCtx, floorBgId); if (dynaPolyActor != NULL && dynaPolyActor->actor.id == ACTOR_BG_BDAN_OBJECTS && dynaPolyActor->actor.params == 0 && !Player_InCsMode(play) && play->msgCtx.msgLength == 0) { - func_80AEE02C(this); + EnRu1_StopMoving(this); play->csCtx.script = gRutoObtainingSapphireCs; gSaveContext.cutsceneTrigger = 1; this->action = 36; @@ -1616,7 +1616,7 @@ void func_80AEE568(EnRu1* this, PlayState* play) { (this->actor.minVelocityY == 0.0f)) { s32 pad; - func_80AEE02C(this); + EnRu1_StopMoving(this); Actor_OfferCarry(&this->actor, play); this->action = 27; EnRu1_DisableSittingOC(this); @@ -1724,7 +1724,7 @@ s32 EnRu1_CheckHitBottomUnderwater(EnRu1* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { s32 pad; - func_80AEE02C(this); + EnRu1_StopMoving(this); Actor_OfferCarry(&this->actor, play); this->action = 27; EnRu1_DisableSittingOC(this); @@ -1736,7 +1736,7 @@ s32 EnRu1_CheckHitBottomUnderwater(EnRu1* this, PlayState* play) { void EnRu1_CheckSinkingState(EnRu1* this, PlayState* play) { if ((EnRu1_CheckHitBottomUnderwater(this, play) == 0) && (this->waterState == ENRU1_WATER_SINKING)) { this->action = 30; - func_80AEE02C(this); + EnRu1_StopMoving(this); this->actor.gravity = -0.1f; this->actor.minVelocityY = -((kREG(18) * 0.1f) + 0.7f); } @@ -1763,7 +1763,7 @@ void func_80AEEC5C(EnRu1* this, PlayState* play) { EnRu1_UpdateSittingAT(this, play); func_80AEAECC(this, play); func_80AEE2F8(this, play); - func_80AEDFF4(this, play); + EnRu1_UpdatePosition(this, play); EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); func_80AEE568(this, play); @@ -1815,7 +1815,7 @@ void func_80AEEE34(EnRu1* this, PlayState* play) { void func_80AEEE9C(EnRu1* this, PlayState* play) { func_80AED83C(this); func_80AEAECC(this, play); - func_80AEDFF4(this, play); + EnRu1_UpdatePosition(this, play); EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); func_80AED738(this, play);