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https://github.com/HarbourMasters/Shipwright
synced 2026-06-27 02:55:11 -04:00
func_$hex renaming from upstream (#6498)
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@@ -1472,7 +1472,7 @@ s32 func_8002DEEC(Player* player) {
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}
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void func_8002DF18(PlayState* play, Player* player) {
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func_8006DC68(play, player);
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Horse_InitPlayerHorse(play, player);
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}
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
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+14
-14
@@ -4,7 +4,7 @@
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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s32 func_8006CFC0(s32 scene) {
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s32 Horse_CanSpawn(s32 scene) {
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s32 validScenes[] = { SCENE_HYRULE_FIELD, SCENE_LAKE_HYLIA, SCENE_GERUDO_VALLEY, SCENE_GERUDOS_FORTRESS,
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SCENE_LON_LON_RANCH };
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s32 i;
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@@ -18,7 +18,7 @@ s32 func_8006CFC0(s32 scene) {
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return 0;
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}
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void func_8006D074(PlayState* play) {
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void Horse_ResetHorseData(PlayState* play) {
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gSaveContext.horseData.scene = SCENE_HYRULE_FIELD;
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gSaveContext.horseData.pos.x = -1840;
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gSaveContext.horseData.pos.y = 72;
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@@ -26,7 +26,7 @@ void func_8006D074(PlayState* play) {
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gSaveContext.horseData.angle = -27353;
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}
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void func_8006D0AC(PlayState* play) {
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void Horse_FixLakeHyliaPosition(PlayState* play) {
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if (gSaveContext.horseData.scene == SCENE_LAKE_HYLIA) {
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gSaveContext.horseData.scene = SCENE_LAKE_HYLIA;
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gSaveContext.horseData.pos.x = -2065;
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@@ -43,7 +43,7 @@ typedef struct {
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/* 0x0A */ s16 type;
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} HorseSpawn;
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void func_8006D0EC(PlayState* play, Player* player) {
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void Horse_SetupInGameplay(PlayState* play, Player* player) {
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s32 i;
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HorseSpawn horseSpawns[] = {
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{ SCENE_HYRULE_FIELD, -460, 100, 6640, 0, 2 }, { SCENE_LAKE_HYLIA, -1929, -1025, 768, 0, 2 },
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@@ -87,7 +87,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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osSyncPrintf("馬存在によるセット %d %d %d\n", gSaveContext.horseData.scene,
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Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED), DREG(1));
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if (func_8006CFC0(gSaveContext.horseData.scene)) {
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if (Horse_CanSpawn(gSaveContext.horseData.scene)) {
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x,
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gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0,
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gSaveContext.horseData.angle, 0, 1);
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@@ -100,7 +100,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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// "Horse_SetNormal():%d set spot is no good."
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osSyncPrintf("Horse_SetNormal():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
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osSyncPrintf(VT_RST);
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func_8006D074(play);
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Horse_ResetHorseData(play);
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}
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} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) &&
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(DREG(1) == 0)) {
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@@ -136,7 +136,7 @@ typedef struct {
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/* 0x10 */ s16 type;
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} struct_8011F9B8;
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void func_8006D684(PlayState* play, Player* player) {
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void Horse_SetupInCutscene(PlayState* play, Player* player) {
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s32 pad;
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s32 i;
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Vec3s spawnPos;
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@@ -247,17 +247,17 @@ void func_8006D684(PlayState* play, Player* player) {
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}
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}
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void func_8006DC68(PlayState* play, Player* player) {
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void Horse_InitPlayerHorse(PlayState* play, Player* player) {
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if (LINK_IS_ADULT) {
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if (!func_8006CFC0(gSaveContext.horseData.scene)) {
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if (!Horse_CanSpawn(gSaveContext.horseData.scene)) {
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osSyncPrintf(VT_COL(RED, WHITE));
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// "Horse_Set_Check():%d set spot is no good."
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osSyncPrintf("Horse_Set_Check():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
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osSyncPrintf(VT_RST);
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func_8006D074(play);
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Horse_ResetHorseData(play);
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}
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if (func_8006CFC0(play->sceneNum)) {
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if (Horse_CanSpawn(play->sceneNum)) {
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if ((gSaveContext.sceneSetupIndex > 3) ||
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((gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_11 ||
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gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_12 ||
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@@ -266,15 +266,15 @@ void func_8006DC68(PlayState* play, Player* player) {
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(gSaveContext.respawnFlag == 0)) ||
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((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
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!Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) && (DREG(1) == 0))) {
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func_8006D684(play, player);
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Horse_SetupInCutscene(play, player);
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} else {
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func_8006D0EC(play, player);
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Horse_SetupInGameplay(play, player);
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}
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}
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}
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}
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void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2) {
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void Horse_RotateToPoint(Actor* actor, Vec3f* arg1, s16 arg2) {
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s16 x = Math_Vec3f_Yaw(&actor->world.pos, arg1) - actor->world.rot.y;
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if (x > arg2) {
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@@ -1912,7 +1912,7 @@ u8 Item_Give(PlayState* play, u8 item) {
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osSyncPrintf(VT_RST);
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if (item == ITEM_MEDALLION_WATER) {
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func_8006D0AC(play);
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Horse_FixLakeHyliaPosition(play);
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}
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return Return_Item(item, MOD_NONE, ITEM_NONE);
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