func_$hex renaming from upstream (#6498)

This commit is contained in:
Philip Dubé
2026-04-19 18:56:01 +00:00
committed by GitHub
parent 80de5cc179
commit c7ef690bc2
57 changed files with 1311 additions and 1306 deletions
+1 -1
View File
@@ -1472,7 +1472,7 @@ s32 func_8002DEEC(Player* player) {
}
void func_8002DF18(PlayState* play, Player* player) {
func_8006DC68(play, player);
Horse_InitPlayerHorse(play, player);
}
s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
+14 -14
View File
@@ -4,7 +4,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
s32 func_8006CFC0(s32 scene) {
s32 Horse_CanSpawn(s32 scene) {
s32 validScenes[] = { SCENE_HYRULE_FIELD, SCENE_LAKE_HYLIA, SCENE_GERUDO_VALLEY, SCENE_GERUDOS_FORTRESS,
SCENE_LON_LON_RANCH };
s32 i;
@@ -18,7 +18,7 @@ s32 func_8006CFC0(s32 scene) {
return 0;
}
void func_8006D074(PlayState* play) {
void Horse_ResetHorseData(PlayState* play) {
gSaveContext.horseData.scene = SCENE_HYRULE_FIELD;
gSaveContext.horseData.pos.x = -1840;
gSaveContext.horseData.pos.y = 72;
@@ -26,7 +26,7 @@ void func_8006D074(PlayState* play) {
gSaveContext.horseData.angle = -27353;
}
void func_8006D0AC(PlayState* play) {
void Horse_FixLakeHyliaPosition(PlayState* play) {
if (gSaveContext.horseData.scene == SCENE_LAKE_HYLIA) {
gSaveContext.horseData.scene = SCENE_LAKE_HYLIA;
gSaveContext.horseData.pos.x = -2065;
@@ -43,7 +43,7 @@ typedef struct {
/* 0x0A */ s16 type;
} HorseSpawn;
void func_8006D0EC(PlayState* play, Player* player) {
void Horse_SetupInGameplay(PlayState* play, Player* player) {
s32 i;
HorseSpawn horseSpawns[] = {
{ SCENE_HYRULE_FIELD, -460, 100, 6640, 0, 2 }, { SCENE_LAKE_HYLIA, -1929, -1025, 768, 0, 2 },
@@ -87,7 +87,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
osSyncPrintf("馬存在によるセット %d %d %d\n", gSaveContext.horseData.scene,
Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED), DREG(1));
if (func_8006CFC0(gSaveContext.horseData.scene)) {
if (Horse_CanSpawn(gSaveContext.horseData.scene)) {
Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.horseData.pos.x,
gSaveContext.horseData.pos.y, gSaveContext.horseData.pos.z, 0,
gSaveContext.horseData.angle, 0, 1);
@@ -100,7 +100,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
// "Horse_SetNormal():%d set spot is no good."
osSyncPrintf("Horse_SetNormal():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
osSyncPrintf(VT_RST);
func_8006D074(play);
Horse_ResetHorseData(play);
}
} else if ((play->sceneNum == SCENE_LON_LON_RANCH) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) &&
(DREG(1) == 0)) {
@@ -136,7 +136,7 @@ typedef struct {
/* 0x10 */ s16 type;
} struct_8011F9B8;
void func_8006D684(PlayState* play, Player* player) {
void Horse_SetupInCutscene(PlayState* play, Player* player) {
s32 pad;
s32 i;
Vec3s spawnPos;
@@ -247,17 +247,17 @@ void func_8006D684(PlayState* play, Player* player) {
}
}
void func_8006DC68(PlayState* play, Player* player) {
void Horse_InitPlayerHorse(PlayState* play, Player* player) {
if (LINK_IS_ADULT) {
if (!func_8006CFC0(gSaveContext.horseData.scene)) {
if (!Horse_CanSpawn(gSaveContext.horseData.scene)) {
osSyncPrintf(VT_COL(RED, WHITE));
// "Horse_Set_Check():%d set spot is no good."
osSyncPrintf("Horse_Set_Check():%d セットスポットまずいです。\n", gSaveContext.horseData.scene);
osSyncPrintf(VT_RST);
func_8006D074(play);
Horse_ResetHorseData(play);
}
if (func_8006CFC0(play->sceneNum)) {
if (Horse_CanSpawn(play->sceneNum)) {
if ((gSaveContext.sceneSetupIndex > 3) ||
((gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_11 ||
gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_12 ||
@@ -266,15 +266,15 @@ void func_8006DC68(PlayState* play, Player* player) {
(gSaveContext.respawnFlag == 0)) ||
((play->sceneNum == SCENE_LON_LON_RANCH) && ((gSaveContext.eventInf[0] & 0xF) == 6) &&
!Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) && (DREG(1) == 0))) {
func_8006D684(play, player);
Horse_SetupInCutscene(play, player);
} else {
func_8006D0EC(play, player);
Horse_SetupInGameplay(play, player);
}
}
}
}
void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2) {
void Horse_RotateToPoint(Actor* actor, Vec3f* arg1, s16 arg2) {
s16 x = Math_Vec3f_Yaw(&actor->world.pos, arg1) - actor->world.rot.y;
if (x > arg2) {
+1 -1
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@@ -1912,7 +1912,7 @@ u8 Item_Give(PlayState* play, u8 item) {
osSyncPrintf(VT_RST);
if (item == ITEM_MEDALLION_WATER) {
func_8006D0AC(play);
Horse_FixLakeHyliaPosition(play);
}
return Return_Item(item, MOD_NONE, ITEM_NONE);