Standardize mMode/mAction names in C-style actors

This commit is contained in:
LagoLunatic
2025-05-17 14:01:12 -04:00
parent 98b8f3f559
commit 337303fc79
21 changed files with 979 additions and 962 deletions
+12 -12
View File
@@ -74,20 +74,20 @@ void kotori_move(kt_class* i_this) {
s16* r17;
s16* r16;
switch (i_this->mState) {
switch (i_this->mMode) {
case 0:
i_this->mSpeedFwd = kt_scale * 20.0f + 30.0f;
if (CPad_CHECK_TRIG_LEFT(0) && fopAcM_GetParam(i_this) == 1000) {
i_this->mTargetPos.x = player->current.pos.x;
i_this->mTargetPos.y = player->current.pos.y + 500.0f;
i_this->mTargetPos.z = player->current.pos.z;
i_this->mState = 2;
i_this->mMode = 2;
i_this->mSpeedLerp = 0.0f;
break;
}
if (i_this->mTimer[2] == 0) {
i_this->mState = 1;
i_this->mMode = 1;
offs.x = 0.0f;
offs.y = 0.0f;
offs.z = REG0_F(13) * 100.0f + 3000.0f;
@@ -117,7 +117,7 @@ void kotori_move(kt_class* i_this) {
case 1:
dist = std::sqrtf(vx*vx + vy*vy + vz*vz);
if (dist < REG0_F(1) * 10.0f + 800.0f) {
i_this->mState = 8;
i_this->mMode = 8;
}
cLib_addCalc2(&i_this->mSpeedLerp, 3.0f, 1.0f, 0.1f);
calc_012:
@@ -153,7 +153,7 @@ calc_012:
cLib_addCalc2(&*r26, i_this->mGroundY, REG0_F(6) + 0.3f, REG0_F(7) + 20.0f);
if (std::fabsf(*r26 - i_this->mGroundY) < 1.0f) {
*r26 = i_this->mGroundY;
i_this->mState = 10;
i_this->mMode = 10;
}
dispWing = true;
ret = 1;
@@ -163,7 +163,7 @@ calc_012:
i_this->mTargetPos.y += 200.0f;
dist = std::sqrtf(vx*vx + vy*vy + vz*vz);
if (dist < REG0_F(1) * 10.0f + 800.0f) {
i_this->mState = 9;
i_this->mMode = 9;
}
cLib_addCalc2(&i_this->mSpeedLerp, 3.0f, 1.0f, 0.1f);
goto calc_012;
@@ -184,7 +184,7 @@ calc_012:
*r27 += pt.z;
cLib_addCalc2(&*r26, i_this->mTargetPos.y, REG0_F(6) + 0.5f, REG0_F(7) + 20.0f);
if (std::fabsf(*r26 - i_this->mTargetPos.y) < 1.0f) {
i_this->mState = 20;
i_this->mMode = 20;
i_this->mSpeedLerp = 0.0f;
}
dispWing = true;
@@ -200,7 +200,7 @@ calc_012:
if (std::fabsf(*r26 - i_this->mTargetPos.y) > 1.0f)
dispWing = true;
if (CPad_CHECK_TRIG_LEFT(0)) {
i_this->mState = 0;
i_this->mMode = 0;
i_this->mTimer[0] = 0;
i_this->mLiftYTimer = cM_rndFX(10.0f) + 10.0f;
i_this->mTargetPosHome.y += 2000.0f;
@@ -219,7 +219,7 @@ calc_012:
cLib_addCalcAngleS2(&i_this->current.angle.y, angleX, 10, (s16)(REG0_F(10) * 10.0f + 500.0f));
if (i_this->mTimer[1] == 0 && i_this->mLiftY <= 0.0f) {
i_this->mTimer[1] = 20.0f + cM_rndF(20.0f);
i_this->mState = 11;
i_this->mMode = 11;
}
offs.x = 0.0f;
offs.y = 0.0f;
@@ -240,14 +240,14 @@ calc_012:
}
if (i_this->mTimer[1] == 0) {
i_this->mTimer[1] = 20.0f + cM_rndF(50.0f);
i_this->mState = 10;
i_this->mMode = 10;
i_this->mTargetPos.x = i_this->mTargetPosHome.x + cM_rndFX(1000.0f);
i_this->mTargetPos.z = i_this->mTargetPosHome.z + cM_rndFX(1000.0f);
}
calc_11:
*r26 -= 5.0f;
if (!i_this->mHitGround || dist_xz < (REG0_F(15) * 100.0f + 1500.0f)) {
i_this->mState = 0;
i_this->mMode = 0;
i_this->mTimer[0] = 0;
i_this->mLiftYTimer = 10.0f + cM_rndFX(10.0f);
i_this->mTargetPosHome.y += 2000.0f;
@@ -258,7 +258,7 @@ calc_11:
}
i_this->mHitGround = false;
if (i_this->mState >= 8) {
if (i_this->mMode >= 8) {
Vec pos;
pos.x = *r28;
pos.y = *r26;