diff --git a/src/d/actor/d_a_npc_ji1.cpp b/src/d/actor/d_a_npc_ji1.cpp index 27dd0eb58..e797081d6 100644 --- a/src/d/actor/d_a_npc_ji1.cpp +++ b/src/d/actor/d_a_npc_ji1.cpp @@ -1753,6 +1753,7 @@ u32 daNpc_Ji1_c::evn_hide_init(int staffIdx) { /* 00005508-000055E4 .text AnimeControlToWait__11daNpc_Ji1_cFv */ void daNpc_Ji1_c::AnimeControlToWait() { + /* Nonmatching */ if(field_0x330->getPlayMode() == J3DFrameCtrl::LOOP_ONCE_e) { if(field_0x330->checkFrame(field_0x330->getEndFrame() - 1.0f)) { if(isAttackAnim() || isGuardAnim()) { @@ -2581,9 +2582,7 @@ BOOL daNpc_Ji1_c::battleGuardCheck() { /* 0000C7E4-0000CA98 .text battleAction__11daNpc_Ji1_cFPv */ BOOL daNpc_Ji1_c::battleAction(void*) { - /* Nonmatching */ - - daPy_py_c* player = daPy_getPlayerActorClass(); + daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0); if(field_0xC78 == 0) { u8 icon; @@ -2644,8 +2643,6 @@ BOOL daNpc_Ji1_c::battleAction(void*) { /* 0000CA98-0000CC28 .text checkCutType__11daNpc_Ji1_cFii */ BOOL daNpc_Ji1_c::checkCutType(int param_1, int param_2) { - /* Nonmatching */ - daPy_py_c* player = daPy_getPlayerActorClass(); BOOL ret = false; @@ -3588,8 +3585,6 @@ static void daNpc_Ji1_setHairAngle(daNpc_Ji1_c* i_this) { /* 00010E3C-00010FC0 .text chkAttention__11daNpc_Ji1_cF4cXyzs */ BOOL daNpc_Ji1_c::chkAttention(cXyz param_1, s16 param_2) { - /* Nonmatching */ - daPy_py_c* player = daPy_getPlayerActorClass(); f32 temp = 800.0f; s32 temp2 = l_HIO.field_0x10 + l_HIO.field_0x12; @@ -3606,22 +3601,19 @@ BOOL daNpc_Ji1_c::chkAttention(cXyz param_1, s16 param_2) { temp2 += 0x71C; } - field_0xD7A = temp2 > abs(static_cast(angle - param_2)) && temp > dist; + angle -= param_2; + field_0xD7A = temp2 > abs(angle) && temp > dist; - return temp2 > abs(static_cast(angle - param_2)) && temp > dist; + return temp2 > abs(angle) && temp > dist; } /* 00010FC0-0001132C .text lookBack__11daNpc_Ji1_cFv */ BOOL daNpc_Ji1_c::lookBack() { - /* Nonmatching */ - BOOL ret = false; daPy_py_c* player = daPy_getPlayerActorClass(); - cXyz& this_pos = fopAcM_GetPosition(dComIfGp_getPlayer(0)); - cXyz& other_pos = fopAcM_GetPosition(this); - cXyz temp = (other_pos - this_pos); + cXyz temp = fopAcM_GetPosition(player) - fopAcM_GetPosition(this); f32 dist = temp.absXZ(); bool temp2 = true;