From bb41931a551acf704e2df4bb791c9553119b4fca Mon Sep 17 00:00:00 2001 From: Jordan Longstaff Date: Sat, 14 Dec 2024 16:38:24 -0500 Subject: [PATCH] Rename a lot of actor movement-related functions from decomp (#4680) --- soh/include/functions.h | 14 +++--- .../Enhancements/randomizer/hook_handlers.cpp | 2 +- soh/src/code/z_actor.c | 44 +++++++++---------- soh/src/code/z_en_a_keep.c | 2 +- soh/src/code/z_en_item00.c | 2 +- .../actors/ovl_Arms_Hook/z_arms_hook.c | 4 +- .../ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c | 2 +- .../overlays/actors/ovl_Bg_Haka/z_bg_haka.c | 2 +- .../actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c | 2 +- .../actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c | 4 +- .../actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c | 2 +- .../ovl_Bg_Heavy_Block/z_bg_heavy_block.c | 6 +-- .../ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c | 2 +- .../z_bg_hidan_firewall.c | 4 +- .../ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c | 2 +- .../ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c | 4 +- .../ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c | 4 +- .../ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c | 2 +- .../ovl_Bg_Ice_Turara/z_bg_ice_turara.c | 2 +- .../ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.c | 4 +- .../ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c | 2 +- .../ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c | 2 +- .../ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c | 2 +- .../z_bg_mori_rakkatenjo.c | 2 +- .../actors/ovl_Bg_Pushbox/z_bg_pushbox.c | 2 +- .../ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c | 2 +- .../z_bg_spot16_bombstone.c | 2 +- .../ovl_Bg_Spot18_Obj/z_bg_spot18_obj.c | 2 +- .../actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c | 2 +- .../actors/ovl_Boss_Dodongo/z_boss_dodongo.c | 2 +- .../overlays/actors/ovl_Boss_Fd/z_boss_fd.c | 4 +- .../actors/ovl_Boss_Ganon/z_boss_ganon.c | 20 ++++----- .../actors/ovl_Boss_Ganon2/z_boss_ganon2.c | 2 +- .../ovl_Boss_Ganondrof/z_boss_ganondrof.c | 8 ++-- .../actors/ovl_Boss_Goma/z_boss_goma.c | 2 +- .../overlays/actors/ovl_Boss_Mo/z_boss_mo.c | 8 ++-- .../overlays/actors/ovl_Boss_Sst/z_boss_sst.c | 8 ++-- .../overlays/actors/ovl_Boss_Tw/z_boss_tw.c | 22 +++++----- .../overlays/actors/ovl_Boss_Va/z_boss_va.c | 4 +- .../actors/ovl_Demo_Effect/z_demo_effect.c | 2 +- .../overlays/actors/ovl_Demo_Gj/z_demo_gj.c | 14 +++--- .../overlays/actors/ovl_Demo_Go/z_demo_go.c | 4 +- .../actors/ovl_Door_Gerudo/z_door_gerudo.c | 2 +- .../actors/ovl_Door_Killer/z_door_killer.c | 6 +-- .../actors/ovl_Door_Shutter/z_door_shutter.c | 6 +-- soh/src/overlays/actors/ovl_En_Am/z_en_am.c | 6 +-- soh/src/overlays/actors/ovl_En_Ani/z_en_ani.c | 2 +- .../actors/ovl_En_Anubice/z_en_anubice.c | 2 +- .../ovl_En_Anubice_Fire/z_en_anubice_fire.c | 2 +- .../overlays/actors/ovl_En_Arrow/z_en_arrow.c | 8 ++-- .../ovl_En_Attack_Niw/z_en_attack_niw.c | 4 +- soh/src/overlays/actors/ovl_En_Ba/z_en_ba.c | 2 +- soh/src/overlays/actors/ovl_En_Bb/z_en_bb.c | 2 +- .../actors/ovl_En_Bdfire/z_en_bdfire.c | 2 +- .../actors/ovl_En_Bigokuta/z_en_bigokuta.c | 2 +- .../overlays/actors/ovl_En_Bili/z_en_bili.c | 4 +- soh/src/overlays/actors/ovl_En_Bom/z_en_bom.c | 4 +- .../actors/ovl_En_Bom_Chu/z_en_bom_chu.c | 6 +-- .../overlays/actors/ovl_En_Bombf/z_en_bombf.c | 4 +- .../overlays/actors/ovl_En_Boom/z_en_boom.c | 4 +- soh/src/overlays/actors/ovl_En_Box/z_en_box.c | 6 +-- .../actors/ovl_En_Bubble/z_en_bubble.c | 2 +- .../overlays/actors/ovl_En_Butte/z_en_butte.c | 2 +- soh/src/overlays/actors/ovl_En_Bw/z_en_bw.c | 2 +- .../actors/ovl_En_Clear_Tag/z_en_clear_tag.c | 12 ++--- soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c | 2 +- .../overlays/actors/ovl_En_Crow/z_en_crow.c | 4 +- soh/src/overlays/actors/ovl_En_Cs/z_en_cs.c | 2 +- .../overlays/actors/ovl_En_Daiku/z_en_daiku.c | 2 +- .../z_en_daiku_kakariko.c | 2 +- .../actors/ovl_En_Dekubaba/z_en_dekubaba.c | 2 +- .../actors/ovl_En_Dekunuts/z_en_dekunuts.c | 2 +- soh/src/overlays/actors/ovl_En_Dh/z_en_dh.c | 2 +- soh/src/overlays/actors/ovl_En_Dns/z_en_dns.c | 2 +- .../actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c | 2 +- .../actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c | 2 +- .../actors/ovl_En_Dodojr/z_en_dodojr.c | 12 ++--- .../actors/ovl_En_Dodongo/z_en_dodongo.c | 2 +- soh/src/overlays/actors/ovl_En_Dog/z_en_dog.c | 2 +- .../overlays/actors/ovl_En_Door/z_en_door.c | 2 +- soh/src/overlays/actors/ovl_En_Du/z_en_du.c | 2 +- .../actors/ovl_En_Dy_Extra/z_en_dy_extra.c | 2 +- .../overlays/actors/ovl_En_Eiyer/z_en_eiyer.c | 4 +- soh/src/overlays/actors/ovl_En_Elf/z_en_elf.c | 10 ++--- .../actors/ovl_En_Ex_Item/z_en_ex_item.c | 2 +- .../actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c | 2 +- soh/src/overlays/actors/ovl_En_Fd/z_en_fd.c | 2 +- .../actors/ovl_En_Fd_Fire/z_en_fd_fire.c | 6 +-- .../actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c | 6 +-- .../actors/ovl_En_Fire_Rock/z_en_fire_rock.c | 2 +- .../actors/ovl_En_Firefly/z_en_firefly.c | 4 +- .../overlays/actors/ovl_En_Fish/z_en_fish.c | 4 +- .../actors/ovl_En_Floormas/z_en_floormas.c | 2 +- soh/src/overlays/actors/ovl_En_Fr/z_en_fr.c | 2 +- soh/src/overlays/actors/ovl_En_Fu/z_en_fu.c | 2 +- soh/src/overlays/actors/ovl_En_Fw/z_en_fw.c | 2 +- soh/src/overlays/actors/ovl_En_Fz/z_en_fz.c | 2 +- .../actors/ovl_En_G_Switch/z_en_g_switch.c | 8 ++-- soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c | 2 +- soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c | 2 +- soh/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c | 2 +- .../overlays/actors/ovl_En_GeldB/z_en_geldb.c | 2 +- soh/src/overlays/actors/ovl_En_Go/z_en_go.c | 2 +- soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c | 4 +- .../overlays/actors/ovl_En_Goma/z_en_goma.c | 2 +- .../actors/ovl_En_Goroiwa/z_en_goroiwa.c | 2 +- soh/src/overlays/actors/ovl_En_Gs/z_en_gs.c | 2 +- .../actors/ovl_En_Heishi2/z_en_heishi2.c | 2 +- .../actors/ovl_En_Heishi3/z_en_heishi3.c | 2 +- .../actors/ovl_En_Heishi4/z_en_heishi4.c | 2 +- .../actors/ovl_En_Hintnuts/z_en_hintnuts.c | 2 +- .../overlays/actors/ovl_En_Holl/z_en_holl.c | 6 +-- .../actors/ovl_En_Honotrap/z_en_honotrap.c | 6 +-- .../overlays/actors/ovl_En_Horse/z_en_horse.c | 2 +- .../ovl_En_Horse_Ganon/z_en_horse_ganon.c | 2 +- .../z_en_horse_link_child.c | 2 +- .../ovl_En_Horse_Normal/z_en_horse_normal.c | 2 +- .../ovl_En_Horse_Zelda/z_en_horse_zelda.c | 2 +- soh/src/overlays/actors/ovl_En_Hs/z_en_hs.c | 2 +- soh/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c | 2 +- soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c | 2 +- .../actors/ovl_En_Ice_Hono/z_en_ice_hono.c | 6 +-- soh/src/overlays/actors/ovl_En_Ik/z_en_ik.c | 2 +- .../actors/ovl_En_Insect/z_en_insect.c | 2 +- .../overlays/actors/ovl_En_Ishi/z_en_ishi.c | 4 +- soh/src/overlays/actors/ovl_En_Js/z_en_js.c | 2 +- .../actors/ovl_En_Kakasi/z_en_kakasi.c | 2 +- .../actors/ovl_En_Kakasi2/z_en_kakasi2.c | 2 +- .../actors/ovl_En_Kakasi3/z_en_kakasi3.c | 2 +- .../actors/ovl_En_Kanban/z_en_kanban.c | 4 +- .../actors/ovl_En_Karebaba/z_en_karebaba.c | 2 +- soh/src/overlays/actors/ovl_En_Ko/z_en_ko.c | 2 +- .../overlays/actors/ovl_En_Kusa/z_en_kusa.c | 4 +- soh/src/overlays/actors/ovl_En_Kz/z_en_kz.c | 2 +- .../actors/ovl_En_Lightbox/z_en_lightbox.c | 2 +- soh/src/overlays/actors/ovl_En_Mb/z_en_mb.c | 2 +- soh/src/overlays/actors/ovl_En_Md/z_en_md.c | 2 +- soh/src/overlays/actors/ovl_En_Mk/z_en_mk.c | 2 +- soh/src/overlays/actors/ovl_En_Mm/z_en_mm.c | 2 +- soh/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c | 2 +- soh/src/overlays/actors/ovl_En_Ms/z_en_ms.c | 2 +- soh/src/overlays/actors/ovl_En_Niw/z_en_niw.c | 2 +- .../actors/ovl_En_Niw_Girl/z_en_niw_girl.c | 2 +- .../actors/ovl_En_Nutsball/z_en_nutsball.c | 2 +- soh/src/overlays/actors/ovl_En_Ny/z_en_ny.c | 4 +- .../overlays/actors/ovl_En_Okuta/z_en_okuta.c | 2 +- .../overlays/actors/ovl_En_Ossan/z_en_ossan.c | 2 +- soh/src/overlays/actors/ovl_En_Owl/z_en_owl.c | 2 +- .../overlays/actors/ovl_En_Part/z_en_part.c | 2 +- .../actors/ovl_En_Partner/z_en_partner.c | 2 +- .../actors/ovl_En_Peehat/z_en_peehat.c | 2 +- .../actors/ovl_En_Po_Desert/z_en_po_desert.c | 2 +- .../actors/ovl_En_Po_Field/z_en_po_field.c | 4 +- .../actors/ovl_En_Po_Relay/z_en_po_relay.c | 2 +- .../ovl_En_Po_Sisters/z_en_po_sisters.c | 2 +- soh/src/overlays/actors/ovl_En_Poh/z_en_poh.c | 4 +- .../actors/ovl_En_Pu_box/z_en_pu_box.c | 2 +- soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c | 2 +- .../overlays/actors/ovl_En_Reeba/z_en_reeba.c | 2 +- .../ovl_En_River_Sound/z_en_river_sound.c | 2 +- soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c | 2 +- soh/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c | 12 ++--- soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c | 2 +- soh/src/overlays/actors/ovl_En_Sb/z_en_sb.c | 2 +- soh/src/overlays/actors/ovl_En_Si/z_en_si.c | 2 +- soh/src/overlays/actors/ovl_En_Skb/z_en_skb.c | 2 +- soh/src/overlays/actors/ovl_En_Skj/z_en_skj.c | 2 +- .../actors/ovl_En_Skjneedle/z_en_skjneedle.c | 2 +- soh/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c | 2 +- soh/src/overlays/actors/ovl_En_St/z_en_st.c | 6 +-- soh/src/overlays/actors/ovl_En_Sth/z_en_sth.c | 2 +- soh/src/overlays/actors/ovl_En_Sw/z_en_sw.c | 2 +- .../ovl_En_Syateki_Niw/z_en_syateki_niw.c | 2 +- soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c | 4 +- .../overlays/actors/ovl_En_Test/z_en_test.c | 2 +- .../overlays/actors/ovl_En_Tite/z_en_tite.c | 2 +- soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c | 2 +- soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c | 4 +- soh/src/overlays/actors/ovl_En_Tr/z_en_tr.c | 2 +- .../overlays/actors/ovl_En_Trap/z_en_trap.c | 2 +- .../actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c | 2 +- .../actors/ovl_En_Vb_Ball/z_en_vb_ball.c | 2 +- .../actors/ovl_En_Viewer/z_en_viewer.c | 2 +- soh/src/overlays/actors/ovl_En_Vm/z_en_vm.c | 2 +- .../actors/ovl_En_Wallmas/z_en_wallmas.c | 2 +- .../actors/ovl_En_Weiyer/z_en_weiyer.c | 4 +- soh/src/overlays/actors/ovl_En_Wf/z_en_wf.c | 2 +- .../actors/ovl_En_Wood02/z_en_wood02.c | 2 +- soh/src/overlays/actors/ovl_En_Xc/z_en_xc.c | 8 ++-- .../actors/ovl_En_Yukabyun/z_en_yukabyun.c | 2 +- soh/src/overlays/actors/ovl_En_Zf/z_en_zf.c | 2 +- soh/src/overlays/actors/ovl_En_Zo/z_en_zo.c | 2 +- .../overlays/actors/ovl_Fishing/z_fishing.c | 4 +- .../ovl_Item_Etcetera/z_item_etcetera.c | 2 +- .../actors/ovl_Item_Ocarina/z_item_ocarina.c | 4 +- .../actors/ovl_Item_Shield/z_item_shield.c | 4 +- .../actors/ovl_Obj_Kibako/z_obj_kibako.c | 6 +-- .../overlays/actors/ovl_Obj_Lift/z_obj_lift.c | 2 +- .../actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c | 4 +- .../ovl_Obj_Timeblock/z_obj_timeblock.c | 2 +- .../actors/ovl_Obj_Tsubo/z_obj_tsubo.c | 4 +- .../ovl_Obj_Warp2block/z_obj_warp2block.c | 4 +- .../actors/ovl_player_actor/z_player.c | 8 ++-- 203 files changed, 355 insertions(+), 355 deletions(-) diff --git a/soh/include/functions.h b/soh/include/functions.h index c6375e514..d4b47b60c 100644 --- a/soh/include/functions.h +++ b/soh/include/functions.h @@ -398,12 +398,12 @@ void Actor_Kill(Actor* actor); void Actor_SetFocus(Actor* actor, f32 offset); void Actor_SetScale(Actor* actor, f32 scale); void Actor_SetObjectDependency(PlayState* play, Actor* actor); -void func_8002D7EC(Actor* actor); -void func_8002D868(Actor* actor); -void Actor_MoveForward(Actor* actor); -void func_8002D908(Actor* actor); -void func_8002D97C(Actor* actor); -void func_8002D9A4(Actor* actor, f32 arg1); +void Actor_UpdatePos(Actor* actor); +void Actor_UpdateVelocityXZGravity(Actor* actor); +void Actor_MoveXZGravity(Actor* actor); +void Actor_UpdateVelocityXYZ(Actor* actor); +void Actor_MoveXYZ(Actor* actor); +void Actor_SetProjectileSpeed(Actor* actor, f32 arg1); s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB); s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint); f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB); @@ -412,7 +412,7 @@ s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); -void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2); +void Actor_WorldToActorCoords(Actor* actor, Vec3f* result, Vec3f* arg2); f32 Actor_HeightDiff(Actor* actorA, Actor* actorB); f32 Player_GetHeight(Player* player); s32 Player_ActionHandler_2(Player* player, PlayState* play); diff --git a/soh/soh/Enhancements/randomizer/hook_handlers.cpp b/soh/soh/Enhancements/randomizer/hook_handlers.cpp index fe6876fbc..9e7162190 100644 --- a/soh/soh/Enhancements/randomizer/hook_handlers.cpp +++ b/soh/soh/Enhancements/randomizer/hook_handlers.cpp @@ -475,7 +475,7 @@ void ItemEtcetera_func_80B85824_Randomized(ItemEtcetera* itemEtcetera, PlayState void ItemEtcetera_MoveRandomizedFireArrowDown(ItemEtcetera* itemEtcetera, PlayState* play) { Actor_UpdateBgCheckInfo(play, &itemEtcetera->actor, 10.0f, 10.0f, 0.0f, 5); - Actor_MoveForward(&itemEtcetera->actor); + Actor_MoveXZGravity(&itemEtcetera->actor); if (!(itemEtcetera->actor.bgCheckFlags & 1)) { ItemEtcetera_SpawnSparkles(itemEtcetera, play); } diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 399b2bda7..70c7a3233 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -1255,7 +1255,7 @@ void Actor_Destroy(Actor* actor, PlayState* play) { NameTag_RemoveAllForActor(actor); } -void func_8002D7EC(Actor* actor) { +void Actor_UpdatePos(Actor* actor) { f32 speedRate = R_UPDATE_RATE * 0.5f; actor->world.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x; @@ -1263,7 +1263,7 @@ void func_8002D7EC(Actor* actor) { actor->world.pos.z += (actor->velocity.z * speedRate) + actor->colChkInfo.displacement.z; } -void func_8002D868(Actor* actor) { +void Actor_UpdateVelocityXZGravity(Actor* actor) { actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speedXZ; actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speedXZ; @@ -1273,12 +1273,12 @@ void func_8002D868(Actor* actor) { } } -void Actor_MoveForward(Actor* actor) { - func_8002D868(actor); - func_8002D7EC(actor); +void Actor_MoveXZGravity(Actor* actor) { + Actor_UpdateVelocityXZGravity(actor); + Actor_UpdatePos(actor); } -void func_8002D908(Actor* actor) { +void Actor_UpdateVelocityXYZ(Actor* actor) { f32 sp24 = Math_CosS(actor->world.rot.x) * actor->speedXZ; actor->velocity.x = Math_SinS(actor->world.rot.y) * sp24; @@ -1286,17 +1286,17 @@ void func_8002D908(Actor* actor) { actor->velocity.z = Math_CosS(actor->world.rot.y) * sp24; } -void func_8002D97C(Actor* actor) { - func_8002D908(actor); - func_8002D7EC(actor); +void Actor_MoveXYZ(Actor* actor) { + Actor_UpdateVelocityXYZ(actor); + Actor_UpdatePos(actor); } -void func_8002D9A4(Actor* actor, f32 arg1) { +void Actor_SetProjectileSpeed(Actor* actor, f32 arg1) { actor->speedXZ = Math_CosS(actor->world.rot.x) * arg1; actor->velocity.y = -Math_SinS(actor->world.rot.x) * arg1; } -void func_8002D9F8(Actor* actor, SkelAnime* skelAnime) { +void Actor_UpdatePosByAnimation(Actor* actor, SkelAnime* skelAnime) { Vec3f sp1C; SkelAnime_UpdateTranslation(skelAnime, &sp1C, actor->shape.rot.y); @@ -1345,20 +1345,20 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint) { return Math_Vec3f_DistXZ(&actor->world.pos, refPoint); } -void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2) { - f32 cosRot2Y; - f32 sinRot2Y; +void Actor_WorldToActorCoords(Actor* actor, Vec3f* dest, Vec3f* pos) { + f32 cosY; + f32 sinY; f32 deltaX; f32 deltaZ; - cosRot2Y = Math_CosS(actor->shape.rot.y); - sinRot2Y = Math_SinS(actor->shape.rot.y); - deltaX = arg2->x - actor->world.pos.x; - deltaZ = arg2->z - actor->world.pos.z; + cosY = Math_CosS(actor->shape.rot.y); + sinY = Math_SinS(actor->shape.rot.y); + deltaX = pos->x - actor->world.pos.x; + deltaZ = pos->z - actor->world.pos.z; - result->x = (deltaX * cosRot2Y) - (deltaZ * sinRot2Y); - result->z = (deltaX * sinRot2Y) + (deltaZ * cosRot2Y); - result->y = arg2->y - actor->world.pos.y; + dest->x = (deltaX * cosY) - (deltaZ * sinY); + dest->z = (deltaX * sinY) + (deltaZ * cosY); + dest->y = pos->y - actor->world.pos.y; } f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) { @@ -4603,7 +4603,7 @@ s32 func_80035124(Actor* actor, PlayState* play) { if (Actor_HasParent(actor, play)) { actor->params = 1; } else if (!(actor->bgCheckFlags & 1)) { - Actor_MoveForward(actor); + Actor_MoveXZGravity(actor); Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f); } else if ((actor->bgCheckFlags & 2) && (actor->velocity.y < -4.0f)) { ret = 1; diff --git a/soh/src/code/z_en_a_keep.c b/soh/src/code/z_en_a_keep.c index c0eded587..307ecf048 100644 --- a/soh/src/code/z_en_a_keep.c +++ b/soh/src/code/z_en_a_keep.c @@ -322,7 +322,7 @@ void EnAObj_Update(Actor* thisx, PlayState* play) { EnAObj* this = (EnAObj*)thisx; this->actionFunc(this, play); - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); if (this->dyna.actor.gravity != 0.0f) { if (this->dyna.actor.params != A_OBJ_BOULDER_FRAGMENT) { diff --git a/soh/src/code/z_en_item00.c b/soh/src/code/z_en_item00.c index 5bc90c6ca..1bd859718 100644 --- a/soh/src/code/z_en_item00.c +++ b/soh/src/code/z_en_item00.c @@ -831,7 +831,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) { } else { sp3A = 1; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (sp3A || D_80157D94[0]) { diff --git a/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c b/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c index 3adfba222..ea1b6f0d6 100644 --- a/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c +++ b/soh/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c @@ -88,7 +88,7 @@ void ArmsHook_Wait(ArmsHook* this, PlayState* play) { s32 length = ((player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26) * CVarGetFloat(CVAR_CHEAT("HookshotReachMultiplier"), 1.0f); ArmsHook_SetupAction(this, ArmsHook_Shoot); - func_8002D9A4(&this->actor, 20.0f); + Actor_SetProjectileSpeed(&this->actor, 20.0f); this->actor.parent = &GET_PLAYER(play)->actor; this->timer = length; } @@ -250,7 +250,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) { } } } else { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Math_Vec3f_Diff(&this->actor.world.pos, &this->actor.prevPos, &prevFrameDiff); Math_Vec3f_Sum(&this->unk_1E8, &prevFrameDiff, &this->unk_1E8); this->actor.shape.rot.x = Math_Atan2S(this->actor.speedXZ, -this->actor.velocity.y); diff --git a/soh/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c b/soh/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c index fecb650bf..83a9e3d3e 100644 --- a/soh/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c +++ b/soh/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c @@ -869,7 +869,7 @@ void BgDyYoseizo_Update(Actor* thisx, PlayState* play2) { } } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->heightOffset = this->scale * 7500.0f; Actor_SetFocus(&this->actor, this->heightOffset); this->actor.focus.pos.y = this->heightOffset; diff --git a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c index b139b2b56..badec15e1 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c @@ -59,7 +59,7 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play) { void func_8087B758(BgHaka* this, Player* player) { Vec3f sp1C; - func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp1C, &player->actor.world.pos); if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) { player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND; } diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c b/soh/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c index 25964162a..cec9f68e4 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c @@ -190,7 +190,7 @@ void BgHakaShip_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->dyna.actor.params == 0) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); } } diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c index 938be0f86..faf78019d 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c @@ -210,7 +210,7 @@ void func_8087FFC0(BgHakaTrap* this, PlayState* play) { f32 zNonNegative; Player* player = GET_PLAYER(play); - func_8002DBD0(&this->dyna.actor, &sp28, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp28, &player->actor.world.pos); sine = Math_SinS(this->dyna.actor.shape.rot.y); cosine = Math_CosS(this->dyna.actor.shape.rot.y); @@ -434,7 +434,7 @@ void func_808809E4(BgHakaTrap* this, PlayState* play, s16 arg2) { Player* player = GET_PLAYER(play); Vec3f sp18; - func_8002DBD0(&this->dyna.actor, &sp18, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp18, &player->actor.world.pos); if ((fabsf(sp18.x) < 70.0f) && (fabsf(sp18.y) < 100.0f) && (sp18.z < 500.0f) && (GET_PLAYER(play)->currentBoots != PLAYER_BOOTS_IRON)) { diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c b/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c index 1f0c98f04..f41964603 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.c @@ -396,7 +396,7 @@ void BgHakaZou_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->dyna.actor.params == 3) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); } } diff --git a/soh/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c b/soh/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c index 6df97fcfc..474764d7f 100644 --- a/soh/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c +++ b/soh/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c @@ -173,7 +173,7 @@ void BgHeavyBlock_MovePiece(BgHeavyBlock* this, PlayState* play) { thisx->velocity.x *= 0.98f; thisx->velocity.z *= 0.98f; - func_8002D7EC(thisx); + Actor_UpdatePos(thisx); thisx->shape.rot.x += thisx->world.rot.x; thisx->shape.rot.y += thisx->world.rot.y; thisx->shape.rot.z += thisx->world.rot.z; @@ -385,7 +385,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) { Vec3f pos; f32 raycastResult; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); pos.x = this->dyna.actor.home.pos.x; pos.y = this->dyna.actor.home.pos.y + 1000.0f; pos.z = this->dyna.actor.home.pos.z; @@ -459,7 +459,7 @@ void BgHeavyBlock_Land(BgHeavyBlock* this, PlayState* play) { Math_StepToF(&this->dyna.actor.velocity.y, 0.0f, 3.0f); this->dyna.actor.gravity = 0.0f; this->dyna.actor.world.pos = this->dyna.actor.home.pos; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->dyna.actor.home.pos = this->dyna.actor.world.pos; switch (this->dyna.actor.params & 0xFF) { case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE: diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c index 3e1fd9d78..c1d402188 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c @@ -181,7 +181,7 @@ void BgHidanDalm_Update(Actor* thisx, PlayState* play) { BgHidanDalm* this = (BgHidanDalm*)thisx; this->actionFunc(this, play); - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 10.0f, 15.0f, 32.0f, 5); } diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c index 6c1ce1e8f..ff44c33b8 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c @@ -86,7 +86,7 @@ s32 BgHidanFirewall_CheckProximity(BgHidanFirewall* this, PlayState* play) { Vec3f distance; player = GET_PLAYER(play); - func_8002DBD0(&this->actor, &distance, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &distance, &player->actor.world.pos); if (fabsf(distance.x) < 100.0f && fabsf(distance.z) < 120.0f) { return 1; @@ -146,7 +146,7 @@ void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play player = GET_PLAYER(play); - func_8002DBD0(&this->actor, &sp30, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sp30, &player->actor.world.pos); if (sp30.x < -70.0f) { sp30.x = -70.0f; } else { diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c index d4e146520..5f128bda9 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c @@ -200,7 +200,7 @@ void BgHidanFwbig_MoveCollider(BgHidanFwbig* this, PlayState* play) { f32 cs; f32 sn; - func_8002DBD0(&this->actor, &projPos, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &projPos, &player->actor.world.pos); projPos.z = ((projPos.z >= 0.0f) ? 1.0f : -1.0f) * 25.0f * -1.0f; if (this->direction == 0) { projPos.x = CLAMP(projPos.x, -360.0f, 360.0f); diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c index 8f327a1af..818533571 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c @@ -294,7 +294,7 @@ void func_80888860(BgHidanHamstep* this, PlayState* play) { s32 pad2; s32 quakeIndex; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); if (((this->dyna.actor.world.pos.y - this->dyna.actor.home.pos.y) < (-20.0f - this->dyna.actor.minVelocityY)) && (this->dyna.actor.velocity.y <= 0.0f)) { @@ -343,7 +343,7 @@ void func_80888A58(BgHidanHamstep* this, PlayState* play) { s32 pad2; s32 quakeIndex; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); func_80888694(this, (BgHidanHamstep*)this->dyna.actor.parent); if (((this->dyna.actor.params & 0xFF) <= 0) || ((this->dyna.actor.params & 0xFF) >= 6)) { diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c index d8ea17410..4d01df395 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c @@ -125,12 +125,12 @@ void func_80889C18(BgHidanKousi* this, PlayState* play) { this->dyna.actor.speedXZ = 2.0f; BgHidanKousi_SetupAction(this, func_80889C90); } - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG); } void func_80889C90(BgHidanKousi* this, PlayState* play) { - func_8002D7EC(&this->dyna.actor); + Actor_UpdatePos(&this->dyna.actor); if (D_80889E40[this->dyna.actor.params & 0xFF] < Math_Vec3f_DistXYZ(&this->dyna.actor.home.pos, &this->dyna.actor.world.pos)) { func_80889ACC(this); diff --git a/soh/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c b/soh/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c index 6b09ebad7..15f8a6586 100644 --- a/soh/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c +++ b/soh/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c @@ -335,7 +335,7 @@ void BgHidanRock_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actionFunc == func_8088B79C) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4); } diff --git a/soh/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.c b/soh/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.c index 30c09ad33..791efd6ca 100644 --- a/soh/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.c +++ b/soh/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.c @@ -175,7 +175,7 @@ void BgIceTurara_Fall(BgIceTurara* this, PlayState* play) { return; } } else { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->dyna.actor.world.pos.y += 40.0f; Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4); this->dyna.actor.world.pos.y -= 40.0f; diff --git a/soh/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.c b/soh/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.c index a66bd8e27..1fb0d4a50 100644 --- a/soh/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.c +++ b/soh/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.c @@ -149,7 +149,7 @@ void BgJyaHaheniron_SetupChairCrumble(BgJyaHaheniron* this) { void BgJyaHaheniron_ChairCrumble(BgJyaHaheniron* this, PlayState* play) { Vec3f vec; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 8.0f, 0.0f, 0x85); if ((this->actor.bgCheckFlags & 9) || ((this->collider.base.atFlags & AT_HIT) && (this->collider.base.at != NULL) && (this->collider.base.at->category == ACTORCAT_PLAYER))) { @@ -173,7 +173,7 @@ void BgJyaHaheniron_SetupPillarCrumble(BgJyaHaheniron* this) { void BgJyaHaheniron_PillarCrumble(BgJyaHaheniron* this, PlayState* play) { if (this->timer >= 8) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } else if (this->timer >= 17) { BgJyaHaheniron_SpawnFragments(play, &this->actor.world.pos, D_808987A0); Actor_Kill(&this->actor); diff --git a/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c b/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c index f678c5031..539b72eee 100644 --- a/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c +++ b/soh/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c @@ -331,7 +331,7 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) { this->dyna.actor.speedXZ = dist; } func_80035844(&this->dyna.actor.world.pos, &waypoint, &this->dyna.actor.world.rot, 1); - func_8002D97C(&this->dyna.actor); + Actor_MoveXYZ(&this->dyna.actor); dx = waypoint.x - this->dyna.actor.world.pos.x; dy = waypoint.y - this->dyna.actor.world.pos.y; dz = waypoint.z - this->dyna.actor.world.pos.z; diff --git a/soh/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c b/soh/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c index e4531cb4a..611a892cf 100644 --- a/soh/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c +++ b/soh/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c @@ -162,7 +162,7 @@ void BgMoriBigst_SetupFall(BgMoriBigst* this, PlayState* play) { } void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) { this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y; BgMoriBigst_SetupLanding(this, play); diff --git a/soh/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c b/soh/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c index 4ec854444..76ffcdc33 100644 --- a/soh/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c +++ b/soh/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c @@ -245,7 +245,7 @@ void BgMoriHashigo_LadderFall(BgMoriHashigo* this, PlayState* play) { static f32 bounceSpeed[3] = { 4.0f, 2.7f, 1.7f }; Actor* thisx = &this->dyna.actor; - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); if ((thisx->bgCheckFlags & 1) && (thisx->velocity.y < 0.0f)) { if (this->bounceCounter >= ARRAY_COUNT(bounceSpeed)) { BgMoriHashigo_SetupLadderRest(this); diff --git a/soh/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c b/soh/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c index 6035945bd..4202768a4 100644 --- a/soh/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c +++ b/soh/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c @@ -149,7 +149,7 @@ void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, PlayState* play) { Actor* thisx = &this->dyna.actor; s32 quake; - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); if ((thisx->velocity.y < 0.0f) && (thisx->world.pos.y <= 403.0f)) { if (this->bounceCount >= ARRAY_COUNT(bounceVel)) { BgMoriRakkatenjo_SetupRest(this); diff --git a/soh/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c b/soh/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c index 8377d3d3d..720dcf09f 100644 --- a/soh/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c +++ b/soh/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c @@ -64,7 +64,7 @@ void BgPushbox_UpdateImpl(BgPushbox* this, PlayState* play) { : ((this->dyna.actor.speedXZ > 1.0f) ? 1.0f : this->dyna.actor.speedXZ); Math_StepToF(&this->dyna.actor.speedXZ, 0.0f, 0.2f); this->dyna.actor.world.rot.y = this->dyna.unk_158; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 40.0f, 40.0f, 0x1D); } diff --git a/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c b/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c index 6235d5256..8a14f5046 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.c @@ -319,7 +319,7 @@ void func_808B43D0(BgSpot15Rrbox* this, PlayState* play) { player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY; } - Actor_MoveForward(actor); + Actor_MoveXZGravity(actor); if (actor->world.pos.y <= BGCHECK_Y_MIN + 10.0f) { // "Lon Lon wooden crate fell too much" diff --git a/soh/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c b/soh/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c index 2ba99a0a4..5f24d06e8 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c @@ -500,7 +500,7 @@ void func_808B5B58(BgSpot16Bombstone* this) { void func_808B5B6C(BgSpot16Bombstone* this, PlayState* play) { Actor* actor = &this->actor; - Actor_MoveForward(actor); + Actor_MoveXZGravity(actor); actor->shape.rot.x += this->unk_210; actor->shape.rot.z += this->unk_212; diff --git a/soh/src/overlays/actors/ovl_Bg_Spot18_Obj/z_bg_spot18_obj.c b/soh/src/overlays/actors/ovl_Bg_Spot18_Obj/z_bg_spot18_obj.c index 8453bed74..36855ce69 100644 --- a/soh/src/overlays/actors/ovl_Bg_Spot18_Obj/z_bg_spot18_obj.c +++ b/soh/src/overlays/actors/ovl_Bg_Spot18_Obj/z_bg_spot18_obj.c @@ -247,7 +247,7 @@ void func_808B8F08(BgSpot18Obj* this, PlayState* play) { Player* player = GET_PLAYER(play); Math_StepToF(&this->dyna.actor.speedXZ, 1.2f, 0.1f); - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); func_808B8DDC(this, play); if (Math3D_Dist2DSq(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.z, this->dyna.actor.home.pos.x, diff --git a/soh/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/soh/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c index e8a757d04..59402d658 100644 --- a/soh/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c +++ b/soh/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c @@ -404,7 +404,7 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) { this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f; BgYdanSp_BurnWeb(this, play); } else if (player->heldItemAction == PLAYER_IA_DEKU_STICK && player->unk_860 != 0) { - func_8002DBD0(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip); + Actor_WorldToActorCoords(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip); if (fabsf(sp30.x) < 100.0f && sp30.z < 1.0f && sp30.y < 200.0f) { OnePointCutscene_Init(play, 3020, 40, &this->dyna.actor, MAIN_CAM); Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->meleeWeaponInfo[0].tip); diff --git a/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c b/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c index 710d0b95f..4702d8376 100644 --- a/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c +++ b/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c @@ -1044,7 +1044,7 @@ void BossDodongo_Update(Actor* thisx, PlayState* play2) { thisx->shape.rot.y = thisx->world.rot.y; Math_SmoothStepToF(&thisx->shape.yOffset, this->unk_228, 1.0f, 100.0f, 0.0f); - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); BossDodongo_UpdateDamage(this, play); Actor_UpdateBgCheckInfo(play, thisx, 10.0f, 10.0f, 20.0f, 4); Math_SmoothStepToF(&this->unk_208, 0, 1, 0.001f, 0.0); diff --git a/soh/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/soh/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c index 9ef884c61..c44810f0b 100644 --- a/soh/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c +++ b/soh/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c @@ -950,9 +950,9 @@ void BossFd_Fly(BossFd* this, PlayState* play) { Math_ApproachF(&this->fwork[BFD_TURN_RATE], this->fwork[BFD_TURN_RATE_MAX], 1.0f, 20000.0f); Math_ApproachF(&this->actor.speedXZ, this->fwork[BFD_FLY_SPEED], 1.0f, 0.1f); if (this->work[BFD_ACTION_STATE] < BOSSFD_SKULL_FALL) { - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->work[BFD_LEAD_BODY_SEG]++; if (this->work[BFD_LEAD_BODY_SEG] >= 100) { diff --git a/soh/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/soh/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c index 2860b68f6..a418ced3a 100644 --- a/soh/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c +++ b/soh/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c @@ -4008,8 +4008,8 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) { yDistFromLink = (player->actor.world.pos.y + 40.0f) - this->actor.world.pos.y; zDistFromLink = player->actor.world.pos.z - this->actor.world.pos.z; - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); switch (this->unk_1C2) { case 0: @@ -4287,8 +4287,8 @@ void func_808E1EB4(Actor* thisx, PlayState* play2) { } } - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); this->unk_1A6++; @@ -4413,8 +4413,8 @@ void func_808E2544(Actor* thisx, PlayState* play) { } } - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); this->unk_1A6++; @@ -4501,8 +4501,8 @@ void func_808E2544(Actor* thisx, PlayState* play) { if ((player->meleeWeaponState != 0) && (player->meleeWeaponAnimation >= 0x18) && (this->actor.xzDistToPlayer < 80.0f)) { this->unk_1C2 = 0xC; this->actor.speedXZ = -30.0f; - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); this->unk_1F0 = dorf->unk_1FC; numEffects = 10; break; @@ -4518,8 +4518,8 @@ void func_808E2544(Actor* thisx, PlayState* play) { this->unk_1C2 = 0xC; this->actor.speedXZ = -30.0f; - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); this->unk_1F0.x = Rand_CenteredFloat(700.0f) + dorf->unk_1FC.x; this->unk_1F0.y = Rand_CenteredFloat(200.0f) + dorf->unk_1FC.y; diff --git a/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c index c065a2450..5270402fe 100644 --- a/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c +++ b/soh/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c @@ -2047,7 +2047,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) { if (this->unk_392 != 0) { this->unk_392--; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actor.shape.rot = this->actor.world.rot; if (this->unk_335 != 0) { Actor_UpdateBgCheckInfo(play, &this->actor, 60.0f, 60.0f, 100.0f, 5); diff --git a/soh/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/soh/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c index a582a8d0c..1ac0d2c90 100644 --- a/soh/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c +++ b/soh/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c @@ -720,7 +720,7 @@ void BossGanondrof_Stunned(BossGanondrof* this, PlayState* play) { this->actor.gravity = 0.0f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void BossGanondrof_SetupBlock(BossGanondrof* this, PlayState* play) { @@ -806,8 +806,8 @@ void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) { Math_FAtan2F(vecToLink.y, sqrtf(SQ(vecToLink.x) + SQ(vecToLink.z))) * (0x8000 / M_PI); } - func_8002D908(thisx); - func_8002D7EC(thisx); + Actor_UpdateVelocityXYZ(thisx); + Actor_UpdatePos(thisx); Math_ApproachF(&thisx->speedXZ, 10.0f, 1.0f, 0.5f); if ((sqrtf(SQ(dxCenter) + SQ(dzCenter)) > 280.0f) || (thisx->xyzDistToPlayerSq < SQ(100.0f))) { this->work[GND_ACTION_STATE] = CHARGE_FINISH; @@ -816,7 +816,7 @@ void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) { break; case CHARGE_FINISH: thisx->gravity = 0.2f; - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); osSyncPrintf("YP %f @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n", thisx->world.pos.y); if (thisx->world.pos.y < 5.0f) { thisx->world.pos.y = 5.0f; diff --git a/soh/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/soh/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c index e3551d90f..fdc16fd1e 100644 --- a/soh/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c +++ b/soh/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c @@ -1935,7 +1935,7 @@ void BossGoma_Update(Actor* thisx, PlayState* play) { this->actor.shape.rot.y = this->actor.world.rot.y; if (!this->doNotMoveThisFrame) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } else { this->doNotMoveThisFrame = false; } diff --git a/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index 1f613bf08..c1d0f7bae 100644 --- a/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -1501,7 +1501,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) { this->cameraAtVel.z * this->cameraSpeedMod); Math_ApproachF(&this->cameraSpeedMod, 1.0f, 1.0f, this->cameraAccel); } else if (this->csState < MO_INTRO_REVEAL) { - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); this->cameraEye.x += this->actor.velocity.x; this->cameraEye.y += this->actor.velocity.y; this->cameraEye.z += this->actor.velocity.z; @@ -2164,12 +2164,12 @@ void BossMo_Core(BossMo* this, PlayState* play) { spD0 = (s16)(Math_FAtan2F(spD8, sqrtf(SQ(spDC) + SQ(spD4))) * (0x8000 / M_PI)); Math_ApproachS(&this->actor.world.rot.y, spCC, this->tentMaxAngle, this->tentSpeed); Math_ApproachS(&this->actor.world.rot.x, spD0, this->tentMaxAngle, this->tentSpeed); - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); } else { this->actor.world.pos.y += this->actor.velocity.y; this->actor.velocity.y -= 1.0f; } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); temp = (this->actor.world.pos.y < -200.0f) ? 5 : 1; this->actor.world.pos.y -= 20.0f; Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 20.0f, 100.0f, temp); @@ -2346,7 +2346,7 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) { } } Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xC8); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Math_ApproachF(&this->actor.speedXZ, 0.0, 1.0f, 0.02f); if (BossMo_NearLand(&this->actor.world.pos, 40)) { diff --git a/soh/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/soh/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index 005a8a089..edd5c032f 100644 --- a/soh/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/soh/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -1066,8 +1066,8 @@ void BossSst_HeadDeath(BossSst* this, PlayState* play) { player->actor.world.pos.z = sRoomCenter.z + (400.0f * Math_CosS(this->actor.shape.rot.y)) - (Math_SinS(this->actor.shape.rot.y) * -120.0f); player->actor.shape.rot.y = Actor_WorldYawTowardPoint(&player->actor, &sRoomCenter); - func_8002DBD0(&this->actor, &sCameraEye, &GET_ACTIVE_CAM(play)->eye); - func_8002DBD0(&this->actor, &sCameraAt, &GET_ACTIVE_CAM(play)->at); + Actor_WorldToActorCoords(&this->actor, &sCameraEye, &GET_ACTIVE_CAM(play)->eye); + Actor_WorldToActorCoords(&this->actor, &sCameraAt, &GET_ACTIVE_CAM(play)->at); this->radius = -350.0f; this->actor.world.pos.x = sRoomCenter.x - (Math_SinS(this->actor.shape.rot.y) * 350.0f); this->actor.world.pos.z = sRoomCenter.z - (Math_CosS(this->actor.shape.rot.y) * 350.0f); @@ -2652,8 +2652,8 @@ void BossSst_UpdateHead(Actor* thisx, PlayState* play) { s32 pad; BossSst* this = (BossSst*)thisx; - func_8002DBD0(&this->actor, &sHandOffsets[RIGHT], &sHands[RIGHT]->actor.world.pos); - func_8002DBD0(&this->actor, &sHandOffsets[LEFT], &sHands[LEFT]->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sHandOffsets[RIGHT], &sHands[RIGHT]->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sHandOffsets[LEFT], &sHands[LEFT]->actor.world.pos); sHandYawOffsets[LEFT] = sHands[LEFT]->actor.shape.rot.y - thisx->shape.rot.y; sHandYawOffsets[RIGHT] = sHands[RIGHT]->actor.shape.rot.y - thisx->shape.rot.y; diff --git a/soh/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/soh/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c index 0e3c3ba08..a0df96d42 100644 --- a/soh/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c +++ b/soh/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c @@ -598,8 +598,8 @@ void BossTw_TurnToPlayer(BossTw* this, PlayState* play) { Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, this->rotateSpeed); Math_ApproachS(&this->actor.shape.rot.x, 0, 5, this->rotateSpeed); Math_ApproachF(&this->rotateSpeed, 4096.0f, 1.0f, 200.0f); - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); if (this->timers[0] == 0) { if ((otherTw->actionFunc != BossTw_ShootBeam) && this->work[CAN_SHOOT]) { this->work[CAN_SHOOT] = false; @@ -670,8 +670,8 @@ void BossTw_FlyTo(BossTw* this, PlayState* play) { Math_ApproachS(&this->actor.shape.rot.x, pitchTarget, 0xA, this->rotateSpeed); Math_ApproachF(&this->rotateSpeed, 4096.0f, 1.0f, 100.0f); Math_ApproachF(&this->actor.speedXZ, 10.0f, 1.0f, 1.0f); - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); if ((this->timers[0] == 0) || (xzDist < 70.0f)) { BossTw_SetupTurnToPlayer(this, play); @@ -2336,8 +2336,8 @@ void BossTw_DeathBall(BossTw* this, PlayState* play) { Math_ApproachS(&this->actor.world.rot.x, Math_FAtan2F(yDiff, sqrtf(SQ(xDiff) + SQ(zDiff))) * (32768 / M_PI), 5, this->rotateSpeed); Math_ApproachS(&this->actor.world.rot.y, yaw, 5, this->rotateSpeed); - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); } void BossTw_TwinrovaSetupDeathCS(BossTw* this, PlayState* play) { @@ -3928,8 +3928,8 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) { case 10: this->blastActive = true; if (this->timers[0] == 0) { - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); Audio_PlayActorSound2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG); } else { Vec3f velocity; @@ -4118,8 +4118,8 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) { this->blastActive = true; if (this->timers[0] == 0) { - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); Audio_PlayActorSound2(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG); } else { Vec3f velocity; @@ -5438,7 +5438,7 @@ void BossTw_TwinrovaFly(BossTw* this, PlayState* play) { Math_ApproachS(&this->actor.shape.rot.y, yaw, 0xA, this->rotateSpeed); Math_ApproachF(&this->rotateSpeed, 2000.0f, 1.0f, 100.0f); Math_ApproachF(&this->actor.speedXZ, 30.0f, 1.0f, 2.0f); - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); Math_ApproachF(&this->actor.world.pos.x, this->targetPos.x, 0.1f, fabsf(this->actor.velocity.x) * 1.5f); Math_ApproachF(&this->actor.world.pos.y, this->targetPos.y, 0.1f, fabsf(this->actor.velocity.y) * 1.5f); Math_ApproachF(&this->targetPos.y, 380.0f, 1.0f, 2.0f); diff --git a/soh/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/soh/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index 8a7368647..18bc927d5 100644 --- a/soh/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/soh/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -1308,7 +1308,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) { this->actor.speedXZ = 0.0f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (SkelAnime_Update(&this->skelAnime) && (sFightPhase >= PHASE_4)) { BossVa_SetupBodyPhase4(this, play); } @@ -1508,7 +1508,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) { } } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 60.0f; if (((play->gameplayFrames % 2) == 0) && (this->timer == 0)) { diff --git a/soh/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c b/soh/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c index 94c1f1b5e..b15b5b17e 100644 --- a/soh/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c +++ b/soh/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c @@ -947,7 +947,7 @@ void DemoEffect_UpdateLightRingTriforce(DemoEffect* this, PlayState* play) { void DemoEffect_UpdateCreationFireball(DemoEffect* this, PlayState* play) { DemoEffect* effect; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actor.speedXZ = this->actor.speedXZ + (this->actor.gravity * 0.5f); if (this->fireBall.timer != 0) { diff --git a/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c b/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c index 357b2c0ca..e678721ef 100644 --- a/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c +++ b/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c @@ -571,7 +571,7 @@ void DemoGj_InitRubblePile1(DemoGj* this, PlayState* play) { } void func_8097A000(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(18)); this->rotationVec.y += (s16)(kREG(19) + 1000); @@ -635,7 +635,7 @@ void DemoGj_InitRubblePile2(DemoGj* this, PlayState* play) { } void func_8097A238(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(31)); this->rotationVec.y += (s16)(kREG(32) + 1000); @@ -699,7 +699,7 @@ void DemoGj_InitRubblePile3(DemoGj* this, PlayState* play) { } void func_8097A474(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(44)); this->rotationVec.y += (s16)(kREG(45) + 1000); @@ -747,7 +747,7 @@ void DemoGj_InitRubblePile4(DemoGj* this, PlayState* play) { } void func_8097A644(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(57)); this->rotationVec.y += (s16)(kREG(58) + 1000); @@ -795,7 +795,7 @@ void DemoGj_InitRubblePile5(DemoGj* this, PlayState* play) { } void func_8097A814(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(70)); this->rotationVec.y += (s16)(kREG(71) + 1000); @@ -843,7 +843,7 @@ void DemoGj_InitRubblePile6(DemoGj* this, PlayState* play) { } void func_8097A9E4(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(83)); this->rotationVec.y += (s16)(kREG(84) + 1000); @@ -891,7 +891,7 @@ void DemoGj_InitRubblePile7(DemoGj* this, PlayState* play) { } void func_8097ABB4(DemoGj* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->rotationVec.x += (s16)(kREG(15)); this->rotationVec.y += (s16)(kREG(14) + 1000); diff --git a/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c b/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c index 635da2c04..227ad7ed1 100644 --- a/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c +++ b/soh/src/overlays/actors/ovl_Demo_Go/z_demo_go.c @@ -159,11 +159,11 @@ void func_8097CC08(DemoGo* this) { } else { this->actor.speedXZ = (kREG(15) * 0.01f) + 1.2f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_8097CCC0(DemoGo* this) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_8097CCE0(DemoGo* this, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c b/soh/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c index c5f05341a..99dd5e43f 100644 --- a/soh/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c +++ b/soh/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c @@ -68,7 +68,7 @@ f32 func_809946BC(PlayState* play, DoorGerudo* this, f32 arg2, f32 arg3, f32 arg playerPos.x = player->actor.world.pos.x; playerPos.y = player->actor.world.pos.y + arg2; playerPos.z = player->actor.world.pos.z; - func_8002DBD0(&this->dyna.actor, &sp1C, &playerPos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp1C, &playerPos); if ((arg3 < fabsf(sp1C.x)) || (arg4 < fabsf(sp1C.y))) { return FLT_MAX; diff --git a/soh/src/overlays/actors/ovl_Door_Killer/z_door_killer.c b/soh/src/overlays/actors/ovl_Door_Killer/z_door_killer.c index aeb3e1f33..f29b23450 100644 --- a/soh/src/overlays/actors/ovl_Door_Killer/z_door_killer.c +++ b/soh/src/overlays/actors/ovl_Door_Killer/z_door_killer.c @@ -247,7 +247,7 @@ void DoorKiller_FallAsRubble(DoorKiller* this, PlayState* play) { } else { Actor_Kill(&this->actor); } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } s32 DoorKiller_IsHit(Actor* thisx, PlayState* play) { @@ -374,7 +374,7 @@ void DoorKiller_FallOver(DoorKiller* this, PlayState* play) { if (!(this->hasHitPlayerOrGround & 1)) { Vec3f playerPosRelToDoor; Player* player = GET_PLAYER(play); - func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); if ((fabsf(playerPosRelToDoor.y) < 20.0f) && (fabsf(playerPosRelToDoor.x) < 20.0f) && (playerPosRelToDoor.z < 100.0f) && (playerPosRelToDoor.z > 0.0f)) { this->hasHitPlayerOrGround |= 1; @@ -436,7 +436,7 @@ void DoorKiller_Wait(DoorKiller* this, PlayState* play) { Vec3f playerPosRelToDoor; s16 angleToFacingPlayer; - func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); // playerIsOpening is set by player if (this->playerIsOpening) { diff --git a/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c index f5e1d3f29..c842571e7 100644 --- a/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c +++ b/soh/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c @@ -322,7 +322,7 @@ f32 func_80996840(PlayState* play, DoorShutter* this, f32 arg2, f32 arg3, f32 ar sp28.x = player->actor.world.pos.x; sp28.y = player->actor.world.pos.y + arg2; sp28.z = player->actor.world.pos.z; - func_8002DBD0(&this->dyna.actor, &sp1C, &sp28); + Actor_WorldToActorCoords(&this->dyna.actor, &sp1C, &sp28); if (arg3 < fabsf(sp1C.x) || arg4 < fabsf(sp1C.y)) { return FLT_MAX; } else { @@ -543,7 +543,7 @@ void func_80997220(DoorShutter* this, PlayState* play) { if (this->dyna.actor.room >= 0) { Vec3f vec; - func_8002DBD0(&this->dyna.actor, &vec, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &vec, &player->actor.world.pos); this->dyna.actor.room = play->transiActorCtx.list[(u16)this->dyna.actor.params >> 0xA].sides[(vec.z < 0.0f) ? 0 : 1].room; if (room != this->dyna.actor.room) { @@ -600,7 +600,7 @@ void func_80997568(DoorShutter* this, PlayState* play) { } void func_809975C0(DoorShutter* this, PlayState* play) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4); if (this->dyna.actor.bgCheckFlags & 1) { DoorShutter_SetupAction(this, func_809976B8); diff --git a/soh/src/overlays/actors/ovl_En_Am/z_en_am.c b/soh/src/overlays/actors/ovl_En_Am/z_en_am.c index 91c853e72..70a6ae5da 100644 --- a/soh/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/soh/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -538,7 +538,7 @@ void EnAm_MoveToHome(EnAm* this, PlayState* play) { // turn away from a wall if touching one if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 8)) { this->dyna.actor.world.rot.y = this->dyna.actor.wallYaw; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); } SkelAnime_Update(&this->skelAnime); @@ -646,7 +646,7 @@ void EnAm_Lunge(EnAm* this, PlayState* play) { if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 8)) { this->dyna.actor.world.rot.y = (this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y) + this->dyna.actor.wallYaw; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); this->dyna.actor.bgCheckFlags &= ~8; } @@ -898,7 +898,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) { } } - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 28.0f, 80.0f, 0x1D); } diff --git a/soh/src/overlays/actors/ovl_En_Ani/z_en_ani.c b/soh/src/overlays/actors/ovl_En_Ani/z_en_ani.c index d00970e50..8126a1425 100644 --- a/soh/src/overlays/actors/ovl_En_Ani/z_en_ani.c +++ b/soh/src/overlays/actors/ovl_En_Ani/z_en_ani.c @@ -249,7 +249,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[0] != NULL)) { switch (this->unk_2AA) { diff --git a/soh/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/soh/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c index 8b7cc4edd..67d2b39a5 100644 --- a/soh/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c +++ b/soh/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c @@ -448,7 +448,7 @@ void EnAnubice_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); this->actor.velocity.y += this->actor.gravity; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); if (!this->isLinkOutOfRange) { Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D); diff --git a/soh/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c b/soh/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c index a26f5a08b..1f1934c64 100644 --- a/soh/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c +++ b/soh/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c @@ -179,7 +179,7 @@ void EnAnubiceFire_Update(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, this->scale); this->actionFunc(this, play); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->unk_160[0] = this->actor.world.pos; for (i = 4; i >= 0; i--) { diff --git a/soh/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c b/soh/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c index c13833d6d..0669d43d6 100644 --- a/soh/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c +++ b/soh/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c @@ -228,11 +228,11 @@ void EnArrow_Shoot(EnArrow* this, PlayState* play) { Math_Vec3f_Copy(&this->unk_210, &this->actor.world.pos); if (this->actor.params >= ARROW_SEED) { - func_8002D9A4(&this->actor, 80.0f); + Actor_SetProjectileSpeed(&this->actor, 80.0f); this->timer = 15; this->actor.shape.rot.x = this->actor.shape.rot.y = this->actor.shape.rot.z = 0; } else { - func_8002D9A4(&this->actor, 150.0f); + Actor_SetProjectileSpeed(&this->actor, 150.0f); this->timer = 12; } } @@ -370,7 +370,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) { } } else { Math_Vec3f_Copy(&this->unk_210, &this->actor.world.pos); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if ((this->touchedPoly = BgCheck_ProjectileLineTest(&play->colCtx, &this->actor.prevPos, &this->actor.world.pos, &hitPoint, @@ -422,7 +422,7 @@ void func_809B45E0(EnArrow* this, PlayState* play) { void func_809B4640(EnArrow* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (DECR(this->timer) == 0) { Actor_Kill(&this->actor); diff --git a/soh/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/soh/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c index 1fb194dcc..8876b6e4e 100644 --- a/soh/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c +++ b/soh/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c @@ -334,9 +334,9 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D); if (this->actionFunc == func_809B5670) { - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); } else { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (this->actor.floorHeight <= BGCHECK_Y_MIN) { diff --git a/soh/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/soh/src/overlays/actors/ovl_En_Ba/z_en_ba.c index 04b09aca8..953b4b212 100644 --- a/soh/src/overlays/actors/ovl_En_Ba/z_en_ba.c +++ b/soh/src/overlays/actors/ovl_En_Ba/z_en_ba.c @@ -216,7 +216,7 @@ void EnBa_FallAsBlob(EnBa* this, PlayState* play) { Actor_Kill(&this->actor); } } else { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 28.0f, 80.0f, 5); } } diff --git a/soh/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/soh/src/overlays/actors/ovl_En_Bb/z_en_bb.c index c85b55319..b03b6490a 100644 --- a/soh/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/soh/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -1240,7 +1240,7 @@ void EnBb_Update(Actor* thisx, PlayState* play2) { this->actionFunc(this, play); if ((this->actor.params <= ENBB_BLUE) && (this->actor.speedXZ >= -6.0f) && ((this->actor.flags & ACTOR_FLAG_DRAGGED_BY_ARROW) == 0)) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (this->moveMode == BBMOVE_NORMAL) { if ((this->actor.world.pos.y - 20.0f) <= this->actor.floorHeight) { diff --git a/soh/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c b/soh/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c index 0840f076a..eeeec465c 100644 --- a/soh/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c +++ b/soh/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c @@ -192,7 +192,7 @@ void EnBdfire_Update(Actor* thisx, PlayState* play) { this->unk_156++; this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void EnBdfire_DrawFire(EnBdfire* this, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/soh/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index ca210b62b..aa53182c5 100644 --- a/soh/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/soh/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -503,7 +503,7 @@ void func_809BDC08(EnBigokuta* this, PlayState* play) { } phi_v1 = (Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) - 180.0f) * (8.0f / 15); - func_8002DBD0(&this->actor, &sp28, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &sp28, &player->actor.world.pos); if (fabsf(sp28.x) > 263.0f || ((sp28.z > 0.0f) && !Actor_IsFacingPlayer(&this->actor, 0x1B00) && !Player_IsFacingActor(&this->actor, 0x2000, play))) { phi_v1 -= 0x80; diff --git a/soh/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/soh/src/overlays/actors/ovl_En_Bili/z_en_bili.c index f1edce83b..cd927a5c2 100644 --- a/soh/src/overlays/actors/ovl_En_Bili/z_en_bili.c +++ b/soh/src/overlays/actors/ovl_En_Bili/z_en_bili.c @@ -625,9 +625,9 @@ void EnBili_Update(Actor* thisx, PlayState* play2) { } } if (this->actionFunc == EnBili_Recoil) { - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); } else { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, this->collider.dim.radius, this->collider.dim.height, 7); diff --git a/soh/src/overlays/actors/ovl_En_Bom/z_en_bom.c b/soh/src/overlays/actors/ovl_En_Bom/z_en_bom.c index d2bb1f845..e5c9c2a99 100644 --- a/soh/src/overlays/actors/ovl_En_Bom/z_en_bom.c +++ b/soh/src/overlays/actors/ovl_En_Bom/z_en_bom.c @@ -162,7 +162,7 @@ void EnBom_Move(EnBom* this, PlayState* play) { this->actor.world.rot.y = ((this->actor.wallYaw - this->actor.world.rot.y) + this->actor.wallYaw) - 0x8000; } Audio_PlayActorSound2(&this->actor, NA_SE_EV_BOMB_BOUND); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actor.speedXZ *= 0.7f; this->actor.bgCheckFlags &= ~8; } @@ -180,7 +180,7 @@ void EnBom_Move(EnBom* this, PlayState* play) { } } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void EnBom_WaitForRelease(EnBom* this, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/soh/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c index c265b3eb0..df74e5317 100644 --- a/soh/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c +++ b/soh/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c @@ -197,8 +197,8 @@ void EnBomChu_UpdateFloorPoly(EnBomChu* this, CollisionPoly* floorPoly, PlayStat // A hack for preventing bombchus from sticking to ledges. // The visual rotation reverts the sign inversion (shape.rot.x = -world.rot.x). - // The better fix would be making func_8002D908 compute XYZ velocity better, - // or not using it and make the bombchu compute its own velocity. + // The better fix would be making Actor_UpdateVelocityXYZ compute XYZ velocity + // better, or not using it and make the bombchu compute its own velocity. this->actor.world.rot.x = -this->actor.world.rot.x; } } @@ -428,7 +428,7 @@ void EnBomChu_Update(Actor* thisx, PlayState* play2) { } this->actionFunc(this, play); - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x; this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y; diff --git a/soh/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/soh/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c index c6e74d93b..2be1a20fc 100644 --- a/soh/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c +++ b/soh/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c @@ -335,7 +335,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (thisx->params == BOMBFLOWER_BODY) { - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); } if (thisx->gravity != 0.0f) { @@ -357,7 +357,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) { thisx->world.rot.y = ((thisx->wallYaw - thisx->world.rot.y) + thisx->wallYaw) - 0x8000; } Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_BOUND); - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); DREG(6) = 1; Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 0.0f, 0x1F); DREG(6) = 0; diff --git a/soh/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/soh/src/overlays/actors/ovl_En_Boom/z_en_boom.c index 29385eaa4..6079c1ff5 100644 --- a/soh/src/overlays/actors/ovl_En_Boom/z_en_boom.c +++ b/soh/src/overlays/actors/ovl_En_Boom/z_en_boom.c @@ -150,8 +150,8 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) { } // Set xyz speed, move forward, and play the boomerang sound - func_8002D9A4(&this->actor, 12.0f); - Actor_MoveForward(&this->actor); + Actor_SetProjectileSpeed(&this->actor, 12.0f); + Actor_MoveXZGravity(&this->actor); func_8002F974(&this->actor, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG); // If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up diff --git a/soh/src/overlays/actors/ovl_En_Box/z_en_box.c b/soh/src/overlays/actors/ovl_En_Box/z_en_box.c index 1110e9d0e..bcf8a9413 100644 --- a/soh/src/overlays/actors/ovl_En_Box/z_en_box.c +++ b/soh/src/overlays/actors/ovl_En_Box/z_en_box.c @@ -13,7 +13,7 @@ /* set on init unless treasure flag is set -if clear, chest moves (Actor_MoveForward) (falls, likely) +if clear, chest moves (Actor_MoveXZGravity) (falls, likely) ends up cleared from SWITCH_FLAG_FALL types when switch flag is set */ #define ENBOX_MOVE_IMMOBILE (1 << 0) @@ -449,7 +449,7 @@ void EnBox_WaitOpen(EnBox* this, PlayState* play) { Flags_SetTreasure(play, this->dyna.actor.params & 0x1F); } else { player = GET_PLAYER(play); - func_8002DBD0(&this->dyna.actor, &sp4C, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp4C, &player->actor.world.pos); if (sp4C.z > -50.0f && sp4C.z < 0.0f && fabsf(sp4C.y) < 10.0f && fabsf(sp4C.x) < 20.0f && Player_IsFacingActor(&this->dyna.actor, 0x3000, play)) { Actor_OfferGetItemNearby(&this->dyna.actor, play, -(this->dyna.actor.params >> 5 & 0x7F)); @@ -551,7 +551,7 @@ void EnBox_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (!(this->movementFlags & ENBOX_MOVE_IMMOBILE)) { - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 0x1C); } diff --git a/soh/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c b/soh/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c index 89642a9fd..7965d2df1 100644 --- a/soh/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c +++ b/soh/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c @@ -401,7 +401,7 @@ void EnBubble_Regrow(EnBubble* this, PlayState* play) { void EnBubble_Update(Actor* thisx, PlayState* play) { EnBubble* this = (EnBubble*)thisx; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 16.0f, 16.0f, 0.0f, 7); this->actionFunc(this, play); Actor_SetFocus(&this->actor, this->actor.shape.yOffset); diff --git a/soh/src/overlays/actors/ovl_En_Butte/z_en_butte.c b/soh/src/overlays/actors/ovl_En_Butte/z_en_butte.c index 36cd8195d..3bdfe377d 100644 --- a/soh/src/overlays/actors/ovl_En_Butte/z_en_butte.c +++ b/soh/src/overlays/actors/ovl_En_Butte/z_en_butte.c @@ -414,7 +414,7 @@ void EnButte_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actor.update != NULL) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Math_StepToF(&this->actor.world.pos.y, this->posYTarget, 0.6f); if (this->actor.xyzDistToPlayerSq < 5000.0f) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Bw/z_en_bw.c b/soh/src/overlays/actors/ovl_En_Bw/z_en_bw.c index 2dd6a7ae3..84754caba 100644 --- a/soh/src/overlays/actors/ovl_En_Bw/z_en_bw.c +++ b/soh/src/overlays/actors/ovl_En_Bw/z_en_bw.c @@ -795,7 +795,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) { this->unk_234 = Actor_TestFloorInDirection(thisx, play, 50.0f, thisx->world.rot.y); if ((this->unk_220 == 4) || (this->unk_220 == 6) || (this->unk_220 == 5) || (this->unk_220 == 1) || (this->unk_234 != 0)) { - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); } Actor_UpdateBgCheckInfo(play, thisx, 20.0f, 30.0f, 21.0f, 0x1F); } diff --git a/soh/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/soh/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c index c19f43dc3..753c3d537 100644 --- a/soh/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c +++ b/soh/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c @@ -245,9 +245,9 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) { this->state = CLEAR_TAG_STATE_LASER; this->timers[CLEAR_TAG_TIMER_LASER_DEATH] = 70; this->actor.speedXZ = 35.0f; - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); for (j = 0; j <= 0; j++) { - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } this->actor.scale.x = 0.4f; this->actor.scale.y = 0.4f; @@ -255,7 +255,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) { this->actor.speedXZ = 70.0f; this->actor.shape.rot.x = -this->actor.shape.rot.x; - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); Collider_SetCylinder(play, &this->collider, &this->actor, &sLaserCylinderInit); Audio_PlayActorSound2(&this->actor, NA_SE_IT_SWORD_REFLECT_MG); } else { // Initialize the Arwing. @@ -495,7 +495,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) { this->actor.shape.rot.x = -this->actor.shape.rot.x; // Update the Arwing's velocity. - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); this->actor.velocity.x += this->acceleration.x; this->actor.velocity.y += this->acceleration.y; this->actor.velocity.z += this->acceleration.z; @@ -517,7 +517,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) { this->crashingTimer--; } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_SetFocus(&this->actor, 0.0f); @@ -562,7 +562,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) { break; case CLEAR_TAG_STATE_LASER: - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); // Check if the laser has hit a target. if (this->collider.base.atFlags & AT_HIT) { diff --git a/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c index 512a9ce80..40d206ecc 100644 --- a/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c +++ b/soh/src/overlays/actors/ovl_En_Cow/z_en_cow.c @@ -308,7 +308,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[0].base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[1].base); - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, 4); if (SkelAnime_Update(&this->skelAnime) != 0) { if (this->skelAnime.animation == &gCowBodyChewAnim) { diff --git a/soh/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/soh/src/overlays/actors/ovl_En_Crow/z_en_crow.c index 22f4857ec..2ff76ab68 100644 --- a/soh/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/soh/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -452,10 +452,10 @@ void EnCrow_Update(Actor* thisx, PlayState* play) { if (this->actionFunc != EnCrow_Respawn) { if (this->actor.colChkInfo.health != 0) { height = 20.0f * scale; - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); } else { height = 0.0f; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale, 7); } else { diff --git a/soh/src/overlays/actors/ovl_En_Cs/z_en_cs.c b/soh/src/overlays/actors/ovl_En_Cs/z_en_cs.c index 7ef4b5ca6..78d4350c6 100644 --- a/soh/src/overlays/actors/ovl_En_Cs/z_en_cs.c +++ b/soh/src/overlays/actors/ovl_En_Cs/z_en_cs.c @@ -317,7 +317,7 @@ s32 EnCs_HandleWalking(EnCs* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->walkAngle, 1, 2500, 0); this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.speedXZ = this->walkSpeed; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); return 0; diff --git a/soh/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/soh/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c index be43c9194..75ae78404 100644 --- a/soh/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c +++ b/soh/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c @@ -545,7 +545,7 @@ void EnDaiku_EscapeRun(EnDaiku* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0); this->actor.world.rot.y = this->actor.shape.rot.y; Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (this->subCamActive) { diff --git a/soh/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c b/soh/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c index 2aa2d563f..77e8bda81 100644 --- a/soh/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c +++ b/soh/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c @@ -433,7 +433,7 @@ void EnDaikuKakariko_Run(EnDaikuKakariko* this, PlayState* play) { Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.8f, runDist, 0.0f); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->flags & 0x40) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/soh/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c index ef6d36ebc..735cb025d 100644 --- a/soh/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/soh/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -1130,7 +1130,7 @@ void EnDekubaba_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actionFunc == EnDekubaba_PrunedSomersault) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, this->size * 15.0f, 10.0f, 5); } else if (this->actionFunc != EnDekubaba_DeadStickDrop) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/soh/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index 22b2e5a06..138639f1c 100644 --- a/soh/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/soh/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -480,7 +480,7 @@ void EnDekunuts_Update(Actor* thisx, PlayState* play) { if (this->actor.params != DEKUNUTS_FLOWER) { EnDekunuts_ColliderCheck(this, play); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height, 0x1D); Collider_UpdateCylinder(&this->actor, &this->collider); diff --git a/soh/src/overlays/actors/ovl_En_Dh/z_en_dh.c b/soh/src/overlays/actors/ovl_En_Dh/z_en_dh.c index 456e7bd20..8e4fd6413 100644 --- a/soh/src/overlays/actors/ovl_En_Dh/z_en_dh.c +++ b/soh/src/overlays/actors/ovl_En_Dh/z_en_dh.c @@ -512,7 +512,7 @@ void EnDh_Update(Actor* thisx, PlayState* play) { EnDh_CollisionCheck(this, play); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 45.0f, 45.0f, 0x1D); this->actor.focus.pos = this->headPos; Collider_UpdateCylinder(&this->actor, &this->collider1); diff --git a/soh/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/soh/src/overlays/actors/ovl_En_Dns/z_en_dns.c index 75be32652..fb665f74d 100644 --- a/soh/src/overlays/actors/ovl_En_Dns/z_en_dns.c +++ b/soh/src/overlays/actors/ovl_En_Dns/z_en_dns.c @@ -494,7 +494,7 @@ void EnDns_Update(Actor* thisx, PlayState* play) { Actor_SetFocus(&this->actor, 60.0f); Actor_SetScale(&this->actor, 0.01f); SkelAnime_Update(&this->skelAnime); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actionFunc(this, play); if (this->standOnGround) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c b/soh/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c index aff1f146e..a0cc83cb6 100644 --- a/soh/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c +++ b/soh/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c @@ -425,7 +425,7 @@ void EnDntJiji_Update(Actor* thisx, PlayState* play) { } } this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D); Collider_UpdateCylinder(&this->actor, &this->collider); if (this->isSolid != 0) { diff --git a/soh/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c b/soh/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c index 1990abd45..e629277f4 100644 --- a/soh/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c +++ b/soh/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c @@ -814,7 +814,7 @@ void EnDntNomal_Update(Actor* thisx, PlayState* play) { } } this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D); if (this->type == ENDNTNOMAL_TARGET) { Collider_SetQuadVertices(&this->targetQuad, &this->targetVtx[0], &this->targetVtx[1], &this->targetVtx[2], diff --git a/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c b/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c index f0f9ff746..96121dfc6 100644 --- a/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c +++ b/soh/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.c @@ -434,7 +434,7 @@ void func_809F74C4(EnDodojr* this, PlayState* play) { } void func_809F758C(EnDodojr* this, PlayState* play) { - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); func_809F6730(this, play, &this->actor.world.pos); if (DECR(this->timer4) == 0) { @@ -491,7 +491,7 @@ void func_809F773C(EnDodojr* this, PlayState* play) { void func_809F77AC(EnDodojr* this, PlayState* play) { this->rootScale = 1.2f; this->rootScale *= ((f32)this->actor.colorFilterTimer / 8); - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); if (func_809F68B0(this, play) != 0) { this->timer3 = 60; @@ -506,7 +506,7 @@ void func_809F784C(EnDodojr* this, PlayState* play) { } void func_809F786C(EnDodojr* this, PlayState* play) { - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); if (func_809F68B0(this, play) != 0) { func_809F6AC4(this); @@ -539,7 +539,7 @@ void func_809F78EC(EnDodojr* this, PlayState* play) { void func_809F799C(EnDodojr* this, PlayState* play) { this->actor.flags |= ACTOR_FLAG_PLAY_HIT_SFX; - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); if (func_809F68B0(this, play) != 0) { func_809F6994(this); @@ -563,7 +563,7 @@ void func_809F7A00(EnDodojr* this, PlayState* play) { } void func_809F7AB8(EnDodojr* this, PlayState* play) { - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10); this->actor.world.rot.x = this->actor.shape.rot.x; @@ -613,7 +613,7 @@ void EnDodojr_Update(Actor* thisx, PlayState* play) { EnDodojr* this = (EnDodojr*)thisx; SkelAnime_Update(&this->skelAnime); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); func_809F70E8(this, play); if (this->actionFunc != func_809F73AC) { diff --git a/soh/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/soh/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c index 166e9398a..d714093ac 100644 --- a/soh/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/soh/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -774,7 +774,7 @@ void EnDodongo_Update(Actor* thisx, PlayState* play) { EnDodongo_CollisionCheck(this, play); if (this->actor.colChkInfo.damageEffect != 0xE) { this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D); if (this->actor.bgCheckFlags & 2) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN); diff --git a/soh/src/overlays/actors/ovl_En_Dog/z_en_dog.c b/soh/src/overlays/actors/ovl_En_Dog/z_en_dog.c index 579790749..27619c492 100644 --- a/soh/src/overlays/actors/ovl_En_Dog/z_en_dog.c +++ b/soh/src/overlays/actors/ovl_En_Dog/z_en_dog.c @@ -484,7 +484,7 @@ void EnDog_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f, 5); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actionFunc(this, play); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Door/z_en_door.c b/soh/src/overlays/actors/ovl_En_Door/z_en_door.c index 56f1f5b1e..92670921d 100644 --- a/soh/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/soh/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -195,7 +195,7 @@ void EnDoor_Idle(EnDoor* this, PlayState* play) { s16 phi_v0; doorType = this->actor.params >> 7 & 7; - func_8002DBD0(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &playerPosRelToDoor, &player->actor.world.pos); if (this->playerIsOpening != 0) { this->actionFunc = EnDoor_Open; Animation_PlayOnceSetSpeed(&this->skelAnime, D_809FCECC[this->animStyle], diff --git a/soh/src/overlays/actors/ovl_En_Du/z_en_du.c b/soh/src/overlays/actors/ovl_En_Du/z_en_du.c index e2f3b24de..04d979127 100644 --- a/soh/src/overlays/actors/ovl_En_Du/z_en_du.c +++ b/soh/src/overlays/actors/ovl_En_Du/z_en_du.c @@ -615,7 +615,7 @@ void EnDu_Update(Actor* thisx, PlayState* play) { this->actor.world.pos.y += this->actor.velocity.y; this->actor.world.pos.z += this->actor.velocity.z; } else { - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c b/soh/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c index 2ba1972e4..fb3f4aa1e 100644 --- a/soh/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c +++ b/soh/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c @@ -86,7 +86,7 @@ void EnDyExtra_Update(Actor* thisx, PlayState* play) { this->actor.scale.z = this->scale.z; Audio_PlayActorSound2(&this->actor, NA_SE_PL_SPIRAL_HEAL_BEAM - SFX_FLAG); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void EnDyExtra_Draw(Actor* thisx, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/soh/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c index 6e764cedc..70cefaa65 100644 --- a/soh/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c +++ b/soh/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c @@ -648,9 +648,9 @@ void EnEiyer_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actor.world.rot.x == 0 || this->actionFunc == EnEiyer_Stunned) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } else { - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); } if (this->actionFunc == EnEiyer_Glide || this->actionFunc == EnEiyer_DiveAttack || diff --git a/soh/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/soh/src/overlays/actors/ovl_En_Elf/z_en_elf.c index d5d0877a7..d1cc30952 100644 --- a/soh/src/overlays/actors/ovl_En_Elf/z_en_elf.c +++ b/soh/src/overlays/actors/ovl_En_Elf/z_en_elf.c @@ -507,14 +507,14 @@ void func_80A02C98(EnElf* this, Vec3f* targetPos, f32 arg2) { func_80A02BD8(this, targetPos, arg2); Math_StepToF(&this->actor.velocity.x, xVelTarget, 1.5f); Math_StepToF(&this->actor.velocity.z, zVelTarget, 1.5f); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } void func_80A02E30(EnElf* this, Vec3f* targetPos) { func_80A02BD8(this, targetPos, 0.2f); this->actor.velocity.x = (targetPos->x + this->unk_28C.x) - this->actor.world.pos.x; this->actor.velocity.z = (targetPos->z + this->unk_28C.z) - this->actor.world.pos.z; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.world.pos.x = targetPos->x + this->unk_28C.x; this->actor.world.pos.z = targetPos->z + this->unk_28C.z; } @@ -522,7 +522,7 @@ void func_80A02E30(EnElf* this, Vec3f* targetPos) { void func_80A02EC0(EnElf* this, Vec3f* targetPos) { func_80A02BD8(this, targetPos, 0.2f); this->actor.velocity.x = this->actor.velocity.z = 0.0f; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.world.pos.x = targetPos->x + this->unk_28C.x; this->actor.world.pos.z = targetPos->z + this->unk_28C.z; } @@ -569,7 +569,7 @@ void func_80A03018(EnElf* this, PlayState* play) { Math_SmoothStepToS(&this->unk_2BC, targetYaw, 10, this->unk_2AC, 0x20); this->actor.world.rot.y = this->unk_2BC; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) { @@ -597,7 +597,7 @@ void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) { Math_StepToF(&this->actor.velocity.x, xVelTarget, 5.0f); Math_StepToF(&this->actor.velocity.z, zVelTarget, 5.0f); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } void func_80A0329C(EnElf* this, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c b/soh/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c index c85154c7f..99be5f022 100644 --- a/soh/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c +++ b/soh/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c @@ -337,7 +337,7 @@ void EnExItem_ExitChest(EnExItem* this, PlayState* play) { Actor_Kill(&this->actor); } } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void EnExItem_FairyMagic(EnExItem* this, PlayState* play) { diff --git a/soh/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c b/soh/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c index 37eb8959a..6864ad652 100644 --- a/soh/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c +++ b/soh/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c @@ -370,7 +370,7 @@ void EnExRuppy_Update(Actor* thisx, PlayState* play) { if (this->timer != 0) { this->timer--; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1C); } diff --git a/soh/src/overlays/actors/ovl_En_Fd/z_en_fd.c b/soh/src/overlays/actors/ovl_En_Fd/z_en_fd.c index ea55ad855..c71d8c9b7 100644 --- a/soh/src/overlays/actors/ovl_En_Fd/z_en_fd.c +++ b/soh/src/overlays/actors/ovl_En_Fd/z_en_fd.c @@ -681,7 +681,7 @@ void EnFd_Update(Actor* thisx, PlayState* play) { } else if (this->actionFunc != EnFd_WaitForCore) { EnFd_ColliderCheck(this, play); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); EnFd_Fade(this, play); this->actionFunc(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c b/soh/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c index bd59e6f51..7db366ca4 100644 --- a/soh/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c +++ b/soh/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c @@ -193,13 +193,13 @@ void EnFdFire_DanceTowardsPlayer(EnFdFire* this, PlayState* play) { if (this->actor.speedXZ < 0.1f) { this->actor.speedXZ = 5.0f; } - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); } } void EnFdFire_Disappear(EnFdFire* this, PlayState* play) { Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.6f, 9.0f, 0.0f); - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); Math_SmoothStepToF(&this->scale, 0.0f, 0.3f, 0.1f, 0.0f); this->actor.shape.shadowScale = 20.0f; this->actor.shape.shadowScale *= (this->scale / 3.0f); @@ -218,7 +218,7 @@ void EnFdFire_Update(Actor* thisx, PlayState* play) { } } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actionFunc(this, play); Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 10.0f, 0.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c b/soh/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c index aaf8d843b..1647e034c 100644 --- a/soh/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c +++ b/soh/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c @@ -296,7 +296,7 @@ void EnFhgFire_LightningShock(EnFhgFire* this, PlayState* play) { EffectSsFhgFlash_SpawnShock(play, &this->actor, &pos, 200, FHGFLASH_SHOCK_NO_ACTOR); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Collider_UpdateCylinder(&this->actor, &this->collider); if (player->invincibilityTimer == 0) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); @@ -440,8 +440,8 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) { dxL = player->actor.world.pos.x - this->actor.world.pos.x; dyL = player->actor.world.pos.y + 40.0f - this->actor.world.pos.y; dzL = player->actor.world.pos.z - this->actor.world.pos.z; - func_8002D908(&this->actor); - func_8002D7EC(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); + Actor_UpdatePos(&this->actor); if (this->work[FHGFIRE_VARIANCE_TIMER] & 1) { Actor_SetScale(&this->actor, 6.0f); } else { diff --git a/soh/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c b/soh/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c index aa52d53ae..e85844a2f 100644 --- a/soh/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c +++ b/soh/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c @@ -336,7 +336,7 @@ void EnFireRock_Update(Actor* thisx, PlayState* play) { thisx->gravity = -0.3f - (this->scale * 7.0f); } if (this->type != FIRE_ROCK_ON_FLOOR) { - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 50.0f, 50.0f, 100.0f, 0x1C); } diff --git a/soh/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/soh/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c index 5b23ce7eb..46b1f502d 100644 --- a/soh/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c +++ b/soh/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c @@ -692,12 +692,12 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) { if (!(this->actor.flags & ACTOR_FLAG_DRAGGED_BY_ARROW)) { if ((this->actor.colChkInfo.health == 0) || (this->actionFunc == EnFirefly_Stunned)) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } else { if (this->actionFunc != EnFirefly_Rebound) { this->actor.world.rot.x = 0x1554 - this->actor.shape.rot.x; } - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); } } diff --git a/soh/src/overlays/actors/ovl_En_Fish/z_en_fish.c b/soh/src/overlays/actors/ovl_En_Fish/z_en_fish.c index aa21e3ef1..ecf368b91 100644 --- a/soh/src/overlays/actors/ovl_En_Fish/z_en_fish.c +++ b/soh/src/overlays/actors/ovl_En_Fish/z_en_fish.c @@ -692,7 +692,7 @@ void EnFish_OrdinaryUpdate(EnFish* this, PlayState* play) { } if ((this->actionFunc == NULL) || (this->actionFunc(this, play), (this->actor.update != NULL))) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->unk_250 != 0) { Actor_UpdateBgCheckInfo(play, &this->actor, 17.5f, 4.0f, 0.0f, this->unk_250); @@ -731,7 +731,7 @@ void EnFish_RespawningUpdate(EnFish* this, PlayState* play) { } if ((this->actionFunc == NULL) || (this->actionFunc(this, play), (this->actor.update != NULL))) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->respawnTimer == 20) { this->actor.draw = EnFish_Draw; diff --git a/soh/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/soh/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index b09bf8f07..636203c55 100644 --- a/soh/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/soh/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -1052,7 +1052,7 @@ void EnFloormas_Update(Actor* thisx, PlayState* play) { } if (this->actionFunc != EnFloormas_GrabLink) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->actor.scale.x * 3000.0f, 0.0f, 0x1D); diff --git a/soh/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/soh/src/overlays/actors/ovl_En_Fr/z_en_fr.c index 1a65cd579..1606fbc1d 100644 --- a/soh/src/overlays/actors/ovl_En_Fr/z_en_fr.c +++ b/soh/src/overlays/actors/ovl_En_Fr/z_en_fr.c @@ -583,7 +583,7 @@ void EnFr_UpdateActive(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnimeButterfly); EnFr_ButterflyPath(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } } diff --git a/soh/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/soh/src/overlays/actors/ovl_En_Fu/z_en_fu.c index ab087b182..38553196c 100644 --- a/soh/src/overlays/actors/ovl_En_Fu/z_en_fu.c +++ b/soh/src/overlays/actors/ovl_En_Fu/z_en_fu.c @@ -252,7 +252,7 @@ void EnFu_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_Update(&this->skelanime) != 0)) { Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f, diff --git a/soh/src/overlays/actors/ovl_En_Fw/z_en_fw.c b/soh/src/overlays/actors/ovl_En_Fw/z_en_fw.c index d69582e6a..9603d4af0 100644 --- a/soh/src/overlays/actors/ovl_En_Fw/z_en_fw.c +++ b/soh/src/overlays/actors/ovl_En_Fw/z_en_fw.c @@ -367,7 +367,7 @@ void EnFw_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_HOOKSHOT_ATTACHED)) { // not attached to hookshot. - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 20.0f, 0.0f, 5); this->actionFunc(this, play); if (this->damageTimer == 0 && this->explosionTimer == 0 && this->actionFunc == EnFw_Run) { diff --git a/soh/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/soh/src/overlays/actors/ovl_En_Fz/z_en_fz.c index 60afdd293..e439bfe41 100644 --- a/soh/src/overlays/actors/ovl_En_Fz/z_en_fz.c +++ b/soh/src/overlays/actors/ovl_En_Fz/z_en_fz.c @@ -698,7 +698,7 @@ void EnFz_Update(Actor* thisx, PlayState* play) { } Math_StepToF(&this->actor.speedXZ, this->speedXZ, 0.2f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->updateBgInfo) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c b/soh/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c index 8e74fa85d..cbfa88b7b 100644 --- a/soh/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c +++ b/soh/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c @@ -278,7 +278,7 @@ void EnGSwitch_GalleryRupee(EnGSwitch* this, PlayState* play) { if (this->delayTimer == 0) { switch (this->moveMode) { case GSWITCH_THROW: - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if ((this->actor.velocity.y < 0.0f) && (this->actor.world.pos.y < (this->actor.home.pos.y - 50.0f))) { gallery = ((EnSyatekiItm*)this->actor.parent); this->actor.velocity.y = 0.0f; @@ -290,7 +290,7 @@ void EnGSwitch_GalleryRupee(EnGSwitch* this, PlayState* play) { } break; case GSWITCH_LEFT: - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); if ((this->actor.velocity.x < 0.0f) && (this->actor.world.pos.x < this->targetPos.x)) { gallery = ((EnSyatekiItm*)this->actor.parent); if (gallery->actor.update != NULL) { @@ -300,7 +300,7 @@ void EnGSwitch_GalleryRupee(EnGSwitch* this, PlayState* play) { } break; case GSWITCH_RIGHT: - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); if (this->actor.world.pos.x > this->targetPos.x) { gallery = ((EnSyatekiItm*)this->actor.parent); if (gallery->actor.update != NULL) { @@ -433,7 +433,7 @@ void EnGSwitch_Update(Actor* thisx, PlayState* play) { } if ((this->type != ENGSWITCH_SILVER_TRACKER) && (this->type != ENGSWITCH_SILVER_RUPEE) && (this->type != ENGSWITCH_TARGET_RUPEE)) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, 0x1C); } if (this->actor.draw != NULL) { diff --git a/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c index 235320ff4..1ce3c25ba 100644 --- a/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c +++ b/soh/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c @@ -754,7 +754,7 @@ void EnGe1_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, 5); this->animFunc(this); this->actionFunc(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c index deb29c3a8..fd1317bdb 100644 --- a/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c +++ b/soh/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c @@ -516,7 +516,7 @@ void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, PlayState* play) { } void EnGe2_MoveAndBlink(EnGe2* this, PlayState* play) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (DECR(this->blinkTimer) == 0) { this->blinkTimer = Rand_S16Offset(60, 60); diff --git a/soh/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c b/soh/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c index e2f037cdb..811e0a673 100644 --- a/soh/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c +++ b/soh/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c @@ -192,7 +192,7 @@ void EnGe3_UpdateCollision(EnGe3* this, PlayState* play) { void EnGe3_MoveAndBlink(EnGe3* this, PlayState* play) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (DECR(this->blinkTimer) == 0) { this->blinkTimer = Rand_S16Offset(60, 60); diff --git a/soh/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/soh/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c index cd7c92075..af3107097 100644 --- a/soh/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c +++ b/soh/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c @@ -1404,7 +1404,7 @@ void EnGeldB_Update(Actor* thisx, PlayState* play) { EnGeldB_CollisionCheck(this, play); if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f, 0x1D); this->actionFunc(this, play); this->actor.focus.pos = this->actor.world.pos; diff --git a/soh/src/overlays/actors/ovl_En_Go/z_en_go.c b/soh/src/overlays/actors/ovl_En_Go/z_en_go.c index e538949b8..4718cac79 100644 --- a/soh/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/soh/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -1037,7 +1037,7 @@ void EnGo_Update(Actor* thisx, PlayState* play) { EnGo_UpdateShadow(this); if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c index b1bc319f5..547524eda 100644 --- a/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -1118,7 +1118,7 @@ void EnGo2_RollForward(EnGo2* this) { } if (this->actionFunc != EnGo2_ContinueRolling) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } this->actor.speedXZ = speedXZ; @@ -1952,7 +1952,7 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) { if (!(this->animTimer % 8)) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_MORIBLIN_WALK); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } else { this->animTimer = 0; this->actor.speedXZ = 0.0f; diff --git a/soh/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/soh/src/overlays/actors/ovl_En_Goma/z_en_goma.c index 0bb7409a3..11016dcc7 100644 --- a/soh/src/overlays/actors/ovl_En_Goma/z_en_goma.c +++ b/soh/src/overlays/actors/ovl_En_Goma/z_en_goma.c @@ -716,7 +716,7 @@ void EnGoma_Update(Actor* thisx, PlayState* play) { } this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actor.world.pos.x = this->actor.world.pos.x + this->shieldKnockbackVel.x; this->actor.world.pos.z = this->actor.world.pos.z + this->shieldKnockbackVel.z; Math_ApproachZeroF(&this->shieldKnockbackVel.x, 1.0f, 3.0f); diff --git a/soh/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c b/soh/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c index 8b52be1fd..72adefe3b 100644 --- a/soh/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c +++ b/soh/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.c @@ -300,7 +300,7 @@ s32 EnGoroiwa_MoveAndFall(EnGoroiwa* this, PlayState* play) { Vec3s* nextPointPos; Math_StepToF(&this->actor.speedXZ, R_EN_GOROIWA_SPEED * 0.01f, 0.3f); - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); path = &play->setupPathList[this->actor.params & 0xFF]; nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint; result = true; diff --git a/soh/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/soh/src/overlays/actors/ovl_En_Gs/z_en_gs.c index b55eabb2c..459ef6cd1 100644 --- a/soh/src/overlays/actors/ovl_En_Gs/z_en_gs.c +++ b/soh/src/overlays/actors/ovl_En_Gs/z_en_gs.c @@ -382,7 +382,7 @@ void func_80A4ED34(EnGs* this, PlayState* play) { func_8002F974(&this->actor, NA_SE_EV_STONE_LAUNCH - SFX_FLAG); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actor.yDistToPlayer < -12000.0f) { Actor_Kill(&this->actor); } diff --git a/soh/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c b/soh/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c index 763f73df4..89fd574d0 100644 --- a/soh/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c +++ b/soh/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c @@ -784,7 +784,7 @@ void EnHeishi2_Update(Actor* thisx, PlayState* play) { } } this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); switch (this->type) { case 6: break; diff --git a/soh/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c b/soh/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c index 755c687bf..372075806 100644 --- a/soh/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c +++ b/soh/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.c @@ -226,7 +226,7 @@ void EnHeishi3_Update(Actor* thisx, PlayState* play) { } this->actionFunc(this, play); this->actor.shape.rot = this->actor.world.rot; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1C); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c b/soh/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c index b1463a8ea..f118a55ec 100644 --- a/soh/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c +++ b/soh/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c @@ -396,7 +396,7 @@ void EnHeishi4_Update(Actor* thisx, PlayState* play) { } this->unk_27E += 1; this->actionFunc(this, play); - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 10.0f, 10.0f, 30.0f, 0x1D); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c b/soh/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c index 27daeff0c..36a7ae115 100644 --- a/soh/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c +++ b/soh/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c @@ -488,7 +488,7 @@ void EnHintnuts_Update(Actor* thisx, PlayState* play) { EnHintnuts_ColliderCheck(this, play); this->actionFunc(this, play); if (this->actionFunc != EnHintnuts_Freeze && this->actionFunc != EnHintnuts_BeginFreeze) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height, 0x1D); } diff --git a/soh/src/overlays/actors/ovl_En_Holl/z_en_holl.c b/soh/src/overlays/actors/ovl_En_Holl/z_en_holl.c index f996cdd5d..f40668343 100644 --- a/soh/src/overlays/actors/ovl_En_Holl/z_en_holl.c +++ b/soh/src/overlays/actors/ovl_En_Holl/z_en_holl.c @@ -125,7 +125,7 @@ void func_80A58DD4(EnHoll* this, PlayState* play) { f32 absZ; s32 transitionActorIdx; - func_8002DBD0(&this->actor, &vec, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &vec, &player->actor.world.pos); this->side = (vec.z < 0.0f) ? 0 : 1; absZ = fabsf(vec.z); if (vec.y > PLANE_Y_MIN && vec.y < PLANE_Y_MAX && fabsf(vec.x) < PLANE_HALFWIDTH && @@ -162,7 +162,7 @@ void func_80A59014(EnHoll* this, PlayState* play) { f32 planeHalfWidth; f32 absZ; - func_8002DBD0(&this->actor, &vec, (useViewEye) ? &play->view.eye : &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &vec, (useViewEye) ? &play->view.eye : &player->actor.world.pos); planeHalfWidth = (((this->actor.params >> 6) & 7) == 6) ? PLANE_HALFWIDTH : PLANE_HALFWIDTH_2; temp = EnHoll_IsKokiriSetup8(); @@ -278,7 +278,7 @@ void func_80A59618(EnHoll* this, PlayState* play) { this->unk_14F = 0; } } else { - func_8002DBD0(&this->actor, &vec, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->actor, &vec, &player->actor.world.pos); absZ = fabsf(vec.z); if (PLANE_Y_MIN < vec.y && vec.y < PLANE_Y_MAX && fabsf(vec.x) < PLANE_HALFWIDTH_2 && absZ < 100.0f) { this->unk_14F = 1; diff --git a/soh/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c b/soh/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c index 24a389685..6c3745b62 100644 --- a/soh/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c +++ b/soh/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c @@ -413,12 +413,12 @@ void EnHonotrap_FlameChase(EnHonotrap* this, PlayState* play) { Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x300); Math_StepToF(&this->actor.speedXZ, 3.0f, 0.1f); this->actor.gravity = (-this->actor.yDistToPlayer < 10.0f) ? 0.08f : -0.08f; - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); if (this->actor.velocity.y > 1.0f) { this->actor.velocity.y = 1.0f; } this->actor.velocity.y *= 0.95f; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D); if (this->collider.cyl.base.atFlags & AT_BOUNCED) { Player* player = GET_PLAYER(play); @@ -447,7 +447,7 @@ void EnHonotrap_FlameVanish(EnHonotrap* this, PlayState* play) { s32 ready = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f); this->actor.scale.z = this->actor.scale.y = this->actor.scale.x; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D); if (ready) { Actor_Kill(&this->actor); diff --git a/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c index 0940511ac..73cfd07cc 100644 --- a/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c +++ b/soh/src/overlays/actors/ovl_En_Horse/z_en_horse.c @@ -3498,7 +3498,7 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) { if (this->playerControlled == true) { EnHorse_RegenBoost(this, play); } - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); if (this->action == ENHORSE_ACT_INGO_RACE) { if (this->rider != NULL) { this->rider->world.pos.x = thisx->world.pos.x; diff --git a/soh/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c b/soh/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c index 106b36457..ac61462d7 100644 --- a/soh/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c +++ b/soh/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.c @@ -289,7 +289,7 @@ void EnHorseGanon_Update(Actor* thisx, PlayState* play) { s32 pad; sActionFuncs[this->action](this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 55.0f, 100.0f, 29); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 70.0f; diff --git a/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c b/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c index 7a68e90b6..a4ea35ed5 100644 --- a/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c +++ b/soh/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c @@ -555,7 +555,7 @@ void EnHorseLinkChild_Update(Actor* thisx, PlayState* play) { s32 pad; sActionFuncs[this->action](this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 55.0f, 100.0f, 0x1D); if ((play->sceneNum == SCENE_LON_LON_RANCH) && (this->actor.world.pos.z < -2400.0f)) { diff --git a/soh/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c b/soh/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c index ad13d05ba..ead91b06b 100644 --- a/soh/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c +++ b/soh/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c @@ -570,7 +570,7 @@ void EnHorseNormal_Update(Actor* thisx, PlayState* play) { s32 pad; sActionFuncs[this->action](this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 35.0f, 100.0f, 0x1D); if (play->sceneNum == SCENE_LON_LON_RANCH && this->actor.world.pos.z < -2400.0f) { this->actor.world.pos.z = -2400.0f; diff --git a/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c b/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c index 0ce67018e..9eb87644f 100644 --- a/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c +++ b/soh/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.c @@ -233,7 +233,7 @@ void EnHorseZelda_Update(Actor* thisx, PlayState* play) { sActionFuncs[this->action](this, play); this->actor.speedXZ = 0.0f; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 55.0f, 100.0f, 0x1D); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 70.0f; diff --git a/soh/src/overlays/actors/ovl_En_Hs/z_en_hs.c b/soh/src/overlays/actors/ovl_En_Hs/z_en_hs.c index c5998ea36..fcf06de4e 100644 --- a/soh/src/overlays/actors/ovl_En_Hs/z_en_hs.c +++ b/soh/src/overlays/actors/ovl_En_Hs/z_en_hs.c @@ -244,7 +244,7 @@ void EnHs_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(thisx, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (SkelAnime_Update(&this->skelAnime)) { this->skelAnime.curFrame = 0.0f; diff --git a/soh/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c b/soh/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c index 4b92328bd..6801247ec 100644 --- a/soh/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c +++ b/soh/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c @@ -115,7 +115,7 @@ void EnHs2_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (SkelAnime_Update(&this->skelAnime) != 0) { this->skelAnime.curFrame = 0.0f; diff --git a/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c index 0ac829898..961106225 100644 --- a/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c +++ b/soh/src/overlays/actors/ovl_En_Hy/z_en_hy.c @@ -1095,7 +1095,7 @@ void EnHy_Update(Actor* thisx, PlayState* play) { EnHy_UpdateEyes(this); if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c b/soh/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c index 3503aef08..30a24d4a2 100644 --- a/soh/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c +++ b/soh/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c @@ -247,7 +247,7 @@ void EnIceHono_DropFlame(EnIceHono* this, PlayState* play) { } EnIceHono_SetupActionSpreadFlames(this); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, this->actor.scale.x * 3500.0f, 0.0f, 5); Collider_UpdateCylinder(&this->actor, &this->collider); @@ -275,7 +275,7 @@ void EnIceHono_SpreadFlames(EnIceHono* this, PlayState* play) { Math_StepToF(&this->actor.scale.y, 0.0001f, 0.00015f); } this->actor.scale.z = this->actor.scale.x; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, this->actor.scale.x * 3500.0f, 0.0f, 4); if (this->timer < 25) { this->alpha -= 10; @@ -326,7 +326,7 @@ void EnIceHono_SmallFlameMove(EnIceHono* this, PlayState* play) { } this->actor.scale.z = this->actor.scale.x; Math_StepToF(&this->actor.speedXZ, 0, 0.06f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 0.0f, 5); if (this->timer < 25) { diff --git a/soh/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/soh/src/overlays/actors/ovl_En_Ik/z_en_ik.c index 19c45987d..ea09efa20 100644 --- a/soh/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/soh/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -788,7 +788,7 @@ void func_80A75FA0(Actor* thisx, PlayState* play) { player->invincibilityTimer = prevInvincibilityTimer; } } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 45.0f; diff --git a/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c b/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c index 74df59756..21eafc5ac 100644 --- a/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c +++ b/soh/src/overlays/actors/ovl_En_Insect/z_en_insect.c @@ -745,7 +745,7 @@ void EnInsect_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actor.update != NULL) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->unk_314 & 0x100) { if (this->unk_314 & 1) { if (this->actor.bgCheckFlags & 1) { diff --git a/soh/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c b/soh/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c index 55cd4001e..5109e920f 100644 --- a/soh/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c +++ b/soh/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c @@ -404,7 +404,7 @@ void EnIshi_LiftedUp(EnIshi* this, PlayState* play) { EnIshi_SetupFly(this); EnIshi_Fall(this); func_80A7ED94(&this->actor.velocity, D_80A7FA28[this->actor.params & 1]); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5); } } @@ -471,7 +471,7 @@ void EnIshi_Fly(EnIshi* this, PlayState* play) { Math_StepToF(&this->actor.shape.yOffset, 0.0f, 2.0f); EnIshi_Fall(this); func_80A7ED94(&this->actor.velocity, D_80A7FA28[type]); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.shape.rot.x += sRockRotSpeedX; this->actor.shape.rot.y += sRockRotSpeedY; Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5); diff --git a/soh/src/overlays/actors/ovl_En_Js/z_en_js.c b/soh/src/overlays/actors/ovl_En_Js/z_en_js.c index 8a31b8588..26e004f2f 100644 --- a/soh/src/overlays/actors/ovl_En_Js/z_en_js.c +++ b/soh/src/overlays/actors/ovl_En_Js/z_en_js.c @@ -186,7 +186,7 @@ void EnJs_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (this->actor.bgCheckFlags & 1) { diff --git a/soh/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/soh/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c index 99cc81540..3bea92f0d 100644 --- a/soh/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c +++ b/soh/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c @@ -329,7 +329,7 @@ void EnKakasi_Update(Actor* thisx, PlayState* play) { this->height = 60.0f; Actor_SetFocus(&this->actor, this->height); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, 28); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c b/soh/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c index efc324678..543564684 100644 --- a/soh/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c +++ b/soh/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.c @@ -210,7 +210,7 @@ void EnKakasi2_Update(Actor* thisx, PlayState* play2) { this->actor.world.rot = this->actor.shape.rot; Actor_SetFocus(&this->actor, this->height); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actor.shape.yOffset == 0.0f) { Collider_UpdateCylinder(&this->actor, &this->collider); diff --git a/soh/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c b/soh/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c index 9cb4e5de5..e60551bd0 100644 --- a/soh/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c +++ b/soh/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c @@ -426,7 +426,7 @@ void EnKakasi3_Update(Actor* thisx, PlayState* play) { Actor_SetFocus(&this->actor, 60.0f); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, 28); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/soh/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c index 1823f0300..6b48d0dd7 100644 --- a/soh/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c +++ b/soh/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c @@ -426,7 +426,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { f32 tempYDistToWater; u8 onGround; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 50.0f, 5); tempX = this->actor.world.pos.x; @@ -598,7 +598,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) { if (this->actor.bgCheckFlags & 1) { this->actor.speedXZ = 0.0f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actor.speedXZ != 0.0f) { Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 50.0f, 5); if (this->actor.bgCheckFlags & 8) { diff --git a/soh/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/soh/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c index c5b8072ff..449653b9a 100644 --- a/soh/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c +++ b/soh/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c @@ -421,7 +421,7 @@ void EnKarebaba_Update(Actor* thisx, PlayState* play) { if (this->actionFunc != EnKarebaba_Dead) { if (this->actionFunc == EnKarebaba_Dying) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 15.0f, 10.0f, 5); } else { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Ko/z_en_ko.c b/soh/src/overlays/actors/ovl_En_Ko/z_en_ko.c index b0e26c906..dc069b7a8 100644 --- a/soh/src/overlays/actors/ovl_En_Ko/z_en_ko.c +++ b/soh/src/overlays/actors/ovl_En_Ko/z_en_ko.c @@ -1273,7 +1273,7 @@ void EnKo_Update(Actor* thisx, PlayState* play) { } } if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (func_80A97C7C(this)) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c b/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c index 12dd39455..7389db34b 100644 --- a/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c +++ b/soh/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c @@ -358,7 +358,7 @@ void EnKusa_LiftedUp(EnKusa* this, PlayState* play) { this->actor.gravity = -0.1f; EnKusa_UpdateVelY(this); EnKusa_RandScaleVecToZero(&this->actor.velocity, 0.005f); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5); this->actor.gravity = -3.2f; } @@ -419,7 +419,7 @@ void EnKusa_Fall(EnKusa* this, PlayState* play) { this->actor.shape.rot.x += rotSpeedX; this->actor.shape.rot.y += rotSpeedY; EnKusa_RandScaleVecToZero(&this->actor.velocity, 0.05f); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Kz/z_en_kz.c b/soh/src/overlays/actors/ovl_En_Kz/z_en_kz.c index 79b719734..e6ad9e997 100644 --- a/soh/src/overlays/actors/ovl_En_Kz/z_en_kz.c +++ b/soh/src/overlays/actors/ovl_En_Kz/z_en_kz.c @@ -557,7 +557,7 @@ void EnKz_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); SkelAnime_Update(&this->skelanime); EnKz_UpdateEyes(this); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actionFunc != EnKz_StartTimer) { func_80A9CB18(this, play); } diff --git a/soh/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c b/soh/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c index 67fcc4a00..61a411371 100644 --- a/soh/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c +++ b/soh/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.c @@ -102,7 +102,7 @@ void EnLightbox_Update(Actor* thisx, PlayState* play) { } } } - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, thisx->colChkInfo.cylHeight, thisx->colChkInfo.cylRadius, thisx->colChkInfo.cylRadius, 0x1D); thisx->focus.pos = thisx->world.pos; diff --git a/soh/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/soh/src/overlays/actors/ovl_En_Mb/z_en_mb.c index 979cc8d68..96bcac036 100644 --- a/soh/src/overlays/actors/ovl_En_Mb/z_en_mb.c +++ b/soh/src/overlays/actors/ovl_En_Mb/z_en_mb.c @@ -1468,7 +1468,7 @@ void EnMb_Update(Actor* thisx, PlayState* play) { EnMb_CheckColliding(this, play); if (thisx->colChkInfo.damageEffect != ENMB_DMGEFF_FREEZE) { this->actionFunc(this, play); - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 40.0f, 40.0f, 70.0f, 0x1D); Actor_SetFocus(thisx, thisx->scale.x * 4500.0f); Collider_UpdateCylinder(thisx, &this->hitbox); diff --git a/soh/src/overlays/actors/ovl_En_Md/z_en_md.c b/soh/src/overlays/actors/ovl_En_Md/z_en_md.c index b808afa4b..eaa8d9b2d 100644 --- a/soh/src/overlays/actors/ovl_En_Md/z_en_md.c +++ b/soh/src/overlays/actors/ovl_En_Md/z_en_md.c @@ -819,7 +819,7 @@ void EnMd_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); EnMd_UpdateEyes(this); func_80AAB5A4(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); func_80AAB158(this, play); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); this->actionFunc(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/soh/src/overlays/actors/ovl_En_Mk/z_en_mk.c index 4e020f7ec..f742b4671 100644 --- a/soh/src/overlays/actors/ovl_En_Mk/z_en_mk.c +++ b/soh/src/overlays/actors/ovl_En_Mk/z_en_mk.c @@ -303,7 +303,7 @@ void EnMk_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if ((!(this->flags & 2)) && (SkelAnime_Update(&this->skelAnime))) { diff --git a/soh/src/overlays/actors/ovl_En_Mm/z_en_mm.c b/soh/src/overlays/actors/ovl_En_Mm/z_en_mm.c index 520d66f92..2b9733f1c 100644 --- a/soh/src/overlays/actors/ovl_En_Mm/z_en_mm.c +++ b/soh/src/overlays/actors/ovl_En_Mm/z_en_mm.c @@ -392,7 +392,7 @@ s32 func_80AADEF0(EnMm* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->yawToWaypoint, 1, 2500, 0); this->actor.world.rot.y = this->actor.shape.rot.y; Math_SmoothStepToF(&this->actor.speedXZ, this->speedXZ, 0.6f, this->distToWaypoint, 0.0f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); return 0; diff --git a/soh/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c b/soh/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c index 32fffa9e2..2226dbdea 100644 --- a/soh/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c +++ b/soh/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c @@ -305,7 +305,7 @@ void EnMm2_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); } diff --git a/soh/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/soh/src/overlays/actors/ovl_En_Ms/z_en_ms.c index 89011a59c..dc3966357 100644 --- a/soh/src/overlays/actors/ovl_En_Ms/z_en_ms.c +++ b/soh/src/overlays/actors/ovl_En_Ms/z_en_ms.c @@ -178,7 +178,7 @@ void EnMs_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (gSaveContext.entranceIndex == ENTR_LON_LON_RANCH_ENTRANCE && gSaveContext.sceneSetupIndex == 8) { // ride carpet if in credits - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); osSyncPrintf("OOOHHHHHH %f\n", this->actor.velocity.y); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); } diff --git a/soh/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/soh/src/overlays/actors/ovl_En_Niw/z_en_niw.c index 6e1fc7238..203a7af59 100644 --- a/soh/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/soh/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -974,7 +974,7 @@ void EnNiw_Update(Actor* thisx, PlayState* play) { thisx->shape.shadowScale = 15.0f; this->actionFunc(this, play); Actor_SetFocus(&this->actor, this->unk_304); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actionFunc != func_80AB6EB4 && this->actionFunc != func_80AB6450 && play->sceneNum != SCENE_ZORAS_RIVER) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 31); diff --git a/soh/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c b/soh/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c index 27f076134..ffb752c6c 100644 --- a/soh/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c +++ b/soh/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c @@ -227,7 +227,7 @@ void EnNiwGirl_Update(Actor* thisx, PlayState* play) { this->jumpTimer--; } this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 100.0f, 100.0f, 200.0f, 0x1C); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c b/soh/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c index a9c2a7361..34afa674f 100644 --- a/soh/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c +++ b/soh/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c @@ -159,7 +159,7 @@ void EnNutsball_Update(Actor* thisx, PlayState* play) { if (!(player->stateFlags1 & (PLAYER_STATE1_TALKING | PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE)) || (this->actionFunc == func_80ABBB34)) { this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10, sCylinderInit.dim.radius, sCylinderInit.dim.height, 5); Collider_UpdateCylinder(&this->actor, &this->collider); diff --git a/soh/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/soh/src/overlays/actors/ovl_En_Ny/z_en_ny.c index 5bcf2f7a8..5ce3f9380 100644 --- a/soh/src/overlays/actors/ovl_En_Ny/z_en_ny.c +++ b/soh/src/overlays/actors/ovl_En_Ny/z_en_ny.c @@ -384,7 +384,7 @@ void EnNy_Update(Actor* thisx, PlayState* play) { temp_f22 = (24.0f * temp_f20) + 12.0f; this->actor.shape.rot.x += (s16)(this->unk_1E8 * 1000.0f); func_80ABD3B8(this, temp_f22 + 10.0f, temp_f22 - 10.0f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Math_StepToF(&this->unk_1E4, this->unk_1E8, 0.1f); this->actionFunc(this, play); this->actor.prevPos.y -= temp_f22; @@ -514,7 +514,7 @@ void EnNy_UpdateUnused(Actor* thisx, PlayState* play2) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Math_StepToF(&this->unk_1E4, this->unk_1E8, 0.1f); } static Vec3f sFireOffsets[] = { diff --git a/soh/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/soh/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 9fda3ec83..60a3452a0 100644 --- a/soh/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/soh/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -652,7 +652,7 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) { this->actor.scale.y * 100.0f); } else { sp34 = false; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Math_Vec3f_Copy(&sp38, &this->actor.world.pos); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 15.0f, 30.0f, 5); if ((this->actor.bgCheckFlags & 8) && diff --git a/soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c index b821131e1..3eaa944b0 100644 --- a/soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c +++ b/soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c @@ -2290,7 +2290,7 @@ void EnOssan_MainActionFunc(EnOssan* this, PlayState* play) { sStateFunc[this->stateFlag](this, play, player); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 26.0f, 10.0f, 0.0f, 5); Actor_SetFocus(&this->actor, 90.0f); Actor_SetScale(&this->actor, sShopkeeperScale[this->actor.params]); diff --git a/soh/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/soh/src/overlays/actors/ovl_En_Owl/z_en_owl.c index f5d981031..72aa6e9a2 100644 --- a/soh/src/overlays/actors/ovl_En_Owl/z_en_owl.c +++ b/soh/src/overlays/actors/ovl_En_Owl/z_en_owl.c @@ -1148,7 +1148,7 @@ void EnOwl_Update(Actor* thisx, PlayState* play) { } if (this->actor.draw != NULL) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (this->actionFlags & 2) { diff --git a/soh/src/overlays/actors/ovl_En_Part/z_en_part.c b/soh/src/overlays/actors/ovl_En_Part/z_en_part.c index be1143ff1..0539e980b 100644 --- a/soh/src/overlays/actors/ovl_En_Part/z_en_part.c +++ b/soh/src/overlays/actors/ovl_En_Part/z_en_part.c @@ -244,7 +244,7 @@ void EnPart_Update(Actor* thisx, PlayState* play) { EnPart* this = (EnPart*)thisx; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if ((this->actor.params > 4 && this->actor.params < 9) || this->actor.params < 0) { Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 15.0f, 0.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c b/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c index c155052f1..20db2a510 100644 --- a/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c +++ b/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c @@ -631,7 +631,7 @@ void EnPartner_Update(Actor* thisx, PlayState* play) { this->actor.gravity = this->yVelocity; if (this->canMove == 1) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 19.0f, 20.0f, 0.0f, 5); } diff --git a/soh/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/soh/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index 2084dc5e7..2667bb099 100644 --- a/soh/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/soh/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -940,7 +940,7 @@ void EnPeehat_Update(Actor* thisx, PlayState* play) { } if (thisx->colChkInfo.damageEffect != PEAHAT_DMG_EFF_LIGHT_ICE_ARROW) { if (thisx->speedXZ != 0.0f || thisx->velocity.y != 0.0f) { - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 25.0f, 30.0f, 30.0f, 5); } diff --git a/soh/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c b/soh/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c index a40ae376e..7b0bdcee5 100644 --- a/soh/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c +++ b/soh/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c @@ -195,7 +195,7 @@ void EnPoDesert_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); EnPoDesert_UpdateSpeedModifier(this); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 27.0f, 60.0f, 4); Actor_SetFocus(&this->actor, 42.0f); diff --git a/soh/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/soh/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c index e1bb232f8..ca0e7b3ba 100644 --- a/soh/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c +++ b/soh/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c @@ -621,7 +621,7 @@ void EnPoField_SoulIdle(EnPoField* this, PlayState* play) { } else if (this->actionTimer == 0) { EnPoField_SetupWaitForSpawn(this, play); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 10.0f, 4); } @@ -867,7 +867,7 @@ void EnPoField_Update(Actor* thisx, PlayState* play) { EnPoField_UpdateFlame(this, play); if (this->actionFunc == EnPoField_Flee || this->actionFunc == EnPoField_Damage || this->actionFunc == EnPoField_Appear) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (this->actionFunc != EnPoField_WaitForSpawn) { Actor_SetFocus(&this->actor, 42.0f); diff --git a/soh/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c b/soh/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c index 5bf2c6a84..7ce6cc8df 100644 --- a/soh/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c +++ b/soh/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c @@ -382,7 +382,7 @@ void EnPoRelay_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); EnPoRelay_CorrectY(this); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 27.0f, 60.0f, 4); Collider_UpdateCylinder(&this->actor, &this->collider); diff --git a/soh/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/soh/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index c667a67e1..6014aebbe 100644 --- a/soh/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/soh/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -1198,7 +1198,7 @@ void EnPoSisters_Update(Actor* thisx, PlayState* play) { if (this->unk_199 & 8) { func_80ADA35C(this, play); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->unk_199 & 0x10) { Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/soh/src/overlays/actors/ovl_En_Poh/z_en_poh.c index c1e4c28eb..0d5e1e2cc 100644 --- a/soh/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/soh/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -734,7 +734,7 @@ void EnPoh_Death(EnPoh* this, PlayState* play) { Actor_Kill(&this->actor); return; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 10.0f, 4); } @@ -1003,7 +1003,7 @@ void EnPoh_UpdateLiving(Actor* thisx, PlayState* play) { func_80AE032C(this, play); EnPoh_UpdateVisibility(this); this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actionFunc == EnPoh_Attack && this->unk_198 < 10) { this->actor.flags |= ACTOR_FLAG_PLAY_HIT_SFX; CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderSph.base); diff --git a/soh/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c b/soh/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c index cb968260d..140ebd478 100644 --- a/soh/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c +++ b/soh/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.c @@ -79,7 +79,7 @@ void EnPubox_Update(Actor* thisx, PlayState* play) { } this->dyna.unk_154 = 0.0f; this->dyna.unk_150 = 0.0f; - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, thisx->colChkInfo.cylHeight, thisx->colChkInfo.cylRadius, thisx->colChkInfo.cylRadius, 0x1D); thisx->focus.pos = thisx->world.pos; diff --git a/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c index db65300d8..a5fd7872c 100644 --- a/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/soh/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -824,7 +824,7 @@ void EnRd_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->unk_31B != 8 && this->actor.speedXZ != 0.0f) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if ((this->actor.shape.rot.x == 0) && (this->unk_31B != 8) && (this->actor.speedXZ != 0.0f)) { diff --git a/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c b/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c index 7a1293178..bab1bf046 100644 --- a/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c +++ b/soh/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c @@ -608,7 +608,7 @@ void EnReeba_Update(Actor* thisx, PlayState* play2) { this->unk_276--; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f, 0x1D); if (this->collider.base.atFlags & AT_BOUNCED) { diff --git a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c index 1ef609b23..2885e6cdf 100644 --- a/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c +++ b/soh/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c @@ -201,7 +201,7 @@ void EnRiverSound_Update(Actor* thisx, PlayState* play) { } } } else if ((thisx->params == RS_UNK_13) || (thisx->params == RS_UNK_19)) { - func_8002DBD0(&player->actor, &thisx->home.pos, &thisx->world.pos); + Actor_WorldToActorCoords(&player->actor, &thisx->home.pos, &thisx->world.pos); } else if (play->sceneNum == SCENE_DODONGOS_CAVERN_BOSS && Flags_GetClear(play, thisx->room)) { Actor_Kill(thisx); } diff --git a/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c index f999f3486..a748bd380 100644 --- a/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/soh/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -795,7 +795,7 @@ void EnRr_Update(Actor* thisx, PlayState* play) { } Math_StepToF(&this->actor.speedXZ, 0.0f, 0.1f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Collider_UpdateCylinder(&this->actor, &this->collider1); this->collider2.dim.pos.x = this->mouthPos.x; this->collider2.dim.pos.y = this->mouthPos.y; diff --git a/soh/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/soh/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c index f2035bdaf..b6bb1a725 100644 --- a/soh/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c +++ b/soh/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c @@ -801,12 +801,12 @@ void func_80AEC40C(EnRu1* this) { this->actor.speedXZ = (kREG(3) * 0.01f) + 2.7f; } this->actor.velocity.y = -1.0f; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80AEC4CC(EnRu1* this) { this->actor.velocity.y = -1.0f; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80AEC4F4(EnRu1* this) { @@ -821,7 +821,7 @@ void func_80AEC4F4(EnRu1* this) { *speedXZ = 0.0f; this->actor.velocity.y = -((kREG(4) * 0.01f) + 13.0f); } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } s32 func_80AEC5FC(EnRu1* this, PlayState* play) { @@ -1439,7 +1439,7 @@ void func_80AEDEF4(EnRu1* this, PlayState* play) { void func_80AEDFF4(EnRu1* this, PlayState* play) { func_80AEDB30(this, play); func_80AEDEF4(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80AEE02C(EnRu1* this) { @@ -1479,7 +1479,7 @@ void func_80AEE050(EnRu1* this) { } this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speedXZ; this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speedXZ; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } } else { if (this->unk_350 == 1) { @@ -1743,7 +1743,7 @@ void func_80AEECF0(EnRu1* this, PlayState* play) { void func_80AEED58(EnRu1* this, PlayState* play) { func_80AED83C(this); func_80AEAECC(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); EnRu1_UpdateSkelAnime(this); EnRu1_UpdateEyes(this); func_80AEEAC8(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c b/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c index a50872d41..c350fe0bd 100644 --- a/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c +++ b/soh/src/overlays/actors/ovl_En_Sa/z_en_sa.c @@ -758,7 +758,7 @@ void EnSa_Update(Actor* thisx, PlayState* play) { this->actor.world.pos.y += this->actor.velocity.y; this->actor.world.pos.z += this->actor.velocity.z; } else { - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } if (play->sceneNum != SCENE_SACRED_FOREST_MEADOW) { diff --git a/soh/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/soh/src/overlays/actors/ovl_En_Sb/z_en_sb.c index ad279d22c..24b4632fa 100644 --- a/soh/src/overlays/actors/ovl_En_Sb/z_en_sb.c +++ b/soh/src/overlays/actors/ovl_En_Sb/z_en_sb.c @@ -463,7 +463,7 @@ void EnSb_Update(Actor* thisx, PlayState* play) { } else { Actor_SetFocus(&this->actor, 20.0f); Actor_SetScale(&this->actor, 0.006f); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actionFunc(this, play); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 5); EnSb_UpdateDamage(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Si/z_en_si.c b/soh/src/overlays/actors/ovl_En_Si/z_en_si.c index 246cbcd11..d732b83d5 100644 --- a/soh/src/overlays/actors/ovl_En_Si/z_en_si.c +++ b/soh/src/overlays/actors/ovl_En_Si/z_en_si.c @@ -149,7 +149,7 @@ void func_80AFB950(EnSi* this, PlayState* play) { void EnSi_Update(Actor* thisx, PlayState* play) { EnSi* this = (EnSi*)thisx; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); this->actionFunc(this, play); Actor_SetFocus(&this->actor, 16.0f); diff --git a/soh/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/soh/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 9fa3e25ee..1fcb2708a 100644 --- a/soh/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/soh/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -503,7 +503,7 @@ void EnSkb_Update(Actor* thisx, PlayState* play) { s32 pad; func_80AFD968(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f, 0x1D); this->actionFunc(this, play); this->actor.focus.pos = this->actor.world.pos; diff --git a/soh/src/overlays/actors/ovl_En_Skj/z_en_skj.c b/soh/src/overlays/actors/ovl_En_Skj/z_en_skj.c index aa0df870e..de42b24bf 100644 --- a/soh/src/overlays/actors/ovl_En_Skj/z_en_skj.c +++ b/soh/src/overlays/actors/ovl_En_Skj/z_en_skj.c @@ -1344,7 +1344,7 @@ void EnSkj_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); SkelAnime_Update(&this->skelAnime); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 7); } diff --git a/soh/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c b/soh/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c index 1a9531ae1..228bd9c5e 100644 --- a/soh/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c +++ b/soh/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c @@ -93,7 +93,7 @@ void EnSkjneedle_Update(Actor* thisx, PlayState* play2) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 7); } } diff --git a/soh/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/soh/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index e17932496..b7d69b40a 100644 --- a/soh/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/soh/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -826,7 +826,7 @@ void EnSsh_Update(Actor* thisx, PlayState* play) { EnSsh_Damaged(this); } else { SkelAnime_Update(&this->skelAnime); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); this->actionFunc(this, play); } diff --git a/soh/src/overlays/actors/ovl_En_St/z_en_st.c b/soh/src/overlays/actors/ovl_En_St/z_en_st.c index a330cca94..cbc701cee 100644 --- a/soh/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/soh/src/overlays/actors/ovl_En_St/z_en_st.c @@ -941,7 +941,7 @@ void EnSt_ReturnToCeiling(EnSt* this, PlayState* play) { */ void EnSt_BounceAround(EnSt* this, PlayState* play) { this->actor.colorFilterTimer = this->deathTimer; - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); this->actor.world.rot.x += 0x800; this->actor.world.rot.z -= 0x800; this->actor.shape.rot = this->actor.world.rot; @@ -979,7 +979,7 @@ void EnSt_FinishBouncing(EnSt* this, PlayState* play) { this->actor.shape.rot = this->actor.world.rot; - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); this->groundBounces = 2; EnSt_IsDoneBouncing(this, play); } @@ -1023,7 +1023,7 @@ void EnSt_Update(Actor* thisx, PlayState* play) { } if (this->swayTimer == 0 && this->stunTimer == 0) { - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); diff --git a/soh/src/overlays/actors/ovl_En_Sth/z_en_sth.c b/soh/src/overlays/actors/ovl_En_Sth/z_en_sth.c index c66f1d076..cc3dd3eb0 100644 --- a/soh/src/overlays/actors/ovl_En_Sth/z_en_sth.c +++ b/soh/src/overlays/actors/ovl_En_Sth/z_en_sth.c @@ -347,7 +347,7 @@ void EnSth_Update2(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); if (SkelAnime_Update(&this->skelAnime)) { this->skelAnime.curFrame = 0.0f; diff --git a/soh/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/soh/src/overlays/actors/ovl_En_Sw/z_en_sw.c index 212bec00f..93dd9c9d3 100644 --- a/soh/src/overlays/actors/ovl_En_Sw/z_en_sw.c +++ b/soh/src/overlays/actors/ovl_En_Sw/z_en_sw.c @@ -661,7 +661,7 @@ void func_80B0D878(EnSw* this, PlayState* play) { } void func_80B0DB00(EnSw* this, PlayState* play) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); this->actor.shape.rot.x += 0x1000; this->actor.shape.rot.z += 0x1000; Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 0.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c index 41b4bdb5f..9ffe7080d 100644 --- a/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c +++ b/soh/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c @@ -620,7 +620,7 @@ void EnSyatekiNiw_Update(Actor* thisx, PlayState* play) { this->actor.shape.shadowScale = 15.0f; this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D); if (this->unk_2A0 != 0) { diff --git a/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c b/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c index 6e04554d9..1e923335b 100644 --- a/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c +++ b/soh/src/overlays/actors/ovl_En_Ta/z_en_ta.c @@ -396,7 +396,7 @@ void func_80B14818(EnTa* this, PlayState* play) { if (this->actor.speedXZ < 6.0f) { this->actor.speedXZ += 0.4f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80B14898(EnTa* this, PlayState* play) { @@ -1153,7 +1153,7 @@ void EnTa_Update(Actor* thisx, PlayState* play) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4); this->unk_260(this); this->actionFunc(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Test/z_en_test.c b/soh/src/overlays/actors/ovl_En_Test/z_en_test.c index 931f8cd62..5accba57a 100644 --- a/soh/src/overlays/actors/ovl_En_Test/z_en_test.c +++ b/soh/src/overlays/actors/ovl_En_Test/z_en_test.c @@ -1712,7 +1712,7 @@ void EnTest_Update(Actor* thisx, PlayState* play) { EnTest_UpdateDamage(this, play); if (this->actor.colChkInfo.damageEffect != STALFOS_DMGEFF_FIREMAGIC) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D); if (this->actor.params == STALFOS_TYPE_1) { diff --git a/soh/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/soh/src/overlays/actors/ovl_En_Tite/z_en_tite.c index f87465fb8..1fa105ef3 100644 --- a/soh/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/soh/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -900,7 +900,7 @@ void EnTite_Update(Actor* thisx, PlayState* play) { // Stay still if hit by immunity damage type this frame if (thisx->colChkInfo.damageEffect != 0xE) { this->actionFunc(this, play); - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, 25.0f, 40.0f, 20.0f, this->unk_2DC); // If on water, snap feet to surface and spawn ripples if ((this->actor.params == TEKTITE_BLUE) && (thisx->bgCheckFlags & 0x20)) { diff --git a/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c index b26a00b93..e9535c3b5 100644 --- a/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/soh/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -671,7 +671,7 @@ void EnTk_Update(Actor* thisx, PlayState* play) { SkelAnime_Update(&this->skelAnime); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 10.0f, 0.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c b/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c index 7af032fa5..6f849948a 100644 --- a/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c +++ b/soh/src/overlays/actors/ovl_En_Tp/z_en_tp.c @@ -356,7 +356,7 @@ void EnTp_Fragment_SetupFade(EnTp* this) { } void EnTp_Fragment_Fade(EnTp* this, PlayState* play) { - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->alpha -= 20; if (this->alpha < 20) { @@ -668,7 +668,7 @@ void EnTp_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); if (this->actor.params <= TAILPASARAN_HEAD) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (this->actionIndex != TAILPASARAN_ACTION_HEAD_BURROWRETURNHOME) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 15.0f, 10.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Tr/z_en_tr.c b/soh/src/overlays/actors/ovl_En_Tr/z_en_tr.c index 989a48244..eded6eda6 100644 --- a/soh/src/overlays/actors/ovl_En_Tr/z_en_tr.c +++ b/soh/src/overlays/actors/ovl_En_Tr/z_en_tr.c @@ -493,7 +493,7 @@ void func_80B24038(EnTr* this, PlayState* play, s32 actionIndex) { Math_StepToF(&this->actor.velocity.x, endPos.x, 1.0f); Math_StepToF(&this->actor.velocity.y, endPos.y, 1.0f); Math_StepToF(&this->actor.velocity.z, endPos.z, 1.0f); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } void EnTr_UpdateRotation(EnTr* this, PlayState* play, s32 actionIndex) { diff --git a/soh/src/overlays/actors/ovl_En_Trap/z_en_trap.c b/soh/src/overlays/actors/ovl_En_Trap/z_en_trap.c index 5d5eef982..bdfb475cd 100644 --- a/soh/src/overlays/actors/ovl_En_Trap/z_en_trap.c +++ b/soh/src/overlays/actors/ovl_En_Trap/z_en_trap.c @@ -369,7 +369,7 @@ void EnTrap_Update(Actor* thisx, PlayState* play) { } } } - Actor_MoveForward(thisx); // Only used by straight line logic + Actor_MoveXZGravity(thisx); // Only used by straight line logic // Adjust position using bgcheck, but do not adjust x, z position if in straight line mode: if (thisx->params & SPIKETRAP_MODE_LINEAR) { posTemp = thisx->world.pos; diff --git a/soh/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c b/soh/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c index c2a765648..a9ce7232b 100644 --- a/soh/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c +++ b/soh/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c @@ -283,7 +283,7 @@ void EnTuboTrap_Update(Actor* thisx, PlayState* play) { s32 pad; this->actionFunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 20.0f, 0x1D); Actor_SetFocus(&this->actor, 0.0f); Collider_UpdateCylinder(&this->actor, &this->collider); diff --git a/soh/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c b/soh/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c index cef259f74..dce0ad448 100644 --- a/soh/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c +++ b/soh/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c @@ -180,7 +180,7 @@ void EnVbBall_Update(Actor* thisx, PlayState* play2) { this->actor.shape.rot.y += (s16)this->yRotVel; this->actor.velocity.y += -1.0f; this->actor.gravity = -1.0f; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); if (this->actor.params >= 200) { EnVbBall_UpdateBones(this, play); } else { diff --git a/soh/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c b/soh/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c index 2d77bf09d..2b34ffde7 100644 --- a/soh/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c +++ b/soh/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c @@ -276,7 +276,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) { } EnViewer_UpdatePosition(this, play); - Actor_MoveForward(&this->actor); // has no effect, speed/velocity and gravity are 0 + Actor_MoveXZGravity(&this->actor); // has no effect, speed/velocity and gravity are 0 animationEnded = SkelAnime_Update(&this->skin.skelAnime); if (type == ENVIEWER_TYPE_3_GANONDORF || type == ENVIEWER_TYPE_4_HORSE_GANONDORF) { diff --git a/soh/src/overlays/actors/ovl_En_Vm/z_en_vm.c b/soh/src/overlays/actors/ovl_En_Vm/z_en_vm.c index 68e7311c2..2f6241ef8 100644 --- a/soh/src/overlays/actors/ovl_En_Vm/z_en_vm.c +++ b/soh/src/overlays/actors/ovl_En_Vm/z_en_vm.c @@ -378,7 +378,7 @@ void EnVm_Die(EnVm* this, PlayState* play) { this->beamRot.x += 0x5DC; this->headRotY += 0x9C4; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (--this->timer == 0) { bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x, diff --git a/soh/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/soh/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c index 8b7157e78..3590f620d 100644 --- a/soh/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c +++ b/soh/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c @@ -577,7 +577,7 @@ void EnWallmas_Update(Actor* thisx, PlayState* play) { } if ((this->actionFunc != EnWallmas_ReturnToCeiling) && (this->actionFunc != EnWallmas_TakePlayer)) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } if (this->actionFunc != EnWallmas_Drop) { diff --git a/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c index 3ed75bd4d..80d82f702 100644 --- a/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c +++ b/soh/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c @@ -597,9 +597,9 @@ void EnWeiyer_Update(Actor* thisx, PlayState* play) { this->actor.world.rot.x = -this->actor.shape.rot.x; if ((this->actor.world.rot.x == 0) || (this->actionFunc == func_80B333B8)) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } else { - func_8002D97C(&this->actor); + Actor_MoveXYZ(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 30.0f, 45.0f, 7); diff --git a/soh/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/soh/src/overlays/actors/ovl_En_Wf/z_en_wf.c index 7681b499f..91a23dc79 100644 --- a/soh/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/soh/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -1307,7 +1307,7 @@ void EnWf_Update(Actor* thisx, PlayState* play) { EnWf_UpdateDamage(this, play); if (this->actor.colChkInfo.damageEffect != ENWF_DMGEFF_ICE_MAGIC) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 32.0f, 30.0f, 60.0f, 0x1D); this->actionFunc(this, play); func_80B36F40(this, play); diff --git a/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c index eb6a77e24..0988f0a66 100644 --- a/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c +++ b/soh/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c @@ -421,7 +421,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) { this->unk_14C++; Math_ApproachF(&this->actor.velocity.x, 0.0f, 1.0f, 5 * 0.01f); Math_ApproachF(&this->actor.velocity.z, 0.0f, 1.0f, 5 * 0.01f); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.shape.rot.z = Math_SinS(3000 * this->unk_14C) * 0x4000; this->unk_14E[0]--; diff --git a/soh/src/overlays/actors/ovl_En_Xc/z_en_xc.c b/soh/src/overlays/actors/ovl_En_Xc/z_en_xc.c index 546ec24f8..a5d582db2 100644 --- a/soh/src/overlays/actors/ovl_En_Xc/z_en_xc.c +++ b/soh/src/overlays/actors/ovl_En_Xc/z_en_xc.c @@ -637,11 +637,11 @@ void EnXc_CalcXZAccel(EnXc* this) { *speedXZ = (kREG(2) * 0.01f) + 1.2f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80B3D644(EnXc* this) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void EnXc_CalcXZSpeed(EnXc* this) { @@ -653,7 +653,7 @@ void EnXc_CalcXZSpeed(EnXc* this) { } else { *speedXZ = 0.0f; } - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80B3D6F0(EnXc* this) { @@ -661,7 +661,7 @@ void func_80B3D6F0(EnXc* this) { } void func_80B3D710(EnXc* this) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } void func_80B3D730(EnXc* this) { diff --git a/soh/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c b/soh/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c index c5c066685..96cda6951 100644 --- a/soh/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c +++ b/soh/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c @@ -131,7 +131,7 @@ void EnYukabyun_Update(Actor* thisx, PlayState* play) { } this->actionfunc(this, play); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (!(this->actionfunc == func_80B43A94 || this->actionfunc == EnYukabyun_Break)) { Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 20.0f, 8.0f, 5); diff --git a/soh/src/overlays/actors/ovl_En_Zf/z_en_zf.c b/soh/src/overlays/actors/ovl_En_Zf/z_en_zf.c index bdd603760..85a878cc6 100644 --- a/soh/src/overlays/actors/ovl_En_Zf/z_en_zf.c +++ b/soh/src/overlays/actors/ovl_En_Zf/z_en_zf.c @@ -2045,7 +2045,7 @@ void EnZf_Update(Actor* thisx, PlayState* play) { } if (!this->unk_3F8) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 25.0f, 30.0f, 60.0f, 0x1D); diff --git a/soh/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/soh/src/overlays/actors/ovl_En_Zo/z_en_zo.c index 09a12ec8c..bae52cd47 100644 --- a/soh/src/overlays/actors/ovl_En_Zo/z_en_zo.c +++ b/soh/src/overlays/actors/ovl_En_Zo/z_en_zo.c @@ -739,7 +739,7 @@ void EnZo_Update(Actor* thisx, PlayState* play) { EnZo_Blink(this); } - Actor_MoveForward(thisx); + Actor_MoveXZGravity(thisx); Actor_UpdateBgCheckInfo(play, thisx, this->collider.dim.radius, this->collider.dim.height * 0.25f, 0.0f, 5); this->actionFunc(this, play); EnZo_Dialog(this, play); diff --git a/soh/src/overlays/actors/ovl_Fishing/z_fishing.c b/soh/src/overlays/actors/ovl_Fishing/z_fishing.c index 930235618..01d63248f 100644 --- a/soh/src/overlays/actors/ovl_Fishing/z_fishing.c +++ b/soh/src/overlays/actors/ovl_Fishing/z_fishing.c @@ -4148,10 +4148,10 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { Math_ApproachS(&this->unk_16E, spF6, 3, 0xBB8); } - func_8002D908(&this->actor); + Actor_UpdateVelocityXYZ(&this->actor); } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.world.pos.y += (this->unk_184 * 1.5f); diff --git a/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c b/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c index d2bbff4b7..8088c6262 100644 --- a/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c +++ b/soh/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.c @@ -167,7 +167,7 @@ void ItemEtcetera_SpawnSparkles(ItemEtcetera* this, PlayState* play) { void ItemEtcetera_MoveFireArrowDown(ItemEtcetera* this, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 0.0f, 5); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (!(this->actor.bgCheckFlags & 1)) { ItemEtcetera_SpawnSparkles(this, play); } diff --git a/soh/src/overlays/actors/ovl_Item_Ocarina/z_item_ocarina.c b/soh/src/overlays/actors/ovl_Item_Ocarina/z_item_ocarina.c index c1dd7f781..99cde87d6 100644 --- a/soh/src/overlays/actors/ovl_Item_Ocarina/z_item_ocarina.c +++ b/soh/src/overlays/actors/ovl_Item_Ocarina/z_item_ocarina.c @@ -82,7 +82,7 @@ void ItemOcarina_Destroy(Actor* thisx, PlayState* play) { void ItemOcarina_Fly(ItemOcarina* this, PlayState* play) { Vec3f ripplePos; - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.shape.rot.x += this->spinRotOffset * 2; this->actor.shape.rot.y += this->spinRotOffset * 3; @@ -133,7 +133,7 @@ void ItemOcarina_GetThrown(ItemOcarina* this, PlayState* play) { } void func_80B864EC(ItemOcarina* this, PlayState* play) { - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); this->actor.shape.rot.x += this->spinRotOffset * 2; this->actor.shape.rot.y += this->spinRotOffset * 3; diff --git a/soh/src/overlays/actors/ovl_Item_Shield/z_item_shield.c b/soh/src/overlays/actors/ovl_Item_Shield/z_item_shield.c index beecbf759..8c40e346e 100644 --- a/soh/src/overlays/actors/ovl_Item_Shield/z_item_shield.c +++ b/soh/src/overlays/actors/ovl_Item_Shield/z_item_shield.c @@ -98,7 +98,7 @@ void ItemShield_Destroy(Actor* thisx, PlayState* play) { } void func_80B86AC8(ItemShield* this, PlayState* play) { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); if (Actor_HasParent(&this->actor, play)) { Actor_Kill(&this->actor); return; @@ -148,7 +148,7 @@ void func_80B86CA8(ItemShield* this, PlayState* play) { s32 i; s32 temp; - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 0.0f, 5); this->actor.shape.yOffset = ABS(Math_SinS(this->actor.shape.rot.x)) * 1500.0f; diff --git a/soh/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c b/soh/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c index 53e130144..eaeaaef07 100644 --- a/soh/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c +++ b/soh/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c @@ -202,7 +202,7 @@ void ObjKibako_Idle(ObjKibako* this, PlayState* play) { ObjKibako_SpawnCollectible(this, play); Actor_Kill(&this->actor); } else { - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 19.0f, 20.0f, 0.0f, 5); if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToPlayer > 28.0f)) { this->collider.base.ocFlags1 |= OC1_TYPE_PLAYER; @@ -236,7 +236,7 @@ void ObjKibako_Held(ObjKibako* this, PlayState* play) { } else { ObjKibako_SetupThrown(this); ObjKibako_ApplyGravity(this); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); } Actor_UpdateBgCheckInfo(play, &this->actor, 19.0f, 20.0f, 0.0f, 5); } @@ -265,7 +265,7 @@ void ObjKibako_Thrown(ObjKibako* this, PlayState* play) { Actor_Kill(&this->actor); } else { ObjKibako_ApplyGravity(this); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 19.0f, 20.0f, 0.0f, 5); Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); diff --git a/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c b/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c index 4fd55a528..f916bf0fe 100644 --- a/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c +++ b/soh/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.c @@ -192,7 +192,7 @@ void func_80B96840(ObjLift* this, PlayState* play) { s32 bgId; Vec3f sp2C; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); Math_Vec3f_Copy(&sp2C, &this->dyna.actor.prevPos); sp2C.y += sMaxFallDistances[(this->dyna.actor.params >> 1) & 1]; this->dyna.actor.floorHeight = diff --git a/soh/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c b/soh/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c index 78c39649a..1b35c3243 100644 --- a/soh/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c +++ b/soh/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c @@ -500,7 +500,7 @@ void ObjOshihiki_OnActor(ObjOshihiki* this, PlayState* play) { DynaPolyActor* dynaPolyActor; this->stateFlags |= PUSHBLOCK_ON_ACTOR; - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); if (ObjOshihiki_CheckFloor(this, play)) { bgId = this->floorBgIds[this->highestFloor]; @@ -614,7 +614,7 @@ void ObjOshihiki_Fall(ObjOshihiki* this, PlayState* play) { this->dyna.unk_150 = 0.0f; player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY; } - Actor_MoveForward(&this->dyna.actor); + Actor_MoveXZGravity(&this->dyna.actor); if (ObjOshihiki_CheckGround(this, play)) { if (this->floorBgIds[this->highestFloor] == BGCHECK_SCENE) { ObjOshihiki_SetupOnScene(this, play); diff --git a/soh/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c b/soh/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c index 076aeeea3..dfcf9605d 100644 --- a/soh/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c +++ b/soh/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c @@ -156,7 +156,7 @@ u8 ObjTimeblock_PlayerIsInRange(ObjTimeblock* this, PlayState* play) { Vec3f distance; f32 blockSize; - func_8002DBD0(&this->dyna.actor, &distance, &GET_PLAYER(play)->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &distance, &GET_PLAYER(play)->actor.world.pos); blockSize = this->dyna.actor.scale.x * 50.0f + 6.0f; // Return true if player's xz position is not inside the block if (blockSize < fabsf(distance.x) || blockSize < fabsf(distance.z)) { diff --git a/soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c b/soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c index 870672bb4..4cdc67e44 100644 --- a/soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c +++ b/soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c @@ -290,7 +290,7 @@ void ObjTsubo_LiftedUp(ObjTsubo* this, PlayState* play) { this->actor.room = play->roomCtx.curRoom.num; ObjTsubo_SetupThrown(this); ObjTsubo_ApplyGravity(this); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 15.0f, 0.0f, 0x85); } } @@ -321,7 +321,7 @@ void ObjTsubo_Thrown(ObjTsubo* this, PlayState* play) { Actor_Kill(&this->actor); } else { ObjTsubo_ApplyGravity(this); - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Math_StepToS(&D_80BA1B54, D_80BA1B50, 0x64); Math_StepToS(&D_80BA1B5C, D_80BA1B58, 0x64); this->actor.shape.rot.x += D_80BA1B54; diff --git a/soh/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c b/soh/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c index f13d500bb..8315d42fc 100644 --- a/soh/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c +++ b/soh/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c @@ -91,14 +91,14 @@ s32 func_80BA1ECC(ObjWarp2block* this, PlayState* play) { if ((this->dyna.actor.xzDistToPlayer <= sDistances[(((this->dyna.actor.params >> 0xB) & 7))]) || (temp_a3->xzDistToPlayer <= sDistances[(((temp_a3->params >> 0xB) & 7))])) { - func_8002DBD0(&this->dyna.actor, &sp20, &player->actor.world.pos); + Actor_WorldToActorCoords(&this->dyna.actor, &sp20, &player->actor.world.pos); temp_f2 = (this->dyna.actor.scale.x * 50.0f) + 6.0f; if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) { return 0; } - func_8002DBD0(temp_a3, &sp20, &player->actor.world.pos); + Actor_WorldToActorCoords(temp_a3, &sp20, &player->actor.world.pos); temp_f2 = (temp_a3->scale.x * 50.0f) + 6.0f; if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) { diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index ade67d576..02f422ca0 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -10433,7 +10433,7 @@ void Player_Action_80846120(Player* this, PlayState* play) { this->heldActor = &heavyBlock->dyna.actor; this->actor.child = &heavyBlock->dyna.actor; heavyBlock->dyna.actor.parent = &this->actor; - func_8002DBD0(&heavyBlock->dyna.actor, &heavyBlock->unk_164, &this->leftHandPos); + Actor_WorldToActorCoords(&heavyBlock->dyna.actor, &heavyBlock->unk_164, &this->leftHandPos); return; } @@ -11995,7 +11995,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { if (this->stateFlags2 & PLAYER_STATE2_PAUSE_MOST_UPDATING) { if (!(this->actor.bgCheckFlags & 1)) { Player_ZeroSpeedXZ(this); - Actor_MoveForward(&this->actor); + Actor_MoveXZGravity(&this->actor); } Player_ProcessSceneCollision(play, this); @@ -12088,7 +12088,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { this->actor.world.rot.y = this->yaw; } - func_8002D868(&this->actor); + Actor_UpdateVelocityXZGravity(&this->actor); if ((this->pushedSpeed != 0.0f) && !Player_InCsMode(play) && !(this->stateFlags1 & (PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_CLIMBING_LADDER)) && @@ -12097,7 +12097,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { this->actor.velocity.z += this->pushedSpeed * Math_CosS(this->pushedYaw); } - func_8002D7EC(&this->actor); + Actor_UpdatePos(&this->actor); Player_ProcessSceneCollision(play, this); } else { sFloorType = 0;