fixes renamed function calls

This commit is contained in:
Ryan 2024-01-17 14:52:09 -05:00
commit 03c6446600

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@ -3,8 +3,9 @@
#include "macros.h" #include "macros.h"
#include "functions.h" #include "functions.h"
extern "C" { extern "C" {
s32 func_80839768(PlayState* play, Player* p, Vec3f* arg2, CollisionPoly** arg3, s32* arg4, Vec3f* arg5); s32 Player_PosVsWallLineTest(PlayState* play, Player* p, Vec3f* offset, CollisionPoly** wallPoly, s32* bgId,
void func_8083E298(CollisionPoly* arg0, Vec3f* arg1, s16* arg2); Vec3f* posResult);
void Player_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16* downwardSlopeYaw);
void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList, Vec3f* dest); void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList, Vec3f* dest);
f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist); s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist);
@ -562,7 +563,7 @@ class Lava : protected TerrainCueSound {
// relevant functions to eliminate dependency on the player object, or risking weird side effects from // relevant functions to eliminate dependency on the player object, or risking weird side effects from
// passing in the real player with a temporarily modified pos vector, I'm using this fake player instance // passing in the real player with a temporarily modified pos vector, I'm using this fake player instance
// instead. These functions only need the player's position and shape rotation vectors set. // instead. These functions only need the player's position and shape rotation vectors set.
if (func_80839768(actor->play, &fakePlayer, &D_80854798, &testPoly, &bgId, &collisionResult) && if (Player_PosVsWallLineTest(actor->play, &fakePlayer, &D_80854798, &testPoly, &bgId, &collisionResult) &&
abs(wallYaw - Math_Atan2S(testPoly->normal.z, testPoly->normal.x)) < 0x4000 && abs(wallYaw - Math_Atan2S(testPoly->normal.z, testPoly->normal.x)) < 0x4000 &&
!func_80041E18(&actor->play->colCtx, testPoly, bgId)) { !func_80041E18(&actor->play->colCtx, testPoly, bgId)) {
wallHeight = 399.96002f; wallHeight = 399.96002f;
@ -593,7 +594,7 @@ class Lava : protected TerrainCueSound {
if (SurfaceType_GetSlope(&play->colCtx, floorPoly, floorBgId) == 1) { if (SurfaceType_GetSlope(&play->colCtx, floorPoly, floorBgId) == 1) {
sp4A = Math_Atan2S(velocity.z, velocity.x); sp4A = Math_Atan2S(velocity.z, velocity.x);
func_8083E298(floorPoly, &sp3C, &sp3A); Player_GetSlopeDirection(floorPoly, &sp3C, &sp3A);
temp3 = sp3A - sp4A; temp3 = sp3A - sp4A;
if (ABS(temp3) > 16000) { if (ABS(temp3) > 16000) {