diff --git a/soh/src/code/z_horse.c b/soh/src/code/z_horse.c index 3ec182b7b..cfb34c0b7 100644 --- a/soh/src/code/z_horse.c +++ b/soh/src/code/z_horse.c @@ -144,7 +144,7 @@ typedef struct { /* 0x08 */ Vec3s pos; /* 0x0E */ s16 angle; /* 0x10 */ s16 type; -} struct_8011F9B8; +} HorseCutsceneRecipe; // Handles “special” scripted mounts: field reload points, Lon Lon race, Gerudo // Fortress archery, etc. It mounts Link, positions the camera, or spawns @@ -195,7 +195,7 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) { player->rideActor->room = -1; } } else { - static struct_8011F9B8 D_8011F9B8[] = { + static HorseCutsceneRecipe horseCutsceneRecipes[] = { { SCENE_GERUDOS_FORTRESS, 0xFFF0, { 3600, 1413, 360 }, 0x8001, 8 }, { SCENE_LON_LON_RANCH, 0xFFF0, { -250, 1, -1580 }, 0x4000, 6 }, { SCENE_LON_LON_RANCH, 0xFFF1, { 0, 0, 0 }, 0x0000, 5 }, @@ -206,41 +206,41 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) { { SCENE_HYRULE_FIELD, 0xFFF6, { -4043, 313, 6933 }, 0x0000, 7 }, }; - for (i = 0; i < ARRAY_COUNT(D_8011F9B8); i++) { - if ((play->sceneNum == D_8011F9B8[i].scene) && - (((void)0, gSaveContext.cutsceneIndex) == D_8011F9B8[i].cutsceneIndex)) { - if (D_8011F9B8[i].type == 7) { + for (i = 0; i < ARRAY_COUNT(horseCutsceneRecipes); i++) { + if ((play->sceneNum == horseCutsceneRecipes[i].scene) && + (((void)0, gSaveContext.cutsceneIndex) == horseCutsceneRecipes[i].cutsceneIndex)) { + if (horseCutsceneRecipes[i].type == 7) { if ((play->sceneNum == SCENE_LON_LON_RANCH) && (((void)0, gSaveContext.cutsceneIndex) == 0xFFF1)) { - D_8011F9B8[i].pos.x = player->actor.world.pos.x; - D_8011F9B8[i].pos.y = player->actor.world.pos.y; - D_8011F9B8[i].pos.z = player->actor.world.pos.z; + horseCutsceneRecipes[i].pos.x = player->actor.world.pos.x; + horseCutsceneRecipes[i].pos.y = player->actor.world.pos.y; + horseCutsceneRecipes[i].pos.z = player->actor.world.pos.z; } player->rideActor = - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, - D_8011F9B8[i].pos.z, 0, player->actor.world.rot.y, 0, D_8011F9B8[i].type, true); + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseCutsceneRecipes[i].pos.x, horseCutsceneRecipes[i].pos.y, + horseCutsceneRecipes[i].pos.z, 0, player->actor.world.rot.y, 0, horseCutsceneRecipes[i].type, true); assert(player->rideActor != NULL); Actor_MountHorse(play, player, player->rideActor); func_8002DE74(play, player); - } else if ((D_8011F9B8[i].type == 5) || (D_8011F9B8[i].type == 6) || (D_8011F9B8[i].type == 8)) { + } else if ((horseCutsceneRecipes[i].type == 5) || (horseCutsceneRecipes[i].type == 6) || (horseCutsceneRecipes[i].type == 8)) { Vec3f sp54; s32 temp = 0; - if (((gSaveContext.eventInf[0] & 0x10) >> 4) && D_8011F9B8[i].type == 6) { + if (((gSaveContext.eventInf[0] & 0x10) >> 4) && horseCutsceneRecipes[i].type == 6) { temp = 0x8000; } player->rideActor = - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, - D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp, true); + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseCutsceneRecipes[i].pos.x, horseCutsceneRecipes[i].pos.y, + horseCutsceneRecipes[i].pos.z, 0, horseCutsceneRecipes[i].angle, 0, horseCutsceneRecipes[i].type | temp, true); assert(player->rideActor != NULL); - player->actor.world.pos.x = D_8011F9B8[i].pos.x; - player->actor.world.pos.y = D_8011F9B8[i].pos.y; - player->actor.world.pos.z = D_8011F9B8[i].pos.z; + player->actor.world.pos.x = horseCutsceneRecipes[i].pos.x; + player->actor.world.pos.y = horseCutsceneRecipes[i].pos.y; + player->actor.world.pos.z = horseCutsceneRecipes[i].pos.z; player->actor.shape.rot.x = player->actor.shape.rot.z = 0; - player->actor.shape.rot.y = D_8011F9B8[i].angle; + player->actor.shape.rot.y = horseCutsceneRecipes[i].angle; Actor_MountHorse(play, player, player->rideActor); func_8002DE74(play, player); @@ -251,8 +251,8 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) { Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &sp54); } else { - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, - D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0, D_8011F9B8[i].type, true); + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseCutsceneRecipes[i].pos.x, horseCutsceneRecipes[i].pos.y, + horseCutsceneRecipes[i].pos.z, 0, horseCutsceneRecipes[i].angle, 0, horseCutsceneRecipes[i].type, true); } break; }