[Scummvm-git-logs] scummvm master -> 6bbc92ef532fbedf2d0594bb43f2f90bf3f06d17

mgerhardy noreply at scummvm.org
Sat Jan 7 12:13:55 UTC 2023


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
6bbc92ef53 TWINE: renamed members and methods to match original sources


Commit: 6bbc92ef532fbedf2d0594bb43f2f90bf3f06d17
    https://github.com/scummvm/scummvm/commit/6bbc92ef532fbedf2d0594bb43f2f90bf3f06d17
Author: Martin Gerhardy (martin.gerhardy at gmail.com)
Date: 2023-01-07T13:09:15+01:00

Commit Message:
TWINE: renamed members and methods to match original sources

Changed paths:
    engines/twine/debugger/console.cpp
    engines/twine/debugger/debug_scene.cpp
    engines/twine/menu/menu.cpp
    engines/twine/renderer/redraw.cpp
    engines/twine/scene/actor.cpp
    engines/twine/scene/actor.h
    engines/twine/scene/animations.cpp
    engines/twine/scene/collision.cpp
    engines/twine/scene/extra.cpp
    engines/twine/scene/extra.h
    engines/twine/scene/gamestate.cpp
    engines/twine/scene/gamestate.h
    engines/twine/scene/movements.cpp
    engines/twine/scene/movements.h
    engines/twine/scene/scene.cpp
    engines/twine/script/script_life_v1.cpp
    engines/twine/script/script_life_v1.h
    engines/twine/script/script_move_v1.cpp
    engines/twine/script/script_move_v1.h
    engines/twine/twine.cpp


diff --git a/engines/twine/debugger/console.cpp b/engines/twine/debugger/console.cpp
index aa4cfe03593..e817d9b6d0b 100644
--- a/engines/twine/debugger/console.cpp
+++ b/engines/twine/debugger/console.cpp
@@ -136,7 +136,7 @@ bool TwinEConsole::doToggleSceneryView(int argc, const char **argv) {
 }
 
 bool TwinEConsole::doToggleAutoAggressive(int argc, const char **argv) {
-	TOGGLE_DEBUG(_engine->_actor->_autoAggressive, "auto aggressive\n")
+	TOGGLE_DEBUG(_engine->_actor->_combatAuto, "auto aggressive\n")
 	return true;
 }
 
@@ -180,7 +180,7 @@ bool TwinEConsole::doSetTrackObject(int argc, const char **argv) {
 
 	const int32 otherActorIdx = atoi(argv[1]);
 	const int32 offset = atoi(argv[2]);
-	_engine->_scene->getActor(otherActorIdx)->_positionInMoveScript = offset;
+	_engine->_scene->getActor(otherActorIdx)->_offsetTrack = offset;
 	return true;
 }
 
diff --git a/engines/twine/debugger/debug_scene.cpp b/engines/twine/debugger/debug_scene.cpp
index 78a995668e8..c3aa2be0a00 100644
--- a/engines/twine/debugger/debug_scene.cpp
+++ b/engines/twine/debugger/debug_scene.cpp
@@ -144,7 +144,7 @@ bool DebugScene::displayActors() {
 	bool state = false;
 	for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) {
 		const ActorStruct *actorPtr = _engine->_scene->getActor(a);
-		const IVec3 &pos = actorPtr->pos();
+		const IVec3 &pos = actorPtr->posObj();
 		const BoundingBox &bbox = actorPtr->_boundingBox;
 		const ScenePositionsProjected &positions = calculateBoxPositions(pos + bbox.mins, pos + bbox.maxs);
 		if (!drawBox(positions, COLOR_WHITE)) {
diff --git a/engines/twine/menu/menu.cpp b/engines/twine/menu/menu.cpp
index 970e10800fc..3749335cc2f 100644
--- a/engines/twine/menu/menu.cpp
+++ b/engines/twine/menu/menu.cpp
@@ -346,7 +346,7 @@ int16 Menu::drawButtons(MenuSettings *menuSettings, bool hover) {
 			int16 id = menuSettings->getButtonState(i);
 			switch (id) {
 			case MenuButtonTypes::kAggressiveMode:
-				if (_engine->_actor->_autoAggressive) {
+				if (_engine->_actor->_combatAuto) {
 					menuSettings->setButtonTextId(i, TextId::kBehaviourAggressiveAuto);
 				} else {
 					menuSettings->setButtonTextId(i, TextId::kBehaviourAggressiveManual);
@@ -473,7 +473,7 @@ int32 Menu::processMenu(MenuSettings *menuSettings) {
 			switch (id) {
 			case MenuButtonTypes::kAggressiveMode:
 				if (_engine->_input->toggleActionIfActive(TwinEActionType::UILeft) || _engine->_input->toggleActionIfActive(TwinEActionType::UIRight) || _engine->_input->toggleActionIfActive(TwinEActionType::UIEnter)) {
-					_engine->_actor->_autoAggressive = !_engine->_actor->_autoAggressive;
+					_engine->_actor->_combatAuto = !_engine->_actor->_combatAuto;
 					startMillis = loopMillis;
 				}
 				break;
@@ -948,7 +948,7 @@ void Menu::drawMagicPointsBar(int32 left, int32 right, int32 top, int32 barLeftP
 	}
 	const int32 barLeft = left + barLeftPadding;
 	const int32 barBottom = top + barHeight;
-	const int32 barRight = _engine->_screens->lerp(barLeft, right, 80, _engine->_gameState->_inventoryMagicPoints);
+	const int32 barRight = _engine->_screens->lerp(barLeft, right, 80, _engine->_gameState->_magicPoint);
 	const Common::Rect pointsRect(barLeft, top, barRight, barBottom);
 	_engine->_interface->drawFilledRect(pointsRect, COLOR_75);
 	drawRectBorders(barLeft, top, barLeft + _engine->_gameState->_magicLevelIdx * 80, barBottom);
diff --git a/engines/twine/renderer/redraw.cpp b/engines/twine/renderer/redraw.cpp
index f39cdf62e3e..2f333da54b4 100644
--- a/engines/twine/renderer/redraw.cpp
+++ b/engines/twine/renderer/redraw.cpp
@@ -197,7 +197,7 @@ int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
 		// no redraw required
 		if (actor->_staticFlags.bIsBackgrounded && !bgRedraw) {
 			// get actor position on screen
-			const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
+			const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_camera);
 			// check if actor is visible on screen, otherwise don't display it
 			if (projPos.x > VIEW_X0 && projPos.x < VIEW_X1(_engine) && projPos.y > VIEW_Y0 && projPos.y < VIEW_Y1(_engine)) {
 				actor->_dynamicFlags.bIsDrawn = 1;
@@ -209,7 +209,7 @@ int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
 			continue;
 		}
 		// get actor position on screen
-		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
+		const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_camera);
 
 		if ((actor->_staticFlags.bUsesClipping && projPos.x > -112 && projPos.x < _engine->width() + 112 && projPos.y > -50 && projPos.y < _engine->height() + 171) ||
 		    ((!actor->_staticFlags.bUsesClipping) && projPos.x > VIEW_X0 && projPos.x < VIEW_X1(_engine) && projPos.y > VIEW_Y0 && projPos.y < VIEW_Y1(_engine))) {
@@ -244,7 +244,7 @@ int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
 					drawList[drawListPos].y = actor->_pos.y - 1;
 					drawList[drawListPos].z = actor->_pos.z;
 				} else {
-					const IVec3 shadowCoord = _engine->_movements->getShadowPosition(actor->pos());
+					const IVec3 shadowCoord = _engine->_movements->getShadowPosition(actor->posObj());
 					drawList[drawListPos].x = shadowCoord.x;
 					drawList[drawListPos].y = shadowCoord.y;
 					drawList[drawListPos].z = shadowCoord.z;
@@ -350,7 +350,7 @@ void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw)
 		_engine->_animations->setModelAnimation(actor->_animPosition, animData, _engine->_resources->_bodyData[actor->_body], &actor->_animTimerData);
 	}
 
-	const IVec3 &delta = actor->pos() - _engine->_grid->_camera;
+	const IVec3 &delta = actor->posObj() - _engine->_grid->_camera;
 	Common::Rect renderRect;
 
 	if (actorIdx == OWN_ACTOR_SCENE_INDEX) {
@@ -395,7 +395,7 @@ void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgR
 	const uint8 *spritePtr = _engine->_resources->_spriteTable[actor->_body];
 
 	// get actor position on screen
-	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
+	const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->posObj() - _engine->_grid->_camera);
 
 	const int32 spriteWidth = spriteData.surface().w;
 	const int32 spriteHeight = spriteData.surface().h;
@@ -492,8 +492,8 @@ void Redraw::correctZLevels(DrawListStruct *drawList, int32 drawListPos) {
 		return;
 	}
 
-	IVec3 tmin = ptrobj->pos() + ptrobj->_boundingBox.mins;
-	IVec3 tmax = ptrobj->pos() + ptrobj->_boundingBox.maxs;
+	IVec3 tmin = ptrobj->posObj() + ptrobj->_boundingBox.mins;
+	IVec3 tmax = ptrobj->posObj() + ptrobj->_boundingBox.maxs;
 	int32 twinsenpos = -1;
 	int32 twinsenz = -1;
 	for (int32 pos = 0; pos < drawListPos; ++pos) {
diff --git a/engines/twine/scene/actor.cpp b/engines/twine/scene/actor.cpp
index a5f8926764d..a1b3f9ad555 100644
--- a/engines/twine/scene/actor.cpp
+++ b/engines/twine/scene/actor.cpp
@@ -57,9 +57,9 @@ void Actor::restartHeroScene() {
 	sceneHero->_staticFlags.bCanFall = 1;
 
 	sceneHero->_armor = 1;
-	sceneHero->_positionInMoveScript = -1;
+	sceneHero->_offsetTrack = -1;
 	sceneHero->_labelIdx = -1;
-	sceneHero->_positionInLifeScript = 0;
+	sceneHero->_offsetLife = 0;
 	sceneHero->_zone = -1;
 	sceneHero->_angle = _previousHeroAngle;
 
@@ -142,7 +142,7 @@ void Actor::initSpriteActor(int32 actorIdx) {
 }
 
 TextId Actor::getTextIdForBehaviour() const {
-	if (_heroBehaviour == HeroBehaviourType::kAggressive && _autoAggressive) {
+	if (_heroBehaviour == HeroBehaviourType::kAggressive && _combatAuto) {
 		return TextId::kBehaviourAggressiveAuto;
 	}
 	// the other values are matching the text ids
@@ -234,7 +234,7 @@ void Actor::initActor(int16 actorIdx) {
 		_engine->_movements->setActorAngleSafe(ANGLE_0, ANGLE_0, ANGLE_0, &actor->_move);
 
 		if (actor->_staticFlags.bUsesClipping) {
-			actor->_animStep = actor->pos();
+			actor->_animStep = actor->posObj();
 		}
 	} else {
 		actor->_body = -1;
@@ -252,9 +252,9 @@ void Actor::initActor(int16 actorIdx) {
 		_engine->_movements->setActorAngleSafe(actor->_angle, actor->_angle, ANGLE_0, &actor->_move);
 	}
 
-	actor->_positionInMoveScript = -1;
+	actor->_offsetTrack = -1;
 	actor->_labelIdx = -1;
-	actor->_positionInLifeScript = 0;
+	actor->_offsetLife = 0;
 }
 
 // InitObject
@@ -339,11 +339,11 @@ void Actor::giveExtraBonus(int32 actorIdx) {
 		return;
 	}
 	if (actor->_dynamicFlags.bIsDead) {
-		_engine->_extra->addExtraBonus(actor->pos(), ANGLE_90, ANGLE_0, bonusSprite, actor->_bonusAmount);
-		_engine->_sound->playSample(Samples::ItemPopup, 1, actor->pos(), actorIdx);
+		_engine->_extra->addExtraBonus(actor->posObj(), ANGLE_90, ANGLE_0, bonusSprite, actor->_bonusAmount);
+		_engine->_sound->playSample(Samples::ItemPopup, 1, actor->posObj(), actorIdx);
 	} else {
 		const ActorStruct *sceneHero = _engine->_scene->_sceneHero;
-		const int32 angle = _engine->_movements->getAngleAndSetTargetActorDistance(actor->pos(), sceneHero->pos());
+		const int32 angle = _engine->_movements->getAngleAndSetTargetActorDistance(actor->posObj(), sceneHero->posObj());
 		const IVec3 pos(actor->_pos.x, actor->_pos.y + actor->_boundingBox.maxs.y, actor->_pos.z);
 		_engine->_extra->addExtraBonus(pos, ANGLE_70, angle, bonusSprite, actor->_bonusAmount);
 		_engine->_sound->playSample(Samples::ItemPopup, 1, pos, actorIdx);
diff --git a/engines/twine/scene/actor.h b/engines/twine/scene/actor.h
index 90c249f96d0..dfa83bdb8fe 100644
--- a/engines/twine/scene/actor.h
+++ b/engines/twine/scene/actor.h
@@ -165,7 +165,7 @@ public:
 	bool isAttackAnimationActive() const;
 	bool isJumpAnimationActive() const;
 
-	const IVec3 &pos() const;
+	const IVec3 &posObj() const;
 
 	int32 _body = -1; // costumeIndex - index into bodyTable
 	BodyType _genBody = BodyType::btNormal;
@@ -198,13 +198,13 @@ public:
 	IVec3 _processActor;
 	/** Previous process actor coordinate */
 	IVec3 _previousActor;
-	IVec3 _collisionPos;
+	IVec3 _oldPos;
 
-	int32 _positionInMoveScript = -1;
+	int32 _offsetTrack = -1;
 	uint8 *_moveScript = nullptr;
 	int32 _moveScriptSize = 0;
 
-	int32 _positionInLifeScript = 0;
+	int32 _offsetLife = 0;
 	uint8 *_lifeScript = nullptr;
 	int32 _lifeScriptSize = 0;
 
@@ -236,7 +236,7 @@ public:
 	AnimTimerDataStruct _animTimerData;
 };
 
-inline const IVec3 &ActorStruct::pos() const {
+inline const IVec3 &ActorStruct::posObj() const {
 	return _pos;
 }
 
@@ -286,7 +286,7 @@ public:
 
 	HeroBehaviourType _heroBehaviour = HeroBehaviourType::kNormal; // Comportement
 	/** Hero auto aggressive mode */
-	bool _autoAggressive = true;
+	bool _combatAuto = true;
 	/** Previous Hero behaviour */
 	HeroBehaviourType _previousHeroBehaviour = HeroBehaviourType::kNormal;
 	/** Previous Hero angle */
diff --git a/engines/twine/scene/animations.cpp b/engines/twine/scene/animations.cpp
index f3346feff33..e94238d4f03 100644
--- a/engines/twine/scene/animations.cpp
+++ b/engines/twine/scene/animations.cpp
@@ -283,22 +283,22 @@ void Animations::processAnimActions(int32 actorIdx) {
 		case ActionType::ACTION_SAMPLE:
 		case ActionType::ACTION_SAMPLE_FREQ:
 			if (action.animFrame == actor->_animPosition) {
-				_engine->_sound->playSample(action.sampleIndex, 1, actor->pos(), actorIdx);
+				_engine->_sound->playSample(action.sampleIndex, 1, actor->posObj(), actorIdx);
 			}
 			break;
 		case ActionType::ACTION_THROW_EXTRA_BONUS:
 			if (action.animFrame == actor->_animPosition) {
-				_engine->_extra->addExtraThrow(actorIdx, actor->_pos.x, actor->_pos.y + action.yHeight, actor->_pos.z, action.spriteIndex, action.xAngle, actor->_angle + action.yAngle, action.xRotPoint, action.extraAngle, action.strength);
+				_engine->_extra->throwExtra(actorIdx, actor->_pos.x, actor->_pos.y + action.yHeight, actor->_pos.z, action.spriteIndex, action.xAngle, actor->_angle + action.yAngle, action.xRotPoint, action.extraAngle, action.strength);
 			}
 			break;
 		case ActionType::ACTION_THROW_MAGIC_BALL:
-			if (_engine->_gameState->_magicBallIdx == -1 && action.animFrame == actor->_animPosition) {
+			if (_engine->_gameState->_magicBall == -1 && action.animFrame == actor->_animPosition) {
 				_engine->_extra->addExtraThrowMagicball(actor->_pos.x, actor->_pos.y + action.yHeight, actor->_pos.z, action.xAngle, actor->_angle + action.yAngle, action.xRotPoint, action.extraAngle);
 			}
 			break;
 		case ActionType::ACTION_SAMPLE_REPEAT:
 			if (action.animFrame == actor->_animPosition) {
-				_engine->_sound->playSample(action.sampleIndex, action.repeat, actor->pos(), actorIdx);
+				_engine->_sound->playSample(action.sampleIndex, action.repeat, actor->posObj(), actorIdx);
 			}
 			break;
 		case ActionType::ACTION_THROW_SEARCH:
@@ -308,7 +308,7 @@ void Animations::processAnimActions(int32 actorIdx) {
 			break;
 		case ActionType::ACTION_THROW_ALPHA:
 			if (action.animFrame == actor->_animPosition) {
-				_engine->_extra->addExtraThrow(actorIdx, actor->_pos.x, actor->_pos.y + action.yHeight, actor->_pos.z, action.spriteIndex, action.xAngle, actor->_angle + action.yAngle, action.xRotPoint, action.extraAngle, action.strength);
+				_engine->_extra->throwExtra(actorIdx, actor->_pos.x, actor->_pos.y + action.yHeight, actor->_pos.z, action.spriteIndex, action.xAngle, actor->_angle + action.yAngle, action.xRotPoint, action.extraAngle, action.strength);
 			}
 			break;
 		case ActionType::ACTION_SAMPLE_STOP:
@@ -319,13 +319,13 @@ void Animations::processAnimActions(int32 actorIdx) {
 		case ActionType::ACTION_LEFT_STEP:
 			if (action.animFrame == actor->_animPosition && (actor->_brickSound & 0xF0U) != 0xF0U) {
 				const int16 sampleIdx = (actor->_brickSound & 0x0FU) + Samples::WalkFloorBegin;
-				_engine->_sound->playSample(sampleIdx, 1, actor->pos(), actorIdx);
+				_engine->_sound->playSample(sampleIdx, 1, actor->posObj(), actorIdx);
 			}
 			break;
 		case ActionType::ACTION_RIGHT_STEP:
 			if (action.animFrame == actor->_animPosition && (actor->_brickSound & 0xF0U) != 0xF0U) {
 				const int16 sampleIdx = (actor->_brickSound & 0x0FU) + Samples::WalkFloorRightBegin;
-				_engine->_sound->playSample(sampleIdx, 1, actor->pos(), actorIdx);
+				_engine->_sound->playSample(sampleIdx, 1, actor->posObj(), actorIdx);
 			}
 			break;
 		case ActionType::ACTION_HERO_HITTING:
@@ -342,13 +342,13 @@ void Animations::processAnimActions(int32 actorIdx) {
 				const int32 throwY = action.distanceY + actor->_pos.y;
 				const int32 throwZ = destPos.z + actor->_pos.z;
 
-				_engine->_extra->addExtraThrow(actorIdx, throwX, throwY, throwZ, action.spriteIndex,
+				_engine->_extra->throwExtra(actorIdx, throwX, throwY, throwZ, action.spriteIndex,
 				                               action.xAngle, action.yAngle + actor->_angle, action.xRotPoint, action.extraAngle, action.strength);
 			}
 			break;
 		case ActionType::ACTION_THROW_3D_ALPHA:
 			if (action.animFrame == actor->_animPosition) {
-				const int32 distance = getDistance2D(actor->pos(), _engine->_scene->_sceneHero->pos());
+				const int32 distance = getDistance2D(actor->posObj(), _engine->_scene->_sceneHero->posObj());
 				const int32 newAngle = _engine->_movements->getAngleAndSetTargetActorDistance(actor->_pos.y, 0, _engine->_scene->_sceneHero->_pos.y, distance);
 
 				const IVec3 &destPos = _engine->_movements->rotateActor(action.distanceX, action.distanceZ, actor->_angle);
@@ -357,7 +357,7 @@ void Animations::processAnimActions(int32 actorIdx) {
 				const int32 throwY = action.distanceY + actor->_pos.y;
 				const int32 throwZ = destPos.z + actor->_pos.z;
 
-				_engine->_extra->addExtraThrow(actorIdx, throwX, throwY, throwZ, action.spriteIndex,
+				_engine->_extra->throwExtra(actorIdx, throwX, throwY, throwZ, action.spriteIndex,
 				                               action.xAngle + newAngle, action.yAngle + actor->_angle, action.xRotPoint, action.extraAngle, action.strength);
 			}
 			break;
@@ -372,7 +372,7 @@ void Animations::processAnimActions(int32 actorIdx) {
 			}
 			break;
 		case ActionType::ACTION_THROW_3D_MAGIC:
-			if (_engine->_gameState->_magicBallIdx == -1 && action.animFrame == actor->_animPosition) {
+			if (_engine->_gameState->_magicBall == -1 && action.animFrame == actor->_animPosition) {
 				const IVec3 &destPos = _engine->_movements->rotateActor(action.distanceX, action.distanceZ, actor->_angle);
 				const int32 x = actor->_pos.x + destPos.x;
 				const int32 y = actor->_pos.y + action.distanceY;
@@ -469,7 +469,7 @@ void Animations::doAnim(int32 actorIdx) {
 	}
 
 	IVec3 &previousActor = actor->_previousActor;
-	previousActor = actor->_collisionPos;
+	previousActor = actor->_oldPos;
 
 	IVec3 &processActor = actor->_processActor;
 	if (actor->_staticFlags.bIsSpriteActor) {
@@ -477,7 +477,7 @@ void Animations::doAnim(int32 actorIdx) {
 			actor->_dynamicFlags.bIsHitting = 1;
 		}
 
-		processActor = actor->pos();
+		processActor = actor->posObj();
 
 		if (!actor->_dynamicFlags.bIsFalling) {
 			if (actor->_speed) {
@@ -582,7 +582,7 @@ void Animations::doAnim(int32 actorIdx) {
 			_currentStep.x = destPos.x;
 			_currentStep.z = destPos.z;
 
-			processActor = actor->pos() + _currentStep - actor->_animStep;
+			processActor = actor->posObj() + _currentStep - actor->_animStep;
 
 			actor->_animStep = _currentStep;
 
@@ -634,8 +634,8 @@ void Animations::doAnim(int32 actorIdx) {
 	// actor standing on another actor
 	if (actor->_carryBy != -1) {
 		const ActorStruct *standOnActor = _engine->_scene->getActor(actor->_carryBy);
-		processActor -= standOnActor->_collisionPos;
-		processActor += standOnActor->pos();
+		processActor -= standOnActor->_oldPos;
+		processActor += standOnActor->posObj();
 
 		if (!collision->standingOnActor(actorIdx, actor->_carryBy)) {
 			actor->_carryBy = -1; // no longer standing on other actor
diff --git a/engines/twine/scene/collision.cpp b/engines/twine/scene/collision.cpp
index 8a172e3e7c3..e5ca312b9b6 100644
--- a/engines/twine/scene/collision.cpp
+++ b/engines/twine/scene/collision.cpp
@@ -48,8 +48,8 @@ bool Collision::standingOnActor(int32 actorIdx1, int32 actorIdx2) const {
 	const IVec3 &mins1 = processActor + actor1->_boundingBox.mins;
 	const IVec3 &maxs1 = processActor + actor1->_boundingBox.maxs;
 
-	const IVec3 &mins2 = actor2->pos() + actor2->_boundingBox.mins;
-	const IVec3 &maxs2 = actor2->pos() + actor2->_boundingBox.maxs;
+	const IVec3 &mins2 = actor2->posObj() + actor2->_boundingBox.mins;
+	const IVec3 &maxs2 = actor2->posObj() + actor2->_boundingBox.maxs;
 
 	if (mins1.x >= maxs2.x) {
 		return false;
@@ -187,7 +187,7 @@ void Collision::handlePushing(const IVec3 &minsTest, const IVec3 &maxsTest, Acto
 	IVec3 &processActor = actor->_processActor;
 	const IVec3 &previousActor = actor->_previousActor;
 
-	const int32 newAngle = _engine->_movements->getAngleAndSetTargetActorDistance(processActor, actorTest->pos());
+	const int32 newAngle = _engine->_movements->getAngleAndSetTargetActorDistance(processActor, actorTest->posObj());
 
 	// protect against chain reactions
 	if (actorTest->_staticFlags.bCanBePushed && !actor->_staticFlags.bCanBePushed) {
@@ -207,8 +207,8 @@ void Collision::handlePushing(const IVec3 &minsTest, const IVec3 &maxsTest, Acto
 				actorTest->_animStep.z = SIZE_BRICK_XZ / 4 + SIZE_BRICK_XZ / 8;
 			}
 		} else {
-			actorTest->_animStep.x = processActor.x - actor->_collisionPos.x;
-			actorTest->_animStep.z = processActor.z - actor->_collisionPos.z;
+			actorTest->_animStep.x = processActor.x - actor->_oldPos.x;
+			actorTest->_animStep.z = processActor.z - actor->_oldPos.z;
 		}
 	}
 
@@ -234,12 +234,12 @@ void Collision::handlePushing(const IVec3 &minsTest, const IVec3 &maxsTest, Acto
 bool Collision::checkValidObjPos(int32 actorIdx) {
 	const ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 
-	const int16 x0 = actor->pos().x + actor->_boundingBox.mins.x;
-	const int16 x1 = actor->pos().x + actor->_boundingBox.maxs.x;
-	const int16 y0 = actor->pos().y + actor->_boundingBox.mins.y;
-	const int16 y1 = actor->pos().y + actor->_boundingBox.maxs.y;
-	const int16 z0 = actor->pos().z + actor->_boundingBox.mins.z;
-	const int16 z1 = actor->pos().z + actor->_boundingBox.maxs.z;
+	const int16 x0 = actor->posObj().x + actor->_boundingBox.mins.x;
+	const int16 x1 = actor->posObj().x + actor->_boundingBox.maxs.x;
+	const int16 y0 = actor->posObj().y + actor->_boundingBox.mins.y;
+	const int16 y1 = actor->posObj().y + actor->_boundingBox.maxs.y;
+	const int16 z0 = actor->posObj().z + actor->_boundingBox.mins.z;
+	const int16 z1 = actor->posObj().z + actor->_boundingBox.maxs.z;
 
 	if (x0 < 0 || x0 > SIZE_BRICK_XZ * 63) {
 		return false;
@@ -271,12 +271,12 @@ bool Collision::checkValidObjPos(int32 actorIdx) {
 	for (int32 n = 0; n < _engine->_scene->_sceneNumActors; ++n) {
 		const ActorStruct *actorTest = _engine->_scene->getActor(n);
 		if (n != actorIdx && actorTest->_body != -1 && !actor->_staticFlags.bIsHidden && actorTest->_carryBy != actorIdx) {
-			const int16 xt0 = actorTest->pos().x + actorTest->_boundingBox.mins.x;
-			const int16 xt1 = actorTest->pos().x + actorTest->_boundingBox.maxs.x;
-			const int16 yt0 = actorTest->pos().y + actorTest->_boundingBox.mins.y;
-			const int16 yt1 = actorTest->pos().y + actorTest->_boundingBox.maxs.y;
-			const int16 zt0 = actorTest->pos().z + actorTest->_boundingBox.mins.z;
-			const int16 zt1 = actorTest->pos().z + actorTest->_boundingBox.maxs.z;
+			const int16 xt0 = actorTest->posObj().x + actorTest->_boundingBox.mins.x;
+			const int16 xt1 = actorTest->posObj().x + actorTest->_boundingBox.maxs.x;
+			const int16 yt0 = actorTest->posObj().y + actorTest->_boundingBox.mins.y;
+			const int16 yt1 = actorTest->posObj().y + actorTest->_boundingBox.maxs.y;
+			const int16 zt0 = actorTest->posObj().z + actorTest->_boundingBox.mins.z;
+			const int16 zt1 = actorTest->posObj().z + actorTest->_boundingBox.maxs.z;
 
 			if (x0 < xt1 && x1 > xt0 && y0 < yt1 && y1 > yt0 && z0 < zt1 && z1 > zt0) {
 				return false;
@@ -300,8 +300,8 @@ int32 Collision::checkObjCol(int32 actorIdx) {
 
 		// avoid current processed actor
 		if (a != actorIdx && actorTest->_body != -1 && !actor->_staticFlags.bIsHidden && actorTest->_carryBy != actorIdx) {
-			const IVec3 &minsTest = actorTest->pos() + actorTest->_boundingBox.mins;
-			const IVec3 &maxsTest = actorTest->pos() + actorTest->_boundingBox.maxs;
+			const IVec3 &minsTest = actorTest->posObj() + actorTest->_boundingBox.mins;
+			const IVec3 &maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs;
 
 			if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
 				actor->_collision = a; // mark as collision with actor a
@@ -335,8 +335,8 @@ int32 Collision::checkObjCol(int32 actorIdx) {
 
 			// avoid current processed actor
 			if (a != actorIdx && actorTest->_body != -1 && !actorTest->_staticFlags.bIsHidden && actorTest->_carryBy != actorIdx) {
-				const IVec3 minsTest = actorTest->pos() + actorTest->_boundingBox.mins;
-				const IVec3 maxsTest = actorTest->pos() + actorTest->_boundingBox.maxs;
+				const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins;
+				const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs;
 				if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
 					_engine->_actor->hitObj(actorIdx, a, actor->_strengthOfHit, actor->_angle + ANGLE_180);
 					actor->_dynamicFlags.bIsHitting = 0;
@@ -423,7 +423,7 @@ void Collision::receptionObj(int actorIdx) {
 		const int32 fall = _engine->_scene->_startYFalling - processActor.y;
 
 		if (fall >= SIZE_BRICK_Y * 8) {
-			const IVec3 &actorPos = _engine->_actor->_processActorPtr->pos();
+			const IVec3 &actorPos = _engine->_actor->_processActorPtr->posObj();
 			_engine->_extra->initSpecial(actorPos.x, actorPos.y + 1000, actorPos.z, ExtraSpecialType::kHitStars);
 			if (fall >= SIZE_BRICK_Y * 16) {
 				_engine->_actor->_processActorPtr->setLife(0);
@@ -460,8 +460,8 @@ int32 Collision::extraCheckObjCol(ExtraListStruct *extra, int32 actorIdx) {
 		const ActorStruct *actorTest = _engine->_scene->getActor(a);
 
 		if (a != actorIdx && actorTest->_body != -1) {
-			const IVec3 minsTest = actorTest->pos() + actorTest->_boundingBox.mins;
-			const IVec3 maxsTest = actorTest->pos() + actorTest->_boundingBox.maxs;
+			const IVec3 minsTest = actorTest->posObj() + actorTest->_boundingBox.mins;
+			const IVec3 maxsTest = actorTest->posObj() + actorTest->_boundingBox.maxs;
 
 			if (mins.x < maxsTest.x && maxs.x > minsTest.x && mins.y < maxsTest.y && maxs.y > minsTest.y && mins.z < maxsTest.z && maxs.z > minsTest.z) {
 				if (extra->strengthOfHit != 0) {
diff --git a/engines/twine/scene/extra.cpp b/engines/twine/scene/extra.cpp
index dd5f8adea02..b011c492b2b 100644
--- a/engines/twine/scene/extra.cpp
+++ b/engines/twine/scene/extra.cpp
@@ -77,7 +77,7 @@ const ExtraShape explodeCloudShape { ARRAYSIZE(explodeCloudData), explodeCloudDa
 
 Extra::Extra(TwinEEngine *engine) : _engine(engine) {}
 
-int32 Extra::addExtra(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActor, int32 maxSpeed, int32 strengthOfHit) { // ExtraSearch
+int32 Extra::extraSearch(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActor, int32 maxSpeed, int32 strengthOfHit) { // ExtraSearch
 	for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
 		ExtraListStruct *extra = &_extraList[i];
 		if (extra->sprite != -1) {
@@ -96,7 +96,7 @@ int32 Extra::addExtra(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx
 
 		_engine->_movements->setActorAngle(ANGLE_0, maxSpeed, ANGLE_17, &extra->trackActorMove);
 		const ActorStruct *actor = _engine->_scene->getActor(targetActor);
-		extra->angle = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos, actor->pos());
+		extra->angle = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos, actor->posObj());
 		return i;
 	}
 	return -1;
@@ -130,7 +130,7 @@ void Extra::resetExtras() {
 	}
 }
 
-void Extra::throwExtra(ExtraListStruct *extra, int32 xAngle, int32 yAngle, int32 x, int32 extraAngle) {
+void Extra::initFly(ExtraListStruct *extra, int32 xAngle, int32 yAngle, int32 x, int32 extraAngle) {
 	extra->type |= ExtraType::FLY;
 
 	extra->lastPos = extra->pos;
@@ -166,7 +166,7 @@ int32 Extra::initSpecial(int32 x, int32 y, int32 z, ExtraSpecialType type) {
 			extra->pos.y = y;
 			extra->pos.z = z;
 
-			throwExtra(extra, _engine->getRandomNumber(ANGLE_90) + ANGLE_45, _engine->getRandomNumber(ANGLE_360), 50, 20);
+			initFly(extra, _engine->getRandomNumber(ANGLE_90) + ANGLE_45, _engine->getRandomNumber(ANGLE_360), 50, 20);
 
 			extra->strengthOfHit = 0;
 			extra->payload.lifeTime = 100;
@@ -238,7 +238,7 @@ int32 Extra::addExtraBonus(int32 x, int32 y, int32 z, int32 xAngle, int32 yAngle
 		extra->pos.y = y;
 		extra->pos.z = z;
 
-		throwExtra(extra, xAngle, yAngle, 40, ToAngle(15));
+		initFly(extra, xAngle, yAngle, 40, ToAngle(15));
 
 		extra->strengthOfHit = 0;
 		extra->payload.lifeTime = TO_SECONDS(20);
@@ -249,7 +249,7 @@ int32 Extra::addExtraBonus(int32 x, int32 y, int32 z, int32 xAngle, int32 yAngle
 	return -1;
 }
 
-int32 Extra::addExtraThrow(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle, int32 strengthOfHit) {
+int32 Extra::throwExtra(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle, int32 strengthOfHit) {
 	for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
 		ExtraListStruct *extra = &_extraList[i];
 		if (extra->sprite != -1) {
@@ -261,7 +261,7 @@ int32 Extra::addExtraThrow(int32 actorIdx, int32 x, int32 y, int32 z, int32 spri
 		extra->pos.y = y;
 		extra->pos.z = z;
 
-		throwExtra(extra, xAngle, yAngle, xRotPoint, extraAngle);
+		initFly(extra, xAngle, yAngle, xRotPoint, extraAngle);
 
 		extra->strengthOfHit = strengthOfHit;
 		extra->spawnTime = _engine->_lbaTime;
@@ -292,7 +292,7 @@ int32 Extra::addExtraAiming(int32 actorIdx, int32 x, int32 y, int32 z, int32 spr
 		extra->strengthOfHit = strengthOfHit;
 		_engine->_movements->setActorAngle(ANGLE_0, finalAngle, ANGLE_17, &extra->trackActorMove);
 		const ActorStruct *actor = _engine->_scene->getActor(targetActorIdx);
-		extra->angle = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos, actor->pos());
+		extra->angle = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos, actor->posObj());
 
 		return i;
 	}
@@ -300,7 +300,7 @@ int32 Extra::addExtraAiming(int32 actorIdx, int32 x, int32 y, int32 z, int32 spr
 	return -1;
 }
 
-int32 Extra::findExtraKey() const {
+int32 Extra::searchBonusKey() const {
 	for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
 		const ExtraListStruct *extra = &_extraList[i];
 		if (extra->sprite == SPRITEHQR_KEY) {
@@ -311,7 +311,7 @@ int32 Extra::findExtraKey() const {
 	return -1;
 }
 
-int32 Extra::addExtraAimingAtKey(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 extraIdx) {
+int32 Extra::extraSearchKey(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 extraIdx) {
 	for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
 		ExtraListStruct *extra = &_extraList[i];
 		if (extra->sprite != -1) {
@@ -359,38 +359,38 @@ void Extra::addExtraThrowMagicball(int32 x, int32 y, int32 z, int32 xAngle, int3
 		break;
 	}
 
-	_engine->_gameState->_magicBallNumBounce = ((_engine->_gameState->_inventoryMagicPoints - 1) / 20) + 1;
-	if (_engine->_gameState->_inventoryMagicPoints == 0) {
-		_engine->_gameState->_magicBallNumBounce = 0;
+	_engine->_gameState->_magicBallType = ((_engine->_gameState->_magicPoint - 1) / 20) + 1;
+	if (_engine->_gameState->_magicPoint == 0) {
+		_engine->_gameState->_magicBallType = 0;
 	}
 
-	const int32 extraIdx = findExtraKey();
+	const int32 extraIdx = searchBonusKey();
 	if (extraIdx != -1) { // there is a key to aim
-		_engine->_gameState->_magicBallNumBounce = 5;
+		_engine->_gameState->_magicBallType = 5;
 	}
 
-	switch (_engine->_gameState->_magicBallNumBounce) {
+	switch (_engine->_gameState->_magicBallType) {
 	case 0:
-		_engine->_gameState->_magicBallIdx = addExtraThrow(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
+		_engine->_gameState->_magicBall = throwExtra(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
 		break;
 	case 1:
-		_engine->_gameState->_magicBallAuxBounce = 4;
-		_engine->_gameState->_magicBallIdx = addExtraThrow(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
+		_engine->_gameState->_magicBallCount = 4;
+		_engine->_gameState->_magicBall = throwExtra(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
 		break;
 	case 2:
 	case 3:
 	case 4:
-		_engine->_gameState->_magicBallNumBounce = 1;
-		_engine->_gameState->_magicBallAuxBounce = 4;
-		_engine->_gameState->_magicBallIdx = addExtraThrow(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
+		_engine->_gameState->_magicBallType = 1;
+		_engine->_gameState->_magicBallCount = 4;
+		_engine->_gameState->_magicBall = throwExtra(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, xAngle, yAngle, xRotPoint, extraAngle, ballStrength);
 		break;
 	case 5:
-		_engine->_gameState->_magicBallIdx = addExtraAimingAtKey(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, extraIdx);
+		_engine->_gameState->_magicBall = extraSearchKey(OWN_ACTOR_SCENE_INDEX, x, y, z, ballSprite, extraIdx);
 		break;
 	}
 
-	if (_engine->_gameState->_inventoryMagicPoints > 0) {
-		_engine->_gameState->_inventoryMagicPoints--;
+	if (_engine->_gameState->_magicPoint > 0) {
+		_engine->_gameState->_magicPoint--;
 	}
 }
 
@@ -518,7 +518,7 @@ void Extra::bounceExtra(ExtraListStruct *extra, int32 x, int32 y, int32 z) {
 	extra->spawnTime = _engine->_lbaTime;
 }
 
-void Extra::processExtras() { // GereExtras
+void Extra::gereExtras() {
 	int32 currentExtraX = 0;
 	int32 currentExtraY = 0;
 	int32 currentExtraZ = 0;
@@ -563,7 +563,7 @@ void Extra::processExtras() { // GereExtras
 			// check if extra is out of scene
 			if (extra->pos.y < 0 || extra->pos.x < 0 || extra->pos.x > SCENE_SIZE_MAX || extra->pos.z < 0 || extra->pos.z > SCENE_SIZE_MAX) {
 				// if extra is Magic Ball
-				if (i == _engine->_gameState->_magicBallIdx) {
+				if (i == _engine->_gameState->_magicBall) {
 					int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
 
 					if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
@@ -573,7 +573,7 @@ void Extra::processExtras() { // GereExtras
 						spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
 					}
 
-					_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z,
+					_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z,
 							spriteIdx, OWN_ACTOR_SCENE_INDEX, 10000, 0);
 				}
 
@@ -604,7 +604,7 @@ void Extra::processExtras() { // GereExtras
 			currentExtraY = actor->_pos.y + 1000;
 			currentExtraZ = actor->_pos.z;
 
-			const int32 tmpAngle = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos, actor->pos());
+			const int32 tmpAngle = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos, actor->posObj());
 			const int32 angle = ClampAngle(tmpAngle - extra->angle);
 
 			if (angle > ANGLE_140 && angle < ANGLE_210) {
@@ -612,8 +612,8 @@ void Extra::processExtras() { // GereExtras
 					_engine->_actor->hitObj(actorIdx, actorIdxAttacked, extra->strengthOfHit, -1);
 				}
 
-				if (i == _engine->_gameState->_magicBallIdx) {
-					_engine->_gameState->_magicBallIdx = -1;
+				if (i == _engine->_gameState->_magicBall) {
+					_engine->_gameState->_magicBall = -1;
 				}
 
 				extra->sprite = -1;
@@ -636,8 +636,8 @@ void Extra::processExtras() { // GereExtras
 			_engine->_movements->setActorAngle(ANGLE_0, extra->destPos.z, ANGLE_17, &extra->trackActorMove);
 
 			if (actorIdxAttacked == _engine->_collision->extraCheckObjCol(extra, actorIdx)) {
-				if (i == _engine->_gameState->_magicBallIdx) {
-					_engine->_gameState->_magicBallIdx = -1;
+				if (i == _engine->_gameState->_magicBall) {
+					_engine->_gameState->_magicBall = -1;
 				}
 
 				extra->sprite = -1;
@@ -653,7 +653,7 @@ void Extra::processExtras() { // GereExtras
 			const int32 angle = ClampAngle(tmpAngle - extra->angle);
 
 			if (angle > ANGLE_140 && angle < ANGLE_210) {
-				_engine->_sound->playSample(Samples::ItemFound, 1, _engine->_scene->_sceneHero->pos(), OWN_ACTOR_SCENE_INDEX);
+				_engine->_sound->playSample(Samples::ItemFound, 1, _engine->_scene->_sceneHero->posObj(), OWN_ACTOR_SCENE_INDEX);
 
 				if (extraKey->info1 > 1) {
 					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extraKey->pos - _engine->_grid->_camera);
@@ -666,7 +666,7 @@ void Extra::processExtras() { // GereExtras
 				extraKey->sprite = -1;
 
 				extra->sprite = -1;
-				_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z, SPRITEHQR_KEY, 0, 8000, 0);
+				_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, SPRITEHQR_KEY, 0, 8000, 0);
 				continue;
 			}
 			const int32 angle2 = _engine->_movements->getAngleAndSetTargetActorDistance(extra->pos.y, 0, extraKey->pos.y, _engine->_movements->_targetActorDistance);
@@ -685,8 +685,8 @@ void Extra::processExtras() { // GereExtras
 
 			_engine->_movements->setActorAngle(ANGLE_0, extra->destPos.z, ANGLE_17, &extra->trackActorMove);
 
-			if (extraIdx == _engine->_collision->extraCheckExtraCol(extra, _engine->_gameState->_magicBallIdx)) {
-				_engine->_sound->playSample(Samples::ItemFound, 1, _engine->_scene->_sceneHero->pos(), OWN_ACTOR_SCENE_INDEX);
+			if (extraIdx == _engine->_collision->extraCheckExtraCol(extra, _engine->_gameState->_magicBall)) {
+				_engine->_sound->playSample(Samples::ItemFound, 1, _engine->_scene->_sceneHero->posObj(), OWN_ACTOR_SCENE_INDEX);
 
 				if (extraKey->info1 > 1) {
 					const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extraKey->pos - _engine->_grid->_camera);
@@ -699,7 +699,7 @@ void Extra::processExtras() { // GereExtras
 				extraKey->sprite = -1;
 
 				extra->sprite = -1;
-				_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z, SPRITEHQR_KEY, 0, 8000, 0);
+				_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, SPRITEHQR_KEY, 0, 8000, 0);
 				continue;
 			}
 			if (extraKey->sprite == -1) {
@@ -713,7 +713,7 @@ void Extra::processExtras() { // GereExtras
 				}
 
 				extra->sprite = -1;
-				_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z,
+				_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z,
 						spriteIdx, 0, 8000, 0);
 				continue;
 			}
@@ -722,7 +722,7 @@ void Extra::processExtras() { // GereExtras
 		if (extra->type & ExtraType::END_OBJ) {
 			if (_engine->_collision->extraCheckObjCol(extra, extra->payload.actorIdx) != -1) {
 				// if extra is Magic Ball
-				if (i == _engine->_gameState->_magicBallIdx) {
+				if (i == _engine->_gameState->_magicBall) {
 					int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
 
 					if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
@@ -732,7 +732,7 @@ void Extra::processExtras() { // GereExtras
 						spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
 					}
 
-					_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z,
+					_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z,
 							spriteIdx, 0, 10000, 0);
 				}
 
@@ -762,11 +762,11 @@ void Extra::processExtras() { // GereExtras
 					initSpecial(currentExtraX, currentExtraY, currentExtraZ, ExtraSpecialType::kExplodeCloud);
 				}
 				// if extra is magic ball
-				if (i == _engine->_gameState->_magicBallIdx) {
+				if (i == _engine->_gameState->_magicBall) {
 					_engine->_sound->playSample(Samples::Hit, 1, extra->pos);
 
 					// can't bounce with not magic points
-					if (_engine->_gameState->_magicBallNumBounce <= 0) {
+					if (_engine->_gameState->_magicBallType <= 0) {
 						int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
 
 						if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
@@ -776,15 +776,15 @@ void Extra::processExtras() { // GereExtras
 							spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
 						}
 
-						_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z, spriteIdx, 0, 10000, 0);
+						_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, spriteIdx, 0, 10000, 0);
 
 						extra->sprite = -1;
 						continue;
 					}
 
 					// if has magic points
-					if (_engine->_gameState->_magicBallNumBounce == 1) {
-						if (!_engine->_gameState->_magicBallAuxBounce--) {
+					if (_engine->_gameState->_magicBallType == 1) {
+						if (!_engine->_gameState->_magicBallCount--) {
 							int32 spriteIdx = SPRITEHQR_MAGICBALL_YELLOW_TRANS;
 
 							if (extra->sprite == SPRITEHQR_MAGICBALL_GREEN) {
@@ -794,7 +794,7 @@ void Extra::processExtras() { // GereExtras
 								spriteIdx = SPRITEHQR_MAGICBALL_RED_TRANS;
 							}
 
-							_engine->_gameState->_magicBallIdx = addExtra(-1, extra->pos.x, extra->pos.y, extra->pos.z, spriteIdx, 0, 10000, 0);
+							_engine->_gameState->_magicBall = extraSearch(-1, extra->pos.x, extra->pos.y, extra->pos.z, spriteIdx, 0, 10000, 0);
 
 							extra->sprite = -1;
 							continue;
diff --git a/engines/twine/scene/extra.h b/engines/twine/scene/extra.h
index 03dd3fe8d3d..6f1bd69da73 100644
--- a/engines/twine/scene/extra.h
+++ b/engines/twine/scene/extra.h
@@ -88,17 +88,17 @@ class Extra {
 private:
 	TwinEEngine *_engine;
 
-	void throwExtra(ExtraListStruct *extra, int32 xAngle, int32 yAngle, int32 x, int32 extraAngle);
+	void initFly(ExtraListStruct *extra, int32 xAngle, int32 yAngle, int32 x, int32 extraAngle);
 	void bounceExtra(ExtraListStruct *extra, int32 x, int32 y, int32 z);
-	int32 findExtraKey() const;
-	int32 addExtraAimingAtKey(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 extraIdx);
+	int32 searchBonusKey() const;
+	int32 extraSearchKey(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 extraIdx);
 	void drawSpecialShape(const ExtraShape &shapeTable, int32 x, int32 y, int32 color, int32 angle, int32 size, Common::Rect &renderRect);
 
 public:
 	Extra(TwinEEngine *engine);
 	ExtraListStruct _extraList[EXTRA_MAX_ENTRIES];
 
-	int32 addExtra(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActor, int32 maxSpeed, int32 strengthOfHit);
+	int32 extraSearch(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActor, int32 maxSpeed, int32 strengthOfHit);
 
 	/**
 	 * Add extra explosion
@@ -108,7 +108,7 @@ public:
 	 */
 	int32 addExtraExplode(int32 x, int32 y, int32 z);
 
-	inline int32 addExtraExplode(const IVec3 &pos) {
+	inline int32 extraExplo(const IVec3 &pos) {
 		return addExtraExplode(pos.x, pos.y, pos.z);
 	}
 
@@ -122,7 +122,7 @@ public:
 		return addExtraBonus(pos.x, pos.y, pos.z, xAngle, yAngle, type, bonusAmount);
 	}
 
-	int32 addExtraThrow(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle, int32 strengthOfHit);
+	int32 throwExtra(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle, int32 strengthOfHit);
 	int32 addExtraAiming(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActorIdx, int32 finalAngle, int32 strengthOfHit);
 	void addExtraThrowMagicball(int32 x, int32 y, int32 z, int32 xAngle, int32 yAngle, int32 xRotPoint, int32 extraAngle);
 
@@ -131,7 +131,7 @@ public:
 	int getBonusSprite(BonusParameter bonusParameter) const;
 
 	/** Process extras */
-	void processExtras();
+	void gereExtras();
 };
 
 } // namespace TwinE
diff --git a/engines/twine/scene/gamestate.cpp b/engines/twine/scene/gamestate.cpp
index 3d667f191dd..cf27ec151d8 100644
--- a/engines/twine/scene/gamestate.cpp
+++ b/engines/twine/scene/gamestate.cpp
@@ -85,13 +85,13 @@ void GameState::initGameStateVars() {
 void GameState::initHeroVars() {
 	_engine->_actor->resetActor(OWN_ACTOR_SCENE_INDEX); // reset Hero
 
-	_magicBallIdx = -1;
+	_magicBall = -1;
 
 	_inventoryNumLeafsBox = 2;
 	_inventoryNumLeafs = 2;
 	_inventoryNumKashes = 0;
 	_inventoryNumKeys = 0;
-	_inventoryMagicPoints = 0;
+	_magicPoint = 0;
 
 	_usingSabre = false;
 
@@ -122,7 +122,7 @@ void GameState::initEngineVars() {
 
 	_inventoryNumLeafs = 0;
 	_inventoryNumLeafsBox = 2;
-	_inventoryMagicPoints = 0;
+	_magicPoint = 0;
 	_inventoryNumKashes = 0;
 	_inventoryNumKeys = 0;
 	_inventoryNumGas = 0;
@@ -252,7 +252,7 @@ bool GameState::saveGame(Common::WriteStream *file) {
 	file->writeByte(_engine->_scene->_sceneHero->_life);
 	file->writeSint16LE(_inventoryNumKashes);
 	file->writeByte(_magicLevelIdx);
-	file->writeByte(_inventoryMagicPoints);
+	file->writeByte(_magicPoint);
 	file->writeByte(_inventoryNumLeafsBox);
 	// we don't save the whole scene state - so we have to make sure that the hero is
 	// respawned at the start of the scene - and not at its current position
@@ -594,22 +594,22 @@ void GameState::addKashes(int16 val) {
 }
 
 int16 GameState::setMagicPoints(int16 val) {
-	_inventoryMagicPoints = val;
-	if (_inventoryMagicPoints > _magicLevelIdx * 20) {
-		_inventoryMagicPoints = _magicLevelIdx * 20;
-	} else if (_inventoryMagicPoints < 0) {
-		_inventoryMagicPoints = 0;
+	_magicPoint = val;
+	if (_magicPoint > _magicLevelIdx * 20) {
+		_magicPoint = _magicLevelIdx * 20;
+	} else if (_magicPoint < 0) {
+		_magicPoint = 0;
 	}
-	return _inventoryMagicPoints;
+	return _magicPoint;
 }
 
 int16 GameState::setMaxMagicPoints() {
-	_inventoryMagicPoints = _magicLevelIdx * 20;
-	return _inventoryMagicPoints;
+	_magicPoint = _magicLevelIdx * 20;
+	return _magicPoint;
 }
 
 void GameState::addMagicPoints(int16 val) {
-	setMagicPoints(_inventoryMagicPoints + val);
+	setMagicPoints(_magicPoint + val);
 }
 
 int16 GameState::setLeafs(int16 val) {
diff --git a/engines/twine/scene/gamestate.h b/engines/twine/scene/gamestate.h
index b64916f9b6c..093e1131054 100644
--- a/engines/twine/scene/gamestate.h
+++ b/engines/twine/scene/gamestate.h
@@ -96,11 +96,11 @@ public:
 	int16 _gameChapter = 0;
 
 	/** Magic ball type index */
-	int16 _magicBallIdx = 0;
+	int16 _magicBall = 0;
 	/** Magic ball num bounce */
-	int16 _magicBallNumBounce = 0;
+	int16 _magicBallType = 0;
 	/** Magic ball auxiliar bounce number */
-	int16 _magicBallAuxBounce = 0; // magicBallParam
+	int16 _magicBallCount = 0; // magicBallParam
 	/** Magic level index */
 	int16 _magicLevelIdx = 0;
 
@@ -113,7 +113,7 @@ public:
 	/** Store the number of inventory clover leafs */
 	int16 _inventoryNumLeafs = 0;
 	/** Store the number of inventory magic points */
-	int16 _inventoryMagicPoints = 0;
+	int16 _magicPoint = 0;
 	/** Store the number of gas */
 	int16 _inventoryNumGas = 0;
 
diff --git a/engines/twine/scene/movements.cpp b/engines/twine/scene/movements.cpp
index bc4ee6e2fbc..38ea0a6b16c 100644
--- a/engines/twine/scene/movements.cpp
+++ b/engines/twine/scene/movements.cpp
@@ -223,7 +223,7 @@ bool Movements::processBehaviourExecution(int actorIdx) {
 		_engine->_animations->initAnim(AnimationTypes::kJump, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
 		break;
 	case HeroBehaviourType::kAggressive:
-		if (_engine->_actor->_autoAggressive) {
+		if (_engine->_actor->_combatAuto) {
 			ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 			_lastJoyFlag = true;
 			actor->_angle = actor->_move.getRealAngle(_engine->_lbaTime);
@@ -270,7 +270,7 @@ bool Movements::processAttackExecution(int actorIdx) {
 	if (!_engine->_gameState->_usingSabre) {
 		// Use Magic Ball
 		if (_engine->_gameState->hasItem(InventoryItems::kiMagicBall)) {
-			if (_engine->_gameState->_magicBallIdx == -1) {
+			if (_engine->_gameState->_magicBall == -1) {
 				_engine->_animations->initAnim(AnimationTypes::kThrowBall, AnimType::kAnimationThen, AnimationTypes::kStanding, actorIdx);
 			}
 
@@ -301,7 +301,7 @@ void Movements::processManualMovementExecution(int actorIdx) {
 	if (actor->isAttackWeaponAnimationActive()) {
 		return;
 	}
-	if (!_changedCursorKeys || _heroAction) {
+	if (!_changedCursorKeys || _actionNormal) {
 		// if walking should get stopped
 		if (!_engine->_input->isActionActive(TwinEActionType::MoveForward) && !_engine->_input->isActionActive(TwinEActionType::MoveBackward)) {
 			if (_lastJoyFlag && (_heroActionKey != _previousLoopActionKey || _changedCursorKeys != _previousChangedCursorKeys)) {
@@ -345,7 +345,7 @@ void Movements::processManualMovementExecution(int actorIdx) {
 
 void Movements::processManualRotationExecution(int actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
-	if (!_engine->_actor->_autoAggressive && actor->isAttackAnimationActive()) {
+	if (!_engine->_actor->_combatAuto && actor->isAttackAnimationActive()) {
 		// it is allowed to rotate in auto aggressive mode - but not in manual mode.
 		return;
 	}
@@ -366,9 +366,9 @@ void Movements::processManualRotationExecution(int actorIdx) {
 
 void Movements::processManualAction(int actorIdx) {
 	if (IS_HERO(actorIdx)) {
-		_heroAction = false;
+		_actionNormal = false;
 		if (_engine->_input->isHeroActionActive()) {
-			_heroAction = processBehaviourExecution(actorIdx);
+			_actionNormal = processBehaviourExecution(actorIdx);
 		}
 	}
 
@@ -385,7 +385,7 @@ void Movements::processManualAction(int actorIdx) {
 void Movements::processFollowAction(int actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 	const ActorStruct *followedActor = _engine->_scene->getActor(actor->_followedActor);
-	int32 newAngle = getAngleAndSetTargetActorDistance(actor->pos(), followedActor->pos());
+	int32 newAngle = getAngleAndSetTargetActorDistance(actor->posObj(), followedActor->posObj());
 	if (actor->_staticFlags.bIsSpriteActor) {
 		actor->_angle = newAngle;
 	} else {
@@ -418,8 +418,8 @@ void Movements::processRandomAction(int actorIdx) {
 
 void Movements::processTrackAction(int actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
-	if (actor->_positionInMoveScript == -1) {
-		actor->_positionInMoveScript = 0;
+	if (actor->_offsetTrack == -1) {
+		actor->_offsetTrack = 0;
 	}
 }
 
@@ -430,7 +430,7 @@ void Movements::processSameXZAction(int actorIdx) {
 	actor->_pos.z = followedActor->_pos.z;
 }
 
-void Movements::processActorMovements(int32 actorIdx) {
+void Movements::doDir(int32 actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 	if (actor->_body == -1) {
 		return;
diff --git a/engines/twine/scene/movements.h b/engines/twine/scene/movements.h
index a82f706aaa2..e355ccfaa1a 100644
--- a/engines/twine/scene/movements.h
+++ b/engines/twine/scene/movements.h
@@ -113,7 +113,7 @@ private:
 	void processManualMovementExecution(int actorIdx);
 	void processManualRotationExecution(int actorIdx);
 
-	bool _heroAction = false;
+	bool _actionNormal = false;
 
 public:
 	Movements(TwinEEngine *engine);
@@ -189,11 +189,11 @@ public:
 	 */
 	void initRealAngleConst(int32 start, int32 end, int32 duration, ActorMoveStruct *movePtr) const;
 
-	void processActorMovements(int32 actorIdx);
+	void doDir(int32 actorIdx);
 };
 
 inline bool Movements::shouldTriggerZoneAction() const {
-	return _heroAction;
+	return _actionNormal;
 }
 
 } // namespace TwinE
diff --git a/engines/twine/scene/scene.cpp b/engines/twine/scene/scene.cpp
index c0bfba6701e..1e0ccb604e5 100644
--- a/engines/twine/scene/scene.cpp
+++ b/engines/twine/scene/scene.cpp
@@ -201,7 +201,7 @@ bool Scene::loadSceneLBA2() {
 		act->_pos.x = (int16)stream.readUint16LE();
 		act->_pos.y = (int16)stream.readUint16LE();
 		act->_pos.z = (int16)stream.readUint16LE();
-		act->_collisionPos = act->pos();
+		act->_oldPos = act->posObj();
 		act->_strengthOfHit = stream.readByte();
 		setBonusParameterFlags(act, stream.readUint16LE());
 		act->_angle = (int16)stream.readUint16LE();
@@ -333,7 +333,7 @@ bool Scene::loadSceneLBA1() {
 		act->_pos.x = (int16)stream.readUint16LE();
 		act->_pos.y = (int16)stream.readUint16LE();
 		act->_pos.z = (int16)stream.readUint16LE();
-		act->_collisionPos = act->pos();
+		act->_oldPos = act->posObj();
 		act->_strengthOfHit = stream.readByte();
 		setBonusParameterFlags(act, stream.readUint16LE());
 		act->_bonusParameter.givenNothing = 0;
@@ -396,11 +396,11 @@ bool Scene::loadSceneLBA1() {
 	if (_enableEnhancements) {
 		switch (_currentSceneIdx) {
 		case LBA1SceneId::Hamalayi_Mountains_landing_place:
-			_sceneActors[21]._pos.x = _sceneActors[21]._collisionPos.x = 6656 + 256;
-			_sceneActors[21]._pos.z = _sceneActors[21]._collisionPos.z = 768;
+			_sceneActors[21]._pos.x = _sceneActors[21]._oldPos.x = 6656 + 256;
+			_sceneActors[21]._pos.z = _sceneActors[21]._oldPos.z = 768;
 			break;
 		case LBA1SceneId::Principal_Island_outside_the_fortress:
-			_sceneActors[29]._pos.z = _sceneActors[29]._collisionPos.z = 1795;
+			_sceneActors[29]._pos.z = _sceneActors[29]._oldPos.z = 1795;
 #if 0
 			_sceneZones[15].mins.x = 1104;
 			_sceneZones[15].mins.z = 8448;
@@ -536,8 +536,8 @@ void Scene::changeScene() {
 
 	_sceneHero->_controlMode = ControlMode::kManual;
 	_sceneHero->_zone = -1;
-	_sceneHero->_positionInLifeScript = 0;
-	_sceneHero->_positionInMoveScript = -1;
+	_sceneHero->_offsetLife = 0;
+	_sceneHero->_offsetTrack = -1;
 	_sceneHero->_labelIdx = -1;
 
 	initScene(_needChangeScene);
@@ -586,7 +586,7 @@ void Scene::changeScene() {
 	ActorStruct *followedActor = getActor(_currentlyFollowedActor);
 	_engine->_grid->centerOnActor(followedActor);
 
-	_engine->_gameState->_magicBallIdx = -1;
+	_engine->_gameState->_magicBall = -1;
 	_engine->_movements->_lastJoyFlag = true;
 	_engine->_grid->_useCellingGrid = -1;
 	_engine->_grid->_cellingGridIdx = -1;
diff --git a/engines/twine/script/script_life_v1.cpp b/engines/twine/script/script_life_v1.cpp
index 5cb0a68a405..71694d67d48 100644
--- a/engines/twine/script/script_life_v1.cpp
+++ b/engines/twine/script/script_life_v1.cpp
@@ -59,8 +59,8 @@ struct LifeScriptContext {
 	uint8 *opcodePtr; // local opcode script pointer
 
 	LifeScriptContext(int32 _actorIdx, ActorStruct *_actor) : actorIdx(_actorIdx), actor(_actor), stream(_actor->_lifeScript, _actor->_lifeScriptSize) {
-		assert(actor->_positionInLifeScript >= 0);
-		stream.skip(_actor->_positionInLifeScript);
+		assert(actor->_offsetLife >= 0);
+		stream.skip(_actor->_offsetLife);
 		updateOpcodePos();
 	}
 
@@ -165,7 +165,7 @@ static int32 processLifeConditions(TwinEEngine *engine, LifeScriptContext &ctx)
 				engine->_scene->_currentScriptValue = MAX_TARGET_ACTOR_DISTANCE;
 			} else {
 				// Returns int32, so we check for integer overflow
-				int32 distance = getDistance2D(ctx.actor->pos(), otherActor->pos());
+				int32 distance = getDistance2D(ctx.actor->posObj(), otherActor->posObj());
 				if (ABS(distance) > MAX_TARGET_ACTOR_DISTANCE) {
 					engine->_scene->_currentScriptValue = MAX_TARGET_ACTOR_DISTANCE;
 				} else {
@@ -237,7 +237,7 @@ static int32 processLifeConditions(TwinEEngine *engine, LifeScriptContext &ctx)
 		}
 
 		if (ABS(targetActor->_pos.y - ctx.actor->_pos.y) < 1500) {
-			newAngle = engine->_movements->getAngleAndSetTargetActorDistance(ctx.actor->pos(), targetActor->pos());
+			newAngle = engine->_movements->getAngleAndSetTargetActorDistance(ctx.actor->posObj(), targetActor->posObj());
 			if (ABS(engine->_movements->_targetActorDistance) > MAX_TARGET_ACTOR_DISTANCE) {
 				engine->_movements->_targetActorDistance = MAX_TARGET_ACTOR_DISTANCE;
 			}
@@ -331,7 +331,7 @@ static int32 processLifeConditions(TwinEEngine *engine, LifeScriptContext &ctx)
 
 		if (!targetActor->_dynamicFlags.bIsDead) {
 			// Returns int32, so we check for integer overflow
-			int32 distance = getDistance3D(ctx.actor->pos(), targetActor->pos());
+			int32 distance = getDistance3D(ctx.actor->posObj(), targetActor->posObj());
 			if (ABS(distance) > MAX_TARGET_ACTOR_DISTANCE) {
 				engine->_scene->_currentScriptValue = MAX_TARGET_ACTOR_DISTANCE;
 			} else {
@@ -348,7 +348,7 @@ static int32 processLifeConditions(TwinEEngine *engine, LifeScriptContext &ctx)
 		break;
 	case kcMAGIC_POINTS:
 		debugCN(3, kDebugLevels::kDebugScripts, "magic_points(");
-		engine->_scene->_currentScriptValue = engine->_gameState->_inventoryMagicPoints;
+		engine->_scene->_currentScriptValue = engine->_gameState->_magicPoint;
 		break;
 	case kcUSE_INVENTORY: {
 		int32 item = ctx.stream.readByte();
@@ -474,7 +474,7 @@ static int32 lEMPTY(TwinEEngine *engine, LifeScriptContext &ctx) {
  */
 static int32 lEND(TwinEEngine *engine, LifeScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::END()");
-	ctx.actor->_positionInLifeScript = -1;
+	ctx.actor->_offsetLife = -1;
 	return 1; // break script
 }
 
@@ -680,7 +680,7 @@ static int32 lANIM_OBJ(TwinEEngine *engine, LifeScriptContext &ctx) {
 static int32 lSET_LIFE(TwinEEngine *engine, LifeScriptContext &ctx) {
 	const int16 offset = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_LIFE(%i)", (int)offset);
-	ctx.actor->_positionInLifeScript = offset;
+	ctx.actor->_offsetLife = offset;
 	return 0;
 }
 
@@ -692,7 +692,7 @@ static int32 lSET_LIFE_OBJ(TwinEEngine *engine, LifeScriptContext &ctx) {
 	const int32 otherActorIdx = ctx.stream.readByte();
 	const int16 offset = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_LIFE_OBJ(%i, %i)", (int)otherActorIdx, (int)offset);
-	engine->_scene->getActor(otherActorIdx)->_positionInLifeScript = offset;
+	engine->_scene->getActor(otherActorIdx)->_offsetLife = offset;
 	return 0;
 }
 
@@ -702,7 +702,7 @@ static int32 lSET_LIFE_OBJ(TwinEEngine *engine, LifeScriptContext &ctx) {
  */
 static int32 lSET_TRACK(TwinEEngine *engine, LifeScriptContext &ctx) {
 	const int16 offset = ctx.stream.readSint16LE();
-	ctx.actor->_positionInMoveScript = offset;
+	ctx.actor->_offsetTrack = offset;
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_TRACK(%i)", (int)offset);
 	return 0;
 }
@@ -714,7 +714,7 @@ static int32 lSET_TRACK(TwinEEngine *engine, LifeScriptContext &ctx) {
 static int32 lSET_TRACK_OBJ(TwinEEngine *engine, LifeScriptContext &ctx) {
 	const int32 otherActorIdx = ctx.stream.readByte();
 	const int16 offset = ctx.stream.readSint16LE();
-	engine->_scene->getActor(otherActorIdx)->_positionInMoveScript = offset;
+	engine->_scene->getActor(otherActorIdx)->_offsetTrack = offset;
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_TRACK_OBJ(%i, %i)", (int)otherActorIdx, (int)offset);
 	return 0;
 }
@@ -859,8 +859,8 @@ static int32 lCOMPORTEMENT(TwinEEngine *engine, LifeScriptContext &ctx) {
  * @note Opcode @c 0x21
  */
 static int32 lSET_COMPORTEMENT(TwinEEngine *engine, LifeScriptContext &ctx) {
-	ctx.actor->_positionInLifeScript = ctx.stream.readSint16LE();
-	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_COMPORTEMENT(%i)", (int)ctx.actor->_positionInLifeScript);
+	ctx.actor->_offsetLife = ctx.stream.readSint16LE();
+	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_COMPORTEMENT(%i)", (int)ctx.actor->_offsetLife);
 	return 0;
 }
 
@@ -872,7 +872,7 @@ static int32 lSET_COMPORTEMENT_OBJ(TwinEEngine *engine, LifeScriptContext &ctx)
 	const int32 otherActorIdx = ctx.stream.readByte();
 	const int16 pos = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::SET_COMPORTEMENT_OBJ(%i, %i)", (int)otherActorIdx, (int)pos);
-	engine->_scene->getActor(otherActorIdx)->_positionInLifeScript = pos;
+	engine->_scene->getActor(otherActorIdx)->_offsetLife = pos;
 	return 0;
 }
 
@@ -980,7 +980,7 @@ static int32 lGIVE_GOLD_PIECES(TwinEEngine *engine, LifeScriptContext &ctx) {
  */
 static int32 lEND_LIFE(TwinEEngine *engine, LifeScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::END_LIFE()");
-	ctx.actor->_positionInLifeScript = -1;
+	ctx.actor->_offsetLife = -1;
 	return 1; // break;
 }
 
@@ -991,7 +991,7 @@ static int32 lEND_LIFE(TwinEEngine *engine, LifeScriptContext &ctx) {
 static int32 lSTOP_L_TRACK(TwinEEngine *engine, LifeScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::STOP_L_TRACK(%i)", (int)ctx.actor->_currentLabelPtr);
 	ctx.actor->_pausedTrackPtr = ctx.actor->_currentLabelPtr;
-	ctx.actor->_positionInMoveScript = -1;
+	ctx.actor->_offsetTrack = -1;
 	return 0;
 }
 
@@ -1001,7 +1001,7 @@ static int32 lSTOP_L_TRACK(TwinEEngine *engine, LifeScriptContext &ctx) {
  */
 static int32 lRESTORE_L_TRACK(TwinEEngine *engine, LifeScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::RESTORE_L_TRACK(%i)", (int)ctx.actor->_pausedTrackPtr);
-	ctx.actor->_positionInMoveScript = ctx.actor->_pausedTrackPtr;
+	ctx.actor->_offsetTrack = ctx.actor->_pausedTrackPtr;
 	return 0;
 }
 
@@ -1665,11 +1665,11 @@ static int32 lEXPLODE_OBJ(TwinEEngine *engine, LifeScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "LIFE::EXPLODE_OBJ(%i)", (int)otherActorIdx);
 	const ActorStruct *otherActor = engine->_scene->getActor(otherActorIdx);
 
-	IVec3 pos = otherActor->pos();
+	IVec3 pos = otherActor->posObj();
 	pos.x += engine->getRandomNumber(512) - 256;
 	pos.y += engine->getRandomNumber(256) - 128;
 	pos.z += engine->getRandomNumber(512) - 256;
-	engine->_extra->addExtraExplode(pos);
+	engine->_extra->extraExplo(pos);
 	return 0;
 }
 
@@ -2033,7 +2033,7 @@ ScriptLife::ScriptLife(TwinEEngine *engine) : _engine(engine) {
 	lTextYPos = 0;
 }
 
-void ScriptLife::processLifeScript(int32 actorIdx) {
+void ScriptLife::doLife(int32 actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 	int32 end = -2;
 
diff --git a/engines/twine/script/script_life_v1.h b/engines/twine/script/script_life_v1.h
index 236d71a3ada..25c147133de 100644
--- a/engines/twine/script/script_life_v1.h
+++ b/engines/twine/script/script_life_v1.h
@@ -42,7 +42,7 @@ public:
 	 * Process actor life script
 	 * @param actorIdx Current processed actor index
 	 */
-	void processLifeScript(int32 actorIdx);
+	void doLife(int32 actorIdx);
 };
 
 } // namespace TwinE
diff --git a/engines/twine/script/script_move_v1.cpp b/engines/twine/script/script_move_v1.cpp
index 3c60b28c9c9..578333db552 100644
--- a/engines/twine/script/script_move_v1.cpp
+++ b/engines/twine/script/script_move_v1.cpp
@@ -43,8 +43,8 @@ struct MoveScriptContext {
 	Common::MemorySeekableReadWriteStream stream;
 
 	MoveScriptContext(int32 _actorIdx, ActorStruct *_actor) : actorIdx(_actorIdx), actor(_actor), stream(actor->_moveScript, actor->_moveScriptSize) {
-		assert(actor->_positionInMoveScript >= 0);
-		stream.skip(actor->_positionInMoveScript);
+		assert(actor->_offsetTrack >= 0);
+		stream.skip(actor->_offsetTrack);
 	}
 
 	void undo(int32 bytes) {
@@ -73,7 +73,7 @@ struct ScriptMoveFunction {
  */
 static int32 mEND(TwinEEngine *engine, MoveScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::END()");
-	ctx.actor->_positionInMoveScript = -1;
+	ctx.actor->_offsetTrack = -1;
 	return 1;
 }
 
@@ -155,7 +155,7 @@ static int32 mWAIT_ANIM(TwinEEngine *engine, MoveScriptContext &ctx) {
  * @note Opcode @c 0x06
  */
 static int32 mLOOP(TwinEEngine *engine, MoveScriptContext &ctx) {
-	ctx.actor->_positionInMoveScript = 0;
+	ctx.actor->_offsetTrack = 0;
 	ctx.stream.seek(0);
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::LOOP()");
 	return 0;
@@ -224,7 +224,7 @@ static int32 mGOTO(TwinEEngine *engine, MoveScriptContext &ctx) {
 	const int16 pos = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::GOTO(%i)", (int)pos);
 	if (pos == -1) {
-		ctx.actor->_positionInMoveScript = -1;
+		ctx.actor->_offsetTrack = -1;
 		return 1;
 	}
 	ctx.stream.seek(pos);
@@ -237,7 +237,7 @@ static int32 mGOTO(TwinEEngine *engine, MoveScriptContext &ctx) {
  */
 static int32 mSTOP(TwinEEngine *engine, MoveScriptContext &ctx) {
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::STOP()");
-	ctx.actor->_positionInMoveScript = -1;
+	ctx.actor->_offsetTrack = -1;
 	return 1;
 }
 
@@ -304,7 +304,7 @@ static int32 mWAIT_NUM_ANIM(TwinEEngine *engine, MoveScriptContext &ctx) {
 static int32 mSAMPLE(TwinEEngine *engine, MoveScriptContext &ctx) {
 	int32 sampleIdx = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::SAMPLE(%i)", (int)sampleIdx);
-	engine->_sound->playSample(sampleIdx, 1, ctx.actor->pos(), ctx.actorIdx);
+	engine->_sound->playSample(sampleIdx, 1, ctx.actor->posObj(), ctx.actorIdx);
 	return 0;
 }
 
@@ -515,7 +515,7 @@ static int32 mWAIT_DOOR(TwinEEngine *engine, MoveScriptContext &ctx) {
 static int32 mSAMPLE_RND(TwinEEngine *engine, MoveScriptContext &ctx) {
 	int32 sampleIdx = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::SAMPLE_RND(%i)", (int)sampleIdx);
-	engine->_sound->playSample(sampleIdx, 1, ctx.actor->pos(), ctx.actorIdx);
+	engine->_sound->playSample(sampleIdx, 1, ctx.actor->posObj(), ctx.actorIdx);
 	return 0;
 }
 
@@ -527,7 +527,7 @@ static int32 mSAMPLE_ALWAYS(TwinEEngine *engine, MoveScriptContext &ctx) {
 	int32 sampleIdx = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::SAMPLE_ALWAYS(%i)", (int)sampleIdx);
 	if (!engine->_sound->isSamplePlaying(sampleIdx)) { // if its not playing
-		engine->_sound->playSample(sampleIdx, -1, ctx.actor->pos(), ctx.actorIdx);
+		engine->_sound->playSample(sampleIdx, -1, ctx.actor->posObj(), ctx.actorIdx);
 	}
 	return 0;
 }
@@ -585,7 +585,7 @@ static int32 mREPEAT_SAMPLE(TwinEEngine *engine, MoveScriptContext &ctx) {
 static int32 mSIMPLE_SAMPLE(TwinEEngine *engine, MoveScriptContext &ctx) {
 	int32 sampleIdx = ctx.stream.readSint16LE();
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::SIMPLE_SAMPLE(%i)", (int)sampleIdx);
-	engine->_sound->playSample(sampleIdx, ctx.numRepeatSample, ctx.actor->pos(), ctx.actorIdx);
+	engine->_sound->playSample(sampleIdx, ctx.numRepeatSample, ctx.actor->posObj(), ctx.actorIdx);
 	ctx.numRepeatSample = 1;
 	return 0;
 }
@@ -602,7 +602,7 @@ static int32 mFACE_HERO(TwinEEngine *engine, MoveScriptContext &ctx) {
 	}
 	engine->_scene->_currentScriptValue = angle;
 	if (engine->_scene->_currentScriptValue == -1 && ctx.actor->_move.numOfStep == 0) {
-		engine->_scene->_currentScriptValue = engine->_movements->getAngleAndSetTargetActorDistance(ctx.actor->pos(), engine->_scene->_sceneHero->pos());
+		engine->_scene->_currentScriptValue = engine->_movements->getAngleAndSetTargetActorDistance(ctx.actor->posObj(), engine->_scene->_sceneHero->posObj());
 		engine->_movements->initRealAngleConst(ctx.actor->_angle, engine->_scene->_currentScriptValue, ctx.actor->_speed, &ctx.actor->_move);
 		ctx.stream.rewind(2);
 		ctx.stream.writeSint16LE(engine->_scene->_currentScriptValue);
@@ -696,7 +696,7 @@ static const ScriptMoveFunction function_map[] = {
 ScriptMove::ScriptMove(TwinEEngine *engine) : _engine(engine) {
 }
 
-void ScriptMove::processMoveScript(int32 actorIdx) {
+void ScriptMove::doTrack(int32 actorIdx) {
 	ActorStruct *actor = _engine->_scene->getActor(actorIdx);
 
 	int32 end = -2;
@@ -718,8 +718,8 @@ void ScriptMove::processMoveScript(int32 actorIdx) {
 			debugC(3, kDebugLevels::kDebugScripts, "MOVE::BREAK(%i)", actorIdx);
 		}
 
-		if (ctx.actor->_positionInMoveScript != -1) {
-			actor->_positionInMoveScript = ctx.stream.pos();
+		if (ctx.actor->_offsetTrack != -1) {
+			actor->_offsetTrack = ctx.stream.pos();
 		}
 	} while (end != 1);
 	debugC(3, kDebugLevels::kDebugScripts, "MOVE::END(%i)", actorIdx);
diff --git a/engines/twine/script/script_move_v1.h b/engines/twine/script/script_move_v1.h
index baba2f10a48..1a1239222d3 100644
--- a/engines/twine/script/script_move_v1.h
+++ b/engines/twine/script/script_move_v1.h
@@ -38,7 +38,7 @@ public:
 	 * Process actor move script
 	 * @param actorIdx Current processed actor index
 	 */
-	void processMoveScript(int32 actorIdx);
+	void doTrack(int32 actorIdx);
 };
 
 } // namespace TwinE
diff --git a/engines/twine/twine.cpp b/engines/twine/twine.cpp
index 17d0cdd4a63..62d7dd79e19 100644
--- a/engines/twine/twine.cpp
+++ b/engines/twine/twine.cpp
@@ -355,7 +355,7 @@ Common::Error TwinEEngine::run() {
 		}
 	}
 
-	ConfMan.setBool("combatauto", _actor->_autoAggressive);
+	ConfMan.setBool("combatauto", _actor->_combatAuto);
 	ConfMan.setInt("shadow", _cfgfile.ShadowMode);
 	ConfMan.setBool("scezoom", _cfgfile.SceZoom);
 	ConfMan.setInt("polygondetails", _cfgfile.PolygonDetails);
@@ -492,7 +492,7 @@ void TwinEEngine::initConfigurations() {
 	_cfgfile.UseAutoSaving = ConfGetBoolOrDefault("useautosaving", false);
 	_cfgfile.WallCollision = ConfGetBoolOrDefault("wallcollision", false);
 
-	_actor->_autoAggressive = ConfGetBoolOrDefault("combatauto", true);
+	_actor->_combatAuto = ConfGetBoolOrDefault("combatauto", true);
 	_cfgfile.ShadowMode = ConfGetIntOrDefault("shadow", 2);
 	_cfgfile.SceZoom = ConfGetBoolOrDefault("scezoom", false);
 	_cfgfile.PolygonDetails = ConfGetIntOrDefault("polygondetails", 2);
@@ -508,7 +508,7 @@ void TwinEEngine::initConfigurations() {
 	debug(1, "Debug:          %s", (_cfgfile.Debug ? "true" : "false"));
 	debug(1, "UseAutoSaving:  %s", (_cfgfile.UseAutoSaving ? "true" : "false"));
 	debug(1, "WallCollision:  %s", (_cfgfile.WallCollision ? "true" : "false"));
-	debug(1, "AutoAggressive: %s", (_actor->_autoAggressive ? "true" : "false"));
+	debug(1, "AutoAggressive: %s", (_actor->_combatAuto ? "true" : "false"));
 	debug(1, "ShadowMode:     %i", _cfgfile.ShadowMode);
 	debug(1, "PolygonDetails: %i", _cfgfile.PolygonDetails);
 	debug(1, "SceZoom:        %s", (_cfgfile.SceZoom ? "true" : "false"));
@@ -624,7 +624,7 @@ void TwinEEngine::unfreezeTime() {
 void TwinEEngine::processActorSamplePosition(int32 actorIdx) {
 	const ActorStruct *actor = _scene->getActor(actorIdx);
 	const int32 channelIdx = _sound->getActorChannel(actorIdx);
-	_sound->setSamplePosition(channelIdx, actor->pos());
+	_sound->setSamplePosition(channelIdx, actor->posObj());
 }
 
 void TwinEEngine::processBookOfBu() {
@@ -919,7 +919,7 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 		_scene->getActor(a)->_hitBy = -1;
 	}
 
-	_extra->processExtras();
+	_extra->gereExtras();
 
 	for (int32 a = 0; a < _scene->_sceneNumActors; a++) {
 		ActorStruct *actor = _scene->getActor(a);
@@ -933,10 +933,10 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 				_animations->initAnim(AnimationTypes::kLandDeath, AnimType::kAnimationSet, AnimationTypes::kStanding, OWN_ACTOR_SCENE_INDEX);
 				actor->_controlMode = ControlMode::kNoMove;
 			} else {
-				_sound->playSample(Samples::Explode, 1, actor->pos(), a);
+				_sound->playSample(Samples::Explode, 1, actor->posObj(), a);
 
 				if (a == _scene->_mecaPenguinIdx) {
-					_extra->addExtraExplode(actor->pos());
+					_extra->extraExplo(actor->posObj());
 				}
 			}
 
@@ -945,12 +945,12 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 			}
 		}
 
-		_movements->processActorMovements(a);
+		_movements->doDir(a);
 
-		actor->_collisionPos = actor->pos();
+		actor->_oldPos = actor->posObj();
 
-		if (actor->_positionInMoveScript != -1) {
-			_scriptMove->processMoveScript(a);
+		if (actor->_offsetTrack != -1) {
+			_scriptMove->doTrack(a);
 		}
 
 		_animations->doAnim(a);
@@ -959,8 +959,8 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 			_scene->checkZoneSce(a);
 		}
 
-		if (actor->_positionInLifeScript != -1) {
-			_scriptLife->processLifeScript(a);
+		if (actor->_offsetLife != -1) {
+			_scriptLife->doLife(a);
 		}
 
 		processActorSamplePosition(a);
@@ -980,14 +980,14 @@ bool TwinEEngine::runGameEngine() { // mainLoopInteration
 						if (!_actor->_cropBottomScreen) {
 							_animations->initAnim(AnimationTypes::kDrawn, AnimType::kAnimationSet, AnimationTypes::kStanding, OWN_ACTOR_SCENE_INDEX);
 						}
-						const IVec3 &projPos = _renderer->projectPositionOnScreen(actor->pos() - _grid->_camera);
+						const IVec3 &projPos = _renderer->projectPositionOnScreen(actor->posObj() - _grid->_camera);
 						actor->_controlMode = ControlMode::kNoMove;
 						actor->setLife(-1);
 						_actor->_cropBottomScreen = projPos.y;
 						actor->_staticFlags.bDoesntCastShadow = 1;
 					}
 				} else {
-					_sound->playSample(Samples::Explode, 1, actor->pos(), a);
+					_sound->playSample(Samples::Explode, 1, actor->posObj(), a);
 					if (actor->_bonusParameter.cloverleaf || actor->_bonusParameter.kashes || actor->_bonusParameter.key || actor->_bonusParameter.lifepoints || actor->_bonusParameter.magicpoints) {
 						if (!actor->_bonusParameter.givenNothing) {
 							_actor->giveExtraBonus(a);




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