mirror of https://github.com/zeldaret/mm.git
Fix some misformatted files in current master (#315)
* Run ./format.sh on current master * Format something in bigpo better by deleting commas + running format again
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da1265f4bc
commit
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@ -179,10 +179,10 @@ static u8 D_80B65078[] = {
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// used in limbdraw
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// used in limbdraw
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static Vec3f D_80B65084[] = {
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static Vec3f D_80B65084[] = {
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{ 2000.0f, 4000.0f, 0.0f,},
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{ 2000.0f, 4000.0f, 0.0f },
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{-1000.0f, 1500.0f, -2000.0f,},
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{ -1000.0f, 1500.0f, -2000.0f },
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{-1000.0f, 1500.0f, 2000.0f,},
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{ -1000.0f, 1500.0f, 2000.0f },
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};
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};
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void EnBigpo_Init(Actor* thisx, GlobalContext* globalCtx2) {
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void EnBigpo_Init(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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GlobalContext* globalCtx = globalCtx2;
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@ -231,7 +231,7 @@ void EnBigpo_Init(Actor* thisx, GlobalContext* globalCtx2) {
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}
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}
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if (thisx->params == ENBIGPO_REGULAR) { // the well poe, starts immediately
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if (thisx->params == ENBIGPO_REGULAR) { // the well poe, starts immediately
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thisx->flags &= ~0x10; // always update OFF
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thisx->flags &= ~0x10; // always update OFF
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this->unkBool204 = true;
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this->unkBool204 = true;
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EnBigpo_InitWellBigpo(this);
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EnBigpo_InitWellBigpo(this);
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} else if (thisx->params == ENBIGPO_SUMMONED) { // dampe type
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} else if (thisx->params == ENBIGPO_SUMMONED) { // dampe type
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@ -279,16 +279,8 @@ static InitChainEntry sInitChain[] = {
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void EnDinofos_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnDinofos_Init(Actor* thisx, GlobalContext* globalCtx) {
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static s32 D_8089E364 = 0;
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static s32 D_8089E364 = 0;
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static EffBlureInit2 D_8089E368 = {
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static EffBlureInit2 D_8089E368 = {
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0,
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0, 8, 0, { 255, 255, 255, 255 }, { 255, 255, 255, 64 }, { 255, 255, 255, 0 }, { 255, 255, 255, 0 }, 8,
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8,
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0, 2, 0, { 0, 0, 0, 0 }, { 0, 0, 0, 0 },
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0,
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{ 255, 255, 255, 255 },
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{ 255, 255, 255, 64 },
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{ 255, 255, 255, 0 },
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{ 255, 255, 255, 0 },
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8, 0, 2, 0,
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{ 0, 0, 0, 0 },
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{ 0, 0, 0, 0 },
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};
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};
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EnDinofos* this = THIS;
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EnDinofos* this = THIS;
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s32 i;
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s32 i;
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@ -346,8 +346,8 @@ void func_80A52DC8(EnDnq* this, GlobalContext* globalCtx) {
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if (!(gSaveContext.weekEventReg[23] & 0x20)) {
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if (!(gSaveContext.weekEventReg[23] & 0x20)) {
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this->unk_390 = 70.0f;
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this->unk_390 = 70.0f;
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if (func_80114F2C(ITEM_DEKU_PRINCESS) && !func_801690CC(globalCtx) && (func_80152498(&globalCtx->msgCtx) == 0) &&
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if (func_80114F2C(ITEM_DEKU_PRINCESS) && !func_801690CC(globalCtx) &&
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(ActorCutscene_GetCurrentIndex() == -1)) {
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(func_80152498(&globalCtx->msgCtx) == 0) && (ActorCutscene_GetCurrentIndex() == -1)) {
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if ((DECR(this->unk_384) == 0) && (gSaveContext.weekEventReg[29] & 0x40)) {
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if ((DECR(this->unk_384) == 0) && (gSaveContext.weekEventReg[29] & 0x40)) {
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func_801518B0(globalCtx, 0x969, NULL);
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func_801518B0(globalCtx, 0x969, NULL);
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this->unk_384 = 200;
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this->unk_384 = 200;
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@ -139,7 +139,7 @@ void EnHoll_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnHoll_ChangeRooms(GlobalContext* globalCtx) {
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void EnHoll_ChangeRooms(GlobalContext* globalCtx) {
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Room tempRoom = globalCtx->roomCtx.currRoom;
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Room tempRoom = globalCtx->roomCtx.currRoom;
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globalCtx->roomCtx.currRoom = globalCtx->roomCtx.prevRoom;
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globalCtx->roomCtx.currRoom = globalCtx->roomCtx.prevRoom;
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globalCtx->roomCtx.prevRoom = tempRoom;
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globalCtx->roomCtx.prevRoom = tempRoom;
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globalCtx->roomCtx.activeMemPage ^= 1;
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globalCtx->roomCtx.activeMemPage ^= 1;
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@ -226,7 +226,7 @@ void EnHoll_TransparentIdle(EnHoll* this, GlobalContext* globalCtx) {
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Actor_CalcOffsetOrientedToDrawRotation(&this->actor, &transformedPlayerPos,
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Actor_CalcOffsetOrientedToDrawRotation(&this->actor, &transformedPlayerPos,
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useViewEye ? &globalCtx->view.eye : &player->actor.world.pos);
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useViewEye ? &globalCtx->view.eye : &player->actor.world.pos);
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enHollTop = (globalCtx->sceneNum == SCENE_PIRATE) ? EN_HOLL_TOP_PIRATE : EN_HOLL_TOP_DEFAULT;
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enHollTop = (globalCtx->sceneNum == SCENE_PIRATE) ? EN_HOLL_TOP_PIRATE : EN_HOLL_TOP_DEFAULT;
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if ((transformedPlayerPos.y > EN_HOLL_BOTTOM_DEFAULT) && (transformedPlayerPos.y < enHollTop) &&
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if ((transformedPlayerPos.y > EN_HOLL_BOTTOM_DEFAULT) && (transformedPlayerPos.y < enHollTop) &&
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(fabsf(transformedPlayerPos.x) < EN_HOLL_HALFWIDTH_TRANSPARENT)) {
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(fabsf(transformedPlayerPos.x) < EN_HOLL_HALFWIDTH_TRANSPARENT)) {
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if (playerDistFromCentralPlane = fabsf(transformedPlayerPos.z),
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if (playerDistFromCentralPlane = fabsf(transformedPlayerPos.z),
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@ -238,7 +238,7 @@ void EnHoll_TransparentIdle(EnHoll* this, GlobalContext* globalCtx) {
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s8 room = transitionActorEntry->sides[playerSide].room;
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s8 room = transitionActorEntry->sides[playerSide].room;
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this->actor.room = room;
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this->actor.room = room;
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if ((this->actor.room != globalCtx->roomCtx.currRoom.num) &&
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if ((this->actor.room != globalCtx->roomCtx.currRoom.num) &&
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Room_StartRoomTransition(globalCtx, &globalCtx->roomCtx, this->actor.room)) {
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Room_StartRoomTransition(globalCtx, &globalCtx->roomCtx, this->actor.room)) {
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this->actionFunc = EnHoll_RoomTransitionIdle;
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this->actionFunc = EnHoll_RoomTransitionIdle;
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@ -263,7 +263,7 @@ void EnHoll_VerticalBgCoverIdle(EnHoll* this, GlobalContext* globalCtx) {
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s32 playerSide = (this->actor.yDistToPlayer > 0.0f) ? EN_HOLL_ABOVE : EN_HOLL_BELOW;
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s32 playerSide = (this->actor.yDistToPlayer > 0.0f) ? EN_HOLL_ABOVE : EN_HOLL_BELOW;
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this->actor.room = globalCtx->doorCtx.transitionActorList[enHollId].sides[playerSide].room;
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this->actor.room = globalCtx->doorCtx.transitionActorList[enHollId].sides[playerSide].room;
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if ((this->actor.room != globalCtx->roomCtx.currRoom.num) &&
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if ((this->actor.room != globalCtx->roomCtx.currRoom.num) &&
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Room_StartRoomTransition(globalCtx, &globalCtx->roomCtx, this->actor.room)) {
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Room_StartRoomTransition(globalCtx, &globalCtx->roomCtx, this->actor.room)) {
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this->actionFunc = EnHoll_RoomTransitionIdle;
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this->actionFunc = EnHoll_RoomTransitionIdle;
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@ -879,7 +879,8 @@ void EnPametfrog_FallInAir(EnPametfrog* this, GlobalContext* globalCtx) {
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} else {
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} else {
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this->spinYaw += 0xF00;
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this->spinYaw += 0xF00;
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if (this->camId != 0) {
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if (this->camId != 0) {
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Play_CameraSetAtEye(globalCtx, this->camId, &this->actor.world.pos, &Play_GetCamera(globalCtx, this->camId)->eye);
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Play_CameraSetAtEye(globalCtx, this->camId, &this->actor.world.pos,
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&Play_GetCamera(globalCtx, this->camId)->eye);
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}
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}
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & 1) {
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