diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index ff0106474f..f75c45a575 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -284,7 +284,7 @@ void EnPoSisters_FightSetup(EnPoSisters* this) { Animation_MorphToLoop(&this->skelAnime, &gPoeSistersFloatAnim, -3.0f); } this->sisTimer = Rand_S16Offset(15, 3); - this->sisFlags |= EN_POESIS_FLAG_VANISH | EN_POESIS_FLAG_ROTATE | EN_POESIS_FLAG_ACCOL; + this->sisFlags |= (EN_POESIS_FLAG_VANISH | EN_POESIS_FLAG_ROTATE | EN_POESIS_FLAG_ACCOL); this->actionFunc = EnPoSisters_FightState1; } @@ -423,11 +423,11 @@ void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) { (or destroy the decoys and herself if one decoy fails.)*/ void EnPoSisters_MegSetup(EnPoSisters* this, PlayState* play) { Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) << 0)); + this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) * 1)); Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) << 1)); + this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) * 2)); Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0,((EN_POESIS_DECOY_PARAM) << 2)); + this->actor.world.pos.z, 0, 0, 0, ((EN_POESIS_DECOY_PARAM) * 3)); s32 pad; s32 pad1; @@ -515,7 +515,7 @@ void EnPoSisters_MegFightInit(EnPoSisters* this) { this->sisColor.a = 255; this->sisTimer = 300; this->megVar = 3; - this->sisFlags |= EN_POESIS_FLAG_HOVER|EN_POESIS_FLAG_ACCOL; + this->sisFlags |= (EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ACCOL); this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->actionFunc = EnPoSisters_MegFightStep1; } @@ -530,7 +530,7 @@ void EnPoSisters_JoelleBethInit(EnPoSisters* this) { this->actor.home.pos.z = -3440.0f; } Animation_PlayLoop(&this->skelAnime, &gPoeSistersFloatAnim); - this->sisFlags |= EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ROTATE; + this->sisFlags |= (EN_POESIS_FLAG_HOVER | EN_POESIS_FLAG_ROTATE); this->actionFunc = EnPoSisters_JoelleBethMove; this->actor.speed = 5.0f; }