Update z_en_po_sisters.c

little more formatting
This commit is contained in:
blackgamma7 2025-12-08 20:18:03 -05:00
parent 1321ba2c5a
commit b230f8941d
1 changed files with 11 additions and 11 deletions

View File

@ -116,13 +116,13 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit sColChkInfoInit = { 10, 25, 60, 40 };
typedef enum EnPoSisterFlags {
EN_PO_SISTERS_FLAG_ACCOL= 1 << 0, // set AC collision
EN_PO_SISTERS_FLAG_ACCOL = 1 << 0, // set AC collision
EN_PO_SISTERS_FLAG_ROTATE = 1 << 1, // set shape.rot.y to world.rot.y
EN_PO_SISTERS_FLAG_VANISH = 1 << 2, // tick vanishTimer, then disappear if 0.
EN_PO_SISTERS_FLAG_HOVER = 1 << 3, // hover up and down a few units towards y-target
EN_PO_SISTERS_FLAG_BGCHECK = 1 << 4, // BGCheck floors and walls
EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE | EN_PO_SISTERS_FLAG_VANISH |
EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK),
EN_PO_SISTERS_FLAG_UPDATEMASK = (EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE | EN_PO_SISTERS_FLAG_VANISH |
EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK),
EN_PO_SISTERS_FLAG_TORCH = 1 << 5, // manipulate torch flames
EN_PO_SISTERS_FLAG_SPIN = 1 << 6, // the real Meg spins as a tell
EN_PO_SISTERS_FLAG_NOMTXF = 1 << 7, // don't read or write torchMtx
@ -398,13 +398,13 @@ void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) {
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_PO_SISTERS_DECOY_PARAM) * 1));
this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_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_PO_SISTERS_DECOY_PARAM) * 2));
this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_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_PO_SISTERS_DECOY_PARAM) * 3));
this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM)*3));
s32 pad;
s32 pad1;
@ -732,7 +732,7 @@ void EnPoSisters_Hit(EnPoSisters* this, PlayState* play) {
if (this->decoyID != 0) {
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y,
(this->decoyID == 2) ? 0x800 : 0x400);
this->sisterColor.a =
this->sisterColor.a =
((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame;
this->actor.world.pos.y = this->actor.parent->world.pos.y;
EnPoSisters_CircleUpdate(this, play);
@ -1383,16 +1383,16 @@ void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
}
if (this->torchFlames > 0) {
Color_RGBA8* color = &sTorchLightColors[this->sisterID];
f32 temp_f2 = Rand_ZeroOne() * 0.3f + 0.7f;
f32 flicker = Rand_ZeroOne() * 0.3f + 0.7f;
if (this->actionFunc == EnPoSisters_Die || this->actionFunc == EnPoSisters_IntroStep2 ||
this->actionFunc == EnPoSisters_IntroStep4) {
Lights_PointNoGlowSetInfo(&this->lightInfo, this->torchPos[0].x, this->torchPos[0].y + 15.0f,
this->torchPos[0].z, color->r * temp_f2, color->g * temp_f2,
color->b * temp_f2, 200);
this->torchPos[0].z, color->r * flicker, color->g * flicker,
color->b * flicker, 200);
} else {
Lights_PointGlowSetInfo(&this->lightInfo, this->torchPos[0].x, this->torchPos[0].y + 15.0f,
this->torchPos[0].z, color->r * temp_f2, color->g * temp_f2, color->b * temp_f2,
this->torchPos[0].z, color->r * flicker, color->g * flicker, color->b * flicker,
200);
}
} else {