From b230f8941dfc632af5ad0204846dcfd7dff61519 Mon Sep 17 00:00:00 2001 From: blackgamma7 <28585957+blackgamma7@users.noreply.github.com> Date: Mon, 8 Dec 2025 20:18:03 -0500 Subject: [PATCH] Update z_en_po_sisters.c little more formatting --- .../ovl_En_Po_Sisters/z_en_po_sisters.c | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) 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 24330987fc..c41b1d29b3 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 @@ -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 {