diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/src/overlays/actors/ovl_En_Sw/z_en_sw.c index 2cd5e491c5..7e5cab4821 100644 --- a/src/overlays/actors/ovl_En_Sw/z_en_sw.c +++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.c @@ -210,7 +210,7 @@ s32 EnSw_GoldMove(EnSw* this, PlayState* play, s32 changePoly) { posB.z -= this->surfaceNormal.z * 18.0f; poly0 = EnSw_GetPoly(play, &posA, &posB, &posOut, &bgId); - // move spider if poly avalable and not jumping/falling from hidding spot + // Move spider if poly avalable and not jumping/falling from hidding spot if ((poly0 != NULL) && (this->goldInAir == false)) { posB.x = posA.x + (this->unk_37C.x * 24); posB.y = posA.y + (this->unk_37C.y * 24); @@ -327,7 +327,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) { switch (ENSW_GET_TYPE(thisx)) { case SW_TYPE_GOLD_HIDDEN_SOIL: case SW_TYPE_GOLD_HIDDEN_TREE: - //springing out of a hidding spot + // Springing out of a hidding spot this->goldInAir = true; this->actor.velocity.y = 8.0f; this->actor.speed = 4.0f; @@ -563,7 +563,9 @@ void EnSw_GoldHiddenSetup(EnSw* this, PlayState* play) { } } -/*Animation for Gold Skulltula coming from tree or soil patch.*/ +/** + * Action for gold skulltulas emerging from trees or soil patches. + */ void EnSw_GoldHiddenReveal(EnSw* this, PlayState* play) { if (this->waitTimer != 0) { if ((this->waitTimer & 4) != 0) { @@ -1085,7 +1087,8 @@ void EnSw_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, } /** - * Gives skullwalltulas a tint of `color` with an intensity based on `distA` and `distB` while dashing or preparing to dash. + * Gives skullwalltulas a tint of `color` with an intensity based on `distA` and `distB` while dashing or preparing to + * dash. */ void EnSw_SetFog(PlayState* play, Color_RGBA8* color, s16 distA, s16 distB) { f32 far;