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@ -254,7 +254,8 @@ u32 UpdatePlayerCollision(void) {
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if (gPlayerState.field_0xa != 0) {
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if (gPlayerState.field_0xa != 0) {
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return 0;
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return 0;
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}
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}
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if ((Direction8FromAnimationState(gPlayerEntity.animationState)) - gPlayerState.direction != DirectionNorth) {
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if ((Direction8FromAnimationState(gPlayerEntity.animationState)) - gPlayerState.direction !=
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DirectionNorth) {
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return 0;
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return 0;
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}
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}
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if ((gPlayerEntity.direction & DIR_NOT_MOVING_CHECK) != 0) {
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if ((gPlayerEntity.direction & DIR_NOT_MOVING_CHECK) != 0) {
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@ -356,7 +357,8 @@ u32 UpdatePlayerCollision(void) {
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return 0;
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return 0;
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}
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}
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#endif
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#endif
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if ((Direction8FromAnimationState(gPlayerEntity.animationState)) - gPlayerState.direction != DirectionNorth) {
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if ((Direction8FromAnimationState(gPlayerEntity.animationState)) - gPlayerState.direction !=
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DirectionNorth) {
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return 0;
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return 0;
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}
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}
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if ((gPlayerEntity.direction & 0x80) != 0) {
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if ((gPlayerEntity.direction & 0x80) != 0) {
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@ -595,7 +597,8 @@ bool32 sub_0801A2B0(LayerStruct* layer, u32 position, u32 collisionType) {
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u16 temp4;
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u16 temp4;
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uVar1 = gUnk_080B4488[gPlayerEntity.animationState >> 1];
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uVar1 = gUnk_080B4488[gPlayerEntity.animationState >> 1];
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if ((((gPlayerState.field_0x35 | gPlayerState.direction) & DIR_NOT_MOVING_CHECK) == 0) && ((gPlayerEntity.frame & 1) != 0)) {
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if ((((gPlayerState.field_0x35 | gPlayerState.direction) & DIR_NOT_MOVING_CHECK) == 0) &&
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((gPlayerEntity.frame & 1) != 0)) {
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position = (u16)(position - (-uVar1)); // necessary for match
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position = (u16)(position - (-uVar1)); // necessary for match
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temp4 = sub_080B1B54(GetTileType(position, gPlayerEntity.collisionLayer));
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temp4 = sub_080B1B54(GetTileType(position, gPlayerEntity.collisionLayer));
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switch (temp4) {
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switch (temp4) {
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@ -73,7 +73,8 @@ void Leever_Idle(Entity* this) {
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if (Leever_PlayerInRange(this, Random() & 0x1f)) {
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if (Leever_PlayerInRange(this, Random() & 0x1f)) {
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this->action = 2;
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this->action = 2;
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this->spriteSettings.draw = TRUE;
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this->spriteSettings.draw = TRUE;
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this->direction = (GetFacingDirection(this, gUnk_020000B0) + gLeeverDrift[Random() & 1]) & (0x3 | DirectionNorthWest);
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this->direction =
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(GetFacingDirection(this, gUnk_020000B0) + gLeeverDrift[Random() & 1]) & (0x3 | DirectionNorthWest);
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InitializeAnimation(this, LeeverAnimation_DigUp);
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InitializeAnimation(this, LeeverAnimation_DigUp);
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UpdateSpriteForCollisionLayer(this);
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UpdateSpriteForCollisionLayer(this);
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} else {
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} else {
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@ -182,7 +182,8 @@ void Peahat_ChargeStart(Entity* this) {
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this->action = 3;
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this->action = 3;
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this->timer = 120;
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this->timer = 120;
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this->speed = 192;
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this->speed = 192;
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this->direction = (GetFacingDirection(this, gUnk_020000B0) + gUnk_080CA5D4[Random() & 1]) & (0x3 | DirectionNorthWest);
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this->direction =
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(GetFacingDirection(this, gUnk_020000B0) + gUnk_080CA5D4[Random() & 1]) & (0x3 | DirectionNorthWest);
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}
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}
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} else {
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} else {
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sub_080205F8(this);
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sub_080205F8(this);
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@ -158,8 +158,8 @@ void sub_08076A88(ItemBehavior* this, u32 index) {
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if ((*(u16*)&ptr[(gPlayerEntity.animationState & 0xfe)] & gPlayerState.playerInput.heldInput) == 0) {
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if ((*(u16*)&ptr[(gPlayerEntity.animationState & 0xfe)] & gPlayerState.playerInput.heldInput) == 0) {
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this->direction = (this->playerAnimationState & 0xe) * 4;
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this->direction = (this->playerAnimationState & 0xe) * 4;
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if ((gPlayerState.direction != DIR_NONE) && (gPlayerState.direction != this->direction)) {
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if ((gPlayerState.direction != DIR_NONE) && (gPlayerState.direction != this->direction)) {
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if (((gPlayerState.direction - this->direction) &
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if (((gPlayerState.direction - this->direction) & (0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast |
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(0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest)) < DirectionSouth) {
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DirectionSouth | DirectionWest)) < DirectionSouth) {
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this->direction = this->direction + 2;
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this->direction = this->direction + 2;
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}
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}
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this->direction--;
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this->direction--;
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@ -2165,37 +2165,29 @@ bool32 sub_080AF0C8(Entity* this) {
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u32 tileType = GetTileTypeByEntity(this);
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u32 tileType = GetTileTypeByEntity(this);
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switch (tileType) {
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switch (tileType) {
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case 0x87:
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case 0x87:
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if ((
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if (((this->direction + 7) & (0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth |
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(this->direction + 7) &
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DirectionWest)) < DirectionSouth) {
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(0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest)
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) < DirectionSouth) {
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this->collisions = COL_NORTH_ANY;
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this->collisions = COL_NORTH_ANY;
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return TRUE;
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return TRUE;
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}
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}
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break;
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break;
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case 0x8a:
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case 0x8a:
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if ((
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if (((this->direction - 1) & (0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth |
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(this->direction - 1) &
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DirectionWest)) < DirectionSouth) {
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(0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest)
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) < DirectionSouth) {
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this->collisions = COL_EAST_ANY;
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this->collisions = COL_EAST_ANY;
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return TRUE;
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return TRUE;
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}
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}
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break;
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break;
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case 0x88:
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case 0x88:
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if ((
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if (((this->direction - 9) & (0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth |
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(this->direction - 9) &
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DirectionWest)) < DirectionSouth) {
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(0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest)
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) < DirectionSouth) {
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this->collisions = COL_SOUTH_ANY;
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this->collisions = COL_SOUTH_ANY;
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return TRUE;
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return TRUE;
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}
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}
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break;
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break;
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case 0x89:
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case 0x89:
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if ((
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if (((this->direction - 0x11) & (0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth |
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(this->direction - 0x11) &
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DirectionWest)) < DirectionSouth) {
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(0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest)
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) < DirectionSouth) {
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this->collisions = COL_WEST_ANY;
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this->collisions = COL_WEST_ANY;
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return TRUE;
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return TRUE;
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}
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}
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@ -2645,7 +2645,8 @@ static void sub_0807332C(Entity* this) {
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LinearMoveUpdate(this);
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LinearMoveUpdate(this);
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return;
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return;
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}
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}
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this->direction = (this->direction - 1) & (0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest);
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this->direction = (this->direction - 1) &
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(0x3 | DIR_DIAGONAL | DirectionNorth | DirectionEast | DirectionSouth | DirectionWest);
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}
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}
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LinearMoveUpdate(this);
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LinearMoveUpdate(this);
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return;
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return;
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