diff --git a/src/gcc_fix/missing_gcc_functions.c b/src/gcc_fix/missing_gcc_functions.c index c62418c7bb..b4d87a8926 100644 --- a/src/gcc_fix/missing_gcc_functions.c +++ b/src/gcc_fix/missing_gcc_functions.c @@ -47,7 +47,7 @@ u64 __fixunssfdi(f32 a) { u64 i; } m; - __asm__ ("cvt.l.s %0, %1" : "=f"(m.f) : "f"(a)); + __asm__("cvt.l.s %0, %1" : "=f"(m.f) : "f"(a)); return m.i; } return 0; @@ -61,7 +61,7 @@ u64 __fixunsdfdi(f64 a) { u64 i; } m; - __asm__ ("cvt.l.d %0, %1" : "=f"(m.f) : "f"(a)); + __asm__("cvt.l.d %0, %1" : "=f"(m.f) : "f"(a)); return m.i; } return 0; @@ -74,7 +74,7 @@ s64 __fixsfdi(f32 c) { s64 i; } m; - __asm__ ("cvt.l.s %0, %1" : "=f"(m.f) : "f"(c)); + __asm__("cvt.l.s %0, %1" : "=f"(m.f) : "f"(c)); return m.i; } @@ -85,7 +85,7 @@ s64 __fixdfdi(f64 c) { s64 i; } m; - __asm__ ("cvt.l.d %0, %1" : "=f"(m.f) : "f"(c)); + __asm__("cvt.l.d %0, %1" : "=f"(m.f) : "f"(c)); return m.i; } @@ -98,7 +98,7 @@ f32 __floatdisf(s64 c) { register f32 v; m.i = c; - __asm__ ("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f)); + __asm__("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f)); return v; } @@ -111,7 +111,7 @@ f64 __floatdidf(s64 c) { register f64 v; m.i = c; - __asm__ ("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f)); + __asm__("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f)); return v; } @@ -124,7 +124,7 @@ f32 __floatundisf(u64 c) { register f32 v; m.i = c; - __asm__ ("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f)); + __asm__("cvt.s.l %0, %1" : "=f"(v) : "f"(m.f)); if ((s64)c < 0) { // cvt.s.l assumes signed input, adjust output v += 4294967296.0f; // 2^32 @@ -141,7 +141,7 @@ f64 __floatundidf(u64 c) { register f64 v; m.i = c; - __asm__ ("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f)); + __asm__("cvt.d.l %0, %1" : "=f"(v) : "f"(m.f)); if ((s64)c < 0) { // cvt.d.l assumes signed input, adjust output v += 18446744073709551616.0; // 2^64 diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c index 2a5ee19bce..8fe6dfbb42 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c @@ -69,8 +69,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) { for (i = 0; i < 2; i++) { cucco = (EnSyatekiNiw*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x, - cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, - SYATEKI_MINIGAME_ALLEY); + cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, SYATEKI_MINIGAME_ALLEY); if (cucco != NULL) { cucco->scale = cuccoScales[i]; cucco->collider.dim.radius = (s16)cuccoColliderDims[i][0]; diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c index ff0f5f3244..2393a679ff 100644 --- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c +++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c @@ -497,9 +497,8 @@ void EnSyatekiNiw_SetupRemove(EnSyatekiNiw* this, PlayState* play) { Actor_SetFocus(&this->actor, this->focusYOffset); Actor_GetScreenPos(play, &this->actor, &screenX, &screenY); - if ((this->actor.projectedPos.z > 200.0f) && (this->actor.projectedPos.z < 800.0f) - && (screenX > 0) && (screenX < SCREEN_WIDTH) && (screenY > 0) - && (screenY < SCREEN_HEIGHT)) { + if ((this->actor.projectedPos.z > 200.0f) && (this->actor.projectedPos.z < 800.0f) && (screenX > 0) && + (screenX < SCREEN_WIDTH) && (screenY > 0) && (screenY < SCREEN_HEIGHT)) { this->actor.speed = 5.0f; this->rotYFlip = Rand_ZeroFloat(1.99f); this->removeStateYaw = Rand_CenteredFloat(8000.0f) + -10000.0f; diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c index ff5ed8eb42..e80494fd53 100644 --- a/src/overlays/actors/ovl_Fishing/z_fishing.c +++ b/src/overlays/actors/ovl_Fishing/z_fishing.c @@ -165,7 +165,7 @@ typedef enum { static u8 sOwnerHair = FS_OWNER_BALD; static u8 sIsOwnersHatHooked = false; // hat is on fishing hook -static u8 sIsOwnersHatSunk = false; // hat is sinking into pond. +static u8 sIsOwnersHatSunk = false; // hat is sinking into pond. static s16 sRodCastState = 0; @@ -986,7 +986,7 @@ void Fishing_Init(Actor* thisx, PlayState* play2) { SkelAnime_Update(&this->skelAnime); - if (thisx->params == EN_FISH_AQUARIUM) { + if (thisx->params == EN_FISH_AQUARIUM) { this->fishState = 100; Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_PROP); thisx->targetMode = 0; @@ -2175,8 +2175,8 @@ void Fishing_UpdateLure(Fishing* this, PlayState* play) { D_80B7E148 = 520.0f; sRodLineSpooled = 195.0f; - sRodCastState = sLureEquipped = sLureTimer = D_80B7E0B0 = D_80B7E0B2 = sRodCastTimer = sWiggleAttraction = D_80B7E114 = - D_80B7E150 = 0; + sRodCastState = sLureEquipped = sLureTimer = D_80B7E0B0 = D_80B7E0B2 = sRodCastTimer = sWiggleAttraction = + D_80B7E114 = D_80B7E150 = 0; sLure1Rotate = sReelLinePosStep = sLurePosZOffset = 0.0f; sLureLineSegPosDelta = zeroVec; @@ -2493,7 +2493,7 @@ void Fishing_UpdateLure(Fishing* this, PlayState* play) { sLureRot.x = 0.0f; // lure hopping on land if (CHECK_BTN_ALL(input->press.button, BTN_B)) { - sRodLineSpooled += 6.0f; + sRodLineSpooled += 6.0f; Sfx_PlaySfxAtPos(&sSoundPos, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_SAND); } } else { @@ -2770,7 +2770,8 @@ void func_80B70ED4(Fishing* this, Input* input) { this->rotationStep = 28672.0f; this->speedTarget = 5.0f; } else { - if ((CHECK_BTN_ALL(input->cur.button, BTN_A) || (sLureWigglePosY > 1.0f)) && (lineLengthSQ < SQ(120.0f))) { + if ((CHECK_BTN_ALL(input->cur.button, BTN_A) || (sLureWigglePosY > 1.0f)) && + (lineLengthSQ < SQ(120.0f))) { this->fishState = 2; this->unk_15E = 0; this->timerArray[0] = 0; @@ -3061,7 +3062,8 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { Fishing_SpawnBubble(NULL, play->specialEffects, &bubblePos, Rand_ZeroFloat(0.02f) + 0.03f, 1); } - Math_ApproachS(&this->fishLimbEFRotYDelta, (Math_SinS(this->stateAndTimer * 0x800) * 2500.0f) + 2500.0f, 2, 0x7D0); + Math_ApproachS(&this->fishLimbEFRotYDelta, (Math_SinS(this->stateAndTimer * 0x800) * 2500.0f) + 2500.0f, 2, + 0x7D0); Math_ApproachS(&this->fishLimb89RotYDelta, Math_SinS(this->stateAndTimer * 0xA00) * 1500.0f, 2, 0x7D0); this->unk_190 = 0.3f; @@ -3907,12 +3909,12 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { multiVecSrc.y = -10.0f; multiVecSrc.z = 5.0f; Matrix_MultVec3f(&multiVecSrc, &targetPosOffset); - Math_ApproachF(&this->actor.world.pos.x, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].x + targetPosOffset.x, 1.0f, - 6.0f); - Math_ApproachF(&this->actor.world.pos.y, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].y + targetPosOffset.y, 1.0f, - 6.0f); - Math_ApproachF(&this->actor.world.pos.z, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].z + targetPosOffset.z, 1.0f, - 6.0f); + Math_ApproachF(&this->actor.world.pos.x, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].x + targetPosOffset.x, + 1.0f, 6.0f); + Math_ApproachF(&this->actor.world.pos.y, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].y + targetPosOffset.y, + 1.0f, 6.0f); + Math_ApproachF(&this->actor.world.pos.z, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].z + targetPosOffset.z, + 1.0f, 6.0f); sRodLineSpooled = 188.0f; @@ -4175,7 +4177,6 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) { Actor_PlaySfx(&this->actor, NA_SE_EV_FISH_LEAP); Fishing_SplashBySize2(this, play); - if (Rand_ZeroOne() < 0.5f) { this->rotationTarget.z = 0x4000; } else {