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Run formatter (#1541)
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parent
57ce0cf8d9
commit
185c9cbf1a
4 changed files with 26 additions and 27 deletions
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@ -69,8 +69,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
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for (i = 0; i < 2; i++) {
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cucco = (EnSyatekiNiw*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x,
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cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0,
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SYATEKI_MINIGAME_ALLEY);
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cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, SYATEKI_MINIGAME_ALLEY);
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if (cucco != NULL) {
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cucco->scale = cuccoScales[i];
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cucco->collider.dim.radius = (s16)cuccoColliderDims[i][0];
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@ -497,9 +497,8 @@ void EnSyatekiNiw_SetupRemove(EnSyatekiNiw* this, PlayState* play) {
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Actor_SetFocus(&this->actor, this->focusYOffset);
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Actor_GetScreenPos(play, &this->actor, &screenX, &screenY);
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if ((this->actor.projectedPos.z > 200.0f) && (this->actor.projectedPos.z < 800.0f)
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&& (screenX > 0) && (screenX < SCREEN_WIDTH) && (screenY > 0)
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&& (screenY < SCREEN_HEIGHT)) {
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if ((this->actor.projectedPos.z > 200.0f) && (this->actor.projectedPos.z < 800.0f) && (screenX > 0) &&
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(screenX < SCREEN_WIDTH) && (screenY > 0) && (screenY < SCREEN_HEIGHT)) {
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this->actor.speed = 5.0f;
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this->rotYFlip = Rand_ZeroFloat(1.99f);
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this->removeStateYaw = Rand_CenteredFloat(8000.0f) + -10000.0f;
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@ -2175,8 +2175,8 @@ void Fishing_UpdateLure(Fishing* this, PlayState* play) {
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D_80B7E148 = 520.0f;
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sRodLineSpooled = 195.0f;
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sRodCastState = sLureEquipped = sLureTimer = D_80B7E0B0 = D_80B7E0B2 = sRodCastTimer = sWiggleAttraction = D_80B7E114 =
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D_80B7E150 = 0;
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sRodCastState = sLureEquipped = sLureTimer = D_80B7E0B0 = D_80B7E0B2 = sRodCastTimer = sWiggleAttraction =
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D_80B7E114 = D_80B7E150 = 0;
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sLure1Rotate = sReelLinePosStep = sLurePosZOffset = 0.0f;
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sLureLineSegPosDelta = zeroVec;
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@ -2770,7 +2770,8 @@ void func_80B70ED4(Fishing* this, Input* input) {
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this->rotationStep = 28672.0f;
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this->speedTarget = 5.0f;
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} else {
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if ((CHECK_BTN_ALL(input->cur.button, BTN_A) || (sLureWigglePosY > 1.0f)) && (lineLengthSQ < SQ(120.0f))) {
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if ((CHECK_BTN_ALL(input->cur.button, BTN_A) || (sLureWigglePosY > 1.0f)) &&
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(lineLengthSQ < SQ(120.0f))) {
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this->fishState = 2;
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this->unk_15E = 0;
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this->timerArray[0] = 0;
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@ -3061,7 +3062,8 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
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Fishing_SpawnBubble(NULL, play->specialEffects, &bubblePos, Rand_ZeroFloat(0.02f) + 0.03f, 1);
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}
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Math_ApproachS(&this->fishLimbEFRotYDelta, (Math_SinS(this->stateAndTimer * 0x800) * 2500.0f) + 2500.0f, 2, 0x7D0);
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Math_ApproachS(&this->fishLimbEFRotYDelta, (Math_SinS(this->stateAndTimer * 0x800) * 2500.0f) + 2500.0f, 2,
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0x7D0);
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Math_ApproachS(&this->fishLimb89RotYDelta, Math_SinS(this->stateAndTimer * 0xA00) * 1500.0f, 2, 0x7D0);
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this->unk_190 = 0.3f;
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@ -3907,12 +3909,12 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
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multiVecSrc.y = -10.0f;
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multiVecSrc.z = 5.0f;
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Matrix_MultVec3f(&multiVecSrc, &targetPosOffset);
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Math_ApproachF(&this->actor.world.pos.x, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].x + targetPosOffset.x, 1.0f,
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6.0f);
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Math_ApproachF(&this->actor.world.pos.y, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].y + targetPosOffset.y, 1.0f,
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6.0f);
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Math_ApproachF(&this->actor.world.pos.z, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].z + targetPosOffset.z, 1.0f,
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6.0f);
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Math_ApproachF(&this->actor.world.pos.x, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].x + targetPosOffset.x,
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1.0f, 6.0f);
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Math_ApproachF(&this->actor.world.pos.y, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].y + targetPosOffset.y,
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1.0f, 6.0f);
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Math_ApproachF(&this->actor.world.pos.z, player->bodyPartsPos[PLAYER_BODYPART_R_HAND].z + targetPosOffset.z,
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1.0f, 6.0f);
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sRodLineSpooled = 188.0f;
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@ -4175,7 +4177,6 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
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Actor_PlaySfx(&this->actor, NA_SE_EV_FISH_LEAP);
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Fishing_SplashBySize2(this, play);
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if (Rand_ZeroOne() < 0.5f) {
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this->rotationTarget.z = 0x4000;
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} else {
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