From 18dceff1d82650e3487137a2472425fd81446dba Mon Sep 17 00:00:00 2001 From: Pablo <72659707+Pepe20129@users.noreply.github.com> Date: Tue, 5 Aug 2025 00:33:28 +0200 Subject: [PATCH] Format --- .../actors/ovl_En_Po_Relay/z_en_po_relay.c | 30 +++++++++++-------- 1 file changed, 18 insertions(+), 12 deletions(-) diff --git a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c index d783c5184b..f5067551ee 100644 --- a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c +++ b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c @@ -116,7 +116,8 @@ void EnPoRelay_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 42.0f); - SkelAnime_InitFlex(play, &this->skelAnime, &gDampeSkel, &gDampeFloatAnim, this->jointTable, this->morphTable, LIMB_OBJECT_TK_00BE40_MAX); + SkelAnime_InitFlex(play, &this->skelAnime, &gDampeSkel, &gDampeFloatAnim, this->jointTable, this->morphTable, + LIMB_OBJECT_TK_00BE40_MAX); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); @@ -182,7 +183,11 @@ void EnPoRelay_SetupEndRace(EnPoRelay* this) { } void EnPoRelay_CorrectY(EnPoRelay* this) { - Math_StepToF(&this->actor.home.pos.y, sPathPoints[(this->pathIndex >= ARRAY_COUNT(sPathPoints)) ? ARRAY_COUNT(sPathPoints) - 1 : this->pathIndex].y + 45.0f, 2.0f); + Math_StepToF( + &this->actor.home.pos.y, + sPathPoints[(this->pathIndex >= ARRAY_COUNT(sPathPoints)) ? ARRAY_COUNT(sPathPoints) - 1 : this->pathIndex].y + + 45.0f, + 2.0f); this->actor.world.pos.y = Math_SinS(this->bobTimer * 0x800) * 8.0f + this->actor.home.pos.y; } @@ -242,9 +247,9 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) { Math_SmoothStepToS(&this->actor.world.rot.y, this->yawTowardsNode, 2, 0x1000, 0x100); this->actor.shape.rot.y = this->actor.world.rot.y + (this->actionTimer * 0x800) + 0x8000; if (this->pathIndex < 23) { - //! @bug Dampé's speed is directly proportional to the player's speed when more than 300 units away from the player - //! and not in the branching paths, so if the player is going backwards; - //! by HESSing, backwalking, etc., Dampé will also move backwards, away from the next node in the path rather than towards it + //! @bug Dampé's speed is directly proportional to the player's speed when more than 300 units away from the + //! player and not in the branching paths, so if the player is going backwards; by HESSing, backwalking, etc., + //! Dampé will also move backwards, away from the next node in the path rather than towards it // If the player travels along a different path to Dampé that converges later if ((Math3D_PointInSquare2D(660.0f, 840.0f, -4480.0f, -3760.0f, player->actor.world.pos.x, @@ -347,16 +352,16 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) { vec.x = (Math_SinS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x4800) * 23.0f) + this->actor.world.pos.x; vec.z = (Math_CosS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x4800) * 23.0f) + this->actor.world.pos.z; } - EffectSsDeadDb_Spawn(play, &vec, &sDissapearParticlesVelocity, &sDissapearParticlesAccel, this->actionTimer * 10 + 80, 0, 255, 255, 255, 255, - 0, 0, 255, 1, 9, true); + EffectSsDeadDb_Spawn(play, &vec, &sDissapearParticlesVelocity, &sDissapearParticlesAccel, + this->actionTimer * 10 + 80, 0, 255, 255, 255, 255, 0, 0, 255, 1, 9, true); vec.x = (this->actor.world.pos.x + this->actor.world.pos.x) - vec.x; vec.z = (this->actor.world.pos.z + this->actor.world.pos.z) - vec.z; - EffectSsDeadDb_Spawn(play, &vec, &sDissapearParticlesVelocity, &sDissapearParticlesAccel, this->actionTimer * 10 + 80, 0, 255, 255, 255, 255, - 0, 0, 255, 1, 9, true); + EffectSsDeadDb_Spawn(play, &vec, &sDissapearParticlesVelocity, &sDissapearParticlesAccel, + this->actionTimer * 10 + 80, 0, 255, 255, 255, 255, 0, 0, 255, 1, 9, true); vec.x = this->actor.world.pos.x; vec.z = this->actor.world.pos.z; - EffectSsDeadDb_Spawn(play, &vec, &sDissapearParticlesVelocity, &sDissapearParticlesAccel, this->actionTimer * 10 + 80, 0, 255, 255, 255, 255, - 0, 0, 255, 1, 9, true); + EffectSsDeadDb_Spawn(play, &vec, &sDissapearParticlesVelocity, &sDissapearParticlesAccel, + this->actionTimer * 10 + 80, 0, 255, 255, 255, 255, 0, 0, 255, 1, 9, true); if (this->actionTimer == 1) { Actor_PlaySfx(&this->actor, NA_SE_EN_EXTINCT); } @@ -375,7 +380,8 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) { if (!Flags_GetCollectible(play, this->actor.params) && (gSaveContext.timerSeconds <= 60)) { Item_DropCollectible2(play, &posAtGround, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE)); } else { - Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, posAtGround.x, posAtGround.y, posAtGround.z, 0, 0, 0, 2); + Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, posAtGround.x, posAtGround.y, posAtGround.z, 0, 0, + 0, 2); } } else { Flags_SetTempClear(play, 4);