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Fix misc 16 (#1371)

* Replace tabs in exceptasm.s source

* Replace tabs with \t in strings

* Fix grammar in various comments

* Fix "initalize" typos in code

* (fix typo) `__osMallocIsInitalized` -> `__osMallocIsInitialized`

* Some Link -> Player

* Use `EXCH_ITEM_` more

* "bgm music" -> "background music"

* Fix typos in `place_title_cards.xml`

* `SkelAnime_Update` returns a boolean

* Run formatter
This commit is contained in:
Dragorn421 2022-08-30 23:35:00 +02:00 committed by GitHub
parent 881fe0ad0a
commit 2e18eb334b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
46 changed files with 147 additions and 147 deletions

View file

@ -158,7 +158,7 @@ void BgHakaGate_StatueInactive(BgHakaGate* this, PlayState* play) {
void BgHakaGate_StatueIdle(BgHakaGate* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 linkDirection;
s32 playerDirection;
f32 forceDirection;
if (this->dyna.unk_150 != 0.0f) {
@ -166,8 +166,8 @@ void BgHakaGate_StatueIdle(BgHakaGate* this, PlayState* play) {
this->vInitTurnAngle = this->dyna.actor.shape.rot.y - this->dyna.actor.yawTowardsPlayer;
sStatueDistToPlayer = this->dyna.actor.xzDistToPlayer;
forceDirection = (this->dyna.unk_150 >= 0.0f) ? 1.0f : -1.0f;
linkDirection = ((s16)(this->dyna.actor.yawTowardsPlayer - player->actor.shape.rot.y) > 0) ? -1 : 1;
this->vTurnDirection = linkDirection * forceDirection;
playerDirection = ((s16)(this->dyna.actor.yawTowardsPlayer - player->actor.shape.rot.y) > 0) ? -1 : 1;
this->vTurnDirection = playerDirection * forceDirection;
this->actionFunc = BgHakaGate_StatueTurn;
} else {
player->stateFlags2 &= ~PLAYER_STATE2_4;

View file

@ -236,7 +236,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
if (GET_EVENTCHKINF(EVENTCHKINF_07)) {
alpha = 2150;
}
} else { // neeeded to match
} else { // needed to match
}
if (gSaveContext.sceneLayer == 6) {

View file

@ -660,7 +660,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
this->targetPos = this->actor.world.pos;
Math_ApproachF(&this->tentMaxAngle, 0.5f, 1.0f, 0.01);
Math_ApproachF(&this->tentSpeed, 160.0f, 1.0f, 50.0f);
if ((this->timers[0] == 0) || (this->linkHitTimer != 0)) {
if ((this->timers[0] == 0) || (this->playerHitTimer != 0)) {
dx = this->tentPos[22].x - player->actor.world.pos.x;
dy = this->tentPos[22].y - player->actor.world.pos.y;
dz = this->tentPos[22].z - player->actor.world.pos.z;
@ -670,9 +670,9 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
this->timers[0] = 40;
this->tentSpeed = 0;
if ((s16)(this->actor.shape.rot.y - this->actor.yawTowardsPlayer) >= 0) {
this->linkToLeft = false;
this->playerToLeft = false;
} else {
this->linkToLeft = true;
this->playerToLeft = true;
}
} else {
this->tentMaxAngle = .001f;
@ -702,7 +702,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
}
for (indS1 = 0; indS1 < 41; indS1++) {
if (this->timers[0] > 25) {
if (!this->linkToLeft) {
if (!this->playerToLeft) {
Math_ApproachS(&this->tentRot[indS1].z, sCurlRot[indS1] * 0x100, 1.0f / this->tentMaxAngle,
this->tentSpeed);
} else {
@ -710,7 +710,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
this->tentSpeed);
}
} else {
if (!this->linkToLeft) {
if (!this->playerToLeft) {
Math_ApproachS(&this->tentRot[indS1].z, sGrabRot[indS1] * 0x100, 1.0f / this->tentMaxAngle,
this->tentSpeed);
} else {
@ -725,7 +725,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0xC8);
}
if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_CURL) {
if ((this->timers[0] >= 5) && (this->linkHitTimer != 0) && (player->actor.parent == NULL)) {
if ((this->timers[0] >= 5) && (this->playerHitTimer != 0) && (player->actor.parent == NULL)) {
if (play->grabPlayer(play, player)) {
player->actor.parent = &this->actor;
this->work[MO_TENT_ACTION_STATE] = MO_TENT_GRAB;
@ -1158,7 +1158,7 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
this->cutScale = 1.0f;
} else if (hurtbox->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
this->linkHitTimer = 5;
this->playerHitTimer = 5;
}
this->tentRippleSize = 0.2f;
for (i2 = 0; i2 < 10; i2++) {
@ -1177,7 +1177,7 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
break;
} else if (this->tentCollider.elements[i1].info.toucherFlags & TOUCH_HIT) {
this->tentCollider.elements[i1].info.toucherFlags &= ~TOUCH_HIT;
this->linkHitTimer = 5;
this->playerHitTimer = 5;
break;
}
}
@ -2377,8 +2377,8 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
if (this->work[MO_TENT_INVINC_TIMER] != 0) {
this->work[MO_TENT_INVINC_TIMER]--;
}
if (this->linkHitTimer != 0) {
this->linkHitTimer--;
if (this->playerHitTimer != 0) {
this->playerHitTimer--;
}
if (this->drawActor) {
@ -2540,7 +2540,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
Vec3s sp84;
Matrix_Push();
if (this->linkToLeft) {
if (this->playerToLeft) {
sp8C.x *= -1.0f;
}
Matrix_MultVec3f(&sp8C, &this->grabPosRot.pos);

View file

@ -67,7 +67,7 @@ typedef struct BossMo {
/* 0x0170 */ s16 zSwing;
/* 0x0172 */ s16 cutIndex;
/* 0x0174 */ s16 meltIndex;
/* 0x0176 */ s16 linkToLeft;
/* 0x0176 */ s16 playerToLeft;
/* 0x0178 */ s16 mashCounter;
/* 0x017A */ s16 noBubbles;
/* 0x017C */ s16 sfxTimer;
@ -87,7 +87,7 @@ typedef struct BossMo {
/* 0x01CE */ s16 attackAngleMod;
/* 0x01D0 */ u8 unk_1D0; // unused?
/* 0x01D1 */ u8 drawActor;
/* 0x01D2 */ u8 linkHitTimer;
/* 0x01D2 */ u8 playerHitTimer;
/* 0x01D4 */ Vec3f targetPos;
/* 0x01E0 */ f32 tentRippleSize;
/* 0x01E4 */ PosRot grabPosRot;

View file

@ -198,7 +198,7 @@ static Vec3f sTwinrovaPillarPos[] = {
{ 0.0f, 380.0f, -580.0f },
};
static u8 sTwInitalized = false;
static u8 sTwInitialized = false;
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
@ -488,8 +488,8 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
this->actor.colChkInfo.health = 0;
Collider_InitCylinder(play, &this->collider);
if (!sTwInitalized) {
sTwInitalized = true;
if (!sTwInitialized) {
sTwInitialized = true;
play->envCtx.lightSettingOverride = 1;
play->envCtx.prevLightSetting = 1;
play->envCtx.lightSetting = 1;
@ -600,7 +600,7 @@ void BossTw_Destroy(Actor* thisx, PlayState* play) {
}
if (thisx->params == TW_TWINROVA) {
sTwInitalized = false;
sTwInitialized = false;
}
}

View file

@ -3463,7 +3463,7 @@ void BossVa_UpdateEffects(PlayState* play) {
if (effect->type == VA_TUMOR) {
s16 yaw;
refActor = effect->parent;
effect->rot.z += 0x157C;

View file

@ -263,7 +263,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) {
func_800788CC(NA_SE_IT_EARTHQUAKE);
}
} else {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
this->skelAnime.curFrame = 0.0f;
}
this->actionFunc(this, play);

View file

@ -303,7 +303,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[1].base);
Actor_MoveForward(thisx);
Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->skelAnime.animation == &gCowBodyChewAnim) {
Audio_PlayActorSfx2(thisx, NA_SE_EV_COW_CRY);
Animation_Change(&this->skelAnime, &gCowBodyMoveHeadAnim, 1.0f, 0.0f,
@ -343,7 +343,7 @@ void func_809DFE98(Actor* thisx, PlayState* play) {
EnCow* this = (EnCow*)thisx;
s32 pad;
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->skelAnime.animation == &gCowTailIdleAnim) {
Animation_Change(&this->skelAnime, &gCowTailSwishAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gCowTailSwishAnim), ANIMMODE_ONCE, 1.0f);

View file

@ -398,7 +398,7 @@ void EnCs_Wait(EnCs* this, PlayState* play) {
void EnCs_Talk(EnCs* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnCs_ChangeAnim(this, this->currentAnimIndex, &this->currentAnimIndex);
}

View file

@ -678,7 +678,7 @@ void EnDodongo_Death(EnDodongo* this, PlayState* play) {
} else if (this->actor.colorFilterTimer == 0) {
Actor_SetColorFilter(&this->actor, 0x4000, 0x78, 0, 4);
}
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->timer == 0) {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY);

View file

@ -236,7 +236,7 @@ void EnDs_Wait(EnDs* this, PlayState* play) {
void EnDs_Update(Actor* thisx, PlayState* play) {
EnDs* this = (EnDs*)thisx;
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
this->skelAnime.curFrame = 0.0f;
}

View file

@ -442,11 +442,11 @@ void EnFloormas_Die(EnFloormas* this, PlayState* play) {
void EnFloormas_BigDecideAction(EnFloormas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
// within 400 units of link and within 90 degrees rotation of him
// within 400 units and within 90 degrees rotation of player
if (this->actor.xzDistToPlayer < 400.0f && !Actor_IsFacingPlayer(&this->actor, 0x4000)) {
this->actionTarget = this->actor.yawTowardsPlayer;
EnFloormas_SetupTurn(this);
// within 280 units of link and within 45 degrees rotation of him
// within 280 units and within 45 degrees rotation of player
} else if (this->actor.xzDistToPlayer < 280.0f && Actor_IsFacingPlayer(&this->actor, 0x2000)) {
EnFloormas_SetupHover(this, play);
} else {
@ -490,7 +490,7 @@ void EnFloormas_BigWalk(EnFloormas* this, PlayState* play) {
this->actionTarget = this->actor.wallYaw;
EnFloormas_SetupTurn(this);
} else if ((this->actor.xzDistToPlayer < 400.0f) && !Actor_IsFacingPlayer(&this->actor, 0x4000)) {
// set target rotation to link.
// set target rotation to player.
this->actionTarget = this->actor.yawTowardsPlayer;
EnFloormas_SetupTurn(this);
} else if (this->actionTimer == 0) {
@ -910,7 +910,7 @@ void EnFloormas_Merge(EnFloormas* this, PlayState* play) {
this->collider.dim.radius = (sCylinderInit.dim.radius * 100.0f) * this->actor.scale.x;
this->collider.dim.height = (sCylinderInit.dim.height * 100.0f) * this->actor.scale.x;
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.scale.x >= 0.01f) {
this->actor.flags &= ~ACTOR_FLAG_4;
EnFloormas_MakeVulnerable(this);
@ -935,7 +935,7 @@ void EnFloormas_SmWait(EnFloormas* this, PlayState* play) {
}
void EnFloormas_TakeDamage(EnFloormas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.colChkInfo.health == 0) {
EnFloormas_Die(this, play);
} else {
@ -954,7 +954,7 @@ void EnFloormas_TakeDamage(EnFloormas* this, PlayState* play) {
}
void EnFloormas_Recover(EnFloormas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnFloormas_SetupStand(this);
}
}

View file

@ -241,7 +241,7 @@ void EnFu_Update(Actor* thisx, PlayState* play) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if (!(this->behaviorFlags & FU_WAIT) && (SkelAnime_Update(&this->skelanime) != 0)) {
if (!(this->behaviorFlags & FU_WAIT) && SkelAnime_Update(&this->skelanime)) {
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
Animation_GetLastFrame(this->skelanime.animation), ANIMMODE_ONCE, 0.0f);
}

View file

@ -1183,17 +1183,17 @@ void EnGeldB_Block(EnGeldB* this, PlayState* play) {
}
void EnGeldB_SetupSidestep(EnGeldB* this, PlayState* play) {
s16 linkAngle;
s16 playerRotY;
Player* player;
f32 lastFrame = Animation_GetLastFrame(&gGerudoRedSidestepAnim);
Animation_Change(&this->skelAnime, &gGerudoRedSidestepAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, 0.0f);
player = GET_PLAYER(play);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
linkAngle = player->actor.shape.rot.y;
if (Math_SinS(linkAngle - this->actor.shape.rot.y) > 0.0f) {
playerRotY = player->actor.shape.rot.y;
if (Math_SinS(playerRotY - this->actor.shape.rot.y) > 0.0f) {
this->actor.speedXZ = -6.0f;
} else if (Math_SinS(linkAngle - this->actor.shape.rot.y) < 0.0f) {
} else if (Math_SinS(playerRotY - this->actor.shape.rot.y) < 0.0f) {
this->actor.speedXZ = 6.0f;
} else {
this->actor.speedXZ = Rand_CenteredFloat(12.0f);

View file

@ -263,7 +263,7 @@ void func_80A68DB0(EnHorseGanon* this, PlayState* play) {
func_80A686A8(this, play);
if (SkelAnime_Update(&this->skin.skelAnime) != 0) {
if (SkelAnime_Update(&this->skin.skelAnime)) {
func_80A68B20(this);
}
}

View file

@ -113,7 +113,7 @@ void EnHs2_Update(Actor* thisx, PlayState* play) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
this->skelAnime.curFrame = 0.0f;
}
this->actionFunc(this, play);

View file

@ -617,7 +617,7 @@ void func_80A7A304(EnIn* this, PlayState* play) {
if (this->skelAnime.animation == &object_in_Anim_018C38 && this->skelAnime.curFrame == 20.0f) {
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_IN_CRY_0);
}
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
this->animationIdx %= 8;
this->unk_1E8 = this->animationIdx;
if (this->animationIdx == 3 || this->animationIdx == 4) {

View file

@ -365,13 +365,13 @@ void func_80ABA878(EnNiwLady* this, PlayState* play) {
}
if (Actor_ProcessTalkRequest(&this->actor, play)) {
playerExchangeItemId = func_8002F368(play);
if ((playerExchangeItemId == 6) && GET_EVENTCHKINF(EVENTCHKINF_6A)) {
if ((playerExchangeItemId == EXCH_ITEM_POCKET_CUCCO) && GET_EVENTCHKINF(EVENTCHKINF_6A)) {
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
player->actor.textId = sTradeItemTextIds[5];
this->unk_26E = this->unk_27A + 21;
this->unk_262 = TEXT_STATE_CHOICE;
this->actionFunc = func_80ABAB08;
} else if (playerExchangeItemId != 0) {
} else if (playerExchangeItemId != EXCH_ITEM_NONE) {
player->actor.textId = sTradeItemTextIds[7];
this->unk_26E = this->unk_27A + 21;
} else {

View file

@ -249,9 +249,9 @@ void EnOwl_LookAtLink(EnOwl* this, PlayState* play) {
}
/**
* Checks if link is within `targetDist` units, initalize the camera for the owl.
* Checks if link is within `targetDist` units, initialize the camera for the owl.
* returns 0 if the link is not within `targetDistance`, returns 1 once link is within
* the distance, and the camera has been initalized.
* the distance, and the camera has been initialized.
*/
s32 EnOwl_CheckInitTalk(EnOwl* this, PlayState* play, u16 textId, f32 targetDist, u16 flags) {
s32 timer;

View file

@ -231,7 +231,7 @@ void EnSkb_RiseFromGround(EnSkb* this, PlayState* play) {
if ((play->gameplayFrames & 1) != 0) {
EnSkb_SpawnDebris(play, this, &this->actor.world.pos);
}
if ((SkelAnime_Update(&this->skelAnime) != 0) && (0.0f == this->actor.shape.yOffset)) {
if (SkelAnime_Update(&this->skelAnime) && (0.0f == this->actor.shape.yOffset)) {
EnSkb_DecideNextAction(this);
}
}
@ -253,7 +253,7 @@ void EnSkb_Despawn(EnSkb* this, PlayState* play) {
EnSkb_SpawnDebris(play, this, &this->actor.world.pos);
}
Math_SmoothStepToF(&this->actor.shape.shadowScale, 0.0f, 1.0f, 2.5f, 0.0f);
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
Actor_Kill(&this->actor);
}
}
@ -328,7 +328,7 @@ void EnSkb_Attack(EnSkb* this, PlayState* play) {
if (this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
EnSkb_SetupRecoil(this);
} else if (SkelAnime_Update(&this->skelAnime) != 0) {
} else if (SkelAnime_Update(&this->skelAnime)) {
EnSkb_DecideNextAction(this);
}
}
@ -343,7 +343,7 @@ void EnSkb_SetupRecoil(EnSkb* this) {
}
void EnSkb_Recoil(EnSkb* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnSkb_DecideNextAction(this);
}
}

View file

@ -270,7 +270,7 @@ void EnSt_SetDropAnimAndVel(EnSt* this) {
}
/**
* Initalizes the Skulltula's 6 cylinders, and sphere collider.
* Initializes the Skulltula's 6 cylinders, and sphere collider.
*/
void EnSt_InitColliders(EnSt* this, PlayState* play) {
ColliderCylinderInit* cylinders[6] = {
@ -380,7 +380,7 @@ void EnSt_UpdateCylinders(EnSt* this, PlayState* play) {
}
}
s32 EnSt_CheckHitLink(EnSt* this, PlayState* play) {
s32 EnSt_CheckHitPlayer(EnSt* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 hit;
s32 i;
@ -500,8 +500,8 @@ s32 EnSt_CheckColliders(EnSt* this, PlayState* play) {
}
if (this->stunTimer == 0 && this->takeDamageSpinTimer == 0) {
// check if the Skulltula has hit link.
EnSt_CheckHitLink(this, play);
// check if the Skulltula has hit the player.
EnSt_CheckHitPlayer(this, play);
}
return false;
}

View file

@ -267,7 +267,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) {
s32 attackState;
Vec3f ripplePos;
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
attackState = this->vAttackState; // for deciding whether to change animation
switch (this->vAttackState) {
case TEKTITE_BEGIN_LUNGE:

View file

@ -378,7 +378,7 @@ void EnTr_Update(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
this->actionFunc(this, play);
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->animation != NULL) {
if ((this->animation == &object_tr_Anim_0035CC) || (this->animation == &object_tr_Anim_0013CC)) {
if (this->actor.params != TR_KOUME) {

View file

@ -328,13 +328,13 @@ void EnWallmas_Drop(EnWallmas* this, PlayState* play) {
}
void EnWallmas_Land(EnWallmas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnWallmas_SetupStand(this);
}
}
void EnWallmas_Stand(EnWallmas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnWallmas_SetupWalk(this);
}
@ -342,7 +342,7 @@ void EnWallmas_Stand(EnWallmas* this, PlayState* play) {
}
void EnWallmas_Walk(EnWallmas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnWallmas_SetupJumpToCeiling(this);
}
@ -355,7 +355,7 @@ void EnWallmas_Walk(EnWallmas* this, PlayState* play) {
}
void EnWallmas_JumpToCeiling(EnWallmas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnWallmas_SetupReturnToCeiling(this);
}
}
@ -388,7 +388,7 @@ void EnWallmas_ReturnToCeiling(EnWallmas* this, PlayState* play) {
}
void EnWallmas_TakeDamage(EnWallmas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.colChkInfo.health == 0) {
EnWallmas_SetupDie(this, play);
} else {
@ -403,7 +403,7 @@ void EnWallmas_TakeDamage(EnWallmas* this, PlayState* play) {
}
void EnWallmas_Cooldown(EnWallmas* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
EnWallmas_SetupReturnToCeiling(this);
}
}
@ -430,7 +430,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FALL_CATCH);
}
if (SkelAnime_Update(&this->skelAnime) != 0) {
if (SkelAnime_Update(&this->skelAnime)) {
player->actor.world.pos.x = this->actor.world.pos.x;
player->actor.world.pos.z = this->actor.world.pos.z;