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run check_format.py ...
separetely
so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files
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parent
050c736411
commit
4049e33ba9
4 changed files with 10 additions and 8 deletions
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@ -66,9 +66,9 @@ void KaleidoSetup_Update(PlayState* play) {
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if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
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play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
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gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_SCRIPTED_0 && !Play_InCsMode(play) &&
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play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY &&
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gSaveContext.magicState != MAGIC_STATE_FILL &&
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gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_SCRIPTED_0 &&
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!Play_InCsMode(play) && play->shootingGalleryStatus <= 1 &&
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gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL &&
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(play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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@ -108,7 +108,8 @@ void BgRelayObjects_Destroy(Actor* thisx, PlayState* play) {
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BgRelayObjects* this = (BgRelayObjects*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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if ((this->dyna.actor.params == WINDMILL_ROTATING_GEAR) && (gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0)) {
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if ((this->dyna.actor.params == WINDMILL_ROTATING_GEAR) &&
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(gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0)) {
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CLEAR_EVENTCHKINF(EVENTCHKINF_65);
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}
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}
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@ -379,7 +379,8 @@ void EnSa_ChangeAnim(EnSa* this, s32 index) {
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}
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s32 func_80AF5DFC(EnSa* this, PlayState* play) {
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if (gSaveContext.save.cutsceneIndex >= CS_INDEX_SCRIPTED_0 && gSaveContext.save.cutsceneIndex != CS_INDEX_SCRIPTED_D) {
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if (gSaveContext.save.cutsceneIndex >= CS_INDEX_SCRIPTED_0 &&
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gSaveContext.save.cutsceneIndex != CS_INDEX_SCRIPTED_D) {
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if (play->sceneId == SCENE_KOKIRI_FOREST) {
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return 4;
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}
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@ -81,10 +81,10 @@ typedef enum AnimSfxType {
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#define ANIMSFX_SHIFT_TYPE(type) ((type) << 11)
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#define ANIMSFX_DATA(type, frame) ((ANIMSFX_SHIFT_TYPE(type) | ((frame)&0x7FF)))
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#define ANIMSFX_DATA(type, frame) ((ANIMSFX_SHIFT_TYPE(type) | ((frame) & 0x7FF)))
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#define ANIMSFX_GET_TYPE(data) ((data)&0x7800)
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#define ANIMSFX_GET_FRAME(data) ((data)&0x7FF)
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#define ANIMSFX_GET_TYPE(data) ((data) & 0x7800)
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#define ANIMSFX_GET_FRAME(data) ((data) & 0x7FF)
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typedef struct AnimSfxEntry {
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/* 0x00 */ u16 sfxId;
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