From 4049e33ba96339316332a35a7387f4788dc3c354 Mon Sep 17 00:00:00 2001 From: feacur Date: Tue, 5 Nov 2024 03:44:10 +0100 Subject: [PATCH] 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 --- src/code/z_kaleido_setup.c | 6 +++--- .../actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.c | 3 ++- src/overlays/actors/ovl_En_Sa/z_en_sa.c | 3 ++- src/overlays/actors/ovl_player_actor/z_player.c | 6 +++--- 4 files changed, 10 insertions(+), 8 deletions(-) diff --git a/src/code/z_kaleido_setup.c b/src/code/z_kaleido_setup.c index e1e39fae45..ddcec07ee4 100644 --- a/src/code/z_kaleido_setup.c +++ b/src/code/z_kaleido_setup.c @@ -66,9 +66,9 @@ void KaleidoSetup_Update(PlayState* play) { if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE && play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF && - gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_SCRIPTED_0 && !Play_InCsMode(play) && - play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && - gSaveContext.magicState != MAGIC_STATE_FILL && + gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_SCRIPTED_0 && + !Play_InCsMode(play) && play->shootingGalleryStatus <= 1 && + gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL && (play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) { if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) { diff --git a/src/overlays/actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.c b/src/overlays/actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.c index 720ada99b2..17c7ca8b5f 100644 --- a/src/overlays/actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.c +++ b/src/overlays/actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.c @@ -108,7 +108,8 @@ void BgRelayObjects_Destroy(Actor* thisx, PlayState* play) { BgRelayObjects* this = (BgRelayObjects*)thisx; DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId); - if ((this->dyna.actor.params == WINDMILL_ROTATING_GEAR) && (gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0)) { + if ((this->dyna.actor.params == WINDMILL_ROTATING_GEAR) && + (gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0)) { CLEAR_EVENTCHKINF(EVENTCHKINF_65); } } diff --git a/src/overlays/actors/ovl_En_Sa/z_en_sa.c b/src/overlays/actors/ovl_En_Sa/z_en_sa.c index 502bfbfaa5..d3cd67a9d6 100644 --- a/src/overlays/actors/ovl_En_Sa/z_en_sa.c +++ b/src/overlays/actors/ovl_En_Sa/z_en_sa.c @@ -379,7 +379,8 @@ void EnSa_ChangeAnim(EnSa* this, s32 index) { } s32 func_80AF5DFC(EnSa* this, PlayState* play) { - if (gSaveContext.save.cutsceneIndex >= CS_INDEX_SCRIPTED_0 && gSaveContext.save.cutsceneIndex != CS_INDEX_SCRIPTED_D) { + if (gSaveContext.save.cutsceneIndex >= CS_INDEX_SCRIPTED_0 && + gSaveContext.save.cutsceneIndex != CS_INDEX_SCRIPTED_D) { if (play->sceneId == SCENE_KOKIRI_FOREST) { return 4; } diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 11eaa0f28f..f6b91ce21d 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -81,10 +81,10 @@ typedef enum AnimSfxType { #define ANIMSFX_SHIFT_TYPE(type) ((type) << 11) -#define ANIMSFX_DATA(type, frame) ((ANIMSFX_SHIFT_TYPE(type) | ((frame)&0x7FF))) +#define ANIMSFX_DATA(type, frame) ((ANIMSFX_SHIFT_TYPE(type) | ((frame) & 0x7FF))) -#define ANIMSFX_GET_TYPE(data) ((data)&0x7800) -#define ANIMSFX_GET_FRAME(data) ((data)&0x7FF) +#define ANIMSFX_GET_TYPE(data) ((data) & 0x7800) +#define ANIMSFX_GET_FRAME(data) ((data) & 0x7FF) typedef struct AnimSfxEntry { /* 0x00 */ u16 sfxId;