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Big cleanup (#775)
* Adult and child2 macros OK * ICHAIN cleanup * almost all overlay data * format.sh * func_8002FBAC NON_EQUIVALENT * PR fixes (MZXrules) * fix * change //@ bug to //! @bug * merge master and missed a //@bug * fix ruto * some more cleanup (#2) * more `! @bug` formatting cleanup * parenthesis cleanup * hex naviEnemyId * run formatter * replace `IS_NOT_` macros with `!IS_` * run formatter * run formatter * PR fixes (fig) * Missed something Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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177 changed files with 902 additions and 862 deletions
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@ -69,7 +69,7 @@ static Vec3f sHoleLocations[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, 33, ICHAIN_CONTINUE),
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ICHAIN_S8(naviEnemyId, 0x21, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP),
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};
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@ -951,8 +951,8 @@ void BossFd2_UpdateFace(BossFd2* this, GlobalContext* globalCtx) {
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}
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}
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void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx) {
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GlobalContext* globalCtx2 = globalCtx;
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void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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BossFd2* this = THIS;
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s16 i;
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@ -962,7 +962,7 @@ void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->work[FD2_VAR_TIMER]++;
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this->work[FD2_UNK_TIMER]++;
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this->actionFunc(this, globalCtx2);
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this->actionFunc(this, globalCtx);
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for (i = 0; i < ARRAY_COUNT(this->timers); i++) {
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if (this->timers[i] != 0) {
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@ -978,16 +978,16 @@ void BossFd2_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->deathState == DEATH_START) {
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if (this->work[FD2_INVINC_TIMER] == 0) {
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BossFd2_CollisionCheck(this, globalCtx2);
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BossFd2_CollisionCheck(this, globalCtx);
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}
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CollisionCheck_SetAC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (!this->disableAT) {
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CollisionCheck_SetAT(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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}
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BossFd2_UpdateFace(this, globalCtx2);
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BossFd2_UpdateFace(this, globalCtx);
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this->fwork[FD2_TEX1_SCROLL_X] += 4.0f;
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this->fwork[FD2_TEX1_SCROLL_Y] = 120.0f;
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this->fwork[FD2_TEX2_SCROLL_X] += 3.0f;
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