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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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@ -377,7 +377,7 @@ void func_80A2FC0C(EnGb* this, GlobalContext* globalCtx) {
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void func_80A2FC70(EnGb* this, GlobalContext* globalCtx) {
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if (this->skelAnime.curFrame == Animation_GetLastFrame(&gPoeSellerSwingStickAnim)) {
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Animation_Change(&this->skelAnime, &gPoeSellerIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gPoeSellerIdleAnim),
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0, 0.0f);
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ANIMMODE_LOOP, 0.0f);
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this->actionFunc = func_80A2F83C;
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} else if (this->skelAnime.curFrame == 18.0f) {
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this->cagedSouls[1].unk_1 = 3;
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@ -395,21 +395,21 @@ void func_80A2FC70(EnGb* this, GlobalContext* globalCtx) {
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}
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}
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void EnGb_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnGb_Update(Actor* thisx, GlobalContext* globalCtx2) {
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EnGb* this = THIS;
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GlobalContext* globalCtx2 = globalCtx;
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GlobalContext* globalCtx = globalCtx2;
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s32 i;
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f32 rand;
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this->frameTimer++;
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SkelAnime_Update(&this->skelAnime);
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this->actionFunc(this, globalCtx2);
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this->actionFunc(this, globalCtx);
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this->dyna.actor.textId = this->textId;
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func_80A2F608(this);
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CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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for (i = 0; i < ARRAY_COUNT(this->bottlesColliders); i++) {
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CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->bottlesColliders[i].base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bottlesColliders[i].base);
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}
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rand = Rand_ZeroOne();
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@ -417,7 +417,7 @@ void EnGb_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->lightColor.g = (s8)(rand * 100.0f) + 155;
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this->lightColor.b = (s8)(rand * 160.0f) + 95;
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this->lightColor.a = 200;
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EnGb_UpdateCagedSouls(this, globalCtx2);
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EnGb_UpdateCagedSouls(this, globalCtx);
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}
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void EnGb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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