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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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@ -74,7 +74,7 @@ u16 func_80AA19A0(GlobalContext* globalCtx, Actor* thisx) {
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if (gSaveContext.eventChkInf[1] & 0x100) {
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return 0x2056;
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}
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if (gSaveContext.nightFlag == 1) {
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if (IS_NIGHT) {
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if (gSaveContext.infTable[8] & 0x1000) {
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return 0x2052;
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} else if (gSaveContext.infTable[8] & 0x4000) {
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@ -135,24 +135,24 @@ void func_80AA1AE4(EnMa2* this, GlobalContext* globalCtx) {
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}
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u16 func_80AA1B58(EnMa2* this, GlobalContext* globalCtx) {
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if (gSaveContext.linkAge == 1) {
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if (LINK_IS_CHILD) {
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return 0;
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}
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if ((!(gSaveContext.eventChkInf[1] & 0x100)) && (globalCtx->sceneNum == SCENE_MALON_STABLE) &&
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(gSaveContext.nightFlag == 0) && (this->actor.shape.rot.z == 5)) {
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if (!(gSaveContext.eventChkInf[1] & 0x100) && (globalCtx->sceneNum == SCENE_MALON_STABLE) && IS_DAY &&
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(this->actor.shape.rot.z == 5)) {
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return 1;
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}
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if ((!(gSaveContext.eventChkInf[1] & 0x100)) && (globalCtx->sceneNum == SCENE_SPOT20) &&
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(gSaveContext.nightFlag == 1) && (this->actor.shape.rot.z == 6)) {
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if (!(gSaveContext.eventChkInf[1] & 0x100) && (globalCtx->sceneNum == SCENE_SPOT20) && IS_NIGHT &&
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(this->actor.shape.rot.z == 6)) {
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return 2;
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}
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if ((!(gSaveContext.eventChkInf[1] & 0x100)) || (globalCtx->sceneNum != SCENE_SPOT20)) {
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if (!(gSaveContext.eventChkInf[1] & 0x100) || (globalCtx->sceneNum != SCENE_SPOT20)) {
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return 0;
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}
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if ((this->actor.shape.rot.z == 7) && (gSaveContext.nightFlag == 0)) {
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if ((this->actor.shape.rot.z == 7) && IS_DAY) {
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return 3;
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}
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if ((this->actor.shape.rot.z == 8) && (gSaveContext.nightFlag == 1)) {
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if ((this->actor.shape.rot.z == 8) && IS_NIGHT) {
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return 3;
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}
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return 0;
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