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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>
This commit is contained in:
louist103 2021-08-21 19:12:57 -04:00 committed by GitHub
parent 17c79a8f60
commit 556cdad7eb
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GPG key ID: 4AEE18F83AFDEB23
177 changed files with 902 additions and 862 deletions

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