1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-07 14:50:15 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
177 changed files with 902 additions and 862 deletions

View file

@ -212,11 +212,11 @@ void ObjLightswitch_Init(Actor* thisx, GlobalContext* globalCtx) {
osSyncPrintf("(光スイッチ)(arg_data 0x%04x)\n", this->actor.params);
}
void ObjLightswitch_Destroy(Actor* thisx, GlobalContext* globalCtx) {
GlobalContext* globalCtx2 = globalCtx;
void ObjLightswitch_Destroy(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
ObjLightswitch* this = THIS;
Collider_DestroyJntSph(globalCtx2, &this->collider);
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void ObjLightswitch_SetupOff(ObjLightswitch* this) {
@ -375,15 +375,15 @@ void ObjLightswitch_Disappear(ObjLightswitch* this, GlobalContext* globalCtx) {
}
}
void ObjLightswitch_Update(Actor* thisx, GlobalContext* globalCtx) {
void ObjLightswitch_Update(Actor* thisx, GlobalContext* globalCtx2) {
ObjLightswitch* this = THIS;
GlobalContext* globalCtx2 = globalCtx;
GlobalContext* globalCtx = globalCtx2;
if (this->toggleDelay > 0) {
this->toggleDelay--;
}
this->actionFunc(this, globalCtx2);
this->actionFunc(this, globalCtx);
if (this->actor.update != NULL) {
if ((this->actor.params & 1) == 1) {
@ -395,8 +395,8 @@ void ObjLightswitch_Update(Actor* thisx, GlobalContext* globalCtx) {
this->prevFrameACflags = this->collider.base.acFlags;
this->collider.base.acFlags &= ~AC_HIT;
CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}