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