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Misc Cleanup 2 (#1007)

* Cleanup `UNK_TYPE`, `UNK_PTR` usage

* Add some missing empty lines after declarations

* Remove some legacy comments from non-matching times

* Fix some grammar (mostly "it's"/"its")

* Use proper names for two symbols after ZAPD bugfix

* Cleanup `place_title_cards.xml`

* Use `NULL` to check against `D_8012D260` pointer

* Parentheses around some macro arguments

* wip proofread headers up to z64animation.h
This commit is contained in:
Dragorn421 2021-12-01 00:40:42 +01:00 committed by GitHub
parent 04a9d51e90
commit 669732abbe
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GPG key ID: 4AEE18F83AFDEB23
104 changed files with 217 additions and 92 deletions

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@ -1438,6 +1438,7 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
} else {
f32 ret =
actor->xyzDistToPlayerSq - actor->xyzDistToPlayerSq * 0.8f * ((0x4000 - yawTempAbs) * (1.0f / 0x8000));
return ret;
}
}
@ -2879,7 +2880,7 @@ void func_800328D4(GlobalContext* globalCtx, ActorContext* actorCtx, Player* pla
Actor* actor;
Actor* sp84;
CollisionPoly* sp80;
UNK_TYPE sp7C;
s32 sp7C;
Vec3f sp70;
actor = actorCtx->actorLists[actorCategory].head;
@ -3236,7 +3237,7 @@ Actor* Actor_GetProjectileActor(GlobalContext* globalCtx, Actor* refActor, f32 r
//! @bug The projectile actor gets unsafely casted to a hookshot to check its timer, even though
// it can also be an arrow.
// Luckily, the field at the same offset in the arrow actor is the x component of a vector
// which will rarely ever be 0. So its very unlikely for this bug to cause an issue.
// which will rarely ever be 0. So it's very unlikely for this bug to cause an issue.
if ((Math_Vec3f_DistXYZ(&refActor->world.pos, &actor->world.pos) > radius) ||
(((ArmsHook*)actor)->timer == 0)) {
actor = actor->next;
@ -3454,6 +3455,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx)
void func_80033DB8(GlobalContext* globalCtx, s16 arg1, s16 arg2) {
s16 var = Quake_Add(&globalCtx->mainCamera, 3);
Quake_SetSpeed(var, 20000);
Quake_SetQuakeValues(var, arg1, 0, 0, 0);
Quake_SetCountdown(var, arg2);
@ -3461,6 +3463,7 @@ void func_80033DB8(GlobalContext* globalCtx, s16 arg1, s16 arg2) {
void func_80033E1C(GlobalContext* globalCtx, s16 arg1, s16 arg2, s16 arg3) {
s16 var = Quake_Add(&globalCtx->mainCamera, 3);
Quake_SetSpeed(var, arg3);
Quake_SetQuakeValues(var, arg1, 0, 0, 0);
Quake_SetCountdown(var, arg2);