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Remove many redundant parentheses (eg. in boolean conditions) (#1220)
* Remove many unnecessary parens around boolean conditions * Remove duplicate parens in some expressions * Apply review suggestions * Update src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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c799176a30
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36 changed files with 67 additions and 67 deletions
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@ -1604,7 +1604,7 @@ s32 Camera_Normal1(Camera* camera) {
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}
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Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeAdjustment);
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if ((camera->status == CAM_STAT_ACTIVE) && (!(roData->interfaceFlags & 0x10))) {
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if ((camera->status == CAM_STAT_ACTIVE) && !(roData->interfaceFlags & 0x10)) {
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rwData->swingYawTarget = BINANG_ROT180(camera->playerPosRot.rot.y);
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if (rwData->startSwingTimer > 0) {
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func_80046E20(camera, &eyeAdjustment, roData->distMin, roData->unk_0C, &sp98, &rwData->swing);
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@ -4881,7 +4881,7 @@ s32 Camera_Unique0(Camera* camera) {
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if (rwData->animTimer > 0) {
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rwData->animTimer--;
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rwData->initalPos = playerPosRot->pos;
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} else if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
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} else if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
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((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initalPos) >= 10.0f) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
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@ -4909,7 +4909,7 @@ s32 Camera_Unique0(Camera* camera) {
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rwData->initalPos = playerPosRot->pos;
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}
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if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
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if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
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((0.001f < camera->xzSpeed) || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
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@ -7444,7 +7444,7 @@ Vec3s Camera_Update(Camera* camera) {
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camera->nextCamDataIdx = -1;
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}
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if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && (!(camera->unk_14C & 0x400)) &&
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if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && !(camera->unk_14C & 0x400) &&
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(!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON)) &&
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(!(camera->unk_14C & (s16)0x8000)) && (playerGroundY != BGCHECK_Y_MIN)) {
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camDataIdx = Camera_GetDataIdxForPoly(camera, &bgId, playerFloorPoly);
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@ -7833,7 +7833,7 @@ s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
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return -99;
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}
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if ((setting == camera->setting) && (!(flags & 1))) {
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if ((setting == camera->setting) && !(flags & 1)) {
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camera->unk_14A |= 0x10;
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if (!(flags & 2)) {
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camera->unk_14A |= 1;
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