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Add "do {} while (0);" to CLOSE_DISPS (#2025)
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parent
d495436190
commit
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58 changed files with 37 additions and 159 deletions
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@ -901,20 +901,18 @@ void EnRr_Draw(Actor* thisx, PlayState* play) {
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s32 offIndex;
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this->actor.colorFilterTimer++;
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if ((effectTimer & 1) != 0) {
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return;
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}
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if ((effectTimer & 1) == 0) {
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segIndex = 4 - (effectTimer >> 2);
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offIndex = (effectTimer >> 1) & 3;
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segIndex = 4 - (effectTimer >> 2);
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offIndex = (effectTimer >> 1) & 3;
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effectPos.x = this->effectPos[segIndex].x + sEffectOffsets[offIndex].x + Rand_CenteredFloat(10.0f);
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effectPos.y = this->effectPos[segIndex].y + sEffectOffsets[offIndex].y + Rand_CenteredFloat(10.0f);
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effectPos.z = this->effectPos[segIndex].z + sEffectOffsets[offIndex].z + Rand_CenteredFloat(10.0f);
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if (this->actor.colorFilterParams & 0x4000) {
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EffectSsEnFire_SpawnVec3f(play, &this->actor, &effectPos, 100, 0, 0, -1);
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} else {
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EffectSsEnIce_SpawnFlyingVec3f(play, &this->actor, &effectPos, 150, 150, 150, 250, 235, 245, 255, 3.0f);
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effectPos.x = this->effectPos[segIndex].x + sEffectOffsets[offIndex].x + Rand_CenteredFloat(10.0f);
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effectPos.y = this->effectPos[segIndex].y + sEffectOffsets[offIndex].y + Rand_CenteredFloat(10.0f);
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effectPos.z = this->effectPos[segIndex].z + sEffectOffsets[offIndex].z + Rand_CenteredFloat(10.0f);
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if (this->actor.colorFilterParams & 0x4000) {
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EffectSsEnFire_SpawnVec3f(play, &this->actor, &effectPos, 100, 0, 0, -1);
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} else {
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EffectSsEnIce_SpawnFlyingVec3f(play, &this->actor, &effectPos, 150, 150, 150, 250, 235, 245, 255, 3.0f);
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}
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}
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}
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}
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