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another round of trailing whitespaces (#1495)

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playerskel 2023-02-26 17:26:07 +01:00 committed by GitHub
commit 9f0b7bb8a3
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16 changed files with 35 additions and 35 deletions

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@ -42,7 +42,7 @@
#define CAM_LETTERBOX_MEDIUM CAM_LETTERBOX(2)
#define CAM_LETTERBOX_LARGE CAM_LETTERBOX(3)
#define CAM_LETTERBOX_INSTANT CAM_LETTERBOX(8) // Bit to determine whether to set the current value directly (on), or to set the size target (off)
#define CAM_LETTERBOX_INSTANT CAM_LETTERBOX(8) // Bit to determine whether to set the current value directly (on), or to set the size target (off)
#define CAM_LETTERBOX_IGNORE CAM_LETTERBOX(0xF) // No change in letterbox size, keep the previous size
// Camera-unique hud visibility mode macros
@ -121,7 +121,7 @@
#define CAM_VIEW_FOV (1 << 5) // camera->fov
#define CAM_VIEW_ROLL (1 << 6) // camera->roll
// All scenes using `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT` or `SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT` are expected
// All scenes using `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT` or `SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT` are expected
// to have their first two bgCamInfo entries be the following:
#define BGCAM_INDEX_TOGGLE_LOCKED 0
#define BGCAM_INDEX_TOGGLE_PIVOT 1

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@ -212,7 +212,7 @@ typedef enum {
} CutsceneTextType;
typedef enum {
/* 0x03 */ CS_FADE_OUT_FANFARE = 3,
/* 0x03 */ CS_FADE_OUT_FANFARE = 3,
/* 0x04 */ CS_FADE_OUT_BGM_MAIN
} CutsceneFadeOutSeqPlayer;

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@ -137,7 +137,7 @@
CMD_W(cmdType), CMD_W(entries)
/**
* Defines a cue that an actor can listen for.
* Defines a cue that an actor can listen for.
* The actor can choose whether or not to use the position and rotation data supplied to it.
* The cue `id` is a number that has an actor-specific meaning.
*/
@ -154,7 +154,7 @@
CS_CMD_PLAYER_CUE, CMD_W(entries)
/**
* A player cue is the same as `CS_ACTOR_CUE` but is specifically for player.
* A player cue is the same as `CS_ACTOR_CUE` but is specifically for player.
*/
#define CS_PLAYER_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, unused0, unused1, unused2) \
CS_ACTOR_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, unused0, unused1, unused2)
@ -166,7 +166,7 @@
CS_CMD_TEXT, CMD_W(entries)
/**
* Starts a textbox at the specified time.
* Starts a textbox at the specified time.
* For `CS_TEXT_OCARINA_ACTION`, `textId` is used as an ocarina action.
* For a choice textbox, `altTextId1` is the top text id to branch to and `altTextId2` is the bottom.
*/
@ -246,11 +246,11 @@
CMD_HH(unused0, startFrame), CMD_HBB(endFrame, hour, min), CMD_W(0)
/**
* Sends the player to a new destination.
* Sends the player to a new destination.
* `destination` maps to a custom block of code that must implement the scene transition on its own.
* This custom code can also do other tasks like changing age, setting flags, or any other setup that is needed
* before going to the next destination.
*
*
* @see `CutsceneDestination`
* @note `endFrame` is not used in the implementation of the command, so its value does not matter
*/

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@ -148,8 +148,8 @@ typedef struct {
// `EnvLightSettings` is very similar to `CurrentEnvLightSettings` with one key difference.
// The light settings data in the scene packs blend rate information with the fog near value.
// The blendRate determines how fast the current light settings fade to the next one
// (under LIGHT_MODE_SETTINGS, otherwise unused).
// The blendRate determines how fast the current light settings fade to the next one
// (under LIGHT_MODE_SETTINGS, otherwise unused).
// Get blend rate from `EnvLightSettings.blendRateAndFogNear` in 0-255 range
#define ENV_LIGHT_SETTINGS_BLEND_RATE_U8(blendRateAndFogNear) (((blendRateAndFogNear) >> 10) * 4)
@ -162,7 +162,7 @@ typedef struct {
/* 0x09 */ s8 light2Dir[3];
/* 0x0C */ u8 light2Color[3];
/* 0x0F */ u8 fogColor[3];
/* 0x12 */ s16 blendRateAndFogNear;
/* 0x12 */ s16 blendRateAndFogNear;
/* 0x14 */ s16 zFar;
} EnvLightSettings; // size = 0x16

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@ -2,7 +2,7 @@
#define Z64ITEM_H
// Note that z_kaleido_scope_PAL.c assumes that the dimensions and texture format here also matches the dimensions and
// texture format for MAP_NAME_TEX1_*
// texture format for MAP_NAME_TEX1_*
#define ITEM_NAME_TEX_WIDTH 128
#define ITEM_NAME_TEX_HEIGHT 16
#define ITEM_NAME_TEX_SIZE ((ITEM_NAME_TEX_WIDTH * ITEM_NAME_TEX_HEIGHT) / 2) // 128x16 IA4 texture

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@ -43,7 +43,7 @@ typedef struct {
} Spawn;
// TODO: ZAPD Compatibility
typedef Spawn EntranceEntry;
typedef Spawn EntranceEntry;
typedef struct {
/* 0x00 */ u8 count; // number of points in the path