mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-13 04:39:36 +00:00
Use long
over int
for s32/u32 types (#1546)
* long s32 * Suggested changes
This commit is contained in:
parent
b3486b57ef
commit
a20163c6ab
21 changed files with 66 additions and 62 deletions
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@ -376,14 +376,14 @@ void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos);
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f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
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f32 Player_GetHeight(Player* player);
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f32 func_8002DCE4(Player* player);
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s32 func_8002DD6C(Player* player);
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s32 func_8002DD78(Player* player);
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int func_8002DD6C(Player* player);
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int func_8002DD78(Player* player);
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s32 func_8002DDE4(PlayState* play);
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s32 func_8002DDF4(PlayState* play);
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void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB);
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void func_8002DE74(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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s32 func_8002DEEC(Player* player);
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int func_8002DEEC(Player* player);
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void func_8002DF18(PlayState* play, Player* player);
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction);
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s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction);
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@ -991,10 +991,10 @@ void Path_CopyLastPoint(Path* path, Vec3f* dest);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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void Player_SetBootData(PlayState* play, Player* this);
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s32 Player_InBlockingCsMode(PlayState* play, Player* this);
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s32 Player_InCsMode(PlayState* play);
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int Player_InBlockingCsMode(PlayState* play, Player* this);
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int Player_InCsMode(PlayState* play);
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s32 func_8008E9C4(Player* this);
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s32 Player_IsChildWithHylianShield(Player* this);
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int Player_IsChildWithHylianShield(Player* this);
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s32 Player_ActionToModelGroup(Player* this, s32 itemAction);
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void Player_SetModelsForHoldingShield(Player* this);
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void Player_SetModels(Player* this, s32 modelGroup);
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@ -1006,19 +1006,19 @@ void func_8008EDF0(Player* this);
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void func_8008EE08(Player* this);
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void func_8008EEAC(PlayState* play, Actor* actor);
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s32 func_8008EF44(PlayState* play, s32 ammo);
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s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
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int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
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s32 Player_GetStrength(void);
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u8 Player_GetMask(PlayState* play);
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Player* Player_UnsetMask(PlayState* play);
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s32 Player_HasMirrorShieldEquipped(PlayState* play);
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s32 Player_HasMirrorShieldSetToDraw(PlayState* play);
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int Player_HasMirrorShieldSetToDraw(PlayState* play);
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s32 Player_ActionToMagicSpell(Player* this, s32 itemAction);
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s32 Player_HoldsHookshot(Player* this);
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s32 func_8008F128(Player* this);
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int Player_HoldsHookshot(Player* this);
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int func_8008F128(Player* this);
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s32 Player_ActionToMeleeWeapon(s32 itemAction);
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s32 Player_GetMeleeWeaponHeld(Player* this);
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s32 Player_HoldsTwoHandedWeapon(Player* this);
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s32 Player_HoldsBrokenKnife(Player* this);
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int Player_HoldsBrokenKnife(Player* this);
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s32 Player_ActionToBottle(Player* this, s32 itemAction);
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s32 Player_GetBottleHeld(Player* this);
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s32 Player_ActionToExplosive(Player* this, s32 itemAction);
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@ -1265,7 +1265,7 @@ Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_Init(GameState* thisx);
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void Play_Main(GameState* thisx);
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s32 Play_InCsMode(PlayState* this);
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int Play_InCsMode(PlayState* this);
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f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* file);
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void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
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@ -1287,8 +1287,8 @@ void Play_SaveSceneFlags(PlayState* this);
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void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);
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void Play_TriggerVoidOut(PlayState* this);
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void Play_TriggerRespawn(PlayState* this);
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s32 Play_CamIsNotFixed(PlayState* this);
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s32 FrameAdvance_IsEnabled(PlayState* this);
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int Play_CamIsNotFixed(PlayState* this);
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int FrameAdvance_IsEnabled(PlayState* this);
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s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
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s32 func_800C0DB4(PlayState* this, Vec3f* pos);
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void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
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@ -3,7 +3,11 @@
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#define NULL ((void*)0)
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#if defined(_MIPS_SZLONG) && (_MIPS_SZLONG == 64)
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typedef unsigned long size_t;
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#else
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typedef unsigned int size_t;
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#endif
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#ifdef __GNUC__
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#define offsetof(structure, member) __builtin_offsetof (structure, member)
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@ -1,8 +1,8 @@
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#ifndef STDINT_H
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#define STDINT_H
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typedef signed int intptr_t;
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typedef unsigned int uintptr_t;
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typedef signed long intptr_t;
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typedef unsigned long uintptr_t;
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#define INT8_MIN (-0x80)
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#define INT16_MIN (-0x8000)
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@ -7,8 +7,8 @@ typedef signed char s8;
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typedef unsigned char u8;
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typedef signed short int s16;
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typedef unsigned short int u16;
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typedef signed int s32;
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typedef unsigned int u32;
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typedef signed long s32;
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typedef unsigned long u32;
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typedef signed long long int s64;
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typedef unsigned long long int u64;
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@ -399,7 +399,7 @@ typedef struct PlayState {
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/* 0x11D34 */ TransitionActorContext transiActorCtx;
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/* 0x11D3C */ void (*playerInit)(Player* player, struct PlayState* play, FlexSkeletonHeader* skelHeader);
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/* 0x11D40 */ void (*playerUpdate)(Player* player, struct PlayState* play, Input* input);
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/* 0x11D44 */ s32 (*isPlayerDroppingFish)(struct PlayState* play);
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/* 0x11D44 */ int (*isPlayerDroppingFish)(struct PlayState* play);
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/* 0x11D48 */ s32 (*startPlayerFishing)(struct PlayState* play);
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/* 0x11D4C */ s32 (*grabPlayer)(struct PlayState* play, Player* player);
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/* 0x11D50 */ s32 (*startPlayerCutscene)(struct PlayState* play, Actor* actor, s32 csAction);
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@ -130,7 +130,7 @@ s32 DmaMgr_DmaRomToRam(uintptr_t rom, void* ram, size_t size) {
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}
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size -= buffSize;
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rom = rom + buffSize;
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rom += buffSize;
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ram = (u8*)ram + buffSize;
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}
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@ -2369,6 +2369,6 @@ void func_800BB060(void) {
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sDebugCamAnim.unk_0A = 0;
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}
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s32 func_800BB06C(void) {
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int func_800BB06C(void) {
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return sDebugCamPtr->unk_00 == 2 && sDebugCamAnim.unk_0A != 0;
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}
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@ -1000,15 +1000,15 @@ f32 func_8002DCE4(Player* player) {
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}
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}
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s32 func_8002DD6C(Player* player) {
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int func_8002DD6C(Player* player) {
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return player->stateFlags1 & PLAYER_STATE1_3;
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}
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s32 func_8002DD78(Player* player) {
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int func_8002DD78(Player* player) {
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return func_8002DD6C(player) && player->unk_834;
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}
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s32 func_8002DDA8(PlayState* play) {
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int func_8002DDA8(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags1 & PLAYER_STATE1_11) || func_8002DD78(player);
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@ -1049,7 +1049,7 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
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horse->child = &player->actor;
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}
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s32 func_8002DEEC(Player* player) {
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int func_8002DEEC(Player* player) {
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return (player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (player->csAction != PLAYER_CSACTION_NONE);
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}
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@ -2996,7 +2996,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
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return newHead;
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}
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s32 func_80032880(PlayState* play, Actor* actor) {
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int func_80032880(PlayState* play, Actor* actor) {
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s16 sp1E;
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s16 sp1C;
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@ -37,7 +37,7 @@ void Font_LoadOrderedFont(Font* font) {
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s32 jj;
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s32 codePointIndex;
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s32 fontBufIndex;
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size_t offset;
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u32 offset;
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font->msgOffset = _message_0xFFFC_nes - (const char*)_nes_message_data_staticSegmentStart;
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len = font->msgLength = _message_0xFFFD_nes - _message_0xFFFC_nes;
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@ -400,7 +400,7 @@ void Play_Init(GameState* thisx) {
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zAllocAligned = (zAlloc + 8) & ~0xF;
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ZeldaArena_Init((void*)zAllocAligned, zAllocSize - (zAllocAligned - zAlloc));
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// "Zelda Heap"
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osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
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osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, (u8*)zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
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Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
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Actor_InitContext(this, &this->actorCtx, this->playerEntry);
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@ -1336,7 +1336,7 @@ void Play_Main(GameState* thisx) {
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}
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// original name: "Game_play_demo_mode_check"
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s32 Play_InCsMode(PlayState* this) {
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int Play_InCsMode(PlayState* this) {
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return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
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}
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@ -1773,7 +1773,7 @@ void Play_TriggerRespawn(PlayState* this) {
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Play_LoadToLastEntrance(this);
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}
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s32 Play_CamIsNotFixed(PlayState* this) {
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int Play_CamIsNotFixed(PlayState* this) {
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// SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT was probably intended to be in this condition,
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// but the room shape type check handles all shop cases regardless
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return (this->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) &&
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@ -1781,7 +1781,7 @@ s32 Play_CamIsNotFixed(PlayState* this) {
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneId != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
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}
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s32 FrameAdvance_IsEnabled(PlayState* this) {
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int FrameAdvance_IsEnabled(PlayState* this) {
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return !!this->frameAdvCtx.enabled;
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}
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@ -487,14 +487,14 @@ void Player_SetBootData(PlayState* play, Player* this) {
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}
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}
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s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
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int Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csAction != PLAYER_CSACTION_NONE) ||
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(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
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(this->stateFlags3 & PLAYER_STATE3_7) ||
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((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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}
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s32 Player_InCsMode(PlayState* play) {
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int Player_InCsMode(PlayState* play) {
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Player* this = GET_PLAYER(play);
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return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
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@ -504,7 +504,7 @@ s32 func_8008E9C4(Player* this) {
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return (this->stateFlags1 & PLAYER_STATE1_4);
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}
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s32 Player_IsChildWithHylianShield(Player* this) {
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int Player_IsChildWithHylianShield(Player* this) {
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return gSaveContext.save.linkAge != LINK_AGE_ADULT && (this->currentShield == PLAYER_SHIELD_HYLIAN);
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}
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@ -640,7 +640,7 @@ s32 func_8008EF44(PlayState* play, s32 ammo) {
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return 1;
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}
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s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
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int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
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Player* this = GET_PLAYER(play);
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Vec3f diff;
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s32 pad;
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@ -685,7 +685,7 @@ s32 Player_HasMirrorShieldEquipped(PlayState* play) {
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return (this->currentShield == PLAYER_SHIELD_MIRROR);
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}
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s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
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int Player_HasMirrorShieldSetToDraw(PlayState* play) {
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Player* this = GET_PLAYER(play);
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return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR);
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@ -701,11 +701,11 @@ s32 Player_ActionToMagicSpell(Player* this, s32 itemAction) {
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}
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}
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s32 Player_HoldsHookshot(Player* this) {
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int Player_HoldsHookshot(Player* this) {
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return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
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}
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s32 func_8008F128(Player* this) {
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int func_8008F128(Player* this) {
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return Player_HoldsHookshot(this) && (this->heldActor == NULL);
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}
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@ -731,7 +731,7 @@ s32 Player_HoldsTwoHandedWeapon(Player* this) {
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}
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}
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s32 Player_HoldsBrokenKnife(Player* this) {
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int Player_HoldsBrokenKnife(Player* this) {
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return (this->heldItemAction == PLAYER_IA_SWORD_BIGGORON) &&
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(gSaveContext.save.info.playerData.swordHealth <= 0.0f);
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}
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@ -123,7 +123,7 @@ void BgMoriElevator_Destroy(Actor* thisx, PlayState* play) {
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}
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}
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s32 BgMoriElevator_IsPlayerRiding(BgMoriElevator* this, PlayState* play) {
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int BgMoriElevator_IsPlayerRiding(BgMoriElevator* this, PlayState* play) {
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return ((this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) &&
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!(this->unk_170 & DYNA_INTERACT_PLAYER_ON_TOP) &&
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((GET_PLAYER(play)->actor.world.pos.y - this->dyna.actor.world.pos.y) < 80.0f));
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@ -85,13 +85,13 @@ void BgMoriRakkatenjo_Destroy(Actor* thisx, PlayState* play) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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s32 BgMoriRakkatenjo_IsLinkUnder(BgMoriRakkatenjo* this, PlayState* play) {
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int BgMoriRakkatenjo_IsLinkUnder(BgMoriRakkatenjo* this, PlayState* play) {
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Vec3f* pos = &GET_PLAYER(play)->actor.world.pos;
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return (-3300.0f < pos->z) && (pos->z < -1840.0f) && (1791.0f < pos->x) && (pos->x < 2191.0f);
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}
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s32 BgMoriRakkatenjo_IsLinkClose(BgMoriRakkatenjo* this, PlayState* play) {
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int BgMoriRakkatenjo_IsLinkClose(BgMoriRakkatenjo* this, PlayState* play) {
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Vec3f* pos = &GET_PLAYER(play)->actor.world.pos;
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return (-3360.0f < pos->z) && (pos->z < -1840.0f) && (1791.0f < pos->x) && (pos->x < 2191.0f);
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@ -371,7 +371,7 @@ s32 EnFr_IsBelowLogSpot(EnFr* this, f32* yDistToLogSpot) {
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}
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}
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s32 EnFr_IsAboveAndWithin30DistXZ(Player* player, EnFr* this) {
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int EnFr_IsAboveAndWithin30DistXZ(Player* player, EnFr* this) {
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f32 xDistToPlayer = player->actor.world.pos.x - this->actor.world.pos.x;
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f32 zDistToPlayer = player->actor.world.pos.z - this->actor.world.pos.z;
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f32 yDistToPlayer = player->actor.world.pos.y - this->actor.world.pos.y;
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@ -108,7 +108,7 @@ void EnHoll_SetupAction(EnHoll* this, EnHollActionFunc func) {
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this->actionFunc = func;
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}
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s32 EnHoll_IsKokiriLayer8(void) {
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int EnHoll_IsKokiriLayer8(void) {
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return gSaveContext.save.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.sceneLayer == 8;
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}
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@ -633,7 +633,7 @@ void func_80A5BB90(PlayState* play, Vec3f* vec, Vec3f* arg2, f32* arg3) {
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, vec, arg2, arg3);
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}
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s32 func_80A5BBBC(PlayState* play, EnHorse* this, Vec3f* pos) {
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int func_80A5BBBC(PlayState* play, EnHorse* this, Vec3f* pos) {
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Vec3f sp24;
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f32 sp20;
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f32 eyeDist;
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@ -333,7 +333,7 @@ Actor* func_80AEB124(PlayState* play) {
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return NULL;
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}
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s32 func_80AEB174(PlayState* play) {
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int func_80AEB174(PlayState* play) {
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return (Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play);
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}
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||||
|
||||
|
|
|
@ -464,7 +464,7 @@ void EnSkj_Destroy(Actor* thisx, PlayState* play) {
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|||
Collider_DestroyCylinder(play, &this->collider);
|
||||
}
|
||||
|
||||
s32 EnSkj_RangeCheck(Player* player, EnSkj* this) {
|
||||
int EnSkj_RangeCheck(Player* player, EnSkj* this) {
|
||||
f32 xDiff = player->actor.world.pos.x - this->actor.world.pos.x;
|
||||
f32 zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
|
||||
f32 yDiff = player->actor.world.pos.y - this->actor.world.pos.y;
|
||||
|
|
|
@ -369,7 +369,7 @@ void func_80B4F230(EnZl2* this, s16 arg1, s32 arg2) {
|
|||
s32 temp_t3;
|
||||
s32 phi_v0;
|
||||
s32 index1AC;
|
||||
s32 phi_t5;
|
||||
int phi_t5;
|
||||
|
||||
if (this->unk_24C != 0) {
|
||||
temp_v1 = this->unk_1DC[arg2] - arg1;
|
||||
|
|
|
@ -523,7 +523,7 @@ void func_80B54360(EnZl3* this, s16 arg1, s32 arg2) {
|
|||
s32 temp_t3 = this->unk_25C[arg2];
|
||||
s32 phi_v0 = temp_t3;
|
||||
s32 index25C;
|
||||
s32 phi_t5;
|
||||
int phi_t5;
|
||||
|
||||
temp_t3 = arg1 - this->unk_2BC[arg2];
|
||||
|
||||
|
|
|
@ -253,7 +253,7 @@ void func_808528C8(PlayState* play, Player* this, CsCmdActorCue* cue);
|
|||
void func_80852944(PlayState* play, Player* this, CsCmdActorCue* cue);
|
||||
void func_808529D0(PlayState* play, Player* this, CsCmdActorCue* cue);
|
||||
void func_80852C50(PlayState* play, Player* this, CsCmdActorCue* cue);
|
||||
s32 Player_IsDroppingFish(PlayState* play);
|
||||
int Player_IsDroppingFish(PlayState* play);
|
||||
s32 Player_StartFishing(PlayState* play);
|
||||
s32 func_80852F38(PlayState* play, Player* this);
|
||||
s32 func_80852FFC(PlayState* play, Actor* actor, s32 csAction);
|
||||
|
@ -2041,7 +2041,7 @@ void func_8083328C(PlayState* play, Player* this, LinkAnimationHeader* linkAnim)
|
|||
LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, linkAnim, D_808535E8);
|
||||
}
|
||||
|
||||
s32 func_808332B8(Player* this) {
|
||||
int func_808332B8(Player* this) {
|
||||
return (this->stateFlags1 & PLAYER_STATE1_27) && (this->currentBoots != PLAYER_BOOTS_IRON);
|
||||
}
|
||||
|
||||
|
@ -2092,7 +2092,7 @@ LinkAnimationHeader* func_80833438(Player* this) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 func_808334B4(Player* this) {
|
||||
int func_808334B4(Player* this) {
|
||||
return func_808332E4(this) && (this->unk_834 != 0);
|
||||
}
|
||||
|
||||
|
@ -2318,11 +2318,11 @@ s32 func_80833B54(Player* this) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
s32 func_80833BCC(Player* this) {
|
||||
int func_80833BCC(Player* this) {
|
||||
return func_8008E9C4(this) || func_80833B2C(this);
|
||||
}
|
||||
|
||||
s32 func_80833C04(Player* this) {
|
||||
int func_80833C04(Player* this) {
|
||||
return func_80833B54(this) || func_80833B2C(this);
|
||||
}
|
||||
|
||||
|
@ -2757,11 +2757,11 @@ s32 func_80834D2C(Player* this, PlayState* play) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
s32 func_80834E44(PlayState* play) {
|
||||
int func_80834E44(PlayState* play) {
|
||||
return (play->shootingGalleryStatus > 0) && CHECK_BTN_ALL(sControlInput->press.button, BTN_B);
|
||||
}
|
||||
|
||||
s32 func_80834E7C(PlayState* play) {
|
||||
int func_80834E7C(PlayState* play) {
|
||||
return (play->shootingGalleryStatus != 0) &&
|
||||
((play->shootingGalleryStatus < 0) ||
|
||||
CHECK_BTN_ANY(sControlInput->cur.button, BTN_A | BTN_B | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN));
|
||||
|
@ -3341,7 +3341,7 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 Player_CanUpdateItems(Player* this) {
|
||||
int Player_CanUpdateItems(Player* this) {
|
||||
return (!(Player_Action_808458D0 == this->actionFunc) ||
|
||||
((this->stateFlags1 & PLAYER_STATE1_START_CHANGING_HELD_ITEM) &&
|
||||
((this->heldItemId == ITEM_LAST_USED) || (this->heldItemId == ITEM_NONE)))) &&
|
||||
|
@ -4253,7 +4253,7 @@ s32 func_80838144(s32 arg0) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 func_8083816C(s32 arg0) {
|
||||
int func_8083816C(s32 arg0) {
|
||||
return (arg0 == FLOOR_TYPE_4) || (arg0 == FLOOR_TYPE_7) || (arg0 == FLOOR_TYPE_12);
|
||||
}
|
||||
|
||||
|
@ -5080,7 +5080,7 @@ void func_8083A098(Player* this, LinkAnimationHeader* anim, PlayState* play) {
|
|||
func_8083328C(play, this, anim);
|
||||
}
|
||||
|
||||
s32 func_8083A0D4(Player* this) {
|
||||
int func_8083A0D4(Player* this) {
|
||||
return (this->interactRangeActor != NULL) && (this->heldActor == NULL);
|
||||
}
|
||||
|
||||
|
@ -8273,7 +8273,7 @@ s32 func_808428D8(Player* this, PlayState* play) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
s32 func_80842964(Player* this, PlayState* play) {
|
||||
int func_80842964(Player* this, PlayState* play) {
|
||||
return Player_ActionChange_13(this, play) || Player_ActionChange_4(this, play) || Player_ActionChange_2(this, play);
|
||||
}
|
||||
|
||||
|
@ -12284,7 +12284,7 @@ static Vec3f D_8085492C[] = {
|
|||
{ -60.0f, -20.0f, 0.0f },
|
||||
};
|
||||
|
||||
s32 func_8084C89C(PlayState* play, Player* this, s32 arg2, f32* arg3) {
|
||||
int func_8084C89C(PlayState* play, Player* this, s32 arg2, f32* arg3) {
|
||||
EnHorse* rideActor = (EnHorse*)this->rideActor;
|
||||
f32 sp50;
|
||||
f32 sp4C;
|
||||
|
@ -15159,7 +15159,7 @@ void Player_Action_80852E14(Player* this, PlayState* play) {
|
|||
func_80852B4C(play, this, NULL, &D_80854E50[this->csAction]);
|
||||
}
|
||||
|
||||
s32 Player_IsDroppingFish(PlayState* play) {
|
||||
int Player_IsDroppingFish(PlayState* play) {
|
||||
Player* this = GET_PLAYER(play);
|
||||
|
||||
return (Player_Action_8084EFC0 == this->actionFunc) && (this->itemAction == PLAYER_IA_BOTTLE_FISH);
|
||||
|
|
Loading…
Reference in a new issue