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Use long
over int
for s32/u32 types (#1546)
* long s32 * Suggested changes
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parent
b3486b57ef
commit
a20163c6ab
21 changed files with 66 additions and 62 deletions
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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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