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Use long over int for s32/u32 types (#1546)

* long s32

* Suggested changes
This commit is contained in:
Tharo 2023-10-17 20:16:31 +01:00 committed by GitHub
parent b3486b57ef
commit a20163c6ab
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GPG key ID: 4AEE18F83AFDEB23
21 changed files with 66 additions and 62 deletions

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@ -487,14 +487,14 @@ void Player_SetBootData(PlayState* play, Player* this) {
}
}
s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
int Player_InBlockingCsMode(PlayState* play, Player* this) {
return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csAction != PLAYER_CSACTION_NONE) ||
(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
(this->stateFlags3 & PLAYER_STATE3_7) ||
((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
}
s32 Player_InCsMode(PlayState* play) {
int Player_InCsMode(PlayState* play) {
Player* this = GET_PLAYER(play);
return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
@ -504,7 +504,7 @@ s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & PLAYER_STATE1_4);
}
s32 Player_IsChildWithHylianShield(Player* this) {
int Player_IsChildWithHylianShield(Player* this) {
return gSaveContext.save.linkAge != LINK_AGE_ADULT && (this->currentShield == PLAYER_SHIELD_HYLIAN);
}
@ -640,7 +640,7 @@ s32 func_8008EF44(PlayState* play, s32 ammo) {
return 1;
}
s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = GET_PLAYER(play);
Vec3f diff;
s32 pad;
@ -685,7 +685,7 @@ s32 Player_HasMirrorShieldEquipped(PlayState* play) {
return (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
int Player_HasMirrorShieldSetToDraw(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR);
@ -701,11 +701,11 @@ s32 Player_ActionToMagicSpell(Player* this, s32 itemAction) {
}
}
s32 Player_HoldsHookshot(Player* this) {
int Player_HoldsHookshot(Player* this) {
return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
}
s32 func_8008F128(Player* this) {
int func_8008F128(Player* this) {
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
}
@ -731,7 +731,7 @@ s32 Player_HoldsTwoHandedWeapon(Player* this) {
}
}
s32 Player_HoldsBrokenKnife(Player* this) {
int Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemAction == PLAYER_IA_SWORD_BIGGORON) &&
(gSaveContext.save.info.playerData.swordHealth <= 0.0f);
}