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"doesnt, isnt" -> "doesn't, isn't"
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51258cf173
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c09e1829ec
4 changed files with 6 additions and 6 deletions
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@ -312,7 +312,7 @@ static s16 sDungeonEntrances[] = {
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* - If health is less than 3 hearts, give 3 hearts
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* - If either scarecrow song is set, copy them from save context to the proper location
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* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
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* - Give and equip master sword if player is adult and doesnt have master sword
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* - Give and equip master sword if player is adult and doesn't have master sword
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* - Revert any trade items that spoil
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*/
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void Sram_OpenSave(SramContext* sramCtx) {
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@ -114,10 +114,10 @@ static ColliderQuadInit sQuadInit = {
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typedef enum {
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/* 00 */ AM_DMGEFF_NONE, // used by anything that cant kill the armos
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/* 01 */ AM_DMGEFF_NUT,
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/* 06 */ AM_DMGEFF_STUN = 6, // doesnt include deku nuts
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/* 06 */ AM_DMGEFF_STUN = 6, // doesn't include deku nuts
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/* 13 */ AM_DMGEFF_ICE = 13,
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/* 14 */ AM_DMGEFF_MAGIC_FIRE_LIGHT,
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/* 15 */ AM_DMGEFF_KILL // any damage source that can kill the armos (and isnt a special case)
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/* 15 */ AM_DMGEFF_KILL // any damage source that can kill the armos (and isn't a special case)
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} ArmosDamageEffect;
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static DamageTable sDamageTable = {
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@ -246,7 +246,7 @@ void EnAm_Destroy(Actor* thisx, PlayState* play) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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Collider_DestroyCylinder(play, &this->hurtCollider);
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Collider_DestroyCylinder(play, &this->blockCollider);
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//! @bug Quad collider is not destroyed (though destroy doesnt really do anything anyway)
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//! @bug Quad collider is not destroyed (though destroy doesn't really do anything anyway)
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}
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void EnAm_SpawnEffects(EnAm* this, PlayState* play) {
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@ -272,7 +272,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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thisx->shape.rot.z = 0;
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} else {
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// if a lit stick touches the bomb, set timer to 100
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// these bombs never have a timer over 70, so this isnt used
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// these bombs never have a timer over 70, so this isn't used
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if ((this->timer > 100) && Player_IsBurningStickInRange(play, &thisx->world.pos, 30.0f, 50.0f)) {
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this->timer = 100;
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}
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@ -451,7 +451,7 @@ void EnHeishi1_Update(Actor* thisx, PlayState* play) {
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// sidehops onto the next screen and prevent getting caught.
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if (!(player->actor.velocity.y > -3.9f)) {
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this->linkDetected = false;
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// this 60 unit height check is so the player doesnt get caught when on the upper path
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// this 60 unit height check is so the player doesn't get caught when on the upper path
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if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 60.0f) {
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func_80078884(NA_SE_SY_FOUND);
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// "Discovered!"
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