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Misc. doc/cleanup 5 (#1096)

* `0` -> `CHEST_ANIM_SHORT` in `GET_ITEM` z_player macro

* fix typos in z_en_skj

Co-authored-by: Yanis42 <yalink88@gmail.com>

* `unkSkjStruct` -> `EnSkjUnkStruct`

* Use `EFFECT_SS_` enum in all `EffectSs_Spawn` calls

* Decimal for all `EffectSs_Spawn` priorities

* Use `OBJECT_INVALID` more

* `Object_IsLoaded` returns a boolean

* Add `@bug` in `DmaMgr_SendRequestImpl` about passing partially uninitialized struct

* Fix typo `forc_structure_alignment` -> "force"

* Move `CMD_F` to `z64cutscene_commands.h` since it is specifically for cutscene data

* Use `ALIGN16` macro more

* Use `ALIGN256` macro more

* Add `@bug` on two messed up 8-bytes-aligns

* Set `gSaveContext.nightFlag` to 0/1 instead of false/true

* Use `IS_DAY` macro more

* Run formatter

Co-authored-by: Yanis42 <yalink88@gmail.com>
This commit is contained in:
Dragorn421 2022-01-12 21:48:04 +01:00 committed by GitHub
parent 11917bf640
commit e5ecdfd559
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20 changed files with 61 additions and 59 deletions

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@ -78,7 +78,7 @@ void EnGuest_Update(Actor* thisx, GlobalContext* globalCtx) {
EnGuest* this = (EnGuest*)thisx;
s32 pad;
if (Object_IsLoaded(&globalCtx->objectCtx, this->osAnimeBankIndex) != 0) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->osAnimeBankIndex)) {
this->actor.flags &= ~ACTOR_FLAG_4;
Actor_ProcessInitChain(&this->actor, sInitChain);