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Fix/cleanup/rephrase miscellaneous stuff (#983)
* Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commitc801337dde
. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commitd80bdb32da
. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
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5c95f70d59
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82 changed files with 327 additions and 323 deletions
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@ -126,13 +126,13 @@ typedef enum {
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/* 00 */ SKJ_ACTION_FADE,
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/* 01 */ SKJ_ACTION_WAIT_TO_SHOOT_NEEDLE,
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/* 02 */ SKJ_ACTION_SARIA_SONG_IDLE,
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/* 03 */ SKJ_ACTON_WAIT_FOR_DEATH_ANIM,
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/* 03 */ SKJ_ACTION_WAIT_FOR_DEATH_ANIM,
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/* 04 */ SKJ_ACTION_PICK_NEXT_FIHGT_ACTION,
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/* 05 */ SKJ_ACTON_WAIT_FOR_LAND_ANIM,
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/* 06 */ SKJ_ACTON_RESET_FIGHT,
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/* 07 */ SKJ_ACTON_FIGHT,
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/* 08 */ SKJ_ACTON_NEEDLE_RECOVER,
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/* 09 */ SKJ_ACTON_SPAWN_DEATH_EFFECT,
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/* 05 */ SKJ_ACTION_WAIT_FOR_LAND_ANIM,
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/* 06 */ SKJ_ACTION_RESET_FIGHT,
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/* 07 */ SKJ_ACTION_FIGHT,
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/* 08 */ SKJ_ACTION_NEEDLE_RECOVER,
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/* 09 */ SKJ_ACTION_SPAWN_DEATH_EFFECT,
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/* 10 */ SKJ_ACTION_SARIA_SONG_WAIT_IN_RANGE,
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/* 11 */ SKJ_ACTION_SARIA_SONG_WAIT_FOR_SONG,
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/* 12 */ SKJ_ACTION_SARIA_SONG_AFTER_SONG,
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@ -307,9 +307,9 @@ void EnSkj_SetupAction(EnSkj* this, u8 action) {
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switch (action) {
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case SKJ_ACTION_FADE:
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case SKJ_ACTON_WAIT_FOR_DEATH_ANIM:
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case SKJ_ACTION_WAIT_FOR_DEATH_ANIM:
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case SKJ_ACTION_PICK_NEXT_FIHGT_ACTION:
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case SKJ_ACTON_SPAWN_DEATH_EFFECT:
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case SKJ_ACTION_SPAWN_DEATH_EFFECT:
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case SKJ_ACTION_SARIA_SONG_START_TRADE:
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case SKJ_ACTION_SARIA_SONG_WAIT_FOR_LANDING:
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case SKJ_ACTION_SARIA_SONG_WAIT_FOR_LANDING_ANIM:
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@ -739,7 +739,7 @@ void EnSkj_SariasSongKidIdle(EnSkj* this, GlobalContext* globalCtx) {
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void EnSkj_SetupDie(EnSkj* this) {
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EnSkj_ChangeAnim(this, SKJ_ANIM_DIE);
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EnSkj_SetupAction(this, SKJ_ACTON_WAIT_FOR_DEATH_ANIM);
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EnSkj_SetupAction(this, SKJ_ACTION_WAIT_FOR_DEATH_ANIM);
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}
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void EnSkj_WaitForDeathAnim(EnSkj* this, GlobalContext* globalCtx) {
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@ -772,7 +772,7 @@ void func_80AFF2A0(EnSkj* this) {
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EnSkj_CalculateCenter(this);
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this->actor.speedXZ = 0.0f;
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EnSkj_ChangeAnim(this, SKJ_ANIM_LAND);
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EnSkj_SetupAction(this, SKJ_ACTON_WAIT_FOR_LAND_ANIM);
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EnSkj_SetupAction(this, SKJ_ACTION_WAIT_FOR_LAND_ANIM);
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}
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void EnSkj_WaitForLandAnim(EnSkj* this, GlobalContext* globalCtx) {
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@ -788,7 +788,7 @@ void func_80AFF334(EnSkj* this) {
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this->battleExitTimer = 400;
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this->unk_2EC = 600.0f;
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EnSkj_ChangeAnim(this, SKJ_ANIM_LOOK_LEFT_RIGHT);
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EnSkj_SetupAction(this, SKJ_ACTON_RESET_FIGHT);
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EnSkj_SetupAction(this, SKJ_ACTION_RESET_FIGHT);
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}
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void EnSkj_ResetFight(EnSkj* this, GlobalContext* globalCtx) {
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@ -806,7 +806,7 @@ void EnSkj_SetupStand(EnSkj* this) {
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this->unk_2F0 = 0.0f;
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this->unk_2EC = 600.0f;
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EnSkj_ChangeAnim(this, SKJ_ANIM_FIGHTING_STANCE);
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EnSkj_SetupAction(this, SKJ_ACTON_FIGHT);
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EnSkj_SetupAction(this, SKJ_ACTION_FIGHT);
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}
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void EnSkj_Fight(EnSkj* this, GlobalContext* globalCtx) {
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@ -854,7 +854,7 @@ void EnSkj_Fight(EnSkj* this, GlobalContext* globalCtx) {
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void EnSkj_SetupNeedleRecover(EnSkj* this) {
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Animation_Reverse(&this->skelAnime);
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EnSkj_SetupAction(this, SKJ_ACTON_NEEDLE_RECOVER);
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EnSkj_SetupAction(this, SKJ_ACTION_NEEDLE_RECOVER);
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}
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void EnSkj_NeedleRecover(EnSkj* this, GlobalContext* globalCtx) {
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@ -865,7 +865,7 @@ void EnSkj_NeedleRecover(EnSkj* this, GlobalContext* globalCtx) {
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void EnSkj_SetupSpawnDeathEffect(EnSkj* this) {
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this->backfilpFlag = 1;
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EnSkj_SetupAction(this, SKJ_ACTON_SPAWN_DEATH_EFFECT);
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EnSkj_SetupAction(this, SKJ_ACTION_SPAWN_DEATH_EFFECT);
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}
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void EnSkj_SpawnDeathEffect(EnSkj* this, GlobalContext* globalCtx) {
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