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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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82 changed files with 327 additions and 323 deletions
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@ -211,12 +211,12 @@ void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80093D18(globalCtx->state.gfxCtx);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + (118.0f * this->actor.scale.y),
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this->actor.world.pos.z, 0);
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Matrix_RotateY(this->actor.shape.rot.y * (M_PI / 0x8000), 1);
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Matrix_RotateX(this->actor.shape.rot.x * (M_PI / 0x8000), 1);
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Matrix_RotateZ(this->actor.shape.rot.z * (M_PI / 0x8000), 1);
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Matrix_Translate(0, -(this->actor.scale.y * 118.0f), 0, 1);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, 1);
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this->actor.world.pos.z, MTXMODE_NEW);
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Matrix_RotateY(this->actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateX(this->actor.shape.rot.x * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateZ(this->actor.shape.rot.z * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_Translate(0, -(this->actor.scale.y * 118.0f), 0, MTXMODE_APPLY);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_obj_comb.c", 394),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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