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Whitespace (#1112)

* remove trailing whitespaces

* minor docs tweaks

* some more trailing whitespaces

* few more tweaks
This commit is contained in:
playerskel 2022-01-24 00:09:02 +01:00 committed by GitHub
parent f344fe648b
commit f4a72303cb
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GPG key ID: 4AEE18F83AFDEB23
150 changed files with 493 additions and 494 deletions

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@ -14,7 +14,7 @@ typedef struct {
/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
/* 0x10 */ u8 atFlags; // Information flags for AT collisions.
/* 0x11 */ u8 acFlags; // Information flags for AC collisions.
/* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
@ -24,7 +24,7 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
/* 0x02 */ u8 acFlags; // Information flags for OC collisions.
/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
@ -33,7 +33,7 @@ typedef struct {
typedef struct {
/* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
/* 0x01 */ u8 atFlags; // Information flags for AT collisions.
/* 0x02 */ u8 acFlags; // Information flags for AC collisions.
/* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
/* 0x04 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
@ -258,7 +258,7 @@ typedef enum {
/**
* Affects the sound Link's sword makes when hitting it, hookability,
* and possibly other things. It's definitely not flags, as all checks
* are == or !=. Will probably need more actors decomped to truly
* are == or !=. Will probably need more actors decomped to truly
* understand what this is.
*/
typedef enum {
@ -343,7 +343,7 @@ typedef enum {
#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
// These flags are not to be used in code until we figure out how we want to format them. They are only here for reference
// These flags are not to be used in code until we figure out how we want to format them. They are only here for reference
#define DMG_DEKU_NUT (1 << 0x00)
#define DMG_DEKU_STICK (1 << 0x01)
#define DMG_SLINGSHOT (1 << 0x02)