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mirror of https://github.com/blawar/ooot.git synced 2024-07-02 09:03:36 +00:00

Cleanups, add trailing commas to several multi-line arrays/structs

This commit is contained in:
Thar0 2020-03-20 01:29:12 +00:00
parent ad417f8824
commit a3ddf65661
2 changed files with 26 additions and 21 deletions

View File

@ -45,7 +45,7 @@ static ColliderCylinderInit colliderInit =
0x00, 0x00, 0x00, 0x00,
0x00, 0x01, 0x00, 0x00,
0x0032, 0x000A, 0x0000,
0x0000, 0x0000, 0x0000
0x0000, 0x0000, 0x0000,
};
// array of entrance table entries to grotto destinations
@ -53,7 +53,7 @@ static s16 entrances[] = {
0x036D, 0x003F, 0x0598, 0x059C,
0x05A0, 0x05A4, 0x05A8, 0x05AC,
0x05B0, 0x05B4, 0x05B8, 0x05BC,
0x05C0, 0x05C4, 0x05FC
0x05C0, 0x05C4, 0x05FC,
};
// display list

View File

@ -41,12 +41,12 @@ static ColliderCylinderInit colliderInit =
0x00, 0x00, 0x00, 0x00,
0x00, 0x01, 0x01, 0x00,
0x0037, 0x0046, 0x0000,
0x0000, 0x0000, 0x0000
0x0000, 0x0000, 0x0000,
};
static u32 damageChart[] =
{
0x0000000C, 0x003CFF00
0x0000000C, 0x003CFF00,
};
static InitChainEntry initChain[] =
@ -54,12 +54,12 @@ static InitChainEntry initChain[] =
ICHAIN_VEC3F_DIV1000(scale, 0x64, ICHAIN_CONTINUE),
ICHAIN_F32(unk_F4, 0x7D0, ICHAIN_CONTINUE),
ICHAIN_F32(unk_F8, 0x15E, ICHAIN_CONTINUE),
ICHAIN_F32(unk_FC, 0x3E8, ICHAIN_STOP)
ICHAIN_F32(unk_FC, 0x3E8, ICHAIN_STOP),
};
static s16 effectScales[] =
{
17, 14, 10, 8, 7, 5, 3, 2
17, 14, 10, 8, 7, 5, 3, 2,
};
extern Gfx* D_060009E0; //dlist
@ -79,17 +79,20 @@ static void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx)
if ((Flags_GetSwitch(globalCtx, this->actor.params & 0x3F) != 0))
{
Actor_Kill(&this->actor);
return;
}
func_80061ED4(&this->actor.sub_98.damageChart, NULL, damageChart);
if (this->actor.shape.rot.y == 0)
else
{
s16 rand = (s16) Math_Rand_ZeroFloat(65536.0f);
this->actor.posRot.rot.y = rand;
this->actor.shape.rot.y = rand;
func_80061ED4(&this->actor.sub_98.damageChart, NULL, damageChart);
if (this->actor.shape.rot.y == 0)
{
s16 rand = (s16) Math_Rand_ZeroFloat(65536.0f);
this->actor.posRot.rot.y = rand;
this->actor.shape.rot.y = rand;
}
this->actor.shape.unk_08 = -200.0f;
this->actor.posRot.pos.y = this->actor.initPosRot.pos.y + 20.0f;
}
this->actor.shape.unk_08 = -200.0f;
this->actor.posRot.pos.y = this->actor.initPosRot.pos.y + 20.0f;
}
static void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx)
@ -139,15 +142,17 @@ static void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx)
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
Actor_Kill(&this->actor);
return;
}
this->collider.base.collideFlags &= ~0x2;
if (this->actor.xzDistanceFromLink < 800.0f)
else
{
sub_11E60 = &globalCtx->sub_11E60;
collider = &this->collider;
Actor_CollisionCheck_SetAC(globalCtx, sub_11E60, collider);
Actor_CollisionCheck_SetOT(globalCtx, sub_11E60, collider);
this->collider.base.collideFlags &= ~0x2;
if (this->actor.xzDistanceFromLink < 800.0f)
{
sub_11E60 = &globalCtx->sub_11E60;
collider = &this->collider;
Actor_CollisionCheck_SetAC(globalCtx, sub_11E60, collider);
Actor_CollisionCheck_SetOT(globalCtx, sub_11E60, collider);
}
}
}