Apply clang-format to files (#5273)

This commit is contained in:
Archez
2025-04-01 22:33:38 -04:00
committed by GitHub
parent e8389e0b2e
commit 8f126344a4
885 changed files with 40384 additions and 36263 deletions
+35 -32
View File
@@ -493,8 +493,7 @@ Vec3s* Camera_GetCamBgDataUnderPlayer(Camera* camera, u16* dataCnt) {
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
playerPosShape.pos.y += Player_GetHeight(camera->player);
if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) ==
BGCHECK_Y_MIN) {
if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
// no floor
return NULL;
}
@@ -516,8 +515,8 @@ s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) {
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
*waterY = playerPosShape.pos.y;
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, playerPosShape.pos.x, playerPosShape.pos.z,
waterY, &waterBox)) {
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, playerPosShape.pos.x, playerPosShape.pos.z, waterY,
&waterBox)) {
// player's position is not in a water box.
*waterY = BGCHECK_Y_MIN;
return -1;
@@ -551,8 +550,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* envProp) {
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
waterY = playerPosRot.pos.y;
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, chkPos->x, chkPos->z, &waterY,
&waterBox)) {
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, chkPos->x, chkPos->z, &waterY, &waterBox)) {
// chkPos is not within the x/z boundaries of a water box.
return BGCHECK_Y_MIN;
}
@@ -574,9 +572,9 @@ s16 Camera_XZAngle(Vec3f* to, Vec3f* from) {
return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(from->x - to->x, from->z - to->z)));
}
f32 D_8015CE50;
f32 D_8015CE54;
CamColChk D_8015CE58;
f32 D_8015CE50;
f32 D_8015CE54;
CamColChk D_8015CE58;
s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
Vec3f playerPos;
Vec3f rotatedPos;
@@ -1317,7 +1315,7 @@ s16 Camera_CalcDefaultYaw(Camera* camera, s16 cur, s16 target, f32 arg3, f32 acc
return cur + (s16)(angDelta * velocity * velFactor * yawUpdRate);
}
//Follow player with collision
// Follow player with collision
void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3, f32* arg4, SwingAnimation* anim) {
static CamColChk atEyeColChk;
static CamColChk eyeAtColChk;
@@ -1499,7 +1497,10 @@ s32 Camera_Free(Camera* camera) {
newCamX *= (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.X"), 1.0f));
newCamY *= (CVarGetFloat(CVAR_SETTING("FreeLook.CameraSensitivity.Y"), 1.0f));
bool invertXAxis = (CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) || (!CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) && CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0));
bool invertXAxis = (CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) &&
!CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) ||
(!CVarGetInteger(CVAR_SETTING("FreeLook.InvertXAxis"), 0) &&
CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0));
camera->play->camX += newCamX * (invertXAxis ? -1 : 1);
camera->play->camY += newCamY * (CVarGetInteger(CVAR_SETTING("FreeLook.InvertYAxis"), 1) ? 1 : -1);
@@ -1761,7 +1762,7 @@ s32 Camera_Normal1(Camera* camera) {
}
// crit wiggle
if(!CVarGetInteger(CVAR_ENHANCEMENT("DisableCritWiggle"),0)) {
if (!CVarGetInteger(CVAR_ENHANCEMENT("DisableCritWiggle"), 0)) {
if (gSaveContext.health <= 16 && ((camera->play->state.frames % 256) == 0)) {
wiggleAdj = Rand_ZeroOne() * 10000.0f;
camera->inputDir.y = wiggleAdj + camera->inputDir.y;
@@ -3095,7 +3096,7 @@ s32 Camera_Battle1(Camera* camera) {
}
anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
camera->roll = DEGF_TO_BINANG(anim->roll);
camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f
camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f
: gSaveContext.health <= 0x10 ? 0.8f
: 1.0f) *
(fov - ((fov * 0.05f) * distRatio)),
@@ -3565,8 +3566,8 @@ s32 Camera_KeepOn3(Camera* camera) {
Camera_Vec3fVecSphGeoAdd(&lineChkPointB, &anim->atTarget, &atToEyeAdj);
if (!(keep3->flags & 0x80)) {
while (i < angleCnt) {
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &anim->atTarget,
&lineChkPointB, colChkActors, 2) &&
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &anim->atTarget, &lineChkPointB,
colChkActors, 2) &&
!Camera_BGCheck(camera, &anim->atTarget, &lineChkPointB)) {
break;
}
@@ -3590,7 +3591,7 @@ s32 Camera_KeepOn3(Camera* camera) {
at->y += (anim->atTarget.y - at->y) / anim->animTimer;
at->z += (anim->atTarget.z - at->z) / anim->animTimer;
// needed to match
//if (!prevTargetPlayerDist) {}
// if (!prevTargetPlayerDist) {}
atToEyeAdj.r = ((anim->eyeToAtTarget.x * anim->animTimer) + atToEyeNextDir.r) + 1.0f;
atToEyeAdj.yaw = atToEyeNextDir.yaw + (s16)(anim->eyeToAtTarget.y * anim->animTimer);
atToEyeAdj.pitch = atToEyeNextDir.pitch + (s16)(anim->eyeToAtTarget.z * anim->animTimer);
@@ -3848,8 +3849,8 @@ s32 Camera_KeepOn4(Camera* camera) {
if (!(keep4->unk_1C & 1)) {
angleCnt = ARRAY_COUNT(D_8011D3B0);
for (i = 0; i < angleCnt; i++) {
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &D_8015BD50,
&D_8015BD70, spCC, sp9C) &&
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &D_8015BD50, &D_8015BD70,
spCC, sp9C) &&
!Camera_BGCheck(camera, &D_8015BD50, &D_8015BD70)) {
break;
}
@@ -4541,9 +4542,9 @@ s32 Camera_Subj4(Camera* camera) {
}
anim->unk_28 = temp_f16;
//camera->player->actor.world.pos = *eyeNext;
//camera->player->actor.world.pos.y = camera->playerGroundY;
//camera->player->actor.shape.rot.y = sp64.yaw;
// camera->player->actor.world.pos = *eyeNext;
// camera->player->actor.world.pos.y = camera->playerGroundY;
// camera->player->actor.shape.rot.y = sp64.yaw;
temp_f16 = ((240.0f * temp_f16) * (anim->unk_24 * 0.416667f));
temp_a0 = temp_f16 + anim->unk_30;
at->x = eye->x + (Math_SinS(temp_a0) * 10.0f);
@@ -4738,7 +4739,8 @@ s32 Camera_Unique1(Camera* camera) {
anim->timer--;
}
sp8C.yaw = Camera_LERPFloorS(anim->yawTarget, eyeNextAtOffset.yaw, 0.5f, CVarGetInteger(CVAR_ENHANCEMENT("FixHangingLedgeSwingRate"), 0) ? 0xA : 0x2710);
sp8C.yaw = Camera_LERPFloorS(anim->yawTarget, eyeNextAtOffset.yaw, 0.5f,
CVarGetInteger(CVAR_ENHANCEMENT("FixHangingLedgeSwingRate"), 0) ? 0xA : 0x2710);
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &sp8C);
*eye = *eyeNext;
Camera_BGCheck(camera, at, eye);
@@ -5249,7 +5251,8 @@ s32 Camera_Unique9(Camera* camera) {
D_8011D3AC = anim->curKeyFrame->unk_01 & 0xF;
} else if ((anim->curKeyFrame->unk_01 & 0xF0) == 0xC0) {
Camera_UpdateInterface(0xF000 | ((anim->curKeyFrame->unk_01 & 0xF) << 8));
} else if (camera->player->stateFlags1 & PLAYER_STATE1_IN_WATER && player->currentBoots != PLAYER_BOOTS_IRON) {
} else if (camera->player->stateFlags1 & PLAYER_STATE1_IN_WATER &&
player->currentBoots != PLAYER_BOOTS_IRON) {
func_8002DF38(camera->play, camera->target, 8);
osSyncPrintf("camera: demo: player demo set WAIT\n");
} else {
@@ -5724,8 +5727,8 @@ s32 Camera_Demo1(Camera* camera) {
anim->curFrame = 0.0f;
camera->animState++;
// "absolute" : "relative"
osSyncPrintf(VT_SGR("1") "%06u:" VT_RST " camera: spline demo: start %s \n",
camera->play->state.frames, *relativeToPlayer == 0 ? "絶対" : "相対");
osSyncPrintf(VT_SGR("1") "%06u:" VT_RST " camera: spline demo: start %s \n", camera->play->state.frames,
*relativeToPlayer == 0 ? "絶対" : "相対");
if (PREG(93)) {
Camera_DebugPrintSplineArray("CENTER", 5, csAtPoints);
@@ -7051,8 +7054,7 @@ void func_80057FC4(Camera* camera) {
camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
break;
default:
osSyncPrintf("camera: room type: default set etc (%d)\n",
camera->play->roomCtx.curRoom.behaviorType1);
osSyncPrintf("camera: room type: default set etc (%d)\n", camera->play->roomCtx.curRoom.behaviorType1);
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
camera->unk_14C |= 4;
@@ -7468,7 +7470,7 @@ void Camera_UpdateDistortion(Camera* camera) {
screenPlanePhase += DEGF_TO_BINANG(screenPlanePhaseStep);
View_SetDistortionOrientation(&camera->play->view, Math_CosS(depthPhase) * 0.0f, Math_SinS(depthPhase) * 0.0f,
Math_SinS(screenPlanePhase) * 0.0f);
Math_SinS(screenPlanePhase) * 0.0f);
View_SetDistortionScale(&camera->play->view, Math_SinS(screenPlanePhase) * (xScale * scaleFactor) + 1.0f,
Math_CosS(screenPlanePhase) * (yScale * scaleFactor) + 1.0f,
Math_CosS(depthPhase) * (zScale * scaleFactor) + 1.0f);
@@ -7524,8 +7526,8 @@ Vec3s Camera_Update(Camera* camera) {
spAC = curPlayerPosRot.pos;
spAC.y += Player_GetHeight(camera->player);
playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly,
&bgId, &camera->player->actor, &spAC);
playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
&camera->player->actor, &spAC);
if (playerGroundY != BGCHECK_Y_MIN) {
// player is above ground.
sOOBTimer = 0;
@@ -7631,7 +7633,8 @@ Vec3s Camera_Update(Camera* camera) {
}
// enable/disable debug cam
if (CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0) && CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_START)) {
if (CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0) &&
CHECK_BTN_ALL(D_8015BD7C->state.input[2].press.button, BTN_START)) {
gDbgCamEnabled ^= 1;
if (gDbgCamEnabled) {
DbgCamera_Enable(&D_8015BD80, camera);
@@ -7947,7 +7950,7 @@ s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
return -5;
}
//modified from "==" to "<=" to not crash when "setting" is a negative value
// modified from "==" to "<=" to not crash when "setting" is a negative value
if (setting <= CAM_SET_NONE || setting >= CAM_SET_MAX) {
osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera set (%d) !!!!\n" VT_RST, setting);
return -99;