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https://github.com/ACreTeam/ac-decomp
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Remove aHT1_GetDefaultAngle macro and remove parameters from aHT1_GetDefaultAngle call sites.
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@@ -96,7 +96,6 @@ static void aHT1_actor_move(ACTOR* actorx, GAME* game) {
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static s16 aHT1_GetDefaultAngle() {
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return 0;
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}
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#define aHT1_GetDefaultAngle(...) aHT1_GetDefaultAngle()
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static void aHT1_actor_draw(ACTOR* actorx, GAME* game) {
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NPC_CLIP->draw_proc(actorx, game);
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@@ -17,7 +17,7 @@ static void aHT1_wait(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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}
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static void aHT1_to_default(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play) {
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if (actor->actor.actor_class.shape_info.rotation.y == aHT1_GetDefaultAngle(actor)) {
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if (actor->actor.actor_class.shape_info.rotation.y == aHT1_GetDefaultAngle()) {
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actor->_998 = 0;
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actor->actor.action.step = -1;
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}
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@@ -64,7 +64,7 @@ static void aHT1_think_main_proc(NPC_HARVEST_NPC1_ACTOR* actor, GAME_PLAY* play)
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actor->actor.collision.check_kind = aNPC_BG_CHECK_TYPE_ONLY_GROUND;
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} break;
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case aNPC_ACT_TALK: {
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actor->actor.movement.mv_angl = aHT1_GetDefaultAngle(actor);
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actor->actor.movement.mv_angl = aHT1_GetDefaultAngle();
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aHT1_set_request_act(&actor->actor);
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actor->actor.condition_info.demo_flg =
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aNPC_COND_DEMO_SKIP_MOVE_RANGE_CHECK | aNPC_COND_DEMO_SKIP_MOVE_CIRCLE_REV;
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