Simplify NPC check logic in d_a_midna.cpp

Refactor NPC interaction checks for shadow mode and transformation settings.
This commit is contained in:
baxlek
2026-08-10 09:01:53 -05:00
committed by GitHub
parent 451df63e4b
commit 4cc979b419
+1 -6
View File
@@ -3300,12 +3300,7 @@ int daMidna_c::execute() {
if (!checkStateFlg0(FLG0_UNK_8000)) {
offStateFlg0((daMidna_FLG0)(FLG0_NPC_NEAR | FLG0_NPC_FAR));
BOOL far_;
#if TARGET_PC
if ((fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) &&
!dusk::getSettings().game.canTransformAnywhere) {
#else
if (fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) {
#endif
if ((fopAcIt_Judge((fopAcIt_JudgeFunc)daMidna_searchNpc, &far_)) && IF_DUSK(!dusk::getSettings().game.canTransformAnywhere)) {
if (!far_) {
onStateFlg0(FLG0_NPC_NEAR);
} else {