mirror of
https://github.com/zeldaret/mm.git
synced 2026-06-02 10:09:58 -04:00
Misc Cleanup (#1257)
* a lot of brackets, and some other things * oops * another bracket * check flag all * just a few more... * PR suggestions * PR comment * pr * one more bracket
This commit is contained in:
@@ -403,7 +403,7 @@ void PreRender_ApplyAntiAliasingFilter(PreRender* this) {
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* Applies filters to the framebuffer prerender to make it look smoother
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*/
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void PreRender_ApplyFilters(PreRender* this) {
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if (this->cvgSave == NULL || this->fbufSave == NULL) {
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if ((this->cvgSave == NULL) || (this->fbufSave == NULL)) {
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this->unk_4D = 0;
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} else {
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this->unk_4D = 1;
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@@ -86,7 +86,7 @@ u32 JpegUtils_ProcessHuffmanTableImpl(u8* data, JpegHuffmanTable* ht, u8* codesL
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s32 temp;
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ret = count;
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if (count == 0 || (isAc && count > 0x100) || (!isAc && count > 0x10)) {
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if ((count == 0) || (isAc && (count > 0x100)) || (!isAc && (count > 0x10))) {
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return 0;
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}
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if (ret != JpegUtils_GetHuffmanCodes(codesLengths, codes)) {
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@@ -141,7 +141,7 @@ u32 JpegUtils_ProcessHuffmanTableImplOld(u8* dht, JpegHuffmanTableOld* ht, u8* c
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count2 = count = JpegUtils_ParseHuffmanCodesLengths(dht, codesLengths);
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if (count == 0 || (isAc && count > 0x100) || (!isAc && count > 0x10)) {
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if ((count == 0) || (isAc && (count > 0x100)) || (!isAc && (count > 0x10))) {
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return true;
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}
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+21
-10
@@ -25,7 +25,7 @@ void Sched_SwapFramebuffer(CfbInfo* cfbInfo) {
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osViSwapBuffer(cfbInfo->swapBuffer);
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cfbInfo->updateRate2 = cfbInfo->updateRate;
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if (SREG(62) == 0 && cfbInfo->viMode != NULL) {
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if ((SREG(62) == 0) && (cfbInfo->viMode != NULL)) {
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D_80096B20 = one;
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osViSetMode(cfbInfo->viMode);
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osViSetSpecialFeatures(cfbInfo->features);
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@@ -68,7 +68,7 @@ void Sched_HandleAudioCancel(SchedContext* sched) {
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// AUDIO SP Cancel
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osSyncPrintf("AUDIO SP キャンセルします\n");
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if (sched->curRSPTask != NULL && sched->curRSPTask->list.t.type == M_AUDTASK) {
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if ((sched->curRSPTask != NULL) && (sched->curRSPTask->list.t.type == M_AUDTASK)) {
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if (!(HW_REG(SP_STATUS_REG, u32) & SP_STATUS_HALT)) {
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// Attempts to stop AUDIO SP
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osSyncPrintf("AUDIO SP止めようとします\n");
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@@ -130,7 +130,7 @@ void Sched_HandleGfxCancel(SchedContext* sched) {
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// GRAPH SP Cancel
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osSyncPrintf("GRAPH SP キャンセルします\n");
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if (sched->curRSPTask != NULL && sched->curRSPTask->list.t.type == M_GFXTASK) {
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if ((sched->curRSPTask != NULL) && (sched->curRSPTask->list.t.type == M_GFXTASK)) {
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if (!(HW_REG(SP_STATUS_REG, u32) & SP_STATUS_HALT)) {
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// GRAPH SP tries to stop
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osSyncPrintf("GRAPH SP止めようとします\n");
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@@ -227,7 +227,8 @@ s32 Sched_TaskCheckFramebuffers(SchedContext* sched, OSScTask* task) {
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void* nextFB = osViGetNextFramebuffer();
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void* curFB = osViGetCurrentFramebuffer();
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if (task == NULL || sched->pendingSwapBuf1 != NULL || (curFB == TASK_FRAMEBUFFER(task)->fb1 && curFB != nextFB)) {
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if ((task == NULL) || (sched->pendingSwapBuf1 != NULL) ||
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((curFB == TASK_FRAMEBUFFER(task)->fb1) && (curFB != nextFB))) {
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return 0;
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}
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return 1;
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@@ -241,7 +242,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3
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OSScTask* gfxTask = sched->gfxListHead;
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OSScTask* audioTask = sched->audioListHead;
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if ((ret & OS_SC_SP) && sched->audioListHead != NULL) {
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if ((ret & OS_SC_SP) && (sched->audioListHead != NULL)) {
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*spTask = audioTask;
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ret &= ~OS_SC_SP;
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sched->audioListHead = sched->audioListHead->next;
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@@ -249,7 +250,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3
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sched->audioListTail = NULL;
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}
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} else if (gfxTask != NULL) {
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if (gfxTask->state & OS_SC_YIELDED || !(gfxTask->flags & OS_SC_NEEDS_RDP)) {
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if ((gfxTask->state & OS_SC_YIELDED) || !(gfxTask->flags & OS_SC_NEEDS_RDP)) {
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if (ret & OS_SC_SP) {
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*spTask = gfxTask;
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ret &= ~OS_SC_SP;
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@@ -259,7 +260,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3
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}
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}
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} else if (ret == (OS_SC_SP | OS_SC_DP)) {
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if (TASK_FRAMEBUFFER(gfxTask) == NULL || Sched_TaskCheckFramebuffers(sched, gfxTask)) {
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if ((TASK_FRAMEBUFFER(gfxTask) == NULL) || Sched_TaskCheckFramebuffers(sched, gfxTask)) {
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*spTask = *dpTask = gfxTask;
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ret &= ~(OS_SC_SP | OS_SC_DP);
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sched->gfxListHead = sched->gfxListHead->next;
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@@ -275,7 +276,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3
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void Sched_TaskUpdateFramebuffer(SchedContext* sched, OSScTask* task) {
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sched->pendingSwapBuf1 = TASK_FRAMEBUFFER(task);
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if (sched->curBuf != NULL && sched->curBuf->updateRate2 > 0) {
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if ((sched->curBuf != NULL) && (sched->curBuf->updateRate2 > 0)) {
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return;
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}
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Sched_RetraceUpdateFramebuffer(sched, sched->pendingSwapBuf1);
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@@ -314,7 +315,7 @@ void Sched_RunTask(SchedContext* sched, OSScTask* spTask, OSScTask* dpTask) {
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return;
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}
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// Write back the data cache to ensure imminent SP DMA does not miss anything
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if (spTask->list.t.type != M_AUDTASK && !(spTask->state & OS_SC_YIELDED)) {
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if ((spTask->list.t.type != M_AUDTASK) && !(spTask->state & OS_SC_YIELDED)) {
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osWritebackDCacheAll();
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}
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spTask->state &= ~(OS_SC_YIELD | OS_SC_YIELDED);
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@@ -327,9 +328,11 @@ void Sched_RunTask(SchedContext* sched, OSScTask* spTask, OSScTask* dpTask) {
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case M_AUDTASK:
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sRSPAudioStartTime = time;
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break;
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case M_GFXTASK:
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sRSPGFXStartTime = time;
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break;
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default:
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if (1) {}
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sRSPOtherStartTime = time;
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@@ -366,7 +369,7 @@ void Sched_HandleEntry(SchedContext* sched) {
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Sched_QueueTask(sched, msg);
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}
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// If there is an audio task pending and an RSP task is running, yield the current task.
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if (sched->audioListHead != NULL && sched->curRSPTask != NULL) {
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if ((sched->audioListHead != NULL) && (sched->curRSPTask != NULL)) {
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Sched_Yield(sched);
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return;
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}
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@@ -421,9 +424,11 @@ void Sched_HandleRSPDone(SchedContext* sched) {
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case M_AUDTASK:
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gRSPAudioTotalTime += time - sRSPAudioStartTime;
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break;
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case M_GFXTASK:
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sRSPGFXTotalTime += time - sRSPGFXStartTime;
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break;
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default:
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if (1) {}
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sRSPOtherTotalTime += time - sRSPOtherStartTime;
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@@ -555,15 +560,19 @@ void Sched_ThreadEntry(void* arg) {
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case RDP_AUDIO_CANCEL_MSG:
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Sched_HandleAudioCancel(sched);
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continue;
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case RSP_GFX_CANCEL_MSG:
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Sched_HandleGfxCancel(sched);
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continue;
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case ENTRY_MSG:
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Sched_HandleEntry(sched);
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continue;
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case RSP_DONE_MSG:
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Sched_HandleRSPDone(sched);
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continue;
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case RDP_DONE_MSG:
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Sched_HandleRDPDone(sched);
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continue;
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@@ -573,9 +582,11 @@ void Sched_ThreadEntry(void* arg) {
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case OS_SC_RETRACE_MSG:
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Sched_HandleRetrace(sched);
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continue;
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case OS_SC_PRE_NMI_MSG:
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Sched_HandleReset(sched);
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continue;
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case OS_SC_NMI_MSG:
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Sched_HandleStop(sched);
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continue;
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+1
-1
@@ -46,7 +46,7 @@ void Overlay_FreeGameState(GameStateOverlay* overlayEntry) {
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s32 var_v0;
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if (overlayEntry->loadedRamAddr != NULL) {
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var_v0 = overlayEntry->unk_28 != 0 ? -1 : 0;
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var_v0 = (overlayEntry->unk_28 != 0) ? -1 : 0;
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if (var_v0 == 0) {
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overlayEntry->unk_14 = (uintptr_t)(
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(overlayEntry->unk_14 != NULL)
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+13
-12
@@ -476,6 +476,7 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
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Actor* actor = targetCtx->targetedActor;
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OPEN_DISPS(play->state.gfxCtx);
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if (targetCtx->unk48 != 0) {
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TargetContextEntry* entry;
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s16 alpha = 255;
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@@ -598,10 +599,10 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
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targetCtx->unk_94 = sp68;
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}
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if (targetCtx->unk8C != 0) {
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if (targetCtx->unk8C != NULL) {
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sp68 = targetCtx->unk8C;
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targetCtx->unk8C = NULL;
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} else if (actor != 0) {
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} else if (actor != NULL) {
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sp68 = actor;
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}
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@@ -640,7 +641,7 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
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Target_SetColors(targetCtx, sp68, category, play);
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}
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if (actor != NULL && targetCtx->unk4B == 0) {
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if ((actor != NULL) && (targetCtx->unk4B == 0)) {
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Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
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if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
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(fabsf(projectedPos.y * invW) >= 1.0f)) {
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@@ -2028,10 +2029,10 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
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PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
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(Player_GetExplosiveHeld(player) <= PLAYER_EXPLOSIVE_NONE)) {
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if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
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if ((getItemId == GI_MASK_CIRCUS_LEADER || getItemId == GI_PENDANT_OF_MEMORIES ||
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getItemId == GI_DEED_LAND ||
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((player->heldActor != NULL || actor == player->talkActor) &&
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(getItemId > GI_NONE && getItemId < GI_MAX))) ||
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if (((getItemId == GI_MASK_CIRCUS_LEADER) || (getItemId == GI_PENDANT_OF_MEMORIES) ||
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(getItemId == GI_DEED_LAND) ||
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(((player->heldActor != NULL) || (actor == player->talkActor)) &&
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((getItemId > GI_NONE) && (getItemId < GI_MAX)))) ||
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!(player->stateFlags1 & (PLAYER_STATE1_800 | PLAYER_STATE1_20000000))) {
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s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
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s32 absYawDiff = ABS_ALT(yawDiff);
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@@ -2386,12 +2387,12 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
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} else {
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if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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Actor_Kill(actor);
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} else if (((params->requiredActorFlag) && !(actor->flags & params->requiredActorFlag)) ||
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((((!params->requiredActorFlag) != 0)) &&
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} else if ((params->requiredActorFlag && !(actor->flags & params->requiredActorFlag)) ||
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(((!params->requiredActorFlag) != 0) &&
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(!(actor->flags & ACTOR_FLAG_100000) ||
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((actor->category == ACTORCAT_EXPLOSIVES) && (params->player->stateFlags1 & PLAYER_STATE1_200))) &&
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params->canFreezeCategory && (actor != params->talkActor) &&
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((actor != params->player->heldActor)) && (actor->parent != ¶ms->player->actor))) {
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params->canFreezeCategory && (actor != params->talkActor) && (actor != params->player->heldActor) &&
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(actor->parent != ¶ms->player->actor))) {
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CollisionCheck_ResetDamage(&actor->colChkInfo);
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} else {
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Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
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@@ -3195,7 +3196,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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}
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overlayEntry = &gActorOverlayTable[index];
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if (overlayEntry->vramStart != 0) {
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if (overlayEntry->vramStart != NULL) {
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overlayEntry->numLoaded++;
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}
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+4
-1
@@ -7790,7 +7790,7 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) {
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break;
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case CAM_MODE_FOLLOWTARGET:
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if (camera->target != NULL && camera->target->id != ACTOR_EN_BOOM) {
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if ((camera->target != NULL) && (camera->target->id != ACTOR_EN_BOOM)) {
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sModeChangeFlags = CAM_CHANGE_MODE_FOLLOW_TARGET;
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}
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break;
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@@ -7807,6 +7807,9 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) {
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case CAM_MODE_HANG:
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sModeChangeFlags = CAM_CHANGE_MODE_4;
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break;
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default:
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break;
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}
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// Process Current Camera Mode
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@@ -92,7 +92,8 @@ f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac) {
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* factors such as the ac collider's defense.
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*/
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s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo) {
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if (at->actor != NULL && at->actor->id == ACTOR_EN_BOM && ac->actor != NULL && ac->actor->id == ACTOR_PLAYER) {
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if ((at->actor != NULL) && (at->actor->id == ACTOR_EN_BOM) && (ac->actor != NULL) &&
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(ac->actor->id == ACTOR_PLAYER)) {
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return 8;
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}
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return atInfo->toucher.damage;
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@@ -1153,7 +1154,7 @@ s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colCtxt, Collid
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}
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sATResetFuncs[collider->shape](play, collider);
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if (collider->actor != NULL && collider->actor->update == NULL) {
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if ((collider->actor != NULL) && (collider->actor->update == NULL)) {
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return -1;
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}
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if (colCtxt->colATCount >= ARRAY_COUNT(colCtxt->colAT)) {
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@@ -1179,7 +1180,7 @@ s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colCtxt, Co
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}
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sATResetFuncs[collider->shape](play, collider);
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if (collider->actor != NULL && collider->actor->update == NULL) {
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if ((collider->actor != NULL) && (collider->actor->update == NULL)) {
|
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return -1;
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}
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if (colCtxt->sacFlags & SAC_ON) {
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@@ -1213,7 +1214,7 @@ s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colCtxt, Collid
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}
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sACResetFuncs[collider->shape](play, collider);
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if (collider->actor != NULL && collider->actor->update == NULL) {
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if ((collider->actor != NULL) && (collider->actor->update == NULL)) {
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return -1;
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}
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if (colCtxt->colACCount >= ARRAY_COUNT(colCtxt->colAC)) {
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@@ -1239,7 +1240,7 @@ s32 CollisionCheck_SetAC_SAC(PlayState* play, CollisionCheckContext* colCtxt, Co
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}
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sACResetFuncs[collider->shape](play, collider);
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if (collider->actor != NULL && collider->actor->update == NULL) {
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if ((collider->actor != NULL) && (collider->actor->update == NULL)) {
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return -1;
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}
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if (colCtxt->sacFlags & SAC_ON) {
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@@ -1273,7 +1274,7 @@ s32 CollisionCheck_SetOC(PlayState* play, CollisionCheckContext* colCtxt, Collid
|
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}
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sOCResetFuncs[collider->shape](play, collider);
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if (collider->actor != NULL && collider->actor->update == NULL) {
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if ((collider->actor != NULL) && (collider->actor->update == NULL)) {
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return -1;
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}
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if (colCtxt->colOCCount >= ARRAY_COUNT(colCtxt->colOC)) {
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@@ -1299,7 +1300,7 @@ s32 CollisionCheck_SetOC_SAC(PlayState* play, CollisionCheckContext* colCtxt, Co
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}
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sOCResetFuncs[collider->shape](play, collider);
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if (collider->actor != NULL && collider->actor->update == NULL) {
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if ((collider->actor != NULL) && (collider->actor->update == NULL)) {
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return -1;
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}
|
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if (colCtxt->sacFlags & SAC_ON) {
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@@ -1523,7 +1524,7 @@ void CollisionCheck_RedBloodUnused(PlayState* play, Collider* collider, Vec3f* v
|
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void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* collider, Vec3f* hitPos) {
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s32 flags = info->toucherFlags & TOUCH_SFX_NONE;
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if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
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if ((flags == TOUCH_SFX_NORMAL) && (collider->colType != COLTYPE_METAL)) {
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EffectSsHitmark_SpawnFixedScale(play, 0, hitPos);
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if (collider->actor == NULL) {
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play_sound(NA_SE_IT_SHIELD_BOUND);
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@@ -1558,7 +1559,7 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* coll
|
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* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
|
||||
*/
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
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if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
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if ((at->actor != NULL) && (at->actor->category == ACTORCAT_PLAYER)) {
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if (acInfo->elemType == ELEMTYPE_UNK0) {
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Audio_PlaySfxAtPos(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE);
|
||||
} else if (acInfo->elemType == ELEMTYPE_UNK1) {
|
||||
@@ -1652,7 +1653,7 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* at, ColliderInfo* atInfo
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
if ((ac->acFlags & AC_HARD) && at->actor != NULL && ac->actor != NULL) {
|
||||
if ((ac->acFlags & AC_HARD) && (at->actor != NULL) && (ac->actor != NULL)) {
|
||||
CollisionCheck_SetBounce(at, ac);
|
||||
}
|
||||
if (!(acInfo->bumperFlags & BUMP_NO_AT_INFO)) {
|
||||
@@ -1683,8 +1684,8 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* at, ColliderInfo* atInfo
|
||||
acInfo->bumper.hitPos.y = hitPos->y;
|
||||
acInfo->bumper.hitPos.z = hitPos->z;
|
||||
}
|
||||
if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && ac->colType != COLTYPE_METAL && ac->colType != COLTYPE_WOOD &&
|
||||
ac->colType != COLTYPE_HARD) {
|
||||
if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && (ac->colType != COLTYPE_METAL) && (ac->colType != COLTYPE_WOOD) &&
|
||||
(ac->colType != COLTYPE_HARD)) {
|
||||
acInfo->bumperFlags |= BUMP_DRAW_HITMARK;
|
||||
} else {
|
||||
CollisionCheck_HitEffects(play, at, atInfo, ac, acInfo, hitPos);
|
||||
@@ -1719,7 +1720,7 @@ void CollisionCheck_AC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* co
|
||||
f32 overlapSize;
|
||||
f32 centerDist;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
|
||||
if ((at->count > 0) && (at->elements != NULL) && (ac->count > 0) && (ac->elements != NULL)) {
|
||||
for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
|
||||
if (CollisionCheck_SkipTouch(&atElem->info)) {
|
||||
continue;
|
||||
@@ -1773,7 +1774,7 @@ void CollisionCheck_AC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colCt
|
||||
f32 overlapSize;
|
||||
f32 centerDist;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL && ac->dim.radius > 0 && ac->dim.height > 0) {
|
||||
if ((at->count > 0) && (at->elements != NULL) && (ac->dim.radius > 0) && (ac->dim.height > 0)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -1822,7 +1823,7 @@ void CollisionCheck_AC_JntSphVsTris(PlayState* play, CollisionCheckContext* colC
|
||||
ColliderTrisElement* acElem;
|
||||
Vec3f hitPos;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
|
||||
if ((at->count > 0) && (at->elements != NULL) && (ac->count > 0) && (ac->elements != NULL)) {
|
||||
for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
|
||||
if (CollisionCheck_SkipTouch(&atElem->info)) {
|
||||
continue;
|
||||
@@ -1858,7 +1859,7 @@ void CollisionCheck_AC_JntSphVsQuad(PlayState* play, CollisionCheckContext* colC
|
||||
Vec3f hitPos;
|
||||
ColliderJntSphElement* sphElem;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL) {
|
||||
if ((at->count > 0) && (at->elements != NULL)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -1898,7 +1899,7 @@ void CollisionCheck_AC_JntSphVsSphere(PlayState* play, CollisionCheckContext* co
|
||||
f32 overlapSize;
|
||||
f32 centerDist;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL) {
|
||||
if ((at->count > 0) && (at->elements != NULL)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -1943,7 +1944,7 @@ void CollisionCheck_AC_CylVsJntSph(PlayState* play, CollisionCheckContext* colCt
|
||||
f32 centerDist;
|
||||
ColliderJntSphElement* sphElem;
|
||||
|
||||
if (ac->count > 0 && ac->elements != NULL && at->dim.radius > 0 && at->dim.height > 0) {
|
||||
if ((ac->count > 0) && (ac->elements != NULL) && (at->dim.radius > 0) && (at->dim.height > 0)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -1994,7 +1995,7 @@ void CollisionCheck_AC_CylVsCyl(PlayState* play, CollisionCheckContext* colCtxt,
|
||||
f32 overlapSize;
|
||||
f32 centerDist;
|
||||
|
||||
if (at->dim.radius > 0 && at->dim.height > 0 && ac->dim.radius > 0 && ac->dim.height > 0) {
|
||||
if ((at->dim.radius > 0) && (at->dim.height > 0) && (ac->dim.radius > 0) && (ac->dim.height > 0)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2046,7 +2047,7 @@ void CollisionCheck_AC_CylVsTris(PlayState* play, CollisionCheckContext* colCtxt
|
||||
ColliderTrisElement* acElem;
|
||||
Vec3f hitPos;
|
||||
|
||||
if (at->dim.radius > 0 && at->dim.height > 0 && ac->count > 0 && ac->elements != NULL) {
|
||||
if ((at->dim.radius > 0) && (at->dim.height > 0) && (ac->count > 0) && (ac->elements != NULL)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2079,7 +2080,7 @@ void CollisionCheck_AC_CylVsQuad(PlayState* play, CollisionCheckContext* colCtxt
|
||||
ColliderCylinder* at = (ColliderCylinder*)colAT;
|
||||
ColliderQuad* ac = (ColliderQuad*)colAC;
|
||||
|
||||
if (at->dim.height > 0 && at->dim.radius > 0) {
|
||||
if ((at->dim.height > 0) && (at->dim.radius > 0)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2119,7 +2120,7 @@ void CollisionCheck_AC_CylVsSphere(PlayState* play, CollisionCheckContext* colCt
|
||||
f32 overlapSize;
|
||||
f32 centerDist;
|
||||
|
||||
if (at->dim.radius > 0 && at->dim.height > 0) {
|
||||
if ((at->dim.radius > 0) && (at->dim.height > 0)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2166,7 +2167,7 @@ void CollisionCheck_AC_TrisVsJntSph(PlayState* play, CollisionCheckContext* colC
|
||||
ColliderTrisElement* atElem;
|
||||
Vec3f hitPos;
|
||||
|
||||
if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
|
||||
if ((ac->count > 0) && (ac->elements != NULL) && (at->count > 0) && (at->elements != NULL)) {
|
||||
for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
|
||||
if (CollisionCheck_SkipBump(&acElem->info)) {
|
||||
continue;
|
||||
@@ -2204,7 +2205,7 @@ void CollisionCheck_AC_TrisVsCyl(PlayState* play, CollisionCheckContext* colCtxt
|
||||
ColliderCylinder* ac = (ColliderCylinder*)colAC;
|
||||
ColliderTrisElement* atElem;
|
||||
|
||||
if (ac->dim.radius > 0 && ac->dim.height > 0 && at->count > 0 && at->elements != NULL) {
|
||||
if ((ac->dim.radius > 0) && (ac->dim.height > 0) && (at->count > 0) && (at->elements != NULL)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2238,7 +2239,7 @@ void CollisionCheck_AC_TrisVsTris(PlayState* play, CollisionCheckContext* colCtx
|
||||
ColliderTris* ac = (ColliderTris*)colAC;
|
||||
ColliderTrisElement* acElem;
|
||||
|
||||
if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
|
||||
if ((ac->count > 0) && (ac->elements != NULL) && (at->count > 0) && (at->elements != NULL)) {
|
||||
for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
|
||||
if (CollisionCheck_SkipBump(&acElem->info)) {
|
||||
continue;
|
||||
@@ -2273,7 +2274,7 @@ void CollisionCheck_AC_TrisVsQuad(PlayState* play, CollisionCheckContext* colCtx
|
||||
ColliderQuad* ac = (ColliderQuad*)colAC;
|
||||
ColliderTrisElement* atElem;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL) {
|
||||
if ((at->count > 0) && (at->elements != NULL)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2312,7 +2313,7 @@ void CollisionCheck_AC_TrisVsSphere(PlayState* play, CollisionCheckContext* colC
|
||||
ColliderSphere* ac = (ColliderSphere*)colAC;
|
||||
Vec3f hitPos;
|
||||
|
||||
if (at->count > 0 && at->elements != NULL) {
|
||||
if ((at->count > 0) && (at->elements != NULL)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2344,7 +2345,7 @@ void CollisionCheck_AC_QuadVsJntSph(PlayState* play, CollisionCheckContext* colC
|
||||
ColliderQuad* at = (ColliderQuad*)colAT;
|
||||
ColliderJntSph* ac = (ColliderJntSph*)colAC;
|
||||
|
||||
if (ac->count > 0 && ac->elements != NULL) {
|
||||
if ((ac->count > 0) && (ac->elements != NULL)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2385,7 +2386,7 @@ void CollisionCheck_AC_QuadVsCyl(PlayState* play, CollisionCheckContext* colCtxt
|
||||
ColliderQuad* at = (ColliderQuad*)colAT;
|
||||
ColliderCylinder* ac = (ColliderCylinder*)colAC;
|
||||
|
||||
if (ac->dim.height > 0 && ac->dim.radius > 0) {
|
||||
if ((ac->dim.height > 0) && (ac->dim.radius > 0)) {
|
||||
if (CollisionCheck_SkipBump(&ac->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2431,7 +2432,7 @@ void CollisionCheck_AC_QuadVsTris(PlayState* play, CollisionCheckContext* colCtx
|
||||
ColliderTris* ac = (ColliderTris*)colAC;
|
||||
ColliderTrisElement* acElem;
|
||||
|
||||
if (ac->count > 0 && ac->elements != NULL) {
|
||||
if ((ac->count > 0) && (ac->elements != NULL)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2546,7 +2547,7 @@ void CollisionCheck_AC_SphereVsJntSph(PlayState* play, CollisionCheckContext* co
|
||||
f32 overlapSize;
|
||||
f32 centerDist;
|
||||
|
||||
if (ac->count > 0 && ac->elements != NULL) {
|
||||
if ((ac->count > 0) && (ac->elements != NULL)) {
|
||||
if (CollisionCheck_SkipTouch(&at->info)) {
|
||||
return;
|
||||
}
|
||||
@@ -2739,7 +2740,7 @@ void CollisionCheck_SetJntSphHitFX(PlayState* play, CollisionCheckContext* colCt
|
||||
ColliderJntSphElement* element;
|
||||
|
||||
for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
|
||||
if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && element->info.acHitInfo != NULL &&
|
||||
if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitInfo != NULL) &&
|
||||
!(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
|
||||
Vec3f hitPos;
|
||||
|
||||
@@ -2758,7 +2759,7 @@ void CollisionCheck_SetJntSphHitFX(PlayState* play, CollisionCheckContext* colCt
|
||||
void CollisionCheck_SetCylHitFX(PlayState* play, CollisionCheckContext* colCtxt, Collider* collider) {
|
||||
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
|
||||
|
||||
if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && cylinder->info.acHitInfo != NULL &&
|
||||
if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && (cylinder->info.acHitInfo != NULL) &&
|
||||
!(cylinder->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
|
||||
Vec3f hitPos;
|
||||
|
||||
@@ -2777,7 +2778,7 @@ void CollisionCheck_SetTrisHitFX(PlayState* play, CollisionCheckContext* colCtxt
|
||||
ColliderTrisElement* element;
|
||||
|
||||
for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
|
||||
if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && element->info.acHitInfo != NULL &&
|
||||
if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitInfo != NULL) &&
|
||||
!(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
|
||||
Vec3f hitPos;
|
||||
|
||||
@@ -2796,7 +2797,7 @@ void CollisionCheck_SetTrisHitFX(PlayState* play, CollisionCheckContext* colCtxt
|
||||
void CollisionCheck_SetQuadHitFX(PlayState* play, CollisionCheckContext* colCtxt, Collider* collider) {
|
||||
ColliderQuad* quad = (ColliderQuad*)collider;
|
||||
|
||||
if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && quad->info.acHitInfo != NULL &&
|
||||
if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && (quad->info.acHitInfo != NULL) &&
|
||||
!(quad->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
|
||||
Vec3f hitPos;
|
||||
|
||||
@@ -2812,7 +2813,7 @@ void CollisionCheck_SetQuadHitFX(PlayState* play, CollisionCheckContext* colCtxt
|
||||
void CollisionCheck_SetSphereHitFX(PlayState* play, CollisionCheckContext* colCtxt, Collider* collider) {
|
||||
ColliderSphere* sphere = (ColliderSphere*)collider;
|
||||
|
||||
if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && sphere->info.acHitInfo != NULL &&
|
||||
if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && (sphere->info.acHitInfo != NULL) &&
|
||||
!(sphere->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
|
||||
Vec3f hitPos;
|
||||
|
||||
@@ -2837,8 +2838,8 @@ void CollisionCheck_SetHitEffects(PlayState* play, CollisionCheckContext* colCtx
|
||||
for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) {
|
||||
Collider* colAC = *col;
|
||||
|
||||
if (colAC != NULL && (colAC->acFlags & AC_ON)) {
|
||||
if (colAC->actor != NULL && colAC->actor->update == NULL) {
|
||||
if ((colAC != NULL) && (colAC->acFlags & AC_ON)) {
|
||||
if ((colAC->actor != NULL) && (colAC->actor->update == NULL)) {
|
||||
continue;
|
||||
}
|
||||
sColChkApplyFuncs[colAC->shape](play, colCtxt, colAC);
|
||||
@@ -2868,12 +2869,12 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colCtxt, Collider
|
||||
for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) {
|
||||
Collider* colAC = *col;
|
||||
|
||||
if (colAC != NULL && (colAC->acFlags & AC_ON)) {
|
||||
if (colAC->actor != NULL && colAC->actor->update == NULL) {
|
||||
if ((colAC != NULL) && (colAC->acFlags & AC_ON)) {
|
||||
if ((colAC->actor != NULL) && (colAC->actor->update == NULL)) {
|
||||
continue;
|
||||
}
|
||||
if ((colAC->acFlags & colAT->atFlags & AC_TYPE_ALL) && colAT != colAC) {
|
||||
if (!(colAT->atFlags & AT_SELF) && colAT->actor != NULL && colAC->actor == colAT->actor) {
|
||||
if ((colAC->acFlags & colAT->atFlags & AC_TYPE_ALL) && (colAT != colAC)) {
|
||||
if (!(colAT->atFlags & AT_SELF) && (colAT->actor != NULL) && (colAC->actor == colAT->actor)) {
|
||||
continue;
|
||||
}
|
||||
sACVsFuncs[colAT->shape][colAC->shape](play, colCtxt, colAT, colAC);
|
||||
@@ -2891,15 +2892,15 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colCtxt, Collider
|
||||
void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colCtxt) {
|
||||
Collider** col;
|
||||
|
||||
if (colCtxt->colATCount == 0 || colCtxt->colACCount == 0) {
|
||||
if ((colCtxt->colATCount == 0) || (colCtxt->colACCount == 0)) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (col = &colCtxt->colAT[0]; col < &colCtxt->colAT[colCtxt->colATCount]; col++) {
|
||||
Collider* colAC = *col;
|
||||
|
||||
if (colAC != NULL && (colAC->atFlags & AT_ON)) {
|
||||
if (colAC->actor != NULL && colAC->actor->update == NULL) {
|
||||
if ((colAC != NULL) && (colAC->atFlags & AT_ON)) {
|
||||
if ((colAC->actor != NULL) && (colAC->actor->update == NULL)) {
|
||||
continue;
|
||||
}
|
||||
CollisionCheck_AC(play, colCtxt, colAC);
|
||||
@@ -2958,7 +2959,8 @@ void CollisionCheck_SetOCvsOC(PlayState* play, Collider* left, ColliderInfo* lef
|
||||
right->ocFlags2 |= OC2_HIT_PLAYER;
|
||||
}
|
||||
|
||||
if (leftActor == NULL || rightActor == NULL || (left->ocFlags1 & OC1_NO_PUSH) || (right->ocFlags1 & OC1_NO_PUSH)) {
|
||||
if ((leftActor == NULL) || (rightActor == NULL) || (left->ocFlags1 & OC1_NO_PUSH) ||
|
||||
(right->ocFlags1 & OC1_NO_PUSH)) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -3032,7 +3034,7 @@ void CollisionCheck_OC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* co
|
||||
ColliderJntSphElement* rightElem;
|
||||
f32 overlap;
|
||||
|
||||
if (left->count > 0 && left->elements != NULL && right->count > 0 && right->elements != NULL &&
|
||||
if ((left->count > 0) && (left->elements != NULL) && (right->count > 0) && (right->elements != NULL) &&
|
||||
(left->base.ocFlags1 & OCELEM_ON) && (right->base.ocFlags1 & OCELEM_ON)) {
|
||||
|
||||
for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) {
|
||||
@@ -3067,7 +3069,7 @@ void CollisionCheck_OC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colCt
|
||||
ColliderJntSphElement* leftElem;
|
||||
f32 overlap;
|
||||
|
||||
if (left->count > 0 && left->elements != NULL && (left->base.ocFlags1 & OCELEM_ON) &&
|
||||
if ((left->count > 0) && (left->elements != NULL) && (left->base.ocFlags1 & OCELEM_ON) &&
|
||||
(right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
|
||||
|
||||
for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) {
|
||||
@@ -3096,7 +3098,7 @@ void CollisionCheck_OC_JntSphVsSphere(PlayState* play, CollisionCheckContext* co
|
||||
ColliderJntSphElement* leftElem;
|
||||
f32 overlap;
|
||||
|
||||
if (left->count > 0 && left->elements != NULL && (left->base.ocFlags1 & OCELEM_ON) &&
|
||||
if ((left->count > 0) && (left->elements != NULL) && (left->base.ocFlags1 & OCELEM_ON) &&
|
||||
(right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
|
||||
|
||||
for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) {
|
||||
@@ -3252,11 +3254,11 @@ void CollisionCheck_OC(PlayState* play, CollisionCheckContext* colCtxt) {
|
||||
ColChkVsFunc vsFunc;
|
||||
|
||||
for (left = colCtxt->colOC; left < colCtxt->colOC + colCtxt->colOCCount; left++) {
|
||||
if (*left == NULL || CollisionCheck_SkipOC(*left)) {
|
||||
if ((*left == NULL) || CollisionCheck_SkipOC(*left)) {
|
||||
continue;
|
||||
}
|
||||
for (right = left + 1; right < colCtxt->colOC + colCtxt->colOCCount; right++) {
|
||||
if (*right == NULL || CollisionCheck_SkipOC(*right) || CollisionCheck_Incompatible(*left, *right)) {
|
||||
if ((*right == NULL) || CollisionCheck_SkipOC(*right) || CollisionCheck_Incompatible(*left, *right)) {
|
||||
continue;
|
||||
}
|
||||
vsFunc = sOCVsFuncs[(*left)->shape][(*right)->shape];
|
||||
@@ -3353,7 +3355,7 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colCtxt,
|
||||
at = info->acHit;
|
||||
atInfo = info->acHitInfo;
|
||||
|
||||
if (at != NULL && atInfo != NULL && collider != NULL && info != NULL) {
|
||||
if ((at != NULL) && (atInfo != NULL) && (collider != NULL) && (info != NULL)) {
|
||||
damage = CollisionCheck_GetDamageAndEffectOnBumper(at, atInfo, collider, info, &effect);
|
||||
|
||||
if (CollisionCheck_GetToucherDamage(at, atInfo, collider, info) != 0) {
|
||||
@@ -3373,7 +3375,7 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colCtxt,
|
||||
collider->actor->colChkInfo.damageEffect = effect;
|
||||
}
|
||||
if (!(collider->acFlags & AC_HARD) ||
|
||||
((collider->acFlags & AC_HARD) && atInfo->toucher.dmgFlags == 0x20000000)) {
|
||||
((collider->acFlags & AC_HARD) && (atInfo->toucher.dmgFlags == 0x20000000))) {
|
||||
if (collider->actor->colChkInfo.damage < finalDamage) {
|
||||
collider->actor->colChkInfo.damage = finalDamage;
|
||||
}
|
||||
@@ -3388,7 +3390,7 @@ void CollisionCheck_ApplyDamageJntSph(PlayState* play, CollisionCheckContext* co
|
||||
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
|
||||
s32 i;
|
||||
|
||||
if (jntSph->count > 0 && jntSph->elements != NULL) {
|
||||
if ((jntSph->count > 0) && (jntSph->elements != NULL)) {
|
||||
for (i = 0; i < jntSph->count; i++) {
|
||||
CollisionCheck_ApplyDamage(play, colCtxt, &jntSph->base, &jntSph->elements[i].info);
|
||||
}
|
||||
@@ -3965,7 +3967,7 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
|
||||
if (SQ(actorDotItemXZ) < (4.0f * SQXZ(itemStep) * radSqDiff)) {
|
||||
return 0;
|
||||
}
|
||||
if (SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff) > zero) {
|
||||
if ((SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff)) > zero) {
|
||||
intersect1 = intersect2 = 1;
|
||||
} else {
|
||||
intersect1 = 1;
|
||||
@@ -4005,12 +4007,12 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
|
||||
}
|
||||
|
||||
if (intersect2 == 0) {
|
||||
if (frac1 < 0.0f || 1.0f < frac1) {
|
||||
if ((frac1 < 0.0f) || (1.0f < frac1)) {
|
||||
return 0;
|
||||
}
|
||||
} else {
|
||||
test1 = (frac1 < 0.0f || 1.0f < frac1);
|
||||
test2 = (frac2 < 0.0f || 1.0f < frac2);
|
||||
test1 = (frac1 < 0.0f) || (1.0f < frac1);
|
||||
test2 = (frac2 < 0.0f) || (1.0f < frac2);
|
||||
|
||||
if (test1 && test2) {
|
||||
return 0;
|
||||
@@ -4024,14 +4026,14 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a
|
||||
}
|
||||
|
||||
if ((intersect1 != 0) &&
|
||||
((frac1 * itemStep.y + actorToItem.y < 0.0f) || (height < frac1 * itemStep.y + actorToItem.y))) {
|
||||
(((frac1 * itemStep.y + actorToItem.y) < 0.0f) || (height < (frac1 * itemStep.y + actorToItem.y)))) {
|
||||
intersect1 = 0;
|
||||
}
|
||||
if ((intersect2 != 0) &&
|
||||
((frac2 * itemStep.y + actorToItem.y < 0.0f) || (height < frac2 * itemStep.y + actorToItem.y))) {
|
||||
(((frac2 * itemStep.y + actorToItem.y) < 0.0f) || (height < (frac2 * itemStep.y + actorToItem.y)))) {
|
||||
intersect2 = 0;
|
||||
}
|
||||
if (intersect1 == 0 && intersect2 == 0) {
|
||||
if ((intersect1 == 0) && (intersect2 == 0)) {
|
||||
return 0;
|
||||
} else if ((intersect1 != 0) && (intersect2 != 0)) {
|
||||
out1->x = frac1 * itemStep.x + actorToItem.x + actorPos->x;
|
||||
|
||||
@@ -142,6 +142,7 @@ void FireObj_Draw(PlayState* play, FireObj* fire) {
|
||||
Vec3s vec;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (fire->timer * -20) % 512U, 32, 128));
|
||||
|
||||
@@ -16,14 +16,14 @@ s16 sBeatingHeartsDDEnv[3];
|
||||
s16 sHeartsDDPrim[2][3];
|
||||
s16 sHeartsDDEnv[2][3];
|
||||
|
||||
TexturePtr HeartTextures[] = {
|
||||
TexturePtr sHeartTextures[] = {
|
||||
gHeartFullTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex,
|
||||
gHeartQuarterTex, gHeartQuarterTex, gHeartHalfTex, gHeartHalfTex,
|
||||
gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartThreeQuarterTex,
|
||||
gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex,
|
||||
};
|
||||
|
||||
TexturePtr HeartDDTextures[] = {
|
||||
TexturePtr sHeartDDTextures[] = {
|
||||
gDefenseHeartFullTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex,
|
||||
gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex,
|
||||
gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartHalfTex,
|
||||
@@ -283,7 +283,7 @@ void LifeMeter_Draw(PlayState* play) {
|
||||
if (i < fullHeartCount) {
|
||||
heartTex = gHeartFullTex;
|
||||
} else if (i == fullHeartCount) {
|
||||
heartTex = HeartTextures[fractionHeartCount];
|
||||
heartTex = sHeartTextures[fractionHeartCount];
|
||||
} else {
|
||||
heartTex = gHeartEmptyTex;
|
||||
}
|
||||
@@ -323,7 +323,7 @@ void LifeMeter_Draw(PlayState* play) {
|
||||
if (i < fullHeartCount) {
|
||||
heartTex = gDefenseHeartFullTex;
|
||||
} else if (i == fullHeartCount) {
|
||||
heartTex = HeartDDTextures[fractionHeartCount];
|
||||
heartTex = sHeartDDTextures[fractionHeartCount];
|
||||
} else {
|
||||
heartTex = gDefenseHeartEmptyTex;
|
||||
}
|
||||
|
||||
+6
-6
@@ -190,12 +190,12 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
|
||||
* available in the Lights group. This is at most 7 slots for a new group, but could be less.
|
||||
*/
|
||||
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayState* play) {
|
||||
static LightsPosBindFunc posBindFuncs[] = {
|
||||
static LightsPosBindFunc sPosBindFuncs[] = {
|
||||
Lights_BindPoint,
|
||||
(LightsPosBindFunc)Lights_BindDirectional,
|
||||
Lights_BindPoint,
|
||||
};
|
||||
static LightsBindFunc dirBindFuncs[] = {
|
||||
static LightsBindFunc sDirBindFuncs[] = {
|
||||
Lights_BindPointWithReference,
|
||||
(LightsBindFunc)Lights_BindDirectional,
|
||||
Lights_BindPointWithReference,
|
||||
@@ -204,12 +204,12 @@ void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayStat
|
||||
if (listHead != NULL) {
|
||||
if ((refPos == NULL) && (lights->enablePosLights == 1)) {
|
||||
do {
|
||||
posBindFuncs[listHead->info->type](lights, &listHead->info->params, play);
|
||||
sPosBindFuncs[listHead->info->type](lights, &listHead->info->params, play);
|
||||
listHead = listHead->next;
|
||||
} while (listHead != NULL);
|
||||
} else {
|
||||
do {
|
||||
dirBindFuncs[listHead->info->type](lights, &listHead->info->params, refPos);
|
||||
sDirBindFuncs[listHead->info->type](lights, &listHead->info->params, refPos);
|
||||
listHead = listHead->next;
|
||||
} while (listHead != NULL);
|
||||
}
|
||||
@@ -338,7 +338,7 @@ Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8
|
||||
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
|
||||
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
|
||||
lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
|
||||
lights->enablePosLights = 0;
|
||||
lights->enablePosLights = false;
|
||||
lights->numLights = numLights;
|
||||
|
||||
for (i = 0; i < numLights; i++) {
|
||||
@@ -363,7 +363,7 @@ Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambient
|
||||
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
|
||||
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
|
||||
lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
|
||||
lights->enablePosLights = 0;
|
||||
lights->enablePosLights = false;
|
||||
lights->numLights = 0;
|
||||
|
||||
return lights;
|
||||
|
||||
+1
-1
@@ -1508,7 +1508,7 @@ void Play_Main(GameState* thisx) {
|
||||
}
|
||||
|
||||
s32 Play_InCsMode(PlayState* this) {
|
||||
return (this->csCtx.state != 0) || Player_InCsMode(this);
|
||||
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
|
||||
}
|
||||
|
||||
f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos) {
|
||||
|
||||
@@ -257,7 +257,7 @@ void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1) {
|
||||
for (i = 0; i < ARRAY_COUNT(arg1->unk_04); i++, temp_v1++) {
|
||||
// Can't be `temp_v1->alpha != 0`
|
||||
if (temp_v1->alpha) {
|
||||
phi_a1 = temp_v1->unk_00 == 3 ? (255 / 3) : (255 / 5);
|
||||
phi_a1 = (temp_v1->unk_00 == 3) ? (255 / 3) : (255 / 5);
|
||||
if (phi_a1 >= temp_v1->alpha) {
|
||||
temp_v1->alpha = 0;
|
||||
} else {
|
||||
@@ -369,13 +369,13 @@ void func_80122F28(Player* player) {
|
||||
s32 func_80122F9C(PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
return (player->stateFlags2 & PLAYER_STATE2_80000) && player->unk_AE7 == 2;
|
||||
return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->unk_AE7 == 2);
|
||||
}
|
||||
|
||||
s32 func_80122FCC(PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->unk_AE7 == 1 || player->unk_AE7 == 3);
|
||||
return (player->stateFlags2 & PLAYER_STATE2_80000) && ((player->unk_AE7 == 1) || (player->unk_AE7 == 3));
|
||||
}
|
||||
|
||||
void func_8012300C(PlayState* play, s32 arg1) {
|
||||
@@ -1363,12 +1363,12 @@ s32 func_80123F2C(PlayState* play, s32 ammo) {
|
||||
}
|
||||
|
||||
s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
|
||||
Player* this = GET_PLAYER(play);
|
||||
Player* player = GET_PLAYER(play);
|
||||
Vec3f diff;
|
||||
s32 pad;
|
||||
|
||||
if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_B28 != 0)) {
|
||||
Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
|
||||
if ((player->heldItemAction == PLAYER_IA_STICK) && (player->unk_B28 != 0)) {
|
||||
Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, pos, &diff);
|
||||
return (SQXZ(diff) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -99,7 +99,7 @@ void Room_DrawCullable(PlayState* play, Room* room, u32 flags) {
|
||||
gSPMatrix(POLY_XLU_DISP++, &gIdentityMtx, G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
}
|
||||
|
||||
if ((room->enablePosLights != 0) || (MREG(93) != 0)) {
|
||||
if (room->enablePosLights || (MREG(93) != 0)) {
|
||||
gSPSetGeometryMode(POLY_OPA_DISP++, G_LIGHTING_POSITIONAL);
|
||||
gSPSetGeometryMode(POLY_XLU_DISP++, G_LIGHTING_POSITIONAL);
|
||||
}
|
||||
|
||||
+6
-6
@@ -128,7 +128,7 @@ Gfx* SubS_DrawTransformFlex(PlayState* play, void** skeleton, Vec3s* jointTable,
|
||||
newDlist = rootLimb->dList;
|
||||
limbDList = rootLimb->dList;
|
||||
|
||||
if (overrideLimbDraw == NULL || !overrideLimbDraw(play, 1, &newDlist, &pos, &rot, actor, &gfx)) {
|
||||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDlist, &pos, &rot, actor, &gfx)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
Matrix_Push();
|
||||
|
||||
@@ -1179,7 +1179,7 @@ Actor* SubS_FindActor(PlayState* play, Actor* actorListStart, u8 actorCategory,
|
||||
actor = play->actorCtx.actorLists[actorCategory].first;
|
||||
}
|
||||
|
||||
while (actor != NULL && actorId != actor->id) {
|
||||
while ((actor != NULL) && (actorId != actor->id)) {
|
||||
actor = actor->next;
|
||||
}
|
||||
|
||||
@@ -1503,10 +1503,10 @@ Actor* SubS_FindActorCustom(PlayState* play, Actor* actor, Actor* actorListStart
|
||||
actorIter = play->actorCtx.actorLists[actorCategory].first;
|
||||
}
|
||||
|
||||
while (actorIter != NULL &&
|
||||
(actorId != actorIter->id ||
|
||||
(actorId == actorIter->id &&
|
||||
(verifyActor == NULL || (verifyActor != NULL && !verifyActor(play, actor, actorIter, verifyData)))))) {
|
||||
while ((actorIter != NULL) &&
|
||||
((actorId != actorIter->id) ||
|
||||
((actorId == actorIter->id) &&
|
||||
((verifyActor == NULL) || ((verifyActor != NULL) && !verifyActor(play, actor, actorIter, verifyData)))))) {
|
||||
actorIter = actorIter->next;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user