Misc Cleanup 14 (#1214)

* bgId

* z64scene.h whitespace

* SubS_ComputeTrackPointRot casts

* Macros cleanup

* ifs

* Empty Loops

* Lights_FindBufSlot void

* SkelAnime_GetFrameData

* };

* Struct inits

* fs

* @todo

* Bug comments

* EnPofusen and ObjUm

* Trailing comma

* Revert "bgId"

This reverts commit eea073c5ac.

* Revert "z64scene.h whitespace"

This reverts commit 399fd57550.

* Revert "SubS_ComputeTrackPointRot casts"

This reverts commit dea896c874.

* FAKE

* Review

* Format
This commit is contained in:
Derek Hensley
2023-03-21 07:12:22 -07:00
committed by GitHub
parent 6d1bc6e34b
commit 9bb978527f
38 changed files with 117 additions and 124 deletions
+2 -2
View File
@@ -3837,7 +3837,7 @@ void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v) {
35.0f,
30.0f,
8,
{ 0, 0, 0, 0, 128, 255, 0, 300 },
{ 0, 0, 0, { 0, 128, 255 }, 0, 300 },
1,
};
s32 effectIndex;
@@ -3892,7 +3892,7 @@ void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* p
35.0f,
30.0f,
8,
{ 0, 0, 0, 0, 128, 255, 0, 300 },
{ 0, 0, 0, { 0, 128, 255 }, 0, 300 },
0,
};
s32 effectIndex;
+3 -2
View File
@@ -630,7 +630,8 @@ void SkelAnime_GetFrameData(AnimationHeader* animation, s32 frame, s32 limbCount
frameTable->x = jointIndices->x >= staticIndexMax ? dynamicData[jointIndices->x] : frameData[jointIndices->x];
frameTable->y = jointIndices->y >= staticIndexMax ? dynamicData[jointIndices->y] : frameData[jointIndices->y];
frameTable->z = jointIndices->z >= staticIndexMax ? dynamicData[jointIndices->z] : frameData[jointIndices->z];
jointIndices++, frameTable++;
jointIndices++;
frameTable++;
}
}
@@ -1577,7 +1578,7 @@ void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHead
skelAnime->morphTable = ZeldaArena_Malloc(sizeof(*skelAnime->morphTable) * skelAnime->limbCount);
// Debug prints here, required to match.
if (1) {};
if (1) {}
if (animation != NULL) {
Animation_PlayLoop(skelAnime, animation);
+2 -3
View File
@@ -42,9 +42,8 @@ s32 Snap_RecordPictographedActors(PlayState* play) {
break;
}
if (actor->id) {
; // Needed to match
}
//! FAKE:
if (1) {}
// Actors which may be pictographed anywhere
switch (actor->id) {