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Macros for weekEventReg and eventInf (#984)
* make macros * script * Use the script on the whole codebase * fix script * Rename GET to CHECk * More replacements * Update weekeventflags on schedule scripts * eventinf defines * eventinfconvert * run the scripts on the codebase * format * RACE_FLAGS * format * remove redundant parenthesis * format * add macros to permuter_settings * comments on WEEKEVENTREG_ * format * CHECK_WEEKEVENTREG_ALT * don't automatically generate the macros on the script to allow naming them * format D_801C66D0 a bit * add TODOs * Update src/overlays/actors/ovl_Boss_03/z_boss_03.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_En_Baisen/z_en_baisen.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_Boss_06/z_boss_06.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_Elf_Msg6/z_elf_msg6.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/overlays/actors/ovl_En_Raf/z_en_raf.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * new files * format * weekeventreg * review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * update * format * review Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * flags * a * eventinf stuff * format * EnGakufu * flags * run the script * format * whoops * cleanup * fix * update weekeventregs * format * format * review * format Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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@@ -2237,7 +2237,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
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CycleSceneFlags* cycleFlags;
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s32 i;
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gSaveContext.save.weekEventReg[92] |= 0x80;
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SET_WEEKEVENTREG(WEEKEVENTREG_92_80);
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cycleFlags = &gSaveContext.cycleSceneFlags[Play_GetOriginalSceneId(play->sceneId)];
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bzero(actorCtx, sizeof(ActorContext));
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@@ -2297,7 +2297,7 @@ void Actor_SpawnSetupActors(PlayState* play, ActorContext* actorCtx) {
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}
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if (!(phi_v0 & temp_fp) && (phi_v0 & actorCtx->unkC) &&
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(!(gSaveContext.eventInf[1] & 0x80) || !(phi_v0 & temp_s1) || !(actorEntry->id & 0x800))) {
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(!CHECK_EVENTINF(EVENTINF_17) || !(phi_v0 & temp_s1) || !(actorEntry->id & 0x800))) {
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Actor_SpawnEntry(&play->actorCtx, actorEntry, play);
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}
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actorEntry++;
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@@ -4230,7 +4230,7 @@ s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
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Player* player = GET_PLAYER(play);
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f32 phi_f2;
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if ((play->csCtx.state != 0) || gDbgCamEnabled) {
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if ((play->csCtx.state != CS_STATE_0) || gDbgCamEnabled) {
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phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
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} else {
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phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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