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Switch Flag "None" macro (#1412)
* switch flag none * cleanup brackets * individual actor switch flag none * missed some, small cleanup * <= 0x80
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+3
-3
@@ -728,7 +728,7 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
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* Tests if a current scene switch flag is set.
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*/
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s32 Flags_GetSwitch(PlayState* play, s32 flag) {
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if ((flag >= 0) && (flag < 0x80)) {
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if ((flag > SWITCH_FLAG_NONE) && (flag < 0x80)) {
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return play->actorCtx.sceneFlags.switches[(flag & ~0x1F) >> 5] & (1 << (flag & 0x1F));
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}
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return 0;
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@@ -738,7 +738,7 @@ s32 Flags_GetSwitch(PlayState* play, s32 flag) {
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* Sets a current scene switch flag.
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*/
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void Flags_SetSwitch(PlayState* play, s32 flag) {
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if ((flag >= 0) && (flag < 0x80)) {
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if ((flag > SWITCH_FLAG_NONE) && (flag < 0x80)) {
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play->actorCtx.sceneFlags.switches[(flag & ~0x1F) >> 5] |= 1 << (flag & 0x1F);
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}
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}
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@@ -747,7 +747,7 @@ void Flags_SetSwitch(PlayState* play, s32 flag) {
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* Unsets a current scene switch flag.
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*/
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void Flags_UnsetSwitch(PlayState* play, s32 flag) {
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if ((flag >= 0) && (flag < 0x80)) {
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if ((flag > SWITCH_FLAG_NONE) && (flag < 0x80)) {
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play->actorCtx.sceneFlags.switches[(flag & ~0x1F) >> 5] &= ~(1 << (flag & 0x1F));
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}
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}
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