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https://github.com/zeldaret/oot
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run check_format.py ... separetely
so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files
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@@ -66,9 +66,9 @@ void KaleidoSetup_Update(PlayState* play) {
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if (!IS_PAUSED(pauseCtx) && play->gameOverCtx.state == GAMEOVER_INACTIVE &&
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play->transitionTrigger == TRANS_TRIGGER_OFF && play->transitionMode == TRANS_MODE_OFF &&
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gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_SCRIPTED_0 && !Play_InCsMode(play) &&
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play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY &&
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gSaveContext.magicState != MAGIC_STATE_FILL &&
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gSaveContext.save.cutsceneIndex < CS_INDEX_SCRIPTED_0 && gSaveContext.nextCutsceneIndex < CS_INDEX_SCRIPTED_0 &&
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!Play_InCsMode(play) && play->shootingGalleryStatus <= 1 &&
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gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL &&
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(play->sceneId != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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