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Remove many redundant parentheses (eg. in boolean conditions) (#1220)
* Remove many unnecessary parens around boolean conditions * Remove duplicate parens in some expressions * Apply review suggestions * Update src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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+6
-6
@@ -353,7 +353,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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func_8002BE64(targetCtx, targetCtx->unk_4C, projTargetCenter.x, projTargetCenter.y, projTargetCenter.z);
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if ((!(player->stateFlags1 & PLAYER_STATE1_6)) || (actor != player->unk_664)) {
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if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->unk_664)) {
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OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
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for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
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@@ -3888,7 +3888,7 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
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Player* player = GET_PLAYER(globalCtx);
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f32 var;
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
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} else {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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@@ -5550,7 +5550,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += arg4;
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if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
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if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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@@ -5560,7 +5560,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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}
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if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
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if (((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
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sp2C = globalCtx->view.eye;
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} else {
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@@ -5581,7 +5581,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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actor->focus.pos = arg4;
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if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
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if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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@@ -5591,7 +5591,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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}
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if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
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if (((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
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sp24 = globalCtx->view.eye;
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} else {
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