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https://github.com/zeldaret/tp
synced 2026-09-06 19:01:05 -04:00
more misc. cleanup (#2232)
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@@ -48,18 +48,16 @@ static int setMidnaBindEffect(fopEn_enemy_c* i_actorP, Z2CreatureEnemy* i_creatu
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sp68.x = -cM_atan2s(sp60.y, JMAFastSqrt(sp60.x * sp60.x + sp60.z * sp60.z));
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sp68.z = 0;
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s32 room_no = fopAcM_GetRoomNo(a_this);
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JPABaseEmitter* emitter = dComIfGp_particle_set(
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0x29B, i_effPos, &a_this->tevStr, &sp68, i_effSize, 0xFF, NULL, room_no,
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&e_prim[darkworld_check], &e_env[darkworld_check], NULL);
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0x29B, i_effPos, &a_this->tevStr, &sp68, i_effSize, 0xFF, NULL,
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fopAcM_GetRoomNo(a_this), &e_prim[darkworld_check], &e_env[darkworld_check], NULL);
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if (emitter != NULL) {
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emitter->setGlobalParticleHeightScale((JREG_F(7) + 0.01f) * sp60.abs());
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}
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room_no = fopAcM_GetRoomNo(a_this);
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dComIfGp_particle_set(0x29C, i_effPos, &a_this->tevStr, &a_this->shape_angle, i_effSize,
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0xFF, NULL, room_no, &e_prim[darkworld_check],
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0xFF, NULL, fopAcM_GetRoomNo(a_this), &e_prim[darkworld_check],
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&e_env[darkworld_check], NULL);
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i_creatureP->startCreatureSound(Z2SE_MIDNA_BIND_LOCK_ON, 0, -1);
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@@ -75,7 +73,7 @@ static int setMidnaBindEffect(fopEn_enemy_c* i_actorP, Z2CreatureEnemy* i_creatu
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&e_env[darkworld_check], NULL);
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}
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i_creatureP->startCreatureSound(Z2SE_MIDNA_BIND_LOCK_SUS, 0, -1);
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i_creatureP->startCreatureSoundLevel(Z2SE_MIDNA_BIND_LOCK_SUS, 0, -1);
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return 1;
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}
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@@ -171,8 +171,8 @@ enum fopAcM_STATUS {
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/* 0x100000 */ fopAcM_STATUS_HOOK_CARRY_NOW = 1 << 20,
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};
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inline s32 fopAcM_GetRoomNo(const fopAc_ac_c* pActor) {
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return (s8)pActor->current.roomNo;
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inline s8 fopAcM_GetRoomNo(const fopAc_ac_c* pActor) {
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return pActor->current.roomNo;
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}
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inline fpc_ProcID fopAcM_GetID(const void* pActor) {
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@@ -691,23 +691,19 @@ inline s32 fopAcM_seenPlayerAngleY(const fopAc_ac_c* i_actor) {
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s8 dComIfGp_getReverb(int roomNo);
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inline void fopAcM_seStartCurrent(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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s8 roomNo = fopAcM_GetRoomNo(actor);
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mDoAud_seStart(sfxID, &actor->current.pos, param_2, dComIfGp_getReverb(roomNo));
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mDoAud_seStart(sfxID, &actor->current.pos, param_2, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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}
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inline void fopAcM_seStart(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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s8 roomNo = fopAcM_GetRoomNo(actor);
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mDoAud_seStart(sfxID, &actor->eyePos, param_2, dComIfGp_getReverb(roomNo));
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mDoAud_seStart(sfxID, &actor->eyePos, param_2, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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}
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inline void fopAcM_seStartLevel(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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s8 roomNo = fopAcM_GetRoomNo(actor);
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mDoAud_seStartLevel(sfxID, &actor->eyePos, param_2, dComIfGp_getReverb(roomNo));
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mDoAud_seStartLevel(sfxID, &actor->eyePos, param_2, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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}
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inline void fopAcM_seStartCurrentLevel(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
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s8 roomNo = fopAcM_GetRoomNo(actor);
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mDoAud_seStartLevel(sfxID, &actor->current.pos, param_2, dComIfGp_getReverb(roomNo));
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mDoAud_seStartLevel(sfxID, &actor->current.pos, param_2, dComIfGp_getReverb(fopAcM_GetRoomNo(actor)));
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}
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inline void fopAcM_offActor(fopAc_ac_c* pActor, u32 flag) {
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