mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Misc Cleanup (#1257)
* a lot of brackets, and some other things * oops * another bracket * check flag all * just a few more... * PR suggestions * PR comment * pr * one more bracket
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+13
-12
@@ -476,6 +476,7 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
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Actor* actor = targetCtx->targetedActor;
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OPEN_DISPS(play->state.gfxCtx);
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if (targetCtx->unk48 != 0) {
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TargetContextEntry* entry;
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s16 alpha = 255;
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@@ -598,10 +599,10 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
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targetCtx->unk_94 = sp68;
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}
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if (targetCtx->unk8C != 0) {
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if (targetCtx->unk8C != NULL) {
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sp68 = targetCtx->unk8C;
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targetCtx->unk8C = NULL;
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} else if (actor != 0) {
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} else if (actor != NULL) {
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sp68 = actor;
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}
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@@ -640,7 +641,7 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
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Target_SetColors(targetCtx, sp68, category, play);
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}
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if (actor != NULL && targetCtx->unk4B == 0) {
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if ((actor != NULL) && (targetCtx->unk4B == 0)) {
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Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
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if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
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(fabsf(projectedPos.y * invW) >= 1.0f)) {
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@@ -2028,10 +2029,10 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
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PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
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(Player_GetExplosiveHeld(player) <= PLAYER_EXPLOSIVE_NONE)) {
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if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
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if ((getItemId == GI_MASK_CIRCUS_LEADER || getItemId == GI_PENDANT_OF_MEMORIES ||
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getItemId == GI_DEED_LAND ||
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((player->heldActor != NULL || actor == player->talkActor) &&
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(getItemId > GI_NONE && getItemId < GI_MAX))) ||
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if (((getItemId == GI_MASK_CIRCUS_LEADER) || (getItemId == GI_PENDANT_OF_MEMORIES) ||
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(getItemId == GI_DEED_LAND) ||
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(((player->heldActor != NULL) || (actor == player->talkActor)) &&
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((getItemId > GI_NONE) && (getItemId < GI_MAX)))) ||
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!(player->stateFlags1 & (PLAYER_STATE1_800 | PLAYER_STATE1_20000000))) {
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s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
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s32 absYawDiff = ABS_ALT(yawDiff);
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@@ -2386,12 +2387,12 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
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} else {
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if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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Actor_Kill(actor);
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} else if (((params->requiredActorFlag) && !(actor->flags & params->requiredActorFlag)) ||
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((((!params->requiredActorFlag) != 0)) &&
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} else if ((params->requiredActorFlag && !(actor->flags & params->requiredActorFlag)) ||
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(((!params->requiredActorFlag) != 0) &&
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(!(actor->flags & ACTOR_FLAG_100000) ||
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((actor->category == ACTORCAT_EXPLOSIVES) && (params->player->stateFlags1 & PLAYER_STATE1_200))) &&
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params->canFreezeCategory && (actor != params->talkActor) &&
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((actor != params->player->heldActor)) && (actor->parent != ¶ms->player->actor))) {
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params->canFreezeCategory && (actor != params->talkActor) && (actor != params->player->heldActor) &&
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(actor->parent != ¶ms->player->actor))) {
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CollisionCheck_ResetDamage(&actor->colChkInfo);
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} else {
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Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
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@@ -3195,7 +3196,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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}
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overlayEntry = &gActorOverlayTable[index];
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if (overlayEntry->vramStart != 0) {
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if (overlayEntry->vramStart != NULL) {
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overlayEntry->numLoaded++;
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}
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