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
This commit is contained in:
engineer124
2023-06-04 15:43:12 -04:00
committed by GitHub
parent a995e4cf61
commit 47bc7c12e2
110 changed files with 1086 additions and 623 deletions
+13 -12
View File
@@ -476,6 +476,7 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
Actor* actor = targetCtx->targetedActor;
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->unk48 != 0) {
TargetContextEntry* entry;
s16 alpha = 255;
@@ -598,10 +599,10 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
targetCtx->unk_94 = sp68;
}
if (targetCtx->unk8C != 0) {
if (targetCtx->unk8C != NULL) {
sp68 = targetCtx->unk8C;
targetCtx->unk8C = NULL;
} else if (actor != 0) {
} else if (actor != NULL) {
sp68 = actor;
}
@@ -640,7 +641,7 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
Target_SetColors(targetCtx, sp68, category, play);
}
if (actor != NULL && targetCtx->unk4B == 0) {
if ((actor != NULL) && (targetCtx->unk4B == 0)) {
Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
(fabsf(projectedPos.y * invW) >= 1.0f)) {
@@ -2028,10 +2029,10 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
(Player_GetExplosiveHeld(player) <= PLAYER_EXPLOSIVE_NONE)) {
if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
if ((getItemId == GI_MASK_CIRCUS_LEADER || getItemId == GI_PENDANT_OF_MEMORIES ||
getItemId == GI_DEED_LAND ||
((player->heldActor != NULL || actor == player->talkActor) &&
(getItemId > GI_NONE && getItemId < GI_MAX))) ||
if (((getItemId == GI_MASK_CIRCUS_LEADER) || (getItemId == GI_PENDANT_OF_MEMORIES) ||
(getItemId == GI_DEED_LAND) ||
(((player->heldActor != NULL) || (actor == player->talkActor)) &&
((getItemId > GI_NONE) && (getItemId < GI_MAX)))) ||
!(player->stateFlags1 & (PLAYER_STATE1_800 | PLAYER_STATE1_20000000))) {
s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
s32 absYawDiff = ABS_ALT(yawDiff);
@@ -2386,12 +2387,12 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
} else {
if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_Kill(actor);
} else if (((params->requiredActorFlag) && !(actor->flags & params->requiredActorFlag)) ||
((((!params->requiredActorFlag) != 0)) &&
} else if ((params->requiredActorFlag && !(actor->flags & params->requiredActorFlag)) ||
(((!params->requiredActorFlag) != 0) &&
(!(actor->flags & ACTOR_FLAG_100000) ||
((actor->category == ACTORCAT_EXPLOSIVES) && (params->player->stateFlags1 & PLAYER_STATE1_200))) &&
params->canFreezeCategory && (actor != params->talkActor) &&
((actor != params->player->heldActor)) && (actor->parent != &params->player->actor))) {
params->canFreezeCategory && (actor != params->talkActor) && (actor != params->player->heldActor) &&
(actor->parent != &params->player->actor))) {
CollisionCheck_ResetDamage(&actor->colChkInfo);
} else {
Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
@@ -3195,7 +3196,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
}
overlayEntry = &gActorOverlayTable[index];
if (overlayEntry->vramStart != 0) {
if (overlayEntry->vramStart != NULL) {
overlayEntry->numLoaded++;
}