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>
This commit is contained in:
Roman971 2022-05-12 15:04:37 +02:00 committed by GitHub
parent c799176a30
commit 92aef346f2
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
36 changed files with 67 additions and 67 deletions

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@ -716,7 +716,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
: (setscissor.pad == G_SC_EVEN_INTERLACE) ? "G_SC_EVEN_INTERLACE"
: "???";
if ((setscissor.x0frac | setscissor.y0frac | setscissor.x1frac | setscissor.y1frac)) {
if (setscissor.x0frac | setscissor.y0frac | setscissor.x1frac | setscissor.y1frac) {
if (1) {}
DISAS_LOG("gsDPSetScissorFrac(%s, %d, %d, %d, %d),", modeStr,
(setscissor.x0 << 2) + setscissor.x0frac, (setscissor.y0 << 2) + setscissor.y0frac,
@ -1189,7 +1189,7 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
} break;
case G_MV_LIGHT: {
switch ((movemem.offset * 8)) {
switch (movemem.offset * 8) {
case G_MVO_LOOKATX: {
DISAS_LOG("gsSPLookAtX(0x%08x),", movemem.data);
} break;

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@ -353,7 +353,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
func_8002BE64(targetCtx, targetCtx->unk_4C, projTargetCenter.x, projTargetCenter.y, projTargetCenter.z);
if ((!(player->stateFlags1 & PLAYER_STATE1_6)) || (actor != player->unk_664)) {
if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->unk_664)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
@ -3888,7 +3888,7 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
Player* player = GET_PLAYER(globalCtx);
f32 var;
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
} else {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
@ -5550,7 +5550,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += arg4;
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
@ -5560,7 +5560,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
}
}
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
sp2C = globalCtx->view.eye;
} else {
@ -5581,7 +5581,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
actor->focus.pos = arg4;
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
@ -5591,7 +5591,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
}
}
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
sp24 = globalCtx->view.eye;
} else {

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@ -2920,7 +2920,7 @@ void func_8003F8EC(GlobalContext* globalCtx, DynaCollisionContext* dyna, Actor*
s32 i;
for (i = 0; i < BG_ACTOR_MAX; i++) {
if ((dyna->bgActorFlags[i] & 1)) {
if (dyna->bgActorFlags[i] & 1) {
dynaActor = DynaPoly_GetActor(&globalCtx->colCtx, i);
if (dynaActor != NULL && &dynaActor->actor == actor) {
func_800434A0((DynaPolyActor*)actor);
@ -4245,7 +4245,7 @@ s32 WaterBox_GetSurface2(GlobalContext* globalCtx, CollisionContext* colCtx, Vec
if (!(room == globalCtx->roomCtx.curRoom.num || room == 0x3F)) {
continue;
}
if ((waterBox->properties & 0x80000)) {
if (waterBox->properties & 0x80000) {
continue;
}
if (!(waterBox->xMin < pos->x && pos->x < waterBox->xMin + waterBox->xLength)) {

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@ -1604,7 +1604,7 @@ s32 Camera_Normal1(Camera* camera) {
}
Camera_Vec3fVecSphGeoAdd(eyeNext, at, &eyeAdjustment);
if ((camera->status == CAM_STAT_ACTIVE) && (!(roData->interfaceFlags & 0x10))) {
if ((camera->status == CAM_STAT_ACTIVE) && !(roData->interfaceFlags & 0x10)) {
rwData->swingYawTarget = BINANG_ROT180(camera->playerPosRot.rot.y);
if (rwData->startSwingTimer > 0) {
func_80046E20(camera, &eyeAdjustment, roData->distMin, roData->unk_0C, &sp98, &rwData->swing);
@ -4881,7 +4881,7 @@ s32 Camera_Unique0(Camera* camera) {
if (rwData->animTimer > 0) {
rwData->animTimer--;
rwData->initalPos = playerPosRot->pos;
} else if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
} else if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initalPos) >= 10.0f) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
@ -4909,7 +4909,7 @@ s32 Camera_Unique0(Camera* camera) {
rwData->initalPos = playerPosRot->pos;
}
if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
((0.001f < camera->xzSpeed) || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
@ -7444,7 +7444,7 @@ Vec3s Camera_Update(Camera* camera) {
camera->nextCamDataIdx = -1;
}
if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && (!(camera->unk_14C & 0x400)) &&
if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && !(camera->unk_14C & 0x400) &&
(!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON)) &&
(!(camera->unk_14C & (s16)0x8000)) && (playerGroundY != BGCHECK_Y_MIN)) {
camDataIdx = Camera_GetDataIdxForPoly(camera, &bgId, playerFloorPoly);
@ -7833,7 +7833,7 @@ s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
return -99;
}
if ((setting == camera->setting) && (!(flags & 1))) {
if ((setting == camera->setting) && !(flags & 1)) {
camera->unk_14A |= 0x10;
if (!(flags & 2)) {
camera->unk_14A |= 1;

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@ -67,7 +67,7 @@ void func_8006376C(u8 x, u8 y, u8 colorId, const char* text) {
i = 0;
bufText = buf->text;
while ((*bufText++ = *text++)) {
while ((*bufText++ = *text++) != '\0') {
if (i++ > 0x14) {
break;
}

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@ -3711,7 +3711,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
} else if (gSaveContext.timer2Value > 10) {
if ((timerDigits[4] & 1)) {
if (timerDigits[4] & 1) {
Audio_PlaySoundGeneral(NA_SE_SY_WARNING_COUNT_N, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);

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@ -1043,7 +1043,7 @@ skip:
LOG_NUM("1", 1, "../z_play.c", 3801);
}
if ((sp80 == 0) || (gDbgCamEnabled)) {
if ((sp80 == 0) || gDbgCamEnabled) {
s32 pad3[5];
s32 i;

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@ -56,7 +56,7 @@ void ViMode_Configure(ViMode* viMode, s32 mode, s32 type, s32 unk_70, s32 unk_74
unk_top &= ~1;
unk_bottom &= ~1;
yScaleLo = (cond_4C ? 2 : 1) * (((height << 11)) / (SCREEN_HEIGHT * 2 + unk_bottom - unk_top) / (unk_70 ? 1 : 2));
yScaleLo = (cond_4C ? 2 : 1) * ((height << 11) / (SCREEN_HEIGHT * 2 + unk_bottom - unk_top) / (unk_70 ? 1 : 2));
yScaleHi0 = not_78 ? (cond_40 ? 0x1000000 : 0x2000000) : 0;
yScaleHi1 = not_78 ? (cond_40 ? 0x3000000 : 0x2000000) : 0;

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@ -89,7 +89,7 @@ void func_80886FCC(BgHidanFslift* this, GlobalContext* globalCtx) {
if ((this->dyna.actor.world.pos.y - this->dyna.actor.home.pos.y) < 0.5f) {
heightBool = true;
}
if (func_80043590(&this->dyna) && (heightBool)) {
if (func_80043590(&this->dyna) && heightBool) {
this->actionFunc = func_808870D8;
} else if (!heightBool) {
this->actionFunc = func_8088706C;

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@ -137,7 +137,7 @@ void BgJyaLift_Update(Actor* thisx, GlobalContext* globalCtx2) {
}
if ((this->dyna.unk_160 & 4) && ((this->unk_16B & 4) == 0)) {
Camera_ChangeSetting(globalCtx->cameraPtrs[MAIN_CAM], CAM_SET_DIRECTED_YAW);
} else if (((this->dyna.unk_160) & 4) == 0 && ((this->unk_16B & 4)) &&
} else if (((this->dyna.unk_160 & 4) == 0) && (this->unk_16B & 4) &&
(globalCtx->cameraPtrs[MAIN_CAM]->setting == CAM_SET_DIRECTED_YAW)) {
Camera_ChangeSetting(globalCtx->cameraPtrs[MAIN_CAM], CAM_SET_DUNGEON0);
}

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@ -92,7 +92,7 @@ void BgTreemouth_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void func_808BC65C(BgTreemouth* this, GlobalContext* globalCtx) {
CsCmdActorAction* npcAction;
if ((globalCtx->csCtx.state != CS_STATE_IDLE)) {
if (globalCtx->csCtx.state != CS_STATE_IDLE) {
npcAction = globalCtx->csCtx.npcActions[0];
if (npcAction != NULL) {
if (npcAction->action == 2) {

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@ -4523,7 +4523,7 @@ void func_808E2544(Actor* thisx, GlobalContext* globalCtx) {
xzDist = (this->unk_1C2 == 0xC) ? -65.0f : 0.0f;
if ((fabsf(this->actor.world.pos.x) > (465.0f + xzDist)) ||
(fabsf(this->actor.world.pos.z) > (465.0f + xzDist)) || ((this->actor.world.pos.y < 0.0f)) ||
(fabsf(this->actor.world.pos.z) > (465.0f + xzDist)) || (this->actor.world.pos.y < 0.0f) ||
(this->actor.world.pos.y > 450.0f)) {
this->unk_1C2 = 1;
this->actor.speedXZ = 0.0f;

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@ -2869,7 +2869,7 @@ void BossGanon2_UpdateEffects(BossGanon2* this, GlobalContext* globalCtx) {
effect->type = 0;
}
}
} else if ((effect->position.y < 0.0f)) {
} else if (effect->position.y < 0.0f) {
effect->type = 0;
}
}

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@ -833,7 +833,7 @@ void func_8096F2B0(DemoEc* this, GlobalContext* globalCtx, s32 arg2) {
if (npcAction != NULL) {
sp18 = npcAction->action;
if ((sp18 != this->npcAction)) {
if (sp18 != this->npcAction) {
if (this->npcAction) {}
if (sp18 == 2) {
func_8096F224(this, globalCtx);
@ -906,7 +906,7 @@ void func_8096F578(DemoEc* this, GlobalContext* globalCtx, s32 arg2) {
npcAction = DemoEc_GetNpcAction(globalCtx, arg2);
if (npcAction != NULL) {
sp18 = npcAction->action;
if ((sp18 != this->npcAction)) {
if (sp18 != this->npcAction) {
if (this->npcAction) {}
if (sp18 == 2) {
func_8096F4FC(this, globalCtx);

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@ -287,7 +287,7 @@ void EnArrow_Fly(EnArrow* this, GlobalContext* globalCtx) {
if (atTouched && (this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
hitActor = this->collider.base.at;
if ((hitActor->update != NULL) && (!(this->collider.base.atFlags & AT_BOUNCED)) &&
if ((hitActor->update != NULL) && !(this->collider.base.atFlags & AT_BOUNCED) &&
(hitActor->flags & ACTOR_FLAG_14)) {
this->hitActor = hitActor;
EnArrow_CarryActor(this, globalCtx);

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@ -167,7 +167,7 @@ void func_809DF494(EnCow* this, GlobalContext* globalCtx) {
Animation_GetLastFrame(&gCowBodyChewAnim), ANIMMODE_ONCE, 1.0f);
}
if ((this->actor.xzDistToPlayer < 150.0f) && (!(this->unk_276 & 2))) {
if ((this->actor.xzDistToPlayer < 150.0f) && !(this->unk_276 & 2)) {
this->unk_276 |= 2;
if (this->skelAnime.animation == &gCowBodyChewAnim) {
this->unk_278 = 0;
@ -284,7 +284,7 @@ void func_809DFA84(EnCow* this, GlobalContext* globalCtx) {
}
if ((this->actor.xzDistToPlayer < 150.0f) &&
(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) >= 0x61A9) && (!(this->unk_276 & 2))) {
(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) >= 0x61A9) && !(this->unk_276 & 2)) {
this->unk_276 |= 2;
if (this->skelAnime.animation == &gCowTailIdleAnim) {
this->unk_278 = 0;

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@ -259,7 +259,7 @@ void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx) {
this->aimRotX = 0x800 + (Rand_ZeroOne() * 0x800);
}
if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 10, 0x100, 8) == 0) && (skelanimeUpdated) &&
if ((Math_SmoothStepToS(&this->actor.shape.rot.x, this->aimRotX, 10, 0x100, 8) == 0) && skelanimeUpdated &&
(Rand_ZeroOne() < 0.1f)) {
if (this->actor.home.pos.y < this->actor.world.pos.y) {
this->aimRotX -= (0x400 * Rand_ZeroOne()) + 0x400;

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@ -241,12 +241,12 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_Update(&this->skelanime) != 0)) {
if (!(this->behaviorFlags & FU_WAIT) && (SkelAnime_Update(&this->skelanime) != 0)) {
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
Animation_GetLastFrame(this->skelanime.animation), ANIMMODE_ONCE, 0.0f);
}
this->actionFunc(this, globalCtx);
if ((this->behaviorFlags & FU_RESET_LOOK_ANGLE)) {
if (this->behaviorFlags & FU_RESET_LOOK_ANGLE) {
Math_SmoothStepToS(&this->lookAngleOffset.x, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->lookAngleOffset.y, 0, 6, 6200, 100);
Math_SmoothStepToS(&this->unk_2A2.x, 0, 6, 6200, 100);

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@ -1171,7 +1171,7 @@ void EnGeldB_Block(EnGeldB* this, GlobalContext* globalCtx) {
if (player->meleeWeaponAnimation == PLAYER_MWA_JUMPSLASH_START) {
EnGeldB_SetupSpinDodge(this, globalCtx);
} else if (!EnGeldB_DodgeRanged(globalCtx, this)) {
if ((globalCtx->gameplayFrames & 1)) {
if (globalCtx->gameplayFrames & 1) {
if ((this->actor.xzDistToPlayer < 100.0f) && (Rand_ZeroOne() > 0.7f)) {
EnGeldB_SetupJump(this);
} else {

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@ -546,7 +546,7 @@ s32 EnGo_IsRollingOnGround(EnGo* this, s16 unkArg1, f32 unkArg2) {
} else if (this->unk_1E0.unk_00 != 0) {
return true;
} else if (DECR(this->unk_21C)) {
if ((this->unk_21C & 1)) {
if (this->unk_21C & 1) {
this->actor.world.pos.y += 1.5f;
} else {
this->actor.world.pos.y -= 1.5f;

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@ -500,7 +500,7 @@ void func_80A53F30(EnHeishi2* this, GlobalContext* globalCtx) {
if ((this->unk_2F2[0] == 0) || (gate->openingState == 0)) {
Gameplay_ClearCamera(globalCtx, this->cameraId);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
if ((this->unk_30A != 2)) {
if (this->unk_30A != 2) {
if (this->unk_30A == 0) {
this->actor.textId = 0x2015;
Message_ContinueTextbox(globalCtx, this->actor.textId);

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@ -150,7 +150,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
(fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 100.0f) &&
(player->actor.world.pos.z < 1020.0f) && (player->actor.world.pos.z > 700.0f) && (sPlayerCaught == 0)) {
if (this->unk_278 == 1) {
if ((player->actor.world.pos.x < -290.0f)) {
if (player->actor.world.pos.x < -290.0f) {
return;
}
} else {

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@ -2986,7 +2986,7 @@ void EnHorse_CheckFloors(EnHorse* this, GlobalContext* globalCtx) {
if (ny < 0.81915206f || // cos(35 degrees)
SurfaceType_IsHorseBlocked(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId) ||
func_80041D4C(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId) == 7) {
if ((this->actor.speedXZ >= 0.0f)) {
if (this->actor.speedXZ >= 0.0f) {
EnHorse_ObstructMovement(this, globalCtx, 4, galloping);
} else {
EnHorse_ObstructMovement(this, globalCtx, 5, galloping);

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@ -97,7 +97,7 @@ u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
return 0x2004;
}
}
if ((!(player->stateFlags1 & PLAYER_STATE1_23)) &&
if (!(player->stateFlags1 & PLAYER_STATE1_23) &&
(Actor_FindNearby(globalCtx, thisx, ACTOR_EN_HORSE, 1, 1200.0f) == NULL)) {
return 0x2001;
}

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@ -291,7 +291,7 @@ void EnMk_Update(Actor* thisx, GlobalContext* globalCtx) {
Actor_MoveForward(&this->actor);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
if ((!(this->flags & 2)) && (SkelAnime_Update(&this->skelAnime))) {
if (!(this->flags & 2) && SkelAnime_Update(&this->skelAnime)) {
this->flags |= 2;
}
@ -332,7 +332,7 @@ void EnMk_Update(Actor* thisx, GlobalContext* globalCtx) {
if (this->swimFlag < swimFlag) {
this->swimFlag = swimFlag;
if ((!(this->flags & 4)) && (this->swimFlag >= 8)) {
if (!(this->flags & 4) && (this->swimFlag >= 8)) {
this->flags |= 4;
func_80078884(NA_SE_SY_CORRECT_CHIME);
}

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@ -371,13 +371,13 @@ s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
u8 hitByWindArrow;
// hit box collided, switch to cool down
if ((this->collider.base.atFlags & AT_HIT)) {
if (this->collider.base.atFlags & AT_HIT) {
EnSb_SetupCooldown(this, 1);
return 1;
}
// hurt box collided, take damage if appropriate
if ((this->collider.base.acFlags & AC_HIT)) {
if (this->collider.base.acFlags & AC_HIT) {
hitByWindArrow = false;
tookDamage = false;
this->collider.base.acFlags &= ~AC_HIT;

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@ -527,7 +527,7 @@ s32 EnSkb_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
if (limbIndex == 11) {
if ((this->unk_283 & 2) == 0) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_skb.c", 972);
color = ABS((s16)(Math_SinS((globalCtx->gameplayFrames * 0x1770)) * 95.0f)) + 160;
color = ABS((s16)(Math_SinS(globalCtx->gameplayFrames * 0x1770) * 95.0f)) + 160;
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, color, color, color, 255);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_skb.c", 978);

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@ -1790,7 +1790,7 @@ void EnTest_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
if ((this->unk_7C8 >= 0xA) &&
((this->actor.colorFilterTimer == 0) || (!(this->actor.colorFilterParams & 0x4000)))) {
((this->actor.colorFilterTimer == 0) || !(this->actor.colorFilterParams & 0x4000))) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
}

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@ -565,7 +565,7 @@ void EnTite_MoveTowardPlayer(EnTite* this, GlobalContext* globalCtx) {
// Idle or turn if player is too far away, otherwise keep jumping
if (((this->actor.xzDistToPlayer > 300.0f) && (this->actor.yDistToPlayer > 80.0f))) {
EnTite_SetupIdle(this);
} else if (((this->actor.xzDistToPlayer <= 180.0f)) && ((this->actor.yDistToPlayer <= 80.0f))) {
} else if ((this->actor.xzDistToPlayer <= 180.0f) && (this->actor.yDistToPlayer <= 80.0f)) {
if (this->vQueuedJumps <= 0) {
EnTite_SetupTurnTowardPlayer(this);
} else {

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@ -258,7 +258,7 @@ s32 func_80B206A0(EnToryo* this, GlobalContext* globalCtx) {
s32 ret = textId;
if (textId == 0) {
if ((this->stateFlags & 1)) {
if (this->stateFlags & 1) {
if (CHECK_FLAG_ALL(gSaveContext.eventChkInf[EVENTCHKINF_90_91_92_93_INDEX],
EVENTCHKINF_90_MASK | EVENTCHKINF_91_MASK | EVENTCHKINF_92_MASK | EVENTCHKINF_93_MASK)) {
ret = 0x606C;
@ -267,7 +267,7 @@ s32 func_80B206A0(EnToryo* this, GlobalContext* globalCtx) {
} else {
ret = 0x606A;
}
} else if ((this->stateFlags & 2)) {
} else if (this->stateFlags & 2) {
if (GET_INFTABLE(INFTABLE_172)) {
ret = 0x5029;
} else {
@ -275,7 +275,7 @@ s32 func_80B206A0(EnToryo* this, GlobalContext* globalCtx) {
}
} else {
ret = textId;
if ((this->stateFlags & 4)) {
if (this->stateFlags & 4) {
ret = 0x506C;
}
}
@ -358,12 +358,12 @@ void EnToryo_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
if ((this->stateFlags & 8)) {
if (this->stateFlags & 8) {
this->unk_1EC.unk_18.x = player->actor.focus.pos.x;
this->unk_1EC.unk_18.y = player->actor.focus.pos.y;
this->unk_1EC.unk_18.z = player->actor.focus.pos.z;
if ((this->stateFlags & 0x10)) {
if (this->stateFlags & 0x10) {
func_80034A14(thisx, &this->unk_1EC, 0, 4);
return;
}
@ -389,7 +389,7 @@ s32 EnToryo_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLis
void* thisx) {
EnToryo* this = (EnToryo*)thisx;
if ((this->stateFlags & 8)) {
if (this->stateFlags & 8) {
switch (limbIndex) {
case 8:
rot->x += this->unk_1EC.unk_0E.y;

View File

@ -175,15 +175,15 @@ void ObjBean_UpdatePosition(ObjBean* this) {
Math_StepToF(&this->unk_1E4, 2.0f, 0.1f);
temp_f20 = Math_SinS(this->unk_1B6.x * 3);
this->posOffsetX = (Math_SinS(((this->unk_1B6.y * 3))) + temp_f20) * this->unk_1E4;
this->posOffsetX = (Math_SinS(this->unk_1B6.y * 3) + temp_f20) * this->unk_1E4;
temp_f20 = Math_CosS(this->unk_1B6.x * 4);
this->posOffsetZ = (Math_CosS((this->unk_1B6.y * 4)) + temp_f20) * this->unk_1E4;
this->posOffsetZ = (Math_CosS(this->unk_1B6.y * 4) + temp_f20) * this->unk_1E4;
temp_f20 = Math_SinS(this->unk_1B6.z * 5);
this->dyna.actor.scale.x = this->dyna.actor.scale.z =
((Math_SinS((this->unk_1B6.y * 8)) * 0.01f) + (temp_f20 * 0.06f) + 1.07f) * 0.1f;
((Math_SinS(this->unk_1B6.y * 8) * 0.01f) + (temp_f20 * 0.06f) + 1.07f) * 0.1f;
this->dyna.actor.scale.y = ((Math_CosS(((this->unk_1B6.z * 10))) * 0.2f) + 1.0f) * 0.1f;
this->dyna.actor.scale.y = ((Math_CosS(this->unk_1B6.z * 10) * 0.2f) + 1.0f) * 0.1f;
temp_f20 = Math_SinS(this->unk_1B6.x * 3);
this->dyna.actor.shape.rot.y =
(Math_SinS((s16)(this->unk_1B6.z * 2)) * 2100.0f) + ((f32)this->dyna.actor.home.rot.y + (temp_f20 * 1000.0f));

View File

@ -350,14 +350,14 @@ void ObjSwitch_Init(Actor* thisx, GlobalContext* globalCtx) {
void ObjSwitch_Destroy(Actor* thisx, GlobalContext* globalCtx) {
ObjSwitch* this = (ObjSwitch*)thisx;
switch ((this->dyna.actor.params & 7)) {
switch (this->dyna.actor.params & 7) {
case OBJSWITCH_TYPE_FLOOR:
case OBJSWITCH_TYPE_FLOOR_RUSTY:
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
break;
}
switch ((this->dyna.actor.params & 7)) {
switch (this->dyna.actor.params & 7) {
case OBJSWITCH_TYPE_FLOOR_RUSTY:
case OBJSWITCH_TYPE_EYE:
Collider_DestroyTris(globalCtx, &this->tris.col);
@ -384,7 +384,7 @@ void ObjSwitch_FloorUp(ObjSwitch* this, GlobalContext* globalCtx) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->tris.col.base);
}
} else {
switch ((this->dyna.actor.params >> 4 & 7)) {
switch (this->dyna.actor.params >> 4 & 7) {
case OBJSWITCH_SUBTYPE_ONCE:
if (func_8004356C(&this->dyna)) {
ObjSwitch_FloorPressInit(this);
@ -437,7 +437,7 @@ void ObjSwitch_FloorDownInit(ObjSwitch* this) {
}
void ObjSwitch_FloorDown(ObjSwitch* this, GlobalContext* globalCtx) {
switch ((this->dyna.actor.params >> 4 & 7)) {
switch (this->dyna.actor.params >> 4 & 7) {
case OBJSWITCH_SUBTYPE_ONCE:
if (!Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8 & 0x3F))) {
ObjSwitch_FloorReleaseInit(this);
@ -550,7 +550,7 @@ void ObjSwitch_EyeClosedInit(ObjSwitch* this) {
}
void ObjSwitch_EyeClosed(ObjSwitch* this, GlobalContext* globalCtx) {
switch ((this->dyna.actor.params >> 4 & 7)) {
switch (this->dyna.actor.params >> 4 & 7) {
case OBJSWITCH_SUBTYPE_ONCE:
if (!Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8 & 0x3F))) {
ObjSwitch_EyeOpeningInit(this);
@ -592,7 +592,7 @@ void ObjSwitch_CrystalOffInit(ObjSwitch* this) {
}
void ObjSwitch_CrystalOff(ObjSwitch* this, GlobalContext* globalCtx) {
switch ((this->dyna.actor.params >> 4 & 7)) {
switch (this->dyna.actor.params >> 4 & 7) {
case OBJSWITCH_SUBTYPE_ONCE:
if ((this->jntSph.col.base.acFlags & AC_HIT) && this->disableAcTimer <= 0) {
this->disableAcTimer = 10;
@ -643,7 +643,7 @@ void ObjSwitch_CrystalOnInit(ObjSwitch* this) {
}
void ObjSwitch_CrystalOn(ObjSwitch* this, GlobalContext* globalCtx) {
switch ((this->dyna.actor.params >> 4 & 7)) {
switch (this->dyna.actor.params >> 4 & 7) {
case OBJSWITCH_SUBTYPE_ONCE:
case OBJSWITCH_SUBTYPE_SYNC:
if (!Flags_GetSwitch(globalCtx, (this->dyna.actor.params >> 8 & 0x3F))) {
@ -688,7 +688,7 @@ void ObjSwitch_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
switch ((this->dyna.actor.params & 7)) {
switch (this->dyna.actor.params & 7) {
case OBJSWITCH_TYPE_FLOOR:
case OBJSWITCH_TYPE_FLOOR_RUSTY:
this->unk_17F = this->dyna.unk_160;

View File

@ -2792,7 +2792,7 @@ s32 func_80835C58(GlobalContext* globalCtx, Player* this, PlayerFunc674 func, s3
func_8008EC70(this);
}
if (!(flags & 1) && (!(this->stateFlags1 & PLAYER_STATE1_11))) {
if (!(flags & 1) && !(this->stateFlags1 & PLAYER_STATE1_11)) {
func_80834644(globalCtx, this);
this->stateFlags1 &= ~PLAYER_STATE1_22;
}

View File

@ -131,7 +131,7 @@ void EffectSsEnFire_Update(GlobalContext* globalCtx, u32 index, EffectSs* this)
Matrix_RotateX(BINANG_TO_RAD(this->rPitch + this->actor->shape.rot.x), MTXMODE_APPLY);
Matrix_MultVec3f(&this->vec, &this->pos);
} else {
if ((this->rFlags & 0x8000)) {
if (this->rFlags & 0x8000) {
this->pos.x = ((FireActorS*)this->actor)->firePos[this->rBodyPart].x;
this->pos.y = ((FireActorS*)this->actor)->firePos[this->rBodyPart].y;
this->pos.z = ((FireActorS*)this->actor)->firePos[this->rBodyPart].z;

View File

@ -137,7 +137,7 @@ void EffectSsEnIce_UpdateFlying(GlobalContext* globalCtx, u32 index, EffectSs* t
s16 rand;
if ((this->actor != NULL) && (this->actor->update != NULL)) {
if ((this->life >= 9) && (this->actor->colorFilterTimer != 0) && (!(this->actor->colorFilterParams & 0xC000))) {
if ((this->life >= 9) && (this->actor->colorFilterTimer != 0) && !(this->actor->colorFilterParams & 0xC000)) {
this->pos.x = this->actor->world.pos.x + this->vec.x;
this->pos.y = this->actor->world.pos.y + this->vec.y;
this->pos.z = this->actor->world.pos.z + this->vec.z;

View File

@ -208,7 +208,7 @@ void FileChoose_SelectCopyDest(GameState* thisx) {
if (this->stickRelY >= 30) {
this->buttonIndex--;
if ((this->buttonIndex == this->selectedFileIndex)) {
if (this->buttonIndex == this->selectedFileIndex) {
this->buttonIndex--;
if (this->buttonIndex < FS_BTN_COPY_FILE_1) {