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authorengineer124 <47598039+engineer124@users.noreply.github.com>2023-06-05 05:43:12 +1000
committerGitHub <noreply@github.com>2023-06-04 15:43:12 -0400
commit47bc7c12e2d28b8d8ed1cff8df9c17395aefce80 (patch)
tree7ebf8ec3fc5825c4bbe7cf28717d5abd48ce50ba /src/code/z_sub_s.c
parenta995e4cf6181bab778b89d073a2aa67860d82721 (diff)
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
Diffstat (limited to 'src/code/z_sub_s.c')
-rw-r--r--src/code/z_sub_s.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c
index 09897fbb9..05a3c331e 100644
--- a/src/code/z_sub_s.c
+++ b/src/code/z_sub_s.c
@@ -128,7 +128,7 @@ Gfx* SubS_DrawTransformFlex(PlayState* play, void** skeleton, Vec3s* jointTable,
newDlist = rootLimb->dList;
limbDList = rootLimb->dList;
- if (overrideLimbDraw == NULL || !overrideLimbDraw(play, 1, &newDlist, &pos, &rot, actor, &gfx)) {
+ if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDlist, &pos, &rot, actor, &gfx)) {
Matrix_TranslateRotateZYX(&pos, &rot);
Matrix_Push();
@@ -1179,7 +1179,7 @@ Actor* SubS_FindActor(PlayState* play, Actor* actorListStart, u8 actorCategory,
actor = play->actorCtx.actorLists[actorCategory].first;
}
- while (actor != NULL && actorId != actor->id) {
+ while ((actor != NULL) && (actorId != actor->id)) {
actor = actor->next;
}
@@ -1503,10 +1503,10 @@ Actor* SubS_FindActorCustom(PlayState* play, Actor* actor, Actor* actorListStart
actorIter = play->actorCtx.actorLists[actorCategory].first;
}
- while (actorIter != NULL &&
- (actorId != actorIter->id ||
- (actorId == actorIter->id &&
- (verifyActor == NULL || (verifyActor != NULL && !verifyActor(play, actor, actorIter, verifyData)))))) {
+ while ((actorIter != NULL) &&
+ ((actorId != actorIter->id) ||
+ ((actorId == actorIter->id) &&
+ ((verifyActor == NULL) || ((verifyActor != NULL) && !verifyActor(play, actor, actorIter, verifyData)))))) {
actorIter = actorIter->next;
}