diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2023-06-05 05:43:12 +1000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-06-04 15:43:12 -0400 |
| commit | 47bc7c12e2d28b8d8ed1cff8df9c17395aefce80 (patch) | |
| tree | 7ebf8ec3fc5825c4bbe7cf28717d5abd48ce50ba /src/code | |
| parent | a995e4cf6181bab778b89d073a2aa67860d82721 (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')
| -rw-r--r-- | src/code/PreRender.c | 2 | ||||
| -rw-r--r-- | src/code/jpegutils.c | 4 | ||||
| -rw-r--r-- | src/code/sched.c | 31 | ||||
| -rw-r--r-- | src/code/z_DLF.c | 2 | ||||
| -rw-r--r-- | src/code/z_actor.c | 25 | ||||
| -rw-r--r-- | src/code/z_camera.c | 5 | ||||
| -rw-r--r-- | src/code/z_collision_check.c | 124 | ||||
| -rw-r--r-- | src/code/z_fireobj.c | 1 | ||||
| -rw-r--r-- | src/code/z_lifemeter.c | 8 | ||||
| -rw-r--r-- | src/code/z_lights.c | 12 | ||||
| -rw-r--r-- | src/code/z_play.c | 2 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 12 | ||||
| -rw-r--r-- | src/code/z_room.c | 2 | ||||
| -rw-r--r-- | src/code/z_sub_s.c | 12 |
14 files changed, 130 insertions, 112 deletions
diff --git a/src/code/PreRender.c b/src/code/PreRender.c index 172659cf7..c9f279e75 100644 --- a/src/code/PreRender.c +++ b/src/code/PreRender.c @@ -403,7 +403,7 @@ void PreRender_ApplyAntiAliasingFilter(PreRender* this) { * Applies filters to the framebuffer prerender to make it look smoother */ void PreRender_ApplyFilters(PreRender* this) { - if (this->cvgSave == NULL || this->fbufSave == NULL) { + if ((this->cvgSave == NULL) || (this->fbufSave == NULL)) { this->unk_4D = 0; } else { this->unk_4D = 1; diff --git a/src/code/jpegutils.c b/src/code/jpegutils.c index 904643f46..fbf6c69c2 100644 --- a/src/code/jpegutils.c +++ b/src/code/jpegutils.c @@ -86,7 +86,7 @@ u32 JpegUtils_ProcessHuffmanTableImpl(u8* data, JpegHuffmanTable* ht, u8* codesL s32 temp; ret = count; - if (count == 0 || (isAc && count > 0x100) || (!isAc && count > 0x10)) { + if ((count == 0) || (isAc && (count > 0x100)) || (!isAc && (count > 0x10))) { return 0; } if (ret != JpegUtils_GetHuffmanCodes(codesLengths, codes)) { @@ -141,7 +141,7 @@ u32 JpegUtils_ProcessHuffmanTableImplOld(u8* dht, JpegHuffmanTableOld* ht, u8* c count2 = count = JpegUtils_ParseHuffmanCodesLengths(dht, codesLengths); - if (count == 0 || (isAc && count > 0x100) || (!isAc && count > 0x10)) { + if ((count == 0) || (isAc && (count > 0x100)) || (!isAc && (count > 0x10))) { return true; } diff --git a/src/code/sched.c b/src/code/sched.c index 9e2016833..c06eb41ba 100644 --- a/src/code/sched.c +++ b/src/code/sched.c @@ -25,7 +25,7 @@ void Sched_SwapFramebuffer(CfbInfo* cfbInfo) { osViSwapBuffer(cfbInfo->swapBuffer); cfbInfo->updateRate2 = cfbInfo->updateRate; - if (SREG(62) == 0 && cfbInfo->viMode != NULL) { + if ((SREG(62) == 0) && (cfbInfo->viMode != NULL)) { D_80096B20 = one; osViSetMode(cfbInfo->viMode); osViSetSpecialFeatures(cfbInfo->features); @@ -68,7 +68,7 @@ void Sched_HandleAudioCancel(SchedContext* sched) { // AUDIO SP Cancel osSyncPrintf("AUDIO SP キャンセルします\n"); - if (sched->curRSPTask != NULL && sched->curRSPTask->list.t.type == M_AUDTASK) { + if ((sched->curRSPTask != NULL) && (sched->curRSPTask->list.t.type == M_AUDTASK)) { if (!(HW_REG(SP_STATUS_REG, u32) & SP_STATUS_HALT)) { // Attempts to stop AUDIO SP osSyncPrintf("AUDIO SP止めようとします\n"); @@ -130,7 +130,7 @@ void Sched_HandleGfxCancel(SchedContext* sched) { // GRAPH SP Cancel osSyncPrintf("GRAPH SP キャンセルします\n"); - if (sched->curRSPTask != NULL && sched->curRSPTask->list.t.type == M_GFXTASK) { + if ((sched->curRSPTask != NULL) && (sched->curRSPTask->list.t.type == M_GFXTASK)) { if (!(HW_REG(SP_STATUS_REG, u32) & SP_STATUS_HALT)) { // GRAPH SP tries to stop osSyncPrintf("GRAPH SP止めようとします\n"); @@ -227,7 +227,8 @@ s32 Sched_TaskCheckFramebuffers(SchedContext* sched, OSScTask* task) { void* nextFB = osViGetNextFramebuffer(); void* curFB = osViGetCurrentFramebuffer(); - if (task == NULL || sched->pendingSwapBuf1 != NULL || (curFB == TASK_FRAMEBUFFER(task)->fb1 && curFB != nextFB)) { + if ((task == NULL) || (sched->pendingSwapBuf1 != NULL) || + ((curFB == TASK_FRAMEBUFFER(task)->fb1) && (curFB != nextFB))) { return 0; } return 1; @@ -241,7 +242,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3 OSScTask* gfxTask = sched->gfxListHead; OSScTask* audioTask = sched->audioListHead; - if ((ret & OS_SC_SP) && sched->audioListHead != NULL) { + if ((ret & OS_SC_SP) && (sched->audioListHead != NULL)) { *spTask = audioTask; ret &= ~OS_SC_SP; sched->audioListHead = sched->audioListHead->next; @@ -249,7 +250,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3 sched->audioListTail = NULL; } } else if (gfxTask != NULL) { - if (gfxTask->state & OS_SC_YIELDED || !(gfxTask->flags & OS_SC_NEEDS_RDP)) { + if ((gfxTask->state & OS_SC_YIELDED) || !(gfxTask->flags & OS_SC_NEEDS_RDP)) { if (ret & OS_SC_SP) { *spTask = gfxTask; ret &= ~OS_SC_SP; @@ -259,7 +260,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3 } } } else if (ret == (OS_SC_SP | OS_SC_DP)) { - if (TASK_FRAMEBUFFER(gfxTask) == NULL || Sched_TaskCheckFramebuffers(sched, gfxTask)) { + if ((TASK_FRAMEBUFFER(gfxTask) == NULL) || Sched_TaskCheckFramebuffers(sched, gfxTask)) { *spTask = *dpTask = gfxTask; ret &= ~(OS_SC_SP | OS_SC_DP); sched->gfxListHead = sched->gfxListHead->next; @@ -275,7 +276,7 @@ s32 Sched_Schedule(SchedContext* sched, OSScTask** spTask, OSScTask** dpTask, s3 void Sched_TaskUpdateFramebuffer(SchedContext* sched, OSScTask* task) { sched->pendingSwapBuf1 = TASK_FRAMEBUFFER(task); - if (sched->curBuf != NULL && sched->curBuf->updateRate2 > 0) { + if ((sched->curBuf != NULL) && (sched->curBuf->updateRate2 > 0)) { return; } Sched_RetraceUpdateFramebuffer(sched, sched->pendingSwapBuf1); @@ -314,7 +315,7 @@ void Sched_RunTask(SchedContext* sched, OSScTask* spTask, OSScTask* dpTask) { return; } // Write back the data cache to ensure imminent SP DMA does not miss anything - if (spTask->list.t.type != M_AUDTASK && !(spTask->state & OS_SC_YIELDED)) { + if ((spTask->list.t.type != M_AUDTASK) && !(spTask->state & OS_SC_YIELDED)) { osWritebackDCacheAll(); } spTask->state &= ~(OS_SC_YIELD | OS_SC_YIELDED); @@ -327,9 +328,11 @@ void Sched_RunTask(SchedContext* sched, OSScTask* spTask, OSScTask* dpTask) { case M_AUDTASK: sRSPAudioStartTime = time; break; + case M_GFXTASK: sRSPGFXStartTime = time; break; + default: if (1) {} sRSPOtherStartTime = time; @@ -366,7 +369,7 @@ void Sched_HandleEntry(SchedContext* sched) { Sched_QueueTask(sched, msg); } // If there is an audio task pending and an RSP task is running, yield the current task. - if (sched->audioListHead != NULL && sched->curRSPTask != NULL) { + if ((sched->audioListHead != NULL) && (sched->curRSPTask != NULL)) { Sched_Yield(sched); return; } @@ -421,9 +424,11 @@ void Sched_HandleRSPDone(SchedContext* sched) { case M_AUDTASK: gRSPAudioTotalTime += time - sRSPAudioStartTime; break; + case M_GFXTASK: sRSPGFXTotalTime += time - sRSPGFXStartTime; break; + default: if (1) {} sRSPOtherTotalTime += time - sRSPOtherStartTime; @@ -555,15 +560,19 @@ void Sched_ThreadEntry(void* arg) { case RDP_AUDIO_CANCEL_MSG: Sched_HandleAudioCancel(sched); continue; + case RSP_GFX_CANCEL_MSG: Sched_HandleGfxCancel(sched); continue; + case ENTRY_MSG: Sched_HandleEntry(sched); continue; + case RSP_DONE_MSG: Sched_HandleRSPDone(sched); continue; + case RDP_DONE_MSG: Sched_HandleRDPDone(sched); continue; @@ -573,9 +582,11 @@ void Sched_ThreadEntry(void* arg) { case OS_SC_RETRACE_MSG: Sched_HandleRetrace(sched); continue; + case OS_SC_PRE_NMI_MSG: Sched_HandleReset(sched); continue; + case OS_SC_NMI_MSG: Sched_HandleStop(sched); continue; diff --git a/src/code/z_DLF.c b/src/code/z_DLF.c index 020edcf27..aa5c0325d 100644 --- a/src/code/z_DLF.c +++ b/src/code/z_DLF.c @@ -46,7 +46,7 @@ void Overlay_FreeGameState(GameStateOverlay* overlayEntry) { s32 var_v0; if (overlayEntry->loadedRamAddr != NULL) { - var_v0 = overlayEntry->unk_28 != 0 ? -1 : 0; + var_v0 = (overlayEntry->unk_28 != 0) ? -1 : 0; if (var_v0 == 0) { overlayEntry->unk_14 = (uintptr_t)( (overlayEntry->unk_14 != NULL) diff --git a/src/code/z_actor.c b/src/code/z_actor.c index c7e2c4574..82ff8ddd9 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -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 != ¶ms->player->actor))) { + params->canFreezeCategory && (actor != params->talkActor) && (actor != params->player->heldActor) && + (actor->parent != ¶ms->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++; } diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 7fac2a2b2..bd23308c3 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -7790,7 +7790,7 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) { break; case CAM_MODE_FOLLOWTARGET: - if (camera->target != NULL && camera->target->id != ACTOR_EN_BOOM) { + if ((camera->target != NULL) && (camera->target->id != ACTOR_EN_BOOM)) { sModeChangeFlags = CAM_CHANGE_MODE_FOLLOW_TARGET; } break; @@ -7807,6 +7807,9 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 forceChange) { case CAM_MODE_HANG: sModeChangeFlags = CAM_CHANGE_MODE_4; break; + + default: + break; } // Process Current Camera Mode diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 8bcd244bd..b7f07d14d 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -92,7 +92,8 @@ f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac) { * factors such as the ac collider's defense. */ s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo) { - if (at->actor != NULL && at->actor->id == ACTOR_EN_BOM && ac->actor != NULL && ac->actor->id == ACTOR_PLAYER) { + if ((at->actor != NULL) && (at->actor->id == ACTOR_EN_BOM) && (ac->actor != NULL) && + (ac->actor->id == ACTOR_PLAYER)) { return 8; } return atInfo->toucher.damage; @@ -1153,7 +1154,7 @@ s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colCtxt, Collid } sATResetFuncs[collider->shape](play, collider); - if (collider->actor != NULL && collider->actor->update == NULL) { + if ((collider->actor != NULL) && (collider->actor->update == NULL)) { return -1; } if (colCtxt->colATCount >= ARRAY_COUNT(colCtxt->colAT)) { @@ -1179,7 +1180,7 @@ s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colCtxt, Co } sATResetFuncs[collider->shape](play, collider); - if (collider->actor != NULL && collider->actor->update == NULL) { + if ((collider->actor != NULL) && (collider->actor->update == NULL)) { return -1; } if (colCtxt->sacFlags & SAC_ON) { @@ -1213,7 +1214,7 @@ s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colCtxt, Collid } sACResetFuncs[collider->shape](play, collider); - if (collider->actor != NULL && collider->actor->update == NULL) { + if ((collider->actor != NULL) && (collider->actor->update == NULL)) { return -1; } if (colCtxt->colACCount >= ARRAY_COUNT(colCtxt->colAC)) { @@ -1239,7 +1240,7 @@ s32 CollisionCheck_SetAC_SAC(PlayState* play, CollisionCheckContext* colCtxt, Co } sACResetFuncs[collider->shape](play, collider); - if (collider->actor != NULL && collider->actor->update == NULL) { + if ((collider->actor != NULL) && (collider->actor->update == NULL)) { return -1; } if (colCtxt->sacFlags & SAC_ON) { @@ -1273,7 +1274,7 @@ s32 CollisionCheck_SetOC(PlayState* play, CollisionCheckContext* colCtxt, Collid } sOCResetFuncs[collider->shape](play, collider); - if (collider->actor != NULL && collider->actor->update == NULL) { + if ((collider->actor != NULL) && (collider->actor->update == NULL)) { return -1; } if (colCtxt->colOCCount >= ARRAY_COUNT(colCtxt->colOC)) { @@ -1299,7 +1300,7 @@ s32 CollisionCheck_SetOC_SAC(PlayState* play, CollisionCheckContext* colCtxt, Co } sOCResetFuncs[collider->shape](play, collider); - if (collider->actor != NULL && collider->actor->update == NULL) { + if ((collider->actor != NULL) && (collider->actor->update == NULL)) { return -1; } if (colCtxt->sacFlags & SAC_ON) { @@ -1523,7 +1524,7 @@ void CollisionCheck_RedBloodUnused(PlayState* play, Collider* collider, Vec3f* v void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* collider, Vec3f* hitPos) { s32 flags = info->toucherFlags & TOUCH_SFX_NONE; - if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) { + if ((flags == TOUCH_SFX_NORMAL) && (collider->colType != COLTYPE_METAL)) { EffectSsHitmark_SpawnFixedScale(play, 0, hitPos); if (collider->actor == NULL) { play_sound(NA_SE_IT_SHIELD_BOUND); @@ -1558,7 +1559,7 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* coll * Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType. */ s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) { - if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) { + if ((at->actor != NULL) && (at->actor->category == ACTORCAT_PLAYER)) { if (acInfo->elemType == ELEMTYPE_UNK0) { Audio_PlaySfxAtPos(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE); } else if (acInfo->elemType == ELEMTYPE_UNK1) { @@ -1652,7 +1653,7 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* at, ColliderInfo* atInfo return 0; } } - if ((ac->acFlags & AC_HARD) && at->actor != NULL && ac->actor != NULL) { + if ((ac->acFlags & AC_HARD) && (at->actor != NULL) && (ac->actor != NULL)) { CollisionCheck_SetBounce(at, ac); } if (!(acInfo->bumperFlags & BUMP_NO_AT_INFO)) { @@ -1683,8 +1684,8 @@ s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* at, ColliderInfo* atInfo acInfo->bumper.hitPos.y = hitPos->y; acInfo->bumper.hitPos.z = hitPos->z; } - if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && ac->colType != COLTYPE_METAL && ac->colType != COLTYPE_WOOD && - ac->colType != COLTYPE_HARD) { + if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && (ac->colType != COLTYPE_METAL) && (ac->colType != COLTYPE_WOOD) && + (ac->colType != COLTYPE_HARD)) { acInfo->bumperFlags |= BUMP_DRAW_HITMARK; } else { CollisionCheck_HitEffects(play, at, atInfo, ac, acInfo, hitPos); @@ -1719,7 +1720,7 @@ void CollisionCheck_AC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* co f32 overlapSize; f32 centerDist; - if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) { + if ((at->count > 0) && (at->elements != NULL) && (ac->count > 0) && (ac->elements != NULL)) { for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) { if (CollisionCheck_SkipTouch(&atElem->info)) { continue; @@ -1773,7 +1774,7 @@ void CollisionCheck_AC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colCt f32 overlapSize; f32 centerDist; - if (at->count > 0 && at->elements != NULL && ac->dim.radius > 0 && ac->dim.height > 0) { + if ((at->count > 0) && (at->elements != NULL) && (ac->dim.radius > 0) && (ac->dim.height > 0)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -1822,7 +1823,7 @@ void CollisionCheck_AC_JntSphVsTris(PlayState* play, CollisionCheckContext* colC ColliderTrisElement* acElem; Vec3f hitPos; - if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) { + if ((at->count > 0) && (at->elements != NULL) && (ac->count > 0) && (ac->elements != NULL)) { for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) { if (CollisionCheck_SkipTouch(&atElem->info)) { continue; @@ -1858,7 +1859,7 @@ void CollisionCheck_AC_JntSphVsQuad(PlayState* play, CollisionCheckContext* colC Vec3f hitPos; ColliderJntSphElement* sphElem; - if (at->count > 0 && at->elements != NULL) { + if ((at->count > 0) && (at->elements != NULL)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -1898,7 +1899,7 @@ void CollisionCheck_AC_JntSphVsSphere(PlayState* play, CollisionCheckContext* co f32 overlapSize; f32 centerDist; - if (at->count > 0 && at->elements != NULL) { + if ((at->count > 0) && (at->elements != NULL)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -1943,7 +1944,7 @@ void CollisionCheck_AC_CylVsJntSph(PlayState* play, CollisionCheckContext* colCt f32 centerDist; ColliderJntSphElement* sphElem; - if (ac->count > 0 && ac->elements != NULL && at->dim.radius > 0 && at->dim.height > 0) { + if ((ac->count > 0) && (ac->elements != NULL) && (at->dim.radius > 0) && (at->dim.height > 0)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -1994,7 +1995,7 @@ void CollisionCheck_AC_CylVsCyl(PlayState* play, CollisionCheckContext* colCtxt, f32 overlapSize; f32 centerDist; - if (at->dim.radius > 0 && at->dim.height > 0 && ac->dim.radius > 0 && ac->dim.height > 0) { + if ((at->dim.radius > 0) && (at->dim.height > 0) && (ac->dim.radius > 0) && (ac->dim.height > 0)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -2046,7 +2047,7 @@ void CollisionCheck_AC_CylVsTris(PlayState* play, CollisionCheckContext* colCtxt ColliderTrisElement* acElem; Vec3f hitPos; - if (at->dim.radius > 0 && at->dim.height > 0 && ac->count > 0 && ac->elements != NULL) { + if ((at->dim.radius > 0) && (at->dim.height > 0) && (ac->count > 0) && (ac->elements != NULL)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -2079,7 +2080,7 @@ void CollisionCheck_AC_CylVsQuad(PlayState* play, CollisionCheckContext* colCtxt ColliderCylinder* at = (ColliderCylinder*)colAT; ColliderQuad* ac = (ColliderQuad*)colAC; - if (at->dim.height > 0 && at->dim.radius > 0) { + if ((at->dim.height > 0) && (at->dim.radius > 0)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -2119,7 +2120,7 @@ void CollisionCheck_AC_CylVsSphere(PlayState* play, CollisionCheckContext* colCt f32 overlapSize; f32 centerDist; - if (at->dim.radius > 0 && at->dim.height > 0) { + if ((at->dim.radius > 0) && (at->dim.height > 0)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -2166,7 +2167,7 @@ void CollisionCheck_AC_TrisVsJntSph(PlayState* play, CollisionCheckContext* colC ColliderTrisElement* atElem; Vec3f hitPos; - if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) { + if ((ac->count > 0) && (ac->elements != NULL) && (at->count > 0) && (at->elements != NULL)) { for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) { if (CollisionCheck_SkipBump(&acElem->info)) { continue; @@ -2204,7 +2205,7 @@ void CollisionCheck_AC_TrisVsCyl(PlayState* play, CollisionCheckContext* colCtxt ColliderCylinder* ac = (ColliderCylinder*)colAC; ColliderTrisElement* atElem; - if (ac->dim.radius > 0 && ac->dim.height > 0 && at->count > 0 && at->elements != NULL) { + if ((ac->dim.radius > 0) && (ac->dim.height > 0) && (at->count > 0) && (at->elements != NULL)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -2238,7 +2239,7 @@ void CollisionCheck_AC_TrisVsTris(PlayState* play, CollisionCheckContext* colCtx ColliderTris* ac = (ColliderTris*)colAC; ColliderTrisElement* acElem; - if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) { + if ((ac->count > 0) && (ac->elements != NULL) && (at->count > 0) && (at->elements != NULL)) { for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) { if (CollisionCheck_SkipBump(&acElem->info)) { continue; @@ -2273,7 +2274,7 @@ void CollisionCheck_AC_TrisVsQuad(PlayState* play, CollisionCheckContext* colCtx ColliderQuad* ac = (ColliderQuad*)colAC; ColliderTrisElement* atElem; - if (at->count > 0 && at->elements != NULL) { + if ((at->count > 0) && (at->elements != NULL)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -2312,7 +2313,7 @@ void CollisionCheck_AC_TrisVsSphere(PlayState* play, CollisionCheckContext* colC ColliderSphere* ac = (ColliderSphere*)colAC; Vec3f hitPos; - if (at->count > 0 && at->elements != NULL) { + if ((at->count > 0) && (at->elements != NULL)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -2344,7 +2345,7 @@ void CollisionCheck_AC_QuadVsJntSph(PlayState* play, CollisionCheckContext* colC ColliderQuad* at = (ColliderQuad*)colAT; ColliderJntSph* ac = (ColliderJntSph*)colAC; - if (ac->count > 0 && ac->elements != NULL) { + if ((ac->count > 0) && (ac->elements != NULL)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -2385,7 +2386,7 @@ void CollisionCheck_AC_QuadVsCyl(PlayState* play, CollisionCheckContext* colCtxt ColliderQuad* at = (ColliderQuad*)colAT; ColliderCylinder* ac = (ColliderCylinder*)colAC; - if (ac->dim.height > 0 && ac->dim.radius > 0) { + if ((ac->dim.height > 0) && (ac->dim.radius > 0)) { if (CollisionCheck_SkipBump(&ac->info)) { return; } @@ -2431,7 +2432,7 @@ void CollisionCheck_AC_QuadVsTris(PlayState* play, CollisionCheckContext* colCtx ColliderTris* ac = (ColliderTris*)colAC; ColliderTrisElement* acElem; - if (ac->count > 0 && ac->elements != NULL) { + if ((ac->count > 0) && (ac->elements != NULL)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -2546,7 +2547,7 @@ void CollisionCheck_AC_SphereVsJntSph(PlayState* play, CollisionCheckContext* co f32 overlapSize; f32 centerDist; - if (ac->count > 0 && ac->elements != NULL) { + if ((ac->count > 0) && (ac->elements != NULL)) { if (CollisionCheck_SkipTouch(&at->info)) { return; } @@ -2739,7 +2740,7 @@ void CollisionCheck_SetJntSphHitFX(PlayState* play, CollisionCheckContext* colCt ColliderJntSphElement* element; for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) { - if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && element->info.acHitInfo != NULL && + if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitInfo != NULL) && !(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) { Vec3f hitPos; @@ -2758,7 +2759,7 @@ void CollisionCheck_SetJntSphHitFX(PlayState* play, CollisionCheckContext* colCt void CollisionCheck_SetCylHitFX(PlayState* play, CollisionCheckContext* colCtxt, Collider* collider) { ColliderCylinder* cylinder = (ColliderCylinder*)collider; - if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && cylinder->info.acHitInfo != NULL && + if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && (cylinder->info.acHitInfo != NULL) && !(cylinder->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) { Vec3f hitPos; @@ -2777,7 +2778,7 @@ void CollisionCheck_SetTrisHitFX(PlayState* play, CollisionCheckContext* colCtxt ColliderTrisElement* element; for (element = tris->elements; element < &tris->elements[tris->count]; element++) { - if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && element->info.acHitInfo != NULL && + if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitInfo != NULL) && !(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) { Vec3f hitPos; @@ -2796,7 +2797,7 @@ void CollisionCheck_SetTrisHitFX(PlayState* play, CollisionCheckContext* colCtxt void CollisionCheck_SetQuadHitFX(PlayState* play, CollisionCheckContext* colCtxt, Collider* collider) { ColliderQuad* quad = (ColliderQuad*)collider; - if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && quad->info.acHitInfo != NULL && + if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && (quad->info.acHitInfo != NULL) && !(quad->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) { Vec3f hitPos; @@ -2812,7 +2813,7 @@ void CollisionCheck_SetQuadHitFX(PlayState* play, CollisionCheckContext* colCtxt void CollisionCheck_SetSphereHitFX(PlayState* play, CollisionCheckContext* colCtxt, Collider* collider) { ColliderSphere* sphere = (ColliderSphere*)collider; - if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && sphere->info.acHitInfo != NULL && + if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && (sphere->info.acHitInfo != NULL) && !(sphere->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) { Vec3f hitPos; @@ -2837,8 +2838,8 @@ void CollisionCheck_SetHitEffects(PlayState* play, CollisionCheckContext* colCtx for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) { Collider* colAC = *col; - if (colAC != NULL && (colAC->acFlags & AC_ON)) { - if (colAC->actor != NULL && colAC->actor->update == NULL) { + if ((colAC != NULL) && (colAC->acFlags & AC_ON)) { + if ((colAC->actor != NULL) && (colAC->actor->update == NULL)) { continue; } sColChkApplyFuncs[colAC->shape](play, colCtxt, colAC); @@ -2868,12 +2869,12 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colCtxt, Collider for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) { Collider* colAC = *col; - if (colAC != NULL && (colAC->acFlags & AC_ON)) { - if (colAC->actor != NULL && colAC->actor->update == NULL) { + if ((colAC != NULL) && (colAC->acFlags & AC_ON)) { + if ((colAC->actor != NULL) && (colAC->actor->update == NULL)) { continue; } - if ((colAC->acFlags & colAT->atFlags & AC_TYPE_ALL) && colAT != colAC) { - if (!(colAT->atFlags & AT_SELF) && colAT->actor != NULL && colAC->actor == colAT->actor) { + if ((colAC->acFlags & colAT->atFlags & AC_TYPE_ALL) && (colAT != colAC)) { + if (!(colAT->atFlags & AT_SELF) && (colAT->actor != NULL) && (colAC->actor == colAT->actor)) { continue; } sACVsFuncs[colAT->shape][colAC->shape](play, colCtxt, colAT, colAC); @@ -2891,15 +2892,15 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colCtxt, Collider void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colCtxt) { Collider** col; - if (colCtxt->colATCount == 0 || colCtxt->colACCount == 0) { + if ((colCtxt->colATCount == 0) || (colCtxt->colACCount == 0)) { return; } for (col = &colCtxt->colAT[0]; col < &colCtxt->colAT[colCtxt->colATCount]; col++) { Collider* colAC = *col; - if (colAC != NULL && (colAC->atFlags & AT_ON)) { - if (colAC->actor != NULL && colAC->actor->update == NULL) { + if ((colAC != NULL) && (colAC->atFlags & AT_ON)) { + if ((colAC->actor != NULL) && (colAC->actor->update == NULL)) { continue; } CollisionCheck_AC(play, colCtxt, colAC); @@ -2958,7 +2959,8 @@ void CollisionCheck_SetOCvsOC(PlayState* play, Collider* left, ColliderInfo* lef right->ocFlags2 |= OC2_HIT_PLAYER; } - if (leftActor == NULL || rightActor == NULL || (left->ocFlags1 & OC1_NO_PUSH) || (right->ocFlags1 & OC1_NO_PUSH)) { + if ((leftActor == NULL) || (rightActor == NULL) || (left->ocFlags1 & OC1_NO_PUSH) || + (right->ocFlags1 & OC1_NO_PUSH)) { return; } @@ -3032,7 +3034,7 @@ void CollisionCheck_OC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* co ColliderJntSphElement* rightElem; f32 overlap; - if (left->count > 0 && left->elements != NULL && right->count > 0 && right->elements != NULL && + if ((left->count > 0) && (left->elements != NULL) && (right->count > 0) && (right->elements != NULL) && (left->base.ocFlags1 & OCELEM_ON) && (right->base.ocFlags1 & OCELEM_ON)) { for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) { @@ -3067,7 +3069,7 @@ void CollisionCheck_OC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colCt ColliderJntSphElement* leftElem; f32 overlap; - if (left->count > 0 && left->elements != NULL && (left->base.ocFlags1 & OCELEM_ON) && + if ((left->count > 0) && (left->elements != NULL) && (left->base.ocFlags1 & OCELEM_ON) && (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) { for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) { @@ -3096,7 +3098,7 @@ void CollisionCheck_OC_JntSphVsSphere(PlayState* play, CollisionCheckContext* co ColliderJntSphElement* leftElem; f32 overlap; - if (left->count > 0 && left->elements != NULL && (left->base.ocFlags1 & OCELEM_ON) && + if ((left->count > 0) && (left->elements != NULL) && (left->base.ocFlags1 & OCELEM_ON) && (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) { for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) { @@ -3252,11 +3254,11 @@ void CollisionCheck_OC(PlayState* play, CollisionCheckContext* colCtxt) { ColChkVsFunc vsFunc; for (left = colCtxt->colOC; left < colCtxt->colOC + colCtxt->colOCCount; left++) { - if (*left == NULL || CollisionCheck_SkipOC(*left)) { + if ((*left == NULL) || CollisionCheck_SkipOC(*left)) { continue; } for (right = left + 1; right < colCtxt->colOC + colCtxt->colOCCount; right++) { - if (*right == NULL || CollisionCheck_SkipOC(*right) || CollisionCheck_Incompatible(*left, *right)) { + if ((*right == NULL) || CollisionCheck_SkipOC(*right) || CollisionCheck_Incompatible(*left, *right)) { continue; } vsFunc = sOCVsFuncs[(*left)->shape][(*right)->shape]; @@ -3353,7 +3355,7 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colCtxt, at = info->acHit; atInfo = info->acHitInfo; - if (at != NULL && atInfo != NULL && collider != NULL && info != NULL) { + if ((at != NULL) && (atInfo != NULL) && (collider != NULL) && (info != NULL)) { damage = CollisionCheck_GetDamageAndEffectOnBumper(at, atInfo, collider, info, &effect); if (CollisionCheck_GetToucherDamage(at, atInfo, collider, info) != 0) { @@ -3373,7 +3375,7 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colCtxt, collider->actor->colChkInfo.damageEffect = effect; } if (!(collider->acFlags & AC_HARD) || - ((collider->acFlags & AC_HARD) && atInfo->toucher.dmgFlags == 0x20000000)) { + ((collider->acFlags & AC_HARD) && (atInfo->toucher.dmgFlags == 0x20000000))) { if (collider->actor->colChkInfo.damage < finalDamage) { collider->actor->colChkInfo.damage = finalDamage; } @@ -3388,7 +3390,7 @@ void CollisionCheck_ApplyDamageJntSph(PlayState* play, CollisionCheckContext* co ColliderJntSph* jntSph = (ColliderJntSph*)collider; s32 i; - if (jntSph->count > 0 && jntSph->elements != NULL) { + if ((jntSph->count > 0) && (jntSph->elements != NULL)) { for (i = 0; i < jntSph->count; i++) { CollisionCheck_ApplyDamage(play, colCtxt, &jntSph->base, &jntSph->elements[i].info); } @@ -3965,7 +3967,7 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a if (SQ(actorDotItemXZ) < (4.0f * SQXZ(itemStep) * radSqDiff)) { return 0; } - if (SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff) > zero) { + if ((SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff)) > zero) { intersect1 = intersect2 = 1; } else { intersect1 = 1; @@ -4005,12 +4007,12 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a } if (intersect2 == 0) { - if (frac1 < 0.0f || 1.0f < frac1) { + if ((frac1 < 0.0f) || (1.0f < frac1)) { return 0; } } else { - test1 = (frac1 < 0.0f || 1.0f < frac1); - test2 = (frac2 < 0.0f || 1.0f < frac2); + test1 = (frac1 < 0.0f) || (1.0f < frac1); + test2 = (frac2 < 0.0f) || (1.0f < frac2); if (test1 && test2) { return 0; @@ -4024,14 +4026,14 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a } if ((intersect1 != 0) && - ((frac1 * itemStep.y + actorToItem.y < 0.0f) || (height < frac1 * itemStep.y + actorToItem.y))) { + (((frac1 * itemStep.y + actorToItem.y) < 0.0f) || (height < (frac1 * itemStep.y + actorToItem.y)))) { intersect1 = 0; } if ((intersect2 != 0) && - ((frac2 * itemStep.y + actorToItem.y < 0.0f) || (height < frac2 * itemStep.y + actorToItem.y))) { + (((frac2 * itemStep.y + actorToItem.y) < 0.0f) || (height < (frac2 * itemStep.y + actorToItem.y)))) { intersect2 = 0; } - if (intersect1 == 0 && intersect2 == 0) { + if ((intersect1 == 0) && (intersect2 == 0)) { return 0; } else if ((intersect1 != 0) && (intersect2 != 0)) { out1->x = frac1 * itemStep.x + actorToItem.x + actorPos->x; diff --git a/src/code/z_fireobj.c b/src/code/z_fireobj.c index 5e93e1187..5565bc876 100644 --- a/src/code/z_fireobj.c +++ b/src/code/z_fireobj.c @@ -142,6 +142,7 @@ void FireObj_Draw(PlayState* play, FireObj* fire) { Vec3s vec; OPEN_DISPS(play->state.gfxCtx); + Gfx_SetupDL25_Xlu(play->state.gfxCtx); gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (fire->timer * -20) % 512U, 32, 128)); diff --git a/src/code/z_lifemeter.c b/src/code/z_lifemeter.c index c6c1501ba..c9bea1669 100644 --- a/src/code/z_lifemeter.c +++ b/src/code/z_lifemeter.c @@ -16,14 +16,14 @@ s16 sBeatingHeartsDDEnv[3]; s16 sHeartsDDPrim[2][3]; s16 sHeartsDDEnv[2][3]; -TexturePtr HeartTextures[] = { +TexturePtr sHeartTextures[] = { gHeartFullTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex, gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, }; -TexturePtr HeartDDTextures[] = { +TexturePtr sHeartDDTextures[] = { gDefenseHeartFullTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartHalfTex, @@ -283,7 +283,7 @@ void LifeMeter_Draw(PlayState* play) { if (i < fullHeartCount) { heartTex = gHeartFullTex; } else if (i == fullHeartCount) { - heartTex = HeartTextures[fractionHeartCount]; + heartTex = sHeartTextures[fractionHeartCount]; } else { heartTex = gHeartEmptyTex; } @@ -323,7 +323,7 @@ void LifeMeter_Draw(PlayState* play) { if (i < fullHeartCount) { heartTex = gDefenseHeartFullTex; } else if (i == fullHeartCount) { - heartTex = HeartDDTextures[fractionHeartCount]; + heartTex = sHeartDDTextures[fractionHeartCount]; } else { heartTex = gDefenseHeartEmptyTex; } diff --git a/src/code/z_lights.c b/src/code/z_lights.c index 534ec6dfc..e82c3a9b2 100644 --- a/src/code/z_lights.c +++ b/src/code/z_lights.c @@ -190,12 +190,12 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) { * available in the Lights group. This is at most 7 slots for a new group, but could be less. */ void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayState* play) { - static LightsPosBindFunc posBindFuncs[] = { + static LightsPosBindFunc sPosBindFuncs[] = { Lights_BindPoint, (LightsPosBindFunc)Lights_BindDirectional, Lights_BindPoint, }; - static LightsBindFunc dirBindFuncs[] = { + static LightsBindFunc sDirBindFuncs[] = { Lights_BindPointWithReference, (LightsBindFunc)Lights_BindDirectional, Lights_BindPointWithReference, @@ -204,12 +204,12 @@ void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, PlayStat if (listHead != NULL) { if ((refPos == NULL) && (lights->enablePosLights == 1)) { do { - posBindFuncs[listHead->info->type](lights, &listHead->info->params, play); + sPosBindFuncs[listHead->info->type](lights, &listHead->info->params, play); listHead = listHead->next; } while (listHead != NULL); } else { do { - dirBindFuncs[listHead->info->type](lights, &listHead->info->params, refPos); + sDirBindFuncs[listHead->info->type](lights, &listHead->info->params, refPos); listHead = listHead->next; } while (listHead != NULL); } @@ -338,7 +338,7 @@ Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR; lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG; lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB; - lights->enablePosLights = 0; + lights->enablePosLights = false; lights->numLights = numLights; for (i = 0; i < numLights; i++) { @@ -363,7 +363,7 @@ Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambient lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR; lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG; lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB; - lights->enablePosLights = 0; + lights->enablePosLights = false; lights->numLights = 0; return lights; diff --git a/src/code/z_play.c b/src/code/z_play.c index dd06a461e..dade44cf6 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -1508,7 +1508,7 @@ void Play_Main(GameState* thisx) { } s32 Play_InCsMode(PlayState* this) { - return (this->csCtx.state != 0) || Player_InCsMode(this); + return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this); } f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos) { diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index f7ccd5230..44b1fd986 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -257,7 +257,7 @@ void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1) { for (i = 0; i < ARRAY_COUNT(arg1->unk_04); i++, temp_v1++) { // Can't be `temp_v1->alpha != 0` if (temp_v1->alpha) { - phi_a1 = temp_v1->unk_00 == 3 ? (255 / 3) : (255 / 5); + phi_a1 = (temp_v1->unk_00 == 3) ? (255 / 3) : (255 / 5); if (phi_a1 >= temp_v1->alpha) { temp_v1->alpha = 0; } else { @@ -369,13 +369,13 @@ void func_80122F28(Player* player) { s32 func_80122F9C(PlayState* play) { Player* player = GET_PLAYER(play); - return (player->stateFlags2 & PLAYER_STATE2_80000) && player->unk_AE7 == 2; + return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->unk_AE7 == 2); } s32 func_80122FCC(PlayState* play) { Player* player = GET_PLAYER(play); - return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->unk_AE7 == 1 || player->unk_AE7 == 3); + return (player->stateFlags2 & PLAYER_STATE2_80000) && ((player->unk_AE7 == 1) || (player->unk_AE7 == 3)); } void func_8012300C(PlayState* play, s32 arg1) { @@ -1363,12 +1363,12 @@ s32 func_80123F2C(PlayState* play, s32 ammo) { } s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) { - Player* this = GET_PLAYER(play); + Player* player = GET_PLAYER(play); Vec3f diff; s32 pad; - if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_B28 != 0)) { - Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff); + if ((player->heldItemAction == PLAYER_IA_STICK) && (player->unk_B28 != 0)) { + Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, pos, &diff); return (SQXZ(diff) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange); } diff --git a/src/code/z_room.c b/src/code/z_room.c index 89cf47935..9bc6e12ee 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -99,7 +99,7 @@ void Room_DrawCullable(PlayState* play, Room* room, u32 flags) { gSPMatrix(POLY_XLU_DISP++, &gIdentityMtx, G_MTX_MODELVIEW | G_MTX_LOAD); } - if ((room->enablePosLights != 0) || (MREG(93) != 0)) { + if (room->enablePosLights || (MREG(93) != 0)) { gSPSetGeometryMode(POLY_OPA_DISP++, G_LIGHTING_POSITIONAL); gSPSetGeometryMode(POLY_XLU_DISP++, G_LIGHTING_POSITIONAL); } 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; } |
