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-rw-r--r--src/code/z_collision_check.c4
-rw-r--r--src/code/z_skelanime.c5
-rw-r--r--src/code/z_snap.c5
3 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index 0e36f1c54..6ecbd617a 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -3837,7 +3837,7 @@ void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v) {
35.0f,
30.0f,
8,
- { 0, 0, 0, 0, 128, 255, 0, 300 },
+ { 0, 0, 0, { 0, 128, 255 }, 0, 300 },
1,
};
s32 effectIndex;
@@ -3892,7 +3892,7 @@ void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* p
35.0f,
30.0f,
8,
- { 0, 0, 0, 0, 128, 255, 0, 300 },
+ { 0, 0, 0, { 0, 128, 255 }, 0, 300 },
0,
};
s32 effectIndex;
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c
index 13ce84ec4..9890f4741 100644
--- a/src/code/z_skelanime.c
+++ b/src/code/z_skelanime.c
@@ -630,7 +630,8 @@ void SkelAnime_GetFrameData(AnimationHeader* animation, s32 frame, s32 limbCount
frameTable->x = jointIndices->x >= staticIndexMax ? dynamicData[jointIndices->x] : frameData[jointIndices->x];
frameTable->y = jointIndices->y >= staticIndexMax ? dynamicData[jointIndices->y] : frameData[jointIndices->y];
frameTable->z = jointIndices->z >= staticIndexMax ? dynamicData[jointIndices->z] : frameData[jointIndices->z];
- jointIndices++, frameTable++;
+ jointIndices++;
+ frameTable++;
}
}
@@ -1577,7 +1578,7 @@ void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHead
skelAnime->morphTable = ZeldaArena_Malloc(sizeof(*skelAnime->morphTable) * skelAnime->limbCount);
// Debug prints here, required to match.
- if (1) {};
+ if (1) {}
if (animation != NULL) {
Animation_PlayLoop(skelAnime, animation);
diff --git a/src/code/z_snap.c b/src/code/z_snap.c
index d64cfbe6e..e9663b02f 100644
--- a/src/code/z_snap.c
+++ b/src/code/z_snap.c
@@ -42,9 +42,8 @@ s32 Snap_RecordPictographedActors(PlayState* play) {
break;
}
- if (actor->id) {
- ; // Needed to match
- }
+ //! FAKE:
+ if (1) {}
// Actors which may be pictographed anywhere
switch (actor->id) {