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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-04-09 02:29:26 +0200
committerGitHub <noreply@github.com>2022-04-08 20:29:26 -0400
commit76cffddf29307e44c1de5612aa95ceef90d80356 (patch)
tree7a346373425d8959ece2677f59373533939bdd95 /src/code
parent7068ad3703f2cd2e08e6661ab57c9b1877dbd4b2 (diff)
Cleanup pass on in-actor effects systems (#1167)
* Name in-actor effect functions / improve naming consistency "particle" -> "effect" Fixup: consistent effect functions names, missed a bunch * Use `materialFlag` as int for the "is material already set" "boolean" Fixup `materialFlag` (actually a boolean one), and `objectFlag` More actually boolean `materialFlag`s * Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now) `BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT` `EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT` Place `_EFFECTS_COUNT` defines before effect struct definition * Name `countLimit` the "max new effect index" argument * Rename all effect buffers to `effects`/`sEffects` * Fixup some array/pointer usage * `EnNiw` also has this pseudo-effects system * `EnSyatekiNiw` also has this pseudo-effects system * `EnFz` also has this pseudo-effects system * `_EFFECTS_COUNT` -> `_EFFECT_COUNT` * `effects` -> `effect` where used as iterator (hopefully covers everything) * Run formatter
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