diff options
| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2022-11-13 23:47:25 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-11-13 23:47:25 +0100 |
| commit | abb4201e57ed2200b745a5dc067665818141ca3e (patch) | |
| tree | aeba77ca5ff46d9911437283693fb49064bd967a /src/code | |
| parent | efe485f01720034ea9e844b3f385e3352bb63b20 (diff) | |
Fix misc 18 (#1423)
* two more ABS
* fixup item_name_static texs outnames
* fixup CollisionCheck_SetOCvsOC docs
* Cleanup int comments alignments
* collsion -> collision
* `SQ*` macros fixup
* use `LERP` more
* static -> `s` prefix
* grammar: dont -> don't
* 3
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_camera.c | 6 | ||||
| -rw-r--r-- | src/code/z_collision_check.c | 32 | ||||
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 2 |
3 files changed, 20 insertions, 20 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 7a9ab5d65..4c69f5889 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -816,10 +816,10 @@ Vec3f* Camera_BGCheckCorner(Vec3f* dst, Vec3f* linePointA, Vec3f* linePointB, Ca } /** - * Checks collision between at and eyeNext, if `checkEye` is set, if there is no collsion between + * Checks collision between at and eyeNext, if `checkEye` is set, if there is no collision between * eyeNext->at, then eye->at is also checked. * Returns: - * 0 if no collsion is found between at->eyeNext + * 0 if no collision is found between at->eyeNext * 2 if the angle between the polys is between 60 degrees and 120 degrees * 3 ? * 6 if the angle between the polys is greater than 120 degrees @@ -2531,7 +2531,7 @@ s32 Camera_Jump2(Camera* camera) { Camera_AddVecGeoToVec3f(&camBgChk.pos, at, &bgChkPara); if (Camera_BGCheckInfo(camera, at, &camBgChk)) { // Collision found between parallel at->eyeNext, set eye position to - // first collsion point. + // first collision point. *eye = bgChkPos; } else { // no collision found with the parallel at->eye, animate to be parallel diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index fd7069761..6ac812d6b 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -2648,8 +2648,8 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef f32 zDelta; Actor* leftActor = left->actor; Actor* rightActor = right->actor; - s32 leftMassType; s32 rightMassType; + s32 leftMassType; left->ocFlags1 |= OC1_HIT; left->oc = rightActor; @@ -2666,8 +2666,8 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef if (leftActor == NULL || rightActor == NULL || left->ocFlags1 & OC1_NO_PUSH || right->ocFlags1 & OC1_NO_PUSH) { return; } - rightMassType = CollisionCheck_GetMassType(leftActor->colChkInfo.mass); - leftMassType = CollisionCheck_GetMassType(rightActor->colChkInfo.mass); + leftMassType = CollisionCheck_GetMassType(leftActor->colChkInfo.mass); + rightMassType = CollisionCheck_GetMassType(rightActor->colChkInfo.mass); leftMass = leftActor->colChkInfo.mass; rightMass = rightActor->colChkInfo.mass; totalMass = leftMass + rightMass; @@ -2679,30 +2679,30 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef zDelta = rightPos->z - leftPos->z; xzDist = sqrtf(SQ(xDelta) + SQ(zDelta)); - if (rightMassType == MASSTYPE_IMMOVABLE) { - if (leftMassType == MASSTYPE_IMMOVABLE) { + if (leftMassType == MASSTYPE_IMMOVABLE) { + if (rightMassType == MASSTYPE_IMMOVABLE) { return; - } else { // leftMassType == MASS_HEAVY | MASS_NORMAL + } else { // rightMassType == MASSTYPE_HEAVY or MASSTYPE_NORMAL leftDispRatio = 0; rightDispRatio = 1; } - } else if (rightMassType == MASSTYPE_HEAVY) { - if (leftMassType == MASSTYPE_IMMOVABLE) { + } else if (leftMassType == MASSTYPE_HEAVY) { + if (rightMassType == MASSTYPE_IMMOVABLE) { leftDispRatio = 1; rightDispRatio = 0; - } else if (leftMassType == MASSTYPE_HEAVY) { + } else if (rightMassType == MASSTYPE_HEAVY) { leftDispRatio = 0.5f; rightDispRatio = 0.5f; - } else { // leftMassType == MASS_NORMAL + } else { // rightMassType == MASSTYPE_NORMAL leftDispRatio = 0; rightDispRatio = 1; } - } else { // rightMassType == MASS_NORMAL - if (leftMassType == MASSTYPE_NORMAL) { + } else { // leftMassType == MASSTYPE_NORMAL + if (rightMassType == MASSTYPE_NORMAL) { inverseTotalMass = 1 / totalMass; leftDispRatio = rightMass * inverseTotalMass; rightDispRatio = leftMass * inverseTotalMass; - } else { // leftMassType == MASS_HEAVY | MASS_IMMOVABLE + } else { // rightMassType == MASSTYPE_HEAVY or MASSTYPE_IMMOVABLE leftDispRatio = 1; rightDispRatio = 0; } @@ -3494,7 +3494,7 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a } radSqDiff = SQXZ(actorToItem) - SQ(radius); if (!IS_ZERO(SQXZ(itemStep))) { - actorDotItemXZ = DOTXZ(2.0f * itemStep, actorToItem); + actorDotItemXZ = (2.0f * itemStep.x * actorToItem.x) + (2.0f * itemStep.z * actorToItem.z); if (SQ(actorDotItemXZ) < (4.0f * SQXZ(itemStep) * radSqDiff)) { return 0; } @@ -3511,10 +3511,10 @@ s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* a if (intersect2 == true) { frac2 = (-actorDotItemXZ - closeDist) / (2.0f * SQXZ(itemStep)); } - } else if (!IS_ZERO(DOTXZ(2.0f * itemStep, actorToItem))) { + } else if (!IS_ZERO((2.0f * itemStep.x * actorToItem.x) + (2.0f * itemStep.z * actorToItem.z))) { intersect1 = true; intersect2 = false; - frac1 = -radSqDiff / DOTXZ(2.0f * itemStep, actorToItem); + frac1 = -radSqDiff / ((2.0f * itemStep.x * actorToItem.x) + (2.0f * itemStep.z * actorToItem.z)); } else { if (radSqDiff <= 0.0f) { test1 = (0.0f < actorToItem.y) && (actorToItem.y < height); diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index 106fdee1a..1e30438d7 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -748,7 +748,7 @@ void EffectSsFhgFlash_SpawnLightBall(PlayState* play, Vec3f* pos, Vec3f* velocit * Spawn a shock effect * * param determines where the ligntning should go - * 0: dont attach to any actor. spawns at the position specified by pos + * 0: don't attach to any actor. spawns at the position specified by pos * 1: spawn at one of Player's body parts, chosen at random * 2: spawn at one of Phantom Ganon's body parts, chosen at random */ |
