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Diffstat (limited to 'src/code')
-rw-r--r--src/code/fault.c2
-rw-r--r--src/code/z_collision_check.c10
-rw-r--r--src/code/z_horse.c8
3 files changed, 10 insertions, 10 deletions
diff --git a/src/code/fault.c b/src/code/fault.c
index e03c94d59..99a4a1ddf 100644
--- a/src/code/fault.c
+++ b/src/code/fault.c
@@ -1107,7 +1107,7 @@ void Fault_DisplayFrameBuffer(void) {
osViSetSpecialFeatures(OS_VI_GAMMA_OFF | OS_VI_DITHER_FILTER_ON);
osViBlack(false);
- if (sFaultInstance->fb) {
+ if (sFaultInstance->fb != NULL) {
fb = sFaultInstance->fb;
} else {
fb = osViGetNextFramebuffer();
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index 1f62b536c..7ccafebc4 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -858,7 +858,7 @@ s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
}
s32 Collider_ResetQuadACDist(GlobalContext* globalCtx, ColliderQuadDim* dim) {
- dim->acDist = 1.0E38f;
+ dim->acDistSq = 1.0E38f;
return true;
}
@@ -959,16 +959,16 @@ s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider) {
* otherwise returns false. Used on player AT colliders to prevent multiple collisions from registering.
*/
s32 Collider_QuadSetNearestAC(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* hitPos) {
- f32 acDist;
+ f32 acDistSq;
Vec3f dcMid;
if (!(quad->info.toucherFlags & TOUCH_NEAREST)) {
return true;
}
Math_Vec3s_ToVec3f(&dcMid, &quad->dim.dcMid);
- acDist = Math3D_Vec3fDistSq(&dcMid, hitPos);
- if (acDist < quad->dim.acDist) {
- quad->dim.acDist = acDist;
+ acDistSq = Math3D_Vec3fDistSq(&dcMid, hitPos);
+ if (acDistSq < quad->dim.acDistSq) {
+ quad->dim.acDistSq = acDistSq;
if (quad->info.atHit != NULL) {
Collider_ResetACBase(globalCtx, quad->info.atHit);
}
diff --git a/src/code/z_horse.c b/src/code/z_horse.c
index 28fd9a904..56b877601 100644
--- a/src/code/z_horse.c
+++ b/src/code/z_horse.c
@@ -135,10 +135,10 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
gSaveContext.entranceIndex == 0x0292 || gSaveContext.entranceIndex == 0x0476) &&
(gSaveContext.respawnFlag == 0)) {
Vec3s spawnPositions[] = {
- { 0xF46F, 0x0139, 0x1E14 },
- { 0xF894, 0x0139, 0x1B67 },
- { 0xF035, 0x0139, 0x1B15 },
- { 0xF6F7, 0x0139, 0x1766 },
+ { -2961, 313, 7700 },
+ { -1900, 313, 7015 },
+ { -4043, 313, 6933 },
+ { -2313, 313, 5990 },
};
if (gSaveContext.entranceIndex == 0x028A) {