Bool values naming

This commit is contained in:
Adrien Bonnin
2024-09-10 19:37:16 +02:00
parent b77274c9ea
commit 6307691657
26 changed files with 37 additions and 37 deletions

View File

@@ -24,8 +24,8 @@ f32 D_8037DE20[3];
void chBadShad_update(Actor *this){
s32 iVar1;
if(!this->initialized){
this->initialized = 1;
this->marker->collidable = 0;
this->initialized = TRUE;
this->marker->collidable = FALSE;
}
if(!this->despawn_flag && this->unk1C_x < (f32)(globalTimer_getTime() - 1) ){
//unlink

View File

@@ -34,7 +34,7 @@ void func_802CD8C0(Actor *this){
if(!this->unk16C_4){
this->unk16C_4 = 1;
this->marker->unk2C_1 = 1;
this->marker->collidable = 0;
this->marker->collidable = FALSE;
*(s32*)this->unkBC = 0; //TODO Make struct
if(volatileFlag_get(VOLATILE_FLAG_1) || volatileFlag_get(VOLATILE_FLAG_1F_IN_CHARACTER_PARADE)){
marker_despawn(this->marker);

View File

@@ -30,7 +30,7 @@ Actor *__chJigsawDance_draw(ActorMarker *this, Gfx **gdl, Mtx **mptr, Vtx **arg3
Actor *thisActor = marker_getActor(this);
if(!thisActor->initialized){
thisActor->initialized = 1;
thisActor->initialized = TRUE;
return thisActor;
}
else{
@@ -41,7 +41,7 @@ Actor *__chJigsawDance_draw(ActorMarker *this, Gfx **gdl, Mtx **mptr, Vtx **arg3
void __chJigsawDance_update(Actor * this){
AnimCtrl *plyrMvmt;
this->marker->collidable = 0;
this->marker->collidable = FALSE;
switch(this->state){
case 1:
break;

View File

@@ -53,7 +53,7 @@ void __chJinjo_802CDBA8(ActorMarker *this, ActorMarker *other){
if(item_adjustByDiffWithHud(ITEM_12_JINJOS, 1 << (this->id + 6) ) == 0x1f)
localPtr->unk4 = 1;
actor_loopAnimation(actorPtr);
this->collidable = 0;
this->collidable = FALSE;
}
}
@@ -104,7 +104,7 @@ void chJinjo_update(Actor * this){
local = &this->jinjo;
if(!this->initialized){
this->initialized = 1;
this->initialized = TRUE;
local->unk0 = 1;
local->unk4 = 0;
local->unk8 = (this->position_y < func_80309B24(this->position));

View File

@@ -69,7 +69,7 @@ void chOverlayPressStart_func_802DCC78(ActorMarker *this){
void chOverlayPressStart_update(Actor *this){
if(!this->initialized){
this->initialized = 1;
this->initialized = TRUE;
this->depth_mode = MODEL_RENDER_DEPTH_NONE;
actor_collisionOff(this);
subaddie_set_state_with_direction(this, 1, 0.0f, 1);