Change bool name

To make jenkins happy (I hope)
This commit is contained in:
Sarge-117 2022-08-28 10:39:53 -07:00
parent dc44dc9ef6
commit 12ae59d133

View File

@ -94,7 +94,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP), ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
}; };
bool enhancedIceArrow = false; bool enhancedIceArrowDC = false;
void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) { void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
this->actionFunc = actionFunc; this->actionFunc = actionFunc;
@ -105,7 +105,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad; s32 pad;
s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF; s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
enhancedIceArrow = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0)); enhancedIceArrowDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0));
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, DPM_UNK);
@ -126,7 +126,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_InitQuad(globalCtx, &this->collider); Collider_InitQuad(globalCtx, &this->collider);
Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit); Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit);
// If "Blue Fire Arrows" are enabled, set up this collider for them // If "Blue Fire Arrows" are enabled, set up this collider for them
if (enhancedIceArrow) { if (enhancedIceArrowDC) {
Collider_InitQuad(globalCtx, &this->colliderIceArrow); Collider_InitQuad(globalCtx, &this->colliderIceArrow);
Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit); Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit);
} }
@ -259,7 +259,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) { void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
bool blueFireArrowHit = false; bool blueFireArrowHit = false;
// If "Blue Fire Arrows" enabled, check this collider for a hit // If "Blue Fire Arrows" enabled, check this collider for a hit
if (enhancedIceArrow) { if (enhancedIceArrowDC) {
if (this->colliderIceArrow.base.acFlags & AC_HIT) { if (this->colliderIceArrow.base.acFlags & AC_HIT) {
this->colliderIceArrow.base.acFlags &= ~AC_HIT; this->colliderIceArrow.base.acFlags &= ~AC_HIT;
if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) { if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) {
@ -358,7 +358,7 @@ void BgBreakwall_Draw(Actor* thisx, GlobalContext* globalCtx) {
Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]); Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
if (enhancedIceArrow) { if (enhancedIceArrowDC) {
Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]); Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base); CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base);
} }