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https://github.com/HarbourMasters/Shipwright.git
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Change bool name
To make jenkins happy (I hope)
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dc44dc9ef6
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@ -94,7 +94,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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};
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};
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bool enhancedIceArrow = false;
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bool enhancedIceArrowDC = false;
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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void BgBreakwall_SetupAction(BgBreakwall* this, BgBreakwallActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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this->actionFunc = actionFunc;
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@ -105,7 +105,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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enhancedIceArrow = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0));
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enhancedIceArrowDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gEnhancedMagicArrows", 0) != 0));
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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@ -126,7 +126,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_InitQuad(globalCtx, &this->collider);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit);
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Collider_SetQuad(globalCtx, &this->collider, &this->dyna.actor, &sQuadInit);
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// If "Blue Fire Arrows" are enabled, set up this collider for them
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// If "Blue Fire Arrows" are enabled, set up this collider for them
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if (enhancedIceArrow) {
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if (enhancedIceArrowDC) {
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Collider_InitQuad(globalCtx, &this->colliderIceArrow);
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Collider_InitQuad(globalCtx, &this->colliderIceArrow);
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Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit);
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Collider_SetQuad(globalCtx, &this->colliderIceArrow, &this->dyna.actor, &sIceArrowQuadInit);
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}
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}
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@ -259,7 +259,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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void BgBreakwall_Wait(BgBreakwall* this, GlobalContext* globalCtx) {
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bool blueFireArrowHit = false;
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bool blueFireArrowHit = false;
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// If "Blue Fire Arrows" enabled, check this collider for a hit
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// If "Blue Fire Arrows" enabled, check this collider for a hit
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if (enhancedIceArrow) {
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if (enhancedIceArrowDC) {
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if (this->colliderIceArrow.base.acFlags & AC_HIT) {
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if (this->colliderIceArrow.base.acFlags & AC_HIT) {
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this->colliderIceArrow.base.acFlags &= ~AC_HIT;
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this->colliderIceArrow.base.acFlags &= ~AC_HIT;
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if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) {
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if ((this->colliderIceArrow.base.ac != NULL) && (this->colliderIceArrow.base.ac->id == ACTOR_EN_ARROW)) {
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@ -358,7 +358,7 @@ void BgBreakwall_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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Collider_SetQuadVertices(&this->collider, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (enhancedIceArrow) {
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if (enhancedIceArrowDC) {
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Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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Collider_SetQuadVertices(&this->colliderIceArrow, &colQuad[0], &colQuad[1], &colQuad[2], &colQuad[3]);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->colliderIceArrow.base);
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}
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}
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