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Code style fixes and guidelines
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125 files changed

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ASM/build/asm_symbols.txt

Lines changed: 457 additions & 457 deletions
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ASM/build/bundle.o

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ASM/build/c_symbols.txt

Lines changed: 262 additions & 262 deletions
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ASM/c/actor.c

Lines changed: 19 additions & 20 deletions
Original file line numberDiff line numberDiff line change
@@ -26,7 +26,7 @@ extern int8_t curr_scene_setup;
2626

2727
// Called at the end of Actor_SetWorldToHome
2828
// Reset the rotations for any actors that we may have passed data in through Actor_Spawn
29-
void Actor_SetWorldToHome_End(z64_actor_t *actor) {
29+
void Actor_SetWorldToHome_End(z64_actor_t* actor) {
3030
switch (actor->actor_id) {
3131
case BG_HAKA_TUBO:
3232
case BG_SPOT18_BASKET:
@@ -50,7 +50,7 @@ void Actor_SetWorldToHome_End(z64_actor_t *actor) {
5050
// Otherwise the actor would be rotated :)
5151
// Now that we resized pots/crates/beehives we could probably just store this info in new space in the actor. But this works for now.
5252
// Prior to being called, CURR_ACTOR_SPAWN_INDEX is set to the current position in the actor spawn list.
53-
void Actor_After_UpdateAll_Hack(z64_actor_t *actor, z64_game_t *game) {
53+
void Actor_After_UpdateAll_Hack(z64_actor_t* actor, z64_game_t* game) {
5454
Actor_StoreFlagInRotation(actor, game, CURR_ACTOR_SPAWN_INDEX);
5555
Actor_StoreChestType(actor, game);
5656

@@ -59,7 +59,7 @@ void Actor_After_UpdateAll_Hack(z64_actor_t *actor, z64_game_t *game) {
5959

6060
// For pots/crates/beehives, store the flag in the actor's unused initial rotation fields
6161
// Flag consists of the room # and the actor index
62-
void Actor_StoreFlagInRotation(z64_actor_t *actor, z64_game_t *game, uint16_t actor_index) {
62+
void Actor_StoreFlagInRotation(z64_actor_t* actor, z64_game_t* game, uint16_t actor_index) {
6363
uint16_t flag = actor_index | (actor->room_index << 8); // Calculate the flag
6464
switch (actor->actor_id) {
6565
// For the following actors we store the flag in the z rotation
@@ -89,26 +89,26 @@ void Actor_StoreChestType(z64_actor_t* actor, z64_game_t* game) {
8989

9090
if (actor->actor_id == OBJ_TSUBO) { // Pots
9191
override = get_pot_override(actor, game);
92-
pChestType = &(((ObjTsubo *)actor)->chest_type);
92+
pChestType = &(((ObjTsubo*)actor)->chest_type);
9393
} else if (actor->actor_id == EN_TUBO_TRAP) { // Flying Pots
9494
override = get_flying_pot_override(actor, game);
95-
pChestType = &(((EnTuboTrap *)actor)->chest_type);
95+
pChestType = &(((EnTuboTrap*)actor)->chest_type);
9696
} else if (actor->actor_id == OBJ_KIBAKO2) { // Large Crates
9797
override = get_crate_override(actor, game);
98-
pChestType = &(((ObjKibako2 *)actor)->chest_type);
98+
pChestType = &(((ObjKibako2*)actor)->chest_type);
9999
} else if (actor->actor_id == OBJ_KIBAKO) { // Small wooden crates
100100
override = get_smallcrate_override(actor, game);
101-
pChestType = &(((ObjKibako *)actor)->chest_type);
101+
pChestType = &(((ObjKibako*)actor)->chest_type);
102102
} else if (actor->actor_id == OBJ_COMB) {
103103
override = get_beehive_override(actor, game);
104-
pChestType = &(((ObjComb *)actor)->chest_type);
104+
pChestType = &(((ObjComb*)actor)->chest_type);
105105
}
106106
if (override.key.all != 0 && pChestType != NULL) { // If we don't have an override key, then either this item doesn't have an override entry, or it has already been collected.
107107
if (POTCRATE_TEXTURES_MATCH_CONTENTS == PTMC_UNCHECKED && override.key.all > 0) { // For "unchecked" PTMC setting: Check if we have an override which means it wasn't collected.
108108
*pChestType = GILDED_CHEST;
109-
} else if(POTCRATE_TEXTURES_MATCH_CONTENTS == PTMC_CONTENTS) {
109+
} else if (POTCRATE_TEXTURES_MATCH_CONTENTS == PTMC_CONTENTS) {
110110
uint16_t item_id = resolve_upgrades(override);
111-
item_row_t *row = get_item_row(override.value.looks_like_item_id);
111+
item_row_t* row = get_item_row(override.value.looks_like_item_id);
112112
if (row == NULL) {
113113
row = get_item_row(override.value.base.item_id);
114114
}
@@ -119,9 +119,9 @@ void Actor_StoreChestType(z64_actor_t* actor, z64_game_t* game) {
119119
}
120120
}
121121

122-
typedef void(*actor_after_spawn_func)(z64_actor_t* actor, bool overridden);
122+
typedef void (*actor_after_spawn_func)(z64_actor_t* actor, bool overridden);
123123

124-
z64_actor_t *Actor_SpawnEntry_Hack(void *actorCtx, ActorEntry *actorEntry, z64_game_t *globalCtx) {
124+
z64_actor_t* Actor_SpawnEntry_Hack(void* actorCtx, ActorEntry* actorEntry, z64_game_t* globalCtx) {
125125
bool continue_spawn = true;
126126
bool overridden = false;
127127
actor_after_spawn_func after_spawn_func = NULL;
@@ -135,19 +135,19 @@ z64_actor_t *Actor_SpawnEntry_Hack(void *actorCtx, ActorEntry *actorEntry, z64_g
135135
break;
136136
}
137137
}
138-
z64_actor_t *spawned = NULL;
138+
z64_actor_t* spawned = NULL;
139139
if (continue_spawn) {
140140
spawned = z64_SpawnActor(actorCtx, globalCtx, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y, actorEntry->pos.z,
141141
actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, actorEntry->params);
142-
if(spawned && after_spawn_func) {
142+
if (spawned && after_spawn_func) {
143143
after_spawn_func(spawned, overridden);
144144
}
145145
}
146146
return spawned;
147147
}
148148

149149
// Override silver rupee spawns.
150-
bool spawn_override_silver_rupee(ActorEntry *actorEntry, z64_game_t *globalCtx, bool* overridden) {
150+
bool spawn_override_silver_rupee(ActorEntry* actorEntry, z64_game_t* globalCtx, bool* overridden) {
151151
*overridden = false;
152152
if (SHUFFLE_SILVER_RUPEES) { // Check if silver rupee shuffle is enabled.
153153
// Build a dummy enitem00 actor
@@ -176,16 +176,15 @@ bool spawn_override_silver_rupee(ActorEntry *actorEntry, z64_game_t *globalCtx,
176176
}
177177

178178
// After silver rupee spawns as enitem00
179-
void after_spawn_override_silver_rupee(z64_actor_t* spawned, bool overridden)
180-
{
181-
if(overridden) {
179+
void after_spawn_override_silver_rupee(z64_actor_t* spawned, bool overridden) {
180+
if (overridden) {
182181
EnItem00* this = (EnItem00*)spawned;
183182
this->is_silver_rupee = true;
184-
this->collider.info.bumper.dmgFlags = 0; //Remove clear the bumper collider flags so it doesn't interact w/ boomerang
183+
this->collider.info.bumper.dmgFlags = 0; // Remove clear the bumper collider flags so it doesn't interact w/ boomerang
185184
}
186185
}
187186

188-
z64_actor_t *Player_SpawnEntry_Hack(void *actorCtx, ActorEntry *playerEntry, z64_game_t *globalCtx) {
187+
z64_actor_t* Player_SpawnEntry_Hack(void* actorCtx, ActorEntry* playerEntry, z64_game_t* globalCtx) {
189188
if (z64_file.entrance_index == 0x423) {
190189
playerEntry->pos.y = 1000;
191190
playerEntry->pos.z = -1960;

ASM/c/actor.h

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -4,11 +4,11 @@
44
#include "z64.h"
55
#include <stdbool.h>
66

7-
void Actor_SetWorldToHome_End(z64_actor_t *actor);
8-
void Actor_After_UpdateAll_Hack(z64_actor_t *actor, z64_game_t *game);
9-
void Actor_StoreFlagInRotation(z64_actor_t *actor, z64_game_t *game, uint16_t actor_index);
10-
void Actor_StoreChestType(z64_actor_t *actor, z64_game_t *game);
11-
z64_actor_t *Actor_SpawnEntry_Hack(void *actorCtx, ActorEntry *actorEntry, z64_game_t *globalCtx);
12-
bool spawn_override_silver_rupee(ActorEntry *actorEntry, z64_game_t *globalCtx, bool* overridden);
7+
void Actor_SetWorldToHome_End(z64_actor_t* actor);
8+
void Actor_After_UpdateAll_Hack(z64_actor_t* actor, z64_game_t* game);
9+
void Actor_StoreFlagInRotation(z64_actor_t* actor, z64_game_t* game, uint16_t actor_index);
10+
void Actor_StoreChestType(z64_actor_t* actor, z64_game_t* game);
11+
z64_actor_t* Actor_SpawnEntry_Hack(void* actorCtx, ActorEntry* actorEntry, z64_game_t* globalCtx);
12+
bool spawn_override_silver_rupee(ActorEntry* actorEntry, z64_game_t* globalCtx, bool* overridden);
1313
void after_spawn_override_silver_rupee(z64_actor_t* actor, bool overridden);
1414
#endif

ASM/c/agony.c

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -70,7 +70,7 @@ void draw_agony_graphic(int hoffset, int voffset, unsigned char alpha) {
7070
alpha = maxalpha;
7171
}
7272

73-
z64_disp_buf_t *db = &(z64_ctxt.gfx->overlay);
73+
z64_disp_buf_t* db = &(z64_ctxt.gfx->overlay);
7474
gSPDisplayList(db->p++, &setup_db);
7575
gDPPipeSync(db->p++);
7676
gDPSetCombineMode(db->p++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
@@ -97,7 +97,7 @@ void draw_agony() {
9797
if (scene_index != dungeons[i].index) continue;
9898

9999
dungeon_entry_t dungeon = dungeons[i];
100-
uint8_t *silver_rupee_puzzles = CFG_DUNGEON_IS_MQ[dungeon.index] ? dungeon.silver_rupee_puzzles_mq : dungeon.silver_rupee_puzzles_vanilla;
100+
uint8_t* silver_rupee_puzzles = CFG_DUNGEON_IS_MQ[dungeon.index] ? dungeon.silver_rupee_puzzles_mq : dungeon.silver_rupee_puzzles_vanilla;
101101
for (int puzzle_idx = 0; puzzle_idx < 4; puzzle_idx++) {
102102
if (silver_rupee_puzzles[puzzle_idx] == (uint8_t) -1) break;
103103
silver_rupee_data_t silver_rupee_info = silver_rupee_vars[silver_rupee_puzzles[puzzle_idx]][CFG_DUNGEON_IS_MQ[dungeon.index]];
@@ -112,4 +112,3 @@ void draw_agony() {
112112
draw_agony_graphic(hoffset, voffset, alpha);
113113
}
114114
}
115-

ASM/c/chests.c

Lines changed: 30 additions & 51 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@
1212
#define CHEST_BASE 1
1313
#define CHEST_LID 3
1414

15-
#define box_obj_idx(actor) ((int8_t *)actor)[0x015A] // forest_hallway_actor->box_obj_idx
15+
#define box_obj_idx(actor) ((int8_t*)actor)[0x015A] // forest_hallway_actor->box_obj_idx
1616
#define OBJECT_BOX 0x000E
1717

1818
extern uint8_t SHUFFLE_CHEST_GAME;
@@ -23,8 +23,8 @@ uint32_t CHEST_SIZE_TEXTURE = 0;
2323
extern Mtx_t* write_matrix_stack_top(z64_gfx_t* gfx);
2424
asm(".equ write_matrix_stack_top, 0x800AB900");
2525

26-
void get_chest_override(z64_actor_t *actor) {
27-
Chest *chest = (Chest *)actor;
26+
void get_chest_override(z64_actor_t* actor) {
27+
Chest* chest = (Chest*)actor;
2828
uint8_t size = chest->en_box.type;
2929
uint8_t color = size;
3030

@@ -34,7 +34,7 @@ void get_chest_override(z64_actor_t *actor) {
3434

3535
override_t override = lookup_override(actor, scene, item_id);
3636
if (override.value.base.item_id != 0) {
37-
item_row_t *item_row = get_item_row(override.value.looks_like_item_id);
37+
item_row_t* item_row = get_item_row(override.value.looks_like_item_id);
3838
if (item_row == NULL) {
3939
item_row = get_item_row(override.value.base.item_id);
4040
}
@@ -60,18 +60,16 @@ void get_chest_override(z64_actor_t *actor) {
6060
}
6161
}
6262

63-
uint8_t get_chest_type(z64_actor_t *actor)
64-
{
65-
uint8_t chest_type = ((Chest *)actor)->color;
66-
if (CHEST_SIZE_MATCH_CONTENTS && chest_type == SILVER_CHEST)
67-
{
63+
uint8_t get_chest_type(z64_actor_t* actor) {
64+
uint8_t chest_type = ((Chest*)actor)->color;
65+
if (CHEST_SIZE_MATCH_CONTENTS && chest_type == SILVER_CHEST) {
6866
chest_type = GOLD_CHEST;
6967
}
7068

7169
return chest_type;
7270
}
7371

74-
void set_chest_texture(z64_gfx_t *gfx, uint8_t chest_type, Gfx **opa_ptr) {
72+
void set_chest_texture(z64_gfx_t* gfx, uint8_t chest_type, Gfx** opa_ptr) {
7573
//set texture type
7674
void* frontTexture = (void*)BROWN_FRONT_TEXTURE;
7775
void* baseTexture = (void*)BROWN_BASE_TEXTURE;
@@ -117,55 +115,41 @@ void set_chest_texture(z64_gfx_t *gfx, uint8_t chest_type, Gfx **opa_ptr) {
117115
gSPSegment((*opa_ptr)++, 0x09, gfx->poly_opa.d);
118116
}
119117

120-
void draw_chest_base(z64_game_t *game, z64_actor_t *actor, Gfx **opa_ptr)
121-
{
122-
z64_gfx_t *gfx = game->common.gfx;
118+
void draw_chest_base(z64_game_t* game, z64_actor_t* actor, Gfx** opa_ptr) {
119+
z64_gfx_t* gfx = game->common.gfx;
123120
uint8_t chest_type = get_chest_type(actor);
124121
gSPMatrix((*opa_ptr)++, write_matrix_stack_top(gfx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
125-
if (chest_type != GOLD_CHEST)
126-
{
122+
if (chest_type != GOLD_CHEST) {
127123
set_chest_texture(gfx, chest_type, opa_ptr);
128124
gSPDisplayList((*opa_ptr)++, 0x060006F0);
129-
}
130-
else
131-
{
125+
} else {
132126
gSPDisplayList((*opa_ptr)++, 0x06000AE8);
133127
}
134128
}
135129

136-
void draw_chest_lid(z64_game_t *game, z64_actor_t *actor, Gfx **opa_ptr)
137-
{
138-
z64_gfx_t *gfx = game->common.gfx;
130+
void draw_chest_lid(z64_game_t* game, z64_actor_t* actor, Gfx** opa_ptr) {
131+
z64_gfx_t* gfx = game->common.gfx;
139132
uint8_t chest_type = get_chest_type(actor);
140133
gSPMatrix((*opa_ptr)++, write_matrix_stack_top(gfx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
141-
if (chest_type != GOLD_CHEST)
142-
{
134+
if (chest_type != GOLD_CHEST) {
143135
set_chest_texture(gfx, chest_type, opa_ptr);
144136
gSPDisplayList((*opa_ptr)++, 0x060010C0);
145-
}
146-
else
147-
{
137+
} else {
148138
gSPDisplayList((*opa_ptr)++, 0x06001678);
149139
}
150140
}
151141

152-
void draw_chest(z64_game_t *game, int32_t part, void *unk, void *unk2, z64_actor_t *actor, Gfx **opa_ptr)
153-
{
154-
if (part == CHEST_BASE)
155-
{
142+
void draw_chest(z64_game_t* game, int32_t part, void* unk, void* unk2, z64_actor_t* actor, Gfx** opa_ptr) {
143+
if (part == CHEST_BASE) {
156144
draw_chest_base(game, actor, opa_ptr);
157-
}
158-
else if (part == CHEST_LID)
159-
{
145+
} else if (part == CHEST_LID) {
160146
draw_chest_lid(game, actor, opa_ptr);
161147
}
162148
}
163149

164-
_Bool should_draw_forest_hallway_chest(z64_actor_t *actor, z64_game_t *game)
165-
{
150+
_Bool should_draw_forest_hallway_chest(z64_actor_t* actor, z64_game_t* game) {
166151
// Do not draw the chest if it is invisible, not open, and lens is not active
167-
if (CHEST_LENS_ONLY && !(game->chest_flags & 0x4000) && !game->actor_ctxt.lens_active)
168-
{
152+
if (CHEST_LENS_ONLY && !(game->chest_flags & 0x4000) && !game->actor_ctxt.lens_active) {
169153
return false;
170154
}
171155

@@ -175,37 +159,32 @@ _Bool should_draw_forest_hallway_chest(z64_actor_t *actor, z64_game_t *game)
175159
&& z64_ObjectIsLoaded(&game->obj_ctxt, box_obj_idx(actor));
176160
}
177161

178-
void get_dummy_chest(Chest *dummy_chest)
179-
{
162+
void get_dummy_chest(Chest* dummy_chest) {
180163
z64_actor_t dummy_actor;
181164
dummy_actor.actor_id = 0x000A;
182165
dummy_actor.variable = 0x27EE;
183166
dummy_chest->en_box.dyna.actor = dummy_actor;
184167
}
185168

186-
void draw_forest_hallway_chest_base()
187-
{
169+
void draw_forest_hallway_chest_base() {
188170
// Use dummy forest hallway chest actor instance to get override
189171
Chest dummy_chest;
190172
get_dummy_chest(&dummy_chest);
191-
get_chest_override((z64_actor_t *)&dummy_chest);
192-
if (dummy_chest.size == SMALL_CHEST)
193-
{
173+
get_chest_override((z64_actor_t*)&dummy_chest);
174+
if (dummy_chest.size == SMALL_CHEST) {
194175
// Just scaled the matrix by 0.01 so matrix is now scaled by 0.005
195176
scale_sys_matrix(0.5f, 0.5f, 0.5f, 1);
196177
}
197178

198-
draw_chest_base(&z64_game, (z64_actor_t *)&dummy_chest, &z64_game.common.gfx->poly_opa.p);
179+
draw_chest_base(&z64_game, (z64_actor_t*)&dummy_chest, &z64_game.common.gfx->poly_opa.p);
199180
}
200181

201-
void draw_forest_hallway_chest_lid()
202-
{
182+
void draw_forest_hallway_chest_lid() {
203183
// Use dummy forest hallway chest actor instance to get override
204184
Chest dummy_chest;
205185
get_dummy_chest(&dummy_chest);
206-
get_chest_override((z64_actor_t *)&dummy_chest);
207-
if (dummy_chest.size == SMALL_CHEST)
208-
{
186+
get_chest_override((z64_actor_t*)&dummy_chest);
187+
if (dummy_chest.size == SMALL_CHEST) {
209188
// Just scaled the matrix by 0.01 so matrix is now scaled by 0.005
210189
scale_sys_matrix(0.5f, 0.5f, 0.5f, 1);
211190

@@ -219,5 +198,5 @@ void draw_forest_hallway_chest_lid()
219198
}
220199
}
221200

222-
draw_chest_lid(&z64_game, (z64_actor_t *)&dummy_chest, &z64_game.common.gfx->poly_opa.p);
201+
draw_chest_lid(&z64_game, (z64_actor_t*)&dummy_chest, &z64_game.common.gfx->poly_opa.p);
223202
}

ASM/c/chests.h

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ extern uint32_t CHEST_LENS_ONLY;
1212

1313
struct EnBox;
1414

15-
typedef void (*EnBoxActionFunc)(struct EnBox *, z64_game_t *);
15+
typedef void (*EnBoxActionFunc)(struct EnBox*, z64_game_t*);
1616

1717
typedef struct EnBox
1818
{
@@ -41,9 +41,9 @@ typedef struct Chest
4141
/* 0x01ED */ uint8_t color; // added for rando
4242
} Chest; // size = 0x01EE
4343

44-
void get_chest_override(z64_actor_t *actor);
45-
void draw_chest(z64_game_t *game, int32_t part, void *unk, void *unk2, z64_actor_t *actor, Gfx **opa_ptr);
46-
_Bool should_draw_forest_hallway_chest(z64_actor_t *actor, z64_game_t *game);
44+
void get_chest_override(z64_actor_t* actor);
45+
void draw_chest(z64_game_t* game, int32_t part, void* unk, void* unk2, z64_actor_t* actor, Gfx** opa_ptr);
46+
_Bool should_draw_forest_hallway_chest(z64_actor_t* actor, z64_game_t* game);
4747
void draw_forest_hallway_chest_base();
4848
void draw_forest_hallway_chest_lid();
4949

ASM/c/dpad.c

Lines changed: 5 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -9,8 +9,8 @@ extern uint8_t CFG_DISPLAY_DPAD;
99
//unknown 02 is a pointer to some kind of audio configuration Always 801043A0 in my testing
1010
//unknown 03 is always a3 in my testing
1111
//unknown 04 is always a3 + 0x08 in my testing (801043A8)
12-
typedef void(*playsfx_t)(uint16_t sfx, z64_xyzf_t *unk_00_, int8_t unk_01_ , float *unk_02_, float *unk_03_, float *unk_04_);
13-
typedef void(*usebutton_t)(z64_game_t *game, z64_link_t *link, uint8_t item, uint8_t button);
12+
typedef void(*playsfx_t)(uint16_t sfx, z64_xyzf_t* unk_00_, int8_t unk_01_ , float* unk_02_, float* unk_03_, float* unk_04_);
13+
typedef void(*usebutton_t)(z64_game_t* game, z64_link_t* link, uint8_t item, uint8_t button);
1414

1515
#define z64_playsfx ((playsfx_t) 0x800C806C)
1616
#define z64_usebutton ((usebutton_t) 0x8038C9A0)
@@ -68,7 +68,7 @@ void handle_dpad() {
6868
}
6969

7070
void draw_dpad_and_menu_utilities() {
71-
z64_disp_buf_t *db = &(z64_ctxt.gfx->overlay);
71+
z64_disp_buf_t* db = &(z64_ctxt.gfx->overlay);
7272
if (CAN_DRAW_DUNGEON_INFO || (DISPLAY_DPAD && CFG_DISPLAY_DPAD) || CAN_DRAW_TRADE_DPAD || CAN_DRAW_OCARINA_BUTTONS) {
7373

7474
gSPDisplayList(db->p++, &setup_db);
@@ -220,15 +220,13 @@ void draw_dpad_and_menu_utilities() {
220220
if (z64_file.items[Z64_SLOT_CHILD_TRADE] >= Z64_ITEM_WEIRD_EGG && z64_file.items[Z64_SLOT_CHILD_TRADE] <= Z64_ITEM_MASK_OF_TRUTH && z64_file.link_age == 1) {
221221
if (!CAN_USE_DPAD || !CAN_USE_CHILD_TRADE) {
222222
gDPSetPrimColor(db->p++, 0, 0, 0xFF, 0xFF, 0xFF, alpha * 0x46 / 0xFF);
223-
}
224-
else {
223+
} else {
225224
gDPSetPrimColor(db->p++, 0, 0, 0xFF, 0xFF, 0xFF, alpha);
226225
}
227226
sprite_load(db, &items_sprite, z64_file.items[Z64_SLOT_CHILD_TRADE], 1);
228227
if (z64_link.current_mask >= 1 && z64_link.current_mask <= 9) {
229228
sprite_draw(db, &items_sprite, 0, left_main_dpad + 12, top_main_dpad, 16, 16);
230-
}
231-
else {
229+
} else {
232230
sprite_draw(db, &items_sprite, 0, left_main_dpad + 14, top_main_dpad + 2, 12, 12);
233231
}
234232
}
@@ -247,4 +245,3 @@ void draw_dpad_and_menu_utilities() {
247245
gDPPipeSync(db->p++);
248246
}
249247
}
250-

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