d_a_e_rdb (King Bulblin) work#2452
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Report for GZ2E01 (0e35bbd - 2fd3fea)📈 Matched code: 61.62% (+0.11%, +12180 bytes) ✅ |
src/d/actor/d_a_e_rdb.cpp
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| } else { | ||
| if (i_this->mDistToPlayer < fVar1 && i_this->field_0x6b8[0] == 0) { | ||
| if (i_this->field_0xfcc >= 2 && strcmp(dComIfGp_getStartStageName(), "D_MN09") == 0) { | ||
| i_this->mAction = 4; | ||
| } else { | ||
| i_this->mAction = 3; | ||
| } | ||
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| i_this->mMode = 0; | ||
| } | ||
| } |
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can be condensed into an else if
| if (i_this->mDistToPlayer > 700.0f) { | ||
| anm_init(i_this, 64, 10.0f, 2, 1.0f); | ||
| } | ||
| } else { | ||
| fVar1 = 10.0f; | ||
| if (i_this->mDistToPlayer < 600.0f) { | ||
| i_this->field_0x5cc = 3.0f; | ||
| anm_init(i_this, 70, 10.0f, 2, i_this->field_0x5cc); | ||
| fVar1 = 3.0f; | ||
| } |
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indentation needs fixing
src/d/actor/d_a_e_rdb.cpp
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| // NONMATCHING | ||
| static u16 ap_name_4291[3] = { |
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the _4219 part can be removed from the name
src/d/actor/d_a_e_rdb.cpp
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| // NONMATCHING | ||
| static u16 ap_name_4373[2] = { |
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the _4373 part of the name can be removed
include/d/actor/d_a_e_rdb.h
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| enum e_rdb_ACTION { | ||
| ACT_START, | ||
| ACT_WAIT, | ||
| ACT_FIGHT, | ||
| ACT_ATTACK, | ||
| ACT_SPIN_ATTACK, | ||
| ACT_DEFENCE, | ||
| ACT_DAMAGE, | ||
| ACT_END, | ||
| }; |
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i think i'd prefer this outside of the class definition since it just feels more appropriate for c-style actors imo
src/d/actor/d_a_e_rdb.cpp
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| fopAcM_delete(fopAcM_SearchByName(PROC_E_RD)); | ||
| fopAcM_delete(fopAcM_SearchByName(PROC_E_WB)); | ||
| dComIfGs_onStageMiddleBoss(); | ||
| int i_no = fopAcM_GetParam(a_this) >> 24; |
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i'd use the name swbit for the first parameter of onSwitch
* Started on d_a_e_rdb * Small work on damage_check * Work on demo_camera and started on execute function * All functions worked on * PR cleanup
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