Fixed braces style

This commit is contained in:
Eduardo Quezada 2024-09-09 13:58:23 -03:00
parent 002c770f07
commit 60803cdba9

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@ -1328,7 +1328,8 @@ static u8 InitObjectEventStateFromTemplate(const struct ObjectEventTemplate *tem
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->graphicsId = PackGraphicsId(template);
SetObjectEventDynamicGraphicsId(objectEvent);
if (IS_OW_MON_OBJ(objectEvent)) {
if (IS_OW_MON_OBJ(objectEvent))
{
if (template->script && template->script[0] == 0x7d)
objectEvent->shiny = T1_READ_16(&template->script[2]) >> 15;
else if (template->trainerRange_berryTreeId)
@ -1531,11 +1532,13 @@ u16 LoadSheetGraphicsInfo(const struct ObjectEventGraphicsInfo *info, u16 uuid,
// Load, then free, in order to avoid displaying garbage data
// before sprite's `sheetTileStart` is repointed
tileStart = LoadCompressedSpriteSheetByTemplate(&template, TILE_SIZE_4BPP << sheetSpan);
if (oldTiles) {
if (oldTiles)
{
FieldEffectFreeTilesIfUnused(oldTiles);
// We weren't able to load the sheet;
// retry (after having freed), and set sprite to invisible until done
if (tileStart <= 0) {
if (tileStart <= 0)
{
if (sprite)
sprite->invisible = TRUE;
tileStart = LoadCompressedSpriteSheetByTemplate(&template, TILE_SIZE_4BPP << sheetSpan);
@ -1648,7 +1651,8 @@ static u16 PackGraphicsId(const struct ObjectEventTemplate *template)
u32 form = 0;
// set form based on template's script,
// if first command is bufferspeciesname
if (IS_OW_MON_OBJ(template)) {
if (IS_OW_MON_OBJ(template))
{
if (template->script && template->script[0] == 0x7d)
{
form = T1_READ_16(&template->script[2]);
@ -5353,23 +5357,31 @@ bool8 MovementType_FollowPlayer_Moving(struct ObjectEvent *objectEvent, struct S
}
// single function for updating an OW mon's walk-in-place movements
static bool32 UpdateMonMoveInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite) {
if (!objectEvent->singleMovementActive) {
static bool32 UpdateMonMoveInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!objectEvent->singleMovementActive)
{
// walk in place
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection));
objectEvent->singleMovementActive = TRUE;
return TRUE;
} else if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) {
}
else if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
// finish movement action
objectEvent->singleMovementActive = FALSE;
} else if (OW_FOLLOWERS_BOBBING == TRUE && (sprite->data[3] & 7) == 2)
}
else if (OW_FOLLOWERS_BOBBING == TRUE && (sprite->data[3] & 7) == 2)
{
sprite->y2 ^= -1;
}
return FALSE;
}
bool8 FollowablePlayerMovement_Idle(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
if (UpdateMonMoveInPlace(objectEvent, sprite)) {
if (UpdateMonMoveInPlace(objectEvent, sprite))
{
sprite->sTypeFuncId = 1;
return TRUE;
}
@ -10154,11 +10166,12 @@ static void SetMovementDelay(struct Sprite *sprite, s16 timer)
static bool8 WaitForMovementDelay(struct Sprite *sprite)
{
if (--sprite->data[7] == 0) {
if (--sprite->data[7] == 0)
{
sprite->data[3] = 0; // reset animation timer
return TRUE;
} else
return FALSE;
}
return FALSE;
}
void SetAndStartSpriteAnim(struct Sprite *sprite, u8 animNum, u8 animCmdIndex)