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format, skip miniaudio/dr_libs when formatting
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925bc540b4
commit
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5 changed files with 13 additions and 12 deletions
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@ -36,7 +36,8 @@ if (-not (Test-Path $clangFormatFilePath) -or ($currentVersion -ne $requiredVers
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$basePath = (Resolve-Path .).Path
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$files = Get-ChildItem -Path $basePath\soh -Recurse -File `
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| Where-Object { ($_.Extension -eq '.c' -or $_.Extension -eq '.cpp' -or `
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| Where-Object { (-not ($_.FullName -like "*\soh\include\miniaudio*")) -and (-not ($_.FullName -like "*\soh\include\dr_libs\*")) -and `
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($_.Extension -eq '.c' -or $_.Extension -eq '.cpp' -or `
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(($_.Extension -eq '.h' -or $_.Extension -eq '.hpp') -and `
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(-not ($_.FullName -like "*\soh\src\*" -or $_.FullName -like "*\soh\include\*")))) -and `
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(-not ($_.FullName -like "*\soh\assets\*")) }
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@ -26,4 +26,4 @@
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# and pass it as an argument to clang-format
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# verbose to print files being formatted and X out of Y status
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find soh -type f \( -name "*.c" -o -name "*.cpp" -o \( \( -name "*.h" -o -name "*.hpp" \) ! -path "soh/src/*" ! -path "soh/include/*" \) \) ! -path "soh/assets/*" -print0 | xargs -0 clang-format-14 -i --verbose
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find soh -type f \( ! -path "soh/include/miniaudio/*" -a ! -path "soh/include/dr_libs/*" -a \( -name "*.c" -o -name "*.cpp" -o \( \( -name "*.h" -o -name "*.hpp" \) ! -path "soh/src/*" ! -path "soh/include/*" \) \) \) ! -path "soh/assets/*" -print0 | xargs -0 clang-format-14 -i --verbose
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@ -165,8 +165,7 @@ void accessible_hasi(AccessibleActor* actor) {
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actor->policy.ydist = 1000;
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actor->policy.distance = 1000;
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false);
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}
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else if ((actor->actor->params) == 1) {
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} else if ((actor->actor->params) == 1) {
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actor->policy.ydist = 1000;
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_PL_DAMAGE, false);
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}
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@ -558,7 +557,6 @@ void accessible_jabu_elevator(AccessibleActor* actor) {
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}
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}
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void accessible_graveyard_soil(AccessibleActor* actor) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_WOODSTICK_BROKEN, false);
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}
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@ -979,8 +977,7 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddSupportedActor(VA_AUDIO_COMPASS, policy);
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// Now query a list of virtual actors for a given location (scene and room number).
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VirtualActorList* list =
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(VirtualActorList*)ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0);
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VirtualActorList* list = (VirtualActorList*)ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0);
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// Now place the actor.
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ActorAccessibility_AddVirtualActor(list, VA_GENERAL_HELPER, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
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@ -991,7 +988,8 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -784.0, 120.0, 1046.00 }, { 0, 14702, 0 } });
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 2146.5, 1.0, -142.8 } });
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list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 2); // Kokiri Forest Room with boulder and kokiri sword
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list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST,
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2); // Kokiri Forest Room with boulder and kokiri sword
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ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -788.0, 120.0, 1392.00 }, { 0, 14702, 0 } });
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list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 2); // deku tree slingshot room
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@ -1009,7 +1007,8 @@ void ActorAccessibility_InitActors() {
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1958, 20, -1297 } });
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list = ActorAccessibility_GetVirtualActorList(SCENE_JABU_JABU, 2);
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AccessibleActor* temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -260, -400, -3377 } }); // green tentacle hole
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AccessibleActor* temp =
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ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -260, -400, -3377 } }); // green tentacle hole
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temp->policy.distance = 200;
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temp->policy.sound = NA_SE_EN_DAIOCTA_DEAD;
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temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 230, -400, -3211 } }); // ruto hole
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@ -371,7 +371,8 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
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if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) {
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return;
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}
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if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG && !aa->glossary->GlossaryStarted)
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if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG &&
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!aa->glossary->GlossaryStarted)
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return;
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if (actor->policy.aimAssist.isProvider) {
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Player* player = GET_PLAYER(play);
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@ -388,7 +389,7 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
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ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false);
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}
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} else {
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// Make sure there's no delay the next time you draw your bow or whatever.
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// Make sure there's no delay the next time you draw your bow or whatever.
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actor->aimAssist.framesSinceAimAssist = 32768;
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}
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}
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@ -172,7 +172,7 @@ void SfxExtractor::finished() {
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void SfxExtractor::maybeGiveProgressReport() {
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size_t ripsRemaining = sfxCount - sfxToRip;
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for (int i = 0; i < 9; i++) {
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if (ripsRemaining == sfxCount - ((int)ceil(sfxCount * ((i+1) / 10.0f)))) {
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if (ripsRemaining == sfxCount - ((int)ceil(sfxCount * ((i + 1) / 10.0f)))) {
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int percentDone = (i + 1) * 10;
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std::stringstream ss;
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ss << percentDone << " percent complete.";
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