format, skip miniaudio/dr_libs when formatting

This commit is contained in:
Demur Rumed 2025-04-21 19:53:15 +00:00
parent 925bc540b4
commit 5c0788f31f
5 changed files with 13 additions and 12 deletions

View file

@ -36,7 +36,8 @@ if (-not (Test-Path $clangFormatFilePath) -or ($currentVersion -ne $requiredVers
$basePath = (Resolve-Path .).Path $basePath = (Resolve-Path .).Path
$files = Get-ChildItem -Path $basePath\soh -Recurse -File ` $files = Get-ChildItem -Path $basePath\soh -Recurse -File `
| Where-Object { ($_.Extension -eq '.c' -or $_.Extension -eq '.cpp' -or ` | Where-Object { (-not ($_.FullName -like "*\soh\include\miniaudio*")) -and (-not ($_.FullName -like "*\soh\include\dr_libs\*")) -and `
($_.Extension -eq '.c' -or $_.Extension -eq '.cpp' -or `
(($_.Extension -eq '.h' -or $_.Extension -eq '.hpp') -and ` (($_.Extension -eq '.h' -or $_.Extension -eq '.hpp') -and `
(-not ($_.FullName -like "*\soh\src\*" -or $_.FullName -like "*\soh\include\*")))) -and ` (-not ($_.FullName -like "*\soh\src\*" -or $_.FullName -like "*\soh\include\*")))) -and `
(-not ($_.FullName -like "*\soh\assets\*")) } (-not ($_.FullName -like "*\soh\assets\*")) }

View file

@ -26,4 +26,4 @@
# and pass it as an argument to clang-format # and pass it as an argument to clang-format
# verbose to print files being formatted and X out of Y status # verbose to print files being formatted and X out of Y status
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 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) {
actor->policy.ydist = 1000; actor->policy.ydist = 1000;
actor->policy.distance = 1000; actor->policy.distance = 1000;
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_OCTAROCK_ROCK, false);
} } else if ((actor->actor->params) == 1) {
else if ((actor->actor->params) == 1) {
actor->policy.ydist = 1000; actor->policy.ydist = 1000;
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_PL_DAMAGE, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_PL_DAMAGE, false);
} }
@ -558,7 +557,6 @@ void accessible_jabu_elevator(AccessibleActor* actor) {
} }
} }
void accessible_graveyard_soil(AccessibleActor* actor) { void accessible_graveyard_soil(AccessibleActor* actor) {
ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_WOODSTICK_BROKEN, false); ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_WOODSTICK_BROKEN, false);
} }
@ -979,8 +977,7 @@ void ActorAccessibility_InitActors() {
ActorAccessibility_AddSupportedActor(VA_AUDIO_COMPASS, policy); ActorAccessibility_AddSupportedActor(VA_AUDIO_COMPASS, policy);
// Now query a list of virtual actors for a given location (scene and room number). // Now query a list of virtual actors for a given location (scene and room number).
VirtualActorList* list = VirtualActorList* list = (VirtualActorList*)ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0);
(VirtualActorList*)ActorAccessibility_GetVirtualActorList(EVERYWHERE, 0);
// Now place the actor. // Now place the actor.
ActorAccessibility_AddVirtualActor(list, VA_GENERAL_HELPER, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_GENERAL_HELPER, { { 0.0, 0.0, 0.0 }, { 0, 0, 0 } });
@ -991,7 +988,8 @@ void ActorAccessibility_InitActors() {
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -784.0, 120.0, 1046.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -784.0, 120.0, 1046.00 }, { 0, 14702, 0 } });
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 2146.5, 1.0, -142.8 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 2146.5, 1.0, -142.8 } });
list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST, 2); // Kokiri Forest Room with boulder and kokiri sword list = ActorAccessibility_GetVirtualActorList(SCENE_KOKIRI_FOREST,
2); // Kokiri Forest Room with boulder and kokiri sword
ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -788.0, 120.0, 1392.00 }, { 0, 14702, 0 } }); ActorAccessibility_AddVirtualActor(list, VA_CRAWLSPACE, { { -788.0, 120.0, 1392.00 }, { 0, 14702, 0 } });
list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 2); // deku tree slingshot room list = ActorAccessibility_GetVirtualActorList(SCENE_DEKU_TREE, 2); // deku tree slingshot room
@ -1009,7 +1007,8 @@ void ActorAccessibility_InitActors() {
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1958, 20, -1297 } }); ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -1958, 20, -1297 } });
list = ActorAccessibility_GetVirtualActorList(SCENE_JABU_JABU, 2); list = ActorAccessibility_GetVirtualActorList(SCENE_JABU_JABU, 2);
AccessibleActor* temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -260, -400, -3377 } }); // green tentacle hole AccessibleActor* temp =
ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { -260, -400, -3377 } }); // green tentacle hole
temp->policy.distance = 200; temp->policy.distance = 200;
temp->policy.sound = NA_SE_EN_DAIOCTA_DEAD; temp->policy.sound = NA_SE_EN_DAIOCTA_DEAD;
temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 230, -400, -3211 } }); // ruto hole temp = ActorAccessibility_AddVirtualActor(list, VA_MARKER, { { 230, -400, -3211 } }); // ruto hole

View file

@ -371,7 +371,8 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) { if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) {
return; return;
} }
if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG && !aa->glossary->GlossaryStarted) if (actor->isDrawn == 0 && actor->actor->id != ACTOR_EN_IT && actor->actor->id != ACTOR_EN_OKARINA_TAG &&
!aa->glossary->GlossaryStarted)
return; return;
if (actor->policy.aimAssist.isProvider) { if (actor->policy.aimAssist.isProvider) {
Player* player = GET_PLAYER(play); Player* player = GET_PLAYER(play);
@ -388,7 +389,7 @@ void ActorAccessibility_RunAccessibilityForActor(PlayState* play, AccessibleActo
ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false); ActorAccessibility_PlaySoundForActor(actor, 9, actor->policy.aimAssist.sfx, false);
} }
} else { } else {
// Make sure there's no delay the next time you draw your bow or whatever. // Make sure there's no delay the next time you draw your bow or whatever.
actor->aimAssist.framesSinceAimAssist = 32768; actor->aimAssist.framesSinceAimAssist = 32768;
} }
} }

View file

@ -172,7 +172,7 @@ void SfxExtractor::finished() {
void SfxExtractor::maybeGiveProgressReport() { void SfxExtractor::maybeGiveProgressReport() {
size_t ripsRemaining = sfxCount - sfxToRip; size_t ripsRemaining = sfxCount - sfxToRip;
for (int i = 0; i < 9; i++) { for (int i = 0; i < 9; i++) {
if (ripsRemaining == sfxCount - ((int)ceil(sfxCount * ((i+1) / 10.0f)))) { if (ripsRemaining == sfxCount - ((int)ceil(sfxCount * ((i + 1) / 10.0f)))) {
int percentDone = (i + 1) * 10; int percentDone = (i + 1) * 10;
std::stringstream ss; std::stringstream ss;
ss << percentDone << " percent complete."; ss << percentDone << " percent complete.";