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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Replace some & usage with %
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8d67bebd51
commit
36e6981ac0
@ -2575,7 +2575,7 @@ bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sp
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{
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if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
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return FALSE;
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
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sprite->sTypeFuncId = 3;
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return TRUE;
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}
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@ -2855,7 +2855,7 @@ bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Spri
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -2907,7 +2907,7 @@ bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct
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if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
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return FALSE;
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
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sprite->sTypeFuncId = 3;
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return TRUE;
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}
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@ -2975,7 +2975,7 @@ bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, str
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if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
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return FALSE;
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
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sprite->sTypeFuncId = 3;
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return TRUE;
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}
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@ -3195,7 +3195,7 @@ bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct S
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3245,7 +3245,7 @@ bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struc
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3295,7 +3295,7 @@ bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct S
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3345,7 +3345,7 @@ bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3395,7 +3395,7 @@ bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3445,7 +3445,7 @@ bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struc
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3495,7 +3495,7 @@ bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, stru
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3545,7 +3545,7 @@ bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, str
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3595,7 +3595,7 @@ bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, str
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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@ -3645,7 +3645,7 @@ bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, s
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{
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
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SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
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objectEvent->singleMovementActive = FALSE;
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sprite->sTypeFuncId = 3;
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}
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