From 0bd59f4d44da8dc3d6cf3711b5cb3d9d118dda7c Mon Sep 17 00:00:00 2001 From: Gabriel Ravier Date: Wed, 21 Aug 2024 02:28:30 +0200 Subject: [PATCH] Make evaluate_collision_players_palm_tree better This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier --- src/racing/actors.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/racing/actors.c b/src/racing/actors.c index ee13940fe1..27bb099b39 100644 --- a/src/racing/actors.c +++ b/src/racing/actors.c @@ -564,8 +564,7 @@ void evaluate_collision_players_palm_trees(void) { s32 index; for (index = 0; index < 4; index++){ - // wtf is up with the << 0x18 >> 0x18? is it some weird type conversion? just use & 0xFF have the same effect to keep 8 first bit - if (((gPlayers[index].type & 0xC000) != 0) && (((get_surface_type(gPlayers[index].collision.meshIndexZX) << 24) >> 24) == GRASS)) { + if (((gPlayers[index].type & 0xC000) != 0) && ((s8)(u8)get_surface_type(gPlayers[index].collision.meshIndexZX) == GRASS)) { evaluate_collision_player_palm_trees(&gPlayers[index]); } }