diff --git a/src/audio/audio_effects.c b/src/audio/audio_effects.c index 925de24e..7a3f84ea 100644 --- a/src/audio/audio_effects.c +++ b/src/audio/audio_effects.c @@ -17,7 +17,7 @@ void func_80013400(SequenceChannel* channel, s32 updateVolume) { if (channel->changes.s.pan) { channel->pan = channel->newPan * channel->panChannelWeight; } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(channel->layers); i++) { SequenceLayer* layer = channel->layers[i]; if ((layer != NULL) && layer->enabled && (layer->note != NULL)) { diff --git a/src/audio/audio_heap.c b/src/audio/audio_heap.c index ebbcccdb..a7bb79e9 100644 --- a/src/audio/audio_heap.c +++ b/src/audio/audio_heap.c @@ -109,7 +109,7 @@ void AudioHeap_DiscardFont(s32 fontId) { void AudioHeap_DiscardSequence(s32 seqId) { s32 i; - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { if (gSeqPlayers[i].enabled && gSeqPlayers[i].seqId == seqId) { func_800144E4(&gSeqPlayers[i]); } @@ -300,7 +300,7 @@ void* AudioHeap_AllocCached(s32 tableType, s32 size, s32 cache, s32 id) { // Check if there is a side which isn't in active use, if so, evict that one. if (tableType == 0) { if (loadStatusEntry0 == 2) { - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { if (gSeqPlayers[i].enabled && (gSeqPlayers[i].seqId == temporaryCache->entries[0].id)) { break; } @@ -311,7 +311,7 @@ void* AudioHeap_AllocCached(s32 tableType, s32 size, s32 cache, s32 id) { } } if (loadStatusEntry1 == 2) { - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { if (gSeqPlayers[i].enabled && (gSeqPlayers[i].seqId == temporaryCache->entries[1].id)) { break; } @@ -570,7 +570,7 @@ s32 AudioHeap_ResetStep(void) { } switch (gResetStatus) { case 5: - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { func_800144E4(&gSeqPlayers[i]); } gResetFadeoutFramesLeft = 4 / sp24; @@ -703,7 +703,7 @@ void AudioHeap_Init(void) { for (i = 0; i != 2; i++) { gAbiCmdBuffs[i] = AudioHeap_AllocZeroed(&gMiscPool, gMaxAudioCmds * 8); } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSynthReverbs); i++) { gSynthReverbs[i].useReverb = 0; } gNumSynthReverbs = spec->numReverbs; diff --git a/src/audio/audio_seqplayer.c b/src/audio/audio_seqplayer.c index 54614852..032c72e7 100644 --- a/src/audio/audio_seqplayer.c +++ b/src/audio/audio_seqplayer.c @@ -142,7 +142,7 @@ void func_8001410C(SequenceChannel* channel, s32 arg1) { void func_8001415C(SequenceChannel* channel) { s32 var_s0; - for (var_s0 = 0; var_s0 < 4; var_s0++) { + for (var_s0 = 0; var_s0 < ARRAY_COUNT(channel->layers); var_s0++) { func_8001410C(channel, var_s0); } func_80012964(&channel->notePool); @@ -212,18 +212,18 @@ void func_80014370(SequencePlayer* seqPlayer, u16 arg1) { } void func_80014440(SequencePlayer* seqPlayer, u8 arg1, u8* arg2) { - SequenceChannel* temp_s2 = seqPlayer->channels[arg1]; + SequenceChannel* channel = seqPlayer->channels[arg1]; s32 i; - if (IS_SEQUENCE_CHANNEL_VALID(temp_s2) != 0) { - temp_s2->scriptState.depth = 0; - temp_s2->scriptState.pc = arg2; - temp_s2->enabled = 1; - temp_s2->finished = 0; - temp_s2->delay = 0; - for (i = 0; i < 4; i++) { - if (temp_s2->layers[i] != NULL) { - func_8001410C(temp_s2, i); + if (IS_SEQUENCE_CHANNEL_VALID(channel) != 0) { + channel->scriptState.depth = 0; + channel->scriptState.pc = arg2; + channel->enabled = 1; + channel->finished = 0; + channel->delay = 0; + for (i = 0; i < ARRAY_COUNT(channel->layers); i++) { + if (channel->layers[i] != NULL) { + func_8001410C(channel, i); } } } @@ -715,7 +715,7 @@ void func_800153E8(SequenceChannel* channel) { return; } if (channel->stopScript) { - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(channel->layers); i++) { if (channel->layers[i] != NULL) { func_80014748(channel->layers[i]); } @@ -1093,7 +1093,7 @@ void func_800153E8(SequenceChannel* channel) { } } end_loop:; - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(channel->layers); i++) { if (channel->layers[i] != NULL) { func_80014748(channel->layers[i]); } @@ -1352,7 +1352,7 @@ void func_80015FD4(SequencePlayer* seqPlayer) { void func_8001678C(s32 arg0) { s32 i; - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { if (gSeqPlayers[i].enabled == 1) { func_80015FD4(&gSeqPlayers[i]); func_800135A8(&gSeqPlayers[i]); @@ -1404,7 +1404,7 @@ void func_800168BC(void) { gSeqLayers[i].channel = NULL; gSeqLayers[i].enabled = false; } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { for (j = 0; j < 16; j++) { gSeqPlayers[i].channels[j] = &gSeqChannelNone; } diff --git a/src/audio/audio_thread.c b/src/audio/audio_thread.c index 499cb668..034bc1c8 100644 --- a/src/audio/audio_thread.c +++ b/src/audio/audio_thread.c @@ -177,7 +177,7 @@ void AudioThread_ProcessGlobalCmd(AudioCmd* cmd) { gAudioSoundMode = cmd->asUInt; break; case AUDIOCMD_OP_GLOBAL_MUTE: - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { SequencePlayer* seqplayer = &gSeqPlayers[i]; seqplayer->muted = true; @@ -197,7 +197,7 @@ void AudioThread_ProcessGlobalCmd(AudioCmd* cmd) { } } } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) { SequencePlayer* seqplayer = &gSeqPlayers[i]; seqplayer->muted = false; @@ -315,7 +315,7 @@ void AudioThread_ProcessCmds(u32 msg) { } if ((cmd->op & 0xF0) == 0xF0) { AudioThread_ProcessGlobalCmd(cmd); - } else if (cmd->arg0 < 4) { + } else if (cmd->arg0 < ARRAY_COUNT(gSeqPlayers)) { player = &gSeqPlayers[cmd->arg0]; if (cmd->op & 0x80) { AudioThread_ProcessGlobalCmd(cmd); diff --git a/src/engine/fox_360.c b/src/engine/fox_360.c index d9c30a34..b15a5bb4 100644 --- a/src/engine/fox_360.c +++ b/src/engine/fox_360.c @@ -422,7 +422,7 @@ void ActorAllRange_SpawnStarWolf(void) { Actor* actor; s32 i; - for (i = 0, actor = &gActors[4]; i < 4; i++, actor++) { + for (i = 0, actor = &gActors[4]; i < ARRAY_COUNT(sStarWolfSpawnPos); i++, actor++) { if (gStarWolfTeamAlive[i] != 0) { Actor_Initialize(actor); actor->obj.status = OBJ_ACTIVE; diff --git a/src/engine/fox_beam.c b/src/engine/fox_beam.c index b58c7663..fd982d30 100644 --- a/src/engine/fox_beam.c +++ b/src/engine/fox_beam.c @@ -743,7 +743,7 @@ void func_beam_80038140(PlayerShot* shot) { sp60 = false; } if (sp60) { - for (i = 0, effect = gEffects; i < 100; i++, effect++) { + for (i = 0, effect = gEffects; i < ARRAY_COUNT(gEffects); i++, effect++) { if ((effect->obj.status >= OBJ_ACTIVE) && (effect->info.unk_19 != 0) && (fabsf(shot->obj.pos.z - effect->obj.pos.z) < 200.0f) && (fabsf(shot->obj.pos.x - effect->obj.pos.x) < 100.0f) && @@ -914,7 +914,7 @@ void func_beam_80038140(PlayerShot* shot) { } } } else { - for (i = 0, scenery = gScenery; i < 50; i++, scenery++) { + for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { if (scenery->obj.status == OBJ_ACTIVE) { if ((scenery->obj.id == OBJ_SCENERY_1) || (scenery->obj.id == OBJ_SCENERY_ME_TUNNEL) || (scenery->obj.id == OBJ_SCENERY_4) || (scenery->obj.id == OBJ_SCENERY_5) || @@ -935,7 +935,7 @@ void func_beam_80038140(PlayerShot* shot) { } } if (sp60) { - for (i = 0, sprite = gSprites; i < 40; i++, sprite++) { + for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) { if (sprite->obj.status == OBJ_ACTIVE) { if (sprite->obj.id != OBJ_SPRITE_TI_CACTUS) { if (func_beam_80037698(shot, sprite)) { @@ -949,7 +949,7 @@ void func_beam_80038140(PlayerShot* shot) { } } } - for (i = 0, boss = gBosses; i < 4; i++, boss++) { + for (i = 0, boss = gBosses; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) { if ((boss->obj.id == OBJ_BOSS_308) || (boss->obj.id == OBJ_BOSS_312) || (boss->obj.id == OBJ_BOSS_309) || (boss->obj.id == OBJ_BOSS_313)) { @@ -1856,7 +1856,7 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) { Player* player; f32 temp_fs2 = shot->scale * 60.0f; - for (i = 0, scenery = gScenery; i < 50; i++, scenery++) { + for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) { if ((scenery->obj.status == OBJ_ACTIVE) && (scenery->obj.id == OBJ_SCENERY_56)) { sp68 = scenery->obj.pos.x - shot->obj.pos.x; sp64 = scenery->obj.pos.y - shot->obj.pos.y; @@ -1867,7 +1867,7 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) { scenery->dmgPart = 0; } } - for (i = 0, sprite = gSprites; i < 40; i++, sprite++) { + for (i = 0, sprite = gSprites; i < ARRAY_COUNT(gSprites); i++, sprite++) { if ((sprite->obj.status == OBJ_ACTIVE) && ((sprite->obj.id == OBJ_SPRITE_FO_POLE) || (sprite->obj.id == OBJ_SPRITE_TI_CACTUS) || (sprite->obj.id == OBJ_SPRITE_CO_POLE) || (sprite->obj.id == OBJ_SPRITE_CO_TREE))) { @@ -1943,7 +1943,7 @@ void func_beam_8003C4D0(PlayerShot* shot, s32 damage) { func_beam_8003C008(shot); } effect = gEffects; - for (i = 0; i < 100; i++, effect++) { + for (i = 0; i < ARRAY_COUNT(gEffects); i++, effect++) { if (effect->obj.status == OBJ_ACTIVE) { sp68 = effect->obj.pos.x - shot->obj.pos.x; sp64 = effect->obj.pos.y - shot->obj.pos.y; diff --git a/src/engine/fox_bg.c b/src/engine/fox_bg.c index 9f8e5119..78c2b18e 100644 --- a/src/engine/fox_bg.c +++ b/src/engine/fox_bg.c @@ -926,7 +926,7 @@ void Background_DrawGround(void) { } else { gGroundSurface = SURFACE_GRASS; gBgColor = 0x845; // 8, 8, 32 - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(sGroundPositions360x); i++) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, sGroundPositions360x[i], 0.0f, sGroundPositions360z[i], MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -992,7 +992,7 @@ void Background_DrawGround(void) { gSPDisplayList(gMasterDisp++, D_TR_6005880); Matrix_Pop(&gGfxMatrix); } else { - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(sGroundPositions360x); i++) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, sGroundPositions360x[i], 0.0f, sGroundPositions360z[i], MTXF_APPLY); Matrix_Scale(gGfxMatrix, 1.5f, 1.0f, 1.0f, MTXF_APPLY); @@ -1071,7 +1071,7 @@ void Background_DrawGround(void) { } else { RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(sGroundPositions360x); i++) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, sGroundPositions360x[i], 0.0f, sGroundPositions360z[i], MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); @@ -1093,7 +1093,7 @@ void Background_DrawGround(void) { } else { RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar); } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(sGroundPositions360x); i++) { Matrix_Push(&gGfxMatrix); Matrix_Translate(gGfxMatrix, sGroundPositions360x[i], 0.0f, sGroundPositions360z[i], MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); diff --git a/src/engine/fox_boss.c b/src/engine/fox_boss.c index 6dfc39c3..476ff09b 100644 --- a/src/engine/fox_boss.c +++ b/src/engine/fox_boss.c @@ -87,7 +87,7 @@ void Boss_SpawnActor189(f32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar f32 arg9, s32 argA, s32 argB) { s32 i; - for (i = 59; i >= 0; i--) { + for (i = (ARRAY_COUNT(gActors)) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Boss_SetupActor189(&gActors[i], arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, argA, argB); return; diff --git a/src/engine/fox_demo.c b/src/engine/fox_demo.c index f28533d7..9127e61a 100644 --- a/src/engine/fox_demo.c +++ b/src/engine/fox_demo.c @@ -2933,7 +2933,7 @@ void Cutscene_DrawGreatFox(void) { ((gCurrentLevel != LEVEL_SECTOR_Z) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE))) { RCP_SetupDL_49(); gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255); - for (i = 0, var_s6_2 = D_demo_800CA0BC; i < 4; i++, var_s6_2++) { + for (i = 0, var_s6_2 = D_demo_800CA0BC; i < ARRAY_COUNT(sp9C); i++, var_s6_2++) { if ((i != 1) || gGreatFoxIntact) { sp9C[i] = 0.0f; if (i < 2) { diff --git a/src/engine/fox_effect.c b/src/engine/fox_effect.c index 53d4a472..a6d9b65c 100644 --- a/src/engine/fox_effect.c +++ b/src/engine/fox_effect.c @@ -632,7 +632,7 @@ void func_effect_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { void func_effect_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2) { s32 i; - for (i = 79; i >= 0; i--) { + for (i = (ARRAY_COUNT(gEffects) - 20) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { func_effect_8007905C(&gEffects[i], xPos, yPos, zPos, scale2, 0); break; diff --git a/src/engine/fox_enmy.c b/src/engine/fox_enmy.c index 65002e7e..1bebe4a7 100644 --- a/src/engine/fox_enmy.c +++ b/src/engine/fox_enmy.c @@ -1981,7 +1981,7 @@ void func_enmy_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f3 void func_enmy_800674B4(f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 arg5, f32 arg6, f32 arg7) { s32 i; - for (i = 59; i >= 50; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 50; i--) { if (gActors[i].obj.status == OBJ_FREE) { func_enmy_80067348(&gActors[i], xPos, yPos, zPos, xRot, yRot, arg5, arg6, arg7); break; diff --git a/src/engine/fox_game.c b/src/engine/fox_game.c index a945e06f..22116be2 100644 --- a/src/engine/fox_game.c +++ b/src/engine/fox_game.c @@ -412,7 +412,7 @@ void Game_Update(void) { gVersusStage = 0; gVsPointsToWin = 3; gBlurAlpha = 255; - for (i = 0; i < 30; i++) { + for (i = 0; i < ARRAY_COUNT(gLeveLClearStatus); i++) { gLeveLClearStatus[i] = 0; } gExpertMode = false; diff --git a/src/engine/fox_hud.c b/src/engine/fox_hud.c index 92894176..f229a965 100644 --- a/src/engine/fox_hud.c +++ b/src/engine/fox_hud.c @@ -1979,7 +1979,7 @@ void func_hud_8008A240(void) { } if (gVersusMode == 1) { - for (i = 0, item = gItems; i < 20; i++, item++) { + for (i = 0, item = gItems; i < ARRAY_COUNT(gItems); i++, item++) { if (item->obj.status >= OBJ_ACTIVE) { gRadarMarks[item->index + 50].status = 1; gRadarMarks[item->index + 50].type = 103; @@ -2132,7 +2132,7 @@ s32 func_hud_8008A4DC(void) { D_hud_80161710--; } - for (i = 64; i >= 0; i--) { + for (i = ARRAY_COUNT(gRadarMarks) - 1; i >= 0; i--) { if ((gRadarMarks[i].status == 0) || (fabsf(gRadarMarks[i].pos.x) >= (temp2 + 1000.0f)) || (fabsf(gRadarMarks[i].pos.z) >= (temp2 + 1000.0f))) { continue; @@ -2458,7 +2458,7 @@ s32 func_hud_8008B774(void) { if ((i >= 1) && (i <= 3) && ((gLevelMode != LEVELMODE_ALL_RANGE) || (gCurrentLevel == LEVEL_CORNERIA) || (gCurrentLevel == LEVEL_SECTOR_Y))) { - for (i = 0; i < 60; i++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++) { if ((gActors[i].obj.status == OBJ_ACTIVE) && (gActors[i].iwork[12] == temp)) { if ((gActors[i].unk_0B4 == EVID_2) || (gActors[i].unk_0B4 == EVID_43) || ((gActors[i].obj.id == OBJ_ACTOR_TEAM_BOSS) && @@ -3848,7 +3848,7 @@ bool func_hud_8009092C(Actor* actor) { boss = &gBosses[1]; - for (i = 1; i < 4; i++, boss++) { + for (i = 1; i < ARRAY_COUNT(gBosses); i++, boss++) { if (boss->obj.status == OBJ_ACTIVE) { var_s5 = true; if (actor->aiIndex == 0) { diff --git a/src/engine/fox_play.c b/src/engine/fox_play.c index a613f799..9dad5c5b 100644 --- a/src/engine/fox_play.c +++ b/src/engine/fox_play.c @@ -2544,7 +2544,7 @@ void Play_Init(void) { s32 i; gArwingSpeed = 40.0f; - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gControllerRumbleEnabled); i++) { gControllerRumbleEnabled[i] = 0; } diff --git a/src/overlays/ovl_ending/fox_end1.c b/src/overlays/ovl_ending/fox_end1.c index 32e39d34..f0c4ccce 100644 --- a/src/overlays/ovl_ending/fox_end1.c +++ b/src/overlays/ovl_ending/fox_end1.c @@ -1592,7 +1592,7 @@ bool Ending_8018BCB0(void) { Lights_SetOneLight(&gMasterDisp, gLight1x, gLight1y, gLight1z, gLight1R, gLight1G, gLight1B, gAmbientR, gAmbientG, gAmbientB); - for (i = 59; i >= 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status != OBJ_FREE) { switch (gActors[i].obj.id) { case 0: @@ -1752,7 +1752,7 @@ void Ending_8018C21C(void) { Matrix_Push(&gGfxMatrix); - for (i = 59; i >= 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status != OBJ_FREE) { Matrix_Push(&gGfxMatrix); switch (gActors[i].obj.id) { diff --git a/src/overlays/ovl_i1/fox_co.c b/src/overlays/ovl_i1/fox_co.c index 3d88e7aa..a4d594ba 100644 --- a/src/overlays/ovl_i1/fox_co.c +++ b/src/overlays/ovl_i1/fox_co.c @@ -307,7 +307,7 @@ void Corneria_80187AC8(Boss* boss) { if (!(D_edisplay_801615D0.y < 0.0f)) { sprite = gSprites; - for (var_s1 = 0; var_s1 < 40; var_s1++, sprite++) { + for (var_s1 = 0; var_s1 < ARRAY_COUNT(gSprites); var_s1++, sprite++) { if ((sprite->obj.status == OBJ_ACTIVE) && (sprite->obj.id == OBJ_SPRITE_CO_TREE)) { if ((fabsf(sprite->obj.pos.x - D_i1_8019B6D8[20]) < 90.0f) && (fabsf(sprite->obj.pos.z - D_i1_8019B6D8[32]) < 90.0f)) { @@ -1203,7 +1203,7 @@ void Corneria_8018AED0(Actor* actor) { void Corneria_8018B0B4(Actor* actor) { s32 i; - for (i = 0; i < 50; i++) { + for (i = 0; i < ARRAY_COUNT(gScenery); i++) { if (gScenery[i].obj.status == OBJ_FREE) { Scenery_Initialize(&gScenery[i]); gScenery[i].obj.status = OBJ_INIT; @@ -1503,7 +1503,7 @@ void Corneria_Boss293_Init(Boss293* this) { temp_s1 = this->timer_05A; // Bosses OBJ_BOSS_294 to OBJ_BOSS_296 - for (i = 1; i < 4; i++) { + for (i = 1; i < ARRAY_COUNT(gBosses); i++) { Boss_Initialize(&gBosses[i]); gBosses[i].obj.status = OBJ_INIT; gBosses[i].obj.id = i + 293; @@ -1869,7 +1869,7 @@ void Corneria_8018C19C(Boss* boss) { Matrix_MultVec3f(gCalcMatrix, &D_i1_801998F0[0], &sp84[3]); effect = gEffects; - for (i = 0; i < 100; i++, effect++) { + for (i = 0; i < ARRAY_COUNT(gEffects); i++, effect++) { if (effect->obj.status == OBJ_FREE) { Effect_Initialize(effect); effect->obj.status = OBJ_INIT; @@ -2474,7 +2474,7 @@ void Corneria_8018F4A4(void) { s32 i; if (((gGameFrameCount % 16) == 0) && !(gPlayer[0].csState < 4)) { - for (i = 0; i < 50; i++) { + for (i = 0; i < ARRAY_COUNT(gScenery); i++) { if (gScenery[i].obj.status == OBJ_FREE) { Corneria_8018F3BC(&gScenery[i], 4000.0f); break; diff --git a/src/overlays/ovl_i1/fox_ve1.c b/src/overlays/ovl_i1/fox_ve1.c index bdf66425..b6c926e5 100644 --- a/src/overlays/ovl_i1/fox_ve1.c +++ b/src/overlays/ovl_i1/fox_ve1.c @@ -255,7 +255,7 @@ void Venom1_BossTrigger1_Update(Ve1BossTrigger1* this) { Boss* boss = &gBosses[0]; s32 i; - for (i = 0; i < 4; i++, boss++) { + for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status != OBJ_FREE) && (boss->obj.id == OBJ_BOSS_319)) { if (boss->obj.pos.z <= this->obj.pos.z) { D_i1_8019C0B8 = (s32) this->obj.rot.x + 1; @@ -270,7 +270,7 @@ void Venom1_BossTrigger2_Update(Ve1BossTrigger2* this) { Boss* boss = &gBosses[0]; s32 i; - for (i = 0; i < 4; i++, boss++) { + for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status != OBJ_FREE) && (boss->obj.id == OBJ_BOSS_319)) { if (boss->obj.pos.z <= this->obj.pos.z) { D_i1_8019C0B8 = 0; @@ -285,7 +285,7 @@ void Venom1_BossTrigger3_Update(Ve1BossTrigger3* this) { Boss* boss = &gBosses[0]; s32 i; - for (i = 0; i < 4; i++, boss++) { + for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status != OBJ_FREE) && (boss->obj.id == OBJ_BOSS_319)) { if (boss->obj.pos.z <= this->obj.pos.z) { D_i1_8019C0BC = (s32) this->obj.rot.x + 1; @@ -300,7 +300,7 @@ void Venom1_BossTrigger4_Update(Ve1BossTrigger4* this) { Boss* boss = &gBosses[0]; s32 i; - for (i = 0; i < 4; i++, boss++) { + for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.status != OBJ_FREE) && (boss->obj.id == OBJ_BOSS_319)) { if (boss->obj.pos.z <= this->obj.pos.z) { D_i1_8019C0C0 = 1; @@ -361,7 +361,7 @@ void Venom1_80192518(Actor* actor) { scenery = &gScenery[0]; - for (i = 0; i < 50; i++, scenery++) { + for (i = 0; i < ARRAY_COUNT(gScenery); i++, scenery++) { if ((scenery->obj.id == OBJ_SCENERY_128) || (scenery->obj.id == OBJ_SCENERY_129) || (scenery->obj.id == OBJ_SCENERY_130)) { if (((actor->obj.pos.z + 1100.0f - scenery->obj.pos.z) < 2200.0f) && @@ -692,7 +692,7 @@ void Venom1_80192EB0(Actor* actor) { var_ft4 = 0.0f; scenery = gScenery; - for (i = 0; i < 50; i++, scenery++) { + for (i = 0; i < ARRAY_COUNT(gScenery); i++, scenery++) { if (((scenery->obj.id == OBJ_SCENERY_128) || (scenery->obj.id == OBJ_SCENERY_129) || (scenery->obj.id == OBJ_SCENERY_130)) && ((actor->obj.pos.z + 1100.0f - scenery->obj.pos.z) < 2200.0f) && @@ -2217,7 +2217,7 @@ void Venom1_80194398(Boss* boss) { is4 = boss->swork[23]; temp_fs0 = boss->obj.pos.z; var_fv0 = -1500.0f; - for (spF4 = 0; spF4 < 60; spF4++, actor++) { + for (spF4 = 0; spF4 < ARRAY_COUNT(gActors); spF4++, actor++) { if (actor->obj.status == OBJ_FREE) { while ((is3 <= boss->swork[22]) && @@ -2249,7 +2249,7 @@ void Venom1_80194398(Boss* boss) { is4 = boss->swork[23]; temp_fs0 = boss->obj.pos.z; var_fv0 = -1500.0f; - for (spF4 = 0; spF4 < 60; spF4++, actor++) { + for (spF4 = 0; spF4 < ARRAY_COUNT(gActors); spF4++, actor++) { if (actor->obj.status == OBJ_FREE) { while ((is3 > boss->swork[22]) && @@ -2282,7 +2282,7 @@ void Venom1_80194398(Boss* boss) { is4 = boss->swork[23]; temp_fs0 = boss->obj.pos.z; var_fv0 = (gPlayer[0].pos.z + -1500.0f); - for (spF4 = 0; spF4 < 60; spF4++, actor++) { + for (spF4 = 0; spF4 < ARRAY_COUNT(gActors); spF4++, actor++) { if (actor->obj.status == OBJ_FREE) { while ((is3 > D_i1_80199E60[is4]) && (var_fv0) <= (temp_fs0 + D_i1_80199E6C[is4][is3].z)) { is3++; @@ -2305,7 +2305,7 @@ void Venom1_80194398(Boss* boss) { } } actor = gActors; - for (spF4 = 0; spF4 < 60; spF4++, actor++) { + for (spF4 = 0; spF4 < ARRAY_COUNT(gActors); spF4++, actor++) { if (((actor->obj.id == OBJ_ACTOR_281) || (actor->obj.id == OBJ_ACTOR_282)) && (actor->state == 0) && (100.f <= (actor->obj.pos.z - boss->obj.pos.z)) && ((actor->obj.pos.z - boss->obj.pos.z) <= 2400.0f)) { @@ -2380,7 +2380,7 @@ void Venom1_8019864C(PlayerShot* shot) { Vec3f diff; boss = gBosses; - for (i = 0; i < 4; i++, boss++) { + for (i = 0; i < ARRAY_COUNT(gBosses); i++, boss++) { if ((boss->obj.id == OBJ_BOSS_319) && (boss->obj.status == OBJ_ACTIVE) && (boss->timer_05A == 0)) { temp_fs1 = shot->scale * 30.0f; hitboxData = boss->info.hitbox; diff --git a/src/overlays/ovl_i3/fox_aq.c b/src/overlays/ovl_i3/fox_aq.c index b571f65d..a899dceb 100644 --- a/src/overlays/ovl_i3/fox_aq.c +++ b/src/overlays/ovl_i3/fox_aq.c @@ -357,7 +357,7 @@ void Aquas_801A9448(Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, f32 zVel, s32 un s32 unk48) { s32 i; - for (i = 59; i >= 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Aquas_801A9374(&gActors[i], pos, rot, xVel, yVel, zVel, unkB8, scale, timerBC, unk48); break; @@ -1174,7 +1174,7 @@ void Aquas_801AC09C(Player* player) { s32 i; PlayerShot* shot; - for (i = 15, shot = &gPlayerShots[15]; i < 16; i++, shot++) { + for (i = 15, shot = &gPlayerShots[15]; i < ARRAY_COUNT(gPlayerShots); i++, shot++) { if (shot->obj.status == OBJ_FREE) { func_play_800AC290(player, shot, 0.0f, 0.0f, PLAYERSHOT_8, 50.0f); AUDIO_PLAY_SFX(0x01000025, shot->sfxSource, 0); @@ -1245,7 +1245,7 @@ void Aquas_801AC274(Player* player) { D_i3_801C41B8[11] = 10000.0f; temp = D_i3_801C4190[0]; - for (i = 0, actor = gActors; i < 60; i++, actor++) { + for (i = 0, actor = gActors; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status == OBJ_ACTIVE) && (actor->obj.id != OBJ_ACTOR_189)) { var_v1 = 1; if (actor->info.hitbox[1] == HITBOX_ROTATED) { @@ -1867,7 +1867,7 @@ void Aquas_801AE3D8(Actor* actor) { if (gBosses[0].timer_052 == 0) { gBosses[0].timer_052 = 72; actor->health = 10; - for (i = 0; i < 60; i++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++) { if ((gActors[i].obj.id == OBJ_ACTOR_256) && (actor->index != gActors[i].index)) { gActors[i].health = 10; } @@ -2193,7 +2193,7 @@ void Aquas_801AFA5C(Actor* actor) { } if ((actor->iwork[1] == 13) && (i < 0)) { AUDIO_PLAY_SFX(0x29022048, actor->sfxSource, 4); - for (i = 0, sp48 = gActors; i < 60; i++, sp48++) { + for (i = 0, sp48 = gActors; i < ARRAY_COUNT(gActors); i++, sp48++) { if (sp48->obj.status == OBJ_FREE) { Actor_Initialize(sp48); sp48->obj.status = OBJ_INIT; @@ -2224,7 +2224,7 @@ void Aquas_801AFA5C(Actor* actor) { break; } } - if (i >= 60) { + if (i >= ARRAY_COUNT(gActors)) { actor->iwork[3] = 0; sp48->obj.status = OBJ_FREE; } @@ -2796,7 +2796,7 @@ void Aquas_801B134C(Boss* bossAQ) { D_i3_801C4308[79] = 0.0f; AUDIO_PLAY_SFX(0x29408054, bossAQ->sfxSource, 4); if (bossAQ->state < 14) { - for (i3 = 0, actor = gActors; i3 < 60; i3++, actor++) { + for (i3 = 0, actor = gActors; i3 < ARRAY_COUNT(gActors); i3++, actor++) { if ((actor->obj.id == OBJ_ACTOR_260) && (actor->obj.status == OBJ_ACTIVE)) { actor->iwork[0] = 1; } @@ -3126,8 +3126,8 @@ void Aquas_801B134C(Boss* bossAQ) { spD4.z = D_i3_801C4308[75 + 3 * i7]; func_effect_8007A6F0(&spD4, 0x2903404B); i2 = 0; - for (i3 = 0; i2 <= i && i3 < 60; i3++) { - if ((gActors[i3].obj.status == OBJ_FREE) && (i3 < 60)) { + for (i3 = 0; i2 <= i && i3 < ARRAY_COUNT(gActors); i3++) { + if ((gActors[i3].obj.status == OBJ_FREE) && (i3 < ARRAY_COUNT(gActors))) { Actor_Initialize(&gActors[i3]); gActors[i3].obj.status = OBJ_INIT; @@ -3163,7 +3163,7 @@ void Aquas_801B134C(Boss* bossAQ) { gActors[i3].fwork[1] = D_i3_801C4308[i7 + 16]; gActors[i3].fwork[2] = D_i3_801C4308[i7 + 18]; Object_SetInfo(&gActors[i3].info, gActors[i3].obj.id); - if (i3 >= 60) { + if (i3 >= ARRAY_COUNT(gActors)) { gActors[i3].obj.status = OBJ_FREE; } i2++; @@ -3800,7 +3800,7 @@ void Aquas_801B50E8(Actor* actor) { actor->health = 0; } } else if (actor->damage == 30) { - for (i = 0, var_v0 = gActors; i < 60; i++, var_v0++) { + for (i = 0, var_v0 = gActors; i < ARRAY_COUNT(gActors); i++, var_v0++) { if ((var_v0->obj.status == OBJ_ACTIVE) && (var_v0->obj.id == OBJ_ACTOR_261) && (var_v0->state == 1) && (i != actor->index) && (fabsf(var_v0->obj.pos.x - actor->obj.pos.x) <= 300.0f) && @@ -4054,7 +4054,7 @@ void Aquas_801B638C(Actor* actor) { } } else { if (((gGameFrameCount % 2) == 0)) { - for (i = 0, var_v0 = gActors; i < 60; i++, var_v0++) { + for (i = 0, var_v0 = gActors; i < ARRAY_COUNT(gActors); i++, var_v0++) { if ((var_v0->obj.status == OBJ_ACTIVE) && (var_v0->obj.id == OBJ_ACTOR_261) && (var_v0->state == 1) && (fabsf(var_v0->obj.pos.x - actor->fwork[8]) <= (actor->fwork[5] * 48.0f)) && @@ -5215,7 +5215,7 @@ void Aquas_801BA6A4(Actor* actor) { actor->health = actor->itemDrop = 0; Actor_Despawn(actor); if (actor->state == 0) { - for (i = 0, var_s2 = 0, actor265 = gActors; i < 60 && var_s2 < 4; i++, actor265++) { + for (i = 0, var_s2 = 0, actor265 = gActors; i < ARRAY_COUNT(gActors) && var_s2 < 4; i++, actor265++) { if (actor265->obj.status == OBJ_FREE) { Actor_Initialize(actor265); actor265->obj.status = OBJ_INIT; @@ -5232,7 +5232,7 @@ void Aquas_801BA6A4(Actor* actor) { var_s2++; } } - if (i >= 60) { + if (i >= ARRAY_COUNT(gActors)) { actor265->obj.status = OBJ_FREE; } } else { @@ -5401,7 +5401,7 @@ void Aquas_801BB26C(Actor* actor) { sp54.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); - for (sp64 = 0, actor267 = gActors; sp64 < 60; sp64++, actor267++) { + for (sp64 = 0, actor267 = gActors; sp64 < ARRAY_COUNT(gActors); sp64++, actor267++) { if (actor267->obj.status == OBJ_FREE) { Actor_Initialize(actor267); actor267->obj.status = OBJ_INIT; @@ -5427,7 +5427,7 @@ void Aquas_801BB26C(Actor* actor) { sp54.z = 0.0f; Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp54, &sp48); - for (sp60 = 0, actor267_2 = gActors; sp60 < 60; sp60++, actor267_2++) { + for (sp60 = 0, actor267_2 = gActors; sp60 < ARRAY_COUNT(gActors); sp60++, actor267_2++) { if (actor267_2->obj.status == OBJ_FREE) { Actor_Initialize(actor267_2); actor267_2->obj.status = OBJ_INIT; @@ -5484,7 +5484,7 @@ void Aquas_801BB79C(Actor* actor) { actor->iwork[20] = 50; } } else { - for (i = 0, actor122 = gScenery; i < 50; i++, actor122++) { + for (i = 0, actor122 = gScenery; i < ARRAY_COUNT(gScenery); i++, actor122++) { if ((actor122->obj.status == OBJ_ACTIVE) && (actor122->obj.id == OBJ_SCENERY_122) && Object_CheckHitboxCollision(&actor->obj.pos, actor122->info.hitbox, &actor122->obj, 0.0f, 0.0f, 0.0f) && @@ -5510,7 +5510,7 @@ void Aquas_801BB79C(Actor* actor) { actor->iwork[20] = 50; } } else { - for (i = 0, actor122 = gScenery; i < 50; i++, actor122++) { + for (i = 0, actor122 = gScenery; i < ARRAY_COUNT(gScenery); i++, actor122++) { if ((actor122->obj.status == OBJ_ACTIVE) && (actor122->obj.id == OBJ_SCENERY_122) && (Object_CheckHitboxCollision(&actor->obj.pos, actor122->info.hitbox, &actor122->obj, 0.0f, 0.0f, 0.0f) || @@ -5897,7 +5897,7 @@ void Aquas_801BC9A0(Actor* actor) { case 3: for (i = 0; i < 2; i++) { - for (j = 0; j < 60; j++) { + for (j = 0; j < ARRAY_COUNT(gActors); j++) { if ((gActors[j].obj.status == OBJ_ACTIVE) && (gActors[j].obj.id == OBJ_ACTOR_189) && (gActors[j].state == 58)) { Object_Kill(&gActors[j].obj, gActors[j].sfxSource); @@ -5907,7 +5907,7 @@ void Aquas_801BC9A0(Actor* actor) { } for (i = 0; i < 2; i++) { - for (j = 0, actor269 = gActors; j < 60; j++, actor269++) { + for (j = 0, actor269 = gActors; j < ARRAY_COUNT(gActors); j++, actor269++) { if (actor269->obj.status == OBJ_FREE) { Actor_Initialize(actor269); actor269->obj.status = OBJ_INIT; @@ -6106,7 +6106,7 @@ void Aquas_801BD54C(Actor* actor) { case 1: sp64 = actor->index; for (sp68 = 0; sp68 < 15; sp68++) { - for (sp6C = 0, actor268 = gActors; sp6C < 60; sp6C++, actor268++) { + for (sp6C = 0, actor268 = gActors; sp6C < ARRAY_COUNT(gActors); sp6C++, actor268++) { if (actor268->obj.status == OBJ_FREE) { Actor_Initialize(actor268); actor268->obj.status = OBJ_INIT; diff --git a/src/overlays/ovl_i3/fox_so.c b/src/overlays/ovl_i3/fox_so.c index 065a558b..00e58e0b 100644 --- a/src/overlays/ovl_i3/fox_so.c +++ b/src/overlays/ovl_i3/fox_so.c @@ -227,7 +227,7 @@ void Solar_8019E920(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 void Solar_8019E9F4(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 unk4E) { s32 i; - for (i = 99; i >= 34; i--) { + for (i = ARRAY_COUNT(gEffects) - 1; i >= 34; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Solar_8019E920(&gEffects[i], xPos, yPos, zPos, xVel, yVel, zVel, scale2, unk4E); break; @@ -1022,7 +1022,7 @@ void Solar_LevelStart(Player* player) { RAND_FLOAT(2000.0f) - 6000.0f + gPathProgress, RAND_FLOAT(20.0f) + 20.0f); } if (gCsFrameCount == 380) { - for (i = 0; i < 100; i++) { + for (i = 0; i < ARRAY_COUNT(gEffects); i++) { Object_Kill(&gEffects[i].obj, gEffects[i].sfxSource); } Solar_801A0DF8(400.0f, -2800.0f, 340.0f, 1, 1.0f); @@ -1193,7 +1193,7 @@ void Solar_801A1E14(f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, s32 unk46) { s32 i; - for (i = 59; i >= 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Solar_801A1CD8(&gActors[i], xPos, yPos, zPos, xRot, yRot, zRot, xVel, yVel, zVel, unk46); break; @@ -1974,7 +1974,7 @@ void Solar_801A48B8(Boss* bossSO) { bossSO->swork[SO_SWK_7] = bossSO->unk_04C; } if ((bossSO->swork[SO_SWK_0] == 4) && (bossSO->unk_04C >= 60) && (bossSO->unk_04C < 67)) { - for (i = 4; i < 60; i++) { + for (i = 4; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.id == OBJ_ACTOR_278) { gActors[i].dmgType = DMG_EXPLOSION; break; @@ -2825,7 +2825,7 @@ void Solar_LevelComplete(Player* player) { gCsCamAtX = player->cam.at.x; gCsCamAtY = player->cam.at.y; gCsCamAtZ = player->cam.at.z; - for (i = 10; i < 60; i++) { + for (i = 10; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].unk_0B6 == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } diff --git a/src/overlays/ovl_i3/fox_zo.c b/src/overlays/ovl_i3/fox_zo.c index 6940f397..f7c2d992 100644 --- a/src/overlays/ovl_i3/fox_zo.c +++ b/src/overlays/ovl_i3/fox_zo.c @@ -542,7 +542,7 @@ void Zoness_80190028(Actor* actor, Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, f void Zoness_801900FC(Vec3f* pos, Vec3f* rot, f32 xVel, f32 yVel, f32 zVel, s32 arg6, f32 scale, s32 arg8, s32 arg9) { s32 i; - for (i = 59; i > 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i > 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { Zoness_80190028(&gActors[i], pos, rot, xVel, yVel, zVel, arg6, scale, arg8, arg9); break; @@ -687,7 +687,7 @@ void Zoness_80190790(Actor* actor) { actor->unk_0F4.x = -actor->vel.y * 2.5f; actor->fwork[1] += 5.0f; actor->unk_0F4.z = SIN_DEG(actor->fwork[1]) * 30.0f; - for (i = 0, otherActor = gActors; i < 60; i++, otherActor++) { + for (i = 0, otherActor = gActors; i < ARRAY_COUNT(gActors); i++, otherActor++) { if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->obj.id == OBJ_ACTOR_239) && (otherActor->iwork[0] == actor->iwork[0])) { temp1 = Math_RadToDeg( @@ -921,7 +921,7 @@ void Zoness_801915A4(Actor* actor) { actor->health = 50; actor->fwork[0] = actor->obj.pos.z - 10000.0f; - for (i = 0, actor241 = gActors; i < 60; i++, actor241++) { + for (i = 0, actor241 = gActors; i < ARRAY_COUNT(gActors); i++, actor241++) { if (actor241->obj.status == OBJ_FREE) { Actor_Initialize(actor241); actor241->obj.status = OBJ_INIT; @@ -935,7 +935,7 @@ void Zoness_801915A4(Actor* actor) { break; } } - if (i >= 60) { + if (i >= ARRAY_COUNT(gActors)) { actor241->obj.status = OBJ_FREE; } } @@ -3050,7 +3050,7 @@ void Zoness_801986FC(Boss* bossZO, s32 arg1, f32 xOff, f32 yOff, f32 zOff, f32 y if (sZoSwork[ZO_BSS_12 + sp50] == 0) { sZoSwork[ZO_BSS_0 + arg1] = 40; } - for (sp50 = 0, newActor = gActors; sp50 < 60; sp50++, newActor++) { + for (sp50 = 0, newActor = gActors; sp50 < ARRAY_COUNT(gActors); sp50++, newActor++) { if (newActor->obj.status == OBJ_FREE) { D_ctx_801779A8[0] = 20.0f; Actor_Initialize(newActor); @@ -3080,7 +3080,7 @@ void Zoness_801986FC(Boss* bossZO, s32 arg1, f32 xOff, f32 yOff, f32 zOff, f32 y } } } - if (sp50 >= 60) { + if (sp50 >= ARRAY_COUNT(gActors)) { newActor->obj.status = OBJ_FREE; } } @@ -3094,7 +3094,7 @@ void Zoness_801989FC(Boss* bossZO) { for (i = 0; i < 2; i++) { if (sZoSwork[ZO_BSS_11 + i] != 0) { - for (j = 0, newActor = gActors; j < 60; j++, newActor++) { + for (j = 0, newActor = gActors; j < ARRAY_COUNT(gActors); j++, newActor++) { if (newActor->obj.status == OBJ_FREE) { Actor_Initialize(newActor); newActor->obj.status = OBJ_INIT; @@ -3164,7 +3164,7 @@ void Zoness_80198BE8(Boss* bossZO, s32 arg1) { break; } } - if (var_s1 >= 60) { + if (var_s1 >= ARRAY_COUNT(gActors)) { effect->obj.status = OBJ_FREE; } } @@ -3812,7 +3812,7 @@ void Zoness_8019B1F0(Actor* actor) { actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f)); } - for (i = 0, var_s6 = 0; var_s3 < 3 && i < 60; i++) { + for (i = 0, var_s6 = 0; var_s3 < 3 && i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { if (actor->state == 0) { Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[var_s3], &sp84); @@ -4028,7 +4028,7 @@ void Zoness_8019BE48(Actor* actor) { switch (actor->state) { /* irregular */ case 0: - for (i = 0, newActor = gActors; i < 60; i++, newActor++) { + for (i = 0, newActor = gActors; i < ARRAY_COUNT(gActors); i++, newActor++) { if (newActor->obj.status == OBJ_FREE) { Actor_Initialize(newActor); newActor->obj.status = OBJ_INIT; @@ -4046,7 +4046,7 @@ void Zoness_8019BE48(Actor* actor) { break; } } - if (i >= 60) { + if (i >= ARRAY_COUNT(gActors)) { newActor->obj.status = OBJ_FREE; } actor->health = 10; @@ -4129,7 +4129,7 @@ void Zoness_8019C200(Actor* actor) { actor->fwork[2] = actor->fwork[3] + sp2C.y; Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW); Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF8B8, &sp2C); - for (i = 0, newActor = gActors; i < 60; i++, newActor++) { + for (i = 0, newActor = gActors; i < ARRAY_COUNT(gActors); i++, newActor++) { if (newActor->obj.status == OBJ_FREE) { Actor_Initialize(newActor); newActor->obj.status = OBJ_INIT; @@ -4145,7 +4145,7 @@ void Zoness_8019C200(Actor* actor) { break; } } - if (i >= 60) { + if (i >= ARRAY_COUNT(gActors)) { newActor->obj.status = OBJ_FREE; } } @@ -4359,7 +4359,7 @@ void Zoness_8019CE58(Actor* actor) { void Zoness_Actor247_Init(Actor247* this) { s32 i; - for (i = 0; i < 60; i++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { Actor_Initialize(&gActors[i]); gActors[i].obj.status = OBJ_ACTIVE; @@ -4517,7 +4517,7 @@ void Zoness_LevelComplete(Player* player) { gCsCamAtX = player->cam.at.x; gCsCamAtY = player->cam.at.y; gCsCamAtZ = player->cam.at.z; - for (i = 10; i < 60; i++) { + for (i = 10; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].unk_0B6 == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } diff --git a/src/overlays/ovl_i4/fox_bo.c b/src/overlays/ovl_i4/fox_bo.c index 94dbde89..481e6099 100644 --- a/src/overlays/ovl_i4/fox_bo.c +++ b/src/overlays/ovl_i4/fox_bo.c @@ -1766,7 +1766,7 @@ void Bolse_80190D98(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 void Bolse_80190EE4(f32 x, f32 y, f32 z, f32 arg3, f32 arg4) { s32 i; - for (i = 99; i >= 0; i--) { + for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Bolse_80190D98(&gEffects[i], x, y, z, arg3, arg4); break; @@ -1791,7 +1791,7 @@ void Bolse_80190F58(Effect* effect, f32 x, f32 y, f32 z, f32 scale) { void Bolse_80190FE8(f32 x, f32 y, f32 z, f32 scale) { s32 i; - for (i = 99; i >= 0; i--) { + for (i = ARRAY_COUNT(gEffects) - 1; i >= 0; i--) { if (gEffects[i].obj.status == OBJ_FREE) { Bolse_80190F58(&gEffects[i], x, y, z, scale); break; diff --git a/src/overlays/ovl_i4/fox_ka.c b/src/overlays/ovl_i4/fox_ka.c index 1a790c0b..d7172832 100644 --- a/src/overlays/ovl_i4/fox_ka.c +++ b/src/overlays/ovl_i4/fox_ka.c @@ -1833,8 +1833,7 @@ void Katina_LevelComplete(Player* player) { gCsCamAtX = boss->obj.pos.x; gCsCamAtY = 1000.0f; gCsCamAtZ = boss->obj.pos.z; - - for (i = 10; i < 60; i++) { + for (i = 10; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].unk_0B6 == 0) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); } diff --git a/src/overlays/ovl_i4/fox_sz.c b/src/overlays/ovl_i4/fox_sz.c index e8d68048..7adf6a90 100644 --- a/src/overlays/ovl_i4/fox_sz.c +++ b/src/overlays/ovl_i4/fox_sz.c @@ -1835,7 +1835,7 @@ void SectorZ_8019EA68(void) { Object_SetInfo(&actor->info, actor->obj.id); actor->itemDrop = DROP_SILVER_RING; - if (j++ >= 60) { + if (j++ >= ARRAY_COUNT(gActors)) { break; } actor++; diff --git a/src/overlays/ovl_i5/fox_ma.c b/src/overlays/ovl_i5/fox_ma.c index c43b4fb9..638b2cd9 100644 --- a/src/overlays/ovl_i5/fox_ma.c +++ b/src/overlays/ovl_i5/fox_ma.c @@ -1498,7 +1498,7 @@ void Macbeth_8019F164(Actor* actor) { sp6C.y = gPlayer[0].pos.y - 25.0f - actor->obj.pos.y + actor->fwork[8] + 25.0f; sp6C.z = gPlayer[0].trueZpos - 500.0f - actor->obj.pos.z; - for (i = 0; i < 60; i++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++) { if ((gActors[i].obj.id == OBJ_ACTOR_219) && (gActors[i].obj.status == OBJ_ACTIVE)) { if ((actor->obj.pos.z < (gActors[i].obj.pos.z + 3000.0f)) && ((gActors[i].obj.pos.z - actor->obj.pos.z) < 5000.0f)) { @@ -5106,7 +5106,7 @@ void Macbeth_801AD144(PlayerShot* shot) { temp_fs2 = shot->scale * 40.0f; actor = &gActors[0]; - for (i = 0; i < 60; i++, actor++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++, actor++) { if ((actor->obj.status == OBJ_ACTIVE) && (actor->timer_0C2 == 0) && (actor->obj.id >= OBJ_ACTOR_205) && (actor->obj.id <= OBJ_ACTOR_213)) { temp_s6 = gGameFrameCount % 8U; @@ -6708,47 +6708,47 @@ void Macbeth_801B38E0(void) { s16 i; s16 j; - for (i = 0; i < 65; i++) { + for (i = 0; i < ARRAY_COUNT(gRadarMarks); i++) { gRadarMarks[i].status = 0; } - for (i = 0; i < 100; i++) { + for (i = 0; i < ARRAY_COUNT(gTexturedLines); i++) { gTexturedLines[i].mode = 0; } - for (i = 0; i < 50; i++) { + for (i = 0; i < ARRAY_COUNT(gScenery); i++) { if (gScenery[i].obj.id <= OBJ_SCENERY_91 || gScenery[i].obj.id >= OBJ_SCENERY_97) { Object_Kill(&gScenery[i].obj, gScenery[i].sfxSource); Scenery_Initialize(&gScenery[i]); } } - for (i = 0; i < 40; i++) { + for (i = 0; i < ARRAY_COUNT(gSprites); i++) { gSprites[i].obj.status = OBJ_FREE; Sprite_Initialize(&gSprites[i]); } - for (i = 0; i < 60; i++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++) { Object_Kill(&gActors[i].obj, gActors[i].sfxSource); Actor_Initialize(&gActors[i]); } - for (i = 0; i < 4; i++) { + for (i = 0; i < ARRAY_COUNT(gBosses); i++) { Object_Kill(&gBosses[i].obj, gBosses[i].sfxSource); Boss_Initialize(&gBosses[i]); } - for (i = 0; i < 100; i++) { + for (i = 0; i < ARRAY_COUNT(gEffects); i++) { Object_Kill(&gEffects[i].obj, gEffects[i].sfxSource); Effect_Initialize(&gEffects[i]); } - for (i = 0; i < 20; i++) { + for (i = 0; i < ARRAY_COUNT(gItems); i++) { Object_Kill(&gItems[i].obj, gItems[i].sfxSource); Item_Initialize(&gItems[i]); } - for (i = 0; i < 16; i++) { + for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++) { Object_Kill(&gPlayerShots[i].obj, gPlayerShots[i].sfxSource); PlayerShot_Initialize(&gPlayerShots[i]); } @@ -6758,7 +6758,7 @@ void Macbeth_801B38E0(void) { gFormationInitPos.x = gFormationInitPos.y = gFormationInitPos.z = gFormationInitRot.x = gFormationInitRot.y = gFormationInitRot.z = 0.0f; - for (i = 0; i < 10; i++) { + for (i = 0; i < ARRAY_COUNT(gTeamArrowsViewPos); i++) { gTeamArrowsViewPos[i].x = gTeamArrowsViewPos[i].y = gTeamArrowsViewPos[i].z = 100.0f; } diff --git a/src/overlays/ovl_i5/fox_ti.c b/src/overlays/ovl_i5/fox_ti.c index 4030c037..3116e9d4 100644 --- a/src/overlays/ovl_i5/fox_ti.c +++ b/src/overlays/ovl_i5/fox_ti.c @@ -684,7 +684,7 @@ void Titania_8018ADC4(Actor* actor) { k = 0; actorPtr = gActors; - for (i = 0; i < 60; i++, actorPtr++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++, actorPtr++) { if (actorPtr->obj.status == OBJ_FREE) { Actor_Initialize(actorPtr); actorPtr->obj.status = OBJ_INIT; @@ -1718,7 +1718,7 @@ void Titania_8018E3CC(Actor* actor) { actor->obj.pos.y -= 20.0f; actorPtr = gActors; - for (i = 0; i < 60; i++, actorPtr++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++, actorPtr++) { if (actorPtr->obj.status == OBJ_FREE) { Actor_Initialize(actorPtr); actorPtr->obj.status = OBJ_INIT; @@ -1896,7 +1896,7 @@ void Titania_8018E5F8(Actor* actor) { } if (actor->iwork[3] == 0) { - for (i = 0; i < 100; i++) { + for (i = 0; i < ARRAY_COUNT(gTexturedLines); i++) { if (gTexturedLines[i].mode == 0) { actor->iwork[3] = i + 1; break; @@ -4399,7 +4399,7 @@ void Titania_80193DF0(Boss* boss) { D_i5_801BBEF4[33] = 1.0f; for (i = 0; i < 4; i++) { if (D_i5_801BBEF0[9 + i] == 0) { - for (j = 0; j < 100; j++) { + for (j = 0; j < ARRAY_COUNT(gTexturedLines); j++) { if (gTexturedLines[j].mode == 0) { gTexturedLines[j].mode = 1; D_i5_801BBEF0[9 + i] = j + 1; diff --git a/src/overlays/ovl_i6/fox_andross.c b/src/overlays/ovl_i6/fox_andross.c index 43dbd929..7af536d8 100644 --- a/src/overlays/ovl_i6/fox_andross.c +++ b/src/overlays/ovl_i6/fox_andross.c @@ -1492,7 +1492,7 @@ void Andross_8018CAD4(Effect* effect) { Object_Kill(&effect->obj, effect->sfxSource); if (Rand_ZeroOne() < 0.1f) { item = gItems; - for (i = 0; i < 20; i++, item++) { + for (i = 0; i < ARRAY_COUNT(gItems); i++, item++) { if (item->obj.status == OBJ_FREE) { Item_Initialize(item); item->obj.status = OBJ_INIT; @@ -2377,7 +2377,7 @@ void Andross_8018DBF0(Boss* boss) { if (boss->timer_050 > 0) { playerShot = gPlayerShots; effect = gEffects; - for (i = 0; i < 16; i++, playerShot++) { + for (i = 0; i < ARRAY_COUNT(gPlayerShots); i++, playerShot++) { Math_SmoothStepToF(&playerShot->obj.pos.x, boss->obj.pos.x, 0.5f, boss->fwork[16], 0); Math_SmoothStepToF(&playerShot->obj.pos.y, boss->obj.pos.y - 100.0f, 0.5f, boss->fwork[16], 0); Math_SmoothStepToF(&playerShot->vel.x, 0.0f, 0.9f, 5.0f, 0); @@ -3215,7 +3215,7 @@ void Andross_80192E94(Actor* actor) { break; case 1: otherActor = gActors; - for (i = 0; i < 60; i++, otherActor++) { + for (i = 0; i < ARRAY_COUNT(gActors); i++, otherActor++) { if ((i != actor->index) && (otherActor->obj.status == OBJ_ACTIVE) && (otherActor->obj.id == OBJ_ACTOR_285) && (fabsf(otherActor->obj.pos.z - actor->obj.pos.z) < 200.0f)) { diff --git a/src/overlays/ovl_i6/fox_sy.c b/src/overlays/ovl_i6/fox_sy.c index 425c48e4..1178ba84 100644 --- a/src/overlays/ovl_i6/fox_sy.c +++ b/src/overlays/ovl_i6/fox_sy.c @@ -447,7 +447,7 @@ void SectorY_80198F5C(Boss* boss) { SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 20); } - for (i = 4; i < 60; i++) { + for (i = 4; i < ARRAY_COUNT(gActors); i++) { if (gActors[i].obj.status == OBJ_FREE) { SectorY_80197B30(&gActors[i], boss->index); D_ctx_80177A10[9] = i; @@ -625,7 +625,7 @@ void SectorY_80199438(Boss* boss) { if (boss->swork[25] == 0) { boss->swork[25] = 1; - for (j = 59; j >= 0; j--) { + for (j = ARRAY_COUNT(gActors) - 1; j >= 0; j--) { if (gActors[j].obj.status == OBJ_FREE) { SectorY_801A39FC(&gActors[j], boss->fwork[28], boss->fwork[29], boss->fwork[30], RAND_FLOAT_CENTERED(50.0f), RAND_FLOAT_CENTERED(50.0f), @@ -1644,7 +1644,7 @@ void SectorY_8019C888(Boss* boss) { } if (gBossFrameCount == 250) { - for (i = 59; i >= 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_ACTIVE) { gTeamEventActorIndex[gActors[i].iwork[12]] = i; } @@ -3415,7 +3415,7 @@ void SectorY_801A39FC(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 void SectorY_801A3B50(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, s32 arg6) { s32 i; - for (i = 59; i >= 0; i--) { + for (i = ARRAY_COUNT(gActors) - 1; i >= 0; i--) { if (gActors[i].obj.status == OBJ_FREE) { SectorY_801A39FC(&gActors[i], xPos, yPos, zPos, xVel, yVel, zVel, arg6); break; diff --git a/src/overlays/ovl_i6/fox_turret.c b/src/overlays/ovl_i6/fox_turret.c index 8551a70e..60c8fe9d 100644 --- a/src/overlays/ovl_i6/fox_turret.c +++ b/src/overlays/ovl_i6/fox_turret.c @@ -117,8 +117,8 @@ void Turret_801A58A8(Player* player) { } if (gControllerHold[player->num].button & R_TRIG) { player->unk_1C0++; - if (player->unk_1C0 > 60) { - player->unk_1C0 = 60; + if (player->unk_1C0 > ARRAY_COUNT(gActors)) { + player->unk_1C0 = ARRAY_COUNT(gActors); } else { player->unk_1C0 = player->unk_1C0; }