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Fix most actor compiler warnings (#656)

* functions.h

* Bg_Hidan_Kowarerukabe

* Demo_Geff

* Arrow_Fire

* Demo_Sa

* Arms_Hook

* En_Okarina_Effect

* Demo_Im

* Bg_Menkuri_Kaiten

* Bg_Spot09_Obj (minus CollisionHeader)

* Obj_Hsblock

* Obj_Elevator

* En_Anubice_Tag

* Bg_Ydan_Hasi
(minus BgYdanHasi_MoveWater return shenanigans)

* En_Heishi4

* Demo_Go

* Bg_Spot00_Break

* Bg_Hidan_Kousi

* Bg_Spot17_Bakudankabe

* Bg_Spot18_Basket

* En_Dha

* Bg_Jya_Goroiwa

* En_Js

* Bg_Mori_Hineri

* Bg_Spot18_Shutter

* Bg_Jya_Bombchuiwa

* Bg_Bdan_Objects

* Bg_Jya_Amishutter

* Bg_Toki_Swd

* En_Heishi2

* En_Fu

* Bg_Jya_Kanaami

* Bg_Pushbox

* Bg_Spot12_Saku

* En_Ani

* En_Zl1

* En_Vase

* Bg_Spot05_Soko

* En_Crow (and a rename in En_Firefly)

* Bg_Hidan_Fslift

* En_Dog

* Bg_Heavy_Block

* En_Boom

* Bg_Ddan_Kd

* Bg_Spot16_Bombstone

* Demo_Effect

* Bg_Hidan_Syoku

* En_Firefly

* En_Fw

* Bg_Jya_Bombiwa

* En_Fd

* ovl_Bg_Spot15_Saku

* En_Mb

* Bg_Spot18_Obj

* Bg_Zg

* Bg_Bdan_Switch

* En_Md

* En_Box

* En_Bw

* En_Viewer

* En_Hs2

* Bg_Ydan_Maruta

* En_St

* En_Ru1

* Bg_Ddan_Jd

* En_Sb

* Bg_Jya_Cobra

* Bg_Spot12_Gate

* Bg_Haka_Trap

* En_Ms

* En_Kakasi2

* En_Horse_Link_Child

* Obj_Bombiwa

* En_Ds

* En_Kz

* Bg_Umajump

* Bg_Spot03_Taki

* Door_Toki

* Item_Etcetera

* En_Ru2

* En_Niw

* Bg_Spot15_Rrbox

* Demo_Tre_Lgt

* Obj_Oshihiki

* Bg_Mjin

* Bg_Spot18_Futa

* Bg_Spot01_Idosoko

* En_Arow_Trap

* Bg_Mizu_Uzu

* En_Horse_Zelda

* Player

* fix func_800358DC to work in functions.h

* fix fix to functions.h

* enum fixes

* Some review comments addressed

* DynaPoly_GetActor standardisation

* ovl_Daiku_Kakariko

* ovl_En_Vase

* ovl_En_Mk

* ovl_Bg_Spot00_Hanebasi

* ovl_Bg_Spot06_Objects

* ovl_En_Go

* ovl_En_Go2

* ovl_Bg_Jya_Bombiwa

* ovl_En_Cs

* ovl_En_Dodojr

* ovl_En_Ny

* ovl_En_Mm2

* Apply review suggestion
This commit is contained in:
EllipticEllipsis 2021-02-02 23:44:24 +00:00 committed by GitHub
parent ced724fb9b
commit 02b3640bde
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GPG key ID: 4AEE18F83AFDEB23
122 changed files with 1129 additions and 1125 deletions

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@ -9,13 +9,13 @@ void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx);
void EnCrow_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnCrow_SetupWait(EnCrow* this);
void EnCrow_Wait(EnCrow* this, GlobalContext* globalCtx);
void func_809E10A8(EnCrow* this, GlobalContext* globalCtx);
void func_809E0C8C(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_SetupFlyIdle(EnCrow* this);
void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_Respawn(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_DiveAttack(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx);
void func_809E1004(EnCrow* this, GlobalContext* globalCtx);
void func_809E0E2C(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_TurnAway(EnCrow* this, GlobalContext* globalCtx);
void EnCrow_Damaged(EnCrow* this, GlobalContext* globalCtx);
extern FlexSkeletonHeader D_060010C0;
extern AnimationHeader D_060000F0;
@ -120,7 +120,7 @@ void EnCrow_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
ActorShape_Init(&this->actor.shape, 2000.0f, ActorShadow_DrawCircle, 20.0f);
sDeathCount = 0;
EnCrow_SetupWait(this);
EnCrow_SetupFlyIdle(this);
}
void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx) {
@ -129,21 +129,23 @@ void EnCrow_Destroy(Actor* thisx, GlobalContext* globalCtx) {
Collider_DestroyJntSph(globalCtx, &this->collider);
}
void EnCrow_SetupWait(EnCrow* this) {
// Setup Action functions
void EnCrow_SetupFlyIdle(EnCrow* this) {
this->timer = 100;
this->collider.base.acFlags |= AC_ON;
this->actionFunc = EnCrow_Wait;
this->actionFunc = EnCrow_FlyIdle;
this->skelAnime.playSpeed = 1.0f;
}
void func_809E0384(EnCrow* this) {
void EnCrow_SetupDiveAttack(EnCrow* this) {
this->timer = 300;
this->actor.speedXZ = 4.0f;
this->skelAnime.playSpeed = 2.0f;
this->actionFunc = func_809E0C8C;
this->actionFunc = EnCrow_DiveAttack;
}
void func_809E03B4(EnCrow* this, GlobalContext* globalCtx) {
void EnCrow_SetupDamaged(EnCrow* this, GlobalContext* globalCtx) {
s32 i;
f32 scale;
Vec3f iceParticlePos;
@ -158,7 +160,7 @@ void func_809E03B4(EnCrow* this, GlobalContext* globalCtx) {
this->actor.targetArrowOffset = 0.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_DEAD);
if (this->actor.colChkInfo.damageEffect == 3) {
if (this->actor.colChkInfo.damageEffect == 3) { // Ice arrows
func_8003426C(&this->actor, 0, 255, 0, 40);
for (i = 0; i < 8; i++) {
iceParticlePos.x = ((i & 1 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.x;
@ -167,7 +169,7 @@ void func_809E03B4(EnCrow* this, GlobalContext* globalCtx) {
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &iceParticlePos, 150, 150, 150, 250, 235, 245, 255,
((Rand_ZeroOne() * 0.15f) + 0.85f) * scale);
}
} else if (this->actor.colChkInfo.damageEffect == 2) {
} else if (this->actor.colChkInfo.damageEffect == 2) { // Fire arrows and Din's Fire
func_8003426C(&this->actor, 0x4000, 255, 0, 40);
for (i = 0; i < 4; i++) {
@ -184,7 +186,7 @@ void func_809E03B4(EnCrow* this, GlobalContext* globalCtx) {
this->collider.base.acFlags &= ~AC_ON;
this->actor.flags |= 0x10;
this->actionFunc = func_809E0E2C;
this->actionFunc = EnCrow_Damaged;
}
void EnCrow_SetupDie(EnCrow* this) {
@ -192,7 +194,7 @@ void EnCrow_SetupDie(EnCrow* this) {
this->actionFunc = EnCrow_Die;
}
void func_809E06E8(EnCrow* this) {
void EnCrow_SetupTurnAway(EnCrow* this) {
this->timer = 100;
this->actor.speedXZ = 3.5f;
this->aimRotX = -0x1000;
@ -200,10 +202,10 @@ void func_809E06E8(EnCrow* this) {
this->skelAnime.playSpeed = 2.0f;
func_8003426C(&this->actor, 0, 255, 0, 5);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionFunc = func_809E1004;
this->actionFunc = EnCrow_TurnAway;
}
void func_809E0770(EnCrow* this) {
void EnCrow_SetupRespawn(EnCrow* this) {
if (sDeathCount == 10) {
this->actor.params = 1;
sDeathCount = 0;
@ -222,10 +224,12 @@ void func_809E0770(EnCrow* this) {
this->actor.shape.yOffset = 2000;
this->actor.targetArrowOffset = 2000.0f;
this->actor.draw = NULL;
this->actionFunc = func_809E10A8;
this->actionFunc = EnCrow_Respawn;
}
void EnCrow_Wait(EnCrow* this, GlobalContext* globalCtx) {
// Action functions
void EnCrow_FlyIdle(EnCrow* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
s32 skelanimeUpdated;
s16 var;
@ -278,11 +282,11 @@ void EnCrow_Wait(EnCrow* this, GlobalContext* globalCtx) {
}
if ((this->timer == 0) && (this->actor.xzDistToPlayer < 300.0f) && !(player->stateFlags1 & 0x00800000) &&
(this->actor.yDistToWater < -40.0f) && (Player_GetMask(globalCtx) != PLAYER_MASK_SKULL)) {
func_809E0384(this);
EnCrow_SetupDiveAttack(this);
}
}
void func_809E0C8C(EnCrow* this, GlobalContext* globalCtx) {
void EnCrow_DiveAttack(EnCrow* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
s32 yaw;
Vec3f pos;
@ -320,11 +324,11 @@ void func_809E0C8C(EnCrow* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_ATTACK);
}
EnCrow_SetupWait(this);
EnCrow_SetupFlyIdle(this);
}
}
void func_809E0E2C(EnCrow* this, GlobalContext* globalCtx) {
void EnCrow_Damaged(EnCrow* this, GlobalContext* globalCtx) {
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
this->actor.colorFilterTimer = 40;
@ -334,7 +338,7 @@ void func_809E0E2C(EnCrow* this, GlobalContext* globalCtx) {
this->actor.shape.rot.z += 0x1780;
}
if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
EffectSsDeadDb_Spawn(globalCtx, &this->actor.world, &sZeroVecAccel, &sZeroVecAccel,
EffectSsDeadDb_Spawn(globalCtx, &this->actor.world.pos, &sZeroVecAccel, &sZeroVecAccel,
this->actor.scale.x * 10000.0f, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, 1);
EnCrow_SetupDie(this);
}
@ -357,13 +361,13 @@ void EnCrow_Die(EnCrow* this, GlobalContext* globalCtx) {
} else {
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
}
func_809E0770(this);
EnCrow_SetupRespawn(this);
}
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
}
void func_809E1004(EnCrow* this, GlobalContext* globalCtx) {
void EnCrow_TurnAway(EnCrow* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->actor.bgCheckFlags & 8) {
@ -379,11 +383,11 @@ void func_809E1004(EnCrow* this, GlobalContext* globalCtx) {
this->timer--;
}
if (this->timer == 0) {
EnCrow_SetupWait(this);
EnCrow_SetupFlyIdle(this);
}
}
void func_809E10A8(EnCrow* this, GlobalContext* globalCtx) {
void EnCrow_Respawn(EnCrow* this, GlobalContext* globalCtx) {
f32 target;
if (this->timer != 0) {
@ -402,24 +406,24 @@ void func_809E10A8(EnCrow* this, GlobalContext* globalCtx) {
this->actor.flags |= 1;
this->actor.flags &= ~0x10;
this->actor.colChkInfo.health = 1;
EnCrow_SetupWait(this);
EnCrow_SetupFlyIdle(this);
}
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
}
}
void func_809E1174(EnCrow* this, GlobalContext* globalCtx) {
void EnCrow_UpdateDamage(EnCrow* this, GlobalContext* globalCtx) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
func_80035650(&this->actor, &this->collider.elements[0].info, 1);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->actor.colChkInfo.damageEffect == 1) {
func_809E06E8(this);
if (this->actor.colChkInfo.damageEffect == 1) { // Deku Nuts
EnCrow_SetupTurnAway(this);
} else {
Actor_ApplyDamage(&this->actor);
this->actor.flags &= ~1;
func_80032C7C(globalCtx, &this->actor);
func_809E03B4(this, globalCtx);
EnCrow_SetupDamaged(this, globalCtx);
}
}
}
@ -431,13 +435,13 @@ void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
f32 height;
f32 scale;
func_809E1174(this, globalCtx);
EnCrow_UpdateDamage(this, globalCtx);
this->actionFunc(this, globalCtx);
scale = this->actor.scale.x * 100.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.world.rot.x = -this->actor.shape.rot.x;
if (this->actionFunc != func_809E10A8) {
if (this->actionFunc != EnCrow_Respawn) {
if (this->actor.colChkInfo.health != 0) {
height = 20.0f * scale;
func_8002D97C(&this->actor);
@ -454,7 +458,7 @@ void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + height;
this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
if (this->actionFunc == func_809E0C8C) {
if (this->actionFunc == EnCrow_DiveAttack) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
@ -462,7 +466,7 @@ void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
if (this->actionFunc != func_809E10A8) {
if (this->actionFunc != EnCrow_Respawn) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}