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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
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parent
ced724fb9b
commit
02b3640bde
122 changed files with 1129 additions and 1125 deletions
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@ -285,24 +285,23 @@ void func_80A535BC(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A53638(EnHeishi2* this, GlobalContext* globalCtx) {
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Actor* thisx;
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f32 frameCount;
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BgSpot15Saku* actor;
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s32 pad;
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f32 frameCount = this->skelAnime.curFrame;
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BgSpot15Saku* actor = (BgSpot15Saku*)globalCtx->actorCtx.actorLists[ACTORCAT_ITEMACTION].head;
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frameCount = this->skelAnime.curFrame;
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thisx = &this->actor;
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actor = globalCtx->actorCtx.actorLists[ACTORCAT_ITEMACTION].head;
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SkelAnime_Update(&this->skelAnime);
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if ((frameCount >= 12.0f) && (!this->audioFlag)) {
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Audio_PlayActorSound2(thisx, NA_SE_EV_SPEAR_HIT);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_SPEAR_HIT);
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this->audioFlag = 1;
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}
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if (this->unk_2EC <= frameCount) {
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while (actor != NULL) {
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if (ACTOR_BG_SPOT15_SAKU != actor->dyna.actor.id) {
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if (actor->dyna.actor.id != ACTOR_BG_SPOT15_SAKU) {
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actor = (BgSpot15Saku*)(actor->dyna.actor.next);
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} else {
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this->gate = actor;
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this->gate = &actor->dyna.actor;
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actor->unk_168 = 1;
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break;
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}
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@ -469,7 +468,7 @@ void func_80A53D0C(EnHeishi2* this, GlobalContext* globalCtx) {
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if (gate->dyna.actor.id != ACTOR_BG_GATE_SHUTTER) {
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gate = (BgGateShutter*)gate->dyna.actor.next;
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} else {
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this->gate = gate;
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this->gate = &gate->dyna.actor;
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gate->openingState = 1;
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break;
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}
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@ -615,24 +614,22 @@ void func_80A54320(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A543A0(EnHeishi2* this, GlobalContext* globalCtx) {
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Actor* thisx;
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f32 frameCount;
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BgGateShutter* gate;
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frameCount = this->skelAnime.curFrame;
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thisx = &this->actor;
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gate = (BgGateShutter*)(globalCtx->actorCtx.actorLists[ACTORCAT_ITEMACTION].head);
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s32 pad;
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f32 frameCount = this->skelAnime.curFrame;
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BgGateShutter* gate = (BgGateShutter*)(globalCtx->actorCtx.actorLists[ACTORCAT_ITEMACTION].head);
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SkelAnime_Update(&this->skelAnime);
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if ((frameCount >= 12.0f) && (!this->audioFlag)) {
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Audio_PlayActorSound2(thisx, NA_SE_EV_SPEAR_HIT);
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_SPEAR_HIT);
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this->audioFlag = 1;
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}
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if (this->unk_2EC <= frameCount) {
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while (gate != NULL) {
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if (ACTOR_BG_GATE_SHUTTER != gate->dyna.actor.id) {
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gate = (BgGateShutter*)(gate->dyna.actor.next);
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} else {
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this->gate = gate;
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this->gate = &gate->dyna.actor;
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if (this->unk_30A != 2) {
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gate->openingState = -1;
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break;
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@ -648,6 +645,7 @@ void func_80A543A0(EnHeishi2* this, GlobalContext* globalCtx) {
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this->actionFunc = func_80A53DF8;
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}
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}
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void func_80A544AC(EnHeishi2* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.z, -6100, 5, this->unk_2E4, 0);
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Math_ApproachF(&this->unk_2E4, 3000.0f, 1.0f, 500.0f);
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@ -661,7 +659,7 @@ void func_80A544AC(EnHeishi2* this, GlobalContext* globalCtx) {
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}
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void func_80A5455C(EnHeishi2* this, GlobalContext* globalCtx) {
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Actor* thisx = &this->actor;
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s32 pad;
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Vec3f pos;
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f32 rotY;
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EnBom* bomb;
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@ -673,7 +671,7 @@ void func_80A5455C(EnHeishi2* this, GlobalContext* globalCtx) {
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pos.x = Rand_CenteredFloat(20.0f) + this->unk_274.x;
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pos.y = Rand_CenteredFloat(20.0f) + (this->unk_274.y - 40.0f);
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pos.z = Rand_CenteredFloat(20.0f) + (this->unk_274.z - 20.0f);
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rotY = Rand_CenteredFloat(7000.0f) + thisx->yawTowardsPlayer;
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rotY = Rand_CenteredFloat(7000.0f) + this->actor.yawTowardsPlayer;
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bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0);
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if (bomb != NULL) {
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bomb->actor.speedXZ = Rand_CenteredFloat(5.0f) + 10.0f;
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@ -837,6 +835,7 @@ s32 EnHeishi2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dL
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void EnHeishi2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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EnHeishi2* this = THIS;
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if (limbIndex == 16) {
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Matrix_Get(&this->mtxf_330);
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}
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