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