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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

View file

@ -350,26 +350,24 @@ void EnNiw_SpawnAttackCucco(EnNiw* this, GlobalContext* globalCtx) {
f32 viewY;
f32 viewZ;
Vec3f attackCuccoPos;
EnAttackNiw* attackCucco;
Actor* attackCucco;
if (this->timer5 == 0) {
if (this->unk_296 < 7) {
viewX = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
viewY = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
viewZ = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
attackCuccoPos.x = ((Rand_ZeroOne() - 0.5f) * viewX) + globalCtx->view.eye.x;
attackCuccoPos.y = Rand_CenteredFloat(0.3f) + ((globalCtx->view.eye.y + 50.0f) + (viewY * 0.5f));
attackCuccoPos.z = ((Rand_ZeroOne() - 0.5f) * viewZ) + globalCtx->view.eye.z;
attackCucco = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ATTACK_NIW,
attackCuccoPos.x, attackCuccoPos.y, attackCuccoPos.z, 0, 0, 0, 0);
if ((this->timer5 == 0) && (this->unk_296 < 7)) {
viewX = globalCtx->view.lookAt.x - globalCtx->view.eye.x;
viewY = globalCtx->view.lookAt.y - globalCtx->view.eye.y;
viewZ = globalCtx->view.lookAt.z - globalCtx->view.eye.z;
attackCuccoPos.x = ((Rand_ZeroOne() - 0.5f) * viewX) + globalCtx->view.eye.x;
attackCuccoPos.y = Rand_CenteredFloat(0.3f) + ((globalCtx->view.eye.y + 50.0f) + (viewY * 0.5f));
attackCuccoPos.z = ((Rand_ZeroOne() - 0.5f) * viewZ) + globalCtx->view.eye.z;
attackCucco = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ATTACK_NIW,
attackCuccoPos.x, attackCuccoPos.y, attackCuccoPos.z, 0, 0, 0, 0);
if (attackCucco != NULL) {
this->unk_296++;
this->timer5 = 10;
} else {
osSyncPrintf("\n\n");
osSyncPrintf(VT_FGCOL(GREEN) " ☆☆☆☆☆ 発生できず ☆☆☆☆☆ \n" VT_RST);
}
if (attackCucco != NULL) {
this->unk_296++;
this->timer5 = 10;
} else {
osSyncPrintf("\n\n");
osSyncPrintf(VT_FGCOL(GREEN) " ☆☆☆☆☆ 発生できず ☆☆☆☆☆ \n" VT_RST);
}
}
}
@ -438,9 +436,9 @@ void func_80AB6324(EnNiw* this, GlobalContext* globalCtx) {
void func_80AB63A8(EnNiw* this, GlobalContext* globalCtx) {
if (this->actor.bgCheckFlags & 1 && this->actor.velocity.y < 0.0f) {
this->unk_2AC = this->unk_2B8 = this->actor.world.pos.x;
this->unk_2B0 = this->unk_2BC = this->actor.world.pos.y;
this->unk_2B4 = this->unk_2C0 = this->actor.world.pos.z;
this->unk_2AC.x = this->unk_2B8.x = this->actor.world.pos.x;
this->unk_2AC.y = this->unk_2B8.y = this->actor.world.pos.y;
this->unk_2AC.z = this->unk_2B8.z = this->actor.world.pos.z;
this->timer5 = this->timer4 = this->unk_29E = 0;
this->unk_26C[7] = this->unk_26C[5] = this->unk_26C[6] = this->unk_26C[8] = this->actor.speedXZ =
@ -553,8 +551,8 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
posZ += 20.0f;
}
}
this->unk_2B8 = this->unk_2AC + posY;
this->unk_2C0 = this->unk_2B4 + posZ;
this->unk_2B8.x = this->unk_2AC.x + posY;
this->unk_2B8.z = this->unk_2AC.z + posZ;
} else {
this->timer4 = 4;
if (this->actor.bgCheckFlags & 1) {
@ -567,11 +565,11 @@ void func_80AB6570(EnNiw* this, GlobalContext* globalCtx) {
if (this->timer4 != 0) {
Math_ApproachZeroF(&this->unk_26C[9], 0.5f, 4000.0f);
tmp = 1;
Math_ApproachF(&this->actor.world.pos.x, this->unk_2B8, 1.0f, this->unk_2FC);
Math_ApproachF(&this->actor.world.pos.z, this->unk_2C0, 1.0f, this->unk_2FC);
Math_ApproachF(&this->actor.world.pos.x, this->unk_2B8.x, 1.0f, this->unk_2FC);
Math_ApproachF(&this->actor.world.pos.z, this->unk_2B8.z, 1.0f, this->unk_2FC);
Math_ApproachF(&this->unk_2FC, 3.0f, 1.0f, 0.3f);
posY = this->unk_2B8 - this->actor.world.pos.x;
posZ = this->unk_2C0 - this->actor.world.pos.z;
posY = this->unk_2B8.x - this->actor.world.pos.x;
posZ = this->unk_2B8.z - this->actor.world.pos.z;
if (fabsf(posY) < 10.0f) {
posY = 0.0;
@ -599,9 +597,9 @@ void func_80AB6A38(EnNiw* this, GlobalContext* globalCtx) {
s16 pathIndex = this->path - 1;
if (this->path == 0) {
this->unk_2AC = this->unk_2B8 = this->actor.world.pos.x;
this->unk_2B0 = this->unk_2BC = this->actor.world.pos.y;
this->unk_2B4 = this->unk_2C0 = this->actor.world.pos.z;
this->unk_2AC.x = this->unk_2B8.x = this->actor.world.pos.x;
this->unk_2AC.y = this->unk_2B8.y = this->actor.world.pos.y;
this->unk_2AC.z = this->unk_2B8.z = this->actor.world.pos.z;
this->timer5 = this->timer4 = this->unk_29E = 0;
this->unk_26C[7] = this->unk_26C[5] = this->unk_26C[6] = this->unk_26C[8] = this->actor.speedXZ =
this->unk_2FC = this->unk_300 = 0.0f;
@ -659,9 +657,9 @@ void func_80AB6D08(EnNiw* this, GlobalContext* globalCtx) {
return;
}
if (this->actor.params == 0xE) {
this->unk_2AC = this->unk_2B8 = this->actor.world.pos.x;
this->unk_2B0 = this->unk_2BC = this->actor.world.pos.y;
this->unk_2B4 = this->unk_2C0 = this->actor.world.pos.z;
this->unk_2AC.x = this->unk_2B8.x = this->actor.world.pos.x;
this->unk_2AC.y = this->unk_2B8.y = this->actor.world.pos.y;
this->unk_2AC.z = this->unk_2B8.z = this->actor.world.pos.z;
this->timer5 = this->timer4 = this->unk_29E = 0;
this->unk_26C[7] = this->unk_26C[5] = this->unk_26C[6] = this->unk_26C[8] = this->actor.speedXZ =
@ -806,7 +804,7 @@ void func_80AB714C(EnNiw* this, GlobalContext* globalCtx) {
this->actionFunc = func_80AB7204;
}
func_80AB5BF8(&this->actor, globalCtx, this->unk_2A2);
func_80AB5BF8(this, globalCtx, this->unk_2A2);
}
void func_80AB7204(EnNiw* this, GlobalContext* globalCtx) {
@ -835,9 +833,9 @@ void func_80AB7328(EnNiw* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
if (this->timer6 == 0) {
this->unk_2AC = this->unk_2B8 = this->actor.world.pos.x;
this->unk_2B0 = this->unk_2BC = this->actor.world.pos.y;
this->unk_2B4 = this->unk_2C0 = this->actor.world.pos.z;
this->unk_2AC.x = this->unk_2B8.x = this->actor.world.pos.x;
this->unk_2AC.y = this->unk_2B8.y = this->actor.world.pos.y;
this->unk_2AC.z = this->unk_2B8.z = this->actor.world.pos.z;
this->timer5 = this->timer4 = this->unk_29E = 0;
this->unk_26C[7] = this->unk_26C[5] = this->unk_26C[6] = this->unk_26C[8] = this->actor.speedXZ =
this->unk_2FC = this->unk_300 = 0.0f;
@ -936,7 +934,7 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2A6 = 0;
}
EnNiw_FeatherUpdate(&this->actor, globalCtx);
EnNiw_FeatherUpdate(this, globalCtx);
if (this->timer1 != 0) {
this->timer1--;
}
@ -1011,8 +1009,8 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
osSyncPrintf("\n\n");
thisx->speedXZ = 0.0f;
thisx->gravity = -2.0f;
Math_Vec3f_Copy(&this->unk_2AC, &thisx->home);
Math_Vec3f_Copy(&this->unk_2B8, &thisx->home);
Math_Vec3f_Copy(&this->unk_2AC, &thisx->home.pos);
Math_Vec3f_Copy(&this->unk_2B8, &thisx->home.pos);
this->unk_300 = 0.0f;
this->unk_2FC = 0.0f;
this->unk_2F0.z = 0.0f;
@ -1042,7 +1040,7 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
thisx->params != 0xD && thisx->params != 0xE && thisx->params != 0xA) {
thisx->velocity.y = 0.0f;
thisx->gravity = 0.0f;
Math_Vec3f_Copy(&pos, &thisx->world);
Math_Vec3f_Copy(&pos, &thisx->world.pos);
pos.y += thisx->yDistToWater;
this->timer4 = 30;
EffectSsGSplash_Spawn(globalCtx, &pos, 0, 0, 0, 400);
@ -1069,9 +1067,9 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
this->unk_26C[8] = 0.0f;
this->sfxTimer1 = 10000;
this->unk_2A8 = 1;
this->unk_2AC = this->unk_2B8 = thisx->world.pos.x;
this->unk_2B0 = this->unk_2BC = thisx->world.pos.y;
this->unk_2B4 = this->unk_2C0 = thisx->world.pos.z;
this->unk_2AC.x = this->unk_2B8.x = thisx->world.pos.x;
this->unk_2AC.y = this->unk_2B8.y = thisx->world.pos.y;
this->unk_2AC.z = this->unk_2B8.z = thisx->world.pos.z;
this->actionFunc = func_80AB70A0;
return;
}
@ -1083,7 +1081,7 @@ void EnNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
func_8002F6D4(globalCtx, &this->actor, 2.0f, thisx->world.rot.y, 0.0f, 0x10);
}
func_80AB747C(&this->actor, globalCtx);
func_80AB747C(this, globalCtx);
if (this->sfxTimer2 == 0 && this->actionFunc == func_80AB6BF8) {
this->sfxTimer2 = 7;

View file

@ -51,12 +51,8 @@ typedef struct EnNiw {
/* 0x02A6 */ s16 unk_2A6;
/* 0x02A8 */ s16 unk_2A8;
/* 0x02AA */ s16 unk_2AA;
/* 0x02AC */ f32 unk_2AC;
/* 0x02B0 */ f32 unk_2B0;
/* 0x02B4 */ f32 unk_2B4;
/* 0x02B8 */ f32 unk_2B8;
/* 0x02BC */ f32 unk_2BC;
/* 0x02C0 */ f32 unk_2C0;
/* 0x02AC */ Vec3f unk_2AC;
/* 0x02B8 */ Vec3f unk_2B8;
/* 0x02C4 */ f32 unk_2C4;
/* 0x02C8 */ f32 unk_2C8;
/* 0x02CC */ f32 unk_2CC;