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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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ced724fb9b
commit
02b3640bde
122 changed files with 1129 additions and 1125 deletions
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@ -191,19 +191,19 @@ CsCmdActorAction* func_80AF27AC(GlobalContext* globalCtx, s32 npcActionIdx) {
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s32 func_80AF27D0(EnRu2* this, GlobalContext* globalCtx, u16 arg2, s32 npcActionIdx) {
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CsCmdActorAction* csCmdActorAction = func_80AF27AC(globalCtx, npcActionIdx);
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if (csCmdActorAction != NULL && csCmdActorAction->action == arg2) {
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return 1;
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if ((csCmdActorAction != NULL) && (csCmdActorAction->action == arg2)) {
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return true;
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}
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return 0;
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return false;
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}
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s32 func_80AF281C(EnRu2* this, GlobalContext* globalCtx, u16 arg2, s32 npcActionIdx) {
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CsCmdActorAction* csCmdNPCAction = func_80AF27AC(globalCtx, npcActionIdx);
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if (csCmdNPCAction != NULL && csCmdNPCAction->action != arg2) {
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return 1;
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if ((csCmdNPCAction != NULL) && (csCmdNPCAction->action != arg2)) {
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return true;
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}
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return 0;
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return false;
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}
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void func_80AF2868(EnRu2* this, GlobalContext* globalCtx, u32 npcActionIdx) {
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@ -273,7 +273,7 @@ void func_80AF2AB4(EnRu2* this, GlobalContext* globalCtx) {
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Player* player;
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s16 temp;
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if (gSaveContext.chamberCutsceneNum == 2 && gSaveContext.sceneSetupIndex < 4) {
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if ((gSaveContext.chamberCutsceneNum == 2) && (gSaveContext.sceneSetupIndex < 4)) {
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player = PLAYER;
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this->action = 1;
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globalCtx->csCtx.segment = &D_80AF411C;
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@ -291,7 +291,7 @@ void func_80AF2B44(EnRu2* this, GlobalContext* globalCtx) {
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if (csCtx->state != 0) {
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csCmdNPCAction = csCtx->npcActions[3];
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if (csCmdNPCAction != NULL && csCmdNPCAction->action == 2) {
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if ((csCmdNPCAction != NULL) && (csCmdNPCAction->action == 2)) {
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this->action = 2;
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this->drawConfig = 1;
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func_80AF29DC(this, globalCtx);
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@ -312,7 +312,7 @@ void func_80AF2BC0(EnRu2* this, GlobalContext* globalCtx) {
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if (globalCtx->csCtx.state != 0) {
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csCmdNPCAction = globalCtx->csCtx.npcActions[3];
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if (csCmdNPCAction != NULL && csCmdNPCAction->action == 3) {
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if ((csCmdNPCAction != NULL) && (csCmdNPCAction->action == 3)) {
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Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, Animation_GetLastFrame(animation), ANIMMODE_ONCE,
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0.0f);
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this->action = 4;
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@ -331,7 +331,7 @@ void func_80AF2C68(EnRu2* this, GlobalContext* globalCtx) {
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if (globalCtx->csCtx.state != 0) {
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csCmdNPCAction = globalCtx->csCtx.npcActions[6];
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if (csCmdNPCAction != NULL && csCmdNPCAction->action == 2) {
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if ((csCmdNPCAction != NULL) && (csCmdNPCAction->action == 2)) {
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this->action = 6;
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func_80AF2A38(this, globalCtx);
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}
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@ -560,6 +560,7 @@ void func_80AF3564(EnRu2* this, GlobalContext* globalCtx) {
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func_80AF34F0(this);
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break;
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default:
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// There is no such action!
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osSyncPrintf("En_Ru2_inEnding_Check_DemoMode:そんな動作は無い!!!!!!!!\n");
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break;
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}
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@ -621,7 +622,7 @@ void func_80AF37AC() {
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void func_80AF37CC(EnRu2* this) {
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f32 funcFloat;
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this->unk_2C0 += 1;
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this->unk_2C0++;
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funcFloat = func_8006F9BC((kREG(2) + 0x96) & 0xFFFF, 0, this->unk_2C0, 8, 0);
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this->actor.world.pos.y = this->actor.home.pos.y + (300.0f * funcFloat);
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}
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@ -675,10 +676,12 @@ void func_80AF39DC(EnRu2* this, GlobalContext* globalCtx) {
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if (dialogState == 3) {
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if (this->unk_2C3 != 3) {
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// I'm Komatsu! (cinema scene dev)
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osSyncPrintf("おれが小松だ! \n");
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this->unk_2C2++;
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if (this->unk_2C2 % 6 == 3) {
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player = PLAYER;
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// uorya-! (screeming sound)
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osSyncPrintf("うおりゃー! \n");
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func_8005B1A4(ACTIVE_CAM);
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player->actor.world.pos.x = 820.0f;
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@ -699,13 +702,13 @@ void func_80AF3ADC(EnRu2* this, GlobalContext* globalCtx) {
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this->unk_2C4 += 1.0f;
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if (this->unk_2C4 > kREG(5) + 100.0f) {
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func_80AF28E8(this, &D_0600F8B8, 0, -12.0f, 0);
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this->action = 0x13;
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this->action = 19;
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func_80AF36EC(this, globalCtx);
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}
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}
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void func_80AF3B74(EnRu2* this, GlobalContext* globalCtx) {
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if (this->unk_2C0 > (((u16)(kREG(3) + 0x28)) + ((u16)(kREG(2) + 0x96)) & 0xFFFF)) {
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if (this->unk_2C0 > ((((u16)(kREG(3) + 0x28)) + ((u16)(kREG(2) + 0x96))) & 0xFFFF)) {
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Actor_Kill(&this->actor);
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}
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}
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@ -761,7 +764,8 @@ void func_80AF3D60(EnRu2* this, GlobalContext* globalCtx) {
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void EnRu2_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnRu2* this = THIS;
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if (this->action < 0 || this->action >= 20 || sActionFuncs[this->action] == 0) {
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if ((this->action < 0) || (this->action >= ARRAY_COUNT(sActionFuncs)) || (sActionFuncs[this->action] == NULL)) {
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// Main Mode is improper!
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osSyncPrintf(VT_FGCOL(RED) "メインモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
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return;
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}
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@ -821,7 +825,8 @@ void func_80AF3F20(EnRu2* this, GlobalContext* globalCtx) {
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void EnRu2_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnRu2* this = THIS;
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if (this->drawConfig < 0 || this->drawConfig >= 3 || sDrawFuncs[this->drawConfig] == 0) {
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if ((this->drawConfig < 0) || (this->drawConfig >= ARRAY_COUNT(sDrawFuncs)) || (sDrawFuncs[this->drawConfig] == 0)) {
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// Draw Mode is improper!
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osSyncPrintf(VT_FGCOL(RED) "描画モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
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return;
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}
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