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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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122 changed files with 1129 additions and 1125 deletions
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@ -103,7 +103,7 @@ typedef enum {
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/* 0x01 */ SHELLBLADE_WAIT_CLOSED,
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/* 0x02 */ SHELLBLADE_WAIT_OPEN,
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/* 0x03 */ SHELLBLADE_LUNGE,
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/* 0x04 */ SHELLBLADE_BOUNCE,
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/* 0x04 */ SHELLBLADE_BOUNCE
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} ShellbladeBehavior;
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extern FlexSkeletonHeader D_06002BF0;
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@ -117,7 +117,7 @@ void EnSb_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnSb* this = THIS;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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this->actor.colChkInfo.damageTable = sDamageTable;
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this->actor.colChkInfo.health = 2;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06002BF0, &D_06000194, NULL, NULL, 0);
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Collider_InitCylinder(globalCtx, &this->collider);
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@ -454,7 +454,7 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
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} else {
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this->actor.params = 1;
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}
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if (func_8003305C(this, &this->unk_1E0, globalCtx, this->actor.params) != 0) {
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if (func_8003305C(&this->actor, &this->unk_1E0, globalCtx, this->actor.params) != 0) {
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if (!this->hitByWindArrow) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x80);
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} else {
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@ -502,7 +502,7 @@ void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.x + offset->x);
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flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.y + offset->y);
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flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.z + offset->z);
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EffectSsEnFire_SpawnVec3f(globalCtx, this, &flamePos, 100, 0, 0, -1);
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EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, 100, 0, 0, -1);
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}
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}
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}
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