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Use intptr in most remaining code files (#1438)
* Use intptr in most remaining code files * Fix missing uintptr_t in actor * Use u8* casts for texture pointer arithmetic * Use bg + 1 instead of casting in Room_DrawBackground2D
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parent
d307a37233
commit
232fdb75d8
15 changed files with 74 additions and 67 deletions
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@ -11,7 +11,8 @@ void EffectSs_InitInfo(PlayState* play, s32 tableSize) {
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for (i = 0; i < ARRAY_COUNT(gEffectSsOverlayTable); i++) {
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overlay = &gEffectSsOverlayTable[i];
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osSyncPrintf("effect index %3d:size=%6dbyte romsize=%6dbyte\n", i,
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(u32)overlay->vramEnd - (u32)overlay->vramStart, overlay->vromEnd - overlay->vromStart);
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(uintptr_t)overlay->vramEnd - (uintptr_t)overlay->vramStart,
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overlay->vromEnd - overlay->vromStart);
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}
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sEffectSsInfo.table = GameState_Alloc(&play->state, tableSize * sizeof(EffectSs), "../z_effect_soft_sprite.c", 289);
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@ -180,7 +181,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
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}
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sEffectSsInfo.searchStartIndex = index + 1;
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overlaySize = (u32)overlayEntry->vramEnd - (u32)overlayEntry->vramStart;
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overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
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if (overlayEntry->vramStart == NULL) {
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// "Not an overlay"
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@ -212,10 +213,11 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
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osSyncPrintf(VT_RST);
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}
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initInfo = (void*)(u32)((overlayEntry->initInfo != NULL)
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? (void*)((u32)overlayEntry->initInfo -
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(s32)((u32)overlayEntry->vramStart - (u32)overlayEntry->loadedRamAddr))
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: NULL);
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initInfo = (void*)(uintptr_t)(
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(overlayEntry->initInfo != NULL)
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? (void*)((uintptr_t)overlayEntry->initInfo -
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(intptr_t)((uintptr_t)overlayEntry->vramStart - (uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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}
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if (initInfo->init == NULL) {
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