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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
This commit is contained in:
Roman971 2023-07-10 21:03:01 +02:00 committed by GitHub
parent d307a37233
commit 232fdb75d8
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15 changed files with 74 additions and 67 deletions

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@ -55,7 +55,7 @@ static MapMarkData** sLoadedMarkDataTable;
void MapMark_Init(PlayState* play) {
MapMarkDataOverlay* overlay = &sMapMarkDataOvl;
u32 overlaySize = (u32)overlay->vramEnd - (u32)overlay->vramStart;
u32 overlaySize = (uintptr_t)overlay->vramEnd - (uintptr_t)overlay->vramStart;
overlay->loadedRamAddr = GameState_Alloc(&play->state, overlaySize, "../z_map_mark.c", 235);
LogUtils_CheckNullPointer("dlftbl->allocp", overlay->loadedRamAddr, "../z_map_mark.c", 236);
@ -63,10 +63,11 @@ void MapMark_Init(PlayState* play) {
Overlay_Load(overlay->vromStart, overlay->vromEnd, overlay->vramStart, overlay->vramEnd, overlay->loadedRamAddr);
sLoadedMarkDataTable = gMapMarkDataTable;
sLoadedMarkDataTable = (void*)(u32)(
(overlay->vramTable != NULL)
? (void*)((u32)overlay->vramTable - (s32)((u32)overlay->vramStart - (u32)overlay->loadedRamAddr))
: NULL);
sLoadedMarkDataTable =
(void*)(uintptr_t)((overlay->vramTable != NULL)
? (void*)((uintptr_t)overlay->vramTable -
(intptr_t)((uintptr_t)overlay->vramStart - (uintptr_t)overlay->loadedRamAddr))
: NULL);
}
void MapMark_ClearPointers(PlayState* play) {