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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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15 changed files with 74 additions and 67 deletions
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@ -55,7 +55,7 @@ static MapMarkData** sLoadedMarkDataTable;
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void MapMark_Init(PlayState* play) {
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MapMarkDataOverlay* overlay = &sMapMarkDataOvl;
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u32 overlaySize = (u32)overlay->vramEnd - (u32)overlay->vramStart;
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u32 overlaySize = (uintptr_t)overlay->vramEnd - (uintptr_t)overlay->vramStart;
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overlay->loadedRamAddr = GameState_Alloc(&play->state, overlaySize, "../z_map_mark.c", 235);
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LogUtils_CheckNullPointer("dlftbl->allocp", overlay->loadedRamAddr, "../z_map_mark.c", 236);
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@ -63,10 +63,11 @@ void MapMark_Init(PlayState* play) {
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Overlay_Load(overlay->vromStart, overlay->vromEnd, overlay->vramStart, overlay->vramEnd, overlay->loadedRamAddr);
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sLoadedMarkDataTable = gMapMarkDataTable;
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sLoadedMarkDataTable = (void*)(u32)(
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(overlay->vramTable != NULL)
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? (void*)((u32)overlay->vramTable - (s32)((u32)overlay->vramStart - (u32)overlay->loadedRamAddr))
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: NULL);
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sLoadedMarkDataTable =
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(void*)(uintptr_t)((overlay->vramTable != NULL)
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? (void*)((uintptr_t)overlay->vramTable -
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(intptr_t)((uintptr_t)overlay->vramStart - (uintptr_t)overlay->loadedRamAddr))
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: NULL);
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}
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void MapMark_ClearPointers(PlayState* play) {
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