mirror of
https://github.com/zeldaret/oot.git
synced 2024-12-27 23:36:22 +00:00
Fix many missing NULLs (#1389)
* Fix many missing NULLs * Fix a raw actor id in en_horse
This commit is contained in:
parent
78e528d6fb
commit
2f4c25da53
42 changed files with 66 additions and 64 deletions
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@ -445,7 +445,7 @@ s32 DmaMgr_SendRequest1(void* ram, uintptr_t vrom, u32 size, const char* file, s
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req.filename = file;
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req.line = line;
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osCreateMesgQueue(&queue, &msg, 1);
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ret = DmaMgr_SendRequestImpl(&req, ram, vrom, size, 0, &queue, 0);
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ret = DmaMgr_SendRequestImpl(&req, ram, vrom, size, 0, &queue, NULL);
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if (ret == -1) {
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return ret;
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}
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@ -553,7 +553,7 @@ EnvelopePoint gDefaultEnvelope[] = {
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NoteSubEu gZeroNoteSub = { 0 };
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NoteSubEu gDefaultNoteSub = {
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{ 1, 1, 0, 0, 0, 0, 0, 0 }, { 0 }, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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{ 1, 1, 0, 0, 0, 0, 0, 0 }, { 0 }, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0,
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};
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u16 gHaasEffectDelaySizes[64] = {
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@ -1085,7 +1085,7 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
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}
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filter = noteSubEu->filter;
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if (filter != 0) {
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if (filter != NULL) {
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AudioSynth_LoadFilterSize(cmd++, aiBufLen * SAMPLE_SIZE, filter);
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AudioSynth_LoadFilterBuffer(cmd++, flags, DMEM_TEMP, synthState->synthesisBuffers->mixEnvelopeState);
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}
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@ -3071,7 +3071,7 @@ void AudioDebug_Draw(GfxPrint* printer) {
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}
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GfxPrint_SetPos(printer, 3, 24);
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if (sSariaBgmPtr != 0) {
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if (sSariaBgmPtr != NULL) {
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GfxPrint_Printf(printer, "SARIA BGM PTR %08x", sSariaBgmPtr);
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}
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@ -73,10 +73,10 @@ void func_800FCA18(void* blk, u32 nBlk, u32 blkSize, arg3_800FCA18 arg3, s32 arg
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u32 pos;
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u32 end;
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if (blk == 0) {
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if (blk == NULL) {
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return;
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}
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if (arg3 != 0) {
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if (arg3 != NULL) {
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end = (u32)blk;
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pos = (u32)end + (nBlk * blkSize);
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@ -1272,7 +1272,7 @@ void Fault_Init(void) {
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gFaultMgr.faultHandlerEnabled = true;
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osCreateMesgQueue(&sFaultInstance->queue, &sFaultInstance->msg, 1);
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StackCheck_Init(&sFaultThreadInfo, sFaultStack, STACK_TOP(sFaultStack), 0, 0x100, "fault");
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osCreateThread(&sFaultInstance->thread, THREAD_ID_FAULT, Fault_ThreadEntry, 0, STACK_TOP(sFaultStack),
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osCreateThread(&sFaultInstance->thread, THREAD_ID_FAULT, Fault_ThreadEntry, NULL, STACK_TOP(sFaultStack),
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THREAD_PRI_FAULT);
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osStartThread(&sFaultInstance->thread);
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}
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@ -7,7 +7,7 @@ void Overlay_LoadGameState(GameStateOverlay* overlayEntry) {
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return;
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}
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if (overlayEntry->vramStart == 0) {
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if (overlayEntry->vramStart == NULL) {
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overlayEntry->unk_28 = 0;
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} else {
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overlayEntry->loadedRamAddr = Overlay_AllocateAndLoad(overlayEntry->vromStart, overlayEntry->vromEnd,
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@ -2682,7 +2682,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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return NULL;
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}
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if (overlayEntry->vramStart == 0) {
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if (overlayEntry->vramStart == NULL) {
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if (HREG(20) != 0) {
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osSyncPrintf("オーバーレイではありません\n"); // "Not an overlay"
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}
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@ -2894,7 +2894,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
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ZeldaArena_FreeDebug(actor, "../z_actor.c", 7242);
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if (overlayEntry->vramStart == 0) {
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if (overlayEntry->vramStart == NULL) {
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if (HREG(20) != 0) {
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osSyncPrintf("オーバーレイではありません\n"); // "Not an overlay"
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}
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@ -3001,7 +3001,7 @@ Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr,
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}
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}
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if (D_8015BBE8 == 0) {
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if (D_8015BBE8 == NULL) {
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*actorPtr = D_8015BBEC;
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} else {
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*actorPtr = D_8015BBE8;
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@ -680,7 +680,7 @@ s32 Collider_ResetTrisElementOC(PlayState* play, ColliderTrisElement* element) {
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s32 Collider_InitTris(PlayState* play, ColliderTris* tris) {
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Collider_InitBase(play, &tris->base);
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tris->count = 0;
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tris->elements = 0;
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tris->elements = NULL;
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return true;
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}
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@ -64,7 +64,7 @@ void KaleidoManager_Init(PlayState* play) {
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osSyncPrintf("KaleidoArea %08x - %08x\n", sKaleidoAreaPtr, (u32)sKaleidoAreaPtr + largestSize);
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osSyncPrintf(VT_RST);
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gKaleidoMgrCurOvl = 0;
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gKaleidoMgrCurOvl = NULL;
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}
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void KaleidoManager_Destroy(void) {
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@ -175,7 +175,7 @@ void Play_Destroy(GameState* thisx) {
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Player* player = GET_PLAYER(this);
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this->state.gfxCtx->callback = NULL;
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this->state.gfxCtx->callbackParam = 0;
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this->state.gfxCtx->callbackParam = NULL;
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SREG(91) = 0;
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R_PAUSE_MENU_MODE = 0;
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@ -208,7 +208,7 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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newDList = limbDList = rootLimb->dLists[lod];
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if ((overrideLimbDraw == 0) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, arg)) {
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if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, arg)) {
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Matrix_TranslateRotateZYX(&pos, &rot);
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if (newDList != NULL) {
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Matrix_ToMtx(mtx, "../z_skelanime.c", 1033);
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@ -26,7 +26,7 @@ s32 osPfsFindFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* e
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if ((dir.company_code == companyCode) && (dir.game_code == gameCode)) {
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err = 0;
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if (gameName != 0) {
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if (gameName != NULL) {
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for (i = 0; i < PFS_FILE_NAME_LEN; i++) {
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if (dir.game_name[i] != gameName[i]) {
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err = 1;
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@ -34,7 +34,7 @@ s32 osPfsFindFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* e
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}
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}
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}
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if ((extName != 0) && (err == 0)) {
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if ((extName != NULL) && (err == 0)) {
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for (i = 0; i < PFS_FILE_EXT_LEN; i++) {
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if (dir.ext_name[i] != extName[i]) {
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err = 1;
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@ -64,7 +64,7 @@ void func_8086E638(BgBomGuard* this, PlayState* play) {
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this->unk_168 = 0;
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while (it != 0) {
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while (it != NULL) {
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if (it->id == ACTOR_EN_BOM_BOWL_MAN) {
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if ((((EnBomBowlMan*)it)->minigamePlayStatus != 0) && (fabsf(play->view.eye.x) > -20.0f) &&
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(fabsf(play->view.eye.y) > 110.0f)) {
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@ -180,7 +180,7 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) {
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thisx->uncullZoneScale = 500.0f;
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}
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CollisionCheck_SetInfo(&thisx->colChkInfo, 0, &sColChkInfoInit);
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CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
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}
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void BgHakaTrap_Destroy(Actor* thisx, PlayState* play) {
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@ -110,7 +110,7 @@ void func_80899950(BgJyaKanaami* this, PlayState* play) {
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}
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void func_80899A08(BgJyaKanaami* this) {
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this->actionFunc = 0;
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this->actionFunc = NULL;
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this->dyna.actor.world.rot.x = 0x4000;
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}
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@ -285,11 +285,11 @@ void DemoEc_DrawSkeletonCustomColor(DemoEc* this, PlayState* play, Gfx* arg2, Gf
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Gfx_SetupDL_25Opa(gfxCtx);
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if (arg2 != 0) {
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if (arg2 != NULL) {
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gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(arg2));
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}
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if (arg3 != 0) {
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if (arg3 != NULL) {
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gSPSegment(POLY_OPA_DISP++, 0x0B, SEGMENTED_TO_VIRTUAL(arg3));
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}
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@ -370,7 +370,7 @@ void DemoEc_UpdateIngo(DemoEc* this, PlayState* play) {
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}
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void DemoEc_DrawIngo(DemoEc* this, PlayState* play) {
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DemoEc_DrawSkeleton(this, play, gIngoEyeClosed2Tex, gIngoRedTex, 0, 0);
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DemoEc_DrawSkeleton(this, play, gIngoEyeClosed2Tex, gIngoRedTex, NULL, NULL);
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}
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void DemoEc_InitTalon(DemoEc* this, PlayState* play) {
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@ -705,7 +705,7 @@ void DemoEc_CarpenterPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, V
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}
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void DemoEc_DrawCarpenter(DemoEc* this, PlayState* play) {
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DemoEc_DrawSkeleton(this, play, NULL, 0, DemoEc_CarpenterOverrideLimbDraw, DemoEc_CarpenterPostLimbDraw);
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DemoEc_DrawSkeleton(this, play, NULL, NULL, DemoEc_CarpenterOverrideLimbDraw, DemoEc_CarpenterPostLimbDraw);
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}
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void DemoEc_InitGerudo(DemoEc* this, PlayState* play) {
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@ -303,7 +303,7 @@ void func_8097D130(DemoGo* this, PlayState* play) {
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void DemoGo_Update(Actor* thisx, PlayState* play) {
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DemoGo* this = (DemoGo*)thisx;
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if (this->action < 0 || this->action >= 7 || D_8097D44C[this->action] == 0) {
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if (this->action < 0 || this->action >= 7 || D_8097D44C[this->action] == NULL) {
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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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@ -136,7 +136,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (play->csCtx.state != 0) {
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if ((play->csCtx.npcActions[1] != 0) && (play->csCtx.npcActions[1]->action == 2)) {
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if ((play->csCtx.npcActions[1] != NULL) && (play->csCtx.npcActions[1]->action == 2)) {
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gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_002570);
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}
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}
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@ -146,7 +146,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (play->csCtx.state != 0) {
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CsCmdActorAction* csActorAction = play->csCtx.npcActions[2];
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if (csActorAction != 0) {
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if (csActorAction != NULL) {
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csAction = csActorAction->action;
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if ((csAction == 2) || (csAction == 3)) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 200, 255);
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@ -345,7 +345,7 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actionFunc != func_809B5C18)) {
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Math_Vec3f_Copy(&sp30, &this->actor.world.pos);
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sp30.y += this->actor.yDistToWater;
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EffectSsGSplash_Spawn(play, &sp30, 0, 0, 0, 0x190);
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EffectSsGSplash_Spawn(play, &sp30, NULL, NULL, 0, 0x190);
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this->unk_2DC = 0.0f;
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this->actor.gravity = 0.0f;
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this->unk_2E0 = 0.0f;
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@ -260,7 +260,7 @@ void EnDog_Init(Actor* thisx, PlayState* play) {
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, 0, &sColChkInfoInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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Actor_SetScale(&this->actor, 0.0075f);
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this->waypoint = 0;
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this->actor.gravity = -1.0f;
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@ -281,7 +281,7 @@ void EnDu_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &gDaruniaSkel, NULL, 0, 0, 0);
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SkelAnime_InitFlex(play, &this->skelAnime, &gDaruniaSkel, NULL, NULL, NULL, 0);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
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@ -254,7 +254,7 @@ void EnExRuppy_Sink(EnExRuppy* this, PlayState* play) {
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pos.y += this->actor.yDistToWater;
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this->actor.velocity.y = -1.0f;
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this->actor.gravity = -0.2f;
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EffectSsGSplash_Spawn(play, &pos, 0, 0, 0, 800);
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EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 800);
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func_80078914(&this->actor.projectedPos, NA_SE_EV_BOMB_DROP_WATER);
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this->actionFunc = EnExRuppy_WaitInGame;
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}
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@ -625,7 +625,7 @@ void EnGo_Init(Actor* thisx, PlayState* play) {
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Vec3f D_80A41BA8 = { 0.0f, 0.0f, 0.0f }; // unused
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGoronSkel, NULL, 0, 0, 0);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGoronSkel, NULL, NULL, NULL, 0);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
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@ -284,7 +284,7 @@ void EnGoroiwa_SpawnWaterEffects(PlayState* play, Vec3f* contactPos) {
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splashPos.x = contactPos->x + (Math_SinS(angle) * 55.0f);
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splashPos.y = contactPos->y;
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splashPos.z = contactPos->z + (Math_CosS(angle) * 55.0f);
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EffectSsGSplash_Spawn(play, &splashPos, 0, 0, 0, 350);
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EffectSsGSplash_Spawn(play, &splashPos, NULL, NULL, 0, 350);
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}
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EffectSsGRipple_Spawn(play, contactPos, 300, 700, 0);
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@ -111,7 +111,7 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
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this->actor.world.pos.z += 90.0f;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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Collider_DestroyCylinder(play, &this->collider);
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func_8002DF54(play, 0, 8);
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func_8002DF54(play, NULL, 8);
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_4;
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this->actionFunc = func_80A544AC;
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}
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@ -423,7 +423,7 @@ void func_80A53AD4(EnHeishi2* this, PlayState* play) {
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void func_80A53C0C(EnHeishi2* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if ((this->unk_300 == Message_GetState(&play->msgCtx)) && Message_ShouldAdvance(play)) {
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func_8002DF54(play, 0, 8);
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func_8002DF54(play, NULL, 8);
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play->msgCtx.msgMode = MSGMODE_PAUSED;
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this->actionFunc = func_80A53C90;
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}
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@ -525,7 +525,7 @@ void func_80A54038(EnHeishi2* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
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SET_INFTABLE(INFTABLE_76);
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Message_CloseTextbox(play);
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func_8002DF54(play, 0, 7);
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func_8002DF54(play, NULL, 7);
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this->actionFunc = func_80A53908;
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}
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}
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@ -2385,7 +2385,7 @@ void EnHorse_CutsceneUpdate(EnHorse* this, PlayState* play) {
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EnHorse_Freeze(this);
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return;
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}
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if (linkCsAction != 0) {
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if (linkCsAction != NULL) {
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csFunctionIdx = EnHorse_GetCutsceneFunctionIndex(linkCsAction->action);
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if (csFunctionIdx != 0) {
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if (this->cutsceneAction != csFunctionIdx) {
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@ -2956,7 +2956,7 @@ void EnHorse_CheckFloors(EnHorse* this, PlayState* play) {
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}
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floorSlope = RAD_TO_BINANG(Math_FAtan2F(this->yBack - this->yFront, 60.0f));
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if (this->actor.floorPoly != 0) {
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if (this->actor.floorPoly != NULL) {
|
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nx = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.x);
|
||||
ny = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.y);
|
||||
nz = COLPOLY_GET_NORMAL(this->actor.floorPoly->normal.z);
|
||||
|
@ -3207,7 +3207,8 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
|
|||
}
|
||||
|
||||
dynaPoly = DynaPoly_GetActor(&play->colCtx, bgId);
|
||||
if ((this->stateFlags & ENHORSE_FLAG_26) && ((dynaPoly && dynaPoly->actor.id != 0x108) || dynaPoly == 0)) {
|
||||
if ((this->stateFlags & ENHORSE_FLAG_26) &&
|
||||
((dynaPoly && dynaPoly->actor.id != ACTOR_BG_UMAJUMP) || dynaPoly == NULL)) {
|
||||
if (movingFast == false) {
|
||||
this->stateFlags |= ENHORSE_FORCE_REVERSING;
|
||||
} else if (movingFast == true) {
|
||||
|
|
|
@ -186,7 +186,7 @@ void EnHorseGanon_Init(Actor* thisx, PlayState* play) {
|
|||
Collider_InitJntSph(play, &this->colliderHead);
|
||||
Collider_SetJntSph(play, &this->colliderHead, &this->actor, &sJntSphInit, this->headElements);
|
||||
|
||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, 0, &sColChkInfoInit);
|
||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
||||
func_80A68AC4(this);
|
||||
}
|
||||
|
||||
|
|
|
@ -445,7 +445,7 @@ void EnIshi_Fly(EnIshi* this, PlayState* play) {
|
|||
contactPos.x = this->actor.world.pos.x;
|
||||
contactPos.y = this->actor.world.pos.y + this->actor.yDistToWater;
|
||||
contactPos.z = this->actor.world.pos.z;
|
||||
EffectSsGSplash_Spawn(play, &contactPos, 0, 0, 0, 350);
|
||||
EffectSsGSplash_Spawn(play, &contactPos, NULL, NULL, 0, 350);
|
||||
if (type == ROCK_SMALL) {
|
||||
EffectSsGRipple_Spawn(play, &contactPos, 150, 650, 0);
|
||||
EffectSsGRipple_Spawn(play, &contactPos, 400, 800, 4);
|
||||
|
|
|
@ -52,7 +52,7 @@ void EnIt_Init(Actor* thisx, PlayState* play) {
|
|||
this->actor.params = 0x0D05;
|
||||
Collider_InitCylinder(play, &this->collider);
|
||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
|
||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, 0, &sColChkInfoInit);
|
||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
|
||||
}
|
||||
|
||||
void EnIt_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -1044,7 +1044,7 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
|
|||
Math_Vec3f_Copy(&pos, &thisx->world.pos);
|
||||
pos.y += thisx->yDistToWater;
|
||||
this->timer4 = 30;
|
||||
EffectSsGSplash_Spawn(play, &pos, 0, 0, 0, 400);
|
||||
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400);
|
||||
this->timer5 = 0;
|
||||
osSyncPrintf("\n\n");
|
||||
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ ぶくぶく ☆☆☆☆☆ \n" VT_RST);
|
||||
|
|
|
@ -2017,7 +2017,7 @@ void EnOssan_InitZoraShopkeeper(EnOssan* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnOssan_InitPotionShopkeeper(EnOssan* this, PlayState* play) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &object_ds2_Skel_004258, &object_ds2_Anim_0002E4, 0, 0, 0);
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &object_ds2_Skel_004258, &object_ds2_Anim_0002E4, NULL, NULL, 0);
|
||||
this->actor.draw = EnOssan_DrawPotionShopkeeper;
|
||||
this->obj3ToSeg6Func = NULL;
|
||||
}
|
||||
|
@ -2029,7 +2029,7 @@ void EnOssan_InitHappyMaskShopkeeper(EnOssan* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnOssan_InitBombchuShopkeeper(EnOssan* this, PlayState* play) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &object_rs_Skel_004868, &object_rs_Anim_00065C, 0, 0, 0);
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &object_rs_Skel_004868, &object_rs_Anim_00065C, NULL, NULL, 0);
|
||||
this->actor.draw = EnOssan_DrawBombchuShopkeeper;
|
||||
this->obj3ToSeg6Func = NULL;
|
||||
}
|
||||
|
|
|
@ -828,7 +828,7 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) {
|
|||
if (this->actor.colChkInfo.health == 0) {
|
||||
EnRd_UpdateMourningTarget(play, &this->actor, true);
|
||||
EnRd_SetupDead(this);
|
||||
Item_DropCollectibleRandom(play, 0, &this->actor.world.pos, 0x90);
|
||||
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x90);
|
||||
} else {
|
||||
EnRd_SetupDamaged(this);
|
||||
}
|
||||
|
|
|
@ -453,7 +453,7 @@ void EnRu1_SpawnSplash(EnRu1* this, PlayState* play) {
|
|||
pos.y = this->actor.world.pos.y + this->actor.yDistToWater;
|
||||
pos.z = this->actor.world.pos.z;
|
||||
|
||||
EffectSsGSplash_Spawn(play, &pos, 0, 0, 1, 0);
|
||||
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 1, 0);
|
||||
}
|
||||
|
||||
void func_80AEB6E0(EnRu1* this, PlayState* play) {
|
||||
|
@ -1601,7 +1601,7 @@ s32 func_80AEE6D0(EnRu1* this, PlayState* play) {
|
|||
s32 pad;
|
||||
s8 curRoomNum = play->roomCtx.curRoom.num;
|
||||
|
||||
if (!GET_INFTABLE(INFTABLE_144) && (func_80AEB124(play) != 0)) {
|
||||
if (!GET_INFTABLE(INFTABLE_144) && (func_80AEB124(play) != NULL)) {
|
||||
if (!Player_InCsMode(play)) {
|
||||
Animation_Change(&this->skelAnime, &gRutoChildSeesSapphireAnim, 1.0f, 0,
|
||||
Animation_GetLastFrame(&gRutoChildSquirmAnim), ANIMMODE_LOOP, -8.0f);
|
||||
|
@ -2361,7 +2361,7 @@ void EnRu1_DrawXlu(EnRu1* this, PlayState* play) {
|
|||
void EnRu1_Draw(Actor* thisx, PlayState* play) {
|
||||
EnRu1* this = (EnRu1*)thisx;
|
||||
|
||||
if (this->drawConfig < 0 || this->drawConfig >= ARRAY_COUNT(sDrawFuncs) || sDrawFuncs[this->drawConfig] == 0) {
|
||||
if (this->drawConfig < 0 || this->drawConfig >= ARRAY_COUNT(sDrawFuncs) || sDrawFuncs[this->drawConfig] == NULL) {
|
||||
// "Draw mode is improper!"
|
||||
osSyncPrintf(VT_FGCOL(RED) "描画モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
|
||||
return;
|
||||
|
|
|
@ -817,7 +817,7 @@ void EnRu2_Draw(Actor* thisx, PlayState* play) {
|
|||
EnRu2* this = (EnRu2*)thisx;
|
||||
|
||||
if ((this->drawConfig < 0) || (this->drawConfig >= ARRAY_COUNT(sDrawFuncs)) ||
|
||||
(sDrawFuncs[this->drawConfig] == 0)) {
|
||||
(sDrawFuncs[this->drawConfig] == NULL)) {
|
||||
// "Draw Mode is improper!"
|
||||
osSyncPrintf(VT_FGCOL(RED) "描画モードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
|
||||
return;
|
||||
|
|
|
@ -144,7 +144,7 @@ void EnSkb_SpawnDebris(PlayState* play, EnSkb* this, Vec3f* spawnPos) {
|
|||
accel.z = Rand_CenteredFloat(1.0f);
|
||||
vel.y += (Rand_ZeroOne() - 0.5f) * 4.0f;
|
||||
scale = (Rand_ZeroOne() * 5.0f) + 12.0f;
|
||||
EffectSsHahen_Spawn(play, &pos, &vel, &accel, 2, scale * 0.8f, -1, 10, 0);
|
||||
EffectSsHahen_Spawn(play, &pos, &vel, &accel, 2, scale * 0.8f, -1, 10, NULL);
|
||||
func_80033480(play, &pos, 10.0f, 1, 150, 0, 1);
|
||||
}
|
||||
|
||||
|
|
|
@ -431,7 +431,7 @@ void EnTr_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (1) {}
|
||||
|
||||
if ((play->csCtx.state == CS_STATE_IDLE) || (play->csCtx.npcActions[this->actionIndex] == 0)) {
|
||||
if ((play->csCtx.state == CS_STATE_IDLE) || (play->csCtx.npcActions[this->actionIndex] == NULL)) {
|
||||
this->actor.shape.shadowDraw = NULL;
|
||||
} else {
|
||||
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
|
||||
|
|
|
@ -135,7 +135,7 @@ void EnTuboTrap_SpawnEffectsInWater(EnTuboTrap* this, PlayState* play) {
|
|||
pos = *actorPos;
|
||||
pos.y += this->actor.yDistToWater;
|
||||
|
||||
EffectSsGSplash_Spawn(play, &pos, 0, 0, 0, 400);
|
||||
EffectSsGSplash_Spawn(play, &pos, NULL, NULL, 0, 400);
|
||||
|
||||
for (i = 0, var = 0; i < 15; i++, var += 20000) {
|
||||
sin = Math_SinS(var);
|
||||
|
|
|
@ -3963,10 +3963,11 @@ void Fishing_UpdateFish(Actor* thisx, PlayState* play2) {
|
|||
SkelAnime_Free(&this->skelAnime, play);
|
||||
|
||||
if (this->unk_150 == 0) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gFishingFishSkel, &gFishingFishAnim, 0, 0, 0);
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gFishingFishSkel, &gFishingFishAnim, NULL, NULL, 0);
|
||||
Animation_MorphToLoop(&this->skelAnime, &gFishingFishAnim, 0.0f);
|
||||
} else {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gFishingLoachSkel, &gFishingLoachAnim, 0, 0, 0);
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gFishingLoachSkel, &gFishingLoachAnim, NULL, NULL,
|
||||
0);
|
||||
Animation_MorphToLoop(&this->skelAnime, &gFishingLoachAnim, 0.0f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,7 +42,7 @@ void ItemOcarina_Init(Actor* thisx, PlayState* play) {
|
|||
ItemOcarina* this = (ItemOcarina*)thisx;
|
||||
s32 params = thisx->params;
|
||||
|
||||
ActorShape_Init(&this->actor.shape, 0, 0, 0);
|
||||
ActorShape_Init(&this->actor.shape, 0, NULL, 0);
|
||||
Actor_SetScale(&this->actor, 0.1f);
|
||||
|
||||
switch (params) {
|
||||
|
@ -101,7 +101,7 @@ void ItemOcarina_Fly(ItemOcarina* this, PlayState* play) {
|
|||
|
||||
if (play->csCtx.frames == 897) {
|
||||
EffectSsGRipple_Spawn(play, &this->actor.world.pos, 100, 500, 0);
|
||||
EffectSsGSplash_Spawn(play, &this->actor.world.pos, 0, 0, 1, 0);
|
||||
EffectSsGSplash_Spawn(play, &this->actor.world.pos, NULL, NULL, 1, 0);
|
||||
this->actor.velocity.x = 0.0f;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
this->actor.velocity.z = 0.0f;
|
||||
|
|
|
@ -2876,7 +2876,7 @@ void func_80835E44(PlayState* play, s16 camSetting) {
|
|||
|
||||
void func_80835EA4(PlayState* play, s32 arg1) {
|
||||
func_80835E44(play, CAM_SET_TURN_AROUND);
|
||||
Camera_SetCameraData(Play_GetCamera(play, CAM_ID_MAIN), 4, 0, 0, arg1, 0, 0);
|
||||
Camera_SetCameraData(Play_GetCamera(play, CAM_ID_MAIN), 4, NULL, NULL, arg1, 0, 0);
|
||||
}
|
||||
|
||||
void func_80835EFC(Player* this) {
|
||||
|
@ -2959,7 +2959,7 @@ void func_80835F44(PlayState* play, Player* this, s32 item) {
|
|||
this->itemActionParam = actionParam;
|
||||
}
|
||||
} else if ((actionParam != this->heldItemActionParam) ||
|
||||
((this->heldActor == 0) && (Player_ActionToExplosive(this, actionParam) >= 0))) {
|
||||
((this->heldActor == NULL) && (Player_ActionToExplosive(this, actionParam) >= 0))) {
|
||||
this->nextModelGroup = Player_ActionToModelGroup(this, actionParam);
|
||||
nextAnimType = gPlayerModelTypes[this->nextModelGroup][PLAYER_MODELGROUPENTRY_ANIM];
|
||||
|
||||
|
@ -5764,7 +5764,7 @@ void func_8083D36C(PlayState* play, Player* this) {
|
|||
|
||||
if ((this->currentBoots != PLAYER_BOOTS_IRON) && (this->stateFlags2 & PLAYER_STATE2_10)) {
|
||||
this->stateFlags2 &= ~PLAYER_STATE2_10;
|
||||
func_8083D12C(play, this, 0);
|
||||
func_8083D12C(play, this, NULL);
|
||||
this->unk_84F = 1;
|
||||
} else if (func_80844A44 == this->func_674) {
|
||||
func_80835C58(play, this, func_8084DC48, 0);
|
||||
|
@ -13708,7 +13708,7 @@ void func_808514C0(PlayState* play, Player* this, CsCmdActorAction* arg2) {
|
|||
func_80851314(this);
|
||||
|
||||
if (func_808332B8(this)) {
|
||||
func_808513BC(play, this, 0);
|
||||
func_808513BC(play, this, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -13732,7 +13732,7 @@ void func_808515A4(PlayState* play, Player* this, CsCmdActorAction* arg2) {
|
|||
LinkAnimationHeader* anim;
|
||||
|
||||
if (func_808332B8(this)) {
|
||||
func_80851368(play, this, 0);
|
||||
func_80851368(play, this, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -13757,7 +13757,7 @@ void func_80851688(PlayState* play, Player* this, CsCmdActorAction* arg2) {
|
|||
}
|
||||
|
||||
if (func_808332B8(this) != 0) {
|
||||
func_808513BC(play, this, 0);
|
||||
func_808513BC(play, this, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -132,7 +132,7 @@ void EffectSsGSplash_Update(PlayState* play, u32 index, EffectSs* this) {
|
|||
if ((this->rType == 1) && (this->life == 5)) {
|
||||
newSplashPos = this->pos;
|
||||
newSplashPos.y += ((this->rgScale * 20) * 0.002f);
|
||||
EffectSsGSplash_Spawn(play, &newSplashPos, 0, 0, 2, this->rgScale / 2);
|
||||
EffectSsGSplash_Spawn(play, &newSplashPos, NULL, NULL, 2, this->rgScale / 2);
|
||||
}
|
||||
|
||||
this->rgTexIdx += this->rgTexIdxStep;
|
||||
|
|
Loading…
Reference in a new issue