mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 22:41:14 +00:00
Fix a number of warnings when compiling with GCC (#1239)
* Silence a number of GCC warnings * Remove * Suggested changes * Format * Fix comment in en_go2
This commit is contained in:
parent
5015af4c57
commit
451b24f79b
71 changed files with 298 additions and 86 deletions
|
@ -586,7 +586,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
|
||||
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_GANON_ORGAN, 0.0f, 0.0f, 0.0f, 0, 0, 0, 1);
|
||||
sCape->minY = 57.0f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 1:
|
||||
this->envLightMode = 3;
|
||||
if (this->csTimer == 70) {
|
||||
|
@ -619,7 +619,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
|
||||
this->csCamAt.x = 0.0f;
|
||||
this->unk_704 = 1.2566371f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 3:
|
||||
this->envLightMode = 0;
|
||||
play->envCtx.lightBlend = 0.0f;
|
||||
|
@ -636,7 +636,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
this->csState = 4;
|
||||
BossGanon_SetIntroCsCamera(this, 2);
|
||||
this->csTimer = 0;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 4:
|
||||
if ((this->csTimer == 0) || (this->csTimer == 10) || (this->csTimer == 20)) {
|
||||
this->csCamEye.y += 68.0f;
|
||||
|
@ -692,7 +692,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
|
||||
func_80078884(NA_SE_EV_TRIFORCE_MARK);
|
||||
play->envCtx.lightBlend = 0.0f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 7:
|
||||
this->envLightMode = 6;
|
||||
// fade in links triforce
|
||||
|
@ -739,7 +739,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
|
||||
func_80078884(NA_SE_EV_TRIFORCE_MARK);
|
||||
play->envCtx.lightBlend = 0.0f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 9:
|
||||
this->envLightMode = 7;
|
||||
BossGanon_SetIntroCsCamera(this, 6);
|
||||
|
@ -924,7 +924,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
this->fwork[GDF_TRIFORCE_PRIM_B] = 255.0f;
|
||||
this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
|
||||
play->envCtx.lightBlend = 0.0f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 19: // show triforce
|
||||
this->envLightMode = 8;
|
||||
|
||||
|
@ -1049,7 +1049,7 @@ void BossGanon_IntroCutscene(BossGanon* this, PlayState* play) {
|
|||
this->csCamAt.z = this->unk_1FC.z;
|
||||
this->fwork[GDF_VORTEX_ALPHA] = 255.0f;
|
||||
this->fwork[GDF_VORTEX_SCALE] = 0.2f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 22: // start floating, show title card, start fight
|
||||
if (this->csTimer > 30) {
|
||||
this->envLightMode = 0;
|
||||
|
@ -1247,7 +1247,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
this->csState = 1;
|
||||
this->csTimer = 0;
|
||||
this->useOpenHand = true;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 1:
|
||||
player->actor.shape.rot.y = -0x8000;
|
||||
|
||||
|
@ -1542,7 +1542,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
|
||||
this->whiteFillAlpha = 255.0f;
|
||||
play->envCtx.lightBlend = 1.0f;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 101:
|
||||
player->actor.world.pos.y = 4102.0f;
|
||||
Math_ApproachZeroF(&this->whiteFillAlpha, 1.0f, 5.0f);
|
||||
|
@ -1628,7 +1628,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, PlayState* play) {
|
|||
} else {
|
||||
break;
|
||||
}
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 104:
|
||||
this->csCamEye.x = -432.0f;
|
||||
this->csCamEye.y = 4147.0f;
|
||||
|
@ -4020,7 +4020,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
|||
this->unk_1C2 = 0;
|
||||
break;
|
||||
}
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 4:
|
||||
if (sqrtf(SQ(xDistFromGanondorf) + SQ(yDistFromGanondorf) + SQ(zDistFromGanondorf)) < 30.0f) {
|
||||
spBA = 3;
|
||||
|
@ -4384,7 +4384,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
|||
new_var = this->unk_1F0.x - this->actor.world.pos.x;
|
||||
this->actor.shape.rot.y = RAD_TO_BINANG(Math_FAtan2F(new_var, this->unk_1F0.z - this->actor.world.pos.z)) +
|
||||
(this->actor.params << 0xD) - 0x20C000;
|
||||
// fallthrough
|
||||
FALLTHROUGH;
|
||||
case 11:
|
||||
if (this->timers[0] != 0) {
|
||||
this->unk_1F0 = player->actor.world.pos;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue