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Fix some fixable warnings (#728)

* Fix setup warnings

Signed-off-by: angie <angheloalf95@gmail.com>

* Casting the problems away

Signed-off-by: angie <angheloalf95@gmail.com>

* I don't really like changing the type to void

Signed-off-by: angie <angheloalf95@gmail.com>

* We're out of EARLY hell

Signed-off-by: angie <angheloalf95@gmail.com>

* ./format.sh

Signed-off-by: angie <angheloalf95@gmail.com>

* Change skel type to "Normal"

Signed-off-by: angie <angheloalf95@gmail.com>

* Changes requested

Signed-off-by: angie <angheloalf95@gmail.com>

* suggestion of roman

Signed-off-by: angie <angheloalf95@gmail.com>

* early is back :c

Signed-off-by: angie <angheloalf95@gmail.com>

* This will be a fix in ZAPD

Signed-off-by: angie <angheloalf95@gmail.com>
This commit is contained in:
Anghelo Carvajal 2021-03-23 20:45:42 -03:00 committed by GitHub
parent 9b9a983860
commit 5562b2ef6f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
16 changed files with 31 additions and 30 deletions

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@ -22,16 +22,16 @@
<DList Name="gChuGirlRightHandDL" Offset="0x3968"/> <DList Name="gChuGirlRightHandDL" Offset="0x3968"/>
<!-- Bombchu Bowling Girl limbs --> <!-- Bombchu Bowling Girl limbs -->
<Limb Name="gChuGirlWaistLimb" Type="Standard" Offset="0x6E10"/> <Limb Name="gChuGirlWaistLimb" LimbType="Standard" Offset="0x6E10"/>
<Limb Name="gChuGirlTorsoLimb" Type="Standard" Offset="0x6E1C"/> <Limb Name="gChuGirlTorsoLimb" LimbType="Standard" Offset="0x6E1C"/>
<Limb Name="gChuGirlNeckLimb" Type="Standard" Offset="0x6E28"/> <Limb Name="gChuGirlNeckLimb" LimbType="Standard" Offset="0x6E28"/>
<Limb Name="gChuGirlHeadLimb" Type="Standard" Offset="0x6E34"/> <Limb Name="gChuGirlHeadLimb" LimbType="Standard" Offset="0x6E34"/>
<Limb Name="gChuGirlLeftUpperArmLimb" Type="Standard" Offset="0x6E40"/> <Limb Name="gChuGirlLeftUpperArmLimb" LimbType="Standard" Offset="0x6E40"/>
<Limb Name="gChuGirlLeftForearmLimb" Type="Standard" Offset="0x6E4C"/> <Limb Name="gChuGirlLeftForearmLimb" LimbType="Standard" Offset="0x6E4C"/>
<Limb Name="gChuGirlLeftHandLimb" Type="Standard" Offset="0x6E58"/> <Limb Name="gChuGirlLeftHandLimb" LimbType="Standard" Offset="0x6E58"/>
<Limb Name="gChuGirlRightUpperArmLimb" Type="Standard" Offset="0x6E64"/> <Limb Name="gChuGirlRightUpperArmLimb" LimbType="Standard" Offset="0x6E64"/>
<Limb Name="gChuGirlRightForearmLimb" Type="Standard" Offset="0x6E70"/> <Limb Name="gChuGirlRightForearmLimb" LimbType="Standard" Offset="0x6E70"/>
<Limb Name="gChuGirlRightHandLimb" Type="Standard" Offset="0x6E7C"/> <Limb Name="gChuGirlRightHandLimb" LimbType="Standard" Offset="0x6E7C"/>
<!-- Bombchu Bowling Girl limb textures --> <!-- Bombchu Bowling Girl limb textures -->
<Texture Name="gChuGirlMouthTex" OutName="chu_girl_mouth" Format="rgb5a1" Width="32" Height="32" Offset="0x5910"/> <Texture Name="gChuGirlMouthTex" OutName="chu_girl_mouth" Format="rgb5a1" Width="32" Height="32" Offset="0x5910"/>

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@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_dekunuts" Segment="6"> <File Name="object_dekunuts" Segment="6">
<!-- Deku Scrub skeleton --> <!-- Deku Scrub skeleton -->
<Skeleton Name="gDekuNutsSkel" Type="Standard" LimbType="Standard" Offset="0x3268"/> <Skeleton Name="gDekuNutsSkel" Type="Normal" LimbType="Standard" Offset="0x3268"/>
<!-- Deku Scrub animations --> <!-- Deku Scrub animations -->
<Animation Name="gDekuNutsSpitAnim" Offset="0x1C4"/> <Animation Name="gDekuNutsSpitAnim" Offset="0x1C4"/>

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@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_dnk" Segment="6"> <File Name="object_dnk" Segment="6">
<!-- Forest Stage scrub skeleton --> <!-- Forest Stage scrub skeleton -->
<Skeleton Name="gDntStageSkel" Type="Standard" LimbType="Standard" Offset="0x2AF0"/> <Skeleton Name="gDntStageSkel" Type="Normal" LimbType="Standard" Offset="0x2AF0"/>
<!-- Forest Stage scrub animations --> <!-- Forest Stage scrub animations -->
<Animation Name="gDntStageSpitAnim" Offset="0x31C"/> <Animation Name="gDntStageSpitAnim" Offset="0x31C"/>

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@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_dns" Segment="6"> <File Name="object_dns" Segment="6">
<!-- Forest Stage leader skeleton --> <!-- Forest Stage leader skeleton -->
<Skeleton Name="gDntJijiSkel" Type="Standard" LimbType="Standard" Offset="0x33E0"/> <Skeleton Name="gDntJijiSkel" Type="Normal" LimbType="Standard" Offset="0x33E0"/>
<!-- Forest Stage leader animations --> <!-- Forest Stage leader animations -->
<Animation Name="gDntJijiBurrowAnim" Offset="0x560"/> <Animation Name="gDntJijiBurrowAnim" Offset="0x560"/>

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@ -27,7 +27,7 @@
<Texture Name="gDodongoToothTex" OutName="tooth" Format="rgb5a1" Width="8" Height="8" Offset="0x80B8"/> <Texture Name="gDodongoToothTex" OutName="tooth" Format="rgb5a1" Width="8" Height="8" Offset="0x80B8"/>
<!-- Dodongo Skeleton --> <!-- Dodongo Skeleton -->
<Skeleton Name="gDodongoSkel" Type="Standard" LimbType="Standard" Offset="0x8318"/> <Skeleton Name="gDodongoSkel" Type="Normal" LimbType="Standard" Offset="0x8318"/>
<!-- Fire Effect Textures --> <!-- Fire Effect Textures -->
<Texture Name="gDodongoFire0Tex" OutName="fire_0" Format="i4" Width="32" Height="32" Offset="0x90A0"/> <Texture Name="gDodongoFire0Tex" OutName="fire_0" Format="i4" Width="32" Height="32" Offset="0x90A0"/>

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@ -2,7 +2,7 @@
<File Name="object_firefly" Segment="6"> <File Name="object_firefly" Segment="6">
<Animation Name="gKeeseFlyAnim" Offset="0x17C"/> <Animation Name="gKeeseFlyAnim" Offset="0x17C"/>
<Skeleton Name="gKeeseSkeleton" Type="Standard" LimbType="Standard" Offset="0x18B8"/> <Skeleton Name="gKeeseSkeleton" Type="Normal" LimbType="Standard" Offset="0x18B8"/>
<DList Name="gKeeseEyesDL" Offset="0x1678"/> <DList Name="gKeeseEyesDL" Offset="0x1678"/>

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@ -1,7 +1,7 @@
<Root> <Root>
<File Name="object_hintnuts" Segment="6"> <File Name="object_hintnuts" Segment="6">
<!-- Deku scrub skeleton --> <!-- Deku scrub skeleton -->
<Skeleton Name="gHintNutsSkel" Type="Standard" LimbType="Standard" Offset="0x23B8"/> <Skeleton Name="gHintNutsSkel" Type="Normal" LimbType="Standard" Offset="0x23B8"/>
<!-- Deku Scrub animations --> <!-- Deku Scrub animations -->
<Animation Name="gHintNutsSpitAnim" Offset="0x168"/> <Animation Name="gHintNutsSpitAnim" Offset="0x168"/>

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@ -20,7 +20,7 @@
<Texture Name="gOctorokFadeToBlackTex" OutName="fade_to_black" Format="rgb5a1" Width="8" Height="8" Offset="0x30D0"/> <Texture Name="gOctorokFadeToBlackTex" OutName="fade_to_black" Format="rgb5a1" Width="8" Height="8" Offset="0x30D0"/>
<!-- Octorok Skeleton --> <!-- Octorok Skeleton -->
<Skeleton Name="gOctorokSkel" Offset="0x3660"/> <Skeleton Name="gOctorokSkel" Type="Normal" LimbType="Standard" Offset="0x3660"/>
<!-- Projectile --> <!-- Projectile -->
<Texture Name="gOctorokProjectileTex" OutName="projectile" Format="rgb5a1" Width="16" Height="16" Offset="0x3150"/> <Texture Name="gOctorokProjectileTex" OutName="projectile" Format="rgb5a1" Width="16" Height="16" Offset="0x3150"/>

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@ -24,11 +24,11 @@
<DList Name="gStalfosLeftThighDL" Offset="0x68E0"/> <DList Name="gStalfosLeftThighDL" Offset="0x68E0"/>
<DList Name="gStalfosLeftFistDL" Offset="0x6988"/> <DList Name="gStalfosLeftFistDL" Offset="0x6988"/>
<DList Name="gStalfosSwordDL" Offset="0x6A48"/> <DList Name="gStalfosSwordDL" Offset="0x6A48"/>
<Limb Name="gStalfosLimb0" Type="Standard" Offset="0x7868"/> <Limb Name="gStalfosLimb0" LimbType="Standard" Offset="0x7868"/>
<Limb Name="gStalfosLimb1" Type="Standard" Offset="0x7874"/> <Limb Name="gStalfosLimb1" LimbType="Standard" Offset="0x7874"/>
<Limb Name="gStalfosJawLimb" Type="Standard" Offset="0x78D4"/> <Limb Name="gStalfosJawLimb" LimbType="Standard" Offset="0x78D4"/>
<Limb Name="gStalfosHeadLimb" Type="Standard" Offset="0x78E0"/> <Limb Name="gStalfosHeadLimb" LimbType="Standard" Offset="0x78E0"/>
<Limb Name="gStalfosEntryFirstVertebLimb" Type="Standard" Offset="0x78EC"/> <Limb Name="gStalfosEntryFirstVertebLimb" LimbType="Standard" Offset="0x78EC"/>
<Skeleton Name="gStalfosSkel" Type="Normal" LimbType="Standard" Offset="0x7C28"/> <Skeleton Name="gStalfosSkel" Type="Normal" LimbType="Standard" Offset="0x7C28"/>
<Animation Name="gStalfosBackDamageAnim" Offset="0x444"/> <Animation Name="gStalfosBackDamageAnim" Offset="0x444"/>
<Animation Name="gStalfosBackDownAnim" Offset="0x1420"/> <Animation Name="gStalfosBackDownAnim" Offset="0x1420"/>

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@ -1,6 +1,6 @@
<Root> <Root>
<File Name="ovl_Magic_Dark" BaseOffset="0x80B873D0" RangeStart="0xD10" RangeEnd="0x1740"> <File Name="ovl_Magic_Dark" BaseOffset="0x80B873D0" RangeStart="0xD10" RangeEnd="0x1740">
<Symbol Name="gEffUnknown10Tex" Offset="0x04032490"/> <!--Symbol Name="gEffUnknown10Tex" Offset="0x04032490"/-->
<Texture Name="sDiamondTex" OutName="diamond_texture" Format="i8" Width="32" Height="64" Offset="0xD10"/> <Texture Name="sDiamondTex" OutName="diamond_texture" Format="i8" Width="32" Height="64" Offset="0xD10"/>
<!--<DList Name="sDiamondTexDL" Offset="0x1650"/> <!--<DList Name="sDiamondTexDL" Offset="0x1650"/>
<DList Name="sDiamondVertsDL" Offset="0x1700"/>--> <DList Name="sDiamondVertsDL" Offset="0x1700"/>-->

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@ -329,9 +329,9 @@ void EnArrow_Fly(EnArrow* this, GlobalContext* globalCtx) {
Math_Vec3f_Copy(&this->unk_210, &this->actor.world.pos); Math_Vec3f_Copy(&this->unk_210, &this->actor.world.pos);
Actor_MoveForward(&this->actor); Actor_MoveForward(&this->actor);
if (this->touchedPoly = if ((this->touchedPoly =
BgCheck_ProjectileLineTest(&globalCtx->colCtx, &this->actor.prevPos, &this->actor.world.pos, &hitPoint, BgCheck_ProjectileLineTest(&globalCtx->colCtx, &this->actor.prevPos, &this->actor.world.pos, &hitPoint,
&this->actor.wallPoly, true, true, true, true, &bgId)) { &this->actor.wallPoly, true, true, true, true, &bgId))) {
func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, bgId, &hitPoint); func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, bgId, &hitPoint);
Math_Vec3f_Copy(&posCopy, &this->actor.world.pos); Math_Vec3f_Copy(&posCopy, &this->actor.world.pos);
Math_Vec3f_Copy(&this->actor.world.pos, &hitPoint); Math_Vec3f_Copy(&this->actor.world.pos, &hitPoint);

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@ -233,7 +233,8 @@ void EnFr_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.destroy = NULL; this->actor.destroy = NULL;
this->actor.draw = NULL; this->actor.draw = NULL;
this->actor.update = EnFr_UpdateIdle; this->actor.update = EnFr_UpdateIdle;
this->actor.flags = this->actor.flags &= ~0x11; this->actor.flags &= ~0x11;
this->actor.flags &= ~0;
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP); Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.textId = 0x40AC; this->actor.textId = 0x40AC;
this->actionFunc = EnFr_Idle; this->actionFunc = EnFr_Idle;

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@ -618,7 +618,7 @@ void Select_Init(GameState* thisx) {
} }
SREG(30) = 1; SREG(30) = 1;
this->staticSegment = GameState_Alloc(this, size, "../z_select.c", 1114); this->staticSegment = GameState_Alloc(&this->state, size, "../z_select.c", 1114);
DmaMgr_SendRequest1(this->staticSegment, _z_select_staticSegmentRomStart, size, "../z_select.c", 1115); DmaMgr_SendRequest1(this->staticSegment, _z_select_staticSegmentRomStart, size, "../z_select.c", 1115);
gSaveContext.cutsceneIndex = 0x8000; gSaveContext.cutsceneIndex = 0x8000;
gSaveContext.linkAge = 1; gSaveContext.linkAge = 1;

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@ -156,7 +156,7 @@ void Title_Main(GameState* thisx) {
void Title_Destroy(GameState* thisx) { void Title_Destroy(GameState* thisx) {
TitleContext* this = (TitleContext*)thisx; TitleContext* this = (TitleContext*)thisx;
Sram_InitSram(this, &this->sramCtx); Sram_InitSram(&this->state, &this->sramCtx);
} }
void Title_Init(GameState* thisx) { void Title_Init(GameState* thisx) {

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@ -36,7 +36,7 @@ const struct option cmdline_opts[] = {
static uint32_t parse_int(const char *num){ static uint32_t parse_int(const char *num){
uint32_t ret = 0; uint32_t ret = 0;
char outnum[20]; char outnum[21];
if(strlen(num) > 2 && num[0] == '0' && (num[1] == 'x' || num[1] == 'X')) { if(strlen(num) > 2 && num[0] == '0' && (num[1] == 'x' || num[1] == 'X')) {
strncpy(outnum, &num[2], 20); strncpy(outnum, &num[2], 20);
sscanf(outnum, "%"SCNx32, &ret); sscanf(outnum, "%"SCNx32, &ret);

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@ -39,7 +39,7 @@ def animation_to_xml(var_name,offset):
return animation_xml.format(var_name,offset.lstrip('0')) return animation_xml.format(var_name,offset.lstrip('0'))
def skeleton_to_xml(var_name,offset, type): def skeleton_to_xml(var_name,offset, type):
skel_type = "Flex" if "Flex" in type else "Standard" skel_type = "Flex" if "Flex" in type else "Normal"
limb_type = "Standard" limb_type = "Standard"
return skeleton_xml.format(var_name, offset.lstrip('0'), skel_type, limb_type) return skeleton_xml.format(var_name, offset.lstrip('0'), skel_type, limb_type)