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Use intptr types in overlays and dmadata (#1325)
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3122143f96
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9 changed files with 73 additions and 67 deletions
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@ -11,7 +11,7 @@ typedef void (*BgJyaCobraActionFunc)(struct BgJyaCobra*, PlayState*);
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#define COBRA_SHADOW_TEX_WIDTH 64
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#define COBRA_SHADOW_TEX_HEIGHT 64
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#define COBRA_SHADOW_TEX_SIZE (COBRA_SHADOW_TEX_WIDTH * COBRA_SHADOW_TEX_HEIGHT * G_IM_SIZ_8b_BYTES)
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#define COBRA_SHADOW_TEX_PTR(this) (u8*)ALIGN16((u32)(&this->shadowTextureBuffer))
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#define COBRA_SHADOW_TEX_PTR(this) (u8*)ALIGN16((uintptr_t)&(this)->shadowTextureBuffer)
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typedef struct BgJyaCobra {
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/* 0x0000 */ DynaPolyActor dyna;
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@ -1864,7 +1864,7 @@ void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play) {
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if (this->light.flicker == 0) {
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this->light.flicker = 1;
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} else {
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disp = (Gfx*)(u32)gEffFlash1DL; // necessary to match, should be able to remove after fake matches are fixed
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disp = (Gfx*)(uintptr_t)gEffFlash1DL; // necessary to match but probably fake
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alpha = &this->light.alpha;
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, this->primXluColor[0], this->primXluColor[1],
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@ -859,7 +859,7 @@ void DemoKankyo_DrawWarpSparkles(Actor* thisx, PlayState* play) {
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translateZ = this->unk_150[i].unk_C.z + this->unk_150[i].unk_0.z;
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if (this->unk_150[i].unk_22 < 2) {
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disp = (Gfx*)(u32)gEffFlash1DL;
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disp = (Gfx*)(uintptr_t)gEffFlash1DL; // necessary to match but probably fake
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if (linkAge != LINK_AGE_ADULT) {
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Matrix_Translate(translateX, translateY, translateZ, MTXMODE_NEW);
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} else {
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@ -9311,7 +9311,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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Player_SetEquipmentData(play, this);
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this->prevBoots = this->currentBoots;
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Player_InitCommon(this, play, gPlayerSkelHeaders[((void)0, gSaveContext.linkAge)]);
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this->giObjectSegment = (void*)(((u32)ZeldaArena_MallocDebug(0x3008, "../z_player.c", 17175) + 8) & ~0xF);
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this->giObjectSegment = (void*)(((uintptr_t)ZeldaArena_MallocDebug(0x3008, "../z_player.c", 17175) + 8) & ~0xF);
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respawnFlag = gSaveContext.respawnFlag;
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