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Use long
over int
for s32/u32 types (#1546)
* long s32 * Suggested changes
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parent
b3486b57ef
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a20163c6ab
21 changed files with 66 additions and 62 deletions
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@ -376,14 +376,14 @@ void func_8002DBD0(Actor* actor, Vec3f* dest, Vec3f* pos);
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f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
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f32 Player_GetHeight(Player* player);
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f32 func_8002DCE4(Player* player);
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s32 func_8002DD6C(Player* player);
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s32 func_8002DD78(Player* player);
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int func_8002DD6C(Player* player);
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int func_8002DD78(Player* player);
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s32 func_8002DDE4(PlayState* play);
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s32 func_8002DDF4(PlayState* play);
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void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB);
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void func_8002DE74(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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s32 func_8002DEEC(Player* player);
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int func_8002DEEC(Player* player);
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void func_8002DF18(PlayState* play, Player* player);
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction);
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s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction);
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@ -991,10 +991,10 @@ void Path_CopyLastPoint(Path* path, Vec3f* dest);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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void Player_SetBootData(PlayState* play, Player* this);
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s32 Player_InBlockingCsMode(PlayState* play, Player* this);
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s32 Player_InCsMode(PlayState* play);
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int Player_InBlockingCsMode(PlayState* play, Player* this);
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int Player_InCsMode(PlayState* play);
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s32 func_8008E9C4(Player* this);
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s32 Player_IsChildWithHylianShield(Player* this);
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int Player_IsChildWithHylianShield(Player* this);
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s32 Player_ActionToModelGroup(Player* this, s32 itemAction);
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void Player_SetModelsForHoldingShield(Player* this);
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void Player_SetModels(Player* this, s32 modelGroup);
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@ -1006,19 +1006,19 @@ void func_8008EDF0(Player* this);
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void func_8008EE08(Player* this);
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void func_8008EEAC(PlayState* play, Actor* actor);
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s32 func_8008EF44(PlayState* play, s32 ammo);
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s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
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int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
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s32 Player_GetStrength(void);
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u8 Player_GetMask(PlayState* play);
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Player* Player_UnsetMask(PlayState* play);
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s32 Player_HasMirrorShieldEquipped(PlayState* play);
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s32 Player_HasMirrorShieldSetToDraw(PlayState* play);
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int Player_HasMirrorShieldSetToDraw(PlayState* play);
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s32 Player_ActionToMagicSpell(Player* this, s32 itemAction);
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s32 Player_HoldsHookshot(Player* this);
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s32 func_8008F128(Player* this);
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int Player_HoldsHookshot(Player* this);
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int func_8008F128(Player* this);
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s32 Player_ActionToMeleeWeapon(s32 itemAction);
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s32 Player_GetMeleeWeaponHeld(Player* this);
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s32 Player_HoldsTwoHandedWeapon(Player* this);
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s32 Player_HoldsBrokenKnife(Player* this);
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int Player_HoldsBrokenKnife(Player* this);
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s32 Player_ActionToBottle(Player* this, s32 itemAction);
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s32 Player_GetBottleHeld(Player* this);
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s32 Player_ActionToExplosive(Player* this, s32 itemAction);
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@ -1265,7 +1265,7 @@ Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_Init(GameState* thisx);
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void Play_Main(GameState* thisx);
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s32 Play_InCsMode(PlayState* this);
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int Play_InCsMode(PlayState* this);
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f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* file);
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void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
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@ -1287,8 +1287,8 @@ void Play_SaveSceneFlags(PlayState* this);
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void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);
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void Play_TriggerVoidOut(PlayState* this);
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void Play_TriggerRespawn(PlayState* this);
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s32 Play_CamIsNotFixed(PlayState* this);
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s32 FrameAdvance_IsEnabled(PlayState* this);
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int Play_CamIsNotFixed(PlayState* this);
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int FrameAdvance_IsEnabled(PlayState* this);
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s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
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s32 func_800C0DB4(PlayState* this, Vec3f* pos);
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void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
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