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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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21 changed files with 66 additions and 62 deletions
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@ -400,7 +400,7 @@ void Play_Init(GameState* thisx) {
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zAllocAligned = (zAlloc + 8) & ~0xF;
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ZeldaArena_Init((void*)zAllocAligned, zAllocSize - (zAllocAligned - zAlloc));
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// "Zelda Heap"
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osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
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osSyncPrintf("ゼルダヒープ %08x-%08x\n", zAllocAligned, (u8*)zAllocAligned + zAllocSize - (s32)(zAllocAligned - zAlloc));
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Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
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Actor_InitContext(this, &this->actorCtx, this->playerEntry);
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@ -1336,7 +1336,7 @@ void Play_Main(GameState* thisx) {
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}
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// original name: "Game_play_demo_mode_check"
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s32 Play_InCsMode(PlayState* this) {
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int Play_InCsMode(PlayState* this) {
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return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
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}
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@ -1773,7 +1773,7 @@ void Play_TriggerRespawn(PlayState* this) {
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Play_LoadToLastEntrance(this);
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}
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s32 Play_CamIsNotFixed(PlayState* this) {
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int Play_CamIsNotFixed(PlayState* this) {
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// SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT was probably intended to be in this condition,
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// but the room shape type check handles all shop cases regardless
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return (this->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) &&
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@ -1781,7 +1781,7 @@ s32 Play_CamIsNotFixed(PlayState* this) {
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneId != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
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}
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s32 FrameAdvance_IsEnabled(PlayState* this) {
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int FrameAdvance_IsEnabled(PlayState* this) {
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return !!this->frameAdvCtx.enabled;
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}
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