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Fix return UB (#958)
* Ydan_SP * func_8002D7EC * Gameplay_ChangeCameraStatus * Graph_InitTHGA * CollisioCheck_LineOC * Fix more in camera and jpeg * revert comment in player
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parent
90c841c435
commit
e31e35658d
9 changed files with 12 additions and 11 deletions
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@ -381,7 +381,7 @@ void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 offset);
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void Actor_SetScale(Actor* actor, f32 scale);
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void Actor_SetObjectDependency(GlobalContext* globalCtx, Actor* actor);
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s16 func_8002D7EC(Actor* actor);
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void func_8002D7EC(Actor* actor);
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void func_8002D868(Actor* actor);
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void Actor_MoveForward(Actor* actor);
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void func_8002D908(Actor* actor);
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@ -1614,7 +1614,7 @@ void GameAlloc_Init(GameAlloc* this);
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void Graph_FaultClient();
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void Graph_DisassembleUCode(Gfx* workBuf);
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void Graph_UCodeFaultClient(Gfx* workBuf);
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void* Graph_InitTHGA(GraphicsContext* gfxCtx);
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void Graph_InitTHGA(GraphicsContext* gfxCtx);
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GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
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void Graph_Init(GraphicsContext* gfxCtx);
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void Graph_Destroy(GraphicsContext* gfxCtx);
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@ -79,7 +79,7 @@ void Graph_UCodeFaultClient(Gfx* workBuf) {
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UCodeDisas_Destroy(&disassembler);
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}
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void* Graph_InitTHGA(GraphicsContext* gfxCtx) {
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void Graph_InitTHGA(GraphicsContext* gfxCtx) {
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GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx & 1];
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pool->headMagic = GFXPOOL_HEAD_MAGIC;
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@ -845,7 +845,7 @@ void Actor_Destroy(Actor* actor, GlobalContext* globalCtx) {
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}
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}
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s16 func_8002D7EC(Actor* actor) {
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void func_8002D7EC(Actor* actor) {
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f32 speedRate = R_UPDATE_RATE * 0.5f;
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actor->world.pos.x += (actor->velocity.x * speedRate) + actor->colChkInfo.displacement.x;
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@ -2125,6 +2125,7 @@ s32 Camera_Parallel1(Camera* camera) {
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camera->fov = Camera_LERPCeilF(para1->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
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camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp6A ? para1->unk_1C : para1->unk_14);
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//! @bug No return
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}
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s32 Camera_Parallel2(Camera* camera) {
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@ -2929,7 +2930,7 @@ s32 Camera_Battle2(Camera* camera) {
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}
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s32 Camera_Battle3(Camera* camera) {
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Camera_Noop(camera);
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return Camera_Noop(camera);
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}
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/**
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@ -3175,7 +3175,7 @@ s32 CollisionCheck_LineOC(GlobalContext* globalCtx, CollisionCheckContext* colCh
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* otherwise. Unused.
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*/
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s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b) {
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CollisionCheck_LineOC(globalCtx, colChkCtx, a, b, NULL, 0);
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return CollisionCheck_LineOC(globalCtx, colChkCtx, a, b, NULL, 0);
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}
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/**
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@ -3184,7 +3184,7 @@ s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContex
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*/
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s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
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Actor** exclusions, s32 numExclusions) {
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CollisionCheck_LineOC(globalCtx, colChkCtx, a, b, exclusions, numExclusions);
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return CollisionCheck_LineOC(globalCtx, colChkCtx, a, b, exclusions, numExclusions);
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}
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/**
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@ -17,7 +17,7 @@
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/**
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* Configures and schedules a JPEG decoder task and waits for it to finish.
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*/
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u32 Jpeg_ScheduleDecoderTask(JpegContext* ctx) {
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void Jpeg_ScheduleDecoderTask(JpegContext* ctx) {
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static OSTask_t sJpegTask = {
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M_NJPEGTASK, // type
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0, // flags
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@ -1533,7 +1533,7 @@ s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status)
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globalCtx->activeCamera = camIdx;
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}
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Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], status);
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return Camera_ChangeStatus(globalCtx->cameraPtrs[camIdx], status);
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}
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void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId) {
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@ -153,7 +153,7 @@ void BgYdanSp_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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Collider_DestroyTris(globalCtx, &this->trisCollider);
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}
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void* BgYdanSp_UpdateFloorWebCollision(BgYdanSp* this) {
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void BgYdanSp_UpdateFloorWebCollision(BgYdanSp* this) {
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s16 newY;
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CollisionHeader* colHeader;
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@ -566,7 +566,7 @@ s32 EnSt_DecrStunTimer(EnSt* this) {
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if (this->stunTimer == 0) {
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return 0;
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}
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this->stunTimer--; //! @bug ? no return but v0 ends up being stunTimer before decrement
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this->stunTimer--; //! @bug no return but v0 ends up being stunTimer before decrement
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}
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/**
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