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run clang on functions.h

This commit is contained in:
KrimtonZ 2020-03-24 12:29:59 -05:00
parent db3cfe1b61
commit ee356fe203

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@ -1,7 +1,7 @@
#ifndef _FUNCTIONS_H_
#define _FUNCTIONS_H_
#include <z64.h>
#include "z64.h"
float fabsf(float f);
#pragma intrinsic(fabsf)
@ -1138,41 +1138,35 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, u32* limbTable, Vec3s* actorD
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor, s32 dListIndex);
void SkelAnime_Draw(GlobalContext* globalCtx, u32* limbIndex, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc,
Actor* actor);
SkelAnime_LimbUpdateMatrix updateMtxFunc, SkelAnime_LimbAppendDlist appendDlistFunc, Actor* actor);
void SkelAnime_DrawSV(GlobalContext* globalCtx, u32 limbIndex, u32 actorDrawTbl, u32 dListCount, void* posUpdateFunc,
void* drawFunc, Actor* actor);
void* drawFunc, Actor* actor);
s32 SkelAnime_GetFrameCount(u32 animation);
Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, u32* limbTable, Vec3s* actorDrawTable,
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
Actor* actor, Gfx* gfx);
Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, u32* limbTable, Vec3s* actorDrawTable, s32 dListCount,
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
Actor* actor, Gfx* gfx);
void func_800A2E70(u8,Vec3s*,Vec3s*,Vec3s*,f32);
SkelAnime_LimbUpdateMatrix2 updateMtxFunc, SkelAnime_LimbAppendDlist2 appendDlistFunc,
Actor* actor, Gfx* gfx);
void func_800A2E70(u8, Vec3s*, Vec3s*, Vec3s*, f32);
void func_800A32EC(u16* arg0);
void func_800A32F4(s32 arg0);
void func_800A3310(void* arg0);
void func_800A336C(GlobalContext* globalCtx, u32 linkAnimetionSeg, s32 frame, s32 limbCount, void* ram);
void func_800A3478(GlobalContext* globalCtx, s32 vecCount,
Vec3s* dst, Vec3s* src);
void func_800A34DC(GlobalContext* globalCtx, s32 arg1,
Vec3s* arg2, Vec3s* arg3, f32 arg4);
void func_800A3548(GlobalContext* globalCtx, s32 vecCount,
s32 dst, s32 src, s32 index);
void func_800A35B4(GlobalContext* globalCtx, s32 vecCount,
Vec3s* dst, Vec3s* src, u8* index);
void func_800A3620(GlobalContext* globalCtx, Actor* actor,
SkelAnime* skelAnime, f32 arg3);
void func_800A3478(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src);
void func_800A34DC(GlobalContext* globalCtx, s32 arg1, Vec3s* arg2, Vec3s* arg3, f32 arg4);
void func_800A3548(GlobalContext* globalCtx, s32 vecCount, s32 dst, s32 src, s32 index);
void func_800A35B4(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index);
void func_800A3620(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3);
void func_800A390C(GlobalContext* globalCtx, AnimationContext* animationCtx);
void func_800A39AC(GlobalContext* globalCtx, SkelAnime *skelAnime, u32 limbHeaderSeg, u32* animation,
s32 flags, Vec3s* actorDrawTbl, Vec3s* arg6, s32 limbBufCount);
void func_800A39AC(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 limbHeaderSeg, u32* animation, s32 flags,
Vec3s* actorDrawTbl, Vec3s* arg6, s32 limbBufCount);
void func_800A3B8C(SkelAnime* skelAnime);
void func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime);
void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime);
void func_800A3EE8(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 arg2);
void func_800A3F08(GlobalContext* globalCtx, SkelAnime* skelAnime, u32* animation, f32 playbackSpeed,
f32 arg4, f32 frameCount, u8 arg6, f32 arg7);
void func_800A3F08(GlobalContext* globalCtx, SkelAnime* skelAnime, u32* animation, f32 playbackSpeed, f32 arg4,
f32 frameCount, u8 arg6, f32 arg7);
void func_800A407C(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animation);
void func_800A40DC(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animation, f32 playbackSpeed);
void func_800A4140(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animation);
@ -1181,22 +1175,21 @@ void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime);
void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animation, f32 frame);
void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animation, f32 frame);
void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame);
void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animationSeg,
f32 frame, s32 arg4, f32 arg5, f32 arg6, s32 arg7);
void func_800A43B8(GlobalContext* globalCtx, SkelAnime *skelAnime, u32 animation,
f32 frame, s32 arg4, f32 arg5, f32 arg6, s32 arg7);
void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animationSeg, f32 frame, s32 arg4, f32 arg5,
f32 arg6, s32 arg7);
void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 animation, f32 frame, s32 arg4, f32 arg5,
f32 arg6, s32 arg7);
s32 func_800A4530(SkelAnime* skelAnime, f32 arg1);
void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 limbHeaderSeg,
u32 animation, Vec3s* actorDrawTable, s32 arg5, s32 limbCount);
void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 limbHeaderSeg,
u32 animation, Vec3s* actorDrawTable, s32 arg5, s32 limbCount);
void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime *skelAnime,
u32 limbHeaderSeg, u32 animation);
void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 limbHeaderSeg, u32 animation,
Vec3s* actorDrawTable, s32 arg5, s32 limbCount);
void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 limbHeaderSeg, u32 animation,
Vec3s* actorDrawTable, s32 arg5, s32 limbCount);
void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, u32 limbHeaderSeg, u32 animation);
s32 SkelAnime_FrameUpdateMatrix(SkelAnime* skelAnime);
void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, u32 animation, f32 playbackSpeed,
f32 unk0, f32 frameCount, u8 unk1, f32 transitionRate, s8 unk2);
void SkelAnime_ChangeAnimation(SkelAnime* skelAnime, u32 animation, f32 playbackSpeed,
f32 unk0, f32 frameCount, u8 unk1, f32 transitionRate);
void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, u32 animation, f32 playbackSpeed, f32 unk0, f32 frameCount,
u8 unk1, f32 transitionRate, s8 unk2);
void SkelAnime_ChangeAnimation(SkelAnime* skelAnime, u32 animation, f32 playbackSpeed, f32 unk0, f32 frameCount,
u8 unk1, f32 transitionRate);
void func_800A51E8(SkelAnime* skelAnime, u32 animation);
void func_800A5240(SkelAnime* skelAnime, u32 animation, f32 transitionRate);
void func_800A529C(SkelAnime* skelAnime, u32 animation, f32 playbackSpeed);