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Fix most compiler warnings in the boot and code segments (#674)

* Less warnings in boot & code segments

* few more warnings gone

* Ran formatter

* z_view warning gone

* -> 1

* f31 -> 31

* Remove function casts

* Few more small improvements

* Separate declaration and assignment in func_80091738 and Item_Give

Co-authored-by: Thar0 <maximilianc64@gmail.com>
This commit is contained in:
Tharo 2021-02-14 00:49:40 +00:00 committed by GitHub
parent d615ec4f31
commit f9d96d9f73
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208 changed files with 1702 additions and 1846 deletions

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@ -21,7 +21,7 @@ void func_800434B8(DynaPolyActor* dynaActor) {
}
void func_800434C8(CollisionContext* colCtx, s32 floorBgId) {
DynaPolyActor* dynaActor = (DynaPolyActor*)DynaPoly_GetActor(colCtx, floorBgId);
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
if (dynaActor != NULL) {
func_800434B8(dynaActor);
@ -33,7 +33,7 @@ void func_800434F8(DynaPolyActor* dynaActor) {
}
void func_80043508(CollisionContext* colCtx, s32 floorBgId) {
DynaPolyActor* dynaActor = (DynaPolyActor*)DynaPoly_GetActor(colCtx, floorBgId);
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
if (dynaActor != NULL) {
func_800434F8(dynaActor);
@ -76,41 +76,38 @@ s32 func_800435B4(DynaPolyActor* dynaActor) {
}
}
s32 func_800435D8(GlobalContext* globalCtx, DynaPolyActor* actor, s16 arg2, s16 arg3, s16 arg4) {
s32 func_800435D8(GlobalContext* globalCtx, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) {
Vec3f posA;
Vec3f posB;
Vec3f posResult;
f32 sin;
f32 cos;
f32 sin = Math_SinS(dynaActor->unk_158);
f32 cos = Math_CosS(dynaActor->unk_158);
s32 bgId;
CollisionPoly* poly;
f32 a2;
f32 a3;
f32 sign;
sin = Math_SinS(actor->unk_158);
cos = Math_CosS(actor->unk_158);
sign = (0.0f <= actor->unk_150) ? 1.0f : -1.0f;
f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f;
a2 = (f32)arg2 - 0.1f;
posA.x = actor->actor.world.pos.x + (a2 * cos);
posA.y = actor->actor.world.pos.y + arg4;
posA.z = actor->actor.world.pos.z - (a2 * sin);
posA.x = dynaActor->actor.world.pos.x + (a2 * cos);
posA.y = dynaActor->actor.world.pos.y + arg4;
posA.z = dynaActor->actor.world.pos.z - (a2 * sin);
a3 = (f32)arg3 - 0.1f;
posB.x = sign * a3 * sin + posA.x;
posB.y = posA.y;
posB.z = sign * a3 * cos + posA.z;
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
actor, 0.0f)) {
&dynaActor->actor, 0.0f)) {
return false;
}
posA.x = (actor->actor.world.pos.x * 2) - posA.x;
posA.z = (actor->actor.world.pos.z * 2) - posA.z;
posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x;
posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z;
posB.x = sign * a3 * sin + posA.x;
posB.z = sign * a3 * cos + posA.z;
if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
actor, 0.0f)) {
&dynaActor->actor, 0.0f)) {
return false;
}
return true;