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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>
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d615ec4f31
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208 changed files with 1702 additions and 1846 deletions
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@ -403,7 +403,7 @@ f32 Camera_GetFloorY(Camera* camera, Vec3f* pos) {
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* Gets the position of the floor from `pos`, and if the floor is considered not solid,
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* it checks the next floor below that up to 3 times. Returns the normal of the floor into `norm`
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*/
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f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, u32* bgId) {
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f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) {
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CollisionPoly* floorPoly;
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CollisionContext* colCtx = &camera->globalCtx->colCtx;
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f32 floorY;
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@ -454,7 +454,7 @@ Vec3s* Camera_GetCamBGData(Camera* camera) {
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* Gets the scene's camera index for the poly `poly`, returns -1 if
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* there is no camera data for that poly.
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*/
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s32 Camera_GetDataIdxForPoly(Camera* camera, u32* bgId, CollisionPoly* poly) {
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s32 Camera_GetDataIdxForPoly(Camera* camera, s32* bgId, CollisionPoly* poly) {
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s32 camDataIdx;
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PosRot playerPosRot;
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s32 ret;
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@ -577,7 +577,7 @@ s16 func_80044ADC(Camera* camera, s16 yaw, s16 arg2) {
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f32 phi_f18;
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f32 sinYaw;
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f32 cosYaw;
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u32 bgId;
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s32 bgId;
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f32 sp30;
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f32 sp2C;
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f32 phi_f16;
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@ -2576,8 +2576,8 @@ s32 Camera_Jump3(Camera* camera) {
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break;
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}
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// unused
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spB0 = *eye;
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spB0 = *eye; // unused
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(void)spB0; // suppresses set but unused warning
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spC4 = PCT(OREG(25)) * camera->speedRatio;
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spC0 = camera->speedRatio * PCT(OREG(26));
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@ -3332,7 +3332,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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sCameraInterfaceFlags = keep3->flags;
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if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
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colChkActors[0] = camera->target;
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colChkActors[1] = camera->player;
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colChkActors[1] = &camera->player->actor;
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camera->animState++;
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anim->target = camera->target;
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temp_f0 = (keep3->maxDist < targetToPlayerDir.r ? 1.0f : targetToPlayerDir.r / keep3->maxDist);
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@ -3383,7 +3383,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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if (!(keep3->flags & 0x80)) {
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while (i < angleCnt) {
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if (!CollisionCheck_LineOCCheck(camera->globalCtx, &camera->globalCtx->colChkCtx, &anim->atTarget,
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&lineChkPointB, &colChkActors, 2) &&
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&lineChkPointB, colChkActors, 2) &&
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!Camera_BGCheck(camera, &anim->atTarget, &lineChkPointB)) {
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break;
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}
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@ -3770,6 +3770,7 @@ s32 Camera_KeepOn0(Camera* camera) {
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*eye = *eyeNext;
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sceneCamRot = BGCAM_ROT(sceneCamData); // unused
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(void)sceneCamRot; // suppresses set but unused warning
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fov = BGCAM_FOV(sceneCamData);
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if (fov == -1) {
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@ -4949,7 +4950,8 @@ s32 Camera_Unique7(Camera* camera) {
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Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
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*eye = *eyeNext;
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sceneCamRot = BGCAM_ROT(sceneCamData);
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sceneCamRot = BGCAM_ROT(sceneCamData); // unused
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(void)sceneCamRot; // suppresses set but unused warning
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OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos);
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@ -7307,7 +7309,7 @@ Vec3s* Camera_Update(Vec3s* outVec, Camera* camera) {
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Vec3f viewUp;
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f32 viewFov;
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Vec3f spAC;
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u32 bgCheckId;
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s32 bgId;
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f32 playerGroundY;
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f32 playerXZSpeed;
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VecSph eyeAtAngle;
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@ -7344,14 +7346,14 @@ Vec3s* Camera_Update(Vec3s* outVec, Camera* camera) {
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spAC.y += Player_GetHeight(camera->player);
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playerGroundY = BgCheck_EntityRaycastFloor5(camera->globalCtx, &camera->globalCtx->colCtx, &playerFloorPoly,
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&bgCheckId, &camera->player->actor, &spAC);
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&bgId, &camera->player->actor, &spAC);
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if (playerGroundY != BGCHECK_Y_MIN) {
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// player is above ground.
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sOOBTimer = 0;
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camera->floorNorm.x = COLPOLY_GET_NORMAL(playerFloorPoly->normal.x);
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camera->floorNorm.y = COLPOLY_GET_NORMAL(playerFloorPoly->normal.y);
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camera->floorNorm.z = COLPOLY_GET_NORMAL(playerFloorPoly->normal.z);
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camera->bgCheckId = bgCheckId;
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camera->bgCheckId = bgId;
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camera->playerGroundY = playerGroundY;
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} else {
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// player is not above ground.
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@ -7376,10 +7378,10 @@ Vec3s* Camera_Update(Vec3s* outVec, Camera* camera) {
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if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && (!(camera->unk_14C & 0x400)) &&
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(!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON)) &&
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(!(camera->unk_14C & (s16)0x8000)) && (playerGroundY != BGCHECK_Y_MIN)) {
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camDataIdx = Camera_GetDataIdxForPoly(camera, &bgCheckId, playerFloorPoly);
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camDataIdx = Camera_GetDataIdxForPoly(camera, &bgId, playerFloorPoly);
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if (camDataIdx != -1) {
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camera->nextBGCheckId = bgCheckId;
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if (bgCheckId == BGCHECK_SCENE) {
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camera->nextBGCheckId = bgId;
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if (bgId == BGCHECK_SCENE) {
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camera->nextCamDataIdx = camDataIdx;
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}
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}
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@ -7481,7 +7483,7 @@ Vec3s* Camera_Update(Vec3s* outVec, Camera* camera) {
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// setting bgCheckId to the ret of Quake_Calc, and checking that
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// is required, it doesn't make too much sense though.
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if ((bgCheckId = Quake_Calc(camera, &quake), bgCheckId != 0) && (camera->setting != CAM_SET_ITEM2)) {
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if ((bgId = Quake_Calc(camera, &quake), bgId != 0) && (camera->setting != CAM_SET_ITEM2)) {
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viewAt.x = camera->at.x + quake.atOffset.x;
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viewAt.y = camera->at.y + quake.atOffset.y;
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viewAt.z = camera->at.z + quake.atOffset.z;
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