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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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parent
d615ec4f31
commit
f9d96d9f73
208 changed files with 1702 additions and 1846 deletions
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@ -790,11 +790,11 @@ EntranceInfo gEntranceTable[] = {
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#define TITLED_SCENE(name, title, unk_10, config, unk_12) \
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{ \
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(u32) _##name##SegmentRomStart, (u32)_##name##SegmentRomEnd, (u32)_##title##SegmentRomStart, \
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(u32)_##title##SegmentRomEnd, unk_10, config, unk_12 \
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(u32)_##title##SegmentRomEnd, unk_10, config, unk_12, 0 \
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}
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#define UNTITLED_SCENE(name, unk_10, config, unk_12) \
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{ (u32) _##name##SegmentRomStart, (u32)_##name##SegmentRomEnd, 0, 0, unk_10, config, unk_12 }
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{ (u32) _##name##SegmentRomStart, (u32)_##name##SegmentRomEnd, 0, 0, unk_10, config, unk_12, 0 }
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Scene gSceneTable[] = {
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TITLED_SCENE(ydan_scene, g_pn_06, 1, 19, 2),
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@ -957,9 +957,7 @@ u32 D_8012A2F8[] = { 0x0200BA18, 0x0200CA18 };
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// Scene Draw Config 19
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void func_800995DC(GlobalContext* globalCtx) {
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u32 gameplayFrames;
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gameplayFrames = globalCtx->gameplayFrames;
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u32 gameplayFrames = globalCtx->gameplayFrames;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4763);
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@ -1001,9 +999,7 @@ u32 D_8012A308[] = { 0x02011F78, 0x02014778, 0x02014378, 0x02013F78, 0x02014B78,
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void func_80099878(GlobalContext* globalCtx) {
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u32 gameplayFrames;
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s32 pad;
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Gfx* displayListHead;
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displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 6 * sizeof(Gfx));
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Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 6 * sizeof(Gfx));
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4905);
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@ -1040,9 +1036,7 @@ void func_80099878(GlobalContext* globalCtx) {
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// Scene Draw Config 30
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void func_80099BD8(GlobalContext* globalCtx) {
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f32 temp;
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Gfx* displayListHead;
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displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 18 * sizeof(Gfx));
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Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 18 * sizeof(Gfx));
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5069);
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@ -2176,9 +2170,7 @@ void func_8009F40C(GlobalContext* globalCtx) {
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// Scene Draw Config 14
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void func_8009F5D4(GlobalContext* globalCtx) {
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Gfx* displayListHead;
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displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 3 * sizeof(Gfx));
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Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 3 * sizeof(Gfx));
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7461);
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@ -2213,13 +2205,10 @@ void func_8009F5D4(GlobalContext* globalCtx) {
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// Scene Draw Config 15
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void func_8009F7D4(GlobalContext* globalCtx) {
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s8 sp6F;
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s8 sp6E;
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s8 sp6F = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
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s8 sp6E = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
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u32 gameplayFrames;
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sp6F = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
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sp6E = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7512);
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gameplayFrames = globalCtx->gameplayFrames;
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