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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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GPG key ID: 4AEE18F83AFDEB23
208 changed files with 1702 additions and 1846 deletions

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