mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-06-05 03:17:34 -04:00
reapply changes needed for C23 build on develop (#5467)
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@@ -84,7 +84,7 @@ void func_800AA15C(void) {
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D_80160FD0.unk_104 = 2;
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}
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void func_800AA16C(void) {
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void Rumble_ClearRequests(void) {
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D_80160FD0.unk_104 = 0;
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}
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@@ -892,7 +892,7 @@ void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContex
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if ((((void)0, gSaveContext.gameMode) != GAMEMODE_NORMAL) &&
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(((void)0, gSaveContext.gameMode) != GAMEMODE_END_CREDITS)) {
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func_800AA16C(play);
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Rumble_ClearRequests();
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}
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if (pauseCtx->state == 0) {
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@@ -1289,12 +1289,12 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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D_80160000 = &this->meleeWeaponInfo[2].base;
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if (!LINK_IS_ADULT) {
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if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
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if (!(this->skelAnime.movementFlags & 4) || (this->skelAnime.movementFlags & 1)) {
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pos->x *= 0.64f;
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pos->z *= 0.64f;
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}
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if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
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if (!(this->skelAnime.movementFlags & 4) || (this->skelAnime.movementFlags & 2)) {
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pos->y *= 0.64f;
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}
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}
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+14
-14
@@ -1170,9 +1170,9 @@ void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade
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*/
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void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) {
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skelAnime->update = LinkAnimation_Loop;
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skelAnime->update.link = LinkAnimation_Loop;
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} else {
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skelAnime->update = LinkAnimation_Once;
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skelAnime->update.link = LinkAnimation_Once;
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}
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skelAnime->morphWeight = 0.0f;
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}
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@@ -1182,7 +1182,7 @@ void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime) {
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* finishes.
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*/
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s32 LinkAnimation_Update(PlayState* play, SkelAnime* skelAnime) {
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return skelAnime->update(play, skelAnime);
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return skelAnime->update.link(play, skelAnime);
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}
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/**
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@@ -1294,7 +1294,7 @@ void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHe
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SkelAnime_CopyFrameTable(skelAnime, skelAnime->morphTable, skelAnime->jointTable);
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morphFrames = -morphFrames;
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} else {
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skelAnime->update = LinkAnimation_Morph;
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skelAnime->update.link = LinkAnimation_Morph;
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AnimationContext_SetLoadFrame(play, animation, (s32)startFrame, skelAnime->limbCount,
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skelAnime->morphTable);
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}
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@@ -1559,11 +1559,11 @@ s32 SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* sk
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*/
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void SkelAnime_SetUpdate(SkelAnime* skelAnime) {
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if (skelAnime->mode <= ANIMMODE_LOOP_INTERP) {
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skelAnime->update = SkelAnime_LoopFull;
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skelAnime->update.normal = SkelAnime_LoopFull;
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} else if (skelAnime->mode <= ANIMMODE_ONCE_INTERP) {
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skelAnime->update = SkelAnime_Once;
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skelAnime->update.normal = SkelAnime_Once;
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} else {
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skelAnime->update = SkelAnime_LoopPartial;
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skelAnime->update.normal = SkelAnime_LoopPartial;
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}
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}
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@@ -1572,7 +1572,7 @@ void SkelAnime_SetUpdate(SkelAnime* skelAnime) {
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* finishes.
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*/
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s32 SkelAnime_Update(SkelAnime* skelAnime) {
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return skelAnime->update(skelAnime);
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return skelAnime->update.normal(skelAnime);
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}
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/**
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@@ -1741,10 +1741,10 @@ void Animation_ChangeImpl(SkelAnime* skelAnime, AnimationHeader* animation, f32
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morphFrames = -morphFrames;
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} else {
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if (taper != ANIMTAPER_NONE) {
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skelAnime->update = SkelAnime_MorphTaper;
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skelAnime->update.normal = SkelAnime_MorphTaper;
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skelAnime->taper = taper;
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} else {
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skelAnime->update = SkelAnime_Morph;
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skelAnime->update.normal = SkelAnime_Morph;
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}
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SkelAnime_GetFrameData(animation, startFrame, skelAnime->limbCount, skelAnime->morphTable);
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}
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@@ -1895,7 +1895,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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f32 sin;
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f32 cos;
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if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
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if (skelAnime->movementFlags & ANIM_FLAG_NOMOVE) {
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diff->x = diff->z = 0.0f;
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} else {
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x = skelAnime->jointTable[0].x;
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@@ -1917,8 +1917,8 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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skelAnime->jointTable[0].x = skelAnime->baseTransl.x;
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skelAnime->prevTransl.z = skelAnime->jointTable[0].z;
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skelAnime->jointTable[0].z = skelAnime->baseTransl.z;
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if (skelAnime->moveFlags & ANIM_FLAG_UPDATEY) {
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if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
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if (skelAnime->movementFlags & ANIM_FLAG_UPDATEY) {
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if (skelAnime->movementFlags & ANIM_FLAG_NOMOVE) {
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diff->y = 0.0f;
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} else {
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diff->y = skelAnime->jointTable[0].y - skelAnime->prevTransl.y;
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@@ -1929,7 +1929,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
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diff->y = 0.0f;
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skelAnime->prevTransl.y = skelAnime->jointTable[0].y;
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}
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skelAnime->moveFlags &= ~ANIM_FLAG_NOMOVE;
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skelAnime->movementFlags &= ~ANIM_FLAG_NOMOVE;
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}
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/**
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