Add an error for implicit functions (#3017)

* Add the flag and fix errors

* switch assert and skin matrix

* new LUS

* Use normal assert

* hopefully fix WiiU

Signed-off-by: Louis <louist103@pop-os.localdomain>

---------

Signed-off-by: Louis <louist103@pop-os.localdomain>
Co-authored-by: Louis <louist103@pop-os.localdomain>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
This commit is contained in:
louist103
2023-06-27 19:53:35 -04:00
committed by GitHub
parent 7c5efb2785
commit acfc04d0ac
84 changed files with 354 additions and 217 deletions
+6 -6
View File
@@ -9,13 +9,13 @@
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/enemyrandomizer.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ActorDB.h"
#if defined(_MSC_VER) || defined(__GNUC__)
#include <string.h>
#include <stdlib.h>
#include <assert.h>
#endif
#if defined(_MSC_VER) || defined(__GNUC__)
#include "textures/place_title_cards/g_pn_49.h"
@@ -2570,7 +2570,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->colorFilterTimer--;
}
actor->update(actor, play);
GameInteractor_ExecuteOnActorUpdate(actor, play);
GameInteractor_ExecuteOnActorUpdate(actor);
func_8003F8EC(play, &play->colCtx.dyna, actor);
}
@@ -2900,7 +2900,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
if ((actor->flags & ACTOR_FLAG_LENS) &&
((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) ||
play->actorCtx.lensActive || (actor->room != play->roomCtx.curRoom.num))) {
ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX);
assert(invisibleActorCounter < INVISIBLE_ACTOR_MAX);
invisibleActors[invisibleActorCounter] = actor;
invisibleActorCounter++;
} else {
@@ -3127,7 +3127,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
ActorDBEntry* dbEntry = ActorDB_Retrieve(actorId);
ASSERT(dbEntry->valid);
assert(dbEntry->valid);
if (HREG(20) != 0) {
// "Actor class addition [%d:%s]"
@@ -3165,7 +3165,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
return NULL;
}
ASSERT(dbEntry->numLoaded < 255);
assert(dbEntry->numLoaded < 255);
dbEntry->numLoaded++;