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https://github.com/HarbourMasters/Shipwright
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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>
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+10
-9
@@ -1,5 +1,6 @@
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#include "global.h"
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#include "vt.h"
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#include <assert.h>
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s32 func_8006CFC0(s32 scene) {
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s32 validScenes[] = { SCENE_SPOT00, SCENE_SPOT06, SCENE_SPOT09, SCENE_SPOT12, SCENE_SPOT20 };
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@@ -52,7 +53,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x,
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player->actor.shape.rot.y, player->actor.shape.rot.z, 9, true);
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ASSERT(player->rideActor != NULL);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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@@ -70,7 +71,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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} else if ((gSaveContext.entranceIndex == 1230) && (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED))) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1, true);
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ASSERT(horseActor != NULL);
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assert(horseActor != NULL);
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} else if ((play->sceneNum == gSaveContext.horseData.scene) &&
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(((Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) != 0) && (!gSaveContext.n64ddFlag ||
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(gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_SONG_EPONA) &&
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@@ -83,7 +84,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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Actor* horseActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE,
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gSaveContext.horseData.pos.x, gSaveContext.horseData.pos.y,
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gSaveContext.horseData.pos.z, 0, gSaveContext.horseData.angle, 0, 1, true);
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ASSERT(horseActor != NULL);
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assert(horseActor != NULL);
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if (play->sceneNum == SCENE_SPOT12) {
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horseActor->room = -1;
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}
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@@ -97,7 +98,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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} else if ((play->sceneNum == SCENE_SPOT20) && !Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) && (DREG(1) == 0)) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1, true);
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ASSERT(horseActor != NULL);
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assert(horseActor != NULL);
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} else if (Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) || (DREG(1) != 0)) {
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for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) {
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HorseSpawn* horseSpawn = &horseSpawns[i];
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@@ -105,7 +106,7 @@ void func_8006D0EC(PlayState* play, Player* player) {
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Actor* horseActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
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horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type, true);
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ASSERT(horseActor != NULL);
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assert(horseActor != NULL);
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if (play->sceneNum == SCENE_SPOT12) {
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horseActor->room = -1;
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}
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@@ -155,7 +156,7 @@ void func_8006D684(PlayState* play, Player* player) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y,
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spawnPos.z, 0, player->actor.world.rot.y, 0, 7, true);
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ASSERT(player->rideActor != NULL);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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@@ -164,7 +165,7 @@ void func_8006D684(PlayState* play, Player* player) {
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(Flags_GetEventChkInf(EVENTCHKINF_EPONA_OBTAINED) == 0) && (DREG(1) == 0)) {
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player->rideActor =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5, true);
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ASSERT(player->rideActor != NULL);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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@@ -194,7 +195,7 @@ void func_8006D684(PlayState* play, Player* player) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE,
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D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0,
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player->actor.world.rot.y, 0, D_8011F9B8[i].type, true);
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ASSERT(player->rideActor != NULL);
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assert(player->rideActor != NULL);
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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@@ -209,7 +210,7 @@ void func_8006D684(PlayState* play, Player* player) {
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player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE,
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D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0,
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D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp, true);
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ASSERT(player->rideActor != NULL);
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assert(player->rideActor != NULL);
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player->actor.world.pos.x = D_8011F9B8[i].pos.x;
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player->actor.world.pos.y = D_8011F9B8[i].pos.y;
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