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FALLTHROUGH Attribute, switch cleanup (#1719)
* add fallthrough * attributes * fix warning
This commit is contained in:
+18
-17
@@ -47,6 +47,7 @@
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#include "global.h"
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#include "string.h"
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#include "attributes.h"
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#include "zelda_arena.h"
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#include "z64olib.h"
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@@ -1873,7 +1874,7 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg
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case 1:
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swing->collisionClosePoint =
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Camera_BgCheckCorner(&camera->at, &camera->eyeNext, &swing->atEyeColChk, &swing->eyeAtColChk);
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// fallthrough
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FALLTHROUGH;
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case 2:
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peekAroundPoint.x = swing->collisionClosePoint.x + (swing->atEyeColChk.norm.x + swing->eyeAtColChk.norm.x);
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peekAroundPoint.y = swing->collisionClosePoint.y + (swing->atEyeColChk.norm.y + swing->eyeAtColChk.norm.y);
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@@ -1995,13 +1996,13 @@ s32 Camera_Normal1(Camera* camera) {
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switch (camera->animState) {
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case 20:
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Camera_SetUpdateRatesFastYaw(camera);
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// fallthrough
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FALLTHROUGH;
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case 0:
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rwData->unk_0C = 1;
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if (!(roData->interfaceFlags & NORMAL1_FLAG_3) && (camera->animState != 20)) {
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rwData->unk_0C |= 0x1000;
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}
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// fallthrough
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FALLTHROUGH;
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case 10:
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if (camera->animState == 10) {
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rwData->unk_0C = 0;
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@@ -2787,7 +2788,7 @@ s32 Camera_Parallel1(Camera* camera) {
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if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == 0) {
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Camera_SetUpdateRatesFastYaw(camera);
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}
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// fallthrough
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FALLTHROUGH;
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case 0:
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case 10:
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if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
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@@ -3369,7 +3370,7 @@ s32 Camera_Jump3(Camera* camera) {
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switch (camera->animState) {
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case 0:
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rwData->unk_10 = 0x1000;
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// fallthrough
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FALLTHROUGH;
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case 10:
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case 20:
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rwData->unk_00 = camera->focalActorFloorHeight;
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@@ -4641,7 +4642,7 @@ s32 Camera_KeepOn4(Camera* camera) {
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sp9C++;
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break;
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}
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// fallthrough
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FALLTHROUGH;
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case (KEEPON4_FLAG_3 | KEEPON4_FLAG_1):
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if (camera->target != 0) {
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sp4C = Actor_GetWorld(camera->target);
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@@ -4653,7 +4654,7 @@ s32 Camera_KeepOn4(Camera* camera) {
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sp9C++;
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break;
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}
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// fallthrough
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FALLTHROUGH;
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case (KEEPON4_FLAG_3 | KEEPON4_FLAG_2 | KEEPON4_FLAG_1):
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spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
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spA0 = spA8.yaw;
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@@ -5454,7 +5455,7 @@ s32 Camera_Unique0(Camera* camera) {
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camera->eye = camera->eyeNext = rwData->unk_1C.point;
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Camera_UnsetStateFlag(camera, CAM_STATE_2);
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camera->animState++;
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// fallthrough
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FALLTHROUGH;
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case 1:
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sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
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sp84.yaw = rwData->unk_34.y;
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@@ -5987,7 +5988,7 @@ s32 Camera_Demo2(Camera* camera) {
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if (camera->stateFlags & CAM_STATE_3) {
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camera->animState = 4;
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}
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// fallthrough
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FALLTHROUGH;
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case 10:
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case 20:
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// Taken on the 1st and 158th animation frame
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@@ -6013,7 +6014,7 @@ s32 Camera_Demo2(Camera* camera) {
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(camera->stateFlags & CAM_STATE_3))) {
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goto skipeyeUpdate;
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}
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// fallthrough
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FALLTHROUGH;
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default:
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Camera_SetStateFlag(camera, CAM_STATE_4 | CAM_STATE_2);
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Camera_UnsetStateFlag(camera, CAM_STATE_3);
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@@ -6196,7 +6197,7 @@ s32 Camera_Demo4(Camera* camera) {
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camera->fov = 80.0f;
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rwData->unk_10 = (Rand_ZeroOne() - 0.5f) * 40.0f;
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// fallthrough
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FALLTHROUGH;
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case 1:
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// Camera fixed on human player as the mask moves from the pocket to the face
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// Camera rolls left and right
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@@ -6356,7 +6357,7 @@ s32 Camera_Demo5(Camera* camera) {
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focalActorFocus.pos.x = focalActorPosRot->pos.x;
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focalActorFocus.pos.z = focalActorPosRot->pos.z;
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*at = focalActorFocus.pos;
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// fallthrough
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FALLTHROUGH;
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case 1:
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// Camera remains still as player moves hands to face
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rwData->timer--;
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@@ -6823,7 +6824,7 @@ s32 Camera_Special9(Camera* camera) {
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} else {
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rwData->unk_00 = sp84.rot.y;
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}
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// fallthrough
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FALLTHROUGH;
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case 1:
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// Camera is fixed in front of the door
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doorParams->timer1--;
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@@ -6862,7 +6863,7 @@ s32 Camera_Special9(Camera* camera) {
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*eye = *eyeNext;
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}
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}
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// fallthrough
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FALLTHROUGH;
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case 2:
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// Camera is behind the door looking at player
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spB8 = focalActorPosRot->pos;
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@@ -6878,7 +6879,7 @@ s32 Camera_Special9(Camera* camera) {
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// Setup for the camera turning around to look in front of player
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camera->animState++;
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rwData->unk_00 = BINANG_ROT180(rwData->unk_00);
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// fallthrough
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FALLTHROUGH;
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case 3:
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// Camera turns around to look in front of player
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spB8 = focalActorPosRot->pos;
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@@ -6897,10 +6898,10 @@ s32 Camera_Special9(Camera* camera) {
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}
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camera->animState++;
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// fallthrough
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FALLTHROUGH;
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case 4:
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camera->animState++;
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// fallthrough
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FALLTHROUGH;
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case 999:
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default:
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// Door is closed and is waiting for user input to toggle to a new setting
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