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Format Script Update (#904)
* Bring over format.sh and .clang-tidy and run it * Little fixes * Adjustments * Jenkins kick * Jenkins kick 2 * format * small fixes * Bring over new formatter by Roman Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Force use of clang-11 * check_format * Update error messages * Fix from Tharo for python3.6 Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> * Just use nproc to determine num jobs for check format * Update error message * AnimatedMat_DrawStepOpa texture arg -> matAnim * Fix enTwig draw prototype * Tidying up * Bring over fixes in OoT #1387 Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Fix * Update doc tools * PR Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
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@@ -37,7 +37,7 @@ void* AudioLoad_SyncLoad(s32 tableType, u32 id, s32* didAllocate);
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u32 AudioLoad_GetRealTableIndex(s32 tableType, u32 id);
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void* AudioLoad_SearchCaches(s32 tableType, s32 id);
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AudioTable* AudioLoad_GetLoadTable(s32 tableType);
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void AudioLoad_SyncDma(uintptr_t devAddr, u8* addr, size_t size, s32 medium);
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void AudioLoad_SyncDma(uintptr_t devAddr, u8* ramAddr, size_t size, s32 medium);
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void AudioLoad_SyncDmaUnkMedium(uintptr_t devAddr, u8* addr, size_t size, s32 unkMediumParam);
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s32 AudioLoad_Dma(OSIoMesg* mesg, u32 priority, s32 direction, uintptr_t devAddr, void* ramAddr, size_t size,
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OSMesgQueue* reqQueue, s32 medium, const char* dmaFuncType);
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@@ -21,14 +21,14 @@ typedef enum {
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/* 2 */ HAAS_EFFECT_DELAY_RIGHT // Delay right channel so that left channel is heard first
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} HaasEffectDelaySide;
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Acmd* AudioSynth_SaveResampledReverbSamplesImpl(Acmd* cmd, u16 dmem, u16 arg2, uintptr_t arg3);
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Acmd* AudioSynth_SaveResampledReverbSamplesImpl(Acmd* cmd, u16 dmem, u16 size, uintptr_t startAddr);
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Acmd* AudioSynth_LoadReverbSamplesImpl(Acmd* cmd, u16 dmem, u16 startPos, s32 size, SynthesisReverb* reverb);
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Acmd* AudioSynth_SaveReverbSamplesImpl(Acmd* cmd, u16 dmem, u16 startPos, s32 size, SynthesisReverb* reverb);
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Acmd* AudioSynth_ProcessSamples(s16* aiBuf, s32 numSamplesPerUpdate, Acmd* cmd, s32 updateIndex);
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Acmd* AudioSynth_ProcessSample(s32 noteIndex, NoteSampleState* sampleState, NoteSynthesisState* synthState, s16* aiBuf,
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s32 numSamplesPerUpdate, Acmd* cmd, s32 updateIndex);
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Acmd* AudioSynth_ApplySurroundEffect(Acmd* cmd, NoteSampleState* sampleState, NoteSynthesisState* synthState, s32 size,
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s32 dmem, s32 flags);
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Acmd* AudioSynth_ApplySurroundEffect(Acmd* cmd, NoteSampleState* sampleState, NoteSynthesisState* synthState,
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s32 numSamplesPerUpdate, s32 haasDmem, s32 flags);
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Acmd* AudioSynth_FinalResample(Acmd* cmd, NoteSynthesisState* synthState, s32 size, u16 pitch, u16 inpDmem,
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s32 resampleFlags);
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Acmd* AudioSynth_ProcessEnvelope(Acmd* cmd, NoteSampleState* sampleState, NoteSynthesisState* synthState,
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@@ -70,7 +70,7 @@ s32 Audio_SetGanonsTowerBgmVolume(u8 targetVolume);
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void Audio_StartMorningSceneSequence(u16 seqId);
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void Audio_StartSceneSequence(u16 seqId);
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void Audio_PlaySequenceWithSeqPlayerIO(s8 playerIndex, u16 seqId, u8 fadeTimer, s8 arg3, u8 arg4);
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void Audio_PlaySequenceWithSeqPlayerIO(s8 playerIndex, u16 seqId, u8 fadeInDuration, s8 ioPort, u8 ioData);
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void func_801A4428(u8 reverbIndex);
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void func_801A3038(void);
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void Audio_PlayAmbience(u8 ambienceId);
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@@ -843,10 +843,10 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void EnItem00_DrawHeartContainer(EnItem00* actor, PlayState* play) {
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void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play) {
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s32 pad[2];
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if (Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS) == actor->actor.objBankIndex) {
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if (Object_GetIndex(&play->objectCtx, OBJECT_GI_HEARTS) == this->actor.objBankIndex) {
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OPEN_DISPS(play->state.gfxCtx);
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func_8012C2DC(play->state.gfxCtx);
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@@ -459,8 +459,8 @@ void AnimatedMat_DrawStep(PlayState* play, AnimatedMaterial* matAnim, u32 step)
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/**
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* Draws an animated material with a step to only the OPA buffer.
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*/
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void AnimatedMat_DrawStepOpa(PlayState* play, AnimatedMaterial* textures, u32 step) {
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AnimatedMat_DrawMain(play, textures, 1, step, 1);
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void AnimatedMat_DrawStepOpa(PlayState* play, AnimatedMaterial* matAnim, u32 step) {
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AnimatedMat_DrawMain(play, matAnim, 1, step, 1);
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}
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/**
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@@ -8,9 +8,9 @@ s32 SkelAnime_LoopFull(SkelAnime* skelAnime);
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s32 SkelAnime_LoopPartial(SkelAnime* skelAnime);
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s32 SkelAnime_Once(SkelAnime* skelAnime);
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void Animation_PlayLoop(SkelAnime* skelAnime, AnimationHeader* animation);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* pos, s16 angle);
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void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
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void LinkAnimation_Change(PlayState* play, SkelAnime* skelAnime, LinkAnimationHeader* animation, f32 playSpeed,
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f32 frame, f32 frameCount, u8 animationMode, f32 morphFrames);
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f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames);
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void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
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static AnimationEntryCallback sAnimationLoadDone[] = {
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