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synced 2026-05-23 15:01:32 -04:00
Fix all warnings raised by IDO (#152)
* Fix all warnings raised by IDO, ignore trailing commas * Set -woff=624,...; keep const in printf functions * Remove redefined macros in irqmgr.c * Remove DECR macro & reformat * Address PR comments from AngheloAlf
This commit is contained in:
+4
-8
@@ -1,10 +1,6 @@
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#include <ultra64.h>
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#include <global.h>
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// From OOT
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1))
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void Actor_PrintLists(ActorContext* actorCtx) {
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ActorListEntry* actorList = &actorCtx->actorList[0];
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Actor* actor;
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@@ -526,7 +522,7 @@ s32 Actor_IsActorFacedByActor(Actor* actor, Actor* other, s16 tolerance) {
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angle = Actor_YawBetweenActors(actor, other) + 0x8000;
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dist = angle - other->shape.rot.y;
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if (ABS(dist) < tolerance) {
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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}
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return 0;
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@@ -536,7 +532,7 @@ s32 Actor_IsActorFacingLink(Actor* actor, s16 angle) {
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s16 dist;
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dist = actor->yawTowardsPlayer - actor->shape.rot.y;
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if (ABS(dist) < angle) {
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if (ABS_ALT(dist) < angle) {
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return 1;
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}
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return 0;
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@@ -546,7 +542,7 @@ s32 Actor_IsActorFacingActor(Actor* actor, Actor* other, s16 tolerance) {
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s16 dist;
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dist = Actor_YawBetweenActors(actor, other) - actor->shape.rot.y;
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if (ABS(dist) < tolerance) {
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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}
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return 0;
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@@ -559,7 +555,7 @@ s32 Actor_IsActorFacingActorAndWithinRange(Actor* actor, Actor* other, f32 range
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if (Actor_DistanceBetweenActors(actor, other) < range) {
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dist = Actor_YawBetweenActors(actor, other) - actor->shape.rot.y;
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if (ABS(dist) < tolerance) {
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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}
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}
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@@ -162,7 +162,7 @@ void BgCheck_CreateVertexFromVec3f(Vec3s* vertex, Vec3f* vector) {
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/func_800C40B4.asm")
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f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly* arg1, s32* arg2, Actor* actor, Vec3f* pos) {
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f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos) {
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return func_800C3D50(0, bgCtxt, 2, arg1, arg2, pos, actor, 28, 1.0f, 0);
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}
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@@ -225,7 +225,7 @@ void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index) {
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particle->pos.y += particle->velocity.y;
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particle->pos.z += particle->velocity.z;
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(*particle->update)(ctxt, index, particle);
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particle->update(ctxt, index, particle);
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}
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}
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@@ -250,7 +250,7 @@ void EffectSS_UpdateAllParticles(GlobalContext* ctxt) {
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void EffectSS_DrawParticle(GlobalContext* ctxt, s32 index) {
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EffectSs* entry = &EffectSS2Info.data_table[index];
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if (entry->draw != 0) {
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(*entry->draw)(ctxt, index, entry);
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entry->draw(ctxt, index, entry);
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}
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}
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+10
-3
@@ -187,9 +187,16 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
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* available in the Lights group. This is at most 7 slots for a new group, but could be less.
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*/
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, GlobalContext* globalCtx) {
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static LightsPosBindFunc posBindFuncs[] = { Lights_BindPoint, Lights_BindDirectional, Lights_BindPoint };
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static LightsBindFunc dirBindFuncs[] = { Lights_BindPointWithReference, Lights_BindDirectional,
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Lights_BindPointWithReference };
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static LightsPosBindFunc posBindFuncs[] = {
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Lights_BindPoint,
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(LightsPosBindFunc)Lights_BindDirectional,
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Lights_BindPoint,
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};
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static LightsBindFunc dirBindFuncs[] = {
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Lights_BindPointWithReference,
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(LightsBindFunc)Lights_BindDirectional,
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Lights_BindPointWithReference,
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};
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if (listHead != NULL) {
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if ((refPos == NULL) && (lights->enablePosLights == 1)) {
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@@ -19,8 +19,9 @@ void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType
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void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry);
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static AnimationEntryCallback sAnimationLoadDone[] = {
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SkelAnime_LinkAnimetionLoaded, SkelAnime_AnimationType1Loaded, SkelAnime_AnimationType2Loaded,
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SkelAnime_AnimationType3Loaded, SkelAnime_AnimationType4Loaded, SkelAnime_AnimationType5Loaded,
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(AnimationEntryCallback)SkelAnime_LinkAnimetionLoaded, (AnimationEntryCallback)SkelAnime_AnimationType1Loaded,
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(AnimationEntryCallback)SkelAnime_AnimationType2Loaded, (AnimationEntryCallback)SkelAnime_AnimationType3Loaded,
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(AnimationEntryCallback)SkelAnime_AnimationType4Loaded, (AnimationEntryCallback)SkelAnime_AnimationType5Loaded,
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};
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s32 D_801F5AB0;
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@@ -1240,7 +1241,7 @@ void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, Li
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skelAnime->initialFrame = frame;
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skelAnime->animCurrentFrame = frame;
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skelAnime->animFrameCount = frameCount;
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skelAnime->totalFrames = SkelAnime_GetTotalFrames(linkAnimetionEntrySeg);
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skelAnime->totalFrames = SkelAnime_GetTotalFrames(&linkAnimetionEntrySeg->genericHeader);
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skelAnime->animPlaybackSpeed = playbackSpeed;
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}
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+2
-2
@@ -113,11 +113,11 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
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s16 x;
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s16 y;
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f32 distance;
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UNK_TYPE unk1;
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CollisionPoly* unk1;
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Camera* camera;
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Actor* actors[2];
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s32 ret = 0;
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UNK_TYPE unk2;
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u32 unk2;
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camera = ACTIVE_CAM;
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