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authorquarrel07 <178681861+quarrel07@users.noreply.github.com>2026-08-01 23:29:56 -0500
committerGitHub <noreply@github.com>2026-08-01 22:29:56 -0600
commit8629bec3205b35b6f052a5f0a0164b8132ac1304 (patch)
tree45594c74a153377f618426ef62d77cb3a3db5a48 /src/engine/editor/EditorMath.cpp
parentaa6c9c10caf3630ca37cb45bafc0485b76605445 (diff)
Fix the warning-flagged real bugs across the codebase (#691, 1 of 3) (#725)
* menu_items: fix the real-bug-tier compiler warnings (#691 batch 1) Six fixes, all in menu_items.c, all verified by menu playtest on macOS: - BSWAP16(*color0++) advanced the pointer twice per pixel on little-endian builds (the macro evaluates its argument twice) and mixed bytes from two different pixels. Read first, increment separately. Note: this function (func_8009A9FC) currently has no callers, so the corruption was latent, not live. - func_8009B9D0 fell off the end on a lookup miss, returning garbage (the existing code comment already suspected this). The miss path now returns the display list head unchanged, i.e. draws nothing. - update_ok_menu_item read an uninitialized stack slot for unknown menu item types; now selects an explicit no-animation value, matching what the garbage read did in practice. - pause_menu_item_box_cursor: removed the three empty 'if (x2);' matching artifacts. The x/y/z spin state itself is untouched. - func_800A1FB0: initialized var_s4/var_s5 against the guarded-but-warned switch default. - func_800A54EC: initialized the pause cursor position pointer against its unreachable mode-switch default (would have been a null-deref class bug if mode values ever grew). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * collision: define the G_ENDDL opcode shifts, return 0 when no tyre surface found Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * replays: cast staff-ghost pointer comparisons, return 0 for empty ghost buffer Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * update_objects: return 0 from conditional step helpers, fix TLUT pointer comparison, init train draw distances Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * render_player: remove the impossible lamp range (vanilla bug, never glowed on N64 either) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * math_util_2: return the vector, not the address of the parameter slot Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Crab: remove inner declaration shadowing the initialized objectIndex Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * editor: honor InverseMatrix failure (bool was compared against 2, always true) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Track.h: drop dead null checks on array members Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * shells: drop always-true angle and surface gates (behavior unchanged, s16 made them tautological) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * particles: make the no-return particle setters void Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * effects/stubs/skybox/main: align signatures with functions that return nothing Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * menus/save: type the pak status variable as s32, return BAD_READ on the fall-off path Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * audio: remove uninitialized-read matching artifacts, init isSound Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * code_80005FD0/code_80086E70: init dead bomb kart pointer and the no_init variable Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * port/engine UI: fix printf-style format types and non-literal format string Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * render_objects: feed the unused texture param to the uninitialized img walker Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Format the changed lines per .clang-format Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Address review: strip explanatory comments, drop vec3f pointer returns Comments moved to the PR record; the one flagged worth keeping stays. vec3f_set_xyz/normalize/cross_product return void now since the out argument is the interface and nothing used the pointer. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Update actors_extended.c * Add checkbox for 'Shells Shoot Straight' option * Update render_player.c * Update PortMenu.cpp * Update render_player.c * Update actors_extended.c * Update render_player.c --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
Diffstat (limited to 'src/engine/editor/EditorMath.cpp')
-rw-r--r--src/engine/editor/EditorMath.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/engine/editor/EditorMath.cpp b/src/engine/editor/EditorMath.cpp
index 635d68d59..486b86430 100644
--- a/src/engine/editor/EditorMath.cpp
+++ b/src/engine/editor/EditorMath.cpp
@@ -65,13 +65,13 @@ FVector ScreenRayTrace() {
guPerspectiveF(perspMtx, &perspNorm, camera->fieldOfView, OTRGetAspectRatio(), CM_GetProps()->NearPersp, CM_GetProps()->FarPersp, 1.0f);
Mat4 inversePerspMtx;
- if (InverseMatrix((float*)&perspMtx, (float*)&inversePerspMtx) != 2) {
+ if (InverseMatrix((float*) &perspMtx, (float*) &inversePerspMtx)) {
FVector4 rayEye = MultiplyMatrixVector(inversePerspMtx, (float*)&rayClip.x);
Mat4 lookAtMtx;
guLookAtF(lookAtMtx, camera->pos[0], camera->pos[1], camera->pos[2], camera->lookAt[0], camera->lookAt[1], camera->lookAt[2], camera->up[0], camera->up[1], camera->up[2]);
Mat4 inverseViewMtx;
- if (InverseMatrix((float*)&lookAtMtx, (float*)&inverseViewMtx[0][0]) != 2) {
+ if (InverseMatrix((float*) &lookAtMtx, (float*) &inverseViewMtx[0][0])) {
rayEye.w = 0;
FVector4 invRayWor = MultiplyMatrixVector(inverseViewMtx, (float*)&rayEye.x);
@@ -206,7 +206,7 @@ FVector TransformVecDirection(const FVector& dir, const float mtx[4][4]) {
Ray RayToLocalSpace(MtxF mtx, const Ray& ray) {
MtxF inverse;
- if (InverseMatrix((float*)&mtx, (float*)&inverse) != 2) {
+ if (InverseMatrix((float*) &mtx, (float*) &inverse)) {
FVector localRayOrigin = TransformVecByMatrix(ray.Origin, (float(*)[4])&inverse);
FVector localRayDir = TransformVecDirection(ray.Direction, (float(*)[4])&inverse);
return Ray{localRayOrigin, localRayDir.Normalize()};