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authorTyler McGavran <tyler.taggerung@gmail.com>2023-08-26 14:48:45 -0400
committerGitHub <noreply@github.com>2023-08-26 12:48:45 -0600
commit31d3ac14ec865363a273b804628f40ba5442a256 (patch)
treeba9235b8af584d1a3cc27fd765c59c9a4ef13e5f /src/main.h
parentb9b1d2f0c17f74e0fb068c67db05db4d82dd3abc (diff)
Put `void` in several function prototypes (#387)
I have historically made prototypes for argument-less functions with just plain `()` for the argument list. This has caused some minor pains when using `m2c` and is, pendatically, incorrect. So I have changed all argument-less function protoypes to instead have `(void)` as the argument list. This required a couple small fixes here and there.
Diffstat (limited to 'src/main.h')
-rw-r--r--src/main.h56
1 files changed, 28 insertions, 28 deletions
diff --git a/src/main.h b/src/main.h
index 994232aef..ea6178eee 100644
--- a/src/main.h
+++ b/src/main.h
@@ -26,43 +26,43 @@ struct UnkStruct_8015F584 {
extern struct UnkStruct_8015F584 D_8014F110[];
void create_thread(OSThread*, OSId, void (*entry)(void *), void*, void*, OSPri);
-void main_func();
+void main_func(void);
void thread1_idle(void*);
-void setup_mesg_queues();
+void setup_mesg_queues(void);
void start_sptask(s32);
-void create_gfx_task_structure();
-void init_controllers();
+void create_gfx_task_structure(void);
+void init_controllers(void);
void update_controller(s32);
-void read_controllers();
-void func_80000BEC();
+void read_controllers(void);
+void func_80000BEC(void);
void dispatch_audio_sptask(struct SPTask*);
void exec_display_list(struct SPTask*);
-void init_rcp();
-void end_master_display_list();
+void init_rcp(void);
+void end_master_display_list(void);
void *clear_framebuffer(s32);
-void rendering_init();
-void config_gfx_pool();
-void display_and_vsync();
-void init_seg_80280000();
-void init_seg_8028DF00();
+void rendering_init(void);
+void config_gfx_pool(void);
+void display_and_vsync(void);
+void init_seg_80280000(void);
+void init_seg_8028DF00(void);
void dma_copy(u8*, u8*, u32);
-void setup_game_memory();
-void game_init_clear_framebuffer();
-void race_logic_loop();
-void game_state_handler();
-void interrupt_gfx_sptask();
-void receive_new_tasks();
+void setup_game_memory(void);
+void game_init_clear_framebuffer(void);
+void race_logic_loop(void);
+void game_state_handler(void);
+void interrupt_gfx_sptask(void);
+void receive_new_tasks(void);
void set_vblank_handler(s32, struct VblankHandler*, OSMesgQueue*, OSMesg*);
-void start_gfx_sptask();
-void handle_vblank();
-void handle_dp_complete();
-void handle_sp_complete();
+void start_gfx_sptask(void);
+void handle_vblank(void);
+void handle_dp_complete(void);
+void handle_sp_complete(void);
void thread3_video(void*);
-void func_800025D4();
-void func_80002600();
-void func_8000262C();
-void func_80002658();
-void update_gamestate();
+void func_800025D4(void);
+void func_80002600(void);
+void func_8000262C(void);
+void func_80002658(void);
+void update_gamestate(void);
void thread5_game_loop(void*);
void thread4_audio(void*);