diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2022-03-05 07:03:20 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-03-05 12:03:20 -0300 |
| commit | 1e4411a8716fdfb64bc34892c104a541253eac15 (patch) | |
| tree | 10f64af7fa5f5c81ff014e10741b08867721cd6e /src/code | |
| parent | 7fcefd8d3fa60a13c1229bf4a1bdc5f2c59f0d75 (diff) | |
General Cleanup 2 (#681)
* cleanup
* Clean up toto
* More ClockTime macro
* rename pad
* EnGo and format
* EntityLineTest booleans
* Other bgcheck tests
* Graph Allocs
* Lib_Segmented
* Fix toto comment
* Remove macro comment for EnBigpo_DrawLantern
* Format and remove sym from undefined_syms.txt
* PR suggestions
* BgIkanaRay params
* One day i'll remember
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/code_800E8EA0.c | 12 | ||||
| -rw-r--r-- | src/code/z_actor.c | 3 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 23 | ||||
| -rw-r--r-- | src/code/z_fcurve_data_skelanime.c | 6 | ||||
| -rw-r--r-- | src/code/z_game_over.c | 2 | ||||
| -rw-r--r-- | src/code/z_room.c | 2 | ||||
| -rw-r--r-- | src/code/z_scene.c | 55 | ||||
| -rw-r--r-- | src/code/z_scene_proc.c | 30 |
8 files changed, 66 insertions, 67 deletions
diff --git a/src/code/code_800E8EA0.c b/src/code/code_800E8EA0.c index 754b8759d..d95f53269 100644 --- a/src/code/code_800E8EA0.c +++ b/src/code/code_800E8EA0.c @@ -57,15 +57,13 @@ s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* Player* player = GET_PLAYER(globalCtx); s16 sVar3; Vec3f local_14; - s16 sVar3A; actor->focus.pos = actor->world.pos; actor->focus.pos.y += param_5; if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { - sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; - sVar3A = ABS_ALT(sVar3); - if (sVar3A >= 0x4300) { + sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); + if (sVar3 >= 0x4300) { func_800E8F08(param_3, param_4); return 0; } @@ -86,14 +84,12 @@ s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* Player* player = GET_PLAYER(globalCtx); s16 sVar3; Vec3f local_14; - s16 sVar3A; actor->focus.pos = param_5; if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { - sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; - sVar3A = ABS_ALT(sVar3); - if (sVar3A >= 0x4300) { + sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); + if (sVar3 >= 0x4300) { func_800E8F08(param_3, param_4); return 0; } diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 08a230e16..04f24e66f 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3405,7 +3405,8 @@ void func_800BB604(GameState* gameState, ActorContext* actorCtx, Player* player, if (((phi_s2) || (phi_s2_2)) && (func_800B83BC(actor, temp_f0_2))) { if (func_800BB59C(globalCtx, actor)) { if (((!BgCheck_CameraLineTest1(&globalCtx->colCtx, &player->actor.focus.pos, - &actor->focus.pos, &sp70, &sp80, 1, 1, 1, 1, &sp7C)) || + &actor->focus.pos, &sp70, &sp80, true, true, true, true, + &sp7C)) || (SurfaceType_IsIgnoredByProjectiles(&globalCtx->colCtx, sp80, sp7C)))) { if (actor->targetPriority != 0) { if ((phi_s2 != 0) && (actor->targetPriority < D_801ED8D4)) { diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 5dc1f92a2..5c8a75f98 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -30,13 +30,22 @@ const ActorInit En_Item00_InitVars = { }; static ColliderCylinderInit sCylinderInit = { - { COLTYPE_NONE, AT_NONE, AC_ON | AT_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_CYLINDER }, - { ELEMTYPE_UNK0, - { 0x00000000, 0x00, 0x00 }, - { 0x00000010, 0x00, 0x00 }, - TOUCH_NONE | TOUCH_SFX_NORMAL, - BUMP_ON, - OCELEM_NONE }, + { + COLTYPE_NONE, + AT_NONE, + AC_ON | AT_TYPE_PLAYER, + OC1_NONE, + OC2_NONE, + COLSHAPE_CYLINDER, + }, + { + ELEMTYPE_UNK0, + { 0x00000000, 0x00, 0x00 }, + { 0x00000010, 0x00, 0x00 }, + TOUCH_NONE | TOUCH_SFX_NORMAL, + BUMP_ON, + OCELEM_NONE, + }, { 10, 30, 0, { 0, 0, 0 } }, }; diff --git a/src/code/z_fcurve_data_skelanime.c b/src/code/z_fcurve_data_skelanime.c index c6ee50d87..e22b5f351 100644 --- a/src/code/z_fcurve_data_skelanime.c +++ b/src/code/z_fcurve_data_skelanime.c @@ -14,10 +14,10 @@ void SkelCurve_Clear(SkelAnimeCurve* skelCurve) { s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg, TransformUpdateIndex* transUpdIdx) { SkelCurveLimb** limbs; - SkelCurveLimbList* limbList = (SkelCurveLimbList*)Lib_SegmentedToVirtual(limbListSeg); + SkelCurveLimbList* limbList = Lib_SegmentedToVirtual(limbListSeg); skelCurve->limbCount = limbList->limbCount; - skelCurve->limbList = (SkelCurveLimb**)Lib_SegmentedToVirtual(limbList->limbs); + skelCurve->limbList = Lib_SegmentedToVirtual(limbList->limbs); skelCurve->transforms = ZeldaArena_Malloc(sizeof(*skelCurve->transforms) * skelCurve->limbCount); @@ -100,7 +100,7 @@ s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) { void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve* skelCurve, OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* thisx) { - SkelCurveLimb* limb = (SkelCurveLimb*)Lib_SegmentedToVirtual(skelCurve->limbList[limbIndex]); + SkelCurveLimb* limb = Lib_SegmentedToVirtual(skelCurve->limbList[limbIndex]); OPEN_DISPS(globalCtx->state.gfxCtx); diff --git a/src/code/z_game_over.c b/src/code/z_game_over.c index 6b375ecf8..411cb5d00 100644 --- a/src/code/z_game_over.c +++ b/src/code/z_game_over.c @@ -74,7 +74,7 @@ void GameOver_Update(GlobalContext* globalCtx) { gSaveContext.nextTransition = 2; gSaveContext.health = 48; gameOverCtx->state++; - if (gSaveContext.inventory.items[SLOT(ITEM_MASK_DEKU)] == ITEM_MASK_DEKU) { + if (INV_CONTENT(ITEM_MASK_DEKU) == ITEM_MASK_DEKU) { gSaveContext.playerForm = PLAYER_FORM_HUMAN; gSaveContext.equippedMask = PLAYER_MASK_NONE; } diff --git a/src/code/z_room.c b/src/code/z_room.c index 67c6c6158..7579c6200 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -29,7 +29,7 @@ void Room_DrawType0Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { } mesh = &room->mesh->type0; - meshParams = (RoomMeshType0Params*)Lib_SegmentedToVirtual(mesh->paramsStart); + meshParams = Lib_SegmentedToVirtual(mesh->paramsStart); for (i = 0; i < mesh->count; i++) { if ((flags & 1) && (meshParams->opaqueDl != NULL)) { gSPDisplayList(gfxCtx->polyOpa.p++, meshParams->opaqueDl); diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 6e4793661..6ef6a6091 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -13,8 +13,7 @@ s32 Object_Spawn(ObjectContext* objectCtx, s16 id) { } if (objectCtx->num < OBJECT_EXCHANGE_BANK_MAX - 1) { - objectCtx->status[objectCtx->num + 1].segment = - (void*)ALIGN16((u32)objectCtx->status[objectCtx->num].segment + size); + objectCtx->status[objectCtx->num + 1].segment = ALIGN16((u32)objectCtx->status[objectCtx->num].segment + size); } objectCtx->num++; @@ -172,9 +171,9 @@ void Scene_HeaderCmdSpawnList(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x01: Actor List void Scene_HeaderCmdActorList(GlobalContext* globalCtx, SceneCmd* cmd) { - globalCtx->numSetupActors = (u16)cmd->actorList.num; - globalCtx->setupActorList = (ActorEntry*)Lib_SegmentedToVirtual(cmd->actorList.segment); - globalCtx->actorCtx.unkC = (u16)0; + globalCtx->numSetupActors = cmd->actorList.num; + globalCtx->setupActorList = Lib_SegmentedToVirtual(cmd->actorList.segment); + globalCtx->actorCtx.unkC = 0; } // SceneTableEntry Header Command 0x02: List of cameras for actor cutscenes @@ -187,21 +186,21 @@ void Scene_HeaderCmdColHeader(GlobalContext* globalCtx, SceneCmd* cmd) { CollisionHeader* colHeaderTemp; CollisionHeader* colHeader; - colHeaderTemp = (CollisionHeader*)Lib_SegmentedToVirtual(cmd->colHeader.segment); + colHeaderTemp = Lib_SegmentedToVirtual(cmd->colHeader.segment); colHeader = colHeaderTemp; - colHeader->vtxList = (Vec3s*)Lib_SegmentedToVirtual(colHeaderTemp->vtxList); - colHeader->polyList = (CollisionPoly*)Lib_SegmentedToVirtual(colHeader->polyList); + colHeader->vtxList = Lib_SegmentedToVirtual(colHeaderTemp->vtxList); + colHeader->polyList = Lib_SegmentedToVirtual(colHeader->polyList); if (colHeader->surfaceTypeList != NULL) { - colHeader->surfaceTypeList = (SurfaceType*)Lib_SegmentedToVirtual(colHeader->surfaceTypeList); + colHeader->surfaceTypeList = Lib_SegmentedToVirtual(colHeader->surfaceTypeList); } if (colHeader->cameraDataList != NULL) { - colHeader->cameraDataList = (void*)Lib_SegmentedToVirtual(colHeader->cameraDataList); + colHeader->cameraDataList = Lib_SegmentedToVirtual(colHeader->cameraDataList); } if (colHeader->waterBoxes != NULL) { - colHeader->waterBoxes = (WaterBox*)Lib_SegmentedToVirtual(colHeader->waterBoxes); + colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes); } BgCheck_Allocate(&globalCtx->colCtx, globalCtx, colHeader); @@ -210,12 +209,12 @@ void Scene_HeaderCmdColHeader(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x04: Room List void Scene_HeaderCmdRoomList(GlobalContext* globalCtx, SceneCmd* cmd) { globalCtx->numRooms = cmd->roomList.num; - globalCtx->roomList = (RomFile*)Lib_SegmentedToVirtual(cmd->roomList.segment); + globalCtx->roomList = Lib_SegmentedToVirtual(cmd->roomList.segment); } // SceneTableEntry Header Command 0x06: Entrance List void Scene_HeaderCmdEntranceList(GlobalContext* globalCtx, SceneCmd* cmd) { - globalCtx->setupEntranceList = (EntranceEntry*)Lib_SegmentedToVirtual(cmd->entranceList.segment); + globalCtx->setupEntranceList = Lib_SegmentedToVirtual(cmd->entranceList.segment); } // SceneTableEntry Header Command 0x07: Special Files @@ -248,19 +247,21 @@ void Scene_HeaderCmdRoomBehavior(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x0A: Mesh Header void Scene_HeaderCmdMesh(GlobalContext* globalCtx, SceneCmd* cmd) { - globalCtx->roomCtx.currRoom.mesh = (RoomMesh*)Lib_SegmentedToVirtual(cmd->mesh.segment); + globalCtx->roomCtx.currRoom.mesh = Lib_SegmentedToVirtual(cmd->mesh.segment); } // SceneTableEntry Header Command 0x0B: Object List void Scene_HeaderCmdObjectList(GlobalContext* globalCtx, SceneCmd* cmd) { - s32 i, j, k; + s32 i; + s32 j; + s32 k; ObjectStatus* firstObject; ObjectStatus* status; ObjectStatus* status2; s16* objectEntry; void* nextPtr; - objectEntry = (s16*)Lib_SegmentedToVirtual(cmd->objectList.segment); + objectEntry = Lib_SegmentedToVirtual(cmd->objectList.segment); k = 0; i = globalCtx->objectCtx.spawnedObjectCount; status = &globalCtx->objectCtx.status[i]; @@ -305,7 +306,7 @@ void Scene_HeaderCmdObjectList(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x0C: Light List void Scene_HeaderCmdLightList(GlobalContext* globalCtx, SceneCmd* cmd) { s32 i; - LightInfo* lightInfo = (LightInfo*)Lib_SegmentedToVirtual(cmd->lightList.segment); + LightInfo* lightInfo = Lib_SegmentedToVirtual(cmd->lightList.segment); for (i = 0; i < cmd->lightList.num; i++) { LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, lightInfo); @@ -315,14 +316,13 @@ void Scene_HeaderCmdLightList(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x0D: Path List void Scene_HeaderCmdPathList(GlobalContext* globalCtx, SceneCmd* cmd) { - globalCtx->setupPathList = (Path*)Lib_SegmentedToVirtual(cmd->pathList.segment); + globalCtx->setupPathList = Lib_SegmentedToVirtual(cmd->pathList.segment); } // SceneTableEntry Header Command 0x0E: Transition Actor List void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd) { globalCtx->doorCtx.numTransitionActors = cmd->transiActorList.num; - globalCtx->doorCtx.transitionActorList = - (TransitionActorEntry*)Lib_SegmentedToVirtual((void*)cmd->transiActorList.segment); + globalCtx->doorCtx.transitionActorList = Lib_SegmentedToVirtual(cmd->transiActorList.segment); func_80105818(globalCtx, globalCtx->doorCtx.numTransitionActors, globalCtx->doorCtx.transitionActorList); } @@ -334,7 +334,7 @@ void Door_InitContext(GameState* state, DoorContext* doorCtx) { // SceneTableEntry Header Command 0x0F: Environment Light Settings List void Scene_HeaderCmdEnvLightSettings(GlobalContext* globalCtx, SceneCmd* cmd) { globalCtx->envCtx.numLightSettings = cmd->lightSettingList.num; - globalCtx->envCtx.lightSettingsList = (void*)Lib_SegmentedToVirtual(cmd->lightSettingList.segment); + globalCtx->envCtx.lightSettingsList = Lib_SegmentedToVirtual(cmd->lightSettingList.segment); } /** @@ -440,7 +440,7 @@ void Scene_HeaderCmdWindSettings(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x13: Exit List void Scene_HeaderCmdExitList(GlobalContext* globalCtx, SceneCmd* cmd) { - globalCtx->setupExitList = (u16*)Lib_SegmentedToVirtual(cmd->exitList.segment); + globalCtx->setupExitList = Lib_SegmentedToVirtual(cmd->exitList.segment); } // SceneTableEntry Header Command 0x09: Undefined @@ -468,11 +468,11 @@ void Scene_HeaderCmdAltHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) { SceneCmd* altHeader; if (gSaveContext.sceneSetupIndex) { - altHeaderList = (SceneCmd**)Lib_SegmentedToVirtual(cmd->altHeaders.segment); + altHeaderList = Lib_SegmentedToVirtual(cmd->altHeaders.segment); altHeader = altHeaderList[gSaveContext.sceneSetupIndex - 1]; if (altHeader != NULL) { - Scene_ProcessHeader(globalCtx, (SceneCmd*)Lib_SegmentedToVirtual(altHeader)); + Scene_ProcessHeader(globalCtx, Lib_SegmentedToVirtual(altHeader)); (cmd + 1)->base.code = 0x14; } } @@ -480,14 +480,13 @@ void Scene_HeaderCmdAltHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) { // SceneTableEntry Header Command 0x17: Cutscene List void Scene_HeaderCmdCutsceneList(GlobalContext* globalCtx, SceneCmd* cmd) { - globalCtx->csCtx.sceneCsCount = (u8)cmd->base.data1; - globalCtx->csCtx.sceneCsList = (CutsceneEntry*)Lib_SegmentedToVirtual((void*)cmd->base.data2); + globalCtx->csCtx.sceneCsCount = cmd->base.data1; + globalCtx->csCtx.sceneCsList = Lib_SegmentedToVirtual(cmd->base.data2); } // SceneTableEntry Header Command 0x1B: Actor Cutscene List void Scene_HeaderCmdActorCutsceneList(GlobalContext* globalCtx, SceneCmd* cmd) { - ActorCutscene_Init(globalCtx, (ActorCutscene*)Lib_SegmentedToVirtual(cmd->cutsceneActorList.segment), - cmd->cutsceneActorList.num); + ActorCutscene_Init(globalCtx, Lib_SegmentedToVirtual(cmd->cutsceneActorList.segment), cmd->cutsceneActorList.num); } // SceneTableEntry Header Command 0x1C: Mini Maps diff --git a/src/code/z_scene_proc.c b/src/code/z_scene_proc.c index b04b79bb4..f7f71a2dd 100644 --- a/src/code/z_scene_proc.c +++ b/src/code/z_scene_proc.c @@ -114,7 +114,7 @@ void AnimatedMat_DrawTwoTexScroll(GlobalContext* globalCtx, s32 segment, void* p * Generates a displaylist that sets the prim and env color, and stores it in the provided segment ID. */ void AnimatedMat_SetColor(GlobalContext* globalCtx, s32 segment, F3DPrimColor* primColorResult, F3DEnvColor* envColor) { - Gfx* colorDList = (Gfx*)GRAPH_ALLOC(globalCtx->state.gfxCtx, sizeof(Gfx) * 4); + Gfx* colorDList = GRAPH_ALLOC(globalCtx->state.gfxCtx, sizeof(Gfx) * 4); OPEN_DISPS(globalCtx->state.gfxCtx); @@ -141,13 +141,10 @@ void AnimatedMat_SetColor(GlobalContext* globalCtx, s32 segment, F3DPrimColor* p */ void AnimatedMat_DrawColor(GlobalContext* globalCtx, s32 segment, void* params) { AnimatedMatColorParams* colorAnimParams = (AnimatedMatColorParams*)params; - F3DPrimColor* primColor; + F3DPrimColor* primColor = Lib_SegmentedToVirtual(colorAnimParams->primColors); F3DEnvColor* envColor; - s32 curFrame; + s32 curFrame = sMatAnimStep % colorAnimParams->keyFrameLength; - primColor = (F3DPrimColor*)Lib_SegmentedToVirtual(colorAnimParams->primColors); - - curFrame = sMatAnimStep % colorAnimParams->keyFrameLength; primColor += curFrame; envColor = (colorAnimParams->envColors != NULL) ? (F3DEnvColor*)Lib_SegmentedToVirtual(colorAnimParams->envColors) + curFrame @@ -169,10 +166,10 @@ s32 AnimatedMat_Lerp(s32 min, s32 max, f32 norm) { */ void AnimatedMat_DrawColorLerp(GlobalContext* globalCtx, s32 segment, void* params) { AnimatedMatColorParams* colorAnimParams = (AnimatedMatColorParams*)params; - F3DPrimColor* primColorMax; + F3DPrimColor* primColorMax = Lib_SegmentedToVirtual(colorAnimParams->primColors); F3DEnvColor* envColorMax; - u16* keyFrames; - s32 curFrame; + u16* keyFrames = Lib_SegmentedToVirtual(colorAnimParams->keyFrames); + s32 curFrame = sMatAnimStep % colorAnimParams->keyFrameLength; s32 endFrame; s32 relativeFrame; // relative to the start frame s32 startFrame; @@ -183,9 +180,6 @@ void AnimatedMat_DrawColorLerp(GlobalContext* globalCtx, s32 segment, void* para F3DEnvColor envColorResult; s32 i; - primColorMax = (F3DPrimColor*)Lib_SegmentedToVirtual(colorAnimParams->primColors); - keyFrames = (u16*)Lib_SegmentedToVirtual(colorAnimParams->keyFrames); - curFrame = sMatAnimStep % colorAnimParams->keyFrameLength; keyFrames++; i = 1; @@ -211,7 +205,7 @@ void AnimatedMat_DrawColorLerp(GlobalContext* globalCtx, s32 segment, void* para primColorResult.lodFrac = AnimatedMat_Lerp(primColorMin->lodFrac, primColorMax->lodFrac, norm); if (colorAnimParams->envColors) { - envColorMax = (F3DEnvColor*)Lib_SegmentedToVirtual(colorAnimParams->envColors); + envColorMax = Lib_SegmentedToVirtual(colorAnimParams->envColors); envColorMax += i; envColorMin = envColorMax - 1; envColorResult.r = AnimatedMat_Lerp(envColorMin->r, envColorMax->r, norm); @@ -370,8 +364,8 @@ void AnimatedMat_DrawColorNonLinearInterp(GlobalContext* globalCtx, s32 segment, */ void AnimatedMat_DrawTexCycle(GlobalContext* globalCtx, s32 segment, void* params) { AnimatedMatTexCycleParams* texAnimParams = params; - void** texList = (void**)Lib_SegmentedToVirtual(texAnimParams->textureList); - u8* texId = (u8*)Lib_SegmentedToVirtual(texAnimParams->textureIndexList); + void** texList = Lib_SegmentedToVirtual(texAnimParams->textureList); + u8* texId = Lib_SegmentedToVirtual(texAnimParams->textureIndexList); s32 curFrame = sMatAnimStep % texAnimParams->keyFrameLength; void* tex = Lib_SegmentedToVirtual(texList[texId[curFrame]]); @@ -408,9 +402,9 @@ void AnimatedMat_DrawMain(GlobalContext* globalCtx, AnimatedMaterial* matAnim, f do { segment = matAnim->segment; segmentAbs = ((segment < 0) ? -segment : segment) + 7; - matAnimDrawHandlers[matAnim->type](globalCtx, segmentAbs, (void*)Lib_SegmentedToVirtual(matAnim->params)); + matAnimDrawHandlers[matAnim->type](globalCtx, segmentAbs, Lib_SegmentedToVirtual(matAnim->params)); matAnim++; - } while (segment > -1); + } while (segment >= 0); } } @@ -726,7 +720,7 @@ void Scene_DrawConfigGreatBayTemple(GlobalContext* globalCtx) { BgCheck_UnsetContextFlags(&globalCtx->colCtx, BGCHECK_FLAG_REVERSE_CONVEYOR_FLOW); } - dList = (Gfx*)GRAPH_ALLOC(globalCtx->state.gfxCtx, sizeof(Gfx) * 18); + dList = GRAPH_ALLOC(globalCtx->state.gfxCtx, sizeof(Gfx) * 18); AnimatedMat_Draw(globalCtx, globalCtx->sceneMaterialAnims); |
