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authorDerek Hensley <hensley.derek58@gmail.com>2022-03-05 07:03:20 -0800
committerGitHub <noreply@github.com>2022-03-05 12:03:20 -0300
commit1e4411a8716fdfb64bc34892c104a541253eac15 (patch)
tree10f64af7fa5f5c81ff014e10741b08867721cd6e /src/code
parent7fcefd8d3fa60a13c1229bf4a1bdc5f2c59f0d75 (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.c12
-rw-r--r--src/code/z_actor.c3
-rw-r--r--src/code/z_en_item00.c23
-rw-r--r--src/code/z_fcurve_data_skelanime.c6
-rw-r--r--src/code/z_game_over.c2
-rw-r--r--src/code/z_room.c2
-rw-r--r--src/code/z_scene.c55
-rw-r--r--src/code/z_scene_proc.c30
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);