diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2024-03-23 22:04:07 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-03-23 08:04:07 -0300 |
| commit | 5bef89a6ff33c3e84ad58d201bd1996a0d9f7db4 (patch) | |
| tree | 39cc7a06f0ea32f31ab88096e7da179ceeef7571 /src/code | |
| parent | a7fa8cc241d7f6e08d3744644cf8e93599f190a0 (diff) | |
Misc Cleanup 2 (#1521)
* begin cleanup
* more cleanup
* more cleanup
* more cleanup
* more cleanup
* more cleanup
* fake matches
* more cleanup
* more cleanup
* small thing
* PR Review
* PR Review
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/PreRender.c | 81 | ||||
| -rw-r--r-- | src/code/z_camera.c | 10 | ||||
| -rw-r--r-- | src/code/z_collision_check.c | 2 | ||||
| -rw-r--r-- | src/code/z_en_hy_code.c | 4 | ||||
| -rw-r--r-- | src/code/z_play.c | 3 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 14 | ||||
| -rw-r--r-- | src/code/z_skin_matrix.c | 2 | ||||
| -rw-r--r-- | src/code/z_sram_NES.c | 2 | ||||
| -rw-r--r-- | src/code/z_sub_s.c | 4 |
9 files changed, 59 insertions, 63 deletions
diff --git a/src/code/PreRender.c b/src/code/PreRender.c index 011b07f1f..6d4e52cf4 100644 --- a/src/code/PreRender.c +++ b/src/code/PreRender.c @@ -449,59 +449,58 @@ void PreRender_AntiAliasFilterPixel(PreRender* this, s32 x, s32 y) { // For each neighbor for (i = 1; i < 5 * 3; i += 2) { // Only sample fully covered pixels - if (buffCvg[i] == 7) { - // Determine "Penultimate Maximum" Value - - // If current maximum is less than this neighbor - if (pmaxR < buffR[i]) { - // For each neighbor (again) - for (j = 1; j < 5 * 3; j += 2) { - // If not the neighbor we were at before, and this neighbor has a larger value and this pixel is - // fully covered, that means the neighbor at `i` is the "penultimate maximum" - if ((i != j) && (buffR[j] >= buffR[i]) && (buffCvg[j] == 7)) { - pmaxR = buffR[i]; - } + if (buffCvg[i] != 7) { + continue; + } + // Determine "Penultimate Maximum" Value + + // If current maximum is less than this neighbor + if (pmaxR < buffR[i]) { + // For each neighbor (again) + for (j = 1; j < 5 * 3; j += 2) { + // If not the neighbor we were at before, and this neighbor has a larger value and this pixel is + // fully covered, that means the neighbor at `i` is the "penultimate maximum" + if ((i != j) && (buffR[j] >= buffR[i]) && (buffCvg[j] == 7)) { + pmaxR = buffR[i]; } } - if (pmaxG < buffG[i]) { - for (j = 1; j < 5 * 3; j += 2) { - if ((i != j) && (buffG[j] >= buffG[i]) && (buffCvg[j] == 7)) { - pmaxG = buffG[i]; - } + } + if (pmaxG < buffG[i]) { + for (j = 1; j < 5 * 3; j += 2) { + if ((i != j) && (buffG[j] >= buffG[i]) && (buffCvg[j] == 7)) { + pmaxG = buffG[i]; } } - if (pmaxB < buffB[i]) { - for (j = 1; j < 5 * 3; j += 2) { - if ((i != j) && (buffB[j] >= buffB[i]) && (buffCvg[j] == 7)) { - pmaxB = buffB[i]; - } + } + if (pmaxB < buffB[i]) { + for (j = 1; j < 5 * 3; j += 2) { + if ((i != j) && (buffB[j] >= buffB[i]) && (buffCvg[j] == 7)) { + pmaxB = buffB[i]; } } + } - if (1) {} - - // Determine "Penultimate Minimum" Value + // Determine "Penultimate Minimum" Value - // Same as above with inverted conditions - if (pminR > buffR[i]) { - for (j = 1; j < 5 * 3; j += 2) { - if ((i != j) && (buffR[j] <= buffR[i]) && (buffCvg[j] == 7)) { - pminR = buffR[i]; - } + // Same as above with inverted conditions + if (pminR > buffR[i]) { + for (j = 1; j < 5 * 3; j += 2) { + if ((i != j) && (buffR[j] <= buffR[i]) && (buffCvg[j] == 7)) { + pminR = buffR[i]; } } - if (pminG > buffG[i]) { - for (j = 1; j < 5 * 3; j += 2) { - if ((i != j) && (buffG[j] <= buffG[i]) && (buffCvg[j] == 7)) { - pminG = buffG[i]; - } + } + if (pminG > buffG[i]) { + for (j = 1; j < 5 * 3; j += 2) { + if ((i != j) && (buffG[j] <= buffG[i]) && (buffCvg[j] == 7)) { + pminG = buffG[i]; } } - if (pminB > buffB[i]) { - for (j = 1; j < 5 * 3; j += 2) { - if ((i != j) && (buffB[j] <= buffB[i]) && (buffCvg[j] == 7)) { - pminB = buffB[i]; - } + } + if (pminB > buffB[i]) { + for (j = 1; j < 5 * 3; j += 2) { + if ((i != j) && (buffB[j] <= buffB[i]) && (buffCvg[j] == 7)) { + pminB = buffB[i]; } } } diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 5e04f1613..d33864f34 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -1075,7 +1075,7 @@ Vec3f Camera_CalcUpVec(s16 pitch, s16 yaw, s16 roll) { Vec3f rollMtxRow1; Vec3f rollMtxRow2; Vec3f rollMtxRow3; - f32 pad; + s32 pad; // Axis to roll around u.x = cosP * sinY; @@ -1391,7 +1391,7 @@ s32 Camera_CalcAtForNormal1(Camera* camera, VecGeo* arg1, f32 yOffset, f32 forwa */ s32 Camera_CalcAtForParallel(Camera* camera, VecGeo* arg1, f32 yOffset, f32 xzOffsetMax, f32* focalActorPosY, s16 flags) { - f32 pad; + s32 pad; Vec3f focalActorAtOffsetTarget; Vec3f atTarget; f32 fovHeight; @@ -2477,9 +2477,7 @@ s32 Camera_Normal3(Camera* camera) { sp62 = BINANG_SUB(focalActorPosRot->rot.y, BINANG_ROT180(sp68.yaw)); sp78 = OLib_Vec3fToVecGeo(&camera->unk_0F0); phi_v1_2 = focalActorPosRot->rot.y - sp78.yaw; - if (phi_v1_2 < 0) { - phi_v1_2 *= -1; - } + phi_v1_2 = ABS_ALT(phi_v1_2); if (phi_v1_2 < 0x555A) { temp_f2 = 1.0f; @@ -3299,7 +3297,7 @@ s32 Camera_Jump3(Camera* camera) { f32 phi_f2_2; f32 temp_f0; f32 temp1; - f32 pad; + s32 pad; Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData; Jump3ReadWriteData* rwData = &camera->paramData.jump3.rwData; f32 focalActorHeight = Camera_GetFocalActorHeight(camera); diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 869b3fd74..11c3865e1 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -2941,7 +2941,7 @@ s32 CollisionCheck_GetMassType(u8 mass) { */ void CollisionCheck_SetOCvsOC(PlayState* play, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap) { - f32 pad; + s32 pad; f32 leftDispRatio; f32 rightDispRatio; f32 xzDist; diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index 20dff4ae3..cee1d9466 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -116,8 +116,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) { f32 minDist = 0.0f; do { - doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); - door = (EnDoor*)doorIter; + door = (EnDoor*)SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR); dist = Actor_WorldDistXYZToActor(actor, &door->knobDoor.dyna.actor); if (!isSetup || (dist < minDist)) { nearestDoor = door; @@ -127,6 +126,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) { doorIter = door->knobDoor.dyna.actor.next; } while (doorIter != NULL); + //! FAKE: if (1) {} return nearestDoor; diff --git a/src/code/z_play.c b/src/code/z_play.c index ed549b954..56055fafb 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -1302,7 +1302,8 @@ void Play_DrawMain(PlayState* this) { Lights_Draw(lights, gfxCtx); if (1) { - u32 roomDrawFlags = ((1) ? 1 : 0) | (((void)0, 1) ? 2 : 0); // FAKE: + //! FAKE: + u32 roomDrawFlags = ((1) ? 1 : 0) | (((void)0, 1) ? 2 : 0); Scene_Draw(this); if (this->roomCtx.unk78) { diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index ebd3e21ed..bfe41894e 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -2262,7 +2262,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** if (sPlayerRightHandType == PLAYER_MODELTYPE_RH_SHIELD) { if (player->transformation == PLAYER_FORM_HUMAN) { if (player->currentShield != PLAYER_SHIELD_NONE) { - //! FAKE + //! FAKE: rightHandDLists = &gPlayerHandHoldingShields[2 * ((player->currentShield - 1) ^ 0)]; } } @@ -2870,7 +2870,7 @@ void Player_DrawCircusLeadersMask(PlayState* play, Player* player) { Matrix_MultVec3f(&D_801C0B90[i], &D_801F59B0[i]); - //! FAKE + //! FAKE: if (1) {} D_801F59B0[i].y += -10.0f * scaleY; @@ -3607,7 +3607,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G } } } else if (limbIndex == PLAYER_LIMB_HEAD) { - //! FAKE + //! FAKE: if (((*dList1 != NULL) && ((((void)0, player->currentMask)) != (((void)0, PLAYER_MASK_NONE)))) && (((player->transformation == PLAYER_FORM_HUMAN) && ((player->skelAnime.animation != &gPlayerAnim_cl_setmask) || (player->skelAnime.curFrame >= 12.0f))) || @@ -3702,17 +3702,15 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G } temp = &player->arr_AF0[1]; - for (i = 0; i < ARRAY_COUNT(spF0); i++) { + for (i = 0; i < ARRAY_COUNT(spF0); i++, temp++) { *temp = spF0[0].x; - temp++; } } else { temp = &player->arr_AF0[1]; - for (i = 0; i < ARRAY_COUNT(spF0); i++) { + for (i = 0; i < ARRAY_COUNT(spF0); i++, temp++) { spF0[i].x = *temp; spF0[i].y = *temp; spF0[i].z = *temp; - temp++; } } @@ -3731,7 +3729,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G Matrix_Scale(spF0[i].x, spF0[i].y, spF0[i].z, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - //! FAKE (yes, all of them are required) + //! FAKE: (yes, all of them are required) // https://decomp.me/scratch/AdU3G if (1) {} if (1) {} diff --git a/src/code/z_skin_matrix.c b/src/code/z_skin_matrix.c index 8f9635508..211bc1631 100644 --- a/src/code/z_skin_matrix.c +++ b/src/code/z_skin_matrix.c @@ -602,7 +602,7 @@ void SkinMatrix_SetRotateAroundVec(MtxF* mf, s16 a, f32 x, f32 y, f32 z) { f32 xy; f32 yz; f32 xz; - f32 pad; + s32 pad; sinA = Math_SinS(a); cosA = Math_CosS(a); diff --git a/src/code/z_sram_NES.c b/src/code/z_sram_NES.c index d66fee9c3..18f4d76f1 100644 --- a/src/code/z_sram_NES.c +++ b/src/code/z_sram_NES.c @@ -1581,7 +1581,7 @@ void func_801457CC(GameState* gameState, SramContext* sramCtx) { } gSaveContext.save.saveInfo.checksum = 0; - // FAKE: [sp64 + 0]? + //! FAKE: [sp64 + 0]? gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext, gFlashSaveSizes[sp64 + 0]); for (sp7A = 0; sp7A < ARRAY_COUNT(gSaveContext.save.saveInfo.playerData.newf); sp7A++) { diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index cdfd9273a..7117e1da2 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -25,7 +25,7 @@ EnDoor* SubS_FindDoor(PlayState* play, s32 switchFlag) { actor = SubS_FindActor(play, actor, ACTORCAT_DOOR, ACTOR_EN_DOOR); door = (EnDoor*)actor; - if (actor == NULL) { + if (door == NULL) { break; } @@ -541,7 +541,7 @@ s32 SubS_ChangeAnimationByInfoS(SkelAnime* skelAnime, AnimationInfoS* animationI endFrame = Animation_GetLastFrame(&animationInfo->animation->common); } startFrame = animationInfo->startFrame; - if (startFrame >= endFrame || startFrame < 0) { + if ((startFrame >= endFrame) || (startFrame < 0)) { return false; } if (animationInfo->playSpeed < 0.0f) { |
