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authorTharo <tharo10600@gmail.com>2026-09-24 05:29:19 +0100
committerGitHub <noreply@github.com>2026-09-24 06:29:19 +0200
commit1bef952ff61a6dd1945c7887c1babd94efe95f72 (patch)
tree7436c39fce905685f6d2115d487be3303ceda09c /src/code/z_camera.c
parent39070bb9dd5bba8b60363b81ef0b36f4590e68f4 (diff)
Unused variable/parameter cleanup (#1321)
* UNUSED attribute for variables and parameters in static segments and for all stack padding variables * No more unused variable warnings * Make pad variable names consistent * Small cleanup * Macro-ify stack padding * Use stack padding for more variables not previously named pad * Format * Check unused parameter on gamestate overlays and pause menu Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Merge 2x u8 stack pads into 1x s16 stack pad in en_ik * Remove UNUSED from function prototypes * Suggested changes Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * More unused variables * Fix merge, updated for new versions * Format * questionable UNUSED and STACK_PAD more usage * format * format * one more STACK_PADS in z_kaleido_map.c --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Diffstat (limited to 'src/code/z_camera.c')
-rw-r--r--src/code/z_camera.c179
1 files changed, 89 insertions, 90 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index f5d88d806..8782ca31a 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -11,6 +11,7 @@
#include "printf.h"
#include "regs.h"
#include "sfx.h"
+#include "stack_pad.h"
#include "sys_math3d.h"
#include "terminal.h"
#include "translation.h"
@@ -508,7 +509,7 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
void func_80044340(Camera* camera, Vec3f* arg1, Vec3f* arg2) {
CamColChk sp20;
- Vec3s unused;
+ STACK_PADS(s32, 2);
sp20.pos = *arg2;
func_80043F94(camera, arg1, &sp20);
@@ -519,9 +520,9 @@ void func_80044340(Camera* camera, Vec3f* arg1, Vec3f* arg2) {
* Checks if `from` to `to` is looking from the outside of a poly towards the front
*/
s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
- s32 pad;
+ STACK_PAD(s32);
Vec3f intersect;
- s32 pad2;
+ STACK_PAD(s32);
s32 bgId;
CollisionPoly* poly;
CollisionContext* colCtx = &camera->play->colCtx;
@@ -541,7 +542,7 @@ s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
* and bgId to `bgId`. If no floor is found, then the normal is a flat surface pointing upwards.
*/
f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) {
- s32 pad;
+ STACK_PAD(s32);
CollisionPoly* floorPoly;
f32 floorY = BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, bgId, chkPos);
@@ -655,7 +656,7 @@ s32 Camera_GetBgCamIndex(Camera* camera, s32* bgId, CollisionPoly* poly) {
*/
Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) {
CollisionPoly* floorPoly;
- s32 pad;
+ STACK_PAD(s32);
s32 bgId;
PosRot playerPosRot;
@@ -839,7 +840,7 @@ Vec3f Camera_CalcUpFromPitchYawRoll(s16 pitch, s16 yaw, s16 roll) {
Vec3f rollMtxRow1;
Vec3f rollMtxRow2;
Vec3f rollMtxRow3;
- f32 pad;
+ STACK_PAD(s32);
// Axis to roll around
u.x = cosP * sinY;
@@ -886,10 +887,10 @@ f32 Camera_ClampLERPScale(Camera* camera, f32 maxLERPScale) {
return ret;
}
-void Camera_CopyDataToRegs(Camera* camera, s16 mode) {
- CameraModeValue* values;
- CameraModeValue* valueP;
- s32 i;
+void Camera_CopyDataToRegs(Camera* camera, UNUSED_NDEBUG s16 mode) {
+ UNUSED_NDEBUG CameraModeValue* values;
+ UNUSED_NDEBUG CameraModeValue* valueP;
+ UNUSED_NDEBUG s32 i;
#if DEBUG_FEATURES
if (PREG(82)) {
@@ -1084,7 +1085,7 @@ s32 Camera_CalcAtDefault(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, s16 calc
Vec3f* at = &camera->at;
Vec3f playerToAtOffsetTarget;
Vec3f atTarget;
- s32 pad2;
+ STACK_PAD(s32);
PosRot* playerPosRot = &camera->playerPosRot;
f32 playerHeight = Player_GetHeight(camera->player);
@@ -1119,7 +1120,7 @@ s32 func_800458D4(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, f32* arg3, s16
f32 deltaY;
Vec3f* at = &camera->at;
f32 temp;
- s32 pad;
+ STACK_PAD(s32);
playerToAtOffsetTarget.y = Player_GetHeight(camera->player) + yOffset;
playerToAtOffsetTarget.x = 0.0f;
@@ -1159,7 +1160,7 @@ s32 func_80045B08(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, s16 arg3) {
f32 phi_f2;
Vec3f playerToAtOffsetTarget;
Vec3f atTarget;
- f32 pad;
+ STACK_PAD(s32);
f32 temp_ret;
PosRot* playerPosRot = &camera->playerPosRot;
@@ -1369,8 +1370,7 @@ s32 Camera_CalcAtForHorse(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, f32* yP
Vec3f* at = &camera->at;
Vec3f playerToAtOffsetTarget;
Vec3f atTarget;
- s32 pad;
- s32 pad2;
+ STACK_PADS(s32, 2);
f32 playerHeight = Player_GetHeight(camera->player);
Player* player = camera->player;
PosRot horsePosRot;
@@ -1449,7 +1449,7 @@ f32 Camera_ClampDist(Camera* camera, f32 dist, f32 minDist, f32 maxDist, s16 tim
}
s16 Camera_CalcDefaultPitch(Camera* camera, s16 arg1, s16 arg2, s16 arg3) {
- f32 pad;
+ f32 interpValue;
f32 stepScale;
f32 t;
s16 phi_v0;
@@ -1464,8 +1464,8 @@ s16 Camera_CalcDefaultPitch(Camera* camera, s16 arg1, s16 arg2, s16 arg3) {
stepScale = (1.0f / camera->pitchUpdateRateInv) * 3.0f;
} else {
t = absCur * (1.0f / CAM_MAX_PITCH);
- pad = Camera_InterpolateCurve(0.8f, 1.0f - t);
- stepScale = (1.0f / camera->pitchUpdateRateInv) * pad;
+ interpValue = Camera_InterpolateCurve(0.8f, 1.0f - t);
+ stepScale = (1.0f / camera->pitchUpdateRateInv) * interpValue;
}
return Camera_LERPCeilS(target, arg1, stepScale, 0xA);
}
@@ -1596,7 +1596,7 @@ void func_80046E20(Camera* camera, VecGeo* eyeAdjustment, f32 minDist, f32 arg3,
}
}
-s32 Camera_Noop(Camera* camera) {
+s32 Camera_Noop(UNUSED Camera* camera) {
return true;
}
@@ -1614,7 +1614,7 @@ s32 Camera_Normal1(Camera* camera) {
VecGeo eyeAdjustment;
VecGeo atEyeGeo;
VecGeo atEyeNextGeo;
- PosRot* playerPosRot = &camera->playerPosRot;
+ UNUSED PosRot* playerPosRot = &camera->playerPosRot;
Normal1ReadOnlyData* roData = &camera->paramData.norm1.roData;
Normal1ReadWriteData* rwData = &camera->paramData.norm1.rwData;
f32 playerHeight;
@@ -1847,7 +1847,7 @@ s32 Camera_Normal2(Camera* camera) {
PosRot* playerPosRot = &camera->playerPosRot;
Normal2ReadOnlyData* roData = &camera->paramData.norm2.roData;
Normal2ReadWriteData* rwData = &camera->paramData.norm2.rwData;
- s32 pad;
+ STACK_PAD(s32);
BgCamFuncData* bgCamFuncData;
f32 playerHeight;
f32 yNormal;
@@ -2008,7 +2008,7 @@ s32 Camera_Normal3(Camera* camera) {
VecGeo sp74;
PosRot* playerPosRot = &camera->playerPosRot;
f32 temp_f0;
- f32 temp_f6;
+ STACK_PAD(s32);
s16 phi_a0;
s16 t2;
Normal3ReadOnlyData* roData = &camera->paramData.norm3.roData;
@@ -2163,9 +2163,9 @@ s32 Camera_Parallel1(Camera* camera) {
s16 phi_a0;
Parallel1ReadOnlyData* roData = &camera->paramData.para1.roData;
Parallel1ReadWriteData* rwData = &camera->paramData.para1.rwData;
- f32 pad2;
+ STACK_PAD(s32);
f32 playerHeight;
- s32 pad3;
+ f32 value;
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS(camera) || CAM_DEBUG_RELOAD_PARAMS) {
@@ -2250,8 +2250,8 @@ s32 Camera_Parallel1(Camera* camera) {
tangle = Camera_GetPitchAdjFromFloorHeightDiffs(camera, atToEyeDir.yaw - 0x7FFF, true);
spB8 = ((1.0f / roData->unk_0C) * 0.3f);
- pad2 = (((1.0f / roData->unk_0C) * 0.7f) * (1.0f - camera->speedRatio));
- rwData->unk_10 = Camera_LERPCeilS(tangle, rwData->unk_10, spB8 + pad2, 0xF);
+ value = (((1.0f / roData->unk_0C) * 0.7f) * (1.0f - camera->speedRatio));
+ rwData->unk_10 = Camera_LERPCeilS(tangle, rwData->unk_10, spB8 + value, 0xF);
} else {
rwData->unk_10 = 0;
}
@@ -2362,7 +2362,7 @@ s32 Camera_Jump1(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
- s32 pad2;
+ STACK_PAD(s32);
f32 spA4;
Vec3f newEye;
VecGeo eyeAtOffset;
@@ -2371,10 +2371,10 @@ s32 Camera_Jump1(Camera* camera) {
VecGeo eyeDiffTarget;
PosRot* playerPosRot = &camera->playerPosRot;
UNUSED PosRot playerhead;
- s16 tangle;
+ STACK_PAD(s16);
Jump1ReadOnlyData* roData = &camera->paramData.jump1.roData;
Jump1ReadWriteData* rwData = &camera->paramData.jump1.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
@@ -2524,7 +2524,7 @@ s32 Camera_Jump2(Camera* camera) {
s16 playerYawRot180;
Jump2ReadOnlyData* roData = &camera->paramData.jump2.roData;
Jump2ReadWriteData* rwData = &camera->paramData.jump2.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
@@ -2690,7 +2690,7 @@ s32 Camera_Jump3(Camera* camera) {
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
- s32 prevMode;
+ UNUSED_NDEBUG s32 prevMode;
f32 spC4;
f32 spC0;
f32 spBC;
@@ -2700,8 +2700,7 @@ s32 Camera_Jump3(Camera* camera) {
Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData;
VecGeo eyeAtOffset;
VecGeo eyeNextAtOffset;
- s32 pad;
- s32 pad2;
+ STACK_PADS(s32, 2);
CameraModeValue* values;
f32 t2;
f32 phi_f0;
@@ -2709,9 +2708,9 @@ s32 Camera_Jump3(Camera* camera) {
f32 playerHeight;
PosRot playerhead;
f32 yNormal;
- f32 temp_f18;
+ STACK_PAD(s32);
s32 modeSwitch;
- f32 temp_f2_2;
+ STACK_PAD(s32);
Jump3ReadWriteData* rwData = &camera->paramData.jump3.rwData;
playerHeight = Player_GetHeight(camera->player);
@@ -2890,7 +2889,7 @@ s32 Camera_Battle1(Camera* camera) {
Vec3f targetPos;
f32 var3;
f32 var2;
- f32 temp_f0_2;
+ STACK_PAD(s32);
f32 temp_f12_2;
f32 spFC;
f32 spF8;
@@ -2917,7 +2916,7 @@ s32 Camera_Battle1(Camera* camera) {
f32 fov;
Battle1ReadOnlyData* roData = &camera->paramData.batt1.roData;
Battle1ReadWriteData* rwData = &camera->paramData.batt1.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
skipEyeAtCalc = false;
@@ -3168,7 +3167,7 @@ s32 Camera_Battle4(Camera* camera) {
VecGeo eyeNextAtOffset;
Battle4ReadOnlyData* roData = &camera->paramData.batt4.roData;
Battle4ReadWriteData* rwData = &camera->paramData.batt4.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
@@ -3266,7 +3265,7 @@ s32 Camera_KeepOn1(Camera* camera) {
s16 isOffGround;
KeepOn1ReadOnlyData* roData = &camera->paramData.keep1.roData;
KeepOn1ReadWriteData* rwData = &camera->paramData.keep1.rwData;
- s16 t3;
+ STACK_PAD(s32);
f32 playerHeight;
sp88 = 0;
@@ -3500,7 +3499,7 @@ s32 Camera_KeepOn3(Camera* camera) {
PosRot* camPlayerPosRot = &camera->playerPosRot;
KeepOn3ReadOnlyData* roData = &camera->paramData.keep3.roData;
KeepOn3ReadWriteData* rwData = &camera->paramData.keep3.rwData;
- s32 pad;
+ s32 value;
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
@@ -3614,10 +3613,10 @@ s32 Camera_KeepOn3(Camera* camera) {
}
PRINTF("camera: talk: BG&collision check %d time(s)\n", i);
camera->stateFlags &= ~(CAM_STATE_CHECK_BG | CAM_STATE_EXTERNAL_FINISHED);
- pad = ((rwData->animTimer + 1) * rwData->animTimer) >> 1;
- rwData->eyeToAtTargetYaw = (f32)(s16)(atToEyeAdj.yaw - atToEyeNextDir.yaw) / pad;
- rwData->eyeToAtTargetPitch = (f32)(s16)(atToEyeAdj.pitch - atToEyeNextDir.pitch) / pad;
- rwData->eyeToAtTargetR = (atToEyeAdj.r - atToEyeNextDir.r) / pad;
+ value = ((rwData->animTimer + 1) * rwData->animTimer) >> 1;
+ rwData->eyeToAtTargetYaw = (f32)(s16)(atToEyeAdj.yaw - atToEyeNextDir.yaw) / value;
+ rwData->eyeToAtTargetPitch = (f32)(s16)(atToEyeAdj.pitch - atToEyeNextDir.pitch) / value;
+ rwData->eyeToAtTargetR = (atToEyeAdj.r - atToEyeNextDir.r) / value;
return 1;
}
@@ -3666,7 +3665,7 @@ s32 Camera_KeepOn3(Camera* camera) {
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f sAtTarget;
- static Vec3f D_8015BD60;
+ UNUSED static Vec3f D_8015BD60;
static Vec3f sEyeCandidate;
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
@@ -3686,7 +3685,7 @@ s32 Camera_KeepOn4(Camera* camera) {
PosRot* playerPosRot = &camera->playerPosRot;
KeepOn4ReadOnlyData* roData = &camera->paramData.keep4.roData;
KeepOn4ReadWriteData* rwData = &camera->paramData.keep4.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
Player* player = GET_PLAYER(camera->play);
s16 angleCnt;
@@ -3989,7 +3988,7 @@ s32 Camera_KeepOn0(Camera* camera) {
VecGeo eyeAtOffset;
KeepOn0ReadOnlyData* roData = &camera->paramData.keep0.roData;
KeepOn0ReadWriteData* rwData = &camera->paramData.keep0.rwData;
- s32 pad;
+ STACK_PAD(s32);
BgCamFuncData* bgCamFuncData;
UNUSED Vec3s bgCamRot;
s16 fov;
@@ -4057,10 +4056,10 @@ s32 Camera_KeepOn0(Camera* camera) {
s32 Camera_Fixed1(Camera* camera) {
Fixed1ReadOnlyData* roData = &camera->paramData.fixd1.roData;
Fixed1ReadWriteData* rwData = &camera->paramData.fixd1.rwData;
- s32 pad;
+ STACK_PAD(s32);
VecGeo eyeOffset;
VecGeo eyeAtOffset;
- s32 pad2;
+ STACK_PAD(s32);
Vec3f adjustedPos;
BgCamFuncData* bgCamFuncData;
Vec3f* eye = &camera->eye;
@@ -4136,7 +4135,7 @@ s32 Camera_Fixed2(Camera* camera) {
BgCamFuncData* bgCamFuncData;
Fixed2ReadOnlyData* roData = &camera->paramData.fixd2.roData;
Fixed2ReadWriteData* rwData = &camera->paramData.fixd2.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
@@ -4215,7 +4214,7 @@ s32 Camera_Fixed3(Camera* camera) {
UNUSED VecGeo eyeAtOffset;
Fixed3ReadOnlyData* roData = &camera->paramData.fixd3.roData;
Fixed3ReadWriteData* rwData = &camera->paramData.fixd3.rwData;
- s32 pad;
+ STACK_PAD(s32);
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
@@ -4287,7 +4286,7 @@ s32 Camera_Fixed4(Camera* camera) {
VecGeo atTargetEyeNextOffset;
PosRot* playerPosRot = &camera->playerPosRot;
BgCamFuncData* bgCamFuncData;
- Vec3f* posOffset = &camera->playerToAtOffset;
+ UNUSED Vec3f* posOffset = &camera->playerToAtOffset;
Fixed4ReadOnlyData* roData = &camera->paramData.fixd4.roData;
Fixed4ReadWriteData* rwData = &camera->paramData.fixd4.rwData;
f32 playerYOffset;
@@ -4383,7 +4382,7 @@ s32 Camera_Subj3(Camera* camera) {
Subj3ReadOnlyData* roData = &camera->paramData.subj3.roData;
Subj3ReadWriteData* rwData = &camera->paramData.subj3.rwData;
CameraModeValue* values;
- Vec3f* pad2;
+ STACK_PAD(s32);
f32 playerHeight;
sp60 = Actor_GetFocus(&camera->player->actor);
@@ -4511,14 +4510,13 @@ s32 Camera_Subj4(Camera* camera) {
Vec3f temp1;
Vec3f zoomAtTarget;
f32 temp2;
- s32 pad1;
+ STACK_PAD(s32);
f32 eyeLerp;
PosRot playerPosRot;
VecGeo targetOffset;
VecGeo atEyeOffset;
s16 eyeToAtYaw;
- s32 pad2;
- f32 temp;
+ STACK_PADS(s32, 2);
Subj4ReadOnlyData* roData = &camera->paramData.subj4.roData;
Subj4ReadWriteData* rwData = &camera->paramData.subj4.rwData;
@@ -4681,7 +4679,7 @@ s32 Camera_Data3(Camera* camera) {
}
s32 Camera_Data4(Camera* camera) {
- s32 pad2[2];
+ STACK_PADS(s32, 2);
Data4ReadOnlyData* roData = &camera->paramData.data4.roData;
VecGeo eyeAtOffset;
VecGeo atOffset;
@@ -4691,7 +4689,7 @@ s32 Camera_Data4(Camera* camera) {
Vec3f* eyeNext = &camera->eyeNext;
BgCamFuncData* bgCamFuncData;
Vec3f lookAt;
- s32 pad;
+ STACK_PAD(s32);
Data4ReadWriteData* rwData = &camera->paramData.data4.rwData;
Vec3f* eye = &camera->eye;
f32 playerHeight;
@@ -4768,9 +4766,9 @@ s32 Camera_Unique1(Camera* camera) {
UNUSED PosRot playerhead;
Unique1ReadOnlyData* roData = &camera->paramData.uniq1.roData;
Unique1ReadWriteData* rwData = &camera->paramData.uniq1.rwData;
- s32 pad;
+ STACK_PAD(s32);
f32 playerHeight;
- s32 pad2;
+ STACK_PAD(s32);
playerHeight = Player_GetHeight(camera->player);
if (RELOAD_PARAMS(camera) || CAM_DEBUG_RELOAD_PARAMS) {
@@ -4855,11 +4853,11 @@ s32 Camera_Unique2(Camera* camera) {
Vec3f playerPos;
VecGeo eyeOffset;
VecGeo eyeAtOffset;
- s32 pad;
+ STACK_PAD(s32);
f32 lerpRateFactor;
Unique2ReadOnlyData* roData = &camera->paramData.uniq2.roData;
Unique2ReadWriteData* rwData = &camera->paramData.uniq2.rwData;
- s32 pad2;
+ STACK_PAD(s32);
f32 playerHeight;
playerHeight = Player_GetHeight(camera->player);
@@ -5220,7 +5218,7 @@ s32 Camera_Unique6(Camera* camera) {
* camera rotates to follow player
*/
s32 Camera_Unique7(Camera* camera) {
- s32 pad;
+ STACK_PAD(s32);
Unique7ReadOnlyData* roData = &camera->paramData.uniq7.roData;
PosRot* playerPosRot = &camera->playerPosRot;
VecGeo playerPosEyeOffset;
@@ -5297,7 +5295,7 @@ s32 Camera_Unique9(Camera* camera) {
s16 action;
s16 atFlags;
s16 eyeFlags;
- s16 pad2;
+ STACK_PAD(s16);
PosRot targethead;
PosRot playerhead;
PosRot playerPosRot;
@@ -5817,7 +5815,7 @@ void Camera_RotateAroundPoint(PosRot* at, Vec3f* pos, Vec3f* dst) {
* until all keyFrames have been exhausted.
*/
s32 Camera_Demo1(Camera* camera) {
- s32 pad;
+ STACK_PAD(s32);
Demo1ReadOnlyData* roData = &camera->paramData.demo1.roData;
f32* cameraFOV = &camera->fov;
Vec3f* at = &camera->at;
@@ -5909,13 +5907,13 @@ s32 Camera_Demo3(Camera* camera) {
Vec3f sp68;
Vec3f sp5C;
f32 temp_f0;
- s32 pad;
+ STACK_PAD(s32);
u8 skipUpdateEye = false;
f32 yOffset = Player_GetHeight(camera->player);
s16 angle;
Demo3ReadOnlyData* roData = &camera->paramData.demo3.roData;
Demo3ReadWriteData* rwData = &camera->paramData.demo3.rwData;
- s32 pad2;
+ STACK_PAD(s32);
camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
@@ -6125,7 +6123,7 @@ s32 Camera_Demo5(Camera* camera) {
VecGeo eyePlayerGeo;
s16 targetScreenPosX;
s16 targetScreenPosY;
- s32 pad1;
+ STACK_PAD(s32);
PosRot playerhead;
PosRot targethead;
Player* player;
@@ -6133,7 +6131,7 @@ s32 Camera_Demo5(Camera* camera) {
s32 framesDiff;
s32 temp_v0;
s16 t;
- s32 pad2;
+ STACK_PAD(s32);
playerhead = Actor_GetFocus(&camera->player->actor);
player = camera->player;
@@ -6756,7 +6754,7 @@ s32 Camera_Demo8(Camera* camera) {
* to be relative to the main camera's player, the current camera's player, or the main camera's target
*/
s32 Camera_Demo9(Camera* camera) {
- s32 pad;
+ STACK_PAD(s32);
s32 finishAction;
s16 onePointTimer;
OnePointCamData* onePointCamData = &camera->paramData.demo9.onePointCamData;
@@ -6765,7 +6763,7 @@ s32 Camera_Demo9(Camera* camera) {
Vec3f newEye;
Vec3f newAt;
f32 newRoll;
- s32 pad3;
+ STACK_PAD(s32);
Camera* mainCam;
Vec3f* eye = &camera->eye;
PosRot* mainCamPlayerPosRot;
@@ -6994,7 +6992,7 @@ s32 Camera_Special5(Camera* camera) {
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
PosRot spA8;
- s16 pad;
+ STACK_PAD(s16);
s16 spA4;
CamColChk sp7C;
VecGeo sp74;
@@ -7206,12 +7204,12 @@ s32 Camera_Special6(Camera* camera) {
BgCamFuncData* bgCamFuncData;
Vec3s bgCamRot;
s16 fov;
- f32 sp54;
+ STACK_PAD(s32);
f32 timerF;
f32 timerDivisor;
Special6ReadOnlyData* roData = &camera->paramData.spec6.roData;
Special6ReadWriteData* rwData = &camera->paramData.spec6.rwData;
- s32 pad;
+ STACK_PAD(s32);
if (RELOAD_PARAMS(camera) || CAM_DEBUG_RELOAD_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@@ -7302,7 +7300,7 @@ s32 Camera_Special8(Camera* camera) {
}
s32 Camera_Special9(Camera* camera) {
- s32 pad;
+ STACK_PAD(s32);
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@@ -7310,14 +7308,14 @@ s32 Camera_Special9(Camera* camera) {
VecGeo eyeAdjustment;
VecGeo atEyeOffsetGeo;
f32 playerYOffset;
- s32 pad3;
+ STACK_PAD(s32);
PosRot* playerPosRot = &camera->playerPosRot;
PosRot referencePosRot;
f32 yNormal;
DoorParams* doorParams = &camera->paramData.doorParams;
Special9ReadOnlyData* roData = &camera->paramData.spec9.roData;
Special9ReadWriteData* rwData = &camera->paramData.spec9.rwData;
- s32 pad4;
+ STACK_PAD(s32);
BgCamFuncData* bgCamFuncData;
playerYOffset = Player_GetHeight(camera->player);
@@ -7473,14 +7471,14 @@ void Camera_Destroy(Camera* camera) {
}
}
-void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play) {
+void Camera_Init(Camera* camera, UNUSED View* view, UNUSED CollisionContext* colCtx, PlayState* play) {
Camera* camP;
s16 curUID;
s16 j;
memset(camera, 0, sizeof(Camera));
if (sInitRegs) {
- s32 i;
+ UNUSED_NDEBUG s32 i;
#if DEBUG_FEATURES
for (i = 0; i < sOREGInitCnt; i++) {
@@ -7588,7 +7586,7 @@ void func_80057FC4(Camera* camera) {
}
}
-void Camera_Stub80058140(Camera* camera) {
+void Camera_Stub80058140(UNUSED Camera* camera) {
}
void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
@@ -7633,7 +7631,7 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
}
{
- s32 pad[2];
+ STACK_PADS(s32, 2);
camera->bgCamIndexBeforeUnderwater = -1;
camera->waterCamSetting = -1;
@@ -7665,9 +7663,9 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
}
s16 Camera_ChangeStatus(Camera* camera, s16 status) {
- CameraModeValue* values;
- CameraModeValue* valueP;
- s32 i;
+ UNUSED_NDEBUG CameraModeValue* values;
+ UNUSED_NDEBUG CameraModeValue* valueP;
+ UNUSED_NDEBUG s32 i;
#if DEBUG_FEATURES
if (PREG(82)) {
@@ -7953,7 +7951,7 @@ void Camera_UpdateDistortion(Camera* camera) {
f32 speedFactor;
f32 depthPhaseStep;
f32 screenPlanePhaseStep;
- s32 pad[5];
+ STACK_PADS(s32, 5);
f32 xScale;
f32 yScale;
f32 zScale;
@@ -8605,7 +8603,7 @@ s32 Camera_RequestSetting(Camera* camera, s16 setting) {
s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex) {
s16 requestedCamSetting;
- s16 settingChangeSuccessful;
+ UNUSED_NDEBUG s16 settingChangeSuccessful;
if ((requestedBgCamIndex == -1) || (requestedBgCamIndex == camera->bgCamIndex)) {
camera->behaviorFlags |= CAM_BEHAVIOR_BG_PROCESSED;
@@ -8688,7 +8686,7 @@ s16 Camera_GetCamDirYaw(Camera* camera) {
return camDir.y;
}
-s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration) {
+s32 Camera_RequestQuake(Camera* camera, UNUSED s32 unused, s16 y, s32 duration) {
s16 quakeIndex;
quakeIndex = Quake_Request(camera, QUAKE_TYPE_3);
@@ -8702,7 +8700,7 @@ s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration) {
}
s32 Camera_SetViewParam(Camera* camera, s32 viewFlag, void* param) {
- s32 pad[3];
+ STACK_PADS(s32, 3);
if (param != NULL) {
switch (viewFlag) {
@@ -8800,7 +8798,7 @@ s16 Camera_UnsetStateFlag(Camera* camera, s16 stateFlag) {
* A bgCamIndex of -1 uses the default door camera setting (CAM_SET_DOORC)
* Otherwise, change the door camera setting by reading the bgCam indexed at bgCamIndex
*/
-s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
+s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, UNUSED f32 arg3, s16 timer1, s16 timer2,
s16 timer3) {
DoorParams* doorParams = &camera->paramData.doorParams;
@@ -8875,7 +8873,8 @@ Vec3f Camera_GetQuakeOffset(Camera* camera) {
return camera->quakeOffset;
}
-void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3, s32 data4) {
+void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
+ UNUSED s32 data4) {
if (setDataFlags & CAM_DATA_SET_0) {
camera->data0 = data0;
}