diff options
| author | Tharo <tharo10600@gmail.com> | 2026-09-24 05:29:19 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-09-24 06:29:19 +0200 |
| commit | 1bef952ff61a6dd1945c7887c1babd94efe95f72 (patch) | |
| tree | 7436c39fce905685f6d2115d487be3303ceda09c /src/code/z_player_lib.c | |
| parent | 39070bb9dd5bba8b60363b81ef0b36f4590e68f4 (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_player_lib.c')
| -rw-r--r-- | src/code/z_player_lib.c | 27 |
1 files changed, 15 insertions, 12 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index c701f379d..0151f3a0a 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -1,8 +1,10 @@ #include "libc64/math64.h" +#include "attributes.h" #include "gfx.h" #include "gfx_setupdl.h" #include "regs.h" #include "segmented_address.h" +#include "stack_pad.h" #include "sys_matrix.h" #include "versions.h" #include "z_lib.h" @@ -801,7 +803,7 @@ s32 func_8008EF44(PlayState* play, s32 ammo) { int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) { Player* this = GET_PLAYER(play); Vec3f diff; - s32 pad; + STACK_PAD(s32); if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) { Math_Vec3f_Diff(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), pos, &diff); @@ -849,7 +851,7 @@ int Player_HasMirrorShieldSetToDraw(PlayState* play) { return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR); } -s32 Player_ActionToMagicSpell(Player* this, s32 itemAction) { +s32 Player_ActionToMagicSpell(UNUSED Player* this, s32 itemAction) { s32 magicSpell = itemAction - PLAYER_IA_MAGIC_SPELL_15; if ((magicSpell >= 0) && (magicSpell < 6)) { @@ -894,7 +896,7 @@ int Player_HoldsBrokenKnife(Player* this) { (gSaveContext.save.info.playerData.swordHealth <= 0.0f); } -s32 Player_ActionToBottle(Player* this, s32 itemAction) { +s32 Player_ActionToBottle(UNUSED Player* this, s32 itemAction) { s32 bottle = itemAction - PLAYER_IA_BOTTLE; if ((bottle >= 0) && (bottle < 13)) { @@ -908,7 +910,7 @@ s32 Player_GetBottleHeld(Player* this) { return Player_ActionToBottle(this, this->heldItemAction); } -s32 Player_ActionToExplosive(Player* this, s32 itemAction) { +s32 Player_ActionToExplosive(UNUSED Player* this, s32 itemAction) { s32 explosive = itemAction - PLAYER_IA_BOMB; if ((explosive >= 0) && (explosive < 2)) { @@ -922,7 +924,7 @@ s32 Player_GetExplosiveHeld(Player* this) { return Player_ActionToExplosive(this, this->heldItemAction); } -s32 func_8008F2BC(Player* this, s32 itemAction) { +s32 func_8008F2BC(UNUSED Player* this, s32 itemAction) { s32 sword = 0; if (itemAction != PLAYER_IA_SWORD_CS) { @@ -1205,7 +1207,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & PLAYER_STATE1_DEAD) && (Player_ActionToMagicSpell(this, this->itemAction) < 0)) { - s32 pad; + STACK_PAD(s32); sp7C = D_80126058[(void)0, gSaveContext.save.linkAge]; sp78 = D_80126060[(void)0, gSaveContext.save.linkAge]; @@ -1334,12 +1336,12 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** Matrix_RotateZ(BINANG_TO_RAD(this->upperLimbRot.z), MTXMODE_APPLY); } } else if (limbIndex == PLAYER_LIMB_L_THIGH) { - s32 pad; + STACK_PAD(s32); func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN, PLAYER_LIMB_L_FOOT); } else if (limbIndex == PLAYER_LIMB_R_THIGH) { - s32 pad; + STACK_PAD(s32); func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN, PLAYER_LIMB_R_FOOT); @@ -1652,7 +1654,7 @@ Color_RGB8 sBottleColors[] = { { 80, 80, 255 }, // Fairy }; -void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { +void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, UNUSED Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (*dList != NULL) { @@ -1815,7 +1817,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve if (heldActor != NULL) { static Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f }; MtxF sp44; - s32 pad; + STACK_PAD(s32); Matrix_MultVec3f(&D_80126190, &heldActor->world.pos); Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY); @@ -1919,7 +1921,8 @@ u8 sPauseModelGroupBySword[] = { PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON }; -s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) { +s32 Player_OverrideLimbDrawPause(UNUSED PlayState* play, s32 limbIndex, Gfx** dList, UNUSED Vec3f* pos, + UNUSED Vec3s* rot, void* arg) { u8* playerSwordAndShield = arg; //! @bug `playerSwordAndShield[0]` can be 0 (`PLAYER_SWORD_NONE`), which indexes `sPauseModelGroupBySword[-1]`. //! The result happens to be 0 (`PLAYER_MODELGROUP_0`) in vanilla, but weird values are likely to cause a crash. @@ -2002,7 +2005,7 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject, // Also matches if some of the previous graphics commands are moved inside this block too. Possible macro? if (1) { - s32 pad[2]; + STACK_PADS(s32, 2); gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH); } |
