diff options
| author | Tharo <17233964+Thar0@users.noreply.github.com> | 2022-06-03 17:51:23 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-06-03 18:51:23 +0200 |
| commit | 451b24f79baf25104bd42c3f9fafb01788838fe6 (patch) | |
| tree | 16087dc6e5080af4143f9f6672d008321aac321c /src/code | |
| parent | 5015af4c57d11553e8058d923384bfb439162c01 (diff) | |
Fix a number of warnings when compiling with GCC (#1239)
* Silence a number of GCC warnings
* Remove
* Suggested changes
* Format
* Fix comment in en_go2
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/audio_effects.c | 8 | ||||
| -rw-r--r-- | src/code/audio_load.c | 1 | ||||
| -rw-r--r-- | src/code/audio_seqplayer.c | 8 | ||||
| -rw-r--r-- | src/code/code_800EC960.c | 2 | ||||
| -rw-r--r-- | src/code/db_camera.c | 5 | ||||
| -rw-r--r-- | src/code/gfxprint.c | 1 | ||||
| -rw-r--r-- | src/code/relocation.c | 3 | ||||
| -rw-r--r-- | src/code/z_actor.c | 3 | ||||
| -rw-r--r-- | src/code/z_camera.c | 49 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 1 | ||||
| -rw-r--r-- | src/code/z_message_PAL.c | 3 | ||||
| -rw-r--r-- | src/code/z_parameter.c | 5 | ||||
| -rw-r--r-- | src/code/z_play.c | 2 | ||||
| -rw-r--r-- | src/code/z_skelanime.c | 15 |
14 files changed, 73 insertions, 33 deletions
diff --git a/src/code/audio_effects.c b/src/code/audio_effects.c index 13156e883..d1e860df8 100644 --- a/src/code/audio_effects.c +++ b/src/code/audio_effects.c @@ -233,11 +233,11 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) { adsr->action.s.state = ADSR_STATE_HANG; break; } - // fallthrough + FALLTHROUGH; case ADSR_STATE_START_LOOP: adsr->envIndex = 0; adsr->action.s.state = ADSR_STATE_LOOP; - // fallthrough + FALLTHROUGH; retry: case ADSR_STATE_LOOP: adsr->delay = adsr->envelope[adsr->envIndex].delay; @@ -273,14 +273,14 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) { if (adsr->action.s.state != ADSR_STATE_FADE) { break; } - // fallthrough + FALLTHROUGH; case ADSR_STATE_FADE: adsr->current += adsr->velocity; adsr->delay--; if (adsr->delay <= 0) { adsr->action.s.state = ADSR_STATE_LOOP; } - // fallthrough + FALLTHROUGH; case ADSR_STATE_HANG: break; diff --git a/src/code/audio_load.c b/src/code/audio_load.c index f331f8bdc..27a1ae1f0 100644 --- a/src/code/audio_load.c +++ b/src/code/audio_load.c @@ -1281,6 +1281,7 @@ void AudioLoad_ProcessSlowLoads(s32 resetStatus) { slowLoad->status = LOAD_STATUS_DONE; continue; } + FALLTHROUGH; case LOAD_STATUS_START: slowLoad->status = LOAD_STATUS_LOADING; if (slowLoad->bytesRemaining == 0) { diff --git a/src/code/audio_seqplayer.c b/src/code/audio_seqplayer.c index 566ce17f9..600105607 100644 --- a/src/code/audio_seqplayer.c +++ b/src/code/audio_seqplayer.c @@ -692,7 +692,7 @@ s32 AudioSeq_SeqLayerProcessScriptStep2(SequenceLayer* layer) { case 0xCB: sp3A = AudioSeq_ScriptReadS16(state); layer->adsr.envelope = (AdsrEnvelope*)(seqPlayer->seqData + sp3A); - // fallthrough + FALLTHROUGH; case 0xCF: layer->adsr.decayIndex = AudioSeq_ScriptReadU8(state); break; @@ -1172,7 +1172,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) { } cmdArgs[0] = cmdArgs[1]; - // fallthrough + FALLTHROUGH; case 0xC1: cmd = (u8)cmdArgs[0]; AudioSeq_SetInstrument(channel, cmd); @@ -1719,7 +1719,7 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) { break; case 0xDF: seqPlayer->transposition = 0; - // Note: intentional fallthrough, also executes below command + FALLTHROUGH; case 0xDE: seqPlayer->transposition += (s8)AudioSeq_ScriptReadU8(seqScript); break; @@ -1759,7 +1759,7 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) { case 1: seqPlayer->state = 0; seqPlayer->fadeVolume = 0.0f; - // NOTE: Intentional fallthrough + FALLTHROUGH; case 0: seqPlayer->fadeTimer = seqPlayer->fadeTimerUnkEu; if (seqPlayer->fadeTimerUnkEu != 0) { diff --git a/src/code/code_800EC960.c b/src/code/code_800EC960.c index a1c224908..523af6200 100644 --- a/src/code/code_800EC960.c +++ b/src/code/code_800EC960.c @@ -3984,7 +3984,7 @@ void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx) { if (D_80130604 == 2) { sp38 = func_800F3990(*entry->posY, entry->sfxParams); } - // fallthrough + FALLTHROUGH; case BANK_OCARINA: entry->dist = sqrtf(entry->dist); vol = Audio_ComputeSoundVolume(bankId, entryIdx) * *entry->vol; diff --git a/src/code/db_camera.c b/src/code/db_camera.c index 1e5564a31..994f64d9c 100644 --- a/src/code/db_camera.c +++ b/src/code/db_camera.c @@ -574,8 +574,8 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) { VecSph spFC; VecSph spF4; PosRot* temp_s6; - Vec3f* eye; - Vec3f* at; + UNUSED Vec3f* eye; + UNUSED Vec3f* at; Vec3f* phi_s0; Vec3f spD8; s32 pad; @@ -1263,6 +1263,7 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) { DbCamera_Vec3FToS(&spD8, &dbCamera->sub.position[i].pos); } } + FALLTHROUGH; case 4: dbCamera->sub.unk_0C = true; break; diff --git a/src/code/gfxprint.c b/src/code/gfxprint.c index 3917d440a..397e330e8 100644 --- a/src/code/gfxprint.c +++ b/src/code/gfxprint.c @@ -255,6 +255,7 @@ void GfxPrint_PrintChar(GfxPrint* this, u8 c) { break; case '\n': this->posY += 32; + FALLTHROUGH; case '\r': this->posX = this->baseX; break; diff --git a/src/code/relocation.c b/src/code/relocation.c index 60fbc7e1a..96b806858 100644 --- a/src/code/relocation.c +++ b/src/code/relocation.c @@ -105,14 +105,17 @@ void Overlay_Relocate(void* allocatedVRamAddress, OverlayRelocationSection* over switch (RELOC_TYPE_MASK(reloc)) { case R_MIPS_32 << RELOC_TYPE_SHIFT: dbg = 0x16; + FALLTHROUGH; case R_MIPS_26 << RELOC_TYPE_SHIFT: dbg += 0xA; + FALLTHROUGH; case R_MIPS_LO16 << RELOC_TYPE_SHIFT: if (gOverlayLogSeverity >= 3) { osSyncPrintf("%02d %08x %08x %08x ", dbg, relocDataP, relocatedValue, relocatedAddress); osSyncPrintf(" %08x %08x %08x %08x\n", (uintptr_t)relocDataP + (uintptr_t)vRamStart - allocu32, relocData, unrelocatedAddress, relocOffset); } + // Adding a break prevents matching } } } diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 594cd82fc..0d3637160 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3811,12 +3811,15 @@ void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3) sp38.unk_00 = 0; sp38.unk_04 = 0; sp38.unk_02 = 0; + FALLTHROUGH; case 3: sp38.unk_06 = 0; sp38.unk_0A = 0; sp38.unk_08 = 0; + FALLTHROUGH; case 2: sp38.unk_0C = 0; + break; } func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08, diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 7e8abdda2..542574364 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -1380,7 +1380,7 @@ void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3, camera->eye = newEyeColChk.pos; atEyeColChk = newEyeColChk; - + FALLTHROUGH; case 3: case 6: if (anim->unk_18 != 0) { @@ -1475,6 +1475,7 @@ s32 Camera_Normal1(Camera* camera) { case 20: camera->yawUpdateRateInv = OREG(27); camera->pitchUpdateRateInv = OREG(27); + FALLTHROUGH; case 0: case 10: case 25: @@ -2035,6 +2036,7 @@ s32 Camera_Parallel1(Camera* camera) { rwData->unk_00.x = 0.0f; rwData->yTarget = playerPosRot->pos.y - camera->playerPosDelta.y; camera->animState++; + break; } if (rwData->animTimer != 0) { @@ -2153,7 +2155,7 @@ s32 Camera_Parallel1(Camera* camera) { camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f); camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA); camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp6A ? roData->unk_1C : roData->unk_14); - //! @bug No return + //! @bug doesn't return } s32 Camera_Parallel2(Camera* camera) { @@ -2528,7 +2530,7 @@ s32 Camera_Jump3(Camera* camera) { f32 spC4; f32 spC0; f32 spBC; - Vec3f spB0; // unused + UNUSED Vec3f spB0; VecSph eyeDiffSph; PosRot* playerPosRot = &camera->playerPosRot; Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData; @@ -2611,8 +2613,7 @@ s32 Camera_Jump3(Camera* camera) { break; } - spB0 = *eye; // unused - (void)spB0; // suppresses set but unused warning + spB0 = *eye; spC4 = CAM_DATA_SCALED(OREG(25)) * camera->speedRatio; spC0 = camera->speedRatio * CAM_DATA_SCALED(OREG(26)); @@ -3027,6 +3028,7 @@ s32 Camera_Battle4(Camera* camera) { case 20: rwData->animTimer = 50; camera->animState++; + break; } camera->yawUpdateRateInv = Camera_LERPCeilF(roData->lerpUpdateRate, camera->yawUpdateRateInv, @@ -3798,7 +3800,7 @@ s32 Camera_KeepOn0(Camera* camera) { KeepOn0ReadWriteData* rwData = &camera->paramData.keep0.rwData; s32 pad; Vec3s* sceneCamData; - Vec3s sceneCamRot; + UNUSED Vec3s sceneCamRot; s16 fov; camera->unk_14C &= ~0x10; @@ -3818,8 +3820,7 @@ s32 Camera_KeepOn0(Camera* camera) { Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData)); *eye = *eyeNext; - sceneCamRot = BGCAM_ROT(sceneCamData); // unused - (void)sceneCamRot; // suppresses set but unused warning + sceneCamRot = BGCAM_ROT(sceneCamData); fov = BGCAM_FOV(sceneCamData); if (fov == -1) { @@ -4734,6 +4735,7 @@ s32 Camera_Unique3(Camera* camera) { rwData->initialFov = camera->fov; rwData->initialDist = OLib_Vec3fDist(at, &camera->eye); camera->animState++; + FALLTHROUGH; case 1: if (doorParams->timer1-- > 0) { break; @@ -4747,7 +4749,7 @@ s32 Camera_Unique3(Camera* camera) { sp60.pitch = -sp4C.x; Camera_Vec3fVecSphGeoAdd(at, &camera->eye, &sp60); camera->animState++; - + FALLTHROUGH; case 2: if (roData->interfaceFlags & 4) { camera->at = cameraPlayerPosRot->pos; @@ -4757,7 +4759,7 @@ s32 Camera_Unique3(Camera* camera) { break; } camera->animState++; - + FALLTHROUGH; case 3: camera->unk_14C |= (0x400 | 0x10); if ((camera->unk_14C & 8) != 0) { @@ -4765,6 +4767,7 @@ s32 Camera_Unique3(Camera* camera) { } else { break; } + FALLTHROUGH; case 4: if (roData->interfaceFlags & 2) { camera->unk_14C |= 4; @@ -4785,6 +4788,7 @@ s32 Camera_Unique3(Camera* camera) { } else { break; } + FALLTHROUGH; case 5: camera->fov = Camera_LERPCeilF(rwData->initialFov, camera->fov, 0.4f, 0.1f); OLib_Vec3fDiffToVecSphGeo(&sp60, at, &camera->eye); @@ -4795,6 +4799,7 @@ s32 Camera_Unique3(Camera* camera) { break; } camera->animState++; + FALLTHROUGH; default: camera->unk_14C |= 4; camera->unk_14C &= ~8; @@ -4996,7 +5001,7 @@ s32 Camera_Unique7(Camera* camera) { VecSph playerPosEyeOffset; s16 fov; Vec3s* sceneCamData; - Vec3s sceneCamRot; + UNUSED Vec3s sceneCamRot; Vec3f* at = &camera->at; PosRot* playerPosRot = &camera->playerPosRot; Vec3f* eye = &camera->eye; @@ -5016,8 +5021,7 @@ s32 Camera_Unique7(Camera* camera) { Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData)); *eye = *eyeNext; - sceneCamRot = BGCAM_ROT(sceneCamData); // unused - (void)sceneCamRot; // suppresses set but unused warning + sceneCamRot = BGCAM_ROT(sceneCamData); OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos); @@ -5392,6 +5396,7 @@ s32 Camera_Unique9(Camera* camera) { Camera_LERPFloorF(eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f); camera->eyeNext.z = Camera_LERPFloorF(eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f); + FALLTHROUGH; case 9: case 10: // linear interpolation of at/fov/roll @@ -5427,6 +5432,7 @@ s32 Camera_Unique9(Camera* camera) { Camera_LERPCeilF(rwData->eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f); camera->eyeNext.z = Camera_LERPCeilF(rwData->eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f); + FALLTHROUGH; case 11: case 12: setAtFOVRoll: @@ -5477,6 +5483,7 @@ s32 Camera_Unique9(Camera* camera) { Camera_ChangeModeFlags(camera->play->cameraPtrs[camIdx], CAM_MODE_NORMAL, 1); } + FALLTHROUGH; case 18: { // copy the current camera to the parent (or default)'s camera. s32 camIdx = camera->parentCamId <= CAM_ID_NONE ? CAM_ID_MAIN : camera->parentCamId; @@ -5485,10 +5492,12 @@ s32 Camera_Unique9(Camera* camera) { *eye = *eyeNext; Camera_Copy(cam, camera); } + FALLTHROUGH; default: if (camera->camId != CAM_ID_MAIN) { camera->timer = 0; } + break; } *eye = *eyeNext; @@ -5608,6 +5617,7 @@ s32 Camera_Demo1(Camera* camera) { Camera_DebugPrintSplineArray("CENTER", 5, csAtPoints); Camera_DebugPrintSplineArray(" EYE", 5, csEyePoints); } + FALLTHROUGH; case 1: // follow CutsceneCameraPoints. function returns 1 if at the end. if (func_800BB2B4(&csEyeUpdate, &newRoll, cameraFOV, csEyePoints, &rwData->keyframe, &rwData->curFrame) || @@ -5787,6 +5797,7 @@ s32 Camera_Demo3(Camera* camera) { if (camera->unk_14C & 8) { camera->animState = 4; } + FALLTHROUGH; case 10: case 20: skipUpdateEye = true; @@ -5810,7 +5821,7 @@ s32 Camera_Demo3(Camera* camera) { camera->unk_14C & 8)) { goto skipeyeUpdate; } - + FALLTHROUGH; default: camera->unk_14C |= 0x14; camera->unk_14C &= ~8; @@ -6141,6 +6152,7 @@ s32 Camera_Demo6(Camera* camera) { Camera_Vec3fVecSphGeoAdd(eyeNext, &camera->at, &eyeOffset); camera->eye = *eyeNext; camera->animState++; + FALLTHROUGH; case 1: if (stateTimers[camera->animState] < rwData->animTimer) { func_8002DF54(camera->play, &camera->player->actor, 8); @@ -6152,6 +6164,7 @@ s32 Camera_Demo6(Camera* camera) { } else { break; } + FALLTHROUGH; case 2: Camera_LERPCeilVec3f(&rwData->atTarget, &camera->at, 0.1f, 0.1f, 8.0f); if (stateTimers[camera->animState] < rwData->animTimer) { @@ -6159,6 +6172,7 @@ s32 Camera_Demo6(Camera* camera) { } else { break; } + FALLTHROUGH; case 3: camera->fov = Camera_LERPCeilF(50.0f, camera->fov, 0.2f, 0.01f); if (stateTimers[camera->animState] < rwData->animTimer) { @@ -6243,6 +6257,7 @@ s32 Camera_Demo9(Camera* camera) { onePointCamData->actionParameters &= 0xFFF; } rwData->animTimer = onePointCamData->initTimer; + FALLTHROUGH; case 1: // Run the camera state if (rwData->animTimer > 0) { @@ -6296,6 +6311,7 @@ s32 Camera_Demo9(Camera* camera) { rwData->animTimer--; break; } + FALLTHROUGH; case 3: // the cs is finished, decide the next action camera->timer = 0; @@ -6738,6 +6754,7 @@ s32 Camera_Special9(Camera* camera) { rwData->targetYaw = ABS(playerPosRot->rot.y - adjustedPlayerPosRot.rot.y) >= 0x4000 ? BINANG_ROT180(adjustedPlayerPosRot.rot.y) : adjustedPlayerPosRot.rot.y; + FALLTHROUGH; case 1: doorParams->timer1--; if (doorParams->timer1 <= 0) { @@ -6767,6 +6784,7 @@ s32 Camera_Special9(Camera* camera) { } else { break; } + FALLTHROUGH; case 2: spAC = playerPosRot->pos; spAC.y += playerYOffset + roData->yOffset; @@ -6779,6 +6797,7 @@ s32 Camera_Special9(Camera* camera) { } else { break; } + FALLTHROUGH; case 3: spAC = playerPosRot->pos; spAC.y += (playerYOffset + roData->yOffset); @@ -6794,8 +6813,10 @@ s32 Camera_Special9(Camera* camera) { } else { break; } + FALLTHROUGH; case 4: camera->animState++; + FALLTHROUGH; default: camera->unk_14C |= (0x400 | 0x10); sCameraInterfaceFlags = 0; diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index f1b69c759..a9b451084 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -777,6 +777,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) { } break; } + FALLTHROUGH; case ITEM00_BOMBS_A: case ITEM00_BOMBS_B: case ITEM00_BOMBS_SPECIAL: diff --git a/src/code/z_message_PAL.c b/src/code/z_message_PAL.c index 7d54ff2cb..50abb78e1 100644 --- a/src/code/z_message_PAL.c +++ b/src/code/z_message_PAL.c @@ -2341,6 +2341,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) { case MSGMODE_OCARINA_FAIL: case MSGMODE_SONG_PLAYBACK_FAIL: Message_DrawText(play, &gfx); + FALLTHROUGH; case MSGMODE_OCARINA_FAIL_NO_TEXT: msgCtx->stateTimer--; if (msgCtx->stateTimer == 0) { @@ -2539,6 +2540,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) { sOcarinaButtonIndexBufPos++; } } + FALLTHROUGH; case MSGMODE_SONG_DEMONSTRATION_DONE: Message_DrawText(play, &gfx); break; @@ -2838,6 +2840,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) { Message_ResetOcarinaNoteState(); msgCtx->msgMode = MSGMODE_FROGS_WAITING; } + FALLTHROUGH; case MSGMODE_FROGS_WAITING: break; case MSGMODE_TEXT_DONE: diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c index 4b4a6a4f8..08e5a5f6e 100644 --- a/src/code/z_parameter.c +++ b/src/code/z_parameter.c @@ -2471,7 +2471,7 @@ void Magic_Update(PlayState* play) { gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1; sMagicBorderR = sMagicBorderG = sMagicBorderB = 255; } - // fallthrough (flash border while magic is being consumed) + FALLTHROUGH; // Flash border while magic is being consumed case MAGIC_STATE_METER_FLASH_1: case MAGIC_STATE_METER_FLASH_2: case MAGIC_STATE_METER_FLASH_3: @@ -3535,6 +3535,7 @@ void Interface_Draw(PlayState* play) { gSaveContext.timer1State = 8; } } + FALLTHROUGH; case 4: case 8: if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8)) { @@ -3604,6 +3605,7 @@ void Interface_Draw(PlayState* play) { gSaveContext.timer1State = 14; } + FALLTHROUGH; case 14: if (gSaveContext.timer1State == 14) { if (gSaveContext.healthCapacity > 0xA0) { @@ -3707,6 +3709,7 @@ void Interface_Draw(PlayState* play) { gSaveContext.timer2State = 10; } } + FALLTHROUGH; case 4: case 10: if ((gSaveContext.timer2State == 4) || (gSaveContext.timer2State == 10)) { diff --git a/src/code/z_play.c b/src/code/z_play.c index f42ff8f58..76b3010f2 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -513,7 +513,7 @@ void Play_Update(PlayState* this) { // non-instance modes break out of this switch break; } - // fallthrough + FALLTHROUGH; case TRANS_MODE_INSTANCE_INIT: this->transitionCtx.init(&this->transitionCtx.instanceData); diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index 9ccf57a56..7ced70278 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -1371,8 +1371,9 @@ s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) { /** * Initializes a normal skeleton to a looping animation, dynamically allocating the frame tables if not provided. */ -s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, - Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) { +BAD_RETURN(s32) +SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, + Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) { SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); skelAnime->limbCount = skeletonHeader->limbCount + 1; @@ -1401,8 +1402,9 @@ s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skelet /** * Initializes a flex skeleton to a looping animation, dynamically allocating the frame tables if not given. */ -s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, - AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) { +BAD_RETURN(s32) +SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, + AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) { FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); skelAnime->limbCount = skeletonHeader->sh.limbCount + 1; @@ -1435,8 +1437,9 @@ s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader /** * Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables. */ -s32 SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, - AnimationHeader* animation) { +BAD_RETURN(s32) +SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, + AnimationHeader* animation) { SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); skelAnime->limbCount = skeletonHeader->limbCount + 1; |
