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-rw-r--r--src/code/sched.c3
-rw-r--r--src/code/z_actor.c14
-rw-r--r--src/code/z_camera.c2
-rw-r--r--src/code/z_message.c2
-rw-r--r--src/code/z_player_lib.c2
-rw-r--r--src/code/z_rumble.c4
-rw-r--r--src/code/z_vr_box_draw.c2
7 files changed, 14 insertions, 15 deletions
diff --git a/src/code/sched.c b/src/code/sched.c
index 87f09710b..9b9977742 100644
--- a/src/code/sched.c
+++ b/src/code/sched.c
@@ -689,8 +689,7 @@ void Sched_ThreadEntry(void* arg) {
}
}
-void Sched_Init(Scheduler* sc, void* stack, OSPri priority, UNUSED u8 viModeType, UNUSED UNK_TYPE arg4,
- IrqMgr* irqMgr) {
+void Sched_Init(Scheduler* sc, void* stack, OSPri priority, UNUSED u8 viModeType, UNUSED s32 arg4, IrqMgr* irqMgr) {
bzero(sc, sizeof(Scheduler));
sc->isFirstSwap = true;
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 0bbebea98..243dc7fbb 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1268,7 +1268,7 @@ void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2) {
}
/**
- * Chcek if the player is facing the specified actor.
+ * Check if the player is facing the specified actor.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*/
s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play) {
@@ -1283,7 +1283,7 @@ s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play) {
}
/**
- * Chcek if `actorB` is facing `actorA`.
+ * Check if `actorB` is facing `actorA`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
@@ -1299,7 +1299,7 @@ s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle) {
}
/**
- * Chcek if the specified actor is facing the player.
+ * Check if the specified actor is facing the player.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*/
s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
@@ -1313,7 +1313,7 @@ s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
}
/**
- * Chcek if `actorA` is facing `actorB`.
+ * Check if `actorA` is facing `actorB`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
@@ -1329,7 +1329,7 @@ s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle) {
}
/**
- * Chcek if the specified actor is facing the player and is nearby.
+ * Check if the specified actor is facing the player and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
* The minimum distance that qualifies as "nearby" is specified by `range`.
*/
@@ -1348,7 +1348,7 @@ s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle) {
}
/**
- * Chcek if `actorA` is facing `actorB` and is nearby.
+ * Check if `actorA` is facing `actorB` and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
* The minimum distance that qualifies as "nearby" is specified by `range`.
*/
@@ -3852,7 +3852,7 @@ void Actor_ChangeCategory(PlayState* play, ActorContext* actorCtx, Actor* actor,
/**
* Checks if a hookshot or arrow actor is going to collide with the cylinder denoted by the
* actor's `cylRadius` and `cylHeight`.
- * The check is only peformed if the projectile actor is within the provided sphere radius.
+ * The check is only performed if the projectile actor is within the provided sphere radius.
*
* Returns the actor if there will be collision, NULL otherwise.
*/
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index 8782ca31a..72d0c80ff 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -971,7 +971,7 @@ void Camera_UpdateInterface(s16 interfaceField) {
Vec3f Camera_BGCheckCorner(Vec3f* linePointA, Vec3f* linePointB, CamColChk* pointAColChk, CamColChk* pointBColChk) {
Vec3f closestPoint;
- UNUSED_NDEBUG bool result;
+ UNUSED_NDEBUG s32 result;
result = func_800427B4(pointAColChk->poly, pointBColChk->poly, linePointA, linePointB, &closestPoint);
#if DEBUG_FEATURES
diff --git a/src/code/z_message.c b/src/code/z_message.c
index 7552c9970..bb7c7dbf4 100644
--- a/src/code/z_message.c
+++ b/src/code/z_message.c
@@ -141,7 +141,7 @@ u16 sNextTextId = 0;
s16 sTextIsCredits = false;
#if PLATFORM_GC && OOT_PAL
-UNK_TYPE D_8014B30C = 0;
+UNUSED static s32 D_8014B30C = 0;
#endif
s16 sLastPlayedSong = 0xFF;
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 0151f3a0a..116e2ce6b 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -1604,7 +1604,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
if (1) {}
- if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
+ if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, true, true, true, true, &bgId)) {
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2572);
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
diff --git a/src/code/z_rumble.c b/src/code/z_rumble.c
index b6b57f7a7..e928ac191 100644
--- a/src/code/z_rumble.c
+++ b/src/code/z_rumble.c
@@ -116,13 +116,13 @@ void Rumble_Request(f32 distSq, u8 sourceStrength, u8 duration, u8 decreaseRate)
void Rumble_Init(void) {
RumbleMgr_Init(&sRumbleMgr);
- PADMGR_SET_RETRACE_CALLACK(&gPadMgr, Rumble_Update, NULL);
+ PADMGR_SET_RETRACE_CALLBACK(&gPadMgr, Rumble_Update, NULL);
}
void Rumble_Destroy(void) {
PadMgr* padmgr = &gPadMgr;
- PADMGR_UNSET_RETRACE_CALLACK(padmgr, Rumble_Update, NULL);
+ PADMGR_UNSET_RETRACE_CALLBACK(padmgr, Rumble_Update, NULL);
RumbleMgr_Destroy(&sRumbleMgr);
}
diff --git a/src/code/z_vr_box_draw.c b/src/code/z_vr_box_draw.c
index e16edad6a..8f41ca600 100644
--- a/src/code/z_vr_box_draw.c
+++ b/src/code/z_vr_box_draw.c
@@ -93,7 +93,7 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[6]); // +x face
gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[8]); // +y face
if (skyboxId == SKYBOX_CUTSCENE_MAP) {
- // Skip the bottom face in the cutscene map
+ // Only draw the bottom face in the cutscene map
gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[10]); // -y face
}
}