Enable full IDO warnings (#781)

* Fix a lot of IDO warnings (and some Clang ones)

* Format

* Put FULL_DISASM=0 back

* Fix bss
This commit is contained in:
EllipticEllipsis
2022-04-22 05:48:41 +01:00
committed by GitHub
parent e50c346ab8
commit 31f0e19b57
37 changed files with 78 additions and 79 deletions
+2 -2
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@@ -2237,7 +2237,7 @@ void Scene_HeaderCmdPathList(GlobalContext* globalCtx, SceneCmd* cmd);
void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd);
void Door_InitContext(GameState* gameState, DoorContext* doorCtx);
void Scene_HeaderCmdEnvLightSettings(GlobalContext* globalCtx, SceneCmd* cmd);
s32 Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex);
void Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex);
void Scene_HeaderCmdSkyboxSettings(GlobalContext* globalCtx, SceneCmd* cmd);
void Scene_HeaderCmdSkyboxDisables(GlobalContext* globalCtx, SceneCmd* cmd);
void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd);
@@ -2887,7 +2887,7 @@ void* GameAlloc_Malloc(GameAlloc* this, size_t size);
void GameAlloc_Free(GameAlloc* this, void* data);
void GameAlloc_Cleanup(GameAlloc* this);
void GameAlloc_Init(GameAlloc* this);
void* Graph_FaultClient(void);
void Graph_FaultClient(void);
void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);
GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
+4 -1
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@@ -187,7 +187,10 @@ typedef struct SkelAnime {
/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
/* 0x30 */ s32 (*update)(); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph
/* 0x30 */ union {
s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
s32 (*link)(struct GlobalContext*, struct SkelAnime*); // Loop, Play once, and Morph
} update;
/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.