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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Enable full IDO warnings (#781)
* Fix a lot of IDO warnings (and some Clang ones) * Format * Put FULL_DISASM=0 back * Fix bss
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+2
-2
@@ -2237,7 +2237,7 @@ void Scene_HeaderCmdPathList(GlobalContext* globalCtx, SceneCmd* cmd);
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void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd);
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void Door_InitContext(GameState* gameState, DoorContext* doorCtx);
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void Scene_HeaderCmdEnvLightSettings(GlobalContext* globalCtx, SceneCmd* cmd);
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s32 Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex);
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void Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex);
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void Scene_HeaderCmdSkyboxSettings(GlobalContext* globalCtx, SceneCmd* cmd);
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void Scene_HeaderCmdSkyboxDisables(GlobalContext* globalCtx, SceneCmd* cmd);
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void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd);
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@@ -2887,7 +2887,7 @@ void* GameAlloc_Malloc(GameAlloc* this, size_t size);
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void GameAlloc_Free(GameAlloc* this, void* data);
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void GameAlloc_Cleanup(GameAlloc* this);
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void GameAlloc_Init(GameAlloc* this);
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void* Graph_FaultClient(void);
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void Graph_FaultClient(void);
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void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
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void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);
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GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
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@@ -187,7 +187,10 @@ typedef struct SkelAnime {
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/* 0x24 */ Vec3s* morphTable; // Table of values used to morph between animations
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/* 0x28 */ f32 morphWeight; // Weight of the current animation morph as a fraction in [0,1]
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/* 0x2C */ f32 morphRate; // Reciprocal of the number of frames in the morph
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/* 0x30 */ s32 (*update)(); // Can be Loop, Partial loop, Play once, Morph, or Tapered morph. Link only has Loop, Play once, and Morph
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/* 0x30 */ union {
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s32 (*normal)(struct SkelAnime*);// Can be Loop, Partial loop, Play once, Morph, or Tapered morph
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s32 (*link)(struct GlobalContext*, struct SkelAnime*); // Loop, Play once, and Morph
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} update;
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/* 0x34 */ s8 initFlags; // Flags used when initializing Link's skeleton
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/* 0x35 */ u8 moveFlags; // Flags used for animations that move the actor in worldspace.
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/* 0x36 */ s16 prevRot; // Previous rotation in worldspace.
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