Getting rid of warnings and removing function decl from INCLUDE_ASM (#396)

* Fix some fx stuff

* INCLUDE_ASM doesn't emit a function decl anymore
This commit is contained in:
Ethan Roseman 2021-08-26 05:32:48 +09:00 committed by GitHub
parent 276b823402
commit ff2c968335
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GPG Key ID: 4AEE18F83AFDEB23
30 changed files with 41 additions and 11 deletions

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@ -202,9 +202,6 @@ void intro_logos_set_fade_alpha(s16 alpha);
void set_game_mode(s16 idx);
void fx_walk(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5);
void fx_emote(s32, Npc*, f32, f32, f32, f32, f32, s32, s32*);
f32 get_xz_dist_to_player(f32, f32);
void func_800E06C0(s32);
void close_status_menu(void);

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@ -7,7 +7,6 @@
#if !defined(SPLAT) && !defined(__CTX__) && !defined(PERMUTER)
#ifndef INCLUDE_ASM
#define INCLUDE_ASM(TYPE, FOLDER, NAME, ARGS...) \
TYPE NAME(ARGS); \
__asm__( \
".section .text\n" \
"\t.align\t2\n" \

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@ -676,7 +676,7 @@ extern u16* nuGfxZBuffer; /* Pointer to the Z buffer */
extern volatile u32 nuGfxTaskSpool; /* Number of tasks in queue */
extern u32 nuGfxDisplay; /* Display on/off flag */
extern u32 nuGfxCfbCounter; /* For frame buffer swapping */
extern OSMesgQueue nuGfxMesgQ;
//extern OSMesgQueue nuGfxMesgQ;
extern OSThread nuGfxThread; /* graphic thread */
/*--------------------------------------*/

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@ -295,9 +295,6 @@ extern s32 D_8010C978;
extern PartnerActionStatus gPartnerActionStatus; // something with partners
extern Temp8010F250 D_8010F250; // sfx_play_sound state struct?
// Effects
extern EffectTableEntry gEffectTable[135];
extern SaveData gCurrentSaveFile;
extern u32* gMapFlags;

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@ -1658,6 +1658,7 @@ void remove_player_buffs(PlayerBuff buffs) {
INCLUDE_ASM(s32, "190B20", btl_update_ko_status);
void btl_appendGfx_prim_quad(u8 arg0, u8 arg1, u8 arg2, u8 arg3, u16 arg4, u16 arg5, u16 arg6, u16 arg7);
INCLUDE_ASM(s32, "190B20", btl_appendGfx_prim_quad, u8 arg0, u8 arg1, u8 arg2, u8 arg3, u16 arg4, u16 arg5, u16 arg6, u16 arg7);
// extern s32 D_80293970;

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@ -13,6 +13,8 @@ u8 D_80078181 = 1;
//bss
//static u16 D_800A0F50;
s32 nuAuDmaCallBack(s32 addr, s32 len, void* state, s32 arg3);
INCLUDE_ASM(s32, "25f00_len_940", create_audio_system);
void nuAuPreNMIFuncSet(NUAuPreNMIFunc func) {

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@ -214,6 +214,7 @@ INCLUDE_ASM(f32, "7bb60_len_41b0", player_check_collision_below, f32 arg0, s32*
INCLUDE_ASM(s32, "7bb60_len_41b0", collision_main_lateral);
s32 collision_check_player_intersecting_world(s32 arg0, s32 arg1, f32 arg2);
//something weird with hitID
#ifdef NON_MATCHING
s32 collision_check_player_intersecting_world(s32 arg0, s32 arg1, f32 arg2) {

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@ -29,6 +29,11 @@ extern EvtSource N(idle_80239350);
extern EvtSource N(nextTurn_80239A3C);
extern EvtSource N(takeTurn_802396D8);
void func_802380E4_6F11C4();
void func_8023817C_6F125C();
void func_80238BCC_6F1CAC();
void func_80238EDC_6F1FBC();
ApiStatus N(func_80238000_6F10E0)(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partnerActor = battleStatus->partnerActor;

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@ -3,6 +3,7 @@
s32 gCurrentCameraID = 0;
s32 func_800328A4(Camera* camera, f32 arg1, f32 arg2);
s32 func_80032970(Camera* camera, f32 arg1);
void create_camera_leadplayer_matrix(Camera* camera);
INCLUDE_ASM(s32, "camera", test_ray_zone);

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
ApiStatus SetEncounterStatusFlags(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;

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@ -11,6 +11,8 @@ typedef struct struct802E89B0 {
/* 0x18 */ f32 unk_18;
} struct802E89B0;
void entity_BlueWarpPipe_setupGfx();
void entity_BlueWarpPipe_check_if_active(Entity* entity) {
struct802E89B0* temp_s0;

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@ -5,6 +5,8 @@ typedef struct struct802E10F4 {
s16 angle;
} struct802E10F4;
void entity_SaveBlock_setupGfx();
void entity_Shadow_init(Shadow* shadow) {
shadow->scale.x = 0.1f;
shadow->scale.y = 0.1f;

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@ -3,6 +3,8 @@
extern StaticEntityData D_802EA934;
void entity_SuperBlock_HitEffect_setupGfx();
f32 entity_SuperBlockContent_get_previous_yaw(struct802E4B10* arg0, s32 arg1) {
s32 idx = arg0->unk_D0 - arg1;

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@ -7,6 +7,9 @@ extern VirtualEntityList D_802DB5C0;
extern VirtualEntityList D_802DB6C0;
extern VirtualEntityList* D_802DB7C0;
void virtual_entity_list_render_world(void);
void virtual_entity_list_render_UI(void);
ApiStatus HidePlayerShadow(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
s32 hideShadow = get_variable(script, *args++);

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@ -6,7 +6,6 @@ void gfxThread(void);
extern s32 nuContWaitMesgBuf;
extern OSThread D_800B1B90;
extern OSMesg nuGfxMesgBuf[NU_GFX_MESGS];
extern OSMesgQueue nuGfxMesgQ;
void nuGfxThreadStart(void) {
osCreateThread(&D_800B1B90, 4, gfxThread, NULL, &nuContWaitMesgBuf, NU_GFX_THREAD_PRI);

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@ -1,6 +1,7 @@
#include "arn_02.h"
#include "sprite/npc/cleft.h"
#include "sprite/npc/goomba.h"
#include "effects.h"
EvtSource N(exitWalk_802410F0) = EXIT_WALK_SCRIPT(60, 0, "arn_05", 1);

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@ -2,6 +2,7 @@
#include "sprite/npc/paragoomba.h"
#include "sprite/npc/goomba.h"
#include "sprite/npc/cleft.h"
#include "effects.h"
EvtSource N(exitWalk_80243480) = EXIT_WALK_SCRIPT(60, 0, "arn_02", 1);

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@ -2,6 +2,7 @@
#include "message_ids.h"
#include "sprite/npc/dayzee.h"
#include "sprite/npc/gate_flower.h"
#include "effects.h"
enum {
NPC_GATE_FLOWER,

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@ -1,10 +1,9 @@
#include "flo_10.h"
#include "nu/nusys.h"
extern u16* nuGfxZBuffer;
// in no way close at all, may as well start over
// good luck have fun
void N(func_802404B0_CB96B0)(s32 arg0, s32 arg1, s32 arg2, s32 arg3);
#ifdef NON_MATCHING
void N(func_802404B0_CB96B0)(s32 arg0, s32 arg1, s32 arg2, s32 arg3) {
s32 i;

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@ -2,6 +2,7 @@
#include "message_ids.h"
#include "sprite/npc/gate_flower.h"
#include "sprite/npc/spiny.h"
#include "effects.h"
enum {
NPC_SPINY0,

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@ -1,4 +1,5 @@
#include "trd_05.h"
#include "effects.h"
ApiStatus func_80240720_9AEE20(Evt* script, s32 isInitialCall) {
fx_walk(2, script->varTable[0], script->varTable[1], script->varTable[2], 0, 0);

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
void N(UnkFunc13)(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory) {
Enemy* enemy = script->owner1.enemy;

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
void N(UnkFunc13_copy)(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory) {
Enemy* enemy = script->owner1.enemy;

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
void N(UnkFunc4)(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory) {
Enemy* enemy = script->owner1.enemy;

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
void N(UnkFunc8)(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory) {
Enemy* enemy = script->owner1.enemy;

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
void N(UnkNpcAIFunc11)(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* arg2) {
Enemy* enemy = script->owner1.enemy;

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@ -1,5 +1,6 @@
#include "common.h"
#include "map.h"
#include "effects.h"
void N(UnkNpcAIFunc8)(Evt* script) {
Enemy* enemy = script->owner1.enemy;

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@ -2,6 +2,11 @@
#include "sprite/npc/world_goombario.h"
#include "goombario.h"
ApiStatus func_802BD188_3170A8(Evt* script, s32 isInitialCall);
ApiStatus func_802BD1D0_3170F0(Evt* script, s32 isInitialCall);
ApiStatus func_802BD5D8_3174F8(Evt* script, s32 isInitialCall);
ApiStatus func_802BDB30_317A50(Evt* script, s32 isInitialCall);
s32 func_802BD100_317020(s32 arg0) {
s32 i;

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@ -3,6 +3,8 @@
static s32 goompa_802BD600;
ApiStatus func_802BD14C_324A5C(Evt* script, s32 isInitialCall);
void world_goompa_init(Npc* partner) {
partner->collisionHeight = 24;
partner->collisionRadius = 20;

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@ -39,6 +39,7 @@ extern s32 D_802C0000;
s32 partner_is_idle(Npc* partner);
s32 world_partner_can_player_pause_default(Npc* partner);
NpcID _create_npc_basic(NpcBlueprint* blueprint);
void _use_partner_ability();
// Partner icons
s32 D_800F7F00[] = {