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Add an error for implicit functions (#3017)
* Add the flag and fix errors * switch assert and skin matrix * new LUS * Use normal assert * hopefully fix WiiU Signed-off-by: Louis <louist103@pop-os.localdomain> --------- Signed-off-by: Louis <louist103@pop-os.localdomain> Co-authored-by: Louis <louist103@pop-os.localdomain> Co-authored-by: Christopher Leggett <chris@leggett.dev>
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84 changed files with 354 additions and 217 deletions
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@ -27,6 +27,8 @@ void gSPDisplayList(Gfx* pkt, Gfx* dl);
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void gSPDisplayListOffset(Gfx* pkt, Gfx* dl, int offset);
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void gSPVertex(Gfx* pkt, uintptr_t v, int n, int v0);
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void gSPInvalidateTexCache(Gfx* pkt, uintptr_t texAddr);
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void gDPSetTextureImageFB(Gfx* pkt, u32 format, u32 size, u32 width, int fb);
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void cleararena(void);
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void bootproc(void);
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@ -180,6 +182,7 @@ void __osSetWatchLo(u32);
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EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params);
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EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params);
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void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry giEntry);
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void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
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void EffectBlure_ChangeType(EffectBlure* this, int type);
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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@ -569,6 +572,9 @@ void Flags_UnsetRandomizerInf(RandomizerInf flag);
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u16 func_80037C30(PlayState* play, s16 arg1);
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s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3);
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s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4);
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GetItemEntry GetChestGameRandoGetItem(s8 room, s16 ogDrawId, PlayState* play);
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s16 GetChestGameRandoGiDrawId(s8 room, s16 ogDrawId, PlayState* play);
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// ? func_80038600(?);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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@ -1207,10 +1213,12 @@ Gfx* Gfx_SetupDL_66(Gfx* gfx);
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Gfx* func_800947AC(Gfx* gfx);
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void Gfx_SetupDL_42Opa(GraphicsContext* gfxCtx);
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void Gfx_SetupDL_42Overlay(GraphicsContext* gfxCtx);
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void Gfx_SetupDL_42Kal(GraphicsContext* gfxCtx);
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void Gfx_SetupDL_27Xlu(GraphicsContext* gfxCtx);
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void Gfx_SetupDL_60NoCDXlu(GraphicsContext* gfxCtx);
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void Gfx_SetupDL_61Xlu(GraphicsContext* gfxCtx);
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void Gfx_SetupDL_56Ptr(Gfx** gfxp);
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void Gfx_SetupDL_39Kal(GraphicsContext* gfxp);
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Gfx* Gfx_BranchTexScroll(Gfx** gfxp, u32 x, u32 y, s32 width, s32 height);
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Gfx* func_80094E78(GraphicsContext* gfxCtx, u32 x, u32 y);
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Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height);
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@ -1345,6 +1353,7 @@ void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDe
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void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
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void SkinMatrix_MtxFMtxFMult(MtxF* mfA, MtxF* mfB, MtxF* dest);
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void SkinMatrix_GetClear(MtxF** mf);
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void SkinMatrix_Clear(MtxF* mf);
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void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest);
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s32 SkinMatrix_Invert(MtxF* src, MtxF* dest);
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void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z);
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@ -2101,6 +2110,7 @@ void PreviewSequence(u16 seqId);
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void func_800F5B58(void);
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void func_800F5BF0(u8 natureAmbienceId);
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void Audio_PlayFanfare(u16);
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void Audio_PlayFanfare_Rando(GetItemEntry getItem);
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void func_800F5C2C(void);
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void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4);
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void Audio_SetSequenceMode(u8 seqMode);
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