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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@@ -1,5 +1,6 @@
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#include "global.h"
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#include <textures/do_action_static/do_action_static.h>
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#include <assert.h>
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void func_80110990(PlayState* play) {
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Map_Destroy(play);
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@@ -37,7 +38,7 @@ void func_801109B0(PlayState* play) {
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osSyncPrintf("parameter->parameterSegment=%x\n", interfaceCtx->parameterSegment);
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ASSERT(interfaceCtx->parameterSegment != NULL);
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assert(interfaceCtx->parameterSegment != NULL);
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DmaMgr_SendRequest1(interfaceCtx->parameterSegment, (uintptr_t)_parameter_staticSegmentRomStart, parameterSize,
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__FILE__, 162);
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@@ -46,7 +47,7 @@ void func_801109B0(PlayState* play) {
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osSyncPrintf("DOアクション テクスチャ初期=%x\n", 0x480); // "DO Action Texture Initialization"
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osSyncPrintf("parameter->do_actionSegment=%x\n", interfaceCtx->doActionSegment);
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ASSERT(interfaceCtx->doActionSegment != NULL);
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assert(interfaceCtx->doActionSegment != NULL);
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interfaceCtx->doActionSegment[0] = gAttackDoActionENGTex;
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interfaceCtx->doActionSegment[1] = gCheckDoActionENGTex;
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@@ -59,7 +60,7 @@ void func_801109B0(PlayState* play) {
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osSyncPrintf("アイコンアイテム テクスチャ初期=%x\n", 0x4000);
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osSyncPrintf("parameter->icon_itemSegment=%x\n", interfaceCtx->iconItemSegment);
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ASSERT(interfaceCtx->iconItemSegment != NULL);
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assert(interfaceCtx->iconItemSegment != NULL);
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osSyncPrintf("Register_Item[%x, %x, %x, %x]\n", gSaveContext.equips.buttonItems[0],
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gSaveContext.equips.buttonItems[1], gSaveContext.equips.buttonItems[2],
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@@ -154,7 +155,7 @@ void Message_Init(PlayState* play) {
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osSyncPrintf("message->fukidashiSegment=%x\n", msgCtx->textboxSegment);
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osSyncPrintf("吹き出しgame_alloc=%x\n", 0x2200); // "Textbox game_alloc=%x"
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ASSERT(msgCtx->textboxSegment != NULL);
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assert(msgCtx->textboxSegment != NULL);
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Font_LoadOrderedFont(&play->msgCtx.font);
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