FALLTHROUGH Attribute, switch cleanup (#1719)

* add fallthrough

* attributes

* fix warning
This commit is contained in:
engineer124 2024-10-20 11:56:35 +11:00 committed by GitHub
parent eee5762a55
commit 1b7c9ecb88
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GPG Key ID: B5690EEEBB952194
113 changed files with 407 additions and 208 deletions

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@ -1,5 +1,6 @@
#include "global.h"
#include "z64voice.h"
#include "attributes.h"
typedef struct {
/* 0x0 */ s8 x;
@ -3893,7 +3894,7 @@ void AudioSfx_SetProperties(u8 bankId, u8 entryIndex, u8 channelIndex) {
if (sSoundMode == SOUNDMODE_SURROUND_EXTERNAL) {
combFilterGain = AudioSfx_ComputeCombFilter(*entry->posY, entry->sfxParams);
}
// fallthrough
FALLTHROUGH;
case BANK_OCARINA:
entry->dist = sqrtf(entry->dist * 10.0f);
volume = AudioSfx_ComputeVolume(bankId, entryIndex) * *entry->volume;

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@ -11,6 +11,7 @@
*/
#include "global.h"
#include "audio/effects.h"
#include "attributes.h"
void AudioScript_SequenceChannelProcessSound(SequenceChannel* channel, s32 recalculateVolume, s32 applyBend) {
f32 channelVolume;
@ -266,11 +267,11 @@ f32 AudioEffects_UpdateAdsr(AdsrState* adsr) {
adsr->action.s.status = ADSR_STATUS_HANG;
break;
}
// fallthrough
FALLTHROUGH;
case ADSR_STATUS_START_LOOP:
adsr->envelopeIndex = 0;
adsr->action.s.status = ADSR_STATUS_LOOP;
// fallthrough
FALLTHROUGH;
retry:
case ADSR_STATUS_LOOP:
adsr->delay = adsr->envelope[adsr->envelopeIndex].delay;
@ -306,14 +307,15 @@ f32 AudioEffects_UpdateAdsr(AdsrState* adsr) {
if (adsr->action.s.status != ADSR_STATUS_FADE) {
break;
}
// fallthrough
FALLTHROUGH;
case ADSR_STATUS_FADE:
adsr->current += adsr->velocity;
adsr->delay--;
if (adsr->delay <= 0) {
adsr->action.s.status = ADSR_STATUS_LOOP;
}
// fallthrough
break;
case ADSR_STATUS_HANG:
break;

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@ -13,6 +13,7 @@
#include "global.h"
#include "audio/load.h"
#include "buffers.h"
#include "attributes.h"
/**
* SoundFont Notes:
@ -542,9 +543,11 @@ void func_8018FA60(u32 tableType, u32 id, s32 type, s32 data) {
case 0:
table->entries[id].romAddr = data;
break;
case 1:
table->entries[id].size = data;
break;
default:
break;
}
@ -752,6 +755,7 @@ void* AudioLoad_SyncLoad(s32 tableType, u32 id, s32* didAllocate) {
return ramAddr;
}
break;
case CACHE_LOAD_TEMPORARY:
ramAddr = AudioHeap_AllocCached(tableType, size, CACHE_TEMPORARY, realId);
if (ramAddr == NULL) {
@ -800,12 +804,15 @@ void* AudioLoad_SyncLoad(s32 tableType, u32 id, s32* didAllocate) {
case SEQUENCE_TABLE:
AudioLoad_SetSeqLoadStatus(realId, loadStatus);
break;
case FONT_TABLE:
AudioLoad_SetFontLoadStatus(realId, loadStatus);
break;
case SAMPLE_TABLE:
AudioLoad_SetSampleFontLoadStatusAndApplyCaches(realId, loadStatus);
break;
default:
break;
}
@ -846,12 +853,15 @@ AudioTable* AudioLoad_GetLoadTable(s32 tableType) {
case SEQUENCE_TABLE:
table = gAudioCtx.sequenceTable;
break;
case FONT_TABLE:
table = gAudioCtx.soundFontTable;
break;
default:
table = NULL;
break;
case SAMPLE_TABLE:
table = gAudioCtx.sampleBankTable;
break;
@ -1172,12 +1182,15 @@ void* AudioLoad_AsyncLoadInner(s32 tableType, s32 id, s32 nChunks, s32 retData,
case SEQUENCE_TABLE:
AudioLoad_SetSeqLoadStatus(realId, loadStatus);
break;
case FONT_TABLE:
AudioLoad_SetFontLoadStatus(realId, loadStatus);
break;
case SAMPLE_TABLE:
AudioLoad_SetSampleFontLoadStatusAndApplyCaches(realId, loadStatus);
break;
default:
break;
}
@ -1251,6 +1264,7 @@ void AudioLoad_Init(void* heap, size_t heapSize) {
default:
gAudioCtx.unk_2960 = 16.713f;
gAudioCtx.refreshRate = 60;
break;
}
AudioThread_InitMesgQueues();
@ -1455,6 +1469,7 @@ void AudioLoad_ProcessSlowLoads(s32 resetStatus) {
slowLoad->status = LOAD_STATUS_DONE;
continue;
}
FALLTHROUGH;
case LOAD_STATUS_START:
slowLoad->status = LOAD_STATUS_LOADING;
if (slowLoad->bytesRemaining == 0) {

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@ -15,6 +15,7 @@
*/
#include "global.h"
#include "audio/seqplayer.h"
#include "attributes.h"
#define PROCESS_SCRIPT_END -1
@ -761,7 +762,7 @@ s32 AudioScript_SeqLayerProcessScriptStep2(SequenceLayer* layer) {
case 0xCB: // layer: set envelope and decay index
cmdArg16 = AudioScript_ScriptReadS16(state);
layer->adsr.envelope = (EnvelopePoint*)(seqPlayer->seqData + cmdArg16);
// fallthrough
FALLTHROUGH;
case 0xCF: // layer: set decay index
layer->adsr.decayIndex = AudioScript_ScriptReadU8(state);
break;
@ -799,6 +800,7 @@ s32 AudioScript_SeqLayerProcessScriptStep2(SequenceLayer* layer) {
layer->gateTime = seqPlayer->shortNoteGateTimeTable[cmd & 0xF];
break;
}
break;
}
}
}
@ -1296,7 +1298,7 @@ void AudioScript_SequenceChannelProcessScript(SequenceChannel* channel) {
}
cmdArgs[0] = cmdArgs[1];
// fallthrough
FALLTHROUGH;
case 0xC1: // channel: set instrument
cmd = (u8)cmdArgs[0];
AudioScript_SetInstrument(channel, cmd);
@ -1923,7 +1925,7 @@ void AudioScript_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
case 0xDF: // seqPlayer: transpose
seqPlayer->transposition = 0;
// fallthrough
FALLTHROUGH;
case 0xDE: // seqPlayer: transpose relative
seqPlayer->transposition += (s8)AudioScript_ScriptReadU8(seqScript);
break;
@ -1969,7 +1971,7 @@ void AudioScript_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
case SEQPLAYER_STATE_FADE_IN:
seqPlayer->state = SEQPLAYER_STATE_0;
seqPlayer->fadeVolume = 0.0f;
// fallthrough
FALLTHROUGH;
case SEQPLAYER_STATE_0:
seqPlayer->fadeTimer = seqPlayer->storedFadeTimer;
if (seqPlayer->storedFadeTimer != 0) {

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@ -555,6 +555,7 @@ void AudioSeq_UpdateActiveSequences(void) {
// Queue the same command that was stored previously, but without the 0x8000
AudioSeq_ProcessSeqCmd(gActiveSeqs[seqPlayerIndex].startAsyncSeqCmd);
break;
case 0xFF:
// There was an error in loading the fonts
gActiveSeqs[seqPlayerIndex].isWaitingForFonts = false;

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@ -1,4 +1,5 @@
#include "gfxprint.h"
#include "attributes.h"
#define GFXP_FLAG_HIRAGANA (1 << 0)
#define GFXP_FLAG_RAINBOW (1 << 1)
@ -139,6 +140,7 @@ void GfxPrint_PrintChar(GfxPrint* this, u8 c) {
case '\n':
this->posY += 32;
FALLTHROUGH;
case '\r':
this->posX = this->baseX;
break;

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@ -25,6 +25,7 @@ s32 PadSetup_Init(OSMesgQueue* mq, u8* outMask, OSContStatus* status) {
*outMask |= 1 << i;
}
break;
default:
break;
}

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@ -244,6 +244,7 @@ void* FaultDrawer_FormatStringFunc(void* arg, const char* str, size_t count) {
FaultDrawer_DrawChar(*str);
sFaultDrawerInstance->cursorX += sFaultDrawerInstance->charW + sFaultDrawerInstance->charWPad;
break;
}
}

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@ -4,6 +4,7 @@
*/
#include "fault.h"
#include "attributes.h"
#include "sys_cfb.h"
#include "loadfragment.h"
@ -4532,12 +4533,12 @@ void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex
rotLimits.maxHeadYaw = 0;
rotLimits.maxHeadPitch = 0;
rotLimits.minHeadPitch = 0;
// fallthrough
FALLTHROUGH;
case NPC_TRACKING_HEAD:
rotLimits.maxTorsoYaw = 0;
rotLimits.maxTorsoPitch = 0;
rotLimits.minTorsoPitch = 0;
// fallthrough
FALLTHROUGH;
case NPC_TRACKING_HEAD_AND_TORSO:
rotLimits.rotateYaw = false;
break;

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@ -47,6 +47,7 @@
#include "global.h"
#include "string.h"
#include "attributes.h"
#include "zelda_arena.h"
#include "z64olib.h"
@ -1873,7 +1874,7 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg
case 1:
swing->collisionClosePoint =
Camera_BgCheckCorner(&camera->at, &camera->eyeNext, &swing->atEyeColChk, &swing->eyeAtColChk);
// fallthrough
FALLTHROUGH;
case 2:
peekAroundPoint.x = swing->collisionClosePoint.x + (swing->atEyeColChk.norm.x + swing->eyeAtColChk.norm.x);
peekAroundPoint.y = swing->collisionClosePoint.y + (swing->atEyeColChk.norm.y + swing->eyeAtColChk.norm.y);
@ -1995,13 +1996,13 @@ s32 Camera_Normal1(Camera* camera) {
switch (camera->animState) {
case 20:
Camera_SetUpdateRatesFastYaw(camera);
// fallthrough
FALLTHROUGH;
case 0:
rwData->unk_0C = 1;
if (!(roData->interfaceFlags & NORMAL1_FLAG_3) && (camera->animState != 20)) {
rwData->unk_0C |= 0x1000;
}
// fallthrough
FALLTHROUGH;
case 10:
if (camera->animState == 10) {
rwData->unk_0C = 0;
@ -2787,7 +2788,7 @@ s32 Camera_Parallel1(Camera* camera) {
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == 0) {
Camera_SetUpdateRatesFastYaw(camera);
}
// fallthrough
FALLTHROUGH;
case 0:
case 10:
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) ==
@ -3369,7 +3370,7 @@ s32 Camera_Jump3(Camera* camera) {
switch (camera->animState) {
case 0:
rwData->unk_10 = 0x1000;
// fallthrough
FALLTHROUGH;
case 10:
case 20:
rwData->unk_00 = camera->focalActorFloorHeight;
@ -4641,7 +4642,7 @@ s32 Camera_KeepOn4(Camera* camera) {
sp9C++;
break;
}
// fallthrough
FALLTHROUGH;
case (KEEPON4_FLAG_3 | KEEPON4_FLAG_1):
if (camera->target != 0) {
sp4C = Actor_GetWorld(camera->target);
@ -4653,7 +4654,7 @@ s32 Camera_KeepOn4(Camera* camera) {
sp9C++;
break;
}
// fallthrough
FALLTHROUGH;
case (KEEPON4_FLAG_3 | KEEPON4_FLAG_2 | KEEPON4_FLAG_1):
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
spA0 = spA8.yaw;
@ -5454,7 +5455,7 @@ s32 Camera_Unique0(Camera* camera) {
camera->eye = camera->eyeNext = rwData->unk_1C.point;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
camera->animState++;
// fallthrough
FALLTHROUGH;
case 1:
sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
sp84.yaw = rwData->unk_34.y;
@ -5987,7 +5988,7 @@ s32 Camera_Demo2(Camera* camera) {
if (camera->stateFlags & CAM_STATE_3) {
camera->animState = 4;
}
// fallthrough
FALLTHROUGH;
case 10:
case 20:
// Taken on the 1st and 158th animation frame
@ -6013,7 +6014,7 @@ s32 Camera_Demo2(Camera* camera) {
(camera->stateFlags & CAM_STATE_3))) {
goto skipeyeUpdate;
}
// fallthrough
FALLTHROUGH;
default:
Camera_SetStateFlag(camera, CAM_STATE_4 | CAM_STATE_2);
Camera_UnsetStateFlag(camera, CAM_STATE_3);
@ -6196,7 +6197,7 @@ s32 Camera_Demo4(Camera* camera) {
camera->fov = 80.0f;
rwData->unk_10 = (Rand_ZeroOne() - 0.5f) * 40.0f;
// fallthrough
FALLTHROUGH;
case 1:
// Camera fixed on human player as the mask moves from the pocket to the face
// Camera rolls left and right
@ -6356,7 +6357,7 @@ s32 Camera_Demo5(Camera* camera) {
focalActorFocus.pos.x = focalActorPosRot->pos.x;
focalActorFocus.pos.z = focalActorPosRot->pos.z;
*at = focalActorFocus.pos;
// fallthrough
FALLTHROUGH;
case 1:
// Camera remains still as player moves hands to face
rwData->timer--;
@ -6823,7 +6824,7 @@ s32 Camera_Special9(Camera* camera) {
} else {
rwData->unk_00 = sp84.rot.y;
}
// fallthrough
FALLTHROUGH;
case 1:
// Camera is fixed in front of the door
doorParams->timer1--;
@ -6862,7 +6863,7 @@ s32 Camera_Special9(Camera* camera) {
*eye = *eyeNext;
}
}
// fallthrough
FALLTHROUGH;
case 2:
// Camera is behind the door looking at player
spB8 = focalActorPosRot->pos;
@ -6878,7 +6879,7 @@ s32 Camera_Special9(Camera* camera) {
// Setup for the camera turning around to look in front of player
camera->animState++;
rwData->unk_00 = BINANG_ROT180(rwData->unk_00);
// fallthrough
FALLTHROUGH;
case 3:
// Camera turns around to look in front of player
spB8 = focalActorPosRot->pos;
@ -6897,10 +6898,10 @@ s32 Camera_Special9(Camera* camera) {
}
camera->animState++;
// fallthrough
FALLTHROUGH;
case 4:
camera->animState++;
// fallthrough
FALLTHROUGH;
case 999:
default:
// Door is closed and is waiting for user input to toggle to a new setting

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@ -967,6 +967,7 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j + 1].v.ob[1] = elem->p2.y;
vtx[j + 1].v.ob[2] = elem->p2.z;
break;
case 2:
vtx[j].v.ob[0] = elem->p1.x;
vtx[j].v.ob[1] = elem->p1.y;
@ -975,6 +976,7 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j + 1].v.ob[1] = func_800B09D0(elem->p2.y, elem->p1.y, ratio);
vtx[j + 1].v.ob[2] = func_800B09D0(elem->p2.z, elem->p1.z, ratio);
break;
case 3:
ratio *= 0.5f;
vtx[j].v.ob[0] = func_800B09D0(elem->p1.x, elem->p2.x, ratio);
@ -985,6 +987,7 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j + 1].v.ob[2] = func_800B09D0(elem->p2.z, elem->p1.z, ratio);
ratio *= 2.0f;
break;
case 0:
default:
vtx[j].v.ob[0] = elem->p1.x;

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@ -1,4 +1,5 @@
#include "global.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Elforg/z_en_elforg.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_gi_hearts/object_gi_hearts.h"
@ -738,7 +739,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
}
break;
}
// fallthrough
FALLTHROUGH;
case ITEM00_BOMBS_A:
case ITEM00_ARROWS_10:
case ITEM00_ARROWS_30:

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@ -7,6 +7,7 @@
#include "z64cutscene.h"
#include "string.h"
#include "attributes.h"
#include "global.h"
#include "z64olib.h"
@ -215,7 +216,7 @@ void CutsceneManager_End(void) {
switch (sCutsceneMgr.startMethod) {
case CS_START_2:
sCutsceneMgr.targetActor->flags &= ~ACTOR_FLAG_100000;
// fallthrough
FALLTHROUGH;
case CS_START_1:
Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_END);
sCutsceneMgr.startMethod = CS_START_0;

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@ -136,46 +136,46 @@ void Jpeg_ParseMarkers(u8* ptr, JpegContext* jpegCtx) {
// 0xFF indicates the start of a JPEG marker, so look for the next.
if (*ptr++ == 0xFF) {
switch (*ptr++) {
case MARKER_ESCAPE: {
case MARKER_ESCAPE:
// Compressed value 0xFF is stored as 0xFF00 to escape it, so ignore it.
break;
}
case MARKER_SOI: {
case MARKER_SOI:
// Start of Image
break;
}
case MARKER_APP0: {
case MARKER_APP0:
// Application marker for JFIF
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_APP1: {
case MARKER_APP1:
// Application marker for EXIF
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_APP2: {
case MARKER_APP2:
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_DQT: {
case MARKER_DQT:
// Define Quantization Table, stored for later processing
jpegCtx->dqtPtr[jpegCtx->dqtCount++] = ptr + 2;
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_DHT: {
case MARKER_DHT:
// Define Huffman Table, stored for later processing
jpegCtx->dhtPtr[jpegCtx->dhtCount++] = ptr + 2;
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_DRI: {
case MARKER_DRI:
// Define Restart Interval
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_SOF: {
case MARKER_SOF:
// Start of Frame, stores important metadata of the image.
// Only used for extracting the sampling factors (jpegCtx->mode).
@ -188,25 +188,24 @@ void Jpeg_ParseMarkers(u8* ptr, JpegContext* jpegCtx) {
}
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
case MARKER_SOS: {
case MARKER_SOS:
// Start of Scan marker, indicates the start of the image data.
ptr += Jpeg_GetUnalignedU16(ptr);
jpegCtx->imageData = ptr;
break;
}
case MARKER_EOI: {
case MARKER_EOI:
// End of Image
exit = true;
break;
}
default: {
default:
ptr += Jpeg_GetUnalignedU16(ptr);
break;
}
}
}
}
}
s32 Jpeg_Decode(void* data, void* zbuffer, void* work, u32 workSize) {

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@ -7,6 +7,7 @@
#include "padmgr.h"
#include "sys_cmpdma.h"
#include "segment_symbols.h"
#include "attributes.h"
#include "z64actor.h"
#include "z64horse.h"
@ -1188,7 +1189,7 @@ void Message_DrawTextDefault(PlayState* play, Gfx** gfxP) {
case 0xA:
msgCtx->textPosY += msgCtx->unk11FFC;
// fallthrough
FALLTHROUGH;
case 0xC:
sp130++;
msgCtx->textPosX = msgCtx->unk11F1A[sp130] + msgCtx->unk11FF8;
@ -4510,7 +4511,7 @@ void Message_DrawMain(PlayState* play, Gfx** gfxP) {
case MSGMODE_OCARINA_FAIL:
case MSGMODE_SONG_PROMPT_FAIL:
Message_DrawText(play, &gfx);
// fallthrough
FALLTHROUGH;
case MSGMODE_OCARINA_FAIL_NO_TEXT:
msgCtx->stateTimer--;
if (msgCtx->stateTimer == 0) {
@ -4696,7 +4697,7 @@ void Message_DrawMain(PlayState* play, Gfx** gfxP) {
sOcarinaButtonIndexBufPos++;
}
}
// fallthrough
FALLTHROUGH;
case MSGMODE_SONG_DEMONSTRATION_DONE:
Message_DrawText(play, &gfx);
break;

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@ -1,6 +1,7 @@
#include "global.h"
#include "message_data_fmt_nes.h"
#include "message_data_static.h"
#include "attributes.h"
f32 sNESFontWidths[160] = {
8.0f, 8.0f, 6.0f, 9.0f, 9.0f, 14.0f, 12.0f, 3.0f, 7.0f, 7.0f, 7.0f, 9.0f, 4.0f, 6.0f, 4.0f, 9.0f,
@ -536,7 +537,7 @@ void Message_DrawTextNES(PlayState* play, Gfx** gfxP, u16 textDrawPos) {
case MESSAGE_NEWLINE:
msgCtx->textPosY += msgCtx->unk11FFC;
// fallthrough
FALLTHROUGH;
case MESSAGE_CARRIAGE_RETURN:
sp130++;

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@ -1,6 +1,7 @@
#include "global.h"
#include "message_data_fmt_staff.h"
#include "message_data_static.h"
#include "attributes.h"
void Message_FindCreditsMessage(PlayState* play, u16 textId) {
MessageContext* msgCtx = &play->msgCtx;
@ -137,7 +138,7 @@ void Message_DrawTextCredits(PlayState* play, Gfx** gfxP) {
i = j - 1;
msgCtx->textDrawPos = i + 1;
}
// fallthrough
FALLTHROUGH;
case MESSAGE_QUICKTEXT_DISABLE:
break;

View File

@ -1,4 +1,5 @@
#include "global.h"
#include "attributes.h"
/**
* Branch forward if the provided weekEventReg flag is set
@ -291,6 +292,7 @@ s32 MsgEvent_AwaitTextJump(Actor* actor, PlayState* play, u8** script, MsgScript
if (!Message_ShouldAdvance(play)) {
return true;
}
FALLTHROUGH;
case TEXT_STATE_CLOSING:
skip = SCRIPT_PACK_16(cmd->offsetH, cmd->offsetL);
break;
@ -345,6 +347,7 @@ s32 MsgEvent_AwaitTextEnd(Actor* actor, PlayState* play, u8** script, MsgScriptC
if (!Message_ShouldAdvance(play)) {
break;
}
FALLTHROUGH;
case TEXT_STATE_CLOSING:
*endScript = true;
break;
@ -614,6 +617,7 @@ s32 MsgEvent_CheckItemAction(Actor* actor, PlayState* play, u8** script, MsgScri
if (!Message_ShouldAdvance(play)) {
return true;
}
FALLTHROUGH;
case TEXT_STATE_PAUSE_MENU:
curItemAction = func_80123810(play);
@ -975,7 +979,7 @@ s32 MsgEvent_AwaitTextDone(Actor* actor, PlayState* play, u8** script, MsgScript
if (!Message_ShouldAdvance(play)) {
return true;
}
FALLTHROUGH;
case TEXT_STATE_DONE:
if (!Message_ShouldAdvance(play)) {
return true;

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@ -8,6 +8,7 @@
#include "z64snap.h"
#include "z64view.h"
#include "z64voice.h"
#include "attributes.h"
#include "assets/archives/icon_item_static/icon_item_static_yar.h"
#include "assets/interface/parameter_static/parameter_static.h"
@ -3774,7 +3775,7 @@ void Magic_Update(PlayState* play) {
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
sMagicMeterOutlinePrimRed = sMagicMeterOutlinePrimGreen = sMagicMeterOutlinePrimBlue = 255;
}
// fallthrough (flash border while magic is being consumed)
FALLTHROUGH; // (flash border while magic is being consumed)
case MAGIC_STATE_METER_FLASH_1:
case MAGIC_STATE_METER_FLASH_2:
case MAGIC_STATE_METER_FLASH_3:
@ -3830,7 +3831,7 @@ void Magic_Update(PlayState* play) {
gSaveContext.save.saveInfo.playerData.magic = 0;
}
gSaveContext.magicState = MAGIC_STATE_CONSUME_GORON_ZORA;
// fallthrough
FALLTHROUGH;
case MAGIC_STATE_CONSUME_GORON_ZORA:
if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
@ -5816,7 +5817,7 @@ void Interface_DrawTimers(PlayState* play) {
gSaveContext.timerStopTimes[sTimerId] = SECONDS_TO_TIMER(0);
gSaveContext.timerPausedOsTimes[sTimerId] = 0;
}
// fallthrough
FALLTHROUGH;
case TIMER_STATE_COUNTING:
if ((gSaveContext.timerStates[sTimerId] == TIMER_STATE_COUNTING) &&
(sTimerId == TIMER_ID_MOON_CRASH)) {
@ -5829,7 +5830,7 @@ void Interface_DrawTimers(PlayState* play) {
D_801BF8F8[sTimerId] = osGetTime();
D_801BF930[sTimerId] = 0;
gSaveContext.timerStates[sTimerId] = TIMER_STATE_ALT_COUNTING;
// fallthrough
FALLTHROUGH;
case TIMER_STATE_ALT_COUNTING:
D_801BF930[sTimerId] = osGetTime() - D_801BF8F8[sTimerId];
break;
@ -6764,7 +6765,7 @@ void Interface_LoadStory(PlayState* play, s32 osMesgFlag) {
DmaMgr_RequestAsync(&interfaceCtx->dmaRequest, interfaceCtx->storySegment, interfaceCtx->storyAddr,
interfaceCtx->storySize, 0, &interfaceCtx->storyMsgQueue, NULL);
interfaceCtx->storyDmaStatus = STORY_DMA_LOADING;
// fallthrough
FALLTHROUGH;
case STORY_DMA_LOADING:
if (osRecvMesg(&interfaceCtx->storyMsgQueue, NULL, osMesgFlag) == 0) {
interfaceCtx->storyDmaStatus = STORY_DMA_DONE;
@ -6907,7 +6908,7 @@ void Interface_Update(PlayState* play) {
gSaveContext.nextHudVisibility = HUD_VISIBILITY_NONE;
Interface_UpdateHudAlphas(play, 0);
gSaveContext.nextHudVisibility = HUD_VISIBILITY_IDLE;
// fallthrough
FALLTHROUGH;
default:
break;
}

View File

@ -20,6 +20,7 @@ u8 sMotionBlurStatus;
#include "idle.h"
#include "regs.h"
#include "sys_cfb.h"
#include "attributes.h"
#include "z64bombers_notebook.h"
#include "z64debug_display.h"
@ -339,6 +340,7 @@ void Play_SetupTransition(PlayState* this, s32 transitionType) {
default:
fbdemoType = -1;
_dbg_hungup("../z_play.c", 1420);
break;
}
} else {
fbdemoType = -1;
@ -614,7 +616,7 @@ void Play_UpdateTransition(PlayState* this) {
// non-instance modes break out of this switch
break;
}
// fallthrough
FALLTHROUGH;
case TRANS_MODE_INSTANCE_INIT: {
s32 transWipeSpeed;
s32 transFadeDuration;

View File

@ -3,6 +3,7 @@
#include "sys_cmpdma.h"
#include "z64bombers_notebook.h"
#include "zelda_arena.h"
#include "attributes.h"
#include "assets/interface/schedule_static/schedule_static.h"
#include "assets/archives/schedule_dma_static/schedule_dma_static_yar.h"
@ -1117,7 +1118,7 @@ void BombersNotebook_LoadFiles(BombersNotebook* this, s32 flag) {
DmaMgr_RequestAsync(&this->dmaRequest, this->scheduleSegment, this->scheduleSegmentStart,
this->scheduleSegmentSize, 0, &this->loadQueue, NULL);
this->loadState = BOMBERS_NOTEBOOK_LOAD_STATE_STARTED;
// fallthrough
FALLTHROUGH;
case BOMBERS_NOTEBOOK_LOAD_STATE_STARTED:
if (osRecvMesg(&this->loadQueue, NULL, flag) == 0) {
this->loadState = BOMBERS_NOTEBOOK_LOAD_STATE_DONE;

View File

@ -737,41 +737,49 @@ void Scene_DrawConfigGreatBayTemple(PlayState* play) {
lodFrac = 255;
}
break;
case 1:
if (Flags_GetSwitch(play, 0x37)) {
lodFrac = 68;
}
break;
case 2:
if (Flags_GetSwitch(play, 0x37) && Flags_GetSwitch(play, 0x38)) {
lodFrac = 68;
}
break;
case 3:
if (Flags_GetSwitch(play, 0x37) && Flags_GetSwitch(play, 0x38) && Flags_GetSwitch(play, 0x39)) {
lodFrac = 68;
}
break;
case 4:
if (!(Flags_GetSwitch(play, 0x33))) {
lodFrac = 68;
}
break;
case 5:
if (Flags_GetSwitch(play, 0x34)) {
lodFrac = 68;
}
break;
case 6:
if (Flags_GetSwitch(play, 0x34) && Flags_GetSwitch(play, 0x35)) {
lodFrac = 68;
}
break;
case 7:
if (Flags_GetSwitch(play, 0x34) && Flags_GetSwitch(play, 0x35) && Flags_GetSwitch(play, 0x36)) {
lodFrac = 68;
}
break;
case 8:
if (Flags_GetSwitch(play, 0x3A)) {
lodFrac = 68;

View File

@ -2,6 +2,7 @@
#include "global.h"
#include "z64olib.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Kakasi/z_en_kakasi.h"
@ -52,7 +53,7 @@ s32 Snap_RecordPictographedActors(PlayState* play) {
seen |= PICTO_SEEN_ANYWHERE;
break; //! @bug break is inside conditional, meaning it falls through if it is false
}
// FALLTHROUGH
FALLTHROUGH;
case ACTOR_EN_ZOV:
seen |= PICTO_SEEN_ANYWHERE;
break;

View File

@ -412,6 +412,7 @@ s32 SubS_TimePathing_Update(Path* path, f32* progress, s32* elapsedTime, s32 way
SubS_TimePathing_ComputeTargetPosXZ(&targetPos->x, &targetPos->z, *progress, SUBS_TIME_PATHING_ORDER,
*waypoint, points, knots);
break;
case SUBS_TIME_PATHING_PROGRESS_STATUS_SHOULD_REACH_END:
endX = points[path->count - 1].x;
endZ = points[path->count - 1].z;

View File

@ -73,24 +73,29 @@ void __osDevMgrMain(void* arg) {
osRecvMesg(devMgr->acsQueue, &sp6C, OS_MESG_BLOCK);
ret = devMgr->piDmaCallback(OS_READ, ioMesg->devAddr, ioMesg->dramAddr, ioMesg->size);
break;
case 12:
osRecvMesg(devMgr->acsQueue, &sp6C, OS_MESG_BLOCK);
ret = devMgr->piDmaCallback(OS_WRITE, ioMesg->devAddr, ioMesg->dramAddr, ioMesg->size);
break;
case 15:
osRecvMesg(devMgr->acsQueue, &sp6C, OS_MESG_BLOCK);
ret = devMgr->epiDmaCallback(ioMesg->piHandle, OS_READ, ioMesg->devAddr, ioMesg->dramAddr,
ioMesg->size);
break;
case 16:
osRecvMesg(devMgr->acsQueue, &sp6C, OS_MESG_BLOCK);
ret = devMgr->epiDmaCallback(ioMesg->piHandle, OS_WRITE, ioMesg->devAddr, ioMesg->dramAddr,
ioMesg->size);
break;
case 10:
osSendMesg(ioMesg->hdr.retQueue, ioMesg, OS_MESG_NOBLOCK);
ret = -1;
break;
default:
ret = -1;
break;

View File

@ -59,9 +59,11 @@ s32 __osEPiRawStartDma(OSPiHandle* handle, s32 direction, uintptr_t cartAddr, vo
case OS_READ:
IO_WRITE(PI_WR_LEN_REG, size - 1);
break;
case OS_WRITE:
IO_WRITE(PI_RD_LEN_REG, size - 1);
break;
default:
return -1;
}

View File

@ -15,9 +15,11 @@ s32 __osPiRawStartDma(s32 direction, uintptr_t devAddr, void* dramAddr, size_t s
case OS_READ:
IO_WRITE(PI_WR_LEN_REG, size - 1);
break;
case OS_WRITE:
IO_WRITE(PI_RD_LEN_REG, size - 1);
break;
default:
return -1;
}

View File

@ -104,6 +104,7 @@ void viMgrMain(void* arg) {
addTime = __osBaseCounter - addTime;
__osCurrentTime = __osCurrentTime + addTime;
break;
case OS_MESG_TYPE_COUNTER:
__osTimerInterrupt();
break;

View File

@ -7,6 +7,7 @@
#include "PR/controller_voice.h"
#include "PR/os_voice.h"
#include "PR/controller.h"
#include "attributes.h"
s32 osVoiceGetReadData(OSVoiceHandle* hd, OSVoiceData* result) {
static u8 sHandleStatus;
@ -36,7 +37,7 @@ s32 osVoiceGetReadData(OSVoiceHandle* hd, OSVoiceData* result) {
if ((sHandleStatus != VOICE_STATUS_READY) && (sHandleStatus != VOICE_STATUS_END)) {
return CONT_ERR_NOT_READY;
}
// fallthrough
FALLTHROUGH;
case VOICE_HANDLE_MODE_2:
hd->__mode = VOICE_HANDLE_MODE_2;
@ -54,7 +55,7 @@ s32 osVoiceGetReadData(OSVoiceHandle* hd, OSVoiceData* result) {
if (errorCode != 0) {
return errorCode;
}
// fallthrough
FALLTHROUGH;
case VOICE_HANDLE_MODE_3:
hd->__mode = VOICE_HANDLE_MODE_3;
@ -91,7 +92,7 @@ s32 osVoiceGetReadData(OSVoiceHandle* hd, OSVoiceData* result) {
if ((sHandleStatus == VOICE_STATUS_READY) || (hd->cmd_status == VOICE_STATUS_READY)) {
break;
}
// fallthrough
FALLTHROUGH;
case VOICE_HANDLE_MODE_4:
hd->__mode = VOICE_HANDLE_MODE_4;

View File

@ -67,6 +67,7 @@ void BgIknvObj_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.flags |= ACTOR_FLAG_100000;
this->dyna.actor.flags |= ACTOR_FLAG_10;
break;
case IKNV_OBJ_RAISED_DOOR:
this->dList = object_iknv_obj_DL_011880;
DynaPolyActor_Init(&this->dyna, 0);
@ -75,6 +76,7 @@ void BgIknvObj_Init(Actor* thisx, PlayState* play) {
this->actionFunc = BgIknvObj_UpdateRaisedDoor;
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 120.0f;
break;
case IKNV_OBJ_SAKON_DOOR:
this->dList = object_iknv_obj_DL_0129C8;
this->actionFunc = BgIknvObj_UpdateSakonDoor;
@ -87,8 +89,10 @@ void BgIknvObj_Init(Actor* thisx, PlayState* play) {
CLEAR_WEEKEVENTREG(WEEKEVENTREG_51_10);
Actor_SetFocus(&this->dyna.actor, IREG(88));
break;
default:
Actor_Kill(&this->dyna.actor);
return;
}
}

View File

@ -280,6 +280,7 @@ void func_809543D4(BgIngate* this, PlayState* play) {
this->dyna.actor.textId = 0x9E5;
Message_ContinueTextbox(play, this->dyna.actor.textId);
break;
case 0x9E5:
if (play->msgCtx.choiceIndex == 0) {
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_END);
@ -297,6 +298,7 @@ void func_809543D4(BgIngate* this, PlayState* play) {
}
Message_CloseTextbox(play);
break;
case 0x9E6:
if (play->msgCtx.choiceIndex == 0) {
func_80953EA4(this, play);

View File

@ -194,6 +194,7 @@ void func_80C184EC(BgLastBwall* this, PlayState* play) {
Matrix_MultVec3f(&spD0, &effectPosAndAccel);
Math_Vec3f_Sum(&this->dyna.actor.world.pos, &effectPosAndAccel, &effectPosAndAccel);
break;
case BGLASTBWALL_TYPE_1:
spD0.x = Rand_Centered() * 160.0f;
spD0.y = 400.0f;

View File

@ -28,6 +28,7 @@
#include "z_boss_01.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
@ -1011,7 +1012,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) {
this->subCamUp.x = 0.0f;
this->subCamUp.y = 1.0f;
this->subCamUp.z = 0.0f;
// fallthrough
FALLTHROUGH;
case ODOLWA_INTRO_CS_STATE_LOOK_AT_PLAYER:
player->actor.world.rot.y = -0x8000;
player->actor.shape.rot.y = -0x8000;
@ -1200,7 +1201,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) {
this->actor.world.pos.x = 0.0f;
this->subCamVelocity = 0.0f;
this->subCamEyeNext.y = 100.0f;
// fallthrough
FALLTHROUGH;
case ODOLWA_BUG_SUMMONING_CS_STATE_PLAYING_OR_DONE:
Actor_PlaySfx(&this->actor, NA_SE_EN_MIBOSS_VOICE1_OLD - SFX_FLAG);
Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_NEW);
@ -2151,7 +2152,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) {
diffZ = this->subCamEye.z - this->actor.world.pos.z;
this->deathCsInitialSubCamRot = Math_Atan2F_XY(diffZ, diffX);
this->deathCsSubCamRot = -0.5f;
// fallthrough
FALLTHROUGH;
case ODOLWA_DEATH_CS_STATE_PLAY_ANIM_AND_FALL_FORWARD:
if (this->cutsceneTimer < 15) {
Math_ApproachF(&this->actor.world.pos.x, 0.0f, 0.1f, 5.0f);
@ -2167,7 +2168,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) {
this->cutsceneState = ODOLWA_DEATH_CS_STATE_BURST_INTO_FLAMES_AND_SHRINK;
this->cutsceneTimer = 0;
}
// fallthrough
FALLTHROUGH;
case ODOLWA_DEATH_CS_STATE_BURST_INTO_FLAMES_AND_SHRINK:
Math_ApproachF(&this->deathCsSubCamRot, 1.3f, 0.1f, 0.008f);
subCamOffset.x = 0.0f;
@ -2516,7 +2517,7 @@ void Boss01_Update(Actor* thisx, PlayState* play2) {
this->drawDmgEffTimer = 40;
this->drawDmgEffState++;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 120, COLORFILTER_BUFFLAG_OPA, 60);
// fallthrough
FALLTHROUGH;
case ODOLWA_DRAW_DMGEFF_STATE_FIRE_ACTIVE:
if (this->drawDmgEffTimer == 0) {
Math_ApproachZeroF(&this->drawDmgEffAlpha, 1.0f, 0.02f);
@ -2535,7 +2536,7 @@ void Boss01_Update(Actor* thisx, PlayState* play2) {
this->drawDmgEffAlpha = 1.0f;
this->drawDmgEffScale = 0.0f;
this->drawDmgEffFrozenSteamScale = 1.0f;
// fallthrough
FALLTHROUGH;
case ODOLWA_DRAW_DMGEFF_STATE_FROZEN_ACTIVE:
if (this->drawDmgEffTimer == 0) {
Boss01_Thaw(this, play);
@ -2564,7 +2565,7 @@ void Boss01_Update(Actor* thisx, PlayState* play2) {
lightOrbInitCommon:
this->drawDmgEffState = ODOLWA_DRAW_DMGEFF_STATE_LIGHT_ORB_ACTIVE;
this->drawDmgEffAlpha = 1.0f;
// fallthrough
FALLTHROUGH;
case ODOLWA_DRAW_DMGEFF_STATE_LIGHT_ORB_ACTIVE:
if (this->drawDmgEffTimer == 0) {
Math_ApproachZeroF(&this->drawDmgEffScale, 1.0f, 0.03f);
@ -2583,7 +2584,7 @@ void Boss01_Update(Actor* thisx, PlayState* play2) {
this->drawDmgEffAlpha = 1.0f;
this->drawDmgEffScale = (KREG(18) * 0.1f) + 1.0f;
this->drawDmgEffState++;
// fallthrough
FALLTHROUGH;
case ODOLWA_DRAW_DMGEFF_STATE_ELECTRIC_SPARKS_ACTIVE:
if (this->drawDmgEffTimer == 0) {
Math_ApproachZeroF(&this->drawDmgEffScale, 1.0f, 0.05f);

View File

@ -7,6 +7,7 @@
#include "z_boss_02.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "overlays/actors/ovl_En_Tanron5/z_en_tanron5.h"
#include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h"
@ -802,9 +803,6 @@ void func_809DAB78(Boss02* this, PlayState* play) {
}
switch (this->unk_0144) {
default:
return;
case 0:
if ((TWINMOLD_GET_TYPE(&this->actor) == TWINMOLD_TYPE_RED) && (Rand_ZeroOne() < 0.75f)) {
this->actor.world.pos.x = player->actor.world.pos.x;
@ -823,7 +821,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
(fabsf(this->actor.world.pos.z) < (500.0f * sGiantModeScaleFactor))) {
return;
}
FALLTHROUGH;
case 100:
this->actor.shape.rot.x = 0x4000;
this->unk_01B0.x = this->actor.world.pos.x;
@ -831,7 +829,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
this->unk_01B0.z = this->actor.world.pos.z;
this->unk_0146[0] = 100;
this->unk_0144 = 1;
FALLTHROUGH;
case 1:
if (this->unk_0146[0] == 0) {
if (Rand_ZeroOne() < 0.3f) {
@ -1084,6 +1082,10 @@ void func_809DAB78(Boss02* this, PlayState* play) {
}
}
}
break;
default:
return;
}
this->colliderCylinder.dim.radius = 150.0f * sGiantModeScaleFactor;
@ -1269,7 +1271,7 @@ void Boss02_Twinmold_Update(Actor* thisx, PlayState* play) {
this->unk_015A = 0;
this->unk_0158 = this->unk_015A;
this->unk_015C++;
FALLTHROUGH;
case 2:
this->unk_015A += 2;
if (this->unk_015A > 20) {
@ -1290,7 +1292,7 @@ void Boss02_Twinmold_Update(Actor* thisx, PlayState* play) {
this->unk_015A = 21;
this->unk_0158 = this->unk_015A;
this->unk_015C++;
FALLTHROUGH;
case 11:
this->unk_0158 -= 2;
if (this->unk_0158 <= 0) {
@ -2067,7 +2069,7 @@ void Boss02_HandleGiantsMaskCutscene(Boss02* this, PlayState* play) {
Boss02_FillScreen(play, 255, 255, 255, 0);
this->giantsMaskCsFlashState = GIANTS_MASK_CS_FLASH_STATE_INCREASE_ALPHA;
Audio_PlaySfx(NA_SE_SY_TRANSFORM_MASK_FLASH);
// fallthrough
FALLTHROUGH;
case GIANTS_MASK_CS_FLASH_STATE_INCREASE_ALPHA:
this->giantsMaskCsFlashAlpha += 40;
if (this->giantsMaskCsFlashAlpha >= 400) {
@ -2141,7 +2143,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
this->unk_1D20 = 2;
this->unk_1D1C = 0;
FALLTHROUGH;
case 2:
player->actor.shape.rot.y = -0x8000;
player->actor.world.rot.y = player->actor.shape.rot.y;
@ -2243,7 +2245,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
} else {
break;
}
FALLTHROUGH;
case 101:
case 102:
case_10x:

View File

@ -1333,6 +1333,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
Math_ApproachZeroF(&this->actor.velocity.y, 1.0f, 1.0f);
Math_ApproachZeroF(&this->actor.speed, 1.0f, 0.5f);
} else {
// FAKE:
if (1) {}
if (1) {}
if (1) {}

View File

@ -6,6 +6,7 @@
#include "z_boss_04.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -318,7 +319,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
this->actor.gravity = 0.0f;
break;
}
FALLTHROUGH;
case 12:
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_ATTACK - SFX_FLAG);
Math_ApproachF(&this->subCamAt.x, this->actor.world.pos.x, 0.5f, 1000.0f);

View File

@ -28,6 +28,7 @@
*/
#include "z_boss_05.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
@ -1352,7 +1353,7 @@ void Boss05_Update(Actor* thisx, PlayState* play) {
this->drawDmgEffAlpha = 1.0f;
this->drawDmgEffState++;
this->drawDmgEffScale = 0.0f;
// fallthrough
FALLTHROUGH;
case BIO_BABA_DRAW_DMGEFF_STATE_FIRE_ACTIVE:
if (this->drawDmgEffTimer == 0) {
Math_ApproachZeroF(&this->drawDmgEffAlpha, 1.0f, 0.02f);
@ -1371,7 +1372,7 @@ void Boss05_Update(Actor* thisx, PlayState* play) {
this->drawDmgEffState++;
this->drawDmgEffScale = 0.0f;
this->drawDmgEffFrozenSteamScale = 2.0f;
// fallthrough
FALLTHROUGH;
case BIO_BABA_DRAW_DMGEFF_STATE_FROZEN_ACTIVE:
if (this->drawDmgEffTimer == 0) {
Boss05_WalkingHead_Thaw(this, play);

View File

@ -7,6 +7,7 @@
#include "prevent_bss_reordering.h"
#include "z_boss_06.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Knight/z_en_knight.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_knight/object_knight.h"
@ -233,7 +234,7 @@ void Boss06_CurtainBurningCutscene(Boss06* this, PlayState* play) {
Actor_Kill(searchArrow);
}
}
FALLTHROUGH;
case BOSS06_CS_STATE_SHOW_BURNING_AND_REACTIONS:
if (this->csFrameCount >= 10) {
Math_ApproachF(&this->lensFlareScale, 30.0f, 0.2f, 1.0f);

View File

@ -5,6 +5,7 @@
*/
#include "z_demo_effect.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_efc_tw/object_efc_tw.h"
@ -72,7 +73,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play) {
case DEMO_EFFECT_TIMEWARP_TIMEBLOCK_LARGE:
case DEMO_EFFECT_TIMEWARP_TIMEBLOCK_SMALL:
this->actor.flags |= ACTOR_FLAG_2000000;
// FALLTHROUGH
FALLTHROUGH;
case DEMO_EFFECT_TIMEWARP_LIGHTBLOCK_LARGE:
case DEMO_EFFECT_TIMEWARP_LIGHTBLOCK_VERY_LARGE:
this->initDrawFunc = DemoEffect_DrawTimewarp;

View File

@ -281,10 +281,6 @@ void func_80C16BD4(DemoSyoten* this, PlayState* play) {
if (this->cueId != cueId) {
this->cueId = cueId;
switch (cueId) {
default:
this->actor.draw = NULL;
break;
case 1:
case 2:
this->actor.draw = NULL;
@ -304,6 +300,10 @@ void func_80C16BD4(DemoSyoten* this, PlayState* play) {
this->unk_3E4 |= 4;
this->unk_3E4 &= ~1;
break;
default:
this->actor.draw = NULL;
break;
}
}

View File

@ -631,8 +631,8 @@ void func_80AB023C(DmChar08* this, PlayState* play) {
case 0x103B: // Going to the temple again
this->unk_207 = 6;
break;
case 0x1030: // Return to sleep
this->unk_207 = 4;
break;

View File

@ -201,33 +201,39 @@ void DmZl_UpdateFace(DmZl* this) {
this->blinkTimer = Rand_S16Offset(30, 30);
}
break;
case ZELDA_EYE_STATE_CLOSED:
if (this->blinkTimer == 0) {
this->eyeTextureIndexLeft = this->eyeTextureIndexRight = ZELDA_EYE_CLOSED;
}
break;
case ZELDA_EYE_STATE_LOOKING_LEFT:
if (this->blinkTimer == 0) {
this->eyeTextureIndexLeft = ZELDA_EYE_OPEN_LOOKING_LEFT;
this->eyeTextureIndexRight = ZELDA_EYE_OPEN_LOOKING_RIGHT;
}
break;
case ZELDA_EYE_STATE_LOOKING_RIGHT:
if (this->blinkTimer == 0) {
this->eyeTextureIndexLeft = ZELDA_EYE_OPEN_LOOKING_RIGHT;
this->eyeTextureIndexRight = ZELDA_EYE_OPEN_LOOKING_LEFT;
}
break;
case ZELDA_EYE_STATE_WIDE:
if (this->blinkTimer == 0) {
this->eyeTextureIndexLeft = this->eyeTextureIndexRight = ZELDA_EYE_WIDE;
}
break;
case ZELDA_EYE_STATE_HAPPY:
if (this->blinkTimer == 0) {
this->eyeTextureIndexLeft = this->eyeTextureIndexRight = ZELDA_EYE_HAPPY;
}
break;
case ZELDA_EYE_STATE_CLOSED2:
if (this->blinkTimer >= 3) {
this->blinkTimer = 0;
@ -240,12 +246,15 @@ void DmZl_UpdateFace(DmZl* this) {
default:
this->mouthTextureIndex = ZELDA_MOUTH_NEUTRAL;
break;
case ZELDA_MOUTH_SMILING:
this->mouthTextureIndex = ZELDA_MOUTH_SMILING;
break;
case ZELDA_MOUTH_FROWNING:
this->mouthTextureIndex = ZELDA_MOUTH_FROWNING;
break;
case ZELDA_MOUTH_OPEN:
this->mouthTextureIndex = ZELDA_MOUTH_OPEN;
break;

View File

@ -100,12 +100,6 @@ void func_80BEBD0C(EffLastday* this, PlayState* play) {
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetCueChannel(play, this->cueType));
cueId = play->csCtx.actorCues[Cutscene_GetCueChannel(play, this->cueType)]->id;
switch (cueId) {
default:
this->actor.draw = NULL;
this->alpha = 0;
this->step = 0;
break;
case EFFLASTDAY_ACTION_2:
this->actor.draw = NULL;
this->actor.draw = EffLastday_Draw;
@ -121,6 +115,12 @@ void func_80BEBD0C(EffLastday* this, PlayState* play) {
case EFFLASTDAY_ACTION_3:
this->actor.draw = EffLastday_Draw;
break;
default:
this->actor.draw = NULL;
this->alpha = 0;
this->step = 0;
break;
}
} else {
this->actor.draw = NULL;
@ -134,11 +134,6 @@ void func_80BEBDF8(EffLastday* this, PlayState* play) {
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetCueChannel(play, this->cueType));
cueId = play->csCtx.actorCues[Cutscene_GetCueChannel(play, this->cueType)]->id;
switch (cueId) {
default:
this->actor.draw = NULL;
this->step = 0;
break;
case EFFLASTDAY_ACTION_2:
this->actor.draw = EffLastday_Draw;
this->step++;
@ -147,6 +142,11 @@ void func_80BEBDF8(EffLastday* this, PlayState* play) {
case EFFLASTDAY_ACTION_3:
this->actor.draw = EffLastday_Draw;
break;
default:
this->actor.draw = NULL;
this->step = 0;
break;
}
} else {
this->actor.draw = NULL;
@ -160,11 +160,6 @@ void func_80BEBEB8(EffLastday* this, PlayState* play) {
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetCueChannel(play, this->cueType));
cueId = play->csCtx.actorCues[Cutscene_GetCueChannel(play, this->cueType)]->id;
switch (cueId) {
default:
this->actor.draw = NULL;
this->step = 0;
break;
case EFFLASTDAY_ACTION_2:
this->actor.draw = EffLastday_Draw;
this->step++;
@ -173,6 +168,11 @@ void func_80BEBEB8(EffLastday* this, PlayState* play) {
case EFFLASTDAY_ACTION_3:
this->actor.draw = EffLastday_Draw;
break;
default:
this->actor.draw = NULL;
this->step = 0;
break;
}
} else {
this->actor.draw = NULL;
@ -186,12 +186,6 @@ void func_80BEBF78(EffLastday* this, PlayState* play) {
Cutscene_ActorTranslateAndYaw(&this->actor, play, Cutscene_GetCueChannel(play, this->cueType));
cueId = play->csCtx.actorCues[Cutscene_GetCueChannel(play, this->cueType)]->id;
switch (cueId) {
default:
this->actor.draw = NULL;
this->alpha = 0;
this->step = 0;
break;
case EFFLASTDAY_ACTION_2:
if (!this->actor.home.rot.z) {
this->actor.home.rot.z = true;
@ -208,9 +202,14 @@ void func_80BEBF78(EffLastday* this, PlayState* play) {
break;
case EFFLASTDAY_ACTION_3:
this->actor.draw = EffLastday_Draw;
break;
default:
this->actor.draw = NULL;
this->alpha = 0;
this->step = 0;
break;
}
} else {
this->actor.draw = NULL;
@ -241,9 +240,11 @@ void EffLastday_Draw(Actor* thisx, PlayState* play) {
case EFFLASTDAY_PARAM_1:
case EFFLASTDAY_PARAM_2:
break;
case EFFLASTDAY_PARAM_3:
EffLastday_SetVtxAlpha(this->alpha);
break;
default:
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 170, this->alpha);
break;

View File

@ -1493,6 +1493,7 @@ void func_80BEF518(EnAkindonuts* this, PlayState* play) {
case 19:
this->unk_344 += 0.27f;
break;
case 20:
this->unk_33E = 2;
this->unk_344 = 1.8f;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_al.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -631,7 +632,7 @@ s32 func_80BDE7FC(Actor* thisx, PlayState* play) {
if (!func_80BDE408(this, csId)) {
break;
}
FALLTHROUGH;
case 2:
case 4:
case 6:

View File

@ -5,6 +5,7 @@
*/
#include "z_en_an.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
#include "assets/objects/object_an2/object_an2.h"
@ -1646,7 +1647,6 @@ s32 EnAn_MsgEvent_LaundryPool(Actor* thisx, PlayState* play) {
if ((Player_GetMask(play) == PLAYER_MASK_KAFEIS_MASK) ||
CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_ANJU_IN_LAUNDRY_POOL)) {
this->msgEventState++;
// fallthrough
} else {
ret = true;
this->stateFlags |= ENAN_STATE_DRAW_KAFEIS_MASK;

View File

@ -367,6 +367,7 @@ void EnAob01_BeforeRace_HandleConversation(EnAob01* this, PlayState* play) {
this->stateFlags |= ENAOB01_FLAG_PLAYER_TOLD_TO_PICK_A_DOG;
this->stateFlags |= ENAOB01_FLAG_CONVERSATION_OVER;
}
break;
}
} else {
this->stateFlags |= ENAOB01_FLAG_CONVERSATION_OVER;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_arrow.h"
#include "attributes.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#include "overlays/effects/ovl_Effect_Ss_Sbn/z_eff_ss_sbn.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
@ -234,7 +235,7 @@ void func_8088A594(EnArrow* this, PlayState* play) {
case ARROW_TYPE_ICE:
case ARROW_TYPE_LIGHT:
Player_PlaySfx(player, NA_SE_IT_MAGIC_ARROW_SHOT);
FALLTHROUGH;
case ARROW_TYPE_DEKU_BUBBLE:
Player_PlaySfx(player, NA_SE_PL_DEKUNUTS_FIRE);
break;

View File

@ -959,7 +959,6 @@ s32 func_80A9617C(EnAz* this, PlayState* play) {
case 9:
default:
this->unk_2FA = 8;
break;
}
ret = 0;
@ -1548,6 +1547,8 @@ void func_80A97AB4(EnAz* this, PlayState* play) {
break;
}
}
break;
case TEXT_STATE_NEXT:
case TEXT_STATE_CLOSING:
default:

View File

@ -5,6 +5,7 @@
*/
#include "z_en_bjt.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
@ -287,7 +288,7 @@ s32 EnBjt_ChooseBehaviour(Actor* thisx, PlayState* play) {
if (!Message_ShouldAdvance(play)) {
break;
}
// Fallthrough
FALLTHROUGH;
case TEXT_STATE_PAUSE_MENU:
itemAction = func_80123810(play);

View File

@ -8,6 +8,7 @@
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
@ -1439,7 +1440,7 @@ void func_80C0E618(EnBsb* this, PlayState* play) {
var_s0 = 1;
break;
}
// fallthrough
FALLTHROUGH;
case 15:
var_s0 = -1;
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_clear_tag.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -555,6 +556,7 @@ void EnClearTag_UpdateCamera(EnClearTag* this, PlayState* play) {
}
}
break;
case 1:
Cutscene_StartManual(play, &play->csCtx);
this->subCamId = Play_CreateSubCamera(play);
@ -571,6 +573,7 @@ void EnClearTag_UpdateCamera(EnClearTag* this, PlayState* play) {
Message_StartTextbox(play, 0xF, NULL);
this->cameraState = 2;
Audio_PlaySfx_AtPosWithReverb(&gSfxDefaultPos, NA_SE_VO_NA_LISTEN, 0x20);
FALLTHROUGH;
case 2:
if (player->actor.world.pos.z > 0.0f) {
player->actor.world.pos.z = 290.0f;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_dg.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Aob_01/z_en_aob_01.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_800000)
@ -588,7 +589,7 @@ s32 EnDg_ShouldReactToNonHumanPlayer(EnDg* this, PlayState* play) {
if (this->actor.xzDistToPlayer < 300.0f) {
return true;
}
// fallthrough
FALLTHROUGH;
case PLAYER_FORM_DEKU:
if (this->actor.xzDistToPlayer < 250.0f) {
return true;

View File

@ -9,6 +9,7 @@
*/
#include "z_en_dno.h"
#include "attributes.h"
#include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
@ -350,7 +351,7 @@ void func_80A71C3C(EnDno* this, PlayState* play) {
SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, EN_DNO_ANIM_PRAYER_LOOP,
&this->animIndex);
}
FALLTHROUGH;
case EN_DNO_ANIM_PRAYER_LOOP:
Math_SmoothStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, this->unk_460), 2,
0xE38, 0x222);

View File

@ -174,6 +174,7 @@ s32 EnDns_ChangeAnim(EnDns* this, s32 animIndex) {
if (this->animIndex != animIndex) {
changeAnim = true;
}
break;
}
if (changeAnim) {

View File

@ -5,7 +5,7 @@
*/
#include "z_en_elf.h"
#include "attributes.h"
#include "z64elf_message.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
@ -417,7 +417,7 @@ void EnElf_Init(Actor* thisx, PlayState* play2) {
case FAIRY_TYPE_9:
this->fairyFlags |= 0x1000;
FALLTHROUGH;
case FAIRY_TYPE_10:
colorConfig = -2;
func_8088CC48(this, play);

View File

@ -118,6 +118,7 @@ void func_80C1B8F0(EnFall2* this) {
}
this->actor.scale.z = this->actor.scale.x;
}
break;
default:
break;

View File

@ -249,6 +249,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) {
this->timer = Rand_S16Offset(30, 30);
this->actionFunc = EnFg_Jump;
}
break;
}
Actor_MoveWithGravity(&this->actor);
}
@ -308,6 +309,7 @@ void EnFg_Jump(EnFg* this, PlayState* play) {
} else {
Actor_MoveWithGravity(&this->actor);
}
break;
}
}

View File

@ -4,9 +4,10 @@
* Description: Marine Research Lab Fish
*/
#include "z_en_fish2.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Fish/z_en_fish.h"
#include "overlays/actors/ovl_En_Mushi2/z_en_mushi2.h"
#include "z_en_fish2.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@ -665,12 +666,12 @@ void func_80B297FC(EnFish2* this, PlayState* play) {
case 2:
phi_f0 = 0.1f;
// fallthrough
FALLTHROUGH;
case 4:
if (phi_f0 == 0) {
phi_f0 = 0.3f;
}
// fallthrough
FALLTHROUGH;
case 6:
if (phi_f0 == 0) {
phi_f0 = 0.5f;
@ -696,12 +697,12 @@ void func_80B297FC(EnFish2* this, PlayState* play) {
case 3:
phi_f0 = 1.3f;
// fallthrough
FALLTHROUGH;
case 5:
if (phi_f0 == 0) {
phi_f0 = 1.5f;
}
// fallthrough
FALLTHROUGH;
case 7:
if (phi_f0 == 0) {
phi_f0 = 1.7f;

View File

@ -7,6 +7,7 @@
#include "z_en_fishing.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "assets/objects/object_fish/object_fish.h"
#include "overlays/actors/ovl_En_Kanban/z_en_kanban.h"
@ -5205,7 +5206,7 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
D_8090CD4C = 2;
Interface_SetHudVisibility(HUD_VISIBILITY_A_B_MINIMAP);
sSubCamVelFactor = 0.0f;
// fallthrough
FALLTHROUGH;
case 2:
ShrinkWindow_Letterbox_SetSizeTarget(27);
@ -5335,7 +5336,7 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
Message_StartTextbox(play, 0x409E, NULL);
D_8090CD4C = 11;
Rumble_Override(0.0f, 150, 10, 10);
// fallthrough
FALLTHROUGH;
case 11:
player->actor.world.pos.z = 1360.0f;
player->actor.speed = 0.0f;
@ -5376,7 +5377,7 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
D_8090CD4C = 21;
D_80911F48 = 45.0f;
D_8090CD50 = 10;
// fallthrough
FALLTHROUGH;
case 21:
if ((D_8090CD50 == 0) && Message_ShouldAdvance(play)) {
D_8090CD4C = 22;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_fsn.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@ -1195,7 +1196,7 @@ void EnFsn_HandleCanPlayerBuyItem(EnFsn* this, PlayState* play) {
case CANBUY_RESULT_SUCCESS_2:
Audio_PlaySfx_MessageDecide();
SET_WEEKEVENTREG(WEEKEVENTREG_BOUGHT_CURIOSITY_SHOP_SPECIAL_ITEM);
// fallthrough
FALLTHROUGH;
case CANBUY_RESULT_SUCCESS_1:
if (this->cutsceneState == ENFSN_CUTSCENESTATE_PLAYING) {
CutsceneManager_Stop(this->csId);

View File

@ -5,6 +5,7 @@
*/
#include "z_en_fz.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Wiz/z_en_wiz.h"
#include "assets/objects/object_fz/object_fz.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
@ -417,7 +418,7 @@ void func_80932C98(EnFz* this, PlayState* play) {
case 4:
this->drawDmgEffTimer = 40;
this->drawDmgEffAlpha = 1.0f;
FALLTHROUGH;
case 15:
Actor_ApplyDamage(&this->actor);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_XLU, 8);

View File

@ -5,6 +5,7 @@
*/
#include "z_en_gb2.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -291,7 +292,7 @@ u16 func_80B0FB24(EnGb2* this) {
if (this->unk_26C & 8) {
return 0x14E9;
}
FALLTHROUGH;
case 0x14E7:
this->unk_26C |= 2;
return 0x14E8;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_ge3.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_80000000)
@ -356,7 +357,7 @@ s32 EnGe3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
case GERUDO_RED_LIMB_HEAD:
rot->x += this->headRot.y;
// fallthrough
FALLTHROUGH;
default:
// This is required since EnGe3 shares a skeleton with EnKaizoku; it avoids stale colours being used in the
// displaylists.

View File

@ -5,6 +5,7 @@
*/
#include "z_en_ginko_man.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
@ -290,7 +291,7 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, PlayState* play) {
case 0x476:
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, GINKO_ANIM_SITTING);
// fallthrough
FALLTHROUGH;
case 0x475:
case 0x47C:
case 0x47D:

View File

@ -5,6 +5,7 @@
*/
#include "z_en_gm.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@ -578,7 +579,7 @@ s32 func_8094E52C(Actor* thisx, PlayState* play) {
if (!func_8094E454(this, csId)) {
break;
}
FALLTHROUGH;
case 2:
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_86_40) && (this->unk_3E0 == 2)) {
CutsceneManager_Stop(csId);
@ -768,7 +769,7 @@ s32 func_8094EB1C(Actor* thisx, PlayState* play) {
EnGm_ChangeAnim(this, play, ENGM_ANIM_2);
this->unk_3E2 = 0;
this->unk_3E0++;
FALLTHROUGH;
case 1:
oldYaw = this->actor.yawTowardsPlayer;
this->unk_3E2++;
@ -787,7 +788,7 @@ s32 func_8094EB1C(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_CHAIR_ROLL);
this->unk_3E2 = 0;
this->unk_3E0++;
FALLTHROUGH;
case 3:
oldYaw = this->actor.world.rot.y;
this->unk_3E2++;

View File

@ -14,6 +14,7 @@
*/
#include "z_en_go.h"
#include "z64quake.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "assets/objects/object_hakugin_demo/object_hakugin_demo.h"
#include "assets/objects/object_taisou/object_taisou.h"
@ -1504,7 +1505,7 @@ s32 EnGo_UpdateGraveyardAttentionTargetAndReactions(EnGo* this, PlayState* play)
if (ENGO_GET_SUBTYPE(&this->actor) == ENGO_GRAVEYARD_FROZEN) {
this->attentionTarget = this->actor.child;
}
FALLTHROUGH;
case 0xE16: // Surprised, questioning if player is Darmani
case 0xE1E: // Surprised, seeing Darmani
this->graveyardDialogActionFunc = EnGo_UpdateShiverSurprisedAnimation;
@ -1842,20 +1843,20 @@ s32 EnGo_HandleOpenShrineCutscene(Actor* thisx, PlayState* play) {
}
this->gatekeeperAnimState = 1;
this->cutsceneState = 1;
// fallthrough
FALLTHROUGH;
case 1:
if (CutsceneManager_GetCurrentCsId() == this->csId) {
break;
}
this->csId = CutsceneManager_GetAdditionalCsId(this->csId);
this->cutsceneState = 2;
// fallthrough
FALLTHROUGH;
case 2:
if (!EnGo_ChangeCutscene(this, this->csId)) {
break;
}
this->cutsceneState = 3;
// fallthrough
FALLTHROUGH;
case 3:
if (CutsceneManager_IsNext(CS_ID_GLOBAL_TALK)) {
CutsceneManager_StartWithPlayerCs(CS_ID_GLOBAL_TALK, NULL);
@ -1863,7 +1864,8 @@ s32 EnGo_HandleOpenShrineCutscene(Actor* thisx, PlayState* play) {
} else if (CutsceneManager_GetCurrentCsId() == this->csId) {
CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
}
// fallthrough
break;
default:
break;
}
@ -1972,7 +1974,7 @@ s32 EnGo_HandleGivePowderKegCutscene(Actor* thisx, PlayState* play) {
case 1:
EnGo_ChangeAnim(this, play, ENGO_ANIM_DROPKEG);
this->cutsceneState++;
FALLTHROUGH;
case 2:
if (Animation_OnFrame(&this->skelAnime, 16.0f)) {
Actor_PlaySfx(&this->actor, NA_SE_EV_GORON_HAND_HIT);

View File

@ -6,6 +6,7 @@
#include "z_en_gs.h"
#include "z64voice.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "assets/objects/object_gs/object_gs.h"
@ -345,7 +346,7 @@ void func_8099807C(EnGs* this, PlayState* play) {
case OCARINA_MODE_NONE:
case OCARINA_MODE_END:
func_80998300(this, play);
FALLTHROUGH;
case OCARINA_MODE_APPLY_DOUBLE_SOT:
func_80997D14(this, play);
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_hint_skb.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
@ -732,7 +733,7 @@ void func_80C20E90(EnHintSkb* this, PlayState* play) {
case 12:
case 14:
this->unk_3E8 |= 1;
// fallthrough
FALLTHROUGH;
case 15:
if ((player->meleeWeaponAnimation == PLAYER_MWA_RIGHT_SLASH_1H) ||
(player->meleeWeaponAnimation == PLAYER_MWA_LEFT_COMBO_2H) ||
@ -740,7 +741,7 @@ void func_80C20E90(EnHintSkb* this, PlayState* play) {
(player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_LEFT)) {
this->unk_3E8 |= 1;
}
// fallthrough
FALLTHROUGH;
case 13:
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_DAMAGE);

View File

@ -5,6 +5,7 @@
*/
#include "z_en_ig.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@ -399,7 +400,7 @@ s32 func_80BF17BC(Actor* thisx, PlayState* play) {
if (!func_80BF16C8(this, csId)) {
break;
}
// fallthrough
FALLTHROUGH;
case 2:
case 4:
if ((this->actor.child != NULL) && (this->actor.child->update != NULL)) {

View File

@ -763,6 +763,7 @@ void func_80969DA4(EnJs* this, PlayState* play) {
}
}
break;
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play)) {
switch (play->msgCtx.currentTextId) {
@ -985,6 +986,7 @@ void func_8096A38C(EnJs* this, PlayState* play) {
default:
break;
}
break;
default:
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_kaizoku.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
@ -510,7 +511,7 @@ void func_80B85FA8(EnKaizoku* this, PlayState* play) {
this->unk_598 = 0;
Audio_SetMainBgmVolume(0, 0xA);
this->unk_59C++;
// fallthrough
FALLTHROUGH;
case 1:
player->actor.shape.rot.y = player->actor.world.rot.y =
Math_Vec3f_Yaw(&player->actor.world.pos, &this->picto.actor.world.pos);
@ -1834,7 +1835,7 @@ void func_80B89A08(EnKaizoku* this, PlayState* play) {
this->unk_2B8 = 40;
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM;
}
// fallthrough
FALLTHROUGH;
case KAIZOKU_DMGEFF_1:
if (((this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_SFX) &&
(this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX)) ||

View File

@ -5,6 +5,7 @@
*/
#include "z_en_kanban.h"
#include "attributes.h"
#include "assets/objects/object_kanban/object_kanban.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
@ -673,8 +674,8 @@ void EnKanban_Update(Actor* thisx, PlayState* play) {
this->actionState = ENKANBAN_GROUND;
}
}
FALLTHROUGH;
nextCase:
// fallthrough
case ENKANBAN_GROUND:
case ENKANBAN_WATER:
signpost = (EnKanban*)this->actor.parent;

View File

@ -266,6 +266,7 @@ void func_80B26758(EnKendoJs* this, PlayState* play) {
Audio_PlaySfx_MessageCancel();
Message_StartTextbox(play, 0x2717, &this->actor);
this->unk_288 = 0x2717;
break;
default:
break;
@ -355,6 +356,7 @@ void func_80B26AFC(EnKendoJs* this, PlayState* play) {
player->stateFlags1 &= ~PLAYER_STATE1_20;
func_80B26538(this);
}
break;
case TEXT_STATE_NONE:
case TEXT_STATE_NEXT:

View File

@ -5,6 +5,7 @@
*/
#include "z_en_kgy.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
@ -764,7 +765,7 @@ void func_80B41E18(EnKgy* this, PlayState* play) {
case 0xC4D:
case 0xC58:
this->unk_29C |= 0x10;
FALLTHROUGH;
case 0xC45:
play->msgCtx.msgLength = 0;
func_80B41368(this, play, 3);

View File

@ -5,6 +5,7 @@
*/
#include "z_en_kitan.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)

View File

@ -7,6 +7,7 @@
#include "prevent_bss_reordering.h"
#include "z_en_knight.h"
#include "z64shrink_window.h"
#include "attributes.h"
#include "overlays/actors/ovl_Mir_Ray3/z_mir_ray3.h"
#include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
@ -2187,7 +2188,8 @@ void EnKnight_FlyingHeadDone(EnKnight* this, PlayState* play) {
EnKnight_SetupWait(this, play);
this->timers[2] = Rand_ZeroFloat(100.0f) + 150.0f;
}
FALLTHROUGH;
break;
case KNIGHT_SUB_ACTION_FLYING_HEAD_DONE_0:
// Wait for head
break;

View File

@ -674,6 +674,7 @@ void EnMa4_DialogueHandler(EnMa4* this, PlayState* play) {
EnMa4_SetupWait(this);
}
}
break;
case TEXT_STATE_NONE:
case TEXT_STATE_NEXT:

View File

@ -5,6 +5,7 @@
*/
#include "z_en_ma_yto.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000)
@ -1432,12 +1433,12 @@ s32 EnMaYto_HasSpokenToPlayer(void) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_13_10)) {
return true;
}
// fallthrough
FALLTHROUGH;
case 2:
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_13_08)) {
return true;
}
// fallthrough
FALLTHROUGH;
case 1:
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_13_04)) {
return true;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_nb.h"
#include "attributes.h"
#include "assets/objects/object_nb/object_nb.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -377,7 +378,7 @@ s32 func_80BC00AC(Actor* thisx, PlayState* play) {
if (!func_80BBFFD4(this, csId)) {
break;
}
// fallthrough
FALLTHROUGH;
case ENNB_BEHAVIOUR_2:
case ENNB_BEHAVIOUR_4:
case ENNB_BEHAVIOUR_6:
@ -461,7 +462,7 @@ s32 func_80BC01DC(Actor* thisx, PlayState* play) {
case ENNB_BEHAVIOUR_4:
play->interfaceCtx.storyState = STORY_STATE_FADE_OUT;
this->behaviour++;
// fallthrough
FALLTHROUGH;
case ENNB_BEHAVIOUR_5:
if (!CHECK_EVENTINF(EVENTINF_42)) {
gSaveContext.save.time = CLOCK_TIME(8, 0);

View File

@ -5,6 +5,7 @@
*/
#include "z_en_neo_reeba.h"
#include "attributes.h"
#include "assets/objects/object_rb/object_rb.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_200)
@ -522,6 +523,7 @@ void EnNeoReeba_HandleHit(EnNeoReeba* this, PlayState* play) {
EnNeoReeba_SpawnIce(this, play);
}
this->stunTimer = 0;
break;
}
}
@ -543,7 +545,7 @@ void EnNeoReeba_HandleHit(EnNeoReeba* this, PlayState* play) {
}
this->drawEffectAlpha = 1.0f;
this->drawEffectScale = 0.0f;
// fallthrough
FALLTHROUGH;
case EN_NEO_REEBA_DMGEFF_NONE:
case EN_NEO_REEBA_DMGEFF_SHATTER:
if ((this->actor.colChkInfo.damageEffect == EN_NEO_REEBA_DMGEFF_SHATTER) ||

View File

@ -685,6 +685,7 @@ void EnOsn_HandleConversation(EnOsn* this, PlayState* play) {
case 0x1FFE:
this->textId = 0x1FD5;
this->stateFlags |= OSN_STATE_END_CONVERSATION;
break;
}
Message_StartTextbox(play, this->textId, &this->actor);

View File

@ -5,6 +5,7 @@
*/
#include "z_en_ot.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@ -833,7 +834,7 @@ void func_80B5D160(EnOt* this, PlayState* play) {
case 0x1069:
this->unk_32C |= 4;
FALLTHROUGH;
case 0x106A:
func_80B5CE6C(this, play);
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_pm.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
#include "assets/objects/object_mm/object_mm.h"
@ -643,7 +644,7 @@ s32 func_80AF81E8(Actor* thisx, PlayState* play) {
if (!func_80AF80F4(this, csId)) {
break;
}
FALLTHROUGH;
case 2:
case 4:
case 6:
@ -686,7 +687,7 @@ s32 func_80AF8348(Actor* thisx, PlayState* play) {
if (!func_80AF80F4(this, csId)) {
break;
}
FALLTHROUGH;
case 2:
case 4:
case 6:
@ -1148,7 +1149,7 @@ s32 func_80AF91E8(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) {
case 90:
this->unk_356 |= 0x9000;
this->unk_356 |= 0x200;
FALLTHROUGH;
case 82:
func_80AF7E98(this, 0);
break;
@ -1281,7 +1282,7 @@ s32 func_80AF95E8(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) {
this->unk_356 |= 0x800;
}
SET_WEEKEVENTREG(WEEKEVENTREG_60_04);
FALLTHROUGH;
default:
if (scheduleOutput->result == 29) {
this->actor.world.rot.y = BINANG_ROT180(this->actor.world.rot.y);
@ -1618,7 +1619,7 @@ s32 func_80AFA170(EnPm* this, PlayState* play) {
if (CURRENT_TIME >= CLOCK_TIME(1, 39)) {
SET_WEEKEVENTREG(WEEKEVENTREG_89_08);
}
FALLTHROUGH;
case 16:
case 17:
case 18:

View File

@ -5,6 +5,7 @@
*/
#include "z_en_rail_skb.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
@ -1057,7 +1058,7 @@ void func_80B72970(EnRailSkb* this, PlayState* play) {
case 12:
case 14:
this->unk_402 |= 1;
FALLTHROUGH;
case 15:
if ((player->meleeWeaponAnimation == PLAYER_MWA_RIGHT_SLASH_1H) ||
(player->meleeWeaponAnimation == PLAYER_MWA_LEFT_COMBO_2H) ||
@ -1065,7 +1066,7 @@ void func_80B72970(EnRailSkb* this, PlayState* play) {
(player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_LEFT)) {
this->unk_402 |= 1;
}
FALLTHROUGH;
case 13:
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_DAMAGE);

View File

@ -24,6 +24,7 @@
#include "z_en_rd.h"
#include "z64rumble.h"
#include "attributes.h"
#include "assets/objects/object_rd/object_rd.h"
#include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h"
@ -835,11 +836,11 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
play->damagePlayer(play, -8);
Rumble_Request(this->actor.xzDistToPlayer, 255, 1, 12);
this->grabDamageTimer = 20;
FALLTHROUGH;
case EN_RD_GRAB_START:
Math_SmoothStepToS(&this->headRotY, 0, 1, 0x5DC, 0);
Math_SmoothStepToS(&this->torsoRotY, 0, 1, 0x5DC, 0);
FALLTHROUGH;
case EN_RD_GRAB_ATTACK:
if (!(player->stateFlags2 & PLAYER_STATE2_80) || (player->unk_B62 != 0)) {
if ((player->unk_B62 != 0) && (player->stateFlags2 & PLAYER_STATE2_80)) {

View File

@ -5,6 +5,7 @@
*/
#include "z_en_skb.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Encount4/z_en_encount4.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
@ -980,7 +981,7 @@ void func_8099672C(EnSkb* this, PlayState* play) {
case 12:
case 14:
this->unk_3D8 |= 1;
FALLTHROUGH;
case 15:
if ((player->meleeWeaponAnimation == PLAYER_MWA_RIGHT_SLASH_1H) ||
(player->meleeWeaponAnimation == PLAYER_MWA_LEFT_COMBO_2H) ||
@ -988,7 +989,7 @@ void func_8099672C(EnSkb* this, PlayState* play) {
(player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_LEFT)) {
this->unk_3D8 |= 1;
}
FALLTHROUGH;
case 13:
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, STALCHILD_ANIM_3);

View File

@ -8,6 +8,7 @@
*/
#include "z_en_sth.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
@ -574,7 +575,7 @@ void EnSth_HandleSwampSpiderHouseConversation(EnSth* this, PlayState* play) {
case 0x91A: // Someone gave me this mask and said it would make me rich, getting rid of it
SET_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_MASK_OF_TRUTH);
CLEAR_WEEKEVENTREG(WEEKEVENTREG_TALKED_SWAMP_SPIDER_HOUSE_MAN);
FALLTHROUGH;
case 0x902: // (does not exist)
case 0x903: // (does not exist)
case 0x90E: // (does not exist)
@ -582,7 +583,7 @@ void EnSth_HandleSwampSpiderHouseConversation(EnSth* this, PlayState* play) {
case 0x918: // I have had enough, going home
case 0x91B: // As soon as I calm down, getting rid of it
EnSth_ChangeAnim(this, STH_ANIM_WAIT);
FALLTHROUGH;
default:
this->actor.flags &= ~ACTOR_FLAG_10000;
Message_CloseTextbox(play);

View File

@ -239,6 +239,7 @@ void func_80BAA9B4(EnSuttari* this) {
this->animIndex = SUTTARI_ANIM_1;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->animIndex);
}
break;
}
}

View File

@ -8,6 +8,7 @@
*/
#include "z_en_syateki_man.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Syateki_Crow/z_en_syateki_crow.h"
#include "overlays/actors/ovl_En_Syateki_Dekunuts/z_en_syateki_dekunuts.h"
#include "overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.h"
@ -1471,7 +1472,7 @@ void EnSyatekiMan_Blink(EnSyatekiMan* this) {
case 40:
this->blinkTimer = 0;
FALLTHROUGH;
default:
this->eyeIndex = 0;
break;

View File

@ -1106,6 +1106,7 @@ void EnTest6_SharedSoTCutscene(EnTest6* this, PlayState* play) {
this->clockColorGray = 38;
this->clockSpeed = 150.0f;
this->clockDist = 480.0f;
break;
case SOTCS_CUEID_DOUBLE_WAIT:
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_tk.h"
#include "attributes.h"
#include "overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
@ -583,8 +584,8 @@ void func_80AED610(EnTk* this, PlayState* play) {
} else {
Message_StartTextbox(play, 0x1413, &this->actor);
}
break;
}
break;
case TEXT_STATE_NEXT:
case TEXT_STATE_CLOSING:
@ -898,7 +899,7 @@ void func_80AEDF5C(EnTk* this, PlayState* play) {
case 0x140A:
SET_WEEKEVENTREG(WEEKEVENTREG_52_80);
FALLTHROUGH;
case 0x140B:
func_80AEE784(this, play);
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_tru.h"
#include "attributes.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -837,7 +838,7 @@ s32 func_80A875AC(Actor* thisx, PlayState* play) {
this->unk_364++;
break;
}
FALLTHROUGH;
case 1:
if (CutsceneManager_GetCurrentCsId() == CS_ID_GLOBAL_TALK) {
CutsceneManager_Stop(CS_ID_GLOBAL_TALK);
@ -894,7 +895,7 @@ s32 func_80A8777C(Actor* thisx, PlayState* play) {
if (!Message_ShouldAdvance(play)) {
break;
}
// Fallthrough
FALLTHROUGH;
case TEXT_STATE_PAUSE_MENU:
itemAction = func_80123810(play);
@ -929,7 +930,7 @@ s32 func_80A87880(Actor* thisx, PlayState* play) {
CutsceneManager_Stop(this->csId);
this->csId = CutsceneManager_GetAdditionalCsId(this->csId);
this->unk_364++;
FALLTHROUGH;
case 1:
if (CutsceneManager_GetCurrentCsId() == CS_ID_GLOBAL_TALK) {
CutsceneManager_Stop(CS_ID_GLOBAL_TALK);
@ -1061,7 +1062,7 @@ s32 func_80A87DC0(Actor* thisx, PlayState* play) {
CutsceneManager_Stop(this->csId);
this->csId = CutsceneManager_GetAdditionalCsId(this->csId);
this->unk_364++;
FALLTHROUGH;
case 1:
if (CutsceneManager_GetCurrentCsId() == CS_ID_GLOBAL_TALK) {
CutsceneManager_Stop(CS_ID_GLOBAL_TALK);
@ -1090,13 +1091,13 @@ s32 func_80A87DC0(Actor* thisx, PlayState* play) {
if (!Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
AnimTaskQueue_AddActorMove(play, &this->actor, &this->skelAnime, 1.0f);
break;
} else {
}
EnTru_ChangeAnim(this, KOUME_ANIM_FLY);
this->actor.shape.rot.y = this->actor.world.rot.y;
this->unk_362 = 20;
this->unk_364++;
}
FALLTHROUGH;
case 4:
if (func_80A87400(this, play) || (DECR(this->unk_362) == 0)) {
ret = true;

View File

@ -241,6 +241,7 @@ void EnTwig_Draw(Actor* thisx, PlayState* play) {
case 1:
Gfx_DrawDListOpa(play, object_twig_DL_001C38);
break;
case 2:
Gfx_DrawDListOpa(play, object_twig_DL_0014C8);
break;

View File

@ -5,6 +5,7 @@
*/
#include "z_en_wiz_fire.h"
#include "attributes.h"
#include "overlays/actors/ovl_En_Wiz/z_en_wiz.h"
#include "assets/objects/object_wiz/object_wiz.h"
@ -90,13 +91,13 @@ void EnWizFire_Init(Actor* thisx, PlayState* play) {
this->collider.elem.atDmgInfo.effect = 2;
this->collider.elem.acDmgInfo.dmgFlags = (0x1000000 | 0x800 | 0x200 | 0x2);
this->type = EN_WIZ_FIRE_TYPE_MAGIC_PROJECTILE;
// fallthrough
FALLTHROUGH;
case EN_WIZ_FIRE_TYPE_MAGIC_PROJECTILE:
if (this->type == EN_WIZ_FIRE_TYPE_ICE_MAGIC_PROJECTILE) {
this->type = EN_WIZ_FIRE_TYPE_MAGIC_PROJECTILE;
this->collider.elem.atDmgInfo.damage = 8;
}
// fallthrough
FALLTHROUGH;
case EN_WIZ_FIRE_TYPE_ARCING_MAGIC_PROJECTILE:
case EN_WIZ_FIRE_TYPE_REFLECTED_MAGIC_PROJECTILE:
this->actionFunc = EnWiz_SetupMoveMagicProjectile;

View File

@ -6,6 +6,7 @@
#include "prevent_bss_reordering.h"
#include "z_en_wood02.h"
#include "attributes.h"
#include "assets/objects/object_wood02/object_wood02.h"
#define FLAGS 0x00000000
@ -214,11 +215,11 @@ void EnWood02_Init(Actor* thisx, PlayState* play) {
case WOOD_BUSH_GREEN_LARGE_SPAWNER:
case WOOD_BUSH_BLACK_LARGE_SPAWNER:
spawnType = 1;
// fallthrough
FALLTHROUGH;
case WOOD_BUSH_GREEN_LARGE_SPAWNED:
case WOOD_BUSH_BLACK_LARGE_SPAWNED:
spawnType++;
// fallthrough
FALLTHROUGH;
case WOOD_TREE_CONICAL_LARGE:
case WOOD_BUSH_GREEN_LARGE:
case WOOD_BUSH_BLACK_LARGE:
@ -235,14 +236,14 @@ void EnWood02_Init(Actor* thisx, PlayState* play) {
case WOOD_BUSH_GREEN_SMALL_SPAWNER:
case WOOD_BUSH_BLACK_SMALL_SPAWNER:
spawnType = 1;
// fallthrough
FALLTHROUGH;
case WOOD_TREE_CONICAL_SPAWNED:
case WOOD_TREE_OVAL_YELLOW_SPAWNED:
case WOOD_TREE_OVAL_GREEN_SPAWNED:
case WOOD_BUSH_GREEN_SMALL_SPAWNED:
case WOOD_BUSH_BLACK_SMALL_SPAWNED:
spawnType++;
// fallthrough
FALLTHROUGH;
case WOOD_TREE_CONICAL_MEDIUM:
case WOOD_TREE_OVAL_GREEN:
case WOOD_TREE_KAKARIKO_ADULT:

View File

@ -367,6 +367,7 @@ void func_80BAF7CC(EnZod* this, PlayState* play) {
break;
}
}
break;
}
}

View File

@ -5,6 +5,7 @@
*/
#include "z_en_zos.h"
#include "attributes.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000)
@ -421,7 +422,7 @@ void func_80BBB8AC(EnZos* this, PlayState* play) {
switch (play->msgCtx.currentTextId) {
case 0x1237:
player->exchangeItemAction = PLAYER_IA_NONE;
// fallthrough
FALLTHROUGH;
case 0x1238:
case 0x123A:
case 0x123B:
@ -440,7 +441,7 @@ void func_80BBB8AC(EnZos* this, PlayState* play) {
case 0x1232:
case 0x1241:
player->exchangeItemAction = PLAYER_IA_NONE;
// fallthrough
FALLTHROUGH;
case 0x1239:
case 0x1246:
EnZos_ChangeAnim(this, EN_ZOS_ANIM_TALK_HANDS_ON_HIPS, ANIMMODE_LOOP);

View File

@ -6,6 +6,7 @@
#include "z_en_zot.h"
#include "z64snap.h"
#include "attributes.h"
#include "assets/objects/object_zo/object_zo.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@ -1224,7 +1225,7 @@ void func_80B98F94(EnZot* this, PlayState* play) {
switch (play->msgCtx.currentTextId) {
case 0x12BB:
this->unk_2F2 &= ~4;
FALLTHROUGH;
case 0x12BC:
case 0x12C0:
case 0x12C3:

View File

@ -74,6 +74,7 @@ void ItemEtcetera_Init(Actor* thisx, PlayState* play) {
this->actor.draw = NULL;
this->actor.shape.yOffset = 50.0f;
break;
case ITEM_ETC_RUPEE_GREEN_CHEST_GAME:
case ITEM_ETC_RUPEE_BLUE_CHEST_GAME:
case ITEM_ETC_RUPEE_RED_CHEST_GAME:
@ -84,6 +85,8 @@ void ItemEtcetera_Init(Actor* thisx, PlayState* play) {
this->futureActionFunc = func_809200F8;
this->drawFunc = ItemEtcetera_DrawThroughLens;
this->actor.world.pos.y += 15.0f;
break;
default:
break;
}

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