Solved a bunch of -Wall errors on modern
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+7
-14
@@ -485,9 +485,8 @@ void TranslateSpriteInGrowingCircle(struct Sprite *sprite)
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}
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}
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// Unused
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// Exact shape depends on arguments. Can move in a figure-8-like pattern, or circular, etc.
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static void TranslateSpriteInLissajousCurve(struct Sprite *sprite)
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static void UNUSED TranslateSpriteInLissajousCurve(struct Sprite *sprite)
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{
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if (sprite->sDuration)
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{
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@@ -639,8 +638,7 @@ static void TranslateSpriteLinearFixedPointIconFrame(struct Sprite *sprite)
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UpdateMonIconFrame(sprite);
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}
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// Unused
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static void TranslateSpriteToBattleTargetPos(struct Sprite *sprite)
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static void UNUSED TranslateSpriteToBattleTargetPos(struct Sprite *sprite)
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{
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sprite->sStartX = sprite->x + sprite->x2;
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sprite->sStartY = sprite->y + sprite->y2;
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@@ -707,8 +705,7 @@ void DestroySpriteAndMatrix(struct Sprite *sprite)
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DestroyAnimSprite(sprite);
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}
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// Unused
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static void TranslateSpriteToBattleAttackerPos(struct Sprite *sprite)
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static void UNUSED TranslateSpriteToBattleAttackerPos(struct Sprite *sprite)
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{
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sprite->sStartX = sprite->x + sprite->x2;
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sprite->sStartY = sprite->y + sprite->y2;
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@@ -723,8 +720,7 @@ static void TranslateSpriteToBattleAttackerPos(struct Sprite *sprite)
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#undef sStartY
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#undef sTargetY
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// Unused
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static void EndUnkPaletteAnim(struct Sprite *sprite)
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static void UNUSED EndUnkPaletteAnim(struct Sprite *sprite)
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{
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PaletteStruct_ResetById(sprite->data[5]);
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DestroySpriteAndMatrix(sprite);
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@@ -1103,8 +1099,7 @@ void StartAnimLinearTranslation(struct Sprite *sprite)
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sprite->callback(sprite);
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}
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// Unused
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static void StartAnimLinearTranslation_SetCornerVecX(struct Sprite *sprite)
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static void UNUSED StartAnimLinearTranslation_SetCornerVecX(struct Sprite *sprite)
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{
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sprite->data[1] = sprite->x;
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sprite->data[3] = sprite->y;
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@@ -1512,8 +1507,7 @@ u8 GetSpritePalIdxByBattler(u8 battler)
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return battler;
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}
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// Unused
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static u8 GetSpritePalIdxByPosition(u8 position)
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static u8 UNUSED GetSpritePalIdxByPosition(u8 position)
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{
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return GetBattlerAtPosition(position);
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}
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@@ -2012,8 +2006,7 @@ void AnimTask_GetFrustrationPowerLevel(u8 taskId)
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DestroyAnimVisualTask(taskId);
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}
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// Unused
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static void SetPriorityForVisibleBattlers(u8 priority)
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static void UNUSED SetPriorityForVisibleBattlers(u8 priority)
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{
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if (IsBattlerSpriteVisible(gBattleAnimTarget))
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gSprites[gBattlerSpriteIds[gBattleAnimTarget]].oam.priority = priority;
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