Change signedness and add casts to avoid implicit conversion warnings

This commit is contained in:
PokeCodec
2020-07-19 15:57:20 -04:00
parent 69a04f88f4
commit c5aa91741b
22 changed files with 99 additions and 112 deletions

View File

@@ -372,14 +372,11 @@ static void AnimTranslateStinger(struct Sprite *sprite)
{
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
}
else
else if (GetBattlerSide(gBattleAnimAttacker))
{
if (GetBattlerSide(gBattleAnimAttacker))
{
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
gBattleAnimArgs[1] = -gBattleAnimArgs[1];
gBattleAnimArgs[3] = -gBattleAnimArgs[3];
}
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
gBattleAnimArgs[1] = -gBattleAnimArgs[1];
gBattleAnimArgs[3] = -gBattleAnimArgs[3];
}
if (!IsContest() && GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget))
@@ -387,13 +384,8 @@ static void AnimTranslateStinger(struct Sprite *sprite)
if (GetBattlerPosition(gBattleAnimTarget) == B_POSITION_PLAYER_LEFT
|| GetBattlerPosition(gBattleAnimTarget) == B_POSITION_OPPONENT_LEFT)
{
s16 temp1, temp2;
temp1 = gBattleAnimArgs[2];
gBattleAnimArgs[2] = -temp1;
temp2 = gBattleAnimArgs[0];
gBattleAnimArgs[0] = -temp2;
gBattleAnimArgs[2] *= -1;
gBattleAnimArgs[0] *= -1;
}
}
@@ -448,28 +440,24 @@ static void AnimMissileArc_Step(struct Sprite *sprite)
else
{
s16 tempData[8];
u16 *data = sprite->data;
u16 x1 = sprite->pos1.x;
s16 x2 = sprite->pos2.x;
u16 y1 = sprite->pos1.y;
s16 y2 = sprite->pos2.y;
s16 xpos, ypos;
int i;
for (i = 0; i < 8; i++)
tempData[i] = data[i];
tempData[i] = sprite->data[i];
x2 += x1;
y2 += y1;
xpos = sprite->pos1.x + sprite->pos2.x;
ypos = sprite->pos1.y + sprite->pos2.y;
if (!TranslateAnimHorizontalArc(sprite))
{
u16 rotation = ArcTan2Neg(sprite->pos1.x + sprite->pos2.x - x2,
sprite->pos1.y + sprite->pos2.y - y2);
u16 rotation = ArcTan2Neg(sprite->pos1.x + sprite->pos2.x - xpos, //Isn't this zero lol
sprite->pos1.y + sprite->pos2.y - ypos);
rotation += 0xC000;
TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rotation);
for (i = 0; i < 8; i++)
data[i] = tempData[i];
sprite->data[i] = tempData[i];
}
}
}