port: don't use s32s for texture pointers
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0f0e674f71
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c007bee536
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@ -1336,7 +1336,7 @@ Gfx *explosionRender(struct prop *prop, Gfx *gdl, bool xlupass)
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} else {
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static u32 var8007e93c = 0xffffffff;
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mainOverrideVariable("ecol", &var8007e93c);
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colours[0].word = PD_BE32(0xffffffff);
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colours[0].word = 0xffffffff;
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colours[0].word = var8007e93c;
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}
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@ -2079,7 +2079,7 @@ void texLoadFromDisplayList(Gfx *gdl, struct texpool *pool, s32 arg2)
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while (bytes[GFX_W0_BYTE(0)] != (u8)G_ENDDL) {
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// Look for GBI sequence: fd...... abcd....
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if (bytes[GFX_W0_BYTE(0)] == G_SETTIMG && bytes[GFX_W1_BYTE(0)] == 0xab && bytes[GFX_W1_BYTE(1)] == 0xcd) {
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texLoad((s32 *)((uintptr_t)bytes + 4), pool, arg2);
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texLoad((texnum_t *)((uintptr_t)bytes + 4), pool, arg2);
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}
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bytes += 8;
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@ -2123,7 +2123,7 @@ extern u8 EXT_SEG _texturesdataSegmentRomStart;
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* z = texture is compressed with zlib
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* l = number of levels of detail within the texture
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*/
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void texLoad(s32 *updateword, struct texpool *pool, bool arg2)
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void texLoad(texnum_t *updateword, struct texpool *pool, bool arg2)
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{
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u8 compbuffer[4 * 1024 + 0x40];
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u8 *compptr;
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@ -2305,7 +2305,7 @@ void texLoadFromConfigs(struct textureconfig *configs, s32 numconfigs, struct te
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void texLoadFromTextureNum(u32 texturenum, struct texpool *pool)
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{
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s32 texturenumcopy = texturenum;
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texnum_t texturenumcopy = texturenum;
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texLoad(&texturenumcopy, pool, true);
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}
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@ -32,7 +32,7 @@ struct tex *texFindInPool(s32 texturenum, struct texpool *pool);
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s32 texGetPoolFreeBytes(struct texpool *pool);
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u8 *texGetPoolLeftPos(struct texpool *pool);
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void texLoadFromDisplayList(Gfx *gdl, struct texpool *pool, s32 arg2);
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void texLoad(s32 *updateword, struct texpool *pool, bool arg2);
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void texLoad(texnum_t *updateword, struct texpool *pool, bool arg2);
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void texLoadFromConfigs(struct textureconfig *configs, s32 numconfigs, struct texpool *pool, s32 arg3);
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void texLoadFromTextureNum(u32 arg0, struct texpool *pool);
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@ -30,6 +30,12 @@ typedef s32 MenuDialogHandlerResult;
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typedef intptr_t MenuItemHandlerResult;
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typedef s16 RoomNum;
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#ifdef PLATFORM_N64
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#define texnum_t s32
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#else
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#define texnum_t uintptr_t
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#endif
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// Float version of a graphics matrix, which has higher precision than an Mtx.
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// Matrices are stored as Mtxfs then converted to an Mtx when passed to the GPU.
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// Mtxs use a union and a long long int to force alignments. Mtxfs are not
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@ -3829,7 +3835,7 @@ struct menudata_training {
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struct textureconfig {
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union {
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s32 texturenum;
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texnum_t texturenum;
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u8 *textureptr;
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};
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u8 width;
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@ -5767,8 +5773,8 @@ struct var8009dd78 {
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};
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struct texturepair {
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s32 texturenum1;
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s32 texturenum2;
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texnum_t texturenum1;
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texnum_t texturenum2;
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};
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struct collision {
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