Replace int types in Retro code

Retro seemingly avoided using the Dolphin
typedefs in most places, opting to use int/uint
instead. This likely means they didn't use
u8/s8/u16/s16/etc either.


Former-commit-id: 133326ae40
This commit is contained in:
2022-10-09 01:37:23 -04:00
parent f0ea5144ea
commit 7ca3a1c0bb
172 changed files with 1525 additions and 1514 deletions

View File

@@ -62,7 +62,7 @@ public:
const CGameArea* GetArea(TAreaId id) const { return x18_areas[id.Value()].get(); }
bool IsAreaValid(TAreaId id) const { return x18_areas[id.Value()]->IsLoaded(); }
CAssetId GetWorldAssetId() const { return x8_mlvlId; }
TAreaId GetAreaIdForSaveId(s32 saveId) const;
TAreaId GetAreaIdForSaveId(int saveId) const;
private:
enum Phase {
@@ -83,7 +83,7 @@ private:
CMapWorld* x28_mapWorld;
rstl::vector< CRelay > x2c_relays;
rstl::rc_ptr< IDvdRequest > x3c_loadToken;
rstl::single_ptr< u8 > x40_loadBuf;
rstl::single_ptr< uchar > x40_loadBuf;
uint x44_bufSz;
uint x48_chainCount;
CGameArea* x4c_chainHeads[5];