# Phase 4 inventory baseline (docs/NATIVE_PORT_PHASE4_6.md, step 4.0a).
# Generated by native/tools/phase4_inventory.py --write-baseline; a step that fixes markers or
# warnings regenerates it, and --check fails if any count rises above it.
# Groups:
#   A  pointer kept in a u32 field (step 4.1; finding 1: setUserArea/mUserArea, J3DPacket user area, TVector)
#   B  heap headers and ARAM callback (step 4.2; finding 1: JKRExpHeap header, JKRAramPiece callback)
#   C  logo-scene resources (step 4.8; finding 1: d_s_actor_data_mng, d_com_inf_game, d_resorce)
#   D  stage chunk table (step 4.9a; finding 1: d_stage, d_s_menu)
#   E  collision (dzb) (step 4.10; finding 1: c_bg_s)
#   F  J3D (step 4.11/4.12; finding 1: J3D loaders, factories, DrawBuffer/Shape/Joint/Sys, J3DMaterial.h/J3DTexture.h)
#   G  JStudio (step 4.17; finding 1: stb, fvb/functionvalue, object-actor)
#   H  J2DPrint (harmless) (step 4.1 marks; finding 1: J2DPrint)
#   I  debug, JOR and stack walks (step 4.19 justifies; finding 1: m_Do_printf, m_Do_machine, DynamicLink, m_Do_hostIO)
#   J  THP movie (step 4.18; finding 1: THP header; plus the asm-only sites in d_a_movie_player)
#   K  audio and physical addresses (step 5.1/5.2; finding 1: OS.h; the JAudio markers came with phase 3 step 3.7)
#   L  other offsets and ResTIMG (step 4.4/4.5; finding 1: JSupport; plus the ResTIMG site in d_a_player_main)
# Warning counts are distinct file:line:column sites in a full game build with
# -DCOS_PHASE4_WARNINGS=ON.
group A	0
group B	0
group C	4
group D	7
group E	1
group F	11
group G	0
group H	0
group I	6
group J	7
group K	1
group L	1
unclassified	0
markers open	60
markers justified	6
warning -Wint-to-pointer-cast	34
warning -Wpointer-to-int-cast	0
warning -Wint-to-void-pointer-cast	90
warning -Wreturn-type	0
warning -Wfortify-source	0
