Use Macro for __FILE__ & __LINE__ when possible (#559)
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e342648c01a15fe21e93637352dc596.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
This commit is contained in:
@@ -922,7 +922,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo
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#define BASE_OFFSET(x) (void*)((u32)(x) + (u32)(mem))
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reloc2 = ptrs[0];
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if (1) {}
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if ((reloc2 != 0 || !gUseLegacySD) && (numDrums != 0))
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{
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ptrs[0] = BASE_OFFSET(reloc2);
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@@ -963,7 +962,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo
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}
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reloc2 = ptrs[1];
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if (1) {}
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if ((reloc2 != 0 || !gUseLegacySD) && (numSfx != 0)) {
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ptrs[1] = BASE_OFFSET(reloc2);
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for (i = 0; i < numSfx; i++) {
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@@ -1805,7 +1803,6 @@ void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
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u32 sampleBankId2;
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RelocInfo relocInfo;
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if (1) {}
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switch (ASYNC_TBLTYPE(retMsg)) {
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case SEQUENCE_TABLE:
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AudioLoad_SetSeqLoadStatus(ASYNC_ID(retMsg), ASYNC_STATUS(retMsg));
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@@ -1829,7 +1826,6 @@ void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
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}
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doneMsg.data32 = asyncLoad->retMsg;
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if (1) {}
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asyncLoad->status = LOAD_STATUS_WAITING;
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osSendMesg(asyncLoad->retQueue, doneMsg, OS_MESG_NOBLOCK);
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}
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@@ -2139,7 +2135,6 @@ s32 AudioLoad_GetSamplesForFont(s32 fontId, SoundFontSample** sampleSet) {
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for (i = 0; i < numDrums; i++) {
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Drum* drum = Audio_GetDrum(fontId, i);
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if (1) {}
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if (drum != NULL) {
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numSamples = AudioLoad_AddToSampleSet(drum->sound.sample, numSamples, sampleSet);
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}
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