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:
Baoulettes
2022-07-06 01:29:34 +02:00
committed by GitHub
parent a9c3c7541e
commit a5df9dddf0
467 changed files with 3081 additions and 3459 deletions

View File

@@ -922,7 +922,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo
#define BASE_OFFSET(x) (void*)((u32)(x) + (u32)(mem))
reloc2 = ptrs[0];
if (1) {}
if ((reloc2 != 0 || !gUseLegacySD) && (numDrums != 0))
{
ptrs[0] = BASE_OFFSET(reloc2);
@@ -963,7 +962,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo
}
reloc2 = ptrs[1];
if (1) {}
if ((reloc2 != 0 || !gUseLegacySD) && (numSfx != 0)) {
ptrs[1] = BASE_OFFSET(reloc2);
for (i = 0; i < numSfx; i++) {
@@ -1805,7 +1803,6 @@ void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
u32 sampleBankId2;
RelocInfo relocInfo;
if (1) {}
switch (ASYNC_TBLTYPE(retMsg)) {
case SEQUENCE_TABLE:
AudioLoad_SetSeqLoadStatus(ASYNC_ID(retMsg), ASYNC_STATUS(retMsg));
@@ -1829,7 +1826,6 @@ void AudioLoad_FinishAsyncLoad(AudioAsyncLoad* asyncLoad) {
}
doneMsg.data32 = asyncLoad->retMsg;
if (1) {}
asyncLoad->status = LOAD_STATUS_WAITING;
osSendMesg(asyncLoad->retQueue, doneMsg, OS_MESG_NOBLOCK);
}
@@ -2139,7 +2135,6 @@ s32 AudioLoad_GetSamplesForFont(s32 fontId, SoundFontSample** sampleSet) {
for (i = 0; i < numDrums; i++) {
Drum* drum = Audio_GetDrum(fontId, i);
if (1) {}
if (drum != NULL) {
numSamples = AudioLoad_AddToSampleSet(drum->sound.sample, numSamples, sampleSet);
}