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
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@@ -169,13 +169,10 @@ void Effect_DrawAll(GraphicsContext* gfxCtx) {
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if (sEffectContext.blures[i].status.active) {
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sEffectInfoTable[EFFECT_BLURE1].draw(&sEffectContext.blures[i].effect, gfxCtx);
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}
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if (1) {} // Necessary to match
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if (1) {}
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}
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for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
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if (sEffectContext.shieldParticles[i].status.active) {
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if (gfxCtx) {} // Necessary to match
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sEffectInfoTable[EFFECT_SHIELD_PARTICLE].draw(&sEffectContext.shieldParticles[i].effect, gfxCtx);
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}
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}
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