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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@@ -17,8 +17,8 @@ void EffectSs_InitInfo(GlobalContext* globalCtx, s32 tableSize) {
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}
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sEffectSsInfo.table =
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GameState_Alloc(&globalCtx->state, tableSize * sizeof(EffectSs), "../z_effect_soft_sprite.c", 289);
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ASSERT(sEffectSsInfo.table != NULL, "EffectSS2Info.data_table != NULL", "../z_effect_soft_sprite.c", 290);
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GAMESTATE_ALLOC_MC(&globalCtx->state, tableSize * sizeof(EffectSs));
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ASSERT(sEffectSsInfo.table != NULL);
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sEffectSsInfo.searchStartIndex = 0;
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sEffectSsInfo.tableSize = tableSize;
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@@ -54,7 +54,7 @@ void EffectSs_ClearAll(GlobalContext* globalCtx) {
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addr = overlay->loadedRamAddr;
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if (addr != NULL) {
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ZeldaArena_FreeDebug(addr, "../z_effect_soft_sprite.c", 337);
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ZELDA_ARENA_FREE_DEBUG(addr);
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}
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overlay->loadedRamAddr = NULL;
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@@ -175,7 +175,7 @@ void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* init
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overlayEntry = &gEffectSsOverlayTable[type];
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ASSERT(type < EFFECT_SS_TYPE_MAX, "type < EFFECT_SS2_TYPE_LAST_LABEL", "../z_effect_soft_sprite.c", 556);
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ASSERT(type < EFFECT_SS_TYPE_MAX);
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if (EffectSs_FindSlot(priority, &index) != 0) {
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// Abort because we couldn't find a suitable slot to add this effect in
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@@ -191,7 +191,7 @@ void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* init
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initInfo = overlayEntry->initInfo;
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} else {
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if (overlayEntry->loadedRamAddr == NULL) {
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overlayEntry->loadedRamAddr = ZeldaArena_MallocRDebug(overlaySize, "../z_effect_soft_sprite.c", 585);
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overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC_RDEBUG(overlaySize);
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if (overlayEntry->loadedRamAddr == NULL) {
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osSyncPrintf(VT_FGCOL(RED));
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