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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@@ -283,7 +283,6 @@ void EnAObj_BoulderFragment(EnAObj* this, GlobalContext* globalCtx) {
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if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & 0x8) {
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this->dyna.actor.world.rot.y =
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this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000;
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if (1) {}
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this->dyna.actor.bgCheckFlags &= ~0x8;
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}
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@@ -348,7 +347,7 @@ void EnAObj_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnAObj_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 type = thisx->params;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 701);
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OPEN_DISPS(globalCtx->state.gfxCtx);
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func_80093D18(globalCtx->state.gfxCtx);
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@@ -360,9 +359,9 @@ void EnAObj_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 1, 60, 60, 60, 50);
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}
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 712),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, sDLists[type]);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_a_keep.c", 715);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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