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:
@@ -52,7 +52,7 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
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player->actor.world.pos.y, player->actor.world.pos.z, player->actor.shape.rot.x,
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player->actor.shape.rot.y, player->actor.shape.rot.z, 9);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 343);
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ASSERT(player->rideActor != NULL);
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Actor_MountHorse(globalCtx, player, player->rideActor);
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func_8002DE74(globalCtx, player);
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@@ -70,7 +70,7 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
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} else if ((gSaveContext.entranceIndex == 1230) && (gSaveContext.eventChkInf[1] & 0x100)) {
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Actor* horseActor =
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, -25.0f, 0.0f, -1600.0f, 0, -0x4000, 0, 1);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 389);
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ASSERT(horseActor != NULL);
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} else if ((globalCtx->sceneNum == gSaveContext.horseData.scene) &&
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(Flags_GetEventChkInf(0x18) != 0 || DREG(1) != 0)) {
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// "Set by existence of horse %d %d %d"
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@@ -81,7 +81,7 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
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Actor* horseActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE,
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gSaveContext.horseData.pos.x, gSaveContext.horseData.pos.y,
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gSaveContext.horseData.pos.z, 0, gSaveContext.horseData.angle, 0, 1);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 414);
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ASSERT(horseActor != NULL);
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if (globalCtx->sceneNum == SCENE_SPOT12) {
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horseActor->room = -1;
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}
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@@ -95,7 +95,7 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
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} else if ((globalCtx->sceneNum == SCENE_SPOT20) && !Flags_GetEventChkInf(0x18) && (DREG(1) == 0)) {
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Actor* horseActor =
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 0.0f, 0.0f, -500.0f, 0, 0, 0, 1);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 443);
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ASSERT(horseActor != NULL);
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} else if (Flags_GetEventChkInf(0x18) || (DREG(1) != 0)) {
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for (i = 0; i < ARRAY_COUNT(horseSpawns); i++) {
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HorseSpawn* horseSpawn = &horseSpawns[i];
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@@ -103,7 +103,7 @@ void func_8006D0EC(GlobalContext* globalCtx, Player* player) {
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Actor* horseActor =
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, horseSpawn->pos.x, horseSpawn->pos.y,
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horseSpawn->pos.z, 0, horseSpawn->angle, 0, horseSpawn->type);
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ASSERT(horseActor != NULL, "horse_actor != NULL", "../z_horse.c", 466);
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ASSERT(horseActor != NULL);
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if (globalCtx->sceneNum == SCENE_SPOT12) {
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horseActor->room = -1;
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}
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@@ -153,7 +153,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
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player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, spawnPos.x, spawnPos.y,
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spawnPos.z, 0, player->actor.world.rot.y, 0, 7);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 561);
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ASSERT(player->rideActor != NULL);
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Actor_MountHorse(globalCtx, player, player->rideActor);
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func_8002DE74(globalCtx, player);
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@@ -162,7 +162,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
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(Flags_GetEventChkInf(0x18) == 0) && (DREG(1) == 0)) {
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player->rideActor =
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, 894.0f, 0.0f, -2084.0f, 0, -0x7FFF, 0, 5);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 582);
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ASSERT(player->rideActor != NULL);
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Actor_MountHorse(globalCtx, player, player->rideActor);
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func_8002DE74(globalCtx, player);
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@@ -192,7 +192,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
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player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE,
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D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0,
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player->actor.world.rot.y, 0, D_8011F9B8[i].type);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 628);
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ASSERT(player->rideActor != NULL);
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Actor_MountHorse(globalCtx, player, player->rideActor);
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func_8002DE74(globalCtx, player);
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@@ -207,7 +207,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
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player->rideActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE,
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D_8011F9B8[i].pos.x, D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0,
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D_8011F9B8[i].angle, 0, D_8011F9B8[i].type | temp);
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ASSERT(player->rideActor != NULL, "player->ride.actor != NULL", "../z_horse.c", 667);
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ASSERT(player->rideActor != NULL);
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player->actor.world.pos.x = D_8011F9B8[i].pos.x;
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player->actor.world.pos.y = D_8011F9B8[i].pos.y;
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