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Replace most osSyncPrintf calls with PRINTF macro (#1598)

* Replace most osSyncPrintf calls with PRINTF macro

* DEBUG -> OOT_DEBUG
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cadmic 2024-01-12 07:38:13 -08:00 committed by GitHub
parent 6eb3bf401c
commit 324db1d578
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GPG key ID: 4AEE18F83AFDEB23
297 changed files with 2642 additions and 2679 deletions

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@ -289,7 +289,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
angleToTarget = RAD_TO_BINANG(Math_FAtan2F(dx, dz));
pitchToTarget = RAD_TO_BINANG(Math_FAtan2F(dy, sqrtf(SQ(dx) + SQ(dz))));
osSyncPrintf("MODE %d\n", this->work[BFD_ACTION_STATE]);
PRINTF("MODE %d\n", this->work[BFD_ACTION_STATE]);
Math_ApproachF(&this->fwork[BFD_BODY_PULSE], 0.1f, 1.0f, 0.02);
@ -458,9 +458,9 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
}
break;
case BFD_CS_EMERGE:
osSyncPrintf("WAY_SPD X = %f\n", this->subCamAtVel.x);
osSyncPrintf("WAY_SPD Y = %f\n", this->subCamAtVel.y);
osSyncPrintf("WAY_SPD Z = %f\n", this->subCamAtVel.z);
PRINTF("WAY_SPD X = %f\n", this->subCamAtVel.x);
PRINTF("WAY_SPD Y = %f\n", this->subCamAtVel.y);
PRINTF("WAY_SPD Z = %f\n", this->subCamAtVel.z);
if ((this->timers[3] > 190) && !GET_EVENTCHKINF(EVENTCHKINF_73)) {
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@ -528,8 +528,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
break;
}
}
osSyncPrintf("this->timer[2] = %d\n", this->timers[2]);
osSyncPrintf("this->timer[5] = %d\n", this->timers[5]);
PRINTF("this->timer[2] = %d\n", this->timers[2]);
PRINTF("this->timer[5] = %d\n", this->timers[5]);
if (this->timers[2] == 0) {
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
@ -667,7 +667,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
}
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_1);
if (this->timers[1] == 0) {
osSyncPrintf("BGCHECKKKKKKKKKKKKKKKKKKKKKKK\n");
PRINTF("BGCHECKKKKKKKKKKKKKKKKKKKKKKK\n");
if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
this->fwork[BFD_CEILING_BOUNCE] = -18384.0f;
this->timers[1] = 10;
@ -1306,7 +1306,7 @@ void BossFd_Update(Actor* thisx, PlayState* play) {
f32 lManeGlow;
s16 i;
osSyncPrintf("FD MOVE START \n");
PRINTF("FD MOVE START \n");
this->work[BFD_VAR_TIMER]++;
this->work[BFD_MOVE_TIMER]++;
this->actionFunc(this, play);
@ -1421,9 +1421,9 @@ void BossFd_Update(Actor* thisx, PlayState* play) {
}
}
}
osSyncPrintf("FD MOVE END 1\n");
PRINTF("FD MOVE END 1\n");
BossFd_UpdateEffects(this, play);
osSyncPrintf("FD MOVE END 2\n");
PRINTF("FD MOVE END 2\n");
}
void BossFd_UpdateEffects(BossFd* this, PlayState* play) {
@ -1634,7 +1634,7 @@ void BossFd_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BossFd* this = (BossFd*)thisx;
osSyncPrintf("FD DRAW START\n");
PRINTF("FD DRAW START\n");
if (this->actionFunc != BossFd_Wait) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4217);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
@ -1647,9 +1647,9 @@ void BossFd_Draw(Actor* thisx, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4243);
}
osSyncPrintf("FD DRAW END\n");
PRINTF("FD DRAW END\n");
BossFd_DrawEffects(this->effects, play);
osSyncPrintf("FD DRAW END2\n");
PRINTF("FD DRAW END2\n");
}
s32 BossFd_OverrideRightArmDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
@ -1832,7 +1832,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)this->fwork[BFD_BODY_TEX2_ALPHA]);
osSyncPrintf("LH\n");
PRINTF("LH\n");
Matrix_Push();
segIndex = (this->work[BFD_LEAD_BODY_SEG] + sBodyIndex[2]) % 100;
Matrix_Translate(this->bodySegsPos[segIndex].x, this->bodySegsPos[segIndex].y, this->bodySegsPos[segIndex].z,
@ -1844,7 +1844,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
SkelAnime_DrawOpa(play, this->skelAnimeRightArm.skeleton, this->skelAnimeRightArm.jointTable,
BossFd_OverrideRightArmDraw, NULL, this);
Matrix_Pop();
osSyncPrintf("RH\n");
PRINTF("RH\n");
Matrix_Push();
segIndex = (this->work[BFD_LEAD_BODY_SEG] + sBodyIndex[2]) % 100;
Matrix_Translate(this->bodySegsPos[segIndex].x, this->bodySegsPos[segIndex].y, this->bodySegsPos[segIndex].z,
@ -1856,7 +1856,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
SkelAnime_DrawOpa(play, this->skelAnimeLeftArm.skeleton, this->skelAnimeLeftArm.jointTable,
BossFd_OverrideLeftArmDraw, NULL, this);
Matrix_Pop();
osSyncPrintf("BD\n");
PRINTF("BD\n");
gSPSegment(POLY_OPA_DISP++, 0x0D, tempMat);
Matrix_Push();
@ -1924,7 +1924,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
}
}
Matrix_Pop();
osSyncPrintf("BH\n");
PRINTF("BH\n");
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)this->fwork[BFD_HEAD_TEX2_ALPHA]);
@ -1940,14 +1940,14 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
Matrix_Translate(0.0f, 0.0f, temp_float, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(0.0f, 0.0f, 25.0f, MTXMODE_APPLY);
osSyncPrintf("BHC\n");
PRINTF("BHC\n");
Collider_UpdateSpheres(0, &this->collider);
Matrix_Pop();
osSyncPrintf("BHCE\n");
PRINTF("BHCE\n");
Matrix_Scale(this->actor.scale.x * 0.1f, this->actor.scale.y * 0.1f, this->actor.scale.z * 0.1f, MTXMODE_APPLY);
SkelAnime_DrawOpa(play, this->skelAnimeHead.skeleton, this->skelAnimeHead.jointTable, BossFd_OverrideHeadDraw,
BossFd_PostHeadDraw, &this->actor);
osSyncPrintf("SK\n");
PRINTF("SK\n");
{
Vec3f spB0 = { 0.0f, 1700.0f, 7000.0f };
Vec3f spA4 = { -1000.0f, 700.0f, 7000.0f };
@ -1973,6 +1973,6 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
}
Matrix_Pop();
osSyncPrintf("END\n");
PRINTF("END\n");
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4987);
}