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https://github.com/zeldaret/oot.git
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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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parent
6eb3bf401c
commit
324db1d578
297 changed files with 2642 additions and 2679 deletions
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@ -289,7 +289,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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angleToTarget = RAD_TO_BINANG(Math_FAtan2F(dx, dz));
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pitchToTarget = RAD_TO_BINANG(Math_FAtan2F(dy, sqrtf(SQ(dx) + SQ(dz))));
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osSyncPrintf("MODE %d\n", this->work[BFD_ACTION_STATE]);
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PRINTF("MODE %d\n", this->work[BFD_ACTION_STATE]);
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Math_ApproachF(&this->fwork[BFD_BODY_PULSE], 0.1f, 1.0f, 0.02);
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@ -458,9 +458,9 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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}
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break;
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case BFD_CS_EMERGE:
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osSyncPrintf("WAY_SPD X = %f\n", this->subCamAtVel.x);
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osSyncPrintf("WAY_SPD Y = %f\n", this->subCamAtVel.y);
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osSyncPrintf("WAY_SPD Z = %f\n", this->subCamAtVel.z);
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PRINTF("WAY_SPD X = %f\n", this->subCamAtVel.x);
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PRINTF("WAY_SPD Y = %f\n", this->subCamAtVel.y);
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PRINTF("WAY_SPD Z = %f\n", this->subCamAtVel.z);
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if ((this->timers[3] > 190) && !GET_EVENTCHKINF(EVENTCHKINF_73)) {
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Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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@ -528,8 +528,8 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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break;
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}
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}
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osSyncPrintf("this->timer[2] = %d\n", this->timers[2]);
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osSyncPrintf("this->timer[5] = %d\n", this->timers[5]);
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PRINTF("this->timer[2] = %d\n", this->timers[2]);
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PRINTF("this->timer[5] = %d\n", this->timers[5]);
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if (this->timers[2] == 0) {
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mainCam->eye = this->subCamEye;
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mainCam->eyeNext = this->subCamEye;
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@ -667,7 +667,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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}
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Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_1);
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if (this->timers[1] == 0) {
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osSyncPrintf("BGCHECKKKKKKKKKKKKKKKKKKKKKKK\n");
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PRINTF("BGCHECKKKKKKKKKKKKKKKKKKKKKKK\n");
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if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
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this->fwork[BFD_CEILING_BOUNCE] = -18384.0f;
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this->timers[1] = 10;
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@ -1306,7 +1306,7 @@ void BossFd_Update(Actor* thisx, PlayState* play) {
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f32 lManeGlow;
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s16 i;
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osSyncPrintf("FD MOVE START \n");
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PRINTF("FD MOVE START \n");
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this->work[BFD_VAR_TIMER]++;
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this->work[BFD_MOVE_TIMER]++;
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this->actionFunc(this, play);
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@ -1421,9 +1421,9 @@ void BossFd_Update(Actor* thisx, PlayState* play) {
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}
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}
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}
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osSyncPrintf("FD MOVE END 1\n");
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PRINTF("FD MOVE END 1\n");
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BossFd_UpdateEffects(this, play);
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osSyncPrintf("FD MOVE END 2\n");
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PRINTF("FD MOVE END 2\n");
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}
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void BossFd_UpdateEffects(BossFd* this, PlayState* play) {
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@ -1634,7 +1634,7 @@ void BossFd_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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BossFd* this = (BossFd*)thisx;
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osSyncPrintf("FD DRAW START\n");
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PRINTF("FD DRAW START\n");
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if (this->actionFunc != BossFd_Wait) {
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4217);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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@ -1647,9 +1647,9 @@ void BossFd_Draw(Actor* thisx, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4243);
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}
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osSyncPrintf("FD DRAW END\n");
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PRINTF("FD DRAW END\n");
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BossFd_DrawEffects(this->effects, play);
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osSyncPrintf("FD DRAW END2\n");
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PRINTF("FD DRAW END2\n");
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}
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s32 BossFd_OverrideRightArmDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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@ -1832,7 +1832,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
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gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)this->fwork[BFD_BODY_TEX2_ALPHA]);
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osSyncPrintf("LH\n");
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PRINTF("LH\n");
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Matrix_Push();
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segIndex = (this->work[BFD_LEAD_BODY_SEG] + sBodyIndex[2]) % 100;
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Matrix_Translate(this->bodySegsPos[segIndex].x, this->bodySegsPos[segIndex].y, this->bodySegsPos[segIndex].z,
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@ -1844,7 +1844,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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SkelAnime_DrawOpa(play, this->skelAnimeRightArm.skeleton, this->skelAnimeRightArm.jointTable,
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BossFd_OverrideRightArmDraw, NULL, this);
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Matrix_Pop();
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osSyncPrintf("RH\n");
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PRINTF("RH\n");
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Matrix_Push();
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segIndex = (this->work[BFD_LEAD_BODY_SEG] + sBodyIndex[2]) % 100;
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Matrix_Translate(this->bodySegsPos[segIndex].x, this->bodySegsPos[segIndex].y, this->bodySegsPos[segIndex].z,
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@ -1856,7 +1856,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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SkelAnime_DrawOpa(play, this->skelAnimeLeftArm.skeleton, this->skelAnimeLeftArm.jointTable,
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BossFd_OverrideLeftArmDraw, NULL, this);
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Matrix_Pop();
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osSyncPrintf("BD\n");
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PRINTF("BD\n");
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gSPSegment(POLY_OPA_DISP++, 0x0D, tempMat);
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Matrix_Push();
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@ -1924,7 +1924,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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}
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}
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Matrix_Pop();
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osSyncPrintf("BH\n");
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PRINTF("BH\n");
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)this->fwork[BFD_HEAD_TEX2_ALPHA]);
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@ -1940,14 +1940,14 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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Matrix_Translate(0.0f, 0.0f, temp_float, MTXMODE_APPLY);
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Matrix_Push();
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Matrix_Translate(0.0f, 0.0f, 25.0f, MTXMODE_APPLY);
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osSyncPrintf("BHC\n");
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PRINTF("BHC\n");
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Collider_UpdateSpheres(0, &this->collider);
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Matrix_Pop();
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osSyncPrintf("BHCE\n");
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PRINTF("BHCE\n");
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Matrix_Scale(this->actor.scale.x * 0.1f, this->actor.scale.y * 0.1f, this->actor.scale.z * 0.1f, MTXMODE_APPLY);
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SkelAnime_DrawOpa(play, this->skelAnimeHead.skeleton, this->skelAnimeHead.jointTable, BossFd_OverrideHeadDraw,
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BossFd_PostHeadDraw, &this->actor);
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osSyncPrintf("SK\n");
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PRINTF("SK\n");
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{
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Vec3f spB0 = { 0.0f, 1700.0f, 7000.0f };
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Vec3f spA4 = { -1000.0f, 700.0f, 7000.0f };
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@ -1973,6 +1973,6 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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}
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Matrix_Pop();
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osSyncPrintf("END\n");
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PRINTF("END\n");
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CLOSE_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4987);
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}
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