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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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6eb3bf401c
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324db1d578
297 changed files with 2642 additions and 2679 deletions
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@ -199,7 +199,7 @@ void BossFd2_SetupEmerge(BossFd2* this, PlayState* play) {
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s16 temp_rand;
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s8 health;
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osSyncPrintf("UP INIT 1\n");
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PRINTF("UP INIT 1\n");
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Animation_PlayOnce(&this->skelAnime, &gHoleVolvagiaEmergeAnim);
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this->actionFunc = BossFd2_Emerge;
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this->skelAnime.playSpeed = 0.0f;
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@ -207,7 +207,7 @@ void BossFd2_SetupEmerge(BossFd2* this, PlayState* play) {
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this->actor.world.pos.x = sHoleLocations[temp_rand].x;
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this->actor.world.pos.z = sHoleLocations[temp_rand].z;
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this->work[FD2_ACTION_STATE] = 0;
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osSyncPrintf("UP INIT 2\n");
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PRINTF("UP INIT 2\n");
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this->timers[0] = 10;
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if (bossFd != NULL) {
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health = bossFd->actor.colChkInfo.health;
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@ -230,16 +230,16 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
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s16 i;
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s16 holeTime;
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osSyncPrintf("UP 1 mode %d\n", this->work[FD2_ACTION_STATE]);
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PRINTF("UP 1 mode %d\n", this->work[FD2_ACTION_STATE]);
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SkelAnime_Update(&this->skelAnime);
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osSyncPrintf("UP 1.5 \n");
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PRINTF("UP 1.5 \n");
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switch (this->work[FD2_ACTION_STATE]) {
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case 0:
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osSyncPrintf("UP time %d \n", this->timers[0]);
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osSyncPrintf("PL time %x \n", player);
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osSyncPrintf("MT time %x \n", bossFd);
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PRINTF("UP time %d \n", this->timers[0]);
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PRINTF("PL time %x \n", player);
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PRINTF("MT time %x \n", bossFd);
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if ((this->timers[0] == 0) && (player->actor.world.pos.y > 70.0f)) {
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osSyncPrintf("UP 1.6 \n");
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PRINTF("UP 1.6 \n");
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bossFd->faceExposed = 0;
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bossFd->holePosition.x = this->actor.world.pos.x;
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bossFd->holePosition.z = this->actor.world.pos.z;
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@ -261,7 +261,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
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}
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this->timers[0] = holeTime;
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bossFd->timers[4] = this->timers[0] + 10;
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osSyncPrintf("UP 1.7 \n");
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PRINTF("UP 1.7 \n");
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}
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break;
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case 1:
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@ -302,7 +302,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
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}
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break;
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}
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osSyncPrintf("UP 2\n");
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PRINTF("UP 2\n");
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}
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void BossFd2_SetupIdle(BossFd2* this, PlayState* play) {
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@ -310,7 +310,7 @@ void BossFd2_SetupIdle(BossFd2* this, PlayState* play) {
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s8 health;
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s16 idleTime;
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osSyncPrintf("UP INIT 1\n");
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PRINTF("UP INIT 1\n");
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Animation_PlayLoop(&this->skelAnime, &gHoleVolvagiaTurnAnim);
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this->actionFunc = BossFd2_Idle;
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health = bossFd->actor.colChkInfo.health;
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@ -335,8 +335,8 @@ void BossFd2_Idle(BossFd2* this, PlayState* play) {
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prevToLink = this->work[FD2_TURN_TO_LINK];
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this->work[FD2_TURN_TO_LINK] =
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x7D0, 0);
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osSyncPrintf("SW1 = %d\n", prevToLink);
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osSyncPrintf("SW2 = %d\n", this->work[FD2_TURN_TO_LINK]);
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PRINTF("SW1 = %d\n", prevToLink);
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PRINTF("SW2 = %d\n", this->work[FD2_TURN_TO_LINK]);
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if ((fabsf(prevToLink) <= 1000.0f) && (1000.0f < fabsf(this->work[FD2_TURN_TO_LINK]))) {
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Animation_MorphToLoop(&this->skelAnime, &gHoleVolvagiaTurnAnim, -5.0f);
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}
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@ -873,11 +873,11 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
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}
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if (((s8)bossFd->actor.colChkInfo.health > 2) || canKill) {
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bossFd->actor.colChkInfo.health -= damage;
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osSyncPrintf(VT_FGCOL(GREEN));
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osSyncPrintf("damage %d\n", damage);
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PRINTF(VT_FGCOL(GREEN));
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PRINTF("damage %d\n", damage);
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}
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osSyncPrintf(VT_RST);
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osSyncPrintf("hp %d\n", bossFd->actor.colChkInfo.health);
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PRINTF(VT_RST);
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PRINTF("hp %d\n", bossFd->actor.colChkInfo.health);
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if ((s8)bossFd->actor.colChkInfo.health <= 0) {
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bossFd->actor.colChkInfo.health = 0;
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@ -956,7 +956,7 @@ void BossFd2_Update(Actor* thisx, PlayState* play2) {
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BossFd2* this = (BossFd2*)thisx;
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s16 i;
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osSyncPrintf("FD2 move start \n");
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PRINTF("FD2 move start \n");
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this->disableAT = false;
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this->actor.flags &= ~ACTOR_FLAG_10;
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this->work[FD2_VAR_TIMER]++;
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@ -1191,7 +1191,7 @@ void BossFd2_Draw(Actor* thisx, PlayState* play) {
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BossFd2* this = (BossFd2*)thisx;
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd2.c", 2617);
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osSyncPrintf("FD2 draw start \n");
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PRINTF("FD2 draw start \n");
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if (this->actionFunc != BossFd2_Wait) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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if (this->work[FD2_DAMAGE_FLASH_TIMER] & 2) {
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