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Replace most osSyncPrintf calls with PRINTF macro (#1598)

* Replace most osSyncPrintf calls with PRINTF macro

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