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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
commit
324db1d578
297 changed files with 2642 additions and 2679 deletions
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@ -1735,8 +1735,8 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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s16 i;
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Player* player = GET_PLAYER(play);
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osSyncPrintf(VT_FGCOL(YELLOW));
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osSyncPrintf("Core_Damage_check START\n");
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PRINTF(VT_FGCOL(YELLOW));
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PRINTF("Core_Damage_check START\n");
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if (this->coreCollider.base.atFlags & AT_HIT) {
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this->coreCollider.base.atFlags &= ~AT_HIT;
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if (this->work[MO_TENT_ACTION_STATE] == MO_CORE_UNDERWATER) {
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@ -1747,19 +1747,19 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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if (this->coreCollider.base.acFlags & AC_HIT) {
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ColliderElement* acHitElem = this->coreCollider.elem.acHitElem;
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// "hit!!"
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osSyncPrintf("Core_Damage_check 当り!!\n");
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PRINTF("Core_Damage_check 当り!!\n");
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this->coreCollider.base.acFlags &= ~AC_HIT;
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if ((acHitElem->toucher.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT;
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}
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// "hit 2 !!"
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osSyncPrintf("Core_Damage_check 当り 2 !!\n");
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PRINTF("Core_Damage_check 当り 2 !!\n");
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if ((this->work[MO_TENT_ACTION_STATE] != MO_CORE_UNDERWATER) && (this->work[MO_TENT_INVINC_TIMER] == 0)) {
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u8 damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
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if ((damage != 0) && (this->work[MO_TENT_ACTION_STATE] < MO_CORE_ATTACK)) {
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// "sword hit !!"
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osSyncPrintf("Core_Damage_check 剣 当り!!\n");
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PRINTF("Core_Damage_check 剣 当り!!\n");
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED;
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this->timers[0] = 25;
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@ -1829,8 +1829,8 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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}
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}
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// "end !!"
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osSyncPrintf("Core_Damage_check 終わり !!\n");
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osSyncPrintf(VT_RST);
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PRINTF("Core_Damage_check 終わり !!\n");
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PRINTF(VT_RST);
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}
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void BossMo_Core(BossMo* this, PlayState* play) {
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@ -2212,7 +2212,7 @@ void BossMo_UpdateCore(Actor* thisx, PlayState* play) {
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s16 i;
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Player* player = GET_PLAYER(play);
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osSyncPrintf("CORE mode = <%d>\n", this->work[MO_TENT_ACTION_STATE]);
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PRINTF("CORE mode = <%d>\n", this->work[MO_TENT_ACTION_STATE]);
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if (sMorphaTent2 == NULL) {
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MO_WATER_LEVEL(play) = sMorphaTent1->waterLevelMod + (s16)this->waterLevel;
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} else {
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@ -2272,7 +2272,7 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->tentPos[40], &this->tentTipPos,
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&this->actor.projectedW);
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osSyncPrintf("MO : Move mode = <%d>\n", this->work[MO_TENT_ACTION_STATE]);
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PRINTF("MO : Move mode = <%d>\n", this->work[MO_TENT_ACTION_STATE]);
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Math_ApproachS(&player->actor.shape.rot.x, 0, 5, 0x3E8);
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Math_ApproachS(&player->actor.shape.rot.z, 0, 5, 0x3E8);
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this->work[MO_TENT_VAR_TIMER]++;
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