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Add "do {} while (0);" to CLOSE_DISPS (#2025)

This commit is contained in:
cadmic 2024-08-10 15:48:27 -07:00 committed by GitHub
parent d495436190
commit 9eec8af498
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GPG key ID: B5690EEEBB952194
58 changed files with 37 additions and 159 deletions

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@ -415,8 +415,6 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5535);
if (1) {} // Necessary to match
spB0 = (play->roomCtx.unk_74[1] >> 8) & 0xFF;
spAC = play->roomCtx.unk_74[1] & 0xFF;
gameplayFrames = play->gameplayFrames;
@ -709,8 +707,6 @@ void Scene_DrawConfigLakesideLaboratory(PlayState* play) {
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, 255 - (gameplayFrames * 10) % 256, 32, 64));
if (1) {}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -748,8 +744,6 @@ void* sGTGEntranceTextures[] = {
void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6290);
gameplayFrames = play->gameplayFrames;
@ -914,8 +908,6 @@ void* sForestTempleEntranceTextures[] = {
void Scene_DrawConfigForestTemple(PlayState* play) {
u32 gameplayFrames;
if (0) {} // Necessary to match
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6640);
gameplayFrames = play->gameplayFrames;
@ -1042,8 +1034,6 @@ void Scene_DrawConfigZorasRiver(PlayState* play) {
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
if (1) {}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1177,8 +1167,6 @@ void Scene_DrawConfigZorasFountain(PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
if (1) {}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1552,8 +1540,6 @@ void Scene_DrawConfigInsideGanonsCastle(PlayState* play) {
gameplayFrames = play->gameplayFrames;
if (1) {}
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 512, 32, 128, 1, gameplayFrames % 128,
@ -1659,7 +1645,8 @@ void (*sSceneDrawConfigs[SDC_MAX])(PlayState*) = {
};
void Scene_Draw(PlayState* play) {
if ((R_HREG_MODE == HREG_MODE_SCENE_CONFIG) && OOT_DEBUG) {
#if OOT_DEBUG
if (R_HREG_MODE == HREG_MODE_SCENE_CONFIG) {
if (R_SCENE_CONFIG_INIT != HREG_MODE_SCENE_CONFIG) {
R_SCENE_CONFIG_INIT = HREG_MODE_SCENE_CONFIG;
R_SCENE_CONFIG_DRAW_DEFAULT_DLIST = 1;
@ -1694,4 +1681,7 @@ void Scene_Draw(PlayState* play) {
} else {
sSceneDrawConfigs[play->sceneDrawConfig](play);
}
#else
sSceneDrawConfigs[play->sceneDrawConfig](play);
#endif
}