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Create debug macros for common functions (#1597)
* Create debug macros for common functions * Revert NDEBUG change * MALLOCR -> MALLOC_R * DEBUG -> OOT_DEBUG * Use the same name for debug and non-debug matrix functions * Fix file/line argument order * Revert g[s]DPNoOp[Tag] * Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug * MTXF_TO_MTX -> MATRIX_TO_MTX
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314 changed files with 1352 additions and 1294 deletions
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@ -1533,7 +1533,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4046),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4046),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaEmberModelDL);
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}
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@ -1554,7 +1554,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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Matrix_RotateX(effect->vFdFxRotX, MTXMODE_APPLY);
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Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4068),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4068),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gVolvagiaDebrisModelDL);
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}
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@ -1576,7 +1576,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4104),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4104),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTex[effect->timer2]));
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustModelDL);
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@ -1599,7 +1599,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4154),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4154),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTex[effect->timer2]));
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustModelDL);
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@ -1621,7 +1621,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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Matrix_RotateX(effect->vFdFxRotX, MTXMODE_APPLY);
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Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4192),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4192),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaSkullPieceModelDL);
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}
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@ -1756,7 +1756,7 @@ void BossFd_DrawMane(PlayState* play, BossFd* this, Vec3f* manePos, Vec3f* maneR
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Matrix_Scale(maneScale[maneIndex] * (0.01f - (i * 0.0008f)), maneScale[maneIndex] * (0.01f - (i * 0.0008f)),
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0.01f, MTXMODE_APPLY);
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Matrix_RotateX(-M_PI / 2.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd.c", 4480),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4480),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaManeModelDL);
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}
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@ -1819,7 +1819,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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s16 segIndex;
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s16 i;
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f32 temp_float;
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Mtx* tempMat = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Mtx));
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Mtx* tempMat = GRAPH_ALLOC(play->state.gfxCtx, 18 * sizeof(Mtx));
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4589);
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if (this->skinSegments != 0) {
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@ -1875,7 +1875,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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this->fwork[BFD_BODY_PULSE]),
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1.0f, MTXMODE_APPLY);
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Matrix_RotateY(M_PI / 2.0f, MTXMODE_APPLY);
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Matrix_ToMtx(tempMat, "../z_boss_fd.c", 4719);
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MATRIX_TO_MTX(tempMat, "../z_boss_fd.c", 4719);
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gSPMatrix(POLY_OPA_DISP++, tempMat, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, sBodyDLists[i]);
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} else {
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@ -1899,7 +1899,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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temp_float = 0.1f * sp84;
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}
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Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd.c", 4768),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4768),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gVolvagiaRibsDL);
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