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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
This commit is contained in:
cadmic 2024-01-09 04:59:03 -08:00 committed by GitHub
parent e146d7bc26
commit cd917b0cb8
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GPG key ID: 4AEE18F83AFDEB23
314 changed files with 1352 additions and 1294 deletions

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@ -861,7 +861,7 @@ Gfx* EnIk_SetPrimEnvColors(GraphicsContext* gfxCtx, u8 primR, u8 primG, u8 primB
Gfx* displayList;
Gfx* displayListHead;
displayList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
displayList = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Gfx));
displayListHead = displayList;
gDPPipeSync(displayListHead++);
@ -932,7 +932,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
BODYBREAK_OBJECT_SLOT_DEFAULT);
}
if (limbIndex == IRON_KNUCKLE_LIMB_HELMET_ARMOR) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params != IK_TYPE_NABOORU) {
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleHelmetMarkingDL);
@ -971,20 +971,20 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
switch (limbIndex) {
case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
}
@ -992,7 +992,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
@ -1261,20 +1261,20 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 267),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 267),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
}
} break;
case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_LEFT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 274),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 274),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_RIGHT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 280),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 280),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
@ -1283,7 +1283,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 288),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 288),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
}
@ -1293,7 +1293,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 297),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 297),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
@ -1434,31 +1434,31 @@ void EnIk_PostLimbDrawIntro(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
switch (limbIndex) {
case IRON_KNUCKLE_LIMB_HELMET_ARMOR:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
break;
case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
break;