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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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e146d7bc26
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cd917b0cb8
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
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Gfx* displayList;
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Gfx* displayListHead;
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displayList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
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displayList = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Gfx));
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displayListHead = displayList;
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gDPPipeSync(displayListHead++);
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@ -932,7 +932,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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BODYBREAK_OBJECT_SLOT_DEFAULT);
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}
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if (limbIndex == IRON_KNUCKLE_LIMB_HELMET_ARMOR) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (this->actor.params != IK_TYPE_NABOORU) {
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleHelmetMarkingDL);
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@ -971,20 +971,20 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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switch (limbIndex) {
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case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
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break;
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case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
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if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
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}
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@ -992,7 +992,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
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if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
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}
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@ -1261,20 +1261,20 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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EnIk* this = (EnIk*)thisx;
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if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 267),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 267),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
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}
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} break;
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case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_LEFT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 274),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 274),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
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break;
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case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_RIGHT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 280),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 280),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
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break;
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@ -1283,7 +1283,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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EnIk* this = (EnIk*)thisx;
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if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 288),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 288),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
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}
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@ -1293,7 +1293,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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EnIk* this = (EnIk*)thisx;
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if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 297),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 297),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
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}
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@ -1434,31 +1434,31 @@ void EnIk_PostLimbDrawIntro(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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switch (limbIndex) {
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case IRON_KNUCKLE_LIMB_HELMET_ARMOR:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
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break;
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case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
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break;
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case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
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break;
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