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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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@ -419,7 +419,7 @@ void ObjLightswitch_DrawOpa(ObjLightswitch* this, PlayState* play) {
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pos.z = this->actor.world.pos.z;
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}
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 841),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 841),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFaceTextures[this->faceTextureIndex]));
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gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000260);
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@ -429,14 +429,14 @@ void ObjLightswitch_DrawOpa(ObjLightswitch* this, PlayState* play) {
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rot.z = this->actor.shape.rot.z + this->flameRingRot;
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Matrix_SetTranslateRotateYXZ(pos.x, pos.y, pos.z, &rot);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 859),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 859),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000398);
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rot.z = this->actor.shape.rot.z - this->flameRingRot;
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Matrix_SetTranslateRotateYXZ(pos.x, pos.y, pos.z, &rot);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 873),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 873),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000408);
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@ -459,7 +459,7 @@ void ObjLightswitch_DrawXlu(ObjLightswitch* this, PlayState* play) {
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sp68.y = this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
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sp68.z = this->actor.world.pos.z;
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 912),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 912),
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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(sFaceTextures[this->faceTextureIndex]));
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gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000260);
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@ -470,14 +470,14 @@ void ObjLightswitch_DrawXlu(ObjLightswitch* this, PlayState* play) {
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Matrix_SetTranslateRotateYXZ(sp68.x, sp68.y, sp68.z, &sp60);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 930),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 930),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000398);
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sp60.z = this->actor.shape.rot.z - this->flameRingRot;
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Matrix_SetTranslateRotateYXZ(sp68.x, sp68.y, sp68.z, &sp60);
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 944),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 944),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000408);
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