Use HEAP_SIZE()

This commit is contained in:
Lurs
2026-04-06 23:08:34 +02:00
parent 88f8433767
commit 06e10fb2cb
2 changed files with 4 additions and 10 deletions
+2 -5
View File
@@ -6,6 +6,7 @@
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/d_k_wmark.h"
#include "dusk/memory.h"
#include "JSystem/J3DGraphBase/J3DMaterial.h"
#include "SSystem/SComponent/c_math.h"
#include "d/actor/d_a_player.h"
@@ -33,11 +34,7 @@ int dkWmark_c::create() {
mColorType = this->parameters;
}
#if TARGET_PC
mpHeap = mDoExt_createSolidHeapFromGameToCurrent(0x1100, 0x20);
#else
mpHeap = mDoExt_createSolidHeapFromGameToCurrent(0x880, 0x20);
#endif
mpHeap = mDoExt_createSolidHeapFromGameToCurrent(HEAP_SIZE(0x880, 0x1100), 0x20);
if (mpHeap != NULL) {
JKRHEAP_NAME(mpHeap, "dkWmark_c::mpHeap");
J3DModelData* modelData = (J3DModelData*)dComIfG_getObjectRes("Alink", 0x23);
+2 -5
View File
@@ -1,6 +1,7 @@
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/d_kankyo.h"
#include "dusk/memory.h"
#ifdef __REVOLUTION_SDK__
#include <revolution.h>
#else
@@ -1175,11 +1176,7 @@ static void undwater_init() {
J3DModelData* modelData2 = (J3DModelData*)dComIfG_getObjectRes("Always", 0x1D);
JUT_ASSERT(1867, modelData2 != NULL);
#if TARGET_PC
g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0xC00, 0x20);
#else
g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0x600, 0x20);
#endif
g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(HEAP_SIZE(0x600, 0xC00), 0x20);
JKRHEAP_NAME(g_env_light.undwater_ef_heap, "g_env_light.undwater_ef_heap");
if (g_env_light.undwater_ef_heap != NULL) {