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https://github.com/TwilitRealm/dusklight
synced 2026-06-06 11:07:18 -04:00
Fix JUT_ASSERT and several other macros (#2711)
* Fix JUT_ASSERT to be a nested define * Switch names that appear in asserts to be constants instead of defines * Replace `0` in asserts with `NULL` or `FALSE` * Fix fpclassify * Fix ARRAY_SIZE * Use G_CM3D_F_INF * More fixes for fpclassify * Remove FLOAT_LABEL * Remove incorrect FLAG_ON macro * Remove UNK_BSS macro * Silence clangd unused header warning for PCH
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@@ -3,7 +3,7 @@
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*
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*/
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#include "d/dolzel_rel.h"
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#include "d/dolzel_rel.h" // IWYU pragma: keep
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#include "d/actor/d_a_cstatue.h"
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#include <Z2AudioLib/Z2Instances.h>
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@@ -433,7 +433,7 @@ static int daCstatue_Delete(void* actor) {
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/* 80664AA0-80664B38 0014E0 0098+00 2/2 0/0 0/0 .text setRoomInfo__11daCstatue_cFv */
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void daCstatue_c::setRoomInfo() {
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int roomId;
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if (mStatueAcch.GetGroundH() != -1000000000.0f) {
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if (mStatueAcch.GetGroundH() != -G_CM3D_F_INF) {
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roomId = dComIfG_Bgsp().GetRoomId(mStatueAcch.m_gnd);
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tevStr.YukaCol = dComIfG_Bgsp().GetPolyColor(mStatueAcch.m_gnd);
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} else {
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@@ -475,7 +475,7 @@ void daCstatue_c::setMatrix() {
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void daCstatue_c::posMove() {
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if (checkStateFlg0(daCstatue_FLG0_8)) {
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mStatueAcch.CrrPos(dComIfG_Bgsp());
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if (mStatueAcch.GetGroundH() == -1000000000.0f) {
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if (mStatueAcch.GetGroundH() == -G_CM3D_F_INF) {
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return;
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}
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if (dComIfG_Bgsp().ChkMoveBG_NoDABg(mStatueAcch.m_gnd)) {
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@@ -584,7 +584,7 @@ void daCstatue_c::posMove() {
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current.pos += *mStts.GetCCMoveP();
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mStts.ClrCcMove();
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mStatueAcch.CrrPos(dComIfG_Bgsp());
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if (groundHit && !mStatueAcch.ChkGroundHit() && mStatueAcch.GetGroundH() != -1000000000.0f)
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if (groundHit && !mStatueAcch.ChkGroundHit() && mStatueAcch.GetGroundH() != -G_CM3D_F_INF)
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{
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f32 groundDistance = mStatueAcch.GetGroundH() - current.pos.y;
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cM3dGPla plane;
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@@ -1137,7 +1137,7 @@ int daCstatue_c::execute() {
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}
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}
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u32 morf =
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mStatueAcch.GetGroundH() != -1000000000.0f ? dKy_pol_sound_get(&mStatueAcch.m_gnd) : 0;
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mStatueAcch.GetGroundH() != -G_CM3D_F_INF ? dKy_pol_sound_get(&mStatueAcch.m_gnd) : 0;
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mpMorf->play(morf, mReverb);
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if (!bossType && mCurrentAnim == CStatueAnimIndex_2 && link->checkCopyRodSwingMode()) {
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if (mpMorf->getEndFrame() > link->getBaseAnimeFrame()) {
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