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https://github.com/TwilitRealm/dusklight
synced 2026-06-17 14:06:42 -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_e_oc.h"
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#include "d/d_camera.h"
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@@ -449,7 +449,7 @@ int daE_OC_c::checkBeforeFloorBg(f32 arg) {
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cLib_offsetPos(&my_vec_0, ¤t.pos, shape_angle.y, &my_vec_1);
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gnd_chk_spl.SetPos(&my_vec_0);
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f32 val_0 = dComIfG_Bgsp().GroundCross(&gnd_chk_spl);
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if (val_0 != -1e+09f) {
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if (val_0 != -G_CM3D_F_INF) {
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gnd_chk.SetPos(&my_vec_0);
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if (val_0 >= dComIfG_Bgsp().GroundCross(&gnd_chk))
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return 1;
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@@ -499,7 +499,7 @@ void daE_OC_c::setGroundAngle() {
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my_vec_0.z = my_vec_2.z + 80.0f;
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gnd_chk.SetPos(&my_vec_0);
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my_vec_0.y = dComIfG_Bgsp().GroundCross(&gnd_chk);
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if (my_vec_0.y != -1e+09f && (f32)fabs(my_vec_0.y - my_vec_2.y) < 50.0f) {
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if (my_vec_0.y != -G_CM3D_F_INF && (f32)fabs(my_vec_0.y - my_vec_2.y) < 50.0f) {
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my_vec_3 = my_vec_0 - my_vec_2;
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field_0x688.x = -cM_atan2s(my_vec_3.y, my_vec_3.z);
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}
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@@ -508,7 +508,7 @@ void daE_OC_c::setGroundAngle() {
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my_vec_1.z = my_vec_2.z;
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gnd_chk.SetPos(&my_vec_1);
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my_vec_1.y = dComIfG_Bgsp().GroundCross(&gnd_chk);
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if (my_vec_1.y != -1e+09f && (f32)fabs(my_vec_1.y - my_vec_2.y) < 50.0f) {
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if (my_vec_1.y != -G_CM3D_F_INF && (f32)fabs(my_vec_1.y - my_vec_2.y) < 50.0f) {
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my_vec_3 = my_vec_1 - my_vec_2;
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field_0x688.z = cM_atan2s(my_vec_3.y, my_vec_3.x);
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}
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@@ -1227,10 +1227,10 @@ void daE_OC_c::setWeaponGroundAngle() {
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my_vec_1.y += 100.0f;
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gnd_chk.SetPos(&my_vec_0);
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my_vec_0.y = dComIfG_Bgsp().GroundCross(&gnd_chk);
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if (my_vec_0.y != -1e+09f) {
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if (my_vec_0.y != -G_CM3D_F_INF) {
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gnd_chk.SetPos(&my_vec_1);
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my_vec_1.y = dComIfG_Bgsp().GroundCross(&gnd_chk);
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if (my_vec_1.y != -1e+09f) {
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if (my_vec_1.y != -G_CM3D_F_INF) {
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f32 my_float = my_vec_0.absXZ(my_vec_1);
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my_val = (s16) -cM_atan2s(my_vec_1.y - my_vec_0.y, my_float);
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if (my_val < -0x2000) {
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@@ -2009,7 +2009,7 @@ void daE_OC_c::checkFall() {
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}
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if (mActionMode != 0xD && mActionMode != 0xE && mActionMode != 10 &&
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mActionMode != 0xB && mActionMode != 0xC && speed.y < 0.0f) {
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if (groundY == -1000000000.0f || dComIfG_Bgsp().GetGroundCode(gnd_chk) == 4
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if (groundY == -G_CM3D_F_INF || dComIfG_Bgsp().GetGroundCode(gnd_chk) == 4
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|| dComIfG_Bgsp().GetGroundCode(gnd_chk) == 10
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|| dComIfG_Bgsp().GetGroundCode(gnd_chk) == 5) {
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if (field_0x69c > current.pos.y) {
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@@ -2251,7 +2251,7 @@ bool daE_OC_c::checkWaterSurface() {
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gnd_chk_spl.SetPos((Vec*)&my_vec_0);
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mWaterLvl = dComIfG_Bgsp().GroundCross(&gnd_chk_spl);
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if (mAcch.ChkGroundHit()) {
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mWaterLvl = -1e9f;
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mWaterLvl = -G_CM3D_F_INF;
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}
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if (mWaterLvl > (current.pos.y - 140.0f)) {
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return 1;
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