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https://github.com/TwilitRealm/dusklight
synced 2026-08-12 19:24:55 -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_npc_aru.h"
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#include "d/actor/d_a_cow.h"
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@@ -374,7 +374,7 @@ cPhs__Step daNpc_Aru_c::create() {
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mGndChk = mAcch.m_gnd;
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mGroundH = mAcch.GetGroundH();
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if (mGroundH != -1e9f) {
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if (mGroundH != -G_CM3D_F_INF) {
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setEnvTevColor();
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setRoomNo();
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}
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@@ -560,7 +560,7 @@ fopAc_ac_c* daNpc_Aru_c::getCowP(int param_1) {
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/* 8095253C-8095260C 000E9C 00D0+00 1/1 0/0 0/0 .text getUDoor_l_P__11daNpc_Aru_cFv */
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fopAc_ac_c* daNpc_Aru_c::getUDoor_l_P() {
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fopAc_ac_c* rv = NULL;
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f32 fVar1 = 1e9f;
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f32 fVar1 = G_CM3D_F_INF;
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mFindCount = 0;
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fopAcM_Search(srchUDoor, this);
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@@ -578,7 +578,7 @@ fopAc_ac_c* daNpc_Aru_c::getUDoor_l_P() {
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/* 8095260C-809526DC 000F6C 00D0+00 1/1 0/0 0/0 .text getUDoor_r_P__11daNpc_Aru_cFv */
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fopAc_ac_c* daNpc_Aru_c::getUDoor_r_P() {
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fopAc_ac_c* rv = NULL;
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f32 fVar1 = 1e9f;
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f32 fVar1 = G_CM3D_F_INF;
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mFindCount = 0;
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fopAcM_Search(srchUDoor, this);
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@@ -1714,7 +1714,7 @@ int daNpc_Aru_c::cutNoEntrance(int i_staffID) {
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case 0: {
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fopAc_ac_c* actor_p = mActorMngrs[3].getActorP();
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JUT_ASSERT(3279, 0 != actor_p);
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JUT_ASSERT(3279, NULL != actor_p);
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work.set(0.0f, 500.0f, actor_p->scale.z + 100.0f);
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angle.y = fopAcM_searchPlayerAngleY(actor_p) - actor_p->current.angle.y;
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@@ -1732,7 +1732,7 @@ int daNpc_Aru_c::cutNoEntrance(int i_staffID) {
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mGndChk.SetPos(&work);
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work.y = dComIfG_Bgsp().GroundCross(&mGndChk);
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JUT_ASSERT(3298, -(1000000000.0f) != work.y);
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JUT_ASSERT(3298, -G_CM3D_F_INF != work.y);
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angle.y = fopAcM_searchActorAngleY(daPy_getPlayerActorClass(), this);
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daPy_getPlayerActorClass()->setPlayerPosAndAngle(&work, angle.y, 0);
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