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https://github.com/TwilitRealm/dusklight
synced 2026-06-30 01:49:04 -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_besu.h"
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#include "d/actor/d_a_npc_len.h"
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@@ -669,7 +669,7 @@ int daNpc_Besu_c::create() {
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mAcch.CrrPos(dComIfG_Bgsp());
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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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@@ -1885,13 +1885,13 @@ int daNpc_Besu_c::cutConversationAboutPachinko(int arg0) {
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}
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case 3: {
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JUT_ASSERT(0xD84, 0 != speakers[0]);
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JUT_ASSERT(0xD84, NULL != speakers[0]);
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mJntAnm.lookActor(speakers[0], -40.0f, 0U);
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break;
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}
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case 4: {
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JUT_ASSERT(0xD89, 0 != speakers[0]);
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JUT_ASSERT(0xD89, NULL != speakers[0]);
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mJntAnm.lookActor(speakers[0], -40.0f, 0U);
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if (home.angle.y != mCurAngle.y) {
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if (chkBesu3()) {
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@@ -1906,13 +1906,13 @@ int daNpc_Besu_c::cutConversationAboutPachinko(int arg0) {
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case 10:
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case 11: {
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JUT_ASSERT(0xD9F, 0 != speakers[0]);
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JUT_ASSERT(0xD9F, NULL != speakers[0]);
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mJntAnm.lookActor(speakers[0], -40.0f, 0U);
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break;
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}
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case 12: {
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JUT_ASSERT(0xDA4, 0 != speakers[1]);
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JUT_ASSERT(0xDA4, NULL != speakers[1]);
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mJntAnm.lookActor(speakers[1], -40.0f, 0U);
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break;
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}
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@@ -2077,7 +2077,7 @@ int daNpc_Besu_c::cutSwdTutorial(int arg0) {
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mDamageTimer = 1;
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action();
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actor_p = mActorMngr[1].getActorP();
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JUT_ASSERT(0xE7E, 0 != actor_p);
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JUT_ASSERT(0xE7E, NULL != actor_p);
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mJntAnm.lookActor(actor_p, -40.0f, 0);
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retval = 1;
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break;
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@@ -2154,7 +2154,7 @@ int daNpc_Besu_c::cutFindMonkey(int arg0) {
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case 1: {
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actor_p = mActorMngr[4].getActorP();
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JUT_ASSERT(0xED5, 0 != actor_p);
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JUT_ASSERT(0xED5, NULL != actor_p);
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mJntAnm.lookActor(actor_p, -40.0f, 0U);
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retval = 1;
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break;
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@@ -2168,7 +2168,7 @@ int daNpc_Besu_c::cutFindMonkey(int arg0) {
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mJntAnm.lookNone(0U);
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if (mEventTimer == 0) {
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actor_p = (fopAc_ac_c*) dComIfGp_getHorseActor();
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JUT_ASSERT(0xEE4, 0 != actor_p);
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JUT_ASSERT(0xEE4, NULL != actor_p);
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my_vec_0 = actor_p->current.pos;
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if (50.0f < current.pos.absXZ(my_vec_0)) {
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cLib_addCalcAngleS2(¤t.angle.y, cLib_targetAngleY(¤t.pos, &my_vec_0), 4, 0x800);
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