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https://github.com/TwilitRealm/dusklight
synced 2026-06-07 11:27:26 -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_obj_mie.h"
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#include "d/actor/d_a_npc_pouya.h"
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@@ -116,7 +116,7 @@ int daObj_Mie_c::CreateHeap() {
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J3DModelData* mdlData_p = (J3DModelData*)dComIfG_getObjectRes(
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l_resNameList[l_bmdData[mType][1]],
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l_bmdData[mType][0]);
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JUT_ASSERT(392, 0 != mdlData_p);
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JUT_ASSERT(392, NULL != mdlData_p);
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mModel = mDoExt_J3DModel__create(mdlData_p, 0, 0x11000084);
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return mModel != NULL ? TRUE : FALSE;
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}
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@@ -165,7 +165,7 @@ int daObj_Mie_c::Execute() {
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daObj_Mie_Param_c::m.launch_angle, NULL);
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} else {
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fopAcM_getWaterY(¤t.pos, &field_0xa04);
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if (field_0xa04 != -1e9f && dVar16 < field_0xa04 - field_0xa00 &&
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if (field_0xa04 != -G_CM3D_F_INF && dVar16 < field_0xa04 - field_0xa00 &&
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current.pos.y <= field_0xa04 && field_0xa43 == 0)
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{
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if (field_0xa44 != 0 || field_0xa47 != 0 || field_0xa46 != 0) {
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@@ -335,7 +335,7 @@ int daObj_Mie_c::Execute() {
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field_0xa00 = mAcch.GetGroundH();
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}
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if (field_0xa00 != -1e9f) {
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if (field_0xa00 != -G_CM3D_F_INF) {
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field_0xa12 = daNpcF_getGroundAngle(&mGndChk, shape_angle.y);
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setEnvTevColor();
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setRoomNo();
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@@ -371,7 +371,7 @@ int daObj_Mie_c::Draw() {
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fopAcM_SearchByID(daPy_getPlayerActorClass()->getGrabActorID(), &local_48);
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if (local_48 == this) {
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model = mModel;
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} else if (field_0xa00 != -1e9f) {
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} else if (field_0xa00 != -G_CM3D_F_INF) {
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cM3dGPla plain;
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if (dComIfG_Bgsp().GetTriPla(mGndChk, &plain)) {
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dComIfGd_setSimpleShadow(¤t.pos, field_0xa00, 20.0f,
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