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https://github.com/TwilitRealm/dusklight
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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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@@ -1,4 +1,4 @@
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#include "d/dolzel.h"
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#include "d/dolzel.h" // IWYU pragma: keep
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#include "d/d_attention.h"
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#include "JSystem/JKernel/JKRSolidHeap.h"
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@@ -184,7 +184,7 @@ dAttention_c::dAttention_c(fopAc_ac_c* i_player, u32 i_padNo) {
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mAttnBlockTimer = 0;
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heap = mDoExt_createSolidHeapFromGameToCurrent(0x9000, 0);
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JUT_ASSERT(0x198, heap != 0);
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JUT_ASSERT(0x198, heap != NULL);
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J3DModelData* modelDataR = (J3DModelData*)dComIfG_getObjectRes("Always", 0x25);
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JUT_ASSERT(0x1BB, modelDataR);
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@@ -194,10 +194,10 @@ dAttention_c::dAttention_c(fopAc_ac_c* i_player, u32 i_padNo) {
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for (int i = 0; i < 2; i++) {
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draw[i].mModel[DRAW_TYPE_YELLOW] = mDoExt_J3DModel__create(modelDataY, 0x80000, 0x11000285);
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JUT_ASSERT(0x1CA, draw[i].mModel[0] != 0);
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JUT_ASSERT(0x1CA, draw[i].mModel[0] != NULL);
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draw[i].mModel[DRAW_TYPE_RED] = mDoExt_J3DModel__create(modelDataR, 0x80000, 0x11000285);
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JUT_ASSERT(0x1D4, draw[i].mModel[1] != 0);
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JUT_ASSERT(0x1D4, draw[i].mModel[1] != NULL);
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int res;
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res = draw[i].mNoticeCursorBck[DRAW_TYPE_YELLOW].init((J3DAnmTransform*)dComIfG_getObjectRes("Always", 0x11), TRUE, 2, 1.0f, 0, -1, false);
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