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https://github.com/TwilitRealm/dusklight
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More TU debug consistency
Thought this was the cause of #264. Didn't end up being the case but figure it's still best to fix it.
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+2
-2
@@ -137,8 +137,8 @@ add_library(game_base OBJECT ${DOLZEL_FILES} ${Z2AUDIOLIB_FILES} ${JSYSTEM_FILES
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src/dusk/imgui/ImGuiStubLog.cpp
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src/dusk/imgui/ImGuiAudio.cpp)
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target_compile_definitions(game_debug PRIVATE ${GAME_COMPILE_DEFS} $<$<CONFIG:Debug>:DEBUG=1>)
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target_compile_definitions(game_base PRIVATE ${GAME_COMPILE_DEFS} NDEBUG=1 NDEBUG_DEFINED=1 DEBUG_DEFINED=0)
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target_compile_definitions(game_debug PRIVATE ${GAME_COMPILE_DEFS} $<$<CONFIG:Debug>:DEBUG=1> $<$<CONFIG:Debug>:PARTIAL_DEBUG=1>)
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target_compile_definitions(game_base PRIVATE ${GAME_COMPILE_DEFS} NDEBUG=1 NDEBUG_DEFINED=1 DEBUG_DEFINED=0 $<$<CONFIG:Debug>:PARTIAL_DEBUG=1>)
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# only apply PCH to game_base since not all headers are necessarily validated with DEBUG=1
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target_precompile_headers(game_base PRIVATE "$<$<COMPILE_LANGUAGE:CXX>:${CMAKE_SOURCE_DIR}/include/dusk_pch.hpp>")
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@@ -1154,7 +1154,7 @@ public:
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static engine_fn engine_tbl[];
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/* 0x000 */ camera_class* field_0x0;
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#if DEBUG
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#if PARTIAL_DEBUG || DEBUG // Ensure struct layout consistent in all TUs.
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cXyz dbg_field_0x04[16];
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s8 dbg_field_0xc4[0x10];
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u32 dbg_field_0xd4;
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