Stable game ABI: Use PARTIAL_DEBUG

To make sure that mods can work across debug and release build, we can utilize PARTIAL_DEBUG to enable only DEBUG changes that affect struct and vtable layout
This commit is contained in:
Luke Street
2026-07-07 01:14:29 -06:00
parent d40a30ee13
commit e0ab36b7d9
23 changed files with 62 additions and 33 deletions
+2
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@@ -48,6 +48,8 @@ public:
/* 0x1370 */ Z2FxLineMgr mFxLineMgr;
#if DEBUG
/* 0x13BC */ Z2DebugSys mDebugSys;
#elif PARTIAL_DEBUG
alignas(Z2DebugSys) u8 mDebugSys[sizeof(Z2DebugSys)];
#endif
}; // Size: 0x138C
+1 -1
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@@ -194,7 +194,7 @@ public:
JAISoundHandle* getMainBgmHandle() { return &mMainBgmHandle; }
JAISoundHandle* getSubBgmHandle() { return &mSubBgmHandle; }
#if DEBUG
#if PARTIAL_DEBUG || DEBUG
f32 field_0x00_debug;
u8 field_0x04_debug;
#endif
+2 -2
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@@ -100,13 +100,13 @@ public:
bool isForceBattle() { return forceBattle_; }
JSUList<Z2CreatureEnemy>* getEnemyList() { return &field_0x0; }
#if DEBUG
#if PARTIAL_DEBUG || DEBUG
JSUList<Z2SoundObjBase>* getAllList() { return &allList_; }
#endif
private:
/* 0x00 */ JSUList<Z2CreatureEnemy> field_0x0;
#if DEBUG
#if PARTIAL_DEBUG || DEBUG
/* 0x0C */ JSUList<Z2SoundObjBase> allList_;
#endif
/* 0x0C */ Z2EnemyArea enemyArea_;
+1 -1
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@@ -7,7 +7,7 @@
struct Z2SoundStarter;
class Z2SoundObjBase : public Z2SoundHandles
#if DEBUG
#if PARTIAL_DEBUG || DEBUG
, public JSULink<Z2SoundObjBase>
#endif
{