Remove unused debug array in update_objects

This commit is contained in:
Arceveti
2021-11-01 23:23:58 -07:00
parent 9158aad000
commit 1bf76dffbb
2 changed files with 12 additions and 12 deletions

View File

@@ -85,11 +85,11 @@ s16 sDebugInfoButtonSeq[] = {
* counts. They likely have stubbed out code that calculated the clock count and
* its difference for consecutive calls.
*/
s64 get_current_clock(void) {
UNUSED s64 get_current_clock(void) {
return 0;
}
s64 get_clock_difference(UNUSED s64 cycles) {
UNUSED s64 get_clock_difference(UNUSED s64 cycles) {
return 0;
}

View File

@@ -543,13 +543,13 @@ UNUSED static u16 unused_get_elapsed_time(u64 *cycleCounts, s32 index) {
* and object surface management.
*/
void update_objects(void) {
s64 cycleCounts[30];
//s64 cycleCounts[30];
#if PUPPYPRINT_DEBUG
OSTime first = osGetTime();
OSTime colTime = collisionTime[perfIteration];
#endif
cycleCounts[0] = get_current_clock();
//cycleCounts[0] = get_current_clock();
gTimeStopState &= ~TIME_STOP_MARIO_OPENED_DOOR;
@@ -563,11 +563,11 @@ void update_objects(void) {
gObjectLists = gObjectListArray;
// If time stop is not active, unload object surfaces
cycleCounts[1] = get_clock_difference(cycleCounts[0]);
//cycleCounts[1] = get_clock_difference(cycleCounts[0]);
clear_dynamic_surfaces();
// Update spawners and objects with surfaces
cycleCounts[2] = get_clock_difference(cycleCounts[0]);
//cycleCounts[2] = get_clock_difference(cycleCounts[0]);
update_terrain_objects();
// If Mario was touching a moving platform at the end of last frame, apply displacement now
@@ -575,24 +575,24 @@ void update_objects(void) {
apply_mario_platform_displacement();
// Detect which objects are intersecting
cycleCounts[3] = get_clock_difference(cycleCounts[0]);
//cycleCounts[3] = get_clock_difference(cycleCounts[0]);
detect_object_collisions();
// Update all other objects that haven't been updated yet
cycleCounts[4] = get_clock_difference(cycleCounts[0]);
//cycleCounts[4] = get_clock_difference(cycleCounts[0]);
update_non_terrain_objects();
// Unload any objects that have been deactivated
cycleCounts[5] = get_clock_difference(cycleCounts[0]);
//cycleCounts[5] = get_clock_difference(cycleCounts[0]);
unload_deactivated_objects();
// Check if Mario is on a platform object and save this object
cycleCounts[6] = get_clock_difference(cycleCounts[0]);
//cycleCounts[6] = get_clock_difference(cycleCounts[0]);
update_mario_platform();
cycleCounts[7] = get_clock_difference(cycleCounts[0]);
//cycleCounts[7] = get_clock_difference(cycleCounts[0]);
cycleCounts[0] = 0;
//cycleCounts[0] = 0;
try_print_debug_mario_object_info();
// If time stop was enabled this frame, activate it now so that it will take effect next frame