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Remove unused debug array in update_objects
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@@ -85,11 +85,11 @@ s16 sDebugInfoButtonSeq[] = {
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* counts. They likely have stubbed out code that calculated the clock count and
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* its difference for consecutive calls.
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*/
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s64 get_current_clock(void) {
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UNUSED s64 get_current_clock(void) {
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return 0;
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}
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s64 get_clock_difference(UNUSED s64 cycles) {
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UNUSED s64 get_clock_difference(UNUSED s64 cycles) {
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return 0;
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}
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@@ -543,13 +543,13 @@ UNUSED static u16 unused_get_elapsed_time(u64 *cycleCounts, s32 index) {
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* and object surface management.
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*/
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void update_objects(void) {
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s64 cycleCounts[30];
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//s64 cycleCounts[30];
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#if PUPPYPRINT_DEBUG
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OSTime first = osGetTime();
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OSTime colTime = collisionTime[perfIteration];
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#endif
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cycleCounts[0] = get_current_clock();
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//cycleCounts[0] = get_current_clock();
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gTimeStopState &= ~TIME_STOP_MARIO_OPENED_DOOR;
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@@ -563,11 +563,11 @@ void update_objects(void) {
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gObjectLists = gObjectListArray;
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// If time stop is not active, unload object surfaces
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cycleCounts[1] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[1] = get_clock_difference(cycleCounts[0]);
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clear_dynamic_surfaces();
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// Update spawners and objects with surfaces
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cycleCounts[2] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[2] = get_clock_difference(cycleCounts[0]);
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update_terrain_objects();
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// If Mario was touching a moving platform at the end of last frame, apply displacement now
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@@ -575,24 +575,24 @@ void update_objects(void) {
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apply_mario_platform_displacement();
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// Detect which objects are intersecting
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cycleCounts[3] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[3] = get_clock_difference(cycleCounts[0]);
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detect_object_collisions();
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// Update all other objects that haven't been updated yet
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cycleCounts[4] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[4] = get_clock_difference(cycleCounts[0]);
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update_non_terrain_objects();
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// Unload any objects that have been deactivated
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cycleCounts[5] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[5] = get_clock_difference(cycleCounts[0]);
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unload_deactivated_objects();
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// Check if Mario is on a platform object and save this object
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cycleCounts[6] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[6] = get_clock_difference(cycleCounts[0]);
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update_mario_platform();
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cycleCounts[7] = get_clock_difference(cycleCounts[0]);
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//cycleCounts[7] = get_clock_difference(cycleCounts[0]);
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cycleCounts[0] = 0;
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//cycleCounts[0] = 0;
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try_print_debug_mario_object_info();
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// If time stop was enabled this frame, activate it now so that it will take effect next frame
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