diff --git a/src/game/debug.c b/src/game/debug.c index e8d298e39..e70d8fa3e 100644 --- a/src/game/debug.c +++ b/src/game/debug.c @@ -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; } diff --git a/src/game/object_list_processor.c b/src/game/object_list_processor.c index a9e121b4e..08aa32b03 100644 --- a/src/game/object_list_processor.c +++ b/src/game/object_list_processor.c @@ -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