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Change disassembly dumps to be controlled from one spot
- Instead of changing three places to turn disassembly dumps on and off, do it with just one place. As a side effect, this now handles the case where the dump file can't be opened.
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1 changed files with 20 additions and 14 deletions
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@ -280,7 +280,11 @@ static void FinishThingdef()
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unsigned i, j;
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int codesize = 0;
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#if 1
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FILE *dump = fopen("disasm.txt", "w");
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#else
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FILE *dump = NULL;
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#endif
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for (i = 0; i < StateTempCalls.Size(); ++i)
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{
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FStateTempCall *tcall = StateTempCalls[i];
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@ -317,13 +321,15 @@ static void FinishThingdef()
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VMScriptFunction *sfunc = buildit.MakeFunction();
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sfunc->NumArgs = NAP;
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func = sfunc;
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#if 1
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if (dump != NULL)
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{
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char label[64];
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int labellen = mysnprintf(label, countof(label), "Function %s.States[%d] (*%d)",
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tcall->ActorClass->TypeName.GetChars(), tcall->FirstState, tcall->NumStates);
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DumpFunction(dump, sfunc, label, labellen);
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codesize += sfunc->CodeSize;
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#endif
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}
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}
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for (int k = 0; k < tcall->NumStates; ++k)
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{
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@ -370,8 +376,8 @@ static void FinishThingdef()
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dmg->SetFunction(sfunc);
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}
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def->Damage = sfunc;
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#if 1
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if (sfunc != NULL)
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if (dump != NULL && sfunc != NULL)
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{
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char label[64];
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int labellen = mysnprintf(label, countof(label), "Function %s.Damage",
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@ -379,13 +385,13 @@ static void FinishThingdef()
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DumpFunction(dump, sfunc, label, labellen);
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codesize += sfunc->CodeSize;
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}
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#endif
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}
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}
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#if 1
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if (dump != NULL)
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{
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fprintf(dump, "\n*************************************************************************\n%i code bytes\n", codesize * 4);
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#endif
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fclose(dump);
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}
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if (errorcount > 0)
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{
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I_Error("%d errors during actor postprocessing", errorcount);
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