So it seems I'm able to break on certain parts of my code but not others. For example, I set three breakpoints at lines 388, 393 and 404:
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34 | 388 if (KeyPressed(keyboard->ActionRight))
{
QueueAnimation($(player->animQueue), player->animData, "right-cross", PlayBackStatus::IMMEDIATE);
};
393 player->currentAnim = UpdateAnimationState($(player->animQueue), deltaT);
defer { CleanUpAnimation($(player->currentAnim)); };
ApplyAnimationToSkeleton($(player->skel), player->currentAnim);
UpdateSkeletonBoneWorldPositions($(player->skel), player->world.translation);
UpdateSkeletonBoneWorldPositions($(enemy->skel), enemy->world.translation);
UpdateCollisionBoxWorldPos_BasedOnCenterPoint($(player->hurtBox), player->world.translation);
UpdateCollisionBoxWorldPos_BasedOnCenterPoint($(enemy->hurtBox), enemy->world.translation);
404 if(StringCmp(player->currentAnim.name, "right-cross"))
{
UpdateHitBoxStatus($(player->hitBox), player->currentAnim.currentTime);
UpdateHitBoxStatus($(enemy->hitBox), enemy->currentAnim.currentTime);
if(player->hitBox.isActive)
{
player->hitBox.worldPos = {0.0f, 0.0f};
player->hitBox.worldPosOffset = {0.2f, 1.0f};
player->hitBox.size = {0.4f, 0.4f};
UpdateCollisionBoxWorldPos_BasedOnCenterPoint($(player->hitBox), player->world.translation);
b collisionOccurred = CheckForFighterCollisions_AxisAligned(player->hitBox, enemy->hurtBox);
if(collisionOccurred)
BGZ_CONSOLE("ahhahha");
}
}
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breakpoints 388 and 393 seem to work fine but breakpoint 404 does not work. This also occurs at other points in my code.
I'm running the current remedy version (0.2.8.9)
I'm building with msvc 2017
Here is my current msvc bat file:
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40 | @echo off
misc\ctime -begin timings_file_for_this_build.ctm
if not defined DevEnvDir ( call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvars64.bat" )
w: REM since above call to vcvars seems to change directories we need to chang back to this project dir
REM %~dp0 represents the full directory path to your batch file
set cwd=%~dp0\
set PreProcessorSwitches=-DDEVELOPMENT_BUILD=1 -DGLEW_STATIC=1
REM Debug/Development build
set CommonCompilerFlags=-Gm- -MP -Z7 -nologo -Oi -Od -WX -W3 -GR -EHa- -arch:AVX -std:c++17 -wd4505 -wd4101 -wd4530 -w14700
set CommonLinkerFlags=-subsystem:windows -machine:x64 -incremental:no -nologo -opt:ref -debug -ignore:4099
set GameIncludePaths=-I %cwd%"third_party/boagz/include" -I %cwd%"third_party/boagz/src" -I %cwd%"third_party/stb/include"
set GameLibraryPaths=
set PlatformIncludePaths=-I %cwd%"third_party/boagz/include" -I %cwd%"third_party/boagz/src" -I %cwd%"third_party/glew-2.1.0/include" -I %cwd%"third_party/stb/include"
set PlatformLibraryPaths=-LIBPATH:%cwd%"third_party/glew-2.1.0/lib/win64-release"
set PlatformImportLibraries="user32.lib" "OpenGL32.lib" "gdi32.lib" "xinput.lib" "Winmm.lib"
set PlatformStaticLibraries="glew32s.lib"
IF NOT EXIST build mkdir build
pushd build
REM Clear out pdb files so build directory doesn't get too huge and build app DLL
del *.pdb > NUL 2> NUL
cl /c ..\source\gamecode.cpp %CommonCompilerFlags% %GameIncludePaths% %PreProcessorSwitches%
link gamecode.obj -dll -PDB:gamecode_%random%.pdb -export:GameUpdate %CommonLinkerFlags%
REM Build exe
cl /c ..\source\win64_shadowgods.cpp %CommonCompilerFlags% %PlatformIncludePaths% %PreProcessorSwitches%
link win64_shadowgods.obj -OUT:win64_shadowgods.exe %CommonLinkerFlags% %PlatformLibraryPaths% %PlatformImportLibraries% %PlatformStaticLibraries%
popd
misc\ctime -end timings_file_for_this_build.ctm
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