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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T13:45:40+00:00 2026-05-12T13:45:40+00:00

I’m trying to figure out a transparent solution for debug halts that repeatedly get

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I’m trying to figure out a transparent solution for debug halts that repeatedly get hit in my game.

For a trivial example; say I have a halt in my renderer that tells me when I’m trying to use a NULL material. My renderer handles this fine but I still want to know what I’m doing wrong.
This halt will hit every frame now unless I manually disable it.

This is the code id like to turn into a macro (or something else thats as transparent as porssible)

#define HALT(errorMsg) printf(errorMsg);__asm { int 3 };
satic bool hitOnce = false;
if (!hitOnce)
{
    hitOnce = true;
    HALT("its all gone wrong!")
}

The idea i had, was to make a macro that created this code, with a unique bool variable each time. The problem Ive hit so far is that I cannot increment numbers to at compile time to generate unique static bools for each HALT_ONCE.

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  1. Editorial Team
    Editorial Team
    2026-05-12T13:45:41+00:00Added an answer on May 12, 2026 at 1:45 pm

    anything wrong with this?

    #define HALT_ONCE(err_msg) \
    do { \
        static bool hitOnce = false; \
        if (!hitOnce) { \
            hitOnce = true; \
            printf(err_msg); \
            __asm { int 3 }; \
        } \
    } while(0)
    

    Then you can just do this in your code:

    HALT_ONCE("its all gone wrong!");
    

    The do/while creates its own scope which makes hitOnce only exist for a very short time. I think this will prevent it from conflicting with other hitOnce variables created by this macro.

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