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remove superfluous struct keywords
svn-id: r22640
This commit is contained in:
parent
8062eb6ec3
commit
0176556821
@ -27,9 +27,9 @@
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namespace Agi {
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static void _set_cel(struct vt_entry *v, int n) {
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struct view_loop *current_vl;
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struct view_cel *current_vc;
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static void _set_cel(vt_entry *v, int n) {
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view_loop *current_vl;
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view_cel *current_vc;
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v->current_cel = n;
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@ -51,8 +51,8 @@ static void _set_cel(struct vt_entry *v, int n) {
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v->y_size = current_vc->height;
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}
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static void _set_loop(struct vt_entry *v, int n) {
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struct view_loop *current_vl;
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static void _set_loop(vt_entry *v, int n) {
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view_loop *current_vl;
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debugC(7, kDebugLevelResources, "vt entry #%d, loop = %d", v->entry, n);
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/* Added to avoid crash when leaving the arcade machine in MH1
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@ -74,7 +74,7 @@ static void _set_loop(struct vt_entry *v, int n) {
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v->loop_data = &game.views[v->current_view].loop[n];
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}
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static void update_view(struct vt_entry *v) {
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static void update_view(vt_entry *v) {
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int cel, last_cel;
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if (v->flags & DONTUPDATE) {
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@ -137,8 +137,8 @@ int decode_view(int n) {
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int loop, cel;
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uint8 *v, *lptr;
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uint16 lofs, cofs;
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struct view_loop *vl;
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struct view_cel *vc;
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view_loop *vl;
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view_cel *vc;
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debugC(5, kDebugLevelResources, "decode_view(%d)", n);
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v = game.views[n].rdata;
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@ -153,7 +153,7 @@ int decode_view(int n) {
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/* allocate memory for all views */
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game.views[n].loop = (view_loop *)
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calloc(game.views[n].num_loops, sizeof(struct view_loop));
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calloc(game.views[n].num_loops, sizeof(view_loop));
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if (game.views[n].loop == NULL)
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return err_NotEnoughMemory;
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@ -167,7 +167,7 @@ int decode_view(int n) {
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vl->num_cels = *(v + lofs);
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debugC(6, kDebugLevelResources, "view %d, num_cels = %d", n, vl->num_cels);
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vl->cel = (view_cel *) calloc(vl->num_cels, sizeof(struct view_cel));
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vl->cel = (view_cel *) calloc(vl->num_cels, sizeof(view_cel));
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if (vl->cel == NULL) {
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free(game.views[n].loop);
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game.views[n].num_loops = 0;
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@ -231,7 +231,7 @@ void unload_view(int n) {
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* @param v pointer to view table entry
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* @param n number of cel
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*/
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void set_cel(struct vt_entry *v, int n) {
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void set_cel(vt_entry *v, int n) {
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assert(v->view_data != NULL);
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assert(v->num_cels >= n);
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@ -257,7 +257,7 @@ void set_cel(struct vt_entry *v, int n) {
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* @param v pointer to view table entry
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* @param n number of loop
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*/
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void set_loop(struct vt_entry *v, int n) {
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void set_loop(vt_entry *v, int n) {
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assert(v->view_data != NULL);
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assert(v->num_loops >= n);
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_set_loop(v, n);
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@ -269,7 +269,7 @@ void set_loop(struct vt_entry *v, int n) {
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* @param v pointer to view table entry
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* @param n number of AGI view resource
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*/
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void set_view(struct vt_entry *v, int n) {
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void set_view(vt_entry *v, int n) {
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v->view_data = &game.views[n];
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v->current_view = n;
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v->num_loops = v->view_data->num_loops;
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@ -280,7 +280,7 @@ void set_view(struct vt_entry *v, int n) {
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* Set the view table entry as updating.
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* @param v pointer to view table entry
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*/
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void start_update(struct vt_entry *v) {
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void start_update(vt_entry *v) {
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if (~v->flags & UPDATE) {
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erase_both();
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v->flags |= UPDATE;
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@ -292,7 +292,7 @@ void start_update(struct vt_entry *v) {
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* Set the view table entry as non-updating.
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* @param v pointer to view table entry
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*/
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void stop_update(struct vt_entry *v) {
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void stop_update(vt_entry *v) {
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if (v->flags & UPDATE) {
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erase_both();
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v->flags &= ~UPDATE;
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@ -317,7 +317,7 @@ static int loop_table_4[] = {
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* to update the view table entries and blit the sprites.
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*/
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void update_viewtable() {
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struct vt_entry *v;
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vt_entry *v;
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int i, loop;
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i = 0;
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@ -375,8 +375,7 @@ void update_viewtable() {
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}
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}
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bool is_ego_view(const vt_entry* v)
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{
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bool is_ego_view(const vt_entry* v) {
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return v == game.view_table;
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}
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@ -119,17 +119,17 @@ struct vt_entry {
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/* Motion */
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void check_all_motions(void);
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void move_obj(struct vt_entry *);
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void in_destination(struct vt_entry *);
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void move_obj(vt_entry *);
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void in_destination(vt_entry *);
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void fix_position(int);
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void update_position(void);
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/* View table management */
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void set_cel(struct vt_entry *, int);
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void set_loop(struct vt_entry *, int);
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void set_view(struct vt_entry *, int);
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void start_update(struct vt_entry *);
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void stop_update(struct vt_entry *);
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void set_cel(vt_entry *, int);
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void set_loop(vt_entry *, int);
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void set_view(vt_entry *, int);
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void start_update(vt_entry *);
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void stop_update(vt_entry *);
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void update_viewtable(void);
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void unload_view(int);
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