mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-31 02:14:09 +03:00
Clean up unnecessary exports and add static keywords
This patch cleans up unnecessary exports from header files (there were only a few), as well as adds the static keyword to all symbols that aren't exported and are specific to a file. This helps the linker out in not doing any unnecessary work, speeding it up and avoiding silent symbol conflicts (otherwise two symbols with the same name (and type/signature in C++) would quietly resolve as okay by the linker).
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@@ -38,23 +38,23 @@ mapclass map;
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entityclass obj;
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Screen gameScreen;
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bool startinplaytest = false;
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bool savefileplaytest = false;
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int savex = 0;
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int savey = 0;
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int saverx = 0;
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int savery = 0;
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int savegc = 0;
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int savemusic = 0;
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std::string playassets;
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static bool startinplaytest = false;
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static bool savefileplaytest = false;
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static int savex = 0;
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static int savey = 0;
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static int saverx = 0;
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static int savery = 0;
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static int savegc = 0;
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static int savemusic = 0;
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static std::string playassets;
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std::string playtestname;
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static std::string playtestname;
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volatile Uint32 time_ = 0;
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volatile Uint32 timePrev = 0;
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volatile Uint32 accumulator = 0;
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volatile Uint32 f_time = 0;
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volatile Uint32 f_timePrev = 0;
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static volatile Uint32 time_ = 0;
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static volatile Uint32 timePrev = 0;
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static volatile Uint32 accumulator = 0;
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static volatile Uint32 f_time = 0;
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static volatile Uint32 f_timePrev = 0;
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static inline Uint32 get_framerate(const int slowdown)
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{
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@@ -73,8 +73,8 @@ static inline Uint32 get_framerate(const int slowdown)
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return 34;
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}
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void inline deltaloop();
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void inline fixedloop();
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static void inline deltaloop();
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static void inline fixedloop();
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int main(int argc, char *argv[])
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{
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@@ -414,7 +414,7 @@ int main(int argc, char *argv[])
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return 0;
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}
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void inline deltaloop()
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static void inline deltaloop()
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{
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//timestep limit to 30
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const float rawdeltatime = static_cast<float>(time_ - timePrev);
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@@ -482,7 +482,7 @@ void inline deltaloop()
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}
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}
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void inline fixedloop()
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static void inline fixedloop()
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{
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// Update network per frame.
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NETWORK_update();
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