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Use SDL_Point instead of rolling our own point struct
The `point` struct was a relic of ActionScript and was added because of the Flash 'point' object. However, it seems like Simon Roth didn't realize that SDL has its own point struct. With this, `Maths.h` can be un-included from a couple headers, which exposes the fact that `preloader.cpp` was relying on `Maths.h` being transitively included from `Graphics.h`.
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@@ -610,7 +610,7 @@ void editorrender(void)
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// Draw entities backward to remain accurate with ingame
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for (int i = customentities.size() - 1; i >= 0; i--)
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{
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point tpoint;
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SDL_Point tpoint;
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SDL_Rect drawRect;
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//if() on screen
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@@ -928,7 +928,7 @@ void editorrender(void)
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if (i <= ed.currentghosts) { // We don't want all of them to show up at once :)
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if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy)
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continue;
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point tpoint;
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SDL_Point tpoint;
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tpoint.x = ed.ghosts[i].x;
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tpoint.y = ed.ghosts[i].y;
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SDL_Color ct = ed.ghosts[i].realcol;
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