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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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@@ -9,6 +9,7 @@
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#include "Graphics.h"
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#include "Localization.h"
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#include "Map.h"
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#include "Maths.h"
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#include "Music.h"
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#include "Script.h"
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#include "UtilityClass.h"
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@@ -4777,10 +4778,10 @@ void entityclass::collisioncheck(int i, int j, bool scm /*= false*/)
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if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12))
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{
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//They're both sprites, so do a per pixel collision
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point colpoint1;
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SDL_Point colpoint1;
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colpoint1.x = entities[i].xp;
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colpoint1.y = entities[i].yp;
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point colpoint2;
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SDL_Point colpoint2;
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colpoint2.x = entities[j].xp;
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colpoint2.y = entities[j].yp;
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int drawframe1 = entities[i].collisiondrawframe;
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