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@@ -40,7 +40,7 @@ extern TileType TileRegistry[TILEREGISTRY_SIZE];
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#define TYPE_AIR 0
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#define TYPE_BELT 2
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void renderAllTiles(SDL_Renderer * renderer, SDL_Rect playerRect);
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void renderAllTiles(SDL_Renderer *renderer, SDL_Rect playerRect);
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typedef struct {
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OrientDirection direction;
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@@ -54,6 +54,7 @@ typedef struct {
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extern Tile tileMap[MAP_HEIGHT][MAP_WIDTH];
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void generateTestMap();
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void loadTiles(SDL_Renderer *renderer);
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extern uint16_t tileTypeIndex;
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@@ -120,7 +120,7 @@ void renderBar(SDL_Renderer *renderer,
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}
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int cmpstringp(const void *p1, const void *p2) {
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return strcmp(*(const char **)p1, *(const char **)p2);
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return strcmp(*(const char **) p1, *(const char **) p2);
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}
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@@ -6,6 +6,7 @@
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#define FACTORYGAME_UTIL_H
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#include <SDL2/SDL.h>
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//The window we'll be rendering to
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extern SDL_Window *window;
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extern volatile bool running;
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@@ -33,9 +34,9 @@ SDL_Texture *createRotatedTexture(SDL_Renderer *renderer, SDL_Texture *src, doub
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SDL_Texture *createFlippedTexture(SDL_Renderer *renderer, SDL_Texture *src, SDL_RendererFlip flip);
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SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight);
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SDL_Texture *ScaleTexture(SDL_Renderer *renderer, SDL_Texture *src, int newWidth, int newHeight);
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void DrawThickRect(SDL_Renderer* renderer, SDL_Rect rect, int thickness);
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void DrawThickRect(SDL_Renderer *renderer, SDL_Rect rect, int thickness);
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// Define a function pointer type for your callback
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typedef void (*DirEntryCallback)(const char *filename, SDL_Renderer *renderer);
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