Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20120319
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--------
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editor/med.c, include/editor/editor.h, include/ui.h, main/gamecntl.c, main/gameseq.c, main/inferno.c, main/menu.c: The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work together
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editor/med.c, main/endlevel.c, main/gamecntl.c, main/gamesave.c, main/inferno.c, main/inferno.h, main/menu.c, main/powerup.c, main/render.c, main/slew.c: Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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20120318
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--------
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@ -107,7 +107,7 @@ vms_vector Ed_view_target={0,0,0};
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int gamestate_not_restored = 0;
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UI_DIALOG * EditorWindow;
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UI_DIALOG * EditorWindow = NULL;
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int Large_view_index = -1;
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@ -417,8 +417,8 @@ void init_editor()
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restore_effect_bitmap_icons();
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if (!set_screen_mode(SCREEN_EDITOR)) {
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set_screen_mode(SCREEN_GAME);
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Function_mode=FMODE_GAME; //force back into game
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set_screen_mode(SCREEN_MENU);
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show_menus(); //force back into menu
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return;
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}
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@ -921,6 +921,7 @@ void close_editor_screen()
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window_close(Pad_info);
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ui_close_dialog(EditorWindow);
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EditorWindow = NULL;
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close_all_windows();
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@ -1000,13 +1001,11 @@ void close_editor() {
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case 2:
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if (Game_wind)
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window_close(Game_wind);
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Function_mode = FMODE_MENU;
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set_screen_mode(SCREEN_MENU); //put up menu screen
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show_menus();
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break;
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case 3:
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Function_mode=FMODE_GAME; //force back into game
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set_screen_mode(SCREEN_GAME); //put up game screen
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Game_mode = GM_EDITOR;
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editor_reset_stuff_on_level();
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@ -66,6 +66,10 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "ogl_init.h"
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#endif
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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typedef struct flythrough_data {
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object *obj;
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vms_angvec angles; //orientation in angles
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@ -1120,7 +1124,7 @@ void endlevel_render_mine(fix eye_offset)
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vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
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#ifdef EDITOR
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if (Function_mode==FMODE_EDITOR)
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if (EditorWindow)
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Viewer_eye = Viewer->pos;
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#endif
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@ -417,7 +417,6 @@ int pause_handler(window *wind, d_event *event, char *msg)
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case 0:
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break;
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case KEY_ESC:
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//Function_mode = FMODE_MENU; // Don't like this, just press escape twice (kreatordxx)
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window_close(wind);
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return 1;
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case KEY_F1:
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@ -1451,8 +1450,6 @@ int HandleTestKey(int key)
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#ifdef NETWORK
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multi_leave_game();
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#endif
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Function_mode = FMODE_EDITOR;
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init_editor();
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break;
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case KEY_Q + KEY_SHIFTED + KEY_DEBUGGED:
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@ -1389,7 +1389,7 @@ int load_level(char * filename_passed)
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#ifdef EDITOR
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//If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
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if ((Function_mode == FMODE_EDITOR) && (Gamesave_current_version <= 3) && !d1_pig_present)
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if (EditorWindow && (Gamesave_current_version <= 3) && !d1_pig_present)
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{
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if (!no_old_level_file_error)
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Warning("A Descent 1 level was loaded,\n"
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@ -1402,7 +1402,7 @@ int load_level(char * filename_passed)
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#endif
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#ifdef EDITOR
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if (Function_mode == FMODE_EDITOR)
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if (EditorWindow)
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editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
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#endif
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@ -1722,7 +1722,7 @@ int save_level_sub(char * filename, int compiled_version)
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// if ( !compiled_version )
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{
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if (Function_mode == FMODE_EDITOR)
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if (EditorWindow)
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editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
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}
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@ -102,7 +102,6 @@ char copyright[] = "DESCENT II COPYRIGHT (C) 1994-1996 PARALLAX SOFTWARE CORPOR
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//Current version number
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char desc_id_exit_num = 0;
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int Function_mode=FMODE_MENU; //game or editor?
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int Screen_mode=-1; //game screen or editor screen?
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int descent_critical_error = 0;
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unsigned int descent_critical_deverror = 0;
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@ -44,31 +44,22 @@ struct d_event;
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#define KEY_MAC(x)
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#endif
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/**
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** Constants
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**/
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// How close two points must be in all dimensions to be considered the
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// same point.
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// How close two points must be in all dimensions to be considered the same point.
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#define FIX_EPSILON 10
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// the maximum length of a filename
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#define FILENAME_LEN 13
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//for Function_mode variable
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#define FMODE_EXIT 0 // leaving the program
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#define FMODE_MENU 1 // Using the menu
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#define FMODE_GAME 2 // running the game
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#define FMODE_EDITOR 3 // running the editor
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/**
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** Global variables
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**/
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extern jmp_buf LeaveEvents;
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extern int Quitting;
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extern int Function_mode; // in game or editor?
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extern int Screen_mode; // editor screen or game screen?
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// Default event handler for everything except the editor
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@ -575,8 +575,6 @@ int do_option ( int select)
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break;
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#ifdef EDITOR
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case MENU_EDITOR:
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Function_mode = FMODE_EDITOR;
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create_new_mine();
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SetPlayerFromCurseg();
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load_palette(NULL,1,0);
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@ -121,7 +121,7 @@ void draw_powerup(object *obj)
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draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
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#ifdef EDITOR
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if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == obj-Objects))
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if (EditorWindow && (Cur_object_index == obj-Objects))
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if (blob_vertices[0] != 0x80000)
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draw_blob_outline();
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#endif
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@ -643,7 +643,7 @@ void do_render_object(int objnum, int window_num)
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//check for editor object
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#ifdef EDITOR
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if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
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if (EditorWindow && objnum==Cur_object_index) {
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save_3d_outline = g3d_interp_outline;
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g3d_interp_outline=1;
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}
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@ -668,7 +668,7 @@ void do_render_object(int objnum, int window_num)
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#ifdef EDITOR
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if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
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if (EditorWindow && objnum==Cur_object_index)
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g3d_interp_outline = save_3d_outline;
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#endif
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@ -1619,7 +1619,7 @@ void render_frame(fix eye_offset, int window_num)
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}
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#ifdef EDITOR
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if (Function_mode==FMODE_EDITOR)
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if (EditorWindow)
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Viewer_eye = Viewer->pos;
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#endif
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@ -19,6 +19,10 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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#ifdef RCS
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static char rcsid[] = "$Id: slew.c,v 1.1.1.1 2006/03/17 19:56:35 zicodxx Exp $";
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#endif
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@ -92,7 +96,7 @@ int do_slew_movement(object *obj, int check_keys )
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if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0;
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if (check_keys) {
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if (Function_mode == FMODE_EDITOR) {
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if (EditorWindow) {
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obj->mtype.phys_info.velocity.x += VEL_SPEED * keyd_pressed[KEY_PAD9] * FrameTime;
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obj->mtype.phys_info.velocity.x -= VEL_SPEED * keyd_pressed[KEY_PAD7] * FrameTime;
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obj->mtype.phys_info.velocity.y += VEL_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime;
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