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Replace leftover memcpy
with mem_copy
This change was made as I was doing some tests for the Haiku port.
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2222a1df57
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@ -499,7 +499,7 @@ void SetExtendedArea(MapObject &Ob)
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{
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float aInspectedArea[2];
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if(GetLineIntersection(Ob.m_aaBaseArea[i], Ob.m_aaScreenOffset[i], aInspectedArea))
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memcpy(Ob.m_aaExtendedArea[i], aInspectedArea, sizeof(float[2]));
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mem_copy(Ob.m_aaExtendedArea[i], aInspectedArea, sizeof(float[2]));
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continue;
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}
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@ -520,13 +520,13 @@ bool GetVisibleArea(const float aaGameArea[2][2], const MapObject &Ob, float aaV
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SetInexistent((float *)aaVisibleArea, 4);
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float aaInspectedArea[2][2];
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memcpy(aaInspectedArea, aaGameArea, sizeof(float[2][2]));
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mem_copy(aaInspectedArea, aaGameArea, sizeof(float[2][2]));
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for(int i = 0; i < 2; i++)
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{
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if(Ob.m_aSpeed[i] == 1)
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{
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memcpy(aaInspectedArea[i], Ob.m_aaExtendedArea[i], sizeof(float[2]));
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mem_copy(aaInspectedArea[i], Ob.m_aaExtendedArea[i], sizeof(float[2]));
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continue;
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}
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@ -538,7 +538,7 @@ bool GetVisibleArea(const float aaGameArea[2][2], const MapObject &Ob, float aaV
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}
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if(aaVisibleArea)
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memcpy(aaVisibleArea, aaInspectedArea, sizeof(float[2][2]));
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mem_copy(aaVisibleArea, aaInspectedArea, sizeof(float[2][2]));
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return true;
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}
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@ -594,8 +594,8 @@ void GetGameAreaDistance(const float aaaGameAreas[2][2][2], const MapObject aObs
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void GetGameAreaDistance(const float aaaGameAreas[2][2][2], const MapObject aObs[2], const float aaVisibleArea[2][2], float aDistance[2])
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{
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float aaaVisibleAreas[2][2][2];
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memcpy(aaaVisibleAreas[0], aaVisibleArea[0], sizeof(float[2][2]));
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memcpy(aaaVisibleAreas[1], aaVisibleArea[0], sizeof(float[2][2]));
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mem_copy(aaaVisibleAreas[0], aaVisibleArea[0], sizeof(float[2][2]));
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mem_copy(aaaVisibleAreas[1], aaVisibleArea[0], sizeof(float[2][2]));
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GetGameAreaDistance(aaaGameAreas, aObs, aaaVisibleAreas, aDistance);
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}
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@ -636,7 +636,7 @@ bool GetLineIntersection(const float aLine1[2], const float aLine2[2], float aIn
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return false;
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if(aIntersection)
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memcpy(aIntersection, aBorders, sizeof(float[2]));
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mem_copy(aIntersection, aBorders, sizeof(float[2]));
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return true;
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}
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