Rename game_evthandle() to game_evt()
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@ -55,7 +55,7 @@ int main(int argc, char *argv[])
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// Handle all events currently in queue
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// Handle all events currently in queue
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SDL_Event evt;
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SDL_Event evt;
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while (SDL_PollEvent(&evt)) {
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while (SDL_PollEvent(&evt)) {
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if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
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if (game_evt(gamemem, &evt) != GAMESTATUS_OK)
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goto quit;
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goto quit;
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}
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}
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GETPERF(perf.evt);
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GETPERF(perf.evt);
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@ -26,7 +26,7 @@ extern const engineconf_t game_conf;
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void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer);
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void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer);
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void game_teardown(void *mem);
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void game_teardown(void *mem);
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gamestatus_t game_evthandle(void *mem, const SDL_Event *evt);
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gamestatus_t game_evt(void *mem, const SDL_Event *evt);
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gamestatus_t game_update(void *mem, double dt);
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gamestatus_t game_update(void *mem, double dt);
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void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t);
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void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t);
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@ -530,7 +530,7 @@ void game_teardown(void *mem)
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free(state->objcol.buf);
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free(state->objcol.buf);
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}
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}
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gamestatus_t game_evthandle(void *mem, const SDL_Event *evt)
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gamestatus_t game_evt(void *mem, const SDL_Event *evt)
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{
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{
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gamestate_t *state = (gamestate_t *)mem;
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gamestate_t *state = (gamestate_t *)mem;
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