mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-07-12 05:28:43 -04:00
Use HEAP_SIZE()
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+2
-5
@@ -6,6 +6,7 @@
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#include "d/dolzel.h" // IWYU pragma: keep
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#include "d/d_k_wmark.h"
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#include "dusk/memory.h"
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#include "JSystem/J3DGraphBase/J3DMaterial.h"
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#include "SSystem/SComponent/c_math.h"
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#include "d/actor/d_a_player.h"
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@@ -33,11 +34,7 @@ int dkWmark_c::create() {
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mColorType = this->parameters;
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}
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#if TARGET_PC
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mpHeap = mDoExt_createSolidHeapFromGameToCurrent(0x1100, 0x20);
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#else
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mpHeap = mDoExt_createSolidHeapFromGameToCurrent(0x880, 0x20);
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#endif
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mpHeap = mDoExt_createSolidHeapFromGameToCurrent(HEAP_SIZE(0x880, 0x1100), 0x20);
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if (mpHeap != NULL) {
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JKRHEAP_NAME(mpHeap, "dkWmark_c::mpHeap");
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J3DModelData* modelData = (J3DModelData*)dComIfG_getObjectRes("Alink", 0x23);
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+2
-5
@@ -1,6 +1,7 @@
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#include "d/dolzel.h" // IWYU pragma: keep
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#include "d/d_kankyo.h"
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#include "dusk/memory.h"
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#ifdef __REVOLUTION_SDK__
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#include <revolution.h>
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#else
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@@ -1175,11 +1176,7 @@ static void undwater_init() {
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J3DModelData* modelData2 = (J3DModelData*)dComIfG_getObjectRes("Always", 0x1D);
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JUT_ASSERT(1867, modelData2 != NULL);
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#if TARGET_PC
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g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0xC00, 0x20);
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#else
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g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0x600, 0x20);
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#endif
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g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(HEAP_SIZE(0x600, 0xC00), 0x20);
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JKRHEAP_NAME(g_env_light.undwater_ef_heap, "g_env_light.undwater_ef_heap");
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if (g_env_light.undwater_ef_heap != NULL) {
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