Updated all static variables to have the s_ prefix and constants to upper case (#591)
* Updated all static variables to have the s_ prefix and constants to upper case * Renamed missed sneaky functions in round.c (+ clang-format...) * Renamed a few more missed constants * Updated rng_update() documentation * Apply suggestions from Copilot's code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Added missed suggestion * Updated rng_update() comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Copilot Autofix powered by AI
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6e7d8a8399
commit
7a5a4a1276
+12
-12
@@ -78,10 +78,10 @@ static SelectionGrid main_menu_selection_grid = {
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// clang-format on
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// Main menu sprite - the ace of spades
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static CardObject* main_menu_ace = NULL;
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static CardObject* s_main_menu_ace = NULL;
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// Keep track of last highlighted button
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static enum MainButtons last_highlighted_button = PLAY_BTN_IDX;
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static enum MainButtons s_last_highlighted_button = PLAY_BTN_IDX;
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void game_main_menu_change_background(void)
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{
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@@ -103,16 +103,16 @@ void game_main_menu_on_init(void)
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{
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affine_background_change_background(AFFINE_BG_MAIN_MENU);
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change_background(BG_MAIN_MENU, true);
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main_menu_ace = card_object_new(card_new(SPADES, ACE));
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card_object_set_sprite(main_menu_ace, 0);
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s_main_menu_ace = card_object_new(card_new(SPADES, ACE));
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card_object_set_sprite(s_main_menu_ace, 0);
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// TODO: NULL-check sprite
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main_menu_ace->sprite->obj->attr0 |= ATTR0_AFF_DBL;
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main_menu_ace->tscale = float2fx(0.8f);
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sprite_object_position((SpriteObject*)main_menu_ace, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
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s_main_menu_ace->sprite->obj->attr0 |= ATTR0_AFF_DBL;
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s_main_menu_ace->tscale = float2fx(0.8f);
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sprite_object_position((SpriteObject*)s_main_menu_ace, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
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// Select last highlighted button, Play button by default.
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// e.g. if we return from the options menu, we want the Options button to be highlighted.
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Selection sel_init = {last_highlighted_button, 0};
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Selection sel_init = {s_last_highlighted_button, 0};
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main_menu_selection_grid.selection = sel_init;
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// Highlight current button
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@@ -121,7 +121,7 @@ void game_main_menu_on_init(void)
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void game_main_menu_on_update(void)
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{
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main_menu_ace->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
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s_main_menu_ace->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
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selection_grid_process_input(&main_menu_selection_grid);
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}
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@@ -129,12 +129,12 @@ void game_main_menu_on_update(void)
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void game_main_menu_on_exit(void)
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{
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// Save selected button
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last_highlighted_button = main_menu_selection_grid.selection.x;
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s_last_highlighted_button = main_menu_selection_grid.selection.x;
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// Normally I would just cache these and hide/unhide but I didn't feel like dealing with
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// defining a layer for it
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card_destroy(&main_menu_ace->card);
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card_object_destroy(&main_menu_ace);
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card_destroy(&s_main_menu_ace->card);
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card_object_destroy(&s_main_menu_ace);
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}
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// Implement SelectionGrid handler functions
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