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Nothing was left in it but the include of profiler.h, and 132 translation units were including it for that alone. Fifteen files were leaning on profiler.h to drag in <set>, <vector> and <ostream> for them; those now include what they use. This is the commit that moves line numbers. Removing an include line shifts __LINE__ by one for everything below it, and __LINE__ is an immediate operand in every Assert() and DebugMsg() call, so the four game executables differ from their predecessors by roughly a thousand 32-bit constants each. Every one of those is accounted for: each is a single immediate that moved by -1 where the builddefines.h include went away, or +1 where a <set>/<vector> include was added. Nothing else in .text, .rdata or .data moves, no object file's section sizes change, and symbolize_crash and Ja2Export stay bit-identical. The one non-immediate difference is that the 24 Editor translation units of the non-editor apps stop emitting __Avx2WmemEnabledWeakValue, a 4-byte weak COMDAT they only ever instantiated through profiler.h's <vector>. It is a UCRT weak default that other translation units still provide. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
34 lines
1.0 KiB
C
34 lines
1.0 KiB
C
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#ifdef JA2EDITOR
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#ifndef __SMOOTH_H
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#define __SMOOTH_H
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#define ONELEVELTYPEONEROOF 1
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#define ONELEVELTYPETWOROOF 2
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// Area (pointer to SGP rect) +
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// Location to check-+--| | |---- Check left and right edges -----| |---- Check top and bottom edges -----|
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#define IsLocationInArea( x, y, r ) ( ((x) >= r->iLeft) && ((x) <= r->iRight) && ((y) >= r->iTop) && ((y) <= r->iBottom) )
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void SmoothAllTerrainWorld( void );
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void SmoothTerrain(INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
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void SmoothTerrainRadius( INT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth );
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void SmoothTerrainWorld( UINT32 uiCheckType );
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void SmoothWaterTerrain( INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
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void SmoothAllTerrainTypeRadius( INT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth );
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void SmoothExitGrid(INT32 GridNo, UINT16 *piNewTile, BOOLEAN fForceSmooth );
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void SmoothExitGridRadius( INT32 sMapIndex, UINT8 ubRadius );
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#endif
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#endif
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