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authorXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-02-08 15:39:56 +0100
committerXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-03-30 08:20:21 +0200
commit98f0d3e026f978d556cc91cfaa815d92a0b182c8 (patch)
treebd9f39354da8fcbed0453bf45152c39e803abbf6 /src/camera
parent56286a0a962119ddebf26df58d4a7c5d2f6a3fc7 (diff)
downloadjancity-98f0d3e026f978d556cc91cfaa815d92a0b182c8.tar.gz
Replace x_get functions with macros
The PS1 port relies on a heap for primitives since the GPU renders the scene asynchronously. However, SDL-based platforms render primitives synchronously, so structures can be allocated on the stack instead.
Diffstat (limited to 'src/camera')
-rw-r--r--src/camera/src/camera.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/camera/src/camera.c b/src/camera/src/camera.c
index 5146108..4f529df 100644
--- a/src/camera/src/camera.c
+++ b/src/camera/src/camera.c
@@ -73,9 +73,9 @@ static void cursor_update(struct camera *const cam, const struct pad *const p)
int cursor_render(const struct cursor *const c)
{
- struct sprite *const s = sprite_get();
+ sprite_get_or_ret(s, -1);
- if (!s || sprite_clone(&cursor_sprite, s))
+ if (sprite_clone(&cursor_sprite, s))
return -1;
s->x = c->x;