annotate src/joystick/os2/joyos2.h @ 4158:96ce26f24b01 SDL-1.2

Date: Sun, 7 Sep 2008 15:17:00 +0200 From: c2woody@gmx.net Subject: [SDL] SDL 1.2 doube free/pointer zeroing missing Hello, this is about a crash/debug breakage for the current SDL 1.2 source tree (today's svn checkout, same problem in 1.2.13 and before as far as relevant). In some places memory is free()d but the associated pointer is not zeroed, leading to for example double free()s. For me this happened because SDL_StopEventThread() was executed twice (during restart of the subsystems), once for the close down in SDL_VideoQuit() and once at the startup, right at the beginning of SDL_StartEventLoop(). Thus the code SDL_DestroyMutex(SDL_EventQ.lock); (see SDL_events.c) was called twice and executed the SDL_free(mutex); twice as well, leading to a crash (msvc 64bit for which it was noticed). I've tried to check all other occurrences of SDL_free and similar code in msvc, see the attached patch (udiff against revision 4082). Non-windows only codepaths have neither been checked nor touched. Comments/ideas welcome. Attached patch: NULLifies some pointers after they have been free()d.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 12 Nov 2008 17:23:40 +0000
parents 173c063d4f55
children 782fd950bd46
rev   line source
1190
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1 /*****************************************************************************/
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2 /* */
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3 /* COPYRIGHT Copyright (C) 1995 IBM Corporation */
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4 /* */
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5 /* The following IBM OS/2 source code is provided to you solely for */
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6 /* the purpose of assisting you in your development of OS/2 device */
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7 /* drivers. You may use this code in accordance with the IBM License */
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8 /* Agreement provided in the IBM Device Driver Source Kit for OS/2. This */
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9 /* Copyright statement may not be removed. */
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10 /* */
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11 /*****************************************************************************/
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12 #ifndef JOYOS2_H
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13 #define JOYOS2_H
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14
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15 /****** GAMEPORT.SYS joystick definitions, start *****************************/
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16 #define GAME_VERSION 0x20 /* 2.0 First IBM version */
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17 #define GAMEPDDNAME "GAME$ "
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18 #define IOCTL_CAT_USER 0x80
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19 #define GAME_PORT_GET 0x20 /* read GAMEPORT.SYS values */
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20 #define GAME_PORT_RESET 0x60 /* reset joystick mask with given value */
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21
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22 #pragma pack(1) /* pack structure size is 1 byte */
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23 typedef struct { /* GAMEPORT.SYS structure */
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24 USHORT usJs_AxCnt; /* Joystick_A X position */
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25 USHORT usJs_AyCnt; /* Joystick_A Y position */
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26 USHORT usJs_BxCnt; /* Joystick_B X position */
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27 USHORT usJs_ByCnt; /* Joystick_B Y position */
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28 USHORT usJs_ButtonA1Cnt; /* button A1 press count */
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29 USHORT usJs_ButtonA2Cnt; /* button A2 press count */
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30 USHORT usJs_ButtonB1Cnt; /* button B1 press count */
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31 USHORT usJs_ButtonB2Cnt; /* button B2 press count */
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32 UCHAR ucJs_JoyStickMask; /* mask of connected joystick pots */
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33 UCHAR ucJs_ButtonStatus; /* bits of switches down */
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34 ULONG ulJs_Ticks; /* joystick clock ticks */
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35 } GAME_PORT_STRUCT;
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36 #pragma pack() /*reset to normal pack size */
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37 /****** GAMEPORT.SYS joystick definitions, end *******************************/
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38
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39
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40 /****************************************************************************/
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41 #define GAME_GET_VERSION 0x01
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42 #define GAME_GET_PARMS 0x02
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43 #define GAME_SET_PARMS 0x03
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44 #define GAME_GET_CALIB 0x04
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45 #define GAME_SET_CALIB 0x05
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46 #define GAME_GET_DIGSET 0x06
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47 #define GAME_SET_DIGSET 0x07
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48 #define GAME_GET_STATUS 0x10
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49 #define GAME_GET_STATUS_BUTWAIT 0x11
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50 #define GAME_GET_STATUS_SAMPWAIT 0x12
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51 /****************************************************************************/
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52
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53 /****************************************************************************/
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54 // bit masks for each axis
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55 #define JOY_AX_BIT 0x01
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56 #define JOY_AY_BIT 0x02
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57 #define JOY_A_BITS (JOY_AX_BIT|JOY_AY_BIT)
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58 #define JOY_BX_BIT 0x04
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59 #define JOY_BY_BIT 0x08
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60 #define JOY_B_BITS (JOY_BX_BIT|JOY_BY_BIT)
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61 #define JOY_ALLPOS_BITS (JOY_A_BITS|JOY_B_BITS)
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62
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63 // bit masks for each button
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64 #define JOY_BUT1_BIT 0x10
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65 #define JOY_BUT2_BIT 0x20
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66 #define JOY_BUT3_BIT 0x40
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67 #define JOY_BUT4_BIT 0x80
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68 #define JOY_ALL_BUTS (JOY_BUT1_BIT|JOY_BUT2_BIT|JOY_BUT3_BIT|JOY_BUT4_BIT)
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69 /****************************************************************************/
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70
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71 /****************************************************************************/
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72 // 1-D position struct used for each axis
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73 typedef SHORT GAME_POS; /* some data formats require signed values */
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74
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75 // simple 2-D position for each joystick
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76 typedef struct
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77 {
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78 GAME_POS x;
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79 GAME_POS y;
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80 }
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81 GAME_2DPOS_STRUCT;
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82
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83 // struct defining the instantaneous state of both sticks and all buttons
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84 typedef struct
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85 {
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86 GAME_2DPOS_STRUCT A;
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87 GAME_2DPOS_STRUCT B;
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88 USHORT butMask;
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89 }
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90 GAME_DATA_STRUCT;
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91
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92 // struct to be used for calibration and digital response on each axis
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93 typedef struct
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94 {
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95 GAME_POS lower;
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96 GAME_POS centre;
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97 GAME_POS upper;
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98 }
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99 GAME_3POS_STRUCT;
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100 /****************************************************************************/
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101
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102 /****************************************************************************/
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103 // status struct returned to OS/2 applications:
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104 // current data for all sticks as well as button counts since last read
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105 typedef struct
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106 {
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107 GAME_DATA_STRUCT curdata;
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108 USHORT b1cnt;
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109 USHORT b2cnt;
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110 USHORT b3cnt;
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111 USHORT b4cnt;
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112 }
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113 GAME_STATUS_STRUCT;
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114 /****************************************************************************/
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115
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116 /****************************************************************************/
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117 /* in use bitmasks originating in 0.2b */
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118 #define GAME_USE_BOTH_OLDMASK 0x01 /* for backward compat with bool */
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119 #define GAME_USE_X_NEWMASK 0x02
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120 #define GAME_USE_Y_NEWMASK 0x04
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121 #define GAME_USE_X_EITHERMASK (GAME_USE_X_NEWMASK|GAME_USE_BOTH_OLDMASK)
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122 #define GAME_USE_Y_EITHERMASK (GAME_USE_Y_NEWMASK|GAME_USE_BOTH_OLDMASK)
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123 #define GAME_USE_BOTH_NEWMASK (GAME_USE_X_NEWMASK|GAME_USE_Y_NEWMASK)
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124
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125 /* only timed sampling implemented in version 1.0 */
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126 #define GAME_MODE_TIMED 1 /* timed sampling */
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127 #define GAME_MODE_REQUEST 2 /* request driven sampling */
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128
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129 /* only raw implemented in version 1.0 */
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130 #define GAME_DATA_FORMAT_RAW 1 /* [l,c,r] */
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131 #define GAME_DATA_FORMAT_SIGNED 2 /* [-l,0,+r] */
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132 #define GAME_DATA_FORMAT_BINARY 3 /* {-1,0,+1} */
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133 #define GAME_DATA_FORMAT_SCALED 4 /* [-10,+10] */
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134
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135 // parameters defining the operation of the driver
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136 typedef struct
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137 {
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138 USHORT useA; /* new bitmasks: see above */
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139 USHORT useB;
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140 USHORT mode; /* see consts above */
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141 USHORT format; /* see consts above */
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142 USHORT sampDiv; /* samp freq = 32 / n */
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143 USHORT scale; /* scaling factor */
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144 USHORT res1; /* must be 0 */
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145 USHORT res2; /* must be 0 */
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146 }
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147 GAME_PARM_STRUCT;
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148 /****************************************************************************/
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149
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150 /****************************************************************************/
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151 // calibration values for each axis:
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152 // - upper limit on value to be considered in lower range
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153 // - centre value
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154 // - lower limit on value to be considered in upper range
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155 typedef struct
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156 {
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157 GAME_3POS_STRUCT Ax;
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158 GAME_3POS_STRUCT Ay;
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159 GAME_3POS_STRUCT Bx;
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160 GAME_3POS_STRUCT By;
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161 }
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162 GAME_CALIB_STRUCT;
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163 /****************************************************************************/
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164
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165 /****************************************************************************/
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166 // struct defining the digital response values for all axes
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167 typedef struct
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168 {
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169 GAME_3POS_STRUCT Ax;
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170 GAME_3POS_STRUCT Ay;
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171 GAME_3POS_STRUCT Bx;
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172 GAME_3POS_STRUCT By;
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173 }
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174 GAME_DIGSET_STRUCT;
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175 /****************************************************************************/
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176
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177 #endif