d3dx8: The inline functions should be static instead of extern.
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@ -58,15 +58,6 @@ typedef struct D3DXCOLOR
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
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FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
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D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s);
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D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s);
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D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
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#include <d3dx8math.inl>
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#endif /* __D3DX8MATH_H__ */
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@ -19,7 +19,7 @@
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#ifndef __D3DX8MATH_INL__
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#define __D3DX8MATH_INL__
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extern inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = pv1->x + pv2->x;
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@ -27,31 +27,31 @@ extern inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1
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return pout;
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}
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extern inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pv1 || !pv2) return 0.0f;
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return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
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}
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extern inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pv1 || !pv2) return 0.0f;
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return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
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}
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extern inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
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static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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}
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extern inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
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static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
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{
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if (!pv) return 0.0f;
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return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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}
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extern inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
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static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = (1-s) * (pv1->x) + s * (pv2->x);
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@ -59,7 +59,7 @@ extern inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
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return pout;
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}
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extern inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = max(pv1->x , pv2->x);
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@ -67,7 +67,7 @@ extern inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
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return pout;
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}
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extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = min(pv1->x , pv2->x);
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@ -75,7 +75,7 @@ extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
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return pout;
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}
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extern inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
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static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
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{
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if ( !pout || !pv) return NULL;
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pout->x = s * (pv->x);
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@ -83,7 +83,7 @@ extern inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *p
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return pout;
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}
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extern inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = pv1->x - pv2->x;
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