Update style guide and clang-format file
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@ -1,14 +1,19 @@
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BasedOnStyle: WebKit
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# :( This is most of the style, tbh.
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# This is most of the style, tbh.
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BreakBeforeBraces: Allman
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DerivePointerAlignment: false
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PointerAlignment: Right
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# :)
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PointerAlignment: Left
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TabWidth: 4
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IndentWidth: 4
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UseTab: Always
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# They may not have done this, but by god, I am.
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NamespaceIndentation: All
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AllowShortBlocksOnASingleLine: false
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AlwaysBreakAfterDefinitionReturnType: None
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AlwaysBreakAfterReturnType: None
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@ -13,16 +13,19 @@ list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}")
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# C/C++ compiler
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set(CMAKE_C_COMPILER ee-gcc)
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set(CMAKE_CXX_COMPILER ee-g++)
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set(CMAKE_C_COMPILER $ENV{SCE}/ee/gcc/bin/ee-gcc)
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set(CMAKE_CXX_COMPILER $ENV{SCE}/ee/gcc/bin/ee-g++)
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# We can't use the compiler generated dependency files,
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# since it adds flags GCC 2.9 doesn't understand.
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# While it understands -MD, it does not understand -MD or -MF,
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# which causes the build to fail.
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# While it understands -MD, it does not understand -MT or -MF,
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# which causes the actual build to end up failing.
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#
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# This option is only obeyed with the Makefile generator,
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# which is why Ninja cannot be used.
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set(CMAKE_DEPENDS_USE_COMPILER OFF)
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set(CMAKE_C_FLAGS_INIT "-I$ENV{SCE}/ee/include -I$ENV{SCE}/common/include -DPLATFORM_PS2 -DPS2_SONYSDK -fno-exceptions -fno-common")
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set(CMAKE_C_FLAGS_INIT "-I$ENV{SCE}/ee/include -I$ENV{SCE}/common/include -DBX_PLATFORM_PS2 -DBX_PS2_SONYSDK -fno-exceptions -fno-common")
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set(CMAKE_C_FLAGS_RELEASE_INIT "${CMAKE_C_FLAGS_INIT}")
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set(CMAKE_CXX_FLAGS_INIT "${CMAKE_C_FLAGS_INIT}")
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set(CMAKE_CXX_FLAGS_RELEASE_INIT "${CMAKE_C_FLAGS_RELEASE_INIT} ${CMAKE_CXX_FLAGS_INIT}")
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@ -1,12 +1,14 @@
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# SSX Decompilation Style Guide
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Most of the documentation here is enforced by [clang-format](https://clang.llvm.org/docs/ClangFormat.html), however I've written things down to make it more obvious.
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Most of the documentation here is enforced by [clang-format](https://clang.llvm.org/docs/ClangFormat.html).
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However, I've written other naming rules which aren't enforced down to make it more obvious, and to aid potentional contributors.
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# Code Style
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## Braces/Indentation
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Any block scopes should have the brace on the next line, like so:
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Any block scopes should have the brace on the next line, ala Allman bracing.
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```cpp
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if(1)
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@ -25,60 +27,48 @@ catch(...)
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Tabs are used for indentation throughout the codebase.
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## East/West Const/Volatile/...
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It seems EA preferred west-const (where semantically possible), so, go west, collect 200$, get out of jail.
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## Naming Rules
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### Variables
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Variable names should loosely follow Hungarian Notation.
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Variable naming is not too complicated; just try to make it understandable.
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For quick reference:
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There are the following special prefixes, used in certain scenarios:
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| Prefix | Type |
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| -------- | ---------------------------------------------- |
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| `b` | byte (unsigned char, don't do `uc`) |
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| `c` | char |
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| `u` | Unsigned (prefixed before `i` or `s`) |
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| `s` | Short |
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| `i` | Integer |
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| `p` | Pointer to (add for every \*) |
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| `v` | `void`; should only ever be used for pointers |
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| `sz` | Null terminated string |
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| `fl` | Float |
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| `d` | Double |
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Enumerations or structures do not need special notations; naming of variables should be enough (pointers should only need `p`).
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Additionally, there are also the following special prefixes:
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| Name | Meaning |
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| ------- | --------------------------------------- |
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| `m` | Class member variable. |
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| Name | Meaning/Scenario |
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|------|-------------------------------------------|
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| `m` | Class member (or static member) variable. |
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| `g` | Global variable. |
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### Types
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Types have a prefix before them.
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BX/SSX types have a prefix before them, which is:
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Legacy types (REAL/SND) won't need this due diligence, so it's ok to omit with those (as a matter of fact, it'd be more correct).
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| Prefix | C++ Type
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| -------- | ------------------------------------------------ |
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| Prefix | C++ Type |
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|--------|-------------------------------------------------|
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| `t` | `typedef struct` |
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| `c` | `class` |
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| `c` | `class/struct` |
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| `T` | `template<> class/struct` (* Only seen in SSX3) |
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Legacy types (REAL/SND) won't/don't need this due diligence, so it's ok to omit with those (as a matter of fact, it'd be more correct).
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### Pointer/Reference Types
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The pointer/reference goes on the side of the name, ala `T *name` and `T &name`.
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The pointer/reference goes on the side of the type, ala `T* name` and `T& name`.
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### Functions
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Function naming is PascalCase wherever possible, except for legacy code (specifically SND & REAL).
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In this case, REAL functions follow the following standard:
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In this case, REAL/SND functions follow the following standard:
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`[component as uppercase]_[lowercase name]`.
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`[component/namespace, as uppercase]_[lowercase function name]`.
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No functions should be annotated as `(void)` unless explicitly decompiled as C , as C++ ensures `()` is not surprising.
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No functions should be annotated as `(void)` unless explicitly decompiled as C or exported in a C header file, as C++ ensures `()` is not surprising.
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Member functions can use the longer `this->` access pattern for members if desired, but you don't have to unless you.. well, *have* to.
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@ -90,37 +80,43 @@ If there's something surprising (or repulsive, considering 2000 C++), do so too.
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## Example
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Provided is an example of the code style guide, to hopefully visualize things better.
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Provided is an example of code fitting the style guide, to hopefully visualize things better.
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```cpp
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// A basic object.
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class cBxObject
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{
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public:
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int miCounter;
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static int miVar;
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uint32_t muiUnsignedValue;
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int mCounter;
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static int mVar;
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uint16_t musShort;
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int16_t msSignedShort;
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uint32_t mUnsignedValue;
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static uint16_t musStaticValue;
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static int16_t msStaticSignedValue;
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uint16_t mShort;
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int16_t mSignedShort;
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int *mpiVar;
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static uint16_t mStaticValue;
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static int16_t mStaticSignedValue;
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uint64_t mThing;
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int64_t mSignedThing;
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static int64_t mThingStatic;
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static uint64_t mThingStatic;
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int* mPointerVar;
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// Morph
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void Morph();
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void ReferenceExample(int &iOutput); // only for reference output
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void ReferenceExample(int& output); // only for reference output
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};
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// TODO: probably won't advocate for this unless
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// I have to since structs are types in C++
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typedef struct
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{
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int iNumber;
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int Number;
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void DoIt();
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} tBxStructure;
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// example of a legacy function and type name
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void cBxObject::Morph()
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{
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miCounter++;
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if(miCounter == 32)
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mCounter++;
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if(mCounter == 32)
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{
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// Do something important.
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}
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add_executable(ssx
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# TODO: seperate this into another target_sources(ssx) call later
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$ENV{SCE}/ee/lib/crt0.s
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main.cpp
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)
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#ifndef SSXOG_UTILS_H
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#define SSXOG_UTILS_H
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// Use REAL to allocate an object.
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// Insert into a class body like so:
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//
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// class cExample
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// {
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// public:
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// BX_REAL_ALLOC("Example", MB_LOW); // `new cExample()` will use REAL to allocate the class instead of standard malloc
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// };
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#define BX_REAL_ALLOC(name, flags) \
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inline void* operator new(size_t size) \
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{ \
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return MEM_alloc(name, size, flags); \
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} \
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\
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inline void operator delete(void* object) \
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{ \
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MEM_free(object); \
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}
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#endif // SSXOG_UTILS_H
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// will be replaced with real code later
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#include <stdio.h>
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int main()
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int main(int argc, char** argv)
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{
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printf("Hello World!\n");
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printf("meow\n");
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void* a = nullptr;
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}
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