Name every local error context errctx
Closes internal-consistency item 18. The convention was settled -- AGENTS.md records errctx winning 92 sites to 45 -- but the other 45 were still there, and four files favoured `e` throughout while six favoured errctx, sometimes within one file. Its own commit because it is a rename and nothing else. All 333 changed lines are a single identifier substitution: applying \be\b -> errctx to each removed line reproduces the added line exactly, and the counts match at 333 either way. `e` keeps its meaning where the convention actually wants it -- an incoming error context being inspected, as in akgl_get_json_with_default(e, ...) -- which is why that function was left alone. 25/25 pass, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
128
src/physics.c
128
src/physics.c
@@ -14,48 +14,48 @@
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akerr_ErrorContext *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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SUCCEED_RETURN(e);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, a1, AKERR_NULLPOINTER, "a1");
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FAIL_ZERO_RETURN(e, a2, AKERR_NULLPOINTER, "a2");
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SUCCEED_RETURN(e);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, a1, AKERR_NULLPOINTER, "a1");
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FAIL_ZERO_RETURN(errctx, a2, AKERR_NULLPOINTER, "a2");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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SUCCEED_RETURN(e);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_init_null(akgl_PhysicsBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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self->gravity = akgl_physics_null_gravity;
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self->collide = akgl_physics_null_collide;
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self->move = akgl_physics_null_move;
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self->simulate = akgl_physics_simulate;
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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if ( self->gravity_x != 0 ) {
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// Assume the X origin is - (screen left)
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@@ -70,34 +70,34 @@ akerr_ErrorContext *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_
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actor->ez -= (self->gravity_z * dt);
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}
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_RETURN(e, AKERR_API, "Not implemented");
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SUCCEED_RETURN(e);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_RETURN(errctx, AKERR_API, "Not implemented");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_arcade_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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actor->x += actor->vx * dt;
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actor->y += actor->vy * dt;
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actor->z += actor->vz * dt;
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
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{
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akgl_String *tmp;
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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PASS(e, akgl_heap_next_string(&tmp));
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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PASS(errctx, akgl_heap_next_string(&tmp));
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self->gravity = akgl_physics_arcade_gravity;
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self->collide = akgl_physics_arcade_collide;
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@@ -105,29 +105,29 @@ akerr_ErrorContext *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
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self->simulate = akgl_physics_simulate;
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ATTEMPT {
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CATCH(e, akgl_get_property("physics.gravity.x", &tmp, "0.0"));
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CATCH(e, aksl_atof(tmp->data, &self->gravity_x));
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CATCH(e, akgl_get_property("physics.gravity.y", &tmp, "0.0"));
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CATCH(e, aksl_atof(tmp->data, &self->gravity_y));
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CATCH(e, akgl_get_property("physics.gravity.z", &tmp, "0.0"));
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CATCH(e, aksl_atof(tmp->data, &self->gravity_z));
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CATCH(e, akgl_get_property("physics.drag.x", &tmp, "0.0"));
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CATCH(e, aksl_atof(tmp->data, &self->drag_x));
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CATCH(e, akgl_get_property("physics.drag.y", &tmp, "0.0"));
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CATCH(e, aksl_atof(tmp->data, &self->drag_y));
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CATCH(e, akgl_get_property("physics.drag.z", &tmp, "0.0"));
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CATCH(e, aksl_atof(tmp->data, &self->drag_z));
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CATCH(errctx, akgl_get_property("physics.gravity.x", &tmp, "0.0"));
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CATCH(errctx, aksl_atof(tmp->data, &self->gravity_x));
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CATCH(errctx, akgl_get_property("physics.gravity.y", &tmp, "0.0"));
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CATCH(errctx, aksl_atof(tmp->data, &self->gravity_y));
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CATCH(errctx, akgl_get_property("physics.gravity.z", &tmp, "0.0"));
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CATCH(errctx, aksl_atof(tmp->data, &self->gravity_z));
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CATCH(errctx, akgl_get_property("physics.drag.x", &tmp, "0.0"));
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CATCH(errctx, aksl_atof(tmp->data, &self->drag_x));
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CATCH(errctx, akgl_get_property("physics.drag.y", &tmp, "0.0"));
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CATCH(errctx, aksl_atof(tmp->data, &self->drag_y));
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CATCH(errctx, akgl_get_property("physics.drag.z", &tmp, "0.0"));
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CATCH(errctx, aksl_atof(tmp->data, &self->drag_z));
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} CLEANUP {
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IGNORE(akgl_heap_release_string(tmp));
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} PROCESS(e) {
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} FINISH(e, true);
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags)
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{
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PREPARE_ERROR(e);
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PREPARE_ERROR(errctx);
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akgl_Iterator defflags = {
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.flags = 0,
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.layerid = 0
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@@ -136,8 +136,8 @@ akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterat
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float32_t dt = 0;
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akgl_Actor *actor = NULL;
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, self->move, AKERR_NULLPOINTER, "self->move");
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->move, AKERR_NULLPOINTER, "self->move");
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// Reading the elapsed time requires self, so it cannot be hoisted above
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// the null check.
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@@ -202,8 +202,8 @@ akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterat
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}
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}
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ATTEMPT {
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CATCH(e, actor->movementlogicfunc(actor, dt));
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PASS(e, self->gravity(self, actor, dt));
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CATCH(errctx, actor->movementlogicfunc(actor, dt));
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PASS(errctx, self->gravity(self, actor, dt));
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// Counteract velocity with atmospheric drag
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if ( self->drag_x != 0 ) {
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@@ -220,31 +220,31 @@ akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterat
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actor->vy = actor->ey + actor->ty;
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actor->vz = actor->ez + actor->tz;
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PASS(e, self->move(self, actor, dt));
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PASS(errctx, self->move(self, actor, dt));
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} CLEANUP {
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} PROCESS(e) {
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} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKGL_ERR_LOGICINTERRUPT) {
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// noop
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} FINISH(e, true);
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} FINISH(errctx, true);
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}
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self->gravity_time = curtime;
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type)
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{
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uint32_t hashval;
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, type, AKERR_NULLPOINTER, "type");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, type, AKERR_NULLPOINTER, "type");
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if ( strncmp(type->data, "null", 4) == 0) {
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PASS(e, akgl_physics_init_null(self));
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SUCCEED_RETURN(e);
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PASS(errctx, akgl_physics_init_null(self));
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SUCCEED_RETURN(errctx);
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}
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if ( strncmp(type->data, "arcade", 6) == 0) {
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PASS(e, akgl_physics_init_arcade(self));
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SUCCEED_RETURN(e);
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PASS(errctx, akgl_physics_init_arcade(self));
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SUCCEED_RETURN(errctx);
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}
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FAIL_RETURN(e, AKERR_KEY, "Invalid physics engine %s", type->data);
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FAIL_RETURN(errctx, AKERR_KEY, "Invalid physics engine %s", type->data);
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}
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