Gold engine changes
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src/Macros.h
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47
src/Macros.h
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#ifdef ENVIRONMENT64
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#define _CRT_SECURE_NO_WARNINGS
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#define WIN32
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#define _WINDOWS
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#define NDEBUG
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#define BUILD_LIBTYPE_SHARED
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#define CMAKE_INTDIR = "Release"
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#define raylib_EXPORTS
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// RCORE
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#define PLATFORM_DESKTOP
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#define GRAPHICS_API_OPENGL_33
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// RAUDIO
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#define SUPPORT_FILEFORMAT_FLAC
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// LIBS
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#pragma comment(lib, "winmm.lib")
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#endif
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#ifdef ENVIRONMENT32
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#define BUILD_LIBTYPE_SHARED
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#define WIN32
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#define _WINDOWS
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#define NDEBUG
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#define _CRT_SECURE_NO_WARNINGS
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#define CMAKE_INTDIR = "Release"
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#define raylib_EXPORTS
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// RCORE
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#define PLATFORM_DESKTOP
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#define GRAPHICS_API_OPENGL_21
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// RAUDIO
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#define SUPPORT_FILEFORMAT_FLAC
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#pragma comment(lib, "winmm.lib")
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#endif
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@ -69,6 +69,8 @@
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*
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*
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**********************************************************************************************/
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**********************************************************************************************/
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#include "Macros.h"
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#if defined(RAUDIO_STANDALONE)
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#if defined(RAUDIO_STANDALONE)
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#include "raudio.h"
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#include "raudio.h"
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#else
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#else
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@ -82,6 +82,8 @@
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*
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*
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**********************************************************************************************/
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**********************************************************************************************/
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#include "Macros.h"
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#ifndef RAYLIB_H
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#ifndef RAYLIB_H
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#define RAYLIB_H
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#define RAYLIB_H
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@ -1707,6 +1709,12 @@ RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processo
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RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
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RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
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RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
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RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
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// Cameras
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RLAPI void CameraYaw(Camera* cameraPointer, float yaw, bool local);
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RLAPI void CameraPitch(Camera* cameraPointer, float pitch);
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RLAPI void CameraRoll(Camera* cameraPointer, float roll);
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#if defined(__cplusplus)
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#if defined(__cplusplus)
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}
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}
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#endif
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#endif
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