Make codacy happy.
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00a2b54759
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@ -184,7 +184,7 @@ increase(int *number)
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START_TEST (test_linkedlist_each)
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START_TEST (test_linkedlist_each)
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{
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{
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LinkedList *list;
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LinkedList *list;
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int *pop, *append;
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int *append;
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int i;
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int i;
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list = linkedlist_create();
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list = linkedlist_create();
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@ -198,7 +198,7 @@ START_TEST (test_linkedlist_each)
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linkedlist_each(&list, (void (*)(void*)) increase);
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linkedlist_each(&list, (void (*)(void*)) increase);
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for (i = 0; i < 10; ++i) {
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for (i = 0; i < 10; ++i) {
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pop = linkedlist_pop(&list);
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int *pop = linkedlist_pop(&list);
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ck_assert( i+1 == *pop );
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ck_assert( i+1 == *pop );
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free(pop);
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free(pop);
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pop = NULL;
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pop = NULL;
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@ -128,7 +128,6 @@ void map_render(Map *map, Camera *cam)
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{
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{
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unsigned int i, j, monster_count;
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unsigned int i, j, monster_count;
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Room *room;
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Room *room;
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Monster *monster;
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if (!timer_started(map->renderTimer)) {
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if (!timer_started(map->renderTimer)) {
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timer_start(map->renderTimer);
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timer_start(map->renderTimer);
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@ -157,7 +156,7 @@ void map_render(Map *map, Camera *cam)
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monster_count = linkedlist_size(map->monsters);
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monster_count = linkedlist_size(map->monsters);
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for (i = 0; i < monster_count; ++i) {
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for (i = 0; i < monster_count; ++i) {
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monster = linkedlist_get(&map->monsters, i);
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Monster *monster = linkedlist_get(&map->monsters, i);
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monster_render(monster, cam);
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monster_render(monster, cam);
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}
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}
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}
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}
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