Removed the now unnecessary casting for malloc calls.
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908a6059ac
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b251acb4fe
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@ -1187,7 +1187,7 @@ int alien_add()
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int *alienArray;
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int numberOfAliens = 1;
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alienArray = (int*)malloc(8 * sizeof(int));
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alienArray = malloc(8 * sizeof(int));
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if (alienArray == NULL)
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{
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engine_warn("WARNING: Failed to allocate memory for aliens");
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@ -34,7 +34,7 @@ void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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int imageIndex;
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int tempX, tempY, steps;
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bullet = (Object*)malloc(sizeof(Object));
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bullet = malloc(sizeof(Object));
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if (bullet == NULL)
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return;
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@ -143,7 +143,7 @@ void collectable_add(float x, float y, int type, int value, int life)
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}
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}
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Collectable *collectable = (Collectable*)malloc(sizeof(Collectable));
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Collectable *collectable = malloc(sizeof(Collectable));
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if (collectable == NULL)
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{
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engine_warn("Failed to allocate memory for collectable");
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@ -759,9 +759,7 @@ enum {
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};
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extern const char * const systemNames[];
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extern const char * const systemBackground[];
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extern const int rate2reload[6];
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#endif
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@ -60,7 +60,7 @@ void engine_init()
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engine.smx = 0;
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engine.smy = 0;
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engine.bulletHead = (Object*)malloc(sizeof(Object));
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engine.bulletHead = malloc(sizeof(Object));
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if (engine.bulletHead == NULL)
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{
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engine_error("Failed to allocate memory for bullet head.");
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@ -68,7 +68,7 @@ void engine_init()
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engine.bulletHead->next = NULL;
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engine.bulletTail = engine.bulletHead;
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engine.explosionHead = (Object*)malloc(sizeof(Object));
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engine.explosionHead = malloc(sizeof(Object));
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if (engine.explosionHead == NULL)
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{
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engine_error("Failed to allocate memory for explosion head.");
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@ -76,7 +76,7 @@ void engine_init()
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engine.explosionHead->next = NULL;
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engine.explosionTail = engine.explosionHead;
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engine.collectableHead = (Collectable*)malloc(sizeof(Collectable));
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engine.collectableHead = malloc(sizeof(Collectable));
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if (engine.collectableHead == NULL)
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{
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engine_error("Failed to allocate memory for collectable head.");
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@ -84,7 +84,7 @@ void engine_init()
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engine.collectableHead->next = NULL;
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engine.collectableTail = engine.collectableHead;
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engine.debrisHead = (Object*)malloc(sizeof(Object));
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engine.debrisHead = malloc(sizeof(Object));
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if (engine.debrisHead == NULL)
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{
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engine_error("Failed to allocate memory for debris head.");
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@ -33,7 +33,7 @@ to change frames on a 21, 14, 7 basis.
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*/
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void explosion_add(float x, float y, int type)
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{
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Object *explosion = (Object*)malloc(sizeof(Object));
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Object *explosion = malloc(sizeof(Object));
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if (explosion == NULL)
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{
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engine_warn("Failed to allocate memory for explosion.");
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@ -233,7 +233,7 @@ static void game_addDebris(int x, int y, int amount)
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for (int i = 0 ; i < amount ; i++)
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{
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debris = (Object*)malloc(sizeof(Object));
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debris = malloc(sizeof(Object));
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debris->next = NULL;
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debris->x = x;
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@ -44,7 +44,7 @@ SDL_Surface *gfx_messageBox;
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void gfx_init()
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{
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screen_bufferHead = (LinkedRect*)malloc(sizeof(LinkedRect));
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screen_bufferHead = malloc(sizeof(LinkedRect));
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if (screen_bufferHead == NULL)
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{
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engine_error("Failed to allocate memory for buffer head.");
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@ -56,7 +56,7 @@ void screen_drawBackground()
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void screen_addBuffer(int x, int y, int w, int h)
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{
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LinkedRect *rect = (LinkedRect*)malloc(sizeof(LinkedRect));
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LinkedRect *rect = malloc(sizeof(LinkedRect));
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rect->next = NULL;
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rect->x = x;
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@ -663,7 +663,7 @@ void title_showCredits()
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// FIXME: It would be nice for the size of this array to be determined
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// by the number of lines in the text file. I'm not sure how to do
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// that at the moment, so just giving it a very large number for now.
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credit = (TextObject*) malloc(sizeof(TextObject) * 300);
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credit = malloc(sizeof(TextObject) * 300);
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while (fscanf(fp, "%d %[^\n]%*c", &yPos, text) == 2)
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{
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