Better malloc practice, plus several missing warnings
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b251acb4fe
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d17a8f36c7
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@ -1187,10 +1187,10 @@ int alien_add()
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int *alienArray;
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int *alienArray;
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int numberOfAliens = 1;
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int numberOfAliens = 1;
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alienArray = malloc(8 * sizeof(int));
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alienArray = malloc(8 * sizeof(*alienArray));
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if (alienArray == NULL)
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if (alienArray == NULL)
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{
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{
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engine_warn("WARNING: Failed to allocate memory for aliens");
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engine_warn("Failed to allocate memory for aliens");
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return 0;
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return 0;
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}
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}
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@ -34,9 +34,12 @@ void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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int imageIndex;
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int imageIndex;
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int tempX, tempY, steps;
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int tempX, tempY, steps;
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bullet = malloc(sizeof(Object));
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bullet = malloc(sizeof(*bullet));
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if (bullet == NULL)
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if (bullet == NULL)
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{
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engine_warn("Failed to allocate memor for bullet");
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return;
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return;
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}
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if (attacker == &player)
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if (attacker == &player)
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game.shots++;
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game.shots++;
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@ -37,6 +37,7 @@ Create a new collectable item based on supplied arguments.
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void collectable_add(float x, float y, int type, int value, int life)
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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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int r;
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int r;
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Collectable *collectable;
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if (type == P_ANYTHING)
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if (type == P_ANYTHING)
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{
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{
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@ -143,7 +144,7 @@ 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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}
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}
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Collectable *collectable = malloc(sizeof(Collectable));
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collectable = malloc(sizeof(*collectable));
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if (collectable == NULL)
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if (collectable == NULL)
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{
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{
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engine_warn("Failed to allocate memory for collectable");
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engine_warn("Failed to allocate memory for collectable");
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@ -60,7 +60,7 @@ void engine_init()
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engine.smx = 0;
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engine.smx = 0;
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engine.smy = 0;
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engine.smy = 0;
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engine.bulletHead = malloc(sizeof(Object));
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engine.bulletHead = malloc(sizeof(*engine.bulletHead));
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if (engine.bulletHead == NULL)
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if (engine.bulletHead == NULL)
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{
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{
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engine_error("Failed to allocate memory for bullet head.");
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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.bulletHead->next = NULL;
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engine.bulletTail = engine.bulletHead;
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engine.bulletTail = engine.bulletHead;
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engine.explosionHead = malloc(sizeof(Object));
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engine.explosionHead = malloc(sizeof(*engine.explosionHead));
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if (engine.explosionHead == NULL)
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if (engine.explosionHead == NULL)
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{
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{
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engine_error("Failed to allocate memory for explosion head.");
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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.explosionHead->next = NULL;
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engine.explosionTail = engine.explosionHead;
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engine.explosionTail = engine.explosionHead;
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engine.collectableHead = malloc(sizeof(Collectable));
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engine.collectableHead = malloc(sizeof(*engine.collectableHead));
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if (engine.collectableHead == NULL)
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if (engine.collectableHead == NULL)
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{
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{
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engine_error("Failed to allocate memory for collectable head.");
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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.collectableHead->next = NULL;
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engine.collectableTail = engine.collectableHead;
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engine.collectableTail = engine.collectableHead;
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engine.debrisHead = malloc(sizeof(Object));
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engine.debrisHead = malloc(sizeof(*engine.debrisHead));
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if (engine.debrisHead == NULL)
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if (engine.debrisHead == NULL)
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{
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{
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engine_error("Failed to allocate memory for debris head.");
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engine_error("Failed to allocate memory for debris head.");
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@ -33,7 +33,9 @@ to change frames on a 21, 14, 7 basis.
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*/
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*/
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void explosion_add(float x, float y, int type)
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void explosion_add(float x, float y, int type)
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{
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{
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Object *explosion = malloc(sizeof(Object));
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Object *explosion;
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explosion = malloc(sizeof(*explosion));
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if (explosion == NULL)
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if (explosion == NULL)
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{
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{
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engine_warn("Failed to allocate memory for explosion.");
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engine_warn("Failed to allocate memory for explosion.");
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@ -233,7 +233,12 @@ 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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for (int i = 0 ; i < amount ; i++)
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{
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{
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debris = malloc(sizeof(Object));
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debris = malloc(sizeof(*debris));
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if (debris == NULL)
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{
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engine_warn("Failed to allocate memory for debris");
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return;
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}
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debris->next = NULL;
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debris->next = NULL;
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debris->x = x;
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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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void gfx_init()
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{
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{
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screen_bufferHead = malloc(sizeof(LinkedRect));
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screen_bufferHead = malloc(sizeof(*screen_bufferHead));
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if (screen_bufferHead == NULL)
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if (screen_bufferHead == NULL)
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{
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{
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engine_error("Failed to allocate memory for buffer head.");
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engine_error("Failed to allocate memory for buffer head.");
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@ -56,7 +56,14 @@ void screen_drawBackground()
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void screen_addBuffer(int x, int y, int w, int h)
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void screen_addBuffer(int x, int y, int w, int h)
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{
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{
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LinkedRect *rect = malloc(sizeof(LinkedRect));
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LinkedRect *rect;
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rect = malloc(sizeof(*rect));
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if (rect == NULL)
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{
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engine_warn("Failed to allocate memor for screen buffer");
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return;
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}
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rect->next = NULL;
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rect->next = NULL;
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rect->x = x;
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rect->x = x;
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@ -663,7 +663,12 @@ 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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// 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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// 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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// that at the moment, so just giving it a very large number for now.
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credit = malloc(sizeof(TextObject) * 300);
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credit = malloc(300 * sizeof(*credit));
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if (credit == NULL)
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{
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engine_warn("Failed to allocate memory for credits");
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return;
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}
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while (fscanf(fp, "%d %[^\n]%*c", &yPos, text) == 2)
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while (fscanf(fp, "%d %[^\n]%*c", &yPos, text) == 2)
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{
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{
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