Bunch of changes to make VS happy
Mostly variable declarations moved to the top of blocks. is_transparent can't be inline, since it's needed in several places
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@@ -49,7 +49,7 @@ int init_chunk_render(void) {
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}
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inline int
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int
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is_transparent(unsigned char b) {
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PyObject *block = PyInt_FromLong(b);
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int ret = PySequence_Contains(transparent_blocks, block);
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@@ -70,6 +70,12 @@ chunk_render(PyObject *self, PyObject *args) {
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int imgsize0, imgsize1;
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PyObject *blocks_py;
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RenderModeInterface *rendermode;
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void *rm_data;
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PyObject *t = NULL;
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if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &blockdata_expanded))
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return Py_BuildValue("i", "-1");
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@@ -79,8 +85,8 @@ chunk_render(PyObject *self, PyObject *args) {
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state.chunk = chunk_mod;
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/* set up the render mode */
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RenderModeInterface *rendermode = get_render_mode(&state);
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void* rm_data = malloc(rendermode->data_size);
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rendermode = get_render_mode(&state);
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rm_data = malloc(rendermode->data_size);
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if (rendermode->start(rm_data, &state)) {
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free(rm_data);
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return Py_BuildValue("i", "-1");
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@@ -146,7 +152,7 @@ chunk_render(PyObject *self, PyObject *args) {
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}
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// everything stored here will be a borrowed ref
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PyObject *t = NULL;
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/* get the texture and mask from block type / ancil. data */
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if (!PySequence_Contains(special_blocks, blockid)) {
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/* t = textures.blockmap[blockid] */
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