Lots of stuff that John F. Fay pointed out.
Plus some changes to remove gcc warnings. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@359 7f0cb862-5218-0410-a997-914c9d46530a
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@ -49,7 +49,7 @@
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#if TARGET_HOST_UNIX_X11
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fgGetCursorError( Cursor cursor )
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int fgGetCursorError( Cursor cursor )
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{
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int ret = 0;
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char buf[ 256 ];
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@ -99,8 +99,8 @@ void FGAPIENTRY glutSetCursor( int cursorID )
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* (c) Out-of-range cursor-types generate warnings. Should we abort?
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*/
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{
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Cursor cursor;
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Pixmap no_cursor; /* Used for GLUT_CURSOR_NONE */
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Cursor cursor = None;
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Pixmap no_cursor = None ; /* Used for GLUT_CURSOR_NONE */
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int error = 0;
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#define MAP_CURSOR(a,b) \
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@ -29,6 +29,8 @@
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#include "config.h"
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#endif
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#define GLX_GLXEXT_PROTOTYPES
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#include "../include/GL/freeglut.h"
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#include "freeglut_internal.h"
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@ -426,8 +426,6 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
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*/
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for( j=0; j<slices; j++ )
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{
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double scl = height / slope;
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glBegin( GL_TRIANGLES );
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glNormal3d( 0.0, 0.0, -1.0 );
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glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
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@ -84,8 +84,8 @@ SFG_State fgState = { { -1, -1, GL_FALSE }, /* Position */
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16, /* GameModeDepth */
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72, /* GameModeRefresh */
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GLUT_ACTION_EXIT, /* ActionOnWindowClose */
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GLUT_EXEC_STATE_INIT /* ExecState */
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NULL, /* ProgramName */
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GLUT_EXEC_STATE_INIT, /* ExecState */
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NULL /* ProgramName */
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};
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@ -230,7 +230,7 @@ void fgDeinitialize( void )
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fgDestroyStructure( );
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while( timer = ( SFG_Timer * )fgState.Timers.First )
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while( (timer = ( SFG_Timer * )fgState.Timers.First) )
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{
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fgListRemove ( &fgState.Timers, &timer->Node );
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free( timer );
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@ -306,7 +306,7 @@ void fgDeinitialize( void )
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* Everything inside the following #ifndef is copied from the X sources.
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*/
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#ifndef TARGET_HOST_UNIX_X11
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#if TARGET_HOST_WIN32
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/*
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@ -382,7 +382,7 @@ ReadInteger(char *string, char **NextString)
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}
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static int XParseGeometry (
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_Xconst char *string,
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const char *string,
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int *x,
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int *y,
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unsigned int *width, /* RETURN */
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@ -485,7 +485,7 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
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int i, j, argc = *pargc;
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if( fgState.Initialised )
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fgError( "illegal glutInit() reinitialization attemp" );
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fgError( "illegal glutInit() reinitialization attempt" );
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if (pargc && *pargc && argv && *argv && **argv)
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{
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@ -77,6 +77,7 @@
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#include <assert.h>
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#include <stdarg.h>
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#if TARGET_HOST_UNIX_X11
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#include <unistd.h>
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#include <sys/time.h>
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#endif
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@ -320,6 +320,8 @@ long fgElapsedTime( void )
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fgState.Time.Value = timeGetTime( );
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#endif
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fgState.Time.Set = GL_TRUE;
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return 0;
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}
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}
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@ -418,10 +420,12 @@ static int fgHavePendingRedisplays( void )
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/*
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* Indicates whether there are any outstanding timers.
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*/
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#if 0 /* Not used */
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static int fgHaveTimers( void )
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{
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return !!fgState.Timers.First;
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}
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#endif
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/*
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* Returns the number of GLUT ticks (milliseconds) till the next timer event.
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*/
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@ -1256,7 +1260,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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used = TRUE;
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}
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if( used == FALSE )
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if( ! used )
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wglDeleteContext( window->Window.Context );
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}
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@ -127,7 +127,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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if( menuEntry->SubMenu && menuEntry->IsActive )
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{
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/*
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* OK, have the sub-menu checked, too. If it returns TRUE, it
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* OK, have the sub-menu checked, too. If it returns GL_TRUE, it
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* will mean that it caught the mouse cursor and we do not need
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* to regenerate the activity list, and so our parents do...
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*/
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@ -124,8 +124,10 @@ void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
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*/
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int FGAPIENTRY glutGet( GLenum eWhat )
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{
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#if TARGET_HOST_WIN32
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int returnValue ;
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GLboolean boolValue ;
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#endif
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switch (eWhat)
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{
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@ -93,7 +93,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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window->ID = ++fgStructure.WindowID;
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fgListInit( &window->Children );
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if( parent != NULL )
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if( parent )
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{
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fgListAppend( &parent->Children, &window->Node );
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window->Parent = parent;
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@ -279,7 +279,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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assert( window );
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freeglut_assert_ready;
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while( subWindow = ( SFG_Window * )window->Children.First )
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while( (subWindow = ( SFG_Window * )window->Children.First) )
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fgDestroyWindow( subWindow, needToClose );
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/*
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@ -304,7 +304,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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for ( menu_index = 0; menu_index < 3; menu_index ++ )
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{
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if ( window->Menu[menu_index] != NULL )
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if ( window->Menu[menu_index] )
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window->Menu[menu_index]->ParentWindow = NULL ;
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}
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@ -402,7 +402,7 @@ void fgDestroyMenu( SFG_Menu* menu )
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* Now we are pretty sure the menu is not used anywhere
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* and that we can remove all of its entries
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*/
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while( entry = ( SFG_MenuEntry * )menu->Entries.First )
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while( (entry = ( SFG_MenuEntry * )menu->Entries.First) )
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{
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fgListRemove( &menu->Entries, &entry->Node );
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@ -457,10 +457,10 @@ void fgDestroyStructure( void )
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/*
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* Make sure all windows and menus have been deallocated
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*/
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while( menu = ( SFG_Menu * )fgStructure.Menus.First )
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while( (menu = ( SFG_Menu * )fgStructure.Menus.First) )
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fgDestroyMenu( menu );
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while( window = ( SFG_Window * )fgStructure.Windows.First )
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while( (window = ( SFG_Window * )fgStructure.Windows.First) )
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fgDestroyWindow( window, GL_TRUE );
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}
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@ -651,7 +651,7 @@ void fgListAppend(SFG_List *list, SFG_Node *node)
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{
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SFG_Node *ln;
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if ( (ln = (SFG_Node *)list->Last) != NULL )
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if ( (ln = (SFG_Node *)list->Last) )
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{
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ln->Next = node;
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node->Prev = ln;
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@ -670,9 +670,9 @@ void fgListRemove(SFG_List *list, SFG_Node *node)
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{
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SFG_Node *ln;
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if( ln = (SFG_Node *)node->Next )
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if( (ln = (SFG_Node *)node->Next) )
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ln->Prev = node->Prev;
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if( ln = (SFG_Node *)node->Prev )
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if( (ln = (SFG_Node *)node->Prev) )
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ln->Next = node->Next;
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if( (ln = (SFG_Node *)list->First) == node )
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list->First = node->Next;
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