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Sources for Glider PRO, a Macintosh game written by John Calhoun and published by Casady & Greene, Inc. I believe it was using CodeWarrior IDE to create a fat (68K and PowerPC) binary.
1 line
6.4 KiB
C
Executable File
1 line
6.4 KiB
C
Executable File
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//============================================================================
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//----------------------------------------------------------------------------
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// AnimCursor.c
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//----------------------------------------------------------------------------
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//============================================================================
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#include <Resources.h>
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#include "Externs.h"
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#include "Environ.h"
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#define rAcurID 128
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#define rHandCursorID 1000
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typedef struct
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{
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short n;
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short index;
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union
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{
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Handle cursorHdl;
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short resID;
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} frame[1];
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} acurRec, *acurPtr, **acurHandle;
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Boolean GetMonoCursors (acurHandle);
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Boolean GetColorCursors (acurHandle);
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void InitAnimatedCursor (acurHandle);
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acurHandle animCursorH = nil;
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Boolean useColorCursor = false;
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//============================================================== Functions
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//-------------------------------------------------------------- GetMonoCursors
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// Loads b&w cursors (for animated beach ball).
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Boolean GetMonoCursors (acurHandle ballCursH)
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{
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short i, j;
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CursHandle cursHdl;
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if (ballCursH) // Were we passed a legit acur handle?
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{
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j = (*ballCursH)->n; // Get number of 'frames' in the acur
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for (i = 0; i < j; i++) // Start walking the frames
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{
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cursHdl = GetCursor((*ballCursH)->frame[i].resID);
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if (cursHdl == nil) // Did the cursor load? It didn't?...
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{ // Well then, toss what we got.
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for (j = 0; j < i; j++)
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DisposeHandle((*ballCursH)->frame[j].cursorHdl);
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return(false); // And report this to mother.
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} // However!...
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else // If cursor loaded ok...
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{ // Detach it from the resource map...
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DetachResource((Handle)cursHdl); // And assign to our struct
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(*ballCursH)->frame[i].cursorHdl = (Handle)cursHdl;
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}
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}
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}
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return(true);
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}
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//-------------------------------------------------------------- GetColorCursors
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// Loads color cursors (for animated beach ball).
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Boolean GetColorCursors (acurHandle ballCursH)
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{
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short i, j;
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CCrsrHandle cursHdl;
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Boolean result = true;
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if (ballCursH)
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{
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j = (*ballCursH)->n; // Get the number of cursors
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HideCursor(); // Hide the cursor
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for (i = 0; i < j; i++) // Walk through the acur resource
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{
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cursHdl = GetCCursor((*ballCursH)->frame[i].resID); // Get the cursor
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if (cursHdl == nil) // Make sure a real cursor was returned
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{ // If not, trash all cursors loaded
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for (j = 0; j < i; j++)
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DisposeCCursor((CCrsrHandle)(*ballCursH)->frame[j].cursorHdl);
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result = false; // Tell calling proc we failed
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break; // And break out of the loop
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}
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else // But, if the cursor loaded ok
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{ // add it to our list or cursor handles
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(*ballCursH)->frame[i].cursorHdl = (Handle)cursHdl;
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SetCCursor((CCrsrHandle)(*ballCursH)->frame[i].cursorHdl);
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}
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}
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InitCursor(); // Show the cursor again (as arrow)
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}
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return(result); // Return to calling proc w/ results
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}
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//-------------------------------------------------------------- InitAnimatedCursor
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// Loads and sets up animated beach ball cursor structures.
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void InitAnimatedCursor (acurHandle ballCursH)
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{
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Boolean useColor;
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useColor = thisMac.hasColor;
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if (ballCursH == nil)
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ballCursH = (void *)GetResource('acur', 128);
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if (ballCursH && ballCursH != animCursorH)
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{
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HNoPurge((Handle)ballCursH);
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MoveHHi((Handle)ballCursH);
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HLock((Handle)ballCursH);
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if (useColor)
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useColor = GetColorCursors(ballCursH);
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if (!useColor && !GetMonoCursors(ballCursH))
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RedAlert(kErrFailedResourceLoad);
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DisposCursors();
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animCursorH = ballCursH;
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useColorCursor = useColor;
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(*ballCursH)->index = 0;
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}
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else
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RedAlert(kErrFailedResourceLoad);
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}
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//-------------------------------------------------------------- LoadCursors
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// Just calls the above function. Other code could be added here thoughÉ
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// to add additional cursors.
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void LoadCursors (void)
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{
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InitAnimatedCursor((acurHandle)GetResource('acur', rAcurID));
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}
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//-------------------------------------------------------------- DisposCursors
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// Disposes of all memory allocated by anaimated beach ball cursors.
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void DisposCursors (void)
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{
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register short i, j;
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if (animCursorH != nil)
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{
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j = (*animCursorH)->n;
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if (useColorCursor)
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{
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for (i = 0; i < j; i++)
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{
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if ((*animCursorH)->frame[i].cursorHdl != nil)
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DisposeCCursor((CCrsrHandle)(*animCursorH)->frame[i].cursorHdl);
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}
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}
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else
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{
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for (i = 0; i < j; i++)
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{
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if ((*animCursorH)->frame[i].cursorHdl != nil)
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DisposeHandle((Handle)(*animCursorH)->frame[i].cursorHdl);
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}
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}
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ReleaseResource((Handle)animCursorH);
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animCursorH = nil;
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}
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}
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//-------------------------------------------------------------- IncrementCursor
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// Advances the beach ball cursor one frame.
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void IncrementCursor (void)
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{
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if (animCursorH == 0)
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InitAnimatedCursor(nil);
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if (animCursorH)
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{
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(*animCursorH)->index++;
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(*animCursorH)->index %= (*animCursorH)->n;
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if (useColorCursor)
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{
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SetCCursor((CCrsrHandle)(*animCursorH)->
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frame[(*animCursorH)->index].cursorHdl);
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}
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else
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{
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SetCursor((CursPtr)*(*animCursorH)->
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frame[(*animCursorH)->index].cursorHdl);
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}
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}
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else
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SetCursor((CursPtr)*GetCursor(watchCursor));
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}
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//-------------------------------------------------------------- DecrementCursor
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// Reverses the beach ball cursor one frame.
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void DecrementCursor (void)
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{
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if (animCursorH == 0)
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InitAnimatedCursor(nil);
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if (animCursorH)
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{
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(*animCursorH)->index--;
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if (((*animCursorH)->index) < 0)
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(*animCursorH)->index = ((*animCursorH)->n) - 1;
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if (useColorCursor)
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{
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SetCCursor((CCrsrHandle)(*animCursorH)->
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frame[(*animCursorH)->index].cursorHdl);
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}
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else
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{
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SetCursor((CursPtr)*(*animCursorH)->
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frame[(*animCursorH)->index].cursorHdl);
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}
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}
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else
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SetCursor((CursPtr)*GetCursor(watchCursor));
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}
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//-------------------------------------------------------------- SpinCursor
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// Advances the beach ball cursor the number of frames specified.
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void SpinCursor (short incrementIndex)
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{
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UInt32 dummyLong;
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short i;
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for (i = 0; i < incrementIndex; i++)
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{
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IncrementCursor();
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Delay(1, &dummyLong);
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}
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}
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//-------------------------------------------------------------- BackSpinCursor
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// Reverses the beach ball cursor the number of frames specified.
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void BackSpinCursor (short decrementIndex)
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{
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UInt32 dummyLong;
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short i;
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for (i = 0; i < decrementIndex; i++)
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{
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DecrementCursor();
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Delay(1, &dummyLong);
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}
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}
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