diff --git a/src/ase.c b/src/ase.c index 40a73e20..55028805 100644 --- a/src/ase.c +++ b/src/ase.c @@ -165,7 +165,7 @@ INTERNAL u32 reverse_bits(u32 v, u32 bit_count) b2 = (b2 & 0xAA) >> 1 | (b2 & 0x55) << 1; b2 >>= 1; - return (b1 << 7) | b2;; + return (b1 << 7) | b2; } else if (bit_count == 7) { v = (v & 0xF0) >> 4 | (v & 0x0F) << 4; v = (v & 0xCC) >> 2 | (v & 0x33) << 2; diff --git a/src/game.c b/src/game.c index 0f7e25bd..9659ef9b 100644 --- a/src/game.c +++ b/src/game.c @@ -190,8 +190,9 @@ INTERNAL void game_update(void) e->valid = true; e->rel_xform = XFORM_TRS(.t = pos, .r = r, .s = size); - e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));; + e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase")); e->sprite_span_name = STR("idle.unarmed"); + //e->sprite_span_name = STR("idle.two_handed"); struct v2 sprite_pos = V2(0, 0); f32 sprite_rot = 0; diff --git a/src/renderer_d3d11.c b/src/renderer_d3d11.c index 4bc856fe..15b3ef90 100644 --- a/src/renderer_d3d11.c +++ b/src/renderer_d3d11.c @@ -1058,7 +1058,7 @@ INTERNAL void renderer_capture_image_for_profiler(f32 width, f32 height) struct temp_arena scratch = scratch_begin_no_conflict(); u32 *source = res.pData; - u32 *dest = arena_push_array(scratch.arena, u32, final_width * final_height);; + u32 *dest = arena_push_array(scratch.arena, u32, final_width * final_height); u32 pitch = res.RowPitch / 4; for (u32 y = 0; y < final_height; ++y) { for (u32 x = 0; x < final_width; ++x) { diff --git a/src/sys_win32.c b/src/sys_win32.c index 3cc8ab11..2345d90b 100644 --- a/src/sys_win32.c +++ b/src/sys_win32.c @@ -1914,7 +1914,7 @@ INTERNAL void win32_precise_sleep_timer(f64 seconds, HANDLE timer) /* TODO: Does the high frequency timer even require setting / scaling of * timeBeginPeriod/scheduler_period_ms? There isn't much documentation. */ - i64 qpc_per_second = G.timer_frequency.QuadPart;; + i64 qpc_per_second = G.timer_frequency.QuadPart; i32 scheduler_period_ms = G.scheduler_period_ms; LARGE_INTEGER qpc;