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This is a wild guess but I think I assigned init at some point
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c1fb67707d
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1 changed files with 6 additions and 6 deletions
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@ -6,7 +6,7 @@
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extern void name##_shutdown(); \
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extern void name##_shutdown(); \
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extern void name##_update(); \
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extern void name##_update(); \
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extern void name##_unlockAchievement(); \
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extern void name##_unlockAchievement(); \
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extern void name##_getAchievementProgress(const char *name); \
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extern int32_t name##_getAchievementProgress(const char *name); \
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extern void name##_setAchievementProgress(const char *name, int32_t stat);
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extern void name##_setAchievementProgress(const char *name, int32_t stat);
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DECLARE_BACKEND(STEAM)
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DECLARE_BACKEND(STEAM)
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DECLARE_BACKEND(GOG)
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DECLARE_BACKEND(GOG)
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@ -30,11 +30,11 @@ int NETWORK_init()
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int32_t i, any = 0;
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int32_t i, any = 0;
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#define ASSIGN_BACKEND(name, index) \
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#define ASSIGN_BACKEND(name, index) \
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backends[index].Init = name##_init; \
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backends[index].Init = name##_init; \
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backends[index].Init = name##_init; \
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backends[index].Shutdown = name##_shutdown; \
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backends[index].Init = name##_init; \
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backends[index].Update = name##_update; \
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backends[index].Init = name##_init; \
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backends[index].UnlockAchievement = name##_unlockAchievement; \
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backends[index].Init = name##_init; \
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backends[index].GetAchievementProgress = name##_getAchievementProgress; \
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backends[index].Init = name##_init;
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backends[index].SetAchievementProgress = name##_setAchievementProgress;
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ASSIGN_BACKEND(STEAM, 0)
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ASSIGN_BACKEND(STEAM, 0)
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ASSIGN_BACKEND(GOG, 1)
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ASSIGN_BACKEND(GOG, 1)
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#undef ASSIGN_BACKEND
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#undef ASSIGN_BACKEND
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