Make the received rom buffer const
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+5
-5
@@ -96,7 +96,7 @@ SM64_LIB_FN void sm64_register_play_sound_function( SM64PlaySoundFunctionPtr pla
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}
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SM64_LIB_FN void sm64_global_init( uint8_t *rom, uint8_t *outTexture )
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SM64_LIB_FN void sm64_global_init( const uint8_t *rom, uint8_t *outTexture )
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{
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if( s_init_global )
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sm64_global_terminate();
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@@ -138,7 +138,7 @@ SM64_LIB_FN void sm64_global_terminate( void )
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memory_terminate();
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}
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SM64_LIB_FN void sm64_audio_init( uint8_t *rom ) {
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SM64_LIB_FN void sm64_audio_init( const uint8_t *rom ) {
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load_audio_banks( rom );
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}
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@@ -150,9 +150,9 @@ extern SM64_LIB_FN uint32_t sm64_audio_tick( uint32_t numQueuedSamples, uint32_t
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DEBUG_PRINT("Attempted to tick audio, but sm64_audio_init() has not been called yet.");
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return 0;
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}
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update_game_sound();
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u32 num_audio_samples = numQueuedSamples < numDesiredSamples ? SAMPLES_HIGH : SAMPLES_LOW;
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for (int i = 0; i < 2; i++)
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{
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@@ -592,7 +592,7 @@ SM64_LIB_FN void sm64_surface_object_delete( uint32_t objectId )
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}
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SM64_LIB_FN int32_t sm64_surface_find_wall_collision( float *xPtr, float *yPtr, float *zPtr, float offsetY, float radius )
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SM64_LIB_FN int32_t sm64_surface_find_wall_collision( float *xPtr, float *yPtr, float *zPtr, float offsetY, float radius )
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{
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return f32_find_wall_collision( xPtr, yPtr, zPtr, offsetY, radius );
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}
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