Apply X_D3DCUBEMAP_FACES in disabled code, just to conform it to most current X_ prefixed type declarations, similar to other types.
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@ -873,7 +873,7 @@ XTL::X_D3DRESOURCETYPE WINAPI XTL::EMUPATCH(D3DResource_GetType)
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VOID WINAPI XTL::EMUPATCH(Lock2DSurface)
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(
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X_D3DPixelContainer *pPixelContainer,
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D3DCUBEMAP_FACES FaceType,
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X_D3DCUBEMAP_FACES FaceType,
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UINT Level,
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X_D3DLOCKED_RECT *pLockedRect,
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X_RECT *pRect,
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@ -895,7 +895,7 @@ VOID WINAPI XTL::EMUPATCH(Lock2DSurface)
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// If this is a YUV surface, just use the Xbox implementation of this function
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// as we don't store a host counterpart.
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if (IsYuvSurfaceOrTexture(pPixelContainer)) {
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typedef VOID(__stdcall *XB_Lock2DSurface_t)(X_D3DPixelContainer*, D3DCUBEMAP_FACES, UINT, X_D3DLOCKED_RECT*, X_RECT*, DWORD);
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typedef VOID(__stdcall *XB_Lock2DSurface_t)(X_D3DPixelContainer*, X_D3DCUBEMAP_FACES, UINT, X_D3DLOCKED_RECT*, X_RECT*, DWORD);
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static XB_Lock2DSurface_t XB_Lock2DSurface = (XB_Lock2DSurface_t)GetXboxFunctionPointer("Lock2DSurface");
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// No need to check for success here, as we are calling Lock2DSurface from Lock2DSurface, if this address wasn't found
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@ -1332,7 +1332,7 @@ VOID WINAPI XTL::EMUPATCH(D3DVolumeTexture_LockBox)
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VOID WINAPI XTL::EMUPATCH(D3DCubeTexture_LockRect)
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(
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X_D3DCubeTexture *pThis,
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D3DCUBEMAP_FACES FaceType,
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X_D3DCUBEMAP_FACES FaceType,
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UINT Level,
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X_D3DLOCKED_RECT *pLockedBox,
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CONST X_RECT *pRect,
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@ -1627,7 +1627,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_GetPushBufferOffset)
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HRESULT WINAPI XTL::EMUPATCH(D3DCubeTexture_GetCubeMapSurface)
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(
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X_D3DCubeTexture* pThis,
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D3DCUBEMAP_FACES FaceType,
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X_D3DCUBEMAP_FACES FaceType,
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UINT Level,
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X_D3DSurface** ppCubeMapSurface
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)
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@ -1663,7 +1663,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DCubeTexture_GetCubeMapSurface)
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XTL::X_D3DSurface* WINAPI XTL::EMUPATCH(D3DCubeTexture_GetCubeMapSurface2)
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(
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X_D3DCubeTexture* pThis,
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D3DCUBEMAP_FACES FaceType,
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X_D3DCUBEMAP_FACES FaceType,
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UINT Level
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)
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{
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