};
struct MaskEntry {
- System.Objects.Struct trap;
+// System.Objects.Struct trap;
MaskState state;
};
// this (it will be either the given trap, or the nearest ancestor
// with a mask entry).
- get_mask(System.Objects.Struct trap, MaskEntry mask out);
+// get_mask(System.Objects.Struct trap, MaskEntry mask out);
// Set the entire mask table as an unsorted linear list of entries.
// If override is true, this replaces the existing mask table.