#endif /* 0 */
\f
-DEFUN ("indent-to", Findent_to, Sindent_to, 1, 2, "NIndent to column: ",
+DEFUE ("indent-to", Findent_to, Sindent_to, 1, 2, "NIndent to column: ",
doc: /* Indent from point with tabs and spaces until COLUMN is reached.
Optional second argument MINIMUM says always do at least MINIMUM spaces
even if that goes past COLUMN; by default, MINIMUM is zero.
return val >= column;
}
\f
-DEFUN ("move-to-column", Fmove_to_column, Smove_to_column, 1, 2, "p",
+DEFUE ("move-to-column", Fmove_to_column, Smove_to_column, 1, 2, "p",
doc: /* Move point to column COLUMN in the current line.
Interactively, COLUMN is the value of prefix numeric argument.
The column of a character is calculated by adding together the widths
\f
/* compute_motion: compute buffer posn given screen posn and vice versa */
-struct position val_compute_motion;
+static struct position val_compute_motion;
/* Scan the current buffer forward from offset FROM, pretending that
this is at line FROMVPOS, column FROMHPOS, until reaching buffer
\f
/* Fvertical_motion and vmotion */
-struct position val_vmotion;
+static struct position val_vmotion;
struct position *
vmotion (register EMACS_INT from, register EMACS_INT vtarget, struct window *w)
w);
}
-DEFUN ("vertical-motion", Fvertical_motion, Svertical_motion, 1, 2, 0,
+DEFUE ("vertical-motion", Fvertical_motion, Svertical_motion, 1, 2, 0,
doc: /* Move point to start of the screen line LINES lines down.
If LINES is negative, this means moving up.