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@@ -121,7 +121,7 @@ SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
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-SDL_DYNAPI_PROC(SDL_RWops*,SDL_AllocRW,(void),(),return)
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+SDL_DYNAPI_PROC(SDL_RWops*,SDL_CreateRW,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_atomic_t *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCAS,(SDL_atomic_t *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return)
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@@ -213,8 +213,8 @@ SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),
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SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
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-SDL_DYNAPI_PROC(void,SDL_FreeCursor,(SDL_Cursor *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_FreeRW,(SDL_RWops *a),(a),)
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+SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),)
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+SDL_DYNAPI_PROC(void,SDL_DestroyRW,(SDL_RWops *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
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