- fixed many compilation errors with GCC and Clang
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4fdcc47edc
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11958b713e
25 changed files with 110 additions and 110 deletions
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@ -1336,7 +1336,7 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (actor->LastLookActor != NULL &&
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actor->LastLookActor->tid != actor->TIDtoHate)
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{
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actor->LastLookActor = NULL;
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actor->LastLookActor = nullptr;
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}
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FActorIterator iterator (actor->TIDtoHate, actor->LastLookActor);
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@ -1401,12 +1401,12 @@ int P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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}
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}
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}
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@ -1540,12 +1540,12 @@ int P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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}
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}
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}
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@ -1674,12 +1674,12 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (!actor->IsFriend(actor->lastenemy))
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{
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actor->target = actor->lastenemy;
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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return true;
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}
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else
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{
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actor->lastenemy = NULL;
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actor->lastenemy = nullptr;
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}
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}
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}
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@ -1839,7 +1839,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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if (self->target == self->goal)
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{
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if (self->reactiontime > level.maptime)
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self->target = NULL;
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self->target = nullptr;
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}
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else if (self->SeeSound)
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{
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@ -1926,7 +1926,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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if (maxheardist && dist > maxheardist)
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{
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targ = NULL;
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self->LastHeard = NULL;
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self->LastHeard = nullptr;
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}
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}
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}
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@ -1985,7 +1985,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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// [KS] The target can become ourselves in rare circumstances (like
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// if we committed suicide), so if that's the case, just ignore it.
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if (self->target == self) self->target = NULL;
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if (self->target == self) self->target = nullptr;
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if (self->target != NULL)
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{
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@ -2021,7 +2021,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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if (self->target == self->goal)
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{
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if (self->reactiontime > level.maptime)
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self->target = NULL;
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self->target = nullptr;
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}
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else if (self->SeeSound && !(flags & LOF_NOSEESOUND))
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{
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@ -2063,7 +2063,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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DEFINE_ACTION_FUNCTION(AActor, A_ClearLastHeard)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->LastHeard = NULL;
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self->LastHeard = nullptr;
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return 0;
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}
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@ -2225,7 +2225,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->target->renderflags & RF_INVISIBLE &&
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actor->target != actor->goal)
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{
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actor->target = NULL;
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actor->target = nullptr;
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}
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// modify target threshold
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@ -2274,7 +2274,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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// [RH] If the target is dead or a friend (and not a goal), stop chasing it.
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if (actor->target && actor->target != actor->goal && (actor->target->health <= 0 || actor->IsFriend(actor->target)))
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actor->target = NULL;
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actor->target = nullptr;
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// [RH] Friendly monsters will consider chasing whoever hurts a player if they
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// don't already have a target.
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@ -2398,7 +2398,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->reactiontime = actor->GetDefault()->reactiontime;
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actor->Angles.Yaw = lastgoalang; // Look in direction of last goal
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}
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if (actor->target == actor->goal) actor->target = NULL;
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if (actor->target == actor->goal) actor->target = nullptr;
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actor->flags |= MF_JUSTATTACKED;
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if (newgoal != NULL && delay != 0)
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{
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@ -2692,8 +2692,8 @@ bool P_CheckForResurrection(AActor *self, bool usevilestates)
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{
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// If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
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// and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
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if (self->lastenemy == temp) self->lastenemy = NULL;
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if (self->lastenemy == corpsehit) self->lastenemy = NULL;
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if (self->lastenemy == temp) self->lastenemy = nullptr;
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if (self->lastenemy == corpsehit) self->lastenemy = nullptr;
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if (temp == self->target) temp = NULL;
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}
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self->target = temp;
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