- fixed many compilation errors with GCC and Clang

This commit is contained in:
alexey.lysiuk 2019-01-07 10:14:52 +02:00 committed by Christoph Oelckers
commit 11958b713e
25 changed files with 110 additions and 110 deletions

View file

@ -1713,7 +1713,7 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
}
if (!(target->flags & MF_SHOOTABLE))
{ // Target died
actor->tracer = NULL;
actor->tracer = nullptr;
return false;
}
if (speed == 0)
@ -5057,14 +5057,14 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
p->fixedlightlevel = -1;
p->viewheight = p->DefaultViewHeight();
p->inconsistant = 0;
p->attacker = NULL;
p->attacker = nullptr;
p->spreecount = 0;
p->multicount = 0;
p->lastkilltime = 0;
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0.; // will be filled in by PostBeginPlay()/netcode
p->MUSINFOactor = NULL;
p->MUSINFOactor = nullptr;
p->MUSINFOtics = -1;
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
@ -5160,7 +5160,7 @@ AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
TThinkerIterator<AActor> it;
while ((th = it.Next()))
{
if (th->LastHeard == oldactor) th->LastHeard = NULL;
if (th->LastHeard == oldactor) th->LastHeard = nullptr;
}
for(auto &sec : level.sectors)
{
@ -7137,8 +7137,8 @@ void AActor::Revive()
if (SpawnFlags & MTF_FRIENDLY) flags |= MF_FRIENDLY;
DamageType = info->DamageType;
health = SpawnHealth();
target = NULL;
lastenemy = NULL;
target = nullptr;
lastenemy = nullptr;
// [RH] If it's a monster, it gets to count as another kill
if (CountsAsKill())