add GetChars() accessors to many FString uses where const char* is wanted.
By no means complete, it's just a start to get rid of that automatic type conversion operator.
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parent
a3eb1ec1fd
commit
1717ff47b2
28 changed files with 92 additions and 97 deletions
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@ -408,9 +408,9 @@ void FWeaponSlots::LocalSetup(PClassActor *type)
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{
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FString sectionclass(WeaponSection);
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sectionclass << '.' << type->TypeName.GetChars();
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if (RestoreSlots(GameConfig, sectionclass) == 0)
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if (RestoreSlots(GameConfig, sectionclass.GetChars()) == 0)
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{
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RestoreSlots(GameConfig, WeaponSection);
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RestoreSlots(GameConfig, WeaponSection.GetChars());
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}
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}
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else
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@ -504,7 +504,7 @@ int FWeaponSlots::RestoreSlots(FConfigFile *config, const char *section)
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int slotsread = 0;
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section_name += ".Weapons";
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if (!config->SetSection(section_name))
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if (!config->SetSection(section_name.GetChars()))
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{
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return 0;
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}
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@ -742,7 +742,7 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
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PlayingKeyConf = slots;
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for (unsigned int i = 0; i < KeyConfWeapons.Size(); ++i)
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{
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AddCommandString(KeyConfWeapons[i]);
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AddCommandString(KeyConfWeapons[i].GetChars());
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}
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PlayingKeyConf = nullptr;
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}
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