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.
This commit is contained in:
Christoph Oelckers 2023-10-03 14:27:13 +02:00
commit 1717ff47b2
28 changed files with 92 additions and 97 deletions

View file

@ -723,9 +723,9 @@ void FTextureAnimator::ParseCameraTexture(FScanner &sc)
width = sc.Number;
sc.MustGetNumber ();
height = sc.Number;
FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Flat, texflags);
FTextureID picnum = TexMan.CheckForTexture (picname.GetChars(), ETextureType::Flat, texflags);
auto canvas = new FCanvasTexture(width, height);
FGameTexture *viewer = MakeGameTexture(canvas, picname, ETextureType::Wall);
FGameTexture *viewer = MakeGameTexture(canvas, picname.GetChars(), ETextureType::Wall);
if (picnum.Exists())
{
auto oldtex = TexMan.GameTexture(picnum);
@ -805,7 +805,7 @@ void FTextureAnimator::FixAnimations ()
bool noremap = false;
const char *name;
name = TexMan.GameTexture(anim->BasePic)->GetName();
name = TexMan.GameTexture(anim->BasePic)->GetName().GetChars();
nodecals = TexMan.GameTexture(anim->BasePic)->allowNoDecals();
for (j = 0; j < anim->NumFrames; ++j)
{