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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28 changed files with 92 additions and 97 deletions
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@ -723,9 +723,9 @@ void FTextureAnimator::ParseCameraTexture(FScanner &sc)
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width = sc.Number;
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sc.MustGetNumber ();
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height = sc.Number;
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FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Flat, texflags);
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FTextureID picnum = TexMan.CheckForTexture (picname.GetChars(), ETextureType::Flat, texflags);
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auto canvas = new FCanvasTexture(width, height);
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FGameTexture *viewer = MakeGameTexture(canvas, picname, ETextureType::Wall);
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FGameTexture *viewer = MakeGameTexture(canvas, picname.GetChars(), ETextureType::Wall);
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if (picnum.Exists())
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{
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auto oldtex = TexMan.GameTexture(picnum);
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@ -805,7 +805,7 @@ void FTextureAnimator::FixAnimations ()
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bool noremap = false;
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const char *name;
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name = TexMan.GameTexture(anim->BasePic)->GetName();
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name = TexMan.GameTexture(anim->BasePic)->GetName().GetChars();
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nodecals = TexMan.GameTexture(anim->BasePic)->allowNoDecals();
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for (j = 0; j < anim->NumFrames; ++j)
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{
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