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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@ -158,7 +158,7 @@ void AddTiles(const FString& pathprefix, const void* tiles, FRemapTable *remap)
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if (width <= 0 || height <= 0) continue;
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FStringf name("%sBTIL%04d", pathprefix.GetChars(), i);
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auto tex = MakeGameTexture(new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, remap, width, height, xoffs, yoffs)), name, ETextureType::Override);
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auto tex = MakeGameTexture(new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, remap, width, height, xoffs, yoffs)), name.GetChars(), ETextureType::Override);
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texnum = TexMan.AddGameTexture(tex);
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tiledata += size;
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@ -276,7 +276,7 @@ void InitBuildTiles()
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// only read from the same source as the palette.
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// The entire format here is just too volatile to allow liberal mixing.
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// An .ART set must be treated as one unit.
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lumpnum = fileSystem.CheckNumForFullName(artpath, fileSystem.GetFileContainer(i));
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lumpnum = fileSystem.CheckNumForFullName(artpath.GetChars(), fileSystem.GetFileContainer(i));
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if (lumpnum < 0)
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{
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break;
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