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

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