Fixed build with Clang
Fixed bunch of compilation errors: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs] Fixed linker erorr: g_doomedmap.cpp.o: In function `InitActorNumsFromMapinfo()': src/g_doomedmap.cpp: undefined reference to `PClass::FindActor(FName)'
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parent
1c8d698121
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1889efa814
7 changed files with 13 additions and 12 deletions
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@ -351,7 +351,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate));
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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Destroy();
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return;
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@ -360,7 +360,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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{
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if (Caller->IsKindOf(NAME_Weapon))
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{
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate));
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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Destroy();
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return;
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@ -414,7 +414,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(newstate), newstate->ActionFunc->PrintableName.GetChars());
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FState::StaticGetStateName(newstate).GetChars(), newstate->ActionFunc->PrintableName.GetChars());
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newstate->ActionFunc = nullptr;
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}
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if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
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