- Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
issues that caused its inclusion. Is an optimized GCC build any faster for being able to use strict aliasing rules? I dunno. It's still slower than a VC++ build. I did run into two cases where TAutoSegIterator caused intractable problems with breaking strict aliasing rules, so I removed the templating from it, and the caller is now responsible for casting the probe value from void *. - Removed #include "autosegs.h" from several files that did not need it (in particular, dobject.h when not compiling with VC++). SVN r1743 (trunk)
This commit is contained in:
parent
d3792c2291
commit
93202a5488
35 changed files with 298 additions and 189 deletions
|
|
@ -150,7 +150,7 @@ void F_StartFinale (const char *music, int musicorder, int cdtrack, unsigned int
|
|||
|
||||
if (ending)
|
||||
{
|
||||
FinaleSequence = *((WORD *)&level.nextmap[6]);
|
||||
FinaleSequence = level.EndSequence;
|
||||
if (EndSequences[FinaleSequence].EndType == END_Chess)
|
||||
{
|
||||
TEXTSPEED = 3; // Slow the text to its original rate to match the music.
|
||||
|
|
@ -244,7 +244,7 @@ void F_Ticker ()
|
|||
// [RH] Don't automatically advance end-of-game messages
|
||||
if (interrupt)
|
||||
{
|
||||
FinaleSequence = *((WORD *)&level.nextmap[6]);
|
||||
FinaleSequence = level.EndSequence;
|
||||
if (EndSequences[FinaleSequence].EndType == END_Cast)
|
||||
{
|
||||
F_StartCast ();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue