- 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:
Randy Heit 2009-08-02 03:38:57 +00:00
commit 93202a5488
35 changed files with 298 additions and 189 deletions

View file

@ -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 ();