- Various fixes for compiling working 64-bit binaries with Visual C++. The
number of changes was pleasantly small, and a cursory check seems to show everything working alright. SVN r948 (trunk)
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1f8e471eba
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23 changed files with 470 additions and 112 deletions
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@ -71,7 +71,9 @@ void FNodeBuilder::Extract (node_t *&outNodes, int &nodeCount,
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memcpy (outNodes, &Nodes[0], nodeCount*sizeof(node_t));
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for (i = 0; i < nodeCount; ++i)
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{
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for (int j = 0; j < 2; ++j)
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// Go backwards because on 64-bit systems, both of the intchildren are
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// inside the first in-game child.
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for (int j = 1; j >= 0; --j)
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{
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if (outNodes[i].intchildren[j] & 0x80000000)
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{
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@ -351,7 +353,7 @@ DWORD FNodeBuilder::PushGLSeg (TArray<seg_t> &segs, const FPrivSeg *seg, vertex_
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newseg.sidedef = NULL;
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}
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newseg.PartnerSeg = (seg_t *)(seg->partner == DWORD_MAX ? 0 : (size_t)seg->partner + 1);
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newseg.bPolySeg = false;
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newseg.bPolySeg = false;
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newseg.Subsector = NULL;
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return (DWORD)segs.Push (newseg);
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}
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@ -367,7 +369,7 @@ void FNodeBuilder::PushConnectingGLSeg (int subsector, TArray<seg_t> &segs, vert
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newseg.linedef = NULL;
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newseg.sidedef = NULL;
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newseg.PartnerSeg = NULL;
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newseg.bPolySeg = false;
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newseg.bPolySeg = false;
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newseg.Subsector = NULL;
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segs.Push (newseg);
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}
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