- Fixed: cycle_t was still a DWORD and not a QWORD under GCC.

- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
This commit is contained in:
Randy Heit 2006-09-14 00:02:31 +00:00
commit c412b42703
175 changed files with 1489 additions and 1341 deletions

View file

@ -287,7 +287,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
// P_CheckMissileRange
//
//=============================================================================
BOOL P_CheckMissileRange (AActor *actor)
bool P_CheckMissileRange (AActor *actor)
{
fixed_t dist;
@ -366,11 +366,11 @@ bool P_HitFriend(AActor * self)
// Move in the current direction,
// returns false if the move is blocked.
//
BOOL P_Move (AActor *actor)
bool P_Move (AActor *actor)
{
fixed_t tryx, tryy, deltax, deltay, origx, origy;
BOOL try_ok;
bool try_ok;
int speed;
int movefactor = ORIG_FRICTION_FACTOR;
int friction = ORIG_FRICTION;
@ -550,7 +550,7 @@ BOOL P_Move (AActor *actor)
//
//=============================================================================
BOOL P_TryWalk (AActor *actor)
bool P_TryWalk (AActor *actor)
{
if (!P_Move (actor))
{
@ -699,7 +699,7 @@ struct avoiddropoff_t
fixed_t t_bbox[4];
} a;
static BOOL PIT_AvoidDropoff(line_t *line)
static bool PIT_AvoidDropoff(line_t *line)
{
if (line->backsector && // Ignore one-sided linedefs
a.t_bbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
@ -987,7 +987,7 @@ void P_RandomChaseDir (AActor *actor)
#define MONS_LOOK_RANGE (20*64*FRACUNIT)
#define MONS_LOOK_LIMIT 64
BOOL P_LookForMonsters (AActor *actor)
bool P_LookForMonsters (AActor *actor)
{
int count;
AActor *mo;
@ -1120,7 +1120,7 @@ AActor *LookForTIDinBlock (AActor *lookee, int index)
//
//============================================================================
BOOL P_LookForTID (AActor *actor, BOOL allaround)
bool P_LookForTID (AActor *actor, INTBOOL allaround)
{
AActor *other;
@ -1327,7 +1327,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
//
//============================================================================
BOOL P_LookForEnemies (AActor *actor, BOOL allaround)
bool P_LookForEnemies (AActor *actor, INTBOOL allaround)
{
AActor *other;
@ -1372,7 +1372,7 @@ BOOL P_LookForEnemies (AActor *actor, BOOL allaround)
================
*/
BOOL P_LookForPlayers (AActor *actor, BOOL allaround)
bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
{
int c;
int stop;
@ -2003,7 +2003,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
&& !P_CheckSight (actor, actor->target, 0) )
{
bool lookForBetter = false;
BOOL gotNew;
bool gotNew;
if (actor->flags3 & MF3_NOSIGHTCHECK)
{
actor->flags3 &= ~MF3_NOSIGHTCHECK;