- 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:
parent
06630b0fee
commit
c412b42703
175 changed files with 1489 additions and 1341 deletions
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@ -287,7 +287,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
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// P_CheckMissileRange
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//
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//=============================================================================
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BOOL P_CheckMissileRange (AActor *actor)
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bool P_CheckMissileRange (AActor *actor)
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{
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fixed_t dist;
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@ -366,11 +366,11 @@ bool P_HitFriend(AActor * self)
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// Move in the current direction,
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// returns false if the move is blocked.
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//
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BOOL P_Move (AActor *actor)
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bool P_Move (AActor *actor)
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{
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fixed_t tryx, tryy, deltax, deltay, origx, origy;
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BOOL try_ok;
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bool try_ok;
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int speed;
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int movefactor = ORIG_FRICTION_FACTOR;
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int friction = ORIG_FRICTION;
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@ -550,7 +550,7 @@ BOOL P_Move (AActor *actor)
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//
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//=============================================================================
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BOOL P_TryWalk (AActor *actor)
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bool P_TryWalk (AActor *actor)
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{
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if (!P_Move (actor))
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{
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@ -699,7 +699,7 @@ struct avoiddropoff_t
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fixed_t t_bbox[4];
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} a;
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static BOOL PIT_AvoidDropoff(line_t *line)
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static bool PIT_AvoidDropoff(line_t *line)
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{
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if (line->backsector && // Ignore one-sided linedefs
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a.t_bbox[BOXRIGHT] > line->bbox[BOXLEFT] &&
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@ -987,7 +987,7 @@ void P_RandomChaseDir (AActor *actor)
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#define MONS_LOOK_RANGE (20*64*FRACUNIT)
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#define MONS_LOOK_LIMIT 64
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BOOL P_LookForMonsters (AActor *actor)
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bool P_LookForMonsters (AActor *actor)
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{
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int count;
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AActor *mo;
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@ -1120,7 +1120,7 @@ AActor *LookForTIDinBlock (AActor *lookee, int index)
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//
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//============================================================================
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BOOL P_LookForTID (AActor *actor, BOOL allaround)
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bool P_LookForTID (AActor *actor, INTBOOL allaround)
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{
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AActor *other;
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@ -1327,7 +1327,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
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//
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//============================================================================
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BOOL P_LookForEnemies (AActor *actor, BOOL allaround)
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bool P_LookForEnemies (AActor *actor, INTBOOL allaround)
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{
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AActor *other;
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@ -1372,7 +1372,7 @@ BOOL P_LookForEnemies (AActor *actor, BOOL allaround)
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================
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*/
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BOOL P_LookForPlayers (AActor *actor, BOOL allaround)
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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{
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int c;
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int stop;
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@ -2003,7 +2003,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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&& !P_CheckSight (actor, actor->target, 0) )
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{
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bool lookForBetter = false;
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BOOL gotNew;
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bool gotNew;
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if (actor->flags3 & MF3_NOSIGHTCHECK)
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{
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actor->flags3 &= ~MF3_NOSIGHTCHECK;
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