- 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

@ -294,7 +294,7 @@ void A_PlaySoundEx (AActor *self)
int soundid = StateParameters[index];
ENamedName channel = ENamedName(StateParameters[index + 1]);
BOOL looping = StateParameters[index + 2];
INTBOOL looping = StateParameters[index + 2];
if (channel < NAME_Auto || channel > NAME_SoundSlot7)
{
@ -875,7 +875,7 @@ void A_FireCustomMissile (AActor * self)
bool UseAmmo=EvalExpressionN (StateParameters[index+2], self);
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
BOOL AimAtAngle=EvalExpressionI (StateParameters[index+5], self);
INTBOOL AimAtAngle=EvalExpressionI (StateParameters[index+5], self);
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
@ -1176,7 +1176,7 @@ void A_SpawnItem(AActor * self)
fixed_t distance = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
bool useammo = EvalExpressionN (StateParameters[index+3], self);
BOOL transfer_translation = EvalExpressionI (StateParameters[index+4], self);
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+4], self);
if (!missile)
{
@ -1467,7 +1467,7 @@ void A_SpawnDebris(AActor * self)
int index=CheckIndex(2, NULL);
if (index<0) return;
BOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
INTBOOL transfer_translation = EvalExpressionI (StateParameters[index+1], self);
debris = PClass::FindClass((ENamedName)StateParameters[index]);
if (debris == NULL) return;