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