- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
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c008ddaf66
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136 changed files with 770 additions and 774 deletions
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@ -92,7 +92,7 @@ extern bool r_showviewer;
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int gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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TArray<uint8_t> currentmapsection;
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int camtexcount;
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void gl_ParseDefs();
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@ -1010,7 +1010,7 @@ struct FGLInterface : public FRenderer
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bool UsesColormap() const override;
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void PrecacheTexture(FTexture *tex, int cache);
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void PrecacheSprite(FTexture *tex, SpriteHits &hits);
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void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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void RenderView(player_t *player) override;
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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void StateChanged(AActor *actor) override;
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@ -1078,13 +1078,13 @@ void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
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//
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//==========================================================================
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void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
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void FGLInterface::Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
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{
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SpriteHits *spritelist = new SpriteHits[sprites.Size()];
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SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
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TMap<PClassActor*, bool>::Iterator it(actorhitlist);
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TMap<PClassActor*, bool>::Pair *pair;
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BYTE *modellist = new BYTE[Models.Size()];
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uint8_t *modellist = new uint8_t[Models.Size()];
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memset(modellist, 0, Models.Size());
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memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
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