Fixed: Compiling with mingw once again works, although savegame loading problems are not yet fixed.
SVN r31 (trunk)
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e815474cbe
commit
ec4b8719aa
17 changed files with 76 additions and 66 deletions
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@ -28,7 +28,7 @@ struct Keygroup
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bool check(AActor * owner)
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{
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for(int i=0;i<anykeylist.Size();i++)
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for(size_t i=0;i<anykeylist.Size();i++)
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{
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if (anykeylist[i].check(owner)) return true;
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}
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@ -52,7 +52,7 @@ struct Lock
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~Lock()
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{
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for(int i=0;i<keylist.Size();i++) delete keylist[i];
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for(size_t i=0;i<keylist.Size();i++) delete keylist[i];
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keylist.Clear();
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if (message) delete [] message;
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if (remotemsg) delete [] remotemsg;
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@ -71,7 +71,7 @@ struct Lock
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}
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}
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}
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else for(int i=0;i<keylist.Size();i++)
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else for(size_t i=0;i<keylist.Size();i++)
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{
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if (!keylist[i]->check(owner)) return false;
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}
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@ -379,7 +379,7 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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int failsound = 0;
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failtext = NULL;
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failsound = NULL;
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failsound = 0;
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if (keynum<=0 || keynum>255) return true;
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// Just a safety precaution. The messages should have been initialized upon game start.
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