Fixed: Compiling with mingw once again works, although savegame loading problems are not yet fixed.

SVN r31 (trunk)
This commit is contained in:
Randy Heit 2006-04-12 03:03:58 +00:00
commit ec4b8719aa
17 changed files with 76 additions and 66 deletions

View file

@ -28,7 +28,7 @@ struct Keygroup
bool check(AActor * owner)
{
for(int i=0;i<anykeylist.Size();i++)
for(size_t i=0;i<anykeylist.Size();i++)
{
if (anykeylist[i].check(owner)) return true;
}
@ -52,7 +52,7 @@ struct Lock
~Lock()
{
for(int i=0;i<keylist.Size();i++) delete keylist[i];
for(size_t i=0;i<keylist.Size();i++) delete keylist[i];
keylist.Clear();
if (message) delete [] message;
if (remotemsg) delete [] remotemsg;
@ -71,7 +71,7 @@ struct Lock
}
}
}
else for(int i=0;i<keylist.Size();i++)
else for(size_t i=0;i<keylist.Size();i++)
{
if (!keylist[i]->check(owner)) return false;
}
@ -379,7 +379,7 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
int failsound = 0;
failtext = NULL;
failsound = NULL;
failsound = 0;
if (keynum<=0 || keynum>255) return true;
// Just a safety precaution. The messages should have been initialized upon game start.