Fixed: Compiling with mingw once again works, although savegame loading problems are not yet fixed.
SVN r31 (trunk)
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parent
e815474cbe
commit
ec4b8719aa
17 changed files with 76 additions and 66 deletions
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@ -90,8 +90,9 @@ inline char * MS_Strdup(const char * s)
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//
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//==========================================================================
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#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, offsetof(type, variable) }
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#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, offsetof(type, variable) }
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// [RH] Keep GCC quiet by not using offsetof on Actor types.
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#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)&((type*)1)->variable - 1 }
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#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)&((type*)1)->variable - 1 }
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struct flagdef
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{
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@ -1618,7 +1619,7 @@ static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag)
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case 'A':
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case 'a': // Angle
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SC_MustGetFloat();
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v=sc_Float*ANGLE_1;
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v=angle_t(sc_Float*ANGLE_1);
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break;
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case 'B':
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@ -1641,7 +1642,7 @@ static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag)
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case 'F':
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case 'f': // Fixed point
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SC_MustGetFloat();
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v=sc_Float*FRACUNIT;
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v=fixed_t(sc_Float*FRACUNIT);
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break;
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case 'S':
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@ -2673,7 +2674,7 @@ static void ActorBloodColor (AActor *defaults, Baggage &bag)
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static void ActorBounceFactor (AActor *defaults, Baggage &bag)
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{
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SC_MustGetFloat ();
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defaults->bouncefactor = sc_Float * FRACUNIT;
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defaults->bouncefactor = fixed_t(sc_Float * FRACUNIT);
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}
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//==========================================================================
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@ -2875,11 +2876,11 @@ static void ArmorSavePercent (AActor *defaults, Baggage &bag)
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// Special case here because this property has to work for 2 unrelated classes
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if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
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{
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((ABasicArmorPickup*)defaults)->SavePercent=sc_Float*FRACUNIT/100.0f;
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((ABasicArmorPickup*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
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}
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else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
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{
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((ABasicArmorBonus*)defaults)->SavePercent=sc_Float*FRACUNIT/100.0f;
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((ABasicArmorBonus*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
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}
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else
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{
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@ -3106,7 +3107,7 @@ static void WeaponUpSound (AWeapon *defaults, Baggage &bag)
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static void WeaponYAdjust (AWeapon *defaults, Baggage &bag)
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{
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SC_MustGetFloat();
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defaults->YAdjust=sc_Float * FRACUNIT;
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defaults->YAdjust=fixed_t(sc_Float * FRACUNIT);
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}
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//==========================================================================
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@ -3154,7 +3155,7 @@ static void PowerupColor (APowerupGiver *defaults, Baggage &bag)
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b=BPART(c);
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}
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SC_MustGetFloat();
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alpha=sc_Float*255;
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alpha=int(sc_Float*255);
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alpha=clamp<int>(alpha, 0, 255);
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defaults->BlendColor = MAKEARGB(alpha, r, g, b);
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}
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@ -3343,7 +3344,7 @@ static const ActorProps *is_actorprop (const char *str)
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//==========================================================================
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void FinishThingdef()
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{
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int i;
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size_t i;
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for (i = 0;i < TypeInfo::m_RuntimeActors.Size(); i++)
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{
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