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

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