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

@ -399,7 +399,7 @@ void A_JumpIfCloser(AActor * self)
// No target - no jump
if (target==NULL) return;
fixed_t dist = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t dist = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (index > 0 && P_AproxDistance(self->x-target->x, self->y-target->y) < dist)
DoJump(self, CallingState, StateParameters[index+1]);
}
@ -517,11 +517,11 @@ void A_CustomMissile(AActor * self)
if (index<0) return;
const char * MissileName=(const char*)StateParameters[index];
fixed_t SpawnHeight=EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+2], self);
angle_t Angle=EvalExpressionF (StateParameters[index+3], self) * ANGLE_1;
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+3], self) * ANGLE_1);
int aimmode=EvalExpressionI (StateParameters[index+4], self);
angle_t pitch=EvalExpressionF (StateParameters[index+5], self) * ANGLE_1;
angle_t pitch=angle_t(EvalExpressionF (StateParameters[index+5], self) * ANGLE_1);
AActor * targ;
AActor * missile;
@ -539,6 +539,7 @@ void A_CustomMissile(AActor * self)
switch (aimmode&3)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
@ -626,12 +627,12 @@ void A_CustomBulletAttack (AActor *self)
int index=CheckIndex(6);
if (index<0) return;
angle_t Spread_XY=EvalExpressionF (StateParameters[index], self) * ANGLE_1;
angle_t Spread_Z=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
const char * PuffType=(const char *)StateParameters[index+4];
fixed_t Range = EvalExpressionF (StateParameters[index+5], self) * FRACUNIT;
fixed_t Range = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
if(Range==0) Range=MISSILERANGE;
@ -688,13 +689,13 @@ void A_FireBullets (AActor *self)
int index=CheckIndex(7);
if (index<0 || !self->player) return;
angle_t Spread_XY=EvalExpressionF (StateParameters[index], self) * ANGLE_1;
angle_t Spread_Z=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
const char * PuffTypeName=(const char *)StateParameters[index+4];
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+5], self);
fixed_t Range=EvalExpressionF (StateParameters[index+6], self) * FRACUNIT;
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
const TypeInfo * PuffType;
@ -753,10 +754,10 @@ void A_FireCustomMissile (AActor * self)
if (index<0 || !self->player) return;
const char * MissileName=(const char *)StateParameters[index];
angle_t Angle=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
fixed_t SpawnHeight=EvalExpressionF (StateParameters[index+4], self) * FRACUNIT;
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
@ -808,7 +809,7 @@ void A_CustomPunch (AActor *self)
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
const char * PuffTypeName=(const char *)StateParameters[index+3];
fixed_t Range=EvalExpressionF (StateParameters[index+4], self) * FRACUNIT;
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
const TypeInfo * PuffType;
@ -1062,7 +1063,7 @@ void A_SpawnItem(AActor * self)
const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
int distance = EvalExpressionI (StateParameters[index+1], self);
fixed_t zheight = EvalExpressionF (StateParameters[index+2], self) * FRACUNIT;
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
bool useammo = !EvalExpressionI (StateParameters[index+3], self);
if (!missile)
@ -1158,9 +1159,9 @@ void A_ThrowGrenade(AActor * self)
if (index<0) return;
const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
fixed_t zheight = EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
fixed_t xymom = EvalExpressionF (StateParameters[index+2], self) * FRACUNIT;
fixed_t zmom = EvalExpressionF (StateParameters[index+3], self) * FRACUNIT;
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
bool useammo = !EvalExpressionI (StateParameters[index+4], self);
if (self->player && CallingState != self->state && CallingState != StateCall.State)
@ -1209,7 +1210,7 @@ void A_Recoil(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t xymom = EvalExpressionF (StateParameters[index], actor) * FRACUNIT;
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index], actor) * FRACUNIT);
angle_t angle = actor->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
@ -1270,7 +1271,7 @@ void A_SetTranslucent(AActor * self)
int index=CheckIndex(2, NULL);
if (index<0) return;
fixed_t alpha = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t alpha = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
int mode = EvalExpressionI (StateParameters[index+1], self);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
@ -1297,7 +1298,7 @@ void A_FadeIn(AActor * self)
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t reduce = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (reduce == 0) reduce = FRACUNIT/10;
if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
@ -1317,7 +1318,7 @@ void A_FadeOut(AActor * self)
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t reduce = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (reduce == 0) reduce = FRACUNIT/10;
if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
@ -1507,5 +1508,3 @@ void A_KillChildren(AActor * self)
}
}
}