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