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Set ENGINE_VERSION to 1.5.1, remove usage of C++11 nullptr
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3 changed files with 4 additions and 4 deletions
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@ -1637,7 +1637,7 @@ void idPhysics_Player::Restore( idRestoreGame *savefile ) {
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* Resetting the axis to mat3_identity when restoring a savegame works around that issue
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* Resetting the axis to mat3_identity when restoring a savegame works around that issue
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* and makes sure players can go on playing if their savegame was "corrupted" by saving
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* and makes sure players can go on playing if their savegame was "corrupted" by saving
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* while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */
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* while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */
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if ( clipModel != nullptr ) {
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if ( clipModel != NULL ) {
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clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity );
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clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity );
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}
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}
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}
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}
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@ -41,12 +41,12 @@ If you have questions concerning this license or the applicable additional terms
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#define GAME_NAME "dhewm 3" // appears on window titles and errors
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#define GAME_NAME "dhewm 3" // appears on window titles and errors
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#endif
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#endif
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#define ENGINE_VERSION "dhewm3 1.5.1rc3" // printed in console
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#define ENGINE_VERSION "dhewm3 1.5.1" // printed in console
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#ifdef ID_REPRODUCIBLE_BUILD
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#ifdef ID_REPRODUCIBLE_BUILD
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// for reproducible builds we hardcode values that would otherwise come from __DATE__ and __TIME__
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// for reproducible builds we hardcode values that would otherwise come from __DATE__ and __TIME__
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// NOTE: remember to update esp. the date for (pre-) releases and RCs and the like
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// NOTE: remember to update esp. the date for (pre-) releases and RCs and the like
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#define ID__DATE__ "Feb 21 2021"
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#define ID__DATE__ "Mar 13 2021"
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#define ID__TIME__ "13:37:42"
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#define ID__TIME__ "13:37:42"
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#else // not reproducible build, use __DATE__ and __TIME__ macros
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#else // not reproducible build, use __DATE__ and __TIME__ macros
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@ -1637,7 +1637,7 @@ void idPhysics_Player::Restore( idRestoreGame *savefile ) {
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* Resetting the axis to mat3_identity when restoring a savegame works around that issue
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* Resetting the axis to mat3_identity when restoring a savegame works around that issue
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* and makes sure players can go on playing if their savegame was "corrupted" by saving
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* and makes sure players can go on playing if their savegame was "corrupted" by saving
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* while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */
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* while idPush was active. See https://github.com/dhewm/dhewm3/issues/328 for more details */
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if ( clipModel != nullptr ) {
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if ( clipModel != NULL ) {
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clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity );
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clipModel->SetPosition( clipModel->GetOrigin(), mat3_identity );
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}
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}
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}
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}
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