Fix return values for several syscall functions, patch by Zack Middleton (#5018)

This commit is contained in:
Thilo Schulz 2011-06-06 15:08:00 +00:00
parent eec06674fa
commit f5deb4a88b
2 changed files with 3 additions and 2 deletions

View File

@ -548,6 +548,7 @@ intptr_t CL_CgameSystemCalls( intptr_t *args ) {
return re.RegisterShaderNoMip( VMA(1) ); return re.RegisterShaderNoMip( VMA(1) );
case CG_R_REGISTERFONT: case CG_R_REGISTERFONT:
re.RegisterFont( VMA(1), args[2], VMA(3)); re.RegisterFont( VMA(1), args[2], VMA(3));
return 0;
case CG_R_CLEARSCENE: case CG_R_CLEARSCENE:
re.ClearScene(); re.ClearScene();
return 0; return 0;

View File

@ -534,7 +534,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
case BOTLIB_EA_ACTION: case BOTLIB_EA_ACTION:
botlib_export->ea.EA_Action( args[1], args[2] ); botlib_export->ea.EA_Action( args[1], args[2] );
break; return 0;
case BOTLIB_EA_GESTURE: case BOTLIB_EA_GESTURE:
botlib_export->ea.EA_Gesture( args[1] ); botlib_export->ea.EA_Gesture( args[1] );
return 0; return 0;
@ -840,7 +840,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
default: default:
Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] ); Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
} }
return -1; return 0;
} }
/* /*