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Fix compiler errors
The truncation handling in this one spot is okay, but the compiler isn't smart enough for it. I'm leaving it as a warning because I'd like to make a dedicated function for handling snprintf truncation in the future.
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2 changed files with 4 additions and 3 deletions
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@ -222,6 +222,7 @@ endif
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ifdef GCC71
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ifdef GCC71
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WFLAGS+=-Wno-error=implicit-fallthrough
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WFLAGS+=-Wno-error=implicit-fallthrough
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WFLAGS+=-Wno-implicit-fallthrough
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WFLAGS+=-Wno-implicit-fallthrough
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WFLAGS+=-Wno-error=format-truncation
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endif
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endif
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ifdef GCC80
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ifdef GCC80
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WFLAGS+=-Wno-error=format-overflow
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WFLAGS+=-Wno-error=format-overflow
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@ -8386,13 +8386,13 @@ void A_SPBChase(mobj_t *actor)
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if (actor->tracer && actor->tracer->health)
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if (actor->tracer && actor->tracer->health)
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{
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{
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// we're tailing a player, now's a good time to regain our damage properties
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actor->flags &= ~MF_NOCLIPTHING;
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fixed_t defspeed = wspeed;
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fixed_t defspeed = wspeed;
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fixed_t range = (160*actor->tracer->scale);
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fixed_t range = (160*actor->tracer->scale);
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fixed_t cx = 0, cy =0;
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fixed_t cx = 0, cy =0;
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// we're tailing a player, now's a good time to regain our damage properties
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actor->flags &= ~MF_NOCLIPTHING;
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// Play the intimidating gurgle
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// Play the intimidating gurgle
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if (!S_SoundPlaying(actor, actor->info->activesound))
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if (!S_SoundPlaying(actor, actor->info->activesound))
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S_StartSound(actor, actor->info->activesound);
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S_StartSound(actor, actor->info->activesound);
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