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Merge branch 'gcc7-fixes-aug2019' into 'master'
gcc7 compile fixes (Fall through; spr2 var comparison) See merge request STJr/SRB2Internal!277
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commit
c29cfbef9b
6 changed files with 7 additions and 4 deletions
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@ -1080,7 +1080,7 @@ void HWR_drawAMline(const fline_t *fl, INT32 color)
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// -------------------+
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// HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that.
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// -------------------+
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options)
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color)
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{
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FOutVector v[4];
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FSurfaceInfo Surf;
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@ -50,7 +50,7 @@ void HWR_CreateStaticLightmaps(INT32 bspnum);
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void HWR_PrepLevelCache(size_t pnumtextures);
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void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
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void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength);
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right.
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color); // Lat: separate flags from color since color needs to be an uint to work right.
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void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum);
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UINT8 *HWR_GetScreenshot(void);
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@ -207,7 +207,7 @@ static int lib_setSpr2default(lua_State *L)
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else
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return luaL_error(L, "spr2defaults[] invalid set");
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if (j < 0 || j >= free_spr2)
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if (j >= free_spr2)
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return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1);
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spr2defaults[i] = j;
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@ -9717,6 +9717,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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case MT_EGGROBO1:
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mobj->movecount = P_RandomKey(13);
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mobj->color = SKINCOLOR_RUBY + P_RandomKey(MAXSKINCOLORS - SKINCOLOR_RUBY);
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// fall through
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case MT_HIVEELEMENTAL:
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mobj->extravalue1 = 5;
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break;
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@ -11116,6 +11117,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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mobj->color = SKINCOLOR_GOLD;
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mobj->colorized = true;
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}
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// fall through
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case MT_EGGMOBILE3:
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mobj->cusval = mthing->extrainfo;
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break;
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@ -2540,6 +2540,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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? player->charability
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: skin->ability)
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== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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// fall through
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// Use the handy list, that's what it's there for!
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default:
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@ -1374,7 +1374,7 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
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if (rendermode != render_soft && rendermode != render_none)
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{
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UINT32 hwcolor = V_GetHWConsBackColor();
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HWR_DrawConsoleFill(x, y, w, h, hwcolor, c); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this.
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HWR_DrawConsoleFill(x, y, w, h, hwcolor); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this.
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return;
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}
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#endif
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