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Fix return values for several syscall functions, patch by Zack Middleton (#5018)
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parent
eec06674fa
commit
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2 changed files with 3 additions and 2 deletions
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@ -548,6 +548,7 @@ intptr_t CL_CgameSystemCalls( intptr_t *args ) {
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return re.RegisterShaderNoMip( VMA(1) );
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return re.RegisterShaderNoMip( VMA(1) );
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case CG_R_REGISTERFONT:
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case CG_R_REGISTERFONT:
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re.RegisterFont( VMA(1), args[2], VMA(3));
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re.RegisterFont( VMA(1), args[2], VMA(3));
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return 0;
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case CG_R_CLEARSCENE:
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case CG_R_CLEARSCENE:
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re.ClearScene();
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re.ClearScene();
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return 0;
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return 0;
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@ -534,7 +534,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
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case BOTLIB_EA_ACTION:
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case BOTLIB_EA_ACTION:
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botlib_export->ea.EA_Action( args[1], args[2] );
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botlib_export->ea.EA_Action( args[1], args[2] );
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break;
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return 0;
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case BOTLIB_EA_GESTURE:
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case BOTLIB_EA_GESTURE:
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botlib_export->ea.EA_Gesture( args[1] );
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botlib_export->ea.EA_Gesture( args[1] );
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return 0;
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return 0;
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@ -840,7 +840,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
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default:
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default:
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Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
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Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
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}
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}
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return -1;
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return 0;
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}
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}
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/*
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/*
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