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Fix compilation with GCC
- GCC is pickier than Visual C++. GCC requires that structs with constructors, etc that are used in a union must be defined outside the union. VC++ lets you do it inline.
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2 changed files with 12 additions and 13 deletions
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@ -678,7 +678,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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}
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// Render the voxel, either directly to the screen or offscreen.
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R_DrawVoxel(spr->vpos, spr->vang, spr->gpos, spr->angle,
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R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->angle,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
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minslabz, maxslabz, flags);
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@ -1033,8 +1033,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->angle -= ang.BAMs();
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}
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vis->vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
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vis->vang = FAngle((float)ViewAngle.Degrees);
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vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
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vis->pa.vang = FAngle((float)ViewAngle.Degrees);
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}
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// killough 3/27/98: save sector for special clipping later
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@ -1292,7 +1292,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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if (avisp[0] == NULL)
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{
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for (int i = 0; i < countof(avis); ++i)
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for (unsigned i = 0; i < countof(avis); ++i)
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{
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avisp[i] = &avis[i];
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}
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@ -31,6 +31,12 @@
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struct vissprite_t
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{
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struct posang
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{
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FVector3 vpos; // view origin
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FAngle vang; // view angle
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};
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short x1, x2;
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FVector3 gpos; // origin in world coordinates
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union
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@ -61,16 +67,9 @@ struct vissprite_t
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fixed_t xiscale; // negative if flipped
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};
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// Used by wall sprites
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struct
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{
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FWallCoords wallc;
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};
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// Used by voxels
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struct
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{
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FVector3 vpos; // view origin
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FAngle vang; // view angle
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};
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posang pa;
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};
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sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
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sector_t *sector; // [RH] sector this sprite is in
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