- Fixed GCC/Clang compiler errors and warnings.

This commit is contained in:
Edoardo Prezioso 2016-06-17 10:08:45 +02:00
parent cfaa3e3fa9
commit 574f2936d4
3 changed files with 9 additions and 8 deletions

View file

@ -668,7 +668,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
// [XA] Set the originator of the rays to the projectile (self) if // [XA] Set the originator of the rays to the projectile (self) if
// the new flag is set, else set it to the player (self->target) // the new flag is set, else set it to the player (self->target)
originator = (flags & BFGF_MISSILEORIGIN) ? self : self->target; originator = (flags & BFGF_MISSILEORIGIN) ? self : (AActor *)(self->target);
// offset angles from its attack angle // offset angles from its attack angle
for (i = 0; i < numrays; i++) for (i = 0; i < numrays; i++)

View file

@ -111,13 +111,14 @@ END_POINTERS
//------------------------------------------------------------------------ //------------------------------------------------------------------------
DPSprite::DPSprite(player_t *owner, AActor *caller, int id) DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
: processPending(true), : x(.0), y(.0),
firstTic(true),
x(.0), y(.0),
oldx(.0), oldy(.0), oldx(.0), oldy(.0),
Flags(0), ID(id), firstTic(true),
Flags(0),
Caller(caller), Caller(caller),
Owner(owner) Owner(owner),
ID(id),
processPending(true)
{ {
DPSprite *prev = nullptr; DPSprite *prev = nullptr;
DPSprite *next = Owner->psprites; DPSprite *next = Owner->psprites;

View file

@ -56,7 +56,7 @@
#include "p_acs.h" #include "p_acs.h"
#include "p_terrain.h" #include "p_terrain.h"
static void CopyPlayer (player_t *dst, player_t *src, const char *name); void CopyPlayer (player_t *dst, player_t *src, const char *name);
static void ReadOnePlayer (FArchive &arc, bool skipload); static void ReadOnePlayer (FArchive &arc, bool skipload);
static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload); static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNow, bool skipload);
static void SpawnExtraPlayers (); static void SpawnExtraPlayers ();
@ -255,7 +255,7 @@ static void ReadMultiplePlayers (FArchive &arc, int numPlayers, int numPlayersNo
delete[] nametemp; delete[] nametemp;
} }
static void CopyPlayer (player_t *dst, player_t *src, const char *name) void CopyPlayer (player_t *dst, player_t *src, const char *name)
{ {
// The userinfo needs to be saved for real players, but it // The userinfo needs to be saved for real players, but it
// needs to come from the save for bots. // needs to come from the save for bots.