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https://github.com/ZDoom/gzdoom-gles.git
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- Removed a few new warnings spewed by GCC.
SVN r641 (trunk)
This commit is contained in:
parent
1acc3d00c4
commit
813b59edee
6 changed files with 13 additions and 18 deletions
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@ -602,7 +602,7 @@ bool DCajunMaster::LoadBots ()
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else
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{
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teamnum = TEAM_None;
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for (int i = 0; i < teams.Size (); ++i)
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for (int i = 0; i < int(teams.Size()); ++i)
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{
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if (stricmp (teams[i].name, sc_String) == 0)
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{
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@ -720,7 +720,7 @@ void AddCommandString (char *cmd, int keynum)
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//
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// Special processing:
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// Inside quoted strings, \" becomes just "
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// \\ becomes just \
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// \\ becomes just a single backslash
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// \c becomes just TEXTCOLOR_ESCAPE
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// $<cvar> is replaced by the contents of <cvar>
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@ -152,7 +152,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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{
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int color;
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int height = screen->Font->GetHeight() * CleanYfac;
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int i;
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unsigned int i;
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int maxwidth = 0;
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int numTeams = 0;
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int x ,y;
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@ -3407,7 +3407,7 @@ void P_SetupLevel (char *lumpname, int position)
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players[i].mo = NULL;
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}
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// [RH] Clear any scripted translation colors the previous level may have set.
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for (i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
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for (i = 0; i < int(translationtables[TRANSLATION_LevelScripted].Size()); ++i)
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{
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FRemapTable *table = translationtables[TRANSLATION_LevelScripted][i];
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if (table != NULL)
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@ -389,6 +389,10 @@ int FJPEGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heig
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screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
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4, cinfo.output_width * cinfo.output_components, CF_CMYK);
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break;
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default:
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assert(0);
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break;
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}
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jpeg_finish_decompress(&cinfo);
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}
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@ -2099,24 +2099,15 @@ void A_SetGravity(AActor * self)
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void A_ClearTarget(AActor * self)
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{
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if (self->target != NULL)
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{
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self->target = NULL;
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}
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if (self->LastHeard != NULL)
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{
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self->LastHeard = NULL;
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}
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if (self->lastenemy != NULL)
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{
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self->lastenemy = NULL;
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}
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self->target = NULL;
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self->LastHeard = NULL;
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self->lastenemy = NULL;
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}
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//==========================================================================
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//
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// A_JumpIfTargetInLOS (fixed fov, state label)
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// Jumps if the actor can see it's target, or if the player has a linetarget.
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// Jumps if the actor can see its target, or if the player has a linetarget.
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//
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//==========================================================================
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@ -2165,4 +2156,4 @@ void A_JumpIfTargetInLOS(AActor * self)
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DoJump(self, CallingState, StateParameters[index+1]);
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}
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// [KS] *** End of my modifications ***
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// [KS] *** End of my modifications ***
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