Fixed: Compiling with mingw once again works, although savegame loading problems are not yet fixed.

SVN r31 (trunk)
This commit is contained in:
Randy Heit 2006-04-12 03:03:58 +00:00
parent e815474cbe
commit ec4b8719aa
17 changed files with 76 additions and 66 deletions

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@ -94,12 +94,12 @@ OBJECTS += \
$(OBJDIR)/doomstat.o \
$(OBJDIR)/dsectoreffect.o \
$(OBJDIR)/dthinker.o \
$(OBJDIR)/empty.o \
$(OBJDIR)/f_finale.o \
$(OBJDIR)/f_wipe.o \
$(OBJDIR)/farchive.o \
$(OBJDIR)/files.o \
$(OBJDIR)/g_game.o \
$(OBJDIR)/g_hub.o \
$(OBJDIR)/g_level.o \
$(OBJDIR)/gameconfigfile.o \
$(OBJDIR)/gi.o \
@ -284,6 +284,7 @@ OBJECTS += \
$(OBJDIR)/a_summon.o \
$(OBJDIR)/a_teleportother.o \
$(OBJDIR)/a_weaponpiece.o \
$(OBJDIR)/a_weaponpieces.o \
$(OBJDIR)/a_wraith.o \
$(OBJDIR)/hexen_sbar.o \
$(OBJDIR)/a_artiegg.o \

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@ -1,4 +1,6 @@
April 11, 2006
- Fixed: Compiling with mingw once again works, although savegame loading
problems are not yet fixed.
- Fixed: ACS improperly calculated the address of local variables when
returning from one function to another function when the function that
was called was used as part of an expression.

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@ -247,7 +247,7 @@ const char *KeyNames[NUM_KEYS] =
static char *Bindings[NUM_KEYS];
static char *DoubleBindings[NUM_KEYS];
static int DClickTime[NUM_KEYS];
static unsigned int DClickTime[NUM_KEYS];
static byte DClicked[(NUM_KEYS+7)/8];
static int GetKeyFromName (const char *name)

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@ -327,7 +327,8 @@ void FDecalLib::DelTree (FDecalBase *root)
void FDecalLib::ReadAllDecals ()
{
int i, lump, lastlump = 0;
int lump, lastlump = 0;
size_t i;
while ((lump = Wads.FindLump ("DECALDEF", &lastlump)) != -1)
{
@ -341,7 +342,7 @@ void FDecalLib::ReadAllDecals ()
AActor *def = (AActor*)GetDefaultByType (TypeInfo::m_RuntimeActors[i]);
intptr_t v = (intptr_t)def->DecalGenerator;
if (v > 0 && v <= DecalNames.Size())
if (v > 0 && v <= (intptr_t)DecalNames.Size())
{
def->DecalGenerator = ScanTreeForName (DecalNames[v-1], Root);
}

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@ -173,7 +173,7 @@ void DBaseDecal::FixForSide (side_t *wall)
{
DBaseDecal *decal = wall->AttachedDecals;
line_t *line = &lines[wall->linenum];
int wallnum = int(wall - sides);
DWORD wallnum = DWORD(wall - sides);
vertex_t *v1, *v2;
if (line->sidenum[0] == wallnum)
@ -237,7 +237,7 @@ int DBaseDecal::StickToWall (side_t *wall)
int tex;
line = &lines[wall->linenum];
if (line->sidenum[0] == wall - sides)
if (line->sidenum[0] == DWORD(wall - sides))
{
front = line->frontsector;
back = line->backsector;
@ -285,7 +285,7 @@ fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
const line_t *line = &lines[wall->linenum];
const sector_t *front, *back;
if (line->sidenum[0] == wall - sides)
if (line->sidenum[0] == DWORD(wall - sides))
{
front = line->frontsector;
back = line->backsector;
@ -337,7 +337,7 @@ fixed_t DBaseDecal::GetRealZ (const side_t *wall) const
void DBaseDecal::CalcFracPos (side_t *wall)
{
line_t *line = &lines[wall->linenum];
int wallnum = int(wall - sides);
DWORD wallnum = DWORD(wall - sides);
vertex_t *v1, *v2;
if (line->sidenum[0] == wallnum)
@ -371,7 +371,7 @@ void DBaseDecal::CalcFracPos (side_t *wall)
static void GetWallStuff (side_t *wall, vertex_t *&v1, fixed_t &ldx, fixed_t &ldy)
{
line_t *line = &lines[wall->linenum];
if (line->sidenum[0] == wall - sides)
if (line->sidenum[0] == DWORD(wall - sides))
{
v1 = line->v1;
ldx = line->dx;
@ -393,7 +393,7 @@ static fixed_t Length (fixed_t dx, fixed_t dy)
static side_t *NextWall (const side_t *wall)
{
line_t *line = &lines[wall->linenum];
int wallnum = int(wall - sides);
DWORD wallnum = DWORD(wall - sides);
if (line->sidenum[0] == wallnum)
{

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@ -28,7 +28,7 @@ struct Keygroup
bool check(AActor * owner)
{
for(int i=0;i<anykeylist.Size();i++)
for(size_t i=0;i<anykeylist.Size();i++)
{
if (anykeylist[i].check(owner)) return true;
}
@ -52,7 +52,7 @@ struct Lock
~Lock()
{
for(int i=0;i<keylist.Size();i++) delete keylist[i];
for(size_t i=0;i<keylist.Size();i++) delete keylist[i];
keylist.Clear();
if (message) delete [] message;
if (remotemsg) delete [] remotemsg;
@ -71,7 +71,7 @@ struct Lock
}
}
}
else for(int i=0;i<keylist.Size();i++)
else for(size_t i=0;i<keylist.Size();i++)
{
if (!keylist[i]->check(owner)) return false;
}
@ -379,7 +379,7 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
int failsound = 0;
failtext = NULL;
failsound = NULL;
failsound = 0;
if (keynum<=0 || keynum>255) return true;
// Just a safety precaution. The messages should have been initialized upon game start.

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@ -66,8 +66,10 @@
#define __INFO_H__
#include <stddef.h>
#ifndef _WIN32
#if !defined(_WIN32)
#include <inttypes.h> // for intptr_t
#elif !defined(_MSC_VER)
#include <stdint.h> // for mingw
#endif
#include "dobject.h"

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@ -587,12 +587,12 @@ static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
if (bsec->floorstat & 64)
{ // floor is aligned to first wall
R_AlignFlat (sides[bsec->wallptr].linenum,
lines[sides[bsec->wallptr].linenum].sidenum[1] == bsec->wallptr, 0);
lines[sides[bsec->wallptr].linenum].sidenum[1] == (DWORD)bsec->wallptr, 0);
}
if (bsec->ceilingstat & 64)
{ // ceiling is aligned to first wall
R_AlignFlat (sides[bsec->wallptr].linenum,
lines[sides[bsec->wallptr].linenum].sidenum[1] == bsec->wallptr, 0);
lines[sides[bsec->wallptr].linenum].sidenum[1] == (DWORD)bsec->wallptr, 0);
}
}
}

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@ -1684,7 +1684,7 @@ static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy)
int wallnum = scroller->GetWallNum ();
if (wallnum >= 0 && lines[sides[wallnum].linenum].id == id &&
lines[sides[wallnum].linenum].sidenum[sidechoice] == wallnum)
lines[sides[wallnum].linenum].sidenum[sidechoice] == (DWORD)wallnum)
{
scroller->Destroy ();
}
@ -1702,7 +1702,7 @@ static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy)
{
if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 &&
lines[sides[collect.RefNum].linenum].id == id &&
lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == collect.RefNum)
lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == (DWORD)collect.RefNum)
{
((DScroller *)collect.Obj)->SetRate (dx, dy);
Collection.Push (collect);
@ -1719,7 +1719,7 @@ static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy)
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if (Collection[i].RefNum == lines[linenum].sidenum[sidechoice])
if ((DWORD)Collection[i].RefNum == lines[linenum].sidenum[sidechoice])
break;
}
if (i == numcollected)

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@ -1053,7 +1053,7 @@ static void P_SlopeLineToPoint (int lineid, fixed_t x, fixed_t y, fixed_t z, BOO
CrossProduct (v1, v2, cross);
if (VectorLength (cross) == 0)
{
Printf ("Slope thing at (%d,%d) lies directly on its target line.\n", x>>16, y>>16);
Printf ("Slope thing at (%d,%d) lies directly on its target line.\n", int(x>>16), int(y>>16));
return;
}
VectorNormalize (cross);
@ -1620,7 +1620,7 @@ static void P_LoopSidedefs ()
// For each vertex, build a list of sidedefs that use that vertex
// as their left edge.
line_t *line = &lines[sides[i].linenum];
int lineside = (line->sidenum[0] != i);
int lineside = (line->sidenum[0] != (DWORD)i);
int vert = (lineside ? line->v2 : line->v1) - vertexes;
sidetemp[i].b.lineside = lineside;

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@ -177,7 +177,7 @@ static int WriteSEGS (FILE *file)
ms.v1 = LittleShort(short(segs[i].v1 - vertexes));
ms.v2 = LittleShort(short(segs[i].v2 - vertexes));
ms.linedef = LittleShort(short(segs[i].linedef - lines));
ms.side = LittleShort(segs[i].sidedef - sides == segs[i].linedef->sidenum[0] ? 0 : 1);
ms.side = LittleShort(DWORD(segs[i].sidedef - sides) == segs[i].linedef->sidenum[0] ? 0 : 1);
ms.angle = LittleShort(short(R_PointToAngle2 (segs[i].v1->x, segs[i].v1->y, segs[i].v2->x, segs[i].v2->y)>>16));
fwrite (&ms, sizeof(ms), 1, file);
}

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@ -674,7 +674,7 @@ void R_AddLine (seg_t *line)
}
else
{ // The seg is only part of the wall.
if (line->linedef->sidenum[0] != line->sidedef - sides)
if (line->linedef->sidenum[0] != DWORD(line->sidedef - sides))
{
swap (v1, v2);
}

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@ -531,7 +531,7 @@ int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref)
static void S_ClearSoundData()
{
int i;
size_t i;
S_sfx.Clear();

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@ -90,8 +90,9 @@ inline char * MS_Strdup(const char * s)
//
//==========================================================================
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, offsetof(type, variable) }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, offsetof(type, variable) }
// [RH] Keep GCC quiet by not using offsetof on Actor types.
#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)&((type*)1)->variable - 1 }
#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)&((type*)1)->variable - 1 }
struct flagdef
{
@ -1618,7 +1619,7 @@ static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag)
case 'A':
case 'a': // Angle
SC_MustGetFloat();
v=sc_Float*ANGLE_1;
v=angle_t(sc_Float*ANGLE_1);
break;
case 'B':
@ -1641,7 +1642,7 @@ static int ProcessStates(FActorInfo * actor, AActor * defaults, Baggage &bag)
case 'F':
case 'f': // Fixed point
SC_MustGetFloat();
v=sc_Float*FRACUNIT;
v=fixed_t(sc_Float*FRACUNIT);
break;
case 'S':
@ -2673,7 +2674,7 @@ static void ActorBloodColor (AActor *defaults, Baggage &bag)
static void ActorBounceFactor (AActor *defaults, Baggage &bag)
{
SC_MustGetFloat ();
defaults->bouncefactor = sc_Float * FRACUNIT;
defaults->bouncefactor = fixed_t(sc_Float * FRACUNIT);
}
//==========================================================================
@ -2875,11 +2876,11 @@ static void ArmorSavePercent (AActor *defaults, Baggage &bag)
// Special case here because this property has to work for 2 unrelated classes
if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorPickup)))
{
((ABasicArmorPickup*)defaults)->SavePercent=sc_Float*FRACUNIT/100.0f;
((ABasicArmorPickup*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
}
else if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)))
{
((ABasicArmorBonus*)defaults)->SavePercent=sc_Float*FRACUNIT/100.0f;
((ABasicArmorBonus*)defaults)->SavePercent=fixed_t(sc_Float*FRACUNIT/100.0f);
}
else
{
@ -3106,7 +3107,7 @@ static void WeaponUpSound (AWeapon *defaults, Baggage &bag)
static void WeaponYAdjust (AWeapon *defaults, Baggage &bag)
{
SC_MustGetFloat();
defaults->YAdjust=sc_Float * FRACUNIT;
defaults->YAdjust=fixed_t(sc_Float * FRACUNIT);
}
//==========================================================================
@ -3154,7 +3155,7 @@ static void PowerupColor (APowerupGiver *defaults, Baggage &bag)
b=BPART(c);
}
SC_MustGetFloat();
alpha=sc_Float*255;
alpha=int(sc_Float*255);
alpha=clamp<int>(alpha, 0, 255);
defaults->BlendColor = MAKEARGB(alpha, r, g, b);
}
@ -3343,7 +3344,7 @@ static const ActorProps *is_actorprop (const char *str)
//==========================================================================
void FinishThingdef()
{
int i;
size_t i;
for (i = 0;i < TypeInfo::m_RuntimeActors.Size(); i++)
{

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@ -399,7 +399,7 @@ void A_JumpIfCloser(AActor * self)
// No target - no jump
if (target==NULL) return;
fixed_t dist = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t dist = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (index > 0 && P_AproxDistance(self->x-target->x, self->y-target->y) < dist)
DoJump(self, CallingState, StateParameters[index+1]);
}
@ -517,11 +517,11 @@ void A_CustomMissile(AActor * self)
if (index<0) return;
const char * MissileName=(const char*)StateParameters[index];
fixed_t SpawnHeight=EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
int Spawnofs_XY=EvalExpressionI (StateParameters[index+2], self);
angle_t Angle=EvalExpressionF (StateParameters[index+3], self) * ANGLE_1;
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+3], self) * ANGLE_1);
int aimmode=EvalExpressionI (StateParameters[index+4], self);
angle_t pitch=EvalExpressionF (StateParameters[index+5], self) * ANGLE_1;
angle_t pitch=angle_t(EvalExpressionF (StateParameters[index+5], self) * ANGLE_1);
AActor * targ;
AActor * missile;
@ -539,6 +539,7 @@ void A_CustomMissile(AActor * self)
switch (aimmode&3)
{
case 0:
default:
// same adjustment as above (in all 3 directions this time) - for better aiming!
self->x+=x;
self->y+=y;
@ -626,12 +627,12 @@ void A_CustomBulletAttack (AActor *self)
int index=CheckIndex(6);
if (index<0) return;
angle_t Spread_XY=EvalExpressionF (StateParameters[index], self) * ANGLE_1;
angle_t Spread_Z=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
const char * PuffType=(const char *)StateParameters[index+4];
fixed_t Range = EvalExpressionF (StateParameters[index+5], self) * FRACUNIT;
fixed_t Range = fixed_t(EvalExpressionF (StateParameters[index+5], self) * FRACUNIT);
if(Range==0) Range=MISSILERANGE;
@ -688,13 +689,13 @@ void A_FireBullets (AActor *self)
int index=CheckIndex(7);
if (index<0 || !self->player) return;
angle_t Spread_XY=EvalExpressionF (StateParameters[index], self) * ANGLE_1;
angle_t Spread_Z=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
angle_t Spread_XY=angle_t(EvalExpressionF (StateParameters[index], self) * ANGLE_1);
angle_t Spread_Z=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
int NumberOfBullets=EvalExpressionI (StateParameters[index+2], self);
int DamagePerBullet=EvalExpressionI (StateParameters[index+3], self);
const char * PuffTypeName=(const char *)StateParameters[index+4];
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+5], self);
fixed_t Range=EvalExpressionF (StateParameters[index+6], self) * FRACUNIT;
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
const TypeInfo * PuffType;
@ -753,10 +754,10 @@ void A_FireCustomMissile (AActor * self)
if (index<0 || !self->player) return;
const char * MissileName=(const char *)StateParameters[index];
angle_t Angle=EvalExpressionF (StateParameters[index+1], self) * ANGLE_1;
angle_t Angle=angle_t(EvalExpressionF (StateParameters[index+1], self) * ANGLE_1);
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
int SpawnOfs_XY=EvalExpressionI (StateParameters[index+3], self);
fixed_t SpawnHeight=EvalExpressionF (StateParameters[index+4], self) * FRACUNIT;
fixed_t SpawnHeight=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
player_t *player=self->player;
AWeapon * weapon=player->ReadyWeapon;
@ -808,7 +809,7 @@ void A_CustomPunch (AActor *self)
bool norandom=!!EvalExpressionI (StateParameters[index+1], self);
bool UseNoAmmo=!EvalExpressionI (StateParameters[index+2], self);
const char * PuffTypeName=(const char *)StateParameters[index+3];
fixed_t Range=EvalExpressionF (StateParameters[index+4], self) * FRACUNIT;
fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
const TypeInfo * PuffType;
@ -1062,7 +1063,7 @@ void A_SpawnItem(AActor * self)
const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
int distance = EvalExpressionI (StateParameters[index+1], self);
fixed_t zheight = EvalExpressionF (StateParameters[index+2], self) * FRACUNIT;
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
bool useammo = !EvalExpressionI (StateParameters[index+3], self);
if (!missile)
@ -1158,9 +1159,9 @@ void A_ThrowGrenade(AActor * self)
if (index<0) return;
const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
fixed_t zheight = EvalExpressionF (StateParameters[index+1], self) * FRACUNIT;
fixed_t xymom = EvalExpressionF (StateParameters[index+2], self) * FRACUNIT;
fixed_t zmom = EvalExpressionF (StateParameters[index+3], self) * FRACUNIT;
fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
bool useammo = !EvalExpressionI (StateParameters[index+4], self);
if (self->player && CallingState != self->state && CallingState != StateCall.State)
@ -1209,7 +1210,7 @@ void A_Recoil(AActor * actor)
{
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t xymom = EvalExpressionF (StateParameters[index], actor) * FRACUNIT;
fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index], actor) * FRACUNIT);
angle_t angle = actor->angle + ANG180;
angle >>= ANGLETOFINESHIFT;
@ -1270,7 +1271,7 @@ void A_SetTranslucent(AActor * self)
int index=CheckIndex(2, NULL);
if (index<0) return;
fixed_t alpha = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t alpha = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
int mode = EvalExpressionI (StateParameters[index+1], self);
mode = mode == 0 ? STYLE_Translucent : mode == 2 ? STYLE_Fuzzy : STYLE_Add;
@ -1297,7 +1298,7 @@ void A_FadeIn(AActor * self)
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t reduce = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (reduce == 0) reduce = FRACUNIT/10;
if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
@ -1317,7 +1318,7 @@ void A_FadeOut(AActor * self)
int index=CheckIndex(1, NULL);
if (index<0) return;
fixed_t reduce = EvalExpressionF (StateParameters[index], self) * FRACUNIT;
fixed_t reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
if (reduce == 0) reduce = FRACUNIT/10;
if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
@ -1507,5 +1508,3 @@ void A_KillChildren(AActor * self)
}
}
}

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@ -288,7 +288,7 @@ void WI_LoadBackground(bool isenterpic)
char buffer[10];
in_anim_t an;
lnode_t pt;
int texture;
int texture = -1;
bcnt=0;
@ -558,7 +558,7 @@ void WI_LoadBackground(bool isenterpic)
void WI_updateAnimatedBack()
{
int i;
size_t i;
for(i=0;i<anims.Size();i++)
{
@ -593,7 +593,7 @@ void WI_updateAnimatedBack()
void WI_drawBackground()
{
int i;
size_t i;
int animwidth=320; // For a flat fill or clear background scale animations to 320x200
int animheight=200;
@ -841,7 +841,7 @@ void WI_drawEL ()
int WI_MapToIndex (char *map)
{
int i;
size_t i;
for (i = 0; i < lnodes.Size(); i++)
{
@ -1089,7 +1089,7 @@ void WI_updateShowNextLoc ()
void WI_drawShowNextLoc(void)
{
int i;
size_t i;
WI_drawBackground();
@ -1937,6 +1937,10 @@ void WI_Ticker(void)
case NoState:
WI_updateNoState();
break;
case LeavingIntermission:
// Hush, GCC.
break;
}
}

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@ -181,7 +181,7 @@ bool FCDThread::Init ()
return false;
CD_Window = CreateWindow (
(LPCTSTR)CD_WindowAtom,
(LPCTSTR)(int)CD_WindowAtom,
"ZDoom CD Player",
0,
0, 0, 10, 10,
@ -192,7 +192,7 @@ bool FCDThread::Init ()
if (CD_Window == NULL)
{
UnregisterClass ((LPCTSTR)CD_WindowAtom, g_hInst);
UnregisterClass ((LPCTSTR)(int)CD_WindowAtom, g_hInst);
CD_WindowAtom = 0;
return false;
}
@ -217,7 +217,7 @@ void FCDThread::Deinit ()
}
if (CD_WindowAtom)
{
UnregisterClass ((LPCTSTR)CD_WindowAtom, g_hInst);
UnregisterClass ((LPCTSTR)(int)CD_WindowAtom, g_hInst);
CD_WindowAtom = 0;
}
if (DeviceID)