diff --git a/src/g_shared/a_dynlightdata.cpp b/src/g_shared/a_dynlightdata.cpp index c45d6fe9f..fcdbcd3d1 100644 --- a/src/g_shared/a_dynlightdata.cpp +++ b/src/g_shared/a_dynlightdata.cpp @@ -269,7 +269,7 @@ extern int ScriptDepth; inline float ParseFloat(FScanner &sc) { - sc.GetFloat(); + sc.MustGetFloat(); return float(sc.Float); } @@ -277,7 +277,7 @@ inline float ParseFloat(FScanner &sc) inline int ParseInt(FScanner &sc) { - sc.GetNumber(); + sc.MustGetNumber(); return sc.Number; } diff --git a/src/gl/shaders/gl_texshader.cpp b/src/gl/shaders/gl_texshader.cpp index f91529909..6276d7a4f 100644 --- a/src/gl/shaders/gl_texshader.cpp +++ b/src/gl/shaders/gl_texshader.cpp @@ -265,11 +265,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc) alpha.ShouldCycle(true); alpha.SetCycleType(ParseCycleType(sc)); - sc.GetFloat(); + sc.MustGetFloat(); start = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); end = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; alpha.SetParams(start, end, cycle); @@ -287,11 +287,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc) srcFactor.ShouldCycle(true); srcFactor.SetCycleType(ParseCycleType(sc)); - sc.GetFloat(); + sc.MustGetFloat(); start = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); end = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; srcFactor.SetParams(start, end, cycle); @@ -309,11 +309,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc) dstFactor.ShouldCycle(true); dstFactor.SetCycleType(ParseCycleType(sc)); - sc.GetFloat(); + sc.MustGetFloat(); start = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); end = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; dstFactor.SetParams(start, end, cycle); @@ -351,23 +351,23 @@ bool FShaderLayer::ParseLayer(FScanner &sc) g.SetCycleType(type); b.SetCycleType(type); - sc.GetFloat(); + sc.MustGetFloat(); r1 = float(sc.Float); - sc.GetFloat(); + sc.MustGetFloat(); g1 = float(sc.Float); - sc.GetFloat(); + sc.MustGetFloat(); b1 = float(sc.Float); // get color2 - sc.GetFloat(); + sc.MustGetFloat(); r2 = float(sc.Float); - sc.GetFloat(); + sc.MustGetFloat(); g2 = float(sc.Float); - sc.GetFloat(); + sc.MustGetFloat(); b2 = float(sc.Float); // get cycle time - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; r.SetParams(r1, r2, cycle); @@ -376,11 +376,11 @@ bool FShaderLayer::ParseLayer(FScanner &sc) } else { - sc.GetFloat(); + sc.MustGetFloat(); r1 = float(sc.Float); - sc.GetFloat(); + sc.MustGetFloat(); g1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); b1 = sc.Float; r.SetParams(r1, r1, 0.f); @@ -390,9 +390,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc) } else if (sc.Compare("center")) { - sc.GetFloat(); + sc.MustGetFloat(); centerX = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); centerY = sc.Float; } else if (sc.Compare("emissive")) @@ -407,17 +407,17 @@ bool FShaderLayer::ParseLayer(FScanner &sc) adjustX.ShouldCycle(true); adjustY.ShouldCycle(true); - sc.GetFloat(); + sc.MustGetFloat(); r1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); r2 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); g1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); g2 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; offsetX = r1; @@ -428,9 +428,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc) } else { - sc.GetFloat(); + sc.MustGetFloat(); offsetX = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); offsetY = sc.Float; } } @@ -447,12 +447,12 @@ bool FShaderLayer::ParseLayer(FScanner &sc) } else if (sc.Compare("rotate")) { - sc.GetFloat(); + sc.MustGetFloat(); rotate = sc.Float; } else if (sc.Compare("rotation")) { - sc.GetFloat(); + sc.MustGetFloat(); rotation = sc.Float; } else if (sc.Compare("scale")) @@ -462,17 +462,17 @@ bool FShaderLayer::ParseLayer(FScanner &sc) scaleX.ShouldCycle(true); scaleY.ShouldCycle(true); - sc.GetFloat(); + sc.MustGetFloat(); r1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); r2 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); g1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); g2 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; scaleX.SetParams(r1, g1, cycle); @@ -480,9 +480,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc) } else { - sc.GetFloat(); + sc.MustGetFloat(); scaleX.SetParams(sc.Float, sc.Float, 0.f); - sc.GetFloat(); + sc.MustGetFloat(); scaleY.SetParams(sc.Float, sc.Float, 0.f); } } @@ -510,15 +510,15 @@ bool FShaderLayer::ParseLayer(FScanner &sc) vectorX.ShouldCycle(true); vectorY.ShouldCycle(true); - sc.GetFloat(); + sc.MustGetFloat(); r1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); g1 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); r2 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); g2 = sc.Float; - sc.GetFloat(); + sc.MustGetFloat(); cycle = sc.Float; vectorX.SetParams(r1, r2, cycle); @@ -526,9 +526,9 @@ bool FShaderLayer::ParseLayer(FScanner &sc) } else { - sc.GetFloat(); + sc.MustGetFloat(); vectorX.SetParams(sc.Float, sc.Float, 0.f); - sc.GetFloat(); + sc.MustGetFloat(); vectorY.SetParams(sc.Float, sc.Float, 0.f); } } diff --git a/src/textures/texturemanager.cpp b/src/textures/texturemanager.cpp index f7aa4926d..5039f48b6 100644 --- a/src/textures/texturemanager.cpp +++ b/src/textures/texturemanager.cpp @@ -699,9 +699,9 @@ void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname) is32bit = !!sc.Compare("force32bit"); if (!is32bit) sc.UnGet(); - sc.GetNumber(); + sc.MustGetNumber(); width = sc.Number; - sc.GetNumber(); + sc.MustGetNumber(); height = sc.Number; if (lumpnum>=0)