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https://github.com/ZDoom/gzdoom.git
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Fixed build with Clang
Fixed bunch of compilation errors: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs] Fixed linker erorr: g_doomedmap.cpp.o: In function `InitActorNumsFromMapinfo()': src/g_doomedmap.cpp: undefined reference to `PClass::FindActor(FName)'
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parent
1c8d698121
commit
1889efa814
7 changed files with 13 additions and 12 deletions
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@ -34,6 +34,7 @@
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*/
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#include "info.h"
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#include "actor.h"
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#include "p_lnspec.h"
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#include "m_fixed.h"
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#include "c_dispatch.h"
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@ -170,7 +170,7 @@ bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info,
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if (stateowner->IsKindOf(NAME_Weapon) && stateowner != self) callinfo = "weapon ";
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else callinfo = "overlay ";
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}
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this), stateowner->GetClass()->TypeName.GetChars());
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err.stacktrace.AppendFormat("Called from %sstate %s in %s\n", callinfo, FState::StaticGetStateName(this).GetChars(), stateowner->GetClass()->TypeName.GetChars());
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throw;
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throw;
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}
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@ -132,7 +132,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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{
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if (!(state->UseFlags & SUF_ITEM))
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state));
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Printf(TEXTCOLOR_RED "State %s not flagged for use in CustomInventory state chains.\n", FState::StaticGetStateName(state).GetChars());
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return false;
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}
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@ -146,7 +146,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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auto owner = FState::StaticFindStateOwner(state);
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Printf(TEXTCOLOR_RED "Unsafe state call in state %s to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(state), state->ActionFunc->PrintableName.GetChars());
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FState::StaticGetStateName(state).GetChars(), state->ActionFunc->PrintableName.GetChars());
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state->ActionFunc = nullptr;
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}
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@ -189,7 +189,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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catch (CVMAbortException &err)
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{
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err.MaybePrintMessage();
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state), GetClass()->TypeName.GetChars());
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), GetClass()->TypeName.GetChars());
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throw;
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}
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@ -629,7 +629,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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}
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if (!(newstate->UseFlags & SUF_ACTOR))
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{
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Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate), GetClass()->TypeName.GetChars());
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Printf(TEXTCOLOR_RED "State %s in %s not flagged for use as an actor sprite\n", FState::StaticGetStateName(newstate).GetChars(), GetClass()->TypeName.GetChars());
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state = nullptr;
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Destroy();
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return false;
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@ -351,7 +351,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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if (!(newstate->UseFlags & (SUF_OVERLAY|SUF_WEAPON))) // Weapon and overlay are mostly the same, the main difference is that weapon states restrict the self pointer to class Actor.
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{
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate));
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Printf(TEXTCOLOR_RED "State %s not flagged for use in overlays or weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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Destroy();
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return;
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@ -360,7 +360,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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{
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if (Caller->IsKindOf(NAME_Weapon))
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{
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate));
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Printf(TEXTCOLOR_RED "State %s.%d not flagged for use in weapons\n", FState::StaticGetStateName(newstate).GetChars());
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State = nullptr;
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Destroy();
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return;
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@ -414,7 +414,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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Printf(TEXTCOLOR_RED "Unsafe state call in state %sd to %s which accesses user variables. The action function has been removed from this state\n",
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FState::StaticGetStateName(newstate), newstate->ActionFunc->PrintableName.GetChars());
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FState::StaticGetStateName(newstate).GetChars(), newstate->ActionFunc->PrintableName.GetChars());
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newstate->ActionFunc = nullptr;
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}
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if (newstate->CallAction(Owner->mo, Caller, &stp, &nextstate))
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@ -1081,7 +1081,7 @@ void DumpStateHelper(FStateLabels *StateList, const FString &prefix)
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}
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else
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{
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Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State));
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Printf(PRINT_LOG, "%s%s: %s\n", prefix.GetChars(), StateList->Labels[i].Label.GetChars(), FState::StaticGetStateName(StateList->Labels[i].State).GetChars());
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}
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}
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if (StateList->Labels[i].Children != NULL)
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@ -283,7 +283,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
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{
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// If an unsafe function (i.e. one that accesses user variables) is being detected, print a warning once and remove the bogus function. We may not call it because that would inevitably crash.
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "Unsafe state call in state %s which accesses user variables, reached by %s.%s.\n",
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FState::StaticGetStateName(state), obj->TypeName.GetChars(), FName(*test).GetChars());
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FState::StaticGetStateName(state).GetChars(), obj->TypeName.GetChars(), FName(*test).GetChars());
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}
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state = state->NextState;
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}
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@ -308,7 +308,7 @@ static void CheckLabel(PClassActor *obj, FStateLabel *slb, int useflag, FName st
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if (!(state->UseFlags & useflag))
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "%s references state %s as %s state, but this state is not flagged for use as %s.\n",
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obj->TypeName.GetChars(), FState::StaticGetStateName(state), statename.GetChars(), descript);
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obj->TypeName.GetChars(), FState::StaticGetStateName(state).GetChars(), statename.GetChars(), descript);
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}
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}
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if (slb->Children != nullptr)
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@ -359,7 +359,7 @@ static void CheckStates(PClassActor *obj)
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if (state->NextState && (state->UseFlags & state->NextState->UseFlags) != state->UseFlags)
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{
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GetStateSource(state).Message(MSG_ERROR, TEXTCOLOR_RED "State %s links to a state with incompatible restrictions.\n",
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FState::StaticGetStateName(state));
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FState::StaticGetStateName(state).GetChars());
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}
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}
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}
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