- GCC warning cleanup

SVN r4031 (trunk)
This commit is contained in:
Braden Obrzut 2013-01-21 22:30:30 +00:00
parent e86f27a7a6
commit dcb1a3c8bd
10 changed files with 18 additions and 17 deletions

View file

@ -59,7 +59,7 @@
struct FCompatOption struct FCompatOption
{ {
const char *Name; const char *Name;
int CompatFlags; DWORD CompatFlags;
int WhichSlot; int WhichSlot;
}; };

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@ -427,7 +427,7 @@ extern player_t players[MAXPLAYERS];
FArchive &operator<< (FArchive &arc, player_t *&p); FArchive &operator<< (FArchive &arc, player_t *&p);
void P_CheckPlayerSprite(AActor *mo, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley); void P_CheckPlayerSprite(AActor *mo, int &spritenum, fixed_t &scalex, fixed_t &scaley);
inline void AActor::SetFriendPlayer(player_t *player) inline void AActor::SetFriendPlayer(player_t *player)
{ {

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@ -333,7 +333,7 @@ enum
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code. COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures COMPATF_MASKEDMIDTEX = 1u << 31, // Ignore compositing when drawing masked midtextures
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW. COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom. COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.

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@ -89,6 +89,7 @@ public:
double leftPan, rightPan; double leftPan, rightPan;
Channel (int baseAddress, double startvol); Channel (int baseAddress, double startvol);
virtual ~Channel() {}
void update_2_KON1_BLOCK3_FNUMH2(class OPL3 *OPL3); void update_2_KON1_BLOCK3_FNUMH2(class OPL3 *OPL3);
void update_FNUML8(class OPL3 *OPL3); void update_FNUML8(class OPL3 *OPL3);
void update_CHD1_CHC1_CHB1_CHA1_FB3_CNT1(class OPL3 *OPL3); void update_CHD1_CHC1_CHB1_CHA1_FB3_CNT1(class OPL3 *OPL3);

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@ -2618,7 +2618,7 @@ AActor *AActor::TIDHash[128];
void AActor::ClearTIDHashes () void AActor::ClearTIDHashes ()
{ {
memset(TIDHash, NULL, sizeof(TIDHash)); memset(TIDHash, 0, sizeof(TIDHash));
} }
// //
@ -6083,22 +6083,22 @@ void PrintMiscActorInfo(AActor *query)
"OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil"}; "OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil"};
Printf("%s @ %p has the following flags:\n\tflags: %x", query->GetTag(), query, query->flags); Printf("%s @ %p has the following flags:\n\tflags: %x", query->GetTag(), query, query->flags);
for (flagi = 0; flagi < 31; flagi++) for (flagi = 0; flagi <= 31; flagi++)
if (query->flags & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags)); if (query->flags & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags));
Printf("\n\tflags2: %x", query->flags2); Printf("\n\tflags2: %x", query->flags2);
for (flagi = 0; flagi < 31; flagi++) for (flagi = 0; flagi <= 31; flagi++)
if (query->flags2 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags2)); if (query->flags2 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
Printf("\n\tflags3: %x", query->flags3); Printf("\n\tflags3: %x", query->flags3);
for (flagi = 0; flagi < 31; flagi++) for (flagi = 0; flagi <= 31; flagi++)
if (query->flags3 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags3)); if (query->flags3 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
Printf("\n\tflags4: %x", query->flags4); Printf("\n\tflags4: %x", query->flags4);
for (flagi = 0; flagi < 31; flagi++) for (flagi = 0; flagi <= 31; flagi++)
if (query->flags4 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags4)); if (query->flags4 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
Printf("\n\tflags5: %x", query->flags5); Printf("\n\tflags5: %x", query->flags5);
for (flagi = 0; flagi < 31; flagi++) for (flagi = 0; flagi <= 31; flagi++)
if (query->flags5 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags5)); if (query->flags5 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
Printf("\n\tflags6: %x", query->flags6); Printf("\n\tflags6: %x", query->flags6);
for (flagi = 0; flagi < 31; flagi++) for (flagi = 0; flagi <= 31; flagi++)
if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6)); if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
Printf("\nBounce style: %x\nBounce factors: f:%f, w:%f\nBounce flags: %x", Printf("\nBounce style: %x\nBounce factors: f:%f, w:%f\nBounce flags: %x",
query->BounceFlags, FIXED2FLOAT(query->bouncefactor), query->BounceFlags, FIXED2FLOAT(query->bouncefactor),

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@ -1488,7 +1488,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
// //
//=========================================================================== //===========================================================================
void P_CheckPlayerSprite(AActor *actor, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley) void P_CheckPlayerSprite(AActor *actor, int &spritenum, fixed_t &scalex, fixed_t &scaley)
{ {
player_t *player = actor->player; player_t *player = actor->player;
int crouchspriteno; int crouchspriteno;

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@ -523,7 +523,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
tex = NULL; tex = NULL;
voxel = NULL; voxel = NULL;
unsigned spritenum = thing->sprite; int spritenum = thing->sprite;
fixed_t spritescaleX = thing->scaleX; fixed_t spritescaleX = thing->scaleX;
fixed_t spritescaleY = thing->scaleY; fixed_t spritescaleY = thing->scaleY;
if (thing->player != NULL) if (thing->player != NULL)
@ -565,7 +565,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
{ {
// decide which texture to use for the sprite // decide which texture to use for the sprite
#ifdef RANGECHECK #ifdef RANGECHECK
if (spritenum >= (unsigned)sprites.Size ()) if (spritenum >= (signed)sprites.Size () || spritenum < 0)
{ {
DPrintf ("R_ProjectSprite: invalid sprite number %u\n", spritenum); DPrintf ("R_ProjectSprite: invalid sprite number %u\n", spritenum);
return; return;

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@ -19,7 +19,7 @@ class FScanner;
struct FFlagDef struct FFlagDef
{ {
int flagbit; unsigned int flagbit;
const char *name; const char *name;
int structoffset; int structoffset;
}; };
@ -27,7 +27,7 @@ struct FFlagDef
FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2); FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2);
void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int index); void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int index);
bool CheckDeprecatedFlags(AActor *actor, FActorInfo *info, int index); bool CheckDeprecatedFlags(AActor *actor, FActorInfo *info, int index);
const char *GetFlagName(int flagnum, int flagoffset); const char *GetFlagName(unsigned int flagnum, int flagoffset);
#define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(AActor, flagvar)) #define FLAG_NAME(flagnum, flagvar) GetFlagName(flagnum, myoffsetof(AActor, flagvar))

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@ -428,7 +428,7 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
// //
//========================================================================== //==========================================================================
const char *GetFlagName(int flagnum, int flagoffset) const char *GetFlagName(unsigned int flagnum, int flagoffset)
{ {
for(unsigned i = 0; i < countof(ActorFlags); i++) for(unsigned i = 0; i < countof(ActorFlags); i++)
{ {

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@ -839,7 +839,7 @@ void FWadCollection::RenameNerve ()
{ {
continue; continue;
} }
if (fr->GetLength() != nervesize) if (fr->GetLength() != (long)nervesize)
{ {
// Skip MD5 computation when there is a // Skip MD5 computation when there is a
// cheaper way to know this is not the file // cheaper way to know this is not the file