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https://github.com/ZDoom/qzdoom-gpl.git
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- GCC warning cleanup
SVN r4031 (trunk)
This commit is contained in:
parent
e86f27a7a6
commit
dcb1a3c8bd
10 changed files with 18 additions and 17 deletions
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@ -59,7 +59,7 @@
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struct FCompatOption
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{
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const char *Name;
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int CompatFlags;
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DWORD CompatFlags;
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int WhichSlot;
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};
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@ -427,7 +427,7 @@ extern player_t players[MAXPLAYERS];
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FArchive &operator<< (FArchive &arc, player_t *&p);
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void P_CheckPlayerSprite(AActor *mo, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley);
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void P_CheckPlayerSprite(AActor *mo, int &spritenum, fixed_t &scalex, fixed_t &scaley);
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inline void AActor::SetFriendPlayer(player_t *player)
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{
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@ -333,7 +333,7 @@ enum
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COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
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COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
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COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
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COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures
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COMPATF_MASKEDMIDTEX = 1u << 31, // Ignore compositing when drawing masked midtextures
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COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
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COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
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@ -89,6 +89,7 @@ public:
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double leftPan, rightPan;
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Channel (int baseAddress, double startvol);
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virtual ~Channel() {}
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void update_2_KON1_BLOCK3_FNUMH2(class OPL3 *OPL3);
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void update_FNUML8(class OPL3 *OPL3);
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void update_CHD1_CHC1_CHB1_CHA1_FB3_CNT1(class OPL3 *OPL3);
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@ -2618,7 +2618,7 @@ AActor *AActor::TIDHash[128];
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void AActor::ClearTIDHashes ()
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{
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memset(TIDHash, NULL, sizeof(TIDHash));
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memset(TIDHash, 0, sizeof(TIDHash));
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}
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//
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@ -6083,22 +6083,22 @@ void PrintMiscActorInfo(AActor *query)
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"OptFuzzy", "Stencil", "Translucent", "Add", "Shaded", "TranslucentStencil"};
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Printf("%s @ %p has the following flags:\n\tflags: %x", query->GetTag(), query, query->flags);
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for (flagi = 0; flagi < 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags));
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Printf("\n\tflags2: %x", query->flags2);
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for (flagi = 0; flagi < 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags2 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags2));
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Printf("\n\tflags3: %x", query->flags3);
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for (flagi = 0; flagi < 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags3 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags3));
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Printf("\n\tflags4: %x", query->flags4);
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for (flagi = 0; flagi < 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags4 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags4));
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Printf("\n\tflags5: %x", query->flags5);
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for (flagi = 0; flagi < 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags5 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags5));
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Printf("\n\tflags6: %x", query->flags6);
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for (flagi = 0; flagi < 31; flagi++)
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for (flagi = 0; flagi <= 31; flagi++)
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if (query->flags6 & 1<<flagi) Printf(" %s", FLAG_NAME(1<<flagi, flags6));
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Printf("\nBounce style: %x\nBounce factors: f:%f, w:%f\nBounce flags: %x",
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query->BounceFlags, FIXED2FLOAT(query->bouncefactor),
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@ -1488,7 +1488,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
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//
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//===========================================================================
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void P_CheckPlayerSprite(AActor *actor, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley)
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void P_CheckPlayerSprite(AActor *actor, int &spritenum, fixed_t &scalex, fixed_t &scaley)
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{
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player_t *player = actor->player;
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int crouchspriteno;
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@ -523,7 +523,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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tex = NULL;
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voxel = NULL;
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unsigned spritenum = thing->sprite;
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int spritenum = thing->sprite;
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fixed_t spritescaleX = thing->scaleX;
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fixed_t spritescaleY = thing->scaleY;
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if (thing->player != NULL)
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@ -565,7 +565,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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{
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// decide which texture to use for the sprite
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#ifdef RANGECHECK
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if (spritenum >= (unsigned)sprites.Size ())
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if (spritenum >= (signed)sprites.Size () || spritenum < 0)
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{
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DPrintf ("R_ProjectSprite: invalid sprite number %u\n", spritenum);
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return;
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@ -19,7 +19,7 @@ class FScanner;
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struct FFlagDef
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{
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int flagbit;
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unsigned int flagbit;
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const char *name;
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int structoffset;
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};
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@ -27,7 +27,7 @@ struct FFlagDef
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FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2);
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void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int index);
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bool CheckDeprecatedFlags(AActor *actor, FActorInfo *info, int index);
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const char *GetFlagName(int flagnum, int flagoffset);
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const char *GetFlagName(unsigned int flagnum, int flagoffset);
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#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)
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//
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//==========================================================================
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const char *GetFlagName(int flagnum, int flagoffset)
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const char *GetFlagName(unsigned int flagnum, int flagoffset)
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{
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for(unsigned i = 0; i < countof(ActorFlags); i++)
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{
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@ -839,7 +839,7 @@ void FWadCollection::RenameNerve ()
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{
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continue;
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}
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if (fr->GetLength() != nervesize)
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if (fr->GetLength() != (long)nervesize)
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{
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// Skip MD5 computation when there is a
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// cheaper way to know this is not the file
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