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- Work around an i386 specific optimizer bug in Apple's GCC 4.2 (GCC 4.0 has worse bugs).
- Fixed: zdoom-info.plist used some non-existant/wrong variables.
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2 changed files with 9 additions and 2 deletions
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@ -5,7 +5,7 @@
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>zdoom.icns</string>
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<key>CFBundleIdentifier</key>
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@ -23,7 +23,7 @@
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<key>LSApplicationCategoryType</key>
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<string>public.app-category.action-games</string>
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<key>LSMinimumSystemVersion</key>
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<string>${MACOSX_DEPLOYMENT_TARGET}</string>
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<string>10.4</string>
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<key>CFBundleDocumentTypes</key>
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<array>
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<dict>
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@ -516,7 +516,14 @@ void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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// with the dragon skin bracers.
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if (damage < 10000)
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{
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#if __APPLE__ && __GNUC__ == 4 && __GNUC_MINOR__ == 2 && __GNUC_PATCHLEVEL__ == 1
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// -O1 optimizer bug work around. Only needed for
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// GCC 4.2.1 on OS X for 10.4/10.5 tools compatibility.
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volatile fixed_t tmp = 300;
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Slots[i] -= Scale (damage, SlotsIncrement[i], tmp);
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#else
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Slots[i] -= Scale (damage, SlotsIncrement[i], 300);
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#endif
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if (Slots[i] < 2*FRACUNIT)
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{
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Slots[i] = 0;
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