diff --git a/polymer/eduke32/source/duke3d.h b/polymer/eduke32/source/duke3d.h index f1523bf30..f556d124e 100644 --- a/polymer/eduke32/source/duke3d.h +++ b/polymer/eduke32/source/duke3d.h @@ -891,23 +891,23 @@ extern char g_szBuf[1024]; #define NAM_GRENADE_LIFETIME 120 #define NAM_GRENADE_LIFETIME_VAR 30 -extern int *aplWeaponClip[MAX_WEAPONS]; // number of items in clip -extern int *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire) -extern int *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire -extern int *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none) -extern int *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire. -extern int *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon -extern int *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots -extern int *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item -extern int *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn -extern int *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst' -extern int *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like -extern int *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound -extern int *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic) -extern int *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time -extern int *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID -extern int *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed -extern int *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted +extern intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in clip +extern intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire) +extern intptr_t *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire +extern intptr_t *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none) +extern intptr_t *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire. +extern intptr_t *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon +extern intptr_t *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots +extern intptr_t *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item +extern intptr_t *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn +extern intptr_t *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst' +extern intptr_t *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like +extern intptr_t *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound +extern intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic) +extern intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time +extern intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID +extern intptr_t *aplWeaponReloadSound1[MAX_WEAPONS]; // Sound of magazine being removed +extern intptr_t *aplWeaponReloadSound2[MAX_WEAPONS]; // Sound of magazine being inserted extern short timer; diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index 71a0c20c0..44fdacf72 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -4271,23 +4271,23 @@ static void dumpdebugdata(void) for (j=0;j 1) initprintf("%s:%d: debug: accepted constant %d.\n",compilefile,line_number,atol(textptr)); - if (tolower(textptr[1])=='x')sscanf(textptr+2,"%x",scriptptr); + if (tolower(textptr[1])=='x')sscanf(textptr+2,"%tx",scriptptr); else *scriptptr = atol(textptr); scriptptr++; @@ -4485,7 +4485,7 @@ repeatcase: if (!fta_quotes[k]) { fta_quotes[k] = NULL; - Bsprintf(tempbuf,"Failed allocating %d byte quote text buffer.",sizeof(char) * MAXQUOTELEN); + Bsprintf(tempbuf,"Failed allocating %td byte quote text buffer.",sizeof(char) * MAXQUOTELEN); gameexit(tempbuf); } @@ -4504,7 +4504,7 @@ repeatcase: if (!redefined_quotes[redefined_quote_count]) { redefined_quotes[redefined_quote_count] = NULL; - Bsprintf(tempbuf,"Failed allocating %d byte quote text buffer.",sizeof(char) * MAXQUOTELEN); + Bsprintf(tempbuf,"Failed allocating %td byte quote text buffer.",sizeof(char) * MAXQUOTELEN); gameexit(tempbuf); } } @@ -4598,7 +4598,7 @@ repeatcase: g_sounds[k].filename = Bcalloc(BMAX_PATH,sizeof(char)); if (!g_sounds[k].filename) { - Bsprintf(tempbuf,"Failed allocating %d byte buffer.",sizeof(char) * BMAX_PATH); + Bsprintf(tempbuf,"Failed allocating %td byte buffer.",sizeof(char) * BMAX_PATH); gameexit(tempbuf); } diff --git a/polymer/eduke32/source/gamevars.c b/polymer/eduke32/source/gamevars.c index 0dfbaa5c9..9d66cfb11 100755 --- a/polymer/eduke32/source/gamevars.c +++ b/polymer/eduke32/source/gamevars.c @@ -99,7 +99,7 @@ static void ClearGameVars(void) int ReadGameVars(int fil) { int i; - int l; + intptr_t l; // AddLog("Reading gamevars from savegame"); @@ -119,9 +119,9 @@ int ReadGameVars(int fil) for (i=0;i int * + allocache((intptr_t *)&lumpcache[lump],(int)RTS_SoundLength(lump-1),&lumplockbyte[lump]); // JBF 20030910: char * => int * RTS_ReadLump(lump, lumpcache[lump]); } else