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const correctness that I didn't have another commit to squash into
git-svn-id: https://svn.eduke32.com/eduke32@7648 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 9 additions and 9 deletions
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@ -77,7 +77,7 @@ enum
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#if !defined LUNATIC
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#if !defined LUNATIC
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extern intptr_t const * insptr;
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extern intptr_t const * insptr;
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extern void VM_ScriptInfo(intptr_t const *ptr, int range);
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void VM_ScriptInfo(intptr_t const * const ptr, int const range);
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#endif
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#endif
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extern hashtable_t h_gamefuncs;
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extern hashtable_t h_gamefuncs;
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@ -77,7 +77,7 @@ GAMEEXEC_STATIC void VM_Execute(bool const loop = false);
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#endif
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#endif
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#if !defined LUNATIC
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#if !defined LUNATIC
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void VM_ScriptInfo(intptr_t const *ptr, int range)
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void VM_ScriptInfo(intptr_t const * const ptr, int const range)
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{
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{
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if (!apScript || !ptr || g_currentEvent == -1)
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if (!apScript || !ptr || g_currentEvent == -1)
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return;
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return;
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@ -202,7 +202,7 @@ static FORCE_INLINE int32_t VM_EventInlineInternal__(int const &eventNum, int co
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}
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}
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#endif
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#endif
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// the idea here is that the compiler inlines the call to VM_OnEvent_Internal__() and gives us a set of
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// the idea here is that the compiler inlines the call to VM_EventInlineInternal__() and gives us a set of
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// functions which are optimized further based on distance/return having values known at compile time
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// functions which are optimized further based on distance/return having values known at compile time
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int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
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int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn)
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@ -312,7 +312,7 @@ bool A_Dodge(spritetype * const pSprite)
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return 0;
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return 0;
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}
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}
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int A_GetFurthestAngle(int spriteNum, int angDiv)
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int A_GetFurthestAngle(int const spriteNum, int const angDiv)
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{
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{
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auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
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auto const pSprite = (uspriteptr_t)&sprite[spriteNum];
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@ -6221,7 +6221,7 @@ badindex:
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}
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}
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// NORECURSE
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// NORECURSE
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void A_LoadActor(int32_t spriteNum)
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void A_LoadActor(int const spriteNum)
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{
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{
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vm.spriteNum = spriteNum; // Sprite ID
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vm.spriteNum = spriteNum; // Sprite ID
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vm.pSprite = &sprite[spriteNum]; // Pointer to sprite structure
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vm.pSprite = &sprite[spriteNum]; // Pointer to sprite structure
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@ -6252,7 +6252,7 @@ void A_LoadActor(int32_t spriteNum)
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}
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}
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#endif
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#endif
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void VM_UpdateAnim(int spriteNum, int32_t *pData)
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void VM_UpdateAnim(int const spriteNum, int32_t * const pData)
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{
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{
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#if !defined LUNATIC
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#if !defined LUNATIC
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size_t const actionofs = AC_ACTION_ID(pData);
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size_t const actionofs = AC_ACTION_ID(pData);
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@ -85,7 +85,7 @@ extern int32_t g_tw;
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extern int32_t g_errorLineNum;
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extern int32_t g_errorLineNum;
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extern int32_t g_currentEvent;
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extern int32_t g_currentEvent;
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void A_LoadActor(int32_t spriteNum);
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void A_LoadActor(int const spriteNum);
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#endif
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#endif
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extern uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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extern uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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@ -93,7 +93,7 @@ extern double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[
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void A_Execute(int spriteNum, int playerNum, int playerDist);
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void A_Execute(int spriteNum, int playerNum, int playerDist);
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void A_Fall(int spriteNum);
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void A_Fall(int spriteNum);
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int A_GetFurthestAngle(int spriteNum, int angDiv);
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int A_GetFurthestAngle(int const spriteNum, int const angDiv);
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void A_GetZLimits(int spriteNum);
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void A_GetZLimits(int spriteNum);
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int __fastcall G_GetAngleDelta(int currAngle, int newAngle);
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int __fastcall G_GetAngleDelta(int currAngle, int newAngle);
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void G_RestoreMapState();
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void G_RestoreMapState();
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@ -137,7 +137,7 @@ int32_t VM_ResetPlayer2(int32_t snum, int32_t flags);
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int32_t VM_CheckSquished2(int32_t i, int32_t snum);
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int32_t VM_CheckSquished2(int32_t i, int32_t snum);
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#endif
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#endif
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void VM_UpdateAnim(int spriteNum, int32_t *pData);
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void VM_UpdateAnim(int const spriteNum, int32_t * const pData);
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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