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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
Fix builds on broken compilers that don't properly support using "z" in the length field of a printf format placeholder.
git-svn-id: https://svn.eduke32.com/eduke32@5844 1a8010ca-5511-0410-912e-c29ae57300e0
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599e58bfef
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4 changed files with 50 additions and 50 deletions
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@ -435,14 +435,14 @@ static int32_t E_ReadArtFileOfID(int32_t tilefilei)
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{
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// Check whether we can evict existing tiles to make place for
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// per-map ART ones.
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for (bssize_t i=local.tilestart; i<=local.tileend; i++)
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for (int i=local.tilestart; i<=local.tileend; i++)
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{
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// Tiles having dummytile replacements or those that are
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// cache1d-locked can't be replaced.
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if (faketile[i>>3] & pow2char[i&7] || walock[i] >= 200)
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{
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initprintf("loadpics: per-map ART file \"%s\": "
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"tile %zd has dummytile or is locked\n", fn, i);
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"tile %d has dummytile or is locked\n", fn, i);
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kclose(fil);
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return -3;
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}
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@ -6267,9 +6267,9 @@ int app_main(int argc, char const * const * argv)
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g_player[myconnectindex].ps->palette = BASEPAL;
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for (bssize_t i=1, j=numplayers; j<ud.multimode; j++)
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for (int i=1, j=numplayers; j<ud.multimode; j++)
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{
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Bsprintf(g_player[j].user_name,"PLAYER %zd",j+1);
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Bsprintf(g_player[j].user_name,"PLAYER %d",j+1);
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g_player[j].ps->team = g_player[j].pteam = i;
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g_player[j].ps->weaponswitch = 3;
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g_player[j].ps->auto_aim = 0;
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@ -1240,49 +1240,49 @@ void Gv_ResetSystemDefaults(void)
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//AddLog("ResetWeaponDefaults");
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for (bssize_t weaponNum = 0; weaponNum < MAX_WEAPONS; ++weaponNum)
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for (int weaponNum = 0; weaponNum < MAX_WEAPONS; ++weaponNum)
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{
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for (bssize_t playerNum = 0; playerNum < MAXPLAYERS; ++playerNum)
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{
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Bsprintf(aszBuf, "WEAPON%zd_CLIP", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_CLIP", weaponNum);
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aplWeaponClip[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_RELOAD", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_RELOAD", weaponNum);
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aplWeaponReload[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_FIREDELAY", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_FIREDELAY", weaponNum);
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aplWeaponFireDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_TOTALTIME", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_TOTALTIME", weaponNum);
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aplWeaponTotalTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_HOLDDELAY", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_HOLDDELAY", weaponNum);
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aplWeaponHoldDelay[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_FLAGS", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_FLAGS", weaponNum);
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aplWeaponFlags[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_SHOOTS", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SHOOTS", weaponNum);
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aplWeaponShoots[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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if ((unsigned)aplWeaponShoots[weaponNum][playerNum] >= MAXTILES)
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aplWeaponShoots[weaponNum][playerNum] = 0;
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Bsprintf(aszBuf, "WEAPON%zd_SPAWNTIME", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SPAWNTIME", weaponNum);
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aplWeaponSpawnTime[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_SPAWN", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SPAWN", weaponNum);
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aplWeaponSpawn[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_SHOTSPERBURST", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", weaponNum);
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aplWeaponShotsPerBurst[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_WORKSLIKE", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_WORKSLIKE", weaponNum);
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aplWeaponWorksLike[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_INITIALSOUND", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_INITIALSOUND", weaponNum);
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aplWeaponInitialSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_FIRESOUND", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_FIRESOUND", weaponNum);
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aplWeaponFireSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_SOUND2TIME", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SOUND2TIME", weaponNum);
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aplWeaponSound2Time[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_SOUND2SOUND", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SOUND2SOUND", weaponNum);
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aplWeaponSound2Sound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND1", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND1", weaponNum);
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aplWeaponReloadSound1[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND2", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND2", weaponNum);
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aplWeaponReloadSound2[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_SELECTSOUND", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_SELECTSOUND", weaponNum);
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aplWeaponSelectSound[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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Bsprintf(aszBuf, "WEAPON%zd_FLASHCOLOR", weaponNum);
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Bsprintf(aszBuf, "WEAPON%d_FLASHCOLOR", weaponNum);
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aplWeaponFlashColor[weaponNum][playerNum] = Gv_GetVarByLabel(aszBuf, 0, -1, playerNum);
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}
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}
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@ -1457,7 +1457,7 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
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} while (0)
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#else
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# define ADDWEAPONVAR(Weapidx, Membname) do { \
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Bsprintf(aszBuf, "WEAPON%zd_" #Membname, Weapidx); \
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Bsprintf(aszBuf, "WEAPON%d_" #Membname, Weapidx); \
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Bstrupr(aszBuf); \
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Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
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} while (0)
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@ -1534,7 +1534,7 @@ static void Gv_AddSystemVars(void)
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weapondefaults[GROW_WEAPON].FireSound = 0;
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}
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for (bssize_t i=0; i<MAX_WEAPONS; i++)
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for (int i=0; i<MAX_WEAPONS; i++)
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{
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ADDWEAPONVAR(i, WorksLike);
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ADDWEAPONVAR(i, Clip);
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@ -1557,7 +1557,7 @@ static void Gv_AddSystemVars(void)
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ADDWEAPONVAR(i, FlashColor);
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}
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#ifdef LUNATIC
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for (bssize_t i=0; i<MAXPLAYERS; i++)
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for (int i=0; i<MAXPLAYERS; i++)
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{
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DukePlayer_t *ps = g_player[i].ps;
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@ -1709,9 +1709,9 @@ void Gv_InitWeaponPointers(void)
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//AddLog("Gv_InitWeaponPointers");
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for (bssize_t i=(MAX_WEAPONS-1); i>=0; i--)
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for (int i=(MAX_WEAPONS-1); i>=0; i--)
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{
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Bsprintf(aszBuf, "WEAPON%zd_CLIP", i);
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Bsprintf(aszBuf, "WEAPON%d_CLIP", i);
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aplWeaponClip[i] = Gv_GetVarDataPtr(aszBuf);
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if (!aplWeaponClip[i])
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@ -1721,41 +1721,41 @@ void Gv_InitWeaponPointers(void)
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G_Shutdown();
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}
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Bsprintf(aszBuf, "WEAPON%zd_RELOAD", i);
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Bsprintf(aszBuf, "WEAPON%d_RELOAD", i);
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aplWeaponReload[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_FIREDELAY", i);
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Bsprintf(aszBuf, "WEAPON%d_FIREDELAY", i);
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aplWeaponFireDelay[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_TOTALTIME", i);
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Bsprintf(aszBuf, "WEAPON%d_TOTALTIME", i);
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aplWeaponTotalTime[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_HOLDDELAY", i);
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Bsprintf(aszBuf, "WEAPON%d_HOLDDELAY", i);
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aplWeaponHoldDelay[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_FLAGS", i);
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Bsprintf(aszBuf, "WEAPON%d_FLAGS", i);
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aplWeaponFlags[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SHOOTS", i);
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Bsprintf(aszBuf, "WEAPON%d_SHOOTS", i);
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aplWeaponShoots[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SPAWNTIME", i);
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Bsprintf(aszBuf, "WEAPON%d_SPAWNTIME", i);
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aplWeaponSpawnTime[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SPAWN", i);
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Bsprintf(aszBuf, "WEAPON%d_SPAWN", i);
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aplWeaponSpawn[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SHOTSPERBURST", i);
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Bsprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", i);
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aplWeaponShotsPerBurst[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_WORKSLIKE", i);
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Bsprintf(aszBuf, "WEAPON%d_WORKSLIKE", i);
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aplWeaponWorksLike[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_INITIALSOUND", i);
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Bsprintf(aszBuf, "WEAPON%d_INITIALSOUND", i);
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aplWeaponInitialSound[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_FIRESOUND", i);
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Bsprintf(aszBuf, "WEAPON%d_FIRESOUND", i);
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aplWeaponFireSound[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SOUND2TIME", i);
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Bsprintf(aszBuf, "WEAPON%d_SOUND2TIME", i);
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aplWeaponSound2Time[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SOUND2SOUND", i);
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Bsprintf(aszBuf, "WEAPON%d_SOUND2SOUND", i);
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aplWeaponSound2Sound[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND1", i);
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Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND1", i);
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aplWeaponReloadSound1[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_RELOADSOUND2", i);
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Bsprintf(aszBuf, "WEAPON%d_RELOADSOUND2", i);
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aplWeaponReloadSound2[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_SELECTSOUND", i);
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Bsprintf(aszBuf, "WEAPON%d_SELECTSOUND", i);
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aplWeaponSelectSound[i] = Gv_GetVarDataPtr(aszBuf);
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Bsprintf(aszBuf, "WEAPON%zd_FLASHCOLOR", i);
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Bsprintf(aszBuf, "WEAPON%d_FLASHCOLOR", i);
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aplWeaponFlashColor[i] = Gv_GetVarDataPtr(aszBuf);
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}
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}
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@ -767,14 +767,14 @@ void S_ChangeSoundPitch(int32_t num, int32_t i, int32_t pitchoffset)
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if ((unsigned)num > (unsigned)g_maxSoundPos || g_sounds[num].num <= 0)
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return;
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for (bssize_t j=0; j<MAXSOUNDINSTANCES; ++j)
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for (int j=0; j<MAXSOUNDINSTANCES; ++j)
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{
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int32_t voice = g_sounds[num].SoundOwner[j].voice;
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int const voice = g_sounds[num].SoundOwner[j].voice;
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if ((i == -1 && voice > FX_Ok) || (i != -1 && g_sounds[num].SoundOwner[j].ow == i))
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{
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if (EDUKE32_PREDICT_FALSE(i >= 0 && voice <= FX_Ok))
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initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %zd!\n", voice, num, j);
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initprintf(OSD_ERROR "S_ChangeSoundPitch(): bad voice %d for sound ID %d index %d!\n", voice, num, j);
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else if (voice > FX_Ok && FX_SoundActive(voice))
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FX_SetPitch(voice, pitchoffset);
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break;
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