Fix redneck compiling

# Conflicts:
#	platform/Windows/eduke32.sln
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/config.cpp
#	source/rr/src/game.cpp
#	source/rr/src/game.h
#	source/rr/src/osdcmds.cpp
#	source/rr/src/sounds.cpp
This commit is contained in:
nukeykt 2019-12-30 04:37:38 +09:00 committed by Christoph Oelckers
parent 62c37b64ae
commit cdb08f22dd
2 changed files with 19 additions and 21 deletions

View file

@ -4549,7 +4549,7 @@ SPAWN_END:
return newSprite;
}
static int G_MaybeTakeOnFloorPal(uspritetype *pSprite, int sectNum)
static int G_MaybeTakeOnFloorPal(tspritetype *pSprite, int sectNum)
{
int const floorPal = sector[sectNum].floorpal;
@ -4678,9 +4678,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t ourz, int32_t oura
#endif
for (j=spritesortcnt-1; j>=0; j--)
{
tspritetype *const t = &tsprite[j];
auto const t = &tsprite[j];
const int32_t i = t->owner;
const spritetype *const s = &sprite[i];
auto const s = &sprite[i];
switch (DYNAMICTILEMAP(s->picnum))
{
@ -4707,7 +4707,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t ourz, int32_t oura
for (j=spritesortcnt-1; j>=0; j--)
{
tspritetype *const t = &tsprite[j];
auto const t = &tsprite[j];
const int32_t i = t->owner;
spritetype *const s = &sprite[i];
@ -4818,11 +4818,12 @@ default_case1:
int32_t curframe;
int32_t scrofs_action;
//is the perfect time to animate sprites
tspritetype *const t = &tsprite[j];
auto const t = &tsprite[j];
const int32_t i = t->owner;
// XXX: what's up with the (i < 0) check?
// NOTE: not const spritetype because set at SET_SPRITE_NOT_TSPRITE (see below).
tspritetype *const pSprite = (i < 0) ? &tsprite[j] : (tspritetype *)&sprite[i];
EDUKE32_STATIC_ASSERT(sizeof(uspritetype) == sizeof(tspritetype)); // see TSPRITE_SIZE
uspritetype *const pSprite = (i < 0) ? (uspritetype *)&tsprite[j] : (uspritetype *)&sprite[i];
if (adult_lockout && G_CheckAdultTile(DYNAMICTILEMAP(pSprite->picnum)))
{
@ -5184,7 +5185,7 @@ default_case1:
if (ud.showweapons && sprite[g_player[playerNum].ps->i].extra > 0 && g_player[playerNum].ps->curr_weapon > 0
&& spritesortcnt < maxspritesonscreen)
{
uspritetype *const newTspr = &tsprite[spritesortcnt];
tspritetype *const newTspr = &tsprite[spritesortcnt];
int const currentWeapon = g_player[playerNum].ps->curr_weapon;
*newTspr = *t;
@ -5223,7 +5224,7 @@ default_case1:
if (g_player[playerNum].inputBits->extbits & (1 << 7) && !ud.pause_on && spritesortcnt < maxspritesonscreen)
{
uspritetype *const playerTyping = t;
tspritetype *const playerTyping = t;
playerTyping->statnum = TSPR_TEMP;
playerTyping->cstat = 0;
@ -5603,7 +5604,7 @@ skip:
if ((pSprite->z-shadowZ) < ZOFFSET3 && g_player[screenpeek].ps->pos.z < shadowZ)
{
uspritetype *const tsprShadow = &tsprite[spritesortcnt];
tspritetype *const tsprShadow = &tsprite[spritesortcnt];
*tsprShadow = *t;
tsprShadow->statnum = TSPR_TEMP;
@ -5626,7 +5627,7 @@ skip:
tsprShadow->yrepeat = 0;
// 512:trans reverse
//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
tsprShadow->extra |= TSPR_EXTRA_MDHACK;
tsprShadow->clipdist |= TSPR_FLAGS_MDHACK;
tsprShadow->cstat |= 512;
}
else

View file

@ -458,7 +458,14 @@ static inline int G_GetMusicIdx(const char *str)
return (ep * MAXLEVELS) + lev;
}
static inline int G_GetViewscreenSizeShift(const uspritetype *tspr)
extern void G_PrintCurrentMusic(void);
EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
EXTERN_INLINE_HEADER void SetIfGreater(int32_t *variable, int32_t potentialValue);
template <typename T>
static inline int G_GetViewscreenSizeShift(T const *tspr)
{
#if VIEWSCREENFACTOR == 0
UNREFERENCED_PARAMETER(tspr);
@ -475,16 +482,6 @@ static inline int G_GetViewscreenSizeShift(const uspritetype *tspr)
#endif
}
EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
EXTERN_INLINE_HEADER void SetIfGreater(int32_t *variable, int32_t potentialValue);
#endif
#ifndef ONLY_USERDEFS
#if defined game_c_ || !defined DISABLE_INLINING
EXTERN_INLINE void G_SetStatusBarScale(int32_t sc)