raze-gles/polymer/eduke32/source/actors_inline.h
hendricks266 fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00

48 lines
1.5 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __actors_inline_h__
#define __actors_inline_h__
#if KRANDDEBUG
# define ACTOR_INLINE
# define ACTOR_INLINE_HEADER extern
#else
# define ACTOR_INLINE EXTERN_INLINE
# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
#endif
ACTOR_INLINE_HEADER int32_t A_SetSprite(int32_t i,uint32_t cliptype);
EXTERN_INLINE_HEADER void G_UpdateInterpolations(void);
EXTERN_INLINE_HEADER void G_RestoreInterpolations(void);
EXTERN_INLINE_HEADER int32_t G_CheckForSpaceCeiling(int32_t sectnum);
EXTERN_INLINE_HEADER int32_t G_CheckForSpaceFloor(int32_t sectnum);
EXTERN_INLINE_HEADER int32_t A_CheckEnemySprite(const spritetype *s);
#ifndef DISABLE_INLINING
#include "actors_inline.c"
#endif
#endif