ref: 5de507694b0ca43739033d75cf20fcf7ea31a2dd
parent: bf215f516ed4742fd19b920d8a5d3f6738375168
author: James Haley <[email protected]>
date: Sat Sep 18 13:35:57 EDT 2010
Tons of warnings fixed - now only 7 warnings at warning level 3, and most of those are outside of our own code (get on those signed/unsigned mismatches in the midi code, fraggle ;) Subversion-branch: /branches/strife-branch Subversion-revision: 2110
--- a/msvc/strife.vcproj
+++ b/msvc/strife.vcproj
@@ -51,7 +51,7 @@
UsePrecompiledHeader="0"
ExpandAttributedSource="true"
AssemblerOutput="2"
- WarningLevel="2"
+ WarningLevel="3"
DebugInformationFormat="4"
CompileAs="1"
/>
--- a/src/m_controls.c
+++ b/src/m_controls.c
@@ -355,8 +355,8 @@
void M_BindChatControls(unsigned int num_players)
{
- char name[32]; // haleyjd: 20 not large enough - Thank you, come again!
- int i;
+ char name[32]; // haleyjd: 20 not large enough - Thank you, come again!
+ unsigned int i; // haleyjd: signedness conflict
M_BindVariable("key_multi_msg", &key_multi_msg);
--- a/src/strife/f_finale.c
+++ b/src/strife/f_finale.c
@@ -69,9 +69,9 @@
unsigned int finalecount;
// haleyjd 09/12/10: [STRIFE] Slideshow variables
-char *slideshow_panel;
-int slideshow_tics;
-int slideshow_state;
+char *slideshow_panel;
+unsigned int slideshow_tics;
+int slideshow_state;
// haleyjd 09/13/10: [STRIFE] All this is unused.
/*
@@ -174,7 +174,6 @@
void F_StartFinale (void)
{
patch_t *panel;
- size_t i;
gameaction = ga_nothing;
gamestate = GS_FINALE;
@@ -903,8 +902,6 @@
int x;
patch_t* p1;
patch_t* p2;
- char name[10];
- int stage;
static int laststage;
p1 = W_CacheLumpName (DEH_String("credit"), PU_LEVEL);
--- a/src/strife/m_menu.h
+++ b/src/strife/m_menu.h
@@ -99,6 +99,9 @@
// haleyjd 09/04/10: [STRIFE] New function.
void M_DialogDimMsg(int x, int y, char *str, boolean useyfont);
+// haleyjd [STRIFE] Externalized
+void M_ClearMenus (int choice);
+
extern int detailLevel;
extern int screenblocks;
--- a/src/strife/p_dialog.c
+++ b/src/strife/p_dialog.c
@@ -28,6 +28,8 @@
//
//-----------------------------------------------------------------------------
+#include <stdlib.h>
+
#include "z_zone.h"
#include "w_wad.h"
#include "deh_str.h"
@@ -41,6 +43,9 @@
#include "p_local.h"
#include "sounds.h"
#include "p_dialog.h"
+#include "s_sound.h"
+#include "p_local.h"
+#include "p_inter.h"
//
// Defines and Macros
@@ -1221,7 +1226,7 @@
dialogtalker->angle = dialogtalkerangle;
dialogplayer->st_update = true;
- M_ClearMenus();
+ M_ClearMenus(0);
if(nextdialog >= 0 || gameaction == ga_victory) // Macil hack
menuindialog = false;
@@ -1251,7 +1256,6 @@
int j = 0;
int pic;
int rnd = 0;
- mapdialog_t* dialog;
char* byetext;
int jumptoconv;
--- a/src/strife/p_dialog.h
+++ b/src/strife/p_dialog.h
@@ -89,13 +89,15 @@
mapdlgchoice_t choices[MDLG_MAXCHOICES];
} mapdialog_t;
-void P_DialogLoad(void);
-void P_DialogStart(player_t *player);
-void P_DialogDoChoice(int choice);
-boolean P_GiveItemToPlayer(player_t *player, int sprnum, mobjtype_t type);
-void P_DialogStartP1(void);
-mapdialog_t* P_DialogFind(mobjtype_t type, int jumptoconv);
-int P_PlayerHasItem(player_t *player, mobjtype_t type);
+void P_DialogLoad(void);
+void P_DialogStart(player_t *player);
+void P_DialogDoChoice(int choice);
+boolean P_GiveItemToPlayer(player_t *player, int sprnum, mobjtype_t type);
+boolean P_GiveInventoryItem(player_t *player, int sprnum, mobjtype_t type);
+boolean P_UseInventoryItem(player_t* player, int item);
+void P_DialogStartP1(void);
+mapdialog_t* P_DialogFind(mobjtype_t type, int jumptoconv);
+int P_PlayerHasItem(player_t *player, mobjtype_t type);
#endif
--- a/src/strife/p_doors.c
+++ b/src/strife/p_doors.c
@@ -43,6 +43,7 @@
// [STRIFE]
#include "p_dialog.h"
+#include "i_system.h"
//
@@ -1236,7 +1237,6 @@
{
int secnum;
sector_t* sec;
- slidedoor_t* door;
int i;
int rtn;
line_t* secline;
--- a/src/strife/p_enemy.c
+++ b/src/strife/p_enemy.c
@@ -47,6 +47,9 @@
// [STRIFE] Dialog / Inventory
#include "p_dialog.h"
#include "deh_str.h"
+#include "w_wad.h"
+#include "f_finale.h"
+#include "p_inter.h"
// Forward Declarations:
void A_RandomWalk(mobj_t *);
@@ -2531,7 +2534,6 @@
mobj_t *subentity;
angle_t an;
fixed_t dist;
- fixed_t momx, momy;
dist = 2 * mobjinfo[MT_SUBENTITY].radius;
--- a/src/strife/p_inter.c
+++ b/src/strife/p_inter.c
@@ -41,10 +41,17 @@
#include "p_dialog.h" // villsa [STRIFE]
#include "s_sound.h"
#include "p_inter.h"
+
#include "hu_stuff.h" // villsa [STRIFE]
#include "z_zone.h" // villsa [STRIFE]
+// haleyjd [STRIFE]
+#include "w_wad.h"
+#include "p_pspr.h"
+#include "p_dialog.h"
+#include "f_finale.h"
+
#define BONUSADD 6
@@ -112,31 +119,34 @@
// villsa [STRIFE] ammo update
// where's the check for grenades? - haleyjd: verified no switch to grenades
- switch(ammo && !player->readyweapon)
+ if(!player->readyweapon)
{
- case am_bullets:
- if(player->weaponowned[wp_rifle])
- player->pendingweapon = wp_rifle;
- break;
+ switch(ammo)
+ {
+ case am_bullets:
+ if(player->weaponowned[wp_rifle])
+ player->pendingweapon = wp_rifle;
+ break;
- case am_elecbolts:
- case am_poisonbolts:
- if(player->weaponowned[wp_elecbow])
- player->pendingweapon = wp_elecbow;
- break;
+ case am_elecbolts:
+ case am_poisonbolts:
+ if(player->weaponowned[wp_elecbow])
+ player->pendingweapon = wp_elecbow;
+ break;
- case am_cell:
- if(player->weaponowned[wp_mauler])
- player->pendingweapon = wp_mauler;
- break;
+ case am_cell:
+ if(player->weaponowned[wp_mauler])
+ player->pendingweapon = wp_mauler;
+ break;
- case am_missiles:
- if(player->weaponowned[wp_missile])
- player->pendingweapon = wp_missile;
- break;
+ case am_missiles:
+ if(player->weaponowned[wp_missile])
+ player->pendingweapon = wp_missile;
+ break;
- default:
- break;
+ default:
+ break;
+ }
}
return true;
--- a/src/strife/p_inter.h
+++ b/src/strife/p_inter.h
@@ -28,11 +28,13 @@
#ifndef __P_INTER__
#define __P_INTER__
-
-
-
-boolean P_GivePower(player_t*, powertype_t);
-
-
+// haleyjd [STRIFE]: Multiple externals added
+boolean P_GiveCard(player_t* player, card_t card);
+boolean P_GiveBody(player_t* player, int num);
+boolean P_GiveArmor(player_t* player, int armortype);
+boolean P_GivePower(player_t* player, powertype_t power);
+boolean P_GiveAmmo(player_t* player, ammotype_t ammo, int num);
+boolean P_GiveWeapon(player_t* player, weapontype_t weapon, boolean dropped);
+void P_KillMobj(mobj_t* source, mobj_t* target);
#endif
--- a/src/strife/p_local.h
+++ b/src/strife/p_local.h
@@ -147,7 +147,9 @@
//
void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
void P_DoPunchAlert(mobj_t *puncher, mobj_t *punchee); // villsa [STRIFE]
-
+void A_BodyParts(mobj_t *actor); // haleyjd: [STRIFE]
+void A_AlertSpectreC(mobj_t* actor);
+void A_FaceTarget (mobj_t* actor);
//
// P_MAPUTL
--- a/src/strife/p_map.c
+++ b/src/strife/p_map.c
@@ -1469,14 +1469,14 @@
boolean PIT_ChangeSector (mobj_t* thing)
{
mobj_t* mo;
-
+
if (P_ThingHeightClip (thing))
{
- // keep checking
- return true;
+ // keep checking
+ return true;
}
-
+
// crunch bodies to giblets
if (thing->health <= 0)
{
@@ -1486,30 +1486,30 @@
nofit = true;
return false;
}
- //P_SetMobjState (thing, S_GIBS); // villsa [STRIFE] unused
+ //P_SetMobjState (thing, S_GIBS); // villsa [STRIFE] unused
A_BodyParts(thing); // villsa [STRIFE] spit out meat/junk stuff
- thing->flags &= ~MF_SOLID;
- thing->height = 0;
- thing->radius = 0;
+ thing->flags &= ~MF_SOLID;
+ thing->height = 0;
+ thing->radius = 0;
- // keep checking
- return true;
+ // keep checking
+ return true;
}
// crunch dropped items
if (thing->flags & MF_DROPPED)
{
- P_RemoveMobj (thing);
-
- // keep checking
- return true;
+ P_RemoveMobj (thing);
+
+ // keep checking
+ return true;
}
if (! (thing->flags & MF_SHOOTABLE) )
{
- // assume it is bloody gibs or something
- return true;
+ // assume it is bloody gibs or something
+ return true;
}
nofit = true;
@@ -1517,19 +1517,19 @@
if (crushchange && !(leveltime&3) )
{
S_StartSound(thing, sfx_pcrush); // villsa [STRIFE]
- P_DamageMobj(thing,NULL,NULL,10);
+ P_DamageMobj(thing,NULL,NULL,10);
- // spray blood in a random direction
- mo = P_SpawnMobj (thing->x,
- thing->y,
- thing->z + thing->height/2, MT_BLOOD_DEATH);
-
- mo->momx = (P_Random() - P_Random ())<<12;
- mo->momy = (P_Random() - P_Random ())<<12;
+ // spray blood in a random direction
+ mo = P_SpawnMobj (thing->x,
+ thing->y,
+ thing->z + thing->height/2, MT_BLOOD_DEATH);
+
+ mo->momx = (P_Random() - P_Random ())<<12;
+ mo->momy = (P_Random() - P_Random ())<<12;
}
// keep checking (crush other things)
- return true;
+ return true;
}
--- a/src/strife/p_mobj.c
+++ b/src/strife/p_mobj.c
@@ -264,14 +264,14 @@
{
fixed_t dist;
fixed_t delta;
-
+
// check for smooth step up
if (mo->player && mo->z < mo->floorz)
{
- mo->player->viewheight -= mo->floorz-mo->z;
+ mo->player->viewheight -= mo->floorz-mo->z;
- mo->player->deltaviewheight
- = (VIEWHEIGHT - mo->player->viewheight)>>3;
+ mo->player->deltaviewheight
+ = (VIEWHEIGHT - mo->player->viewheight)>>3;
}
// adjust height
@@ -286,44 +286,44 @@
}
//mo->z += mo->momz; // villsa [STRIFE] unused
-
+
if ( mo->flags & MF_FLOAT
- && mo->target)
+ && mo->target)
{
- // float down towards target if too close
- if ( /*!(mo->flags & MF_SKULLFLY) // villsa [STRIFE] unused
- &&*/ !(mo->flags & MF_INFLOAT) )
- {
- dist = P_AproxDistance (mo->x - mo->target->x,
- mo->y - mo->target->y);
-
- delta =(mo->target->z + (mo->height>>1)) - mo->z;
+ // float down towards target if too close
+ if ( /*!(mo->flags & MF_SKULLFLY) // villsa [STRIFE] unused
+ &&*/ !(mo->flags & MF_INFLOAT) )
+ {
+ dist = P_AproxDistance (mo->x - mo->target->x,
+ mo->y - mo->target->y);
- if (delta<0 && dist < -(delta*3) )
- mo->z -= FLOATSPEED;
- else if (delta>0 && dist < (delta*3) )
- mo->z += FLOATSPEED;
- }
-
+ delta =(mo->target->z + (mo->height>>1)) - mo->z;
+
+ if (delta<0 && dist < -(delta*3) )
+ mo->z -= FLOATSPEED;
+ else if (delta>0 && dist < (delta*3) )
+ mo->z += FLOATSPEED;
+ }
+
}
// clip movement
if (mo->z <= mo->floorz)
{
- // hit the floor
+ // hit the floor
- // Note (id):
- // somebody left this after the setting momz to 0,
- // kinda useless there.
- //
- // cph - This was the a bug in the linuxdoom-1.10 source which
- // caused it not to sync Doom 2 v1.9 demos. Someone
- // added the above comment and moved up the following code. So
- // demos would desync in close lost soul fights.
- // Note that this only applies to original Doom 1 or Doom2 demos - not
- // Final Doom and Ultimate Doom. So we test demo_compatibility *and*
- // gamemission. (Note we assume that Doom1 is always Ult Doom, which
- // seems to hold for most published demos.)
+ // Note (id):
+ // somebody left this after the setting momz to 0,
+ // kinda useless there.
+ //
+ // cph - This was the a bug in the linuxdoom-1.10 source which
+ // caused it not to sync Doom 2 v1.9 demos. Someone
+ // added the above comment and moved up the following code. So
+ // demos would desync in close lost soul fights.
+ // Note that this only applies to original Doom 1 or Doom2 demos - not
+ // Final Doom and Ultimate Doom. So we test demo_compatibility *and*
+ // gamemission. (Note we assume that Doom1 is always Ult Doom, which
+ // seems to hold for most published demos.)
//
// fraggle - cph got the logic here slightly wrong. There are three
// versions of Doom 1.9:
@@ -334,52 +334,53 @@
//
// So we need to check that this is either retail or commercial
// (but not doom2)
-
- //int correct_lost_soul_bounce = gameversion >= exe_ultimate;
- if (/*correct_lost_soul_bounce &&*/ mo->flags & MF_BOUNCE)
- {
- // the skull slammed into something
+ //int correct_lost_soul_bounce = gameversion >= exe_ultimate;
+
+ if (/*correct_lost_soul_bounce &&*/ mo->flags & MF_BOUNCE)
+ {
+ // the skull slammed into something
// villsa [STRIFE] affect reactiontime
// momz is also shifted by 1
- mo->momz = -mo->momz >> 1;
+ mo->momz = -mo->momz >> 1;
mo->reactiontime >>= 1;
// villsa [STRIFE] get terrain type
if(P_GetTerrainType(mo) != FLOOR_SOLID)
mo->flags &= ~MF_BOUNCE;
- }
-
- if (mo->momz < 0)
- {
- if (mo->player
- && mo->momz < -GRAVITY*8)
- {
- // Squat down.
- // Decrease viewheight for a moment
- // after hitting the ground (hard),
- // and utter appropriate sound.
- mo->player->deltaviewheight = mo->momz>>3;
+ }
+ if (mo->momz < 0)
+ {
+ if (mo->player
+ && mo->momz < -GRAVITY*8)
+ {
+ // Squat down.
+ // Decrease viewheight for a moment
+ // after hitting the ground (hard),
+ // and utter appropriate sound.
+ mo->player->deltaviewheight = mo->momz>>3;
+
// villsa [STRIFE] fall damage
- if(mo->momz < -(20*FRACUNIT))
+ if(mo->momz < -20*FRACUNIT)
{
- P_DamageMobj(mo, NULL, mo, (mo->momz >> 32) / -25000);
+ // haleyjd 09/18/10: Repaired calculation
+ P_DamageMobj(mo, NULL, mo, mo->momz / -25000);
mo->player->centerview = 1;
}
- S_StartSound (mo, sfx_oof);
- }
- mo->momz = 0;
- }
- mo->z = mo->floorz;
+ S_StartSound (mo, sfx_oof);
+ }
+ mo->momz = 0;
+ }
+ mo->z = mo->floorz;
- // cph 2001/05/26 -
- // See lost soul bouncing comment above. We need this here for bug
- // compatibility with original Doom2 v1.9 - if a soul is charging and
- // hit by a raising floor this incorrectly reverses its Y momentum.
- //
+ // cph 2001/05/26 -
+ // See lost soul bouncing comment above. We need this here for bug
+ // compatibility with original Doom2 v1.9 - if a soul is charging and
+ // hit by a raising floor this incorrectly reverses its Y momentum.
+ //
// villsa [STRIFE] unused
/*if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
@@ -386,43 +387,43 @@
mo->momz = -mo->momz;*/
// villsa [STRIFE] also check for MF_BOUNCE
- if ( (mo->flags & MF_MISSILE)
- && !(mo->flags & (MF_NOCLIP|MF_BOUNCE)) )
- {
+ if ( (mo->flags & MF_MISSILE)
+ && !(mo->flags & (MF_NOCLIP|MF_BOUNCE)) )
+ {
P_ExplodeMissile (mo);
- return;
- }
+ return;
+ }
}
else if (! (mo->flags & MF_NOGRAVITY) )
{
- if (mo->momz == 0)
- mo->momz = -GRAVITY*2;
- else
- mo->momz -= GRAVITY;
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY*2;
+ else
+ mo->momz -= GRAVITY;
}
-
+
if (mo->z + mo->height > mo->ceilingz)
{
// villsa [STRIFE] replace skullfly flag with MF_BOUNCE
if (mo->flags & MF_BOUNCE)
{
- // villsa [STRIFE] affect reactiontime
+ // villsa [STRIFE] affect reactiontime
// momz is also shifted by 1
- mo->momz = -mo->momz >> 1;
+ mo->momz = -mo->momz >> 1;
mo->reactiontime >>= 1;
}
- // hit the ceiling
- if (mo->momz > 0)
- mo->momz = 0;
- {
- mo->z = mo->ceilingz - mo->height;
- }
-
+ // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ {
+ mo->z = mo->ceilingz - mo->height;
+ }
+
// villsa [STRIFE] also check for MF_BOUNCE
- if ( (mo->flags & MF_MISSILE)
- && !(mo->flags & (MF_NOCLIP|MF_BOUNCE)) )
- {
+ if ( (mo->flags & MF_MISSILE)
+ && !(mo->flags & (MF_NOCLIP|MF_BOUNCE)) )
+ {
// villsa [STRIFE] check against skies
if(mo->subsector->sector->ceilingpic == skyflatnum)
P_RemoveMobj(mo);
@@ -429,8 +430,8 @@
else
P_ExplodeMissile (mo);
- return;
- }
+ return;
+ }
}
}
@@ -756,7 +757,6 @@
fixed_t y;
fixed_t z;
mobj_t* mobj;
- int i;
if(mthing->type == 0)
return;
--- a/src/strife/p_mobj.h
+++ b/src/strife/p_mobj.h
@@ -332,6 +332,7 @@
} mobj_t;
-
+// haleyjd [STRIFE] Exported
+void P_CheckMissileSpawn (mobj_t* th);
#endif
--- a/src/strife/p_pspr.c
+++ b/src/strife/p_pspr.c
@@ -511,7 +511,6 @@
void A_FireMissile(player_t* player, pspdef_t* psp)
{
angle_t an;
- mobj_t* mo;
an = player->mo->angle;
player->mo->angle += (P_Random() - P_Random())<<(19 - (player->accuracy * 4 / 100));
--- a/src/strife/p_pspr.h
+++ b/src/strife/p_pspr.h
@@ -79,4 +79,9 @@
} pspdef_t;
+typedef struct player_s *playerptr;
+
+// haleyjd [STRIFE] Exported
+void P_SetPsprite(playerptr player, int position, statenum_t stnum);
+
#endif
--- a/src/strife/p_spec.c
+++ b/src/strife/p_spec.c
@@ -138,7 +138,7 @@
{ false, "F_FAN2", "F_FAN1", 4},
{ false, "F_CONVY2", "F_CONVY1", 4},
{ false, "F_RDALN4", "F_RDALN1", 4},
- { -1, NULL, NULL, 0},
+ { -1, "", "", 0},
};
anim_t anims[MAXANIMS];
@@ -169,35 +169,35 @@
startname = DEH_String(animdefs[i].startname);
endname = DEH_String(animdefs[i].endname);
- if (animdefs[i].istexture)
- {
- // different episode ?
- if (R_CheckTextureNumForName(startname) == -1)
- continue;
+ if (animdefs[i].istexture)
+ {
+ // different episode ?
+ if (R_CheckTextureNumForName(startname) == -1)
+ continue;
- lastanim->picnum = R_TextureNumForName(endname);
- lastanim->basepic = R_TextureNumForName(startname);
- }
- else
- {
- if (W_CheckNumForName(startname) == -1)
- continue;
+ lastanim->picnum = R_TextureNumForName(endname);
+ lastanim->basepic = R_TextureNumForName(startname);
+ }
+ else
+ {
+ if (W_CheckNumForName(startname) == -1)
+ continue;
- lastanim->picnum = R_FlatNumForName(endname);
- lastanim->basepic = R_FlatNumForName(startname);
- }
+ lastanim->picnum = R_FlatNumForName(endname);
+ lastanim->basepic = R_FlatNumForName(startname);
+ }
- lastanim->istexture = animdefs[i].istexture;
- lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
+ lastanim->istexture = animdefs[i].istexture;
+ lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
- if (lastanim->numpics < 2)
- I_Error ("P_InitPicAnims: bad cycle from %s to %s",
- startname, endname);
-
- lastanim->speed = animdefs[i].speed;
- lastanim++;
+ if (lastanim->numpics < 2)
+ I_Error ("P_InitPicAnims: bad cycle from %s to %s",
+ startname, endname);
+
+ lastanim->speed = animdefs[i].speed;
+ lastanim++;
}
-
+
}
// villsa [STRIFE] terrain type definitions
--- a/src/strife/p_switch.c
+++ b/src/strife/p_switch.c
@@ -35,6 +35,8 @@
#include "g_game.h"
#include "d_main.h" // villsa [STRIFE]
#include "s_sound.h"
+#include "m_random.h" // haleyjd [STRIFE]
+#include "p_dialog.h"
// Data.
#include "sounds.h"
--- a/src/strife/p_user.c
+++ b/src/strife/p_user.c
@@ -26,9 +26,8 @@
//
//-----------------------------------------------------------------------------
+#include <stdlib.h>
-
-
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
@@ -36,6 +35,13 @@
#include "p_dialog.h" // villsa [STRIFE]
#include "d_main.h" // villsa [STRIFE]
#include "doomstat.h"
+#include "deh_str.h" // haleyjd [STRIFE]
+#include "z_zone.h"
+#include "w_wad.h"
+#include "p_pspr.h"
+#include "m_random.h"
+#include "s_sound.h"
+#include "p_inter.h"
--- a/src/strife/r_bsp.c
+++ b/src/strife/r_bsp.c
@@ -304,7 +304,7 @@
// Totally off the left edge?
if (tspan >= span)
return;
- angle2 = -clipangle;
+ angle2 = 0 - clipangle;
}
// The seg is in the view range,
@@ -456,7 +456,7 @@
if (tspan >= span)
return false;
- angle2 = -clipangle;
+ angle2 = 0 - clipangle;
}
--- a/src/strife/r_main.c
+++ b/src/strife/r_main.c
@@ -320,7 +320,7 @@
if (x>y)
{
// octant 8
- return -tantoangle[SlopeDiv(y,x)];
+ return 0 - tantoangle[SlopeDiv(y,x)];
}
else
{
--- a/src/strife/r_segs.c
+++ b/src/strife/r_segs.c
@@ -637,7 +637,7 @@
offsetangle = rw_normalangle-rw_angle1;
if (offsetangle > ANG180)
- offsetangle = -offsetangle;
+ offsetangle = 0 - offsetangle;
if (offsetangle > ANG90)
offsetangle = ANG90;
--- a/src/strife/s_sound.c
+++ b/src/strife/s_sound.c
@@ -25,6 +25,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <ctype.h>
#include "i_sound.h"
#include "i_system.h"
@@ -590,6 +591,7 @@
{
int lumpnum;
voiceinfo_t *voice; // choco-specific
+ char lumpnamedup[9];
// no voices in deathmatch mode.
if(netgame)
@@ -613,10 +615,15 @@
if(lumpname == NULL)
return;
- if((lumpnum = W_CheckNumForName(lumpname)) != -1)
+ // Because of constness problems...
+ strncpy(lumpnamedup, lumpname, 9);
+ lumpnamedup[8] = '\0';
+
+
+ if((lumpnum = W_CheckNumForName(lumpnamedup)) != -1)
{
// haleyjd: Choco-specific: get a voice structure
- voice = S_getVoice(lumpname, lumpnum);
+ voice = S_getVoice(lumpnamedup, lumpnum);
// get a channel for the voice
i_voicehandle = S_GetChannel(NULL, &voice->sfx, true);
--- a/src/strife/st_stuff.c
+++ b/src/strife/st_stuff.c
@@ -621,7 +621,6 @@
void ST_Ticker (void)
{
static int largeammo = 1994; // means "n/a"
- int i;
// must redirect the pointer if the ready weapon has changed.
if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
@@ -809,8 +808,6 @@
{
int i;
- int j;
- int facenum;
char namebuf[9];
@@ -896,8 +893,6 @@
void ST_createWidgets(void)
{
- int i;
-
// ready weapon ammo
STlib_initNum(&w_ready,
ST_AMMOX,