From 2effee8a4feae52140b6b239d24ddf1cb171cd49 Mon Sep 17 00:00:00 2001 From: Chris Taylor Date: Wed, 22 Dec 2010 21:58:34 +0800 Subject: [PATCH] Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes --- CHANGELOG.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 58a0ec69f..29563cf2b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -5,9 +5,9 @@ D1X-Rebirth Changelog arch/sdl/window.c: In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors arch/ogl/ogl.c, include/ogl_init.h, main/ai.c, main/ai.h, main/aipath.c, main/aistruct.h, main/collide.c, main/controls.c, main/fuelcen.c, main/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/gauges.c, main/laser.c, main/lighting.c, main/mglobal.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/object.c, main/object.h, main/player.c, main/player.h, main/playsave.c, main/playsave.h, main/powerup.c, main/state.c, main/state.h, main/weapon.c: Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion main/game.c: Use game_init_render_buffers for editor (for now), fixing crash -main/gamecntl.c, main/net_udp.c: Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes main/collide.c, main/object.c, main/object.h, main/state.c: added hitobj_list to struct laser_info to get a bit cleaner code main/multi.h, main/net_udp.c, main/net_udp.h: in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds +main/gamecntl.c, main/net_udp.c: Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes 20101211 --------