Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes

This commit is contained in:
Chris Taylor 2010-12-22 17:38:52 +08:00
parent 4f6199f40a
commit e9fba443ef
3 changed files with 4 additions and 3 deletions

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@ -5,6 +5,7 @@ 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
20101211
--------

View file

@ -911,7 +911,7 @@ int HandleTestKey(int key)
kill_and_so_forth();
break;
case KEY_DEBUGGED+KEY_G:
GameTime64 = (0x7fffffffffffffff) - (F1_0*10);
GameTime64 = (0x7fffffffffffffffLL) - (F1_0*10);
HUD_init_message(HM_DEFAULT, "GameTime %i - Reset in 10 seconds!", GameTime64);
break;
default:

View file

@ -236,8 +236,8 @@ void multi_sort_kill_list(void);
void multi_reset_stuff(void);
void multi_send_data(unsigned char *buf, int len, int priority);
int get_team(int pnum);
// void multi_object_to_object_rw(object *obj, object_rw *obj_rw);
// void multi_object_rw_to_object(object_rw *obj_rw, object *obj);
void multi_object_to_object_rw(object *obj, object_rw *obj_rw);
void multi_object_rw_to_object(object_rw *obj_rw, object *obj);
// Exported variables