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game: fix compilation problems for clang
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ff99055be1
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@ -1014,7 +1014,7 @@ bool CParticleEffectBinding::RecalculateBoundingBox()
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CEffectMaterial* CParticleEffectBinding::GetEffectMaterial( CParticleSubTexture *pSubTexture )
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{
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// Hash the IMaterial pointer.
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unsigned int index = (((intp)pSubTexture->m_pGroup) >> 6) % EFFECT_MATERIAL_HASH_SIZE;
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unsigned int index = (((uintp)pSubTexture->m_pGroup) >> 6) % EFFECT_MATERIAL_HASH_SIZE;
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for ( CEffectMaterial *pCur=m_EffectMaterialHash[index]; pCur; pCur = pCur->m_pHashedNext )
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{
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if ( pCur->m_pGroup == pSubTexture->m_pGroup )
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@ -3538,7 +3538,7 @@ void CNPC_PlayerCompanion::InputClearAllOuputs( inputdata_t &inputdata )
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typedescription_t *dataDesc = &dmap->dataDesc[i];
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if ( ( dataDesc->fieldType == FIELD_CUSTOM ) && ( dataDesc->flags & FTYPEDESC_OUTPUT ) )
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{
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CBaseEntityOutput *pOutput = (CBaseEntityOutput *)((int)this + (int)dataDesc->fieldOffset[0]);
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CBaseEntityOutput *pOutput = (CBaseEntityOutput *)((intp)this + (intp)dataDesc->fieldOffset[0]);
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pOutput->DeleteAllElements();
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/*
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int nConnections = pOutput->NumberOfElements();
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@ -556,7 +556,7 @@ void CPortal_Player::UpdateExpression( void )
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return;
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}
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char const szScene[256];
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char szScene[256] = { 0 };
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response->GetResponse( szScene, sizeof(szScene) );
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// Ignore updates that choose the same scene
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@ -207,7 +207,7 @@ void CHalfLife2Survival::ParseSurvivalSettings( KeyValues *pSubKey )
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}
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else if ( !stricmp( pTestKey->GetName(), "spawnhealth" ) )
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{
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m_SurvivalSettings.m_iSpawnHealth = pTestKey->GetInt( NULL, 100 );
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m_SurvivalSettings.m_iSpawnHealth = pTestKey->GetInt( 0, 100 );
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}
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else if ( !stricmp( pTestKey->GetName(), "allowedpickups" ) )
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{
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@ -1265,7 +1265,7 @@ CAmmoDef *GetAmmoDef()
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def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
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def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
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def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
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def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, NULL, NULL, NULL, 0, 0 );
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def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, 0, 0, 0, 0, 0 );
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def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
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def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
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def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
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