Some incompatible pointer types

This commit is contained in:
sago007
2016-11-27 11:54:01 +01:00
parent 8a0c6dd04b
commit e90e80eb92
2 changed files with 29 additions and 32 deletions

View File

@@ -2373,18 +2373,18 @@ void R_MotionBlur_BackupScreen(int which);
void R_AddParticles (void);
void R_RenderParticles (void);
void R_ClearParticles (void);
void R_LFX_Spark (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_Smoke (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_Smoke2 (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc);
void R_LFX_Shock (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_Burst (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_PushSmoke (vec3_t there, float force);
void R_LFX_Spark (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_Smoke (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_Smoke2 (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc);
void R_LFX_Shock (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_Burst (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
void R_LFX_PushSmoke (const vec3_t there, float force);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void R_QarticleExplosion(vec3_t org);
void R_LFX_Blood (vec3_t org, vec3_t dir, float pressure) ;
void R_RunParticleEffect (const vec3_t org, const vec3_t dir, int color, int count);
void R_QarticleExplosion(const vec3_t org);
void R_LFX_Blood (const vec3_t org, const vec3_t dir, float pressure) ;
void LFX_ShaderInit(void);
void LFX_ParticleEffect (int effect, vec3_t org, vec3_t dir);
void LFX_ParticleEffect (int effect, const vec3_t org, const vec3_t dir);
#endif //TR_LOCAL_H

View File

@@ -1234,7 +1234,7 @@ void R_RenderParticles (void)
//
void R_LFX_Blood (vec3_t org, vec3_t dir, float pressure)
void R_LFX_Blood (const vec3_t org, const vec3_t dir, float pressure)
{
int i, j;
int count = pressure * 4;
@@ -1296,7 +1296,7 @@ void R_LFX_Blood (vec3_t org, vec3_t dir, float pressure)
}
void R_LFX_Smoke (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
void R_LFX_Smoke (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
{
int i, j;
int cont = 50;
@@ -1389,7 +1389,7 @@ void R_LFX_Smoke (vec3_t org, vec3_t dir, float spread, float speed, vec4_t colo
void R_LFX_Smoke2 (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc)
void R_LFX_Smoke2 (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc)
{
int i, j;
int cont = 50;
@@ -1497,7 +1497,7 @@ void R_LFX_Smoke2 (vec3_t org, vec3_t dir, float spread, float speed, vec4_t col
}
void R_LFX_Shock (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
void R_LFX_Shock (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
{
int i, j;
particle_t *p;
@@ -1606,7 +1606,7 @@ void R_LFX_Shock (vec3_t org, vec3_t dir, float spread, float speed, vec4_t colo
}
void R_LFX_Spark (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
void R_LFX_Spark (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
{
int i, j;
int cont = 50;
@@ -1739,7 +1739,7 @@ void R_LFX_Spark (vec3_t org, vec3_t dir, float spread, float speed, vec4_t colo
void R_LFX_Burst (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
void R_LFX_Burst (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
{
int i, j;
int cont = 50;
@@ -1970,7 +1970,7 @@ void R_LFX_Generic (int type, vec3_t org, vec3_t dir, float alpha, int spread, i
// give some turbulence to smokes
void R_LFX_PushSmoke (vec3_t there, float force)
void R_LFX_PushSmoke (const vec3_t there, float force)
{
// will reimplement properly later
}
@@ -2001,22 +2001,19 @@ void R_LetsBounce ( particle_t *p)
// attempt at generic particles function similar to quake...
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
void R_RunParticleEffect (const vec3_t org, const vec3_t dir, int color, int count)
{
int i, j;
particle_t *p;
for (i = 0; i < count; i++) {
for (int i = 0; i < count; i++) {
if (!free_particles)
return;
p = free_particles;
particle_t *p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.1*(rand()%5);
p->color = (color&~7) + (rand()&7);
p->type = pt_slowgrav;
for (j=0 ; j<3 ; j++) {
for (int j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&15)-8);
p->vel[j] = dir[j]*15;// + (rand()%300)-150;
}
@@ -2026,7 +2023,7 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
// also from Quake!
void R_QarticleExplosion(vec3_t org)
void R_QarticleExplosion(const vec3_t org)
{
int i, j;
particle_t *p;
@@ -2080,7 +2077,7 @@ void R_QarticleExplosion(vec3_t org)
}
void Q_ParticleExplosion (vec3_t org)
void Q_ParticleExplosion (const vec3_t org)
{
int i, j;
particle_t *p;
@@ -2246,7 +2243,7 @@ void LFX_ShaderInit ( void )
// 1996 - it's like the first game ok
// - just dots
void LFX_ParticleEffect1996 (int effect, vec3_t org, vec3_t dir)
void LFX_ParticleEffect1996 (int effect, const vec3_t org, const vec3_t dir)
{
vec3_t notatall;
@@ -2287,7 +2284,7 @@ void LFX_ParticleEffect1996 (int effect, vec3_t org, vec3_t dir)
// 200X - most games of that decade...
// - usually ltos of particles
// - usually
void LFX_ParticleEffect200X (int effect, vec3_t org, vec3_t dir)
void LFX_ParticleEffect200X (int effect, const vec3_t org, const vec3_t dir)
{
vec3_t origin, sprOrg, sprVel; // laziness
vec4_t colory, colory2, colory3, colory4;
@@ -2869,7 +2866,7 @@ void LFX_ParticleEffect200X (int effect, vec3_t org, vec3_t dir)
// - alpha blends ONLY!
// - low amounts of polygons
// - high atlas usage
void LFX_ParticleEffect1997 (int effect, vec3_t org, vec3_t dir)
void LFX_ParticleEffect1997 (int effect, const vec3_t org, const vec3_t dir)
{
vec3_t origin, sprOrg, sprVel; // laziness
vec4_t colory, colory2, colory3, colory4;
@@ -2971,7 +2968,7 @@ void LFX_ParticleEffect1997 (int effect, vec3_t org, vec3_t dir)
// - sparks, but sparsely and no collision
// - some flare testing on some effects
void LFX_ParticleEffect1998 (int effect, vec3_t org, vec3_t dir)
void LFX_ParticleEffect1998 (int effect, const vec3_t org, const vec3_t dir)
{
vec3_t origin, sprOrg, sprVel; // laziness
vec4_t colory, colory2, colory3, colory4;
@@ -3137,7 +3134,7 @@ void LFX_ParticleEffect1998 (int effect, vec3_t org, vec3_t dir)
// 1999 - a certain competing game
// - high emphasis on atlas animations
// - no alpha blending - only alpha blend, subtractive blend (for grenade smoke) and GE128 alpha testing.
void LFX_ParticleEffect1999 (int effect, vec3_t org, vec3_t dir)
void LFX_ParticleEffect1999 (int effect, const vec3_t org, const vec3_t dir)
{
vec3_t origin, sprOrg, sprVel; // laziness
vec4_t colory, colory2, colory3, colory4;
@@ -3320,7 +3317,7 @@ void LFX_ParticleEffect1999 (int effect, vec3_t org, vec3_t dir)
}
}
void LFX_ParticleEffect (int effect, vec3_t org, vec3_t dir)
void LFX_ParticleEffect (int effect, const vec3_t org, const vec3_t dir)
{
// choosing particle sets