diff --git a/Descent3/AImain.cpp b/Descent3/AImain.cpp index 59ab020d..dad27caf 100644 --- a/Descent3/AImain.cpp +++ b/Descent3/AImain.cpp @@ -1563,7 +1563,7 @@ bool AI_debug_robot_do = false; int AI_debug_robot_index = -2; #endif -static bool compute_dodge_dir(/* vector *dodge_dir, */ object *obj, object *dodge_obj); +static bool compute_dodge_dir(vector *movement_dir, object *obj, object *dodge_obj); static float AIDetermineObjVisLevel(object *obj, object *target); static bool move_relative_object_vec(object *obj, vector *vec, object *target, float circle_dist, float scalar, bool f_toward, vector *mdir, bool *f_moved); diff --git a/Descent3/gauges.cpp b/Descent3/gauges.cpp index 2aa74e99..7abd3229 100644 --- a/Descent3/gauges.cpp +++ b/Descent3/gauges.cpp @@ -321,7 +321,7 @@ static inline int GAUGE_INDEX(tStatMask mask) { // Initialization routines // initializes cockpit gauges -void InitGauges(uint16_t gauge_mask) { +void InitGauges(tStatMask gauge_mask) { Gauge_mask = gauge_mask; Gauge_mask_modified = Gauge_mask; int gauge = 0; diff --git a/Descent3/hotspotmap.h b/Descent3/hotspotmap.h index dc143aba..fccbeb1b 100644 --- a/Descent3/hotspotmap.h +++ b/Descent3/hotspotmap.h @@ -98,7 +98,7 @@ struct windowmap_t { }; // Loads a tga or ogf file into a bitmap...returns handle to bm or -1 on error, and fills in the alphamap -int menutga_alloc_file(const char *name, char *hsmap[], int *w, int *h); +int menutga_alloc_file(const char *name, char *hsmap[1], int *w, int *h); // Given a filename and a HotSpotMap structure, it saves it to disk (.HSM) void menutga_SaveHotSpotMap(const std::filesystem::path &filename, hotspotmap_t *hsmap, windowmap_t *wndmap); // Given a filename and a HotSpotMap structure, it loads the hotspot map (.HSM) diff --git a/Descent3/player.h b/Descent3/player.h index 0841e048..c9429dca 100644 --- a/Descent3/player.h +++ b/Descent3/player.h @@ -467,7 +467,7 @@ void InitiatePlayerDeath(object *playerobj, bool melee = false, int fate = -1); void EndPlayerDeath(int slot); // Detaches a subobject from the player ship -void DeadPlayerShipHit(object *obj, vector *hitpt, float magnitude); +void DeadPlayerShipHit(object *obj, int hit_room, vector *hitpt, float magnitude); // Do actions for the player each frame void DoPlayerFrame(); diff --git a/Descent3/procedurals.h b/Descent3/procedurals.h index aefa6ab3..62225a3b 100644 --- a/Descent3/procedurals.h +++ b/Descent3/procedurals.h @@ -45,6 +45,8 @@ #define PROC_WATER_RAINDROPS 3 #define PROC_WATER_BLOBDROPS 4 +struct static_proc_element; + struct dynamic_proc_element { uint8_t type; fix dx, dy; @@ -71,7 +73,7 @@ void InitProcedurals(); void FadeProcTexture(int tex_handle); // Draws lightning into a bitmap -void AddProcLightning(int x1, int y1, int x2, int y2); +void AddProcLightning(int x1, int y1, int x2, int y2, uint8_t color, static_proc_element *proc); // link the procedural into the list for its texture void ProcElementLink(int index, int texnum); diff --git a/manage/texpage.h b/manage/texpage.h index c689f0a3..11b2de8d 100644 --- a/manage/texpage.h +++ b/manage/texpage.h @@ -70,7 +70,7 @@ void mng_WriteNewTexturePage(CFILE *outfile, mngs_texture_page *texpage); // Given a texture page, allocs a texture and loads that textures associated bitmap // returns texture handle on success, -1 if fail -int mng_SetAndLoadTexture(mngs_texture_page *texpage); +int mng_SetAndLoadTexture(mngs_texture_page *texpage, CFILE *infile); // Reads in a texture page from the local table file, superseding any texture // already in RAM with that same name diff --git a/stream_audio/streamaudio.cpp b/stream_audio/streamaudio.cpp index a9ee90e4..c2fe08b4 100644 --- a/stream_audio/streamaudio.cpp +++ b/stream_audio/streamaudio.cpp @@ -914,7 +914,7 @@ void AudioStream::UpdateData() { #pragma optimize("", on) /////////////////////////////////////////////////////////////////////////////// // decoder -int ADecodeFileRead(void *data, void *buf, unsigned qty) { +int ADecodeFileRead(void *data, void *buf, uint32_t qty) { AudioStream *stream = (AudioStream *)data; int iqty = (int)qty;