[Cleanup] Fixed mismatch between function declarations and implementations.

This commit is contained in:
Thomas Roß 2024-08-17 20:59:37 +02:00
parent 7b71873a69
commit fdcc348b9c
7 changed files with 9 additions and 7 deletions

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@ -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);

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@ -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;

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@ -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)

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@ -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();

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@ -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);

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@ -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

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@ -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;