C++ conversion: fixed compilation errors for quake3 project.

This commit is contained in:
Artem Kharytoniuk
2014-05-11 00:22:27 +03:00
parent e2e32bca15
commit ff834b8b59
39 changed files with 419 additions and 405 deletions

View File

@@ -222,7 +222,7 @@ void SV_Startup( void ) {
}
SV_BoundMaxClients( 1 );
svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
svs.clients = (client_t*) Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
} else {
@@ -264,7 +264,7 @@ void SV_ChangeMaxClients( void ) {
return;
}
oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
oldClients = (client_t*) Hunk_AllocateTempMemory( count * sizeof(client_t) );
// copy the clients to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
@@ -279,7 +279,7 @@ void SV_ChangeMaxClients( void ) {
Z_Free( svs.clients );
// allocate new clients
svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
svs.clients = (client_t*) Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
// copy the clients over
@@ -384,7 +384,7 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
FS_ClearPakReferences(0);
// allocate the snapshot entities on the hunk
svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
svs.snapshotEntities = (entityState_t*) Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
svs.nextSnapshotEntities = 0;
// toggle the server bit so clients can detect that a
@@ -464,7 +464,7 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
}
// connect the client again
denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
denied = (char*) VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change