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gentoo-overlay/games-roguelike/scourge/files/scourge-0.21.1-gcc-11.patch

63 lines
2.8 KiB

https://bugs.gentoo.org/787845
--- a/src/common/constants.h
+++ b/src/common/constants.h
@@ -970,7 +970,7 @@ struct t3DModel {
char *getAn( const char *name );
-typedef unsigned char byte;
+typedef unsigned char scourge_byte;
extern void ComputeNormals( t3DModel *pModel );
extern void CreateTexture( GLuint textureArray[], char *strFileName, int textureID );
--- a/src/render/Md2.h
+++ b/src/render/Md2.h
@@ -52,8 +52,8 @@ struct tMd2Header {
/// This is used to store the vertices that are read in for the current frame.
struct tMd2AliasTriangle {
- byte vertex[3];
- byte lightNormalIndex;
+ scourge_byte vertex[3];
+ scourge_byte lightNormalIndex;
};
/// This stores the animation scale, translation and name information for a frame, plus verts.
--- a/src/render/glshape.cpp
+++ b/src/render/glshape.cpp
@@ -35,7 +35,7 @@ class Map;
// poor man's dynamic lightmaps: shaded sides
static GLuint lightmap_tex_num = 0;
static GLuint lightmap_tex_num2 = 0;
-static unsigned char data[LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3];
+static unsigned char data1[LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3];
static unsigned char data2[LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3];
GLShape::GLShape( Texture tex[], int width, int depth, int height, char const* name, int descriptionGroup,
@@ -514,11 +514,11 @@ void GLShape::createDarkTexture( WallTheme *theme ) {
if ( !theme || !theme->getMultiTexSmooth( 0 ) ) d = Util::roll( 127.0f, 255.0f );
// purple
- data[i * LIGHTMAP_SIZE * 3 + j * 3 + 0] =
+ data1[i * LIGHTMAP_SIZE * 3 + j * 3 + 0] =
( unsigned char )( d * tmp * ( theme ? theme->getMultiTexRed( 0 ) : 0.8f ) );
- data[i * LIGHTMAP_SIZE * 3 + j * 3 + 1] =
+ data1[i * LIGHTMAP_SIZE * 3 + j * 3 + 1] =
( unsigned char )( d * tmp * ( theme ? theme->getMultiTexGreen( 0 ) : 0.4f ) );
- data[i * LIGHTMAP_SIZE * 3 + j * 3 + 2] =
+ data1[i * LIGHTMAP_SIZE * 3 + j * 3 + 2] =
( unsigned char )( d * tmp * ( theme ? theme->getMultiTexBlue( 0 ) : 1.0f ) );
d = 255.0f;
@@ -542,8 +542,8 @@ void GLShape::createDarkTexture( WallTheme *theme ) {
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, LIGHTMAP_SIZE, LIGHTMAP_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
- gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, LIGHTMAP_SIZE, LIGHTMAP_SIZE, GL_RGB, GL_UNSIGNED_BYTE, data );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, LIGHTMAP_SIZE, LIGHTMAP_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, data1 );
+ gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, LIGHTMAP_SIZE, LIGHTMAP_SIZE, GL_RGB, GL_UNSIGNED_BYTE, data1 );
glBindTexture( GL_TEXTURE_2D, lightmap_tex_num2 );
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );