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https://github.com/YGGverse/xash3d-fwgs.git
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engine: fix discarded const pointer qualifier in PM_HullPointContents
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parent
2705e77a4e
commit
6ac3156a82
@ -790,7 +790,7 @@ void CL_InitClientMove( void )
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clgame.pmove->PM_StuckTouch = pfnStuckTouch;
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clgame.pmove->PM_StuckTouch = pfnStuckTouch;
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clgame.pmove->PM_PointContents = (void*)PM_CL_PointContents;
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clgame.pmove->PM_PointContents = (void*)PM_CL_PointContents;
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clgame.pmove->PM_TruePointContents = pfnTruePointContents;
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clgame.pmove->PM_TruePointContents = pfnTruePointContents;
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clgame.pmove->PM_HullPointContents = PM_HullPointContents;
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clgame.pmove->PM_HullPointContents = (void*)PM_HullPointContents;
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clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
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clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
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clgame.pmove->PM_TraceLine = PM_CL_TraceLine;
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clgame.pmove->PM_TraceLine = PM_CL_TraceLine;
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clgame.pmove->RandomLong = COM_RandomLong;
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clgame.pmove->RandomLong = COM_RandomLong;
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@ -36,7 +36,7 @@ hull_t *PM_HullForBsp( physent_t *pe, playermove_t *pmove, float *offset );
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qboolean PM_RecursiveHullCheck( hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace );
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qboolean PM_RecursiveHullCheck( hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace );
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pmtrace_t PM_PlayerTraceExt( playermove_t *pm, vec3_t p1, vec3_t p2, int flags, int numents, physent_t *ents, int ignore_pe, pfnIgnore pmFilter );
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pmtrace_t PM_PlayerTraceExt( playermove_t *pm, vec3_t p1, vec3_t p2, int flags, int numents, physent_t *ents, int ignore_pe, pfnIgnore pmFilter );
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int PM_TestPlayerPosition( playermove_t *pmove, vec3_t pos, pmtrace_t *ptrace, pfnIgnore pmFilter );
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int PM_TestPlayerPosition( playermove_t *pmove, vec3_t pos, pmtrace_t *ptrace, pfnIgnore pmFilter );
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int PM_HullPointContents( hull_t *hull, int num, vec3_t p );
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int PM_HullPointContents( hull_t *hull, int num, const vec3_t p );
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int PM_TruePointContents( playermove_t *pmove, const vec3_t p );
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int PM_TruePointContents( playermove_t *pmove, const vec3_t p );
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int PM_PointContents( playermove_t *pmove, const vec3_t p );
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int PM_PointContents( playermove_t *pmove, const vec3_t p );
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float PM_TraceModel( playermove_t *pmove, physent_t *pe, float *start, float *end, trace_t *trace );
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float PM_TraceModel( playermove_t *pmove, physent_t *pe, float *start, float *end, trace_t *trace );
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@ -138,7 +138,7 @@ PM_HullPointContents
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==================
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==================
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*/
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*/
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int PM_HullPointContents( hull_t *hull, int num, vec3_t p )
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int PM_HullPointContents( hull_t *hull, int num, const vec3_t p )
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{
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{
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mplane_t *plane;
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mplane_t *plane;
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@ -491,7 +491,7 @@ void SV_InitClientMove( void )
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svgame.pmove->PM_StuckTouch = pfnStuckTouch;
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svgame.pmove->PM_StuckTouch = pfnStuckTouch;
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svgame.pmove->PM_PointContents = pfnPointContents;
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svgame.pmove->PM_PointContents = pfnPointContents;
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svgame.pmove->PM_TruePointContents = pfnTruePointContents;
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svgame.pmove->PM_TruePointContents = pfnTruePointContents;
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svgame.pmove->PM_HullPointContents = PM_HullPointContents;
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svgame.pmove->PM_HullPointContents = (void*)PM_HullPointContents;
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svgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
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svgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
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svgame.pmove->PM_TraceLine = pfnTraceLine;
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svgame.pmove->PM_TraceLine = pfnTraceLine;
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svgame.pmove->RandomLong = COM_RandomLong;
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svgame.pmove->RandomLong = COM_RandomLong;
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