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Fix implicit function declaration. Fix struct declaration in parameter list

pull/2/head
Alibek Omarov 6 years ago
parent
commit
b7622e6009
  1. 1
      engine/cdll_int.h
  2. 8
      engine/common/common.h
  3. 1
      engine/eiface.h
  4. 3
      engine/server/sv_init.c
  5. 4
      engine/server/sv_log.c

1
engine/cdll_int.h

@ -112,6 +112,7 @@ typedef struct hud_player_info_s
struct screenfade_s; struct screenfade_s;
struct tagPOINT; struct tagPOINT;
struct event_args_s;
typedef struct cl_enginefuncs_s typedef struct cl_enginefuncs_s
{ {

8
engine/common/common.h

@ -1084,6 +1084,14 @@ void ID_Init( void );
const char *ID_GetMD5( void ); const char *ID_GetMD5( void );
void GAME_EXPORT ID_SetCustomClientID( const char *id ); void GAME_EXPORT ID_SetCustomClientID( const char *id );
//
// sequence.c
//
typedef struct sequenceEntry_ sequenceEntry_s;
typedef struct sentenceEntry_ sentenceEntry_s;
sequenceEntry_s *Sequence_Get( const char *fileName, const char *entryName );
sentenceEntry_s *Sequence_PickSentence( const char *groupName, int pickMethod, int *picked );
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

1
engine/eiface.h

@ -97,6 +97,7 @@ typedef struct
typedef unsigned long CRC32_t; typedef unsigned long CRC32_t;
typedef struct delta_s delta_t; typedef struct delta_s delta_t;
struct entity_state_s;
// Engine hands this to DLLs for functionality callbacks // Engine hands this to DLLs for functionality callbacks
typedef struct enginefuncs_s typedef struct enginefuncs_s

3
engine/server/sv_init.c

@ -16,6 +16,7 @@ GNU General Public License for more details.
#include "common.h" #include "common.h"
#include "server.h" #include "server.h"
#include "net_encode.h" #include "net_encode.h"
#include "library.h"
int SV_UPDATE_BACKUP = SINGLEPLAYER_BACKUP; int SV_UPDATE_BACKUP = SINGLEPLAYER_BACKUP;
@ -945,4 +946,4 @@ State machine exec changelevel path
void SV_ExecChangeLevel( void ) void SV_ExecChangeLevel( void )
{ {
SV_ChangeLevel( GameState->loadGame, GameState->levelName, GameState->landmarkName, GameState->backgroundMap ); SV_ChangeLevel( GameState->loadGame, GameState->levelName, GameState->landmarkName, GameState->backgroundMap );
} }

4
engine/server/sv_log.c

@ -132,7 +132,7 @@ void Log_Printf( const char *fmt, ... )
} }
} }
static void Log_PrintServerCvar( const char *var_name, const char *var_value, const char *unused2, void *unused3 ) static void Log_PrintServerCvar( const char *var_name, const char *var_value, void *unused2, void *unused3 )
{ {
Log_Printf( "Server cvar \"%s\" = \"%s\"\n", var_name, var_value ); Log_Printf( "Server cvar \"%s\" = \"%s\"\n", var_name, var_value );
} }
@ -190,4 +190,4 @@ qboolean SV_ServerLog_f( sv_client_t *cl )
} }
return true; return true;
} }

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