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Less warnings and slightly improve readme
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6 changed files with 9 additions and 9 deletions
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@ -4,7 +4,7 @@ ClassiCube is a custom Minecraft Classic and ClassiCube client written in C that
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![screenshot_n](http://i.imgur.com/FCiwl27.png)
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You can grab the latest stable binaries [from here](https://www.classicube.net/download/) and the very latest builds [from here](https://www.classicube.net/nightlies/).
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You can download the game [from here](https://www.classicube.net/download/) and the very latest builds [from here](https://www.classicube.net/nightlies/).
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#### What ClassiCube is
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* A complete re-implementation of Minecraft Classic, with optional additions.
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@ -946,7 +946,7 @@ void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) {
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*#########################################################################################################################*/
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static D3DTRANSFORMSTATETYPE matrix_modes[2] = { D3DTS_PROJECTION, D3DTS_VIEW };
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void Gfx_LoadMatrix(MatrixType type, struct Matrix* matrix) {
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void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
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if (Gfx.LostContext) return;
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IDirect3DDevice9_SetTransform(device, matrix_modes[type], (const D3DMATRIX*)matrix);
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}
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@ -1887,7 +1887,7 @@ void Gfx_SetFogMode(FogFunc func) {
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void Gfx_SetTexturing(cc_bool enabled) { }
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void Gfx_SetAlphaTest(cc_bool enabled) { gfx_alphaTest = enabled; SwitchProgram(); }
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void Gfx_LoadMatrix(MatrixType type, struct Matrix* matrix) {
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void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
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if (type == MATRIX_VIEW) _view = *matrix;
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if (type == MATRIX_PROJECTION) _proj = *matrix;
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@ -2061,9 +2061,9 @@ void Gfx_SetAlphaTest(cc_bool enabled) { gl_Toggle(GL_ALPHA_TEST); }
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static GLenum matrix_modes[3] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
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static int lastMatrix;
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void Gfx_LoadMatrix(MatrixType type, struct Matrix* matrix) {
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void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
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if (type != lastMatrix) { lastMatrix = type; glMatrixMode(matrix_modes[type]); }
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glLoadMatrixf((float*)matrix);
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glLoadMatrixf((const float*)matrix);
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}
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void Gfx_LoadIdentityMatrix(MatrixType type) {
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@ -175,7 +175,7 @@ CC_API void Gfx_DrawVb_IndexedTris(int verticesCount);
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void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex);
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/* Loads the given matrix over the currently active matrix. */
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CC_API void Gfx_LoadMatrix(MatrixType type, struct Matrix* matrix);
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CC_API void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix);
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/* Loads the identity matrix over the currently active matrix. */
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CC_API void Gfx_LoadIdentityMatrix(MatrixType type);
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CC_API void Gfx_EnableTextureOffset(float x, float y);
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@ -902,7 +902,7 @@ static cc_result Socket_ioctl(cc_socket s, cc_uint32 cmd, int* data) {
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#endif
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}
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cc_result Socket_Available(cc_socket s, cc_uint32* available) {
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cc_result Socket_Available(cc_socket s, int* available) {
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return Socket_ioctl(s, FIONREAD, available);
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}
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cc_result Socket_SetBlocking(cc_socket s, cc_bool blocking) {
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@ -221,7 +221,7 @@ void Platform_LoadSysFonts(void);
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/* Allocates a new socket. */
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CC_API cc_result Socket_Create(cc_socket* s);
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/* Returns how much data is available to be read from the given socket. */
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CC_API cc_result Socket_Available(cc_socket s, cc_uint32* available);
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CC_API cc_result Socket_Available(cc_socket s, int* available);
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/* Sets whether operations on the given socket block the calling thread. */
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/* e.g. if blocking is on, calling Connect() blocks until a response is received. */
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CC_API cc_result Socket_SetBlocking(cc_socket s, cc_bool blocking);
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@ -351,7 +351,7 @@ static void MPConnection_CheckDisconnection(void) {
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static const cc_string title = String_FromConst("Disconnected!");
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static const cc_string reason = String_FromConst("You've lost connection to the server");
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cc_result availRes, selectRes;
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cc_uint32 pending = 0;
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int pending = 0;
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cc_bool poll_read;
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availRes = Socket_Available(net_socket, &pending);
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