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path: root/games-roguelike/scourge/files/scourge-0.21.1-gcc-11.patch
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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 );