- Fix loads of format string bugs

- Fix locally looping sounds, thanks to Timbo
This commit is contained in:
Thilo Schulz 2007-01-24 21:23:21 +00:00
parent 4b9df8d9e9
commit 5dc3b35b49
9 changed files with 28 additions and 30 deletions

View file

@ -698,7 +698,7 @@ intptr_t CL_CgameSystemCalls( intptr_t *args ) {
default:
assert(0); // bk010102
Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] );
Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
}
return 0;
}

View file

@ -1109,7 +1109,7 @@ intptr_t CL_UISystemCalls( intptr_t *args ) {
default:
Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );
Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] );
}

View file

@ -153,7 +153,7 @@ static void *GPA(char *str)
}
else
{
Com_DPrintf( " Loaded symbol %s (0x%08X)\n", str, rv);
Com_DPrintf( " Loaded symbol %s (%p)\n", str, rv);
return rv;
}
}

View file

@ -109,7 +109,7 @@ void S_Base_SoundInfo(void) {
Com_Printf("%5d samplebits\n", dma.samplebits);
Com_Printf("%5d submission_chunk\n", dma.submission_chunk);
Com_Printf("%5d speed\n", dma.speed);
Com_Printf("0x%x dma buffer\n", dma.buffer);
Com_Printf("%p dma buffer\n", dma.buffer);
if ( s_backgroundStream ) {
Com_Printf("Background file: %s\n", s_backgroundLoop );
} else {
@ -466,7 +466,7 @@ void S_Base_StartSound(vec3_t origin, int entityNum, int entchannel, sfxHandle_t
}
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
Com_Printf( S_COLOR_YELLOW, "S_StartSound: handle %i out of range\n", sfxHandle );
Com_Printf( S_COLOR_YELLOW "S_StartSound: handle %i out of range\n", sfxHandle );
return;
}
@ -578,7 +578,7 @@ void S_Base_StartLocalSound( sfxHandle_t sfxHandle, int channelNum ) {
}
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
Com_Printf( S_COLOR_YELLOW, "S_StartLocalSound: handle %i out of range\n", sfxHandle );
Com_Printf( S_COLOR_YELLOW "S_StartLocalSound: handle %i out of range\n", sfxHandle );
return;
}
@ -687,7 +687,7 @@ void S_Base_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t ve
}
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
Com_Printf( S_COLOR_YELLOW, "S_AddLoopingSound: handle %i out of range\n", sfxHandle );
Com_Printf( S_COLOR_YELLOW "S_AddLoopingSound: handle %i out of range\n", sfxHandle );
return;
}
@ -750,7 +750,7 @@ void S_Base_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_
}
if ( sfxHandle < 0 || sfxHandle >= s_numSfx ) {
Com_Printf( S_COLOR_YELLOW, "S_AddRealLoopingSound: handle %i out of range\n", sfxHandle );
Com_Printf( S_COLOR_YELLOW "S_AddRealLoopingSound: handle %i out of range\n", sfxHandle );
return;
}
@ -1115,7 +1115,7 @@ void S_Base_Update( void ) {
ch = s_channels;
for (i=0 ; i<MAX_CHANNELS; i++, ch++) {
if (ch->thesfx && (ch->leftvol || ch->rightvol) ) {
Com_Printf ("%f %f %s\n", ch->leftvol, ch->rightvol, ch->thesfx->soundName);
Com_Printf ("%d %d %s\n", ch->leftvol, ch->rightvol, ch->thesfx->soundName);
total++;
}
}

View file

@ -530,15 +530,13 @@ Adapt the gain if necessary to get a quicker fadeout when the source is too far
static void S_AL_ScaleGain(src_t *chksrc, vec3_t origin)
{
float distance;
if(chksrc->local)
distance = VectorLength(origin);
else
if(!chksrc->local)
distance = Distance(origin, lastListenerOrigin);
// If we exceed a certain distance, scale the gain linearly until the sound
// vanishes into nothingness.
if((distance -= s_alMaxDistance->value) > 0)
if(!chksrc->local && (distance -= s_alMaxDistance->value) > 0)
{
float scaleFactor;