diff --git a/source/lib/ogl.cpp b/source/lib/ogl.cpp index a2370ae43d..7f7feb4aa8 100755 --- a/source/lib/ogl.cpp +++ b/source/lib/ogl.cpp @@ -239,6 +239,8 @@ static void importExtensionFunctions() //---------------------------------------------------------------------------- +#ifndef oglCheck + // don't include this function if it has been defined (in ogl.h) as a no-op void oglCheck() { GLenum err = glGetError(); @@ -261,6 +263,7 @@ void oglCheck() debug_break(); } } +#endif //---------------------------------------------------------------------------- diff --git a/source/ps/Errors.cpp b/source/ps/Errors.cpp index 39e53ea942..e7449503da 100755 --- a/source/ps/Errors.cpp +++ b/source/ps/Errors.cpp @@ -190,7 +190,7 @@ PSRETURN PSERROR_System_VmodeFailed::getCode() const { return 0x08000003; } PSRETURN PSERROR_Xeromyces_XMLOpenFailed::getCode() const { return 0x09000001; } PSRETURN PSERROR_Xeromyces_XMLParseError::getCode() const { return 0x09000002; } -const char* PSERROR::what() const +const char* PSERROR::what() const throw () { return GetErrorString(getCode()); } diff --git a/source/simulation/EntityStateProcessing.cpp b/source/simulation/EntityStateProcessing.cpp index 6cf0fe7d21..762b5e6df4 100755 --- a/source/simulation/EntityStateProcessing.cpp +++ b/source/simulation/EntityStateProcessing.cpp @@ -451,7 +451,7 @@ bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t times // should happen. So... m_fsm_anipos = (size_t)( action->m_Speed * ( 1.0f - 2 * m_fsm_animation->m_ActionPos ) ); // But... - if( m_fsm_anipos < 0 ) + if( m_fsm_anipos < 0 ) // (FIXME: m_fsm_anipos is unsigned, so this will never be true...) { // We ought to have started it in the past. Oh well. // Here's what we'll do: play it now, and advance it to @@ -471,7 +471,7 @@ bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t times // Load time needs to be animation->m_ActionPos2 ms after the start of the animation. m_fsm_anipos2 = m_fsm_anipos + (size_t)( action->m_Speed * m_fsm_animation->m_ActionPos2 * 2 ); - if( m_fsm_anipos2 < 0 ) + if( m_fsm_anipos2 < 0 ) // (FIXME: m_fsm_anipos2 is unsigned, so this will never be true...) { // Load now. m_actor->ShowAmmunition();