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Gentoo's Bugzilla – Attachment 462516 Details for
Bug 598637
games-action/teeworlds-0.6.3 : /.../cmath:1708:18: error: ‘constexpr float std::round(float)’ conflicts with a previous declaration
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[patch]
rename internal round function to round_to_int
fix-gcc6-rename-round.patch (text/plain), 4.00 KB, created by
Alexei Kharitonov
on 2017-02-05 11:20:32 UTC
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Description:
rename internal round function to round_to_int
Filename:
MIME Type:
Creator:
Alexei Kharitonov
Created:
2017-02-05 11:20:32 UTC
Size:
4.00 KB
patch
obsolete
>From bdd4b8c2b0ce4be986cb51a1dbc5d05db9a76867 Mon Sep 17 00:00:00 2001 >From: SushiTee <weichel.sascha@xxx.xx> >Date: Mon, 9 Dec 2013 14:00:24 +0100 >Subject: [PATCH] fixed compiling using visual studio 2013 by renaming the > round function > >--- > src/base/math.h | 2 +- > src/game/collision.h | 4 ++-- > src/game/editor/layer_tiles.cpp | 2 +- > src/game/gamecore.cpp | 16 ++++++++-------- > src/game/server/entity.cpp | 4 ++-- > 5 files changed, 14 insertions(+), 14 deletions(-) > >diff --git a/src/base/math.h b/src/base/math.h >index d58dbf1..07b0639 100644 >--- a/src/base/math.h >+++ b/src/base/math.h >@@ -20,7 +20,7 @@ inline float sign(float f) > return f<0.0f?-1.0f:1.0f; > } > >-inline int round(float f) >+inline int round_to_int(float f) > { > if(f > 0) > return (int)(f+0.5f); >diff --git a/src/game/collision.h b/src/game/collision.h >index d16f2d5..cad75bb 100644 >--- a/src/game/collision.h >+++ b/src/game/collision.h >@@ -25,9 +25,9 @@ class CCollision > > CCollision(); > void Init(class CLayers *pLayers); >- bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); } >+ bool CheckPoint(float x, float y) { return IsTileSolid(round_to_int(x), round_to_int(y)); } > bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); } >- int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); } >+ int GetCollisionAt(float x, float y) { return GetTile(round_to_int(x), round_to_int(y)); } > int GetWidth() { return m_Width; }; > int GetHeight() { return m_Height; }; > int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); >diff --git a/src/game/editor/layer_tiles.cpp b/src/game/editor/layer_tiles.cpp >index 032f391..0cdd760 100644 >--- a/src/game/editor/layer_tiles.cpp >+++ b/src/game/editor/layer_tiles.cpp >@@ -248,7 +248,7 @@ void CLayerTiles::BrushFlipY() > > void CLayerTiles::BrushRotate(float Amount) > { >- int Rotation = (round(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270° >+ int Rotation = (round_to_int(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270° > if(Rotation < 0) > Rotation +=4; > >diff --git a/src/game/gamecore.cpp b/src/game/gamecore.cpp >index d43492a..a325a53 100644 >--- a/src/game/gamecore.cpp >+++ b/src/game/gamecore.cpp >@@ -401,17 +401,17 @@ void CCharacterCore::Move() > > void CCharacterCore::Write(CNetObj_CharacterCore *pObjCore) > { >- pObjCore->m_X = round(m_Pos.x); >- pObjCore->m_Y = round(m_Pos.y); >+ pObjCore->m_X = round_to_int(m_Pos.x); >+ pObjCore->m_Y = round_to_int(m_Pos.y); > >- pObjCore->m_VelX = round(m_Vel.x*256.0f); >- pObjCore->m_VelY = round(m_Vel.y*256.0f); >+ pObjCore->m_VelX = round_to_int(m_Vel.x*256.0f); >+ pObjCore->m_VelY = round_to_int(m_Vel.y*256.0f); > pObjCore->m_HookState = m_HookState; > pObjCore->m_HookTick = m_HookTick; >- pObjCore->m_HookX = round(m_HookPos.x); >- pObjCore->m_HookY = round(m_HookPos.y); >- pObjCore->m_HookDx = round(m_HookDir.x*256.0f); >- pObjCore->m_HookDy = round(m_HookDir.y*256.0f); >+ pObjCore->m_HookX = round_to_int(m_HookPos.x); >+ pObjCore->m_HookY = round_to_int(m_HookPos.y); >+ pObjCore->m_HookDx = round_to_int(m_HookDir.x*256.0f); >+ pObjCore->m_HookDy = round_to_int(m_HookDir.y*256.0f); > pObjCore->m_HookedPlayer = m_HookedPlayer; > pObjCore->m_Jumped = m_Jumped; > pObjCore->m_Direction = m_Direction; >diff --git a/src/game/server/entity.cpp b/src/game/server/entity.cpp >index 788c3f4..3b47e02 100644 >--- a/src/game/server/entity.cpp >+++ b/src/game/server/entity.cpp >@@ -51,6 +51,6 @@ int CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos) > > bool CEntity::GameLayerClipped(vec2 CheckPos) > { >- return round(CheckPos.x)/32 < -200 || round(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 || >- round(CheckPos.y)/32 < -200 || round(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false; >+ return round_to_int(CheckPos.x)/32 < -200 || round_to_int(CheckPos.x)/32 > GameServer()->Collision()->GetWidth()+200 || >+ round_to_int(CheckPos.y)/32 < -200 || round_to_int(CheckPos.y)/32 > GameServer()->Collision()->GetHeight()+200 ? true : false; > }
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bug 598637
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