Fix mistakes that lead to compilation errors

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smallmodel 2024-09-19 19:19:58 +02:00
parent 733c6c96f0
commit 3e70a9fab8
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GPG key ID: 9F2D623CEDF08512
2 changed files with 5 additions and 5 deletions

View file

@ -1279,9 +1279,9 @@ void R_Register( void )
r_depthbits = ri.Cvar_Get("r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH); r_depthbits = ri.Cvar_Get("r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH); r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_maxmode = (int)ri.Cvar_Get("r_maxmode", "6", CVAR_ARCHIVE | CVAR_LATCH); r_maxmode = ri.Cvar_Get("r_maxmode", "6", CVAR_ARCHIVE | CVAR_LATCH);
r_vidmode1024 = (int)ri.Cvar_Get("r_vidmode1024", "1", CVAR_ARCHIVE | CVAR_LATCH); r_vidmode1024 = ri.Cvar_Get("r_vidmode1024", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_vidmodemax = (int)ri.Cvar_Get("r_vidmodemax", "1", CVAR_ARCHIVE | CVAR_LATCH); r_vidmodemax = ri.Cvar_Get("r_vidmodemax", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_mode = ri.Cvar_Get("r_mode", "3", CVAR_ARCHIVE | CVAR_LATCH); r_mode = ri.Cvar_Get("r_mode", "3", CVAR_ARCHIVE | CVAR_LATCH);
// Added in 2.0 // Added in 2.0

View file

@ -2440,7 +2440,7 @@ static qboolean ParseShader( char **text, qboolean picmip )
while (1) { while (1) {
token = COM_ParseExt(text, qtrue); token = COM_ParseExt(text, qtrue);
if (!token[0]) { if (!token[0]) {
ri.Printf(PRINT_WARNING, "WARNING: no matching #endif in shader '%s'\n", &shader); ri.Printf(PRINT_WARNING, "WARNING: no matching #endif in shader '%s'\n", shader.name);
break; break;
} }
@ -2454,7 +2454,7 @@ static qboolean ParseShader( char **text, qboolean picmip )
ri.Printf( ri.Printf(
PRINT_WARNING, PRINT_WARNING,
"WARNING: illegal #else after a previous #else in shader '%s'\n", "WARNING: illegal #else after a previous #else in shader '%s'\n",
&shader); shader.name);
break; break;
} }