MSVC: kill level 3 warnings
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... | ... | @@ -239,7 +239,7 @@ static Mix_Chunk *ds2chunk(void *stream) |
} | ||
// return Mixer Chunk. | ||
return Mix_QuickLoad_RAW(sound, (UINT8*)d-sound); | ||
return Mix_QuickLoad_RAW(sound, (Uint32)((UINT8*)d-sound)); | ||
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||
} | ||
void *I_GetSfx(sfxinfo_t *sfx) | ||
... | ... | @@ -647,9 +647,9 @@ boolean I_StartDigSong(const char *musicname, boolean looping) |
const char *key1 = "LOOP"; | ||
const char *key2 = "POINT="; | ||
const char *key3 = "MS="; | ||
const UINT8 key1len = strlen(key1); | ||
const UINT8 key2len = strlen(key2); | ||
const UINT8 key3len = strlen(key3); | ||
const size_t key1len = strlen(key1); | ||
const size_t key2len = strlen(key2); | ||
const size_t key3len = strlen(key3); | ||
char *p = data; | ||
while ((UINT32)(p - data) < len) | ||
{ | ||
... | ... | @@ -668,7 +668,7 @@ boolean I_StartDigSong(const char *musicname, boolean looping) |
else if (!strncmp(p, key3, key3len)) // is it LOOPMS=? | ||
{ | ||
p += key3len; // skip MS= | ||
loop_point = atoi(p) / 1000.0L; // LOOPMS works by real time, as miliseconds. | ||
loop_point = (float)(atoi(p) / 1000.0L); // LOOPMS works by real time, as miliseconds. | ||
// Everything that uses LOOPMS will work perfectly with SDL_Mixer. | ||
} | ||
// Neither?! Continue searching. | ||
... | ... |