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author | 2025-04-17 01:39:10 +0100 | |
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committer | 2025-04-17 20:02:18 +0100 | |
commit | 8a669bc96ffdb9d0f6f54e464da11e3375c80a55 (patch) | |
tree | 569dac0cd082ad25e779a69f0bcceff5ca212bb1 /src/gameserver.c | |
parent | 0b40d4d9ea1cbfbb92795e0d6f26cf108f2dec5f (diff) | |
download | sst-8a669bc96ffdb9d0f6f54e464da11e3375c80a55.tar.gz sst-8a669bc96ffdb9d0f6f54e464da11e3375c80a55.zip |
Add type-safety to virtual calls and accessors
This probably should have been the design from the start.
It's still possible to use void pointers, and this is done in a couple
of places for simplicity, but wherever possible, we have actual structs
for things now.
Additionally, in places where vtables are fiddled with, e.g. vtable
hooks, we have actual struct definitions with vtable pointers so there's
need for pointer-casting horror.
Diffstat (limited to 'src/gameserver.c')
-rw-r--r-- | src/gameserver.c | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/gameserver.c b/src/gameserver.c index 7cd7526..6f3d394 100644 --- a/src/gameserver.c +++ b/src/gameserver.c @@ -28,9 +28,10 @@ FEATURE() REQUIRE_GAMEDATA(vtidx_GetSpawnCount) -DECL_VFUNC_DYN(int, GetSpawnCount) +struct CGameServer; +DECL_VFUNC_DYN(struct CGameServer, int, GetSpawnCount) -static void *sv; +static struct CGameServer *sv; int gameserver_spawncount() { return GetSpawnCount(sv); } |