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Fix return values for several syscall functions, patch by Zack Middle…
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…ton (#5018)
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Thilo Schulz committed Jun 6, 2011
1 parent eec0667 commit f5deb4a
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Showing 2 changed files with 3 additions and 2 deletions.
1 change: 1 addition & 0 deletions code/client/cl_cgame.c
Original file line number Diff line number Diff line change
Expand Up @@ -548,6 +548,7 @@ intptr_t CL_CgameSystemCalls( intptr_t *args ) {
return re.RegisterShaderNoMip( VMA(1) );
case CG_R_REGISTERFONT:
re.RegisterFont( VMA(1), args[2], VMA(3));
return 0;
case CG_R_CLEARSCENE:
re.ClearScene();
return 0;
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4 changes: 2 additions & 2 deletions code/server/sv_game.c
Original file line number Diff line number Diff line change
Expand Up @@ -534,7 +534,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {

case BOTLIB_EA_ACTION:
botlib_export->ea.EA_Action( args[1], args[2] );
break;
return 0;
case BOTLIB_EA_GESTURE:
botlib_export->ea.EA_Gesture( args[1] );
return 0;
Expand Down Expand Up @@ -840,7 +840,7 @@ intptr_t SV_GameSystemCalls( intptr_t *args ) {
default:
Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
}
return -1;
return 0;
}

/*
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