int iUseMask=0;\r
int iSetMask=0;\r
unsigned short sSetMask=0;\r
-unsigned long lSetMask=0;\r
+unsigned int lSetMask=0;\r
\r
// drawing/coord vars\r
\r
EGLint iErr = eglGetError();\r
if (iErr != EGL_SUCCESS)\r
{\r
- printf("%s failed (0x%x).\n", pszLocation, iErr);\r
+ printf("%s failed (0x%x).\n", pszLocation, (int)iErr);\r
return FALSE;\r
}\r
\r
// real psx polygon coord mapping right... the following\r
// works not to bad with many games, though\r
\r
-__inline BOOL CheckCoord4()\r
+static __inline BOOL CheckCoord4()\r
{\r
if(lx0<0)\r
{\r
return FALSE;\r
}\r
\r
-__inline BOOL CheckCoord3()\r
+static __inline BOOL CheckCoord3()\r
{\r
if(lx0<0)\r
{\r
}\r
\r
\r
-__inline BOOL CheckCoord2()\r
+static __inline BOOL CheckCoord2()\r
{\r
if(lx0<0)\r
{\r
\r
///////////////////////////////////////////////////////// \r
\r
-void offsetScreenUpload(long Position)\r
+void offsetScreenUpload(int Position)\r
{\r
if(bDisplayNotSet)\r
SetOGLDisplaySettings(1);\r
\r
if(Position==-1)\r
{\r
- long lmdx,lmdy;\r
+ int lmdx,lmdy;\r
\r
lmdx=xrUploadArea.x0;\r
lmdy=xrUploadArea.y0;\r