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-rw-r--r--src/fixes.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/fixes.c b/src/fixes.c
index 6a34c43..ac21722 100644
--- a/src/fixes.c
+++ b/src/fixes.c
@@ -57,7 +57,7 @@ static inline void unhidecmd(const char *name) {
// TOOD(opt): had to hack this up badly for OE compat. think of a nicer way?
-static void generalfixes() {
+static inline void generalfixes() {
// Expose all the demo stuff, for games like L4D that hide it for some
// reason.
unhide("demo_debug");
@@ -94,7 +94,7 @@ static void generalfixes() {
chflags("developer", 0, _CON_NE_HIDDEN | _CON_NE_DEVONLY, CON_DEMO);
}
-static void l4dspecific() {
+static inline void l4dspecific() {
// NOTE: using unconditional dev-only flags here since we know it's NE.
chflags("director_afk_timeout", _CON_NE_HIDDEN | _CON_NE_DEVONLY, 0,
CON_CHEAT);
@@ -122,7 +122,7 @@ static void l4dspecific() {
con_setvarf(v, con_getvarf(v)); // hack: reapply limit if we loaded late
}
-static void l4d1specific() {
+static inline void l4d1specific() {
// For some reason, L4D1 hides mat_monitorgamma and doesn't archive it.
// This means on every startup it's necessary to manually set non-default
// values via the menu. This change here brings it in line with pretty much
@@ -146,7 +146,7 @@ static void l4d1specific() {
chcmdflags("update_addon_paths", 0, 0, _CON_NE_CCMDEXEC);
}
-static void l4d2specific() {
+static inline void l4d2specific() {
// L4D2 doesn't let you set sv_cheats in lobbies, but turns out it skips all
// the lobby checks if this random command is not developer-only, presumably
// because that flag is compiled out in debug builds and devs want to be
@@ -207,7 +207,7 @@ e:
chcmdflags("cl_fullupdate", CON_CHEAT, 0, 0);
}
-static void portal1specific() {
+static inline void portal1specific() {
#ifdef _WIN32
// TODO(compat): this is an absolutely atrocious way to implement this. it
// should only be temporary in the interests of getting 4104 working right
@@ -231,7 +231,7 @@ static void portal1specific() {
#endif
}
-void fixes_apply() {
+opt_small void fixes_apply() {
generalfixes();
if (GAMETYPE_MATCHES(L4Dx)) {
l4dspecific();