pkgsrc/games/xscorch/patches/patch-aa
abs 05bda72852 Updated xscorch to 0.1.14 -
BUG FIXES:
    * Fixed a segfault in _sc_spill_fill, when no walls were selected and
      napalm detonated off-screen.  Parts of the spill code were not using
      proper VCS.
    * Fixed up a quick hack for the ``useless items'' bug.
      (Turning display of such items off was causing a lockup.)
    * Fixed some of the long standing roller bugs.
    * Fixed another roller bug (lockup on direct tank impact).
    * argument misordering in memcpy() in snetconnect.c
    * Fixed order for winners/losers first
    * Call order breakage in sending auto defense shield orders.
    * Wrong scaling was used in reducing power when life lost.
    * Return Leap Frogs to reasonable y values before creating children.
    * Fixed the funky tank placement where some got platforms and some not.
      (sc_land_avg_height_around() didn't always get it right)
    * Fixed potential infinite loop in MORON AI
      (thanks to Mark Anderson for spotting)
    * Fixed minor error in console driver; it allowed nonprintable chars
    * Fixed the buggy allowreturn logic in sactiveconsole.c
    * Fixed a bug that allowed user to issue commands to AI if the AI
      spent awhile thinking (this was one heck of a ``feature'' :)

	Various other changes listed in ChangeLog
VS: ----------------------------------------------------------------------
2002-02-10 23:43:55 +00:00

15 lines
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Text

$NetBSD: patch-aa,v 1.1 2002/02/10 23:43:55 abs Exp $
--- snet/tcpnet/tn_internal.h.orig Fri Aug 24 21:20:57 2001
+++ snet/tcpnet/tn_internal.h
@@ -54,6 +54,10 @@
#define TN_LEN_RETAIN_OLD 16 /* How many old packets to keep. */
#define TN_PROTOCOL_TCP 0 /* The socket() id for TCP. */
+/* Presumably a linux specific flag */
+#ifndef MSG_NOSIGNAL
+# define MSG_NOSIGNAL 0
+#endif
/* Functions implemented inline. */