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https://git.code.sf.net/p/quake/quakeforge
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Fix a bunch of float vs int bugs
Just those made me glad I tried compiling with clang: running into those bugs would have lead to some serious headaches, I imagine.
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38319d01b2
commit
0bb562f93f
7 changed files with 7 additions and 7 deletions
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@ -271,7 +271,7 @@ CL_RelinkEntities (void)
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f = frac;
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ent->old_origin = Transform_GetWorldPosition (ent->transform);
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// If the delta is large, assume a teleport and don't lerp
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if (fabs (delta[0]) > 100 || fabs (delta[1] > 100)
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if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
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|| fabs (delta[2]) > 100) {
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// assume a teleportation, not a motion
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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@ -294,7 +294,7 @@ SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
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return;
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}
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// try other directions
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if (((rand () & 3) & 1) || abs (deltay) > abs (deltax)) {
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if (((rand () & 3) & 1) || fabsf (deltay) > fabsf (deltax)) {
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tdir = d[1];
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d[1] = d[2];
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d[2] = tdir;
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@ -240,7 +240,7 @@ CL_LinkPacketEntities (void)
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vec4f_t delta = new->origin - old->origin;
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f = frac;
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// If the delta is large, assume a teleport and don't lerp
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if (fabs (delta[0]) > 100 || fabs (delta[1] > 100)
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if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
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|| fabs (delta[2]) > 100) {
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// assume a teleportation, not a motion
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CL_TransformEntity (ent, new->scale / 16, new->angles,
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@ -293,7 +293,7 @@ SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
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return;
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}
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// try other directions
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if (((rand () & 3) & 1) || abs (deltay) > abs (deltax)) {
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if (((rand () & 3) & 1) || fabsf (deltay) > fabsf (deltax)) {
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tdir = d[1];
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d[1] = d[2];
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d[2] = tdir;
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@ -820,7 +820,7 @@ render_map (bsp_t *bsp)
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vert1 = &vertexlist[edgelist[i].v[0]];
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vert2 = &vertexlist[edgelist[i].v[1]];
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SUB (*vert1, *vert2, vect);
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if (abs (tempf) < options.flat_threshold
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if (fabsf (tempf) < options.flat_threshold
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&& usearea > options.area_threshold
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&& sqrt (DOT (vect, vect)) > options.linelen_threshold) {
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float offs0, offs1;
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@ -56,7 +56,7 @@ typedef struct entity_s {
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const char *classname;
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vec3_t origin;
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vec_t angle;
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int light;
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vec_t light;
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int sun_light[2];
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vec3_t sun_color[2];
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@ -241,7 +241,7 @@ LoadEntities (void)
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}
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if (options.verbosity > 1 && entity->targetname)
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printf ("%s %d %d\n", entity->targetname, entity->light,
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printf ("%s %g %d\n", entity->targetname, entity->light,
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entity->style);
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// all fields have been parsed
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