mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- addressed most unused/uninitialized variable warnings from MSVC.
This commit is contained in:
parent
c6bd5c04c7
commit
01abe7b2ac
158 changed files with 94 additions and 468 deletions
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@ -23,9 +23,10 @@ if( DEM_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
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endif()
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endif()
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# Build does not work with signed chars!
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# Build does not work with signed chars! Also set a stricter warning level, but silence the pointless and annoying parts of level 4 (Intentionally only for C++! The C code we use is too old and would warn too much)
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if (MSVC)
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J" )
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J /W4 /wd4100 /wd4127 /wd4131 /wd4201 /wd4210 /wd4244 /wd4245 /wd4324 /wd4389 /wd4505 /wd4706 /wd4456 /wd4457 /wd4458 /wd4459 /wd4703" )
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4189" ) # "unused initialized local variable" - useful warning that creates too much noise in external or macro based code. Can be enabled for cleanup passes on the code.
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else()
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -funsigned-char -Wno-missing-braces -Wno-char-subscripts -Wno-unused-variable" )
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endif()
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@ -474,7 +474,6 @@ int32_t clipmove(vec3_t * const pos, int * const sectnum, int32_t xvect, int32_t
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vec2_t const clipMin = { cent.x - rad, cent.y - rad };
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vec2_t const clipMax = { cent.x + rad, cent.y + rad };
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int clipshapeidx = -1;
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int clipsectcnt = 0;
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int clipspritecnt = 0;
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@ -958,8 +957,7 @@ void getzrange(const vec3_t *pos, int16_t sectnum,
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int32_t clipsectcnt = 0;
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uspriteptr_t curspr=NULL; // non-NULL when handling sprite with sector-like clipping
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int32_t curidx=-1, clipspritecnt = 0;
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int32_t clipspritecnt = 0;
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//Extra walldist for sprites on sector lines
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const int32_t extradist = walldist+MAXCLIPDIST+1;
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@ -1063,7 +1061,7 @@ void getzrange(const vec3_t *pos, int16_t sectnum,
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while ((j = it.NextIndex()) >= 0)
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{
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const int32_t cstat = sprite[j].cstat;
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int32_t daz, daz2;
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int32_t daz = 0, daz2 = 0;
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if (sprite[j].cstat2 & CSTAT2_SPRITE_NOFIND) continue;
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if (cstat&dasprclipmask)
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@ -1203,7 +1201,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, usectorptr_t sec, hitdata_t *
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int32_t vx, int32_t vy, int32_t vz,
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uint16_t stat, int16_t heinum, int32_t z, int32_t how, const intptr_t *tmp)
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{
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int32_t x1 = INT32_MAX, y1, z1;
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int32_t x1 = INT32_MAX, y1 = 0, z1 = 0;
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int32_t i;
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if (stat&2)
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@ -1278,7 +1276,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
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int16_t tempshortcnt, tempshortnum;
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uspriteptr_t curspr = NULL;
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int32_t clipspritecnt, curidx=-1;
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int32_t clipspritecnt;
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// tmp: { (int32_t)curidx, (spritetype *)curspr, (!=0 if outer sector) }
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intptr_t *tmpptr=NULL;
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const int32_t dawalclipmask = (cliptype&65535);
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@ -359,7 +359,6 @@ FGameTexture *mdloadskin(idmodel_t *m, int32_t number, int32_t pal, int32_t surf
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{
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int32_t i;
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mdskinmap_t *sk, *skzero = NULL;
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int32_t doalloc = 1;
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if (m->mdnum == 2)
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surf = 0;
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@ -1361,9 +1360,6 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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if (!tex)
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continue;
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FGameTexture *det = nullptr, *glow = nullptr;
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float detscale = 1.f;
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetFade(sector[tspr->sectnum].floorpal);
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GLInterface.SetTexture(tex, palid, CLAMP_XY);
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@ -3921,7 +3921,6 @@ int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate)
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GLInterface.SetMatrix(Matrix_Model, mat);
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int palId = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetPalswap(globalpal);
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GLInterface.SetFade(sector[tspr->sectnum].floorpal);
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@ -749,7 +749,6 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2)
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{
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RenderCommand dg;
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int method = 0;
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if (!img || !img->isValid()) return;
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@ -835,7 +834,6 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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dg.mFlags = DTF_Wrap;
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float fs = 1.f / float(flatscale);
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bool flipc = false;
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float sw = GetClassicFlatScalarWidth();
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float sh = GetClassicFlatScalarHeight();
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@ -671,7 +671,6 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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{
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INTBOOL boolval;
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int intval;
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bool translationset = false;
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bool fillcolorset = false;
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if (!fortext)
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@ -684,8 +684,6 @@ bool S_ChangeMusic(const char* musicname, int order, bool looping, bool force)
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return true;
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}
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int lumpnum = -1;
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int length = 0;
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ZMusic_MusicStream handle = nullptr;
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MidiDeviceSetting* devp = MidiDevices.CheckKey(musicname);
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@ -329,7 +329,6 @@ public:
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virtual FString GetStats()
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{
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FString stats;
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size_t pos = 0, len = 0;
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ALfloat volume;
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ALint offset;
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ALint processed;
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@ -530,7 +530,7 @@ void S_ReadReverbDef (FScanner &sc)
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{
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const ReverbContainer *def;
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ReverbContainer *newenv;
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REVERB_PROPERTIES props;
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REVERB_PROPERTIES props = {};
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char *name;
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int id1, id2, i, j;
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bool inited[NUM_REVERB_FIELDS];
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@ -309,7 +309,6 @@ DEFINE_ACTION_FUNCTION(DReverbEdit, GetValue)
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}
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}
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ACTION_RETURN_FLOAT(v);
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return 1;
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}
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DEFINE_ACTION_FUNCTION(DReverbEdit, SetValue)
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}
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ACTION_RETURN_FLOAT(v);
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return 1;
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}
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DEFINE_ACTION_FUNCTION(DReverbEdit, GrayCheck)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_BOOL(CurrentEnv->Builtin);
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return 1;
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}
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DEFINE_ACTION_FUNCTION(DReverbEdit, GetSelectedEnvironment)
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@ -164,7 +164,6 @@ void SoundEngine::CacheSound (sfxinfo_t *sfx)
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{
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if (GSnd && !sfx->bTentative)
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{
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sfxinfo_t *orig = sfx;
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while (!sfx->bRandomHeader && sfx->link != sfxinfo_t::NO_LINK)
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{
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sfx = &S_sfx[sfx->link];
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@ -333,6 +333,7 @@ UCVarValue FBaseCVar::FromBool (bool value, ECVarType type)
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break;
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default:
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ret.Int = 0;
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break;
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}
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@ -363,6 +364,7 @@ UCVarValue FBaseCVar::FromInt (int value, ECVarType type)
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break;
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default:
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ret.Int = 0;
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break;
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}
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@ -395,6 +397,7 @@ UCVarValue FBaseCVar::FromFloat (float value, ECVarType type)
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break;
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default:
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ret.Int = 0;
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break;
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}
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@ -456,6 +459,7 @@ UCVarValue FBaseCVar::FromString (const char *value, ECVarType type)
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break;
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default:
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ret.Int = 0;
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break;
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}
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@ -1643,7 +1647,6 @@ CCMD (archivecvar)
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void C_ListCVarsWithoutDescription()
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{
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FBaseCVar* var = CVars;
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int count = 0;
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while (var)
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{
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@ -1014,7 +1014,6 @@ void FExecList::AddPullins(TArray<FString> &wads, FConfigFile *config) const
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FExecList *C_ParseExecFile(const char *file, FExecList *exec)
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{
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char cmd[4096];
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int retval = 0;
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FileReader fr;
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@ -805,7 +805,6 @@ DEFINE_ACTION_FUNCTION(_MoviePlayer, Frame)
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PARAM_SELF_STRUCT_PROLOGUE(MoviePlayer);
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PARAM_FLOAT(clock);
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ACTION_RETURN_INT(self->Frame(int64_t(clock)));
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_MoviePlayer, Destroy)
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@ -142,7 +142,6 @@ DObject* CreateRunner(bool clearbefore)
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void AddGenericVideo(DObject* runner, const FString& fn, int soundid, int fps)
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{
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auto obj = runnerclass->CreateNew();
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auto func = LookupFunction("ScreenJobRunner.AddGenericVideo", false);
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VMValue val[] = { runner, &fn, soundid, fps };
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VMCall(func, val, 4, nullptr, 0);
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@ -649,7 +649,6 @@ bool FRemapTable::AddTint(int start, int end, int r, int g, int b, int amount)
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bool FRemapTable::AddToTranslation(const char *range)
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{
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int start,end;
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bool desaturated = false;
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FScanner sc;
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sc.OpenMem("translation", range, int(strlen(range)));
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@ -619,7 +619,6 @@ void FSerializer::ReadObjects(bool hubtravel)
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if (BeginObject(nullptr))
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{
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FString clsname; // do not deserialize the class type directly so that we can print appropriate errors.
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int pindex = -1;
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Serialize(*this, "classtype", clsname, nullptr);
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PClass *cls = PClass::FindClass(clsname);
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@ -652,7 +651,6 @@ void FSerializer::ReadObjects(bool hubtravel)
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{
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if (obj != nullptr)
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{
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int pindex = -1;
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try
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{
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obj->SerializeUserVars(*this);
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@ -218,7 +218,6 @@ void FileSystem::InitMultipleFiles (TArray<FString> &filenames, bool quiet, Lump
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for(unsigned i=0;i<filenames.Size(); i++)
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{
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int baselump = NumEntries;
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AddFile (filenames[i], nullptr, quiet, filter);
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if (i == (unsigned)MaxIwadIndex) MoveLumpsInFolder("after_iwad/");
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@ -490,7 +490,7 @@ bool FResourceFile::FindPrefixRange(FString filter, void *lumps, size_t lumpsize
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{
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uint32_t min, max, mid, inside;
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FResourceLump *lump;
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int cmp;
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int cmp = 0;
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end = start = 0;
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@ -499,7 +499,7 @@ bool FResourceFile::FindPrefixRange(FString filter, void *lumps, size_t lumpsize
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lumps = (uint8_t *)lumps - lumpsize;
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// Binary search to find any match at all.
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min = 1, max = maxlump;
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mid = min = 1, max = maxlump;
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while (min <= max)
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{
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mid = min + (max - min) / 2;
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@ -424,7 +424,6 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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LastChar = maxchar;
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auto count = maxchar - minchar + 1;
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Chars.Resize(count);
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int fontheight = 0;
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for (int i = 0; i < count; i++)
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{
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@ -88,7 +88,6 @@ TArray<FBrokenLines> V_BreakLines (FFont *font, int maxwidth, const uint8_t *str
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{
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if (*string == '[')
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{
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const uint8_t* start = string;
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while (*string != ']' && *string != '\0')
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{
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string++;
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@ -205,7 +205,6 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3
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float PivotX = mVoxel->Mips[0].Pivot.X;
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float PivotY = mVoxel->Mips[0].Pivot.Y;
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float PivotZ = mVoxel->Mips[0].Pivot.Z;
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int h = mVoxel->Mips[0].SizeZ;
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FModelVertex vert;
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unsigned int indx[4];
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@ -279,7 +279,7 @@ void SystemBaseFrameBuffer::PositionWindow(bool fullscreen, bool initialcall)
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RECT r;
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LONG style, exStyle;
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RECT monRect;
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RECT monRect = {};
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if (!m_Fullscreen && fullscreen && !initialcall) SaveWindowedPos();
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if (m_Monitor)
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@ -340,7 +340,7 @@ static HANDLE WriteMyMiniDump (void)
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MINIDUMP_EXCEPTION_INFORMATION exceptor = { DbgThreadID, &CrashPointers, FALSE };
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WCHAR dbghelpPath[MAX_PATH+12], *bs;
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WRITEDUMP pMiniDumpWriteDump;
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HANDLE file;
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HANDLE file = INVALID_HANDLE_VALUE;
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BOOL good = FALSE;
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HMODULE dbghelp = NULL;
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@ -281,14 +281,6 @@ CUSTOM_CVAR(Bool, joy_dinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCA
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static const uint8_t POVButtons[9] = { 0x01, 0x03, 0x02, 0x06, 0x04, 0x0C, 0x08, 0x09, 0x00 };
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//("dc12a687-737f-11cf-884d-00aa004b2e24")
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static const IID IID_IWbemLocator = { 0xdc12a687, 0x737f, 0x11cf,
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{ 0x88, 0x4d, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
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//("4590f811-1d3a-11d0-891f-00aa004b2e24")
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static const CLSID CLSID_WbemLocator = { 0x4590f811, 0x1d3a, 0x11d0,
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{ 0x89, 0x1f, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
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// CODE --------------------------------------------------------------------
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//===========================================================================
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@ -514,8 +514,6 @@ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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case WM_WTSSESSION_CHANGE:
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case WM_POWERBROADCAST:
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{
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int oldstate = SessionState;
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if (message == WM_WTSSESSION_CHANGE && lParam == (LPARAM)SessionID)
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{
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#ifdef _DEBUG
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@ -268,7 +268,6 @@ void I_CheckNativeMouse(bool preferNative, bool eventhandlerresult)
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}
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else
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{
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bool pauseState = false;
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bool captureModeInGame = sysCallbacks.CaptureModeInGame && sysCallbacks.CaptureModeInGame();
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want_native = ((!m_use_mouse || menuactive != MENU_WaitKey) &&
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(!captureModeInGame || GUICapture));
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@ -288,8 +288,8 @@ static void DoPrintStr(const char *cpt, HWND edit, HANDLE StdOut)
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wchar_t wbuf[256];
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int bpos = 0;
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CHARRANGE selection;
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CHARRANGE endselection;
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CHARRANGE selection = {};
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CHARRANGE endselection = {};
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LONG lines_before = 0, lines_after;
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CHARFORMAT format;
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@ -113,7 +113,7 @@ CUSTOM_CVAR(Int, showendoom, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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FStartupScreen *FStartupScreen::CreateInstance(int max_progress)
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{
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FStartupScreen *scr = NULL;
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HRESULT hr;
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HRESULT hr = -1;
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if (!Args->CheckParm("-nostartup"))
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{
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@ -751,9 +751,9 @@ FStrifeStartupScreen::FStrifeStartupScreen(int max_progress, long& hr)
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if (lumpnum >= 0 && (lumplen = fileSystem.FileLength(lumpnum)) == StrifeStartupPicSizes[i])
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{
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auto lumpr = fileSystem.OpenFileReader(lumpnum);
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auto lumpr1 = fileSystem.OpenFileReader(lumpnum);
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StartupPics[i] = new uint8_t[lumplen];
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lumpr.Read(StartupPics[i], lumplen);
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lumpr1.Read(StartupPics[i], lumplen);
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}
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}
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@ -423,8 +423,6 @@ bool Win32GLVideo::InitHardware(HWND Window, int multisample)
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}
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int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
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const char *version = Args->CheckValue("-glversion");
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for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++)
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{
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|
|
|
@ -326,7 +326,6 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
|||
{
|
||||
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
|
||||
|
||||
int flags = mat->GetScaleFlags();
|
||||
int numLayers = mat->NumLayers();
|
||||
MaterialLayerInfo* layer;
|
||||
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
|
||||
|
|
|
@ -301,8 +301,6 @@ void FHardwareTexture::BindToFrameBuffer(int width, int height)
|
|||
|
||||
bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
|
||||
{
|
||||
int usebright = false;
|
||||
|
||||
bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter;
|
||||
|
||||
// Bind it to the system.
|
||||
|
|
|
@ -444,8 +444,6 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
|
|||
if (result == GL_FRAMEBUFFER_COMPLETE)
|
||||
return true;
|
||||
|
||||
bool FailedCreate = true;
|
||||
|
||||
if (gl_debug_level > 0)
|
||||
{
|
||||
FString error = "glCheckFramebufferStatus failed: ";
|
||||
|
|
|
@ -318,7 +318,6 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
|
|||
lastClamp = clampmode;
|
||||
lastTranslation = translation;
|
||||
|
||||
int usebright = false;
|
||||
int maxbound = 0;
|
||||
|
||||
int numLayers = mat->NumLayers();
|
||||
|
|
|
@ -286,7 +286,6 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
|
|||
{
|
||||
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
|
||||
|
||||
int flags = mat->GetScaleFlags();
|
||||
int numLayers = mat->NumLayers();
|
||||
MaterialLayerInfo* layer;
|
||||
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
|
||||
|
|
|
@ -166,9 +166,6 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
|
|||
|
||||
void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
|
||||
{
|
||||
int rw = GetTexDimension(w);
|
||||
int rh = GetTexDimension(h);
|
||||
|
||||
if (texelsize < 1 || texelsize > 4) texelsize = 4;
|
||||
glTextureBytes = texelsize;
|
||||
bufferpitch = w;
|
||||
|
@ -287,8 +284,6 @@ void FHardwareTexture::BindToFrameBuffer(int width, int height)
|
|||
|
||||
bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
|
||||
{
|
||||
int usebright = false;
|
||||
|
||||
bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter;
|
||||
|
||||
// Bind it to the system.
|
||||
|
|
|
@ -161,7 +161,6 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
|
|||
|
||||
for (size_t n = 0; n < mPresentShader->Uniforms.mFields.size(); n++)
|
||||
{
|
||||
int index = -1;
|
||||
UniformFieldDesc desc = mPresentShader->Uniforms.mFields[n];
|
||||
int loc = mPresentShader->Uniforms.UniformLocation[n];
|
||||
switch (desc.Type)
|
||||
|
|
|
@ -302,9 +302,6 @@ namespace OpenGLESRenderer
|
|||
if (result == GL_FRAMEBUFFER_COMPLETE)
|
||||
return true;
|
||||
|
||||
bool FailedCreate = true;
|
||||
|
||||
|
||||
FString error = "glCheckFramebufferStatus failed: ";
|
||||
switch (result)
|
||||
{
|
||||
|
|
|
@ -110,7 +110,6 @@ FGLRenderer::~FGLRenderer()
|
|||
|
||||
bool FGLRenderer::StartOffscreen()
|
||||
{
|
||||
bool firstBind = (mFBID == 0);
|
||||
if (mFBID == 0)
|
||||
glGenFramebuffers(1, &mFBID);
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
|
||||
|
|
|
@ -458,7 +458,6 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
|
|||
lastClamp = clampmode;
|
||||
lastTranslation = translation;
|
||||
|
||||
int usebright = false;
|
||||
int maxbound = 0;
|
||||
|
||||
int numLayers = mat->NumLayers();
|
||||
|
|
|
@ -392,7 +392,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
|
|||
|
||||
assert(screen->mLights != NULL);
|
||||
|
||||
bool lightbuffertype = screen->mLights->GetBufferType();
|
||||
unsigned int lightbuffersize = screen->mLights->GetBlockSize();
|
||||
|
||||
vp_comb.Format("#version 100\n#define NUM_UBO_LIGHTS %d\n#define NO_CLIPDISTANCE_SUPPORT\n", lightbuffersize);
|
||||
|
@ -851,7 +850,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
|
|||
mMaterialShaders.Push(shc);
|
||||
if (i < SHADER_NoTexture)
|
||||
{
|
||||
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, passType);
|
||||
shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, passType);
|
||||
mMaterialShadersNAT.Push(shc);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -149,7 +149,6 @@ std::pair<FFlatVertex *, unsigned int> FFlatVertexBuffer::AllocVertices(unsigned
|
|||
{
|
||||
FFlatVertex *p = GetBuffer();
|
||||
auto index = mCurIndex.fetch_add(count);
|
||||
auto offset = index;
|
||||
if (index + count >= BUFFER_SIZE_TO_USE)
|
||||
{
|
||||
// If a single scene needs 2'000'000 vertices there must be something very wrong.
|
||||
|
|
|
@ -152,7 +152,7 @@ FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &sam
|
|||
char *chars = code.LockBuffer();
|
||||
|
||||
ptrdiff_t startIndex = 0;
|
||||
ptrdiff_t startpos, endpos;
|
||||
ptrdiff_t startpos, endpos = 0;
|
||||
while (true)
|
||||
{
|
||||
ptrdiff_t matchIndex = code.IndexOf("layout(binding", startIndex);
|
||||
|
@ -216,7 +216,6 @@ FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &sam
|
|||
|
||||
FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword)
|
||||
{
|
||||
ptrdiff_t len = code.Len();
|
||||
char *chars = code.LockBuffer();
|
||||
|
||||
ptrdiff_t startIndex = 0;
|
||||
|
|
|
@ -89,7 +89,6 @@ void Draw2D(F2DDrawer *drawer, FRenderState &state)
|
|||
for(auto &cmd : commands)
|
||||
{
|
||||
|
||||
int gltrans = -1;
|
||||
state.SetRenderStyle(cmd.mRenderStyle);
|
||||
state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
|
||||
state.EnableFog(2); // Special 2D mode 'fog'.
|
||||
|
|
|
@ -105,7 +105,6 @@ namespace
|
|||
// minimum set in GZDoom 4.0.0, but only while those fonts are required.
|
||||
|
||||
static bool lastspecialUI = false;
|
||||
bool isInActualMenu = false;
|
||||
|
||||
bool specialUI = (!sysCallbacks.IsSpecialUI || sysCallbacks.IsSpecialUI());
|
||||
|
||||
|
|
|
@ -374,8 +374,6 @@ void V_InitScreen()
|
|||
|
||||
void V_Init2()
|
||||
{
|
||||
float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
|
||||
|
||||
{
|
||||
DFrameBuffer *s = screen;
|
||||
screen = NULL;
|
||||
|
|
|
@ -347,8 +347,6 @@ void VulkanDevice::CreateInstance()
|
|||
|
||||
VkBool32 VulkanDevice::DebugCallback(VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity, VkDebugUtilsMessageTypeFlagsEXT messageType, const VkDebugUtilsMessengerCallbackDataEXT* callbackData, void* userData)
|
||||
{
|
||||
VulkanDevice *device = (VulkanDevice*)userData;
|
||||
|
||||
static std::mutex mtx;
|
||||
static std::set<FString> seenMessages;
|
||||
static int totalMessages;
|
||||
|
|
|
@ -421,7 +421,6 @@ IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bo
|
|||
{
|
||||
auto buffer = new VKDataBuffer(bindingpoint, ssbo, needsresize);
|
||||
|
||||
auto fb = GetVulkanFrameBuffer();
|
||||
switch (bindingpoint)
|
||||
{
|
||||
case LIGHTBUF_BINDINGPOINT: LightBufferSSO = buffer; break;
|
||||
|
|
|
@ -2436,7 +2436,7 @@ ExpEmit FxAssign::Emit(VMFunctionBuilder *build)
|
|||
|
||||
ExpEmit result;
|
||||
bool intconst = false;
|
||||
int intconstval;
|
||||
int intconstval = 0;
|
||||
|
||||
if (Right->isConstant() && Right->ValueType->GetRegType() == REGT_INT)
|
||||
{
|
||||
|
@ -4396,7 +4396,7 @@ ExpEmit FxBinaryLogical::Emit(VMFunctionBuilder *build)
|
|||
build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 1 : 0);
|
||||
build->Emit(OP_JMP, 1);
|
||||
build->BackpatchListToHere(no);
|
||||
auto ctarget = build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 0 : 1);
|
||||
build->Emit(OP_LI, to.RegNum, (Operator == TK_AndAnd) ? 0 : 1);
|
||||
list.DeleteAndClear();
|
||||
list.ShrinkToFit();
|
||||
return to;
|
||||
|
@ -8036,7 +8036,7 @@ FxExpression *FxMemberFunctionCall::Resolve(FCompileContext& ctx)
|
|||
}
|
||||
// No need to create a dedicated node here, all builtins map directly to trivial operations.
|
||||
Self->ValueType = TypeSInt32; // all builtins treat the texture index as integer.
|
||||
FxExpression *x;
|
||||
FxExpression *x = nullptr;
|
||||
switch (MethodName.GetIndex())
|
||||
{
|
||||
case NAME_IsValid:
|
||||
|
|
|
@ -265,7 +265,7 @@ void VMDumpConstants(FILE *out, const VMScriptFunction *func)
|
|||
|
||||
void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction *func)
|
||||
{
|
||||
VMFunction *callfunc;
|
||||
VMFunction *callfunc = nullptr;
|
||||
const char *name;
|
||||
int col;
|
||||
int mode;
|
||||
|
@ -665,7 +665,6 @@ static int print_reg(FILE *out, int col, int arg, int mode, int immshift, const
|
|||
default:
|
||||
return col+printf_wrapper(out, "$%d", arg);
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -1302,12 +1302,10 @@ static int ExecScriptFunc(VMFrameStack *stack, VMReturn *ret, int numret)
|
|||
ASSERTF(a); ASSERTF(B); ASSERTKF(C);
|
||||
fb = reg.f[B]; fc = konstf[C];
|
||||
goto Do_MODF;
|
||||
NEXTOP;
|
||||
OP(MODF_KR):
|
||||
ASSERTF(a); ASSERTKF(B); ASSERTF(C);
|
||||
fb = konstf[B]; fc = reg.f[C];
|
||||
goto Do_MODF;
|
||||
NEXTOP;
|
||||
|
||||
OP(POWF_RR):
|
||||
ASSERTF(a); ASSERTF(B); ASSERTF(C);
|
||||
|
@ -1712,7 +1710,6 @@ static int ExecScriptFunc(VMFrameStack *stack, VMReturn *ret, int numret)
|
|||
// PrintParameters(reg.param + f->NumParam - B, B);
|
||||
throw;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static double DoFLOP(int flop, double v)
|
||||
|
|
|
@ -694,7 +694,6 @@ void ThrowAbortException(EVMAbortException reason, const char *moreinfo, ...)
|
|||
va_list ap;
|
||||
va_start(ap, moreinfo);
|
||||
throw CVMAbortException(reason, moreinfo, ap);
|
||||
va_end(ap);
|
||||
}
|
||||
|
||||
void ThrowAbortException(VMScriptFunction *sfunc, VMOP *line, EVMAbortException reason, const char *moreinfo, ...)
|
||||
|
@ -706,7 +705,6 @@ void ThrowAbortException(VMScriptFunction *sfunc, VMOP *line, EVMAbortException
|
|||
|
||||
err.stacktrace.AppendFormat("Called from %s at %s, line %d\n", sfunc->PrintableName.GetChars(), sfunc->SourceFileName.GetChars(), sfunc->PCToLine(line));
|
||||
throw err;
|
||||
va_end(ap);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DObject, ThrowAbortException)
|
||||
|
|
|
@ -618,8 +618,6 @@ void DStatusBarCore::DrawRotated(FGameTexture* tex, double x, double y, int flag
|
|||
{
|
||||
double texwidth = tex->GetDisplayWidth() * scaleX;
|
||||
double texheight = tex->GetDisplayHeight() * scaleY;
|
||||
double texleftoffs = tex->GetDisplayLeftOffset() * scaleY;
|
||||
double textopoffs = tex->GetDisplayTopOffset() * scaleY;
|
||||
|
||||
// resolve auto-alignment before making any adjustments to the position values.
|
||||
if (!(flags & DI_SCREEN_MANUAL_ALIGN))
|
||||
|
|
|
@ -296,7 +296,7 @@ TArray<uint8_t> FJPEGTexture::CreatePalettedPixels(int conversion)
|
|||
|
||||
while (cinfo.output_scanline < cinfo.output_height)
|
||||
{
|
||||
int num_scanlines = jpeg_read_scanlines(&cinfo, &buff, 1);
|
||||
jpeg_read_scanlines(&cinfo, &buff, 1);
|
||||
uint8_t *in = buff;
|
||||
uint8_t *out = Pixels.Data() + y;
|
||||
switch (cinfo.out_color_space)
|
||||
|
|
|
@ -383,7 +383,7 @@ TArray<uint8_t> FPCXTexture::CreatePalettedPixels(int conversion)
|
|||
else if (bitcount == 8)
|
||||
{
|
||||
lump.Seek(-769, FileReader::SeekEnd);
|
||||
uint8_t c = lump.ReadUInt8();
|
||||
lump.ReadUInt8();
|
||||
//if (c !=0x0c) memcpy(PaletteMap, GrayMap, 256); // Fallback for files without palette
|
||||
//else
|
||||
for(int i=0;i<256;i++)
|
||||
|
|
|
@ -85,7 +85,6 @@ PalettedPixels FImageSource::GetCachedPalettedPixels(int conversion)
|
|||
FString name;
|
||||
fileSystem.GetFileShortName(name, SourceLump);
|
||||
|
||||
std::pair<int, int> *info = nullptr;
|
||||
auto imageID = ImageID;
|
||||
|
||||
// Do we have this image in the cache?
|
||||
|
@ -201,7 +200,6 @@ FBitmap FImageSource::GetCachedBitmap(const PalEntry *remap, int conversion, int
|
|||
int trans = -1;
|
||||
fileSystem.GetFileShortName(name, SourceLump);
|
||||
|
||||
std::pair<int, int> *info = nullptr;
|
||||
auto imageID = ImageID;
|
||||
|
||||
if (remap != nullptr)
|
||||
|
|
|
@ -853,7 +853,6 @@ void FMultipatchTextureBuilder::ResolveAllPatches()
|
|||
ResolvePatches(bi);
|
||||
}
|
||||
// Now try to resolve the images. We only can do this at the end when all multipatch textures are set up.
|
||||
int i = 0;
|
||||
|
||||
// reverse the list so that the Delete operation in the loop below deletes at the end.
|
||||
// For normal sized lists this is of no real concern, but Total Chaos has over 250000 textures where this becomes a performance issue.
|
||||
|
|
|
@ -717,7 +717,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
|
|||
sc.String[8]=0;
|
||||
|
||||
tlist.Clear();
|
||||
int amount = ListTextures(sc.String, tlist);
|
||||
ListTextures(sc.String, tlist);
|
||||
FName texname = sc.String;
|
||||
|
||||
sc.MustGetString();
|
||||
|
@ -919,7 +919,6 @@ void FTextureManager::LoadTextureX(int wadnum, FMultipatchTextureBuilder &build)
|
|||
void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build)
|
||||
{
|
||||
int firsttexture = Textures.Size();
|
||||
int lumpcount = fileSystem.GetNumEntries();
|
||||
bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum();
|
||||
|
||||
FirstTextureForFile.Push(firsttexture);
|
||||
|
|
4
source/common/thirdparty/strnatcmp.c
vendored
4
source/common/thirdparty/strnatcmp.c
vendored
|
@ -85,8 +85,6 @@ compare_right(nat_char const *a, nat_char const *b)
|
|||
} else if (!*a && !*b)
|
||||
return bias;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
@ -107,8 +105,6 @@ compare_left(nat_char const *a, nat_char const *b)
|
|||
else if (*a > *b)
|
||||
return +1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -903,7 +903,6 @@ int ReadPalette(int lumpnum, uint8_t* buffer)
|
|||
fr.Seek(33, FileReader::SeekSet);
|
||||
fr.Read(&len, 4);
|
||||
fr.Read(&id, 4);
|
||||
bool succeeded = false;
|
||||
while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D'))
|
||||
{
|
||||
len = BigLong((unsigned int)len);
|
||||
|
|
|
@ -428,7 +428,6 @@ int getAlternative(int code)
|
|||
case 0x457: return 0xef;
|
||||
case 0x458: return 'j';
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -318,9 +318,9 @@ namespace StringFormat
|
|||
*/
|
||||
const char *decimal_point = ".";/* locale specific decimal point */
|
||||
int signflag; /* true if float is negative */
|
||||
int expt; /* integer value of exponent */
|
||||
int expt = 0; /* integer value of exponent */
|
||||
char expchar = 'e'; /* exponent character: [eEpP\0] */
|
||||
char *dtoaend; /* pointer to end of converted digits */
|
||||
char* dtoaend = nullptr; /* pointer to end of converted digits */
|
||||
int expsize = 0; /* character count for expstr */
|
||||
int ndig = 0; /* actual number of digits returned by dtoa */
|
||||
char expstr[MAXEXPDIG+2]; /* buffer for exponent string: e+ZZZ */
|
||||
|
|
|
@ -680,15 +680,12 @@ void DrawOverheadMap(int pl_x, int pl_y, int pl_angle, double const smoothratio)
|
|||
int y = follow_y;
|
||||
follow_a = am_rotate ? pl_angle : 0;
|
||||
AutomapControl();
|
||||
int width = screen->GetWidth();
|
||||
|
||||
if (automapMode == am_full)
|
||||
{
|
||||
twod->ClearScreen();
|
||||
renderDrawMapView(x, y, gZoom, follow_a);
|
||||
}
|
||||
int32_t tmpydim = (width * 5) / 8;
|
||||
|
||||
drawredlines(x, y, gZoom, follow_a);
|
||||
drawwhitelines(x, y, gZoom, follow_a);
|
||||
if (!gi->DrawAutomapPlayer(x, y, gZoom, follow_a, smoothratio))
|
||||
|
|
|
@ -318,7 +318,7 @@ void parseCopyTile(FScanner& sc, FScriptPosition& pos)
|
|||
FScanner::SavedPos blockend;
|
||||
int tile = -1, source = -1;
|
||||
int havetile = 0, xoffset = -1024, yoffset = -1024;
|
||||
int flags = 0, tsiz = 0, temppal = -1, tempsource = -1;
|
||||
int flags = 0, temppal = -1, tempsource = -1;
|
||||
|
||||
if (!sc.GetNumber(tile, true)) return;
|
||||
|
||||
|
@ -1953,7 +1953,7 @@ void parseModel(FScanner& sc, FScriptPosition& pos)
|
|||
|
||||
FString modelfn;
|
||||
double scale = 1.0, mzadd = 0.0, myoffset = 0.0;
|
||||
int32_t shadeoffs = 0, pal = 0, flags = 0;
|
||||
int32_t shadeoffs = 0, flags = 0;
|
||||
FixedBitArray<1024> usedframes;
|
||||
|
||||
usedframes.Zero();
|
||||
|
|
|
@ -697,7 +697,6 @@ CCMD(mapinfo)
|
|||
int lump = fileSystem.FindFile(map->fileName);
|
||||
if (lump >= 0)
|
||||
{
|
||||
int rfnum = fileSystem.GetFileContainer(lump);
|
||||
Printf("map %s \"%s\"\n{\n", map->labelName.GetChars(), map->DisplayName());
|
||||
Printf("\tlevelnum = %d\n\tCluster = %d\n", map->levelNumber, map->cluster);
|
||||
if (map->Author.IsNotEmpty())
|
||||
|
@ -1049,9 +1048,6 @@ void FMapInfoParser::ParseCutsceneInfo()
|
|||
FString map;
|
||||
FString pic;
|
||||
FString name;
|
||||
bool remove = false;
|
||||
char key = 0;
|
||||
int flags = 0;
|
||||
|
||||
ParseOpenBrace();
|
||||
|
||||
|
@ -1107,9 +1103,6 @@ void FMapInfoParser::ParseGameInfo()
|
|||
FString map;
|
||||
FString pic;
|
||||
FString name;
|
||||
bool remove = false;
|
||||
char key = 0;
|
||||
int flags = 0;
|
||||
|
||||
ParseOpenBrace();
|
||||
|
||||
|
@ -1302,10 +1295,6 @@ void G_ParseMapInfo ()
|
|||
int lump, lastlump = 0;
|
||||
MapRecord gamedefaults;
|
||||
|
||||
// first parse the internal one which sets up the needed basics and patches the legacy definitions of each game.
|
||||
FMapInfoParser parse;
|
||||
MapRecord defaultinfo;
|
||||
|
||||
// Parse internal RMAPINFOs.
|
||||
while ((lump = fileSystem.FindLumpFullName("engine/rmapinfo.txt", &lastlump, false)) != -1)
|
||||
{
|
||||
|
|
|
@ -326,7 +326,6 @@ void FGameConfigFile::DoGameSetup (const char *gamename)
|
|||
strncpy (subsection, "ConsoleAliases", sublen);
|
||||
if (SetSection (section))
|
||||
{
|
||||
const char *name = NULL;
|
||||
while (NextInSection (key, value))
|
||||
{
|
||||
FStringf cmd("alias %s \"%s\"", key, value);
|
||||
|
|
|
@ -1029,7 +1029,6 @@ int RunGame()
|
|||
palindexmap[0] = 255;
|
||||
for (int i = 1; i <= 255; i++) palindexmap[i] = i;
|
||||
GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one
|
||||
int v = ColorMatcher.Pick(0, 0, 0);
|
||||
gi->loadPalette();
|
||||
StartScreen->Progress();
|
||||
InitTextures();
|
||||
|
@ -1396,7 +1395,6 @@ CVAR(Int, crosshair, 0, CVAR_ARCHIVE)
|
|||
|
||||
void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color)
|
||||
{
|
||||
int type = -1;
|
||||
if (automapMode == am_off && cl_crosshair)
|
||||
{
|
||||
if (deftile < MAXTILES && crosshair == 0)
|
||||
|
|
|
@ -134,7 +134,6 @@ inline void copyfloorpal(spritetype* spr, const sectortype* sect)
|
|||
|
||||
inline void spriteSetSlope(spritetype* spr, int heinum)
|
||||
{
|
||||
int cstat = spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK;
|
||||
if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
||||
{
|
||||
spr->xoffset = heinum & 255;
|
||||
|
|
|
@ -413,14 +413,13 @@ static void BuildEpisodeMenu()
|
|||
double y = ld->mYpos;
|
||||
|
||||
// Volume definitions should be sorted by intended menu order.
|
||||
auto font = PickSmallFont();
|
||||
for (auto &vol : volumes)
|
||||
{
|
||||
if (vol.name.IsNotEmpty() && !(vol.flags & VF_HIDEFROMSP))
|
||||
{
|
||||
int isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && (vol.flags & VF_SHAREWARELOCK));
|
||||
bool isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && (vol.flags & VF_SHAREWARELOCK));
|
||||
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, vol.name[0],
|
||||
vol.name, ld->mFont, CR_UNTRANSLATED, isShareware, NAME_Skillmenu, vol.index); // font colors are not used, so hijack one for the shareware flag.
|
||||
vol.name, ld->mFont, CR_UNTRANSLATED, int(isShareware), NAME_Skillmenu, vol.index); // font colors are not used, so hijack one for the shareware flag.
|
||||
|
||||
y += ld->mLinespacing;
|
||||
ld->mItems.Push(it);
|
||||
|
|
|
@ -251,7 +251,6 @@ void LookupTableInfo::postLoadLookups()
|
|||
{
|
||||
int numpalettes = GPalette.NumTranslations(Translation_BasePalettes);
|
||||
if (numpalettes == 0) return;
|
||||
auto basepalette = GPalette.GetTranslation(Translation_BasePalettes, 0);
|
||||
|
||||
for (int i = 0; i < numpalettes; i++)
|
||||
{
|
||||
|
|
|
@ -246,7 +246,7 @@ void WriteSavePic(FileWriter* file, int width, int height)
|
|||
savefile = file;
|
||||
savewidth = width;
|
||||
saveheight = height;
|
||||
bool didit = gi->GenerateSavePic();
|
||||
/*bool didit =*/ gi->GenerateSavePic();
|
||||
writingsavepic = false;
|
||||
xdim = oldx;
|
||||
ydim = oldy;
|
||||
|
|
|
@ -487,7 +487,6 @@ void HWDrawInfo::CreateScene(bool portal)
|
|||
|
||||
void HWDrawInfo::RenderScene(FRenderState &state)
|
||||
{
|
||||
const auto &vp = Viewpoint;
|
||||
RenderAll.Clock();
|
||||
|
||||
state.SetDepthMask(true);
|
||||
|
@ -675,7 +674,6 @@ void HWDrawInfo::DrawScene(int drawmode, bool portal)
|
|||
{
|
||||
static int recursion = 0;
|
||||
static int ssao_portals_available = 0;
|
||||
const auto& vp = Viewpoint;
|
||||
|
||||
bool applySSAO = false;
|
||||
if (drawmode == DM_MAINVIEW)
|
||||
|
|
|
@ -317,8 +317,6 @@ void HWPortal::RemoveStencil(HWDrawInfo *di, FRenderState &state, bool usestenci
|
|||
bool needdepth = NeedDepthBuffer();
|
||||
|
||||
// Restore the old view
|
||||
auto &vp = di->Viewpoint;
|
||||
//if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
|
||||
|
||||
if (usestencil)
|
||||
{
|
||||
|
|
|
@ -37,8 +37,6 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
|
|||
{
|
||||
int indexed = hw_int_useindexedcolortextures;
|
||||
hw_int_useindexedcolortextures = false; // this code does not work with indexed textures.
|
||||
bool drawBoth = false;
|
||||
auto &vp = di->Viewpoint;
|
||||
|
||||
if (di->isSoftwareLighting())
|
||||
{
|
||||
|
@ -64,7 +62,6 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
|
|||
else if (!origin->cloudy)
|
||||
{
|
||||
auto tex = origin->texture;
|
||||
float texw = tex->GetDisplayWidth();
|
||||
float texh = tex->GetDisplayHeight();
|
||||
auto& modelMatrix = state.mModelMatrix;
|
||||
auto& textureMatrix = state.mTextureMatrix;
|
||||
|
|
|
@ -56,7 +56,6 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
|
|||
{
|
||||
bool additivefog = false;
|
||||
bool foglayer = false;
|
||||
auto& vp = di->Viewpoint;
|
||||
|
||||
if (translucent)
|
||||
{
|
||||
|
|
|
@ -1052,8 +1052,6 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
|
|||
PlanesAtPoint(backsector, wal->x, wal->y, &bch1, &bfh1);
|
||||
PlanesAtPoint(backsector, p2wall->x, p2wall->y, &bch2, &bfh2);
|
||||
|
||||
float zalign = 0.f;
|
||||
|
||||
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
|
||||
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
|
||||
|
||||
|
|
|
@ -157,7 +157,7 @@ void G_AddExternalSearchPaths(TArray<FString> &searchpaths)
|
|||
FString path;
|
||||
for (int i = 0; entry.subpaths[i]; i++)
|
||||
{
|
||||
path.Format("%s%s", buf, entry.subpaths[i]);
|
||||
path.Format("%s%s", buf.GetChars(), entry.subpaths[i]);
|
||||
AddSearchPath(searchpaths, path);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -295,7 +295,7 @@ bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2
|
|||
{
|
||||
for (auto& pt : polygon[a])
|
||||
{
|
||||
float planez;
|
||||
float planez = 0;
|
||||
PlanesAtPoint(sectorp, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
|
||||
FVector3 point = { pt.first, pt.second, planez };
|
||||
points[p++] = point;
|
||||
|
@ -523,7 +523,7 @@ nexti:;
|
|||
{
|
||||
auto& pt = entry.vertices[i];
|
||||
|
||||
float planez;
|
||||
float planez = 0;
|
||||
PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
|
||||
entry.vertices[i].Z = planez;
|
||||
entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z);
|
||||
|
|
|
@ -109,7 +109,6 @@ void setViewport(int viewSize)
|
|||
reserved.top = xs_CRoundToInt((reserved.top * hud_scalefactor * ydim) / 200);
|
||||
reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scalefactor * ydim) / 200);
|
||||
|
||||
int xdimcorrect = min(Scale(ydim, 4, 3), xdim);
|
||||
if (viewSize > Hud_Stbar)
|
||||
{
|
||||
x0 = 0;
|
||||
|
|
|
@ -411,7 +411,6 @@ bool PreBindTexture(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flag
|
|||
bool foggy = state && (state->GetFogColor() & 0xffffff);
|
||||
if (PickTexture(tex, translation, pick, hw_int_useindexedcolortextures && !foggy))
|
||||
{
|
||||
int TextureType = (pick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
|
||||
int lookuppal = pick.translation & 0x7fffffff;
|
||||
|
||||
if (pick.translation & 0x80000000)
|
||||
|
|
|
@ -124,8 +124,6 @@ void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation)
|
|||
|
||||
void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH)
|
||||
{
|
||||
int yxAspect = yxaspect;
|
||||
int viewingRange = viewingrange;
|
||||
videoSetCorrectedAspect();
|
||||
|
||||
int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.)));
|
||||
|
@ -252,7 +250,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
|
|||
{
|
||||
renderPrepareMirror(x, y, z, a, horiz, nWall, &cx, &cy, &ca);
|
||||
}
|
||||
int32_t didmirror = renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector, true);
|
||||
renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector, true);
|
||||
viewProcessSprites(pm_tsprite, pm_spritesortcnt, cx, cy, z, FixedToInt(ca), smooth);
|
||||
renderDrawMasks();
|
||||
if (GetWallType(nWall) != kWallStack)
|
||||
|
@ -267,7 +265,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
|
|||
{
|
||||
r_rorphase = 1;
|
||||
int nSector = mirror[i].link;
|
||||
int bakCstat;
|
||||
int bakCstat = 0;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
|
@ -299,7 +297,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
|
|||
{
|
||||
r_rorphase = 1;
|
||||
int nSector = mirror[i].link;
|
||||
int bakCstat;
|
||||
int bakCstat = 0;
|
||||
if (viewPlayer >= 0)
|
||||
{
|
||||
bakCstat = gPlayer[viewPlayer].pSprite->cstat;
|
||||
|
|
|
@ -2437,7 +2437,6 @@ static void actInitDudes()
|
|||
BloodStatIterator it(kStatDude);
|
||||
while (auto act = it.Next())
|
||||
{
|
||||
spritetype* pSprite = &act->s();
|
||||
if (act->hasX() && act->x().key > 0) // Drop Key
|
||||
actDropObject(act, kItemKeyBase + (act->x().key - 1));
|
||||
DeleteSprite(act);
|
||||
|
@ -2852,7 +2851,6 @@ static DBloodActor* actDropKey(DBloodActor* actor, int nType)
|
|||
if (act2 && gGameOptions.nGameType == 1)
|
||||
{
|
||||
act2->addX();
|
||||
auto pSprite2 = &act2->s();
|
||||
act2->x().respawn = 3;
|
||||
act2->hit.florhit = 0;
|
||||
act2->hit.ceilhit = 0;
|
||||
|
@ -3334,7 +3332,6 @@ static void burningCultistDeath(DBloodActor* actor, int nSeq)
|
|||
|
||||
static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
auto pXSprite = &actor->x();
|
||||
|
||||
playGenDudeSound(actor, kGenDudeSndDeathNormal);
|
||||
|
@ -3363,8 +3360,6 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType)
|
|||
|
||||
static void modernCustomDudeBurningDeath(DBloodActor* actor, int nSeq)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
|
||||
playGenDudeSound(actor, kGenDudeSndDeathExplode);
|
||||
int dudeToGib = (actCheckRespawn(actor)) ? -1 : nDudeToGibClient1;
|
||||
|
||||
|
@ -3436,7 +3431,6 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq)
|
|||
|
||||
static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(actor, sound1 + 2, -1, 0);
|
||||
else sfxPlay3DSound(actor, sound1 + Random(2), -1, 0);
|
||||
seqSpawn(seqnum, actor, -1);
|
||||
|
@ -3450,11 +3444,9 @@ static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum)
|
|||
|
||||
void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
|
||||
{
|
||||
spritetype* pKillerSprite = &killerActor->s();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX());
|
||||
int nType = pSprite->type - kDudeBase;
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
|
||||
if (actKillDudeStage1(actor, damageType)) return;
|
||||
|
||||
|
@ -4406,7 +4398,6 @@ static void checkHit(DBloodActor* actor)
|
|||
static void checkFloorHit(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
auto pXSprite = actor->hasX() ? &actor->x() : nullptr;
|
||||
|
||||
Collision coll(actor->hit.florhit);
|
||||
switch (coll.type)
|
||||
|
@ -4626,7 +4617,6 @@ static Collision MoveThing(DBloodActor* actor)
|
|||
{
|
||||
auto pSprite = &actor->s();
|
||||
assert(actor->hasX());
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
assert(pSprite->type >= kThingBase && pSprite->type < kThingMax);
|
||||
const THINGINFO* pThingInfo = &thingInfo[pSprite->type - kThingBase];
|
||||
int nSector = pSprite->sectnum;
|
||||
|
@ -5330,7 +5320,6 @@ void MoveDude(DBloodActor* actor)
|
|||
int MoveMissile(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
auto pXSprite = &actor->x();
|
||||
auto Owner = actor->GetOwner();
|
||||
int cliptype = -1;
|
||||
int bakCstat = 0;
|
||||
|
@ -5358,8 +5347,6 @@ int MoveMissile(DBloodActor* actor)
|
|||
RotatePoint(&vx, &vy, (nTargetAngle + 1536) & 2047, 0, 0);
|
||||
actor->xvel = vx;
|
||||
actor->yvel = vy;
|
||||
int dx = pTarget->x - pSprite->x;
|
||||
int dy = pTarget->y - pSprite->y;
|
||||
int dz = pTarget->z - pSprite->z;
|
||||
|
||||
int deltaz = dz / 10;
|
||||
|
@ -7336,7 +7323,6 @@ void actPostProcess(void)
|
|||
|
||||
void MakeSplash(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
pSprite->flags &= ~2;
|
||||
pSprite->z -= 4 << 8;
|
||||
|
|
|
@ -1527,7 +1527,6 @@ void RecoilDude(DBloodActor* actor)
|
|||
|
||||
void aiThinkTarget(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
|
|
|
@ -64,7 +64,6 @@ AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0,
|
|||
|
||||
void batBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
|
@ -135,7 +134,6 @@ static void batThinkTarget(DBloodActor* actor)
|
|||
static void batThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
batThinkTarget(actor);
|
||||
}
|
||||
|
@ -158,7 +156,6 @@ static void batThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void batThinkPonder(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
@ -266,7 +263,6 @@ static void batMoveDodgeDown(DBloodActor* actor)
|
|||
|
||||
static void batThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -65,7 +65,6 @@ AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beas
|
|||
|
||||
void SlashSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
|
@ -84,7 +83,6 @@ void SlashSeqCallback(int, DBloodActor* actor)
|
|||
void StompSeqCallback(int, DBloodActor* actor1)
|
||||
{
|
||||
uint8_t sectmap[(kMaxSectors + 7) >> 3];
|
||||
XSPRITE* pXSprite = &actor1->x();
|
||||
spritetype* pSprite = &actor1->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -176,7 +174,6 @@ void StompSeqCallback(int, DBloodActor* actor1)
|
|||
|
||||
static void MorphToBeast(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
|
||||
pSprite->type = kDudeBeast;
|
||||
|
@ -185,7 +182,6 @@ static void MorphToBeast(DBloodActor* actor)
|
|||
static void beastThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -219,7 +215,6 @@ static void beastThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void beastThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
@ -398,7 +393,6 @@ static void beastThinkSwimGoto(DBloodActor* actor)
|
|||
|
||||
static void beastThinkSwimChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -63,7 +63,6 @@ AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NU
|
|||
|
||||
void eelBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
|
||||
/*
|
||||
|
@ -149,7 +148,6 @@ static void eelThinkTarget(DBloodActor* actor)
|
|||
static void eelThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
eelThinkTarget(actor);
|
||||
}
|
||||
|
@ -172,7 +170,6 @@ static void eelThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void eelThinkPonder(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
@ -279,7 +276,6 @@ static void eelMoveDodgeDown(DBloodActor* actor)
|
|||
|
||||
static void eelThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -78,7 +78,6 @@ void BurnSeqCallback(int, DBloodActor*)
|
|||
static void burnThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -128,7 +127,6 @@ static void burnThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void burnThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -85,7 +85,6 @@ void SeqAttackCallback(int, DBloodActor* actor)
|
|||
static void calebThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -119,7 +118,6 @@ static void calebThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void calebThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
@ -263,7 +261,6 @@ static void calebThinkSwimGoto(DBloodActor* actor)
|
|||
|
||||
static void calebThinkSwimChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -58,7 +58,6 @@ AISTATE cerberus1398AC = { kAiStateOther, 7, -1, 120, NULL, aiMoveTurn, NULL, &c
|
|||
|
||||
void cerberusBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -77,7 +76,6 @@ void cerberusBiteSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void cerberusBurnSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int height = pDudeInfo->eyeHeight * pSprite->yrepeat;
|
||||
|
@ -155,7 +153,6 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void cerberusBurnSeqCallback2(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
|
@ -238,7 +235,6 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
|
|||
static void cerberusThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -336,7 +332,6 @@ static void cerberusThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void cerberusThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr) {
|
||||
switch (pSprite->type) {
|
||||
|
|
|
@ -75,7 +75,6 @@ AISTATE cultistSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &culti
|
|||
|
||||
void TommySeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -89,7 +88,6 @@ void TommySeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void TeslaSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (Chance(dword_138BB0[gGameOptions.nDifficulty]))
|
||||
{
|
||||
|
@ -106,7 +104,6 @@ void TeslaSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void ShotSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -129,7 +126,6 @@ void ShotSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void cultThrowSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int nMissile = kThingArmedTNTStick;
|
||||
if (gGameOptions.nDifficulty > 2)
|
||||
|
@ -155,8 +151,6 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void sub_68170(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int nMissile = kThingArmedTNTStick;
|
||||
if (gGameOptions.nDifficulty > 2)
|
||||
nMissile = kThingArmedTNTBundle;
|
||||
|
@ -167,7 +161,6 @@ void sub_68170(int, DBloodActor* actor)
|
|||
|
||||
void sub_68230(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int nMissile = kThingArmedTNTStick;
|
||||
if (gGameOptions.nDifficulty > 2)
|
||||
|
|
|
@ -72,14 +72,12 @@ AISTATE statueFBreakSEQ = { kAiStateOther, 5, -1, 0, entryFStatue, NULL, playSta
|
|||
AISTATE statueSBreakSEQ = { kAiStateOther, 5, -1, 0, entrySStatue, NULL, playStatueBreakSnd, &gargoyleSMorph2 };
|
||||
|
||||
static void playStatueBreakSnd(DBloodActor* actor) {
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
|
||||
aiPlay3DSound(actor, 313, AI_SFX_PRIORITY_1, -1);
|
||||
}
|
||||
|
||||
void SlashFSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
|
@ -101,8 +99,6 @@ void SlashFSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void ThrowFSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
actFireThing(actor, 0, 0, actor->dudeSlope - 7500, kThingBone, 0xeeeee);
|
||||
}
|
||||
|
||||
|
@ -114,8 +110,6 @@ void BlastSSeqCallback(int, DBloodActor* actor)
|
|||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2;
|
||||
int dx = pXSprite->targetX - pSprite->x;
|
||||
int dy = pXSprite->targetY - pSprite->y;
|
||||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
int z = height;
|
||||
|
@ -353,7 +347,6 @@ static void gargMoveDodgeDown(DBloodActor* actor)
|
|||
|
||||
static void gargThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -63,7 +63,6 @@ AISTATE ghostDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, ghostMoveDodgeDown
|
|||
|
||||
void ghostSlashSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
|
@ -97,8 +96,6 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
|
|||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
int height = (pSprite->yrepeat * getDudeInfo(pSprite->type)->eyeHeight) << 2;
|
||||
int dx = pXSprite->targetX - pSprite->x;
|
||||
int dy = pXSprite->targetY - pSprite->y;
|
||||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
int z = height;
|
||||
|
@ -243,7 +240,6 @@ static void ghostThinkTarget(DBloodActor* actor)
|
|||
static void ghostThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
|
|
@ -60,7 +60,6 @@ AISTATE gillBeast13A170 = { kAiStateOther, 10, -1, 120, NULL, NULL, aiMoveTurn,
|
|||
|
||||
void GillBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
|
@ -77,7 +76,6 @@ void GillBiteSeqCallback(int, DBloodActor* actor)
|
|||
static void gillThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -111,7 +109,6 @@ static void gillThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void gillThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
@ -252,7 +249,6 @@ static void gillThinkSwimGoto(DBloodActor* actor)
|
|||
|
||||
static void gillThinkSwimChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -44,8 +44,6 @@ AISTATE handJump = { kAiStateChase, 7, nJumpClient, 120, NULL, NULL, NULL, &hand
|
|||
|
||||
void HandJumpSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
if (IsPlayerSprite(pTarget))
|
||||
|
@ -62,7 +60,6 @@ void HandJumpSeqCallback(int, DBloodActor* actor)
|
|||
static void handThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -85,7 +82,6 @@ static void handThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void handThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -45,7 +45,6 @@ AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL,
|
|||
|
||||
void houndBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -75,7 +74,6 @@ void houndBurnSeqCallback(int, DBloodActor* actor)
|
|||
static void houndThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -103,7 +101,6 @@ static void houndThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void houndThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -63,7 +63,6 @@ void sub_6FF54(int, DBloodActor* actor)
|
|||
|
||||
void podAttack(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
|
@ -133,7 +132,6 @@ void sub_70284(int, DBloodActor* actor)
|
|||
static void aiPodSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -171,7 +169,6 @@ static void aiPodMove(DBloodActor* actor)
|
|||
|
||||
static void aiPodChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr) {
|
||||
switch (pSprite->type) {
|
||||
|
|
|
@ -44,7 +44,6 @@ AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ra
|
|||
|
||||
void ratBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -58,7 +57,6 @@ void ratBiteSeqCallback(int, DBloodActor* actor)
|
|||
static void ratThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -81,7 +79,6 @@ static void ratThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void ratThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -63,7 +63,6 @@ static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
|
|||
|
||||
void SpidBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -75,7 +74,6 @@ void SpidBiteSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
auto const target = actor->GetTarget();
|
||||
spritetype* pTarget = &target->s();
|
||||
XSPRITE* pXTarget = &target->x();
|
||||
if (IsPlayerSprite(pTarget))
|
||||
{
|
||||
int hit = HitScan(actor, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
|
@ -115,7 +113,6 @@ void SpidBiteSeqCallback(int, DBloodActor* actor)
|
|||
|
||||
void SpidJumpSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
|
@ -176,7 +173,6 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
|
|||
static void spidThinkSearch(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -199,7 +195,6 @@ static void spidThinkGoto(DBloodActor* actor)
|
|||
|
||||
static void spidThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
|
@ -48,8 +48,6 @@ AISTATE tcherno13AA28 = { kAiStateChase, 8, -1, 60, NULL, aiMoveTurn, NULL, &tch
|
|||
|
||||
void sub_71A90(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
auto target = actor->GetTarget();
|
||||
if (target->x().burnTime == 0)
|
||||
|
@ -61,7 +59,6 @@ void sub_71A90(int, DBloodActor* actor)
|
|||
|
||||
void sub_71BD4(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int height = pSprite->yrepeat * pDudeInfo->eyeHeight;
|
||||
|
@ -131,7 +128,6 @@ void sub_71BD4(int, DBloodActor* actor)
|
|||
|
||||
void sub_720AC(int, DBloodActor* actor)
|
||||
{
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
|
||||
|
@ -207,7 +203,6 @@ void sub_720AC(int, DBloodActor* actor)
|
|||
static void sub_72580(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
aiChooseDirection(actor, pXSprite->goalAng);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -293,7 +288,6 @@ static void sub_72850(DBloodActor* actor)
|
|||
|
||||
static void sub_72934(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue