diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index 0e6f6bad4..5a258f251 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -735,7 +735,7 @@ int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3) unsigned int ClipMove(vec3_t *pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask) { auto opos = *pos; - short bakSect = *nSector; + int bakSect = *nSector; unsigned int nRes = clipmove(pos, &bakSect, xv<<14, yv<<14, wd, cd, fd, nMask); if (bakSect == -1) { diff --git a/source/games/exhumed/src/aistuff.h b/source/games/exhumed/src/aistuff.h index 4abafc9d7..9483183f8 100644 --- a/source/games/exhumed/src/aistuff.h +++ b/source/games/exhumed/src/aistuff.h @@ -222,7 +222,7 @@ void Gravity(DExhumedActor* actor); DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy); Collision MoveCreature(DExhumedActor* nSprite); Collision MoveCreatureWithCaution(DExhumedActor* actor); -void WheresMyMouth(int nPlayer, vec3_t* pos, short *sectnum); +void WheresMyMouth(int nPlayer, vec3_t* pos, int *sectnum); int GetActorHeight(DExhumedActor* nSprite); DExhumedActor* insertActor(int, int); DExhumedActor* GrabBody(); diff --git a/source/games/exhumed/src/bubbles.cpp b/source/games/exhumed/src/bubbles.cpp index b3c7d12ec..86dafd852 100644 --- a/source/games/exhumed/src/bubbles.cpp +++ b/source/games/exhumed/src/bubbles.cpp @@ -147,7 +147,7 @@ void BuildBubbleMachine(DExhumedActor* pActor) void DoBubbles(int nPlayer) { vec3_t pos; - short nSector; + int nSector; WheresMyMouth(nPlayer, &pos, &nSector); diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index a4153e570..7be71d420 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -540,7 +540,7 @@ Collision movesprite(DExhumedActor* pActor, int dx, int dy, int dz, int ceildist int nClipDist = (int8_t)pSprite->clipdist << 2; - short nSector = pSprite->sectnum; + int nSector = pSprite->sectnum; assert(nSector >= 0 && nSector < kMaxSectors); int floorZ = sector[nSector].floorz; @@ -950,7 +950,7 @@ void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel) pos.y = sBlockInfo[nBlock].y; int y_b = sBlockInfo[nBlock].y; - short nSectorB = nSector; + int nSectorB = nSector; int nZVal; @@ -1306,7 +1306,7 @@ int GetWallNormal(short nWall) return (nAngle + 512) & kAngleMask; } -void WheresMyMouth(int nPlayer, vec3_t* pos, short *sectnum) +void WheresMyMouth(int nPlayer, vec3_t* pos, int *sectnum) { auto pActor = PlayerList[nPlayer].Actor(); auto pSprite = &pActor->s(); diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 218dadbec..dcc041d8d 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -2542,7 +2542,7 @@ sectdone: if (!RandomSize(5)) { vec3_t pos; - short mouthSect; + int mouthSect; WheresMyMouth(nPlayer, &pos, &mouthSect); BuildAnim(nullptr, 71, 0, pos.x, pos.y, pPlayerSprite->z + 3840, mouthSect, 75, 128);