- use proper clipmove variant in Blood and Exhumed

This merely extends some shorts to full ints to match the desired parameter's size.
This commit is contained in:
Christoph Oelckers 2021-11-07 18:53:42 +01:00
parent 2e1ff313b0
commit 3811147f70
5 changed files with 7 additions and 7 deletions

View file

@ -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)
{

View file

@ -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();

View file

@ -147,7 +147,7 @@ void BuildBubbleMachine(DExhumedActor* pActor)
void DoBubbles(int nPlayer)
{
vec3_t pos;
short nSector;
int nSector;
WheresMyMouth(nPlayer, &pos, &nSector);

View file

@ -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();

View file

@ -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);