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- cleaned up some random crap with loops and bad variable types I just randomly found.
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2 changed files with 9 additions and 10 deletions
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@ -25,7 +25,7 @@ endif()
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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 "${CMAKE_CXX_FLAGS} /J /W4 /wd4100 /wd4127 /wd4131 /wd4201 /wd4210 /wd4244 /wd4245 /wd4324 /wd4389 /wd4505 /wd4706 /wd4458 /wd4459 /wd4703" )
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J /W4 /wd4100 /wd4127 /wd4131 /wd4201 /wd4210 /wd4244 /wd4245 /wd4324 /wd4389 /wd4505 /wd4706 /wd4458 /wd4459" )
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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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@ -12465,7 +12465,7 @@ int InitSwordAttack(PLAYERp pp)
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-256, -128, 0, 128, 256
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};
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for (int i = 0; i < (int)SIZ(dangs); i++)
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for (size_t i = 0; i < countof(dangs); i++)
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{
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if (RandomRange(1000) < 500) continue; // Don't spawn bubbles every time
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bubble = SpawnBubble(pp->Actor());
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@ -12646,7 +12646,7 @@ int InitFistAttack(PLAYERp pp)
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-128,128
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};
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for (int i = 0; i < (int)SIZ(dangs); i++)
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for (size_t i = 0; i < countof(dangs); i++)
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{
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bubble = SpawnBubble(pp->Actor());
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if (bubble != nullptr)
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@ -12837,7 +12837,7 @@ int InitSumoNapalm(DSWActor* actor)
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SPRITEp sp = &actor->s(), wp;
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USERp u = actor->u(), wu;
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short dist;
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short i,j,ang;
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short ang;
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typedef struct
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{
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@ -12853,18 +12853,18 @@ int InitSumoNapalm(DSWActor* actor)
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PlaySound(DIGI_NAPFIRE, actor, v3df_none);
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ang = sp->ang;
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for (j=0; j<4; j++)
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for (int j = 0; j < 4; j++)
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{
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for (i = 0; i < (int)SIZ(mp); i++)
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for (size_t i = 0; i < countof(mp); i++)
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{
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auto wActor = SpawnActor(STAT_MISSILE, FIREBALL1, s_Napalm, sp->sector(),
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sp->pos.X, sp->pos.Y, GetSpriteZOfTop(sp), ang, NAPALM_VELOCITY);
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sp->pos.X, sp->pos.Y, GetSpriteZOfTop(sp), ang, NAPALM_VELOCITY);
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wp = &wActor->s();
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wu = wActor->u();
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wp->hitag = LUMINOUS; //Always full brightness
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if (i==0) // Only attach sound to first projectile
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if (i == 0) // Only attach sound to first projectile
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{
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PlaySound(DIGI_NAPWIZ, wActor, v3df_follow);
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}
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@ -13316,7 +13316,6 @@ int InitStar(PLAYERp pp)
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int zvel;
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static short dang[] = {-12, 12};
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uint8_t i;
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SPRITEp np;
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USERp nu;
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const int STAR_REPEAT = 26;
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@ -13380,7 +13379,7 @@ int InitStar(PLAYERp pp)
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wp->backuppos();
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for (i = 0; i < (int)SIZ(dang); i++)
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for (size_t i = 0; i < countof(dang); i++)
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{
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auto actorNew2 = SpawnActor(STAT_MISSILE, STAR1, s_Star, pp->cursector, nx, ny, nz, NORM_ANGLE(wp->ang + dang[i]), wp->xvel);
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np = &actorNew2->s();
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