diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index deabd841e..4c17758ba 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -6437,7 +6437,7 @@ DBloodActor* actSpawnSprite(DBloodActor* source, int nStat) // //--------------------------------------------------------------------------- -DBloodActor* actSpawnDude(DBloodActor* source, short nType, int a3, int a4) +DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4) { auto pSource = &source->s(); XSPRITE* pXSource = &source->x(); diff --git a/source/games/blood/src/actor.h b/source/games/blood/src/actor.h index 313052d98..55ebc3627 100644 --- a/source/games/blood/src/actor.h +++ b/source/games/blood/src/actor.h @@ -225,7 +225,7 @@ void actExplodeSprite(DBloodActor *pSprite); void actActivateGibObject(DBloodActor *actor); void actProcessSprites(void); DBloodActor* actSpawnSprite(int nSector, int x, int y, int z, int nStat, bool a6); -DBloodActor* actSpawnDude(DBloodActor* pSource, short nType, int a3, int a4); +DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, int a3, int a4); DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat); DBloodActor * actSpawnThing(int nSector, int x, int y, int z, int nThingType); DBloodActor* actFireThing(DBloodActor* pSprite, int a2, int a3, int a4, int thingType, int a6); diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index c953a3410..50d5255d2 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -2242,7 +2242,7 @@ void updateTargetOfSlaves(DBloodActor* actor) // //--------------------------------------------------------------------------- -short inDodge(AISTATE* aiState) +int inDodge(AISTATE* aiState) { if (aiState == &genDudeDodgeL) return 1; else if (aiState == &genDudeDodgeD) return 2; @@ -2266,12 +2266,11 @@ bool inAttack(AISTATE* aiState) { || aiState == &genDudeFireD || aiState == &genDudeThrow || aiState == &genDudeThrow2 || aiState == &genDudePunch); } -short inSearch(AISTATE* aiState) { - if (aiState->stateType == kAiStateSearch) return 1; - return 0; +bool inSearch(AISTATE* aiState) { + return (aiState->stateType == kAiStateSearch); } -short inChase(AISTATE* aiState) { +int inChase(AISTATE* aiState) { if (aiState == &genDudeChaseL) return 1; else if (aiState == &genDudeChaseD) return 2; else if (aiState == &genDudeChaseW) return 3; @@ -2281,14 +2280,14 @@ short inChase(AISTATE* aiState) { else return 0; } -short inRecoil(AISTATE* aiState) { +int inRecoil(AISTATE* aiState) { if (aiState == &genDudeRecoilL || aiState == &genDudeRecoilTesla) return 1; else if (aiState == &genDudeRecoilD) return 2; else if (aiState == &genDudeRecoilW) return 3; else return 0; } -short inDuck(AISTATE* aiState) { +int inDuck(AISTATE* aiState) { if (aiState == &genDudeFireD) return 1; else if (aiState == &genDudeChaseD) return 2; else if (aiState == &genDudeChaseNoWalkD) return 3; diff --git a/source/games/blood/src/aiunicult.h b/source/games/blood/src/aiunicult.h index 8c9d3f46d..0b31fe114 100644 --- a/source/games/blood/src/aiunicult.h +++ b/source/games/blood/src/aiunicult.h @@ -215,13 +215,13 @@ void updateTargetOfLeech(DBloodActor* pSprite); bool canSwim(DBloodActor* actor); bool canDuck(DBloodActor* actor); bool canWalk(DBloodActor* actor); -short inDodge(AISTATE* aiState); +int inDodge(AISTATE* aiState); bool inIdle(AISTATE* aiState); bool inAttack(AISTATE* aiState); -short inRecoil(AISTATE* aiState); -short inSearch(AISTATE* aiState); -short inChase(AISTATE* aiState); -short inDuck(AISTATE* aiState); +int inRecoil(AISTATE* aiState); +bool inSearch(AISTATE* aiState); +int inChase(AISTATE* aiState); +int inDuck(AISTATE* aiState); int genDudeSeqStartId(DBloodActor* pXSprite); bool genDudePrepare(DBloodActor* pSprite, int propId); void genDudeUpdate(DBloodActor* pSprite); diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp index a55c864d6..1d8d5906f 100644 --- a/source/games/blood/src/gameutil.cpp +++ b/source/games/blood/src/gameutil.cpp @@ -896,11 +896,11 @@ int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSect return n; } -int picWidth(short nPic, short repeat) { +int picWidth(int nPic, int repeat) { return ClipLow((tileWidth(nPic) * repeat) << 2, 0); } -int picHeight(short nPic, short repeat) { +int picHeight(int nPic, int repeat) { return ClipLow((tileHeight(nPic) * repeat) << 2, 0); } diff --git a/source/games/blood/src/gameutil.h b/source/games/blood/src/gameutil.h index 3873d0588..2aba32f53 100644 --- a/source/games/blood/src/gameutil.h +++ b/source/games/blood/src/gameutil.h @@ -85,8 +85,8 @@ 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, int tracecount = 3); int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit); int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls = nullptr, bool newSectCheckMethod = false); -int picWidth(short nPic, short repeat); -int picHeight(short nPic, short repeat); +int picWidth(int nPic, int repeat); +int picHeight(int nPic, int repeat); END_BLD_NS diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index aaf26efb7..12817a4c1 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -41,13 +41,13 @@ inline int mulscale8(int a, int b) { return MulScale(a, b, 8); } bool gAllowTrueRandom = false; bool gEventRedirectsUsed = false; DBloodActor* gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity -short gProxySpritesCount; // current count +int gProxySpritesCount; // current count DBloodActor* gSightSpritesList[]; // list of additional sprites which can be triggered by Sight -short gSightSpritesCount; // current count +int gSightSpritesCount; // current count DBloodActor* gPhysSpritesList[]; // list of additional sprites which can be affected by physics -short gPhysSpritesCount; // current count +int gPhysSpritesCount; // current count DBloodActor* gImpactSpritesList[]; -short gImpactSpritesCount; +int gImpactSpritesCount; @@ -68,7 +68,7 @@ short gEffectGenCallbacks[] = { TRPLAYERCTRL gPlayerCtrl[kMaxPlayers]; TRCONDITION gCondition[kMaxTrackingConditions]; -short gTrackingCondsCount; +int gTrackingCondsCount; std::default_random_engine gStdRandom; @@ -261,7 +261,7 @@ CONDITION_TYPE_NAMES gCondTypeNames[7] = { // //--------------------------------------------------------------------------- -static DBloodActor* nnExtSpawnDude(DBloodActor* sourceActor, DBloodActor* origin, short nType, int a3, int a4) +static DBloodActor* nnExtSpawnDude(DBloodActor* sourceActor, DBloodActor* origin, int nType, int a3, int a4) { DBloodActor* pDudeActor = nullptr; auto pSource = &sourceActor->s(); @@ -7359,7 +7359,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer) // //--------------------------------------------------------------------------- -PLAYER* getPlayerById(short id) +PLAYER* getPlayerById(int id) { // relative to connected players if (id >= 1 && id <= kMaxPlayers) diff --git a/source/games/blood/src/nnexts.h b/source/games/blood/src/nnexts.h index 716456822..b0d2bc063 100644 --- a/source/games/blood/src/nnexts.h +++ b/source/games/blood/src/nnexts.h @@ -279,11 +279,11 @@ extern DBloodActor* gProxySpritesList[kMaxSuperXSprites]; extern DBloodActor* gSightSpritesList[kMaxSuperXSprites]; extern DBloodActor* gPhysSpritesList[kMaxSuperXSprites]; extern DBloodActor* gImpactSpritesList[kMaxSuperXSprites]; -extern short gProxySpritesCount; -extern short gSightSpritesCount; -extern short gPhysSpritesCount; -extern short gImpactSpritesCount; -extern short gTrackingCondsCount; +extern int gProxySpritesCount; +extern int gSightSpritesCount; +extern int gPhysSpritesCount; +extern int gImpactSpritesCount; +extern int gTrackingCondsCount; extern AISTATE genPatrolStates[kPatrolStateSize]; @@ -354,7 +354,7 @@ void callbackUniMissileBurst(DBloodActor*actor, int nSprite); void callbackMakeMissileBlocking(DBloodActor* actor, int nSprite); void callbackGenDudeUpdate(DBloodActor* actor, int nSprite); // ------------------------------------------------------------------------- // -PLAYER* getPlayerById(short id); +PLAYER* getPlayerById(int id); bool isGrown(DBloodActor* pSprite); bool isShrinked(DBloodActor* pSprite); bool IsBurningDude(DBloodActor* pSprite);