From 2e27219e28f8a5be0edd6ec3e7b8ae86c47cd99a Mon Sep 17 00:00:00 2001 From: Harry Young Date: Fri, 16 Aug 2013 15:43:41 +0200 Subject: [PATCH] Cleaned up last and Replaced all ints in cgame by int32_t Signed-off-by: Harry Young --- code/cgame/cg_consolecmds.c | 46 +-- code/cgame/cg_draw.c | 286 +++++++++--------- code/cgame/cg_drawtools.c | 122 ++++---- code/cgame/cg_effects.c | 28 +- code/cgame/cg_ents.c | 30 +- code/cgame/cg_env.c | 74 ++--- code/cgame/cg_event.c | 32 +- code/cgame/cg_info.c | 44 +-- code/cgame/cg_local.h | 582 ++++++++++++++++++------------------ code/cgame/cg_localents.c | 10 +- code/cgame/cg_lua.c | 22 +- code/cgame/cg_lua.h | 32 +- code/cgame/cg_main.c | 72 ++--- code/cgame/cg_marks.c | 16 +- code/cgame/cg_motionblur.c | 6 +- code/cgame/cg_players.c | 196 ++++++------ code/cgame/cg_playerstate.c | 22 +- code/cgame/cg_predict.c | 28 +- code/cgame/cg_public.h | 20 +- code/cgame/cg_scoreboard.c | 152 +++++----- code/cgame/cg_screenfx.c | 24 +- code/cgame/cg_screenfx.h | 8 +- code/cgame/cg_servercmds.c | 48 +-- code/cgame/cg_snapshot.c | 8 +- code/cgame/cg_syscalls.c | 76 ++--- code/cgame/cg_view.c | 44 +-- code/cgame/cg_weapons.c | 108 +++---- code/cgame/fx_compression.c | 10 +- code/cgame/fx_disruptor.c | 14 +- code/cgame/fx_grenade.c | 12 +- code/cgame/fx_hypospray.c | 2 +- code/cgame/fx_item.c | 10 +- code/cgame/fx_lib.c | 6 +- code/cgame/fx_local.h | 14 +- code/cgame/fx_misc.c | 16 +- code/cgame/fx_phaser.c | 8 +- code/cgame/fx_quantum.c | 8 +- code/cgame/fx_transporter.c | 12 +- code/cgame/list.c | 20 +- code/cgame/list.h | 18 +- code/cgame/lua_cent.c | 8 +- code/cgame/lua_refent.c | 108 +++---- code/cgame/tr_types.h | 26 +- code/ui/ui_addbots.c | 4 +- code/ui/ui_admin.c | 4 +- code/ui/ui_admin_orig.c | 4 +- code/ui/ui_atoms.c | 146 ++++----- code/ui/ui_cdkey.c | 2 +- code/ui/ui_controls2.c | 10 +- code/ui/ui_credits.c | 10 +- code/ui/ui_ingame.c | 8 +- code/ui/ui_library.c | 4 +- code/ui/ui_local.h | 72 ++--- code/ui/ui_menu.c | 28 +- code/ui/ui_playermodel.c | 2 +- code/ui/ui_players.c | 46 +-- code/ui/ui_playersettings.c | 22 +- code/ui/ui_preferences.c | 2 +- code/ui/ui_qmenu.c | 36 +-- code/ui/ui_servers2.c | 6 +- code/ui/ui_spreset.c | 2 +- code/ui/ui_sql.c | 2 +- code/ui/ui_startserver.c | 6 +- code/ui/ui_syscalls.c | 16 +- code/ui/ui_teamorders.c | 2 +- code/ui/ui_video.c | 4 +- 66 files changed, 1433 insertions(+), 1433 deletions(-) diff --git a/code/cgame/cg_consolecmds.c b/code/cgame/cg_consolecmds.c index 916235a..bfdf5fc 100644 --- a/code/cgame/cg_consolecmds.c +++ b/code/cgame/cg_consolecmds.c @@ -20,7 +20,7 @@ static void CG_ObjectivesUp_f( void ) } void CG_TargetCommand_f( void ) { - int targetNum; + int32_t targetNum; char test[4]; targetNum = CG_CrosshairPlayer(); @@ -42,7 +42,7 @@ Keybinding command ================= */ static void CG_SizeUp_f (void) { - trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer+10))); + trap_Cvar_Set("cg_viewsize", va("%i",(int32_t)(cg_viewsize.integer+10))); } @@ -54,7 +54,7 @@ Keybinding command ================= */ static void CG_SizeDown_f (void) { - trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer-10))); + trap_Cvar_Set("cg_viewsize", va("%i",(int32_t)(cg_viewsize.integer-10))); } @@ -66,9 +66,9 @@ Debugging command to print the current view position ============= */ static void CG_Viewpos_f (void) { - CG_Printf ("%s (%i %i %i) : %i\n", cgs.mapname, (int)cg.refdef.vieworg[0], - (int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2], - (int)cg.refdefViewAngles[YAW]); + CG_Printf ("%s (%i %i %i) : %i\n", cgs.mapname, (int32_t)cg.refdef.vieworg[0], + (int32_t)cg.refdef.vieworg[1], (int32_t)cg.refdef.vieworg[2], + (int32_t)cg.refdefViewAngles[YAW]); } /* @@ -115,7 +115,7 @@ static void CG_ScoresUp_f( void ) { } static void CG_TellTarget_f( void ) { - int clientNum; + int32_t clientNum; char command[128]; char message[128]; @@ -130,7 +130,7 @@ static void CG_TellTarget_f( void ) { } static void CG_TellAttacker_f( void ) { - int clientNum; + int32_t clientNum; char command[128]; char message[128]; @@ -174,7 +174,7 @@ the names of all the ranks we can use ATM ========================= */ void CG_RankList_cmd( void ) { - int i; + int32_t i; /* Print Titles */ CG_Printf( S_COLOR_CYAN "RPG-X: Available Ranks\n"); @@ -197,7 +197,7 @@ the names of all the ranks we can use ATM ========================= */ void CG_ClassList_cmd( void ) { - int i; + int32_t i; /* Print Titles */ CG_Printf( S_COLOR_CYAN "RPG-X: Available Classes\n"); @@ -223,7 +223,7 @@ to beam to various locations. */ void CG_BeamList_cmd( void ) { const char *locStr; - int i; + int32_t i; /* Print Titles */ CG_Printf( S_COLOR_CYAN "RPG-X Current Beam Locations\n" ); @@ -266,9 +266,9 @@ Although not as bad as the alternative... void CG_Emote_f( void ) { const char *argStr; emoteList_t *emote = NULL; - int i; + int32_t i; animation_t *anims; - int animLength; + int32_t animLength; qboolean emoteFound=qfalse; argStr = CG_Argv( 1 ); @@ -292,7 +292,7 @@ void CG_Emote_f( void ) { /* find out emote in the list value of numEmotes calced in bg_misc.c - or if an int was supplied as an arg, use that */ + or if an int32_t was supplied as an arg, use that */ for ( i = 0; i < bg_numEmotes; i++ ) { emote = &bg_emoteList[i]; @@ -330,7 +330,7 @@ void CG_Emote_f( void ) { /* add this emote to the emotes recently played menu */ { - int j; + int32_t j; char* cvar; char buffer[256]; qboolean foundSlot=qfalse; @@ -406,7 +406,7 @@ void CG_LocEdit_f(void) { if(f) { if((argptr = CG_Argv(2)) != NULL) { - int i = atoi(argptr); + int32_t i = atoi(argptr); if(i) { trap_FS_Write("LocationsList2\n", 15, f); } else { @@ -612,7 +612,7 @@ vmCvar_t* TPSVars[] = { &cg_thirdPersonRange, &cg_thirdPersonAngle, Ie revert any temporary changes. */ void CG_ThirdPersonRevert_f ( void ) { - int i; + int32_t i; char value[MAX_TOKEN_CHARS]; for (i = 0; i < 5; i++ ){ @@ -628,8 +628,8 @@ void CG_ThirdPersonRevert_f ( void ) { * Resets the values to the game's defaults. Useful if you screwed up the view big time. */ void CG_ThirdPersonReset_f ( void ) { - int defValues[] = { 80, 0, 16, 0, 0 }; - int i; + int32_t defValues[] = { 80, 0, 16, 0, 0 }; + int32_t i; for (i = 0; i < 5; i++ ) { TPSVars[i]->value = defValues[i]; @@ -642,7 +642,7 @@ void CG_ThirdPersonReset_f ( void ) { * hard coded CVARs to the same value, effectively making them permanent */ void CG_ThirdPersonCommit_f ( void ) { - int i; + int32_t i; for (i = 0; i < 5; i++ ) { trap_Cvar_Set( cVars[i], va("%f", TPSVars[i]->value ) ); @@ -653,7 +653,7 @@ void CG_ThirdPersonCommit_f ( void ) { /* Toggles between first and third person */ void CG_ToggleThirdPerson_f ( void ) { - int value; + int32_t value; value = !( cg_thirdPerson.integer > 0 ); /* This is cool. It'll toggle the value each call. */ @@ -743,7 +743,7 @@ Cmd_Argc() / Cmd_Argv() */ qboolean CG_ConsoleCommand( void ) { const char *cmd; - int i; + int32_t i; cmd = CG_Argv(0); @@ -766,7 +766,7 @@ so it can perform tab completion ================= */ void CG_InitConsoleCommands( void ) { - int i; + int32_t i; for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) { trap_AddCommand( commands[i].cmd ); diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c index 1540743..4aabff8 100644 --- a/code/cgame/cg_draw.c +++ b/code/cgame/cg_draw.c @@ -10,9 +10,9 @@ #include "cg_screenfx.h" /* set in CG_ParseTeamInfo */ -int sortedTeamPlayers[TEAM_MAXOVERLAY]; -int numSortedTeamPlayers; -int drawTeamOverlayModificationCount = -1; +int32_t sortedTeamPlayers[TEAM_MAXOVERLAY]; +int32_t numSortedTeamPlayers; +int32_t drawTeamOverlayModificationCount = -1; /* * TiM: dCross @@ -27,7 +27,7 @@ vec3_t vup; vec3_t vfwd_n; vec3_t vright_n; vec3_t vup_n; -int infoStringCount; +int32_t infoStringCount; static qboolean drawCrosshairName=qfalse; @@ -37,7 +37,7 @@ static void CG_InterfaceStartup(void); char *ingame_text[IGT_MAX]; /* Holds pointers to ingame text */ -int zoomFlashTime=0; +int32_t zoomFlashTime=0; interfacegraphics_s interface_graphics[IG_MAX] = { @@ -99,13 +99,13 @@ lensReflec_s lensReflec[10] = #define HALF_SCREEN_HEIGHT (SCREEN_HEIGHT*0.5) void CG_InitLensFlare( vec3_t worldCoord, - int w1, int h1, - vec3_t glowColor, float glowOffset, float hazeOffset, int minDist, int maxDist, - vec3_t streakColor, int streakDistMin, int streakDistMax, int streakW, int streakH, qboolean whiteStreaks, - int reflecDistMin, int reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs, - qboolean clamp, float maxAlpha, int startTime, int upTime, int holdTime, int downTime ) + int32_t w1, int32_t h1, + vec3_t glowColor, float glowOffset, float hazeOffset, int32_t minDist, int32_t maxDist, + vec3_t streakColor, int32_t streakDistMin, int32_t streakDistMax, int32_t streakW, int32_t streakH, qboolean whiteStreaks, + int32_t reflecDistMin, int32_t reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs, + qboolean clamp, float maxAlpha, int32_t startTime, int32_t upTime, int32_t holdTime, int32_t downTime ) { - int i; + int32_t i; /* First thing's first.... I understand if you hate flares :'( */ if (!cg_dynamiclensflares.value) @@ -165,7 +165,7 @@ correlates that to an XY value on your screen!! O_o static qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, float *x, float *y, qboolean clamp) { - int xcenter, ycenter; + int32_t xcenter, ycenter; vec3_t local, transformed; vec3_t fwd; vec3_t right; @@ -229,21 +229,21 @@ of jerkiness if the point crosses this line, but much less worse than what was before. :) *************************************/ -static float CG_FlareScreenTrans(int x, int y, int xmin, int ymin, int xmax, int ymax ) +static float CG_FlareScreenTrans(int32_t x, int32_t y, int32_t xmin, int32_t ymin, int32_t xmax, int32_t ymax ) { /* * Think about it, when the XY points are in separate quadrants of the screen, * they're all the same values anyway, but just either negative or positive. * Making them all positive, and working on just that set kills about 8 birds with a fricken' huge stone. >:) */ - int lx = abs(x); - int ly = abs(y); - int lxmin = abs(xmin); - int lymin = abs(ymin); - int lxmax = abs(xmax); - int lymax = abs(ymax); - int xDif = lxmax - lxmin; - int yDif = lymax - lymin; + int32_t lx = abs(x); + int32_t ly = abs(y); + int32_t lxmin = abs(xmin); + int32_t lymin = abs(ymin); + int32_t lxmax = abs(xmax); + int32_t lymax = abs(ymax); + int32_t xDif = lxmax - lxmin; + int32_t yDif = lymax - lymin; float grad = ( (float)lymax/(float)lxmax ); /* calc the grad as if (xmin, ymin) were the origin */ float alpha = 1.0; @@ -286,7 +286,7 @@ so elements can fade in or out depending on relative distance :) ================ */ -static float CG_CorrelateMaxMinDist( float len, int min, int max ) { +static float CG_CorrelateMaxMinDist( float len, int32_t min, int32_t max ) { float alpha = 1.0; @@ -318,9 +318,9 @@ and also has an option to fade in as well as out ================ */ -float CG_FadeAlpha( int startMsec, int totalMsec, qboolean fade_in ) { +float CG_FadeAlpha( int32_t startMsec, int32_t totalMsec, qboolean fade_in ) { static float alpha; - int t; + int32_t t; if ( startMsec == 0 ) { return (fade_in ? 0.0 : 1.0); @@ -357,7 +357,7 @@ to make the flare fade out */ static float prevFrac = 0.0; -static int fadeTime, fadeInTime; +static int32_t fadeTime, fadeInTime; static qboolean CG_FlareTraceTrans ( vec3_t origin, float* alpha ) { @@ -415,44 +415,44 @@ processor-intensive, totally un-necessary lensflare engine ;P Parameters Key: vec3_t worldCoord : Position in world to draw the flare -int w1, h1 : Initial (Maximum) w + h of the flare core +int32_t w1, h1 : Initial (Maximum) w + h of the flare core vec3_t glowColor : Color of the flare's glow float glowOffset : Multiplier how much bigger the glow is than the core float hazeOffset : Multiplier how much bigger the surrounding haze is to the core -int minDist : Minimum distance before the flare loses all brightness (Set to 0 if always normal size) -int maxDist : Maximum distance for flare's brightness +int32_t minDist : Minimum distance before the flare loses all brightness (Set to 0 if always normal size) +int32_t maxDist : Maximum distance for flare's brightness vec3_t streakColor : Color of the flare's lens reflections (if 0,0,0, then a default blue is used) -int streakDistMin : Distance at where the flare is totally transparent (Set to 0 if always on) -int streakDistMax : Distance at where the flare is totally opaque (Set to same as above to turn it always off) -int streakW : Length of the anamorphic lens streak -int streakH : Height of the anamorphic lens streak +int32_t streakDistMin : Distance at where the flare is totally transparent (Set to 0 if always on) +int32_t streakDistMax : Distance at where the flare is totally opaque (Set to same as above to turn it always off) +int32_t streakW : Length of the anamorphic lens streak +int32_t streakH : Height of the anamorphic lens streak qboolean whiteStreaks : Adds white streaks to the center of normal streaks ;P -int reflecDistMin : Distance at where the reflections are totally transparent (Set to NULL if always on) -int reflecDistMax : Distance at where the reflections are totally opaque (Set to same value as above if wanted off) +int32_t reflecDistMin : Distance at where the reflections are totally transparent (Set to NULL if always on) +int32_t reflecDistMax : Distance at where the reflections are totally opaque (Set to same value as above if wanted off) qboolean reflecAnamorphic : Enables anamorphic lens reflections qboolean defReflecs : Makes the Lens Reflections default colors qboolean clamp : If qtrue, the lensflare will not resize as the distance changes float maxAlpha : All alpha values of the elements in the flare will not exceed this number -int upTime : How long it takes for the flare to go from 0 intense to maximum intense -int holdTime : How long the flare stays at max intensity for -int downTime : How long it takes for the flare to go from max intensity to 0. +int32_t upTime : How long it takes for the flare to go from 0 intense to maximum intense +int32_t holdTime : How long the flare stays at max intensity for +int32_t downTime : How long it takes for the flare to go from max intensity to 0. **************************************************************/ void CG_DrawLensFlare( lensFlare_t *flare ) { - int w = flare->w1; - int h = flare->h1; + int32_t w = flare->w1; + int32_t h = flare->h1; float x, y, streakX, streakY; - int xCart, yCart; + int32_t xCart, yCart; vec4_t color, reflecColor, strkColor; - int xMax, yMax; + int32_t xMax, yMax; vec3_t distDif, black = {0.0, 0.0, 0.0}; - int maxTime = flare->upTime + flare->holdTime + flare->downTime; - int tMaxTime = maxTime + flare->startTime; - int tUpTime = flare->upTime + flare->startTime; - int tHoldTime = flare->upTime + flare->holdTime + flare->startTime; - int tDownTime = flare->upTime + flare->holdTime + flare->downTime + flare->startTime; + int32_t maxTime = flare->upTime + flare->holdTime + flare->downTime; + int32_t tMaxTime = maxTime + flare->startTime; + int32_t tUpTime = flare->upTime + flare->startTime; + int32_t tHoldTime = flare->upTime + flare->holdTime + flare->startTime; + int32_t tDownTime = flare->upTime + flare->holdTime + flare->downTime + flare->startTime; float length; float reflecAlpha = 1.0; //alpha channel of reflections @@ -504,8 +504,8 @@ void CG_DrawLensFlare( lensFlare_t *flare ) h = h * CG_CorrelateMaxMinDist(length, flare->minDist, flare->maxDist ); } - xCart = (int)(x - HALF_SCREEN_WIDTH ); //Re-orient the EF drawing engine so co-ord (0,0) is in the middle of the screen) - yCart = (int)(y - HALF_SCREEN_HEIGHT ); + xCart = (int32_t)(x - HALF_SCREEN_WIDTH ); //Re-orient the EF drawing engine so co-ord (0,0) is in the middle of the screen) + yCart = (int32_t)(y - HALF_SCREEN_HEIGHT ); streakX = (xCart - (flare->streakW*0.5)) + HALF_SCREEN_WIDTH; //Calculate X value of lens streak based on flare position streakY = (yCart - (flare->streakH*0.5)) + HALF_SCREEN_HEIGHT; //Calculate Y value of lens streak based on flare position @@ -544,7 +544,7 @@ void CG_DrawLensFlare( lensFlare_t *flare ) //Lens Reflections - those cool circly bits that go in the opposite direction of the flare if ( reflecAlpha != 0.0 ) {//Sheez, only do this if we really WANT it O_o - int i; + int32_t i; for( i = 0; i < 10; i++ ) { //if they wanted the cool photoshoppy style reflections @@ -659,7 +659,7 @@ CG_DrawHead Used for both the status bar and the scoreboard ================ */ -void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ) { +void CG_DrawHead( float x, float y, float w, float h, int32_t clientNum, vec3_t headAngles ) { clipHandle_t cm; clientInfo_t *ci; playerState_t *ps; @@ -718,7 +718,7 @@ CG_DrawFlagModel Used for both the status bar and the scoreboard ================ */ -void CG_DrawFlagModel( float x, float y, float w, float h, int team ) { +void CG_DrawFlagModel( float x, float y, float w, float h, int32_t team ) { qhandle_t cm; vec3_t origin, angles; vec3_t mins, maxs; @@ -755,7 +755,7 @@ RPG-X | Phenix | 09/06/2005 I dont know who commented this out but it's going back in ;) ================ */ -static int CG_DrawStatusBarHead( float x ) { +static int32_t CG_DrawStatusBarHead( float x ) { vec3_t angles; float size; float frac; @@ -816,7 +816,7 @@ CG_DrawTeamBackground ================ */ -void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team, qboolean scoreboard ) +void CG_DrawTeamBackground( int32_t x, int32_t y, int32_t w, int32_t h, float alpha, int32_t team, qboolean scoreboard ) { vec4_t hcolor; @@ -855,14 +855,14 @@ static void CG_DrawAmmo(centity_t *cent) return; } -static int CG_DrawHealth(centity_t *cent) +static int32_t CG_DrawHealth(centity_t *cent) { float value; playerState_t *ps; char *health_str = NULL; - int health_barwidth; + int32_t health_barwidth; vec_t *health_txtcolor = NULL; - int health_txteffect = 0; + int32_t health_txteffect = 0; ps = &cg.snap->ps; @@ -907,8 +907,8 @@ static int CG_DrawHealth(centity_t *cent) return health_barwidth; } else { - int x = 3; - int y = 435; + int32_t x = 3; + int32_t y = 435; //Draw the text UI_DrawProportionalString(x + 46, y + 11, health_str, health_txteffect, health_txtcolor); @@ -963,10 +963,10 @@ static void CG_DrawStatusBar( void ) { centity_t *cent; vec3_t angles; - int y=0; + int32_t y=0; vec4_t whiteA; vec3_t tmpVec, eAngle, forward, dAngle; - int healthBarWidth; + int32_t healthBarWidth; whiteA[0] = whiteA[1] = whiteA[2] = 1.0f; whiteA[3] = 0.3f; @@ -1017,7 +1017,7 @@ static void CG_DrawStatusBar( void ) // if(cg.predictedPlayerState.powerups[PW_EVOSUIT] || cg.predictedPlayerState.powerups[PW_FLIGHT] || cg.predictedPlayerState.powerups[PW_INVIS]){ //RPG-X | Phenix | 08/06/2005 - int yZ = 478 - SMALLCHAR_HEIGHT; + int32_t yZ = 478 - SMALLCHAR_HEIGHT; // UI_BIGFONT //DEBUG if(cg.predictedPlayerState.powerups[PW_EVOSUIT]) { @@ -1048,22 +1048,22 @@ static void CG_DrawStatusBar( void ) vec4_t radColor; CG_DrawPic(40, 100, 100, 100, cgs.media.radarShader); - int i; + int32_t i; for (i = 0; i < cg.snap->numEntities; i++) // Go through all entities in VIS range { if ( cg.snap->entities[i].eType == ET_PLAYER ) // If the Entity is a Player { // Calculate How Far Away They Are - int x = (cg.snap->entities[i].pos.trBase[0] - cg.predictedPlayerState.origin[0]); + int32_t x = (cg.snap->entities[i].pos.trBase[0] - cg.predictedPlayerState.origin[0]); y = (cg.snap->entities[i].pos.trBase[1] - cg.predictedPlayerState.origin[1]); - int z = (cg.snap->entities[i].pos.trBase[2] - cg.predictedPlayerState.origin[2]); + int32_t z = (cg.snap->entities[i].pos.trBase[2] - cg.predictedPlayerState.origin[2]); tmpVec[0] = x; tmpVec[1] = y; tmpVec[2] = 0.0; // Convert Vector to Angle vectoangles(tmpVec, eAngle); - int h = sqrt((x*x) + (y*y)); // Get Range + int32_t h = sqrt((x*x) + (y*y)); // Get Range // We only Want "YAW" value dAngle[0] = 0.0; @@ -1224,7 +1224,7 @@ CG_DrawSnapshot */ static float CG_DrawSnapshot( float y ) { char *s; - int w; + int32_t w; s = va( "time:%i frametime:%i snap:%i cmd:%i", cg.snap->serverTime, cg.frametime, cg.latestSnapshotNum, cgs.serverCommandSequence ); @@ -1248,10 +1248,10 @@ CG_DrawFPS #define FPS_FRAMES 4 static float CG_DrawFPS( float y ) { char *s; - static int previousTimes[FPS_FRAMES]; - static int index; - static int previous; - int t, frameTime; + static int32_t previousTimes[FPS_FRAMES]; + static int32_t index; + static int32_t previous; + int32_t t, frameTime; // don't use serverTime, because that will be drifting to // correct for internet lag changes, timescales, timedemos, etc @@ -1263,17 +1263,17 @@ static float CG_DrawFPS( float y ) { index++; if ( index > FPS_FRAMES ) { // average multiple frames together to smooth changes out a bit - int total = 0, i; + int32_t total = 0, i; for ( i = 0 ; i < FPS_FRAMES ; i++ ) { total += previousTimes[i]; } if ( !total ) { total = 1; } - int fps = 1000 * FPS_FRAMES / total; + int32_t fps = 1000 * FPS_FRAMES / total; s = va( "%ifps", fps ); - int w = UI_ProportionalStringWidth(s,UI_BIGFONT); + int32_t w = UI_ProportionalStringWidth(s,UI_BIGFONT); //RPG-X | Phenix | 08/06/2005 // Changed "- w" to "- (w + 50)" to account for lagometer if ( !cg_lagometer.integer ) { @@ -1292,9 +1292,9 @@ CG_DrawTimer */ static float CG_DrawTimer( float y ) { char *s; - int w; - int mins, seconds, tens; - int msec; + int32_t w; + int32_t mins, seconds, tens; + int32_t msec; msec = cg.time - cgs.levelStartTime; @@ -1377,20 +1377,20 @@ CG_DrawPowerups ================ */ static float CG_DrawPowerups( float y ) { - int sorted[MAX_POWERUPS]; - int sortedTime[MAX_POWERUPS]; - int i, j, k; - int active; + int32_t sorted[MAX_POWERUPS]; + int32_t sortedTime[MAX_POWERUPS]; + int32_t i, j, k; + int32_t active; playerState_t *ps; - int t; + int32_t t; gitem_t *item; - int x; - int color; + int32_t x; + int32_t color; float size; float f; static float colors[2][4] = { { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 } }; - int hasHoldable; + int32_t hasHoldable; hasHoldable = cg.snap->ps.stats[STAT_HOLDABLE_ITEM]; @@ -1454,7 +1454,7 @@ static float CG_DrawPowerups( float y ) { vec4_t modulate; f = (float)( t - cg.time ) / POWERUP_BLINK_TIME; - f -= (int)f; + f -= (int32_t)f; modulate[0] = modulate[1] = modulate[2] = modulate[3] = f; trap_R_SetColor( modulate ); } @@ -1504,8 +1504,8 @@ static void CG_DrawLowerRight( void ) { CG_DrawPickupItem =================== */ -static int CG_DrawPickupItem( int y ) { - int value; +static int32_t CG_DrawPickupItem( int32_t y ) { + int32_t value; float *fadeColor; if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { @@ -1558,7 +1558,7 @@ CG_DrawHoldableItem =================== */ static void CG_DrawHoldableItem( void ) { - int value; + int32_t value; value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM]; if ( value ) @@ -1577,9 +1577,9 @@ static void CG_DrawHoldableItem( void ) { {//holding nothing... if ( cg.snap->ps.stats[STAT_USEABLE_PLACED] > 0 ) {//it's a timed countdown to getting a holdable, display the number in seconds - int sec; + int32_t sec; char *s; - int w; + int32_t w; sec = cg.snap->ps.stats[STAT_USEABLE_PLACED]; @@ -1604,7 +1604,7 @@ CG_DrawReward */ static void CG_DrawReward( void ) { float *color; - int i; + int32_t i; float x, y; if ( !cg_drawRewards.integer ) { @@ -1638,11 +1638,11 @@ LAGOMETER typedef struct { - int frameSamples[LAG_SAMPLES]; - int frameCount; - int snapshotFlags[LAG_SAMPLES]; - int snapshotSamples[LAG_SAMPLES]; - int snapshotCount; + int32_t frameSamples[LAG_SAMPLES]; + int32_t frameCount; + int32_t snapshotFlags[LAG_SAMPLES]; + int32_t snapshotSamples[LAG_SAMPLES]; + int32_t snapshotCount; } lagometer_t; lagometer_t lagometer; @@ -1655,7 +1655,7 @@ Adds the current interpolate / extrapolate bar for this frame ============== */ void CG_AddLagometerFrameInfo( void ) { - int offset; + int32_t offset; offset = cg.time - cg.latestSnapshotTime; lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1) ] = offset; @@ -1695,10 +1695,10 @@ Should we draw something differnet for long lag vs no packets? */ static void CG_DrawDisconnect( void ) { float x, y; - int cmdNum; + int32_t cmdNum; usercmd_t cmd; const char *s; - int w; + int32_t w; // draw the phone jack if we are completely past our buffers cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1; @@ -1737,10 +1737,10 @@ CG_DrawLagometer ============== */ static void CG_DrawLagometer( void ) { - int a, x, y, i; + int32_t a, x, y, i; float v; float ax, ay, aw, ah, mid, range; - int color; + int32_t color; float vscale; if ( !cg_lagometer.integer ) { @@ -1857,18 +1857,18 @@ CG_DrawSelfdestructTimer */ static float CG_DrawSelfdestructTimer( void ) { char *s; - int msec = cg.selfdestructTime - cg.time; + int32_t msec = cg.selfdestructTime - cg.time; if (msec > 0){ - int mins = msec / 60000; - int tens = (msec - (mins * 60000)) / 10000; - int seconds = (msec - (mins * 60000) - (tens * 10000)) / 1000; - int remainder = msec - (mins * 60000) - (tens * 10000) - (seconds * 1000); + int32_t mins = msec / 60000; + int32_t tens = (msec - (mins * 60000)) / 10000; + int32_t seconds = (msec - (mins * 60000) - (tens * 10000)) / 1000; + int32_t remainder = msec - (mins * 60000) - (tens * 10000) - (seconds * 1000); s = va( "%i:%i%i.%i", mins, tens, seconds, remainder ); - int w = UI_ProportionalStringWidth("SELF-DESTRUCT IN",UI_SMALLFONT); + int32_t w = UI_ProportionalStringWidth("SELF-DESTRUCT IN",UI_SMALLFONT); UI_DrawProportionalString(320 - (w / 2), 10, "SELF-DESTRUCT IN", UI_SMALLFONT, colorTable[CT_RED]); w = UI_ProportionalStringWidth(s,UI_SMALLFONT); @@ -1908,7 +1908,7 @@ Called for important messages that should stay in the center of the screen for a few moments ============== */ -void CG_CenterPrint( const char *str, int y, int charWidth ) { +void CG_CenterPrint( const char *str, int32_t y, int32_t charWidth ) { char *s; Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) ); @@ -1935,8 +1935,8 @@ CG_DrawCenterString */ static void CG_DrawCenterString( void ) { char *start; - int l; - int x, y, w; + int32_t l; + int32_t x, y, w; float *color; if ( !cg.centerPrintTime ) { @@ -1995,11 +1995,11 @@ static void CG_DrawCrosshair(void) { float f; float x = 0; float y = 0; //float - int weaponCrosshairNum; + int32_t weaponCrosshairNum; trace_t trace; vec3_t start, end; - int ignore; + int32_t ignore; vec3_t d_f; vec3_t pitchConstraint; vec3_t worldPoint; @@ -2138,14 +2138,14 @@ CG_LabelCrosshairEntity ================= */ -static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, vec3_t entMaxs, char *name, qboolean scanAll, vec4_t color, qboolean drawHealth, int health, char *pClass, char *rank, char *race, char* age, char *height, char *weight, char *weapon ) +static void CG_LabelViewEntity( int32_t clientNum, vec3_t origin, vec3_t entMins, vec3_t entMaxs, char *name, qboolean scanAll, vec4_t color, qboolean drawHealth, int32_t health, char *pClass, char *rank, char *race, char* age, char *height, char *weight, char *weapon ) {//ID teammates, ID enemies, ID objectives, etc. vec3_t center, maxs, mins, top, bottom, topLeft, topRight, bottomLeft, bottomRight; vec3_t worldEast = {1.0f, 0, 0}, worldNorth = {0, 1.0f, 0}, worldUp = {0, 0, 1.0f}; float x = 0, y = 0; float topLeftx, topLefty, topRightx, topRighty, bottomLeftx, bottomLefty, bottomRightx, bottomRighty; - int corner, topSize, bottomSize, leftSize, rightSize; - int charIndex, classCharIndex, rankCharIndex, ageCharIndex, raceCharIndex, htCharIndex, wtCharIndex, weapCharIndex, healthCharIndex; + int32_t corner, topSize, bottomSize, leftSize, rightSize; + int32_t charIndex, classCharIndex, rankCharIndex, ageCharIndex, raceCharIndex, htCharIndex, wtCharIndex, weapCharIndex, healthCharIndex; float lineHorzLength = 8.0f, lineVertLength = 8.0f, lineWidth = 2.0f; float fUpDot, fEastDot, fNorthDot, uNorthDot, uEastDot; qboolean doTopLeft = qfalse; @@ -2414,7 +2414,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve Com_sprintf( showHealth, sizeof( showHealth ), "%s: %i", "Health", health ); if ( healthCharIndex > 0 && showHealth[0] ) { - int len = strlen( showHealth ); + int32_t len = strlen( showHealth ); if ( healthCharIndex > len+1 ) { @@ -2434,7 +2434,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 5: if ( charIndex > 0 && name ) { - int len = strlen(name); + int32_t len = strlen(name); if ( charIndex > len+1 ) { charIndex = len+1; @@ -2452,7 +2452,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 6://class if ( classCharIndex > 0 && pClass ) { - int len = strlen(pClass); + int32_t len = strlen(pClass); if ( classCharIndex > len+1 ) { classCharIndex = len+1; @@ -2470,7 +2470,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 7://rank if ( rankCharIndex > 0 && rank ) { - int len = strlen(rank); + int32_t len = strlen(rank); if ( rankCharIndex > len+1 ) { rankCharIndex = len+1; @@ -2488,7 +2488,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 8://age if ( ageCharIndex > 0 && age ) { - int len = strlen(age); + int32_t len = strlen(age); if ( ageCharIndex > len+1 ) { ageCharIndex = len+1; @@ -2506,7 +2506,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 9://race if ( raceCharIndex > 0 && race ) { - int len = strlen(race); + int32_t len = strlen(race); if ( raceCharIndex > len+1 ) { raceCharIndex = len+1; @@ -2524,7 +2524,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 10://height if ( htCharIndex > 0 && height ) { - int len = strlen(height); + int32_t len = strlen(height); if ( htCharIndex > len+1 ) { htCharIndex = len+1; @@ -2542,7 +2542,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 11://weight if ( wtCharIndex > 0 && weight ) { - int len = strlen(weight); + int32_t len = strlen(weight); if ( wtCharIndex > len+1 ) { wtCharIndex = len+1; @@ -2560,7 +2560,7 @@ static void CG_LabelViewEntity( int clientNum, vec3_t origin, vec3_t entMins, ve case 12://weapon if ( weapCharIndex > 0 && weapon ) { - int len = strlen(weapon); + int32_t len = strlen(weapon); if ( weapCharIndex > len+1 ) { weapCharIndex = len+1; @@ -2615,7 +2615,7 @@ static void CG_ScanForCrosshairEntity( void ) { } // if the player is in fog, don't show it - int content = trap_CM_PointContents( trace.endpos, 0 ); + int32_t content = trap_CM_PointContents( trace.endpos, 0 ); if ( content & CONTENTS_FOG ) { return; } @@ -2644,7 +2644,7 @@ CG_DrawCrosshairNames ===================== */ -extern qboolean PM_PlayerCrouching ( int legsAnim ); +extern qboolean PM_PlayerCrouching ( int32_t legsAnim ); static vec3_t playerMins = {-12, -12, -24}; //RPG-X : TiM - {-15, -15, -24} static vec3_t playerMaxs = {12, 12, 32}; // {15, 15, 32} @@ -2652,9 +2652,9 @@ static void CG_DrawCrosshairNames( void ) { float *color; char name[MAX_QPATH]; centity_t *cent; - int x, y; + int32_t x, y; qboolean tinyFont; - int drawFlags; + int32_t drawFlags; if ( !cg_drawCrosshair.integer ) { @@ -2701,8 +2701,8 @@ static void CG_DrawCrosshairNames( void ) { char weapstr[128]; char agestr[128]; char classstr[128]; - int i, irank; - int score = 0; + int32_t i, irank; + int32_t score = 0; clientInfo_t *ci; for ( i = 0; i < cgs.maxclients; i++ ) { @@ -2875,8 +2875,8 @@ static void CG_DrawCrosshairNames( void ) { CG_WorldCoordToScreenCoord( org, &x2, &y2, qfalse); - x = (int)x2; - y = (int)y2; + x = (int32_t)x2; + y = (int32_t)y2; tinyFont = qtrue; drawFlags = UI_CENTER|UI_BOTTOM|UI_TINYFONT; @@ -2920,7 +2920,7 @@ CG_DrawVote */ static void CG_DrawVote(void) { char *s; - int sec; + int32_t sec; if ( !cgs.voteTime ) { return; @@ -2958,7 +2958,7 @@ CG_DrawAbridgedObjective */ static void CG_DrawAbridgedObjective(void) { - int i,pixelLen,x,y; + int32_t i,pixelLen,x,y; for (i=0;ips.weapon == WP_7 ) { - static int TR116LoopTime = 0; + static int32_t TR116LoopTime = 0; //Loop the whirring sight sound if ( TR116LoopTime < cg.time ) @@ -3193,7 +3193,7 @@ static void CG_DrawZoomMask( void ) } // Convert zoom and view axis into some numbers to throw onto the screen - int x, y; + int32_t x, y; if ( cg.snap->ps.weapon == WP_7 ) { x = 74; y = 340; @@ -3245,9 +3245,9 @@ Now I'm going to kill you Phenix!!!! */ static void CG_DrawAdminMsg( void ) { float y; - int t; - int i, msgRow, msgCol; - int biggestW, w; + int32_t t; + int32_t i, msgRow, msgCol; + int32_t biggestW, w; char message[35][45]; char *thisMessage; char *p, *currRow; @@ -3345,7 +3345,7 @@ CG_Draw2D ================= */ static void CG_Draw2D( void ) { - int i; + int32_t i; //TiM : Testing this API function... //trap_R_SetColor( colorTable[ CT_RED ] ); diff --git a/code/cgame/cg_drawtools.c b/code/cgame/cg_drawtools.c index e7544eb..a404f31 100644 --- a/code/cgame/cg_drawtools.c +++ b/code/cgame/cg_drawtools.c @@ -101,8 +101,8 @@ CG_DrawChar Coordinates and size in 640*480 virtual screen size =============== */ -void CG_DrawChar( int x, int y, int width, int height, int ch ) { - int row, col; +void CG_DrawChar( int32_t x, int32_t y, int32_t width, int32_t height, int32_t ch ) { + int32_t row, col; float frow, fcol; float size,size2; float ax, ay, aw, ah; @@ -146,12 +146,12 @@ to a fixed color. Coordinates are at 640 by 480 virtual resolution ================== */ -void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, - qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) { +void CG_DrawStringExt( int32_t x, int32_t y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int32_t charWidth, int32_t charHeight, int32_t maxChars ) { vec4_t color; const char *s; - int xx; - int cnt; + int32_t xx; + int32_t cnt; if (maxChars <= 0) maxChars = 32767; // do them all! @@ -199,7 +199,7 @@ void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, trap_R_SetColor( NULL ); } -void CG_DrawBigString( int x, int y, const char *s, float alpha ) { +void CG_DrawBigString( int32_t x, int32_t y, const char *s, float alpha ) { float color[4]; color[0] = color[1] = color[2] = 1.0; @@ -207,11 +207,11 @@ void CG_DrawBigString( int x, int y, const char *s, float alpha ) { CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); } -void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) { +void CG_DrawBigStringColor( int32_t x, int32_t y, const char *s, vec4_t color ) { CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); } -void CG_DrawSmallString( int x, int y, const char *s, float alpha ) { +void CG_DrawSmallString( int32_t x, int32_t y, const char *s, float alpha ) { float color[4]; color[0] = color[1] = color[2] = 1.0; @@ -219,7 +219,7 @@ void CG_DrawSmallString( int x, int y, const char *s, float alpha ) { CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); } -void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) { +void CG_DrawSmallStringColor( int32_t x, int32_t y, const char *s, vec4_t color ) { CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); } @@ -230,9 +230,9 @@ CG_DrawStrlen Returns character count, skiping color escape codes ================= */ -int CG_DrawStrlen( const char *str ) { +int32_t CG_DrawStrlen( const char *str ) { const char *s = str; - int count = 0; + int32_t count = 0; while ( *s ) { if ( Q_IsColorString( s ) ) { @@ -254,7 +254,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. ============= */ -static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) { +static void CG_TileClearBox( int32_t x, int32_t y, int32_t w, int32_t h, qhandle_t hShader ) { float s1, t1, s2, t2; s1 = x / 64; @@ -274,8 +274,8 @@ Clear around a sized down screen ============== */ void CG_TileClear( void ) { - int top, bottom, left, right; - int w, h; + int32_t top, bottom, left, right; + int32_t w, h; w = cgs.glconfig.vidWidth; h = cgs.glconfig.vidHeight; @@ -310,9 +310,9 @@ void CG_TileClear( void ) { CG_FadeColor ================ */ -float *CG_FadeColor( int startMsec, int totalMsec ) { +float *CG_FadeColor( int32_t startMsec, int32_t totalMsec ) { static vec4_t color; - int t; + int32_t t; if ( startMsec == 0 ) { return NULL; @@ -341,7 +341,7 @@ float *CG_FadeColor( int startMsec, int totalMsec ) { CG_TeamColor ================ */ -float *CG_TeamColor( int team ) { +float *CG_TeamColor( int32_t team ) { static vec4_t red = {1, 0.2, 0.2, 1}; static vec4_t blue = {0.2, 0.2, 1, 1}; static vec4_t other = {1, 1, 1, 1}; @@ -366,9 +366,9 @@ float *CG_TeamColor( int team ) { CG_GetColorForHealth ================= */ -void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) { - int count; - int max; +void CG_GetColorForHealth( int32_t health, int32_t armor, vec4_t hcolor ) { + int32_t count; + int32_t max; // calculate the total points of damage that can // be sustained at the current health / armor level @@ -417,11 +417,11 @@ void CG_ColorForHealth( vec4_t hcolor ) { } -static int propMapTiny[CHARMAX][3]; -static int propMap[CHARMAX][3]; -static int propMapBig[CHARMAX][3]; +static int32_t propMapTiny[CHARMAX][3]; +static int32_t propMap[CHARMAX][3]; +static int32_t propMapBig[CHARMAX][3]; -static int propMapB[26][3] = { +static int32_t propMapB[26][3] = { {11, 12, 33}, {49, 12, 31}, {85, 12, 31}, @@ -465,7 +465,7 @@ static int propMapB[26][3] = { UI_DrawBannerString ================= */ -static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) +static void UI_DrawBannerString2( int32_t x, int32_t y, const char* str, vec4_t color ) { const char* s; char ch; @@ -494,11 +494,11 @@ static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) } else if ( ch >= 'A' && ch <= 'Z' ) { ch -= 'A'; - fcol = (float)propMapB[(int)ch][0] / 256; - frow = (float)propMapB[(int)ch][1] / 256; - fwidth = (float)propMapB[(int)ch][2] / 256; + fcol = (float)propMapB[(int32_t)ch][0] / 256; + frow = (float)propMapB[(int32_t)ch][1] / 256; + fwidth = (float)propMapB[(int32_t)ch][2] / 256; fheight = (float)PROPB_HEIGHT / 256; - aw = (float)(propMapB[(int)ch][2] * cgs.screenXScale); + aw = (float)(propMapB[(int32_t)ch][2] * cgs.screenXScale); ah = (float)(PROPB_HEIGHT * cgs.screenYScale); trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB ); ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale); @@ -509,10 +509,10 @@ static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) trap_R_SetColor( NULL ); } -void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) { +void UI_DrawBannerString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color ) { const char * s; - int ch; - int width; + int32_t ch; + int32_t width; vec4_t drawcolor; // find the width of the drawn text @@ -560,12 +560,12 @@ void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color UI_ProportionalSizeScale ================= */ -int UI_ProportionalStringWidth( const char* str,int style ) +int32_t UI_ProportionalStringWidth( const char* str,int32_t style ) { const char * s; - int ch; - int charWidth; - int width; + int32_t ch; + int32_t charWidth; + int32_t width; char holdStr[2048]; Q_strncpyz( holdStr, str, MAX_STRINGWIDTH ); @@ -630,7 +630,7 @@ int UI_ProportionalStringWidth( const char* str,int style ) return width; } -static int specialTinyPropChars[CHARMAX][2] = { +static int32_t specialTinyPropChars[CHARMAX][2] = { {0, 0}, {0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 10 {0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 20 @@ -661,7 +661,7 @@ static int specialTinyPropChars[CHARMAX][2] = { }; -static int specialPropChars[CHARMAX][2] = { +static int32_t specialPropChars[CHARMAX][2] = { {0, 0}, {0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 10 {0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 20 @@ -692,7 +692,7 @@ static int specialPropChars[CHARMAX][2] = { }; -static int specialBigPropChars[CHARMAX][2] = { +static int32_t specialBigPropChars[CHARMAX][2] = { {0, 0}, {0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 10 {0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 20 @@ -738,7 +738,7 @@ static void UI_AdjustForWidescreen( float *x, float *w ) UI_DrawProportionalString2 ================= */ -static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale,int style, qhandle_t charset,qboolean forceColor ) +static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, vec4_t color, float sizeScale,int32_t style, qhandle_t charset,qboolean forceColor ) { const char* s; unsigned char ch; @@ -750,8 +750,8 @@ static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t co float fcol; float fwidth; float fheight; - int colorI; - int special; + int32_t colorI; + int32_t special; // draw the colored text trap_R_SetColor( color ); @@ -940,7 +940,7 @@ static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t co UI_ProportionalSizeScale ================= */ -float UI_ProportionalSizeScale( int style ) +float UI_ProportionalSizeScale( int32_t style ) { if( style & UI_SMALLFONT ) { @@ -956,10 +956,10 @@ float UI_ProportionalSizeScale( int style ) UI_DrawProportionalString ================= */ -void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) +void UI_DrawProportionalString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color ) { vec4_t drawcolor; - int width; + int32_t width; float sizeScale; qhandle_t charset; @@ -1059,12 +1059,12 @@ Take x,y positions as if 640 x 480 and scales them to the proper resolution ============== */ -void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style) +void CG_DrawNumField (int32_t x, int32_t y, int32_t width, int32_t value,int32_t charWidth,int32_t charHeight,int32_t style) { char num[16], *ptr; - int l; - int frame; - int xWidth; + int32_t l; + int32_t frame; + int32_t xWidth; if (width < 1) { return; @@ -1139,9 +1139,9 @@ void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charH CG_PrintInterfaceGraphics ================ */ -void CG_PrintInterfaceGraphics(int min,int max) +void CG_PrintInterfaceGraphics(int32_t min,int32_t max) { - int i; + int32_t i; vec4_t drawcolor; // Printing graphics @@ -1196,10 +1196,10 @@ void CG_PrintInterfaceGraphics(int min,int max) CG_ParseFontParms ================= */ -static char *CG_ParseFontParms(char *buffer,int propArray[CHARMAX][3]) +static char *CG_ParseFontParms(char *buffer,int32_t propArray[CHARMAX][3]) { char *token; - int i,i2; + int32_t i,i2; while ( buffer ) { @@ -1260,7 +1260,7 @@ CG_LoadFonts void CG_LoadFonts(void) { char buffer[FONT_BUFF_LENGTH]; - int len; + int32_t len; fileHandle_t f; char *holdBuf; @@ -1459,12 +1459,12 @@ By TiM */ qboolean CG_LoadRanks( void ) { fileHandle_t file; - int file_len; + int32_t file_len; char charText[32000]; char *textPtr; char fileName[MAX_QPATH]; - int i; - int rankCount=0; + int32_t i; + int32_t rankCount=0; char *token; qboolean DefaultRankLoaded = qfalse; @@ -1715,12 +1715,12 @@ crosshairs. */ qboolean CG_LoadCrosshairs(void) { fileHandle_t f; - int file_len; + int32_t file_len; char charText[20000]; char *token, *textPtr; char *fileName = "ext_data/crosshairs.dat"; - int cHairCount = 0; - //int i; + int32_t cHairCount = 0; + //int32_t i; //load file and get file length file_len = trap_FS_FOpenFile( fileName, &f, FS_READ ); diff --git a/code/cgame/cg_effects.c b/code/cgame/cg_effects.c index e61d015..9e650f6 100644 --- a/code/cgame/cg_effects.c +++ b/code/cgame/cg_effects.c @@ -18,14 +18,14 @@ void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) { vec3_t move; vec3_t vec; float len; - int i; + int32_t i; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); // advance a random amount first - i = rand() % (int)spacing; + i = rand() % (int32_t)spacing; VectorMA( move, i, vec, move ); VectorScale (vec, spacing, vec); @@ -77,10 +77,10 @@ localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel, float radius, float r, float g, float b, float a, float duration, - int startTime, - int leFlags, + int32_t startTime, + int32_t leFlags, qhandle_t hShader ) { - static int seed = 0x92; + static int32_t seed = 0x92; localEntity_t *le; refEntity_t *re; @@ -190,9 +190,9 @@ CG_MakeExplosion */ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, qhandle_t hModel, qhandle_t shader, - int msec, float scale, qboolean isSprite ) { + int32_t msec, float scale, qboolean isSprite ) { localEntity_t *ex; - int offset; + int32_t offset; vec3_t tmpVec, newOrigin; if ( msec <= 0 ) { @@ -253,10 +253,10 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir, - qhandle_t hModel, int numFrames, qhandle_t shader, - int msec, qboolean isSprite, float scale, int flags) { + qhandle_t hModel, int32_t numFrames, qhandle_t shader, + int32_t msec, qboolean isSprite, float scale, int32_t flags) { localEntity_t *ex; - int offset; + int32_t offset; vec3_t tmpVec, newOrigin; if ( msec <= 0 ) { @@ -327,7 +327,7 @@ intensity ranges from 1 (minor tremble) to 16 (major quake) ------------------------- */ -void CG_ExplosionEffects( vec3_t origin, int intensity, int radius) +void CG_ExplosionEffects( vec3_t origin, int32_t intensity, int32_t radius) { //FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s @@ -362,7 +362,7 @@ qboolean SmokeThink( localEntity_t *le ) vec3_t origin; vec3_t dir; float speed; - int i; + int32_t i; VectorCopy( le->data.spawner.dir, dir ); //clamp the smoke vector @@ -405,7 +405,7 @@ Creates a smoke effect ====================== */ -void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius ) +void CG_Smoke( vec3_t position, vec3_t dir, int32_t killTime, int32_t radius ) { FX_AddSpawner( position, dir, NULL, NULL, qfalse, 0, 0.15, killTime, SmokeThink, radius ); // } @@ -452,7 +452,7 @@ RPG-X | Marcin | 24/12/2008 ====================== */ -void CG_Fire( vec3_t position, vec3_t direction, int killTime, int radius, int fxEnt ) +void CG_Fire( vec3_t position, vec3_t direction, int32_t killTime, int32_t radius, int32_t fxEnt ) { if(fxEnt) FX_AddSpawner( position, direction, NULL, NULL, qfalse, 500, 0, killTime + 1000, FireThink, radius ); diff --git a/code/cgame/cg_ents.c b/code/cgame/cg_ents.c index 8a1b8c7..0e050f6 100644 --- a/code/cgame/cg_ents.c +++ b/code/cgame/cg_ents.c @@ -18,7 +18,7 @@ tag location */ void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, qhandle_t parentModel, char *tagName ) { - int i; + int32_t i; orientation_t lerped; // lerp the tag @@ -48,7 +48,7 @@ tag location */ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, qhandle_t parentModel, char *tagName ) { - int i; + int32_t i; orientation_t lerped; vec3_t tempAxis[3]; @@ -123,8 +123,8 @@ static void CG_EntityEffects( centity_t *cent ) { // constant light glow if ( cent->currentState.constantLight ) { - int cl; - int i, r, g, b; + int32_t cl; + int32_t i, r, g, b; cl = cent->currentState.constantLight; r = cl & 255; @@ -259,7 +259,7 @@ static void CG_General( centity_t *cent ) { // add to refresh list if ( s1->eFlags & EF_ITEMPLACEHOLDER ) // object is "spawning" in { - int msec; + int32_t msec; if ( !cent->miscTime ) { @@ -270,7 +270,7 @@ static void CG_General( centity_t *cent ) { if ( msec < ITEM_SCALEUP_TIME ) { float alpha; - int a; + int32_t a; alpha = (float)msec * ITEM_SCALEUP_DIV; if ( s1->eventParm == 255 ) { @@ -346,7 +346,7 @@ static void CG_Item( centity_t *cent ) { refEntity_t ent; entityState_t *es; gitem_t *item; - int msec; + int32_t msec; // RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008 const vec3_t weaponangles[WP_NUM_WEAPONS] = { @@ -429,8 +429,8 @@ static void CG_Item( centity_t *cent ) { frame = (cg.time * 0.01); ent.renderfx|=RF_WRAP_FRAMES; - ent.oldframe = (int)frame; - ent.frame = (int)frame+1; + ent.oldframe = (int32_t)frame; + ent.frame = (int32_t)frame+1; ent.backlerp = (float)(ent.frame) - frame; // and they are scaled too @@ -497,7 +497,7 @@ static void CG_Item( centity_t *cent ) { if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER)) { // if just respawned, fade in, but don't do this for flags. float alpha; - int a; + int32_t a; alpha = (float)msec * ITEM_SCALEUP_DIV; a = alpha * 255.0; @@ -580,7 +580,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) { } //RPG-X: RedTechie - non-admin see no tripmines! But first by popular demand check CVAR info = CG_ConfigString( CS_SERVERINFO ); - int rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) ); + int32_t rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) ); if (!weapon->alt_missileModel || (!cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN*/ && rpg_tripmines == 1)) { //if there is no missile then we're done return; @@ -794,7 +794,7 @@ CG_AdjustPositionForMover Also called by client movement prediction code ========================= */ -void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) { +void CG_AdjustPositionForMover( const vec3_t in, int32_t moverNum, int32_t fromTime, int32_t toTime, vec3_t out ) { centity_t *cent; vec3_t oldOrigin, origin, deltaOrigin; vec3_t oldAngles, angles /*, deltaAngles*/; @@ -958,13 +958,13 @@ CG_AddPacketEntities =============== */ void CG_AddPacketEntities( void ) { - int num; + int32_t num; centity_t *cent; playerState_t *ps; // set cg.frameInterpolation if ( cg.nextSnap ) { - int delta; + int32_t delta; delta = (cg.nextSnap->serverTime - cg.snap->serverTime); if ( delta == 0 ) { @@ -1050,7 +1050,7 @@ FX whilst it is in action static void CG_Turbolift( centity_t* cent ) { - int i; + int32_t i; centity_t *player; //TiM - find all of the cents inside the lift, and make it so they orient to their view angles. //Otherwise, when they teleport, the entire body snaps around, looking weird and/or painful. diff --git a/code/cgame/cg_env.c b/code/cgame/cg_env.c index 48483dd..bfc788f 100644 --- a/code/cgame/cg_env.c +++ b/code/cgame/cg_env.c @@ -13,7 +13,7 @@ qboolean SparkThink( localEntity_t *le ) vec3_t dir, direction, start, end; vec3_t velocity; float scale = 0, alpha = 0; - int numSparks = 0, i = 0, j = 0; + int32_t numSparks = 0, i = 0, j = 0; sfxHandle_t snd = cgs.media.envSparkSound1; switch(irandom(1, 3)) @@ -142,7 +142,7 @@ Creates a spark effect ====================== */ -void CG_Spark( vec3_t origin, vec3_t normal, int delay, int killTime ) +void CG_Spark( vec3_t origin, vec3_t normal, int32_t delay, int32_t killTime ) { // give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds FX_AddSpawner( origin, normal, NULL, NULL, qfalse, delay, 1.5, killTime, SparkThink, 100 ); //10000 @@ -200,7 +200,7 @@ Creates a steam effect ====================== */ -void CG_Steam( vec3_t position, vec3_t dir, int killTime ) +void CG_Steam( vec3_t position, vec3_t dir, int32_t killTime ) { // give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds FX_AddSpawner( position, dir, NULL, NULL, qfalse, 0, 0.15, killTime, SteamThink, 100 ); // @@ -221,13 +221,13 @@ Creates a electricity bolt effect void BoltSparkSpew( vec3_t origin, vec3_t normal ) { float scale = 1.0f + ( random() * 1.0f ); - int num = 0, i = 0; + int32_t num = 0, i = 0; vec3_t vel; trap_R_AddLightToScene( origin, 75 + (rand()&31), 1.0, 0.8, 1.0 ); // Drop some sparks - num = (int)(random() * 2) + 2; + num = (int32_t)(random() * 2) + 2; for ( i = 0; i < num; i++ ) { @@ -407,7 +407,7 @@ qboolean DripCallback( localEntity_t *le ) qboolean DripSplash( localEntity_t *le ) { float scale = 1.0f + ( random() * 1.0f ); - int num = 0, i = 0; + int32_t num = 0, i = 0; vec3_t vel, normal, origin; qhandle_t shader = 0; @@ -429,7 +429,7 @@ qboolean DripSplash( localEntity_t *le ) VectorCopy(le->refEntity.origin, origin); // splashing water droplets. which, I'm fairly certain, is an alternative band from Europe. - num = (int)(random() * 2) + 6; + num = (int32_t)(random() * 2) + 6; for ( i = 0; i < num; i++ ) { @@ -465,8 +465,8 @@ qboolean JackTheDripper( localEntity_t *le ) vec3_t vel, down = {0,0,-1}, end, origin, new_origin; float time, dis, diameter = 1.0; qhandle_t shader = 0; - int maxDripsPerLifetime = 200; // given a 10 second lifetime - int desiredDrips = 1 + (int)(le->data.spawner.variance * (maxDripsPerLifetime-1)); // range of (1...max) + int32_t maxDripsPerLifetime = 200; // given a 10 second lifetime + int32_t desiredDrips = 1 + (int32_t)(le->data.spawner.variance * (maxDripsPerLifetime-1)); // range of (1...max) float percentLife = 1.0f - (le->endTime - cg.time)*le->lifeRate; localEntity_t *splash = NULL; @@ -485,7 +485,7 @@ qboolean JackTheDripper( localEntity_t *le ) } // do we need to add a drip to maintain our drips-per-second rate? - while ( (int)(flrandom(percentLife-0.05,percentLife+0.05)*desiredDrips) > le->data.spawner.data2) + while ( (int32_t)(flrandom(percentLife-0.05,percentLife+0.05)*desiredDrips) > le->data.spawner.data2) { VectorCopy(le->refEntity.origin, origin); @@ -524,7 +524,7 @@ qboolean JackTheDripper( localEntity_t *le ) } //------------------------------------------------------------------------------ -void CG_Drip(centity_t *cent, int killTime ) +void CG_Drip(centity_t *cent, int32_t killTime ) { vec3_t down = {0,0,-1}; localEntity_t *le = NULL; @@ -549,8 +549,8 @@ void CG_Drip(centity_t *cent, int killTime ) //------------------------------------------------------------------------------ void CG_Chunks( vec3_t origin, vec3_t dir, float scale, material_type_t type ) { - int i, j, k; - int numChunks; + int32_t i, j, k; + int32_t numChunks; float baseScale = 1.0f, dist, radius; vec3_t v; sfxHandle_t snd = 0; @@ -665,7 +665,7 @@ void CG_Chunks( vec3_t origin, vec3_t dir, float scale, material_type_t type ) //The fun part is corellating the height and direction to the bezier function... heh void CG_FountainSpurt( vec3_t org, vec3_t end ) { - int /*i,*/ t; + int32_t /*i,*/ t; vec3_t org1, org2, cpt1, cpt2; vec3_t dir/*, dir2*/; //vec3_t rgb = { 0.4f, 0.7f, 0.8f }; @@ -800,7 +800,7 @@ void CG_ElectricalExplosion( vec3_t start, vec3_t dir, float radius ) { localEntity_t *le; vec3_t pos, temp/*, angles*/; - int i, numSparks; + int32_t i, numSparks; float scale; // Spawn some delayed smoke @@ -868,7 +868,7 @@ void FX_PhaserFire2(vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean impa refEntity_t beam; //float size; //vec3_t velocity; - //int sparks; + //int32_t sparks; vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0}; // Draw beam first. @@ -911,7 +911,7 @@ void CG_PhaserFX(centity_t *cent) { le = FX_AddSpawner(cent->currentState.origin, cent->currentState.origin2, NULL, NULL, qfalse, 0, 0, cent->currentState.time2, PhaserFX_Think, 10); le->data.spawner.data1 = cent->currentState.angles[0]; le->data.spawner.data2 = cent->currentState.angles[2]; - le->data.spawner.nextthink = cg.time + (int)cent->currentState.angles[1]; + le->data.spawner.nextthink = cg.time + (int32_t)cent->currentState.angles[1]; } qboolean TorpedoQFX_Think(localEntity_t *le) @@ -1043,7 +1043,7 @@ qboolean ParticleFire_Think(localEntity_t *le) { vec3_t origin; vec3_t dir = { 0, 0 , 15 }; float speed; - int i; + int32_t i; vec3_t startRGB = { 1, 0.2, 0 }; vec3_t endRGB = { 1, 0.9, 0.7 }; @@ -1079,7 +1079,7 @@ qboolean ParticleFire_Think(localEntity_t *le) { return qtrue; } -void CG_ParticleFire(vec3_t origin, int killtime, int size) { +void CG_ParticleFire(vec3_t origin, int32_t killtime, int32_t size) { FX_AddSpawner(origin, NULL, NULL, NULL, qfalse, 0, 0, killtime, ParticleFire_Think, 10); } @@ -1173,7 +1173,7 @@ void FX_DisruptorFire2(vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean i refEntity_t beam; //float size; //vec3_t velocity; - //int sparks; + //int32_t sparks; vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0}; // Draw beam first. @@ -1216,7 +1216,7 @@ void CG_DisruptorFX(centity_t *cent) { le = FX_AddSpawner(cent->currentState.origin, cent->currentState.origin2, NULL, NULL, qfalse, 0, 0, cent->currentState.time2, DisruptorFX_Think, 10); le->data.spawner.data1 = cent->currentState.angles[0]; le->data.spawner.data2 = cent->currentState.angles[2]; - le->data.spawner.nextthink = cg.time + (int)cent->currentState.angles[1]; + le->data.spawner.nextthink = cg.time + (int32_t)cent->currentState.angles[1]; } // Additional ports from SP by Harry Young @@ -1232,11 +1232,11 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal ) { vec3_t dir, direction, start, end, velocity; float scale; - int numSparks; + int32_t numSparks; AngleVectors( normal, normal, NULL, NULL ); - int j; + int32_t j; for ( j = 0; j < 3; j ++ ) normal[j] = normal[j] + (0.1f * crandom()); @@ -1244,7 +1244,7 @@ void CG_SmallSpark( vec3_t origin, vec3_t normal ) numSparks = 6 + (random() * 4.0f ); - int i; + int32_t i; for ( i = 0; i < numSparks; i++ ) { scale = 0.1f + (random() *0.2f ); @@ -1293,7 +1293,7 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo vec3_t dir, right, up, angles, work, pos, sRGB; float scale = 1.0f; - int life = 0; + int32_t life = 0; // Orient the laser spray VectorSubtract( end, start, dir ); @@ -1338,7 +1338,7 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo 0.0f, 200, cgs.media.waterDropShader ); - int t; + int32_t t; for ( t=0; t < 2; t ++ ) { VectorMA( pos, crandom() * 0.5f, right, work ); @@ -1465,7 +1465,7 @@ void CG_ElectricFire( vec3_t origin, vec3_t normal ) vec3_t dir, direction, start, end; vec3_t velocity; float scale, alpha; - int numSparks, i, j; + int32_t numSparks, i, j; AngleVectors( normal, normal, NULL, NULL); @@ -1555,7 +1555,7 @@ Creates an orange electricity bolt effect with a pulse that travels down the bea void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user ) { FX_AddElectricity( start, end, 1.0, user[DATA_RADIUS], 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader, - (int)user[DATA_EFFECTS], user[DATA_CHAOS] ); + (int32_t)user[DATA_EFFECTS], user[DATA_CHAOS] ); } #endif @@ -1612,7 +1612,7 @@ bool ForgeBoltPulse( FXPrimitive *fx, centity_t *ent ) void CG_ForgeBolt( centity_t *cent ) { qboolean pulse; - int effects; + int32_t effects; float chaos, radius; // Set up all of the parms @@ -1681,7 +1681,7 @@ Create directed and scaled plasma jet =========================== */ -void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int startalpha, int endalpha ) +void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int32_t startalpha, int32_t endalpha ) { vec3_t v; float len, salpha = (startalpha / 255) , ealpha = (endalpha / 255); @@ -1797,7 +1797,7 @@ void CG_TransporterStream( centity_t *cent ) { vec3_t vel, accel, dir, pos, right, up; float len, time, acceleration, scale, dis, vf; - int t; + int32_t t; VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir ); len = VectorNormalize( dir ); MakeNormalVectors( dir, right, up ); @@ -1885,7 +1885,7 @@ qboolean explosionTrailThink( localEntity_t *fx ) vec3_t direction, origin, new_org, angles, dir; trace_t trace; float scale; - int i; + int32_t i; qboolean remove = qfalse; VectorCopy( fx->m_origin, origin ); @@ -1914,14 +1914,14 @@ qboolean explosionTrailThink( localEntity_t *fx ) VectorSubtract( cg.refdef.vieworg, origin, direction ); VectorNormalize( direction ); - for ( i = 0; i < 3 + (int)remove * 6; i++) + for ( i = 0; i < 3 + (int32_t)remove * 6; i++) { angles[2] = crandom() * 360; AngleVectors( angles, NULL, dir, NULL ); VectorMA( origin, random() * 50.0f, dir, new_org ); - le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 400 + (int)remove * 800, qfalse, random() * 1.0 + 0.8 );//random() * 1.0 + 1.0 ); + le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 400 + (int32_t)remove * 800, qfalse, random() * 1.0 + 0.8 );//random() * 1.0 + 1.0 ); } le->light = 150; @@ -2037,8 +2037,8 @@ void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content ) { vec3_t normal, angles, base, top, dir; float len; - int i; - int taper = content[2]; + int32_t i; + int32_t taper = content[2]; VectorSubtract( end, start, normal ); len = VectorNormalize( normal ); @@ -2112,7 +2112,7 @@ void CG_Borg_Bolt_dynamic( centity_t *cent ) // If the length is pretty short, then spawn a glow spark if ( len > 0 && len < 12 ) { - int ct, t; + int32_t ct, t; vec3_t angles, dir, vel; localEntity_t *particle; diff --git a/code/cgame/cg_event.c b/code/cgame/cg_event.c index 2d9f6f7..af86ce1 100644 --- a/code/cgame/cg_event.c +++ b/code/cgame/cg_event.c @@ -16,7 +16,7 @@ CG_PlaceString Also called by scoreboard drawing =================== */ -const char *CG_PlaceString( int rank ) { +const char *CG_PlaceString( int32_t rank ) { static char str[64]; static char str2[64]; char *s, *t; @@ -80,8 +80,8 @@ CG_Obituary ============= */ static void CG_Obituary( entityState_t *ent ) { - int mod; - int target, attacker; + int32_t mod; + int32_t target, attacker; char *method; const char *targetInfo; const char *attackerInfo; @@ -286,7 +286,7 @@ CG_UseItem =============== */ static void CG_UseItem( centity_t *cent ) { - int itemNum; + int32_t itemNum; entityState_t *es; es = ¢->currentState; @@ -341,7 +341,7 @@ CG_ItemPickup A new item was picked up this frame ================ */ -static void CG_ItemPickup( int itemNum ) { +static void CG_ItemPickup( int32_t itemNum ) { cg.itemPickup = itemNum; cg.itemPickupTime = cg.time; cg.itemPickupBlendTime = cg.time; @@ -352,8 +352,8 @@ static void CG_ItemPickup( int itemNum ) { if ( bg_itemlist[itemNum].giType == IT_WEAPON ) { - int nCurWpn = cg.predictedPlayerState.weapon; - int nNewWpn = bg_itemlist[itemNum].giTag; + int32_t nCurWpn = cg.predictedPlayerState.weapon; + int32_t nNewWpn = bg_itemlist[itemNum].giTag; // kef -- check cg_autoswitch... // @@ -409,7 +409,7 @@ CG_PainEvent Also called by playerstate transition ================ */ -void CG_PainEvent( centity_t *cent, int health ) { +void CG_PainEvent( centity_t *cent, int32_t health ) { char *snd; // don't do more than two pain sounds a second @@ -445,13 +445,13 @@ also called by CG_CheckPlayerstateEvents #define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");} void CG_EntityEvent( centity_t *cent, vec3_t position ) { entityState_t *es; - int event; + int32_t event; vec3_t dir; const char *s; - int clientNum; + int32_t clientNum; clientInfo_t *ci; vec3_t normal = { 0, 0, 1 }; - int a, b; + int32_t a, b; refEntity_t legs; refEntity_t torso; @@ -613,8 +613,8 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) { break; { float oldStep; - int delta; - int step; + int32_t delta; + int32_t step; if ( clientNum != cg.predictedPlayerState.clientNum ) { break; @@ -700,7 +700,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) { DEBUGNAME("EV_ITEM_PICKUP"); { gitem_t *item; - int index; + int32_t index; index = es->eventParm; // player predicted @@ -731,7 +731,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) { DEBUGNAME("EV_GLOBAL_ITEM_PICKUP"); { gitem_t *item; - int index; + int32_t index; index = es->eventParm; // player predicted @@ -1380,7 +1380,7 @@ case EV_SHAKE_SOUND: case EV_OBJECTIVE_COMPLETE: if ( es->eventParm == 0 ) {//Special code meaning clear all objectives - int i; + int32_t i; for ( i = 0; i < MAX_OBJECTIVES; i++ ) { cgs.objectives[i].complete = qfalse; diff --git a/code/cgame/cg_info.c b/code/cgame/cg_info.c index 212bd06..b96a9a0 100644 --- a/code/cgame/cg_info.c +++ b/code/cgame/cg_info.c @@ -19,8 +19,8 @@ CG_DrawLoadingIcons =================== */ static void CG_DrawLoadingIcons( void ) { -// int n; - int x, y; +// int32_t n; + int32_t x, y; trap_R_SetColor( colorTable[CT_WHITE]); @@ -57,7 +57,7 @@ void CG_LoadingString( const char *s ) { CG_LoadingItem =================== */ -void CG_LoadingItem( int itemNum ) { +void CG_LoadingItem( int32_t itemNum ) { gitem_t *item; item = &bg_itemlist[itemNum]; @@ -74,7 +74,7 @@ void CG_LoadingItem( int itemNum ) { CG_LoadingClient =================== */ -void CG_LoadingClient( int clientNum ) { +void CG_LoadingClient( int32_t clientNum ) { const char *info; char *skin; char personality[MAX_QPATH]; @@ -120,12 +120,12 @@ void CG_DrawInformation( void ) { const char *s; const char *info; const char *sysInfo; - int y,x; -// int value; + int32_t y,x; +// int32_t value; qhandle_t levelshot; // qhandle_t detail; char buf[1024]; - int strlength,length; + int32_t strlength,length; //trap_Cvar_Set ("rpg_playIntro", "1"); @@ -282,7 +282,7 @@ CG_LoadBar */ void CG_LoadBar(void) { - int x,y,pad; + int32_t x,y,pad; // Round LCARS buttons y = 309; @@ -473,9 +473,9 @@ void CG_LoadBar(void) } -static int missionYcnt; -static int missionYpos; -static int missionInfoScreenY; +static int32_t missionYcnt; +static int32_t missionYpos; +static int32_t missionInfoScreenY; #define OBJ_HORIZONTAL_BORDER_X 15 // Where graphic starts #define OBJ_HORIZONTAL_BORDER_WIDTH 30 // Thickness of graphic @@ -499,13 +499,13 @@ static int missionInfoScreenY; ObjectivePrint_Line ==================== */ -static void ObjectivePrint_Line(int strIndex,int color,centity_t *cent) +static void ObjectivePrint_Line(int32_t strIndex,int32_t color,centity_t *cent) { char *str,*strBegin; - int y,pixelLen; + int32_t y,pixelLen; char holdText[1024], holdText2[2]; char finalText[MAX_OBJ_LENGTH]; - int len, maxPixLength, charHeight; + int32_t len, maxPixLength, charHeight; assert(cgs.objectives[strIndex].text); @@ -547,7 +547,7 @@ static void ObjectivePrint_Line(int strIndex,int color,centity_t *cent) else { pixelLen = 0; - int charLen = 0; + int32_t charLen = 0; holdText2[1] = '\0'; strBegin = str; @@ -598,14 +598,14 @@ static void ObjectivePrint_Line(int strIndex,int color,centity_t *cent) } } -static int Objective_LineCnt(int strIndex,centity_t *cent) +static int32_t Objective_LineCnt(int32_t strIndex,centity_t *cent) { char *str,*strBegin; - int pixelLen; + int32_t pixelLen; char holdText[1024], holdText2[2]; char finalText[MAX_OBJ_LENGTH]; - int len, maxPixLength; - int lineCnt; + int32_t len, maxPixLength; + int32_t lineCnt; assert(cgs.objectives[strIndex].text); str = cgs.objectives[strIndex].text; @@ -629,7 +629,7 @@ static int Objective_LineCnt(int strIndex,centity_t *cent) else { pixelLen = 0; - int charLen = 0; + int32_t charLen = 0; holdText2[1] = '\0'; strBegin = str; @@ -682,8 +682,8 @@ Objectives_Draw */ static void Objectives_Draw( centity_t *cent ) { - int objCnt,i,lineCnt,maxLines; - int total,textYCnt,length,color; + int32_t objCnt,i,lineCnt,maxLines; + int32_t total,textYCnt,length,color; vec4_t newColor; objCnt=0; diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h index 1b7600c..a71b8ad 100644 --- a/code/cgame/cg_local.h +++ b/code/cgame/cg_local.h @@ -141,10 +141,10 @@ typedef struct animsList_s { #define MAX_RANDOM_ANIMSOUNDS 8 typedef struct animsounds_s { - int keyFrame; //Frame to play sound on - int soundIndex[MAX_RANDOM_ANIMSOUNDS]; //sound file to play - FIXME: should be an index, handle random some other way? - int numRandomAnimSounds; //string variable min for va("...%d.wav", Q_irand(lowestVa, highestVa)) - int probability; //chance sound will play, zero value will not run this test (0 = 100% basically) + int32_t keyFrame; //Frame to play sound on + int32_t soundIndex[MAX_RANDOM_ANIMSOUNDS]; //sound file to play - FIXME: should be an index, handle random some other way? + int32_t numRandomAnimSounds; //string variable min for va("...%d.wav", Q_irand(lowestVa, highestVa)) + int32_t probability; //chance sound will play, zero value will not run this test (0 = 100% basically) } animsounds_t; typedef struct animsSndList_s { @@ -157,10 +157,10 @@ typedef struct animsSndList_s { //dif anim list in EF, I'll allocate enough space if need be. //Hopefully, if I've done my job, we won't actually ever exceed 2. :) extern animsSndList_t cg_animsSndList[MAX_CLIENTS]; -extern int cg_numSndAnims; +extern int32_t cg_numSndAnims; extern animsList_t cg_animsList[MAX_CLIENTS]; -extern int cg_numAnims; +extern int32_t cg_numAnims; //Unlike EF SP, the anim and sound configs here are kept separately. //I plan to make the animsounds config into a parameter in the model @@ -194,14 +194,14 @@ typedef struct { float w; float h; - int s1; - int t1; + int32_t s1; + int32_t t1; - int s2; - int t2; + int32_t s2; + int32_t t2; - int gWidth; - int gHeight; + int32_t gWidth; + int32_t gHeight; qhandle_t graphic; } rankMenuData_t; @@ -253,11 +253,11 @@ typedef struct { vec4_t color; - int s1; - int t1; + int32_t s1; + int32_t t1; - int s2; - int t2; + int32_t s2; + int32_t t2; //qhandle_t graphic; } crosshairsData_t; @@ -266,8 +266,8 @@ typedef struct { typedef struct { char formalName[25]; - int radarColor[3]; - int iconColor; + int32_t radarColor[3]; + int32_t iconColor; qboolean showRanks; qboolean isMedic; qboolean isBorg; @@ -283,11 +283,11 @@ typedef struct { // when changing animation, set animationTime to frameTime + lerping time // The current lerp will finish out, then it will lerp to the new animation typedef struct { - int oldFrame; - int oldFrameTime; // time when ->oldFrame was exactly on + int32_t oldFrame; + int32_t oldFrameTime; // time when ->oldFrame was exactly on - int frame; - int frameTime; // time when ->frame will be exactly on + int32_t frame; + int32_t frameTime; // time when ->frame will be exactly on float backlerp; @@ -301,22 +301,22 @@ typedef struct { qboolean rolling; //eTiM - int animationNumber; // may include ANIM_TOGGLEBIT + int32_t animationNumber; // may include ANIM_TOGGLEBIT animation_t *animation; - int animationTime; // time when the first frame of the animation will be exact + int32_t animationTime; // time when the first frame of the animation will be exact } lerpFrame_t; typedef struct { lerpFrame_t head, legs, torso; - int painTime; - int painDirection; // flip from 0 to 1 + int32_t painTime; + int32_t painDirection; // flip from 0 to 1 qboolean empty; - int lightningFiring; + int32_t lightningFiring; // machinegun spinning float barrelAngle; - int barrelTime; + int32_t barrelTime; qboolean barrelSpinning; } playerEntity_t; @@ -333,10 +333,10 @@ typedef struct { //This method is far better in the fact it means much cleaner render effects, //and also if there is a delay in the server-side teleport function, the visual FX //on this side will still remain in sync. :) - //int beamTime; + //int32_t beamTime; qboolean beamInDetected; float beamAlpha; //put in here so it's in scope for me to pass it to the weapons renderer - int beamTimeParam; + int32_t beamTimeParam; } beamData_t; //================================================= @@ -350,26 +350,26 @@ typedef struct centity_s { qboolean interpolate; // true if next is valid to interpolate to qboolean currentValid; // true if cg.frame holds this entity - int muzzleFlashTime; // move to playerEntity? - int previousEvent; - int thinkFlag; + int32_t muzzleFlashTime; // move to playerEntity? + int32_t previousEvent; + int32_t thinkFlag; - int trailTime; // so missile trails can handle dropped initial packets - int miscTime; + int32_t trailTime; // so missile trails can handle dropped initial packets + int32_t miscTime; vec3_t damageAngles; - int damageTime; - int deathTime; + int32_t damageTime; + int32_t deathTime; playerEntity_t pe; beamData_t beamData; - int cloakTime; //time index we started cloaking, for the Q-Flash - int decloakTime; + int32_t cloakTime; //time index we started cloaking, for the Q-Flash + int32_t decloakTime; qboolean wasCloaked; - int errorTime; // decay the error from this time + int32_t errorTime; // decay the error from this time qboolean extrapolated; // false if origin / angles is an interpolation vec3_t rawOrigin; @@ -381,13 +381,13 @@ typedef struct centity_s { vec3_t lerpOrigin; vec3_t lerpAngles; - int turboTime; + int32_t turboTime; qboolean clampAngles; } centity_t; //TiM - stores the time index of each client to be used when they enter a turbolift. //it's been placed here to ensure no changes will be made to it, unlike the cent structs -extern int cg_liftEnts[MAX_CLIENTS]; +extern int32_t cg_liftEnts[MAX_CLIENTS]; //====================================================================== @@ -396,7 +396,7 @@ extern int cg_liftEnts[MAX_CLIENTS]; typedef struct markPoly_s { struct markPoly_s *prevMark, *nextMark; - int time; + int32_t time; qhandle_t markShader; qboolean alphaFade; // fade alpha instead of rgb float color[4]; @@ -450,10 +450,10 @@ typedef enum { typedef struct localEntity_s { struct localEntity_s *prev, *next; leType_t leType; - int leFlags; + int32_t leFlags; - int startTime; - int endTime; + int32_t startTime; + int32_t endTime; float lifeRate; // 1.0 / (endTime - startTime) @@ -465,13 +465,13 @@ typedef struct localEntity_s { float color[4]; float frameRate; - int numFrames; + int32_t numFrames; float alpha; float dalpha; float shaderRate; - int numShaders; + int32_t numShaders; qhandle_t *leShaders; float light; @@ -540,11 +540,11 @@ typedef struct localEntity_s { qboolean dontDie; vec3_t dir; float variance; - int delay; - int nextthink; + int32_t delay; + int32_t nextthink; qboolean (*thinkFn)(struct localEntity_s *le); - int data1; - int data2; + int32_t data1; + int32_t data2; } spawner; struct { @@ -581,15 +581,15 @@ void CG_AddElectricity( localEntity_t *le ); typedef struct { - int client; - int score; - int ping; - int time; - int scoreFlags; - int worstEnemy; - int worstEnemyKills; // # of times worst Enemy Killed you - int faveWeapon; // your favorite weapon - int killedCnt; // # of times you were killed + int32_t client; + int32_t score; + int32_t ping; + int32_t time; + int32_t scoreFlags; + int32_t worstEnemy; + int32_t worstEnemyKills; // # of times worst Enemy Killed you + int32_t faveWeapon; // your favorite weapon + int32_t killedCnt; // # of times you were killed } score_t; //********************************************************** @@ -610,14 +610,14 @@ typedef enum { //min and max value for any timed events typedef struct { - int nextTime; + int32_t nextTime; - int minSeconds; - int maxSeconds; + int32_t minSeconds; + int32_t maxSeconds; } charSecs_t; typedef struct { - int modelBase; + int32_t modelBase; char tagName[MAX_QPATH]; qhandle_t tagModel; } boltonTags_t; @@ -636,20 +636,20 @@ typedef struct { team_t team; pclass_t pClass; - int botSkill; // 0 = not bot, 1-5 = bot + int32_t botSkill; // 0 = not bot, 1-5 = bot vec3_t color; - int score; // updated by score servercmds - int location; // location index for team mode - int health; // you only get this info about your teammates - int armor; - int curWeapon; + int32_t score; // updated by score servercmds + int32_t location; // location index for team mode + int32_t health; // you only get this info about your teammates + int32_t armor; + int32_t curWeapon; - int handicap; - int wins, losses; // in tourney mode + int32_t handicap; + int32_t wins, losses; // in tourney mode - int powerups; // so can display quad/flag status + int32_t powerups; // so can display quad/flag status qboolean eliminated; // so can display quad/flag status qboolean hasRanks; //displays ranks on model or not @@ -690,13 +690,13 @@ typedef struct { //TiM qhandle_t headSkinTalk[MAX_TALK_SKINS]; - int nextTalkTime; - int currentTalkSkin; + int32_t nextTalkTime; + int32_t currentTalkSkin; - int nextTalkAngle; //Time index until the new talk angles are calculated - int talkDifferential; //Length of time between changes, without cg.time added + int32_t nextTalkAngle; //Time index until the new talk angles are calculated + int32_t talkDifferential; //Length of time between changes, without cg.time added vec3_t talkAngles; //decimal values to offset the head orientation - int headDebounceTime; //Time to spend checking for talking checks + int32_t headDebounceTime; //Time to spend checking for talking checks qhandle_t holsterModel; //RPG-X : TiM //-- @@ -704,11 +704,11 @@ typedef struct { qhandle_t modelIcon; //TiM - Whoa... this thing is pretty huge now thanks to the 50+ anims I added :/ - int animIndex; //index to the array cell with the anim data we want in it. :) - int animSndIndex; //index to the array cell where the sound data for certain anims is kept. + int32_t animIndex; //index to the array cell with the anim data we want in it. :) + int32_t animSndIndex; //index to the array cell where the sound data for certain anims is kept. sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; - int numTaunts; + int32_t numTaunts; qboolean animsFlushed; @@ -720,13 +720,13 @@ typedef struct { char race[MAX_NAME_LENGTH]; //-- - int modelOffset; + int32_t modelOffset; qboolean isAdmin; //local store to determine if client is an admin or not (for both class and login) qboolean isHazardModel; //yeh lame lol - int silentCloak; + int32_t silentCloak; } clientInfo_t; @@ -783,7 +783,7 @@ typedef struct { typedef struct { - int itemNum; + int32_t itemNum; } powerupInfo_t; typedef struct { @@ -794,8 +794,8 @@ typedef struct { //TiM - Data needed for FPS Body CVAR typedef struct { - int anim; - int offset; + int32_t anim; + int32_t offset; float sizeOffset; } fpsBody_t; @@ -805,17 +805,17 @@ typedef struct { // occurs, and they will have visible effects for #define STEP_TIME or whatever msec after typedef struct { - int clientFrame; // incremented each frame + int32_t clientFrame; // incremented each frame qboolean demoPlayback; qboolean levelShot; // taking a level menu screenshot - int deferredPlayerLoading; + int32_t deferredPlayerLoading; qboolean loading; // don't defer players at initial startup qboolean intermissionStarted; // don't play voice rewards, because game will end shortly // there are only one or two snapshot_t that are relevent at a time - int latestSnapshotNum; // the number of snapshots the client system has received - int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet + int32_t latestSnapshotNum; // the number of snapshots the client system has received + int32_t latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet snapshot_t *snap; // cg.snap->serverTime <= cg.time snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL @@ -826,16 +826,16 @@ typedef struct { qboolean thisFrameTeleport; qboolean nextFrameTeleport; - int frametime; // cg.time - cg.oldTime + int32_t frametime; // cg.time - cg.oldTime - int time; // this is the time value that the client + int32_t time; // this is the time value that the client // is rendering at. - int oldTime; // time at last frame, used for missile trails and prediction checking + int32_t oldTime; // time at last frame, used for missile trails and prediction checking - int physicsTime; // either cg.snap->time or cg.nextSnap->time + int32_t physicsTime; // either cg.snap->time or cg.nextSnap->time - int timelimitWarnings; // 5 min, 1 min, overtime - int fraglimitWarnings; + int32_t timelimitWarnings; // 5 min, 1 min, overtime + int32_t fraglimitWarnings; qboolean renderingThirdPerson; // during deaths, chasecams, etc @@ -844,20 +844,20 @@ typedef struct { playerState_t predictedPlayerState; centity_t predictedPlayerEntity; qboolean validPPS; // clear until the first call to CG_PredictPlayerState - int predictedErrorTime; + int32_t predictedErrorTime; vec3_t predictedError; float stepChange; // for stair up smoothing - int stepTime; + int32_t stepTime; float duckChange; // for duck viewheight smoothing - int duckTime; + int32_t duckTime; float landChange; // for landing hard - int landTime; + int32_t landTime; // input state sent to server - int weaponSelect; + int32_t weaponSelect; // auto rotating items vec3_t autoAngles; @@ -872,63 +872,63 @@ typedef struct { // zoom key qboolean zoomed; qboolean zoomLocked; - int zoomTime; + int32_t zoomTime; float zoomSensitivity; // information screen text during loading char infoScreenText[MAX_STRING_CHARS]; // scoreboard - int scoresRequestTime; - int numScores; - int teamScores[2]; + int32_t scoresRequestTime; + int32_t numScores; + int32_t teamScores[2]; score_t scores[MAX_CLIENTS]; qboolean showScores; - int scoreFadeTime; + int32_t scoreFadeTime; char killerName[MAX_NAME_LENGTH]; // centerprinting - int centerPrintTime; - int centerPrintCharWidth; - int centerPrintY; + int32_t centerPrintTime; + int32_t centerPrintCharWidth; + int32_t centerPrintY; char centerPrint[1024]; - int centerPrintLines; + int32_t centerPrintLines; // low ammo warning state - int lowAmmoWarning; // 1 = low, 2 = empty + int32_t lowAmmoWarning; // 1 = low, 2 = empty // kill timers for carnage reward - int lastKillTime; + int32_t lastKillTime; // crosshair client ID - int crosshairClientNum; - int crosshairClientTime; + int32_t crosshairClientNum; + int32_t crosshairClientTime; // powerup active flashing - int powerupActive; - int powerupTime; + int32_t powerupActive; + int32_t powerupTime; // attacking player - int attackerTime; + int32_t attackerTime; // reward medals - int rewardTime; - int rewardCount; + int32_t rewardTime; + int32_t rewardCount; qhandle_t rewardShader; // warmup countdown - int warmup; - int warmupCount; + int32_t warmup; + int32_t warmupCount; //========================== - int itemPickup; - int itemPickupTime; - int itemPickupBlendTime; // the pulse around the crosshair is timed seperately + int32_t itemPickup; + int32_t itemPickupTime; + int32_t itemPickupBlendTime; // the pulse around the crosshair is timed seperately - int weaponSelectTime; - int weaponAnimation; - int weaponAnimationTime; + int32_t weaponSelectTime; + int32_t weaponAnimation; + int32_t weaponAnimationTime; // blend blobs float damageTime; @@ -940,13 +940,13 @@ typedef struct { float headYaw; float headEndPitch; float headEndYaw; - int headEndTime; + int32_t headEndTime; float headStartPitch; float headStartYaw; - int headStartTime; + int32_t headStartTime; - int interfaceStartupTime; // Timer for menu graphics - int interfaceStartupDone; // True when menu is done starting up + int32_t interfaceStartupTime; // Timer for menu graphics + int32_t interfaceStartupDone; // True when menu is done starting up // view movement float v_dmg_time; @@ -958,17 +958,17 @@ typedef struct { // temp working variables for player view float bobfracsin; - int bobcycle; + int32_t bobcycle; float xyspeed; //Shake information float shake_intensity; - int shake_duration; - int shake_start; + int32_t shake_duration; + int32_t shake_start; - int shake_serverIndex; //end time for the server so client-side shakes don't stop it + int32_t shake_serverIndex; //end time for the server so client-side shakes don't stop it //TiM : RPG-X Shake Info To try and make it look better - int shake_nextLerp, shake_lastLerp; //next cg.time value where a new random lerp value will be chosen (Updating per frame makes me motion sick due to its l33t jerkiness ) + int32_t shake_nextLerp, shake_lastLerp; //next cg.time value where a new random lerp value will be chosen (Updating per frame makes me motion sick due to its l33t jerkiness ) vec3_t shake_LerpAngle, shake_LerpOrigin; //Relevant data to lerp to vec3_t shake_LastAngle, shake_LastOrigin; @@ -977,14 +977,14 @@ typedef struct { char testModelName[MAX_QPATH]; qboolean testGun; - int loadLCARSStage; - int loadLCARScnt; + int32_t loadLCARSStage; + int32_t loadLCARScnt; qboolean showObjectives; - int mod;//method O' death + int32_t mod;//method O' death //RPG-X | Phenix | 08/06/2005 //RPG-X | TiM | 13/2/2006 - Moved here for standardisation - int adminMsgTime; + int32_t adminMsgTime; char adminMsgMsg[MAX_OBJ_LENGTH]; //TiM : ThirdPersonZoom Booleans @@ -1009,15 +1009,15 @@ typedef struct { qboolean thirdPersonNoLerp; // cinematics - int cinematicFade; + int32_t cinematicFade; // selfdestruct - int selfdestructTime; + int32_t selfdestructTime; // shiphealth - int relativeHullStrength; - int relativeShieldStrength; - int shieldState; + int32_t relativeHullStrength; + int32_t relativeShieldStrength; + int32_t shieldState; } cg_t; @@ -1419,8 +1419,8 @@ typedef struct { float screenYScale; float screenXBias; - int serverCommandSequence; // reliable command stream counter - int processedSnapshotNum;// the number of snapshots cgame has requested + int32_t serverCommandSequence; // reliable command stream counter + int32_t processedSnapshotNum;// the number of snapshots cgame has requested qboolean localServer; // detected on startup by checking sv_running @@ -1431,27 +1431,27 @@ typedef struct { qboolean pModActionHero; qboolean pModSpecialties; qboolean pModElimination; - int dmflags; - int teamflags; - int fraglimit; - int capturelimit; - int timelimit; - int maxclients; + int32_t dmflags; + int32_t teamflags; + int32_t fraglimit; + int32_t capturelimit; + int32_t timelimit; + int32_t maxclients; char mapname[MAX_QPATH]; qboolean ForceClassColor; char rankSet[MAX_QPATH]; char classSet[MAX_QPATH]; - int voteTime; - int voteYes; - int voteNo; + int32_t voteTime; + int32_t voteYes; + int32_t voteNo; qboolean voteModified; // beep whenever changed char voteString[MAX_STRING_TOKENS]; - int levelStartTime; + int32_t levelStartTime; - int scores1, scores2; // from configstrings - int redflag, blueflag; // flag status from configstrings + int32_t scores1, scores2; // from configstrings + int32_t redflag, blueflag; // flag status from configstrings // // locally derived information from gamestate @@ -1459,7 +1459,7 @@ typedef struct { qhandle_t gameModels[MAX_MODELS]; sfxHandle_t gameSounds[MAX_SOUNDS]; - int numInlineModels; + int32_t numInlineModels; qhandle_t inlineDrawModel[MAX_MODELS]; vec3_t inlineModelMidpoints[MAX_MODELS]; @@ -1467,9 +1467,9 @@ typedef struct { // teamchat width is *3 because of embedded color codes char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1]; - int teamChatMsgTimes[TEAMCHAT_HEIGHT]; - int teamChatPos; - int teamLastChatPos; + int32_t teamChatMsgTimes[TEAMCHAT_HEIGHT]; + int32_t teamChatPos; + int32_t teamLastChatPos; // media cgMedia_t media; @@ -1633,13 +1633,13 @@ extern vmCvar_t cg_debugLua; extern vmCvar_t cg_logLua; #endif -qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int min, int max ); +qboolean CG_Cvar_ClampInt( const char *name, vmCvar_t *vmCvar, int32_t min, int32_t max ); // // cg_main.c // -const char *CG_ConfigString( int index ); -const char *CG_Argv( int arg ); +const char *CG_ConfigString( int32_t index ); +const char *CG_Argv( int32_t arg ); void QDECL CG_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL CG_Error( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); @@ -1647,8 +1647,8 @@ void CG_StartMusic( void ); void CG_UpdateCvars( void ); -int CG_CrosshairPlayer( void ); -int CG_LastAttacker( void ); +int32_t CG_CrosshairPlayer( void ); +int32_t CG_LastAttacker( void ); // @@ -1662,15 +1662,15 @@ void CG_TestModelNextSkin_f (void); void CG_TestModelPrevSkin_f (void); void CG_ZoomDown_f( void ); void CG_ZoomUp_f( void ); -void CG_CameraShake( float intensity, int duration, qboolean addRumbleSound ); +void CG_CameraShake( float intensity, int32_t duration, qboolean addRumbleSound ); -void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); +void CG_DrawActiveFrame( int32_t serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); // // cg_drawtools.c // -void CG_PrintInterfaceGraphics(int min,int max); +void CG_PrintInterfaceGraphics(int32_t min,int32_t max); void CG_AdjustFrom640( float *x, float *y, float *w, float *h ); void CG_FillRect( float x, float y, float width, float height, const float *color ); void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); @@ -1678,26 +1678,26 @@ void CG_DrawStretchPic( float x, float y, float width, float height, float s1, float t1, float s2, float t2, qhandle_t hShader ); void CG_DrawString( float x, float y, const char *string, float charWidth, float charHeight, const float *modulate ); -void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); +void UI_DrawProportionalString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color ); void CG_LoadFonts(void); -void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, - qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ); -void CG_DrawBigString( int x, int y, const char *s, float alpha ); -void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); -void CG_DrawSmallString( int x, int y, const char *s, float alpha ); -void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); +void CG_DrawStringExt( int32_t x, int32_t y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int32_t charWidth, int32_t charHeight, int32_t maxChars ); +void CG_DrawBigString( int32_t x, int32_t y, const char *s, float alpha ); +void CG_DrawBigStringColor( int32_t x, int32_t y, const char *s, vec4_t color ); +void CG_DrawSmallString( int32_t x, int32_t y, const char *s, float alpha ); +void CG_DrawSmallStringColor( int32_t x, int32_t y, const char *s, vec4_t color ); -int CG_DrawStrlen( const char *str ); +int32_t CG_DrawStrlen( const char *str ); -float *CG_FadeColor( int startMsec, int totalMsec ); -float *CG_TeamColor( int team ); +float *CG_FadeColor( int32_t startMsec, int32_t totalMsec ); +float *CG_TeamColor( int32_t team ); void CG_TileClear( void ); void CG_ColorForHealth( vec4_t hcolor ); -void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); +void CG_GetColorForHealth( int32_t health, int32_t armor, vec4_t hcolor ); -int UI_ProportionalStringWidth( const char* str,int style ); +int32_t UI_ProportionalStringWidth( const char* str,int32_t style ); qboolean CG_LoadRanks( void ); qboolean CG_LoadCrosshairs( void ); @@ -1707,18 +1707,18 @@ qboolean CG_LoadClasses( void ); // typedef struct { - int type; // STRING or GRAPHIC + int32_t type; // STRING or GRAPHIC float timer; // When it changes - int x; // X position - int y; // Y positon - int width; // Graphic width - int height; // Graphic height + int32_t x; // X position + int32_t y; // Y positon + int32_t width; // Graphic width + int32_t height; // Graphic height char *file; // File name of graphic/ text if STRING qhandle_t graphic; // Handle of graphic if GRAPHIC - int min; - int max; - int color; // Normal color - int style; // Style of characters + int32_t min; + int32_t max; + int32_t color; // Normal color + int32_t style; // Style of characters } interfacegraphics_s; typedef enum @@ -1766,39 +1766,39 @@ extern interfacegraphics_s interface_graphics[IG_MAX]; #define SG_VAR 4 -extern int sortedTeamPlayers[TEAM_MAXOVERLAY]; -extern int numSortedTeamPlayers; -extern int drawTeamOverlayModificationCount; +extern int32_t sortedTeamPlayers[TEAM_MAXOVERLAY]; +extern int32_t numSortedTeamPlayers; +extern int32_t drawTeamOverlayModificationCount; void CG_AddLagometerFrameInfo( void ); void CG_AddLagometerSnapshotInfo( snapshot_t *snap ); -void CG_CenterPrint( const char *str, int y, int charWidth ); -void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ); +void CG_CenterPrint( const char *str, int32_t y, int32_t charWidth ); +void CG_DrawHead( float x, float y, float w, float h, int32_t clientNum, vec3_t headAngles ); void CG_DrawActive( stereoFrame_t stereoView ); -void CG_DrawFlagModel( float x, float y, float w, float h, int team ); -void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team, qboolean scoreboard ); -void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style); +void CG_DrawFlagModel( float x, float y, float w, float h, int32_t team ); +void CG_DrawTeamBackground( int32_t x, int32_t y, int32_t w, int32_t h, float alpha, int32_t team, qboolean scoreboard ); +void CG_DrawNumField (int32_t x, int32_t y, int32_t width, int32_t value,int32_t charWidth,int32_t charHeight,int32_t style); void CG_DrawObjectiveInformation( void ); // // cg_player.c // -void CG_PlayerShieldHit(int entitynum, vec3_t angles, int amount); +void CG_PlayerShieldHit(int32_t entitynum, vec3_t angles, int32_t amount); void CG_Player( centity_t *cent ); void CG_ResetPlayerEntity( centity_t *cent ); -void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, int cloakTime, int decloakTime, qboolean borg ); -void CG_NewClientInfo( int clientNum ); -sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); -void CG_NewDecoyInfo( int decoyNum ); +void CG_AddRefEntityWithPowerups( refEntity_t *ent, int32_t powerups, int32_t eFlags, beamData_t *beamData, int32_t cloakTime, int32_t decloakTime, qboolean borg ); +void CG_NewClientInfo( int32_t clientNum ); +sfxHandle_t CG_CustomSound( int32_t clientNum, const char *soundName ); +void CG_NewDecoyInfo( int32_t decoyNum ); // // cg_predict.c // void CG_BuildSolidList( void ); -int CG_PointContents( const vec3_t point, int passEntityNum ); +int32_t CG_PointContents( const vec3_t point, int32_t passEntityNum ); void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, - int skipNumber, int mask ); + int32_t skipNumber, int32_t mask ); void CG_PredictPlayerState( void ); void CG_LoadDeferredPlayers( void ); @@ -1807,9 +1807,9 @@ void CG_LoadDeferredPlayers( void ); // cg_events.c // void CG_CheckEvents( centity_t *cent ); -const char *CG_PlaceString( int rank ); +const char *CG_PlaceString( int32_t rank ); void CG_EntityEvent( centity_t *cent, vec3_t position ); -void CG_PainEvent( centity_t *cent, int health ); +void CG_PainEvent( centity_t *cent, int32_t health ); // @@ -1818,7 +1818,7 @@ void CG_PainEvent( centity_t *cent, int health ); void CG_SetEntitySoundPosition( centity_t *cent ); void CG_AddPacketEntities( void ); void CG_Beam( centity_t *cent ); -void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ); +void CG_AdjustPositionForMover( const vec3_t in, int32_t moverNum, int32_t fromTime, int32_t toTime, vec3_t out ); void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, qhandle_t parentModel, char *tagName ); @@ -1829,11 +1829,11 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare // // cg_env.c // -void CG_Spark( vec3_t origin, vec3_t dir, int delay, int killTime ); -void CG_Steam( vec3_t position, vec3_t dir, int killTime ); +void CG_Spark( vec3_t origin, vec3_t dir, int32_t delay, int32_t killTime ); +void CG_Steam( vec3_t position, vec3_t dir, int32_t killTime ); void CG_Bolt( centity_t *cent ); void CG_TransporterPad(vec3_t origin); -void CG_Drip(centity_t *cent, int killTime ); +void CG_Drip(centity_t *cent, int32_t killTime ); void CG_Chunks( vec3_t origin, vec3_t dir, float size, material_type_t type ); void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, float alpha ); void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal ); @@ -1847,7 +1847,7 @@ void CG_ElectricalExplosion( vec3_t start, vec3_t dir, float radius ); void CG_PhaserFX(centity_t *cent); void CG_DisruptorFX(centity_t *cent); //RPG-X | Harry Young | 03.12.2011 void CG_TorpedoFX(centity_t *cent); -void CG_ParticleFire(vec3_t origin, int killtime, int size); +void CG_ParticleFire(vec3_t origin, int32_t killtime, int32_t size); void CG_ShowTrigger(centity_t *cent); // Additional ports from SP by Harry Young @@ -1855,14 +1855,14 @@ void CG_CookingSteam( vec3_t origin, float radius ); void CG_ElectricFire( vec3_t origin, vec3_t normal ); void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user ); void CG_ForgeBolt( centity_t *cent ); -void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int startalpha, int endalpha ); +void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int32_t startalpha, int32_t endalpha ); void CG_ParticleStream( centity_t *cent ); void CG_TransporterStream( centity_t *cent ); void CG_ExplosionTrail( centity_t *cent ); void CG_BorgEnergyBeam( centity_t *cent ); void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content ); void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other ); -void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration ); +void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int32_t duration ); void CG_Borg_Bolt_static( centity_t *cent ); void CG_Borg_Bolt_dynamic( centity_t *cent ); @@ -1873,25 +1873,25 @@ void CG_NextWeapon_f( void ); void CG_PrevWeapon_f( void ); void CG_Weapon_f( void ); -void CG_RegisterWeapon( int weaponNum ); -void CG_RegisterItemVisuals( int itemNum ); +void CG_RegisterWeapon( int32_t weaponNum ); +void CG_RegisterItemVisuals( int32_t itemNum ); void CG_FireWeapon( centity_t *cent, qboolean alt_fire ); void CG_FireSeeker( centity_t *cent ); -void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir ); -void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir); +void CG_MissileHitWall( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t dir ); +void CG_MissileHitPlayer( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t dir); void CG_AddViewWeapon (playerState_t *ps); void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); void CG_DrawWeaponSelect( void ); -void CG_DrawWeaponIcon ( int x, int y, int weapon ); //RPG-X | Phenix | 08/06/2005 +void CG_DrawWeaponIcon ( int32_t x, int32_t y, int32_t weapon ); //RPG-X | Phenix | 08/06/2005 void CG_OutOfAmmoChange( qboolean altfire ); // should this be in pmove? -void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal ); +void CG_BounceEffect( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t normal ); void CG_PlayShooterSound(centity_t *cent); -extern int tris_state; +extern int32_t tris_state; // // cg_marks.c @@ -1921,31 +1921,31 @@ localEntity_t *CG_SmokePuff( const vec3_t p, float radius, float r, float g, float b, float a, float duration, - int startTime, - int leFlags, + int32_t startTime, + int32_t leFlags, qhandle_t hShader ); void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head); void CG_QFlashEvent( vec3_t org ); -void CG_Bleed( vec3_t origin, int entityNum ); +void CG_Bleed( vec3_t origin, int32_t entityNum ); void CG_Seeker( centity_t *cent ); //RPG-X: TiM : Smoke Ent -void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius ); +void CG_Smoke( vec3_t position, vec3_t dir, int32_t killTime, int32_t radius ); //RPG-X: Marcin: Fire -void CG_Fire( vec3_t position, vec3_t dir, int killTime, int radius, int fxEnt ); +void CG_Fire( vec3_t position, vec3_t dir, int32_t killTime, int32_t radius, int32_t fxEnt ); localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, - qhandle_t hModel, qhandle_t shader, int msec, float scale, + qhandle_t hModel, qhandle_t shader, int32_t msec, float scale, qboolean isSprite ); localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir, - qhandle_t hModel, int numFrames, qhandle_t shader, - int msec, qboolean isSprite, float scale, int flags ); + qhandle_t hModel, int32_t numFrames, qhandle_t shader, + int32_t msec, qboolean isSprite, float scale, int32_t flags ); void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke ); -void CG_ExplosionEffects( vec3_t origin, int intensity, int radius); +void CG_ExplosionEffects( vec3_t origin, int32_t intensity, int32_t radius); // // cg_snapshot.c @@ -1956,8 +1956,8 @@ void CG_ProcessSnapshots( void ); // cg_info.c // void CG_LoadingString( const char *s ); -void CG_LoadingItem( int itemNum ); -void CG_LoadingClient( int clientNum ); +void CG_LoadingItem( int32_t itemNum ); +void CG_LoadingClient( int32_t clientNum ); void CG_DrawInformation( void ); // @@ -2035,7 +2035,7 @@ void CG_InitConsoleCommands( void ); // // cg_servercmds.c // -void CG_ExecuteNewServerCommands( int latestSequence ); +void CG_ExecuteNewServerCommands( int32_t latestSequence ); void CG_ParseServerinfo( void ); void CG_SetConfigValues( void ); @@ -2047,7 +2047,7 @@ void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); // cg_players.c -void updateSkin(int clientNum, char *new_model); +void updateSkin(int32_t clientNum, char *new_model); //=============================================== @@ -2064,25 +2064,25 @@ void trap_Error( const char *fmt ); // milliseconds should only be used for performance tuning, never // for anything game related. Get time from the CG_DrawActiveFrame parameter -int trap_Milliseconds( void ); +int32_t trap_Milliseconds( void ); // console variable interaction -void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int32_t flags ); void trap_Cvar_Update( vmCvar_t *vmCvar ); void trap_Cvar_Set( const char *var_name, const char *value ); void trap_Cvar_Set_No_Modify( const char *var_name, const char *value ); -void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int32_t bufsize ); // ServerCommand and ConsoleCommand parameter access -int trap_Argc( void ); -void trap_Argv( int n, char *buffer, int bufferLength ); -void trap_Args( char *buffer, int bufferLength ); +int32_t trap_Argc( void ); +void trap_Argv( int32_t n, char *buffer, int32_t bufferLength ); +void trap_Args( char *buffer, int32_t bufferLength ); // filesystem access // returns length of file -int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); -void trap_FS_Read( void *buffer, int len, fileHandle_t f ); -void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +int32_t trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int32_t len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int32_t len, fileHandle_t f ); void trap_FS_FCloseFile( fileHandle_t f ); // add commands to the local console as if they were typed in @@ -2103,38 +2103,38 @@ void trap_UpdateScreen( void ); // model collision void trap_CM_LoadMap( const char *mapname ); -int trap_CM_NumInlineModels( void ); -clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels +int32_t trap_CM_NumInlineModels( void ); +clipHandle_t trap_CM_InlineModel( int32_t index ); // 0 = world, 1+ = bmodels clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ); -int trap_CM_PointContents( const vec3_t p, clipHandle_t model ); -int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); +int32_t trap_CM_PointContents( const vec3_t p, clipHandle_t model ); +int32_t trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, - clipHandle_t model, int brushmask ); + clipHandle_t model, int32_t brushmask ); void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, - clipHandle_t model, int brushmask, + clipHandle_t model, int32_t brushmask, const vec3_t origin, const vec3_t angles ); // Returns the projection of a polygon onto the solid brushes in the world -int trap_CM_MarkFragments( int numPoints, const vec3_t *points, +int32_t trap_CM_MarkFragments( int32_t numPoints, const vec3_t *points, const vec3_t projection, - int maxPoints, vec3_t pointBuffer, - int maxFragments, markFragment_t *fragmentBuffer ); + int32_t maxPoints, vec3_t pointBuffer, + int32_t maxFragments, markFragment_t *fragmentBuffer ); // normal sounds will have their volume dynamically changed as their entity // moves and the listener moves -void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); +void trap_S_StartSound( vec3_t origin, int32_t entityNum, int32_t entchannel, sfxHandle_t sfx ); // a local sound is always played full volume -void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +void trap_S_StartLocalSound( sfxHandle_t sfx, int32_t channelNum ); void trap_S_ClearLoopingSounds( void ); -void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); -void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ); +void trap_S_AddLoopingSound( int32_t entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_UpdateEntityPosition( int32_t entityNum, const vec3_t origin ); // repatialize recalculates the volumes of sound as they should be heard by the // given entityNum and position -void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); +void trap_S_Respatialize( int32_t entityNum, const vec3_t origin, vec3_t axis[3], int32_t inwater ); sfxHandle_t trap_S_RegisterSound( const char *sample ); // returns buzz if not found void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music @@ -2156,14 +2156,14 @@ void trap_R_AddRefEntityToScene( const refEntity_t *re ); // polys are intended for simple wall marks, not really for doing // significant construction -void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void trap_R_AddPolyToScene( qhandle_t hShader , int32_t numVerts, const polyVert_t *verts ); void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); void trap_R_RenderScene( const refdef_t *fd ); void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1 void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); -void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, +void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame, float frac, const char *tagName ); // The glconfig_t will not change during the life of a cgame. @@ -2178,41 +2178,41 @@ void trap_GetGameState( gameState_t *gamestate ); // cgame will poll each frame to see if a newer snapshot has arrived // that it is interested in. The time is returned seperately so that // snapshot latency can be calculated. -void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ); +void trap_GetCurrentSnapshotNumber( int32_t *snapshotNumber, int32_t *serverTime ); // a snapshot get can fail if the snapshot (or the entties it holds) is so // old that it has fallen out of the client system queue -qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); +qboolean trap_GetSnapshot( int32_t snapshotNumber, snapshot_t *snapshot ); // retrieve a text command from the server stream // the current snapshot will hold the number of the most recent command // qfalse can be returned if the client system handled the command // argc() / argv() can be used to examine the parameters of the command -qboolean trap_GetServerCommand( int serverCommandNumber ); +qboolean trap_GetServerCommand( int32_t serverCommandNumber ); // returns the most recent command number that can be passed to GetUserCmd // this will always be at least one higher than the number in the current // snapshot, and it may be quite a few higher if it is a fast computer on // a lagged connection -int trap_GetCurrentCmdNumber( void ); +int32_t trap_GetCurrentCmdNumber( void ); -qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); +qboolean trap_GetUserCmd( int32_t cmdNumber, usercmd_t *ucmd ); // used for the weapon select and zoom -void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); +void trap_SetUserCmdValue( int32_t stateValue, float sensitivityScale ); // aids for VM testing -void testPrintInt( char *string, int i ); +void testPrintInt( char *string, int32_t i ); void testPrintFloat( char *string, float f ); -int trap_MemoryRemaining( void ); +int32_t trap_MemoryRemaining( void ); #define MAX_LENS_FLARES 64 //RPG-X | TiM | 28/06/2005 typedef struct { - int width; - int height; + int32_t width; + int32_t height; float offset; qboolean positive; vec3_t color; @@ -2222,29 +2222,29 @@ typedef struct { typedef struct { vec3_t worldCoord; - int w1; - int h1; + int32_t w1; + int32_t h1; vec3_t glowColor; float glowOffset; float hazeOffset; - int minDist; - int maxDist; + int32_t minDist; + int32_t maxDist; vec3_t streakColor; - int streakDistMin; - int streakDistMax; - int streakW; - int streakH; + int32_t streakDistMin; + int32_t streakDistMax; + int32_t streakW; + int32_t streakH; qboolean whiteStreaks; - int reflecDistMin; - int reflecDistMax; + int32_t reflecDistMin; + int32_t reflecDistMax; qboolean reflecAnamorphic; qboolean defReflecs; qboolean clamp; float maxAlpha; - int startTime; - int upTime; - int holdTime; - int downTime; + int32_t startTime; + int32_t upTime; + int32_t holdTime; + int32_t downTime; qboolean qfull; } lensFlare_t; @@ -2253,11 +2253,11 @@ extern lensReflec_s lensReflec[10]; void CG_DrawLensFlare( lensFlare_t *flare ); void CG_InitLensFlare( vec3_t worldCoord, - int w1, int h1, - vec3_t glowColor, float glowOffset, float hazeOffset, int minDist, int maxDist, - vec3_t streakColor, int streakDistMin, int streakDistMax, int streakW, int streakH, qboolean whiteStreaks, - int reflecDistMin, int reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs, - qboolean clamp, float maxAlpha, int startTime, int upTime, int holdTime, int downTime ); + int32_t w1, int32_t h1, + vec3_t glowColor, float glowOffset, float hazeOffset, int32_t minDist, int32_t maxDist, + vec3_t streakColor, int32_t streakDistMin, int32_t streakDistMax, int32_t streakW, int32_t streakH, qboolean whiteStreaks, + int32_t reflecDistMin, int32_t reflecDistMax, qboolean reflecAnamorphic, qboolean defReflecs, + qboolean clamp, float maxAlpha, int32_t startTime, int32_t upTime, int32_t holdTime, int32_t downTime ); //void CG_ParseClassData( void ); diff --git a/code/cgame/cg_localents.c b/code/cgame/cg_localents.c index ce3e664..6aaf0f9 100644 --- a/code/cgame/cg_localents.c +++ b/code/cgame/cg_localents.c @@ -19,7 +19,7 @@ This is called at startup and for tournement restarts =================== */ void CG_InitLocalEntities( void ) { - int i; + int32_t i; memset( cg_localEntities, 0, sizeof( cg_localEntities ) ); cg_activeLocalEntities.next = &cg_activeLocalEntities; @@ -111,7 +111,7 @@ CG_ReflectVelocity void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) { vec3_t velocity; float dot; - int hitTime; + int32_t hitTime; // reflect the velocity on the trace plane hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; @@ -297,7 +297,7 @@ void CG_AddExplosion( localEntity_t *ex ) // calculate model frame if ( ex->lifeRate > 0 ) { float frac = (cg.time - ex->startTime) * ex->lifeRate; - int f = floor(frac); + int32_t f = floor(frac); if ( f < 0 ) { f = 0; } @@ -1116,7 +1116,7 @@ void CG_AddFragment( localEntity_t *le ) { if ( le->pos.trType == TR_STATIONARY ) { // sink into the ground if near the removal time - int t; + int32_t t; t = le->endTime - cg.time; if ( t < SINK_TIME ) { @@ -1150,7 +1150,7 @@ void CG_AddFragment( localEntity_t *le ) { BG_EvaluateTrajectory( &le->angles, cg.time, angles ); AnglesToAxis( angles, le->refEntity.axis ); - int k; + int32_t k; for(k = 0; k < 3; k++) { VectorScale(le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k]); diff --git a/code/cgame/cg_lua.c b/code/cgame/cg_lua.c index a104cc7..2777ead 100644 --- a/code/cgame/cg_lua.c +++ b/code/cgame/cg_lua.c @@ -25,7 +25,7 @@ void QDECL LUA_LOG(const char *fmt, ...) { va_list argptr; char buff[1024], string[1024]; - int min, tens, sec; + int32_t min, tens, sec; va_start(argptr, fmt); Com_sprintf(buff, sizeof(buff), fmt, argptr); @@ -44,9 +44,9 @@ void QDECL LUA_LOG(const char *fmt, ...) } } -qboolean LoadLuaFile(char *path, int num_vm) +qboolean LoadLuaFile(char *path, int32_t num_vm) { - int flen = 0; + int32_t flen = 0; char *code; fileHandle_t f; lvm_t *vm; @@ -117,8 +117,8 @@ qboolean CG_LuaInit() return qtrue; } -qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int nargs) { - int res = lua_resume(T, NULL, nargs); +qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int32_t nargs) { + int32_t res = lua_resume(T, NULL, nargs); if(res == LUA_ERRRUN) { LUA_LOG("Lua: %s error running lua script: %s\n", func, lua_tostring(T, -1)); @@ -139,9 +139,9 @@ qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int nargs) { return qtrue; } -qboolean CG_LuaCall(lvm_t * vm, char *func, int nargs, int nresults) +qboolean CG_LuaCall(lvm_t * vm, char *func, int32_t nargs, int32_t nresults) { - int res = lua_pcall(vm->L, nargs, nresults, 0); + int32_t res = lua_pcall(vm->L, nargs, nresults, 0); if(res == LUA_ERRRUN) { @@ -208,7 +208,7 @@ qboolean CG_LuaGetFunction(lvm_t * vm, char *name) qboolean CG_LuaStartVM(lvm_t * vm) { - int res = 0; + int32_t res = 0; char homepath[MAX_QPATH], gamepath[MAX_QPATH]; vm->L = luaL_newstate(); @@ -310,7 +310,7 @@ void CG_LuaStopVM(lvm_t * vm) void CG_LuaShutdown() { - int i; + int32_t i; lvm_t *vm; for(i = 0; i < NUM_VMS; i++) @@ -327,7 +327,7 @@ void CG_LuaShutdown() void CG_LuaStatus(void) { - int i, cnt = 0; + int32_t i, cnt = 0; for(i = 0; i < NUM_VMS; i++) if(lVM[i]) @@ -361,7 +361,7 @@ void CG_LuaStatus(void) lvm_t *CG_LuaGetVM(lua_State * L) { - int i; + int32_t i; for(i = 0; i < NUM_VMS; i++) if(lVM[i] && lVM[i]->L == L) diff --git a/code/cgame/cg_lua.h b/code/cgame/cg_lua.h index ef9c944..b6c58c1 100644 --- a/code/cgame/cg_lua.h +++ b/code/cgame/cg_lua.h @@ -31,11 +31,11 @@ #define Lua_RegConstString(L, n) (lua_pushstring(L, #n), lua_pushstring(L, n), lua_settable(L, -3)) typedef struct { - int id; + int32_t id; char filename[MAX_QPATH]; char *code; - int code_size; - int error; + int32_t code_size; + int32_t error; lua_State *L; } lvm_t; @@ -44,8 +44,8 @@ extern lvm_t *lVM[NUM_VMS]; void QDECL LUA_DEBUG(const char *fmt, ...); void QDECL LUA_LOG(const char *fmt, ...); qboolean CG_LuaInit(void); -qboolean CG_LuaCall(lvm_t *vm, char *func, int nargs, int nresults); -qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int nargs); +qboolean CG_LuaCall(lvm_t *vm, char *func, int32_t nargs, int32_t nresults); +qboolean CG_LuaResume(lvm_t *vm, lua_State *T, char *func, int32_t nargs); qboolean CG_LuaGetFunction(lvm_t *vm, char *name); qboolean CG_LuaGetFunctionT(lua_State *T, char *name); qboolean CG_LuaStartVM(lvm_t *vm); @@ -55,17 +55,17 @@ void CG_LuaStatus(void); lvm_t *CG_LuaGetVM(lua_State *L); // lua_cgame.c -int Luaopen_CGame(lua_State *L); +int32_t Luaopen_CGame(lua_State *L); // lua_qmath.c -int Luaopen_Qmath(lua_State *L); +int32_t Luaopen_Qmath(lua_State *L); // lua_vector.c -int Luaopen_Vector(lua_State *L); +int32_t Luaopen_Vector(lua_State *L); void Lua_PushVector(lua_State *L, vec3_t v); -vec_t *Lua_GetVector(lua_State *L, int argNum); -int Lua_IsVector(lua_State *L, int index); -vec3_t *Lua_GetVectorMisc(lua_State *L, int *index); +vec_t *Lua_GetVector(lua_State *L, int32_t argNum); +int32_t Lua_IsVector(lua_State *L, int32_t index); +vec3_t *Lua_GetVectorMisc(lua_State *L, int32_t *index); // lua_cfx.c typedef struct { @@ -74,7 +74,7 @@ typedef struct { typedef struct { cfx_t **cfx; - int cnt; + int32_t cnt; } cfxList_t; void Lua_CFX_LoadMapFxFile(void); @@ -84,16 +84,16 @@ typedef struct { centity_t *e; } cent_t; -int Luaopen_Cent(lua_State *L); +int32_t Luaopen_Cent(lua_State *L); void Lua_PushCent(lua_State *L, centity_t *ent); -cent_t *Lua_GetCent(lua_State *L, int argNum); +cent_t *Lua_GetCent(lua_State *L, int32_t argNum); // lua_refent.c typedef struct { refEntity_t *r; } rent_t; -int Luaopen_Rent(lua_State *L); +int32_t Luaopen_Rent(lua_State *L); void Lua_PushRent(lua_State *L, refEntity_t *rent); -rent_t *Lua_GetRent(lua_State *L, int argNum); +rent_t *Lua_GetRent(lua_State *L, int32_t argNum); #endif diff --git a/code/cgame/cg_main.c b/code/cgame/cg_main.c index d9e4355..6502f61 100644 --- a/code/cgame/cg_main.c +++ b/code/cgame/cg_main.c @@ -8,7 +8,7 @@ #include "cg_local.h" #include "cg_text.h" -void CG_Init( int serverMessageNum, int serverCommandSequence ); +void CG_Init( int32_t serverMessageNum, int32_t serverCommandSequence ); void CG_Shutdown( void ); void CG_LoadIngameText(void); void CG_LoadObjectivesForMap(void); @@ -20,9 +20,9 @@ qboolean CG_LoadUsablesStrings( void ); extern void FX_InitSinTable(void); -int cg_liftEnts[MAX_CLIENTS]; -int cg_numAnims; -int cg_numSndAnims; +int32_t cg_liftEnts[MAX_CLIENTS]; +int32_t cg_numAnims; +int32_t cg_numSndAnims; animsSndList_t cg_animsSndList[MAX_CLIENTS]; @@ -36,7 +36,7 @@ This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ -Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 ) { +Q_EXPORT intptr_t vmMain( int32_t command, int32_t arg0, int32_t arg1, int32_t arg2, int32_t arg3, int32_t arg4, int32_t arg5, int32_t arg6 ) { switch ( command ) { case CG_INIT: CG_Init( arg0, arg1 ); @@ -200,7 +200,7 @@ typedef struct { vmCvar_t *vmCvar; char *cvarName; char *defaultString; - int cvarFlags; + int32_t cvarFlags; } cvarTable_t; static cvarTable_t cvarTable[] = { @@ -340,7 +340,7 @@ CG_PrecacheRemapShaders void CG_PrecacheRemapShaders(void) { char filepath[MAX_QPATH]; fileHandle_t f; - int len; + int32_t len; char* data; char* ptr; char* token; @@ -397,7 +397,7 @@ CG_RegisterCvars ================= */ void CG_RegisterCvars( void ) { - int i; + int32_t i; cvarTable_t *cv; char var[MAX_TOKEN_CHARS]; @@ -418,7 +418,7 @@ CG_UpdateCvars ================= */ void CG_UpdateCvars( void ) { - int i; + int32_t i; cvarTable_t *cv; for ( i = 0, cv = cvarTable ; i < CVAR_TABLE_SIZE ; i++, cv++ ) @@ -442,7 +442,7 @@ void CG_UpdateCvars( void ) { } -int CG_CrosshairPlayer( void ) { +int32_t CG_CrosshairPlayer( void ) { if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) { return -1; } @@ -450,7 +450,7 @@ int CG_CrosshairPlayer( void ) { } -int CG_LastAttacker( void ) { +int32_t CG_LastAttacker( void ) { if ( !cg.attackerTime ) { return -1; } @@ -530,7 +530,7 @@ void QDECL Com_Printf( const char *msg, ... ) { CG_Argv ================ */ -const char *CG_Argv( int arg ) { +const char *CG_Argv( int32_t arg ) { static char buffer[MAX_STRING_CHARS]; trap_Argv( arg, buffer, sizeof( buffer ) ); @@ -548,11 +548,11 @@ CG_RegisterItemSounds The server says this item is used on this level ================= */ -static void CG_RegisterItemSounds( int itemNum ) { +static void CG_RegisterItemSounds( int32_t itemNum ) { gitem_t *item; char data[MAX_QPATH]; char *s, *start; - int len; + int32_t len; item = &bg_itemlist[ itemNum ]; @@ -600,7 +600,7 @@ called during a precache command */ static void CG_RegisterSounds( void ) { - int i; + int32_t i; char items[MAX_ITEMS+1]; char name[MAX_QPATH]; const char *soundName; @@ -748,7 +748,7 @@ This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { - int i; + int32_t i; char items[MAX_ITEMS+1]; static char *sb_nums[11] = { @@ -929,7 +929,7 @@ static void CG_RegisterGraphics( void ) { for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; - int j; + int32_t j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); @@ -1084,7 +1084,7 @@ CG_RegisterClients =================== */ static void CG_RegisterClients( void ) { - int i; + int32_t i; cg.loadLCARSStage = 8; // Loading bar stage 8 CG_LoadingString( "clients" ); @@ -1115,7 +1115,7 @@ static void CG_RegisterClients( void ) { CG_ConfigString ================= */ -const char *CG_ConfigString( int index ) { +const char *CG_ConfigString( int32_t index ) { if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { CG_Error( "CG_ConfigString: bad index: %i", index ); } @@ -1142,7 +1142,7 @@ void CG_StartMusic( void ) { trap_S_StartBackgroundTrack( parm1, parm2 ); } -extern int altAmmoUsage[]; +extern int32_t altAmmoUsage[]; void CG_InitModRules( void ) { if ( cgs.pModDisintegration ) @@ -1163,9 +1163,9 @@ Called after every level change or subsystem restart Will perform callbacks to make the loading info screen update. ================= */ -void CG_Init( int serverMessageNum, int serverCommandSequence ) { +void CG_Init( int32_t serverMessageNum, int32_t serverCommandSequence ) { const char *s; - int i; + int32_t i; // clear everything memset( &cgs, 0, sizeof( cgs ) ); @@ -1357,8 +1357,8 @@ void CG_ParseIngameText(void) { char *token; char *buffer; - int i; - int len; + int32_t i; + int32_t len; COM_BeginParseSession(); @@ -1434,7 +1434,7 @@ CG_LoadIngameText */ void CG_LoadIngameText(void) { - int len; + int32_t len; fileHandle_t f; char fileName[MAX_QPATH]; @@ -1473,7 +1473,7 @@ CG_LoadObjectivesForMap */ void CG_LoadObjectivesForMap(void) { - int len, objnum = 0; + int32_t len, objnum = 0; char *token; char *buf; fileHandle_t f; @@ -1541,12 +1541,12 @@ void CG_LoadObjectivesForMap(void) qboolean CG_LoadClasses( void ) { fileHandle_t f; - int file_len; + int32_t file_len; char buffer[32000]; char *token, *textPtr; char filePath[MAX_QPATH]; - int numClasses=0; - int i; + int32_t numClasses=0; + int32_t i; Com_sprintf( filePath, sizeof( filePath ), "ext_data/classes/%s.classes", cgs.classSet ); @@ -1627,7 +1627,7 @@ qboolean CG_LoadClasses( void ) for ( i = 0; i < 3; i++ ) { - cgs.classData[numClasses].radarColor[i] = (int)Com_Clamp( 0, 255, (int)temp[i] ); + cgs.classData[numClasses].radarColor[i] = (int32_t)Com_Clamp( 0, 255, (int32_t)temp[i] ); } continue; @@ -1669,7 +1669,7 @@ qboolean CG_LoadClasses( void ) if ( !Q_stricmpn( token, "medical", 7 ) ) { - if ( COM_ParseInt( &textPtr, (int *)&cgs.classData[numClasses].isMedic ) ) + if ( COM_ParseInt( &textPtr, (int32_t *)&cgs.classData[numClasses].isMedic ) ) { CG_Printf( S_COLOR_RED "ERROR: Class medic check for class %i was invalid.\n", numClasses ); continue; @@ -1680,7 +1680,7 @@ qboolean CG_LoadClasses( void ) if( !Q_stricmpn( token, "isBorg", 6 ) ) { - if( COM_ParseInt( &textPtr, (int *)&cgs.classData[numClasses].isBorg ) ) + if( COM_ParseInt( &textPtr, (int32_t *)&cgs.classData[numClasses].isBorg ) ) { CG_Printf( S_COLOR_RED "ERROR: Class borg check for class %i was invalid.\n", numClasses ); continue; @@ -1690,7 +1690,7 @@ qboolean CG_LoadClasses( void ) if ( !Q_stricmpn( token, "hasRanks", 8 ) ) { - if ( COM_ParseInt( &textPtr, (int *)&cgs.classData[numClasses].showRanks ) ) + if ( COM_ParseInt( &textPtr, (int32_t *)&cgs.classData[numClasses].showRanks ) ) { CG_Printf( S_COLOR_RED "ERROR: Class Ranks check for class %i was invalid.\n", numClasses ); continue; @@ -1752,11 +1752,11 @@ qboolean CG_LoadUsablesStrings( void ) char fileRoute[MAX_QPATH]; char mapRoute[MAX_QPATH]; char buffer[20000]; - int file_len; + int32_t file_len; char *textPtr, *token; fileHandle_t f; - int i; - int strLen; + int32_t i; + int32_t strLen; //setup the file route Com_sprintf( mapRoute, sizeof( mapRoute ), "%s", cgs.mapname ); diff --git a/code/cgame/cg_marks.c b/code/cgame/cg_marks.c index 3b8dce1..45ca018 100644 --- a/code/cgame/cg_marks.c +++ b/code/cgame/cg_marks.c @@ -25,7 +25,7 @@ This is called at startup and for tournement restarts =================== */ void CG_InitMarkPolys( void ) { - int i; + int32_t i; memset( cg_markPolys, 0, sizeof(cg_markPolys) ); @@ -72,7 +72,7 @@ markPoly_t *CG_AllocMark( void ) { if ( !cg_freeMarkPolys ) { // no free entities, so free the one at the end of the chain // remove the oldest active entity - int time = cg_activeMarkPolys.prevMark->time; + int32_t time = cg_activeMarkPolys.prevMark->time; while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) { CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); } @@ -114,8 +114,8 @@ void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, float texCoordScale; vec3_t originalPoints[4]; byte colors[4]; - int i, j; - int numFragments; + int32_t i, j; + int32_t numFragments; markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf; vec3_t markPoints[MAX_MARK_POINTS]; vec3_t projection; @@ -181,7 +181,7 @@ void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, VectorSubtract( v->xyz, origin, delta ); v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale; v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale; - *(int *)v->modulate = *(int *)colors; + *(int32_t *)v->modulate = *(int32_t *)colors; } // if it is a temporary (shadow) mark, add it immediately and forget about it @@ -215,10 +215,10 @@ CG_AddMarks #define MARK_DIV_3000 1.0/3000.0 void CG_AddMarks( void ) { - int j; + int32_t j; markPoly_t *mp, *next; - int t; - int fade; + int32_t t; + int32_t fade; if ( !cg_addMarks.integer ) { return; diff --git a/code/cgame/cg_motionblur.c b/code/cgame/cg_motionblur.c index 40bcd4b..1b7b8a7 100644 --- a/code/cgame/cg_motionblur.c +++ b/code/cgame/cg_motionblur.c @@ -5,8 +5,8 @@ typedef struct motionblurDot_s { qboolean active; refEntity_t refEnt; - int startTime; - int lifeTime; + int32_t startTime; + int32_t lifeTime; } motionblurDot_t; //static motionblurDot_t cg_motionblurDots[MAX_MOTIONBLURDOTS]; @@ -16,7 +16,7 @@ typedef struct motionblurDot_s { void CG_MotionBlur(void) { //motionblurDot_t *dot; //vec3_t pos, axis[3]; - //int i; + //int32_t i; /*if ( !cg.snap->ps.powerups[PW_BOOST] && cg.snap->ps.timers[tmZanzoken] < 1 && !cg.snap->ps.timers[tmTransform]) { diff --git a/code/cgame/cg_players.c b/code/cgame/cg_players.c index 6ecc6d1..03f436b 100644 --- a/code/cgame/cg_players.c +++ b/code/cgame/cg_players.c @@ -37,10 +37,10 @@ stringID_table_t BoltonTable[BOLTON_MAX + 1] = { NULL, -1 } }; -int timeParam; -//int beamTimeParam; //RPG-X : TiM - Beaming +int32_t timeParam; +//int32_t beamTimeParam; //RPG-X : TiM - Beaming -int entNum; +int32_t entNum; /* ================ @@ -48,9 +48,9 @@ CG_CustomSound ================ */ -sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) { +sfxHandle_t CG_CustomSound( int32_t clientNum, const char *soundName ) { clientInfo_t *ci; - int i; + int32_t i; if ( soundName[0] != '*' ) { return trap_S_RegisterSound( soundName ); @@ -80,16 +80,16 @@ ANIM SOUND CONFIG LOADING AND PLAYING */ /* -void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, const vec3_t org, int entNum ) +void CG_PlayerAnimSounds( animsounds_t *animSounds, int32_t frame, const vec3_t org, int32_t entNum ) play any keyframed sounds - only when start a new frame This func is called once for legs and once for torso */ -//void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, qboolean metal ) -void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int eNum, int surfType) +//void CG_PlayerAnimSounds( animsounds_t *animSounds, int32_t frame, int32_t entNum, qboolean metal ) +void CG_PlayerAnimSounds( animsounds_t *animSounds, int32_t frame, int32_t eNum, int32_t surfType) { - int i; - int holdSnd = -1; + int32_t i; + int32_t holdSnd = -1; qboolean playSound = qfalse; /*if ( entNum == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson ) @@ -159,12 +159,12 @@ void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int eNum, int sur } } -void ParseAnimationSndBlock(const char *filename, animsounds_t *animSounds, animation_t *animations, int *i,char **text_p) +void ParseAnimationSndBlock(const char *filename, animsounds_t *animSounds, animation_t *animations, int32_t *i,char **text_p) { char *token; char soundString[MAX_QPATH]; - int lowestVal, highestVal; - int animNum, num, n; + int32_t lowestVal, highestVal; + int32_t animNum, num, n; // get past starting bracket while(1) @@ -307,14 +307,14 @@ This file's presence is not required ====================== */ -static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex ) +static int32_t CG_ParseAnimationSndFile( const char *filename, int32_t animFileIndex ) { char *text_p; - int len; + int32_t len; char *token; char text[20000]; fileHandle_t f; - int i, j, upper_i, lower_i; + int32_t i, j, upper_i, lower_i; animsounds_t *lowerAnimSounds; animsounds_t *upperAnimSounds; animation_t *animations; @@ -423,13 +423,13 @@ A lot more efficient considering how many freakin more animations we introduced */ // //static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) { -static int CG_ParseAnimationFile( const char* filename/*, clientInfo_t *ci*/ ) { +static int32_t CG_ParseAnimationFile( const char* filename/*, clientInfo_t *ci*/ ) { char *text_p, *prev; - int len; - int i; + int32_t len; + int32_t i; char *token; float fps; - int skip; + int32_t skip; char text[20000]; fileHandle_t f; animation_t *animations; @@ -438,7 +438,7 @@ static int CG_ParseAnimationFile( const char* filename/*, clientInfo_t *ci*/ ) { if ( cg_numAnims > 0 ) { for ( i = 0; i <= cg_numAnims; i++ ) { - if ( !Q_stricmpn( cg_animsList[i].animFileRoute, filename, (int)strlen( filename ) ) ) { //We found a matching anim set + if ( !Q_stricmpn( cg_animsList[i].animFileRoute, filename, (int32_t)strlen( filename ) ) ) { //We found a matching anim set //Com_Printf( S_COLOR_RED "Using index: %i\n", i ); return i; } @@ -694,9 +694,9 @@ static qboolean CG_ParseSkinSetDataFile( clientInfo_t *ci, const char *skinSetFr char* token; char* textPtr; char buffer[5000]; - int len; + int32_t len; fileHandle_t f; - int n, i; + int32_t n, i; if ( ( skinStar = strstr( skinSetFrame, "*" ) ) == NULL ) { @@ -712,7 +712,7 @@ static qboolean CG_ParseSkinSetDataFile( clientInfo_t *ci, const char *skinSetFr Com_sprintf( skinSetName, sizeof( skinSetName ), "%s%s", skinName, skinStar ); } //star is at end - else if ((int)(skinStar - skinSetFrame)+1 == (int)strlen(skinSetFrame) ) + else if ((int32_t)(skinStar - skinSetFrame)+1 == (int32_t)strlen(skinSetFrame) ) { Q_strncpyz( skinSetName, skinSetFrame, strlen( skinSetFrame ) ); Q_strcat( skinSetName, sizeof( skinSetName ), skinName ); @@ -950,12 +950,12 @@ a character model. static qboolean CG_ParseModelDataFile( clientInfo_t *ci, const char *charName, const char *modelName, const char *skinName ) { fileHandle_t file; - int file_len; + int32_t file_len; char charText[20000]; char *textPtr; char fileName[MAX_QPATH]; //char animPath[MAX_QPATH]; - int i, n; + int32_t i, n; char *token; char legsFileRoute[MAX_QPATH]; char animSndFileRoute[MAX_QPATH]; @@ -1096,7 +1096,7 @@ static qboolean CG_ParseModelDataFile( clientInfo_t *ci, const char *charName, continue; } ci->torsoModel = trap_R_RegisterModel( token ); - //Com_Printf("Torsomodel passed as %s, %i\n", token, (int)ci->torsoModel); + //Com_Printf("Torsomodel passed as %s, %i\n", token, (int32_t)ci->torsoModel); if (!ci->torsoModel) { Com_Printf( S_COLOR_RED "ERROR: Unable to load torso model: %s\n", token); @@ -1286,7 +1286,7 @@ static qboolean CG_ParseModelDataFile( clientInfo_t *ci, const char *charName, if ( ci->animIndex == -1 && strlen( legsFileRoute ) > 0 ) { //get length of file route - i = (int)strlen(legsFileRoute); + i = (int32_t)strlen(legsFileRoute); while( 1 ) { //if we looped all the way to the end.... ie BAD @@ -1358,12 +1358,12 @@ CLIENT INFO //This function has been rpg-x'ed®! (by J2J and fixed by RedTechie) static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) { char *text_p; - int len; - int i; + int32_t len; + int32_t i; char *token; // char aniname[255]; float fps; - int skip; + int32_t skip; char text[20000]; // char text2[20000]; fileHandle_t f; @@ -1574,7 +1574,7 @@ CG_ColorFromString ==================== */ /*static void CG_ColorFromString( const char *v, vec3_t color ) { - int val; + int32_t val; VectorClear( color ); @@ -1604,9 +1604,9 @@ Load it now, taking the disk hits. This will usually be deferred to a safe time =================== */ -static void CG_LoadClientInfo( clientInfo_t *ci , int clientNum) { +static void CG_LoadClientInfo( clientInfo_t *ci , int32_t clientNum) { const char *dir, *fallback; - int i; + int32_t i; const char *s; char temp_string[200]; @@ -1672,7 +1672,7 @@ static void CG_LoadClientInfo( clientInfo_t *ci , int clientNum) { // teamplay game where groups are defined. // most of the time this will not hit -void updateSkin(int clientNum, char *new_model) +void updateSkin(int32_t clientNum, char *new_model) { char model_string[200]; @@ -1692,7 +1692,7 @@ CG_CopyClientInfoModel ====================== */ static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) { - //int i; + //int32_t i; VectorCopy( from->headOffset, to->headOffset ); to->footsteps = from->footsteps; @@ -1768,7 +1768,7 @@ CG_ScanForExistingClientInfo ====================== */ static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) { - int i; + int32_t i; clientInfo_t *match; for ( i = 0 ; i < cgs.maxclients ; i++ ) { @@ -1803,8 +1803,8 @@ We aren't going to load it now, so grab some other client's info to use until we have some spare time. ====================== */ -static void CG_SetDeferredClientInfo( clientInfo_t *ci, int clientNum ) { - int i; +static void CG_SetDeferredClientInfo( clientInfo_t *ci, int32_t clientNum ) { + int32_t i; clientInfo_t *match; // find the first valid clientinfo and grab its stuff @@ -1831,7 +1831,7 @@ static void CG_SetDeferredClientInfo( clientInfo_t *ci, int clientNum ) { CG_NewClientInfo ====================== */ -void CG_NewClientInfo( int clientNum ) { +void CG_NewClientInfo( int32_t clientNum ) { clientInfo_t *ci; clientInfo_t newInfo; const char *configstring; @@ -1839,7 +1839,7 @@ void CG_NewClientInfo( int clientNum ) { char *model = NULL; char *skin = NULL; size_t len; - //int i; + //int32_t i; ci = &cgs.clientinfo[clientNum]; @@ -1938,7 +1938,7 @@ void CG_NewClientInfo( int clientNum ) { Q_strncpyz( newInfo.charName, v, sizeof( newInfo.charName ) ); //just set it } else { //otherwise, isolate the first bit, and copy that len = strlen( v ); - Q_strncpyz( newInfo.charName, v, ((int)len - (int)strlen(model)) + 1 ); + Q_strncpyz( newInfo.charName, v, ((int32_t)len - (int32_t)strlen(model)) + 1 ); } //Com_Printf("%s\n", newInfo.charName); @@ -1967,7 +1967,7 @@ void CG_NewClientInfo( int clientNum ) { } else { if ( !skin[1] ) { - Q_strncpyz( newInfo.modelName, model, (int)strlen(model) ); + Q_strncpyz( newInfo.modelName, model, (int32_t)strlen(model) ); } } @@ -1978,7 +1978,7 @@ void CG_NewClientInfo( int clientNum ) { } } else { skin++; //QVMNOTE - Q_strncpyz( newInfo.modelName, model, ((int)len - (int)strlen(skin)) ); + Q_strncpyz( newInfo.modelName, model, ((int32_t)len - (int32_t)strlen(skin)) ); Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) ); } @@ -2063,7 +2063,7 @@ so deferred players can be loaded ====================== */ void CG_LoadDeferredPlayers( void ) { - int i; + int32_t i; clientInfo_t *ci; // scan for a deferred player to load @@ -2091,7 +2091,7 @@ be set up so it may be displayed independantly of its spawner player. ====================== */ -void CG_NewDecoyInfo( int decoyNum ) { +void CG_NewDecoyInfo( int32_t decoyNum ) { clientInfo_t *ci; char *userinfo; char *v; @@ -2131,13 +2131,13 @@ void CG_NewDecoyInfo( int decoyNum ) { //First thing's first. We need to isolate these into three strings: model, char, skin { - int len; + int32_t len; //step 1, take the first bit of the string and put it in the charName var. if ( ( temp = strchr( v, '/') ) == NULL ) { //if there's no slash Q_strncpyz( ci->charName, v, sizeof( ci->charName ) ); //just set it } else { //otherwise, isolate the first bit, and copy that len = strlen( v ); - Q_strncpyz( ci->charName, v, ((int)len - (int)strlen(temp)) + 1 ); + Q_strncpyz( ci->charName, v, ((int32_t)len - (int32_t)strlen(temp)) + 1 ); } //Com_Printf("%s\n", newInfo.charName); @@ -2166,7 +2166,7 @@ void CG_NewDecoyInfo( int decoyNum ) { } else { if ( !temp2[1] ) { - Q_strncpyz( ci->modelName, temp, (int)strlen(temp) ); + Q_strncpyz( ci->modelName, temp, (int32_t)strlen(temp) ); } } @@ -2177,7 +2177,7 @@ void CG_NewDecoyInfo( int decoyNum ) { } } else { temp2++; - Q_strncpyz( ci->modelName, temp, ((int)len - (int)strlen(temp2)) ); + Q_strncpyz( ci->modelName, temp, ((int32_t)len - (int32_t)strlen(temp2)) ); Q_strncpyz( ci->skinName, temp2, sizeof( ci->skinName ) ); } } @@ -2198,7 +2198,7 @@ void CG_NewDecoyInfo( int decoyNum ) { //Okay... if another player actively has the skin we want, let's pilfer that rather than load it like a schmuck rofl. { clientInfo_t *match; - int i; + int32_t i; for ( i = 0; i < cgs.maxclients; i++ ) { match = &cgs.clientinfo[i]; @@ -2253,7 +2253,7 @@ CG_SetLerpFrameAnimation may include ANIM_TOGGLEBIT =============== */ -static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { +static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int32_t newAnimation ) { animation_t *anim; lf->animationNumber = newAnimation; @@ -2285,7 +2285,7 @@ Sets cg.snap, cg.oldFrame, and cg.backlerp cg.time should be between oldFrameTime and frameTime after exit =============== */ -static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) { +static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int32_t newAnimation, float speedScale ) { animation_t *anim; qboolean newFrame = qfalse; @@ -2331,7 +2331,7 @@ static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnima } else { lf->frameTime = lf->oldFrameTime + frameLerp;//anim->frameLerp; } - int f = ( lf->frameTime - lf->animationTime ) / frameLerp;//anim->frameLerp; + int32_t f = ( lf->frameTime - lf->animationTime ) / frameLerp;//anim->frameLerp; //f *= speedScale; // adjust for haste, etc if ( f >= anim->numFrames ) { f -= anim->numFrames; @@ -2379,7 +2379,7 @@ CG_ClearLerpFrame =============== */ //This function has been rpg-x'ed®! (by RedTechie) -void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) { //RPG-X: RedTechie - Changed type from static void to void +void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int32_t animationNumber ) { //RPG-X: RedTechie - Changed type from static void to void if(!lf) return; @@ -2408,14 +2408,14 @@ void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) CG_PlayerAnimation =============== */ -extern qboolean PM_PlayerWalking( int anim ); -extern qboolean PM_PlayerRunning( int anim ); -extern qboolean PM_PlayerCrouchWalking( int anim ); +extern qboolean PM_PlayerWalking( int32_t anim ); +extern qboolean PM_PlayerRunning( int32_t anim ); +extern qboolean PM_PlayerCrouchWalking( int32_t anim ); -static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, - int *torsoOld, int *torso, float *torsoBackLerp ) { +static void CG_PlayerAnimation( centity_t *cent, int32_t *legsOld, int32_t *legs, float *legsBackLerp, + int32_t *torsoOld, int32_t *torso, float *torsoBackLerp ) { clientInfo_t *ci; - int clientNum; + int32_t clientNum; float speedScale=1; qboolean newLegsFrame = qfalse; qboolean newTorsoFrame = qfalse; @@ -2487,7 +2487,7 @@ static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float //qboolean metal = qfalse; //Uberhack meant specifically for metal clank surfaces vec3_t mins = { -16, -16, 0 }; vec3_t maxs = { 16, 16, 0 }; - int surfType; + int32_t surfType; //TiM: Lower based sounds are always to do with things like shoes clopping n' stuff. //This portion of code makes sure the player is on a solid surface in order to play this sound @@ -2651,7 +2651,7 @@ CG_AddPainTwitch ================= */ static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) { - int t; + int32_t t; float f; t = cg.time - cent->pe.painTime; @@ -2690,16 +2690,16 @@ Handles seperate torso motion #define YAW_DELTA 100 //max yaw a head can turn around without looking like an exorcist spoof ;P #define PITCH_DELTA 35 //max pitch a head can tilt before looking like the player sepearated their neck O_o -extern qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim ); +extern qboolean PM_PlayerIdling ( int32_t torsoAnim, int32_t legsAnim ); static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) { vec3_t legsAngles, torsoAngles, headAngles; float dest; //float delta; - static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 }; //{ 0, 22, 45, -22, 0, 22, -45, -22 }; + static int32_t movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 }; //{ 0, 22, 45, -22, 0, 22, -45, -22 }; vec3_t velocity; float speed; - int dir; + int32_t dir; qboolean offsetPitch; clientInfo_t* ci; @@ -2935,7 +2935,7 @@ static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], v if ( cent->currentState.eFlags & EF_TALKING ) { if ( cg.time > ci->nextTalkAngle || (!ci->talkAngles[PITCH] && !ci->talkAngles[YAW] && !ci->talkAngles[ROLL]) ) { - int i; + int32_t i; for ( i = 0; i < 3; i++ ) { ci->talkAngles[i] = flrandom( -4, 4 ); } @@ -3010,7 +3010,7 @@ CG_HasteTrail /*static void CG_HasteTrail( centity_t *cent ) { localEntity_t *smoke; vec3_t origin, pos2; - int anim; + int32_t anim; if ( cent->trailTime > cg.time ) { return; @@ -3087,8 +3087,8 @@ CG_TrailItem frame = (cg.time / 100.0); ent.renderfx|=RF_WRAP_FRAMES; - ent.oldframe = (int)frame; - ent.frame = (int)frame+1; + ent.oldframe = (int32_t)frame; + ent.frame = (int32_t)frame+1; ent.backlerp = (float)(ent.frame) - frame; // if the player is looking at himself in 3rd person, don't show the flag solid, 'cause he can't see!!! @@ -3119,7 +3119,7 @@ CG_PlayerPowerups =============== */ static void CG_PlayerPowerups( centity_t *cent ) { - int powerups; + int32_t powerups; powerups = cent->currentState.powerups; if ( !powerups ) { @@ -3188,9 +3188,9 @@ Float a sprite over the player's head =============== */ static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) { - int rf; + int32_t rf; refEntity_t ent; - int team; + int32_t team; if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) { rf = RF_THIRD_PERSON; // only show in mirrors @@ -3239,7 +3239,7 @@ Float sprites over the player's head =============== */ static void CG_PlayerSprites( centity_t *cent ) { -// int team; +// int32_t team; if ( cent->currentState.eFlags & EF_CONNECTION ) { @@ -3262,14 +3262,14 @@ model itself */ #define PLAYER_BEAM_FADETIME_DIV 1.0/(float)PLAYER_BEAM_FADETIME -void CG_CalcBeamAlpha( int powerups, beamData_t *beamData ) { +void CG_CalcBeamAlpha( int32_t powerups, beamData_t *beamData ) { float beamAlpha = 1.0; if ( ( powerups & ( 1 << PW_BEAM_OUT ) ) || ( powerups & ( 1 << PW_QUAD ) ) ) { //TiM - SP transporter FX, also base alpha off of phase in transport cycle //bTime = cg.time - beamData->beamTimeParam; - int bTime = cg.time - beamData->beamTimeParam; + int32_t bTime = cg.time - beamData->beamTimeParam; if (bTime > PLAYER_BEAM_FADE ) { if ( bTime < ( PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME) ) { @@ -3385,7 +3385,7 @@ Draw a mark at the water surface static void CG_PlayerSplash( centity_t *cent ) { vec3_t start, end; trace_t trace; - int contents; + int32_t contents; polyVert_t verts[4]; float beamRatio = 1.0; @@ -3483,7 +3483,7 @@ static void CG_PlayerSplash( centity_t *cent ) { trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts ); } -static int timestamp; +static int32_t timestamp; /* =============== @@ -3493,7 +3493,7 @@ Adds a piece with modifications or duplications for powerups Also called by CG_Missile for quad rockets, but nobody can tell... =============== */ -void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, int cloakTime, int decloakTime, qboolean borg ) +void CG_AddRefEntityWithPowerups( refEntity_t *ent, int32_t powerups, int32_t eFlags, beamData_t *beamData, int32_t cloakTime, int32_t decloakTime, qboolean borg ) { //TiM : No more flickering. Flickering Starfleet officers is bad @@ -3553,7 +3553,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be { // Dead. timestamp holds the time of death. float alpha; - int a; + int32_t a; // First draw the entity itself. //alpha = (timestamp - cg.time)/2500.0; @@ -3613,7 +3613,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be } else if (powerups & (1<renderfx |= RF_FORCE_ENT_ALPHA; - ent->shaderRGBA[3] = (int)(255.0 - (dtime / 300.0) * 254.0); + ent->shaderRGBA[3] = (int32_t)(255.0 - (dtime / 300.0) * 254.0); trap_R_AddRefEntityToScene( ent ); ent->renderfx &= ~RF_FORCE_ENT_ALPHA; ent->shaderRGBA[3] = 255; @@ -3670,7 +3670,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be //SP Transporter Effect else if ( powerups & ( 1 << PW_BEAM_OUT ) || powerups & ( 1 << PW_QUAD ) ) { - int btime; + int32_t btime; btime = cg.time - beamData->beamTimeParam; if ( btime <= PLAYER_BEAM_FADE ) { @@ -3693,7 +3693,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be if (btime > PLAYER_BEAM_FADE && btime < (PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME) ) { ent->renderfx |= RF_FORCE_ENT_ALPHA; - ent->shaderRGBA[3] = (int)(255 * beamData->beamAlpha); + ent->shaderRGBA[3] = (int32_t)(255 * beamData->beamAlpha); } if ( ent->shaderRGBA[3] > 0 ) { @@ -3759,7 +3759,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be if (powerups & (1<shaderTime = timeParam / 1000.0f; ent->shaderRGBA[0] = ent->shaderRGBA[1] = - //ent->shaderRGBA[2] = (int)(1.0 + ((4000.0 - dtime) / 4000.0f * 254.0f )); - ent->shaderRGBA[2] = (int)(1.0 + ((4000.0 - dtime) * 0.00025f + 256.0f)); + //ent->shaderRGBA[2] = (int32_t)(1.0 + ((4000.0 - dtime) / 4000.0f * 254.0f )); + ent->shaderRGBA[2] = (int32_t)(1.0 + ((4000.0 - dtime) * 0.00025f + 256.0f)); ent->shaderRGBA[3] = 255; trap_R_AddRefEntityToScene( ent ); @@ -3789,10 +3789,10 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, be #define MIN_SHIELD_TIME 1750.0 -void CG_PlayerShieldHit(int entitynum, vec3_t dir, int amount) +void CG_PlayerShieldHit(int32_t entitynum, vec3_t dir, int32_t amount) { centity_t *cent; - int time; + int32_t time; if (entitynum<0 || entitynum >= MAX_CLIENTS) { @@ -3822,7 +3822,7 @@ void CG_PlayerShieldHit(int entitynum, vec3_t dir, int amount) /*void CG_DrawPlayerShield(centity_t *cent, vec3_t origin) { refEntity_t ent; - int alpha; + int32_t alpha; float scale; // Don't draw the shield when the player is dead. @@ -3924,7 +3924,7 @@ void CG_PlayerShieldHit(int entitynum, vec3_t dir, int amount) //------------------------------------------------------------------------------ //Equip mode features -void CG_AttachHolsters ( centity_t *cent, refEntity_t *parent, int weapon ) +void CG_AttachHolsters ( centity_t *cent, refEntity_t *parent, int32_t weapon ) { refEntity_t holster; refEntity_t holsterInner; @@ -3960,7 +3960,7 @@ void CG_AttachHolsters ( centity_t *cent, refEntity_t *parent, int weapon ) } -void CG_AttachTools ( centity_t *cent, refEntity_t *parent, int weaponNum ) +void CG_AttachTools ( centity_t *cent, refEntity_t *parent, int32_t weaponNum ) { refEntity_t tool; weaponInfo_t *weaponInfo; @@ -4091,13 +4091,13 @@ void CG_Player( centity_t *cent ) { refEntity_t legs; refEntity_t torso; refEntity_t head; - int clientNum; - int renderfx; + int32_t clientNum; + int32_t renderfx; qboolean shadow, borg = qfalse; float shadowPlane = 0; //alpha value float alpha = cg_thirdPersonAlpha.value; - int i = 0; + int32_t i = 0; rankModelData_t* rankModelData = NULL; qboolean rankDataValidated = qfalse; qboolean isDecoy = qfalse; @@ -4366,7 +4366,7 @@ void CG_Player( centity_t *cent ) { cg.fpsBody.sizeOffset = 0.9f; //normalize, but don't take Z-axis (vertical) into account - //cg.fpsBody.offset = 0 + (int)sqrt( (temp[0]*temp[0]) + (temp[1]*temp[1]) ); + //cg.fpsBody.offset = 0 + (int32_t)sqrt( (temp[0]*temp[0]) + (temp[1]*temp[1]) ); cg.fpsBody.offset = 2; cg.fpsBody.anim = cent->currentState.legsAnim ; //+15 for good measure :P @@ -5118,7 +5118,7 @@ void CG_ResetPlayerEntity( centity_t *cent ) { } if ( cg_debugPosition.integer ) { - CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, (int)cent->pe.torso.yawAngle ); + CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, (int32_t)cent->pe.torso.yawAngle ); } } diff --git a/code/cgame/cg_playerstate.c b/code/cgame/cg_playerstate.c index a7f8b36..c662920 100644 --- a/code/cgame/cg_playerstate.c +++ b/code/cgame/cg_playerstate.c @@ -15,9 +15,9 @@ If the ammo has gone low enough to generate the warning, play a sound ============== */ void CG_CheckAmmo( void ) { - int i; - int total; - int weapons; + int32_t i; + int32_t total; + int32_t weapons; if ( cg.lowAmmoWarning > 2 ) {//a timed message, draws for a specific amount of time @@ -76,9 +76,9 @@ void CG_CheckAmmo( void ) { CG_DamageFeedback ============== */ -void CG_DamageFeedback( int yawByte, int pitchByte, int damage, int shielddamage ) { +void CG_DamageFeedback( int32_t yawByte, int32_t pitchByte, int32_t damage, int32_t shielddamage ) { float kick; - int health; + int32_t health; float scale; vec3_t dir; vec3_t angles; @@ -208,8 +208,8 @@ CG_CheckPlayerstateEvents ============== */ void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { - int i; - int event; + int32_t i; + int32_t event; centity_t *cent; if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) { @@ -247,13 +247,13 @@ CG_CheckLocalSounds */ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { -// int highScore; +// int32_t highScore; // The most important thing to know is if you are doing damage. //RPG-X - TiM /*if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) { - int diffhit, diffshields; + int32_t diffhit, diffshields; diffhit = ps->persistant[PERS_HITS] - ops->persistant[PERS_HITS]; diffshields = ps->persistant[PERS_SHIELDS] - ops->persistant[PERS_SHIELDS]; @@ -295,8 +295,8 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) void CG_CheckDamageDealt(playerState_t *ps, playerState_t *ops) { - static int damagetime; - static int damageamount; + static int32_t damagetime; + static int32_t damageamount; if (cg_reportDamage.integer) { diff --git a/code/cgame/cg_predict.c b/code/cgame/cg_predict.c index fd419cf..85b6730 100644 --- a/code/cgame/cg_predict.c +++ b/code/cgame/cg_predict.c @@ -9,9 +9,9 @@ static pmove_t cg_pmove; -static int cg_numSolidEntities; +static int32_t cg_numSolidEntities; static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; -static int cg_numTriggerEntities; +static int32_t cg_numTriggerEntities; static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; /* @@ -24,7 +24,7 @@ efficient collision detection ==================== */ void CG_BuildSolidList( void ) { - int i; + int32_t i; centity_t *cent; snapshot_t *snap; entityState_t *ent; @@ -65,8 +65,8 @@ CG_ClipMoveToEntities #define SHIELD_HALFTHICKNESS 4 // should correspond with the #define in g_active.c static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, - int skipNumber, int mask, trace_t *tr ) { - int i, x, zd, zu; + int32_t skipNumber, int32_t mask, trace_t *tr ) { + int32_t i, x, zd, zu; trace_t trace; entityState_t *ent; clipHandle_t cmodel; @@ -185,7 +185,7 @@ CG_Trace ================ */ void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, - int skipNumber, int mask ) { + int32_t skipNumber, int32_t mask ) { trace_t t; trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask); @@ -201,12 +201,12 @@ void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec CG_PointContents ================ */ -int CG_PointContents( const vec3_t point, int passEntityNum ) { - int i; +int32_t CG_PointContents( const vec3_t point, int32_t passEntityNum ) { + int32_t i; entityState_t *ent; centity_t *cent; clipHandle_t cmodel; - int contents; + int32_t contents; contents = trap_CM_PointContents (point, 0); @@ -245,7 +245,7 @@ cg.snap->player_state and cg.nextFrame->player_state */ static void CG_InterpolatePlayerState( qboolean grabAngles ) { float f; - int i; + int32_t i; playerState_t *out; snapshot_t *prev, *next; @@ -258,7 +258,7 @@ static void CG_InterpolatePlayerState( qboolean grabAngles ) { // if we are still allowing local input, short circuit the view angles if ( grabAngles ) { usercmd_t cmd; - int cmdNum; + int32_t cmdNum; cmdNum = trap_GetCurrentCmdNumber(); trap_GetUserCmd( cmdNum, &cmd ); @@ -381,7 +381,7 @@ Predict push triggers and items ========================= */ static void CG_TouchTriggerPrediction( void ) { - int i; + int32_t i; trace_t trace; entityState_t *ent; clipHandle_t cmodel; @@ -481,7 +481,7 @@ to ease the jerk. ================= */ void CG_PredictPlayerState( void ) { - int cmdNum, current; + int32_t cmdNum, current; playerState_t oldPlayerState; qboolean moved; usercmd_t oldestCmd; @@ -626,7 +626,7 @@ void CG_PredictPlayerState( void ) { CG_Printf("Prediction miss: %f\n", len); } if ( cg_errorDecay.integer ) { - int t; + int32_t t; float f; t = cg.time - cg.predictedErrorTime; diff --git a/code/cgame/cg_public.h b/code/cgame/cg_public.h index 3477d64..f1047ee 100644 --- a/code/cgame/cg_public.h +++ b/code/cgame/cg_public.h @@ -21,20 +21,20 @@ // but they may not be sent if a client's rate level is exceeded, or // they may be dropped by the network. typedef struct { - int snapFlags; // SNAPFLAG_RATE_DELAYED, etc - int ping; + int32_t snapFlags; // SNAPFLAG_RATE_DELAYED, etc + int32_t ping; - int serverTime; // server time the message is valid for (in msec) + int32_t serverTime; // server time the message is valid for (in msec) byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits playerState_t ps; // complete information about the current player at this time - int numEntities; // all of the entities that need to be presented + int32_t numEntities; // all of the entities that need to be presented entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot - int numServerCommands; // text based server commands to execute when this - int serverCommandSequence; // snapshot becomes current + int32_t numServerCommands; // text based server commands to execute when this + int32_t serverCommandSequence; // snapshot becomes current } snapshot_t; @@ -139,7 +139,7 @@ functions exported to the main executable typedef enum { CG_INIT, -// void CG_Init( int serverMessageNum, int serverCommandSequence ) +// void CG_Init( int32_t serverMessageNum, int32_t serverCommandSequence ) // called when the level loads or when the renderer is restarted // all media should be registered at this time // cgame will display loading status by calling SCR_Update, which @@ -159,15 +159,15 @@ typedef enum { // command is not known to the game CG_DRAW_ACTIVE_FRAME, -// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); +// void (*CG_DrawActiveFrame)( int32_t serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); // Generates and draws a game scene and status information at the given time. // If demoPlayback is set, local movement prediction will not be enabled CG_CROSSHAIR_PLAYER, -// int (*CG_CrosshairPlayer)( void ); +// int32_t (*CG_CrosshairPlayer)( void ); CG_LAST_ATTACKER -// int (*CG_LastAttacker)( void ); +// int32_t (*CG_LastAttacker)( void ); } cgameExport_t; //---------------------------------------------- diff --git a/code/cgame/cg_scoreboard.c b/code/cgame/cg_scoreboard.c index d4a1acc..3519792 100644 --- a/code/cgame/cg_scoreboard.c +++ b/code/cgame/cg_scoreboard.c @@ -74,10 +74,10 @@ static qboolean localClient; // true if local client has been displayed -static void CG_ClipString(char *buffer,char *name,int pixelCnt,int font) +static void CG_ClipString(char *buffer,char *name,int32_t pixelCnt,int32_t font) { char str[2]; - int length; + int32_t length; str[1] = '\0'; @@ -131,9 +131,9 @@ static void CG_ClipString(char *buffer,char *name,int pixelCnt,int font) */ //Modified by TiM for the new rank system -static void CG_DrawRank(int x, int y, pclass_t pClass, int score) { - int classno; - int score_log; +static void CG_DrawRank(int32_t x, int32_t y, pclass_t pClass, int32_t score) { + int32_t classno; + int32_t score_log; rankMenuData_t* ScoreMenuData; //Q_log2 @@ -243,7 +243,7 @@ static qboolean AW_Draw( void ); CG_DrawClientScoreboard_Big ======================= */ -static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float fade, qboolean largeFormat ) { +static void CG_DrawClientScore_Big( int32_t y, score_t *score, float *color, float fade, qboolean largeFormat ) { char string[1024]; char string2[1024]; //RPG-X: Not Needed without a head @@ -291,7 +291,7 @@ static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float f UI_DrawProportionalString( SB_NAME_X_BIG, y , string, UI_TINYFONT, colorTable[CT_WHITE]); } else { - int clipLength; + int32_t clipLength; //draw rank image CG_DrawRank( SB_RANK_X_BIG, y-2,ci->pClass, score->score); @@ -338,7 +338,7 @@ static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float f //player client Num //Com_sprintf(string,sizeof(string), "%i", intClamp); //RPG-X: J2J Switched Scoore to Client No. - int intClamp = Com_Clamp( 0, 128, cg_entities[score->client].currentState.clientNum ); + int32_t intClamp = Com_Clamp( 0, 128, cg_entities[score->client].currentState.clientNum ); UI_DrawProportionalString( SB_SCORE_X_BIG, y , va("%i", intClamp), UI_TINYFONT | UI_LEFT, colorTable[CT_WHITE]); //player time @@ -364,12 +364,12 @@ static void CG_DrawClientScore_Big( int y, score_t *score, float *color, float f CG_DrawClientScoreboard ======================= */ -static void CG_DrawClientScore( int y, score_t *score, float *color, float fade, qboolean largeFormat ) { +static void CG_DrawClientScore( int32_t y, score_t *score, float *color, float fade, qboolean largeFormat ) { //char string[1024]; //char string2[1024]; //vec3_t headAngles; clientInfo_t *ci; - //int picSize; + //int32_t picSize; //char /**worstEnemy,*/*faveWeapon=0; //float hcolor[4]; //gitem_t * item; @@ -406,11 +406,11 @@ static void CG_DrawClientScore( int y, score_t *score, float *color, float fade, CG_TeamScoreboard ================= */ -static int CG_TeamScoreboard( int y, team_t team, float fade, int maxClients, int lineHeight ) { - int i; +static int32_t CG_TeamScoreboard( int32_t y, team_t team, float fade, int32_t maxClients, int32_t lineHeight ) { + int32_t i; score_t *score; float color[4]; - int count; + int32_t count; clientInfo_t *ci; color[0] = color[1] = color[2] = 1.0; @@ -481,18 +481,18 @@ Draw the normal in-game scoreboard */ qboolean CG_DrawScoreboard( void ) { - int y, i, n1 = 0, n2 = 0; // n3 = 0; + int32_t y, i, n1 = 0, n2 = 0; // n3 = 0; float fade; float *fadeColor; char *s; //RPG-X: RedTechie dont need buf with all the print team code commented out //char buf[64]; - int maxClients; - int lineHeight; + int32_t maxClients; + int32_t lineHeight; float hcolor[4]; - int inIntermission; + int32_t inIntermission; char gamename[1024]; - //int gOffset = 20; + //int32_t gOffset = 20; inIntermission = ( (cg.snap->ps.pm_type==PM_INTERMISSION) @@ -694,10 +694,10 @@ Draw the oversize scoreboard for tournements void CG_DrawTourneyScoreboard( void ) { const char *s; vec4_t color; - int min, tens, ones; + int32_t min, tens, ones; clientInfo_t *ci; - int y; - int i,w; + int32_t y; + int32_t i,w; // request more scores regularly if ( cg.scoresRequestTime + 2000 < cg.time ) { @@ -800,38 +800,38 @@ FROM DrawScoreboard() typedef struct { - int phase; - int ignoreKeysTime; - int starttime; - int scoreboardtime; - int serverId; + int32_t phase; + int32_t ignoreKeysTime; + int32_t starttime; + int32_t scoreboardtime; + int32_t serverId; - int playerGameRank; + int32_t playerGameRank; qboolean playersTeamWon; - int playerTied; + int32_t playerTied; char placeNames[3][64]; char winTeamText[64]; char losTeamText[64]; char winTeamMVPText[64]; char nameOfMVP[64]; - int scoreOfMVP; - int totalCaptures; - int totalPoints; - int losCaptures; - int losPoints; - int secondPlaceTied; + int32_t scoreOfMVP; + int32_t totalCaptures; + int32_t totalPoints; + int32_t losCaptures; + int32_t losPoints; + int32_t secondPlaceTied; - int level; - int numClients; - int won; - int numAwards; - int awardsEarned[9]; - int awardsLevels[9]; + int32_t level; + int32_t numClients; + int32_t won; + int32_t numAwards; + int32_t awardsEarned[9]; + int32_t awardsLevels[9]; qboolean playedSound[9]; - int lastTier; + int32_t lastTier; sfxHandle_t winnerSound; - int winnerDelay; + int32_t winnerDelay; sfxHandle_t youPlacedSound; sfxHandle_t commendationsSound; @@ -866,7 +866,7 @@ char *cg_medalNames[AWARD_MAX] = }; */ -int cg_medalNames[AWARD_MAX] = +int32_t cg_medalNames[AWARD_MAX] = { IGT_EFFICIENCY, // AWARD_EFFICIENCY, Accuracy IGT_SHARPSHOOTER, // AWARD_SHARPSHOOTER, Most compression rifle frags @@ -950,7 +950,7 @@ char *cg_medalStreakNames[AWARD_STREAK_MAX] = { }; */ -int cg_medalStreakNames[AWARD_STREAK_MAX] = { +int32_t cg_medalStreakNames[AWARD_STREAK_MAX] = { IGT_NONE, // AWARD_NONE IGT_ACE, // AWARD_STREAK_ACE, IGT_EXPERT, // AWARD_STREAK_EXPERT, @@ -958,7 +958,7 @@ int cg_medalStreakNames[AWARD_STREAK_MAX] = { IGT_CHAMPION // AWARD_STREAK_CHAMPION, }; -int cg_medalTeamNames[TEAM_MAX] = { +int32_t cg_medalTeamNames[TEAM_MAX] = { IGT_NONE, // AWARD_NONE IGT_MVP, // TEAM_MVP, IGT_DEFENDER, // TEAM_DEFENDER, @@ -970,9 +970,9 @@ int cg_medalTeamNames[TEAM_MAX] = { // spaced by 70 pixels apart -//static int medalLocations[6] = {570, 500, 430, 360, 290}; +//static int32_t medalLocations[6] = {570, 500, 430, 360, 290}; -/*static void AW_DrawMedal( int medal, int amount, int x, int y ) +/*static void AW_DrawMedal( int32_t medal, int32_t amount, int32_t x, int32_t y ) { char buf[20]; qhandle_t hShader; @@ -1010,20 +1010,20 @@ int cg_medalTeamNames[TEAM_MAX] = { }*/ //======================== -// DrawTheMedals(int max) +// DrawTheMedals(int32_t max) // // This function cycles from 0 to max and calls some functions to Draw the Picture and // the text below for efficency. // //======================== //RPG-X: RedTechie - No awards -/*static int presentedTeamAward[TEAM_MAX]; -static void AW_DrawTheMedals( int max ) { - int n, i; - int medal; - int amount; - int x, y; - int extraAwardOffset = 0; +/*static int32_t presentedTeamAward[TEAM_MAX]; +static void AW_DrawTheMedals( int32_t max ) { + int32_t n, i; + int32_t medal; + int32_t amount; + int32_t x, y; + int32_t extraAwardOffset = 0; for( n = 0; n < max; n++ ) { x = medalLocations[n] - extraAwardOffset; @@ -1054,8 +1054,8 @@ static void AW_DrawTheMedals( int max ) { } } -static int awardNextDebounceTime = 0; -static void AW_PresentMedal( int medal, int amount, int timer, int awardNum ) +static int32_t awardNextDebounceTime = 0; +static void AW_PresentMedal( int32_t medal, int32_t amount, int32_t timer, int32_t awardNum ) { vec4_t color; @@ -1104,22 +1104,22 @@ static void AW_PresentMedal( int medal, int amount, int timer, int awardNum ) } */ //======================== -// DrawAwardsPresentation(int timer) +// DrawAwardsPresentation(int32_t timer) // // This function incriments the timer and then calles the above function to actually draw the // award icons. This function also triggers the sounds for winning the medals. // //======================== //RPG-X: RedTechie - No awards -/*static int extraAwardTime = 0; +/*static int32_t extraAwardTime = 0; static qboolean allTeamAwardsAnnounced = qfalse; -static int awardNum = 0; -static int nextTeamAward = 0; -static void AW_DrawAwardsPresentation( int timer ) { - int medal; - int amount; - int i=0; - int teamAward = 0; +static int32_t awardNum = 0; +static int32_t nextTeamAward = 0; +static void AW_DrawAwardsPresentation( int32_t timer ) { + int32_t medal; + int32_t amount; + int32_t i=0; + int32_t teamAward = 0; if ( !postgameMenuInfo.numAwards ) { @@ -1199,7 +1199,7 @@ AW_Draw */ static qboolean AW_Draw( void ) { - int timer; + int32_t timer; vec4_t white, yellow; // new colors // RED GREEN BLUE ALPHA @@ -1382,7 +1382,7 @@ AW_SPPostgameMenu_Cache ================= void AW_SPPostgameMenu_Cache( void ) { - int n; + int32_t n; qboolean buildscript; buildscript = trap_Cvar_VariableValue("com_buildscript"); @@ -1410,9 +1410,9 @@ AW_SPPostgameMenu_Cache we are in a team game. ================= */ -static void AW_Prepname( int index) +static void AW_Prepname( int32_t index) { -// int len; +// int32_t len; char name[64]; // The winning team's name.. Red/Blue/ Klingon... char MVPname[64]; char otherName[64]; @@ -1469,12 +1469,12 @@ AW_SPPostgameMenu_f */ void AW_SPPostgameMenu_f( void ) { - int playerGameRank; - int playerClientNum; - int playerTeam; - int n, clNum[3] = {0,0,0}; - int awardFlags; - int numNames; + int32_t playerGameRank; + int32_t playerClientNum; + int32_t playerTeam; + int32_t n, clNum[3] = {0,0,0}; + int32_t awardFlags; + int32_t numNames; char temp_string[200]; memset( &postgameMenuInfo, 0, sizeof(postgameMenuInfo) ); diff --git a/code/cgame/cg_screenfx.c b/code/cgame/cg_screenfx.c index 67be991..9a6b1a4 100644 --- a/code/cgame/cg_screenfx.c +++ b/code/cgame/cg_screenfx.c @@ -4,7 +4,7 @@ // this is the list of currently drawing fx and their start times and end times screenFX_t theScreenFX; -int CG_GetScreenEffectEndTime(int event) +int32_t CG_GetScreenEffectEndTime(int32_t event) { switch (event) { @@ -20,7 +20,7 @@ int CG_GetScreenEffectEndTime(int event) } // maybe play a sound or something? -void CG_BeginScreenEffect(int event) +void CG_BeginScreenEffect(int32_t event) { switch (event) { @@ -34,9 +34,9 @@ void CG_BeginScreenEffect(int event) // when adding a new effect, we'll either take an empty slot in theScreenFX or //overwrite the oldest effect -void CG_AddFullScreenEffect(int screenfx, int clientNum) +void CG_AddFullScreenEffect(int32_t screenfx, int32_t clientNum) { - int i = 0, oldestTime = cg.time, oldestEffect = 0; + int32_t i = 0, oldestTime = cg.time, oldestEffect = 0; if (clientNum != cg.predictedPlayerState.clientNum) { // only add screen effects for our client @@ -157,11 +157,11 @@ static void CG_DrawDirectionalScreenQuad(float alpha, qhandle_t screenshader) ent.data.sprite.radius = 4; ent.customShader = screenshader; - * (unsigned int *) ent.shaderRGBA = 0xffffffff; - * (unsigned int *) ent.data.sprite.vertRGBA[0] = 0xffffffff; - * (unsigned int *) ent.data.sprite.vertRGBA[1] = 0xffffffff; - * (unsigned int *) ent.data.sprite.vertRGBA[2] = 0xffffffff; - * (unsigned int *) ent.data.sprite.vertRGBA[3] = 0xffffffff; + * (unsigned int32_t *) ent.shaderRGBA = 0xffffffff; + * (unsigned int32_t *) ent.data.sprite.vertRGBA[0] = 0xffffffff; + * (unsigned int32_t *) ent.data.sprite.vertRGBA[1] = 0xffffffff; + * (unsigned int32_t *) ent.data.sprite.vertRGBA[2] = 0xffffffff; + * (unsigned int32_t *) ent.data.sprite.vertRGBA[3] = 0xffffffff; // left val = alpha*(0.5 + 0.5*(cg.damageX - fabs(cg.damageY))); @@ -341,10 +341,10 @@ static void CG_DrawScreenBlob(float redalpha, float greenalpha) -void CG_DrawFullScreenEffect(int screenfx, int start, int end) +void CG_DrawFullScreenEffect(int32_t screenfx, int32_t start, int32_t end) { float alpha, alpha2 = 0.0; //TiM - second alpha - int end2, start2; + int32_t end2, start2; alpha = (float)(end-cg.time)/(float)(end-start); @@ -385,7 +385,7 @@ void CG_DrawFullScreenEffect(int screenfx, int start, int end) void CG_DrawFullScreenFX( void ) { - int i = 0, t; + int32_t i = 0, t; float alpha, redalpha, greenalpha; if ( (cg.snap->ps.clientNum != cg.predictedPlayerState.clientNum) || cg.renderingThirdPerson ) diff --git a/code/cgame/cg_screenfx.h b/code/cgame/cg_screenfx.h index f6c784a..caa7ca3 100644 --- a/code/cgame/cg_screenfx.h +++ b/code/cgame/cg_screenfx.h @@ -15,14 +15,14 @@ enum screenfx_e typedef struct screenFX_s { - int events[MAX_SCREENFX]; - int cgStartTimes[MAX_SCREENFX]; - int cgEndTimes[MAX_SCREENFX]; + int32_t events[MAX_SCREENFX]; + int32_t cgStartTimes[MAX_SCREENFX]; + int32_t cgEndTimes[MAX_SCREENFX]; } screenFX_t; extern screenFX_t theScreenFX; -void CG_AddFullScreenEffect(int screenfx, int clientNum); +void CG_AddFullScreenEffect(int32_t screenfx, int32_t clientNum); void CG_DrawFullScreenFX(void); diff --git a/code/cgame/cg_servercmds.c b/code/cgame/cg_servercmds.c index fc4ede3..15a2f95 100644 --- a/code/cgame/cg_servercmds.c +++ b/code/cgame/cg_servercmds.c @@ -16,7 +16,7 @@ CG_ParseScores ================= */ static void CG_ParseScores( void ) { - int i, powerups, eliminated; + int32_t i, powerups, eliminated; cg.numScores = atoi( CG_Argv( 1 ) ); if ( cg.numScores > MAX_CLIENTS ) { @@ -59,8 +59,8 @@ CG_ParseTeamInfo ================= */ static void CG_ParseTeamInfo( void ) { - int i; - int client; + int32_t i; + int32_t client; numSortedTeamPlayers = atoi( CG_Argv( 1 ) ); @@ -84,9 +84,9 @@ CG_ParseHealthInfo ================= */ static void CG_ParseHealthInfo( void ) { - int i; - int client; - int numHealthInfoClients = 0; + int32_t i; + int32_t client; + int32_t numHealthInfoClients = 0; numHealthInfoClients = atoi( CG_Argv( 1 ) ); @@ -141,7 +141,7 @@ CG_ParseWarmup */ static void CG_ParseWarmup( void ) { const char *info; - int warmup; + int32_t warmup; info = CG_ConfigString( CS_WARMUP ); @@ -187,7 +187,7 @@ data. */ void CG_ClientShakeCamera ( void ) { float intensity; - int duration; + int32_t duration; char *str; str = (char *)CG_ConfigString( CS_CAMERA_SHAKE ); @@ -209,12 +209,12 @@ CG_ParseClassData /*void CG_ParseClassData( void ) { char *str; - int i; + int32_t i; char *val; char *lineChar; char *lineCharEnd; - int colorBits; - int classBits; + int32_t colorBits; + int32_t classBits; str = (char *)CG_ConfigString( CS_CLASS_DATA ); @@ -284,7 +284,7 @@ CG_ConfigStringModified */ static void CG_ConfigStringModified( void ) { const char *str; - int num; + int32_t num; num = atoi( CG_Argv( 1 ) ); @@ -352,10 +352,10 @@ CG_AddToTeamChat ======================= */ static void CG_AddToTeamChat( const char *str ) { - int len; + int32_t len; char *p, *ls; - int lastcolor; - int chatHeight; + int32_t lastcolor; + int32_t chatHeight; if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) { chatHeight = cg_teamChatHeight.integer; @@ -472,11 +472,11 @@ an ID and save it to file static void CG_EncodeIDFile( void ) { - unsigned int playerID; + uint32_t playerID; char *IP; char strSubnet[3]; - int intSubnet[4]; - int i, j; + int32_t intSubnet[4]; + int32_t i, j; memset(strSubnet, 0, sizeof(strSubnet)); @@ -533,7 +533,7 @@ static void CG_EncodeIDFile( void ) { fileHandle_t f; //unsigned char buffer[SECURITY_SIZE]; - int fileLen; + int32_t fileLen; rpgxSecurityFile_t sF; fileLen = trap_FS_FOpenFile( SECURITY_FILE, &f, FS_READ ); @@ -587,10 +587,10 @@ static void CG_EncodeIDFile( void ) ConcatArgs ================== */ -char *ConcatArgs2( int start ) { - int i, c, tlen; +char *ConcatArgs2( int32_t start ) { + int32_t i, c, tlen; static char line[MAX_STRING_CHARS]; - int len; + int32_t len; char arg[MAX_STRING_CHARS]; len = 0; @@ -780,7 +780,7 @@ static void CG_ServerCommand( void ) { //TiM: Purge all active effects if ( !strcmp( cmd, "cg_flushFX" ) ) { - int i; + int32_t i; for ( i = 0; i < MAX_LOCAL_ENTITIES; i ++ ) { cg_localEntities[i].endTime = cg.time; @@ -961,7 +961,7 @@ Execute all of the server commands that were received along with this this snapshot. ==================== */ -void CG_ExecuteNewServerCommands( int latestSequence ) { +void CG_ExecuteNewServerCommands( int32_t latestSequence ) { while ( cgs.serverCommandSequence < latestSequence ) { if ( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) { CG_ServerCommand(); diff --git a/code/cgame/cg_snapshot.c b/code/cgame/cg_snapshot.c index c752e5d..78b8eb6 100644 --- a/code/cgame/cg_snapshot.c +++ b/code/cgame/cg_snapshot.c @@ -79,7 +79,7 @@ FIXME: Also called by map_restart? ================== */ void CG_SetInitialSnapshot( snapshot_t *snap ) { - int i; + int32_t i; centity_t *cent; entityState_t *state; @@ -122,7 +122,7 @@ The transition point from snap to nextSnap has passed static void CG_TransitionSnapshot( void ) { centity_t *cent; snapshot_t *oldFrame; - int i; + int32_t i; if ( !cg.snap ) { CG_Error( "CG_TransitionSnapshot: NULL cg.snap" ); @@ -196,7 +196,7 @@ A new snapshot has just been read in from the client system. =================== */ static void CG_SetNextSnap( snapshot_t *snap ) { - int num; + int32_t num; entityState_t *es; centity_t *cent; @@ -319,7 +319,7 @@ of an interpolating one) */ void CG_ProcessSnapshots( void ) { snapshot_t *snap; - int n; + int32_t n; // see what the latest snapshot the client system has is trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime ); diff --git a/code/cgame/cg_syscalls.c b/code/cgame/cg_syscalls.c index 560e562..d290479 100644 --- a/code/cgame/cg_syscalls.c +++ b/code/cgame/cg_syscalls.c @@ -5,7 +5,7 @@ #include "cg_local.h" //TiM | Hack coz VC 6 can't understand Thilo's defnitions :S -//typedef int intptr_t; +//typedef int32_t intptr_t; static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1; @@ -14,16 +14,16 @@ Q_EXPORT void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) { syscall = syscallptr; } -/*static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1; +/*static int32_t (QDECL *syscall)( int32_t arg, ... ) = (int32_t (QDECL *)( int32_t, ...))-1; -void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) { +void dllEntry( int32_t (QDECL *syscallptr)( int32_t arg,... ) ) { syscall = syscallptr; }*/ -int PASSFLOAT( float x ) { - int floatTemp; +int32_t PASSFLOAT( float x ) { + int32_t floatTemp; floatTemp = x; return floatTemp; } @@ -36,11 +36,11 @@ void trap_Error( const char *fmt ) { syscall( CG_ERROR, fmt ); } -int trap_Milliseconds( void ) { +int32_t trap_Milliseconds( void ) { return syscall( CG_MILLISECONDS ); } -void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) { +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int32_t flags ) { syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); } @@ -56,31 +56,31 @@ void trap_Cvar_Set_No_Modify( const char *var_name, const char *value ) { syscall( CG_CVAR_SET_NO_MODIFY, var_name, value ); } -void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) { +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int32_t bufsize ) { syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); } -int trap_Argc( void ) { +int32_t trap_Argc( void ) { return syscall( CG_ARGC ); } -void trap_Argv( int n, char *buffer, int bufferLength ) { +void trap_Argv( int32_t n, char *buffer, int32_t bufferLength ) { syscall( CG_ARGV, n, buffer, bufferLength ); } -void trap_Args( char *buffer, int bufferLength ) { +void trap_Args( char *buffer, int32_t bufferLength ) { syscall( CG_ARGS, buffer, bufferLength ); } -int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { +int32_t trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { return syscall( CG_FS_FOPENFILE, qpath, f, mode ); } -void trap_FS_Read( void *buffer, int len, fileHandle_t f ) { +void trap_FS_Read( void *buffer, int32_t len, fileHandle_t f ) { syscall( CG_FS_READ, buffer, len, f ); } -void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) { +void trap_FS_Write( const void *buffer, int32_t len, fileHandle_t f ) { syscall( CG_FS_WRITE, buffer, len, f ); } @@ -108,11 +108,11 @@ void trap_CM_LoadMap( const char *mapname ) { syscall( CG_CM_LOADMAP, mapname ); } -int trap_CM_NumInlineModels( void ) { +int32_t trap_CM_NumInlineModels( void ) { return syscall( CG_CM_NUMINLINEMODELS ); } -clipHandle_t trap_CM_InlineModel( int index ) { +clipHandle_t trap_CM_InlineModel( int32_t index ) { return syscall( CG_CM_INLINEMODEL, index ); } @@ -120,39 +120,39 @@ clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) { return syscall( CG_CM_TEMPBOXMODEL, mins, maxs ); } -int trap_CM_PointContents( const vec3_t p, clipHandle_t model ) { +int32_t trap_CM_PointContents( const vec3_t p, clipHandle_t model ) { return syscall( CG_CM_POINTCONTENTS, p, model ); } -int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) { +int32_t trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) { return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); } void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, - clipHandle_t model, int brushmask ) { + clipHandle_t model, int32_t brushmask ) { syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); } void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, - clipHandle_t model, int brushmask, + clipHandle_t model, int32_t brushmask, const vec3_t origin, const vec3_t angles ) { syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); } -int trap_CM_MarkFragments( int numPoints, const vec3_t *points, +int32_t trap_CM_MarkFragments( int32_t numPoints, const vec3_t *points, const vec3_t projection, - int maxPoints, vec3_t pointBuffer, - int maxFragments, markFragment_t *fragmentBuffer ) { + int32_t maxPoints, vec3_t pointBuffer, + int32_t maxFragments, markFragment_t *fragmentBuffer ) { return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer ); } -void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) { +void trap_S_StartSound( vec3_t origin, int32_t entityNum, int32_t entchannel, sfxHandle_t sfx ) { syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); } -void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) { +void trap_S_StartLocalSound( sfxHandle_t sfx, int32_t channelNum ) { syscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); } @@ -160,15 +160,15 @@ void trap_S_ClearLoopingSounds( void ) { syscall( CG_S_CLEARLOOPINGSOUNDS ); } -void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { +void trap_S_AddLoopingSound( int32_t entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx ); } -void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { +void trap_S_UpdateEntityPosition( int32_t entityNum, const vec3_t origin ) { syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); } -void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) { +void trap_S_Respatialize( int32_t entityNum, const vec3_t origin, vec3_t axis[3], int32_t inwater ) { syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); } @@ -212,7 +212,7 @@ void trap_R_AddRefEntityToScene( const refEntity_t *re ) { syscall( CG_R_ADDREFENTITYTOSCENE, re ); } -void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) { +void trap_R_AddPolyToScene( qhandle_t hShader , int32_t numVerts, const polyVert_t *verts ) { syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); } @@ -237,7 +237,7 @@ void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { syscall( CG_R_MODELBOUNDS, model, mins, maxs ); } -void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, +void trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame, float frac, const char *tagName ) { syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); } @@ -250,31 +250,31 @@ void trap_GetGameState( gameState_t *gamestate ) { syscall( CG_GETGAMESTATE, gamestate ); } -void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { +void trap_GetCurrentSnapshotNumber( int32_t *snapshotNumber, int32_t *serverTime ) { syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); } -qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { +qboolean trap_GetSnapshot( int32_t snapshotNumber, snapshot_t *snapshot ) { return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); } -qboolean trap_GetServerCommand( int serverCommandNumber ) { +qboolean trap_GetServerCommand( int32_t serverCommandNumber ) { return syscall( CG_GETSERVERCOMMAND, serverCommandNumber ); } -int trap_GetCurrentCmdNumber( void ) { +int32_t trap_GetCurrentCmdNumber( void ) { return syscall( CG_GETCURRENTCMDNUMBER ); } -qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { +qboolean trap_GetUserCmd( int32_t cmdNumber, usercmd_t *ucmd ) { return syscall( CG_GETUSERCMD, cmdNumber, ucmd ); } -void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) { +void trap_SetUserCmdValue( int32_t stateValue, float sensitivityScale ) { syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) ); } -void testPrintInt( char *string, int i ) { +void testPrintInt( char *string, int32_t i ) { syscall( CG_TESTPRINTINT, string, i ); } @@ -282,7 +282,7 @@ void testPrintFloat( char *string, float f ) { syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); } -int trap_MemoryRemaining( void ) { +int32_t trap_MemoryRemaining( void ) { return syscall( CG_MEMORY_REMAINING ); } diff --git a/code/cgame/cg_view.c b/code/cgame/cg_view.c index f17f2e1..1f6319d 100644 --- a/code/cgame/cg_view.c +++ b/code/cgame/cg_view.c @@ -140,7 +140,7 @@ static void CG_AddTestModel (void) { VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] ); // allow the position to be adjusted - int i; + int32_t i; for (i=0 ; i<3 ; i++) { cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value; cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value; @@ -161,7 +161,7 @@ Sets the coordinates of the rendered window ================= */ static void CG_CalcVrect (void) { - int size; + int32_t size; // the intermission should allways be full screen if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { @@ -233,7 +233,7 @@ vec3_t cameraIdealTarget, cameraIdealLoc; //location and view angles of where vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0}; //Current view and location of camera vec3_t CameraOldLoc={0,0,0}, cameraNewLoc={0,0,0}; //Backup data for the lerp func -int cameraLastFrame=0; +int32_t cameraLastFrame=0; float cameraLastYaw=0; float cameraStiffFactor=0.0f; @@ -627,7 +627,7 @@ static void CG_OffsetThirdPersonView( void ) { float focusDist; float forwardScale, sideScale; char medicrevive[32]; - int medicrevive_int; + int32_t medicrevive_int; vec3_t camPlayerPos; //TiM //cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight; @@ -750,7 +750,7 @@ static void CG_OffsetThirdPersonView( void ) { // this causes a compiler bug on mac MrC compiler static void CG_StepOffset( void ) { - int timeDelta; + int32_t timeDelta; // smooth out stair climbing timeDelta = cg.time - cg.stepTime; @@ -774,9 +774,9 @@ static void CG_OffsetFirstPersonView( void ) { float speed; float f; vec3_t predictedVelocity; - int timeDelta; + int32_t timeDelta; char medicrevive[32]; - int medicrevive_int; + int32_t medicrevive_int; if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { return; @@ -938,7 +938,7 @@ CGCam_Shake ------------------------- */ -void CG_CameraShake( float intensity, int duration, qboolean addRumbleSound ) +void CG_CameraShake( float intensity, int32_t duration, qboolean addRumbleSound ) { if ( intensity > MAX_SHAKE_INTENSITY ) intensity = MAX_SHAKE_INTENSITY; @@ -968,7 +968,7 @@ void CG_UpdateCameraShake( vec3_t origin, vec3_t angles ) float intensity_scale, intensity; //float ranIntensity; float ratio; - int i; + int32_t i; //TiM - restart a server loop shake if ( cg.shake_duration <= 0 && cg.shake_serverIndex > (cg.time - cgs.levelStartTime ) ) { @@ -1015,7 +1015,7 @@ void CG_UpdateCameraShake( vec3_t origin, vec3_t angles ) //ranIntensity = flrandom( ( 10000.0f * ( 1.0f - Q_fabs( intensity ) ) ), ( 30000.0f * ( 1.0f - Q_fabs( intensity ) )) ); cg.shake_lastLerp = cg.shake_nextLerp; - //cg.shake_nextLerp = cg.time + (int)ranIntensity; + //cg.shake_nextLerp = cg.time + (int32_t)ranIntensity; cg.shake_nextLerp = cg.time + irandom( 30, 40 ); if( cg.shake_nextLerp > ( cg.shake_start + cg.shake_duration ) ) { @@ -1171,11 +1171,11 @@ Fixed fov at intermissions, otherwise account for fov variable and zooms. #define FOV_MAX 120 -static int CG_CalcFov( void ) { +static int32_t CG_CalcFov( void ) { float x; - int contents; + int32_t contents; float fov_x, fov_y; - int inwater; + int32_t inwater; qboolean warpEffect=qfalse; if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { @@ -1223,7 +1223,7 @@ static int CG_CalcFov( void ) { } else {//still zooming - static int zoomSoundTime = 0; + static int32_t zoomSoundTime = 0; if ( zoomSoundTime < cg.time ) { @@ -1294,7 +1294,7 @@ CG_CalcViewValues Sets cg.refdef view values =============== */ -static int CG_CalcViewValues( void ) { +static int32_t CG_CalcViewValues( void ) { playerState_t *ps; memset( &cg.refdef, 0, sizeof( cg.refdef ) ); @@ -1327,7 +1327,7 @@ static int CG_CalcViewValues( void ) { // add error decay if ( cg_errorDecay.value > 0 ) { - int t; + int32_t t; float f; t = cg.time - cg.predictedErrorTime; @@ -1370,8 +1370,8 @@ CG_PowerupTimerSounds ===================== */ /*static void CG_PowerupTimerSounds( void ) { - int i; - int t; + int32_t i; + int32_t t; // powerup timers going away for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { @@ -1405,9 +1405,9 @@ CG_IntroModel This is when the player is starting the level. ============= */ -/*void CG_AddIntroModel(playerState_t *ps, int time) +/*void CG_AddIntroModel(playerState_t *ps, int32_t time) { - static int soundpoint=0, lasttime=999999; + static int32_t soundpoint=0, lasttime=999999; refEntity_t doorbox; float alpha; byte a; @@ -1552,8 +1552,8 @@ CG_DrawActiveFrame Generates and draws a game scene and status information at the given time. ================= */ -void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { - int inwater; +void CG_DrawActiveFrame( int32_t serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { + int32_t inwater; char cvarYaw[16]; //an uber long floating point value lol float yaw; diff --git a/code/cgame/cg_weapons.c b/code/cgame/cg_weapons.c index 851c070..6d8e096 100644 --- a/code/cgame/cg_weapons.c +++ b/code/cgame/cg_weapons.c @@ -5,7 +5,7 @@ #include "fx_local.h" //RPG-X : TiM - Weapons Arrays -static int RAweapons[8] = { WP_3, +static int32_t RAweapons[8] = { WP_3, WP_2, WP_6, WP_7, @@ -38,8 +38,8 @@ The server says this item is used on this level typedef struct wpnBarrelInfo_s { weapon_t giTag; - int numBarrels; - int flashTime; + int32_t numBarrels; + int32_t flashTime; } wpnBarrelInfo_t; wpnBarrelInfo_t wpnBarrelData[] = @@ -92,13 +92,13 @@ wpnBarrelInfo_t wpnBarrelData[] = // {WP_0, 0}, //}; -void CG_RegisterWeapon( int weaponNum ) { +void CG_RegisterWeapon( int32_t weaponNum ) { weaponInfo_t *weaponInfo; gitem_t *item, *ammo; char path[MAX_QPATH]; vec3_t mins, maxs; - int i; - int numBarrels = 0; + int32_t i; + int32_t numBarrels = 0; wpnBarrelInfo_t *barrelInfo = NULL; @@ -453,7 +453,7 @@ CG_RegisterItemVisuals The server says this item is used on this level ================= */ -void CG_RegisterItemVisuals( int itemNum ) { +void CG_RegisterItemVisuals( int32_t itemNum ) { itemInfo_t *itemInfo; gitem_t *item; @@ -515,7 +515,7 @@ CG_MapTorsoToWeaponFrame ================= */ -static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) { +static int32_t CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int32_t frame ) { animation_t *anim; // change weapon @@ -572,7 +572,7 @@ CG_CalculateWeaponPosition //BOOKMARK static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) { float scale; - int delta; + int32_t delta; float fracsin; VectorCopy( cg.refdef.vieworg, origin ); @@ -788,7 +788,7 @@ CG_MachinegunSpinAngle static float CG_MachinegunSpinAngle( centity_t *cent ) { float angle; - int delta = cg.time - cent->pe.barrelTime; + int32_t delta = cg.time - cent->pe.barrelTime; if ( cent->pe.barrelSpinning ) { angle = cent->pe.barrelAngle + delta * SPIN_SPEED; } else { @@ -816,7 +816,7 @@ CG_AddWeaponWithPowerups ======================== */ -static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups, beamData_t* beamData, int cloakTime, int decloakTime ) // +static void CG_AddWeaponWithPowerups( refEntity_t *gun, int32_t powerups, beamData_t* beamData, int32_t cloakTime, int32_t decloakTime ) // { // add powerup effects if ( powerups & ( 1 << PW_INVIS ) || ( !(powerups & ( 1 << PW_INVIS )) && decloakTime > 0 ) ) { @@ -842,7 +842,7 @@ static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups, beamData_t } else if ( powerups & ( 1 << PW_BEAM_OUT ) || powerups & ( 1 << PW_QUAD ) ) { - int btime; + int32_t btime; btime = cg.time - beamData->beamTimeParam; if ( btime <= PLAYER_BEAM_FADE ) { @@ -865,7 +865,7 @@ static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups, beamData_t if (btime > PLAYER_BEAM_FADE && btime < (PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME) ) { gun->renderfx |= RF_FORCE_ENT_ALPHA; - gun->shaderRGBA[3] = (int)(255 * beamData->beamAlpha); + gun->shaderRGBA[3] = (int32_t)(255 * beamData->beamAlpha); } if ( gun->shaderRGBA[3] > 0 ) { @@ -1073,7 +1073,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent weapon_t weaponNum; weaponInfo_t *weapon; centity_t *nonPredictedCent; - int i = 0, numBarrels = 0; + int32_t i = 0, numBarrels = 0; wpnBarrelInfo_t *barrelInfo = NULL; char filename[MAX_QPATH]; @@ -1529,7 +1529,7 @@ WEAPON SELECTION ============================================================================== */ -void static CG_RegisterWeaponIcon( int weaponNum ) { +void static CG_RegisterWeaponIcon( int32_t weaponNum ) { weaponInfo_t *weaponInfo; gitem_t *item; @@ -1563,7 +1563,7 @@ RPG-X | Phenix | 08/06/2005 RPG-X | TiM | 5/1/2006 =========================== */ -void CG_DrawWeaponIcon ( int x, int y, int weapon ) +void CG_DrawWeaponIcon ( int32_t x, int32_t y, int32_t weapon ) { /*vec4_t color; @@ -1604,7 +1604,7 @@ CG_DrawWeaponSelect =================== */ -static int weaponRows[6][3] = { { WP_1, 0, 0 }, +static int32_t weaponRows[6][3] = { { WP_1, 0, 0 }, { WP_2, WP_3, WP_4 }, { WP_5, WP_6, WP_7 }, { WP_8, WP_9, WP_10 }, @@ -1612,10 +1612,10 @@ static int weaponRows[6][3] = { { WP_1, 0, 0 }, { WP_14, WP_15, 0 } }; void CG_DrawWeaponSelect( void ) { - int i, rowCount, cellCount; - int bits; - //int count; - int x, y, defaultX, defaultY; + int32_t i, rowCount, cellCount; + int32_t bits; + //int32_t count; + int32_t x, y, defaultX, defaultY; char *name; float *color; qboolean WeapOnThisRow = qfalse; @@ -1706,7 +1706,7 @@ void CG_DrawWeaponSelect( void ) { CG_WeaponSelectable =============== */ -static qboolean CG_WeaponSelectable( int i ) { +static qboolean CG_WeaponSelectable( int32_t i ) { if ( !cg.snap->ps.ammo[i] ) { return qfalse; } @@ -1717,7 +1717,7 @@ static qboolean CG_WeaponSelectable( int i ) { return qtrue; } -extern int altAmmoUsage[]; +extern int32_t altAmmoUsage[]; /* { 0, //WP_0, @@ -1742,7 +1742,7 @@ extern int altAmmoUsage[]; CG_WeaponAltSelectable =============== */ -static qboolean CG_WeaponAltSelectable( int i ) { +static qboolean CG_WeaponAltSelectable( int32_t i ) { if ( cg.snap->ps.ammo[i] < altAmmoUsage[cg.snap->ps.weapon]) { return qfalse; } @@ -1760,10 +1760,10 @@ CG_NextWeapon_f =============== */ void CG_NextWeapon_f( void ) { - int i; //, topWeapon - int original; -// int newWeapons[16]; -// int bits; + int32_t i; //, topWeapon + int32_t original; +// int32_t newWeapons[16]; +// int32_t bits; if ( !cg.snap ) { return; @@ -1804,10 +1804,10 @@ CG_PrevWeapon_f =============== */ void CG_PrevWeapon_f( void ) { - int i; //, topWeapon - int original; -// int newWeapons[16]; -// int bits; + int32_t i; //, topWeapon + int32_t original; +// int32_t newWeapons[16]; +// int32_t bits; if ( !cg.snap ) { return; @@ -1843,7 +1843,7 @@ CG_Weapon_f =============== */ /*TiM : Here for reference -static int weaponRows[6][3] = { WP_1, 0, 0, +static int32_t weaponRows[6][3] = { WP_1, 0, 0, WP_2, WP_3, WP_4, WP_5, WP_6, WP_7, WP_8, WP_9, WP_10, @@ -1851,16 +1851,16 @@ static int weaponRows[6][3] = { WP_1, 0, 0, WP_14, WP_NEUTRINO_PROBE, 0 };*/ void CG_Weapon_f( void ) { - int num; - //int newWeapons[16]; - int i; - int bits; - int weaponsOnRow; - int weaponGot[6]; - int onRow; - int onCol; - int rowsUsed; - int currentWeaponCol; + int32_t num; + //int32_t newWeapons[16]; + int32_t i; + int32_t bits; + int32_t weaponsOnRow; + int32_t weaponGot[6]; + int32_t onRow; + int32_t onCol; + int32_t rowsUsed; + int32_t currentWeaponCol; if ( !cg.snap ) { return; @@ -1984,7 +1984,7 @@ The current weapon has just run out of ammo =================== */ void CG_OutOfAmmoChange( qboolean altfire ) { - int i; + int32_t i; cg.weaponSelectTime = cg.time; @@ -2026,12 +2026,12 @@ CG_FireWeapon Caused by an EV_FIRE_WEAPON event ================ */ -int tris_state = 0; +int32_t tris_state = 0; void CG_FireWeapon( centity_t *cent, qboolean alt_fire ) { entityState_t *ent; weaponInfo_t *weap; - int rpg_effectsgun; - int rpg_tripmines; + int32_t rpg_effectsgun; + int32_t rpg_tripmines; const char *info; //const char *info2; @@ -2145,7 +2145,7 @@ CG_MissileHitWall Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing ================= */ -void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir ) +void CG_MissileHitWall( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t dir ) { qhandle_t mod; qhandle_t mark; @@ -2156,7 +2156,7 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir ) vec3_t lightColor; localEntity_t *le; qboolean isSprite; - int duration; + int32_t duration; qboolean alphaFade; // weaponInfo_t *weaponInfo = &cg_weapons[weapon]; @@ -2272,7 +2272,7 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir ) CG_MissileHitPlayer ================= */ -void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir) +void CG_MissileHitPlayer( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t dir) { if (cent) { // Showing blood is a no-no. @@ -2293,9 +2293,9 @@ Caused by an EV_BOUNCE | EV_BOUNCE_HALF event */ // big fixme. none of these sounds should be registered at runtime -void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal ) +void CG_BounceEffect( centity_t *cent, int32_t weapon, vec3_t origin, vec3_t normal ) { - int rpg_tripmines; + int32_t rpg_tripmines; const char *info; switch( weapon ) @@ -2346,7 +2346,7 @@ CG_CalcMuzzlePoint ====================== */ -extern qboolean PM_PlayerCrouching ( int legsAnim ); +extern qboolean PM_PlayerCrouching ( int32_t legsAnim ); qboolean CG_CalcMuzzlePoint( centity_t *cent, vec3_t muzzle, qboolean isDecoy ) { vec3_t forward; @@ -2390,7 +2390,7 @@ void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shak vec3_t sprayvel, velocity = { 0, 0, 0 }; vec3_t temp_org, temp_vel; float scale; - int i, numSparks; + int32_t i, numSparks; //Sparks diff --git a/code/cgame/fx_compression.c b/code/cgame/fx_compression.c index fa53481..503223c 100644 --- a/code/cgame/fx_compression.c +++ b/code/cgame/fx_compression.c @@ -77,7 +77,7 @@ void FX_CompressionShot( vec3_t start, vec3_t dir ) if ( render_impact ) { traceEnt = &cg_entities[trace.entityNum]; - int clientNum = traceEnt->currentState.clientNum; + int32_t clientNum = traceEnt->currentState.clientNum; if ( (trace.entityNum != ENTITYNUM_WORLD) && clientNum >= 0 && clientNum < MAX_CLIENTS ) { FX_CompressionHit(trace.endpos); @@ -119,7 +119,7 @@ void FX_CompressionAltShot( vec3_t start, vec3_t dir ) if ( render_impact ) { traceEnt = &cg_entities[trace.entityNum]; - int clientNum = traceEnt->currentState.clientNum; + int32_t clientNum = traceEnt->currentState.clientNum; if ( (trace.entityNum != ENTITYNUM_WORLD) && clientNum >= 0 && clientNum < MAX_CLIENTS ) { FX_CompressionHit(trace.endpos); @@ -144,7 +144,7 @@ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboole vec3_t velocity; //, shot_dir; vec3_t hitpos; float scale; - int i, j, numSparks; + int32_t i, j, numSparks; weaponInfo_t *weaponInfo = &cg_weapons[WP_6]; float distance; @@ -222,7 +222,7 @@ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboole if (!altfire) { - int size = 2; + int32_t size = 2; CG_InitLensFlare( origin, 350, 350, color, 1.2, 2.0, 1600, 200, @@ -408,7 +408,7 @@ void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean // "Fun" sparks... Not when empty. if ( spark && !empty) { - int sparks = (rand() & 1) + 1; + int32_t sparks = (rand() & 1) + 1; for(;sparks>0;sparks--) { float size = 0.2f + (random() * 0.4); diff --git a/code/cgame/fx_disruptor.c b/code/cgame/fx_disruptor.c index 25c2f4c..b413740 100644 --- a/code/cgame/fx_disruptor.c +++ b/code/cgame/fx_disruptor.c @@ -33,13 +33,13 @@ Fun "crawling" electricity ( credit goes to Josh for this one ) ------------------------- */ -void FX_DisruptorDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side ) +void FX_DisruptorDischarge( vec3_t origin, vec3_t normal, int32_t count, float dist_out, float dist_side ) { trace_t trace; vec3_t org, dir, dest; vec3_t vr; - int i; - int discharge = dist_side; + int32_t i; + int32_t discharge = dist_side; vectoangles( normal, dir ); dir[ROLL] += random() * 360; @@ -54,7 +54,7 @@ void FX_DisruptorDischarge( vec3_t origin, vec3_t normal, int count, float dist_ AngleVectors( dir, NULL, vr, NULL ); //Move to the side in a random direction - discharge += (int)( crandom() * 8.0f ); + discharge += (int32_t)( crandom() * 8.0f ); VectorMA( org, discharge, vr, org ); //Trace back to find a surface @@ -91,10 +91,10 @@ Main fire impact #define DISCHARGE_DIST 8 #define DISCHARGE_SIDE_DIST 24 -void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size ) +void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int32_t size ) { vec3_t vel, /*accel,*/ hitpos, direction, org; - //int i, t; + //int32_t i, t; weaponInfo_t *weaponInfo = &cg_weapons[WP_10]; CG_InitLensFlare( origin, @@ -274,7 +274,7 @@ void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboole // "Fun" sparks... Not when empty. if ( spark && !empty) { - int sparks = (rand() & 1) + 1; + int32_t sparks = (rand() & 1) + 1; for(;sparks>0;sparks--) { float size = 0.2f + (random() * 0.4); diff --git a/code/cgame/fx_grenade.c b/code/cgame/fx_grenade.c index 02ca180..862e7d7 100644 --- a/code/cgame/fx_grenade.c +++ b/code/cgame/fx_grenade.c @@ -50,7 +50,7 @@ void FX_GrenadeExplode( vec3_t origin, vec3_t normal ) localEntity_t *le; qhandle_t null = 0; vec3_t direction, org, vel; - int i; + int32_t i; VectorSet( direction, 0,0,1 ); @@ -90,7 +90,7 @@ void FX_GrenadeExplode( vec3_t origin, vec3_t normal ) { localEntity_t *le; vec3_t direction, org, vel; - int i; + int32_t i; VectorCopy( norm, direction); @@ -131,7 +131,7 @@ void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm ) localEntity_t *le; //FXTrail *fx; vec3_t direction, org, vel; - int i; + int32_t i; CG_InitLensFlare( origin, 350, 350, @@ -219,7 +219,7 @@ By: RedTechie - From SP VectorMA( start, len, diff, org ); //fx = - FX_AddLine( end, start, (int)(random() * 3.2f), 2.0f + random() * 2, 0, 0.5f, 0.1f, 150 + random() * 150, cgs.media.orangeTrailShader ); + FX_AddLine( end, start, (int32_t)(random() * 3.2f), 2.0f + random() * 2, 0, 0.5f, 0.1f, 150 + random() * 150, cgs.media.orangeTrailShader ); //if ( fx == NULL ) // return; @@ -253,10 +253,10 @@ void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal ) // vec3_t end; // trace_t trace; float scale; - int i, j, numSparks; + int32_t i, j, numSparks; //weaponInfo_t *weaponInfo = &cg_weapons[WP_6]; //float scale, dscale; -// int s; +// int32_t s; // vec3_t new_org; //Sparks diff --git a/code/cgame/fx_hypospray.c b/code/cgame/fx_hypospray.c index 57e9d27..567eae8 100644 --- a/code/cgame/fx_hypospray.c +++ b/code/cgame/fx_hypospray.c @@ -17,7 +17,7 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i { vec3_t vel, angles, work; float scale, dscale; - int i; + int32_t i; localEntity_t *le; vectoangles( dir, angles ); diff --git a/code/cgame/fx_item.c b/code/cgame/fx_item.c index 44791a5..ddcd2a2 100644 --- a/code/cgame/fx_item.c +++ b/code/cgame/fx_item.c @@ -131,7 +131,7 @@ void FX_Detpack(vec3_t origin) localEntity_t *le; qhandle_t null = 0; vec3_t direction, org, vel, norm = {0,0,1}; - int i; + int32_t i; VectorCopy( norm, direction); @@ -181,7 +181,7 @@ void FX_Detpack(vec3_t origin) //RPG-X ToDo: Modify force field Code Here void FX_DrawPortableShield(centity_t *cent) { - int xaxis, height, posWidth, negWidth; // light; + int32_t xaxis, height, posWidth, negWidth; // light; vec3_t start, end, normal; //vec4_t RGBA; float halfHeight; @@ -224,13 +224,13 @@ void FX_DrawPortableShield(centity_t *cent) //This way, we canhave it flare on events, and invisible the rest of the time //tho make sure admins can see it - if((int)cent->currentState.origin2[0] == 1) { + if((int32_t)cent->currentState.origin2[0] == 1) { shader = cgs.media.shieldActivateShaderBorg; } - else if((int)cent->currentState.origin2[0] == 2) { + else if((int32_t)cent->currentState.origin2[0] == 2) { shader = cgs.media.shieldActivateShaderYellow; } - else if((int)cent->currentState.origin2[0] == 3) { + else if((int32_t)cent->currentState.origin2[0] == 3) { shader = cgs.media.shieldActivateShaderRed; } else { diff --git a/code/cgame/fx_lib.c b/code/cgame/fx_lib.c index d2d5a41..0308e62 100644 --- a/code/cgame/fx_lib.c +++ b/code/cgame/fx_lib.c @@ -5,7 +5,7 @@ void FXE_Spray (vec3_t direction, float speed, float variation, float cone, vec3_t velocity) { vec3_t dir; - int i; + int32_t i; //Randomize the direction for (i = 0; i < 3; i ++ ) @@ -1077,8 +1077,8 @@ Adds a spawner -- basically, a local entity with a think function. Spawners don' associated with them inherently, but the spawner's think fn probably generates them. =============== */ -localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay, - float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius ) +localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int32_t delay, + float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int32_t radius ) { localEntity_t *le = NULL; diff --git a/code/cgame/fx_local.h b/code/cgame/fx_local.h index 75ba83d..7d697e9 100644 --- a/code/cgame/fx_local.h +++ b/code/cgame/fx_local.h @@ -83,8 +83,8 @@ localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float startalpha, float endalpha, float roll, float elasticity, float killTime, qhandle_t shader, qboolean (*thinkFn)(localEntity_t *le)); -localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay, - float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius ); +localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int32_t delay, + float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int32_t radius ); /* * phaser @@ -102,8 +102,8 @@ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboole void FX_CompressionHit( vec3_t origin ); void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty ); -void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire ); -void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire ); +void FX_ProbeBeam( vec3_t origin, vec3_t dir, int32_t clientNum, qboolean alt_fire ); +void FX_RegenBeam( vec3_t origin, vec3_t dir, int32_t clientNum, qboolean alt_fire ); /* * tetrion disruptor @@ -137,7 +137,7 @@ void FX_Detpack(vec3_t origin); * Disruptor Weapon */ void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty ); -void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size ); +void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int32_t size ); /* * Quantum Burst @@ -153,7 +153,7 @@ void FX_QuantumColumns( vec3_t origin ); */ void FX_Transporter(vec3_t origin); void FX_TransporterPad( vec3_t origin ); -void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTime ); +void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int32_t startTime ); /* Holdable, portable shield item */ @@ -171,7 +171,7 @@ void FX_PlayerShieldHit( centity_t *cent ); void FX_Disruptor( vec3_t org, float length ); void FX_ExplodeBits( vec3_t org); -void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex ); +void FX_qFlash( centity_t* cent, vec3_t org, int32_t timeIndex ); /* * sin table diff --git a/code/cgame/fx_misc.c b/code/cgame/fx_misc.c index 6b26afc..9139533 100644 --- a/code/cgame/fx_misc.c +++ b/code/cgame/fx_misc.c @@ -40,7 +40,7 @@ qboolean MakeDisruptorShard( localEntity_t *le ) void FX_Disruptor( vec3_t org, float length ) {//FIXME: make it move with owner? vec3_t org1, org2, normal={0,0,1}; - int t; + int32_t t; VectorMA( org, 48, normal, org1 ); VectorMA( org, -48, normal, org2 ); @@ -66,10 +66,10 @@ void FX_EnergyGibs(vec3_t origin ) localEntity_t *le; refEntity_t *re; vec3_t dir; - int i, j, k; - int chunkModel=0; + int32_t i, j, k; + int32_t chunkModel=0; float baseScale = 0.7f, dist; - int numChunks; + int32_t numChunks; numChunks = irandom( 10, 15 ); @@ -139,7 +139,7 @@ void FX_ExplodeBits( vec3_t org) { float width, length; vec3_t vel, pos; - int i; + int32_t i; FX_EnergyGibs(org); @@ -157,7 +157,7 @@ void FX_ExplodeBits( vec3_t org) #define Q_FLASH_SIZE 110 -void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex ) { +void FX_qFlash( centity_t* cent, vec3_t org, int32_t timeIndex ) { trace_t tr; refEntity_t flare; float frac; @@ -204,7 +204,7 @@ void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex ) { #define PROBE_BEAM_LENGTH 32 //TiM - Beam FX for the Neutrino Probe weapon -void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire ) +void FX_ProbeBeam( vec3_t origin, vec3_t dir, int32_t clientNum, qboolean alt_fire ) { trace_t tr; refEntity_t beam; @@ -257,7 +257,7 @@ void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire ) } #define REGEN_BEAM_LENGTH 64 -void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire ) +void FX_RegenBeam( vec3_t origin, vec3_t dir, int32_t clientNum, qboolean alt_fire ) { trace_t tr; vec3_t end; diff --git a/code/cgame/fx_phaser.c b/code/cgame/fx_phaser.c index c07839a..947e2b2 100644 --- a/code/cgame/fx_phaser.c +++ b/code/cgame/fx_phaser.c @@ -150,7 +150,7 @@ void FX_PhaserFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spar // "Fun" sparks... Not when empty. if ( spark && !empty) { - int sparks = (rand() & 1) + 1; + int32_t sparks = (rand() & 1) + 1; for(;sparks>0;sparks--) { float size = 0.2f + (random() * 0.4); @@ -184,7 +184,7 @@ void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, refEntity_t beam; vec3_t rgb = { 1,0.6,0.5}, rgb2={1,0.3,0}; float len; - int color; + int32_t color; VectorSubtract(end, start, diff); len = VectorNormalize(diff); @@ -322,13 +322,13 @@ void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, { // kef -- fixme. dunno what the deal is with this velocity vector VectorClear(vel); - int sparks = (rand() & 3) + 1; + int32_t sparks = (rand() & 3) + 1; // Set random starting pos... end2[0] = flrandom(-1.0, 1.0) + end[0]; end2[1] = flrandom(-1.0, 1.0) + end[1]; end2[2] = flrandom(-1.0, 1.0) + end[2]; - int i; + int32_t i; for( i = 0; i < sparks; i++ ) { scale = 0.5f + (random() * 0.5); diff --git a/code/cgame/fx_quantum.c b/code/cgame/fx_quantum.c index 601ff7c..b12396a 100644 --- a/code/cgame/fx_quantum.c +++ b/code/cgame/fx_quantum.c @@ -110,7 +110,7 @@ void FX_QuantumHitWall( vec3_t origin, vec3_t normal ) vec3_t dir, org; vec3_t vel; float scale; - int i; + int32_t i; weaponInfo_t *weaponInfo = &cg_weapons[WP_9]; CG_InitLensFlare( origin, @@ -189,7 +189,7 @@ void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal ) vec3_t dir, org; vec3_t vel; float scale; - int i; + int32_t i; vec3_t RGB={1.0, 0.6, 0.3}, RGB2={1.0, 0.3, 0.0}; weaponInfo_t *weaponInfo = &cg_weapons[WP_9]; @@ -259,7 +259,7 @@ void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal ) qboolean FX_QuantumSparkle( localEntity_t *le) { - int t, i; + int32_t t, i; vec3_t org, v; for ( i = 0; i < 4; i ++ ) @@ -281,7 +281,7 @@ void FX_QuantumFizzles( vec3_t origin ) { float v; vec3_t dir, vel, org; - int i; + int32_t i; for ( i = 0; i < 32; i++ ) { diff --git a/code/cgame/fx_transporter.c b/code/cgame/fx_transporter.c index 9a83d2a..68e054a 100644 --- a/code/cgame/fx_transporter.c +++ b/code/cgame/fx_transporter.c @@ -32,18 +32,18 @@ Planned timing: ------------------------- */ -void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTime ) { +void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int32_t startTime ) { refEntity_t flare; trace_t tr; - int i; - int direction = 1; - int timeOffset = 0; //250 - time between first and second flares appearing; + int32_t i; + int32_t direction = 1; + int32_t timeOffset = 0; //250 - time between first and second flares appearing; float ratio; float dlightRatio; vec3_t origin, tempOrigin; - int width; - int height; + int32_t width; + int32_t height; //Hrmm... we have a glitch lol. Since DEPTHHACK is on, the flare will be drawn //from ANYWHERE IN THE LEVEL! O_o diff --git a/code/cgame/list.c b/code/cgame/list.c index 472cd88..f88626b 100644 --- a/code/cgame/list.c +++ b/code/cgame/list.c @@ -66,7 +66,7 @@ static list_iter_p list_iterator(list_p list, char init) { * \param end indicator where to add the data * \return Count of elements in the list */ -static int list_add(list_p list, void* data, dataType_t type, size_t size, char end) { +static int32_t list_add(list_p list, void* data, dataType_t type, size_t size, char end) { lnode_p node = (lnode_p)malloc(sizeof(struct linked_node)); node->cont = (container_p)malloc(sizeof(container)); @@ -121,7 +121,7 @@ static int list_add(list_p list, void* data, dataType_t type, size_t size, char * \param size size of data * \return Count of elements in the list */ -static int list_append(list_p list, void* data, dataType_t type, size_t size) { +static int32_t list_append(list_p list, void* data, dataType_t type, size_t size) { return list_add(list, data, type, size, LIST_BACK); } @@ -137,7 +137,7 @@ static int list_append(list_p list, void* data, dataType_t type, size_t size) { * \param size size of data * \return Count of elements in the list */ -static int list_prepend(list_p list, void* data, dataType_t type, size_t size) { +static int32_t list_prepend(list_p list, void* data, dataType_t type, size_t size) { return list_add(list, data, type, size, LIST_FRONT); } @@ -151,7 +151,7 @@ static int list_prepend(list_p list, void* data, dataType_t type, size_t size) { * \param end indicator where to insert * \return Count of elements in the list */ -static int list_add_ptr(list_p list, void* data, dataType_t type, char end) { +static int32_t list_add_ptr(list_p list, void* data, dataType_t type, char end) { lnode_p node = (lnode_p)malloc(sizeof(struct linked_node)); node->cont = (container_p)malloc(sizeof(container)); @@ -199,7 +199,7 @@ static int list_add_ptr(list_p list, void* data, dataType_t type, char end) { * \param type type of data * \return Count of elements in list */ -static int list_append_ptr(list_p list, void* data, dataType_t type) { +static int32_t list_append_ptr(list_p list, void* data, dataType_t type) { return list_add_ptr(list, data, type, LIST_BACK); } @@ -212,7 +212,7 @@ static int list_append_ptr(list_p list, void* data, dataType_t type) { * \param type type of data * \return Count of elements in list */ -static int list_prepend_ptr(list_p list, void* data, dataType_t type) { +static int32_t list_prepend_ptr(list_p list, void* data, dataType_t type) { return list_add_ptr(list, data, type, LIST_FRONT); } @@ -437,11 +437,11 @@ static void list_remove(list_p list, char end) { * \param list pointer to a list * \param idx index of the element to remove */ -static void list_remove_at(list_p list, int idx) { +static void list_remove_at(list_p list, int32_t idx) { container_p cont; list_iter_p iter; lnode_p target = NULL; - int i; + int32_t i; if(idx < 0 || idx >= list->length || list->length == 0) { return; @@ -533,10 +533,10 @@ void destroy_iterator(list_iter_p iter) { * \param idx index * \return element at given index or NULL if index is out of bounds */ -static container_p list_at(list_p list, int idx) { +static container_p list_at(list_p list, int32_t idx) { list_iter_p iter; container_p c = NULL; - int i; + int32_t i; if(idx < 0 || idx >= list->length || list == NULL) { return NULL; diff --git a/code/cgame/list.h b/code/cgame/list.h index a68d54f..126d95e 100644 --- a/code/cgame/list.h +++ b/code/cgame/list.h @@ -95,18 +95,18 @@ typedef struct list * list_p; * Struct describing a list. */ struct list{ - int length; /*!< count of elements in the list */ + int32_t length; /*!< count of elements in the list */ lnode_p first; /*!< first element of the list */ lnode_p last; /*!< last element of the list */ void (*destructor)(void*); /*!< pointer to destructor for data. Default is free. */ list_iter_p (*iterator)(list_p list, char init); /*!< creates a new list iterator */ - int (*add_ptr)(list_p list, void* data, dataType_t type, char end); /*!< add a pointer to the list */ - int (*append_ptr)(list_p list, void* data, dataType_t type); /*!< append a pointer to the list */ - int (*prepend_ptr)(list_p list, void* data, dataType_t type); /*!< prepend a pointer to the list */ - int (*add)(list_p list, void* data, dataType_t type, size_t size, char end); /*!< add data to the list */ - int (*append)(list_p list, void* data, dataType_t type, size_t size); /*!< append data to the list */ - int (*prepend)(list_p list, void* data, dataType_t type, size_t size); /*!< prepend data to the list */ - container_p (*at)(list_p list, int idx); /*!< get container at given index */ + int32_t (*add_ptr)(list_p list, void* data, dataType_t type, char end); /*!< add a pointer to the list */ + int32_t (*append_ptr)(list_p list, void* data, dataType_t type); /*!< append a pointer to the list */ + int32_t (*prepend_ptr)(list_p list, void* data, dataType_t type); /*!< prepend a pointer to the list */ + int32_t (*add)(list_p list, void* data, dataType_t type, size_t size, char end); /*!< add data to the list */ + int32_t (*append)(list_p list, void* data, dataType_t type, size_t size); /*!< append data to the list */ + int32_t (*prepend)(list_p list, void* data, dataType_t type, size_t size); /*!< prepend data to the list */ + container_p (*at)(list_p list, int32_t idx); /*!< get container at given index */ void (*clear)(list_p list); /*!< clear the list */ container_p (*current)(list_iter_p iter); /*!< get the current element for the iterator */ container_p (*cycl_next)(list_iter_p iter); /*!< get the next element for the iterator (cyclic access) */ @@ -118,7 +118,7 @@ struct list{ container_p (*poll)(list_p list); /*timestamp; }*/ -int Luaopen_Cent(lua_State * L) +int32_t Luaopen_Cent(lua_State * L) { luaL_newmetatable(L, "cgame.centity"); @@ -64,7 +64,7 @@ void Lua_PushCent(lua_State * L, centity_t * ent) } } -cent_t *Lua_GetCent(lua_State * L, int argNum) +cent_t *Lua_GetCent(lua_State * L, int32_t argNum) { void *ud; diff --git a/code/cgame/lua_refent.c b/code/cgame/lua_refent.c index 3caa7a5..5867a6c 100644 --- a/code/cgame/lua_refent.c +++ b/code/cgame/lua_refent.c @@ -4,13 +4,13 @@ #include "cg_lua.h" #ifdef CG_LUA -static int Refent_GC(lua_State * L) +static int32_t Refent_GC(lua_State * L) { return 0; } -static int Refent_ToString(lua_State * L) +static int32_t Refent_ToString(lua_State * L) { rent_t *rent; refEntity_t *ent; @@ -24,7 +24,7 @@ static int Refent_ToString(lua_State * L) return 1; } -static int Refent_GetRenderfx(lua_State *L) { +static int32_t Refent_GetRenderfx(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -33,19 +33,19 @@ static int Refent_GetRenderfx(lua_State *L) { return 1; } -static int Refent_SetRenderfx(lua_State *L) { +static int32_t Refent_SetRenderfx(lua_State *L) { rent_t *rent; - int renderfx; + int32_t renderfx; rent = Lua_GetRent(L, 1); - renderfx = (int)luaL_checknumber(L, 2); + renderfx = (int32_t)luaL_checknumber(L, 2); rent->r->renderfx = renderfx; return 1; } -static int Refent_GetType(lua_State *L) { +static int32_t Refent_GetType(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -54,12 +54,12 @@ static int Refent_GetType(lua_State *L) { return 1; } -static int Refent_SetType(lua_State *L) { +static int32_t Refent_SetType(lua_State *L) { //rent_t *rent; refEntityType_t type; //rent = Lua_GetRent(L, 1); - type = (refEntityType_t)((int)luaL_checknumber(L, 2)); + type = (refEntityType_t)((int32_t)luaL_checknumber(L, 2)); if(type < 0 || type >= RT_MAX_REF_ENTITY_TYPE) return 1; @@ -67,7 +67,7 @@ static int Refent_SetType(lua_State *L) { return 1; } -static int Refent_GetHmodel(lua_State *L) { +static int32_t Refent_GetHmodel(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -76,19 +76,19 @@ static int Refent_GetHmodel(lua_State *L) { return 1; } -static int Refent_SetHmodel(lua_State *L) { +static int32_t Refent_SetHmodel(lua_State *L) { rent_t *rent; - int hmodel; + int32_t hmodel; rent = Lua_GetRent(L, 1); - hmodel = (int)luaL_checknumber(L, 2); + hmodel = (int32_t)luaL_checknumber(L, 2); rent->r->hModel = hmodel; return 1; } -static int Refent_GetLightingOrigin(lua_State *L) { +static int32_t Refent_GetLightingOrigin(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -97,7 +97,7 @@ static int Refent_GetLightingOrigin(lua_State *L) { return 1; } -static int Refent_SetLightingOrigin(lua_State *L) { +static int32_t Refent_SetLightingOrigin(lua_State *L) { rent_t *rent; vec_t *origin; @@ -109,7 +109,7 @@ static int Refent_SetLightingOrigin(lua_State *L) { return 1; } -static int Refent_GetShadowPlane(lua_State *L) { +static int32_t Refent_GetShadowPlane(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -118,7 +118,7 @@ static int Refent_GetShadowPlane(lua_State *L) { return 1; } -static int Refent_SetShadowPlane(lua_State *L) { +static int32_t Refent_SetShadowPlane(lua_State *L) { rent_t *rent; float sp; @@ -130,7 +130,7 @@ static int Refent_SetShadowPlane(lua_State *L) { return 1; } -static int Refent_GetAxis0(lua_State *L) { +static int32_t Refent_GetAxis0(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -139,7 +139,7 @@ static int Refent_GetAxis0(lua_State *L) { return 1; } -static int Refent_SetAxis0(lua_State *L) { +static int32_t Refent_SetAxis0(lua_State *L) { rent_t *rent; vec_t *axis; @@ -151,7 +151,7 @@ static int Refent_SetAxis0(lua_State *L) { return 1; } -static int Refent_GetAxis1(lua_State *L) { +static int32_t Refent_GetAxis1(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -160,7 +160,7 @@ static int Refent_GetAxis1(lua_State *L) { return 1; } -static int Refent_SetAxis1(lua_State *L) { +static int32_t Refent_SetAxis1(lua_State *L) { rent_t *rent; vec_t *axis; @@ -172,7 +172,7 @@ static int Refent_SetAxis1(lua_State *L) { return 1; } -static int Refent_GetAxis2(lua_State *L) { +static int32_t Refent_GetAxis2(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -181,7 +181,7 @@ static int Refent_GetAxis2(lua_State *L) { return 1; } -static int Refent_SetAxis2(lua_State *L) { +static int32_t Refent_SetAxis2(lua_State *L) { rent_t *rent; vec_t *axis; @@ -193,16 +193,16 @@ static int Refent_SetAxis2(lua_State *L) { return 1; } -static int Refent_UseNormAxis(lua_State *L) { +static int32_t Refent_UseNormAxis(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); - lua_pushboolean(L, (int)(!(rent->r->nonNormalizedAxes))); + lua_pushboolean(L, (int32_t)(!(rent->r->nonNormalizedAxes))); return 1; } -static int Refent_SetUseNormAxis(lua_State *L) { +static int32_t Refent_SetUseNormAxis(lua_State *L) { rent_t *rent; qboolean b; @@ -214,7 +214,7 @@ static int Refent_SetUseNormAxis(lua_State *L) { return 1; } -static int Refent_GetOrigin(lua_State *L) { +static int32_t Refent_GetOrigin(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -223,7 +223,7 @@ static int Refent_GetOrigin(lua_State *L) { return 1; } -static int Refent_SetOrigin(lua_State *L) { +static int32_t Refent_SetOrigin(lua_State *L) { rent_t *rent; vec_t *origin; @@ -235,7 +235,7 @@ static int Refent_SetOrigin(lua_State *L) { return 1; } -static int Refent_GetFrame(lua_State *L) { +static int32_t Refent_GetFrame(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -244,19 +244,19 @@ static int Refent_GetFrame(lua_State *L) { return 1; } -static int Refent_SetFrame(lua_State *L) { +static int32_t Refent_SetFrame(lua_State *L) { rent_t *rent; - int frame; + int32_t frame; rent = Lua_GetRent(L, 1); - frame = (int)luaL_checknumber(L, 2); + frame = (int32_t)luaL_checknumber(L, 2); rent->r->frame = frame; return 1; } -static int Refent_GetOldOrigin(lua_State *L) { +static int32_t Refent_GetOldOrigin(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -265,7 +265,7 @@ static int Refent_GetOldOrigin(lua_State *L) { return 1; } -static int Refent_SetOldOrigin(lua_State *L) { +static int32_t Refent_SetOldOrigin(lua_State *L) { rent_t *rent; vec_t *vec; @@ -277,7 +277,7 @@ static int Refent_SetOldOrigin(lua_State *L) { return 1; } -static int Refent_GetOldFrame(lua_State *L) { +static int32_t Refent_GetOldFrame(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -286,19 +286,19 @@ static int Refent_GetOldFrame(lua_State *L) { return 1; } -static int Refent_SetOldFrame(lua_State *L) { +static int32_t Refent_SetOldFrame(lua_State *L) { rent_t *rent; - int of; + int32_t of; rent = Lua_GetRent(L, 1); - of = (int)luaL_checknumber(L, 2); + of = (int32_t)luaL_checknumber(L, 2); rent->r->oldframe = of; return 1; } -static int Refent_GetBacklerp(lua_State *L) { +static int32_t Refent_GetBacklerp(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -307,7 +307,7 @@ static int Refent_GetBacklerp(lua_State *L) { return 1; } -static int Refent_SetBacklerp(lua_State *L) { +static int32_t Refent_SetBacklerp(lua_State *L) { rent_t *rent; float bl; @@ -319,7 +319,7 @@ static int Refent_SetBacklerp(lua_State *L) { return 1; } -static int Refent_GetSkinNum(lua_State *L) { +static int32_t Refent_GetSkinNum(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -328,19 +328,19 @@ static int Refent_GetSkinNum(lua_State *L) { return 1; } -static int Refent_SetSkinNum(lua_State *L) { +static int32_t Refent_SetSkinNum(lua_State *L) { rent_t *rent; - int sn; + int32_t sn; rent = Lua_GetRent(L, 1); - sn = (int)luaL_checknumber(L, 2); + sn = (int32_t)luaL_checknumber(L, 2); rent->r->skinNum = sn; return 1; } -static int Refent_GetCustomSkin(lua_State *L) { +static int32_t Refent_GetCustomSkin(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -349,19 +349,19 @@ static int Refent_GetCustomSkin(lua_State *L) { return 1; } -static int Refent_SetCustomSkin(lua_State *L) { +static int32_t Refent_SetCustomSkin(lua_State *L) { rent_t *rent; - int cs; + int32_t cs; rent = Lua_GetRent(L, 1); - cs = (int)luaL_checknumber(L, 2); + cs = (int32_t)luaL_checknumber(L, 2); rent->r->customSkin = cs; return 1; } -static int Refent_GetCustomShader(lua_State *L) { +static int32_t Refent_GetCustomShader(lua_State *L) { rent_t *rent; rent = Lua_GetRent(L, 1); @@ -370,12 +370,12 @@ static int Refent_GetCustomShader(lua_State *L) { return 1; } -static int Refent_SetCustomShader(lua_State *L) { +static int32_t Refent_SetCustomShader(lua_State *L) { rent_t *rent; - int cs; + int32_t cs; rent = Lua_GetRent(L, 1); - cs = (int)luaL_checknumber(L, 2); + cs = (int32_t)luaL_checknumber(L, 2); rent->r->customShader = cs; @@ -434,7 +434,7 @@ static const luaL_Reg Refentity_meta[] = { {NULL, NULL} }; -int Luaopen_Rent(lua_State * L) +int32_t Luaopen_Rent(lua_State * L) { luaL_newmetatable(L, "cgame.refentity"); @@ -462,7 +462,7 @@ void Lua_PushRent(lua_State * L, refEntity_t * rent) } } -rent_t *Lua_GetRent(lua_State * L, int argNum) +rent_t *Lua_GetRent(lua_State * L, int32_t argNum) { void *ud; diff --git a/code/cgame/tr_types.h b/code/cgame/tr_types.h index 212dd48..f8e86fe 100644 --- a/code/cgame/tr_types.h +++ b/code/cgame/tr_types.h @@ -40,7 +40,7 @@ typedef struct { typedef struct poly_s { qhandle_t hShader; - int numVerts; + int32_t numVerts; polyVert_t *verts; } poly_t; @@ -67,7 +67,7 @@ typedef enum { typedef struct { refEntityType_t reType; - int renderfx; + int32_t renderfx; qhandle_t hModel; // opaque type outside refresh @@ -78,15 +78,15 @@ typedef struct { vec3_t axis[3]; // rotation vectors qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale float origin[3]; // also used as MODEL_BEAM's "from" - int frame; // also used as MODEL_BEAM's diameter + int32_t frame; // also used as MODEL_BEAM's diameter // previous data for frame interpolation float oldorigin[3]; // also used as MODEL_BEAM's "to" - int oldframe; + int32_t oldframe; float backlerp; // 0.0 = current, 1.0 = old // texturing - int skinNum; // inline skin index + int32_t skinNum; // inline skin index qhandle_t customSkin; // NULL for default skin qhandle_t customShader; // use one image for the entire thing @@ -142,15 +142,15 @@ typedef struct { #define MAX_RENDER_STRING_LENGTH 32 typedef struct { - int x, y, width, height; + int32_t x, y, width, height; float fov_x, fov_y; vec3_t vieworg; vec3_t viewaxis[3]; // transformation matrix // time in milliseconds for shader effects and other time dependent rendering issues - int time; + int32_t time; - int rdflags; // RDF_NOWORLDMODEL, etc + int32_t rdflags; // RDF_NOWORLDMODEL, etc // 1 bits will prevent the associated area from rendering at all byte areamask[MAX_MAP_AREA_BYTES]; @@ -206,10 +206,10 @@ typedef struct { char version_string[MAX_STRING_CHARS]; char extensions_string[2*MAX_STRING_CHARS]; - int maxTextureSize; // queried from GL - int maxActiveTextures; // multitexture ability + int32_t maxTextureSize; // queried from GL + int32_t maxActiveTextures; // multitexture ability - int colorBits, depthBits, stencilBits; + int32_t colorBits, depthBits, stencilBits; glDriverType_t driverType; glHardwareType_t hardwareType; @@ -219,13 +219,13 @@ typedef struct { qboolean textureEnvAddAvailable; qboolean textureFilterAnisotropicAvailable; - int vidWidth, vidHeight; + int32_t vidWidth, vidHeight; // aspect is the screen's physical width / height, which may be different // than scrWidth / scrHeight if the pixels are non-square // normal screens should be 4/3, but wide aspect monitors may be 16/9 float windowAspect; - int displayFrequency; + int32_t displayFrequency; // synonymous with "does rendering consume the entire screen?", therefore // a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that diff --git a/code/ui/ui_addbots.c b/code/ui/ui_addbots.c index 226a73f..c86c7b3 100644 --- a/code/ui/ui_addbots.c +++ b/code/ui/ui_addbots.c @@ -62,9 +62,9 @@ static void UI_AddBotsMenu_BotEvent( void* ptr, int32_t event ) { return; } - addBotsMenuInfo.bots[addBotsMenuInfo.selectedBotNum].color = (double*)colorTable[CT_DKGOLD1]; + addBotsMenuInfo.bots[addBotsMenuInfo.selectedBotNum].color = (float*)colorTable[CT_DKGOLD1]; addBotsMenuInfo.selectedBotNum = ((menucommon_s*)ptr)->id - ID_BOTNAME0; - addBotsMenuInfo.bots[addBotsMenuInfo.selectedBotNum].color = (double*)colorTable[CT_YELLOW]; + addBotsMenuInfo.bots[addBotsMenuInfo.selectedBotNum].color = (float*)colorTable[CT_YELLOW]; } diff --git a/code/ui/ui_admin.c b/code/ui/ui_admin.c index 458e909..cf6452b 100644 --- a/code/ui/ui_admin.c +++ b/code/ui/ui_admin.c @@ -1543,8 +1543,8 @@ void UI_AdminMenu( qboolean fromConsole ) { typedef struct { int32_t id; char model[MAX_QPATH]; - double height; - double weight; + float height; + float weight; char race[MAX_NAME_LENGTH]; char age[MAX_NAME_LENGTH]; int32_t classId; diff --git a/code/ui/ui_admin_orig.c b/code/ui/ui_admin_orig.c index f762610..339943a 100644 --- a/code/ui/ui_admin_orig.c +++ b/code/ui/ui_admin_orig.c @@ -1502,8 +1502,8 @@ void UI_AdminMenu( qboolean fromConsole ) { typedef struct { int32_t id; char model[MAX_QPATH]; - double height; - double weight; + float height; + float weight; char race[MAX_NAME_LENGTH]; char age[MAX_NAME_LENGTH]; int32_t classId; diff --git a/code/ui/ui_atoms.c b/code/ui/ui_atoms.c index 2a4f2d4..769b0eb 100644 --- a/code/ui/ui_atoms.c +++ b/code/ui/ui_atoms.c @@ -68,7 +68,7 @@ const char menuEmptyLine[] = " "; UI_ClampCvar ================= */ -double UI_ClampCvar( double min, double max, double value ) +float UI_ClampCvar( float min, float max, float value ) { if ( value < min ) return min; if ( value > max ) return max; @@ -167,7 +167,7 @@ void UI_ForceMenuOff (void) UI_LerpColor ================= */ -static void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, double t) +static void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t) { int32_t i; @@ -238,14 +238,14 @@ static void UI_DrawBannerString2( int32_t x, int32_t y, const char* str, vec4_t { const char* s; char ch; - double ax; - double ay; - double aw; - double ah; - double frow; - double fcol; - double fwidth; - double fheight; + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; /* draw the colored text */ trap_R_SetColor( color ); @@ -259,18 +259,18 @@ static void UI_DrawBannerString2( int32_t x, int32_t y, const char* str, vec4_t { ch = *s & 255; if ( ch == ' ' ) { - ax += ((double)PROPB_SPACE_WIDTH + (double)PROPB_GAP_WIDTH)* uis.scalex; + ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* uis.scalex; } else if ( ch >= 'A' && ch <= 'Z' ) { ch -= 'A'; - fcol = (double)propMapB[(int32_t)ch][0] / 256.0f; /*256.0f*/ - frow = (double)propMapB[(int32_t)ch][1] / 256.0f; - fwidth = (double)propMapB[(int32_t)ch][2] / 256.0f; - fheight = (double)PROPB_HEIGHT / 256.0f; - aw = (double)propMapB[(int32_t)ch][2] * uis.scalex; - ah = (double)PROPB_HEIGHT * uis.scaley; + fcol = (float)propMapB[(int32_t)ch][0] / 256.0f; /*256.0f*/ + frow = (float)propMapB[(int32_t)ch][1] / 256.0f; + fwidth = (float)propMapB[(int32_t)ch][2] / 256.0f; + fheight = (float)PROPB_HEIGHT / 256.0f; + aw = (float)propMapB[(int32_t)ch][2] * uis.scalex; + ah = (float)PROPB_HEIGHT * uis.scaley; trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, uis.charsetPropB ); - ax += (aw + (double)PROPB_GAP_WIDTH * uis.scalex); + ax += (aw + (float)PROPB_GAP_WIDTH * uis.scalex); } s++; } @@ -493,15 +493,15 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v { const char* s; unsigned char ch; - double ax; - double ay,holdY; - double aw; - double ah; - double frow; - double fcol; - double fwidth; - double fheight; - double sizeScale; + float ax; + float ay,holdY; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + float sizeScale; int32_t colorI; int32_t special; @@ -543,19 +543,19 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v ch = *s & 255; if ( ch == ' ' ) { - aw = (double)PROP_SPACE_TINY_WIDTH; + aw = (float)PROP_SPACE_TINY_WIDTH; } else if ( propMap[ch][2] != -1 ) { /* Because some foreign characters were a little different */ special = specialTinyPropChars[ch][0]; ay = holdY + (specialTinyPropChars[ch][1] * uis.scaley); - fcol = (double ) propMapTiny[ch][0] / 256.0f; /*256.0f*/ - frow = (double)propMapTiny[ch][1] / 256.0f; - fwidth = (double)propMapTiny[ch][2] / 256.0f; - fheight = (double)(PROP_TINY_HEIGHT + special) / 256.0f; - aw = (double)propMapTiny[ch][2] * uis.scalex * sizeScale; - ah = (double)(PROP_TINY_HEIGHT+ special) * uis.scaley * sizeScale; + fcol = (float ) propMapTiny[ch][0] / 256.0f; /*256.0f*/ + frow = (float)propMapTiny[ch][1] / 256.0f; + fwidth = (float)propMapTiny[ch][2] / 256.0f; + fheight = (float)(PROP_TINY_HEIGHT + special) / 256.0f; + aw = (float)propMapTiny[ch][2] * uis.scalex * sizeScale; + ah = (float)(PROP_TINY_HEIGHT+ special) * uis.scaley * sizeScale; /* TiM - adjust for widescreen */ if ( UI_IsWidescreen() ) @@ -572,11 +572,11 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v } - ax += (aw + (double)PROP_GAP_TINY_WIDTH * uis.scalex * sizeScale); + ax += (aw + (float)PROP_GAP_TINY_WIDTH * uis.scalex * sizeScale); /* again adjust for widescreen */ if ( UI_IsWidescreen() ) - ax -= ((double)PROP_GAP_TINY_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio); + ax -= ((float)PROP_GAP_TINY_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio); s++; } @@ -597,19 +597,19 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v ch = *s & 255; if ( ch == ' ' ) { - aw = (double)PROP_SPACE_BIG_WIDTH * uis.scalex; + aw = (float)PROP_SPACE_BIG_WIDTH * uis.scalex; } else if ( propMap[ch][2] != -1 ) { /* Because some foreign characters were a little different */ special = specialBigPropChars[ch][0]; ay = holdY + (specialBigPropChars[ch][1] * uis.scaley); - fcol = (double ) propMapBig[ch][0] / 256.0f; /* 256.0f */ - frow = (double)propMapBig[ch][1] / 256.0f; - fwidth = (double)propMapBig[ch][2] / 256.0f; - fheight = (double)(PROP_BIG_HEIGHT+ special) / 256.0f; - aw = (double)propMapBig[ch][2] * uis.scalex * sizeScale; - ah = (double)(PROP_BIG_HEIGHT+ special) * uis.scaley * sizeScale; + fcol = (float ) propMapBig[ch][0] / 256.0f; /* 256.0f */ + frow = (float)propMapBig[ch][1] / 256.0f; + fwidth = (float)propMapBig[ch][2] / 256.0f; + fheight = (float)(PROP_BIG_HEIGHT+ special) / 256.0f; + aw = (float)propMapBig[ch][2] * uis.scalex * sizeScale; + ah = (float)(PROP_BIG_HEIGHT+ special) * uis.scaley * sizeScale; /* TiM - adjust for widescreen */ if ( UI_IsWidescreen() ) @@ -625,11 +625,11 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v } - ax += (aw + (double)PROP_GAP_BIG_WIDTH * uis.scalex * sizeScale); + ax += (aw + (float)PROP_GAP_BIG_WIDTH * uis.scalex * sizeScale); /* again adjust for widescreen */ if ( UI_IsWidescreen() ) - ax -= ((double)PROP_GAP_BIG_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio); + ax -= ((float)PROP_GAP_BIG_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio); s++; } @@ -650,19 +650,19 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v ch = *s & 255; if ( ch == ' ' ) { - aw = (double)PROP_SPACE_WIDTH * uis.scalex * sizeScale; + aw = (float)PROP_SPACE_WIDTH * uis.scalex * sizeScale; } else if ( propMap[ch][2] != -1 ) { /* Because some foreign characters were a little different */ special = specialPropChars[ch][0]; ay = holdY + (specialPropChars[ch][1] * uis.scaley); - fcol = (double)propMap[ch][0] / 256.0f; - frow = (double)propMap[ch][1] / 256.0f; - fwidth = (double)propMap[ch][2] / 256.0f; - fheight = (double)(PROP_HEIGHT+ special) / 256.0f; - aw = (double)propMap[ch][2] * uis.scalex * sizeScale; - ah = (double)(PROP_HEIGHT+ special) * uis.scaley * sizeScale; + fcol = (float)propMap[ch][0] / 256.0f; + frow = (float)propMap[ch][1] / 256.0f; + fwidth = (float)propMap[ch][2] / 256.0f; + fheight = (float)(PROP_HEIGHT+ special) / 256.0f; + aw = (float)propMap[ch][2] * uis.scalex * sizeScale; + ah = (float)(PROP_HEIGHT+ special) * uis.scaley * sizeScale; /* TiM - adjust for widescreen */ if ( ui_handleWidescreen.integer && uis.widescreen.ratio ) @@ -678,11 +678,11 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v } - ax += (aw + (double)PROP_GAP_WIDTH * uis.scalex * sizeScale); + ax += (aw + (float)PROP_GAP_WIDTH * uis.scalex * sizeScale); /* again adjust for widescreen */ if ( UI_IsWidescreen() ) - ax -= ((double)PROP_GAP_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio); + ax -= ((float)PROP_GAP_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio); s++; } @@ -696,7 +696,7 @@ static void UI_DrawProportionalString2( int32_t x, int32_t y, const char* str, v UI_ProportionalSizeScale ================= */ -double UI_ProportionalSizeScale( int32_t style ) { +float UI_ProportionalSizeScale( int32_t style ) { if( style & UI_SMALLFONT ) { return PROP_SMALL_SIZE_SCALE; } @@ -713,7 +713,7 @@ UI_DrawProportionalString void UI_DrawProportionalString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color ) { vec4_t drawcolor; int32_t width; - double sizeScale; + float sizeScale; int32_t charstyle=0; if ((style & UI_BLINK) && ((uis.realtime/BLINK_DIVISOR) & 1)) @@ -818,12 +818,12 @@ static void UI_DrawString2( int32_t x, int32_t y, const char* str, vec4_t color, char ch; int32_t forceColor = qfalse; /* APSFIXME; */ vec4_t tempcolor; - double ax; - double ay; - double aw; - double ah; - double frow; - double fcol; + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; if (y < -charh) /* offscreen */ @@ -900,7 +900,7 @@ void UI_DrawString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t int32_t charh; vec4_t newcolor; vec4_t lowlight; - double *drawcolor; + float *drawcolor; vec4_t dropcolor; if( !str ) { @@ -2042,7 +2042,7 @@ UI_AdjustFrom640 Adjusted for resolution and screen aspect ratio ================ */ -void UI_AdjustFrom640( double *x, double *y, double *w, double *h ) { +void UI_AdjustFrom640( float *x, float *y, float *w, float *h ) { /* expect valid pointers */ /* *x = *x * uis.scale + uis.bias;*/ *x *= uis.scalex; @@ -2062,7 +2062,7 @@ void UI_AdjustFrom640( double *x, double *y, double *w, double *h ) { } } -void UI_DrawNamedPic( double x, double y, double width, double height, const char *picname ) { +void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) { qhandle_t hShader; hShader = trap_R_RegisterShaderNoMip( picname ); @@ -2070,16 +2070,16 @@ void UI_DrawNamedPic( double x, double y, double width, double height, const cha trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } -void UI_DrawHandleStretchPic( double x, double y, double w, double h, double s0, double t0, double s1, double t1, qhandle_t hShader ) { +void UI_DrawHandleStretchPic( float x, float y, float w, float h, float s0, float t0, float s1, float t1, qhandle_t hShader ) { UI_AdjustFrom640( &x, &y, &w, &h ); trap_R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader ); } -void UI_DrawHandlePic( double x, double y, double w, double h, qhandle_t hShader ) { - double s0; - double s1; - double t0; - double t1; +void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ) { + float s0; + float s1; + float t0; + float t1; /* TiM - security check */ if ( w == 0.0f || h == 0.0f ) @@ -2116,7 +2116,7 @@ UI_FillRect Coordinates are 640*480 virtual values ================= */ -void UI_FillRect( double x, double y, double width, double height, const double *color ) { +void UI_FillRect( float x, float y, float width, float height, const float *color ) { trap_R_SetColor( color ); UI_AdjustFrom640( &x, &y, &width, &height ); @@ -2132,7 +2132,7 @@ UI_DrawRect Coordinates are 640*480 virtual values ================= */ -void UI_DrawRect( double x, double y, double width, double height, const double *color ) { +void UI_DrawRect( float x, float y, float width, float height, const float *color ) { trap_R_SetColor( color ); UI_AdjustFrom640( &x, &y, &width, &height ); diff --git a/code/ui/ui_cdkey.c b/code/ui/ui_cdkey.c index 5831ebc..ccdb979 100644 --- a/code/ui/ui_cdkey.c +++ b/code/ui/ui_cdkey.c @@ -129,7 +129,7 @@ static void UI_CDKeyMenu_DrawKey( void *self ) menufield_s *f; qboolean focus; int32_t style; - double *color; + float *color; int32_t x, y; f = (menufield_s *)self; diff --git a/code/ui/ui_controls2.c b/code/ui/ui_controls2.c index 019dc6b..b7c7fcf 100644 --- a/code/ui/ui_controls2.c +++ b/code/ui/ui_controls2.c @@ -38,7 +38,7 @@ void *holdControlPtr; int32_t holdControlEvent; static menuaction_s *vid_apply_action; -double setup_menubuttons[8][2] = +float setup_menubuttons[8][2] = { {125,62}, {125,86}, @@ -278,8 +278,8 @@ typedef struct { typedef struct { char* name; - double defaultvalue; - double value; + float defaultvalue; + float value; } configcvar_t; #define SAVE_NOOP 0 @@ -748,7 +748,7 @@ Controls_GetCvarDefault ================= */ /* -static double Controls_GetCvarDefault( char* name ) +static float Controls_GetCvarDefault( char* name ) { configcvar_t* cvarptr; int32_t i; @@ -771,7 +771,7 @@ static double Controls_GetCvarDefault( char* name ) Controls_GetCvarValue ================= */ -static double Controls_GetCvarValue( char* name ) +static float Controls_GetCvarValue( char* name ) { configcvar_t* cvarptr; int32_t i; diff --git a/code/ui/ui_credits.c b/code/ui/ui_credits.c index 15d6295..e12b938 100644 --- a/code/ui/ui_credits.c +++ b/code/ui/ui_credits.c @@ -122,7 +122,7 @@ static qhandle_t spaceBackdrop; int32_t i; -static double cm_buttons[9][2] = +static float cm_buttons[9][2] = { {129,62}, {129,86}, @@ -711,8 +711,8 @@ static void UI_drawLogo ( void ) refEntity_t ent; vec3_t origin = {0.0, 0.0, 0.0}; vec3_t angles; - double adjust; - double x, y, w, h; + float adjust; + float x, y, w, h; //vec4_t color = {0.5, 0, 0, 1}; // setup the refdef @@ -733,7 +733,7 @@ static void UI_drawLogo ( void ) refdef.width = w; refdef.height = h; - adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (double)uis.realtime / 1000 ); + adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 17 + adjust; //60 //TiM: Controls width scale refdef.fov_y = 19.6875 + adjust; //19.6875 @@ -749,7 +749,7 @@ static void UI_drawLogo ( void ) memset( &ent, 0, sizeof(ent) ); - adjust = 20.0/300.0 * uis.realtime; //5.0 * sin( (double)uis.realtime / 5000 ); + adjust = 20.0/300.0 * uis.realtime; //5.0 * sin( (float)uis.realtime / 5000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_credits.logoModel; diff --git a/code/ui/ui_ingame.c b/code/ui/ui_ingame.c index 2742162..48cd2b8 100644 --- a/code/ui/ui_ingame.c +++ b/code/ui/ui_ingame.c @@ -334,7 +334,7 @@ static void UI_InGameMenu_Draw( void ) { char* playerClass; char string[256]; - double scale; + float scale; int32_t y=191; int32_t yOffset = 23; // char* team; @@ -498,7 +498,7 @@ static void UI_InGameMenu_Draw( void ) //Q_strncpyz( string, string, 25 ); UI_DrawProportionalString( 270, y, string, UI_LEFT|UI_SMALLFONT, colorTable[CT_LTGOLD1]); - scale = trap_Cvar_VariableValue( "height" ) * (double)BASE_HEIGHT; + scale = trap_Cvar_VariableValue( "height" ) * (float)BASE_HEIGHT; Com_sprintf( string, sizeof(string), "%s: %3.2f%s", menu_normal_text[MNT_HEIGHT], scale, HEIGHT_UNIT ); //Q_strncpyz( string, string, 25 ); @@ -509,9 +509,9 @@ static void UI_InGameMenu_Draw( void ) //Q_strncpyz( string, string, 25 ); UI_DrawProportionalString( 270, y, string, UI_LEFT|UI_SMALLFONT, colorTable[CT_LTGOLD1]); - scale = trap_Cvar_VariableValue( "height" ) * trap_Cvar_VariableValue( "weight" ) * (double)BASE_WEIGHT; + scale = trap_Cvar_VariableValue( "height" ) * trap_Cvar_VariableValue( "weight" ) * (float)BASE_WEIGHT; if ( s_ingame.playerinfo.gender == GENDER_FEMALE ) - scale *= (double)FEMALE_OFFSET; + scale *= (float)FEMALE_OFFSET; Com_sprintf( string, sizeof(string), "%s: %3.2f%s", menu_normal_text[MNT_WEIGHT], scale, WEIGHT_UNIT ); //Q_strncpyz( string, string, 25 ); diff --git a/code/ui/ui_library.c b/code/ui/ui_library.c index d221965..5bba48d 100644 --- a/code/ui/ui_library.c +++ b/code/ui/ui_library.c @@ -85,7 +85,7 @@ static struct static struct { menuframework_s menu; - double timer; + float timer; qhandle_t cornerPic; // int32_t menuType; // 0 = library, 1 = astrometrics } s_libraryaccessing; @@ -408,7 +408,7 @@ static void TurnOnLogDesc(char *s,int32_t lineWidth,int32_t startY) } -static void UI_Draw3DModel( double x, double y, double w, double h, qhandle_t model, vec3_t origin, vec3_t angles) +static void UI_Draw3DModel( float x, float y, float w, float h, qhandle_t model, vec3_t origin, vec3_t angles) { refdef_t refdef; refEntity_t ent; diff --git a/code/ui/ui_local.h b/code/ui/ui_local.h index 9b8d0eb..70be78e 100644 --- a/code/ui/ui_local.h +++ b/code/ui/ui_local.h @@ -1522,10 +1522,10 @@ typedef struct { menucommon_s generic; - double minvalue; - double maxvalue; - double curvalue; - double defvalue; //RPG-X: TiM | I'm going to make it if u click the button part, it'll reset to this default value + float minvalue; + float maxvalue; + float curvalue; + float defvalue; //RPG-X: TiM | I'm going to make it if u click the button part, it'll reset to this default value int32_t focusWidth; // For graph int32_t focusHeight; // For graph @@ -1553,7 +1553,7 @@ typedef struct int32_t textcolor; // Normal color int32_t textcolor2; // Highlight color - double range; + float range; qboolean mouseDown; } menuslider_s; @@ -1648,7 +1648,7 @@ typedef struct int32_t width; int32_t height; - /*@shared@*/ double* focuscolor; + /*@shared@*/ float* focuscolor; int32_t color; // Normal color int32_t color2; // Highlight color @@ -1675,8 +1675,8 @@ typedef struct int32_t normaltextEnum3; // Enum from normal menu text int32_t buttontextEnum3; // Enum from button text int32_t style; - /*@shared@*/ double *color; // Normal color - /*@shared@*/ double *color2; // Highlight color + /*@shared@*/ float *color; // Normal color + /*@shared@*/ float *color2; // Highlight color int32_t focusX; int32_t focusY; int32_t focusWidth; @@ -1686,7 +1686,7 @@ typedef struct typedef struct { int32_t type; // STRING or GRAPHIC - double timer; // When it changes + float timer; // When it changes int32_t x; // X position int32_t y; // Y positon int32_t width; // Graphic width @@ -1993,11 +1993,11 @@ typedef struct { int32_t frame; int32_t frameTime; // time when ->frame will be exactly on - double backlerp; + float backlerp; - double yawAngle; + float yawAngle; qboolean yawing; - double pitchAngle; + float pitchAngle; qboolean pitching; int32_t animationNumber; // may include ANIM_TOGGLEBIT @@ -2037,8 +2037,8 @@ typedef struct { gender_t gender; - double height; - double weight; + float height; + float weight; qhandle_t legsModel; qhandle_t legsSkin; @@ -2096,7 +2096,7 @@ typedef struct { qboolean newModel; qboolean barrelSpinning; - double barrelAngle; + float barrelAngle; int32_t barrelTime; //TiM - Just to give this thing a little spice. :) @@ -2109,9 +2109,9 @@ typedef struct { int32_t realWeapon; } playerInfo_t; -void UI_DrawPlayer( double x, double y, double w, double h, vec3_t pOrigin, playerInfo_t *pi, int32_t time ); //RPG-X : TiM- origin +void UI_DrawPlayer( float x, float y, float w, float h, vec3_t pOrigin, playerInfo_t *pi, int32_t time ); //RPG-X : TiM- origin void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ); -void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int32_t legsAnim, int32_t torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, double height, double weight, qboolean chat ); +void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int32_t legsAnim, int32_t torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, float height, float weight, qboolean chat ); qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ); // @@ -2161,9 +2161,9 @@ typedef struct { qhandle_t cursor; qhandle_t rb_on; qhandle_t rb_off; - double scalex; - double scaley; -// double bias; + float scalex; + float scaley; +// float bias; qboolean demoversion; qboolean firstdraw; @@ -2195,21 +2195,21 @@ extern void UI_KeyEvent( int32_t key ); extern void UI_MouseEvent( int32_t dx, int32_t dy ); extern void UI_Refresh( int32_t realtime ); extern qboolean UI_ConsoleCommand( void ); -extern double UI_ClampCvar( double min, double max, double value ); -extern void UI_DrawNamedPic( double x, double y, double width, double height, const char *picname ); -extern void UI_DrawHandlePic( double x, double y, double w, double h, qhandle_t hShader ); -extern void UI_DrawHandleStretchPic( double x, double y, double w, double h, double s0, double t0, double s1, double t1, qhandle_t hShader ); -extern void UI_FillRect( double x, double y, double width, double height, const double *color ); -extern void UI_DrawRect( double x, double y, double width, double height, const double *color ); -//extern void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, double t); +extern float UI_ClampCvar( float min, float max, float value ); +extern void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ); +extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ); +extern void UI_DrawHandleStretchPic( float x, float y, float w, float h, float s0, float t0, float s1, float t1, qhandle_t hShader ); +extern void UI_FillRect( float x, float y, float width, float height, const float *color ); +extern void UI_DrawRect( float x, float y, float width, float height, const float *color ); +//extern void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t); extern void UI_DrawBannerString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color ); -extern double UI_ProportionalSizeScale( int32_t style ); +extern float UI_ProportionalSizeScale( int32_t style ); extern void UI_DrawProportionalString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color ); extern int32_t UI_ProportionalStringWidth( const char* str,int32_t style ); extern void UI_DrawString( int32_t x, int32_t y, const char* str, int32_t style, vec4_t color, qboolean highRes ); extern void UI_DrawChar( int32_t x, int32_t y, int32_t ch, int32_t style, vec4_t color ); extern qboolean UI_CursorInRect (int32_t x, int32_t y, int32_t width, int32_t height); -extern void UI_AdjustFrom640( double *x, double *y, double *w, double *h ); +extern void UI_AdjustFrom640( float *x, float *y, float *w, float *h ); //extern void UI_DrawTextBox (int32_t x, int32_t y, int32_t width, int32_t lines); extern qboolean UI_IsFullscreen( void ); @@ -2272,9 +2272,9 @@ int32_t trap_Milliseconds( void ); void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int32_t flags ); void trap_Cvar_Update( vmCvar_t *vmCvar ); void trap_Cvar_Set( const char *var_name, const char *value ); -double trap_Cvar_VariableValue( const char *var_name ); +float trap_Cvar_VariableValue( const char *var_name ); void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int32_t bufsize ); -void trap_Cvar_SetValue( const char *var_name, double value ); +void trap_Cvar_SetValue( const char *var_name, float value ); void trap_Cvar_Reset( const char *name ); void trap_Cvar_Create( const char *var_name, const char *var_value, int32_t flags ); void trap_Cvar_InfoStringBuffer( int32_t bit, char *buffer, int32_t bufsize ); @@ -2292,12 +2292,12 @@ qhandle_t trap_R_RegisterShaderNoMip( const char *name ); void trap_R_ClearScene( void ); void trap_R_AddRefEntityToScene( const refEntity_t *re ); void trap_R_AddPolyToScene( qhandle_t hShader , int32_t numVerts, const polyVert_t *verts ); -void trap_R_AddLightToScene( const vec3_t org, double intensity, double r, double g, double b ); +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); void trap_R_RenderScene( const refdef_t *fd ); -void trap_R_SetColor( const double *rgba ); -void trap_R_DrawStretchPic( double x, double y, double w, double h, double s1, double t1, double s2, double t2, qhandle_t hShader ); +void trap_R_SetColor( const float *rgba ); +void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); void trap_UpdateScreen( void ); -void trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame, double frac, const char *tagName ); +void trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame, float frac, const char *tagName ); void trap_S_StartLocalSound( sfxHandle_t sfx, int32_t channelNum ); sfxHandle_t trap_S_RegisterSound( const char *sample ); void trap_Key_KeynumToStringBuf( int32_t keynum, char *buf, int32_t buflen ); @@ -2355,7 +2355,7 @@ void UI_DisplayOptionsMenu( void ); // //void UI_SoundOptionsMenu_Cache( void ); //void UI_SoundOptionsMenu( void ); -extern double setup_menubuttons[8][2]; +extern float setup_menubuttons[8][2]; void UI_SoundMenu( void); void UI_SoundMenu_Cache(void); diff --git a/code/ui/ui_menu.c b/code/ui/ui_menu.c index 6baf445..29f038a 100644 --- a/code/ui/ui_menu.c +++ b/code/ui/ui_menu.c @@ -618,7 +618,7 @@ END MOD -static double mm_buttons[6][2] = +static float mm_buttons[6][2] = { {129,62}, {129,86}, @@ -628,7 +628,7 @@ static double mm_buttons[6][2] = {305,109} }; -static double federationTimer; +static float federationTimer; // Data for Welcome In Menu static struct @@ -999,8 +999,8 @@ MainArenaServers_Compare ================= */ static int32_t QDECL MainArenaServers_Compare( const void *arg1, const void *arg2 ) { - double f1; - double f2; + float f1; + float f2; table_t* t1; table_t* t2; @@ -1612,8 +1612,8 @@ Phenix refEntity_t ent; vec3_t origin = {0.0, 0.0, 0.0}; vec3_t angles; - double adjust; - double x, y, w, h; + float adjust; + float x, y, w, h; //vec4_t color = {0.5, 0, 0, 1}; // setup the refdef @@ -1635,7 +1635,7 @@ Phenix refdef.width = w; refdef.height = h; - adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (double)uis.realtime / 1000 ); + adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 10 + adjust; //60 //TiM: Controls width scale // yeah.... coz it's the FOV lol //17 //that being the case, we have to aim for a value of 10 //(10's what I use in MD3View... anything higher and it starts to distort) @@ -1655,7 +1655,7 @@ Phenix memset( &ent, 0, sizeof(ent) ); - adjust = 20.0/300.0 * uis.realtime; //5.0 * sin( (double)uis.realtime / 5000 ); + adjust = 20.0/300.0 * uis.realtime; //5.0 * sin( (float)uis.realtime / 5000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_main.logoModel; @@ -1743,7 +1743,7 @@ static void Player_DrawPlayer( void ) //*self ) vec3_t viewangles; vec3_t origin = {-3, 5, -3 };//{ 0, 3.8, 0}; char buf[MAX_QPATH]; -// double yaw; +// float yaw; trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) ); @@ -1847,7 +1847,7 @@ static weapongraphics_s weapon_graphics[UI_NUM_WEAPONS] = //was WP_NUM_WEAPONS, }; -/*static void UI_Draw3DModel( double x, double y, double w, double h, qhandle_t model, vec3_t origin, vec3_t angles, vec3_t weaponMidpoint ) { +/*static void UI_Draw3DModel( float x, float y, float w, float h, qhandle_t model, vec3_t origin, vec3_t angles, vec3_t weaponMidpoint ) { refdef_t refdef; refEntity_t ent; @@ -1954,7 +1954,7 @@ static void M_MainMenu_Graphics (void) char string[256]; char temp[128]; int32_t i; - double scale; + float scale; servernode_t* node; int32_t style; @@ -2109,7 +2109,7 @@ static void M_MainMenu_Graphics (void) } UI_DrawProportionalString( 270, y, string, UI_LEFT|UI_SMALLFONT, colorTable[CT_LTGOLD1]); - scale = trap_Cvar_VariableValue( "height" ) * (double)BASE_HEIGHT; + scale = trap_Cvar_VariableValue( "height" ) * (float)BASE_HEIGHT; Com_sprintf( string, sizeof( string ), "%s: %3.2f%s", menu_normal_text[MNT_HEIGHT], scale, HEIGHT_UNIT ); if ( strlen( string ) > 20 ) @@ -2148,9 +2148,9 @@ static void M_MainMenu_Graphics (void) } UI_DrawProportionalString( 270, y, string, UI_LEFT|UI_SMALLFONT, colorTable[CT_LTGOLD1]); - scale = trap_Cvar_VariableValue( "height" ) * trap_Cvar_VariableValue( "weight" ) * (double)BASE_WEIGHT; + scale = trap_Cvar_VariableValue( "height" ) * trap_Cvar_VariableValue( "weight" ) * (float)BASE_WEIGHT; if ( s_main.playerinfo.gender == GENDER_FEMALE ) - scale *= (double)FEMALE_OFFSET; + scale *= (float)FEMALE_OFFSET; Com_sprintf( string, sizeof( string ), "%s: %3.2f%s", menu_normal_text[MNT_WEIGHT], scale, WEIGHT_UNIT ); if ( strlen( string ) > 20 ) diff --git a/code/ui/ui_playermodel.c b/code/ui/ui_playermodel.c index 14d2aeb..3d19417 100644 --- a/code/ui/ui_playermodel.c +++ b/code/ui/ui_playermodel.c @@ -1113,7 +1113,7 @@ static void PlayerModel_DrawPlayer( void *self ) return; } - UI_DrawPlayer( (double)b->generic.x, (double)b->generic.y, (double)b->width, (double)b->height, origin, &s_playermodel.playerinfo, (int32_t)(uis.realtime/1.5) ); + UI_DrawPlayer( (float)b->generic.x, (float)b->generic.y, (float)b->width, (float)b->height, origin, &s_playermodel.playerinfo, (int32_t)(uis.realtime/1.5) ); } /* diff --git a/code/ui/ui_players.c b/code/ui/ui_players.c index fbd3e88..d2412f3 100644 --- a/code/ui/ui_players.c +++ b/code/ui/ui_players.c @@ -22,7 +22,7 @@ static int32_t dp_realtime; -static double jumpHeight; +static float jumpHeight; //TiM : Bolton Table stringID_table_t BoltonTable[BOLTON_MAX + 1] = @@ -442,7 +442,7 @@ static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int32_t newAnima if ( lf->frameTime == lf->oldFrameTime ) { lf->backlerp = 0; } else { - lf->backlerp = 1.0 - (double)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); + lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); } } @@ -452,8 +452,8 @@ static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int32_t newAnima UI_PlayerAnimation =============== */ -static void UI_PlayerAnimation( playerInfo_t *pi, int32_t *legsOld, int32_t *legs, double *legsBackLerp, - int32_t *torsoOld, int32_t *torso, double *torsoBackLerp ) { +static void UI_PlayerAnimation( playerInfo_t *pi, int32_t *legsOld, int32_t *legs, float *legsBackLerp, + int32_t *torsoOld, int32_t *torso, float *torsoBackLerp ) { // legs animation pi->legsAnimationTimer -= uis.frametime; @@ -495,11 +495,11 @@ static void UI_PlayerAnimation( playerInfo_t *pi, int32_t *legsOld, int32_t *leg UI_SwingAngles ================== */ -static void UI_SwingAngles( double destination, double swingTolerance, double clampTolerance, - double speed, double *angle, qboolean *swinging ) { - double swing; - double move; - double scale; +static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance, + float speed, float *angle, qboolean *swinging ) { + float swing; + float move; + float scale; if ( !*swinging ) { // see if a swing should be started @@ -557,7 +557,7 @@ static void UI_SwingAngles( double destination, double swingTolerance, double cl UI_MovedirAdjustment ====================== */ -/*static double UI_MovedirAdjustment( playerInfo_t *pi ) { +/*static float UI_MovedirAdjustment( playerInfo_t *pi ) { vec3_t relativeAngles; vec3_t moveVector; @@ -603,7 +603,7 @@ UI_PlayerAngles */ static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) { vec3_t legsAngles, torsoAngles, headAngles; - double dest; + float dest; VectorCopy( pi->viewAngles, headAngles ); headAngles[YAW] = AngleMod( headAngles[YAW] ); @@ -682,10 +682,10 @@ static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t sha UI_MachinegunSpinAngle ====================== */ -/*double UI_MachinegunSpinAngle( playerInfo_t *pi ) { +/*float UI_MachinegunSpinAngle( playerInfo_t *pi ) { int32_t delta; - double angle; - double speed; + float angle; + float speed; int32_t torsoAnim; delta = dp_realtime - pi->barrelTime; @@ -696,7 +696,7 @@ UI_MachinegunSpinAngle delta = COAST_TIME; } - speed = 0.5 * ( SPIN_SPEED + (double)( COAST_TIME - delta ) / COAST_TIME ); + speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); angle = pi->barrelAngle + delta * speed; } @@ -719,7 +719,7 @@ UI_MachinegunSpinAngle UI_DrawPlayer =============== */ -void UI_DrawPlayer( double x, double y, double w, double h, vec3_t pOrigin, playerInfo_t *pi, int32_t time ) { //RPG-X : TiM- Origin added +void UI_DrawPlayer( float x, float y, float w, float h, vec3_t pOrigin, playerInfo_t *pi, int32_t time ) { //RPG-X : TiM- Origin added refdef_t refdef; refEntity_t legs; refEntity_t torso; @@ -730,8 +730,8 @@ void UI_DrawPlayer( double x, double y, double w, double h, vec3_t pOrigin, play int32_t renderfx; vec3_t mins = {-16, -24, -24}; vec3_t maxs = {16, 16, 32}; - double len; - double xx; + float len; + float xx; if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { return; @@ -767,7 +767,7 @@ void UI_DrawPlayer( double x, double y, double w, double h, vec3_t pOrigin, play refdef.width = w; refdef.height = h; - refdef.fov_x = (int32_t)((double)refdef.width / 640.0f * 10.0f); //RPG-X : TiM- 90.0f //Anyone else noticed how the high FOV value distorted the model horribly in the menus? O_o + refdef.fov_x = (int32_t)((float)refdef.width / 640.0f * 10.0f); //RPG-X : TiM- 90.0f //Anyone else noticed how the high FOV value distorted the model horribly in the menus? O_o xx = refdef.width / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height, xx ); refdef.fov_y *= ( 360 / M_PI ); @@ -817,10 +817,10 @@ void UI_DrawPlayer( double x, double y, double w, double h, vec3_t pOrigin, play UI_ForceTorsoAnim( pi, anim ); //play lower - pi->legsAnimationTimer = pi->animations[ anim ].numFrames * pi->animations[ anim ].frameLerp * ((double)uis.realtime/(double)dp_realtime); + pi->legsAnimationTimer = pi->animations[ anim ].numFrames * pi->animations[ anim ].frameLerp * ((float)uis.realtime/(float)dp_realtime); pi->lowerEmoting = qtrue; - pi->torsoAnimationTimer = pi->animations[ anim ].numFrames * pi->animations[ anim ].frameLerp * ((double)uis.realtime/(double)dp_realtime); + pi->torsoAnimationTimer = pi->animations[ anim ].numFrames * pi->animations[ anim ].frameLerp * ((float)uis.realtime/(float)dp_realtime); pi->upperEmoting = qtrue; pi->nextEmoteTime = uis.realtime + ( irandom( 10, 20 ) * 1000 ) + pi->legsAnimationTimer; @@ -994,7 +994,7 @@ static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animat int32_t len; int32_t i; char *token; - double fps; + float fps; int32_t skip; char text[20000]; fileHandle_t f; @@ -1867,7 +1867,7 @@ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) { UI_PlayerInfo_SetInfo =============== */ -void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int32_t legsAnim, int32_t torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, double height, double weight, qboolean chat ) { +void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int32_t legsAnim, int32_t torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, float height, float weight, qboolean chat ) { int32_t currentAnim; weapon_t weaponNum; diff --git a/code/ui/ui_playersettings.c b/code/ui/ui_playersettings.c index 99fd42d..74b442c 100644 --- a/code/ui/ui_playersettings.c +++ b/code/ui/ui_playersettings.c @@ -49,8 +49,8 @@ typedef struct { //char age[36]; //char race[36]; - //double height; - //double weight; + //float height; + //float weight; } initialData_t; typedef struct { @@ -235,9 +235,9 @@ const char* prank_items_actual3[] = };*/ -/*static double yawDelta3; -static double yaw3 = 180 - 30; -static double placeHolder3 = 180 - 30;*/ +/*static float yawDelta3; +static float yaw3 = 180 - 30; +static float placeHolder3 = 180 - 30;*/ /* ======================= @@ -467,7 +467,7 @@ static void PlayerSettings_DrawPlayer( void *self ) UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, BOTH_WALK1, BOTH_WALK1, viewangles, vec3_origin, WP_0, s_playersettings.height.curvalue, s_playersettings.weight.curvalue, qfalse ); b = (menubitmap_s*) self; - UI_DrawPlayer( (double)b->generic.x, (double)b->generic.y, (double)b->width, (double)b->height, origin, &s_playersettings.playerinfo, (int32_t)(uis.realtime/1.5) ); + UI_DrawPlayer( (float)b->generic.x, (float)b->generic.y, (float)b->width, (float)b->height, origin, &s_playersettings.playerinfo, (int32_t)(uis.realtime/1.5) ); /*if ( uis.spinView == qtrue && !trap_Key_IsDown( K_MOUSE1 )) { uis.spinView = qfalse; @@ -658,7 +658,7 @@ static void PlayerSettings_SetMenuItems( void ) //Player Height { - double height = trap_Cvar_VariableValue( "height" ); + float height = trap_Cvar_VariableValue( "height" ); //If height was defined, but filled with no value //We don't want infinitely flat players rofl @@ -672,7 +672,7 @@ static void PlayerSettings_SetMenuItems( void ) //Player Weight { - double weight = trap_Cvar_VariableValue( "weight" ); + float weight = trap_Cvar_VariableValue( "weight" ); //If height was defined, but filled with no value //We don't want infinitely thin players rofl @@ -905,13 +905,13 @@ void PlayerSettingsMenu_Graphics (void) //TiM - Player weight and height parameters { - double ht = s_playersettings.height.curvalue * (double)BASE_HEIGHT; - double wt = s_playersettings.weight.curvalue * s_playersettings.height.curvalue * (double)BASE_WEIGHT; + float ht = s_playersettings.height.curvalue * (float)BASE_HEIGHT; + float wt = s_playersettings.weight.curvalue * s_playersettings.height.curvalue * (float)BASE_WEIGHT; char htStr[12]; char wtStr[12]; if ( s_playersettings.playerinfo.gender == GENDER_FEMALE ) - wt *= (double)FEMALE_OFFSET; + wt *= (float)FEMALE_OFFSET; Com_sprintf( htStr, sizeof(htStr), "%4.2f%s", ht, HEIGHT_UNIT ); Com_sprintf( wtStr, sizeof(wtStr), "%4.2f%s", wt, WEIGHT_UNIT ); diff --git a/code/ui/ui_preferences.c b/code/ui/ui_preferences.c index b518276..4bb5326 100644 --- a/code/ui/ui_preferences.c +++ b/code/ui/ui_preferences.c @@ -256,7 +256,7 @@ Crosshair_Draw /* static void Crosshair_Draw( void *self ) { menulist_s *s; - double *color; + float *color; int32_t x, y; int32_t style; qboolean focus; diff --git a/code/ui/ui_qmenu.c b/code/ui/ui_qmenu.c index 1d23df5..e55f21b 100644 --- a/code/ui/ui_qmenu.c +++ b/code/ui/ui_qmenu.c @@ -255,7 +255,7 @@ static void Text_Draw(menuframework_s *menu, menutext_s *t ) char buff[512]; char buff2[512]; char buff3[512]; - double *color; + float *color; x = t->generic.x; y = t->generic.y; @@ -387,7 +387,7 @@ static void BText_Draw( menutext_s *t ) { int32_t x; int32_t y; - double* color; + float* color; x = t->generic.x; y = t->generic.y; @@ -411,7 +411,7 @@ static void PText_Init( menutext_s *t ) int32_t y; int32_t w; int32_t h; - double sizeScale; + float sizeScale; sizeScale = UI_ProportionalSizeScale( t->style ); @@ -442,7 +442,7 @@ static void PText_Draw( menutext_s *t ) { int32_t x; int32_t y; - double * color; + float * color; int32_t style; x = t->generic.x; @@ -519,12 +519,12 @@ Bitmap_Draw */ void Bitmap_Draw( menubitmap_s *b ) { - double x; - double y; - double w; - double h; + float x; + float y; + float w; + float h; vec4_t tempcolor; - double* color; + float* color; char highlight; int32_t textStyle; menuframework_s *menu; @@ -741,7 +741,7 @@ static void Action_Draw( menuaction_s *a ) { int32_t x, y; int32_t style; -// double* color; +// float* color; int32_t textColor,buttonColor; style = 0; @@ -884,7 +884,7 @@ static void RadioButton_Draw( menuradiobutton_s *rb ) { int32_t x; int32_t y; - double *color; + float *color; int32_t style; qboolean focus; @@ -986,7 +986,7 @@ static sfxHandle_t Slider_Key( menuslider_s *s, int32_t key ) case K_MOUSE1: x = uis.cursorx - s->generic.x; oldvalue = s->curvalue; - s->curvalue = (x/(double)(s->focusWidth)) * (s->maxvalue-s->minvalue) + s->minvalue; + s->curvalue = (x/(float)(s->focusWidth)) * (s->maxvalue-s->minvalue) + s->minvalue; //TiM | If a default was set, reset it in this case if ( x < 0 && s->defvalue ) { @@ -1083,7 +1083,7 @@ static void Slider_Draw( menuslider_s *s ) } if ( s->mouseDown ) { - s->curvalue = ((uis.cursorx - s->generic.x)/(double)(s->focusWidth)) * (s->maxvalue-s->minvalue) + s->minvalue; + s->curvalue = ((uis.cursorx - s->generic.x)/(float)(s->focusWidth)) * (s->maxvalue-s->minvalue) + s->minvalue; s->curvalue = Com_Clamp( s->minvalue, s->maxvalue, s->curvalue); s->generic.parent->noNewSelecting = qtrue; @@ -1111,7 +1111,7 @@ static void Slider_Draw( menuslider_s *s ) // clamp thumb if (s->maxvalue > s->minvalue) { - s->range = ( s->curvalue - s->minvalue ) / ( double ) ( s->maxvalue - s->minvalue ); + s->range = ( s->curvalue - s->minvalue ) / ( float ) ( s->maxvalue - s->minvalue ); if ( s->range < 0) { s->range = 0; @@ -1155,7 +1155,7 @@ Slider_Draw */ static void Slider_Draw( menuslider_s *s ) { - double *color; + float *color; int32_t style; int32_t i; int32_t x; @@ -1200,7 +1200,7 @@ static void Slider_Draw( menuslider_s *s ) // clamp thumb if (s->maxvalue > s->minvalue) { - s->range = ( s->curvalue - s->minvalue ) / ( double ) ( s->maxvalue - s->minvalue ); + s->range = ( s->curvalue - s->minvalue ) / ( float ) ( s->maxvalue - s->minvalue ); if ( s->range < 0) s->range = 0; else if ( s->range > 1) @@ -1324,7 +1324,7 @@ static sfxHandle_t SpinControl_InitListRender( menulist_s* s ) { //MIGHTNEEDFIXME: UI_RIGHT...? Eh, If I need it, I'll come back here hehe //If we can, cause it's cool, move the list up 1/3 of it's height - heightOffset = (double)( s->drawList.down - s->drawList.up ) * (double)0.33; + heightOffset = (float)( s->drawList.down - s->drawList.up ) * (float)0.33; s->drawList.up -= heightOffset; s->drawList.down -= heightOffset; @@ -1981,7 +1981,7 @@ void ScrollList_Draw( menulist_s *l ) int32_t i; int32_t base; int32_t column; - double* color; + float* color; qboolean hasfocus; int32_t style; diff --git a/code/ui/ui_servers2.c b/code/ui/ui_servers2.c index 5b99c73..7eaebe5 100644 --- a/code/ui/ui_servers2.c +++ b/code/ui/ui_servers2.c @@ -163,7 +163,7 @@ static int32_t noyes_items[] = 0 }; -static double server_buttons[5][2] = +static float server_buttons[5][2] = { {274, 72}, // Server type {274, 92}, // Sort by @@ -314,8 +314,8 @@ ArenaServers_Compare ================= */ static int32_t QDECL ArenaServers_Compare( const void *arg1, const void *arg2 ) { - double f1; - double f2; + float f1; + float f2; servernode_t* t1; servernode_t* t2; diff --git a/code/ui/ui_spreset.c b/code/ui/ui_spreset.c index 44c3bc0..3527150 100644 --- a/code/ui/ui_spreset.c +++ b/code/ui/ui_spreset.c @@ -136,7 +136,7 @@ void UI_ResetMenu(void) { trap_GetClientState( &cstate ); if ( cstate.connState >= CA_CONNECTED ) { - // double on top of running game + // float on top of running game s_reset.menu.fullscreen = qfalse; } else { diff --git a/code/ui/ui_sql.c b/code/ui/ui_sql.c index e3fa716..3660640 100644 --- a/code/ui/ui_sql.c +++ b/code/ui/ui_sql.c @@ -70,7 +70,7 @@ M_sqlMenu_Graphics */ static void M_sqlMenu_Graphics (void) { - double bg[] = { 0, 0, 0, 0.7 }; + float bg[] = { 0, 0, 0, 0.7 }; trap_R_SetColor(bg); UI_DrawHandlePic(160, 120, 320, 240, box_rounded); diff --git a/code/ui/ui_startserver.c b/code/ui/ui_startserver.c index 8380739..7ab08bd 100644 --- a/code/ui/ui_startserver.c +++ b/code/ui/ui_startserver.c @@ -2126,7 +2126,7 @@ PlayerName_Draw static void PlayerName_Draw( void *item ) { menutext_s *s; - double *color; + float *color; int32_t x, y; int32_t style; qboolean focus; @@ -3342,7 +3342,7 @@ AdvancedServer_Update static void AdvancedServer_Update( void) { int32_t holdInt; - double holdFloat; + float holdFloat; // Set colors to normal s_advancedserver.repawntime.field.titlecolor = CT_DKGOLD1; @@ -4352,7 +4352,7 @@ static void UI_AdvancedServerMenu_Init(int32_t fromMenu) Com_sprintf( s_advancedserver.runspeed.field.buffer, 5, "%i", (int32_t)Com_Clamp( 150, 1000, trap_Cvar_VariableValue( "g_speed" ) ) ); Com_sprintf( s_advancedserver.gravity.field.buffer, 5, "%i", (int32_t)Com_Clamp( 0, 5000, trap_Cvar_VariableValue( "g_gravity" ) ) ); Com_sprintf( s_advancedserver.knockback.field.buffer, 6, "%i", (int32_t)Com_Clamp( 0, 10000, trap_Cvar_VariableValue( "g_knockback" ) ) ); - Com_sprintf( s_advancedserver.dmgmult.field.buffer, 12, "%f", (double)Com_Clamp( 0.0, 100.0, trap_Cvar_VariableValue( "g_dmgmult" ) ) ); + Com_sprintf( s_advancedserver.dmgmult.field.buffer, 12, "%f", (float)Com_Clamp( 0.0, 100.0, trap_Cvar_VariableValue( "g_dmgmult" ) ) ); Com_sprintf( s_advancedserver.bot_minplayers.field.buffer, 3, "%i", (int32_t)Com_Clamp( 0, 64, trap_Cvar_VariableValue( "bot_minplayers" ) ) ); Com_sprintf( s_advancedserver.forceplayerrespawn.field.buffer, 3, "%i", (int32_t)Com_Clamp( 0, 120, trap_Cvar_VariableValue( "g_forcerespawn" ) ) ); Com_sprintf( s_advancedserver.respawninvulnerability.field.buffer, 3, "%i", (int32_t)Com_Clamp( 0, 30, trap_Cvar_VariableValue( "g_ghostRespawn" ) ) ); diff --git a/code/ui/ui_syscalls.c b/code/ui/ui_syscalls.c index 75f2c98..d2e573c 100644 --- a/code/ui/ui_syscalls.c +++ b/code/ui/ui_syscalls.c @@ -20,7 +20,7 @@ void dllEntry( int32_t (QDECL *syscallptr)( int32_t arg,... ) ) { syscall = syscallptr; }*/ -int32_t PASSFLOAT( double x ) { +int32_t PASSFLOAT( float x ) { int32_t floatTemp; floatTemp = x; return floatTemp; @@ -50,8 +50,8 @@ void trap_Cvar_Set( const char *var_name, const char *value ) { syscall( UI_CVAR_SET, var_name, value ); } -double trap_Cvar_VariableValue( const char *var_name ) { - double temp; +float trap_Cvar_VariableValue( const char *var_name ) { + float temp; temp = syscall( UI_CVAR_VARIABLEVALUE, var_name ); return temp; } @@ -60,7 +60,7 @@ void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int32_t syscall( UI_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); } -void trap_Cvar_SetValue( const char *var_name, double value ) { +void trap_Cvar_SetValue( const char *var_name, float value ) { syscall( UI_CVAR_SETVALUE, var_name, PASSFLOAT( value ) ); } @@ -132,7 +132,7 @@ void trap_R_AddPolyToScene( qhandle_t hShader , int32_t numVerts, const polyVert syscall( UI_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); } -void trap_R_AddLightToScene( const vec3_t org, double intensity, double r, double g, double b ) { +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { syscall( UI_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); } @@ -140,11 +140,11 @@ void trap_R_RenderScene( const refdef_t *fd ) { syscall( UI_R_RENDERSCENE, fd ); } -void trap_R_SetColor( const double *rgba ) { +void trap_R_SetColor( const float *rgba ) { syscall( UI_R_SETCOLOR, rgba ); } -void trap_R_DrawStretchPic( double x, double y, double w, double h, double s1, double t1, double s2, double t2, qhandle_t hShader ) { +void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) { syscall( UI_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); } @@ -152,7 +152,7 @@ void trap_UpdateScreen( void ) { syscall( UI_UPDATESCREEN ); } -void trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame, double frac, const char *tagName ) { +void trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int32_t startFrame, int32_t endFrame, float frac, const char *tagName ) { syscall( UI_CM_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); } diff --git a/code/ui/ui_teamorders.c b/code/ui/ui_teamorders.c index 4605f90..44513e4 100644 --- a/code/ui/ui_teamorders.c +++ b/code/ui/ui_teamorders.c @@ -231,7 +231,7 @@ static void UI_TeamOrdersMenu_ListDraw( void *self ) { int32_t x; int32_t y; int32_t i; - double *color; + float *color; qboolean hasfocus; int32_t style; diff --git a/code/ui/ui_video.c b/code/ui/ui_video.c index e5dfa15..c2dd9b2 100644 --- a/code/ui/ui_video.c +++ b/code/ui/ui_video.c @@ -1849,8 +1849,8 @@ M_VideoDriverMenu_Graphics */ void M_VideoDriverMenu_Graphics (void) { - double labelColor[] = { 0, 1.0, 0, 1.0 }; - double textColor[] = { 1, 1, 1, 1 }; + float labelColor[] = { 0, 1.0, 0, 1.0 }; + float textColor[] = { 1, 1, 1, 1 }; int32_t x,y,x2; UI_MenuFrame(&s_videodriver.menu);