- reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow

This commit is contained in:
Rachael Alexanderson 2021-01-05 11:09:19 -05:00
parent 1767fdfe7a
commit e6c71c2f0c
3 changed files with 3 additions and 3 deletions

View file

@ -348,7 +348,7 @@ public:
short inconsistant = 0;
bool waiting = 0;
int killcount = 0, itemcount = 0, secretcount = 0; // for intermission
int damagecount = 0, bonuscount = 0;// for screen flashing
uint32_t damagecount = 0, bonuscount = 0;// for screen flashing
int hazardcount = 0; // for delayed Strife damage
int hazardinterval = 0; // Frequency of damage infliction
FName hazardtype = NAME_None; // Damage type of last hazardous damage encounter.

View file

@ -141,7 +141,7 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
if (painFlash.a != 0)
{
cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
cnt = DamageToAlpha[MIN (CPlayer->damagecount * painFlash.a / 255, (uint32_t)113)];
// [BC] Allow users to tone down the intensity of the blood on the screen.
cnt = (int)( cnt * blood_fade_scalar );

View file

@ -2674,7 +2674,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
native int killcount;
native int itemcount;
native int secretcount;
native int damagecount;
native uint damagecount;
native int bonuscount;
native int hazardcount;
native int hazardinterval;