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- fixed some uses of postincre,ment/decrements on narrow types.
THe VM has no opcode for this, all these places produced code with undefined behavior.
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a94f5dd1b3
commit
668f8f2cf6
5 changed files with 13 additions and 7 deletions
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@ -239,8 +239,13 @@ void VkRenderBuffers::CreateShadowmap()
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ImageBuilder builder;
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builder.setSize(gl_shadowmap_quality, 1024);
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builder.setFormat(VK_FORMAT_R32_SFLOAT);
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builder.setFormat(SceneNormalFormat);
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builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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if (!builder.isFormatSupported(fb->device, VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT))
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{
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SceneNormalFormat = VK_FORMAT_R8G8B8A8_UNORM;
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builder.setFormat(SceneNormalFormat);
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}
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Shadowmap.Image = builder.create(fb->device);
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Shadowmap.Image->SetDebugName("VkRenderBuffers.Shadowmap");
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@ -318,8 +318,8 @@ public:
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// This avoids anomalies with such things as Boom ice and conveyors.
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DVector2 Vel = { 0,0 };
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int turnticks = 0;
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bool centering = false;
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uint8_t turnticks = 0;
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bool attackdown = false;
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@ -344,7 +344,7 @@ public:
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int cheats = 0; // bit flags
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int timefreezer = 0; // Player has an active time freezer
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short refire = 0; // refired shots are less accurate
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int refire = 0; // refired shots are less accurate
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short inconsistant = 0;
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bool waiting = 0;
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int killcount = 0, itemcount = 0, secretcount = 0; // for intermission
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@ -218,7 +218,8 @@ class FireDemon : Actor
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// Normal movement
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if (!fdstrafecount)
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{
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if (--movecount<0 || !MonsterMove ())
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movecount = movecount - 1;
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if (movecount < 0 || !MonsterMove ())
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{
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NewChaseDir ();
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}
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@ -406,7 +406,7 @@ class StateProvider : Inventory
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if ((player.cmd.buttons & BT_ATTACK)
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&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
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{
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player.refire = player.refire + 1;
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player.refire++;
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player.mo.FireWeapon(ResolveState(flash));
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}
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else if ((player.cmd.buttons & BT_ALTATTACK)
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@ -2652,7 +2652,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
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native double bob;
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native vector2 vel;
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native bool centering;
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native uint8 turnticks;
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native int turnticks;
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native bool attackdown;
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native bool usedown;
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native uint oldbuttons;
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@ -2670,7 +2670,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
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native PSprite psprites;
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native int cheats;
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native int timefreezer;
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native int16 refire;
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native int refire;
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native int16 inconsistent;
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native bool waiting;
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native int killcount;
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