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- silenced some warnings.
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parent
3f42ee9a86
commit
03289f5097
8 changed files with 20 additions and 29 deletions
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@ -234,7 +234,7 @@ if( MSVC )
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set( ALL_C_FLAGS "${ALL_C_FLAGS} /wd4996 /DUNICODE /D_UNICODE /D_WIN32_WINNT=0x0600" )
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# These must be silenced because the code is full of them. Expect some of undefined behavior hidden in this mess. :(
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set( ALL_C_FLAGS "${ALL_C_FLAGS} /wd4244 /wd4018 /wd4267" )
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#set( ALL_C_FLAGS "${ALL_C_FLAGS} /wd4244 /wd4018 /wd4267" )
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# Most of these need to be cleaned out. The source is currently infested with far too much conditional compilation which is a constant source of problems.
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@ -15,10 +15,6 @@
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#include "hw_renderstate.h"
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#include "hw_cvars.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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#endif
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struct HWHorizonInfo;
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struct HWSkyInfo;
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class FMaterial;
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@ -2926,7 +2926,7 @@ bool actHealDude(DBloodActor* actor, int add, int threshold)
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auto pXDude = &actor->x();
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add <<= 4;
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threshold <<= 4;
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if (pXDude->health < threshold)
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if (pXDude->health < (unsigned)threshold)
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{
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spritetype* pSprite = &actor->s();
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if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum);
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@ -316,19 +316,14 @@ void ms(DDukeActor* const actor)
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void movecyclers(void)
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{
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short q, j, x, t, s, * c;
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walltype* wal;
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char cshade;
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for (q = numcyclers - 1; q >= 0; q--)
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for (int q = numcyclers - 1; q >= 0; q--)
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{
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short* c = &cyclers[q][0];
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int s = c[0];
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c = &cyclers[q][0];
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s = c[0];
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t = c[3];
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j = t + bsin(c[1], -10);
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cshade = c[2];
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int t = c[3];
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int j = t + bsin(c[1], -10);
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int cshade = c[2];
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if (j < cshade) j = cshade;
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else if (j > t) j = t;
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@ -336,8 +331,8 @@ void movecyclers(void)
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c[1] += sector[s].extra;
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if (c[5])
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{
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wal = &wall[sector[s].wallptr];
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for (x = sector[s].wallnum; x > 0; x--, wal++)
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auto wal = &wall[sector[s].wallptr];
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for (int x = sector[s].wallnum; x > 0; x--, wal++)
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if (wal->hitag != 1)
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{
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wal->shade = j;
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@ -137,10 +137,10 @@ void DrawRel(int tile, double x, double y, int shade)
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// this might be static within the DoPlasma function?
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static uint8_t* PlasmaBuffer;
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static int nPlasmaTile = kTile4092;
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static unsigned int nSmokeBottom;
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static unsigned int nSmokeRight;
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static unsigned int nSmokeTop;
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static unsigned int nSmokeLeft;
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static int nSmokeBottom;
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static int nSmokeRight;
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static int nSmokeTop;
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static int nSmokeLeft;
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static int nextPlasmaTic;
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static int plasma_A[5] = { 0 };
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static int plasma_B[5] = { 0 };
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@ -309,7 +309,7 @@ DoDebrisCurrent(SPRITEp sp)
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// faster than move_sprite
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//move_missile(sp-sprite, nx, ny, 0, Z(2), Z(0), 0, ACTORMOVETICS);
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ret = move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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ret = move_sprite(int(sp-sprite), nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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// attempt to move away from wall
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if (ret)
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@ -319,7 +319,7 @@ DoDebrisCurrent(SPRITEp sp)
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nx = MulScale(DIV4(sectu->speed), bcos(sectu->ang + rang), 14);
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nx = MulScale(DIV4(sectu->speed), bsin(sectu->ang + rang), 14);
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move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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move_sprite(int(sp-sprite), nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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}
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sp->z = u->loz;
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@ -1984,8 +1984,8 @@ short AnimSetVelAdj(short anim_ndx, short vel_adj);
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void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person);
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void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit);
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int move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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int move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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int move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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int move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
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void change_sprite_stat(short, short);
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@ -6935,7 +6935,7 @@ SpriteControl(void)
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*/
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int
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move_sprite(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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{
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int daz;
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int retval=0, zh;
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@ -7183,7 +7183,7 @@ MissileZrange(short SpriteNum)
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int
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move_missile(short spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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{
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int daz;
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int retval, zh;
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