Some recent cleanup changed uses of int32_t to int, but missed changing every function prototype. This is very bad when int != int32_t.

git-svn-id: https://svn.eduke32.com/eduke32@5979 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2017-01-01 13:23:29 +00:00
parent c90ef554be
commit 0a14982d4e
14 changed files with 85 additions and 85 deletions

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@ -87,7 +87,7 @@ struct glinfo_t {
extern struct glinfo_t glinfo;
#endif
extern int setvsync(int newSync);
extern int32_t setvsync(int32_t newSync);
extern char inputdevices;
// keys

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@ -1937,7 +1937,7 @@ int32_t OSD_RegisterFunction(const char *name, const char *help, int32_t (*func)
//
// OSD_SetVersionString()
//
void OSD_SetVersion(const char *version, int32_t shade, int32_t pal)
void OSD_SetVersion(const char *version, int shade, int pal)
{
osdstr_t *v = &osd->verstr;
DO_FREE_AND_NULL(v->buf);

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@ -1162,9 +1162,9 @@ next_sprite:
}
static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect);
static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect);
static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag, int32_t ow, int32_t newsectnum);
static int P_Submerge(int, int, DukePlayer_t *, int, int);
static int P_Emerge(int, int, DukePlayer_t *, int, int);
static void P_FinishWaterChange(int, DukePlayer_t *, int, int, int);
ACTOR_STATIC void G_MovePlayers(void)
{
@ -2632,7 +2632,7 @@ static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiu
A_RadiusDamage(spriteNum, pProj->hitradius, x >> 2, x >> 1, x - (x >> 2), x);
}
static void G_WeaponHitCeilingOrFloor(int32_t i, spritetype *s, int32_t *j)
static void G_WeaponHitCeilingOrFloor(int32_t i, spritetype *s, int *j)
{
if (actor[i].flags & SFLAG_DIDNOSE7WATER)
{

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@ -9354,7 +9354,7 @@ static int32_t parsegroupfiles(scriptfile *script)
return 0;
}
int32_t loaddefinitions_game(const char *fn, int32_t preload)
int loaddefinitions_game(const char *fn, int32_t preload)
{
scriptfile *script;
int32_t i;

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@ -680,7 +680,7 @@ static void G_ReadGLFrame(void)
}
#endif
void G_DrawRooms(int playerNum, int smoothRatio)
void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
{
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
@ -5031,7 +5031,7 @@ static int32_t S_DefineMusic(const char *ID, const char *name)
return S_DefineAudioIfSupported(&g_mapInfo[sel].musicfn, name);
}
static int32_t parsedefinitions_game(scriptfile *script, int32_t preload);
static int parsedefinitions_game(scriptfile *, int);
static void parsedefinitions_game_include(const char *fileName, scriptfile *pScript, const char *cmdtokptr, int const firstPass)
{
@ -5704,7 +5704,7 @@ void G_PostCreateGameState(void)
A_InitEnemyFlags();
}
static void G_HandleMemErr(int lineNum, const char *fileName, const char *funcName)
static void G_HandleMemErr(int32_t lineNum, const char *fileName, const char *funcName)
{
static char msg[128];
Bsnprintf(msg, sizeof(msg), "Out of memory in %s:%d (%s)\n", fileName, lineNum, funcName);
@ -6708,7 +6708,7 @@ skipframe:
return 0; // not reached (duh)
}
GAME_STATIC GAME_INLINE int G_MoveLoop()
GAME_STATIC GAME_INLINE int32_t G_MoveLoop()
{
Net_GetPackets();

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@ -291,7 +291,7 @@ extern user_defs ud;
int32_t A_CheckInventorySprite(spritetype *s);
int32_t A_InsertSprite(int16_t whatsect, int32_t s_x, int32_t s_y, int32_t s_z, int16_t s_pn, int8_t s_s, uint8_t s_xr,
uint8_t s_yr, int16_t s_a, int16_t s_ve, int16_t s_zv, int16_t s_ow, int16_t s_ss);
int32_t A_Spawn(int32_t j,int32_t pn);
int A_Spawn(int j,int pn);
int G_DoMoveThings(void);
//int32_t G_EndOfLevel(void);
@ -309,7 +309,7 @@ void G_PostCreateGameState(void);
void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt);
void A_SpawnGlass(int spriteNum,int glassCnt);
void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt);
void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n);
void A_SpawnWallGlass(int i,int wallnum,int n);
void G_AddUserQuote(const char *daquote);
void G_BackToMenu(void);
void G_DumpDebugInfo(void);

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@ -58,7 +58,7 @@ extern "C" {
#if !defined LUNATIC
extern intptr_t const * insptr;
extern void VM_ScriptInfo(intptr_t const *ptr, int32_t range);
extern void VM_ScriptInfo(intptr_t const *ptr, int range);
#endif
extern hashtable_t h_gamefuncs;
@ -109,12 +109,12 @@ extern char g_scriptFileName[BMAX_PATH];
extern const uint32_t CheatFunctionFlags[];
extern const uint8_t CheatFunctionIDs[];
extern int g_errorCnt;
extern int g_lineNumber;
extern int g_numXStrings;
extern int g_scriptVersion;
extern int g_totalLines;
extern int g_warningCnt;
extern int32_t g_errorCnt;
extern int32_t g_lineNumber;
extern int32_t g_numXStrings;
extern int32_t g_scriptVersion;
extern int32_t g_totalLines;
extern int32_t g_warningCnt;
extern int32_t otherp;

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@ -1169,7 +1169,7 @@ LUNATIC_EXTERN void G_ShowView(vec3_t vec, int32_t a, int32_t horiz, int32_t sec
#if !defined LUNATIC
GAMEEXEC_STATIC void VM_Execute(int loop)
{
int tw = *insptr;
int32_t tw = *insptr;
DukePlayer_t * const pPlayer = vm.pPlayer;
// jump directly into the loop, saving us from the checks during the first iteration
@ -4693,7 +4693,7 @@ finish_qsprintf:
}
int const arraySize = aGameArrays[arrayNum].size;
int *const pArray = (int32_t *)Xmalloc(sizeof(int32_t) * arraySize);
int32_t * const pArray = (int32_t *)Xmalloc(sizeof(int32_t) * arraySize);
for (bssize_t k = 0; k < arraySize; k++)
pArray[k] = Gv_GetArrayValue(arrayNum, k);

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@ -100,14 +100,14 @@ extern gamearray_t aGameArrays[MAXGAMEARRAYS];
extern int32_t g_gameVarCount;
extern int32_t g_gameArrayCount;
int32_t __fastcall Gv_GetArrayValue(int const id, int index);
int32_t __fastcall Gv_GetVar(int id, int spriteNum, int playerNum);
void __fastcall Gv_SetVar(int const id, int32_t const lValue, int const spriteNum, int const playerNum);
int32_t __fastcall Gv_GetVarX(int id);
int __fastcall Gv_GetArrayValue(int const id, int index);
int __fastcall Gv_GetVar(int id, int spriteNum, int playerNum);
void __fastcall Gv_SetVar(int const id, int const lValue, int const spriteNum, int const playerNum);
int __fastcall Gv_GetVarX(int id);
void __fastcall Gv_GetManyVars(int const count, int32_t * const rv);
void __fastcall Gv_SetVarX(int const id, int32_t const lValue);
void __fastcall Gv_SetVarX(int const id, int const lValue);
int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t const lDefault,int32_t const spriteNum,int32_t const playerNum);
int Gv_GetVarByLabel(const char *szGameLabel,int const lDefault,int const spriteNum,int const playerNum);
int32_t Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
int32_t Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);

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@ -87,32 +87,32 @@ G_EXTERN char typebuf[TYPEBUFSIZE];
G_EXTERN input_t localInput;
G_EXTERN input_t recsync[RECSYNCBUFSIZ];
G_EXTERN int g_animWallCnt;
G_EXTERN int g_animateCnt;
G_EXTERN int g_cloudCnt;
G_EXTERN int g_curViewscreen;
G_EXTERN int g_frameRate;
G_EXTERN int g_cyclerCnt;
G_EXTERN int g_damageCameras;
G_EXTERN int g_defaultLabelCnt;
G_EXTERN int g_doQuickSave;
G_EXTERN int g_earthquakeTime;
G_EXTERN int g_freezerSelfDamage;
G_EXTERN int g_gameQuit;
G_EXTERN int g_globalRandom;
G_EXTERN int g_impactDamage;
G_EXTERN int g_labelCnt;
G_EXTERN int g_maxPlayerHealth;
G_EXTERN int g_mirrorCount;
G_EXTERN int g_mostConcurrentPlayers;
G_EXTERN int g_musicSize;
G_EXTERN int g_playerSpawnCnt;
G_EXTERN int g_scriptDebug;
G_EXTERN int g_showShareware;
G_EXTERN int g_spriteDeleteQueuePos;
G_EXTERN int g_startArmorAmount;
G_EXTERN int g_tripbombLaserMode;
G_EXTERN int screenpeek;
G_EXTERN int32_t g_animWallCnt;
G_EXTERN int32_t g_animateCnt;
G_EXTERN int32_t g_cloudCnt;
G_EXTERN int32_t g_curViewscreen;
G_EXTERN int32_t g_frameRate;
G_EXTERN int32_t g_cyclerCnt;
G_EXTERN int32_t g_damageCameras;
G_EXTERN int32_t g_defaultLabelCnt;
G_EXTERN int32_t g_doQuickSave;
G_EXTERN int32_t g_earthquakeTime;
G_EXTERN int32_t g_freezerSelfDamage;
G_EXTERN int32_t g_gameQuit;
G_EXTERN int32_t g_globalRandom;
G_EXTERN int32_t g_impactDamage;
G_EXTERN int32_t g_labelCnt;
G_EXTERN int32_t g_maxPlayerHealth;
G_EXTERN int32_t g_mirrorCount;
G_EXTERN int32_t g_mostConcurrentPlayers;
G_EXTERN int32_t g_musicSize;
G_EXTERN int32_t g_playerSpawnCnt;
G_EXTERN int32_t g_scriptDebug;
G_EXTERN int32_t g_showShareware;
G_EXTERN int32_t g_spriteDeleteQueuePos;
G_EXTERN int32_t g_startArmorAmount;
G_EXTERN int32_t g_tripbombLaserMode;
G_EXTERN int32_t screenpeek;
G_EXTERN int16_t g_animateSect[MAXANIMATES];
G_EXTERN int32_t *g_animatePtr[MAXANIMATES];
@ -155,9 +155,9 @@ G_EXTERN input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
#pragma pack(pop)
G_EXTERN char g_soundlocks[MAXSOUNDS];
G_EXTERN int g_noEnemies;
G_EXTERN int g_restorePalette;
G_EXTERN int g_screenCapture;
G_EXTERN int32_t g_noEnemies;
G_EXTERN int32_t g_restorePalette;
G_EXTERN int32_t g_screenCapture;
G_EXTERN projectile_t SpriteProjectile[MAXSPRITES];
G_EXTERN sound_t g_sounds[MAXSOUNDS];
G_EXTERN uint32_t everyothertime;
@ -170,24 +170,24 @@ extern char g_setupFileName[BMAX_PATH];
extern char g_skillNames[MAXSKILLS][33];
extern char g_volumeNames[MAXVOLUMES][33];
extern int g_actorRespawnTime;
extern int g_bouncemineRadius;
extern int g_deleteQueueSize;
extern int g_gametypeCnt;
extern int g_itemRespawnTime;
extern int g_lastSaveSlot;
extern int g_morterRadius;
extern int g_numFreezeBounces;
extern int g_pipebombRadius;
extern int g_playerFriction;
extern int g_rpgRadius;
extern int g_scriptSize;
extern int g_seenineRadius;
extern int g_shrinkerRadius;
extern int g_spriteGravity;
extern int g_timerTicsPerSecond;
extern int g_tripbombRadius;
extern int g_volumeCnt;
extern int32_t g_actorRespawnTime;
extern int32_t g_bouncemineRadius;
extern int32_t g_deleteQueueSize;
extern int32_t g_gametypeCnt;
extern int32_t g_itemRespawnTime;
extern int32_t g_lastSaveSlot;
extern int32_t g_morterRadius;
extern int32_t g_numFreezeBounces;
extern int32_t g_pipebombRadius;
extern int32_t g_playerFriction;
extern int32_t g_rpgRadius;
extern int32_t g_scriptSize;
extern int32_t g_seenineRadius;
extern int32_t g_shrinkerRadius;
extern int32_t g_spriteGravity;
extern int32_t g_timerTicsPerSecond;
extern int32_t g_tripbombRadius;
extern int32_t g_volumeCnt;
extern int16_t g_blimpSpawnItems[15];
extern int32_t g_gametypeFlags[MAXGAMETYPES];

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@ -354,7 +354,7 @@ extern "C" {
extern void P_AddWeaponMaybeSwitchI(int32_t snum, int32_t weap);
void P_CheckWeaponI(int playerNum);
extern int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel);
extern int32_t A_Spawn(int32_t j, int32_t pn);
extern int A_Spawn(int j, int pn);
extern void VM_FallSprite(int32_t i);
extern int32_t VM_ResetPlayer2(int32_t snum, int32_t flags);
extern void A_RadiusDamage(int32_t i, int32_t r, int32_t, int32_t, int32_t, int32_t);

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@ -37,8 +37,8 @@ static int32_t g_snum;
extern int32_t g_levelTextTime, ticrandomseed;
int g_numObituaries = 0;
int g_numSelfObituaries = 0;
int32_t g_numObituaries = 0;
int32_t g_numSelfObituaries = 0;
void P_UpdateScreenPal(DukePlayer_t * const pPlayer)
{

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@ -29,7 +29,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
static int g_haltSoundHack = 0;
int S_FindMusicSFX(int sectNum, int32_t *sndptr)
int S_FindMusicSFX(int sectNum, int *sndptr)
{
for (bssize_t SPRITES_OF_SECT(sectNum, spriteNum))
{
@ -56,7 +56,7 @@ int A_CallSound(int sectNum, int spriteNum)
return -1;
}
int32_t soundNum;
int soundNum;
int const SFXsprite = S_FindMusicSFX(sectNum, &soundNum);
if (SFXsprite >= 0)
@ -2873,7 +2873,7 @@ static int P_FindWall(DukePlayer_t *pPlayer, int *hitWall)
}
// returns 1 if sprite i should not be considered by neartag
static int our_neartag_blacklist(int spriteNum)
static int32_t our_neartag_blacklist(int32_t spriteNum)
{
return sprite[spriteNum].picnum >= SECTOREFFECTOR__STATIC && sprite[spriteNum].picnum <= GPSPEED__STATIC;
}

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@ -110,12 +110,12 @@ typedef struct {
//extern map_t MapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
void G_ActivateBySector(int32_t sect,int32_t j);
int S_FindMusicSFX(int sectNum, int32_t *sndptr);
void G_ActivateBySector(int sect,int j);
int S_FindMusicSFX(int sectNum, int *sndptr);
int A_CallSound(int sectNum,int spriteNum);
int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
void A_DamageObject(int32_t i,int32_t sn);
void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith);
void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int atwith);
int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist);
void G_AlignWarpElevators(void);
int CheckDoorTile(int tileNum);
@ -134,7 +134,7 @@ int GetAnimationGoal(const int32_t *animPtr);
int isanearoperator(int lotag);
int isanunderoperator(int lotag);
int P_ActivateSwitch(int playerNum, int nObject, int nSwitchType);
void P_CheckSectors(int32_t snum);
void P_CheckSectors(int snum);
int Sect_DamageCeilingOrFloor(int nDmgFloor, int const nSectnum);
int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel);