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Remove many redundant (int16_t) casts and one now incorrect one.
The redundant ones are in code like this: s->cstat = (int16_t)32768; Because the value is eventually converted to the type of "s->cstat", any casts to integral types having at least as many bits are no-ops, signedness being irrelevant due to (probably any two's complement arch targeting compiler's) bit-pattern preserving semantics of these conversions. The now incorrect one is: if (lotag == (int16_t) 65535), "int32_t lotag" being read from a wall or sprite struct directly earlier. Now, with these members being unsigned, and (int16_t)65535 equalling -1, the check always fails. The correction fixes normal switches having such a lotag ending the level immediately. In short: integer casts before assignments are unnecessary, those in reads highly relevant! git-svn-id: https://svn.eduke32.com/eduke32@3211 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
0153853024
commit
1009e0f2ec
3 changed files with 15 additions and 15 deletions
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@ -1008,7 +1008,7 @@ void A_MoveDummyPlayers(void)
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else
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{
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if (sector[SECT].lotag != ST_2_UNDERWATER) SZ = sector[SECT].floorz;
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CS = (int16_t) 32768;
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CS = 32768;
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}
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}
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@ -3794,7 +3794,7 @@ ACTOR_STATIC void G_MoveActors(void)
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{
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if (g_noEnemies == 1)
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{
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s->cstat = (int16_t)32768;
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s->cstat = 32768;
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goto BOLT;
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}
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else if (g_noEnemies == 2) s->cstat = 257;
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@ -4006,7 +4006,7 @@ ACTOR_STATIC void G_MoveActors(void)
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{
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if (g_noEnemies == 1)
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{
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s->cstat = (int16_t)32768;
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s->cstat = 32768;
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goto BOLT;
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}
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else if (g_noEnemies == 2) s->cstat = 257;
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@ -4580,7 +4580,7 @@ DETONATEB:
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{
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t[2] = g_itemRespawnTime;
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A_Spawn(i,RESPAWNMARKERRED);
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s->cstat = (int16_t) 32768;
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s->cstat = 32768;
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s->yrepeat = 9;
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goto BOLT;
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}
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@ -4624,7 +4624,7 @@ DETONATEB:
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{
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t[2] = g_itemRespawnTime;
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A_Spawn(i,RESPAWNMARKERRED);
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s->cstat = (int16_t) 32768;
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s->cstat = 32768;
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}
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}
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@ -4652,8 +4652,8 @@ DETONATEB:
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case SECTOREFFECTOR__STATIC:
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if (sprite[j].lotag == 1)
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{
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sprite[j].lotag = (int16_t) 65535;
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sprite[j].hitag = (int16_t) 65535;
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sprite[j].lotag = 65535;
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sprite[j].hitag = 65535;
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}
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break;
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case REACTOR__STATIC:
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@ -4664,7 +4664,7 @@ DETONATEB:
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break;
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case REACTORSPARK__STATIC:
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case REACTOR2SPARK__STATIC:
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sprite[j].cstat = (int16_t) 32768;
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sprite[j].cstat = 32768;
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break;
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}
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j = nextspritesect[j];
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@ -4794,7 +4794,7 @@ DETONATEB:
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if ((j = A_IncurDamage(i)) >= 0)
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{
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t[0] = 1; // static
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s->cstat = (int16_t)32768;
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s->cstat = 32768;
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for (x=0; x<5; x++) RANDOMSCRAP;
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goto BOLT;
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}
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@ -4822,7 +4822,7 @@ DETONATEB:
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{
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if (g_noEnemies == 1)
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{
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s->cstat = (int16_t)32768;
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s->cstat = 32768;
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goto BOLT;
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}
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else if (g_noEnemies == 2)
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@ -4362,7 +4362,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case FORCESPHERE__STATIC:
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if (j == -1)
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{
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sp->cstat = (int16_t) 32768;
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sp->cstat = 32768;
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changespritestat(i, STAT_ZOMBIEACTOR);
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}
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else
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@ -4804,7 +4804,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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changespritestat(i, STAT_MISC);
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break;
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}
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sp->cstat = (int16_t)32768;
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sp->cstat = 32768;
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changespritestat(i, STAT_FX);
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break;
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@ -5155,7 +5155,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case ACTIVATORLOCKED__STATIC:
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case ACTIVATOR__STATIC:
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sp->cstat = (int16_t) 32768;
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sp->cstat = 32768;
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if (sp->picnum == ACTIVATORLOCKED)
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sector[sp->sectnum].lotag |= 16384;
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changespritestat(i, STAT_ACTIVATOR);
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@ -5937,7 +5937,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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sp->shade = -16;
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if (sp->xrepeat <= 8)
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{
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sp->cstat = (int16_t)32768;
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sp->cstat = 32768;
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sp->xrepeat=sp->yrepeat=0;
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}
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else sp->cstat = 1+256;
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@ -1436,7 +1436,7 @@ int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite)
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}
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}
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if (lotag == (int16_t) 65535)
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if (lotag == 65535)
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{
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g_player[myconnectindex].ps->gm = MODE_EOL;
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