mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
- first batch of SW warning fixes.
This commit is contained in:
parent
3e2cacfaf6
commit
1085b0b7a2
15 changed files with 121 additions and 119 deletions
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@ -823,7 +823,7 @@ bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short ty
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//if (hit_x == INT32_MAX)
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{
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short sectnum;
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WallBreakPosition(wp - wall, §num, &hit_x, &hit_y, &hit_z, &ang);
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WallBreakPosition(short(wp - wall), §num, &hit_x, &hit_y, &hit_z, &ang);
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}
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AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);
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@ -806,12 +806,12 @@ SetupBunny(short SpriteNum)
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}
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int
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GetBunnyJumpHeight(short jump_speed, short jump_grav)
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GetBunnyJumpHeight(int jump_speed, int jump_grav)
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{
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int jump_iterations;
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int height;
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jump_speed = labs(jump_speed);
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jump_speed = abs(jump_speed);
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jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
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@ -973,7 +973,7 @@ DoBunnyQuickJump(short SpriteNum)
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// Random Chance of like sexes fighting
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if (u->lo_sp)
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{
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short hit_sprite = u->lo_sp - sprite;
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short hit_sprite = short(u->lo_sp - sprite);
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SPRITEp tsp = u->lo_sp;
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USERp tu = User[hit_sprite].Data();
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@ -1015,7 +1015,7 @@ DoBunnyQuickJump(short SpriteNum)
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// Get layed!
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if (u->lo_sp && u->spal == PALETTE_PLAYER8) // Only males check this
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{
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short hit_sprite = u->lo_sp - sprite;
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short hit_sprite = short(u->lo_sp - sprite);
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SPRITEp tsp = u->lo_sp;
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USERp tu = User[hit_sprite].Data();
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@ -234,7 +234,7 @@ static void ItemCheat(int player)
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for (int inv = 0; inv < MAX_INVENTORY; inv++)
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{
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p->InventoryPercent[inv] = 100;
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p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
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p->InventoryAmount[inv] = (uint8_t)InventoryData[inv].MaxInv;
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}
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PlayerUpdateInventory(p, p->InventoryNum);
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@ -321,7 +321,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
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for (int inv = 0; inv < MAX_INVENTORY; inv++)
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{
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p->InventoryPercent[inv] = 100;
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p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
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p->InventoryAmount[inv] = (uint8_t)InventoryData[inv].MaxInv;
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}
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PlayerUpdateInventory(p, p->InventoryNum);
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@ -54,7 +54,7 @@ MapColors(short num, COLOR_MAP cm, short create, uint8_t *tempbuf)
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inc = cm.ToRange/((float)cm.FromRange);
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for (i = 0; i < cm.FromRange; i++)
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tempbuf[i + cm.FromColor] = (i*inc) + cm.ToColor;
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tempbuf[i + cm.FromColor] = uint8_t((i*inc) + cm.ToColor);
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}
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@ -474,7 +474,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
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{
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int i;
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short sectnum = u->lo_sectp - sector;
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short sectnum = short(u->lo_sectp - sector);
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if (SectUser[sectnum].Data() && TEST(u->lo_sectp->extra, SECTFX_SINK))
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{
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@ -519,7 +519,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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// for actors this tells the number of weapons available
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// for player it tells the current weapon
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u->WeaponNum = wpn_cnt;
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u->WeaponNum = int8_t(wpn_cnt);
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}
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int
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@ -185,7 +185,7 @@ SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int
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return 0;
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// Get the offset into the State animation
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StateOffset = State - StateStart;
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StateOffset = short(State - StateStart);
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// Get the rotation angle
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Rotation = GetRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
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@ -338,8 +338,8 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz,
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xrepeat = min(xrepeat, short(255));
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yrepeat = min(yrepeat, short(255));
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New->xrepeat = xrepeat;
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New->yrepeat = yrepeat;
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New->xrepeat = uint8_t(xrepeat);
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New->yrepeat = uint8_t(yrepeat);
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if (tilehasmodelorvoxel(tsp->picnum,tsp->pal))
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{
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@ -435,8 +435,8 @@ DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const
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New->z += dz;
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dz += nz;
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New->xrepeat = xrepeat;
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New->yrepeat = yrepeat;
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New->xrepeat = uint8_t(xrepeat);
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New->yrepeat = uint8_t(yrepeat);
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xrepeat -= repeat_adj;
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yrepeat -= repeat_adj;
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@ -566,8 +566,8 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
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ang = NORM_ANGLE(ang + 12);
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smr4 = smoothratio + IntToFixed(MoveSkip4);
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smr2 = smoothratio + IntToFixed(MoveSkip2);
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smr4 = int(smoothratio) + IntToFixed(MoveSkip4);
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smr2 = int(smoothratio) + IntToFixed(MoveSkip2);
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for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
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{
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@ -768,10 +768,11 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
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else // Otherwise just interpolate the player sprite
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{
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PLAYERp pp = tu->PlayerP;
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tsp->x -= MulScale(pp->posx - pp->oposx, 65536-smoothratio, 16);
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tsp->y -= MulScale(pp->posy - pp->oposy, 65536-smoothratio, 16);
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tsp->z -= MulScale(pp->posz - pp->oposz, 65536-smoothratio, 16);
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tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), 65536-smoothratio, 16);
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int sr = 65536 - int(smoothratio);
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tsp->x -= MulScale(pp->posx - pp->oposx, sr, 16);
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tsp->y -= MulScale(pp->posy - pp->oposy, sr, 16);
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tsp->z -= MulScale(pp->posz - pp->oposz, sr, 16);
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tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
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}
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}
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@ -794,7 +795,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
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newshade = tsp->shade;
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newshade += 6;
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if (newshade > 127) newshade = 127;
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tsp->shade = newshade;
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tsp->shade = int8_t(newshade);
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}
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if (TEST(sector[tsp->sectnum].ceilingstat, CEILING_STAT_PLAX))
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@ -803,7 +804,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
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newshade += sector[tsp->sectnum].ceilingshade;
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if (newshade > 127) newshade = 127;
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if (newshade < -128) newshade = -128;
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tsp->shade = newshade;
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tsp->shade = int8_t(newshade);
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}
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else
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{
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@ -811,7 +812,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
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newshade += sector[tsp->sectnum].floorshade;
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if (newshade > 127) newshade = 127;
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if (newshade < -128) newshade = -128;
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tsp->shade = newshade;
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tsp->shade = int8_t(newshade);
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}
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if (tsp->hitag == 9998)
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@ -1474,13 +1475,14 @@ drawscreen(PLAYERp pp, double smoothratio)
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PreDraw();
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PreUpdatePanel(smoothratio);
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pm_smoothratio = (int)smoothratio;
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int sr = (int)smoothratio;
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pm_smoothratio = sr;
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if (!ScreenSavePic)
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{
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DoInterpolations(smoothratio / 65536.); // Stick at beginning of drawscreen
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if (cl_sointerpolation)
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so_dointerpolations(smoothratio); // Stick at beginning of drawscreen
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so_dointerpolations(sr); // Stick at beginning of drawscreen
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}
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// TENSW: when rendering with prediction, the only thing that counts should
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@ -1490,9 +1492,9 @@ drawscreen(PLAYERp pp, double smoothratio)
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else
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camerapp = pp;
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tx = interpolatedvalue(camerapp->oposx, camerapp->posx, smoothratio);
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ty = interpolatedvalue(camerapp->oposy, camerapp->posy, smoothratio);
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tz = interpolatedvalue(camerapp->oposz, camerapp->posz, smoothratio);
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tx = interpolatedvalue(camerapp->oposx, camerapp->posx, sr);
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ty = interpolatedvalue(camerapp->oposy, camerapp->posy, sr);
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tz = interpolatedvalue(camerapp->oposz, camerapp->posz, sr);
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// Interpolate the player's angle while on a sector object, just like VoidSW.
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// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
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@ -1597,7 +1599,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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if (!testnewrenderer)
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{
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renderSetRollAngle(trotscrnang.asbuildf());
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renderSetRollAngle((float)trotscrnang.asbuildf());
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polymost_drawscreen(pp, tx, ty, tz, tang, thoriz, tsectnum);
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}
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else
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@ -605,7 +605,7 @@ int DoEelMove(short SpriteNum)
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ASSERT(u->Rot != NULL);
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if (SpriteOverlap(SpriteNum, u->tgt_sp - sprite))
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if (SpriteOverlap(SpriteNum, int16_t(u->tgt_sp - sprite)))
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NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]);
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if (TEST(u->Flags,SPR_SLIDING))
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@ -197,7 +197,7 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
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}
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int i;
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SectIterator it(*sectp - sector);
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SectIterator it(int(*sectp - sector));
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while ((i = it.NextIndex()) >= 0)
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if (sprite[i].statnum == STAT_VATOR && SP_TAG1(sprite+i) == SECT_VATOR)
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break;
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@ -1424,7 +1424,7 @@ PlayerInitChemBomb(PLAYERp pp)
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MissileSetPos(w, DoChemBomb, 1000);
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pp->SpriteP->clipdist = oclipdist;
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pp->SpriteP->clipdist = uint8_t(oclipdist);
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wp->clipdist = 80L >> 2;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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@ -1479,7 +1479,7 @@ InitSpriteChemBomb(int16_t SpriteNum)
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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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SET(wp->cstat, CSTAT_SPRITE_BLOCK);
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wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
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wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
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wp->clipdist = 80L >> 2;
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@ -1541,7 +1541,7 @@ InitChemBomb(short SpriteNum)
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if (SpriteInUnderwaterArea(wp))
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SET(wu->Flags, SPR_UNDERWATER);
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wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
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wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
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wp->clipdist = 0;
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if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
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@ -1862,7 +1862,7 @@ PlayerInitCaltrops(PLAYERp pp)
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MissileSetPos(w, DoCaltrops, 1000);
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pp->SpriteP->clipdist = oclipdist;
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pp->SpriteP->clipdist = uint8_t(oclipdist);
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wp->clipdist = 80L >> 2;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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@ -1920,7 +1920,7 @@ InitCaltrops(int16_t SpriteNum)
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
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wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
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// wp->clipdist = 80L>>2;
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@ -1982,7 +1982,7 @@ InitPhosphorus(int16_t SpriteNum)
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
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wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -2067,7 +2067,7 @@ InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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wp->zvel = ((-10 - RANDOM_RANGE(50)) * HORIZ_MULT);
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wp->zvel = short((-10 - RANDOM_RANGE(50)) * HORIZ_MULT);
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -251,7 +251,7 @@ void DoLightingMatch(short match, short state)
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else
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{
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// turn it off till next switch
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short spal = sp->pal;
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auto spal = sp->pal;
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RESET_BOOL1(sp);
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sp->pal = 0;
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sp->shade = LIGHT_MaxDark(sp);
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@ -318,7 +318,7 @@ void DoLighting(void)
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else
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{
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// turn off lighting - even colored lighting
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short spal = sp->pal;
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auto spal = sp->pal;
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sp->pal = 0;
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sp->shade = LIGHT_MaxDark(sp);
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SectorLightShade(sp, sp->shade);
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@ -410,7 +410,7 @@ void DoLighting(void)
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else
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{
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// turn off lighting - even colored lighting
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short spal = sp->pal;
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auto spal = sp->pal;
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sp->pal = 0;
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sp->shade = LIGHT_MaxDark(sp);
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SectorLightShade(sp, sp->shade);
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@ -38,8 +38,8 @@ void DoLighting(void);
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#define LIGHT_Match(sp) (SP_TAG2((sp)))
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#define LIGHT_Type(sp) (SP_TAG3((sp)))
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#define LIGHT_MaxTics(sp) (SP_TAG4((sp)))
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#define LIGHT_MaxBright(sp) (SP_TAG5((sp)))
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#define LIGHT_MaxDark(sp) (SP_TAG6((sp)))
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inline int8_t LIGHT_MaxBright(spritetype* sp) { return int8_t(SP_TAG5(sp)); }
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inline int8_t LIGHT_MaxDark(spritetype* sp) { return int8_t(SP_TAG6(sp)); }
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#define LIGHT_ShadeInc(sp) (SP_TAG7((sp)))
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#define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10)))
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@ -372,7 +372,7 @@ MorphTornado(SECTOR_OBJECTp sop)
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sop->morph_z = ceilingz;
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}
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alignceilslope(*sectp - sector, mx, my, sop->morph_z);
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alignceilslope(int16_t(*sectp - sector), mx, my, sop->morph_z);
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}
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}
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}
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@ -453,7 +453,7 @@ MorphFloor(SECTOR_OBJECTp sop)
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if (SectUser[*sectp - sector].Data() &&
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TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignflorslope(*sectp - sector, mx, my, floorz + sop->morph_z);
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alignflorslope(int16_t(*sectp - sector), mx, my, floorz + sop->morph_z);
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}
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}
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}
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@ -469,7 +469,7 @@ SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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if (SectUser[*sectp - sector].Data() &&
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TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignflorslope(*sectp - sector, x, y, z);
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alignflorslope(int16_t(*sectp - sector), x, y, z);
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}
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}
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}
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@ -485,7 +485,7 @@ SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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if (SectUser[*sectp - sector].Data() &&
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TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignceilslope(*sectp - sector, x, y, z);
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alignceilslope(int16_t(*sectp - sector), x, y, z);
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}
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}
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}
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@ -501,8 +501,8 @@ SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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if (SectUser[*sectp - sector].Data() &&
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TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
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{
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alignflorslope(*sectp - sector, x, y, z);
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alignceilslope(*sectp - sector, x, y, z);
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alignflorslope(int16_t(*sectp - sector), x, y, z);
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alignceilslope(int16_t(*sectp - sector), x, y, z);
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}
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}
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}
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@ -2392,7 +2392,7 @@ InitPlayerSprite(PLAYERp pp)
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|||
short sp_num;
|
||||
SPRITE *sp;
|
||||
USERp u;
|
||||
int pnum = pp - Player;
|
||||
int pnum = int(pp - Player);
|
||||
extern bool NewGame;
|
||||
|
||||
COVER_SetReverb(0); // Turn off any echoing that may have been going before
|
||||
|
@ -2468,7 +2468,7 @@ SpawnPlayerUnderSprite(PLAYERp pp)
|
|||
USERp pu = User[pp->PlayerSprite].Data(), u;
|
||||
SPRITEp psp = &sprite[pp->PlayerSprite];
|
||||
SPRITEp sp;
|
||||
int pnum = pp - Player, sp_num;
|
||||
int pnum = int(pp - Player), sp_num;
|
||||
|
||||
sp_num = pp->PlayerUnderSprite = SpawnSprite(STAT_PLAYER_UNDER0 + pnum,
|
||||
NINJA_RUN_R0, NULL, pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
|
||||
|
|
|
@ -212,7 +212,7 @@ void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
|
|||
|
||||
// note: this could easily be converted to a mulscale and save a
|
||||
// bit of processing for floats
|
||||
damage_percent = ((0.6 * damage_amt)+0.5);
|
||||
damage_percent = int((0.6 * damage_amt)+0.5);
|
||||
|
||||
*player_damage = damage_amt - damage_percent;
|
||||
*armor_damage = damage_percent;
|
||||
|
@ -373,7 +373,7 @@ void PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
|
|||
if (Prediction)
|
||||
return;
|
||||
|
||||
u->WeaponNum = WeaponNum;
|
||||
u->WeaponNum = int8_t(WeaponNum);
|
||||
}
|
||||
|
||||
void PlayerUpdateKills(PLAYERp pp, short value)
|
||||
|
@ -713,7 +713,7 @@ WeaponOK(PLAYERp pp)
|
|||
FindWeaponNum = wpn_order[wpn_ndx];
|
||||
}
|
||||
|
||||
u->WeaponNum = FindWeaponNum;
|
||||
u->WeaponNum = int8_t(FindWeaponNum);
|
||||
|
||||
if (u->WeaponNum == WPN_HOTHEAD)
|
||||
{
|
||||
|
@ -999,7 +999,7 @@ pSwordPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < SWORD_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = SWORD_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -1031,9 +1031,9 @@ pSwordSlide(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y;
|
||||
|
||||
psp->xfract = LSW(nx);
|
||||
psp->x = FixedToFloat(nx);
|
||||
psp->x = nx * (1. / FRACUNIT);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
}
|
||||
|
@ -1064,9 +1064,9 @@ pSwordSlideDown(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y;
|
||||
|
||||
psp->xfract = LSW(nx);
|
||||
psp->x = FixedToFloat(nx);
|
||||
psp->x = nx * (1. / FRACUNIT);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
|
||||
|
@ -1082,7 +1082,7 @@ pSwordSlideDown(PANEL_SPRITEp psp)
|
|||
pStatePlusOne(psp);
|
||||
psp->ox = psp->x = SWORDR_XOFF;
|
||||
psp->oy = psp->y = SWORD_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
|
||||
psp->vel = vel;
|
||||
|
@ -1095,7 +1095,7 @@ pSwordSlideDown(PANEL_SPRITEp psp)
|
|||
pSetState(psp, psp->PresentState);
|
||||
psp->ox = psp->x = SWORD_XOFF;
|
||||
psp->oy = psp->y = SWORD_YOFF + tileHeight(psp->picndx);
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1126,9 +1126,9 @@ pSwordSlideR(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y;
|
||||
|
||||
psp->xfract = LSW(nx);
|
||||
psp->x = FixedToFloat(nx);
|
||||
psp->x = nx * (1. / FRACUNIT);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
}
|
||||
|
@ -1159,9 +1159,9 @@ pSwordSlideDownR(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y;
|
||||
|
||||
psp->xfract = LSW(nx);
|
||||
psp->x = FixedToFloat(nx);
|
||||
psp->x = nx * (1. / FRACUNIT);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
|
||||
|
@ -1177,7 +1177,7 @@ pSwordSlideDownR(PANEL_SPRITEp psp)
|
|||
pStatePlusOne(psp);
|
||||
psp->ox = psp->x = SWORD_XOFF + 80;
|
||||
psp->oy = psp->y = SWORD_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
|
||||
psp->ang = 1024;
|
||||
psp->vel = vel;
|
||||
|
@ -1190,7 +1190,7 @@ pSwordSlideDownR(PANEL_SPRITEp psp)
|
|||
pSetState(psp, psp->PresentState);
|
||||
psp->ox = psp->x = SWORD_XOFF;
|
||||
psp->oy = psp->y = SWORD_YOFF + tileHeight(psp->picndx);
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1200,8 +1200,8 @@ pSwordBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = SWORD_SWAY_AMT;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -1486,8 +1486,8 @@ pStarBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 10;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -1500,8 +1500,8 @@ pLStarBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 6;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -2259,8 +2259,8 @@ pUziPresent(PANEL_SPRITEp psp)
|
|||
|
||||
psp->oy = psp->y = UZI_YOFF;
|
||||
psp->ox = psp->x;
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -2281,8 +2281,8 @@ pUziPresentReload(PANEL_SPRITEp psp)
|
|||
{
|
||||
psp->oy = psp->y = UZI_YOFF;
|
||||
psp->ox = psp->x;
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -2293,8 +2293,8 @@ pUziBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 12;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -2959,7 +2959,7 @@ pShotgunPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < SHOTGUN_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = SHOTGUN_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -2970,8 +2970,8 @@ pShotgunBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 12;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -3425,7 +3425,7 @@ pRailPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < RAIL_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = RAIL_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -3436,8 +3436,8 @@ pRailBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 12;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -3847,7 +3847,7 @@ pHotheadPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < HOTHEAD_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = HOTHEAD_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
//pSetState(psp, HotheadTurnStates[psp->PlayerP->WpnFlameType]);
|
||||
}
|
||||
|
@ -3859,8 +3859,8 @@ pHotheadBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = HOTHEAD_BOB_X_AMT;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -4309,7 +4309,7 @@ pMicroPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < MICRO_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = MICRO_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
if (pp->WpnRocketType == 2 && !pp->NukeInitialized)
|
||||
{
|
||||
pp->TestNukeInit = false;
|
||||
|
@ -4326,8 +4326,8 @@ pMicroBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = MICRO_BOB_X_AMT;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -4733,7 +4733,7 @@ pHeartPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < HEART_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = HEART_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -4744,8 +4744,8 @@ pHeartBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 12;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -5318,7 +5318,7 @@ pGrenadePresent(PANEL_SPRITEp psp)
|
|||
psp->ox = psp->x = GRENADE_XOFF;
|
||||
psp->oy = psp->y = GRENADE_YOFF;
|
||||
psp->rotate_ang = 0;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -5329,8 +5329,8 @@ pGrenadeBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 12;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -5569,7 +5569,7 @@ pMinePresent(PANEL_SPRITEp psp)
|
|||
{
|
||||
psp->oy = psp->y = MINE_YOFF;
|
||||
psp->rotate_ang = 0;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
pSetState(psp, psp->RestState);
|
||||
}
|
||||
}
|
||||
|
@ -5580,8 +5580,8 @@ pMineBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = 12;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -6201,7 +6201,7 @@ pFistPresent(PANEL_SPRITEp psp)
|
|||
if (psp->y < FIST_YOFF)
|
||||
{
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
rnd = RANDOM_RANGE(1000);
|
||||
if (rnd > 500)
|
||||
|
@ -6248,7 +6248,7 @@ pFistSlide(PANEL_SPRITEp psp)
|
|||
//psp->xfract = LSW(nx);
|
||||
//psp->x = FixedToFloat(nx);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
}
|
||||
|
@ -6284,9 +6284,9 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y;
|
||||
|
||||
psp->xfract = LSW(nx);
|
||||
psp->x = FixedToFloat(nx);
|
||||
psp->x = nx * (1. / FRACUNIT);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
|
||||
|
@ -6314,7 +6314,7 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
|
||||
psp->ox = psp->x = FIST_XOFF;
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->ang = 1024;
|
||||
psp->vel = vel;
|
||||
|
@ -6330,7 +6330,7 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
|
||||
psp->ox = psp->x = FISTR_XOFF+100;
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->vel = vel;
|
||||
|
@ -6343,7 +6343,7 @@ pFistSlideDown(PANEL_SPRITEp psp)
|
|||
pSetState(psp, psp->PresentState);
|
||||
psp->ox = psp->x = FIST_XOFF;
|
||||
psp->oy = psp->y = FIST_YOFF + tileHeight(psp->picndx);
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6377,7 +6377,7 @@ pFistSlideR(PANEL_SPRITEp psp)
|
|||
//psp->xfract = LSW(nx);
|
||||
//psp->x = FixedToFloat(nx);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
}
|
||||
|
@ -6413,9 +6413,9 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
psp->oy = psp->y;
|
||||
|
||||
psp->xfract = LSW(nx);
|
||||
psp->x = FixedToFloat(nx);
|
||||
psp->x = nx * (1. / FRACUNIT);
|
||||
psp->yfract = LSW(ny);
|
||||
psp->y = FixedToFloat(ny);
|
||||
psp->y = ny * (1. / FRACUNIT);
|
||||
|
||||
psp->vel += vel_adj * synctics;
|
||||
|
||||
|
@ -6436,7 +6436,7 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
|
||||
psp->ox = psp->x = FISTR_XOFF+100;
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
psp->ang = 1024;
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->vel = vel;
|
||||
|
@ -6452,7 +6452,7 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
|
||||
psp->ox = psp->x = FIST_XOFF;
|
||||
psp->oy = psp->y = FIST_YOFF;
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
|
||||
psp->ang = 1024;
|
||||
psp->vel = vel;
|
||||
|
@ -6465,7 +6465,7 @@ pFistSlideDownR(PANEL_SPRITEp psp)
|
|||
pSetState(psp, psp->PresentState);
|
||||
psp->ox = psp->x = FIST_XOFF;
|
||||
psp->oy = psp->y = FIST_YOFF + tileHeight(psp->picndx);
|
||||
psp->yorig = psp->y;
|
||||
psp->yorig = int(psp->y);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6475,8 +6475,8 @@ pFistBobSetup(PANEL_SPRITEp psp)
|
|||
if (TEST(psp->flags, PANF_BOB))
|
||||
return;
|
||||
|
||||
psp->xorig = psp->x;
|
||||
psp->yorig = psp->y;
|
||||
psp->xorig = int(psp->x);
|
||||
psp->yorig = int(psp->y);
|
||||
|
||||
psp->sin_amt = FIST_SWAY_AMT;
|
||||
psp->sin_ndx = 0;
|
||||
|
@ -6921,7 +6921,7 @@ pDisplaySprites(PLAYERp pp, double smoothratio)
|
|||
y += looking_arc;
|
||||
|
||||
// initilize pal here - jack with it below
|
||||
pal = psp->pal;
|
||||
pal = uint8_t(psp->pal);
|
||||
|
||||
if (DrawBeforeView)
|
||||
if (!TEST(psp->flags, PANF_DRAW_BEFORE_VIEW))
|
||||
|
@ -7054,7 +7054,7 @@ pDisplaySprites(PLAYERp pp, double smoothratio)
|
|||
}
|
||||
|
||||
if (pal == PALETTE_FOG || pal == PALETTE_DIVE || pal == PALETTE_DIVE_LAVA)
|
||||
pal = psp->pal; // Set it back
|
||||
pal = uint8_t(psp->pal); // Set it back
|
||||
}
|
||||
|
||||
///////////
|
||||
|
|
|
@ -1198,7 +1198,7 @@ DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets)
|
|||
// Get the angle difference
|
||||
// delta_ang = labs(pp->angle.ang.asbuild() - angle2);
|
||||
|
||||
delta_ang = labs(getincangle(angle2, sp->ang));
|
||||
delta_ang = short(abs(getincangle(angle2, sp->ang)));
|
||||
|
||||
// If delta_ang not in the range skip this one
|
||||
if (delta_ang > (int)max_delta_ang)
|
||||
|
|
Loading…
Reference in a new issue