- first batch of SW warning fixes.

This commit is contained in:
Christoph Oelckers 2021-05-12 02:02:26 +02:00
parent 3e2cacfaf6
commit 1085b0b7a2
15 changed files with 121 additions and 119 deletions

View file

@ -823,7 +823,7 @@ bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short ty
//if (hit_x == INT32_MAX)
{
short sectnum;
WallBreakPosition(wp - wall, &sectnum, &hit_x, &hit_y, &hit_z, &ang);
WallBreakPosition(short(wp - wall), &sectnum, &hit_x, &hit_y, &hit_z, &ang);
}
AutoBreakWall(wp, hit_x, hit_y, hit_z, ang, type);

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@ -806,12 +806,12 @@ SetupBunny(short SpriteNum)
}
int
GetBunnyJumpHeight(short jump_speed, short jump_grav)
GetBunnyJumpHeight(int jump_speed, int jump_grav)
{
int jump_iterations;
int height;
jump_speed = labs(jump_speed);
jump_speed = abs(jump_speed);
jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
@ -973,7 +973,7 @@ DoBunnyQuickJump(short SpriteNum)
// Random Chance of like sexes fighting
if (u->lo_sp)
{
short hit_sprite = u->lo_sp - sprite;
short hit_sprite = short(u->lo_sp - sprite);
SPRITEp tsp = u->lo_sp;
USERp tu = User[hit_sprite].Data();
@ -1015,7 +1015,7 @@ DoBunnyQuickJump(short SpriteNum)
// Get layed!
if (u->lo_sp && u->spal == PALETTE_PLAYER8) // Only males check this
{
short hit_sprite = u->lo_sp - sprite;
short hit_sprite = short(u->lo_sp - sprite);
SPRITEp tsp = u->lo_sp;
USERp tu = User[hit_sprite].Data();

View file

@ -234,7 +234,7 @@ static void ItemCheat(int player)
for (int inv = 0; inv < MAX_INVENTORY; inv++)
{
p->InventoryPercent[inv] = 100;
p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
p->InventoryAmount[inv] = (uint8_t)InventoryData[inv].MaxInv;
}
PlayerUpdateInventory(p, p->InventoryNum);
@ -321,7 +321,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
for (int inv = 0; inv < MAX_INVENTORY; inv++)
{
p->InventoryPercent[inv] = 100;
p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
p->InventoryAmount[inv] = (uint8_t)InventoryData[inv].MaxInv;
}
PlayerUpdateInventory(p, p->InventoryNum);

View file

@ -54,7 +54,7 @@ MapColors(short num, COLOR_MAP cm, short create, uint8_t *tempbuf)
inc = cm.ToRange/((float)cm.FromRange);
for (i = 0; i < cm.FromRange; i++)
tempbuf[i + cm.FromColor] = (i*inc) + cm.ToColor;
tempbuf[i + cm.FromColor] = uint8_t((i*inc) + cm.ToColor);
}

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@ -474,7 +474,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
{
int i;
short sectnum = u->lo_sectp - sector;
short sectnum = short(u->lo_sectp - sector);
if (SectUser[sectnum].Data() && TEST(u->lo_sectp->extra, SECTFX_SINK))
{
@ -519,7 +519,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
// for actors this tells the number of weapons available
// for player it tells the current weapon
u->WeaponNum = wpn_cnt;
u->WeaponNum = int8_t(wpn_cnt);
}
int

View file

@ -185,7 +185,7 @@ SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int
return 0;
// Get the offset into the State animation
StateOffset = State - StateStart;
StateOffset = short(State - StateStart);
// Get the rotation angle
Rotation = GetRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
@ -338,8 +338,8 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz,
xrepeat = min(xrepeat, short(255));
yrepeat = min(yrepeat, short(255));
New->xrepeat = xrepeat;
New->yrepeat = yrepeat;
New->xrepeat = uint8_t(xrepeat);
New->yrepeat = uint8_t(yrepeat);
if (tilehasmodelorvoxel(tsp->picnum,tsp->pal))
{
@ -435,8 +435,8 @@ DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const
New->z += dz;
dz += nz;
New->xrepeat = xrepeat;
New->yrepeat = yrepeat;
New->xrepeat = uint8_t(xrepeat);
New->yrepeat = uint8_t(yrepeat);
xrepeat -= repeat_adj;
yrepeat -= repeat_adj;
@ -566,8 +566,8 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
ang = NORM_ANGLE(ang + 12);
smr4 = smoothratio + IntToFixed(MoveSkip4);
smr2 = smoothratio + IntToFixed(MoveSkip2);
smr4 = int(smoothratio) + IntToFixed(MoveSkip4);
smr2 = int(smoothratio) + IntToFixed(MoveSkip2);
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
@ -768,10 +768,11 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
else // Otherwise just interpolate the player sprite
{
PLAYERp pp = tu->PlayerP;
tsp->x -= MulScale(pp->posx - pp->oposx, 65536-smoothratio, 16);
tsp->y -= MulScale(pp->posy - pp->oposy, 65536-smoothratio, 16);
tsp->z -= MulScale(pp->posz - pp->oposz, 65536-smoothratio, 16);
tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), 65536-smoothratio, 16);
int sr = 65536 - int(smoothratio);
tsp->x -= MulScale(pp->posx - pp->oposx, sr, 16);
tsp->y -= MulScale(pp->posy - pp->oposy, sr, 16);
tsp->z -= MulScale(pp->posz - pp->oposz, sr, 16);
tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
}
}
@ -794,7 +795,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
newshade = tsp->shade;
newshade += 6;
if (newshade > 127) newshade = 127;
tsp->shade = newshade;
tsp->shade = int8_t(newshade);
}
if (TEST(sector[tsp->sectnum].ceilingstat, CEILING_STAT_PLAX))
@ -803,7 +804,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
newshade += sector[tsp->sectnum].ceilingshade;
if (newshade > 127) newshade = 127;
if (newshade < -128) newshade = -128;
tsp->shade = newshade;
tsp->shade = int8_t(newshade);
}
else
{
@ -811,7 +812,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view
newshade += sector[tsp->sectnum].floorshade;
if (newshade > 127) newshade = 127;
if (newshade < -128) newshade = -128;
tsp->shade = newshade;
tsp->shade = int8_t(newshade);
}
if (tsp->hitag == 9998)
@ -1474,13 +1475,14 @@ drawscreen(PLAYERp pp, double smoothratio)
PreDraw();
PreUpdatePanel(smoothratio);
pm_smoothratio = (int)smoothratio;
int sr = (int)smoothratio;
pm_smoothratio = sr;
if (!ScreenSavePic)
{
DoInterpolations(smoothratio / 65536.); // Stick at beginning of drawscreen
if (cl_sointerpolation)
so_dointerpolations(smoothratio); // Stick at beginning of drawscreen
so_dointerpolations(sr); // Stick at beginning of drawscreen
}
// TENSW: when rendering with prediction, the only thing that counts should
@ -1490,9 +1492,9 @@ drawscreen(PLAYERp pp, double smoothratio)
else
camerapp = pp;
tx = interpolatedvalue(camerapp->oposx, camerapp->posx, smoothratio);
ty = interpolatedvalue(camerapp->oposy, camerapp->posy, smoothratio);
tz = interpolatedvalue(camerapp->oposz, camerapp->posz, smoothratio);
tx = interpolatedvalue(camerapp->oposx, camerapp->posx, sr);
ty = interpolatedvalue(camerapp->oposy, camerapp->posy, sr);
tz = interpolatedvalue(camerapp->oposz, camerapp->posz, sr);
// Interpolate the player's angle while on a sector object, just like VoidSW.
// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
@ -1597,7 +1599,7 @@ drawscreen(PLAYERp pp, double smoothratio)
if (!testnewrenderer)
{
renderSetRollAngle(trotscrnang.asbuildf());
renderSetRollAngle((float)trotscrnang.asbuildf());
polymost_drawscreen(pp, tx, ty, tz, tang, thoriz, tsectnum);
}
else

View file

@ -605,7 +605,7 @@ int DoEelMove(short SpriteNum)
ASSERT(u->Rot != NULL);
if (SpriteOverlap(SpriteNum, u->tgt_sp - sprite))
if (SpriteOverlap(SpriteNum, int16_t(u->tgt_sp - sprite)))
NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]);
if (TEST(u->Flags,SPR_SLIDING))

View file

@ -197,7 +197,7 @@ void so_addinterpolation(SECTOR_OBJECTp sop)
}
int i;
SectIterator it(*sectp - sector);
SectIterator it(int(*sectp - sector));
while ((i = it.NextIndex()) >= 0)
if (sprite[i].statnum == STAT_VATOR && SP_TAG1(sprite+i) == SECT_VATOR)
break;

View file

@ -1424,7 +1424,7 @@ PlayerInitChemBomb(PLAYERp pp)
MissileSetPos(w, DoChemBomb, 1000);
pp->SpriteP->clipdist = oclipdist;
pp->SpriteP->clipdist = uint8_t(oclipdist);
wp->clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
@ -1479,7 +1479,7 @@ InitSpriteChemBomb(int16_t SpriteNum)
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_BLOCK);
wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
wp->clipdist = 80L >> 2;
@ -1541,7 +1541,7 @@ InitChemBomb(short SpriteNum)
if (SpriteInUnderwaterArea(wp))
SET(wu->Flags, SPR_UNDERWATER);
wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
wp->clipdist = 0;
if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
@ -1862,7 +1862,7 @@ PlayerInitCaltrops(PLAYERp pp)
MissileSetPos(w, DoCaltrops, 1000);
pp->SpriteP->clipdist = oclipdist;
pp->SpriteP->clipdist = uint8_t(oclipdist);
wp->clipdist = 80L >> 2;
wu->xchange = MOVEx(wp->xvel, wp->ang);
@ -1920,7 +1920,7 @@ InitCaltrops(int16_t SpriteNum)
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
// wp->clipdist = 80L>>2;
@ -1982,7 +1982,7 @@ InitPhosphorus(int16_t SpriteNum)
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = -RANDOM_RANGE(100) * HORIZ_MULT;
wp->zvel = short(-RANDOM_RANGE(100) * HORIZ_MULT);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);
@ -2067,7 +2067,7 @@ InitBloodSpray(int16_t SpriteNum, bool dogib, short velocity)
wu->floor_dist = Z(3);
wu->Counter = 0;
wp->zvel = ((-10 - RANDOM_RANGE(50)) * HORIZ_MULT);
wp->zvel = short((-10 - RANDOM_RANGE(50)) * HORIZ_MULT);
wu->xchange = MOVEx(wp->xvel, wp->ang);
wu->ychange = MOVEy(wp->xvel, wp->ang);

View file

@ -251,7 +251,7 @@ void DoLightingMatch(short match, short state)
else
{
// turn it off till next switch
short spal = sp->pal;
auto spal = sp->pal;
RESET_BOOL1(sp);
sp->pal = 0;
sp->shade = LIGHT_MaxDark(sp);
@ -318,7 +318,7 @@ void DoLighting(void)
else
{
// turn off lighting - even colored lighting
short spal = sp->pal;
auto spal = sp->pal;
sp->pal = 0;
sp->shade = LIGHT_MaxDark(sp);
SectorLightShade(sp, sp->shade);
@ -410,7 +410,7 @@ void DoLighting(void)
else
{
// turn off lighting - even colored lighting
short spal = sp->pal;
auto spal = sp->pal;
sp->pal = 0;
sp->shade = LIGHT_MaxDark(sp);
SectorLightShade(sp, sp->shade);

View file

@ -38,8 +38,8 @@ void DoLighting(void);
#define LIGHT_Match(sp) (SP_TAG2((sp)))
#define LIGHT_Type(sp) (SP_TAG3((sp)))
#define LIGHT_MaxTics(sp) (SP_TAG4((sp)))
#define LIGHT_MaxBright(sp) (SP_TAG5((sp)))
#define LIGHT_MaxDark(sp) (SP_TAG6((sp)))
inline int8_t LIGHT_MaxBright(spritetype* sp) { return int8_t(SP_TAG5(sp)); }
inline int8_t LIGHT_MaxDark(spritetype* sp) { return int8_t(SP_TAG6(sp)); }
#define LIGHT_ShadeInc(sp) (SP_TAG7((sp)))
#define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10)))

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@ -372,7 +372,7 @@ MorphTornado(SECTOR_OBJECTp sop)
sop->morph_z = ceilingz;
}
alignceilslope(*sectp - sector, mx, my, sop->morph_z);
alignceilslope(int16_t(*sectp - sector), mx, my, sop->morph_z);
}
}
}
@ -453,7 +453,7 @@ MorphFloor(SECTOR_OBJECTp sop)
if (SectUser[*sectp - sector].Data() &&
TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignflorslope(*sectp - sector, mx, my, floorz + sop->morph_z);
alignflorslope(int16_t(*sectp - sector), mx, my, floorz + sop->morph_z);
}
}
}
@ -469,7 +469,7 @@ SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
if (SectUser[*sectp - sector].Data() &&
TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignflorslope(*sectp - sector, x, y, z);
alignflorslope(int16_t(*sectp - sector), x, y, z);
}
}
}
@ -485,7 +485,7 @@ SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
if (SectUser[*sectp - sector].Data() &&
TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignceilslope(*sectp - sector, x, y, z);
alignceilslope(int16_t(*sectp - sector), x, y, z);
}
}
}
@ -501,8 +501,8 @@ SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
if (SectUser[*sectp - sector].Data() &&
TEST(SectUser[*sectp - sector]->flags, SECTFU_SO_SLOPE_CEILING_TO_POINT))
{
alignflorslope(*sectp - sector, x, y, z);
alignceilslope(*sectp - sector, x, y, z);
alignflorslope(int16_t(*sectp - sector), x, y, z);
alignceilslope(int16_t(*sectp - sector), x, y, z);
}
}
}

View file

@ -2392,7 +2392,7 @@ InitPlayerSprite(PLAYERp pp)
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);

View file

@ -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
}
///////////

View file

@ -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)