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Fix all "truncation of constant value" warnings in MSVC due to restoring hitag/lotag to signedness.
git-svn-id: https://svn.eduke32.com/eduke32@6601 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
b3fd642bf4
commit
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3 changed files with 14 additions and 14 deletions
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@ -4790,8 +4790,8 @@ DETONATEB:
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case SECTOREFFECTOR__STATIC:
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case SECTOREFFECTOR__STATIC:
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if (sprite[j].lotag == 1)
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if (sprite[j].lotag == 1)
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{
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{
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sprite[j].lotag = 65535;
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sprite[j].lotag = 65535u;
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sprite[j].hitag = 65535;
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sprite[j].hitag = 65535u;
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}
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}
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break;
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break;
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case REACTOR__STATIC:
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case REACTOR__STATIC:
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@ -588,7 +588,7 @@ void G_DoCheats(void)
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if ((lotag & 0x7fff) > 2)
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if ((lotag & 0x7fff) > 2)
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{
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{
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if (lotag&(0xffff-16384))
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if (lotag&(0xffff-16384))
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sector[i].lotag &= (0xffff-16384);
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sector[i].lotag &= (uint16_t)~16384u;
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G_OperateSectors(i, pPlayer->i);
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G_OperateSectors(i, pPlayer->i);
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}
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}
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}
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}
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@ -569,13 +569,13 @@ void G_OperateSectors(int sectNum, int spriteNum)
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if (GetAnimationGoal(&pSector->ceilingz) == -1) //if the door has stopped
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if (GetAnimationGoal(&pSector->ceilingz) == -1) //if the door has stopped
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{
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{
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g_haltSoundHack = 1;
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g_haltSoundHack = 1;
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pSector->lotag &= 0xff00;
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pSector->lotag &= 0xFF00u;
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pSector->lotag |= ST_22_SPLITTING_DOOR;
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pSector->lotag |= ST_22_SPLITTING_DOOR;
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G_OperateSectors(sectNum,spriteNum);
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G_OperateSectors(sectNum,spriteNum);
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pSector->lotag &= 0xff00;
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pSector->lotag &= 0xFF00u;
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pSector->lotag |= ST_9_SLIDING_ST_DOOR;
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pSector->lotag |= ST_9_SLIDING_ST_DOOR;
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G_OperateSectors(sectNum,spriteNum);
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G_OperateSectors(sectNum,spriteNum);
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pSector->lotag &= 0xff00;
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pSector->lotag &= 0xFF00u;
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pSector->lotag |= ST_26_SPLITTING_ST_DOOR;
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pSector->lotag |= ST_26_SPLITTING_ST_DOOR;
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}
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}
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return;
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return;
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@ -767,7 +767,7 @@ void G_OperateSectors(int sectNum, int spriteNum)
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A_CallSound(sectNum, spriteNum);
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A_CallSound(sectNum, spriteNum);
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pSector->lotag ^= 0x8000;
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pSector->lotag ^= 0x8000u;
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if (pSector->lotag&0x8000)
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if (pSector->lotag&0x8000)
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{
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{
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@ -823,7 +823,7 @@ REDODOOR:
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}
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}
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}
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}
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pSector->lotag ^= 0x8000;
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pSector->lotag ^= 0x8000u;
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SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
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SetAnimation(sectNum,&pSector->ceilingz,j,pSector->extra);
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A_CallSound(sectNum,spriteNum);
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A_CallSound(sectNum,spriteNum);
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@ -844,7 +844,7 @@ REDODOOR:
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j = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
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j = sector[nextsectorneighborz(sectNum,pSector->ceilingz,1,1)].floorz;
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else j = pSector->ceilingz;
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else j = pSector->ceilingz;
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pSector->lotag ^= 0x8000;
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pSector->lotag ^= 0x8000u;
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if (SetAnimation(sectNum,&pSector->floorz,j,pSector->extra) >= 0)
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if (SetAnimation(sectNum,&pSector->floorz,j,pSector->extra) >= 0)
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A_CallSound(sectNum,spriteNum);
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A_CallSound(sectNum,spriteNum);
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@ -874,11 +874,11 @@ REDODOOR:
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{
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{
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OSD_Printf("WARNING: ST_22_SPLITTING_DOOR: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
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OSD_Printf("WARNING: ST_22_SPLITTING_DOOR: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
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floorNeighbor, ceilingNeighbor);
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floorNeighbor, ceilingNeighbor);
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pSector->lotag ^= 0x8000;
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pSector->lotag ^= 0x8000u;
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}
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}
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}
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}
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pSector->lotag ^= 0x8000;
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pSector->lotag ^= 0x8000u;
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A_CallSound(sectNum,spriteNum);
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A_CallSound(sectNum,spriteNum);
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@ -909,7 +909,7 @@ REDODOOR:
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if (tag == (sector[SECT(i)].lotag&0x8000) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && !T5(i))
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if (tag == (sector[SECT(i)].lotag&0x8000) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && !T5(i))
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{
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{
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if (sector[SECT(i)].lotag&0x8000) sector[SECT(i)].lotag &= 0x7fff;
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if (sector[SECT(i)].lotag&0x8000) sector[SECT(i)].lotag &= 0x7fff;
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else sector[SECT(i)].lotag |= 0x8000;
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else sector[SECT(i)].lotag |= 0x8000u;
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T5(i) = 1;
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T5(i) = 1;
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T4(i) = -T4(i);
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T4(i) = -T4(i);
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@ -939,7 +939,7 @@ REDODOOR:
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{
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{
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if (SLT(i) == SE_15_SLIDING_DOOR)
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if (SLT(i) == SE_15_SLIDING_DOOR)
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{
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{
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sector[SECT(i)].lotag ^= 0x8000; // Toggle the open or close
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sector[SECT(i)].lotag ^= 0x8000u; // Toggle the open or close
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SA(i) += 1024;
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SA(i) += 1024;
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if (T5(i))
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if (T5(i))
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@ -957,7 +957,7 @@ REDODOOR:
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for (SPRITES_OF(STAT_EFFECTOR, j))
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for (SPRITES_OF(STAT_EFFECTOR, j))
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if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sectNum) //Bridge
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if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sectNum) //Bridge
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{
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{
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sector[sectNum].lotag ^= 0x8000;
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sector[sectNum].lotag ^= 0x8000u;
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// Highest bit now set means we're opening.
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// Highest bit now set means we're opening.
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actor[j].t_data[0] = (sector[sectNum].lotag&0x8000) ? 1 : 2;
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actor[j].t_data[0] = (sector[sectNum].lotag&0x8000) ? 1 : 2;
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