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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- fixed all warnings in Exhumed.
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parent
fb21e39de5
commit
694066c4ec
11 changed files with 35 additions and 35 deletions
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@ -313,7 +313,7 @@ void menu_DoPlasma()
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if (badOffset)
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continue;
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unsigned int nSmokeOffset = 0;
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int nSmokeOffset = 0;
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if (plasma_A[j])
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{
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@ -644,8 +644,8 @@ int BuildBullet(short nSprite, int nType, int, int, int val1, int nAngle, int va
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nRepeat = 30;
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}
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sprite[nBulletSprite].xrepeat = nRepeat;
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sprite[nBulletSprite].yrepeat = nRepeat;
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sprite[nBulletSprite].xrepeat = (uint8_t)nRepeat;
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sprite[nBulletSprite].yrepeat = (uint8_t)nRepeat;
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sprite[nBulletSprite].xoffset = 0;
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sprite[nBulletSprite].yoffset = 0;
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sprite[nBulletSprite].ang = nAngle;
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@ -141,8 +141,8 @@ void BuildItemAnim(short nSprite)
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else
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{
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sprite[nSprite].owner = -1;
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sprite[nSprite].yrepeat = nItemAnimInfo[nItem].repeat;
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sprite[nSprite].xrepeat = nItemAnimInfo[nItem].repeat;
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sprite[nSprite].yrepeat = (uint8_t)nItemAnimInfo[nItem].repeat;
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sprite[nSprite].xrepeat = (uint8_t)nItemAnimInfo[nItem].repeat;
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}
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}
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@ -476,9 +476,9 @@ void DoRegenerates()
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}
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sprite[nSprite].zvel = 0;
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sprite[nSprite].yrepeat = sprite[nSprite].xvel;
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sprite[nSprite].xrepeat = sprite[nSprite].xvel;
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sprite[nSprite].pal = sprite[nSprite].yvel;
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sprite[nSprite].yrepeat = (uint8_t)sprite[nSprite].xvel;
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sprite[nSprite].xrepeat = (uint8_t)sprite[nSprite].xvel;
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sprite[nSprite].pal = (uint8_t)sprite[nSprite].yvel;
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sprite[nSprite].yvel = sprite[nSprite].zvel; // setting to 0
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sprite[nSprite].xvel = sprite[nSprite].zvel; // setting to 0
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nRegenerates--;
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@ -212,8 +212,8 @@ int BuildLava(short nSprite, int x, int y, int, short nSector, short nAngle, int
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void FuncLava(int a, int nDamage, int nRun)
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{
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short nLava = RunData[nRun].nVal;
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assert(nLava >= 0 && nLava < LavaList.Size());
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unsigned nLava = RunData[nRun].nVal;
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assert(nLava < LavaList.Size());
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short nAction = LavaList[nLava].nAction;
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short nSeq = LavadudeSeq[nAction].a + SeqOffsets[kSeqLavag];
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@ -216,7 +216,7 @@ void AddFlash(short nSector, int x, int y, int z, int val)
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assert(nSector >= 0 && nSector < kMaxSectors);
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int var_28 = 0;
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unsigned int var_1C = val >> 8;
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int var_1C = val >> 8;
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if (var_1C >= nFlashDepth) {
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return;
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@ -225,7 +225,7 @@ void AddFlash(short nSector, int x, int y, int z, int val)
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unsigned int var_20 = val & 0x80;
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unsigned int var_18 = val & 0x40;
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val = ((var_1C + 1) << 8) | char(val);
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val = ((var_1C + 1) << 8) | (val & 0xff);
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int var_14 = 0;
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@ -387,7 +387,7 @@ void AddFlash(short nSector, int x, int y, int z, int val)
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shade = -127;
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}
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sprite[nSprite].shade = shade;
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sprite[nSprite].shade = (int8_t)shade;
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}
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}
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}
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@ -462,12 +462,12 @@ void UndoFlashes()
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assert(pShade != NULL);
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short var_2C = (*pShade) + 6;
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int var_30 = sFlash[nFlash].shade;
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int thisshade = (*pShade) + 6;
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int maxshade = sFlash[nFlash].shade;
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if (var_2C < var_30)
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if (thisshade < maxshade)
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{
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*pShade = var_2C;
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*pShade = (int8_t)thisshade;
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edi = nFlash;
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continue;
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}
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@ -154,7 +154,7 @@ public:
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uint8_t* pFrame = CurFrame;
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int nRead = fp.Read(&yOffset, sizeof(yOffset));
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int nRead = (int)fp.Read(&yOffset, sizeof(yOffset));
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nSize -= nRead;
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pFrame += yOffset * 200; // row position
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@ -169,7 +169,7 @@ public:
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if (nPixels)
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{
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int nRead = fp.Read(pFrame, nPixels);
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int nRead = (int)fp.Read(pFrame, nPixels);
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pFrame += nRead;
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nSize -= nRead;
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}
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@ -150,7 +150,7 @@ void InitSpiritHead()
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}
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else
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{
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nPupData = headfd.Read(cPupData, sizeof(cPupData));
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nPupData = (int)headfd.Read(cPupData, sizeof(cPupData));
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pPupData = cPupData;
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}
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nMouthTile = 0;
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@ -383,13 +383,13 @@ void DoSpiritHead()
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{
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sprite[nSpiritSprite].xrepeat -= 2;
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if (sprite[nSpiritSprite].xrepeat < nSpiritRepeatX)
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sprite[nSpiritSprite].xrepeat = nSpiritRepeatX;
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sprite[nSpiritSprite].xrepeat = (uint8_t)nSpiritRepeatX;
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}
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if (sprite[nSpiritSprite].yrepeat > nSpiritRepeatY)
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{
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sprite[nSpiritSprite].yrepeat -= 2;
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if (sprite[nSpiritSprite].yrepeat < nSpiritRepeatY)
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sprite[nSpiritSprite].yrepeat = nSpiritRepeatY;
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sprite[nSpiritSprite].yrepeat = (uint8_t)nSpiritRepeatY;
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}
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int nCount = 0;
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@ -503,12 +503,12 @@ int seq_PlotArrowSequence(short nSprite, short nSeq, int nVal)
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if (ChunkFlag[nFrameBase] & 1)
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{
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pTSprite->xoffset = ChunkXpos[nFrameBase];
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pTSprite->xoffset = (int8_t)ChunkXpos[nFrameBase];
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pTSprite->cstat |= 4;
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}
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else
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{
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pTSprite->xoffset = -ChunkXpos[nFrameBase];
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pTSprite->xoffset = (int8_t)-ChunkXpos[nFrameBase];
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}
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pTSprite->yoffset = -ChunkYpos[nFrameBase];
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@ -588,7 +588,7 @@ int seq_PlotSequence(short nSprite, short edx, short nFrame, short ecx)
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if (ChunkFlag[nBase] & 1)
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{
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tsp->xoffset = ChunkXpos[nBase];
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tsp->xoffset = (int8_t)ChunkXpos[nBase];
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tsp->cstat |= 4; // x-flipped
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}
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else
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@ -455,9 +455,9 @@ void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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else if (type == SOURCE_Swirly)
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{
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int which = *(int*)source;
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float phase = (PlayClock << (4 + which)) * BAngRadian;
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pos->X = fcampos.X + 256 * cos(phase);
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pos->Z = fcampos.Z + 256 * sin(phase);
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double phase = (PlayClock << (4 + which)) * BAngRadian;
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pos->X = fcampos.X + float(256 * cos(phase));
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pos->Z = fcampos.Z + float(256 * sin(phase));
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}
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else if (type == SOURCE_EXBoss)
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{
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@ -518,7 +518,7 @@ void GameInterface::UpdateSounds()
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}
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auto fv = GetSoundPos(&pos);
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SoundListener listener;
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listener.angle = -ang * BAngRadian; // Build uses a period of 2048.
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listener.angle = float(-ang * BAngRadian); // Build uses a period of 2048.
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listener.velocity.Zero();
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listener.position = GetSoundPos(&pos);
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listener.underwater = false;
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@ -636,7 +636,7 @@ void PlayFX2(unsigned short nSound, short nSprite, int sectf, EChanFlags chanfla
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FSoundChan* chan = nullptr;
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if (nSprite >= 0)
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{
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chan = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, chanflags| CHANF_OVERLAP, nSound+1, nVolume / 255.f,fullvol? 0.5 : ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
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chan = soundEngine->StartSound(SOURCE_Actor, &sprite[nSprite], nullptr, CHAN_BODY, chanflags| CHANF_OVERLAP, nSound+1, nVolume / 255.f,fullvol? 0.5f : ATTN_NORM, nullptr, (11025 + nPitch) / 11025.f);
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}
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else
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{
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@ -179,13 +179,13 @@ int BuildStatusAnim(int val, int nFlags)
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int nStatusAnim = StatusAnim.Get();
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StatusAnim[nStatusAnim].nPrevAnim = -1;
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StatusAnim[nStatusAnim].nNextAnim = nLastAnim;
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StatusAnim[nStatusAnim].nNextAnim = (int8_t)nLastAnim;
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if (nLastAnim < 0) {
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nFirstAnim = nStatusAnim;
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}
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else {
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StatusAnim[nLastAnim].nPrevAnim = nStatusAnim;
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StatusAnim[nLastAnim].nPrevAnim = (int8_t)nStatusAnim;
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}
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nLastAnim = nStatusAnim;
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@ -336,7 +336,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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static uint8_t sectorCeilingPal[MAXSECTORS];
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static uint8_t wallPal[MAXWALLS];
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int const viewingRange = viewingrange;
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int const vr = xs_CRoundToInt(65536.f * tanf(r_fov * (pi::pi() / 360.f)));
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int const vr = xs_CRoundToInt(65536. * tan(r_fov * (pi::pi() / 360.)));
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videoSetCorrectedAspect();
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@ -360,7 +360,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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if (!testnewrenderer)
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{
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renderSetRollAngle(rotscrnang.asbuildf());
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renderSetRollAngle((float)rotscrnang.asbuildf());
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renderDrawRoomsQ16(nCamerax, nCameray, viewz, nCameraa.asq16(), nCamerapan.asq16(), nSector);
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analyzesprites(pm_tsprite, pm_spritesortcnt, nCamerax, nCameray, viewz, smoothRatio);
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renderDrawMasks();
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@ -439,7 +439,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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{
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RestoreGreenPal();
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if (nEnemyPal > -1) {
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sprite[enemy].pal = nEnemyPal;
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sprite[enemy].pal = (uint8_t)nEnemyPal;
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}
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DrawMap(smoothRatio);
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