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- made type of shade variables consistent.
Some were char, some signed char and the initializers needed type casts. This wasn't serious but created a lot of casting noise.
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ada28d8d04
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2 changed files with 142 additions and 142 deletions
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@ -76,7 +76,7 @@ struct THINGINFO
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int dmgResist; // damage resistance
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short cstat;
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short picnum;
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char shade;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat; // xrepeat
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uint8_t yrepeat; // yrepeat
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@ -87,8 +87,8 @@ struct AMMOITEMDATA
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{
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short cstat;
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short picnum;
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char shade;
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char pal;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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short count;
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@ -100,8 +100,8 @@ struct WEAPONITEMDATA
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{
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short cstat;
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short picnum;
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char shade;
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char pal;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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short type;
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@ -113,8 +113,8 @@ struct ITEMDATA
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{
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short cstat;
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short picnum;
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char shade;
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char pal;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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short packSlot;
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@ -127,7 +127,7 @@ struct MissileType
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int angleOfs;
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uint8_t xrepeat;
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uint8_t yrepeat;
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char shade;
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int8_t shade;
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uint8_t clipDist;
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};
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