- 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.
This commit is contained in:
Christoph Oelckers 2021-04-17 10:22:00 +02:00
parent ada28d8d04
commit 9828b0228e
2 changed files with 142 additions and 142 deletions

File diff suppressed because it is too large Load diff

View file

@ -76,7 +76,7 @@ struct THINGINFO
int dmgResist; // damage resistance
short cstat;
short picnum;
char shade;
int8_t shade;
uint8_t pal;
uint8_t xrepeat; // xrepeat
uint8_t yrepeat; // yrepeat
@ -87,8 +87,8 @@ struct AMMOITEMDATA
{
short cstat;
short picnum;
char shade;
char pal;
int8_t shade;
uint8_t pal;
uint8_t xrepeat;
uint8_t yrepeat;
short count;
@ -100,8 +100,8 @@ struct WEAPONITEMDATA
{
short cstat;
short picnum;
char shade;
char pal;
int8_t shade;
uint8_t pal;
uint8_t xrepeat;
uint8_t yrepeat;
short type;
@ -113,8 +113,8 @@ struct ITEMDATA
{
short cstat;
short picnum;
char shade;
char pal;
int8_t shade;
uint8_t pal;
uint8_t xrepeat;
uint8_t yrepeat;
short packSlot;
@ -127,7 +127,7 @@ struct MissileType
int angleOfs;
uint8_t xrepeat;
uint8_t yrepeat;
char shade;
int8_t shade;
uint8_t clipDist;
};