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Fix more uses of lotag with values >= 32768 beyond those reported as warnings.
git-svn-id: https://svn.eduke32.com/eduke32@6602 1a8010ca-5511-0410-912e-c29ae57300e0
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1396f51ca2
commit
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4 changed files with 13 additions and 13 deletions
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@ -6449,7 +6449,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (animGoal >= 0)
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if (animGoal >= 0)
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{
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{
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int shadeInc = ((pSector->lotag & 0x8000) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3];
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int shadeInc = ((pSector->lotag & 0x8000u) || actor[spriteNum].t_data[4]) ? -pData[3] : pData[3];
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if (spriteLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS)
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if (spriteLotag == SE_9_DOWN_OPEN_DOOR_LIGHTS)
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shadeInc = -shadeInc;
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shadeInc = -shadeInc;
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@ -6499,7 +6499,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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case SE_10_DOOR_AUTO_CLOSE:
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case SE_10_DOOR_AUTO_CLOSE:
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// XXX: 32791, what the hell?
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// XXX: 32791, what the hell?
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if ((pSector->lotag&0xff) == ST_27_STRETCH_BRIDGE || (pSector->floorz > pSector->ceilingz && (pSector->lotag&0xff) != ST_23_SWINGING_DOOR) || pSector->lotag == (int16_t)32791)
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if ((pSector->lotag&0xff) == ST_27_STRETCH_BRIDGE || (pSector->floorz > pSector->ceilingz && (pSector->lotag&0xff) != ST_23_SWINGING_DOOR) || pSector->lotag == (int16_t)32791u)
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{
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{
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j = 1;
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j = 1;
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@ -587,7 +587,7 @@ void G_DoCheats(void)
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if (lotag == -1 || lotag == 32767) continue;
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if (lotag == -1 || lotag == 32767) continue;
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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 & (uint16_t)~16384u)
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sector[i].lotag &= (uint16_t)~16384u;
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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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@ -5284,7 +5284,7 @@ HORIZONLY:;
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if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8))
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if (squishPlayer || klabs(actor[pPlayer->i].floorz-actor[pPlayer->i].ceilingz) < (48<<8))
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{
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{
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if (!(sector[pSprite->sectnum].lotag & 0x8000) &&
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if (!(sector[pSprite->sectnum].lotag & 0x8000u) &&
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(isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag)))
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(isanunderoperator(sector[pSprite->sectnum].lotag) || isanearoperator(sector[pSprite->sectnum].lotag)))
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G_ActivateBySector(pSprite->sectnum, pPlayer->i);
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G_ActivateBySector(pSprite->sectnum, pPlayer->i);
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@ -540,7 +540,7 @@ void G_OperateSectors(int sectNum, int spriteNum)
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int32_t i;
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int32_t i;
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sectortype *const pSector = §or[sectNum];
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sectortype *const pSector = §or[sectNum];
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switch (pSector->lotag&(0xffff-49152))
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switch (pSector->lotag & (uint16_t)~49152u)
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{
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{
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case ST_30_ROTATE_RISE_BRIDGE:
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case ST_30_ROTATE_RISE_BRIDGE:
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j = sector[sectNum].hitag;
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j = sector[sectNum].hitag;
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@ -769,7 +769,7 @@ void G_OperateSectors(int sectNum, int spriteNum)
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pSector->lotag ^= 0x8000u;
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pSector->lotag ^= 0x8000u;
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if (pSector->lotag&0x8000)
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if (pSector->lotag & 0x8000u)
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{
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{
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j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
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j = nextsectorneighborz(sectNum,pSector->ceilingz,-1,-1);
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if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
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if (j == -1) j = nextsectorneighborz(sectNum,pSector->ceilingz,1,1);
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@ -799,7 +799,7 @@ void G_OperateSectors(int sectNum, int spriteNum)
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case ST_20_CEILING_DOOR:
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case ST_20_CEILING_DOOR:
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REDODOOR:
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REDODOOR:
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if (pSector->lotag&0x8000)
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if (pSector->lotag & 0x8000u)
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{
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{
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for (SPRITES_OF_SECT(sectNum, i))
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for (SPRITES_OF_SECT(sectNum, i))
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if (sprite[i].statnum == STAT_EFFECTOR && SLT(i)==SE_9_DOWN_OPEN_DOOR_LIGHTS)
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if (sprite[i].statnum == STAT_EFFECTOR && SLT(i)==SE_9_DOWN_OPEN_DOOR_LIGHTS)
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@ -853,7 +853,7 @@ REDODOOR:
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case ST_22_SPLITTING_DOOR:
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case ST_22_SPLITTING_DOOR:
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if (pSector->lotag&0x8000)
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if (pSector->lotag & 0x8000u)
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{
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{
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// WTF?
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// WTF?
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int const q = (pSector->ceilingz + pSector->floorz) >> 1;
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int const q = (pSector->ceilingz + pSector->floorz) >> 1;
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@ -898,7 +898,7 @@ REDODOOR:
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if (i < 0)
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if (i < 0)
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return;
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return;
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int const tag = sector[SECT(i)].lotag&0x8000;
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uint16_t const tag = sector[SECT(i)].lotag & 0x8000u;
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if (j >= 0)
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if (j >= 0)
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{
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{
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@ -906,9 +906,9 @@ REDODOOR:
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for (SPRITES_OF(STAT_EFFECTOR, i))
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for (SPRITES_OF(STAT_EFFECTOR, i))
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{
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{
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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 & 0x8000u) && 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 & 0x8000u) sector[SECT(i)].lotag &= 0x7fff;
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else sector[SECT(i)].lotag |= 0x8000u;
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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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@ -946,7 +946,7 @@ REDODOOR:
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A_CallSound(SECT(i),i);
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A_CallSound(SECT(i),i);
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A_CallSound(SECT(i),i);
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A_CallSound(SECT(i),i);
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T5(i) = (sector[SECT(i)].lotag&0x8000) ? 1 : 2;
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T5(i) = (sector[SECT(i)].lotag & 0x8000u) ? 1 : 2;
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}
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}
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}
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}
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@ -960,7 +960,7 @@ REDODOOR:
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sector[sectNum].lotag ^= 0x8000u;
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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 & 0x8000u) ? 1 : 2;
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A_CallSound(sectNum,spriteNum);
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A_CallSound(sectNum,spriteNum);
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break;
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break;
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}
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}
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