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Shitcan the few uses of the bool type in the VM after reading some things and dicking around on godbolt.org
git-svn-id: https://svn.eduke32.com/eduke32@8366 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/duke3d/src/gameexec.cpp # source/duke3d/src/gameexec.h
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5 changed files with 16 additions and 14 deletions
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@ -891,7 +891,7 @@ void updatesectorneighbor(int32_t const x, int32_t const y, int16_t * const sect
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void updatesectorneighborz(int32_t const x, int32_t const y, int32_t const z, int16_t * const sectnum, int32_t initialMaxDistance = INITIALUPDATESECTORDIST, int32_t maxDistance = MAXUPDATESECTORDIST) ATTRIBUTE((nonnull(4)));
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int findwallbetweensectors(int sect1, int sect2);
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static FORCE_INLINE bool sectoradjacent(int sect1, int sect2) { return findwallbetweensectors(sect1, sect2) != -1; }
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static FORCE_INLINE int sectoradjacent(int sect1, int sect2) { return findwallbetweensectors(sect1, sect2) != -1; }
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int32_t getsectordist(vec2_t const in, int const sectnum, vec2_t * const out = nullptr);
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extern const int16_t *chsecptr_onextwall;
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int32_t checksectorpointer(int16_t i, int16_t sectnum);
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@ -1147,7 +1147,7 @@ static FORCE_INLINE int32_t md_tilehasmodel(int32_t const tilenume, int32_t cons
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}
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#endif // defined USE_OPENGL
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static FORCE_INLINE bool tilehasmodelorvoxel(int const tilenume, int pal)
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static FORCE_INLINE int tilehasmodelorvoxel(int const tilenume, int pal)
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{
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UNREFERENCED_PARAMETER(pal);
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return
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@ -1189,7 +1189,7 @@ extern const int32_t engine_v8;
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int32_t Mulscale(int32_t a, int32_t b, int32_t sh);
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#endif
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static FORCE_INLINE CONSTEXPR bool inside_p(int32_t const x, int32_t const y, int const sectnum) { return (sectnum >= 0 && inside(x, y, sectnum) == 1); }
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static FORCE_INLINE CONSTEXPR int inside_p(int32_t const x, int32_t const y, int const sectnum) { return (sectnum >= 0 && inside(x, y, sectnum) == 1); }
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#define SET_AND_RETURN(Lval, Rval) \
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do \
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@ -10996,13 +10996,13 @@ int32_t lastwall(int16_t point)
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* NOTE: The redundant bound checks are expected to be optimized away in the
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* inlined code. */
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static FORCE_INLINE CONSTEXPR bool inside_exclude_p(int32_t const x, int32_t const y, int const sectnum, const uint8_t *excludesectbitmap)
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static FORCE_INLINE CONSTEXPR int inside_exclude_p(int32_t const x, int32_t const y, int const sectnum, const uint8_t *excludesectbitmap)
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{
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return (sectnum>=0 && !bitmap_test(excludesectbitmap, sectnum) && inside_p(x, y, sectnum));
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}
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/* NOTE: no bound check */
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static inline bool inside_z_p(int32_t const x, int32_t const y, int32_t const z, int const sectnum)
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static inline int inside_z_p(int32_t const x, int32_t const y, int32_t const z, int const sectnum)
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{
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int32_t cz, fz;
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getzsofslope(sectnum, x, y, &cz, &fz);
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@ -83,7 +83,7 @@ int32_t g_structVarIDs = -1;
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uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES];
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GAMEEXEC_STATIC void VM_Execute(bool const loop = false);
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GAMEEXEC_STATIC void VM_Execute(int const loop = false);
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# include "gamestructures.cpp"
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#endif
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@ -244,7 +244,7 @@ int32_t VM_ExecuteEventWithValue(int const nEventID, int const spriteNum, int co
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}
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static bool VM_CheckSquished(void)
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static int VM_CheckSquished(void)
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{
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auto const pSector = (usectorptr_t)§or[vm.pSprite->sectnum];
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@ -298,7 +298,9 @@ GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *pPlayer)
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#endif
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// wow, this function sucks
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bool A_Dodge(spritetype * const pSprite)
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int A_Dodge(spritetype * const);
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int A_Dodge(spritetype * const pSprite)
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{
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if (A_CheckEnemySprite(pSprite) && pSprite->extra <= 0) // hack
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return 0;
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@ -1175,7 +1177,7 @@ static int G_StartTrackSlotWrap(int const volumeNum, int const levelNum)
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int G_StartTrack(int const levelNum) { return G_StartTrackSlot(ud.volume_number, levelNum); }
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#endif
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LUNATIC_EXTERN void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int sect, int ix1, int iy1, int ix2, int iy2, bool unbiasedp)
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LUNATIC_EXTERN void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int sect, int ix1, int iy1, int ix2, int iy2, int unbiasedp)
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{
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int x1 = min(ix1, ix2);
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int x2 = max(ix1, ix2);
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@ -1305,7 +1307,7 @@ void Screen_Play(void)
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} \
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} while (0)
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GAMEEXEC_STATIC void VM_Execute(bool const loop /*= false*/)
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GAMEEXEC_STATIC void VM_Execute(int const loop /*= false*/)
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{
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int vm_execution_depth = loop;
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#ifdef CON_USE_COMPUTED_GOTO
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@ -5280,7 +5282,7 @@ badindex:
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// -1 for none found
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// <type> <maxdistvarid> <varid>
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int const decodedInst = VM_DECODE_INST(tw);
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bool const actorsOnly = (decodedInst == CON_FINDNEARACTOR || decodedInst == CON_FINDNEARACTOR3D);
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int const actorsOnly = (decodedInst == CON_FINDNEARACTOR || decodedInst == CON_FINDNEARACTOR3D);
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auto const dist_funcptr = (decodedInst == CON_FINDNEARACTOR || decodedInst == CON_FINDNEARSPRITE) ? &ldist : &dist;
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int const findTile = *insptr++;
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@ -5328,7 +5330,7 @@ badindex:
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// that is of <type> into <getvar>
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// -1 for none found
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// <type> <maxdistvarid> <varid>
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bool const actorsOnly = (VM_DECODE_INST(tw) == CON_FINDNEARACTORZ);
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int const actorsOnly = (VM_DECODE_INST(tw) == CON_FINDNEARACTORZ);
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int const findTile = *insptr++;
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int maxDist = Gv_GetVar(*insptr++);
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@ -35,7 +35,7 @@ int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playe
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int32_t VM_ExecuteEvent(int const nEventID, int const spriteNum, int const playerNum);
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int32_t VM_ExecuteEventWithValue(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn);
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static FORCE_INLINE bool VM_HaveEvent(int const nEventID)
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static FORCE_INLINE int VM_HaveEvent(int const nEventID)
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{
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return !!apScriptEvents[nEventID];
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}
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@ -245,7 +245,7 @@ static FORCE_INLINE void __fastcall Gv_DivVar(int const id, int32_t const operan
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(var.flags & GAMEVAR_PERACTOR && (unsigned) vm.spriteNum > MAXSPRITES - 1)))
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return;
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bool const foundInTable = (unsigned) operand < DIVTABLESIZE;
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int const foundInTable = (unsigned) operand < DIVTABLESIZE;
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static libdivide::libdivide_s32_t sdiv;
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intptr_t *iptr = &var.global;
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static int32_t lastValue;
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