mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- fixed all warnings in Duke.
This commit is contained in:
parent
694066c4ec
commit
cf22a70d82
11 changed files with 50 additions and 56 deletions
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@ -1578,7 +1578,7 @@ static bool movefireball(DDukeActor* actor)
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spr->zvel = proj->zv;
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spr->zvel = proj->zv;
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}
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}
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}
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}
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spr->yrepeat = spr->xrepeat = (short)(s->xrepeat * siz);
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spr->yrepeat = spr->xrepeat = (uint8_t)(s->xrepeat * siz);
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spr->cstat = s->cstat;
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spr->cstat = s->cstat;
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spr->extra = 0;
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spr->extra = 0;
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@ -557,7 +557,7 @@ void thunder(void)
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struct player_struct* p;
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struct player_struct* p;
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int r1, r2;
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int r1, r2;
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short startwall, endwall, i, j;
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short startwall, endwall, i, j;
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unsigned char shade;
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uint8_t shade;
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p = &ps[screenpeek];
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p = &ps[screenpeek];
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@ -612,10 +612,10 @@ void thunder(void)
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{
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{
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startwall = sector[lightninsector[i]].wallptr;
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startwall = sector[lightninsector[i]].wallptr;
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endwall = startwall + sector[lightninsector[i]].wallnum;
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endwall = startwall + sector[lightninsector[i]].wallnum;
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sector[lightninsector[i]].floorshade = lightninsectorshade[i];
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sector[lightninsector[i]].floorshade = (int8_t)lightninsectorshade[i];
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sector[lightninsector[i]].ceilingshade = lightninsectorshade[i];
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sector[lightninsector[i]].ceilingshade = (int8_t)lightninsectorshade[i];
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for (j = startwall; j < endwall; j++)
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for (j = startwall; j < endwall; j++)
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wall[j].shade = lightninsectorshade[i];
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wall[j].shade = (int8_t)lightninsectorshade[i];
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}
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}
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}
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}
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}
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}
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@ -122,10 +122,10 @@ int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags)
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if (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM && !(dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
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if (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM && !(dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
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{
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{
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// if existing is system, they only get to change default value....
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// if existing is system, they only get to change default value....
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aGameVars[i].lValue = lValue;
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aGameVars[i].lValue = (int)lValue;
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if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
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if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
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{
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{
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aGameVars[i].defaultValue = lValue;
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aGameVars[i].defaultValue = (int)lValue;
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}
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}
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}
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}
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else
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else
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@ -138,11 +138,11 @@ int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags)
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}
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}
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else
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else
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{
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{
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aGameVars[i].lValue = lValue;
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aGameVars[i].lValue = (int)lValue;
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}
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}
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if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
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if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
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{
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{
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aGameVars[i].defaultValue = lValue;
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aGameVars[i].defaultValue = (int)lValue;
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}
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}
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}
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}
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@ -161,7 +161,7 @@ int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags)
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aGameVars[i].plArray.Resize(MAXPLAYERS);
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aGameVars[i].plArray.Resize(MAXPLAYERS);
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for (j = 0; j < MAXPLAYERS; j++)
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for (j = 0; j < MAXPLAYERS; j++)
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{
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{
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aGameVars[i].plArray[j] = lValue;
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aGameVars[i].plArray[j] = (int)lValue;
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}
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}
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}
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}
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else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
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else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
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@ -169,7 +169,7 @@ int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags)
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aGameVars[i].plArray.Resize(MAXSPRITES);
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aGameVars[i].plArray.Resize(MAXSPRITES);
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for (j = 0; j < MAXSPRITES; j++)
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for (j = 0; j < MAXSPRITES; j++)
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{
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{
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aGameVars[i].plArray[j] = lValue;
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aGameVars[i].plArray[j] = (int)lValue;
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}
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}
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}
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}
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return 1;
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return 1;
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@ -63,21 +63,20 @@ inline static void hud_drawpal(double x, double y, int tilenum, int shade, int o
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void displayloogie(player_struct* p)
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void displayloogie(player_struct* p)
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{
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{
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int i, a, y, z;
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double a, y;
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int z;
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double x;
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double x;
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if (p->loogcnt == 0) return;
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if (p->loogcnt == 0) return;
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y = (p->loogcnt << 2);
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y = (p->loogcnt << 2);
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for (i = 0; i < p->numloogs; i++)
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for (int i = 0; i < p->numloogs; i++)
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{
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{
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a = abs(bsinf((p->loogcnt + i) << 5, -5));
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a = fabs(bsinf((p->loogcnt + i) << 5, -5));
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z = 4096 + ((p->loogcnt + i) << 9);
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z = 4096 + ((p->loogcnt + i) << 9);
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x = -getavel(p->i) + bsinf((p->loogcnt + i) << 6, -10);
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x = -getavel(p->i) + bsinf((p->loogcnt + i) << 6, -10);
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hud_drawsprite(
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hud_drawsprite((p->loogiex[i] + x), (200 + p->loogiey[i] - y), z - (i << 8), 256 - a, LOOGIE, 0, 0, 2);
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(p->loogiex[i] + x), (200 + p->loogiey[i] - y), z - (i << 8), 256 - a,
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LOOGIE, 0, 0, 2);
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}
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}
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}
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}
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@ -90,16 +89,16 @@ void displayloogie(player_struct* p)
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int animatefist(int gs, player_struct* p, double look_anghalf, double looking_arc, double plravel, int fistpal)
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int animatefist(int gs, player_struct* p, double look_anghalf, double looking_arc, double plravel, int fistpal)
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{
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{
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short fisti;
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short fisti;
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int fistzoom;
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double fistzoom;
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double fistz;
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double fistz;
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fisti = p->fist_incs;
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fisti = p->fist_incs;
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if (fisti > 32) fisti = 32;
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if (fisti > 32) fisti = 32;
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if (fisti <= 0) return 0;
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if (fisti <= 0) return 0;
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fistzoom = 65536L - bcosf(fisti << 6, 2);
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fistzoom = 65536 - bcosf(fisti << 6, 2);
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if (fistzoom > 90612L)
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if (fistzoom > 90612)
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fistzoom = 90612L;
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fistzoom = 90612;
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if (fistzoom < 40920)
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if (fistzoom < 40920)
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fistzoom = 40290;
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fistzoom = 40290;
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fistz = 194 + bsinf((6 + fisti) << 7, -9);
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fistz = 194 + bsinf((6 + fisti) << 7, -9);
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@ -107,7 +106,7 @@ int animatefist(int gs, player_struct* p, double look_anghalf, double looking_ar
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hud_drawsprite(
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hud_drawsprite(
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(-fisti + 222 + plravel),
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(-fisti + 222 + plravel),
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(looking_arc + fistz),
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(looking_arc + fistz),
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fistzoom, 0, FIST, gs, fistpal, 2);
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int(fistzoom), 0, FIST, gs, fistpal, 2);
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return 1;
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return 1;
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}
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}
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@ -323,12 +322,12 @@ void displayweapon_d(int snum, double smoothratio)
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looking_arc += 32 - (i >> 1);
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looking_arc += 32 - (i >> 1);
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fistsign += i >> 1;
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fistsign += i >> 1;
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}
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}
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cw = weapon_xoffset;
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double owo = weapon_xoffset;
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weapon_xoffset += bsinf(fistsign, -10);
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weapon_xoffset += bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 250 - look_anghalf,
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hud_draw(weapon_xoffset + 250 - look_anghalf,
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looking_arc + 258 - fabs(bsinf(fistsign, -8)),
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looking_arc + 258 - fabs(bsinf(fistsign, -8)),
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FIST, shade, o);
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FIST, shade, o);
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weapon_xoffset = cw;
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weapon_xoffset = owo;
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weapon_xoffset -= bsinf(fistsign, -10);
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weapon_xoffset -= bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 40 - look_anghalf,
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hud_draw(weapon_xoffset + 40 - look_anghalf,
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looking_arc + 200 + fabs(bsinf(fistsign, -8)),
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looking_arc + 200 + fabs(bsinf(fistsign, -8)),
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@ -298,10 +298,10 @@ void displayweapon_r(int snum, double smoothratio)
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looking_arc += 32 - (i >> 1);
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looking_arc += 32 - (i >> 1);
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fistsign += i >> 1;
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fistsign += i >> 1;
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}
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}
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cw = weapon_xoffset;
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double owo = weapon_xoffset;
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weapon_xoffset += bsinf(fistsign, -10);
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weapon_xoffset += bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 250 - look_anghalf, looking_arc + 258 - abs(bsinf(fistsign, -8)), FIST, shade, o);
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hud_draw(weapon_xoffset + 250 - look_anghalf, looking_arc + 258 - abs(bsinf(fistsign, -8)), FIST, shade, o);
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weapon_xoffset = cw;
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weapon_xoffset = owo;
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weapon_xoffset -= bsinf(fistsign, -10);
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weapon_xoffset -= bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 40 - look_anghalf, looking_arc + 200 + abs(bsinf(fistsign, -8)), FIST, shade, o | 4);
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hud_draw(weapon_xoffset + 40 - look_anghalf, looking_arc + 200 + abs(bsinf(fistsign, -8)), FIST, shade, o | 4);
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}
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}
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@ -762,9 +762,9 @@ static void shootrpg(DDukeActor *actor, int p, int sx, int sy, int sz, int sa, i
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if (isWorldTour()) // Twentieth Anniversary World Tour
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if (isWorldTour()) // Twentieth Anniversary World Tour
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{
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{
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float siz = actor->s->yrepeat / 80.0f;
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float siz = actor->s->yrepeat / 80.0f;
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xoffs *= siz;
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xoffs = int(xoffs * siz);
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yoffs *= siz;
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yoffs = int(yoffs * siz);
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aoffs *= siz;
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aoffs = int(aoffs * siz);
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}
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}
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spj->x += xoffs;
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spj->x += xoffs;
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@ -65,16 +65,11 @@ void incur_damage_r(struct player_struct* p)
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switch (gut)
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switch (gut)
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{
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{
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double ddamage;
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case 1:
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case 1:
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ddamage = damage;
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damage = damage * 3 / 4;
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ddamage *= 0.75;
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damage = ddamage;
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break;
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break;
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case 2:
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case 2:
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ddamage = damage;
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damage /= 4;
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ddamage *= 0.25;
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damage = ddamage;
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break;
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break;
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}
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}
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@ -1695,7 +1690,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
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if (p->MotoSpeed != 0 && p->on_ground == 1)
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if (p->MotoSpeed != 0 && p->on_ground == 1)
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{
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{
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if (!p->VBumpNow && (krand() & 3) == 2)
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if (!p->VBumpNow && (krand() & 3) == 2)
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p->VBumpTarget = (p->MotoSpeed / 16.) * ((krand() & 7) - 4);
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p->VBumpTarget = short((p->MotoSpeed / 16.) * ((krand() & 7) - 4));
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if (p->vehTurnLeft || p->moto_drink < 0)
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if (p->vehTurnLeft || p->moto_drink < 0)
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{
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{
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@ -1750,7 +1745,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
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p->horizon.addadjustment(horiz - FixedToFloat(p->horizon.horiz.asq16()));
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p->horizon.addadjustment(horiz - FixedToFloat(p->horizon.horiz.asq16()));
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}
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}
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int currSpeed = p->MotoSpeed;
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int currSpeed = int(p->MotoSpeed);
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short velAdjustment;
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short velAdjustment;
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if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
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if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
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{
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{
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@ -1965,7 +1960,7 @@ static void onBoat(int snum, ESyncBits &actions)
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if (p->MotoSpeed != 0 && p->on_ground == 1)
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if (p->MotoSpeed != 0 && p->on_ground == 1)
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{
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{
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if (!p->VBumpNow && (krand() & 15) == 14)
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if (!p->VBumpNow && (krand() & 15) == 14)
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p->VBumpTarget = (p->MotoSpeed / 16.) * ((krand() & 3) - 2);
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p->VBumpTarget = short((p->MotoSpeed / 16.) * ((krand() & 3) - 2));
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if (p->vehTurnLeft && p->moto_drink < 0)
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if (p->vehTurnLeft && p->moto_drink < 0)
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{
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{
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@ -2020,7 +2015,7 @@ static void onBoat(int snum, ESyncBits &actions)
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if (p->MotoSpeed > 0 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
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if (p->MotoSpeed > 0 && p->on_ground == 1 && (p->vehTurnLeft || p->vehTurnRight))
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{
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{
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int currSpeed = p->MotoSpeed * 4.;
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int currSpeed = int(p->MotoSpeed * 4.);
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short velAdjustment = p->vehTurnLeft ? -10 : 10;
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short velAdjustment = p->vehTurnLeft ? -10 : 10;
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auto angAdjustment = (velAdjustment < 0 ? 350 : -350) << BAMBITS;
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auto angAdjustment = (velAdjustment < 0 ? 350 : -350) << BAMBITS;
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@ -2128,7 +2123,7 @@ static void movement(int snum, ESyncBits actions, int psect, int fz, int cz, int
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}
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}
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else
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else
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{
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{
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p->poszv += gs.gravity - 80 + (120 - p->MotoSpeed);
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p->poszv += gs.gravity - 80 + int(120 - p->MotoSpeed);
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if (!S_CheckActorSoundPlaying(pact, 189) && !S_CheckActorSoundPlaying(pact, 190))
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if (!S_CheckActorSoundPlaying(pact, 189) && !S_CheckActorSoundPlaying(pact, 190))
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S_PlayActorSound(190, pact);
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S_PlayActorSound(190, pact);
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}
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}
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@ -2464,8 +2459,8 @@ void onMotorcycleHit(int snum, DDukeActor* victim)
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if (numplayers == 1)
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if (numplayers == 1)
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{
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{
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Collision coll;
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Collision coll;
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movesprite_ex(victim, bcos(p->TiltStatus * 20 + p->angle.ang.asbuild(), -8),
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int ang = int(p->TiltStatus * 20 + p->angle.ang.asbuild());
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bsin(p->TiltStatus * 20 + p->angle.ang.asbuild(), -8), s->zvel, CLIPMASK0, coll);
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movesprite_ex(victim, bcos(ang, -8), bsin(ang, -8), s->zvel, CLIPMASK0, coll);
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}
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}
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}
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}
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else
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else
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@ -2526,8 +2521,8 @@ void onBoatHit(int snum, DDukeActor* victim)
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if (numplayers == 1)
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if (numplayers == 1)
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{
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{
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Collision coll;
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Collision coll;
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movesprite_ex(victim, bcos(p->TiltStatus * 20 + p->angle.ang.asbuild(), -9),
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int ang = int(p->TiltStatus * 20 + p->angle.ang.asbuild());
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bsin(p->TiltStatus * 20 + p->angle.ang.asbuild(), -9), s->zvel, CLIPMASK0, coll);
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movesprite_ex(victim, bcos(ang, -9), bsin(ang, -9), s->zvel, CLIPMASK0, coll);
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}
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}
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}
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}
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else
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else
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@ -658,7 +658,7 @@ void prelevel_r(int g)
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deletesprite(i);
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deletesprite(i);
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if (spr->picnum == RRTILE34)
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if (spr->picnum == RRTILE34)
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{
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{
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sectorextra[spr->sectnum] = spr->lotag;
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sectorextra[spr->sectnum] = uint8_t(spr->lotag);
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deletesprite(i);
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deletesprite(i);
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}
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}
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}
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}
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@ -248,7 +248,7 @@ public:
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unsigned icon = p->inven_icon;
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unsigned icon = p->inven_icon;
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if (icon > 0)
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if (icon > 0)
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{
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{
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int x = 84.5;
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int x = 84;
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DrawGraphic(tileGetTexture(INVENTORYBOX), 77, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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DrawGraphic(tileGetTexture(INVENTORYBOX), 77, -2, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, scale, scale);
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if (icon < ICON_MAX)
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if (icon < ICON_MAX)
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DrawGraphic(tileGetTexture(item_icons[icon]), x, -15.375, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, -1, -1, scale, scale);
|
DrawGraphic(tileGetTexture(item_icons[icon]), x, -15.375, DI_ITEM_LEFT | DI_ITEM_VCENTER, 1, -1, -1, scale, scale);
|
||||||
|
@ -279,13 +279,13 @@ public:
|
||||||
y -= 4;
|
y -= 4;
|
||||||
DrawInventory(p, 0, y, DI_SCREEN_CENTER_BOTTOM);
|
DrawInventory(p, 0, y, DI_SCREEN_CENTER_BOTTOM);
|
||||||
FullscreenHUD1(p, snum);
|
FullscreenHUD1(p, snum);
|
||||||
PrintLevelStats(scale * tileHeight(BIGALPHANUM) + 10);
|
PrintLevelStats(int(scale * tileHeight(BIGALPHANUM) + 10));
|
||||||
}
|
}
|
||||||
else if (style == 2)
|
else if (style == 2)
|
||||||
{
|
{
|
||||||
DrawInventory(p, 56, -20, DI_SCREEN_CENTER_BOTTOM);
|
DrawInventory(p, 56, -20, DI_SCREEN_CENTER_BOTTOM);
|
||||||
FullscreenHUD2(p);
|
FullscreenHUD2(p);
|
||||||
PrintLevelStats(scale * tileHeight(HEALTHBOX) + 4);
|
PrintLevelStats(int(scale * tileHeight(HEALTHBOX) + 4));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -353,11 +353,11 @@ public:
|
||||||
double left = (320 - tileWidth(BOTTOMSTATUSBAR) * scale) / 2;
|
double left = (320 - tileWidth(BOTTOMSTATUSBAR) * scale) / 2;
|
||||||
|
|
||||||
double top = 200 - h;
|
double top = 200 - h;
|
||||||
BeginStatusBar(320, 200, wh + h);
|
BeginStatusBar(320, 200, int(wh + h));
|
||||||
DrawInventory(p, 160, hud_size <= Hud_Stbar? 148 : 154, 0);
|
DrawInventory(p, 160, hud_size <= Hud_Stbar? 148 : 154, 0);
|
||||||
|
|
||||||
if (hud_size <= Hud_Stbar)
|
if (hud_size <= Hud_Stbar)
|
||||||
DrawWeaponBar(p, top);
|
DrawWeaponBar(p, (int)top);
|
||||||
|
|
||||||
if (hud_size == Hud_StbarOverlay) Set43ClipRect();
|
if (hud_size == Hud_StbarOverlay) Set43ClipRect();
|
||||||
DrawGraphic(tileGetTexture(BOTTOMSTATUSBAR), left, top, DI_ITEM_LEFT_TOP, 1, -1, -1, scale, scale);
|
DrawGraphic(tileGetTexture(BOTTOMSTATUSBAR), left, top, DI_ITEM_LEFT_TOP, 1, -1, -1, scale, scale);
|
||||||
|
|
|
@ -196,7 +196,7 @@ static inline int S_GetPitch(int num)
|
||||||
|
|
||||||
float S_ConvertPitch(int lpitch)
|
float S_ConvertPitch(int lpitch)
|
||||||
{
|
{
|
||||||
return pow(2, lpitch / 1200.); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
return powf(2, lpitch / 1200.f); // I hope I got this right that ASS uses a linear scale where 1200 is a full octave.
|
||||||
}
|
}
|
||||||
|
|
||||||
int S_GetUserFlags(int num)
|
int S_GetUserFlags(int num)
|
||||||
|
@ -413,7 +413,7 @@ void GameInterface::UpdateSounds(void)
|
||||||
|
|
||||||
if (c != nullptr)
|
if (c != nullptr)
|
||||||
{
|
{
|
||||||
listener.angle = -ca * BAngRadian; // Build uses a period of 2048.
|
listener.angle = -float(ca * BAngRadian); // Build uses a period of 2048.
|
||||||
listener.velocity.Zero();
|
listener.velocity.Zero();
|
||||||
listener.position = GetSoundPos(c);
|
listener.position = GetSoundPos(c);
|
||||||
listener.underwater = false;
|
listener.underwater = false;
|
||||||
|
@ -827,7 +827,7 @@ void S_ParseDeveloperCommentary()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
sc.MustGetStringName(";");
|
sc.MustGetStringName(";");
|
||||||
if (Commentaries.Size() <= num) Commentaries.Resize(num + 1);
|
if (Commentaries.Size() <= (unsigned)num) Commentaries.Resize(num + 1);
|
||||||
Commentaries[num] = std::move(path);
|
Commentaries[num] = std::move(path);
|
||||||
}
|
}
|
||||||
//sc.MustGetStringName(";");
|
//sc.MustGetStringName(";");
|
||||||
|
@ -849,7 +849,7 @@ void StopCommentary()
|
||||||
|
|
||||||
bool StartCommentary(int tag, DDukeActor* actor)
|
bool StartCommentary(int tag, DDukeActor* actor)
|
||||||
{
|
{
|
||||||
if (wt_commentary && Commentaries.Size() > tag && Commentaries[tag].IsNotEmpty())
|
if (wt_commentary && Commentaries.Size() > (unsigned)tag && Commentaries[tag].IsNotEmpty())
|
||||||
{
|
{
|
||||||
FSoundID id = soundEngine->FindSound(Commentaries[tag]);
|
FSoundID id = soundEngine->FindSound(Commentaries[tag]);
|
||||||
if (id == 0)
|
if (id == 0)
|
||||||
|
|
|
@ -50,7 +50,7 @@ struct weaponhit
|
||||||
floorz = ceilingz = lastvx = lastvy = aflags = saved_ammo = 0;
|
floorz = ceilingz = lastvx = lastvy = aflags = saved_ammo = 0;
|
||||||
memset(temp_data, 0, sizeof(temp_data));
|
memset(temp_data, 0, sizeof(temp_data));
|
||||||
}
|
}
|
||||||
int GetIndex() const { return this - array(); }
|
int GetIndex() const { return int(this - array()); }
|
||||||
|
|
||||||
// Wrapper around some ugliness. The 'owner' field gets abused by some actors, so better wrap its real use in access functions to keep things in order.
|
// Wrapper around some ugliness. The 'owner' field gets abused by some actors, so better wrap its real use in access functions to keep things in order.
|
||||||
inline weaponhit* GetOwner()
|
inline weaponhit* GetOwner()
|
||||||
|
|
Loading…
Reference in a new issue