- fixed remaining SW warnings.

This commit is contained in:
Christoph Oelckers 2021-05-12 16:50:20 +02:00
parent 1085b0b7a2
commit fb21e39de5
17 changed files with 187 additions and 182 deletions

View File

@ -617,7 +617,7 @@ KeepActorOnFloor(short SpriteNum)
}
int
DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec)
DoActorBeginSlide(int SpriteNum, short ang, short vel, short dec)
{
USERp u = User[SpriteNum].Data();

View File

@ -1261,7 +1261,7 @@ struct USER
short inactive_time; // length of time actor has been unaware of his tgt
int sx,sy,sz;
short sang;
char spal; // save off default palette number
uint8_t spal; // save off default palette number
int ret; //holder for move_sprite return value

View File

@ -1554,13 +1554,13 @@ DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
if (sop->drive_angspeed)
{
float drive_oavel = pp->drive_avel;
pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
avel = pp->drive_avel;
}
else
{
avel = avel * synctics * 0.125;
avel *= synctics * 0.125f;
}
if (avel != 0)
@ -1583,13 +1583,13 @@ DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
if (sop->drive_angspeed)
{
float drive_oavel = pp->drive_avel;
pp->drive_avel = (MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
pp->drive_avel = float((MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
avel = pp->drive_avel;
}
else
{
avel = pp->input.avel * synctics * 0.125;
avel = pp->input.avel * synctics * 0.125f;
}
if (avel != 0)
@ -1612,13 +1612,13 @@ DoPlayerTurnTurret(PLAYERp pp, float avel)
if (sop->drive_angspeed)
{
float drive_oavel = pp->drive_avel;
pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
avel = pp->drive_avel;
}
else
{
avel = avel * synctics * 0.25;
avel = avel * synctics * 0.25f;
}
if (fabs(avel) >= FLT_EPSILON)
@ -2458,7 +2458,7 @@ void DoTankTreads(PLAYERp pp)
for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
{
SectIterator it(*sectp - sector);
SectIterator it(int(*sectp - sector));
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
@ -2694,7 +2694,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
// if it ends up actually in the drivable sector kill it
for (sectp = sop->sectp; *sectp; sectp++)
{
SectIterator it((*sectp) - sector);
SectIterator it(int(*sectp - sector));
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
@ -2861,7 +2861,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
else
u->ret = 0;
VehicleMoveHit(sp - sprite);
VehicleMoveHit(short(sp - sprite));
}
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
@ -2906,7 +2906,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
if (vel > 13000)
{
VehicleMoveHit(sp - sprite);
VehicleMoveHit(short(sp - sprite));
pp->slide_xvect = -pp->xvect<<1;
pp->slide_yvect = -pp->yvect<<1;
if (!TEST(sop->flags, SOBJ_NO_QUAKE))
@ -4809,7 +4809,7 @@ DoPlayerDive(PLAYERp pp)
int nx,ny;
PlaySound(DIGI_BUBBLES, pp, v3df_none);
bubble = SpawnBubble(pp->SpriteP - sprite);
bubble = SpawnBubble(short(pp->SpriteP - sprite));
if (bubble >= 0)
{
bp = &sprite[bubble];
@ -7318,7 +7318,7 @@ void
PlayerSpawnPosition(PLAYERp pp)
{
SPRITEp sp;
short pnum = pp - Player;
short pnum = short(pp - Player);
short spawn_sprite = 0, pos_num = pnum;
int fz,cz;
int i;

View File

@ -268,7 +268,7 @@ int SpawnQuake(short sectnum, int x, int y, int z,
sp->extra = 0;
QUAKE_Match(sp) = -1;
QUAKE_Zamt(sp) = amt;
QUAKE_Zamt(sp) = uint8_t(amt);
QUAKE_Radius(sp) = radius/8;
QUAKE_Duration(sp) = tics;
QUAKE_AngAmt(sp) = 8;

View File

@ -863,12 +863,12 @@ SetupRipper(short SpriteNum)
}
int
GetJumpHeight(short jump_speed, short jump_grav)
GetJumpHeight(int jump_speed, int jump_grav)
{
int jump_iterations;
int height;
jump_speed = labs(jump_speed);
jump_speed = abs(jump_speed);
jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);

View File

@ -131,7 +131,7 @@ int Saveable_FindDataSym(void *ptr, saveddatasym *sym)
sym->module = 1+m;
sym->index = i;
sym->offset = (intptr_t)ptr - (intptr_t)saveablemodules[m]->data[i].base;
sym->offset = unsigned((intptr_t)ptr - (intptr_t)saveablemodules[m]->data[i].base);
return 0;
}

View File

@ -346,7 +346,7 @@ private:
for (i = windowxy1.x; i <= windowxy2.x; i++)
{
y = (tileHeight(FRAG_BAR) * num_frag_bars) - (2 * (num_frag_bars - 1));
y = y * (ydim / 200.0);
y = y * ydim / 200;
}
for (i = 0, y = 0; i < num_frag_bars; i++)
@ -878,7 +878,8 @@ private:
DrawGraphic(img, x, -1, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, imgScale, imgScale);
PlayerUpdateInventoryState(pp, x + 3.0, -18.0, 1, 1);
PlayerUpdateInventoryPercent(pp, x + 3.5, -20.5, 1, 1);
//PlayerUpdateInventoryPercent(pp, x + 3.5, -20.5, 1, 1); // function takes integer coordinates.
PlayerUpdateInventoryPercent(pp, x + 3, -20, 1, 1);
//
// keys

View File

@ -1512,7 +1512,7 @@ void DoDeleteSpriteMatch(short match)
if (StatList[stat] == STAT_LIGHTING)
{
// set shade to darkest and then kill it
sprite[i].shade = SPRITE_TAG6(i);
sprite[i].shade = int8_t(SPRITE_TAG6(i));
sprite[i].pal = 0;
SectorLightShade(&sprite[i], sprite[i].shade);
DiffuseLighting(&sprite[i]);
@ -3211,8 +3211,8 @@ DoPanning(void)
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
sectp->addfloorxpan(nx);
sectp->addfloorypan(ny);
sectp->addfloorxpan((float)nx);
sectp->addfloorypan((float)ny);
}
it.Reset(STAT_CEILING_PAN);
@ -3224,8 +3224,8 @@ DoPanning(void)
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
sectp->addceilingxpan(nx);
sectp->addceilingypan(ny);
sectp->addceilingxpan((float)nx);
sectp->addceilingypan((float)ny);
}
it.Reset(STAT_WALL_PAN);
@ -3237,8 +3237,8 @@ DoPanning(void)
nx = MulScale(sp->xvel, bcos(sp->ang), 20);
ny = MulScale(sp->xvel, bsin(sp->ang), 20);
wallp->addxpan(nx);
wallp->addypan(ny);
wallp->addxpan((float)nx);
wallp->addypan((float)ny);
}
}

View File

@ -394,7 +394,7 @@ int DoSkullJump(short SpriteNum)
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
if (dist < 1000 &&
SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
SpriteOverlapZ(SpriteNum, short(u->tgt_sp - sprite), Z(32)))
{
UpdateSinglePlayKills(SpriteNum);
DoSkullBeginDeath(SpriteNum);
@ -806,7 +806,7 @@ int DoBettyJump(short SpriteNum)
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
if (dist < 1000 &&
SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
SpriteOverlapZ(SpriteNum, short(u->tgt_sp - sprite), Z(32)))
{
UpdateSinglePlayKills(SpriteNum);
DoBettyBeginDeath(SpriteNum);

View File

@ -102,7 +102,7 @@ AMB_INFO ambarray[] =
float S_ConvertPitch(int lpitch)
{
return pow(2, lpitch / 1200.);
return powf(2, lpitch / 1200.f);
}
//==========================================================================
@ -157,7 +157,7 @@ short SoundDist(int x, int y, int z, int basedist)
if (retval < 0) retval = 0;
if (retval > 255) retval = 255;
return retval;
return short(retval);
}
//==========================================================================
@ -598,7 +598,7 @@ void GameInterface::UpdateSounds(void)
PLAYERp pp = Player + screenpeek;
SoundListener listener;
listener.angle = -pp->angle.ang.asbuild() * BAngRadian; // Build uses a period of 2048.
listener.angle = float(-pp->angle.ang.asbuild() * BAngRadian); // Build uses a period of 2048.
listener.velocity.Zero();
listener.position = GetSoundPos(&pp->pos);
listener.underwater = false;

View File

@ -364,7 +364,7 @@ int DoSpike(short SpriteNum)
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = labs(u->vel_rate);
u->vel_rate = (short)abs(u->vel_rate);
u->z_tgt = sp->z;
SetSpikeInactive(SpriteNum);
@ -474,7 +474,7 @@ int DoSpikeAuto(short SpriteNum)
{
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = labs(u->vel_rate);
u->vel_rate = (short)abs(u->vel_rate);
u->z_tgt = sp->z;
u->Tics = u->WaitTics;

View File

@ -1113,7 +1113,7 @@ bool
ActorSpawn(SPRITEp sp)
{
bool ret = true;
short SpriteNum = sp - sprite;
short SpriteNum = short(sp - sprite);
switch (sp->picnum)
{
@ -5255,7 +5255,7 @@ DoCoin(short SpriteNum)
{
if (u->StateStart != s_GreenCoin)
{
offset = u->State - u->StateStart;
offset = int(u->State - u->StateStart);
ChangeState(SpriteNum, s_GreenCoin);
u->State = u->StateStart + offset;
}
@ -5264,7 +5264,7 @@ DoCoin(short SpriteNum)
{
if (u->StateStart != s_YellowCoin)
{
offset = u->State - u->StateStart;
offset = int(u->State - u->StateStart);
ChangeState(SpriteNum, s_YellowCoin);
u->State = u->StateStart + offset;
}
@ -5568,7 +5568,7 @@ DoGet(short SpriteNum)
continue;
}
if (!SpriteOverlap(SpriteNum, pp->SpriteP - sprite))
if (!SpriteOverlap(SpriteNum, short(pp->SpriteP - sprite)))
{
continue;
}
@ -6031,7 +6031,7 @@ KeyMain:
{
//sprintf(ds,"Nuclear Warhead");
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNNUKE));
pp->WpnRocketNuke = DamageData[DMG_NUCLEAR_EXP].weapon_pickup;
pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);
@ -6333,7 +6333,7 @@ KeyMain:
{
//sprintf(ds,"Heat Seeker Card");
PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMONUKE));
pp->WpnRocketHeat = DamageData[DMG_NUCLEAR_EXP].ammo_pickup;
pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex)
PlaySound(DIGI_ITEM, sp, v3df_dontpan);

View File

@ -266,7 +266,7 @@ ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_
{
//DSPRINTF(ds,"Found track point in sector %d\n",track_sect);
MONO_PRINT(ds);
return near_track - &Track[0];
return short(near_track - &Track[0]);
}
return -1;
@ -705,9 +705,9 @@ TrackSetup(void)
}
SPRITEp
FindBoundSprite(short tag)
FindBoundSprite(int tag)
{
short sn;
int sn;
StatIterator it(STAT_ST1);
while ((sn = it.NextIndex()) >= 0)
@ -748,7 +748,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
// search for 2 sprite bounding tags
BoundSprite = FindBoundSprite(500 + ((sop - SectorObject) * 5));
BoundSprite = FindBoundSprite(500 + (int(sop - SectorObject) * 5));
//DSPRINTF(ds,"tagnum %d, so num %d",500 + ((sop - SectorObject) * 5), sop - SectorObject);
MONO_PRINT(ds);
@ -757,14 +757,14 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
xlow = BoundSprite->x;
ylow = BoundSprite->y;
KillSprite(BoundSprite - sprite);
KillSprite(short(BoundSprite - sprite));
BoundSprite = FindBoundSprite(501 + ((sop - SectorObject) * 5));
BoundSprite = FindBoundSprite(501 + (int(sop - SectorObject) * 5));
ASSERT(BoundSprite != NULL);
xhigh = BoundSprite->x;
yhigh = BoundSprite->y;
KillSprite(BoundSprite - sprite);
KillSprite(short(BoundSprite - sprite));
// set radius for explosion checking - based on bounding box
u->Radius = DIV4((xhigh - xlow) + (yhigh - ylow));
@ -778,7 +778,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
sop->xmid = BoundSprite->x;
sop->ymid = BoundSprite->y;
sop->zmid = BoundSprite->z;
KillSprite(BoundSprite - sprite);
KillSprite(short(BoundSprite - sprite));
}
#if 0
@ -2802,7 +2802,7 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
for (sectp = sop->sectp; *sectp; sectp++)
{
SectIterator it(*sectp - sector);
SectIterator it(int(*sectp - sector));
while ((SpriteNum = it.NextIndex()) >= 0)
{
sp = &sprite[SpriteNum];
@ -2925,7 +2925,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
void
DoAutoTurretObject(SECTOR_OBJECTp sop)
{
short SpriteNum = sop->sp_child - sprite;
short SpriteNum = short(sop->sp_child - sprite);
SPRITEp shootp;
USERp u = User[SpriteNum].Data();
short delta_ang;
@ -3045,7 +3045,7 @@ DoActorHitTrackEndPoint(USERp u)
else
{
RESET(u->Flags, SPR_RUN_AWAY);
DoActorSetSpeed(sp - sprite, NORM_SPEED);
DoActorSetSpeed(short(sp - sprite), NORM_SPEED);
u->track = -1;
}
}
@ -3066,7 +3066,7 @@ DoActorHitTrackEndPoint(USERp u)
else
{
RESET(u->Flags, SPR_FIND_PLAYER);
DoActorSetSpeed(sp - sprite, NORM_SPEED);
DoActorSetSpeed(short(sp - sprite), NORM_SPEED);
u->track = -1;
}
}

View File

@ -504,7 +504,7 @@ int DoVator(short SpriteNum)
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = labs(u->vel_rate);
u->vel_rate = short(abs(u->vel_rate));
u->z_tgt = sp->z;
RESET_BOOL8(sp);
@ -663,7 +663,7 @@ int DoVatorAuto(short SpriteNum)
{
// change target
u->jump_speed = u->vel_tgt;
u->vel_rate = labs(u->vel_rate);
u->vel_rate = short(abs(u->vel_rate));
u->z_tgt = sp->z;
u->Tics = u->WaitTics;

View File

@ -127,14 +127,14 @@ int DoWallMove(SPRITEp sp)
}
if (shade1)
wallp->shade = shade1;
wallp->shade = int8_t(shade1);
if (picnum1)
wallp->picnum = picnum1;
// find the previous wall
prev_wall = PrevWall(wallp - wall);
prev_wall = PrevWall(short(wallp - wall));
if (shade2)
wall[prev_wall].shade = shade2;
wall[prev_wall].shade = int8_t(shade2);
if (picnum2)
wall[prev_wall].picnum = picnum2;
}
@ -143,7 +143,7 @@ int DoWallMove(SPRITEp sp)
SP_TAG9(sp)--;
if ((signed char)SP_TAG9(sp) <= 0)
{
KillSprite(sp - sprite);
KillSprite(short(sp - sprite));
}
else
{

View File

@ -3236,7 +3236,7 @@ SpawnShrap(short ParentNum, short Secondary)
else if (TEST(parent->extra, SPRX_BREAKABLE))
{
// if no user
if (!User[parent - sprite].Data())
if (!User[short(parent - sprite)].Data())
{
// Jump to shrap type
shrap_type = SP_TAG8(parent);
@ -3245,7 +3245,7 @@ SpawnShrap(short ParentNum, short Secondary)
else
{
// has a user - is programmed
change_sprite_stat(parent - sprite, STAT_MISC);
change_sprite_stat(short(parent - sprite), STAT_MISC);
RESET(parent->extra, SPRX_BREAKABLE);
RESET(parent->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
}
@ -3536,42 +3536,42 @@ AutoShrap:
p = WoodShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
ChangeState(parent - sprite, s_BreakBarrel);
ChangeState(short(parent - sprite), s_BreakBarrel);
break;
case BREAK_LIGHT:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
ChangeState(parent - sprite, s_BreakLight);
ChangeState(short(parent - sprite), s_BreakLight);
break;
case BREAK_PEDISTAL:
PlaySound(DIGI_BREAKSTONES,parent,v3df_dontpan|v3df_doppler);
p = StoneShrap;
shrap_xsize = shrap_ysize = 24;
shrap_bounce = true;
ChangeState(parent - sprite, s_BreakPedistal);
ChangeState(short(parent - sprite), s_BreakPedistal);
break;
case BREAK_BOTTLE1:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = true;
ChangeState(parent - sprite, s_BreakBottle1);
ChangeState(short(parent - sprite), s_BreakBottle1);
break;
case BREAK_BOTTLE2:
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
p = GlassShrap;
shrap_xsize = shrap_ysize = 8;
shrap_bounce = true;
ChangeState(parent - sprite, s_BreakBottle2);
ChangeState(short(parent - sprite), s_BreakBottle2);
break;
case BREAK_MUSHROOM:
PlaySound(DIGI_BREAKDEBRIS,parent,v3df_dontpan|v3df_doppler);
p = StoneShrap;
shrap_xsize = shrap_ysize = 4;
shrap_bounce = true;
SetSuicide(parent - sprite); // kill next iteration
SetSuicide(short(parent - sprite)); // kill next iteration
break;
case BOLT_EXP:
return false;
@ -3838,10 +3838,10 @@ AutoShrap:
break;
}
sp->shade = shrap_shade;
sp->xrepeat = shrap_xsize;
sp->yrepeat = shrap_ysize;
sp->clipdist = 16L >> 2;
sp->shade = int8_t(shrap_shade);
sp->xrepeat = uint8_t(shrap_xsize);
sp->yrepeat = uint8_t(shrap_ysize);
sp->clipdist = 16 >> 2;
if (shrap_owner >= 0)
{
@ -3853,7 +3853,7 @@ AutoShrap:
sp->z += Z(RANDOM_RANGE(shrap_rand_zamt) - (shrap_rand_zamt/2));
}
sp->pal = u->spal = shrap_pal;
sp->pal = u->spal = uint8_t(shrap_pal);
sp->xvel = p->min_vel*2;
sp->xvel += RANDOM_RANGE(p->max_vel - p->min_vel);
@ -4327,12 +4327,12 @@ SpawnBlood(short SpriteNum, short Weapon, short hit_ang, int hit_x, int hit_y, i
SET(nu->Flags, SPR_BOUNCE);
np->shade = shrap_shade;
np->xrepeat = shrap_xsize;
np->yrepeat = shrap_ysize;
np->clipdist = 16L >> 2;
np->shade = int8_t(shrap_shade);
np->xrepeat = uint8_t(shrap_xsize);
np->yrepeat = uint8_t(shrap_ysize);
np->clipdist = 16 >> 2;
np->pal = nu->spal = shrap_pal;
np->pal = nu->spal = uint8_t(shrap_pal);
np->xvel = p->min_vel;
np->xvel += RANDOM_RANGE(p->max_vel - p->min_vel);
@ -4372,7 +4372,7 @@ VehicleMoveHit(short SpriteNum)
SECTOR_OBJECTp sop;
SECTOR_OBJECTp hsop;
bool TestKillSectorObject(SECTOR_OBJECTp);
short controller;
int controller;
if (!u->ret)
return false;
@ -4381,7 +4381,7 @@ VehicleMoveHit(short SpriteNum)
// sprite controlling sop
cp = sop->controller;
controller = cp - sprite;
controller = int(cp - sprite);
switch (TEST(u->ret, HIT_MASK))
{
@ -4507,7 +4507,7 @@ WeaponMoveHit(short SpriteNum)
if (u->lo_sp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(SpriteNum, -1, u->lo_sp - sprite))
if (MissileHitMatch(SpriteNum, -1, short(u->lo_sp - sprite)))
return true;
//DoMatchEverything(NULL, u->lo_sp->hitag, -1);
//return(true);
@ -4532,7 +4532,7 @@ WeaponMoveHit(short SpriteNum)
{
if (u->hi_sp->lotag == TAG_SPRITE_HIT_MATCH)
{
if (MissileHitMatch(SpriteNum, -1, u->hi_sp - sprite))
if (MissileHitMatch(SpriteNum, -1, short(u->hi_sp - sprite)))
return true;
//DoMatchEverything(NULL, u->hi_sp->hitag, -1);
//return(true);
@ -4546,7 +4546,7 @@ WeaponMoveHit(short SpriteNum)
if ((sop = DetectSectorObject(sectp)))
{
//if (sop->max_damage != -9999)
DoDamage(sop->sp_child - sprite, SpriteNum);
DoDamage(short(sop->sp_child - sprite), SpriteNum);
return true;
}
}
@ -4665,7 +4665,7 @@ WeaponMoveHit(short SpriteNum)
if ((sop = DetectSectorObjectByWall(wph)))
{
if (sop->max_damage != -999)
DoDamage(sop->sp_child - sprite, SpriteNum);
DoDamage(short(sop->sp_child - sprite), SpriteNum);
return true;
}
}
@ -5546,7 +5546,7 @@ ActorStdMissile(short SpriteNum, short Weapon)
return 0;
}
int
ActorDamageSlide(short SpriteNum, short damage, short ang)
ActorDamageSlide(int SpriteNum, int damage, int ang)
{
USERp u = User[SpriteNum].Data();
int slide_vel,slide_dec;
@ -5554,7 +5554,7 @@ ActorDamageSlide(short SpriteNum, short damage, short ang)
if (TEST(u->Flags, SPR_CLIMBING))
return false;
damage = labs(damage);
damage = abs(damage);
if (!damage)
return false;
@ -5586,11 +5586,11 @@ ActorDamageSlide(short SpriteNum, short damage, short ang)
}
int
PlayerDamageSlide(PLAYERp pp, short damage, short ang)
PlayerDamageSlide(PLAYERp pp, int damage, short ang)
{
int slide_vel;
damage = labs(damage);
damage = abs(damage);
if (!damage)
return false;
@ -8607,7 +8607,7 @@ InitPlasmaFountain(SPRITEp wp, SPRITEp sp)
np->shade = -40;
if (wp)
SetOwner(wp->owner, SpriteNum);
SetAttach(sp - sprite, SpriteNum);
SetAttach(short(sp - sprite), SpriteNum);
np->yrepeat = 0;
np->clipdist = 8>>2;
@ -8646,9 +8646,9 @@ DoPlasmaFountain(int16_t Weapon)
if (!u->Counter)
{
SpawnBlood(ap-sprite, Weapon, 0, 0, 0, 0);
SpawnBlood(short(ap-sprite), Weapon, 0, 0, 0, 0);
if (RANDOM_RANGE(1000) > 600)
InitBloodSpray(ap-sprite, false, 105);
InitBloodSpray(short(ap-sprite), false, 105);
}
}
@ -11970,8 +11970,8 @@ DoFireball(int16_t Weapon)
if (TEST(hsp->extra, SPRX_BURNABLE))
{
if (!hu)
hu = SpawnUser(hsp - sprite, hsp->picnum, NULL);
SpawnFireballFlames(Weapon, hsp - sprite);
hu = SpawnUser(short(sp - sprite), hsp->picnum, NULL);
SpawnFireballFlames(Weapon, short(hsp - sprite));
hit_burn = true;
}
@ -12673,9 +12673,9 @@ MissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist)
oldzvel = wp->zvel;
// make missile move in smaller increments
wp->xvel = (dist * 6L) / MISSILEMOVETICS;
wp->xvel = short((dist * 6) / MISSILEMOVETICS);
//wp->zvel = (wp->zvel*4) / MISSILEMOVETICS;
wp->zvel = (wp->zvel*6L) / MISSILEMOVETICS;
wp->zvel = short((wp->zvel*6) / MISSILEMOVETICS);
// some Weapon Animators use this
wu->xchange = MOVEx(wp->xvel, wp->ang);
@ -12717,9 +12717,9 @@ TestMissileSetPos(short Weapon, ANIMATORp DoWeapon, int dist, int zvel)
oldzvel = wp->zvel;
// make missile move in smaller increments
wp->xvel = (dist * 6L) / MISSILEMOVETICS;
wp->xvel = short((dist * 6) / MISSILEMOVETICS);
//wp->zvel = (wp->zvel*4) / MISSILEMOVETICS;
zvel = (zvel*6L) / MISSILEMOVETICS;
zvel = short((zvel*6) / MISSILEMOVETICS);
// some Weapon Animators use this
wu->xchange = MOVEx(wp->xvel, wp->ang);
@ -12875,7 +12875,7 @@ InitSpellRing(PLAYERp pp)
sp->hitag = LUMINOUS; //Always full brightness
sp->xvel = 500;
//sp->owner = pp->SpriteP - sprite;
SetOwner(pp->SpriteP - sprite, SpriteNum);
SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
sp->xrepeat = 32;
sp->yrepeat = 32;
@ -13382,7 +13382,6 @@ InitSpellNapalm(PLAYERp pp)
SPRITEp sp;
USERp u;
unsigned i;
short oclipdist;
short ammo;
typedef struct
@ -13427,7 +13426,7 @@ InitSpellNapalm(PLAYERp pp)
}
//sp->owner = pp->SpriteP - sprite;
SetOwner(pp->SpriteP - sprite, SpriteNum);
SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
sp->xrepeat = 32;
sp->yrepeat = 32;
@ -13441,7 +13440,7 @@ InitSpellNapalm(PLAYERp pp)
u->ceiling_dist = Z(1);
u->Dist = 200;
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 1;
if (mp[i].dist_over != 0)
@ -13480,7 +13479,6 @@ InitEnemyNapalm(short SpriteNum)
USERp u = User[SpriteNum].Data(), wu;
short dist;
unsigned i;
short oclipdist;
typedef struct
{
@ -13529,7 +13527,7 @@ InitEnemyNapalm(short SpriteNum)
wu->ceiling_dist = Z(1);
wu->Dist = 200;
oclipdist = sp->clipdist;
auto oclipdist = sp->clipdist;
sp->clipdist = 1;
if (mp[i].dist_over != 0)
@ -13565,7 +13563,6 @@ InitSpellMirv(PLAYERp pp)
short SpriteNum;
SPRITEp sp;
USERp u;
short oclipdist;
PlaySound(DIGI_MIRVFIRE, pp, v3df_none);
@ -13582,11 +13579,11 @@ InitSpellMirv(PLAYERp pp)
Set3DSoundOwner(SpriteNum);
//sp->owner = pp->SpriteP - sprite;
SetOwner(pp->SpriteP - sprite, SpriteNum);
SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -40;
sp->xrepeat = 72;
sp->yrepeat = 72;
sp->clipdist = 32L >> 2;
sp->clipdist = 32 >> 2;
sp->zvel = -pp->horizon.horiz.asq16() >> 9;
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
@ -13595,7 +13592,7 @@ InitSpellMirv(PLAYERp pp)
u->ceiling_dist = Z(16);
u->Dist = 200;
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
u->xchange = MOVEx(sp->xvel, sp->ang);
@ -13683,7 +13680,7 @@ InitSwordAttack(PLAYERp pp)
for (i = 0; i < (int)SIZ(dangs); i++)
{
if (RANDOM_RANGE(1000) < 500) continue; // Don't spawn bubbles every time
bubble = SpawnBubble(pp->SpriteP - sprite);
bubble = SpawnBubble(short(pp->SpriteP - sprite));
if (bubble >= 0)
{
bp = &sprite[bubble];
@ -13861,7 +13858,7 @@ InitFistAttack(PLAYERp pp)
for (i = 0; i < (int)SIZ(dangs); i++)
{
bubble = SpawnBubble(pp->SpriteP - sprite);
bubble = SpawnBubble(short(pp->SpriteP - sprite));
if (bubble >= 0)
{
bp = &sprite[bubble];
@ -14052,7 +14049,6 @@ InitSumoNapalm(short SpriteNum)
USERp u = User[SpriteNum].Data(), wu;
short dist;
short i,j,ang;
short oclipdist;
typedef struct
{
@ -14098,7 +14094,7 @@ InitSumoNapalm(short SpriteNum)
wu->ceiling_dist = Z(1);
wu->Dist = 200;
oclipdist = sp->clipdist;
auto oclipdist = sp->clipdist;
sp->clipdist = 1;
if (mp[i].dist_over != 0)
@ -14245,12 +14241,12 @@ InitMiniSumoClap(short SpriteNum)
if (dist < CLOSE_RANGE_DIST_FUDGE(u->tgt_sp, sp, 1000))
{
if (SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(20)))
if (SpriteOverlapZ(SpriteNum, short(u->tgt_sp - sprite), Z(20)))
{
if (FAFcansee(u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
{
PlaySound(DIGI_CGTHIGHBONE, sp, v3df_follow|v3df_dontpan);
DoDamage(u->tgt_sp - sprite, SpriteNum);
DoDamage(short(u->tgt_sp - sprite), SpriteNum);
}
}
}
@ -14259,7 +14255,7 @@ InitMiniSumoClap(short SpriteNum)
if (FAFcansee(u->tgt_sp->x,u->tgt_sp->y,SPRITEp_MID(u->tgt_sp),u->tgt_sp->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
{
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
SpawnFireballFlames(SpriteNum, u->tgt_sp - sprite);
SpawnFireballFlames(SpriteNum, short(u->tgt_sp - sprite));
}
}
@ -14422,7 +14418,7 @@ AimHitscanToTarget(SPRITEp sp, int *z, short *ang, int z_ratio)
if (!u->tgt_sp)
return -1;
hit_sprite = u->tgt_sp - sprite;
hit_sprite = short(u->tgt_sp - sprite);
hp = &sprite[hit_sprite];
hu = User[hit_sprite].Data();
@ -14685,7 +14681,6 @@ InitHeartAttack(PLAYERp pp)
SPRITEp sp;
USERp u;
short i = 0;
short oclipdist;
typedef struct
{
@ -14712,7 +14707,7 @@ InitHeartAttack(PLAYERp pp)
sp->hitag = LUMINOUS; //Always full brightness
//sp->owner = pp->SpriteP - sprite;
SetOwner(pp->SpriteP - sprite, SpriteNum);
SetOwner(short(pp->SpriteP - sprite), SpriteNum);
sp->shade = -10;
sp->xrepeat = 52;
sp->yrepeat = 52;
@ -14726,7 +14721,7 @@ InitHeartAttack(PLAYERp pp)
u->ceiling_dist = Z(1);
u->Dist = 200;
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 1;
u->xchange = MOVEx(sp->xvel, sp->ang);
@ -14760,7 +14755,6 @@ InitHeartAttack(PLAYERp pp)
SPRITEp sp;
USERp u;
short i = 0;
short oclipdist;
USERp pu = User[pp->PlayerSprite].Data();
typedef struct
@ -14802,7 +14796,7 @@ InitHeartAttack(PLAYERp pp)
u->ceiling_dist = Z(1);
u->Dist = 200;
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 1;
u->xchange = MOVEx(sp->xvel, sp->ang);
@ -15084,7 +15078,6 @@ InitLaser(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT);
@ -15128,7 +15121,7 @@ InitLaser(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -15189,7 +15182,6 @@ InitRail(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
@ -15238,7 +15230,7 @@ InitRail(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->clipdist = 32L>>2;
@ -15282,7 +15274,6 @@ InitZillaRail(short SpriteNum)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
int zvel;
if (SW_SHAREWARE) return false; // JBF: verify
@ -15324,7 +15315,7 @@ InitZillaRail(short SpriteNum)
// at certain angles the clipping box was big enough to block the
// initial positioning
oclipdist = sp->clipdist;
auto oclipdist = sp->clipdist;
sp->clipdist = 0;
wp->clipdist = 32L>>2;
@ -15367,7 +15358,6 @@ InitRocket(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
int zvel;
#if 0
@ -15455,7 +15445,7 @@ InitRocket(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -15501,7 +15491,6 @@ InitBunnyRocket(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
int zvel;
#if 0
@ -15583,7 +15572,7 @@ InitBunnyRocket(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -15630,7 +15619,6 @@ InitNuke(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
int zvel;
@ -15688,7 +15676,7 @@ InitNuke(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -15823,7 +15811,6 @@ InitMicro(PLAYERp pp)
SPRITEp wp,hp;
int nx, ny, nz, dist;
short w;
short oclipdist;
short i,ang;
TARGET_SORTp ts = TargetSort;
@ -15898,7 +15885,7 @@ InitMicro(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -16308,7 +16295,6 @@ InitSerpSpell(short SpriteNum)
USERp u = User[SpriteNum].Data(), nu;
int dist;
short New, i;
short oclipdist;
static short lat_ang[] =
{
@ -16351,7 +16337,7 @@ InitSerpSpell(short SpriteNum)
nu->floor_dist = Z(16);
nu->Dist = 200;
oclipdist = sp->clipdist;
auto oclipdist = sp->clipdist;
sp->clipdist = 1;
np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
@ -16425,7 +16411,6 @@ InitSerpMonstSpell(short SpriteNum)
USERp u = User[SpriteNum].Data(), nu;
int dist;
short New, i;
short oclipdist;
static short lat_ang[] =
{
@ -16470,7 +16455,7 @@ InitSerpMonstSpell(short SpriteNum)
nu->Dist = 200;
oclipdist = sp->clipdist;
auto oclipdist = sp->clipdist;
sp->clipdist = 1;
np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
@ -16587,7 +16572,6 @@ InitEnemyRail(short SpriteNum)
int nx, ny, nz, dist, nang;
short w;
short pnum=0;
// short oclipdist;
if (SW_SHAREWARE) return false; // JBF: verify
@ -17646,7 +17630,7 @@ BulletHitSprite(SPRITEp sp, short hit_sprite, int hit_x, int hit_y, int hit_z, s
break;
}
SetOwner(sp - sprite, New);
SetOwner(short(sp - sprite), New);
wp->ang = sp->ang;
setspritez(New, &hit_pos);
@ -17688,7 +17672,12 @@ int SpawnWallHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_
sp = &sprite[SpriteNum];
sp->owner = -1;
sp->xrepeat = sp->yrepeat = 16;
sp->cstat = sp->pal = sp->shade = sp->extra = sp->clipdist = sp->xoffset = sp->yoffset = 0;
sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hit_x;
sp->y = hit_y;
sp->z = hit_z;
@ -18534,7 +18523,7 @@ InitSobjMachineGun(short SpriteNum, PLAYERp pp)
nsect = sp->sectnum;
if (RANDOM_P2(1024) < 200)
InitTracerTurret(sp - sprite, pp->PlayerSprite, pp->horizon.horiz.asq16());
InitTracerTurret(short(sp - sprite), pp->PlayerSprite, pp->horizon.horiz.asq16());
daang = 64;
if (WeaponAutoAimHitscan(sp, &daz, &daang, false) != -1)
@ -18662,19 +18651,19 @@ InitSobjGun(PLAYERp pp)
{
case 32:
case 0:
SpawnVis(sp - sprite, -1, -1, -1, -1, 8);
SpawnBigGunFlames(sp - sprite, pp->PlayerSprite, pp->sop);
SetGunQuake(sp - sprite);
InitTankShell(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 8);
SpawnBigGunFlames(short(sp - sprite), pp->PlayerSprite, pp->sop);
SetGunQuake(short(sp - sprite));
InitTankShell(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 80;
else
pp->FirePause = SP_TAG5(sp);
break;
case 1:
SpawnVis(sp - sprite, -1, -1, -1, -1, 32);
SpawnBigGunFlames(-(sp - sprite), pp->PlayerSprite, pp->sop);
InitSobjMachineGun(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
SpawnBigGunFlames(-short(sp - sprite), pp->PlayerSprite, pp->sop);
InitSobjMachineGun(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 10;
else
@ -18682,8 +18671,8 @@ InitSobjGun(PLAYERp pp)
break;
case 2:
if (SW_SHAREWARE) break;
SpawnVis(sp - sprite, -1, -1, -1, -1, 32);
InitTurretLaser(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretLaser(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
else
@ -18691,8 +18680,8 @@ InitSobjGun(PLAYERp pp)
break;
case 3:
if (SW_SHAREWARE) break;
SpawnVis(sp - sprite, -1, -1, -1, -1, 32);
InitTurretRail(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretRail(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 120;
else
@ -18700,8 +18689,8 @@ InitSobjGun(PLAYERp pp)
break;
case 4:
if (SW_SHAREWARE) break;
SpawnVis(sp - sprite, -1, -1, -1, -1, 32);
InitTurretFireball(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretFireball(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 20;
else
@ -18709,8 +18698,8 @@ InitSobjGun(PLAYERp pp)
break;
case 5:
if (SW_SHAREWARE) break;
SpawnVis(sp - sprite, -1, -1, -1, -1, 32);
InitTurretRocket(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretRocket(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 100;
else
@ -18718,8 +18707,8 @@ InitSobjGun(PLAYERp pp)
break;
case 6:
if (SW_SHAREWARE) break;
SpawnVis(sp - sprite, -1, -1, -1, -1, 32);
InitTurretMicro(sp - sprite, pp);
SpawnVis(short(sp - sprite), -1, -1, -1, -1, 32);
InitTurretMicro(short(sp - sprite), pp);
if (!SP_TAG5(sp))
pp->FirePause = 100;
else
@ -18932,7 +18921,7 @@ InitTurretMgun(SECTOR_OBJECTp sop)
daang = 512;
if ((hitinfo.sprite = WeaponAutoAimHitscan(sp, &daz, &daang, false)) != -1)
{
delta = labs(getincangle(sp->ang, daang));
delta = short(abs(getincangle(sp->ang, daang)));
if (delta > 128)
{
// don't shoot if greater than 128
@ -19231,7 +19220,6 @@ InitGrenade(PLAYERp pp)
SPRITEp wp;
int nx, ny, nz;
short w;
short oclipdist;
int zvel;
bool auto_aim = false;
@ -19292,7 +19280,7 @@ InitGrenade(PLAYERp pp)
////DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d", pp->horizon.horiz.asbuild()), pp->horizon.horizoff.asbuild()), pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild());
//MONO_PRINT(ds);
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -19530,11 +19518,9 @@ HelpMissileLateral(int16_t Weapon, int dist)
SPRITEp sp = &sprite[Weapon];
USERp u = User[Weapon].Data();
int xchange, ychange;
short old_xvel;
short old_clipdist;
old_xvel = sp->xvel;
old_clipdist = sp->clipdist;
auto old_xvel = sp->xvel;
auto old_clipdist = sp->clipdist;
sp->xvel = dist;
xchange = MOVEx(sp->xvel, sp->ang);
@ -19565,7 +19551,6 @@ InitFireball(PLAYERp pp)
int nx = 0, ny = 0, nz;
short w;
USERp wu;
short oclipdist;
int zvel;
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -1);
@ -19607,7 +19592,7 @@ InitFireball(PLAYERp pp)
// at certain angles the clipping box was big enough to block the
// initial positioning of the fireball.
oclipdist = pp->SpriteP->clipdist;
auto oclipdist = pp->SpriteP->clipdist;
pp->SpriteP->clipdist = 0;
wp->ang = NORM_ANGLE(wp->ang + 512);
@ -19945,11 +19930,11 @@ SpriteWarpToUnderwater(SPRITEp sp)
if (GetOverlapSector(sp->x, sp->y, &over, &under) == 2)
{
changespritesect(sp - sprite, under);
changespritesect(short(sp - sprite), under);
}
else
{
changespritesect(sp - sprite, over);
changespritesect(short(sp - sprite), over);
}
//sp->z = sector[under_sp->sectnum].ceilingz + Z(6);
@ -20028,14 +20013,14 @@ SpriteWarpToSurface(SPRITEp sp)
if (GetOverlapSector(sp->x, sp->y, &over, &under))
{
changespritesect(sp - sprite, over);
changespritesect(short(sp - sprite), over);
}
sp->z = sector[over_sp->sectnum].floorz - Z(2);
// set z range and wade depth so we know how high to set view
DoActorZrange(sp - sprite);
MissileWaterAdjust(sp - sprite);
DoActorZrange(short(sp - sprite));
MissileWaterAdjust(short(sp - sprite));
sp->backuppos();
@ -20191,7 +20176,7 @@ MissileHitDiveArea(short SpriteNum)
return false;
SET(u->Flags, SPR_UNDERWATER);
SpawnSplash(sp - sprite);
SpawnSplash(short(sp - sprite));
SpriteWarpToUnderwater(sp);
//SpawnUnderSplash(sp - sprite);
u->ret = 0;
@ -20209,7 +20194,7 @@ MissileHitDiveArea(short SpriteNum)
{
return false;
}
SpawnSplash(sp - sprite);
SpawnSplash(short(sp - sprite));
u->ret = 0;
return true;
}
@ -20572,7 +20557,12 @@ int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
sp = &sprite[SpriteNum];
sp->owner = -1;
sp->xrepeat = sp->yrepeat = 16;
sp->cstat = sp->pal = sp->shade = sp->extra = sp->clipdist = sp->xoffset = sp->yoffset = 0;
sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hit_x;
sp->y = hit_y;
sp->z = hit_z;
@ -20655,7 +20645,12 @@ int QueueFloorBlood(short hit_sprite)
else
sp->hitag = 0;
sp->xrepeat = sp->yrepeat = 8;
sp->cstat = sp->pal = sp->shade = sp->extra = sp->clipdist = sp->xoffset = sp->yoffset = 0;
sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hsp->x;
sp->y = hsp->y;
sp->z = hsp->z + Z(1);
@ -20756,7 +20751,12 @@ int QueueFootPrint(short hit_sprite)
sp->owner = -1;
sp->xrepeat = 48;
sp->yrepeat = 54;
sp->cstat = sp->pal = sp->shade = sp->extra = sp->clipdist = sp->xoffset = sp->yoffset = 0;
sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hsp->x;
sp->y = hsp->y;
sp->z = hsp->z;
@ -20891,7 +20891,12 @@ int QueueWallBlood(short hit_sprite, short ang)
sp->owner = -1;
sp->xrepeat = 30;
sp->yrepeat = 40; // yrepeat will grow towards 64, it's default size
sp->cstat = sp->pal = sp->shade = sp->extra = sp->clipdist = sp->xoffset = sp->yoffset = 0;
sp->cstat = 0;
sp->pal = 0;
sp->shade = 0;
sp->extra = 0;
sp->clipdist = 0;
sp->xoffset = sp->yoffset = 0;
sp->x = hitinfo.pos.x;
sp->y = hitinfo.pos.y;
sp->z = hitinfo.pos.z;
@ -21015,7 +21020,6 @@ int QueueGeneric(short SpriteNum, short pic)
{
SPRITEp sp = &sprite[SpriteNum];
SPRITEp osp;
short xrepeat,yrepeat;
if (TEST(sector[sp->sectnum].extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_WATER)
{
@ -21035,8 +21039,8 @@ int QueueGeneric(short SpriteNum, short pic)
return -1;
}
xrepeat = sp->xrepeat;
yrepeat = sp->yrepeat;
auto xrepeat = sp->xrepeat;
auto yrepeat = sp->yrepeat;
// can and should kill the user portion
if (GenericQueue[GenericQueueHead] == -1)

View File

@ -156,7 +156,7 @@ extern short target_ang;
bool SpriteOverlap(short, short);
int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
int DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec);
int DoActorBeginSlide(int SpriteNum, short ang, short vel, short dec);
int GetOverlapSector(int x, int y, short *over, short *under);
bool MissileHitDiveArea(short SpriteNum);
@ -221,7 +221,7 @@ int AddSpriteToSectorObject(short SpriteNum,SECTOR_OBJECTp sop);
void QueueReset(void);
int PlayerCheckDeath(PLAYERp pp,short Weapon);
bool SpriteWarpToUnderwater(SPRITEp sp);
int PlayerDamageSlide(PLAYERp pp,short damage,short ang);
int PlayerDamageSlide(PLAYERp pp,int damage,short ang);
bool VehicleMoveHit(short SpriteNum);
int SpawnSplash(short SpriteNum);
int SpawnMineExp(int16_t Weapon);