mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-13 19:40:43 +00:00
- fixed remaining SW warnings.
This commit is contained in:
parent
1085b0b7a2
commit
fb21e39de5
17 changed files with 187 additions and 182 deletions
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@ -617,7 +617,7 @@ KeepActorOnFloor(short SpriteNum)
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}
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int
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DoActorBeginSlide(short SpriteNum, short ang, short vel, short dec)
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DoActorBeginSlide(int SpriteNum, short ang, short vel, short dec)
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{
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USERp u = User[SpriteNum].Data();
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@ -1261,7 +1261,7 @@ struct USER
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short inactive_time; // length of time actor has been unaware of his tgt
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int sx,sy,sz;
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short sang;
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char spal; // save off default palette number
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uint8_t spal; // save off default palette number
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int ret; //holder for move_sprite return value
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@ -1554,13 +1554,13 @@ DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
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if (sop->drive_angspeed)
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{
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float drive_oavel = pp->drive_avel;
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pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
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pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
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avel = pp->drive_avel;
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}
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else
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{
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avel = avel * synctics * 0.125;
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avel *= synctics * 0.125f;
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}
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if (avel != 0)
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@ -1583,13 +1583,13 @@ DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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if (sop->drive_angspeed)
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{
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float drive_oavel = pp->drive_avel;
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pp->drive_avel = (MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
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pp->drive_avel = float((MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
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avel = pp->drive_avel;
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}
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else
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{
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avel = pp->input.avel * synctics * 0.125;
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avel = pp->input.avel * synctics * 0.125f;
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}
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if (avel != 0)
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@ -1612,13 +1612,13 @@ DoPlayerTurnTurret(PLAYERp pp, float avel)
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if (sop->drive_angspeed)
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{
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float drive_oavel = pp->drive_avel;
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pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
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pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
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avel = pp->drive_avel;
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}
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else
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{
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avel = avel * synctics * 0.25;
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avel = avel * synctics * 0.25f;
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}
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if (fabs(avel) >= FLT_EPSILON)
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@ -2458,7 +2458,7 @@ void DoTankTreads(PLAYERp pp)
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for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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SectIterator it(*sectp - sector);
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SectIterator it(int(*sectp - sector));
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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@ -2694,7 +2694,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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// if it ends up actually in the drivable sector kill it
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for (sectp = sop->sectp; *sectp; sectp++)
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{
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SectIterator it((*sectp) - sector);
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SectIterator it(int(*sectp - sector));
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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@ -2861,7 +2861,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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else
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u->ret = 0;
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VehicleMoveHit(sp - sprite);
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VehicleMoveHit(short(sp - sprite));
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}
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if (!TEST(sop->flags, SOBJ_NO_QUAKE))
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@ -2906,7 +2906,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 13000)
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{
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VehicleMoveHit(sp - sprite);
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VehicleMoveHit(short(sp - sprite));
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pp->slide_xvect = -pp->xvect<<1;
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pp->slide_yvect = -pp->yvect<<1;
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if (!TEST(sop->flags, SOBJ_NO_QUAKE))
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@ -4809,7 +4809,7 @@ DoPlayerDive(PLAYERp pp)
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int nx,ny;
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PlaySound(DIGI_BUBBLES, pp, v3df_none);
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bubble = SpawnBubble(pp->SpriteP - sprite);
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bubble = SpawnBubble(short(pp->SpriteP - sprite));
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if (bubble >= 0)
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{
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bp = &sprite[bubble];
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@ -7318,7 +7318,7 @@ void
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PlayerSpawnPosition(PLAYERp pp)
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{
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SPRITEp sp;
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short pnum = pp - Player;
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short pnum = short(pp - Player);
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short spawn_sprite = 0, pos_num = pnum;
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int fz,cz;
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int i;
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@ -268,7 +268,7 @@ int SpawnQuake(short sectnum, int x, int y, int z,
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sp->extra = 0;
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QUAKE_Match(sp) = -1;
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QUAKE_Zamt(sp) = amt;
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QUAKE_Zamt(sp) = uint8_t(amt);
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QUAKE_Radius(sp) = radius/8;
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QUAKE_Duration(sp) = tics;
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QUAKE_AngAmt(sp) = 8;
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@ -863,12 +863,12 @@ SetupRipper(short SpriteNum)
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}
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int
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GetJumpHeight(short jump_speed, short jump_grav)
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GetJumpHeight(int jump_speed, int jump_grav)
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{
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int jump_iterations;
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int height;
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jump_speed = labs(jump_speed);
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jump_speed = abs(jump_speed);
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jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
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@ -131,7 +131,7 @@ int Saveable_FindDataSym(void *ptr, saveddatasym *sym)
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sym->module = 1+m;
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sym->index = i;
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sym->offset = (intptr_t)ptr - (intptr_t)saveablemodules[m]->data[i].base;
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sym->offset = unsigned((intptr_t)ptr - (intptr_t)saveablemodules[m]->data[i].base);
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return 0;
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}
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@ -346,7 +346,7 @@ private:
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for (i = windowxy1.x; i <= windowxy2.x; i++)
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{
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y = (tileHeight(FRAG_BAR) * num_frag_bars) - (2 * (num_frag_bars - 1));
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y = y * (ydim / 200.0);
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y = y * ydim / 200;
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}
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for (i = 0, y = 0; i < num_frag_bars; i++)
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@ -878,7 +878,8 @@ private:
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DrawGraphic(img, x, -1, DI_ITEM_LEFT_BOTTOM, 1, -1, -1, imgScale, imgScale);
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PlayerUpdateInventoryState(pp, x + 3.0, -18.0, 1, 1);
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PlayerUpdateInventoryPercent(pp, x + 3.5, -20.5, 1, 1);
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//PlayerUpdateInventoryPercent(pp, x + 3.5, -20.5, 1, 1); // function takes integer coordinates.
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PlayerUpdateInventoryPercent(pp, x + 3, -20, 1, 1);
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//
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// keys
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@ -1512,7 +1512,7 @@ void DoDeleteSpriteMatch(short match)
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if (StatList[stat] == STAT_LIGHTING)
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{
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// set shade to darkest and then kill it
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sprite[i].shade = SPRITE_TAG6(i);
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sprite[i].shade = int8_t(SPRITE_TAG6(i));
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sprite[i].pal = 0;
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SectorLightShade(&sprite[i], sprite[i].shade);
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DiffuseLighting(&sprite[i]);
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@ -3211,8 +3211,8 @@ DoPanning(void)
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nx = MulScale(sp->xvel, bcos(sp->ang), 20);
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ny = MulScale(sp->xvel, bsin(sp->ang), 20);
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sectp->addfloorxpan(nx);
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sectp->addfloorypan(ny);
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sectp->addfloorxpan((float)nx);
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sectp->addfloorypan((float)ny);
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}
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it.Reset(STAT_CEILING_PAN);
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@ -3224,8 +3224,8 @@ DoPanning(void)
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nx = MulScale(sp->xvel, bcos(sp->ang), 20);
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ny = MulScale(sp->xvel, bsin(sp->ang), 20);
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sectp->addceilingxpan(nx);
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sectp->addceilingypan(ny);
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sectp->addceilingxpan((float)nx);
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sectp->addceilingypan((float)ny);
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}
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it.Reset(STAT_WALL_PAN);
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@ -3237,8 +3237,8 @@ DoPanning(void)
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nx = MulScale(sp->xvel, bcos(sp->ang), 20);
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ny = MulScale(sp->xvel, bsin(sp->ang), 20);
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wallp->addxpan(nx);
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wallp->addypan(ny);
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wallp->addxpan((float)nx);
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wallp->addypan((float)ny);
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}
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}
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@ -394,7 +394,7 @@ int DoSkullJump(short SpriteNum)
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DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
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if (dist < 1000 &&
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SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
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SpriteOverlapZ(SpriteNum, short(u->tgt_sp - sprite), Z(32)))
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{
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UpdateSinglePlayKills(SpriteNum);
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DoSkullBeginDeath(SpriteNum);
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@ -806,7 +806,7 @@ int DoBettyJump(short SpriteNum)
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DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
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if (dist < 1000 &&
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SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
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SpriteOverlapZ(SpriteNum, short(u->tgt_sp - sprite), Z(32)))
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{
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UpdateSinglePlayKills(SpriteNum);
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DoBettyBeginDeath(SpriteNum);
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@ -102,7 +102,7 @@ AMB_INFO ambarray[] =
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float S_ConvertPitch(int lpitch)
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{
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return pow(2, lpitch / 1200.);
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return powf(2, lpitch / 1200.f);
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}
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//==========================================================================
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@ -157,7 +157,7 @@ short SoundDist(int x, int y, int z, int basedist)
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if (retval < 0) retval = 0;
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if (retval > 255) retval = 255;
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return retval;
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return short(retval);
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}
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//==========================================================================
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@ -598,7 +598,7 @@ void GameInterface::UpdateSounds(void)
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PLAYERp pp = Player + screenpeek;
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SoundListener listener;
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listener.angle = -pp->angle.ang.asbuild() * BAngRadian; // Build uses a period of 2048.
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listener.angle = float(-pp->angle.ang.asbuild() * BAngRadian); // Build uses a period of 2048.
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listener.velocity.Zero();
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listener.position = GetSoundPos(&pp->pos);
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listener.underwater = false;
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@ -364,7 +364,7 @@ int DoSpike(short SpriteNum)
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// change target
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u->jump_speed = u->vel_tgt;
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u->vel_rate = labs(u->vel_rate);
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u->vel_rate = (short)abs(u->vel_rate);
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u->z_tgt = sp->z;
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SetSpikeInactive(SpriteNum);
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@ -474,7 +474,7 @@ int DoSpikeAuto(short SpriteNum)
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{
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// change target
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u->jump_speed = u->vel_tgt;
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u->vel_rate = labs(u->vel_rate);
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u->vel_rate = (short)abs(u->vel_rate);
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u->z_tgt = sp->z;
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u->Tics = u->WaitTics;
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@ -1113,7 +1113,7 @@ bool
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ActorSpawn(SPRITEp sp)
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{
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bool ret = true;
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short SpriteNum = sp - sprite;
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short SpriteNum = short(sp - sprite);
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switch (sp->picnum)
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{
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@ -5255,7 +5255,7 @@ DoCoin(short SpriteNum)
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{
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if (u->StateStart != s_GreenCoin)
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{
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offset = u->State - u->StateStart;
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offset = int(u->State - u->StateStart);
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ChangeState(SpriteNum, s_GreenCoin);
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u->State = u->StateStart + offset;
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}
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@ -5264,7 +5264,7 @@ DoCoin(short SpriteNum)
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{
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if (u->StateStart != s_YellowCoin)
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{
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offset = u->State - u->StateStart;
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offset = int(u->State - u->StateStart);
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ChangeState(SpriteNum, s_YellowCoin);
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u->State = u->StateStart + offset;
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}
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@ -5568,7 +5568,7 @@ DoGet(short SpriteNum)
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continue;
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}
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if (!SpriteOverlap(SpriteNum, pp->SpriteP - sprite))
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if (!SpriteOverlap(SpriteNum, short(pp->SpriteP - sprite)))
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{
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continue;
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}
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@ -6031,7 +6031,7 @@ KeyMain:
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{
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//sprintf(ds,"Nuclear Warhead");
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNNUKE));
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pp->WpnRocketNuke = DamageData[DMG_NUCLEAR_EXP].weapon_pickup;
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pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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@ -6333,7 +6333,7 @@ KeyMain:
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{
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//sprintf(ds,"Heat Seeker Card");
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PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMONUKE));
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pp->WpnRocketHeat = DamageData[DMG_NUCLEAR_EXP].ammo_pickup;
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pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup);
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SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
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if (pp == Player+myconnectindex)
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PlaySound(DIGI_ITEM, sp, v3df_dontpan);
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@ -266,7 +266,7 @@ ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_
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{
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//DSPRINTF(ds,"Found track point in sector %d\n",track_sect);
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MONO_PRINT(ds);
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return near_track - &Track[0];
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return short(near_track - &Track[0]);
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}
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return -1;
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@ -705,9 +705,9 @@ TrackSetup(void)
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}
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SPRITEp
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FindBoundSprite(short tag)
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FindBoundSprite(int tag)
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{
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short sn;
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int sn;
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StatIterator it(STAT_ST1);
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while ((sn = it.NextIndex()) >= 0)
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@ -748,7 +748,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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// search for 2 sprite bounding tags
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BoundSprite = FindBoundSprite(500 + ((sop - SectorObject) * 5));
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BoundSprite = FindBoundSprite(500 + (int(sop - SectorObject) * 5));
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//DSPRINTF(ds,"tagnum %d, so num %d",500 + ((sop - SectorObject) * 5), sop - SectorObject);
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MONO_PRINT(ds);
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@ -757,14 +757,14 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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xlow = BoundSprite->x;
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ylow = BoundSprite->y;
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KillSprite(BoundSprite - sprite);
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KillSprite(short(BoundSprite - sprite));
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BoundSprite = FindBoundSprite(501 + ((sop - SectorObject) * 5));
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BoundSprite = FindBoundSprite(501 + (int(sop - SectorObject) * 5));
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ASSERT(BoundSprite != NULL);
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xhigh = BoundSprite->x;
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yhigh = BoundSprite->y;
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KillSprite(BoundSprite - sprite);
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KillSprite(short(BoundSprite - sprite));
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// set radius for explosion checking - based on bounding box
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u->Radius = DIV4((xhigh - xlow) + (yhigh - ylow));
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@ -778,7 +778,7 @@ SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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sop->xmid = BoundSprite->x;
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sop->ymid = BoundSprite->y;
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sop->zmid = BoundSprite->z;
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KillSprite(BoundSprite - sprite);
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KillSprite(short(BoundSprite - sprite));
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}
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#if 0
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@ -2802,7 +2802,7 @@ void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
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for (sectp = sop->sectp; *sectp; sectp++)
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{
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SectIterator it(*sectp - sector);
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SectIterator it(int(*sectp - sector));
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while ((SpriteNum = it.NextIndex()) >= 0)
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{
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sp = &sprite[SpriteNum];
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@ -2925,7 +2925,7 @@ DoTornadoObject(SECTOR_OBJECTp sop)
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void
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DoAutoTurretObject(SECTOR_OBJECTp sop)
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{
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short SpriteNum = sop->sp_child - sprite;
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short SpriteNum = short(sop->sp_child - sprite);
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||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
|
@ -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;
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||||
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)
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue