diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index ca647a52d..6b65468d8 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -40,9 +40,9 @@ BEGIN_SW_NS extern int GlobSpeedSO; -void CopySectorWalls(short dest_sectnum, short src_sectnum) +void CopySectorWalls(int dest_sectnum, int src_sectnum) { - short dest_wall_num, src_wall_num, start_wall; + int dest_wall_num, src_wall_num, start_wall; SECTOR_OBJECTp sop; SECTORp *sectp; @@ -107,7 +107,7 @@ void CopySectorWalls(short dest_sectnum, short src_sectnum) } } -void CopySectorMatch(short match) +void CopySectorMatch(int match) { SPRITEp dest_sp, src_sp; SECTORp dsectp,ssectp; diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 21713b546..6dfb813f5 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -99,16 +99,15 @@ ShadeSprite(tspriteptr_t tsp) #endif -short -GetRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy) +int GetRotation(spritetype* tsprite, int& spritesortcnt, int tSpriteNum, int viewx, int viewy) { static const uint8_t RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1}; static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1}; - short rotation; + int rotation; tspriteptr_t tsp = &tsprite[tSpriteNum]; USERp tu = swActors[tsp->owner].u(); - short angle2; + int angle2; if (tu->RotNum == 0) return 0; @@ -170,12 +169,11 @@ directions was not standardized. */ -int -SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy) +int SetActorRotation(spritetype* tsprite, int& spritesortcnt, int tSpriteNum, int viewx, int viewy) { tspriteptr_t tsp = &tsprite[tSpriteNum]; USERp tu = swActors[tsp->owner].u(); - short StateOffset, Rotation; + int StateOffset, Rotation; // don't modify ANY tu vars - back them up! STATEp State = tu->State; @@ -185,7 +183,7 @@ SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int return 0; // Get the offset into the State animation - StateOffset = short(State - StateStart); + StateOffset = int(State - StateStart); // Get the rotation angle Rotation = GetRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy); @@ -205,15 +203,14 @@ SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int return 0; } -int -DoShadowFindGroundPoint(tspriteptr_t sp) +int DoShadowFindGroundPoint(tspriteptr_t sp) { // USES TSPRITE !!!!! USERp u = swActors[sp->owner].u(); SPRITEp hsp; Collision ceilhit, florhit; int hiz, loz = u->loz; - short save_cstat, bak_cstat; + int save_cstat, bak_cstat; // recursive routine to find the ground - either sector or floor sprite // skips over enemy and other types of sprites @@ -269,8 +266,8 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int ground_dist = 0; int view_dist = 0; int loz; - short xrepeat; - short yrepeat; + int xrepeat; + int yrepeat; int sectnum; sectnum = tsp->sectnum; @@ -332,8 +329,8 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, xrepeat = max(xrepeat - ground_dist - view_dist, 4); yrepeat = max(yrepeat - ground_dist - view_dist, 4); - xrepeat = min(xrepeat, short(255)); - yrepeat = min(yrepeat, short(255)); + xrepeat = min(xrepeat, 255); + yrepeat = min(yrepeat, 255); tSpr->xrepeat = uint8_t(xrepeat); tSpr->yrepeat = uint8_t(yrepeat); @@ -366,8 +363,8 @@ DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const { USERp tu = swActors[tsp->owner].u(); int nx,ny,nz = 0,dx,dy,dz; - short i, ang; - short xrepeat, yrepeat, repeat_adj = 0; + int i, ang; + int xrepeat, yrepeat, repeat_adj = 0; int z_amt_per_pixel; ang = NORM_ANGLE(tsp->ang + 1024); @@ -443,7 +440,7 @@ DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const } -void SetVoxelSprite(SPRITEp sp, short pic) +void SetVoxelSprite(SPRITEp sp, int pic) { SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_SLAB); sp->picnum = pic; @@ -454,8 +451,8 @@ void WarpCopySprite(spritetype* tsprite, int& spritesortcnt) SPRITEp sp1, sp2, sp; int spnum; int xoff,yoff,zoff; - short match; - short sect1, sect2; + int match; + int sect1, sect2; // look for the first one SWStatIterator it(STAT_WARP_COPY_SPRITE1); @@ -556,7 +553,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view USERp tu; static int ang = 0; PLAYERp pp = Player + screenpeek; - short newshade=0; + int newshade=0; const int DART_PIC = 2526; const int DART_REPEAT = 16; @@ -578,7 +575,7 @@ void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int view // Brighten up the sprite if set somewhere else to do so if (tu && tu->Vis > 0) { - short tmpshade; // Having this prevent overflow + int tmpshade; // Having this prevent overflow tmpshade = tsp->shade - tu->Vis; if (tmpshade < -128) tmpshade = -128; @@ -913,7 +910,7 @@ CircleCamera(int *nx, int *ny, int *nz, int *vsect, binangle *nang, fixed_t q16h SPRITEp sp; hitdata_t hitinfo; int i, vx, vy, vz, hx, hy; - short bakcstat, daang; + int bakcstat, daang; PLAYERp pp = &Player[screenpeek]; binangle ang; @@ -1226,7 +1223,7 @@ PostDraw(void) } } -DSWActor* CopySprite(spritetype const * tsp, short newsector) +DSWActor* CopySprite(spritetype const * tsp, int newsector) { SPRITEp sp; diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index d1b91b4c0..e01fc0d67 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -2088,7 +2088,7 @@ void MorphTornado(SECTOR_OBJECTp sop); // morph.c void MorphFloor(SECTOR_OBJECTp sop); // morph.c void ScaleRandomPoint(SECTOR_OBJECTp sop,short k,short ang,int x,int y,int *dx,int *dy); // morph.c -void CopySectorMatch(short match); // copysect.c +void CopySectorMatch(int match); // copysect.c int DoWallMoveMatch(short match); // wallmove.c int DoWallMove(DSWActor* sp); // wallmove.c