- Exhumed: Fix two signed/unsigned comparison warnings in PlayFX2().

* Lines in question:
** 606 | if (chan->SoundID == nSound + 1)
** 621 | if (chan->SoundID == nSound + 1)
* All data sent to `PlayFX2()` and functions that wrap `PlayFX2()` are signed values, so keep signed all the way through.
This commit is contained in:
Mitchell Richters 2021-12-12 15:18:43 +11:00 committed by Christoph Oelckers
parent a4d165a84e
commit 2f567bdb74
2 changed files with 5 additions and 5 deletions

View file

@ -553,7 +553,7 @@ void GameInterface::UpdateSounds()
int soundx, soundy, soundz;
void PlayFX2(unsigned int nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags, int sprflags)
void PlayFX2(int nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags, int sprflags)
{
if (!SoundEnabled()) return;
if ((nSound&0x1ff) >= kMaxSounds || !soundEngine->isValidSoundId((nSound & 0x1ff)+1))
@ -654,7 +654,7 @@ void PlayFX2(unsigned int nSound, DExhumedActor* pActor, int sectf, EChanFlags c
//
//==========================================================================
void PlayFXAtXYZ(unsigned int ax, int x, int y, int z, EChanFlags chanflags, int sectf)
void PlayFXAtXYZ(int ax, int x, int y, int z, EChanFlags chanflags, int sectf)
{
soundx = x;
soundy = y;

View file

@ -130,10 +130,10 @@ int LoadSound(const char* sound);
void BendAmbientSound();
void CheckAmbience(sectortype* pSector);
void PlayFX2(unsigned int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
void PlayFX2(int nSound, DExhumedActor* nSprite, int sectf = 0, EChanFlags chanflags = CHANF_NONE, int sprflags = 0);
void PlayFXAtXYZ(unsigned int nSound, int x, int y, int z, EChanFlags chanflags = CHANF_NONE, int sectf = 0);
inline void D3PlayFX(unsigned int nSound, DExhumedActor* actor, int flags = 0)
void PlayFXAtXYZ(int nSound, int x, int y, int z, EChanFlags chanflags = CHANF_NONE, int sectf = 0);
inline void D3PlayFX(int nSound, DExhumedActor* actor, int flags = 0)
{
PlayFX2(nSound, actor, 0, CHANF_NONE, flags);
}