mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- reduction of 'short' noise in Blood.
Mainly using int16_t for deliberately sized struct fields, auto for temporary saves of global data and making several local variables full int. This changes nothing substantial.
This commit is contained in:
parent
345d9c87b6
commit
499dc9953b
19 changed files with 96 additions and 97 deletions
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@ -280,7 +280,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
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}
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renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector, true);
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viewProcessSprites(pm_tsprite, pm_spritesortcnt, x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth);
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short fstat = sector[nSector].floorstat;
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auto fstat = sector[nSector].floorstat;
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sector[nSector].floorstat |= 1;
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renderDrawMasks();
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sector[nSector].floorstat = fstat;
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@ -312,7 +312,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
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}
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renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector, true);
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viewProcessSprites(pm_tsprite, pm_spritesortcnt, x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth);
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short cstat = sector[nSector].ceilingstat;
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auto cstat = sector[nSector].ceilingstat;
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sector[nSector].ceilingstat |= 1;
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renderDrawMasks();
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sector[nSector].ceilingstat = cstat;
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@ -4629,7 +4629,7 @@ static Collision MoveThing(DBloodActor* actor)
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const int bakCompat = enginecompatibility_mode;
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if (actor->xvel || actor->yvel)
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{
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short bakCstat = pSprite->cstat;
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auto bakCstat = pSprite->cstat;
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pSprite->cstat &= ~257;
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if ((actor->GetOwner()) && !cl_bloodvanillaexplosions && !VanillaMode())
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enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
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@ -4855,7 +4855,7 @@ void MoveDude(DBloodActor* actor)
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}
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else
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{
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short bakCstat = pSprite->cstat;
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auto bakCstat = pSprite->cstat;
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pSprite->cstat &= ~257;
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actor->hit.hit = ClipMove(&pSprite->pos, &nSector, actor->xvel >> 12, actor->yvel >> 12, wd, tz, bz, CLIPMASK0);
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if (nSector == -1)
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@ -5366,7 +5366,7 @@ int MoveMissile(DBloodActor* actor)
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{
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vec3_t pos = pSprite->pos;
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int nSector2 = pSprite->sectnum;
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const short bakSpriteCstat = pSprite->cstat;
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const auto bakSpriteCstat = pSprite->cstat;
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if (pOwner && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode())
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{
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enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
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@ -68,14 +68,14 @@ enum VECTOR_TYPE {
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struct THINGINFO
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{
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short startHealth;
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short mass;
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int16_t startHealth;
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int16_t mass;
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uint8_t clipdist;
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short flags;
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int elastic; // elasticity
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int dmgResist; // damage resistance
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short cstat;
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short picnum;
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int16_t flags;
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int32_t elastic; // elasticity
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int32_t dmgResist; // damage resistance
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int16_t cstat;
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int16_t picnum;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat; // xrepeat
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@ -85,44 +85,44 @@ struct THINGINFO
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struct AMMOITEMDATA
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{
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short cstat;
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short picnum;
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int16_t cstat;
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int16_t picnum;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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short count;
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int16_t count;
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uint8_t type;
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uint8_t weaponType;
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};
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struct WEAPONITEMDATA
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{
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short cstat;
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short picnum;
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int16_t cstat;
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int16_t picnum;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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short type;
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short ammoType;
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short count;
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int16_t type;
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int16_t ammoType;
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int16_t count;
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};
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struct ITEMDATA
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{
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short cstat;
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short picnum;
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int16_t cstat;
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int16_t picnum;
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int8_t shade;
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uint8_t pal;
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uint8_t xrepeat;
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uint8_t yrepeat;
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short packSlot;
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int16_t packSlot;
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};
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struct MissileType
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{
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short picnum;
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int16_t picnum;
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int velocity;
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int angleOfs;
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uint8_t xrepeat;
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@ -1297,7 +1297,7 @@ void RecoilDude(DBloodActor* actor)
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else aiGenDudeNewState(actor, &genDudeRecoilL);
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}
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short rState = inRecoil(pXSprite->aiState);
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int rState = inRecoil(pXSprite->aiState);
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if (rState > 0)
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{
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if (!canWalk(actor))
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@ -105,7 +105,7 @@ const GENDUDESND gCustomDudeSnd[] = {
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};
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// for kModernThingThrowableRock
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short gCustomDudeDebrisPics[6] = {
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const int16_t gCustomDudeDebrisPics[6] = {
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2406, 2280, 2185, 2155, 2620, 3135
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@ -235,7 +235,7 @@ void genDudeAttack1(int, DBloodActor* actor)
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actor->xvel = actor->yvel = 0;
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GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
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short dispersion = pExtra->baseDispersion;
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int dispersion = pExtra->baseDispersion;
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if (inDuck(pXSprite->aiState))
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dispersion = ClipLow(dispersion >> 1, kGenDudeMinDispesion);
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@ -1322,7 +1322,7 @@ bool playGenDudeSound(DBloodActor* actor, int mode)
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auto const pXSprite = &actor->x();
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if (mode < kGenDudeSndTargetSpot || mode >= kGenDudeSndMax) return false;
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const GENDUDESND* sndInfo = &gCustomDudeSnd[mode]; bool gotSnd = false;
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short sndStartId = pXSprite->sysData1;
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int sndStartId = pXSprite->sysData1;
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int rand = sndInfo->randomRange;
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int sndId = (sndStartId <= 0) ? sndInfo->defaultSndId : sndStartId + sndInfo->sndIdOffset;
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GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
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@ -1520,8 +1520,8 @@ bool dudeIsMelee(DBloodActor* actor)
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static void scaleDamage(DBloodActor* actor)
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{
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auto const pXSprite = &actor->x();
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short curWeapon = actor->genDudeExtra.curWeapon;
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short weaponType = actor->genDudeExtra.weaponType;
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int curWeapon = actor->genDudeExtra.curWeapon;
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int weaponType = actor->genDudeExtra.weaponType;
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signed short* curScale = actor->genDudeExtra.dmgControl;
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for (int i = 0; i < kDmgMax; i++)
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curScale[i] = getDudeInfo(kDudeModernCustom)->startDamage[i];
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@ -1630,7 +1630,7 @@ static void scaleDamage(DBloodActor* actor)
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}
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// take in account yrepeat of sprite
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short yrepeat = actor->s().yrepeat;
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int yrepeat = actor->s().yrepeat;
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if (yrepeat < 64)
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{
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for (int i = 0; i < kDmgMax; i++) curScale[i] += (64 - yrepeat);
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@ -1756,7 +1756,7 @@ static int getRangeAttackDist(DBloodActor* actor, int minDist, int maxDist)
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{
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auto const pSprite = &actor->s();
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auto const pXSprite = &actor->x();
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short yrepeat = pSprite->yrepeat;
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int yrepeat = pSprite->yrepeat;
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int dist = 0;
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int seqId = pXSprite->data2;
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int mul = 550;
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@ -159,16 +159,15 @@ extern const GENDUDESND gCustomDudeSnd[];
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// temporary, until normal DUDEEXTRA gets refactored
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struct GENDUDEEXTRA
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{
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unsigned short initVals[3]; // xrepeat, yrepeat, clipdist
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unsigned short availDeaths[kDamageMax]; // list of seqs with deaths for each damage type
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unsigned int moveSpeed;
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unsigned int fireDist; // counts from sprite size
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unsigned int throwDist; // counts from sprite size
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unsigned short curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically
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unsigned short weaponType;
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unsigned short baseDispersion;
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unsigned short slaveCount; // how many dudes is summoned
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//unsigned short incarnationsCount;
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uint16_t initVals[3]; // xrepeat, yrepeat, clipdist
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uint16_t availDeaths[kDamageMax]; // list of seqs with deaths for each damage type
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uint32_t moveSpeed;
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uint32_t fireDist; // counts from sprite size
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uint32_t throwDist; // counts from sprite size
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uint16_t curWeapon; // data1 duplicate to avoid potential problems when changing data dynamically
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uint16_t weaponType;
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uint16_t baseDispersion;
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uint16_t slaveCount; // how many dudes is summoned
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DBloodActor* pLifeLeech; // spritenum of dropped dude's leech
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DBloodActor* slave[kGenDudeMaxSlaves]; // index of the ones dude is summon
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signed short dmgControl[kDamageMax]; // depends of current weapon, drop armor item, sprite yrepeat and surface type
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@ -104,8 +104,8 @@ static const int effectDetail[kViewEffectMax] = {
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struct WEAPONICON {
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short nTile;
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char zOffset;
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int16_t nTile;
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uint8_t zOffset;
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};
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static const WEAPONICON gWeaponIcon[] = {
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@ -157,15 +157,15 @@ void RemoveSpriteStat(int nSprite)
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void qinitspritelists(void) // Replace
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{
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for (short i = 0; i <= kMaxSectors; i++)
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for (int i = 0; i <= kMaxSectors; i++)
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{
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headspritesect[i] = -1;
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}
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for (short i = 0; i <= kMaxStatus; i++)
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for (int i = 0; i <= kMaxStatus; i++)
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{
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headspritestat[i] = -1;
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}
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for (short i = 0; i < kMaxSprites; i++)
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for (int i = 0; i < kMaxSprites; i++)
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{
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sprite[i].sectnum = -1;
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sprite[i].index = -1;
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@ -264,23 +264,23 @@ struct XWALL {
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struct MAPSIGNATURE {
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char signature[4];
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short version;
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int16_t version;
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};
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struct MAPHEADER {
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int x; // x
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int y; // y
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int z; // z
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short ang; // ang
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short sect; // sect
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short pskybits; // pskybits
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int visibility; // visibility
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int mattid; // song id, Matt
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char parallax; // parallaxtype
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int revision; // map revision
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short numsectors; // numsectors
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short numwalls; // numwalls
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short numsprites; // numsprites
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int32_t x; // x
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int32_t y; // y
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int32_t z; // z
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int16_t ang; // ang
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int16_t sect; // sect
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int16_t pskybits; // pskybits
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int32_t visibility; // visibility
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int32_t mattid; // song id, Matt
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uint8_t parallax; // parallaxtype
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int32_t revision; // map revision
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int16_t numsectors; // numsectors
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int16_t numwalls; // numwalls
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int16_t numsprites; // numsprites
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};
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struct MAPHEADER2 {
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@ -26,9 +26,9 @@ BEGIN_BLD_NS
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// By NoOne: renamed dude struct
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struct DUDEINFO {
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short seqStartID; // seq
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short startHealth; // health
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unsigned short mass; // mass
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int16_t seqStartID; // seq
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int16_t startHealth; // health
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uint16_t mass; // mass
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int at6; // unused?
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uint8_t clipdist; // clipdist
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int eyeHeight;
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@ -34,15 +34,15 @@ CFX gFX;
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struct FXDATA {
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CALLBACK_ID funcID; // callback
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uint8_t detail; // detail
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short seq; // seq
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short flags; // flags
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int gravity; // gravity
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int drag; // air drag
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int ate;
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short picnum; // picnum
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int16_t seq; // seq
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int16_t flags; // flags
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int32_t gravity; // gravity
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int32_t drag; // air drag
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int32_t ate;
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int16_t picnum; // picnum
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uint8_t xrepeat; // xrepeat
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uint8_t yrepeat; // yrepeat
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short cstat; // cstat
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int16_t cstat; // cstat
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int8_t shade; // shade
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uint8_t pal; // pal
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};
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@ -42,11 +42,11 @@ BEGIN_BLD_NS
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static struct {
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short nTile;
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int16_t nTile;
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uint8_t nStat;
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uint8_t nPal;
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int nScale;
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short nX, nY;
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int16_t nX, nY;
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} burnTable[9] = {
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{ 2101, 2, 0, 118784, 10, 220 },
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{ 2101, 2, 0, 110592, 40, 220 },
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@ -1725,7 +1725,7 @@ void debrisMove(int listIndex)
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if (actor->xvel || actor->yvel)
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{
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short oldcstat = pSprite->cstat;
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auto oldcstat = pSprite->cstat;
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pSprite->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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moveHit = actor->hit.hit = ClipMove(&pSprite->pos, &nSector, actor->xvel >> 12,
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@ -3318,7 +3318,7 @@ void useSectorWindGen(DBloodActor* sourceactor, sectortype* pSector)
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StartInterpolation(pXSector->reference, Interp_Sect_FloorPanY);
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}
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short oldPan = pXSector->panVel;
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int oldPan = pXSector->panVel;
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pXSector->panAngle = pXSector->windAng;
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pXSector->panVel = pXSector->windVel;
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@ -189,12 +189,12 @@ kPatrolMoveBackward = 1,
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// - STRUCTS ------------------------------------------------------------------
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struct SPRITEMASS { // sprite mass info for getSpriteMassBySize();
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int seqId;
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short picnum; // mainly needs for moving debris
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short xrepeat;
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short yrepeat;
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short clipdist; // mass multiplier
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int16_t picnum; // mainly needs for moving debris
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int16_t xrepeat;
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int16_t yrepeat;
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int16_t clipdist; // mass multiplier
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int mass;
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short airVel; // mainly needs for moving debris
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int16_t airVel; // mainly needs for moving debris
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int fraction; // mainly needs for moving debris
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};
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@ -189,7 +189,7 @@ struct AMMOINFO
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struct POWERUPINFO
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{
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short picnum;
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int16_t picnum;
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bool pickupOnce;
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int bonusTime;
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int maxTime;
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@ -89,7 +89,7 @@ void viewInitializePrediction(void)
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void viewUpdatePrediction(InputPacket *pInput)
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{
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predictOld = predict;
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short bakCstat = gMe->pSprite->cstat;
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auto bakCstat = gMe->pSprite->cstat;
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gMe->pSprite->cstat = 0;
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fakePlayerProcess(gMe, pInput);
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fakeActProcessSprites();
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@ -276,7 +276,7 @@ void fakePlayerProcess(PLAYER *pPlayer, InputPacket *pInput)
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int dzt = (predict.z-top)/4;
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int dw = pSprite->clipdist<<2;
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short nSector = predict.sectnum;
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int nSector = predict.sectnum;
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if (!gNoClip)
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{
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pushmove(&predict.pos, &predict.sectnum, dw, dzt, dzb, CLIPMASK0);
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@ -382,7 +382,7 @@ static void fakeMoveDude(spritetype *pSprite)
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}
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else
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{
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short bakCstat = pSprite->cstat;
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auto bakCstat = pSprite->cstat;
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pSprite->cstat &= ~257;
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predict.at75.hit = ClipMove(&predict.pos, &nSector, predict.xvel >> 12, predict.yvel >> 12, wd, tz, bz, CLIPMASK0);
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if (nSector == -1)
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@ -199,8 +199,8 @@ struct TILE_FRAME
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int z;
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int stat;
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int8_t shade;
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char palnum;
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unsigned short angle;
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int8_t palnum;
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uint16_t angle;
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};
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struct SOUNDINFO
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@ -227,7 +227,7 @@ struct QAV
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int duration; // 10
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int x; // 14
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int y; // 18
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unsigned short res_id;
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uint16_t res_id;
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FRAMEINFO frames[1]; // 24
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536);
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void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536) { Draw(x, y, ticks, stat, shade, palnum, to3dview, smoothratio); }
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||||
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@ -53,10 +53,10 @@ struct SEQFRAME
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|||
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||||
struct Seq {
|
||||
char signature[4];
|
||||
short version;
|
||||
short nFrames;
|
||||
short ticksPerFrame;
|
||||
short soundId;
|
||||
int16_t version;
|
||||
int16_t nFrames;
|
||||
int16_t ticksPerFrame;
|
||||
int16_t soundId;
|
||||
int flags;
|
||||
SEQFRAME frames[1];
|
||||
void Precache(int palette);
|
||||
|
|
|
@ -64,12 +64,12 @@ struct VIEW {
|
|||
int zvel; //zvel
|
||||
int sectnum; // sectnum
|
||||
unsigned int floordist; // floordist
|
||||
char at6e; // look center
|
||||
char at6f;
|
||||
char at70; // run
|
||||
char at71; // jump
|
||||
char at72; // underwater
|
||||
short at73; // sprite flags
|
||||
uint8_t at6e; // look center
|
||||
uint8_t at6f;
|
||||
uint8_t at70; // run
|
||||
uint8_t at71; // jump
|
||||
uint8_t at72; // underwater
|
||||
int16_t at73; // sprite flags
|
||||
SPRITEHIT at75;
|
||||
binangle look_ang;
|
||||
binangle rotscrnang;
|
||||
|
|
Loading…
Reference in a new issue