From 526db7f8b0331730ab75277fa7434acc13149373 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Wed, 4 Oct 2023 18:11:00 +1100 Subject: [PATCH] - Fix all GCC warnings in the game-side code. * Most of these were due to mixed spaces/tabs playing nastiness with non-braced if/else statements. --- source/games/blood/src/endgame.cpp | 3 +- source/games/blood/src/nnexts.cpp | 2 +- source/games/duke/src/actors.cpp | 2 +- source/games/duke/src/animatesprites_d.cpp | 2 +- source/games/duke/src/animatesprites_r.cpp | 2 +- source/games/duke/src/player.cpp | 9 ++---- source/games/duke/src/premap_d.cpp | 3 +- source/games/duke/src/premap_r.cpp | 5 +-- source/games/exhumed/src/anims.cpp | 4 +-- source/games/exhumed/src/bullet.cpp | 1 + source/games/exhumed/src/freelistarray.h | 2 +- source/games/exhumed/src/gun.cpp | 2 +- source/games/exhumed/src/move.cpp | 10 +++--- source/games/exhumed/src/player.cpp | 22 ++++++------- source/games/exhumed/src/sequence.cpp | 2 +- source/games/exhumed/src/sequence.h | 6 ++-- source/games/exhumed/src/sound.cpp | 6 ++-- source/games/sw/src/game.h | 1 + source/games/sw/src/jweapon.cpp | 6 ++-- source/games/sw/src/player.cpp | 12 ++++---- source/games/sw/src/weapon.cpp | 36 +++++++++++----------- 21 files changed, 66 insertions(+), 72 deletions(-) diff --git a/source/games/blood/src/endgame.cpp b/source/games/blood/src/endgame.cpp index 50fbed800..97b21b5e2 100644 --- a/source/games/blood/src/endgame.cpp +++ b/source/games/blood/src/endgame.cpp @@ -61,7 +61,8 @@ bool AllowedKillType(DBloodActor* actor) { if (!actor || actor->spr.statnum != kStatDude) return false; - auto type = actor->GetType(); + + auto type = actor->GetType(); return type != kDudeBat && type != kDudeRat && type != kDudeInnocent && type != kDudeBurningInnocent; } diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 94bd7c0a3..283fcd28c 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -4333,7 +4333,7 @@ bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH) case 0: // check if this player is connected if (!condCmp(pPlayer->pnum + 1, arg1, arg2, cmpOp) || pPlayer->GetActor() == nullptr) return false; else if (PUSH) condPush(aCond, pPlayer->GetActor()); - return (pPlayer->pnum >= 0); + return true; case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]); case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]); diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 29caa4135..fcbacb375 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -746,7 +746,7 @@ void checkdive(DDukeActor* transporter, DDukeActor* transported) int onfloorz = transporter->temp_data[4]; Collision coll; - double ll = abs(transported->vel.Z), ll2; + double ll = abs(transported->vel.Z), ll2 = 0; if (transported->vel.Z >= 0) warpdir = 2; else diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 310feeb7c..28110374d 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -54,7 +54,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi t = tsprites.get(j); h = static_cast(t->ownerActor); - if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER) + if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER) { if (h->sector()->shadedsector == 1 && h->spr.statnum != STAT_ACTOR) { diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index 39a8335b7..6e012fa26 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -49,7 +49,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi t = tsprites.get(j); h = static_cast(t->ownerActor); - if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast(t->ownerActor)) || t->statnum == STAT_PLAYER) + if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast(t->ownerActor)) || t->statnum == STAT_PLAYER) { if (h->sector()->shadedsector == 1 && h->spr.statnum != 1) { diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index 65e119937..3197f18fa 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -201,7 +201,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b) { DAngle aang = mapangle(abase); - bool gotshrinker, gotfreezer; + bool gotshrinker = false, gotfreezer = false; static const int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR }; DAngle a = actor->spr.Angles.Yaw; @@ -266,12 +266,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b) DDukeActor* aimed = nullptr; // if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1; - if (isRR()) - { - gotshrinker = false; - gotfreezer = false; - } - else if (actor->isPlayer()) + if (!isRR() && actor->isPlayer()) { const auto plr = getPlayer(actor->PlayerIndex()); diff --git a/source/games/duke/src/premap_d.cpp b/source/games/duke/src/premap_d.cpp index 412774ae6..052f00db7 100644 --- a/source/games/duke/src/premap_d.cpp +++ b/source/games/duke/src/premap_d.cpp @@ -48,7 +48,7 @@ BEGIN_DUKE_NS void prelevel_d(int g, TArray& actors) { - int j, lotaglist; + unsigned j; TArray lotags; prelevel_common(g); @@ -85,7 +85,6 @@ void prelevel_d(int g, TArray& actors) spriteinit(actor, actors); } } - lotaglist = 0; it.Reset(STAT_DEFAULT); while (auto actor = it.Next()) diff --git a/source/games/duke/src/premap_r.cpp b/source/games/duke/src/premap_r.cpp index 848369094..93226e7a2 100644 --- a/source/games/duke/src/premap_r.cpp +++ b/source/games/duke/src/premap_r.cpp @@ -43,8 +43,7 @@ BEGIN_DUKE_NS void prelevel_r(int g, TArray& actors) { DDukePlayer* p; - int j; - int lotaglist; + unsigned j; TArray lotags; int speed = 0; int dist; @@ -235,8 +234,6 @@ void prelevel_r(int g, TArray& actors) } } - lotaglist = 0; - it.Reset(STAT_DEFAULT); while (auto ac = it.Next()) { diff --git a/source/games/exhumed/src/anims.cpp b/source/games/exhumed/src/anims.cpp index 51d995743..8f70f475c 100644 --- a/source/games/exhumed/src/anims.cpp +++ b/source/games/exhumed/src/anims.cpp @@ -97,10 +97,10 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, const FName seqFile, int seqInde if (nFlag & 0x80) pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; // set transluscence - pActor->spr.pos = pos; + pActor->spr.pos = pos; pActor->spr.cstat = 0; pActor->clipdist = 2.5; - pActor->spr.scale = DVector2(nScale, nScale); + pActor->spr.scale = DVector2(nScale, nScale); setvalidpic(pActor); pActor->spr.Angles.Yaw = nullAngle; pActor->spr.xoffset = 0; diff --git a/source/games/exhumed/src/bullet.cpp b/source/games/exhumed/src/bullet.cpp index 66fd4cfa0..a0cf8be3f 100644 --- a/source/games/exhumed/src/bullet.cpp +++ b/source/games/exhumed/src/bullet.cpp @@ -391,6 +391,7 @@ MOVEEND: hitactor = coll.actor(); goto HITSPRITE; } + break; default: if (coll.exbits) goto HITSECT; diff --git a/source/games/exhumed/src/freelistarray.h b/source/games/exhumed/src/freelistarray.h index 6e0cb4262..937565db5 100644 --- a/source/games/exhumed/src/freelistarray.h +++ b/source/games/exhumed/src/freelistarray.h @@ -69,7 +69,7 @@ public: Type& operator[](size_t index) { - return DataList[index]; + return DataList[std::min(index, (size_t)count-1)]; } void Serialize(FSerializer& arc, const char* key) diff --git a/source/games/exhumed/src/gun.cpp b/source/games/exhumed/src/gun.cpp index c006a2998..3b97a33d6 100644 --- a/source/games/exhumed/src/gun.cpp +++ b/source/games/exhumed/src/gun.cpp @@ -301,7 +301,7 @@ static Collision CheckCloseRange(DExhumedPlayer* const pPlayer, DVector3& pos, s if (sqrtNum >= ecx * ecx) return c; - pos = hit.hitpos; + pos = hit.hitpos; *ppSector = hit.hitSector; if (hit.actor()) { diff --git a/source/games/exhumed/src/move.cpp b/source/games/exhumed/src/move.cpp index af7114b72..f3d527bd2 100644 --- a/source/games/exhumed/src/move.cpp +++ b/source/games/exhumed/src/move.cpp @@ -586,10 +586,10 @@ double PlotCourseToSprite(DExhumedActor* pActor1, DExhumedActor* pActor2) { if (pActor1 == nullptr || pActor2 == nullptr) return -1; - - auto vect = pActor2->spr.pos.XY() - pActor1->spr.pos.XY(); - pActor1->spr.Angles.Yaw = vect.Angle(); - return vect.Length(); + + auto vect = pActor2->spr.pos.XY() - pActor1->spr.pos.XY(); + pActor1->spr.Angles.Yaw = vect.Angle(); + return vect.Length(); } @@ -606,7 +606,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage) if (nDistance < 0) nDistance = 100; - auto pSector =pActor->sector(); + auto pSector =pActor->sector(); nDistance <<= 4; DExhumedActor* pPlayerActor = nullptr; diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 8edb4cb26..e9842fdcc 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -311,17 +311,17 @@ void RestartPlayer(DExhumedPlayer* const pPlayer) if (pPlayer->nRun < 0) pPlayer->nRun = runlist_AddRunRec(NewRun, pPlayer->pnum, 0xA0000); - if (!(currentLevel->gameflags & LEVEL_EX_MULTI)) - { - RestoreMinAmmo(pPlayer); - } - else - { - ResetPlayerWeapons(pPlayer); - pPlayer->nMagic = 0; - } + if (!(currentLevel->gameflags & LEVEL_EX_MULTI)) + { + RestoreMinAmmo(pPlayer); + } + else + { + ResetPlayerWeapons(pPlayer); + pPlayer->nMagic = 0; + } - BuildRa(pPlayer->pnum); + BuildRa(pPlayer->pnum); } //--------------------------------------------------------------------------- @@ -775,7 +775,7 @@ static void doPickupWeapon(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, static void doPickupHealth(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound) { - if (!pPickupActor->spr.hitag || nAmount > 0 && pPlayer->nHealth >= 800) + if (!pPickupActor->spr.hitag || (nAmount > 0 && pPlayer->nHealth >= 800)) return; int tintRed = 0, tintGreen = 16; diff --git a/source/games/exhumed/src/sequence.cpp b/source/games/exhumed/src/sequence.cpp index 5bc30502a..08baccb36 100644 --- a/source/games/exhumed/src/sequence.cpp +++ b/source/games/exhumed/src/sequence.cpp @@ -126,7 +126,7 @@ static TMap> FileSeqMap; // //--------------------------------------------------------------------------- -const TArray* const getFileSeqs(const FName nSeqFile) +TArray* getFileSeqs(const FName nSeqFile) { return FileSeqMap.CheckKey(nSeqFile); } diff --git a/source/games/exhumed/src/sequence.h b/source/games/exhumed/src/sequence.h index 7b0e958f5..f4d815b52 100644 --- a/source/games/exhumed/src/sequence.h +++ b/source/games/exhumed/src/sequence.h @@ -46,7 +46,7 @@ struct SeqFrame return chunks.Size() ? chunks[0].tex : FNullTextureID(); } - const void playSound(DExhumedActor* const pActor) const + void playSound(DExhumedActor* const pActor) const { if (sound == -1) return; @@ -84,9 +84,9 @@ void seq_PlotSequence(const int nSprite, const FName seqFile, const int16_t seqI void seq_PlotArrowSequence(const int nSprite, const FName seqFile, const int16_t seqIndex, const int frameIndex); void seq_DrawPilotLightSeq(double xPos, double yPos, double nAngle); -const TArray* const getFileSeqs(const FName nSeqFile); +TArray* getFileSeqs(const FName nSeqFile); -inline const Seq* const getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0) +inline Seq* getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0) { return getFileSeqs(nSeqFile)->Data(nSeqIndex); } diff --git a/source/games/exhumed/src/sound.cpp b/source/games/exhumed/src/sound.cpp index f634767c7..4121764a9 100644 --- a/source/games/exhumed/src/sound.cpp +++ b/source/games/exhumed/src/sound.cpp @@ -412,7 +412,7 @@ void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3], { if (pos != nullptr) { - DVector3 campos; + DVector3 campos{}; if (nSnakeCam > -1) { Snake* pSnake = &SnakeList[nSnakeCam]; @@ -487,8 +487,8 @@ void GameInterface::UpdateSounds() const auto pActor = getPlayer(nLocalPlayer)->GetActor(); - DVector3 pos; - DAngle ang; + DVector3 pos{}; + DAngle ang{}; if (nSnakeCam > -1) { Snake* pSnake = &SnakeList[nSnakeCam]; diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 1fd3e15ed..f9540e57c 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -2129,6 +2129,7 @@ struct ANIM case ANIM_Spritez: if (animactor == nullptr) return; animactor->spr.pos.Z = value; + break; case ANIM_Userz: if (animactor == nullptr) return; animactor->user.pos.Z = value; diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index f5c21d6ea..cb6194dd8 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -299,7 +299,7 @@ void SpawnMidSplash(DSWActor* actor) if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); - actor->user.change.Zero(); + actor->user.change.Zero(); if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -325,7 +325,7 @@ void SpawnFloorSplash(DSWActor* actor) if (RANDOM_P2(1024) < 512) actorNew->spr.cstat |= (CSTAT_SPRITE_XFLIP); - actor->user.change.Zero(); + actor->user.change.Zero(); if (actor->user.Flags & (SPR_UNDERWATER)) actorNew->user.Flags |= (SPR_UNDERWATER); @@ -1370,7 +1370,7 @@ int InitChemBomb(DSWActor* actor) if (SpriteInUnderwaterArea(actorNew)) actorNew->user.Flags |= (SPR_UNDERWATER); - actorNew->vel.Z = RandomZVel(); + actorNew->vel.Z = RandomZVel(); actorNew->clipdist = 0; if (actor->user.ID == MUSHROOM_CLOUD || actor->user.ID == 3121 || actor->user.ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 584bae161..cef3da04f 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -1744,7 +1744,7 @@ void DoPlayerSlide(DSWPlayer* pp) if (pp->sop) return; - pp->slide_vect *= PLAYER_SLIDE_FRICTION; + pp->slide_vect *= PLAYER_SLIDE_FRICTION; if (abs(pp->slide_vect.X) < 0.05 && abs(pp->slide_vect.Y) < 0.05) pp->slide_vect.Zero(); @@ -2416,8 +2416,8 @@ void DoPlayerMoveVehicle(DSWPlayer* pp) } else { - pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE; - pp->vect *= TANK_FRICTION; + pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE; + pp->vect *= TANK_FRICTION; pp->vect = (pp->vect + (pp->ovect*1))/2; } @@ -3081,8 +3081,8 @@ void DoPlayerClimb(DSWPlayer* pp) if (Prediction) return; - pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE; - pp->vect *= PLAYER_CLIMB_FRICTION; + pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE; + pp->vect *= PLAYER_CLIMB_FRICTION; if (abs(pp->vect.X) < 0.05 && abs(pp->vect.Y) < 0.05) pp->vect.X = pp->vect.Y = 0; @@ -4518,7 +4518,7 @@ void DoPlayerCurrent(DSWPlayer* pp) if (!sectu) return; - auto vect = sectu->angle.ToVector() / 256. * sectu->speed * synctics; // 16384 >> 4 - Beware of clipmove's odd format for vect! + auto vect = sectu->angle.ToVector() / 256. * sectu->speed * synctics; // 16384 >> 4 - Beware of clipmove's odd format for vect! push_ret = pushmove(pp->GetActor()->spr.pos.XY(), pp->GetActor()->getOffsetZ(), &pp->cursector, pp->GetActor()->clipdist, pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER); if (push_ret < 0) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 86986341b..e395e1ed3 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3931,7 +3931,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe actorNew->user.jump_speed += RandomRange(p->max_jspeed - p->min_jspeed); actorNew->user.jump_speed = -actorNew->user.jump_speed; - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); // for FastShrap actorNew->user.change.Z = (abs(actorNew->user.jump_speed*4) - RandomRange(abs(actorNew->user.jump_speed)*8)) * JUMP_FACTOR; @@ -9556,8 +9556,8 @@ int DoElectro(DSWActor* actor) if (actor->user.Counter > 0) MissileSeek(actor, 30, DAngle90/*, 3, 52, 2*/); - auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X; - double daz = actor->vel.Z; + auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X; + double daz = actor->vel.Z; actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS); @@ -11251,7 +11251,7 @@ int DoRing(DSWActor* actor) else z = ActorZOfMiddle(own) + 30; - actor->spr.pos = DVector3(own->spr.pos.XY(), z); + actor->spr.pos = DVector3(own->spr.pos.XY(), z); // go out until its time to come back in if (actor->user.Counter2 == false) @@ -11607,7 +11607,7 @@ void InitVulcanBoulder(DSWActor* actor) zvel_rand = 40; } - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = -zvel -RandomRange(zvel_rand); } @@ -12760,7 +12760,7 @@ int InitStar(DSWPlayer* pp) zvel = actorNew->vel.Z; } - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) @@ -13276,7 +13276,7 @@ int InitRail(DSWPlayer* pp) else zvel = actorNew->vel.Z; // Let autoaiming set zvel now - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; return 0; @@ -13349,7 +13349,7 @@ int InitZillaRail(DSWActor* actor) else zvel = actorNew->vel.Z; // Let autoaiming set zvel now - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; return 0; @@ -13459,7 +13459,7 @@ int InitRocket(DSWPlayer* pp) else zvel = actorNew->vel.Z; // Let autoaiming set zvel now - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; return 0; @@ -13563,7 +13563,7 @@ int InitBunnyRocket(DSWPlayer* pp) else zvel = actorNew->vel.Z; // Let autoaiming set zvel now - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER1; @@ -13656,7 +13656,7 @@ int InitNuke(DSWPlayer* pp) else zvel = actorNew->vel.Z; // Let autoaiming set zvel now - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; PlayerDamageSlide(pp, -40, pp->GetActor()->spr.Angles.Yaw + DAngle180); // Recoil slide @@ -13731,7 +13731,7 @@ int InitEnemyNuke(DSWActor* actor) else zvel = actorNew->vel.Z; // Let autoaiming set zvel now - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; return 0; @@ -16626,7 +16626,7 @@ int InitEnemyMine(DSWActor* actor) actorNew->spr.Angles.Yaw += DAngle90; actorNew->user.change. Z = -5000 / 256.; - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); return 0; } @@ -16722,7 +16722,7 @@ int InitFireball(DSWPlayer* pp) actorNew->spr.Angles.Yaw -= mapangle(9); } - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->user.change.Z = zvel; return 0; @@ -17321,7 +17321,7 @@ int SpawnSmokePuff(DSWActor* actor) actorNew->spr.Angles.Yaw = RandomAngle(); actorNew->vel.X = RandomRangeF(2); - UpdateChangeXY(actorNew); + UpdateChangeXY(actorNew); actorNew->vel.Z = 4 + RandomRangeF(4); return false; @@ -17742,9 +17742,9 @@ int QueueFootPrint(DSWActor* actor) if (TestDontStickSector(actor->sector())) return -1; // Not on special sectors you don't - - if (!isAwayFromWall(actor, 5.25)) - return -1; // not if it goes ouzside the sector + + if (!isAwayFromWall(actor, 5.25)) + return -1; // not if it goes ouzside the sector // So, are we like, done checking now!? if (FloorBloodQueue[FloorBloodQueueHead] != nullptr)