mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 20:40:39 +00:00
- 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.
This commit is contained in:
parent
94e23343e1
commit
623e453d4d
22 changed files with 67 additions and 73 deletions
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@ -4694,7 +4694,7 @@ void MoveDude(DBloodActor* actor)
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if (actor->IsPlayerActor()) pPlayer = getPlayer(actor);
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if (!(actor->IsDudeActor()))
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{
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Printf(PRINT_HIGH, "%s is not a dude actor type\n", actor->GetClass()->TypeName);
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Printf(PRINT_HIGH, "%s is not a dude actor type\n", actor->GetClass()->TypeName.GetChars());
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return;
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}
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@ -61,6 +61,7 @@ bool AllowedKillType(DBloodActor* actor)
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{
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if (!actor || actor->spr.statnum != kStatDude)
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return false;
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auto type = actor->GetType();
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return type != kDudeBat && type != kDudeRat && type != kDudeInnocent && type != kDudeBurningInnocent;
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}
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@ -4337,7 +4337,7 @@ bool condCheckPlayer(DBloodActor* aCond, int cmpOp, bool PUSH)
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case 0: // check if this player is connected
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if (!condCmp(pPlayer->pnum + 1, arg1, arg2, cmpOp) || pPlayer->GetActor() == nullptr) return false;
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else if (PUSH) condPush(aCond, pPlayer->GetActor());
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return (pPlayer->pnum >= 0);
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return true;
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case 1: return condCmp((gGameOptions.nGameType != 3) ? 0 : pPlayer->teamId + 1, arg1, arg2, cmpOp); // compare team
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case 2: return (arg1 > 0 && arg1 < 8 && pPlayer->hasKey[arg1 - 1]);
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case 3: return (arg1 > 0 && arg1 < 15 && pPlayer->hasWeapon[arg1 - 1]);
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@ -746,7 +746,7 @@ void checkdive(DDukeActor* transporter, DDukeActor* transported)
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int onfloorz = transporter->temp_data[4];
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Collision coll;
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double ll = abs(transported->vel.Z), ll2;
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double ll = abs(transported->vel.Z), ll2 = 0;
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if (transported->vel.Z >= 0)
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warpdir = 2;
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else
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@ -54,7 +54,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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t = tsprites.get(j);
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h = static_cast<DDukeActor*>(t->ownerActor);
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if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast<DDukeActor*>(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER)
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if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast<DDukeActor*>(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER)
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{
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if (h->sector()->shadedsector == 1 && h->spr.statnum != STAT_ACTOR)
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{
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@ -49,7 +49,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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t = tsprites.get(j);
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h = static_cast<DDukeActor*>(t->ownerActor);
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if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast<DDukeActor*>(t->ownerActor)) || t->statnum == STAT_PLAYER)
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if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast<DDukeActor*>(t->ownerActor)) || t->statnum == STAT_PLAYER)
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{
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if (h->sector()->shadedsector == 1 && h->spr.statnum != 1)
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{
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@ -201,7 +201,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
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{
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DAngle aang = mapangle(abase);
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bool gotshrinker, gotfreezer;
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bool gotshrinker = false, gotfreezer = false;
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static const int aimstats[] = { STAT_PLAYER, STAT_DUMMYPLAYER, STAT_ACTOR, STAT_ZOMBIEACTOR };
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DAngle a = actor->spr.Angles.Yaw;
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@ -266,12 +266,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
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DDukeActor* aimed = nullptr;
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// if(actor->isPlayer() && ps[actor->PlayerIndex()].aim_mode) return -1;
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if (isRR())
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{
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gotshrinker = false;
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gotfreezer = false;
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}
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else if (actor->isPlayer())
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if (!isRR() && actor->isPlayer())
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{
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const auto plr = getPlayer(actor->PlayerIndex());
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@ -48,7 +48,7 @@ BEGIN_DUKE_NS
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void prelevel_d(int g, TArray<DDukeActor*>& actors)
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{
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int j, lotaglist;
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unsigned j;
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TArray<short> lotags;
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prelevel_common(g);
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@ -85,7 +85,6 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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spriteinit(actor, actors);
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}
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}
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lotaglist = 0;
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it.Reset(STAT_DEFAULT);
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while (auto actor = it.Next())
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@ -43,8 +43,7 @@ BEGIN_DUKE_NS
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void prelevel_r(int g, TArray<DDukeActor*>& actors)
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{
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DDukePlayer* p;
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int j;
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int lotaglist;
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unsigned j;
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TArray<short> lotags;
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int speed = 0;
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int dist;
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@ -235,8 +234,6 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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}
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}
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lotaglist = 0;
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it.Reset(STAT_DEFAULT);
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while (auto ac = it.Next())
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{
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@ -391,6 +391,7 @@ MOVEEND:
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hitactor = coll.actor();
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goto HITSPRITE;
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}
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break;
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default:
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if (coll.exbits)
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goto HITSECT;
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@ -69,7 +69,7 @@ public:
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Type& operator[](size_t index)
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{
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return DataList[index];
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return DataList[std::min(index, (size_t)count-1)];
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}
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void Serialize(FSerializer& arc, const char* key)
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@ -775,7 +775,7 @@ static void doPickupWeapon(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor,
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static void doPickupHealth(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
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{
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if (!pPickupActor->spr.hitag || nAmount > 0 && pPlayer->nHealth >= 800)
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if (!pPickupActor->spr.hitag || (nAmount > 0 && pPlayer->nHealth >= 800))
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return;
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int tintRed = 0, tintGreen = 16;
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@ -126,7 +126,7 @@ static TMap<FName, TArray<Seq>> FileSeqMap;
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//
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//---------------------------------------------------------------------------
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const TArray<Seq>* const getFileSeqs(const FName nSeqFile)
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TArray<Seq>* getFileSeqs(const FName nSeqFile)
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{
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return FileSeqMap.CheckKey(nSeqFile);
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}
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@ -46,7 +46,7 @@ struct SeqFrame
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return chunks.Size() ? chunks[0].tex : FNullTextureID();
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}
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const void playSound(DExhumedActor* const pActor) const
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void playSound(DExhumedActor* const pActor) const
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{
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if (sound == -1)
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return;
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@ -84,9 +84,9 @@ void seq_PlotSequence(const int nSprite, const FName seqFile, const int16_t seqI
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void seq_PlotArrowSequence(const int nSprite, const FName seqFile, const int16_t seqIndex, const int frameIndex);
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void seq_DrawPilotLightSeq(double xPos, double yPos, double nAngle);
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const TArray<Seq>* const getFileSeqs(const FName nSeqFile);
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TArray<Seq>* getFileSeqs(const FName nSeqFile);
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inline const Seq* const getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0)
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inline Seq* getSequence(const FName nSeqFile, const unsigned nSeqIndex = 0)
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{
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return getFileSeqs(nSeqFile)->Data(nSeqIndex);
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}
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@ -412,7 +412,7 @@ void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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{
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if (pos != nullptr)
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{
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DVector3 campos;
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DVector3 campos{};
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if (nSnakeCam > -1)
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{
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Snake* pSnake = &SnakeList[nSnakeCam];
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@ -487,8 +487,8 @@ void GameInterface::UpdateSounds()
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const auto pActor = getPlayer(nLocalPlayer)->GetActor();
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DVector3 pos;
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DAngle ang;
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DVector3 pos{};
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DAngle ang{};
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if (nSnakeCam > -1)
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{
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Snake* pSnake = &SnakeList[nSnakeCam];
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@ -2129,6 +2129,7 @@ struct ANIM
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case ANIM_Spritez:
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if (animactor == nullptr) return;
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animactor->spr.pos.Z = value;
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break;
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case ANIM_Userz:
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if (animactor == nullptr) return;
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animactor->user.pos.Z = value;
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