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Use native_t instead of bssize_t in gameexec.cpp
git-svn-id: https://svn.eduke32.com/eduke32@6575 1a8010ca-5511-0410-912e-c29ae57300e0
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fcfac7c1d9
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1 changed files with 35 additions and 34 deletions
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@ -304,7 +304,7 @@ int32_t A_Dodge(spritetype * const pSprite)
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vec2_t const msin = { sintable[(pSprite->ang + 512) & 2047], sintable[pSprite->ang & 2047] };
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for (bssize_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
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for (native_t nexti, SPRITES_OF_STAT_SAFE(STAT_PROJECTILE, i, nexti)) //weapons list
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{
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if (OW(i) == i)
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continue;
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@ -337,7 +337,7 @@ int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv)
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int const angIncs = tabledivide32_noinline(2048, angDiv);
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hitdata_t hit;
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for (bssize_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
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for (native_t j = pSprite->ang; j < (2048 + pSprite->ang); j += angIncs)
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{
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pSprite->z -= ZOFFSET3;
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hitscan((const vec3_t *)pSprite, pSprite->sectnum,
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@ -369,7 +369,7 @@ int A_FurthestVisiblePoint(int const spriteNum, uspritetype * const ts, vec2_t *
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int const angincs = 128;
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// ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) ? 2048 / 2 : tabledivide32_noinline(2048, 1 + (krand() & 1));
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for (bssize_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
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for (native_t j = ts->ang; j < (2048 + ts->ang); j += (angincs /*-(krand()&511)*/))
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{
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ts->z -= ZOFFSET2;
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hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j + 512) & 2047], sintable[j & 2047],
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@ -846,7 +846,7 @@ static void P_AddWeaponMaybeSwitch(DukePlayer_t * const ps, int const weaponNum)
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int new_wchoice = -1;
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int curr_wchoice = -1;
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for (bssize_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
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for (native_t i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
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{
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int w = g_player[playerNum].wchoice[i];
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@ -3283,7 +3283,7 @@ nullquote:
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int32_t values[8];
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G_GetTimeDate(values);
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for (bssize_t i = 0; i < 8; i++)
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for (native_t i = 0; i < 8; i++)
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Gv_SetVarX(*insptr++, values[i]);
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continue;
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@ -3419,7 +3419,7 @@ nullquote:
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int debrisTile = *insptr++;
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if ((unsigned)vm.pSprite->sectnum < MAXSECTORS)
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for (bssize_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
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for (native_t cnt = (*insptr) - 1; cnt >= 0; cnt--)
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{
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int const tileOffset = (vm.pSprite->picnum == BLIMP && debrisTile == SCRAP1) ? 0 : (krand() % 3);
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@ -4351,7 +4351,7 @@ finish_qsprintf:
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case CON_CHECKAVAILINVEN:
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{
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insptr++;
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size_t const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum;
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int const playerNum = (*insptr++ != g_thisActorVarID) ? Gv_GetVarX(*insptr) : vm.playerNum;
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if (EDUKE32_PREDICT_FALSE((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers))
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{
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@ -4494,12 +4494,12 @@ finish_qsprintf:
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if (flags & GAMEARRAY_UNSIGNED)
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{
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for (size_t i = 0; i < numElements; ++i)
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for (unative_t i = 0; i < numElements; ++i)
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pValues[i] = ((uint32_t *)pArray)[i];
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}
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else
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{
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for (size_t i = 0; i < numElements; ++i)
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for (unative_t i = 0; i < numElements; ++i)
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pValues[i] = ((int32_t *)pArray)[i];
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}
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@ -4555,7 +4555,7 @@ finish_qsprintf:
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size_t const numDiskBytes = numElements * sizeof(int32_t);
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int32_t *const pArray = (int32_t *)Xmalloc(numDiskBytes);
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for (size_t k = 0; k < numElements; ++k)
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for (unative_t k = 0; k < numElements; ++k)
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pArray[k] = Gv_GetArrayValue(arrayNum, k);
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Bfwrite(pArray, 1, numDiskBytes, fil);
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@ -5189,16 +5189,17 @@ finish_qsprintf:
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case CON_FOR: // special-purpose iteration
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insptr++;
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{
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int const returnVar = *insptr++;
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int const iterType = *insptr++;
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int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++);
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intptr_t const *const pEnd = insptr + *insptr;
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intptr_t const *const pNext = ++insptr;
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int const returnVar = *insptr++;
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int const iterType = *insptr++;
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int const nIndex = iterType <= ITER_DRAWNSPRITES ? 0 : Gv_GetVarX(*insptr++);
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intptr_t const *const pEnd = insptr + *insptr;
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intptr_t const *const pNext = ++insptr;
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switch (iterType)
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{
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case ITER_ALLSPRITES:
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for (bssize_t jj=0; jj<Numsprites; ++jj)
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for (native_t jj=0; jj<Numsprites; ++jj)
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{
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if (sprite[jj].statnum == MAXSTATUS)
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continue;
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@ -5209,7 +5210,7 @@ finish_qsprintf:
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}
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break;
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case ITER_ALLSECTORS:
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for (bssize_t jj=0; jj<numsectors; ++jj)
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for (native_t jj=0; jj<numsectors; ++jj)
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{
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Gv_SetVarX(returnVar, jj);
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insptr = pNext;
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@ -5217,7 +5218,7 @@ finish_qsprintf:
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}
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break;
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case ITER_ALLWALLS:
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for (bssize_t jj=0; jj<numwalls; ++jj)
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for (native_t jj=0; jj<numwalls; ++jj)
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{
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Gv_SetVarX(returnVar, jj);
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insptr = pNext;
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@ -5226,7 +5227,7 @@ finish_qsprintf:
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break;
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case ITER_ACTIVELIGHTS:
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#ifdef POLYMER
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for (bssize_t jj=0; jj<PR_MAXLIGHTS; ++jj)
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for (native_t jj=0; jj<PR_MAXLIGHTS; ++jj)
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{
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if (!prlights[jj].flags.active)
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continue;
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@ -5240,7 +5241,7 @@ finish_qsprintf:
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case ITER_DRAWNSPRITES:
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{
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for (bssize_t ii=0; ii<spritesortcnt; ii++)
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for (native_t ii=0; ii<spritesortcnt; ii++)
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{
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Gv_SetVarX(returnVar, ii);
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insptr = pNext;
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@ -5251,7 +5252,7 @@ finish_qsprintf:
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case ITER_SPRITESOFSECTOR:
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if ((unsigned)nIndex >= MAXSECTORS) goto badindex;
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for (bssize_t jj=headspritesect[nIndex]; jj>=0;)
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for (native_t jj=headspritesect[nIndex]; jj>=0;)
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{
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int const kk=nextspritesect[jj];
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Gv_SetVarX(returnVar, jj);
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@ -5262,7 +5263,7 @@ finish_qsprintf:
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break;
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case ITER_SPRITESOFSTATUS:
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if ((unsigned) nIndex >= MAXSTATUS) goto badindex;
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for (bssize_t jj=headspritestat[nIndex]; jj>=0;)
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for (native_t jj=headspritestat[nIndex]; jj>=0;)
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{
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int const kk=nextspritestat[jj];
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Gv_SetVarX(returnVar, jj);
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@ -5273,7 +5274,7 @@ finish_qsprintf:
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break;
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case ITER_WALLSOFSECTOR:
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if ((unsigned) nIndex >= MAXSECTORS) goto badindex;
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for (bssize_t jj=sector[nIndex].wallptr, endwall=jj+sector[nIndex].wallnum-1;
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for (native_t jj=sector[nIndex].wallptr, endwall=jj+sector[nIndex].wallnum-1;
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jj<=endwall; jj++)
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{
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Gv_SetVarX(returnVar, jj);
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@ -5295,7 +5296,7 @@ finish_qsprintf:
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}
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break;
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case ITER_RANGE:
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for (bssize_t jj=0; jj<nIndex; jj++)
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for (native_t jj=0; jj<nIndex; jj++)
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{
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Gv_SetVarX(returnVar, jj);
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insptr = pNext;
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@ -5855,7 +5856,7 @@ void G_SaveMapState(void)
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save->g_globalRandom = g_globalRandom;
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#if !defined LUNATIC
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for (bssize_t i=g_gameVarCount-1; i>=0; i--)
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for (native_t i=g_gameVarCount-1; i>=0; i--)
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{
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if (aGameVars[i].flags & GAMEVAR_NORESET) continue;
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if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
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@ -5873,7 +5874,7 @@ void G_SaveMapState(void)
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else save->vars[i] = (intptr_t *)aGameVars[i].global;
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}
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for (bssize_t i=g_gameArrayCount-1; i>=0; i--)
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for (native_t i=g_gameArrayCount-1; i>=0; i--)
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{
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if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
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continue;
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@ -5910,7 +5911,7 @@ void G_RestoreMapState(void)
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{
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int playerHealth[MAXPLAYERS];
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for (bssize_t i=0; i<g_mostConcurrentPlayers; i++)
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for (native_t i=0; i<g_mostConcurrentPlayers; i++)
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playerHealth[i] = sprite[g_player[i].ps->i].extra;
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pub = NUMPAGES;
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@ -5933,7 +5934,7 @@ void G_RestoreMapState(void)
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if (g_currentEventExec == EVENT_ANIMATESPRITES)
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{
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initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum);
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for (bssize_t i=0; i<MAXSPRITES; i++)
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for (native_t i=0; i<MAXSPRITES; i++)
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spriteext[i].tspr = NULL;
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}
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#endif
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@ -5986,7 +5987,7 @@ void G_RestoreMapState(void)
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g_globalRandom = pSavedState->g_globalRandom;
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#if !defined LUNATIC
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for (bssize_t i=g_gameVarCount-1; i>=0; i--)
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for (native_t i=g_gameVarCount-1; i>=0; i--)
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{
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if (aGameVars[i].flags & GAMEVAR_NORESET) continue;
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if (aGameVars[i].flags & GAMEVAR_PERPLAYER)
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@ -6002,7 +6003,7 @@ void G_RestoreMapState(void)
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else aGameVars[i].global = (intptr_t)pSavedState->vars[i];
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}
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for (bssize_t i=g_gameArrayCount-1; i>=0; i--)
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for (native_t i=g_gameArrayCount-1; i>=0; i--)
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{
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if ((aGameArrays[i].flags & GAMEARRAY_RESTORE) == 0)
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continue;
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@ -6027,14 +6028,14 @@ void G_RestoreMapState(void)
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// - walk forward (to door leading to other level "Shadowpine Forest")
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// - in new level, walk backward to get back to the Spider Den
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// - walk backward to the door leading to Shadowpine Forest --> crash.
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for (bssize_t SPRITES_OF(STAT_PLAYER, i))
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for (native_t SPRITES_OF(STAT_PLAYER, i))
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{
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int32_t snum = P_Get(i);
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Bassert((unsigned)snum < MAXPLAYERS);
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g_player[snum].ps->i = i;
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}
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for (bssize_t i=0; i<g_mostConcurrentPlayers; i++)
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for (native_t i=0; i<g_mostConcurrentPlayers; i++)
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sprite[g_player[i].ps->i].extra = playerHealth[i];
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if (g_player[myconnectindex].ps->over_shoulder_on != 0)
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@ -6048,7 +6049,7 @@ void G_RestoreMapState(void)
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if (ud.lockout)
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{
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for (bssize_t x=g_animWallCnt-1; x>=0; x--)
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for (native_t x=g_animWallCnt-1; x>=0; x--)
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switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
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{
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case FEMPIC1__STATIC:
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@ -6063,7 +6064,7 @@ void G_RestoreMapState(void)
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#if 0
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else
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{
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for (bssize_t x=g_numAnimWalls-1; x>=0; x--)
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for (native_t x=g_numAnimWalls-1; x>=0; x--)
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if (wall[animwall[x].wallnum].extra >= 0)
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wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
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}
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