mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- another bunch of type conversion warnings fixed.
the ones in the findplayer functions are not critical in singleplayer.
This commit is contained in:
parent
902f8c9706
commit
98e2fecd37
17 changed files with 29 additions and 31 deletions
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@ -1281,7 +1281,7 @@ public:
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return TAngle(f * (90. / 0x40000000));
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}
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static constexpr TAngle fromBuild(int bang)
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static constexpr TAngle fromBuild(double bang)
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{
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return TAngle(bang * (90. / 512));
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}
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@ -118,7 +118,7 @@ void StompSeqCallback(int, DBloodActor* actor)
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if (nDist2 <= 0)
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nDamage = nBaseDamage + nBaseDamage2;
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else
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nDamage = nBaseDamage + nBaseDamage2 * ((nDist - nDist2) / nDist);
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nDamage = nBaseDamage + int(nBaseDamage2 * ((nDist - nDist2) / nDist));
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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@ -145,7 +145,7 @@ void StompSeqCallback(int, DBloodActor* actor)
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if (nDist2 <= 0)
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nDamage = nBaseDamage + nBaseDamage2;
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else
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nDamage = nBaseDamage + nBaseDamage2 * ((nDist - nDist2) / nDist);
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nDamage = nBaseDamage + int(nBaseDamage2 * ((nDist - nDist2) / nDist));
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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@ -461,9 +461,9 @@ void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, D
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}
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else
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{
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pGib->vel.X = Random2F((pVel->X * 17179869184.) / 120);
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pGib->vel.Y = Random2F((pVel->Y * 17179869184.) / 120);
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pGib->vel.Z = -Random2F((pVel->Z * 17179869184.) / 120);
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pGib->vel.X = Random2F(int((pVel->X * 17179869184.) / 120));
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pGib->vel.Y = Random2F(int((pVel->Y * 17179869184.) / 120));
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pGib->vel.Z = -Random2F(int((pVel->Z * 17179869184.) / 120));
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}
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}
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}
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@ -2530,7 +2530,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
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pWall->allocX();
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break;
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case 2:
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pWall->sectorp()->slopewallofs = max<int>(pWall - pWall->sectorp()->firstWall(), 0);
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pWall->sectorp()->slopewallofs = max<int>(int(pWall - pWall->sectorp()->firstWall()), 0);
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break;
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}
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}
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@ -6857,7 +6857,7 @@ void useSectorLightChanger(DBloodActor* sourceactor, sectortype* pSector)
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if (relative)
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pXSector->amplitude = ClipRange(pXSector->amplitude + sourceactor->xspr.data2, -127, 127);
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else
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pXSector->amplitude = sourceactor->xspr.data2;
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pXSector->amplitude = (int8_t)sourceactor->xspr.data2;
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}
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if (valueIsBetween(sourceactor->xspr.data3, -1, 32767))
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@ -291,8 +291,8 @@ void DoSectorPanning(void)
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int yBits = tileHeight(nTile) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 0);
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double px = angle.Cos() * (speed << 2) / xBits;
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double py = angle.Sin() * (speed << 2) / xBits;
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pSector->addfloorxpan(px * (1.f / 256));
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pSector->addfloorypan(-py * (1.f / 256));
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pSector->addfloorxpan((float)px * (1.f / 256));
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pSector->addfloorypan(-(float)py * (1.f / 256));
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}
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if (pXSector->panCeiling) // Ceiling
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{
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@ -303,8 +303,8 @@ void DoSectorPanning(void)
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int yBits = tileHeight(nTile) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 0);
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double px = angle.Cos() * (speed << 2) / xBits;
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double py = angle.Sin() * (speed << 2) / xBits;
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pSector->addceilingxpan(px * (1.f / 256));
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pSector->addceilingypan(-py * (1.f / 256));
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pSector->addceilingxpan((float)px * (1.f / 256));
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pSector->addceilingypan(-(float)py * (1.f / 256));
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}
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}
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}
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@ -67,7 +67,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
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ang = DAngle::fromDeg(atoi(parm->parms[3])); set |= 4;
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[[fallthrough]];
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case 3: // cstat
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cstat = ESpriteFlags::FromInt(atol(parm->parms[2])); set |= 2;
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cstat = ESpriteFlags::FromInt(atoi(parm->parms[2])); set |= 2;
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[[fallthrough]];
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case 2: // pal
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pal = (uint8_t)atol(parm->parms[1]); set |= 1;
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@ -749,7 +749,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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if (isWorldTour()) // Twentieth Anniversary World Tour
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{
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float siz = actor->spr.scale.Y * 0.8;
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double siz = actor->spr.scale.Y * 0.8;
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spawnofs *= siz;
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aoffs *= siz;
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}
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@ -2820,7 +2820,7 @@ void processinput_d(int snum)
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if (p->GetActor()->spr.scale.X < 0.625 && p->jetpack_on == 0)
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{
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p->ofistsign = p->fistsign;
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p->fistsign += p->GetActor()->vel.X * 16;
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p->fistsign += int(p->GetActor()->vel.X * 16);
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}
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if (p->transporter_hold > 0)
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@ -2721,7 +2721,7 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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spawned->spr.pos.Z += 8;
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}
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int hd = hits(p->GetActor());
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double hd = hits(p->GetActor());
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if (hd < 32)
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{
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spawned->spr.angle += DAngle180;
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@ -3498,7 +3498,7 @@ void processinput_r(int snum)
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if (p->GetActor()->spr.scale.X < 0.125 && p->jetpack_on == 0)
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{
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p->ofistsign = p->fistsign;
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p->fistsign += p->GetActor()->vel.X * 16;
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p->fistsign += int(p->GetActor()->vel.X * 16);
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}
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if (p->transporter_hold > 0)
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@ -361,7 +361,7 @@ void operateweapon_ww(int snum, ESyncBits actions)
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spawned->spr.pos.Z += 8;
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}
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int hd = hits(p->GetActor());
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double hd = hits(p->GetActor());
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if (hd < 32)
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{
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spawned->spr.angle += DAngle180;
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@ -238,7 +238,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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setgamepalette(BASEPAL);
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float fov = r_fov;
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float fov = (float)r_fov;
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auto sect = p->cursector;
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DDukeActor* viewer;
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@ -222,7 +222,6 @@ bool isanearoperator(int lotag)
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int findplayer(const DDukeActor* actor, double* d)
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{
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int j, closest_player;
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int x;
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const auto s = actor->spr.pos;
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if (ud.multimode < 2)
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@ -236,7 +235,7 @@ int findplayer(const DDukeActor* actor, double* d)
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for (j = connecthead; j >= 0; j = connectpoint2[j])
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{
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x = (ps[j].opos - s).plusZ(28).Sum();
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double x = (ps[j].opos - s).plusZ(28).Sum();
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if (x < closest && ps[j].GetActor()->spr.extra > 0)
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{
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closest_player = j;
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@ -257,7 +256,6 @@ int findplayer(const DDukeActor* actor, double* d)
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int findotherplayer(int p, double* d)
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{
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int j, closest_player;
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int x;
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double closest = 0x7fffffff;
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closest_player = p;
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@ -265,7 +263,7 @@ int findotherplayer(int p, double* d)
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for (j = connecthead; j >= 0; j = connectpoint2[j])
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if (p != j && ps[j].GetActor()->spr.extra > 0)
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{
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x = (ps[j].opos - ps[p].pos).Sum();
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double x = (ps[j].opos - ps[p].pos).Sum();
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if (x < closest)
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{
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@ -371,7 +371,7 @@ void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3]
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}
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if ((chanflags & CHANF_LISTENERZ) && type != SOURCE_None)
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{
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pos->Y = campos.Z / 256.f;
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pos->Y = (float)campos.Z / 256.f;
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}
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}
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}
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@ -1010,7 +1010,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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void lotsofglass(DDukeActor *actor, walltype* wal, int n)
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{
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int j, z;
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int j;
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sectortype* sect = nullptr;
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if (wal == nullptr)
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updatesector(DVector3(pos, sect->floorz), §);
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if (sect)
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{
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z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
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double z = sect->floorz - krandf(abs(sect->ceilingz - sect->floorz));
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if (fabs(z) > 32)
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z = actor->spr.pos.Z - 32 + krandf(64);
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DAngle angl = actor->spr.angle - DAngle180;
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@ -723,7 +723,7 @@ void AddFlow(walltype* pWall, int nSpeed, int b)
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int nPic = pWall->picnum;
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sFlowInfo[nFlow].angcos = 0;
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sFlowInfo[nFlow].angsin = b == 2 ? 1 : -1;
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sFlowInfo[nFlow].angsin = b == 2 ? 1.f : -1.f;
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sFlowInfo[nFlow].pWall = pWall;
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sFlowInfo[nFlow].type = b;
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@ -637,11 +637,11 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
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if ((pPlayerActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) && (!(pPlayerActor->spr.cstat & CSTAT_SPRITE_INVISIBLE)))
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{
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int v9 = abs(pPlayerActor->spr.pos.X - pActor->spr.pos.X);
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double v9 = abs(pPlayerActor->spr.pos.X - pActor->spr.pos.X);
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if (v9 < nDistance)
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{
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int v10 = abs(pPlayerActor->spr.pos.Y - pActor->spr.pos.Y);
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double v10 = abs(pPlayerActor->spr.pos.Y - pActor->spr.pos.Y);
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if (v10 < nDistance && cansee(pPlayerActor->spr.pos.plusZ(-30), pPlayerActor->sector(), pActor->spr.pos.plusZ(-GetActorHeight(pActor)), pSector))
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{
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@ -1166,7 +1166,7 @@ sectdone:
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PlayerList[nPlayer].ototalvel = PlayerList[nPlayer].totalvel;
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PlayerList[nPlayer].totalvel = playerPos.Length() * 16;
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PlayerList[nPlayer].totalvel = int(playerPos.Length() * worldtoint);
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auto pViewSect = pPlayerActor->sector();
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@ -700,7 +700,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECT* sop)
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KillActor(BoundActor);
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// set radius for explosion checking - based on bounding box
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child->user.Radius = ((vhigh.X - vlow.X) + (vhigh.Y - vlow.Y)) * (0.75 * 0.25) * worldtoint; // trying to get it a good size
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child->user.Radius = int(((vhigh.X - vlow.X) + (vhigh.Y - vlow.Y)) * (0.75 * 0.25) * worldtoint); // trying to get it a good size
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// search for center sprite if it exists
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