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https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
renamed all signed and unsigned chars to int8_t/uint8_t.
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parent
0eba3335c6
commit
e2faeec2ce
13 changed files with 31 additions and 31 deletions
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@ -1429,7 +1429,7 @@ void updatesectorz(int32_t const x, int32_t const y, int32_t const z, int* const
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*sectnum = -1;
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}
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void updatesectorneighbor(int32_t const x, int32_t const y, int16_t * const sectnum, int32_t initialMaxDistance /*= INITIALUPDATESECTORDIST*/, int32_t maxDistance /*= MAXUPDATESECTORDIST*/)
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void updatesectorneighbor(int32_t const x, int32_t const y, int * const sectnum, int32_t initialMaxDistance /*= INITIALUPDATESECTORDIST*/, int32_t maxDistance /*= MAXUPDATESECTORDIST*/)
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{
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int const initialsectnum = *sectnum;
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@ -1572,8 +1572,8 @@ void moveweapons_r(void)
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void movetransports_r(void)
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{
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char warpdir, warpspriteto;
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short k, p, sectlotag;
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uint8_t warpdir, warpspriteto;
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int k, p, sectlotag;
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int ll2, ll, onfloorz;
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Collision coll;
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@ -415,7 +415,7 @@ void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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{
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l = s->z - ps[p].GetActor()->floorz + (3 << 8);
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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s->yoffset = (signed char)(l / (s->yrepeat << 2));
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s->yoffset = (int8_t)(l / (s->yrepeat << 2));
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else s->yoffset = 0;
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}
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@ -465,7 +465,7 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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{
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l = s->z - ps[p].GetActor()->floorz + (3 << 8);
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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s->yoffset = (signed char)(l / (s->yrepeat << 2));
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s->yoffset = (int8_t)(l / (s->yrepeat << 2));
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else s->yoffset = 0;
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}
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@ -66,7 +66,7 @@ static int ccmd_spawn(CCmdFuncPtr parm)
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case 3: // cstat
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cstat = (unsigned short)atol(parm->parms[2]); set |= 2;
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case 2: // pal
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pal = (unsigned char)atol(parm->parms[1]); set |= 1;
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pal = (uint8_t)atol(parm->parms[1]); set |= 1;
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case 1: // tile number
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if (isdigit(parm->parms[0][0])) {
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picnum = (unsigned short)atol(parm->parms[0]);
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@ -206,7 +206,7 @@ inline int hitscan(int x, int y, int z, int sectnum, int32_t vx, int32_t vy, int
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return res;
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}
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inline void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange,
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inline void neartag(int32_t xs, int32_t ys, int32_t zs, int sectnum, int ange,
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int* neartagsector, int* neartagwall, DDukeActor** neartagsprite,
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int32_t* neartaghitdist, int32_t neartagrange, uint8_t tagsearch)
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{
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@ -169,7 +169,7 @@ int furthestangle(DDukeActor* snum, int angDiv);
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void getglobalz(DDukeActor* s);
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void OnEvent(int id, int pnum = -1, DDukeActor* snum = nullptr, int dist = -1);
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DDukeActor* EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, DDukeActor* s_ow, signed char s_ss);
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DDukeActor* EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, int8_t s_s, int8_t s_xr, int8_t s_yr, short s_a, short s_ve, int s_zv, DDukeActor* s_ow, int8_t s_ss);
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void ceilingglass(DDukeActor* snum, int sectnum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void lotsofcolourglass(DDukeActor* snum, int wallNum, int cnt);
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@ -215,7 +215,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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void drawoverlays(double smoothratio)
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{
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unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
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uint8_t fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
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struct player_struct* pp;
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int cposx, cposy, cang;
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@ -2971,7 +2971,7 @@ int ConCompiler::parsecommand()
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}
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#endif
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// syntax:
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// int x, int y, short tilenum, signed char shade, char orientation
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// int x, int y, short tilenum, int8_t shade, char orientation
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// myospal adds char pal
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// Parse: x
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@ -221,7 +221,7 @@ void displayweapon_d(int snum, double smoothratio)
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int i, j;
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int o, pal;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, kickback_pic, random_club_frame, hard_landing, look_anghalf, horiz16th, plravel;
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signed char shade;
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int8_t shade;
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struct player_struct *p;
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p = &ps[snum];
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@ -813,7 +813,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayhandremote = [&]()
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{
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signed char remote_frames[] = { 0,1,1,2,1,1,0,0,0,0,0 };
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int8_t remote_frames[] = { 0,1,1,2,1,1,0,0,0,0,0 };
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weapon_xoffset = -48;
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@ -111,7 +111,7 @@ void displayweapon_r(int snum, double smoothratio)
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int i, j;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, look_anghalf, hard_landing, TiltStatus;
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char o,pal;
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signed char shade;
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int8_t shade;
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auto p = &ps[snum];
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auto kb = &p->kickback_pic;
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@ -825,7 +825,7 @@ void displayweapon_r(int snum, double smoothratio)
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}
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else
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{
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signed char kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
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int8_t kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
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short frm = kb_frames[*kb];
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rd2myospal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + frm, shade, o, 0);
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@ -49,7 +49,7 @@ BEGIN_DUKE_NS
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//
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//---------------------------------------------------------------------------
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DDukeActor* EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, DDukeActor* s_ow, signed char s_ss)
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DDukeActor* EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, int8_t s_s, int8_t s_xr, int8_t s_yr, short s_a, short s_ve, int s_zv, DDukeActor* s_ow, int8_t s_ss)
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{
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int const i = insertsprite(whatsect, s_ss);
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@ -13,7 +13,7 @@ struct STATUSBARTYPE
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{
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short frag[MAXPLAYERS], got_access, last_extra, shield_amount, curr_weapon;
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short ammo_amount[MAX_WEAPONS];
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unsigned char inven_icon, jetpack_on, heat_on;
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uint8_t inven_icon, jetpack_on, heat_on;
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short firstaid_amount, steroids_amount, holoduke_amount, jetpack_amount;
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short heat_amount, scuba_amount, boot_amount;
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short last_weapon, weapon_pos, kickback_pic;
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@ -124,9 +124,9 @@ struct TileInfo
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struct user_defs
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{
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unsigned char god, cashman, eog;
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unsigned char clipping;
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unsigned char user_pals[MAXPLAYERS];
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uint8_t god, cashman, eog;
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uint8_t clipping;
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uint8_t user_pals[MAXPLAYERS];
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short from_bonus;
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short last_level, secretlevel;
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@ -181,8 +181,8 @@ struct player_struct
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int oweapon_sway;
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short weapon_pos, kickback_pic, random_club_frame;
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short oweapon_pos, okickback_pic, orandom_club_frame;
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unsigned char hard_landing;
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unsigned char ohard_landing;
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uint8_t hard_landing;
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uint8_t ohard_landing;
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// Store current psectlotag as determined in processinput() for use with scaling angle aiming.
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short psectlotag;
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@ -223,20 +223,20 @@ struct player_struct
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short pycount, frag_ps;
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short transporter_hold, last_full_weapon, footprintshade, boot_amount;
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unsigned char on_warping_sector, footprintcount;
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unsigned char hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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uint8_t on_warping_sector, footprintcount;
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uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
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char name[32];
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unsigned char inven_icon, buttonpalette;
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uint8_t inven_icon, buttonpalette;
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unsigned char jetpack_on, spritebridge, lastrandomspot;
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unsigned char scuba_on, footprintpal, heat_on;
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uint8_t jetpack_on, spritebridge, lastrandomspot;
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uint8_t scuba_on, footprintpal, heat_on;
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unsigned char holster_weapon;
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unsigned char falling_counter;
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unsigned char refresh_inventory;
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uint8_t holster_weapon;
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uint8_t falling_counter;
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uint8_t refresh_inventory;
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unsigned char toggle_key_flag, knuckle_incs; // ,select_dir;
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unsigned char walking_snd_toggle, palookup;
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uint8_t toggle_key_flag, knuckle_incs; // ,select_dir;
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uint8_t walking_snd_toggle, palookup;
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bool quick_kick_msg;
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int max_secret_rooms, secret_rooms, max_actors_killed, actors_killed;
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