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https://github.com/ZDoom/Raze.git
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- fixed remaining SW warnings.
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parent
1085b0b7a2
commit
fb21e39de5
17 changed files with 187 additions and 182 deletions
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@ -1554,13 +1554,13 @@ DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist)
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if (sop->drive_angspeed)
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{
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float drive_oavel = pp->drive_avel;
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pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
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pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
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avel = pp->drive_avel;
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}
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else
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{
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avel = avel * synctics * 0.125;
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avel *= synctics * 0.125f;
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}
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if (avel != 0)
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@ -1583,13 +1583,13 @@ DoPlayerTurnVehicleRect(PLAYERp pp, int *x, int *y, int *ox, int *oy)
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if (sop->drive_angspeed)
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{
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float drive_oavel = pp->drive_avel;
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pp->drive_avel = (MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
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pp->drive_avel = float((MulScaleF(pp->input.avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
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avel = pp->drive_avel;
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}
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else
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{
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avel = pp->input.avel * synctics * 0.125;
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avel = pp->input.avel * synctics * 0.125f;
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}
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if (avel != 0)
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@ -1612,13 +1612,13 @@ DoPlayerTurnTurret(PLAYERp pp, float avel)
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if (sop->drive_angspeed)
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{
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float drive_oavel = pp->drive_avel;
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pp->drive_avel = (MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide;
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pp->drive_avel = float((MulScaleF(avel, sop->drive_angspeed, 16) + (drive_oavel * (sop->drive_angslide - 1))) / sop->drive_angslide);
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avel = pp->drive_avel;
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}
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else
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{
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avel = avel * synctics * 0.25;
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avel = avel * synctics * 0.25f;
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}
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if (fabs(avel) >= FLT_EPSILON)
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@ -2458,7 +2458,7 @@ void DoTankTreads(PLAYERp pp)
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for (sectp = pp->sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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SectIterator it(*sectp - sector);
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SectIterator it(int(*sectp - sector));
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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@ -2694,7 +2694,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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// if it ends up actually in the drivable sector kill it
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for (sectp = sop->sectp; *sectp; sectp++)
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{
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SectIterator it((*sectp) - sector);
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SectIterator it(int(*sectp - sector));
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while ((i = it.NextIndex()) >= 0)
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{
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sp = &sprite[i];
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@ -2861,7 +2861,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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else
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u->ret = 0;
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VehicleMoveHit(sp - sprite);
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VehicleMoveHit(short(sp - sprite));
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}
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if (!TEST(sop->flags, SOBJ_NO_QUAKE))
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@ -2906,7 +2906,7 @@ DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 13000)
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{
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VehicleMoveHit(sp - sprite);
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VehicleMoveHit(short(sp - sprite));
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pp->slide_xvect = -pp->xvect<<1;
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pp->slide_yvect = -pp->yvect<<1;
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if (!TEST(sop->flags, SOBJ_NO_QUAKE))
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@ -4809,7 +4809,7 @@ DoPlayerDive(PLAYERp pp)
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int nx,ny;
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PlaySound(DIGI_BUBBLES, pp, v3df_none);
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bubble = SpawnBubble(pp->SpriteP - sprite);
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bubble = SpawnBubble(short(pp->SpriteP - sprite));
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if (bubble >= 0)
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{
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bp = &sprite[bubble];
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@ -7318,7 +7318,7 @@ void
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PlayerSpawnPosition(PLAYERp pp)
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{
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SPRITEp sp;
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short pnum = pp - Player;
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short pnum = short(pp - Player);
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short spawn_sprite = 0, pos_num = pnum;
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int fz,cz;
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int i;
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