Replaced uint with unsigned int
This commit is contained in:
parent
b2c57b6656
commit
649ddd7774
31 changed files with 86 additions and 90 deletions
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@ -1313,7 +1313,7 @@ void DAutomap::changeWindowLoc ()
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void DAutomap::startDisplay()
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{
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uint pnum;
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unsigned int pnum;
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f_oldloc.x = FLT_MAX;
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amclock = 0;
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@ -2809,7 +2809,7 @@ void DAutomap::drawPlayers ()
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mpoint_t pt;
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DAngle angle;
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uint i;
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unsigned int i;
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if (!multiplayer)
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{
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@ -207,7 +207,7 @@ dap::ResponseOrError<dap::SetBreakpointsResponse> BreakpointManager::SetBreakpoi
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found.pop();
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continue;
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}
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for (uint i = 0; i < func->LineInfoCount; i++)
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for (unsigned int i = 0; i < func->LineInfoCount; i++)
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{
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if (func->LineInfo[i].LineNumber == line)
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{
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@ -453,7 +453,7 @@ dap::ResponseOrError<dap::SetInstructionBreakpointsResponse> BreakpointManager::
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dap::SetInstructionBreakpointsResponse response;
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ClearBreakpointsType(BreakpointInfo::Type::Instruction);
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for (uint i = 0; i < breakpoints.size(); i++)
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for (unsigned int i = 0; i < breakpoints.size(); i++)
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{
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auto &bp = breakpoints[i];
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void *srcAddress = (void *)(std::stoull(bp.instructionReference.substr(2), nullptr, 16));
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@ -337,7 +337,7 @@ dap::array<dap::Breakpoint> DebugExecutionManager::SetExceptionBreakpointFilters
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{
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m_exceptionFilters.clear();
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dap::array<dap::Breakpoint> breakpoints;
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for (uint i = 0; i < filterIds.size(); i++)
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for (unsigned int i = 0; i < filterIds.size(); i++)
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{
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auto breakpoint = dap::Breakpoint();
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int64_t id = (int64_t)DebugExecutionManager::GetFilterID(filterIds[i]);
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@ -67,7 +67,7 @@ bool StackFrameStateNode::SerializeToProtocol(dap::StackFrame &stackFrame, PexCa
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{
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// end of the function, get the max line number
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int max_line = 0;
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for (uint i = 0; i < scriptFunction->LineInfoCount; i++)
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for (unsigned int i = 0; i < scriptFunction->LineInfoCount; i++)
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{
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if (scriptFunction->LineInfo[i].LineNumber > max_line)
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{
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@ -25,10 +25,6 @@ typedef int32_t fixed_t;
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typedef uint32_t angle_t;
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#ifdef _WIN32
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typedef unsigned int uint;
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#endif
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#if defined(__GNUC__)
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// With versions of GCC newer than 4.2, it appears it was determined that the
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// cost of an unaligned pointer on PPC was high enough to add padding to the
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@ -78,4 +74,4 @@ template<typename T>
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T clamp(T val, T minval, T maxval)
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{
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return std::max<T>(std::min<T>(val, maxval), minval);
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}
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}
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@ -254,7 +254,7 @@ CCMD (chase)
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{
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if (demoplayback)
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{
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uint i;
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unsigned int i;
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if (chasedemo)
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{
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@ -261,7 +261,7 @@ CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
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// lowered below somebody's current frag count.
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if (deathmatch && self > 0)
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{
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && self <= D_GetFragCount(&players[i]))
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{
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@ -509,7 +509,7 @@ CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO | CVAR_NOINITCALL)
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if ((self & DF2_NO_AUTOMAP) && automapactive)
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AM_Stop ();
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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player_t *p = &players[i];
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@ -3039,7 +3039,7 @@ static void GC_MarkGameRoots()
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Level->Mark();
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// Mark players.
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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players[i].PropagateMark();
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@ -367,7 +367,7 @@ void Net_ClearBuffers()
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{
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CloseNetwork();
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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playeringame[i] = false;
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players[i].waiting = players[i].inconsistant = false;
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@ -579,7 +579,7 @@ static size_t GetNetBufferSize()
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}
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// Header info
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uint totalBytes = 10;
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unsigned int totalBytes = 10;
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if (NetBuffer[0] & NCMD_QUITTERS)
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totalBytes += NetBuffer[totalBytes] + 1;
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@ -3387,7 +3387,7 @@ CCMD(listmuted)
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}
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bool found = false;
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (MutedClients & ((uint64_t)1u << i))
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{
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@ -265,7 +265,7 @@ int D_PickRandomTeam ()
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int numTeams = 0;
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int team;
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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@ -380,7 +380,7 @@ int D_GetFragCount (player_t *player)
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// Count total frags for this player's team
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int count = 0;
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].userinfo.GetTeam() == team)
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{
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@ -393,7 +393,7 @@ int D_GetFragCount (player_t *player)
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void D_SetupUserInfo ()
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{
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uint i;
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unsigned int i;
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userinfo_t *coninfo;
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// Reset everybody's userinfo to a default state.
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@ -1019,7 +1019,7 @@ void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin)
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CCMD(playerinfo)
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{
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TArray<int> inGame = {};
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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inGame.Push(i);
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@ -347,7 +347,7 @@ CCMD(dumplinktable)
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CCMD(printinv)
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{
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uint pnum = consoleplayer;
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unsigned int pnum = consoleplayer;
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#ifdef _DEBUG
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// Only allow peeking on other players' inventory in debug builds.
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@ -1154,7 +1154,7 @@ void G_Ticker ()
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// do player reborns if needed
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// TODO: These should really be moved to queues.
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (!playeringame[i])
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continue;
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@ -1473,7 +1473,7 @@ double FLevelLocals::PlayersRangeFromSpot (FPlayerStart *spot)
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{
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double closest = INT_MAX;
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double distance;
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uint i;
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unsigned int i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -1569,7 +1569,7 @@ void FLevelLocals::DeathMatchSpawnPlayer (int playernum)
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I_Error ("No deathmatch starts");
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bool hasSpawned = false;
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (PlayerInGame(i) && Players[i]->mo != nullptr && Players[i]->health > 0)
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{
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@ -2604,7 +2604,7 @@ void G_RecordDemo (const char* name)
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void G_BeginRecording (const char *startmap)
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{
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uint i;
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unsigned int i;
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if (startmap == NULL)
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{
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@ -2719,7 +2719,7 @@ bool G_ProcessIFFDemo (FString &mapname)
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bool bodyHit = false;
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int numPlayers = 0;
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int id, len;
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uint i;
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unsigned int i;
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uLong uncompSize = 0;
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uint8_t *nextchunk;
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@ -2992,7 +2992,7 @@ bool G_CheckDemoStatus (void)
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demoplayback = false;
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netgame = false;
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multiplayer = false;
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for (uint i = 1; i < MAXPLAYERS; i++)
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for (unsigned int i = 1; i < MAXPLAYERS; i++)
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playeringame[i] = 0;
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consoleplayer = 0;
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players[0].camera = nullptr;
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@ -454,7 +454,7 @@ UNSAFE_CCMD (open)
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void G_NewInit ()
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{
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uint i;
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unsigned int i;
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// Destory all old player refrences that may still exist
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TThinkerIterator<AActor> it(primaryLevel, NAME_PlayerPawn, STAT_TRAVELLING, false);
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@ -536,7 +536,7 @@ static void InitPlayerClasses ()
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{
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if (!savegamerestore)
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{
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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SinglePlayerClass[i] = players[i].userinfo.GetPlayerClassNum();
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if (SinglePlayerClass[i] < 0 || !playeringame[i])
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@ -557,7 +557,7 @@ static void InitPlayerClasses ()
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void G_InitNew (const char *mapname, bool bTitleLevel)
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{
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bool wantFast;
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uint i;
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unsigned int i;
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// did we have any level before?
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if (primaryLevel->info != nullptr)
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@ -821,7 +821,7 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int inflags,
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D_DrawIcon = "TELEICON";
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}
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for(uint i = 0; i < MAXPLAYERS; i++)
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for(unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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if (PlayerInGame(i))
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{
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@ -1156,7 +1156,7 @@ void G_DoCompleted (void)
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bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo)
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{
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uint i;
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unsigned int i;
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// [RH] Mark this level as having been visited
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if (!(flags & LEVEL_CHANGEMAPCHEAT))
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@ -1381,7 +1381,7 @@ void G_DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool
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void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame)
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{
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MapName = nextmapname;
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uint i;
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unsigned int i;
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if (NextSkill >= 0)
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{
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@ -1482,7 +1482,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
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if (!FromSnapshot)
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{
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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if (PlayerInGame(i) && Players[i]->mo != nullptr)
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P_PlayerStartStomp(Players[i]->mo, !deathmatch);
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@ -1490,7 +1490,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
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}
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// For each player, if they are viewing through a player, make sure it is themselves.
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for (uint ii = 0; ii < MAXPLAYERS; ++ii)
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for (unsigned int ii = 0; ii < MAXPLAYERS; ++ii)
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{
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if (PlayerInGame(ii))
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{
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@ -1621,7 +1621,7 @@ void FLevelLocals::StartTravel ()
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if (deathmatch)
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return;
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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@ -1809,7 +1809,7 @@ FLevelLocals::FLevelLocals() : Behaviors(this), tagManager(this)
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{
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// Make sure that these point to the right data all the time.
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// This will be needed for as long as it takes to completely separate global UI state from per-level play state.
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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Players[i] = &players[i];
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}
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@ -2024,7 +2024,7 @@ void G_WriteVisited(FSerializer &arc)
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if (arc.BeginObject("playerclasses"))
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{
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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@ -2098,7 +2098,7 @@ void G_ReadVisited(FSerializer &arc)
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if (arc.BeginObject("playerclasses"))
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{
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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FStringf key("%d", i);
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arc(key.GetChars(), players[i].cls);
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@ -621,7 +621,7 @@ public:
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// This needs to be done better, but for now it should be good enough.
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bool PlayerInGame(player_t *player)
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{
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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if (player == Players[i]) return PlayerInGame(i);
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}
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@ -630,7 +630,7 @@ public:
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int PlayerNum(player_t *player)
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{
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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if (player == Players[i]) return i;
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}
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@ -399,7 +399,7 @@ level_info_t *level_info_t::CheckLevelRedirect ()
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PClassActor *type = PClass::FindActor(RedirectType);
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if (type != NULL)
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{
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo->FindInventory(type))
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{
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@ -421,7 +421,7 @@ level_info_t *level_info_t::CheckLevelRedirect ()
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if (var->GetFlags() & CVAR_USERINFO)
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{
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// user sync'd cvar, check for all players
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && (var = GetCVar(i, RedirectCVAR.GetChars())))
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{
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@ -3209,7 +3209,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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LoadLightmap(map);
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}
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
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{
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if (Level->PlayerInGame(i) && Level->Players[i]->mo != nullptr)
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Level->Players[i]->health = Level->Players[i]->mo->health;
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@ -322,7 +322,7 @@ void P_FreeStrifeConversations ()
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void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle)
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{
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AActor *oldtarget;
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uint i;
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unsigned int i;
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// Make sure this is actually a player.
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if (pc == nullptr || pc->player == nullptr || npc == nullptr || !pc->Level->isPrimaryLevel()) return;
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@ -446,7 +446,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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void P_ResumeConversation ()
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{
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for (uint i = 0; i < MAXPLAYERS; i++)
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for (unsigned int i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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continue;
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@ -603,7 +603,7 @@ void FLevelLocals::SerializeSounds(FSerializer &arc)
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void FLevelLocals::SerializePlayers(FSerializer &arc, bool skipload)
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{
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int numPlayers, numPlayersNow;
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uint i;
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unsigned int i;
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// Count the number of players present right now.
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for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
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@ -690,7 +690,7 @@ void FLevelLocals::ReadOnePlayer(FSerializer &arc, bool fromHub)
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player_t temp = {};
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temp.Serialize(arc);
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for (uint i = 0; i < MAXPLAYERS; ++i)
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for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (!PlayerInGame(i))
|
||||
continue;
|
||||
|
|
@ -751,7 +751,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
|
|||
// based on their names. If two players in the savegame have the
|
||||
// same name, then they are assigned to players in the current game
|
||||
// on a first-come, first-served basis.
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (!PlayerInGame(i))
|
||||
continue;
|
||||
|
|
@ -780,7 +780,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
|
|||
|
||||
// Any players that didn't have matching names are assigned to existing
|
||||
// players on a first-come, first-served basis.
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (!PlayerInGame(i) || assignedPlayers[i])
|
||||
continue;
|
||||
|
|
@ -893,7 +893,7 @@ void FLevelLocals::SpawnExtraPlayers()
|
|||
{
|
||||
// If there are more players now than there were in the savegame,
|
||||
// be sure to spawn the extra players.
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
if (deathmatch || !isPrimaryLevel())
|
||||
{
|
||||
|
|
@ -1046,7 +1046,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
|
|||
{
|
||||
P_Recalculate3DFloors(&sec);
|
||||
}
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (PlayerInGame(i) && Players[i]->mo != nullptr)
|
||||
{
|
||||
|
|
@ -1125,7 +1125,7 @@ void FLevelLocals::UnSnapshotLevel(bool hubLoad)
|
|||
next = it.Next();
|
||||
if (pawn->player == nullptr || pawn->player->mo == nullptr || !PlayerInGame(pawn->player))
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
|
||||
for (i = 0; i < MAXPLAYERS; ++i)
|
||||
|
|
|
|||
|
|
@ -426,7 +426,7 @@ void P_FreeLevelData (bool fullgc)
|
|||
|
||||
void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
Level->ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
|
||||
|
||||
|
|
|
|||
|
|
@ -68,7 +68,7 @@ void P_RunClientsideLogic()
|
|||
|
||||
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
|
||||
{
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i] && players[i].inventorytics > 0)
|
||||
--players[i].inventorytics;
|
||||
|
|
@ -147,7 +147,7 @@ void P_ClearLevelInterpolation()
|
|||
}
|
||||
}
|
||||
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
|
|
@ -171,7 +171,7 @@ void P_ClearLevelInterpolation()
|
|||
//
|
||||
void P_Ticker (void)
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
|
|
|
|||
|
|
@ -283,7 +283,7 @@ void DBot::Dofire (usercmd_t *cmd)
|
|||
|
||||
bool FCajunMaster::IsLeader (player_t *player)
|
||||
{
|
||||
for (uint count = 0; count < MAXPLAYERS; count++)
|
||||
for (unsigned int count = 0; count < MAXPLAYERS; count++)
|
||||
{
|
||||
if (players[count].Bot != NULL
|
||||
&& players[count].Bot->mate == player->mo)
|
||||
|
|
@ -301,7 +301,7 @@ void FCajunMaster::BotTick(AActor *mo)
|
|||
{
|
||||
BotSupportCycles.Clock();
|
||||
m_Thinking = true;
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i] || players[i].Bot == NULL)
|
||||
continue;
|
||||
|
|
@ -342,7 +342,7 @@ void FCajunMaster::BotTick(AActor *mo)
|
|||
//the mate (teammate coop mate).
|
||||
AActor *DBot::Choose_Mate ()
|
||||
{
|
||||
uint count;
|
||||
unsigned int count;
|
||||
double closest_dist, test;
|
||||
AActor *target;
|
||||
|
||||
|
|
@ -413,7 +413,7 @@ AActor *DBot::Choose_Mate ()
|
|||
//MAKEME: Make this a smart decision
|
||||
AActor *DBot::Find_enemy ()
|
||||
{
|
||||
uint count;
|
||||
unsigned int count;
|
||||
double closest_dist, temp; //To target.
|
||||
AActor *target;
|
||||
DAngle vangle;
|
||||
|
|
@ -580,7 +580,7 @@ bool FCajunMaster::SafeCheckPosition (AActor *actor, double x, double y, FCheckP
|
|||
|
||||
void FCajunMaster::StartTravel ()
|
||||
{
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (players[i].Bot != NULL)
|
||||
{
|
||||
|
|
@ -591,7 +591,7 @@ void FCajunMaster::StartTravel ()
|
|||
|
||||
void FCajunMaster::FinishTravel ()
|
||||
{
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (players[i].Bot != NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -186,7 +186,7 @@ void FCajunMaster::Init ()
|
|||
//Called on each level exit (from g_game.c).
|
||||
void FCajunMaster::End ()
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
//Arrange wanted botnum and their names, so they can be spawned next level.
|
||||
getspawned.Clear();
|
||||
|
|
@ -365,7 +365,7 @@ void FCajunMaster::TryAddBot (FLevelLocals *Level, TArrayView<uint8_t>& stream,
|
|||
|
||||
bool FCajunMaster::DoAddBot (FLevelLocals *Level, TArrayView<uint8_t> info, botskill_t skill)
|
||||
{
|
||||
uint bnum;
|
||||
unsigned int bnum;
|
||||
|
||||
for (bnum = 0; bnum < MAXPLAYERS; bnum++)
|
||||
{
|
||||
|
|
@ -403,7 +403,7 @@ bool FCajunMaster::DoAddBot (FLevelLocals *Level, TArrayView<uint8_t> info, bots
|
|||
|
||||
void FCajunMaster::RemoveAllBots (FLevelLocals *Level, bool fromlist)
|
||||
{
|
||||
uint i, j;
|
||||
unsigned int i, j;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -263,7 +263,7 @@ PClassActor * FParser::T_GetMobjType(svalue_t arg)
|
|||
//==========================================================================
|
||||
int FParser::T_GetPlayerNum(const svalue_t &arg)
|
||||
{
|
||||
uint playernum;
|
||||
unsigned int playernum;
|
||||
if(arg.type == svt_mobj)
|
||||
{
|
||||
if(!actorvalue(arg) || !arg.value.mobj->player)
|
||||
|
|
|
|||
|
|
@ -114,7 +114,7 @@ void DEarthquake::Serialize(FSerializer &arc)
|
|||
|
||||
void DEarthquake::Tick ()
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
if (m_Spot == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1776,7 +1776,7 @@ static int UseInventory (FLevelLocals *Level, AActor *activator, const char *typ
|
|||
}
|
||||
if (activator == NULL)
|
||||
{
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (Level->PlayerInGame(i))
|
||||
ret += DoUseInv (Level->Players[i]->mo, info);
|
||||
|
|
@ -3753,7 +3753,7 @@ void DLevelScript::ChangeFlat (int tag, int name, bool floorOrCeiling)
|
|||
|
||||
int DLevelScript::CountPlayers ()
|
||||
{
|
||||
uint count = 0, i;
|
||||
unsigned int count = 0, i;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (Level->PlayerInGame(i))
|
||||
|
|
@ -3906,7 +3906,7 @@ void DLevelScript::DoFadeRange (int r1, int g1, int b1, int a1,
|
|||
bool fadingFrom = a1 >= 0;
|
||||
float fr1 = 0, fg1 = 0, fb1 = 0, fa1 = 0;
|
||||
float fr2, fg2, fb2, fa2;
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
fr2 = (float)r2 / 255.f;
|
||||
fg2 = (float)g2 / 255.f;
|
||||
|
|
@ -10189,7 +10189,7 @@ scriptwait:
|
|||
|
||||
case PCD_CHECKPLAYERCAMERA:
|
||||
{
|
||||
uint playernum = STACK(1);
|
||||
unsigned int playernum = STACK(1);
|
||||
|
||||
if (playernum < 0 || playernum >= MAXPLAYERS || !Level->PlayerInGame(playernum) ||
|
||||
Level->Players[playernum]->camera == nullptr || Level->Players[playernum]->camera->player != nullptr)
|
||||
|
|
|
|||
|
|
@ -1745,7 +1745,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfSeen)
|
|||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
||||
auto Level = self->Level;
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (Level->PlayerInGame(i))
|
||||
{
|
||||
|
|
@ -1818,7 +1818,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckSightOrRange)
|
|||
|
||||
range *= range;
|
||||
auto Level = self->Level;
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (Level->PlayerInGame(i))
|
||||
{
|
||||
|
|
@ -1848,7 +1848,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckRange)
|
|||
|
||||
range *= range;
|
||||
auto Level = self->Level;
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (Level->PlayerInGame(i))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1776,9 +1776,9 @@ int P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
|||
|
||||
int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
||||
{
|
||||
uint c;
|
||||
int pnum;
|
||||
player_t* player;
|
||||
unsigned int c;
|
||||
int pnum;
|
||||
player_t* player;
|
||||
bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
|
||||
|
||||
if (actor->TIDtoHate != 0)
|
||||
|
|
@ -3234,7 +3234,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain)
|
|||
|
||||
int CheckBossDeath (AActor *actor)
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
// make sure there is a player alive for victory
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
|
|
|||
|
|
@ -632,7 +632,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
player->Bot->t_respawn = (pr_botrespawn()%15)+((Level->BotInfo.botnum-1)*2)+TICRATE+1;
|
||||
|
||||
//Added by MC: Discard enemies.
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
DBot *Bot = Level->Players[i]->Bot;
|
||||
if (Bot != nullptr && this == Bot->enemy)
|
||||
|
|
|
|||
|
|
@ -6031,7 +6031,7 @@ void PlayerPointerSubstitution(AActor* oldPlayer, AActor* newPlayer, bool remove
|
|||
}
|
||||
|
||||
// Go through player infos.
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (!oldPlayer->Level->PlayerInGame(i))
|
||||
continue;
|
||||
|
|
@ -6152,7 +6152,7 @@ int MorphPointerSubstitution(AActor* from, AActor* to)
|
|||
to->MoveBehaviors(*from);
|
||||
|
||||
// Go through player infos.
|
||||
for (uint i = 0; i < MAXPLAYERS; ++i)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (!from->Level->PlayerInGame(i))
|
||||
continue;
|
||||
|
|
@ -6388,7 +6388,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
|
|||
VMCall(func, params, 2, rets, 1);
|
||||
}
|
||||
|
||||
for (uint ii = 0; ii < MAXPLAYERS; ++ii)
|
||||
for (unsigned int ii = 0; ii < MAXPLAYERS; ++ii)
|
||||
{
|
||||
if (PlayerInGame(ii) && Players[ii]->camera == oldactor)
|
||||
{
|
||||
|
|
@ -6621,7 +6621,7 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position)
|
|||
else if (!deathmatch)
|
||||
{ // Cooperative
|
||||
mask = 0;
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (PlayerInGame(i))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -458,7 +458,7 @@ void DPSprite::NewTick()
|
|||
// This function should be called after the beginning of a tick, before any possible
|
||||
// prprite-event, or near the end, after any possible psprite event.
|
||||
// Because data is reset for every tick (which it must be) this has no impact on savegames.
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
|
|
@ -1489,7 +1489,7 @@ ADD_STAT(psprites)
|
|||
{
|
||||
FString out;
|
||||
DPSprite *pspr;
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i])
|
||||
continue;
|
||||
|
|
|
|||
|
|
@ -450,7 +450,7 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector, F3DFloor* Ffloor
|
|||
|
||||
if (victim->player && sector->Flags & (SECF_EXIT1 | SECF_EXIT2))
|
||||
{
|
||||
for (uint i = 0; i < MAXPLAYERS; i++)
|
||||
for (unsigned int i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
P_DamageMobj(players[i].mo, nullptr, nullptr, TELEFRAG_DAMAGE, NAME_InstantDeath);
|
||||
if (sector->Flags & SECF_EXIT2)
|
||||
|
|
|
|||
|
|
@ -228,7 +228,7 @@ FTranslationID CreateBloodTranslation(PalEntry color)
|
|||
|
||||
void R_InitTranslationTables ()
|
||||
{
|
||||
uint i;
|
||||
unsigned int i;
|
||||
|
||||
// Each player gets two translations. Doom and Strife don't use the
|
||||
// extra ones, but Heretic and Hexen do. These are set up during
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue