diff --git a/src/am_map.cpp b/src/am_map.cpp index dc83b198b..03dd7f215 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1313,7 +1313,7 @@ void DAutomap::changeWindowLoc () void DAutomap::startDisplay() { - uint pnum; + unsigned int pnum; f_oldloc.x = FLT_MAX; amclock = 0; @@ -2809,7 +2809,7 @@ void DAutomap::drawPlayers () mpoint_t pt; DAngle angle; - uint i; + unsigned int i; if (!multiplayer) { diff --git a/src/common/scripting/dap/BreakpointManager.cpp b/src/common/scripting/dap/BreakpointManager.cpp index bbeb468d2..71c99618d 100644 --- a/src/common/scripting/dap/BreakpointManager.cpp +++ b/src/common/scripting/dap/BreakpointManager.cpp @@ -207,7 +207,7 @@ dap::ResponseOrError BreakpointManager::SetBreakpoi found.pop(); continue; } - for (uint i = 0; i < func->LineInfoCount; i++) + for (unsigned int i = 0; i < func->LineInfoCount; i++) { if (func->LineInfo[i].LineNumber == line) { @@ -453,7 +453,7 @@ dap::ResponseOrError BreakpointManager:: dap::SetInstructionBreakpointsResponse response; ClearBreakpointsType(BreakpointInfo::Type::Instruction); - for (uint i = 0; i < breakpoints.size(); i++) + for (unsigned int i = 0; i < breakpoints.size(); i++) { auto &bp = breakpoints[i]; void *srcAddress = (void *)(std::stoull(bp.instructionReference.substr(2), nullptr, 16)); diff --git a/src/common/scripting/dap/DebugExecutionManager.cpp b/src/common/scripting/dap/DebugExecutionManager.cpp index 7784c4422..ced8dd760 100644 --- a/src/common/scripting/dap/DebugExecutionManager.cpp +++ b/src/common/scripting/dap/DebugExecutionManager.cpp @@ -337,7 +337,7 @@ dap::array DebugExecutionManager::SetExceptionBreakpointFilters { m_exceptionFilters.clear(); dap::array breakpoints; - for (uint i = 0; i < filterIds.size(); i++) + for (unsigned int i = 0; i < filterIds.size(); i++) { auto breakpoint = dap::Breakpoint(); int64_t id = (int64_t)DebugExecutionManager::GetFilterID(filterIds[i]); diff --git a/src/common/scripting/dap/Nodes/StackFrameStateNode.cpp b/src/common/scripting/dap/Nodes/StackFrameStateNode.cpp index 2307abd0c..59b67f447 100644 --- a/src/common/scripting/dap/Nodes/StackFrameStateNode.cpp +++ b/src/common/scripting/dap/Nodes/StackFrameStateNode.cpp @@ -67,7 +67,7 @@ bool StackFrameStateNode::SerializeToProtocol(dap::StackFrame &stackFrame, PexCa { // end of the function, get the max line number int max_line = 0; - for (uint i = 0; i < scriptFunction->LineInfoCount; i++) + for (unsigned int i = 0; i < scriptFunction->LineInfoCount; i++) { if (scriptFunction->LineInfo[i].LineNumber > max_line) { diff --git a/src/common/utility/basics.h b/src/common/utility/basics.h index ebad42ca9..5d9b58c74 100644 --- a/src/common/utility/basics.h +++ b/src/common/utility/basics.h @@ -25,10 +25,6 @@ typedef int32_t fixed_t; typedef uint32_t angle_t; -#ifdef _WIN32 -typedef unsigned int uint; -#endif - #if defined(__GNUC__) // With versions of GCC newer than 4.2, it appears it was determined that the // cost of an unaligned pointer on PPC was high enough to add padding to the @@ -78,4 +74,4 @@ template T clamp(T val, T minval, T maxval) { return std::max(std::min(val, maxval), minval); -} \ No newline at end of file +} diff --git a/src/console/c_cmds.cpp b/src/console/c_cmds.cpp index 286c9b0ab..e6eb3cca5 100644 --- a/src/console/c_cmds.cpp +++ b/src/console/c_cmds.cpp @@ -254,7 +254,7 @@ CCMD (chase) { if (demoplayback) { - uint i; + unsigned int i; if (chasedemo) { diff --git a/src/d_main.cpp b/src/d_main.cpp index 7020a4264..dfe7ba965 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -261,7 +261,7 @@ CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO) // lowered below somebody's current frag count. if (deathmatch && self > 0) { - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && self <= D_GetFragCount(&players[i])) { @@ -509,7 +509,7 @@ CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO | CVAR_NOINITCALL) if ((self & DF2_NO_AUTOMAP) && automapactive) AM_Stop (); - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { player_t *p = &players[i]; @@ -3039,7 +3039,7 @@ static void GC_MarkGameRoots() Level->Mark(); // Mark players. - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) players[i].PropagateMark(); diff --git a/src/d_net.cpp b/src/d_net.cpp index 651e88ecf..0a72bc5a3 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -367,7 +367,7 @@ void Net_ClearBuffers() { CloseNetwork(); - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { playeringame[i] = false; players[i].waiting = players[i].inconsistant = false; @@ -579,7 +579,7 @@ static size_t GetNetBufferSize() } // Header info - uint totalBytes = 10; + unsigned int totalBytes = 10; if (NetBuffer[0] & NCMD_QUITTERS) totalBytes += NetBuffer[totalBytes] + 1; @@ -3387,7 +3387,7 @@ CCMD(listmuted) } bool found = false; - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (MutedClients & ((uint64_t)1u << i)) { diff --git a/src/d_netinfo.cpp b/src/d_netinfo.cpp index e47c19b28..7ddd5c249 100644 --- a/src/d_netinfo.cpp +++ b/src/d_netinfo.cpp @@ -265,7 +265,7 @@ int D_PickRandomTeam () int numTeams = 0; int team; - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { @@ -380,7 +380,7 @@ int D_GetFragCount (player_t *player) // Count total frags for this player's team int count = 0; - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].userinfo.GetTeam() == team) { @@ -393,7 +393,7 @@ int D_GetFragCount (player_t *player) void D_SetupUserInfo () { - uint i; + unsigned int i; userinfo_t *coninfo; // Reset everybody's userinfo to a default state. @@ -1019,7 +1019,7 @@ void ReadUserInfo(FSerializer &arc, userinfo_t &info, FString &skin) CCMD(playerinfo) { TArray inGame = {}; - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) inGame.Push(i); diff --git a/src/g_dumpinfo.cpp b/src/g_dumpinfo.cpp index 5e539e5f4..73f7b9e1b 100644 --- a/src/g_dumpinfo.cpp +++ b/src/g_dumpinfo.cpp @@ -347,7 +347,7 @@ CCMD(dumplinktable) CCMD(printinv) { - uint pnum = consoleplayer; + unsigned int pnum = consoleplayer; #ifdef _DEBUG // Only allow peeking on other players' inventory in debug builds. diff --git a/src/g_game.cpp b/src/g_game.cpp index 6acf1c575..9c38bd5aa 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -1154,7 +1154,7 @@ void G_Ticker () // do player reborns if needed // TODO: These should really be moved to queues. - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (!playeringame[i]) continue; @@ -1473,7 +1473,7 @@ double FLevelLocals::PlayersRangeFromSpot (FPlayerStart *spot) { double closest = INT_MAX; double distance; - uint i; + unsigned int i; for (i = 0; i < MAXPLAYERS; i++) { @@ -1569,7 +1569,7 @@ void FLevelLocals::DeathMatchSpawnPlayer (int playernum) I_Error ("No deathmatch starts"); bool hasSpawned = false; - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (PlayerInGame(i) && Players[i]->mo != nullptr && Players[i]->health > 0) { @@ -2604,7 +2604,7 @@ void G_RecordDemo (const char* name) void G_BeginRecording (const char *startmap) { - uint i; + unsigned int i; if (startmap == NULL) { @@ -2719,7 +2719,7 @@ bool G_ProcessIFFDemo (FString &mapname) bool bodyHit = false; int numPlayers = 0; int id, len; - uint i; + unsigned int i; uLong uncompSize = 0; uint8_t *nextchunk; @@ -2992,7 +2992,7 @@ bool G_CheckDemoStatus (void) demoplayback = false; netgame = false; multiplayer = false; - for (uint i = 1; i < MAXPLAYERS; i++) + for (unsigned int i = 1; i < MAXPLAYERS; i++) playeringame[i] = 0; consoleplayer = 0; players[0].camera = nullptr; diff --git a/src/g_level.cpp b/src/g_level.cpp index f751f2323..825979d4d 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -454,7 +454,7 @@ UNSAFE_CCMD (open) void G_NewInit () { - uint i; + unsigned int i; // Destory all old player refrences that may still exist TThinkerIterator it(primaryLevel, NAME_PlayerPawn, STAT_TRAVELLING, false); @@ -536,7 +536,7 @@ static void InitPlayerClasses () { if (!savegamerestore) { - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { SinglePlayerClass[i] = players[i].userinfo.GetPlayerClassNum(); if (SinglePlayerClass[i] < 0 || !playeringame[i]) @@ -557,7 +557,7 @@ static void InitPlayerClasses () void G_InitNew (const char *mapname, bool bTitleLevel) { bool wantFast; - uint i; + unsigned int i; // did we have any level before? if (primaryLevel->info != nullptr) @@ -821,7 +821,7 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int inflags, D_DrawIcon = "TELEICON"; } - for(uint i = 0; i < MAXPLAYERS; i++) + for(unsigned int i = 0; i < MAXPLAYERS; i++) { if (PlayerInGame(i)) { @@ -1156,7 +1156,7 @@ void G_DoCompleted (void) bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo) { - uint i; + unsigned int i; // [RH] Mark this level as having been visited if (!(flags & LEVEL_CHANGEMAPCHEAT)) @@ -1381,7 +1381,7 @@ void G_DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool autosave, bool newGame) { MapName = nextmapname; - uint i; + unsigned int i; if (NextSkill >= 0) { @@ -1482,7 +1482,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au if (!FromSnapshot) { - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { if (PlayerInGame(i) && Players[i]->mo != nullptr) P_PlayerStartStomp(Players[i]->mo, !deathmatch); @@ -1490,7 +1490,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au } // For each player, if they are viewing through a player, make sure it is themselves. - for (uint ii = 0; ii < MAXPLAYERS; ++ii) + for (unsigned int ii = 0; ii < MAXPLAYERS; ++ii) { if (PlayerInGame(ii)) { @@ -1621,7 +1621,7 @@ void FLevelLocals::StartTravel () if (deathmatch) return; - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { @@ -1809,7 +1809,7 @@ FLevelLocals::FLevelLocals() : Behaviors(this), tagManager(this) { // Make sure that these point to the right data all the time. // This will be needed for as long as it takes to completely separate global UI state from per-level play state. - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { Players[i] = &players[i]; } @@ -2024,7 +2024,7 @@ void G_WriteVisited(FSerializer &arc) if (arc.BeginObject("playerclasses")) { - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { @@ -2098,7 +2098,7 @@ void G_ReadVisited(FSerializer &arc) if (arc.BeginObject("playerclasses")) { - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { FStringf key("%d", i); arc(key.GetChars(), players[i].cls); diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 215b8b265..d4945af5c 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -621,7 +621,7 @@ public: // This needs to be done better, but for now it should be good enough. bool PlayerInGame(player_t *player) { - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { if (player == Players[i]) return PlayerInGame(i); } @@ -630,7 +630,7 @@ public: int PlayerNum(player_t *player) { - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { if (player == Players[i]) return i; } diff --git a/src/gamedata/g_mapinfo.cpp b/src/gamedata/g_mapinfo.cpp index 98006f51a..693d1f17e 100644 --- a/src/gamedata/g_mapinfo.cpp +++ b/src/gamedata/g_mapinfo.cpp @@ -399,7 +399,7 @@ level_info_t *level_info_t::CheckLevelRedirect () PClassActor *type = PClass::FindActor(RedirectType); if (type != NULL) { - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].mo->FindInventory(type)) { @@ -421,7 +421,7 @@ level_info_t *level_info_t::CheckLevelRedirect () if (var->GetFlags() & CVAR_USERINFO) { // user sync'd cvar, check for all players - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && (var = GetCVar(i, RedirectCVAR.GetChars()))) { diff --git a/src/maploader/maploader.cpp b/src/maploader/maploader.cpp index 2e6d8ed61..f55037ad7 100644 --- a/src/maploader/maploader.cpp +++ b/src/maploader/maploader.cpp @@ -3209,7 +3209,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position) LoadLightmap(map); } - for (uint i = 0; i < MAXPLAYERS; ++i) + for (unsigned int i = 0; i < MAXPLAYERS; ++i) { if (Level->PlayerInGame(i) && Level->Players[i]->mo != nullptr) Level->Players[i]->health = Level->Players[i]->mo->health; diff --git a/src/p_conversation.cpp b/src/p_conversation.cpp index e20eaebe6..9dbbb8e55 100644 --- a/src/p_conversation.cpp +++ b/src/p_conversation.cpp @@ -322,7 +322,7 @@ void P_FreeStrifeConversations () void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle) { AActor *oldtarget; - uint i; + unsigned int i; // Make sure this is actually a player. if (pc == nullptr || pc->player == nullptr || npc == nullptr || !pc->Level->isPrimaryLevel()) return; @@ -446,7 +446,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang void P_ResumeConversation () { - for (uint i = 0; i < MAXPLAYERS; i++) + for (unsigned int i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; diff --git a/src/p_saveg.cpp b/src/p_saveg.cpp index c07c51783..0066de51a 100644 --- a/src/p_saveg.cpp +++ b/src/p_saveg.cpp @@ -603,7 +603,7 @@ void FLevelLocals::SerializeSounds(FSerializer &arc) void FLevelLocals::SerializePlayers(FSerializer &arc, bool skipload) { int numPlayers, numPlayersNow; - uint i; + unsigned int i; // Count the number of players present right now. for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i) @@ -690,7 +690,7 @@ void FLevelLocals::ReadOnePlayer(FSerializer &arc, bool fromHub) player_t temp = {}; temp.Serialize(arc); - for (uint i = 0; i < MAXPLAYERS; ++i) + 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) diff --git a/src/p_setup.cpp b/src/p_setup.cpp index 2e45be6fe..4e1244384 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -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 diff --git a/src/p_tick.cpp b/src/p_tick.cpp index df9f60747..fb2f47c8e 100644 --- a/src/p_tick.cpp +++ b/src/p_tick.cpp @@ -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()) { diff --git a/src/playsim/bots/b_func.cpp b/src/playsim/bots/b_func.cpp index 3fa2439c1..c82f13acb 100644 --- a/src/playsim/bots/b_func.cpp +++ b/src/playsim/bots/b_func.cpp @@ -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) { diff --git a/src/playsim/bots/b_game.cpp b/src/playsim/bots/b_game.cpp index 5c3b361d8..5a013f7cf 100644 --- a/src/playsim/bots/b_game.cpp +++ b/src/playsim/bots/b_game.cpp @@ -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& stream, bool FCajunMaster::DoAddBot (FLevelLocals *Level, TArrayView 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 info, bots void FCajunMaster::RemoveAllBots (FLevelLocals *Level, bool fromlist) { - uint i, j; + unsigned int i, j; for (i = 0; i < MAXPLAYERS; ++i) { diff --git a/src/playsim/fragglescript/t_func.cpp b/src/playsim/fragglescript/t_func.cpp index eaf190d84..2f4a71312 100644 --- a/src/playsim/fragglescript/t_func.cpp +++ b/src/playsim/fragglescript/t_func.cpp @@ -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) diff --git a/src/playsim/mapthinkers/a_quake.cpp b/src/playsim/mapthinkers/a_quake.cpp index e3dd1ceb2..684cfa74b 100644 --- a/src/playsim/mapthinkers/a_quake.cpp +++ b/src/playsim/mapthinkers/a_quake.cpp @@ -114,7 +114,7 @@ void DEarthquake::Serialize(FSerializer &arc) void DEarthquake::Tick () { - uint i; + unsigned int i; if (m_Spot == NULL) { diff --git a/src/playsim/p_acs.cpp b/src/playsim/p_acs.cpp index a55bbb5ba..dda80c9ba 100644 --- a/src/playsim/p_acs.cpp +++ b/src/playsim/p_acs.cpp @@ -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) diff --git a/src/playsim/p_actionfunctions.cpp b/src/playsim/p_actionfunctions.cpp index 277ba175b..211f459f4 100644 --- a/src/playsim/p_actionfunctions.cpp +++ b/src/playsim/p_actionfunctions.cpp @@ -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)) { diff --git a/src/playsim/p_enemy.cpp b/src/playsim/p_enemy.cpp index 5de9b96ef..4c654f3e4 100644 --- a/src/playsim/p_enemy.cpp +++ b/src/playsim/p_enemy.cpp @@ -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++) diff --git a/src/playsim/p_interaction.cpp b/src/playsim/p_interaction.cpp index 067b6db38..52b836ad8 100644 --- a/src/playsim/p_interaction.cpp +++ b/src/playsim/p_interaction.cpp @@ -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) diff --git a/src/playsim/p_mobj.cpp b/src/playsim/p_mobj.cpp index 848521840..2f10399f4 100644 --- a/src/playsim/p_mobj.cpp +++ b/src/playsim/p_mobj.cpp @@ -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)) { diff --git a/src/playsim/p_pspr.cpp b/src/playsim/p_pspr.cpp index f2f2566b3..17bdd5da4 100644 --- a/src/playsim/p_pspr.cpp +++ b/src/playsim/p_pspr.cpp @@ -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; diff --git a/src/playsim/p_spec.cpp b/src/playsim/p_spec.cpp index 1e8e47498..44730bf87 100644 --- a/src/playsim/p_spec.cpp +++ b/src/playsim/p_spec.cpp @@ -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) diff --git a/src/r_data/r_translate.cpp b/src/r_data/r_translate.cpp index 6a44217bd..2ae4077c3 100644 --- a/src/r_data/r_translate.cpp +++ b/src/r_data/r_translate.cpp @@ -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