Replaced uint with unsigned int
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b2c57b6656
commit
649ddd7774
31 changed files with 86 additions and 90 deletions
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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)
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{
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if (!PlayerInGame(i))
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continue;
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@ -751,7 +751,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
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// based on their names. If two players in the savegame have the
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// same name, then they are assigned to players in the current game
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// on a first-come, first-served basis.
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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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@ -780,7 +780,7 @@ void FLevelLocals::ReadMultiplePlayers(FSerializer &arc, int numPlayers, bool fr
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// Any players that didn't have matching names are assigned to existing
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// players on a first-come, first-served basis.
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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) || assignedPlayers[i])
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continue;
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@ -893,7 +893,7 @@ void FLevelLocals::SpawnExtraPlayers()
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{
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// If there are more players now than there were in the savegame,
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// be sure to spawn the extra players.
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uint i;
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unsigned int i;
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if (deathmatch || !isPrimaryLevel())
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{
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@ -1046,7 +1046,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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{
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P_Recalculate3DFloors(&sec);
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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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{
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@ -1125,7 +1125,7 @@ void FLevelLocals::UnSnapshotLevel(bool hubLoad)
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next = it.Next();
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if (pawn->player == nullptr || pawn->player->mo == nullptr || !PlayerInGame(pawn->player))
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{
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uint i;
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unsigned int i;
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// If this isn't the unmorphed original copy of a player, destroy it, because it's extra.
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for (i = 0; i < MAXPLAYERS; ++i)
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