Fixes sign-compare warnings
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parent
a1494e938a
commit
9b0f5d9b0d
41 changed files with 109 additions and 108 deletions
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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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int i;
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uint 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 (int i = 0; i < MAXPLAYERS; ++i)
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for (uint 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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int i;
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uint 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(int i = 0; i < MAXPLAYERS; i++)
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for(uint 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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int i;
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uint 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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int i;
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uint 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 (int i = 0; i<MAXPLAYERS; i++)
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for (uint 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 (int ii = 0; ii < MAXPLAYERS; ++ii)
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for (uint 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 (int i = 0; i < MAXPLAYERS; ++i)
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for (uint 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 (int i = 0; i < MAXPLAYERS; i++)
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for (uint 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 (int i = 0; i < MAXPLAYERS; ++i)
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for (uint 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 (int i = 0; i < MAXPLAYERS; ++i)
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for (uint 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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