Fixes sign-compare warnings

This commit is contained in:
Marcus Minhorst 2025-07-18 18:47:44 -04:00 committed by Ricardo Luís Vaz Silva
commit 9b0f5d9b0d
41 changed files with 109 additions and 108 deletions

View file

@ -454,7 +454,7 @@ UNSAFE_CCMD (open)
void G_NewInit ()
{
int i;
uint i;
// Destory all old player refrences that may still exist
TThinkerIterator<AActor> it(primaryLevel, NAME_PlayerPawn, STAT_TRAVELLING, false);
@ -536,7 +536,7 @@ static void InitPlayerClasses ()
{
if (!savegamerestore)
{
for (int i = 0; i < MAXPLAYERS; ++i)
for (uint 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;
int i;
uint 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(int i = 0; i < MAXPLAYERS; i++)
for(uint i = 0; i < MAXPLAYERS; i++)
{
if (PlayerInGame(i))
{
@ -1156,7 +1156,7 @@ void G_DoCompleted (void)
bool FLevelLocals::DoCompleted (FString nextlevel, wbstartstruct_t &wminfo)
{
int i;
uint 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;
int i;
uint i;
if (NextSkill >= 0)
{
@ -1482,7 +1482,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
if (!FromSnapshot)
{
for (int i = 0; i<MAXPLAYERS; i++)
for (uint 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 (int ii = 0; ii < MAXPLAYERS; ++ii)
for (uint ii = 0; ii < MAXPLAYERS; ++ii)
{
if (PlayerInGame(ii))
{
@ -1621,7 +1621,7 @@ void FLevelLocals::StartTravel ()
if (deathmatch)
return;
for (int i = 0; i < MAXPLAYERS; ++i)
for (uint 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 (int i = 0; i < MAXPLAYERS; i++)
for (uint i = 0; i < MAXPLAYERS; i++)
{
Players[i] = &players[i];
}
@ -2024,7 +2024,7 @@ void G_WriteVisited(FSerializer &arc)
if (arc.BeginObject("playerclasses"))
{
for (int i = 0; i < MAXPLAYERS; ++i)
for (uint i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
@ -2098,7 +2098,7 @@ void G_ReadVisited(FSerializer &arc)
if (arc.BeginObject("playerclasses"))
{
for (int i = 0; i < MAXPLAYERS; ++i)
for (uint i = 0; i < MAXPLAYERS; ++i)
{
FStringf key("%d", i);
arc(key.GetChars(), players[i].cls);