- replaced a large batch of DWORDs.
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
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38 changed files with 207 additions and 207 deletions
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@ -260,13 +260,13 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline + i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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@ -318,13 +318,13 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
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{
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// Is there a one-sided wall in this subsector?
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// Do this first to avoid unnecessary recursion
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline + i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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@ -377,13 +377,13 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline + i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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@ -430,13 +430,13 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
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{
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// Is there a one-sided wall in this sector?
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// Do this first to avoid unnecessary recursion
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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if (subsec->firstline[i].backsector == NULL) return false;
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if (subsec->firstline[i].PartnerSeg == NULL) return false;
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}
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for (DWORD i = 0; i < subsec->numlines; i++)
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for (uint32_t i = 0; i < subsec->numlines; i++)
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{
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seg_t * seg = subsec->firstline + i;
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subsector_t * backsub = seg->PartnerSeg->Subsector;
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@ -732,7 +732,7 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
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if (sub->hacked==3) return true;
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if (sub->flags & SSECF_DEGENERATE) return false;
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (!seg->PartnerSeg) return true;
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@ -781,7 +781,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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if (!(sub->flags & SSECF_DEGENERATE))
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{
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// Is not being rendered so don't bother.
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if (!(ss_renderflags[DWORD(sub - subsectors)] & SSRF_PROCESSED)) return true;
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if (!(ss_renderflags[uint32_t(sub - subsectors)] & SSRF_PROCESSED)) return true;
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if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
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sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
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@ -794,7 +794,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
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// We can assume that all segs in this subsector are connected to a subsector that has
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// to be checked as well
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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@ -838,7 +838,7 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
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if (sub->hacked==3) return true;
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if (sub->flags & SSECF_DEGENERATE) return false;
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (!seg->PartnerSeg) return true;
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@ -883,7 +883,7 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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if (!(sub->flags & SSECF_DEGENERATE))
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{
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// Is not being rendererd so don't bother.
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if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
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if (!(ss_renderflags[uint32_t(sub-subsectors)]&SSRF_PROCESSED)) return true;
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if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
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sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
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@ -895,7 +895,7 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
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// We can assume that all segs in this subsector are connected to a subsector that has
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// to be checked as well
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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@ -1037,7 +1037,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
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if (sub->render_sector->GetGLPortal(sector_t::ceiling) != nullptr) return;
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// Don't bother processing unrendered subsectors
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if (sub->numlines>2 && !(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return;
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if (sub->numlines>2 && !(ss_renderflags[uint32_t(sub-subsectors)]&SSRF_PROCESSED)) return;
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// Must be the exact same visplane
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sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, false);
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@ -1053,7 +1053,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
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HandledSubsectors.Push (sub);
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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@ -1080,7 +1080,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
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if (sub->render_sector->GetGLPortal(sector_t::floor) != nullptr) return;
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// Don't bother processing unrendered subsectors
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if (sub->numlines>2 && !(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return;
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if (sub->numlines>2 && !(ss_renderflags[uint32_t(sub-subsectors)]&SSRF_PROCESSED)) return;
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// Must be the exact same visplane
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sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, false);
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@ -1096,7 +1096,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
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HandledSubsectors.Push (sub);
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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@ -1130,7 +1130,7 @@ void FDrawInfo::ProcessSectorStacks()
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if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED)
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{
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HandledSubsectors.Clear();
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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@ -1143,7 +1143,7 @@ void FDrawInfo::ProcessSectorStacks()
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for(unsigned int j=0;j<HandledSubsectors.Size();j++)
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{
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subsector_t *sub = HandledSubsectors[j];
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ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERCEILING;
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ss_renderflags[uint32_t(sub-subsectors)] &= ~SSRF_RENDERCEILING;
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if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
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{
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@ -1174,7 +1174,7 @@ void FDrawInfo::ProcessSectorStacks()
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if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED)
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{
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HandledSubsectors.Clear();
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for(DWORD j=0;j<sub->numlines;j++)
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for(uint32_t j=0;j<sub->numlines;j++)
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{
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seg_t * seg = sub->firstline + j;
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if (seg->PartnerSeg)
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@ -1188,7 +1188,7 @@ void FDrawInfo::ProcessSectorStacks()
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for(unsigned int j=0;j<HandledSubsectors.Size();j++)
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{
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subsector_t *sub = HandledSubsectors[j];
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ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERFLOOR;
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ss_renderflags[uint32_t(sub-subsectors)] &= ~SSRF_RENDERFLOOR;
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if (sub->portalcoverage[sector_t::floor].subsectors == NULL)
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{
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