- 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.
This commit is contained in:
Christoph Oelckers 2017-03-09 20:19:55 +01:00
commit 9b87a167d7
38 changed files with 207 additions and 207 deletions

View file

@ -260,13 +260,13 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
{
// Is there a one-sided wall in this sector?
// Do this first to avoid unnecessary recursion
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
if (subsec->firstline[i].backsector == NULL) return false;
if (subsec->firstline[i].PartnerSeg == NULL) return false;
}
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
seg_t * seg = subsec->firstline + i;
subsector_t * backsub = seg->PartnerSeg->Subsector;
@ -318,13 +318,13 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
{
// Is there a one-sided wall in this subsector?
// Do this first to avoid unnecessary recursion
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
if (subsec->firstline[i].backsector == NULL) return false;
if (subsec->firstline[i].PartnerSeg == NULL) return false;
}
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
seg_t * seg = subsec->firstline + i;
subsector_t * backsub = seg->PartnerSeg->Subsector;
@ -377,13 +377,13 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
{
// Is there a one-sided wall in this sector?
// Do this first to avoid unnecessary recursion
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
if (subsec->firstline[i].backsector == NULL) return false;
if (subsec->firstline[i].PartnerSeg == NULL) return false;
}
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
seg_t * seg = subsec->firstline + i;
subsector_t * backsub = seg->PartnerSeg->Subsector;
@ -430,13 +430,13 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
{
// Is there a one-sided wall in this sector?
// Do this first to avoid unnecessary recursion
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
if (subsec->firstline[i].backsector == NULL) return false;
if (subsec->firstline[i].PartnerSeg == NULL) return false;
}
for (DWORD i = 0; i < subsec->numlines; i++)
for (uint32_t i = 0; i < subsec->numlines; i++)
{
seg_t * seg = subsec->firstline + i;
subsector_t * backsub = seg->PartnerSeg->Subsector;
@ -732,7 +732,7 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
if (sub->hacked==3) return true;
if (sub->flags & SSECF_DEGENERATE) return false;
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (!seg->PartnerSeg) return true;
@ -781,7 +781,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
if (!(sub->flags & SSECF_DEGENERATE))
{
// Is not being rendered so don't bother.
if (!(ss_renderflags[DWORD(sub - subsectors)] & SSRF_PROCESSED)) return true;
if (!(ss_renderflags[uint32_t(sub - subsectors)] & SSRF_PROCESSED)) return true;
if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
@ -794,7 +794,7 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
// We can assume that all segs in this subsector are connected to a subsector that has
// to be checked as well
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (seg->PartnerSeg)
@ -838,7 +838,7 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
if (sub->hacked==3) return true;
if (sub->flags & SSECF_DEGENERATE) return false;
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (!seg->PartnerSeg) return true;
@ -883,7 +883,7 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
if (!(sub->flags & SSECF_DEGENERATE))
{
// Is not being rendererd so don't bother.
if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
if (!(ss_renderflags[uint32_t(sub-subsectors)]&SSRF_PROCESSED)) return true;
if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
@ -895,7 +895,7 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
// We can assume that all segs in this subsector are connected to a subsector that has
// to be checked as well
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (seg->PartnerSeg)
@ -1037,7 +1037,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
if (sub->render_sector->GetGLPortal(sector_t::ceiling) != nullptr) return;
// Don't bother processing unrendered subsectors
if (sub->numlines>2 && !(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return;
if (sub->numlines>2 && !(ss_renderflags[uint32_t(sub-subsectors)]&SSRF_PROCESSED)) return;
// Must be the exact same visplane
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, false);
@ -1053,7 +1053,7 @@ void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor)
HandledSubsectors.Push (sub);
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (seg->PartnerSeg)
@ -1080,7 +1080,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
if (sub->render_sector->GetGLPortal(sector_t::floor) != nullptr) return;
// Don't bother processing unrendered subsectors
if (sub->numlines>2 && !(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return;
if (sub->numlines>2 && !(ss_renderflags[uint32_t(sub-subsectors)]&SSRF_PROCESSED)) return;
// Must be the exact same visplane
sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, false);
@ -1096,7 +1096,7 @@ void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor)
HandledSubsectors.Push (sub);
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (seg->PartnerSeg)
@ -1130,7 +1130,7 @@ void FDrawInfo::ProcessSectorStacks()
if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED)
{
HandledSubsectors.Clear();
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (seg->PartnerSeg)
@ -1143,7 +1143,7 @@ void FDrawInfo::ProcessSectorStacks()
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
{
subsector_t *sub = HandledSubsectors[j];
ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERCEILING;
ss_renderflags[uint32_t(sub-subsectors)] &= ~SSRF_RENDERCEILING;
if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL)
{
@ -1174,7 +1174,7 @@ void FDrawInfo::ProcessSectorStacks()
if (ss_renderflags[sub-subsectors] & SSRF_PROCESSED)
{
HandledSubsectors.Clear();
for(DWORD j=0;j<sub->numlines;j++)
for(uint32_t j=0;j<sub->numlines;j++)
{
seg_t * seg = sub->firstline + j;
if (seg->PartnerSeg)
@ -1188,7 +1188,7 @@ void FDrawInfo::ProcessSectorStacks()
for(unsigned int j=0;j<HandledSubsectors.Size();j++)
{
subsector_t *sub = HandledSubsectors[j];
ss_renderflags[DWORD(sub-subsectors)] &= ~SSRF_RENDERFLOOR;
ss_renderflags[uint32_t(sub-subsectors)] &= ~SSRF_RENDERFLOOR;
if (sub->portalcoverage[sector_t::floor].subsectors == NULL)
{