- 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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@ -21,7 +21,7 @@ void gl_InitModels();
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// and range check thing_t sprites patches
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TArray<spritedef_t> sprites;
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TArray<spriteframe_t> SpriteFrames;
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DWORD NumStdSprites; // The first x sprites that don't belong to skins.
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uint32_t NumStdSprites; // The first x sprites that don't belong to skins.
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struct spriteframewithrotate : public spriteframe_t
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{
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@ -262,7 +262,7 @@ void R_InitSpriteDefs ()
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char Frame;
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} *vhashes;
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unsigned int i, j, smax, vmax;
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DWORD intname;
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uint32_t intname;
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spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES];
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@ -510,7 +510,7 @@ void R_InitSkins (void)
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spritedef_t temp;
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int sndlumps[NUMSKINSOUNDS];
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char key[65];
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DWORD intname, crouchname;
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uint32_t intname, crouchname;
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unsigned i;
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int j, k, base;
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int lastlump;
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@ -574,13 +574,13 @@ void R_InitSkins (void)
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{
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for (j = 3; j >= 0; j--)
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sc.String[j] = toupper (sc.String[j]);
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intname = *((DWORD *)sc.String);
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intname = *((uint32_t *)sc.String);
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}
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else if (0 == stricmp (key, "crouchsprite"))
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{
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for (j = 3; j >= 0; j--)
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sc.String[j] = toupper (sc.String[j]);
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crouchname = *((DWORD *)sc.String);
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crouchname = *((uint32_t *)sc.String);
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}
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else if (0 == stricmp (key, "face"))
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{
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@ -787,7 +787,7 @@ void R_InitSkins (void)
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for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++)
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{
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char lname[9];
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DWORD lnameint;
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uint32_t lnameint;
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Wads.GetLumpName (lname, k);
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memcpy(&lnameint, lname, 4);
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if (lnameint == intname)
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