- replaced DWORD_MAX with UINT_MAX globally.
This was the last remnant of ZDoom's old integer types.
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0eb3b2abca
commit
c18a0e7736
5 changed files with 80 additions and 80 deletions
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@ -56,7 +56,7 @@ double FNodeBuilder::AddIntersection (const node_t &node, int vertex)
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{
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static const FEventInfo defaultInfo =
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{
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-1, DWORD_MAX
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-1, UINT_MAX
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};
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// Calculate signed distance of intersection vertex from start of splitter.
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@ -142,7 +142,7 @@ void FNodeBuilder::FixSplitSharers (const node_t &node)
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Segs[seg].next = newseg;
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uint32_t partner = Segs[seg].partner;
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if (partner != DWORD_MAX)
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if (partner != UINT_MAX)
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{
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int endpartner = SplitSeg (partner, event->Info.Vertex, 1);
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@ -184,13 +184,13 @@ void FNodeBuilder::AddMinisegs (const node_t &node, uint32_t splitseg, uint32_t
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// are unclosed, but at least we won't be needlessly creating subsectors in void space.
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// Unclosed subsectors can be closed trivially once the BSP tree is complete.
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if ((fseg1 = CheckLoopStart (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != DWORD_MAX &&
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(bseg1 = CheckLoopStart (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != DWORD_MAX &&
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(fseg2 = CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != DWORD_MAX &&
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(bseg2 = CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != DWORD_MAX)
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if ((fseg1 = CheckLoopStart (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != UINT_MAX &&
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(bseg1 = CheckLoopStart (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != UINT_MAX &&
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(fseg2 = CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != UINT_MAX &&
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(bseg2 = CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != UINT_MAX)
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{
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// Add miniseg on the front side
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fnseg = AddMiniseg (prev->Info.Vertex, event->Info.Vertex, DWORD_MAX, fseg1, splitseg);
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fnseg = AddMiniseg (prev->Info.Vertex, event->Info.Vertex, UINT_MAX, fseg1, splitseg);
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Segs[fnseg].next = fset;
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fset = fnseg;
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@ -243,14 +243,14 @@ uint32_t FNodeBuilder::AddMiniseg (int v1, int v2, uint32_t partner, uint32_t se
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newseg.sidedef = NO_SIDE;
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newseg.linedef = -1;
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newseg.loopnum = 0;
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newseg.next = DWORD_MAX;
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newseg.next = UINT_MAX;
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newseg.planefront = true;
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newseg.hashnext = NULL;
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newseg.storedseg = DWORD_MAX;
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newseg.storedseg = UINT_MAX;
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newseg.frontsector = NULL;
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newseg.backsector = NULL;
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if (splitseg != DWORD_MAX)
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if (splitseg != UINT_MAX)
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{
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newseg.planenum = Segs[splitseg].planenum;
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}
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@ -264,16 +264,16 @@ uint32_t FNodeBuilder::AddMiniseg (int v1, int v2, uint32_t partner, uint32_t se
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newseg.nextforvert = Vertices[v1].segs;
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newseg.nextforvert2 = Vertices[v2].segs2;
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newseg.next = seg->next;
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if (partner != DWORD_MAX)
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if (partner != UINT_MAX)
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{
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newseg.partner = partner;
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}
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else
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{
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newseg.partner = DWORD_MAX;
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newseg.partner = UINT_MAX;
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}
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nseg = Segs.Push (newseg);
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if (newseg.partner != DWORD_MAX)
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if (newseg.partner != UINT_MAX)
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{
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Segs[partner].partner = nseg;
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}
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@ -295,8 +295,8 @@ uint32_t FNodeBuilder::CheckLoopStart (fixed_t dx, fixed_t dy, int vertex, int v
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// to the splitter.
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segnum = v->segs2;
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bestang = ANGLE_MAX;
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bestseg = DWORD_MAX;
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while (segnum != DWORD_MAX)
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bestseg = UINT_MAX;
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while (segnum != UINT_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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angle_t segAngle = PointToAngle (Vertices[seg->v1].x - v->x, Vertices[seg->v1].y - v->y);
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@ -317,25 +317,25 @@ uint32_t FNodeBuilder::CheckLoopStart (fixed_t dx, fixed_t dy, int vertex, int v
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}
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segnum = seg->nextforvert2;
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}
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if (bestseg == DWORD_MAX)
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if (bestseg == UINT_MAX)
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{
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return DWORD_MAX;
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return UINT_MAX;
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}
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// Now make sure there are no segs starting at this vertex that form
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// an even smaller angle to the splitter.
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segnum = v->segs;
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while (segnum != DWORD_MAX)
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while (segnum != UINT_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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if (seg->v2 == vertex2)
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{
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return DWORD_MAX;
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return UINT_MAX;
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}
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angle_t segAngle = PointToAngle (Vertices[seg->v2].x - v->x, Vertices[seg->v2].y - v->y);
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angle_t diff = splitAngle - segAngle;
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if (diff < bestang && seg->partner != bestseg)
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{
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return DWORD_MAX;
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return UINT_MAX;
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}
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segnum = seg->nextforvert;
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}
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@ -354,8 +354,8 @@ uint32_t FNodeBuilder::CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex)
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// to the splitter.
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segnum = v->segs;
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bestang = ANGLE_MAX;
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bestseg = DWORD_MAX;
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while (segnum != DWORD_MAX)
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bestseg = UINT_MAX;
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while (segnum != UINT_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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angle_t segAngle = PointToAngle (Vertices[seg->v2].x - v->x, Vertices[seg->v2].y - v->y);
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@ -376,21 +376,21 @@ uint32_t FNodeBuilder::CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex)
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}
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segnum = seg->nextforvert;
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}
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if (bestseg == DWORD_MAX)
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if (bestseg == UINT_MAX)
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{
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return DWORD_MAX;
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return UINT_MAX;
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}
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// Now make sure there are no segs ending at this vertex that form
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// an even smaller angle to the splitter.
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segnum = v->segs2;
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while (segnum != DWORD_MAX)
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while (segnum != UINT_MAX)
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{
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FPrivSeg *seg = &Segs[segnum];
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angle_t segAngle = PointToAngle (Vertices[seg->v1].x - v->x, Vertices[seg->v1].y - v->y);
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angle_t diff = segAngle - splitAngle;
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if (diff < bestang && seg->partner != bestseg)
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{
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return DWORD_MAX;
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return UINT_MAX;
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}
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segnum = seg->nextforvert2;
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}
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