- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.

This commit is contained in:
Christoph Oelckers 2017-03-09 19:54:41 +01:00
commit d2beacfc5f
136 changed files with 770 additions and 774 deletions

View file

@ -718,7 +718,7 @@ namespace swrenderer
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
{ // Only do it for the main BSP.
int shade = LightVisibility::LightLevelToShade((floorlightlevel + ceilinglightlevel) / 2 + LightVisibility::ActualExtraLight(foggy), foggy);
for (WORD i = ParticlesInSubsec[(unsigned int)(sub - subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
for (int i = ParticlesInSubsec[(unsigned int)(sub - subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
{
RenderParticle::Project(Thread, Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide, foggy);
}
@ -810,7 +810,7 @@ namespace swrenderer
node = bsp->children[side];
}
RenderSubsector((subsector_t *)((BYTE *)node - 1));
RenderSubsector((subsector_t *)((uint8_t *)node - 1));
}
void RenderOpaquePass::ClearClip()