Warning cleanup
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2529cd4abb
commit
4ee7e0a253
2 changed files with 6 additions and 4 deletions
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@ -6147,8 +6147,9 @@ void K_DrawDriftGauge(void)
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if (rainbow)
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{
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INT32 backsize = sizeof(backcolors);
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backcmap = cmap;
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for (i = 0; i < sizeof(backcolors); i++)
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for (i = 0; i < backsize; i++)
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backcolors[i] = driftrainbow[leveltime % sizeof(driftrainbow)] + i;
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// HOT HOT HOT HOT HOOOOOOOT AAAAIIIIIIIIEEEEEEEEEEEEEEEEE
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@ -182,7 +182,7 @@ static UINT32 K_Dist2D(INT32 x1, INT32 y1, INT32 x2, INT32 y2)
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// deal with overflows on a system that's already being pushed to the limit by needing 65536 units
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// for precision. No seriously, I don't think anyone's losing sleep over "hmmmmm, 0.0000152 or
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// 0.0039?????" when most 2D game engines only give a fuck about MAYBE 0.001"
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static UINT32 K_IntDistance(fixed_t curx,
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/*static UINT32 K_IntDistance(fixed_t curx,
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fixed_t cury,
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fixed_t curz,
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fixed_t destx,
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@ -193,7 +193,7 @@ static UINT32 K_IntDistance(fixed_t curx,
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curz / FRACUNIT,
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K_Dist2D(curx / FRACUNIT, cury / FRACUNIT, destx / FRACUNIT, desty / FRACUNIT),
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destz / FRACUNIT);
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}
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}*/
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// This one uses map scaling instead, use in case of loss of depth on mobjscaled maps.
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static UINT32 K_IntDistanceForMap(fixed_t curx,
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@ -898,9 +898,10 @@ INT32 K_GetRollingRouletteItem(player_t *player)
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UINT32 K_CalculateInitalPDIS(const player_t *player, UINT8 pingame)
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{
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UINT8 i;
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UINT32 pdis = 0;
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(void)pingame;
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if (!K_UsingLegacyCheckpoints())
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{
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for (i = 0; i < MAXPLAYERS; i++)
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