diff --git a/src/k_hud.c b/src/k_hud.c index 696670990..37e5f13a3 100644 --- a/src/k_hud.c +++ b/src/k_hud.c @@ -6147,8 +6147,9 @@ void K_DrawDriftGauge(void) if (rainbow) { + INT32 backsize = sizeof(backcolors); backcmap = cmap; - for (i = 0; i < sizeof(backcolors); i++) + for (i = 0; i < backsize; i++) backcolors[i] = driftrainbow[leveltime % sizeof(driftrainbow)] + i; // HOT HOT HOT HOT HOOOOOOOT AAAAIIIIIIIIEEEEEEEEEEEEEEEEE diff --git a/src/k_odds.c b/src/k_odds.c index dda137ac0..d8ae7ee88 100644 --- a/src/k_odds.c +++ b/src/k_odds.c @@ -182,7 +182,7 @@ static UINT32 K_Dist2D(INT32 x1, INT32 y1, INT32 x2, INT32 y2) // deal with overflows on a system that's already being pushed to the limit by needing 65536 units // for precision. No seriously, I don't think anyone's losing sleep over "hmmmmm, 0.0000152 or // 0.0039?????" when most 2D game engines only give a fuck about MAYBE 0.001" -static UINT32 K_IntDistance(fixed_t curx, +/*static UINT32 K_IntDistance(fixed_t curx, fixed_t cury, fixed_t curz, fixed_t destx, @@ -193,7 +193,7 @@ static UINT32 K_IntDistance(fixed_t curx, curz / FRACUNIT, K_Dist2D(curx / FRACUNIT, cury / FRACUNIT, destx / FRACUNIT, desty / FRACUNIT), destz / FRACUNIT); -} +}*/ // This one uses map scaling instead, use in case of loss of depth on mobjscaled maps. static UINT32 K_IntDistanceForMap(fixed_t curx, @@ -898,9 +898,10 @@ INT32 K_GetRollingRouletteItem(player_t *player) UINT32 K_CalculateInitalPDIS(const player_t *player, UINT8 pingame) { UINT8 i; - UINT32 pdis = 0; + (void)pingame; + if (!K_UsingLegacyCheckpoints()) { for (i = 0; i < MAXPLAYERS; i++)