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engine: fix some left shifts on signed integers
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parent
33ba1f25f3
commit
61fe9fd1fe
108
common/const.h
108
common/const.h
@ -20,45 +20,45 @@
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// Most came from server.h
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// edict->flags
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#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND (1<<9) // At rest / on the ground
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#define FL_PARTIALGROUND (1<<10) // not all corners are valid
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#define FL_WATERJUMP (1<<11) // player jumping out of water
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#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
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#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
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#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
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#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
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#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
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#define FL_FLY (1U<<0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1U<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1U<<2)
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#define FL_CLIENT (1U<<3)
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#define FL_INWATER (1U<<4)
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#define FL_MONSTER (1U<<5)
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#define FL_GODMODE (1U<<6)
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#define FL_NOTARGET (1U<<7)
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#define FL_SKIPLOCALHOST (1U<<8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND (1U<<9) // At rest / on the ground
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#define FL_PARTIALGROUND (1U<<10) // not all corners are valid
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#define FL_WATERJUMP (1U<<11) // player jumping out of water
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#define FL_FROZEN (1U<<12) // Player is frozen for 3rd person camera
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#define FL_FAKECLIENT (1U<<13) // JAC: fake client, simulated server side; don't send network messages to them
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#define FL_DUCKING (1U<<14) // Player flag -- Player is fully crouched
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#define FL_FLOAT (1U<<15) // Apply floating force to this entity when in water
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#define FL_GRAPHED (1U<<16) // worldgraph has this ent listed as something that blocks a connection
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// UNDONE: Do we need these?
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#define FL_IMMUNE_WATER (1<<17)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_LAVA (1<<19)
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#define FL_IMMUNE_WATER (1U<<17)
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#define FL_IMMUNE_SLIME (1U<<18)
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#define FL_IMMUNE_LAVA (1U<<19)
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#define FL_PROXY (1<<20) // This is a spectator proxy
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#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
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#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
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#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
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#define FL_LASERDOT (1<<27) // Predicted laser spot from rocket launcher
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#define FL_PROXY (1U<<20) // This is a spectator proxy
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#define FL_ALWAYSTHINK (1U<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
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#define FL_BASEVELOCITY (1U<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_MONSTERCLIP (1U<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
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#define FL_ONTRAIN (1U<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_WORLDBRUSH (1U<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_SPECTATOR (1U<<26) // This client is a spectator, don't run touch functions, etc.
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#define FL_LASERDOT (1U<<27) // Predicted laser spot from rocket launcher
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#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
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#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
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#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
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#define FL_CUSTOMENTITY (1U<<29) // This is a custom entity
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#define FL_KILLME (1U<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
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#define FL_DORMANT (1U<<31) // Entity is dormant, no updates to client
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// Goes into globalvars_t.trace_flags
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#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
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#define FTRACE_IGNORE_GLASS (1<<1) // traceline will be ignored entities with rendermode != kRenderNormal
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#define FTRACE_SIMPLEBOX (1U<<0) // Traceline with a simple box
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#define FTRACE_IGNORE_GLASS (1U<<1) // traceline will be ignored entities with rendermode != kRenderNormal
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// walkmove modes
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#define WALKMOVE_NORMAL 0 // normal walkmove
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@ -114,11 +114,11 @@
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#define EF_LIGHT 64 // rocket flare glow sprite
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#define EF_NODRAW 128 // don't draw entity
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#define EF_WATERSIDES (1<<26) // Do not remove sides for func_water entity
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#define EF_FULLBRIGHT (1<<27) // Just get fullbright
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#define EF_NOSHADOW (1<<28) // ignore shadow for this entity
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#define EF_MERGE_VISIBILITY (1<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
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#define EF_REQUEST_PHS (1<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
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#define EF_WATERSIDES (1U<<26) // Do not remove sides for func_water entity
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#define EF_FULLBRIGHT (1U<<27) // Just get fullbright
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#define EF_NOSHADOW (1U<<28) // ignore shadow for this entity
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#define EF_MERGE_VISIBILITY (1U<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
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#define EF_REQUEST_PHS (1U<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
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// g-cont. one reserved bit here for me
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// entity flags
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@ -647,22 +647,22 @@
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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// buttons
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#define IN_ATTACK (1<<0)
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#define IN_JUMP (1<<1)
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#define IN_DUCK (1<<2)
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#define IN_FORWARD (1<<3)
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#define IN_BACK (1<<4)
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#define IN_USE (1<<5)
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#define IN_CANCEL (1<<6)
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#define IN_LEFT (1<<7)
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#define IN_RIGHT (1<<8)
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#define IN_MOVELEFT (1<<9)
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#define IN_MOVERIGHT (1<<10)
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#define IN_ATTACK2 (1<<11)
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#define IN_RUN (1<<12)
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#define IN_RELOAD (1<<13)
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#define IN_ALT1 (1<<14)
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#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
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#define IN_ATTACK (1U<<0)
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#define IN_JUMP (1U<<1)
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#define IN_DUCK (1U<<2)
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#define IN_FORWARD (1U<<3)
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#define IN_BACK (1U<<4)
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#define IN_USE (1U<<5)
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#define IN_CANCEL (1U<<6)
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#define IN_LEFT (1U<<7)
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#define IN_RIGHT (1U<<8)
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#define IN_MOVELEFT (1U<<9)
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#define IN_MOVERIGHT (1U<<10)
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#define IN_ATTACK2 (1U<<11)
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#define IN_RUN (1U<<12)
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#define IN_RELOAD (1U<<13)
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#define IN_ALT1 (1U<<14)
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#define IN_SCORE (1U<<15) // Used by client.dll for when scoreboard is held down
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// Break Model Defines
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#define BREAK_TYPEMASK 0x4F
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@ -253,7 +253,7 @@ int contest( int r, int g, int b )
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// finds best neuron (min dist-bias) and returns position
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// for frequently chosen neurons, freq[i] is high and bias[i] is negative
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// bias[i] = gamma * ((1 / netsize) - freq[i])
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bestd = ~(1<<31);
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bestd = INT_MAX;
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bestbiasd = bestd;
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bestpos = -1;
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bestbiaspos = bestpos;
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@ -223,13 +223,13 @@ typedef struct netchan_s
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double cleartime; // if realtime > cleartime, free to send next packet
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// Sequencing variables
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int incoming_sequence; // increasing count of sequence numbers
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int incoming_acknowledged; // # of last outgoing message that has been ack'd.
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int incoming_reliable_acknowledged; // toggles T/F as reliable messages are received.
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int incoming_reliable_sequence; // single bit, maintained local
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int outgoing_sequence; // message we are sending to remote
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int reliable_sequence; // whether the message contains reliable payload, single bit
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int last_reliable_sequence; // outgoing sequence number of last send that had reliable data
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unsigned int incoming_sequence; // increasing count of sequence numbers
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unsigned int incoming_acknowledged; // # of last outgoing message that has been ack'd.
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unsigned int incoming_reliable_acknowledged; // toggles T/F as reliable messages are received.
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unsigned int incoming_reliable_sequence; // single bit, maintained local
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unsigned int outgoing_sequence; // message we are sending to remote
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unsigned int reliable_sequence; // whether the message contains reliable payload, single bit
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unsigned int last_reliable_sequence; // outgoing sequence number of last send that had reliable data
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// callback to get actual framgment size
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void *client;
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@ -82,14 +82,14 @@ Studio models are position independent, so the cache manager can move them.
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#define STUDIO_NF_TWOSIDE 0x1000 // render mesh as twosided
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#define STUDIO_NF_HEIGHTMAP 0x2000
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#define STUDIO_NF_NODRAW (1<<16) // failed to create shader for this mesh
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#define STUDIO_NF_NODLIGHT (1<<17) // failed to create dlight shader for this mesh
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#define STUDIO_NF_NOSUNLIGHT (1<<18) // failed to create sun light shader for this mesh
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#define STUDIO_NF_NODRAW (1U<<16) // failed to create shader for this mesh
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#define STUDIO_NF_NODLIGHT (1U<<17) // failed to create dlight shader for this mesh
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#define STUDIO_NF_NOSUNLIGHT (1U<<18) // failed to create sun light shader for this mesh
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#define STUDIO_NF_HAS_ALPHA (1<<20) // external texture has alpha-channel
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#define STUDIO_NF_HAS_DETAIL (1<<21) // studiomodels has detail textures
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#define STUDIO_NF_COLORMAP (1<<30) // internal system flag
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#define STUDIO_NF_UV_COORDS (1<<31) // using half-float coords instead of ST
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#define STUDIO_NF_HAS_ALPHA (1U<<20) // external texture has alpha-channel
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#define STUDIO_NF_HAS_DETAIL (1U<<21) // studiomodels has detail textures
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#define STUDIO_NF_COLORMAP (1U<<30) // internal system flag
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#define STUDIO_NF_UV_COORDS (1U<<31) // using half-float coords instead of ST
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// motion flags
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#define STUDIO_X 0x0001
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