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engine: fix some left shifts on signed integers

pull/2/head
Alibek Omarov 4 years ago
parent
commit
61fe9fd1fe
  1. 112
      common/const.h
  2. 2
      engine/common/imagelib/img_quant.c
  3. 14
      engine/common/netchan.h
  4. 16
      engine/studio.h

112
common/const.h

@ -20,45 +20,45 @@
// Most came from server.h // Most came from server.h
// edict->flags // edict->flags
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground #define FL_FLY (1U<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) #define FL_SWIM (1U<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2) #define FL_CONVEYOR (1U<<2)
#define FL_CLIENT (1<<3) #define FL_CLIENT (1U<<3)
#define FL_INWATER (1<<4) #define FL_INWATER (1U<<4)
#define FL_MONSTER (1<<5) #define FL_MONSTER (1U<<5)
#define FL_GODMODE (1<<6) #define FL_GODMODE (1U<<6)
#define FL_NOTARGET (1<<7) #define FL_NOTARGET (1U<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself #define FL_SKIPLOCALHOST (1U<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground #define FL_ONGROUND (1U<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // not all corners are valid #define FL_PARTIALGROUND (1U<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water #define FL_WATERJUMP (1U<<11) // player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera #define FL_FROZEN (1U<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them #define FL_FAKECLIENT (1U<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched #define FL_DUCKING (1U<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water #define FL_FLOAT (1U<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection #define FL_GRAPHED (1U<<16) // worldgraph has this ent listed as something that blocks a connection
// UNDONE: Do we need these? // UNDONE: Do we need these?
#define FL_IMMUNE_WATER (1<<17) #define FL_IMMUNE_WATER (1U<<17)
#define FL_IMMUNE_SLIME (1<<18) #define FL_IMMUNE_SLIME (1U<<18)
#define FL_IMMUNE_LAVA (1<<19) #define FL_IMMUNE_LAVA (1U<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy #define FL_PROXY (1U<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) #define FL_ALWAYSTHINK (1U<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum) #define FL_BASEVELOCITY (1U<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set #define FL_MONSTERCLIP (1U<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. #define FL_ONTRAIN (1U<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) #define FL_WORLDBRUSH (1U<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc. #define FL_SPECTATOR (1U<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_LASERDOT (1<<27) // Predicted laser spot from rocket launcher #define FL_LASERDOT (1U<<27) // Predicted laser spot from rocket launcher
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity #define FL_CUSTOMENTITY (1U<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time #define FL_KILLME (1U<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client #define FL_DORMANT (1U<<31) // Entity is dormant, no updates to client
// Goes into globalvars_t.trace_flags // Goes into globalvars_t.trace_flags
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box #define FTRACE_SIMPLEBOX (1U<<0) // Traceline with a simple box
#define FTRACE_IGNORE_GLASS (1<<1) // traceline will be ignored entities with rendermode != kRenderNormal #define FTRACE_IGNORE_GLASS (1U<<1) // traceline will be ignored entities with rendermode != kRenderNormal
// walkmove modes // walkmove modes
#define WALKMOVE_NORMAL 0 // normal walkmove #define WALKMOVE_NORMAL 0 // normal walkmove
@ -114,11 +114,11 @@
#define EF_LIGHT 64 // rocket flare glow sprite #define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity #define EF_NODRAW 128 // don't draw entity
#define EF_WATERSIDES (1<<26) // Do not remove sides for func_water entity #define EF_WATERSIDES (1U<<26) // Do not remove sides for func_water entity
#define EF_FULLBRIGHT (1<<27) // Just get fullbright #define EF_FULLBRIGHT (1U<<27) // Just get fullbright
#define EF_NOSHADOW (1<<28) // ignore shadow for this entity #define EF_NOSHADOW (1U<<28) // ignore shadow for this entity
#define EF_MERGE_VISIBILITY (1<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera) #define EF_MERGE_VISIBILITY (1U<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
#define EF_REQUEST_PHS (1<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls #define EF_REQUEST_PHS (1U<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
// g-cont. one reserved bit here for me // g-cont. one reserved bit here for me
// entity flags // entity flags
@ -647,22 +647,22 @@
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains #define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// buttons // buttons
#define IN_ATTACK (1<<0) #define IN_ATTACK (1U<<0)
#define IN_JUMP (1<<1) #define IN_JUMP (1U<<1)
#define IN_DUCK (1<<2) #define IN_DUCK (1U<<2)
#define IN_FORWARD (1<<3) #define IN_FORWARD (1U<<3)
#define IN_BACK (1<<4) #define IN_BACK (1U<<4)
#define IN_USE (1<<5) #define IN_USE (1U<<5)
#define IN_CANCEL (1<<6) #define IN_CANCEL (1U<<6)
#define IN_LEFT (1<<7) #define IN_LEFT (1U<<7)
#define IN_RIGHT (1<<8) #define IN_RIGHT (1U<<8)
#define IN_MOVELEFT (1<<9) #define IN_MOVELEFT (1U<<9)
#define IN_MOVERIGHT (1<<10) #define IN_MOVERIGHT (1U<<10)
#define IN_ATTACK2 (1<<11) #define IN_ATTACK2 (1U<<11)
#define IN_RUN (1<<12) #define IN_RUN (1U<<12)
#define IN_RELOAD (1<<13) #define IN_RELOAD (1U<<13)
#define IN_ALT1 (1<<14) #define IN_ALT1 (1U<<14)
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down #define IN_SCORE (1U<<15) // Used by client.dll for when scoreboard is held down
// Break Model Defines // Break Model Defines
#define BREAK_TYPEMASK 0x4F #define BREAK_TYPEMASK 0x4F

2
engine/common/imagelib/img_quant.c

@ -253,7 +253,7 @@ int contest( int r, int g, int b )
// finds best neuron (min dist-bias) and returns position // finds best neuron (min dist-bias) and returns position
// for frequently chosen neurons, freq[i] is high and bias[i] is negative // for frequently chosen neurons, freq[i] is high and bias[i] is negative
// bias[i] = gamma * ((1 / netsize) - freq[i]) // bias[i] = gamma * ((1 / netsize) - freq[i])
bestd = ~(1<<31); bestd = INT_MAX;
bestbiasd = bestd; bestbiasd = bestd;
bestpos = -1; bestpos = -1;
bestbiaspos = bestpos; bestbiaspos = bestpos;

14
engine/common/netchan.h

@ -223,13 +223,13 @@ typedef struct netchan_s
double cleartime; // if realtime > cleartime, free to send next packet double cleartime; // if realtime > cleartime, free to send next packet
// Sequencing variables // Sequencing variables
int incoming_sequence; // increasing count of sequence numbers unsigned int incoming_sequence; // increasing count of sequence numbers
int incoming_acknowledged; // # of last outgoing message that has been ack'd. unsigned int incoming_acknowledged; // # of last outgoing message that has been ack'd.
int incoming_reliable_acknowledged; // toggles T/F as reliable messages are received. unsigned int incoming_reliable_acknowledged; // toggles T/F as reliable messages are received.
int incoming_reliable_sequence; // single bit, maintained local unsigned int incoming_reliable_sequence; // single bit, maintained local
int outgoing_sequence; // message we are sending to remote unsigned int outgoing_sequence; // message we are sending to remote
int reliable_sequence; // whether the message contains reliable payload, single bit unsigned int reliable_sequence; // whether the message contains reliable payload, single bit
int last_reliable_sequence; // outgoing sequence number of last send that had reliable data unsigned int last_reliable_sequence; // outgoing sequence number of last send that had reliable data
// callback to get actual framgment size // callback to get actual framgment size
void *client; void *client;

16
engine/studio.h

@ -82,14 +82,14 @@ Studio models are position independent, so the cache manager can move them.
#define STUDIO_NF_TWOSIDE 0x1000 // render mesh as twosided #define STUDIO_NF_TWOSIDE 0x1000 // render mesh as twosided
#define STUDIO_NF_HEIGHTMAP 0x2000 #define STUDIO_NF_HEIGHTMAP 0x2000
#define STUDIO_NF_NODRAW (1<<16) // failed to create shader for this mesh #define STUDIO_NF_NODRAW (1U<<16) // failed to create shader for this mesh
#define STUDIO_NF_NODLIGHT (1<<17) // failed to create dlight shader for this mesh #define STUDIO_NF_NODLIGHT (1U<<17) // failed to create dlight shader for this mesh
#define STUDIO_NF_NOSUNLIGHT (1<<18) // failed to create sun light shader for this mesh #define STUDIO_NF_NOSUNLIGHT (1U<<18) // failed to create sun light shader for this mesh
#define STUDIO_NF_HAS_ALPHA (1<<20) // external texture has alpha-channel #define STUDIO_NF_HAS_ALPHA (1U<<20) // external texture has alpha-channel
#define STUDIO_NF_HAS_DETAIL (1<<21) // studiomodels has detail textures #define STUDIO_NF_HAS_DETAIL (1U<<21) // studiomodels has detail textures
#define STUDIO_NF_COLORMAP (1<<30) // internal system flag #define STUDIO_NF_COLORMAP (1U<<30) // internal system flag
#define STUDIO_NF_UV_COORDS (1<<31) // using half-float coords instead of ST #define STUDIO_NF_UV_COORDS (1U<<31) // using half-float coords instead of ST
// motion flags // motion flags
#define STUDIO_X 0x0001 #define STUDIO_X 0x0001

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