From e06518c594172ab4e84b89ea453be20c569391f9 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Mon, 30 Mar 2020 00:48:17 +0300 Subject: [PATCH] engine: studio: fix signed left shift to unsigned left shift --- engine/studio.h | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/engine/studio.h b/engine/studio.h index b33bff0c..35543037 100644 --- a/engine/studio.h +++ b/engine/studio.h @@ -50,21 +50,21 @@ Studio models are position independent, so the cache manager can move them. #define MAXSTUDIOATTACHMENTS 4 // max attachments per model // client-side model flags -#define STUDIO_ROCKET (1<<0) // leave a trail -#define STUDIO_GRENADE (1<<1) // leave a trail -#define STUDIO_GIB (1<<2) // leave a trail -#define STUDIO_ROTATE (1<<3) // rotate (bonus items) -#define STUDIO_TRACER (1<<4) // green split trail -#define STUDIO_ZOMGIB (1<<5) // small blood trail -#define STUDIO_TRACER2 (1<<6) // orange split trail + rotate -#define STUDIO_TRACER3 (1<<7) // purple trail -#define STUDIO_AMBIENT_LIGHT (1<<8) // force to use ambient shading -#define STUDIO_TRACE_HITBOX (1<<9) // always use hitbox trace instead of bbox -#define STUDIO_FORCE_SKYLIGHT (1<<10) // always grab lightvalues from the sky settings (even if sky is invisible) - -#define STUDIO_STATIC_PROP (1<<29) // hint for engine -#define STUDIO_HAS_BONEINFO (1<<30) // extra info about bones (pose matrix, procedural index etc) -#define STUDIO_HAS_BONEWEIGHTS (1<<31) // yes we got support of bone weighting +#define STUDIO_ROCKET (1U<<0) // leave a trail +#define STUDIO_GRENADE (1U<<1) // leave a trail +#define STUDIO_GIB (1U<<2) // leave a trail +#define STUDIO_ROTATE (1U<<3) // rotate (bonus items) +#define STUDIO_TRACER (1U<<4) // green split trail +#define STUDIO_ZOMGIB (1U<<5) // small blood trail +#define STUDIO_TRACER2 (1U<<6) // orange split trail + rotate +#define STUDIO_TRACER3 (1U<<7) // purple trail +#define STUDIO_AMBIENT_LIGHT (1U<<8) // force to use ambient shading +#define STUDIO_TRACE_HITBOX (1U<<9) // always use hitbox trace instead of bbox +#define STUDIO_FORCE_SKYLIGHT (1U<<10) // always grab lightvalues from the sky settings (even if sky is invisible) + +#define STUDIO_STATIC_PROP (1U<<29) // hint for engine +#define STUDIO_HAS_BONEINFO (1U<<30) // extra info about bones (pose matrix, procedural index etc) +#define STUDIO_HAS_BONEWEIGHTS (1U<<31) // yes we got support of bone weighting // lighting & rendermode options #define STUDIO_NF_FLATSHADE 0x0001