Use unsigned in more prototypes

This commit is contained in:
Kp 2019-03-03 00:31:09 +00:00
parent 3edef3c64b
commit 8764cad457
18 changed files with 32 additions and 33 deletions

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@ -120,7 +120,7 @@ extern vms_vector Believed_player_pos;
namespace dsx { namespace dsx {
void move_towards_segment_center(const d_level_shared_segment_state &, object_base &objp); void move_towards_segment_center(const d_level_shared_segment_state &, object_base &objp);
imobjptridx_t gate_in_robot(int type, vmsegptridx_t segnum); imobjptridx_t gate_in_robot(unsigned type, vmsegptridx_t segnum);
void do_ai_frame(vmobjptridx_t objp); void do_ai_frame(vmobjptridx_t objp);
void do_ai_frame_all(); void do_ai_frame_all();
} }

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@ -78,7 +78,7 @@ void collide_live_local_player_and_powerup(const vmobjptridx_t powerup);
#endif #endif
#ifdef dsx #ifdef dsx
namespace dsx { namespace dsx {
int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, vmsegptridx_t seg,int side,const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote); int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, vmsegptridx_t seg, unsigned side, const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote);
} }
#endif #endif
void apply_damage_to_controlcen(vmobjptridx_t controlcen, fix damage, vcobjptr_t who); void apply_damage_to_controlcen(vmobjptridx_t controlcen, fix damage, vcobjptr_t who);

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@ -69,8 +69,8 @@ enum class sound_stack : uint8_t
cancel_previous, cancel_previous,
}; };
void digi_link_sound_to_object(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once); void digi_link_sound_to_object(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once);
void digi_kill_sound_linked_to_segment(segnum_t segnum, int sidenum, int soundnum); void digi_kill_sound_linked_to_segment(vmsegidx_t segnum, unsigned sidenum, int soundnum);
void digi_link_sound_to_pos( int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume ); void digi_link_sound_to_pos(unsigned soundnum, vcsegptridx_t segnum, unsigned sidenum, const vms_vector &pos, int forever, fix max_volume);
// Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance. // Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
void digi_link_sound_to_object2(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance); void digi_link_sound_to_object2(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance);
void digi_link_sound_to_object3(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance, int loop_start, int loop_end); void digi_link_sound_to_object3(unsigned soundnum, vcobjptridx_t objnum, uint8_t forever, fix max_volume, sound_stack once, vm_distance max_distance, int loop_start, int loop_end);

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@ -67,7 +67,7 @@ void fuelcen_activate(vmsegptridx_t segp);
void fuelcen_delete(vmsegptr_t segp); void fuelcen_delete(vmsegptr_t segp);
// Create a matcen robot // Create a matcen robot
imobjptridx_t create_morph_robot(vmsegptridx_t segp, const vms_vector &object_pos, int object_id); imobjptridx_t create_morph_robot(vmsegptridx_t segp, const vms_vector &object_pos, unsigned object_id);
// Returns the amount of fuel/shields this segment can give up. // Returns the amount of fuel/shields this segment can give up.
// Can be from 0 to 100. // Can be from 0 to 100.

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@ -230,7 +230,7 @@ void obj_unlink(fvmobjptr &vmobjptr, fvmsegptr &vmsegptr, object_base &obj);
// initialize a new object. adds to the list for the given segment // initialize a new object. adds to the list for the given segment
// returns the object number // returns the object number
imobjptridx_t obj_create(object_type_t type, ubyte id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, ubyte ctype, ubyte mtype, ubyte rtype); imobjptridx_t obj_create(object_type_t type, unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *orient, fix size, unsigned ctype, movement_type_t mtype, unsigned rtype);
// make a copy of an object. returs num of new object // make a copy of an object. returs num of new object
imobjptridx_t obj_create_copy(const object &srcobj, vmsegptridx_t newsegnum); imobjptridx_t obj_create_copy(const object &srcobj, vmsegptridx_t newsegnum);
@ -329,7 +329,7 @@ window_event_result dead_player_frame();
#if defined(DXX_BUILD_DESCENT_II) #if defined(DXX_BUILD_DESCENT_II)
extern int Drop_afterburner_blob_flag; //ugly hack extern int Drop_afterburner_blob_flag; //ugly hack
// returns object number // returns object number
imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, int marker_num); imobjptridx_t drop_marker_object(const vms_vector &pos, vmsegptridx_t segnum, const vms_matrix &orient, unsigned marker_num);
void wake_up_rendered_objects(const object &gmissp, window_rendered_data &window); void wake_up_rendered_objects(const object &gmissp, window_rendered_data &window);

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@ -234,7 +234,7 @@ void wall_illusion_on(fvmwallptr &, vcsegptridx_t seg, unsigned side);
void wall_illusion_off(fvmwallptr &, vcsegptridx_t seg, unsigned side); void wall_illusion_off(fvmwallptr &, vcsegptridx_t seg, unsigned side);
// Opens a door // Opens a door
void wall_open_door(vmsegptridx_t seg, int side); void wall_open_door(vmsegptridx_t seg, unsigned side);
#if defined(DXX_BUILD_DESCENT_I) #if defined(DXX_BUILD_DESCENT_I)
#elif defined(DXX_BUILD_DESCENT_II) #elif defined(DXX_BUILD_DESCENT_II)
@ -258,7 +258,7 @@ enum class wall_hit_process_t : unsigned
#ifdef dsx #ifdef dsx
class player_flags; class player_flags;
namespace dsx { namespace dsx {
wall_hit_process_t wall_hit_process(player_flags, vmsegptridx_t seg, int side, fix damage, int playernum, const object &obj); wall_hit_process_t wall_hit_process(player_flags, vmsegptridx_t seg, unsigned side, fix damage, unsigned playernum, const object &obj);
// Opens/destroys specified door. // Opens/destroys specified door.
} }

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@ -350,7 +350,7 @@ static inline laser_level_t map_granted_flags_to_laser_level(const packed_spawn_
player_flags map_granted_flags_to_player_flags(packed_spawn_granted_items grant); player_flags map_granted_flags_to_player_flags(packed_spawn_granted_items grant);
uint_fast32_t map_granted_flags_to_primary_weapon_flags(packed_spawn_granted_items grant); uint_fast32_t map_granted_flags_to_primary_weapon_flags(packed_spawn_granted_items grant);
uint16_t map_granted_flags_to_vulcan_ammo(packed_spawn_granted_items grant); uint16_t map_granted_flags_to_vulcan_ammo(packed_spawn_granted_items grant);
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume); void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, unsigned sidenum, const vms_vector &pos, int forever, fix max_volume);
void multi_object_to_object_rw(vmobjptr_t obj, object_rw *obj_rw); void multi_object_to_object_rw(vmobjptr_t obj, object_rw *obj_rw);
void multi_object_rw_to_object(object_rw *obj_rw, vmobjptr_t obj); void multi_object_rw_to_object(object_rw *obj_rw, vmobjptr_t obj);

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@ -109,8 +109,8 @@ extern void newdemo_record_homing_distance(fix);
extern void newdemo_record_letterbox(void); extern void newdemo_record_letterbox(void);
extern void newdemo_record_rearview(void); extern void newdemo_record_rearview(void);
extern void newdemo_record_restore_cockpit(void); extern void newdemo_record_restore_cockpit(void);
extern void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap); void newdemo_record_wall_set_tmap_num1(vcsegidx_t seg, unsigned side, vcsegidx_t cseg, unsigned cside, int16_t tmap);
extern void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap); void newdemo_record_wall_set_tmap_num2(vcsegidx_t seg, unsigned side, vcsegidx_t cseg, unsigned cside, int16_t tmap);
extern void newdemo_record_multi_cloak(int pnum); extern void newdemo_record_multi_cloak(int pnum);
extern void newdemo_record_multi_decloak(int pnum); extern void newdemo_record_multi_decloak(int pnum);
#ifdef dsx #ifdef dsx
@ -132,7 +132,7 @@ extern void newdemo_record_secondary_ammo(int new_ammo);
void newdemo_record_door_opening(segnum_t segnum, int side); void newdemo_record_door_opening(segnum_t segnum, int side);
extern void newdemo_record_laser_level(sbyte old_level, sbyte new_level); extern void newdemo_record_laser_level(sbyte old_level, sbyte new_level);
#if defined(DXX_BUILD_DESCENT_II) #if defined(DXX_BUILD_DESCENT_II)
void newdemo_record_trigger( segnum_t segnum, int side, objnum_t objnum,int shot ); void newdemo_record_trigger(vcsegidx_t segnum, unsigned side, objnum_t objnum, unsigned shot);
extern void newdemo_record_player_afterburner(fix afterburner); extern void newdemo_record_player_afterburner(fix afterburner);
extern void newdemo_record_cloaking_wall(int front_wall_num, int back_wall_num, ubyte type, ubyte state, fix cloak_value, fix l0, fix l1, fix l2, fix l3); extern void newdemo_record_cloaking_wall(int front_wall_num, int back_wall_num, ubyte type, ubyte state, fix cloak_value, fix l0, fix l1, fix l2, fix l3);
extern void newdemo_record_secret_exit_blown(int truth); extern void newdemo_record_secret_exit_blown(int truth);

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@ -174,7 +174,7 @@ constexpr std::integral_constant<uint8_t, 0xff> trigger_none{};
extern void trigger_init(); extern void trigger_init();
namespace dsx { namespace dsx {
window_event_result check_trigger(vcsegptridx_t seg, short side, object &plrobj, vcobjptridx_t objnum, int shot); window_event_result check_trigger(vcsegptridx_t seg, unsigned side, object &plrobj, vcobjptridx_t objnum, int shot);
window_event_result check_trigger_sub(object &, trgnum_t trigger_num, playernum_t player_num, unsigned shot); window_event_result check_trigger_sub(object &, trgnum_t trigger_num, playernum_t player_num, unsigned shot);
static inline int trigger_is_exit(const trigger *t) static inline int trigger_is_exit(const trigger *t)

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@ -1902,7 +1902,7 @@ static int check_object_object_intersection(const vms_vector &pos, fix size, con
// -------------------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------------------
// Return objnum if object created, else return -1. // Return objnum if object created, else return -1.
// If pos == NULL, pick random spot in segment. // If pos == NULL, pick random spot in segment.
static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &vcobjptr, const vmsegptridx_t segp, int object_id, const vms_vector *const pos) static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &vcobjptr, const vmsegptridx_t segp, const unsigned object_id, const vms_vector *const pos)
{ {
#if defined(DXX_BUILD_DESCENT_I) #if defined(DXX_BUILD_DESCENT_I)
const unsigned maximum_gated_robots = 2*Difficulty_level + 3; const unsigned maximum_gated_robots = 2*Difficulty_level + 3;
@ -1992,7 +1992,7 @@ static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &v
// The process of him bringing in a robot takes one second. // The process of him bringing in a robot takes one second.
// Then a robot appears somewhere near the player. // Then a robot appears somewhere near the player.
// Return objnum if robot successfully created, else return -1 // Return objnum if robot successfully created, else return -1
imobjptridx_t gate_in_robot(int type, const vmsegptridx_t segnum) imobjptridx_t gate_in_robot(const unsigned type, const vmsegptridx_t segnum)
{ {
auto &Objects = LevelUniqueObjectState.Objects; auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr; auto &vcobjptr = Objects.vcptr;

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@ -123,7 +123,7 @@ static int check_collision_delayfunc_exec()
// ------------------------------------------------------------------------------------------------------------- // -------------------------------------------------------------------------------------------------------------
// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors. // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
namespace dsx { namespace dsx {
static void collide_robot_and_wall(fvcwallptr &vcwallptr, object &robot, const vmsegptridx_t hitseg, short hitwall, const vms_vector &) static void collide_robot_and_wall(fvcwallptr &vcwallptr, object &robot, const vmsegptridx_t hitseg, const unsigned hitwall, const vms_vector &)
{ {
const ubyte robot_id = get_robot_id(robot); const ubyte robot_id = get_robot_id(robot);
#if defined(DXX_BUILD_DESCENT_I) #if defined(DXX_BUILD_DESCENT_I)
@ -339,7 +339,7 @@ void bump_one_object(object_base &obj0, const vms_vector &hit_dir, fix damage)
} }
namespace dsx { namespace dsx {
static void collide_player_and_wall(const vmobjptridx_t playerobj, fix hitspeed, const vmsegptridx_t hitseg, short hitwall, const vms_vector &hitpt) static void collide_player_and_wall(const vmobjptridx_t playerobj, const fix hitspeed, const vmsegptridx_t hitseg, const unsigned hitwall, const vms_vector &hitpt)
{ {
auto &Objects = LevelUniqueObjectState.Objects; auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr; auto &vmobjptr = Objects.vmptr;
@ -549,7 +549,7 @@ static int effect_parent_is_guidebot(fvcobjptr &vcobjptr, const laser_parent &la
//if an effect is hit, and it can blow up, then blow it up //if an effect is hit, and it can blow up, then blow it up
//returns true if it blew up //returns true if it blew up
int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, const vmsegptridx_t seg,int side,const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote) int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, const vmsegptridx_t seg, unsigned side, const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote)
{ {
auto &Effects = LevelUniqueEffectsClipState.Effects; auto &Effects = LevelUniqueEffectsClipState.Effects;
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;

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@ -445,7 +445,7 @@ void digi_link_sound_to_object(const unsigned soundnum, const vcobjptridx_t objn
digi_link_sound_to_object2(soundnum, objnum, forever, max_volume, once, vm_distance{256*F1_0}); digi_link_sound_to_object2(soundnum, objnum, forever, max_volume, once, vm_distance{256*F1_0});
} }
static void digi_link_sound_to_pos2(fvcobjptr &vcobjptr, const int org_soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance) static void digi_link_sound_to_pos2(fvcobjptr &vcobjptr, const int org_soundnum, const vcsegptridx_t segnum, const unsigned sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
{ {
const auto &&viewer = vcobjptr(Viewer); const auto &&viewer = vcobjptr(Viewer);
int volume, pan; int volume, pan;
@ -483,7 +483,7 @@ static void digi_link_sound_to_pos2(fvcobjptr &vcobjptr, const int org_soundnum,
digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum); digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum);
} }
void digi_link_sound_to_pos(int soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume) void digi_link_sound_to_pos(const unsigned soundnum, const vcsegptridx_t segnum, const unsigned sidenum, const vms_vector &pos, const int forever, const fix max_volume)
{ {
auto &Objects = LevelUniqueObjectState.Objects; auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr; auto &vcobjptr = Objects.vcptr;
@ -491,7 +491,7 @@ void digi_link_sound_to_pos(int soundnum, const vcsegptridx_t segnum, short side
} }
//if soundnum==-1, kill any sound //if soundnum==-1, kill any sound
void digi_kill_sound_linked_to_segment( segnum_t segnum, int sidenum, int soundnum ) void digi_kill_sound_linked_to_segment(const vmsegidx_t segnum, const unsigned sidenum, int soundnum)
{ {
if (soundnum != -1) if (soundnum != -1)
soundnum = digi_xlat_sound(soundnum); soundnum = digi_xlat_sound(soundnum);

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@ -297,7 +297,7 @@ Restart: ;
#define ROBOT_GEN_TIME (i2f(5)) #define ROBOT_GEN_TIME (i2f(5))
imobjptridx_t create_morph_robot( const vmsegptridx_t segp, const vms_vector &object_pos, int object_id) imobjptridx_t create_morph_robot(const vmsegptridx_t segp, const vms_vector &object_pos, const unsigned object_id)
{ {
auto &plr = get_local_player(); auto &plr = get_local_player();
plr.num_robots_level++; plr.num_robots_level++;

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@ -3039,7 +3039,7 @@ void multi_digi_play_sample(int soundnum, fix max_volume)
namespace dsx { namespace dsx {
void multi_digi_link_sound_to_pos(int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume) void multi_digi_link_sound_to_pos(const int soundnum, const vcsegptridx_t segnum, const unsigned sidenum, const vms_vector &pos, const int forever, const fix max_volume)
{ {
if (Game_mode & GM_MULTI) if (Game_mode & GM_MULTI)
multi_send_play_sound(soundnum, max_volume, sound_stack::allow_stacking); multi_send_play_sound(soundnum, max_volume, sound_stack::allow_stacking);

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@ -1276,7 +1276,7 @@ void newdemo_record_secret_exit_blown(int truth)
nd_write_int( truth ); nd_write_int( truth );
} }
void newdemo_record_trigger( segnum_t segnum, int side, objnum_t objnum,int shot ) void newdemo_record_trigger(const vcsegidx_t segnum, const unsigned side, const objnum_t objnum, const unsigned shot)
{ {
pause_game_world_time p; pause_game_world_time p;
nd_write_byte( ND_EVENT_TRIGGER ); nd_write_byte( ND_EVENT_TRIGGER );
@ -1433,7 +1433,7 @@ void newdemo_record_restore_rearview(void)
nd_write_byte(ND_EVENT_RESTORE_REARVIEW); nd_write_byte(ND_EVENT_RESTORE_REARVIEW);
} }
void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte cside,short tmap) void newdemo_record_wall_set_tmap_num1(const vcsegidx_t seg, const unsigned side, const vcsegidx_t cseg, const unsigned cside, const int16_t tmap)
{ {
pause_game_world_time p; pause_game_world_time p;
nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1); nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM1);
@ -1444,7 +1444,7 @@ void newdemo_record_wall_set_tmap_num1(short seg,ubyte side,short cseg,ubyte csi
nd_write_short(tmap); nd_write_short(tmap);
} }
void newdemo_record_wall_set_tmap_num2(short seg,ubyte side,short cseg,ubyte cside,short tmap) void newdemo_record_wall_set_tmap_num2(const vcsegidx_t seg, const unsigned side, const vcsegidx_t cseg, const unsigned cside, const int16_t tmap)
{ {
pause_game_world_time p; pause_game_world_time p;
nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2); nd_write_byte(ND_EVENT_WALL_SET_TMAP_NUM2);

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@ -1092,8 +1092,7 @@ static void free_object_slots(uint_fast32_t num_used)
//note that segnum is really just a suggestion, since this routine actually //note that segnum is really just a suggestion, since this routine actually
//searches for the correct segment //searches for the correct segment
//returns the object number //returns the object number
imobjptridx_t obj_create(object_type_t type, ubyte id,vmsegptridx_t segnum,const vms_vector &pos, imobjptridx_t obj_create(const object_type_t type, const unsigned id, vmsegptridx_t segnum, const vms_vector &pos, const vms_matrix *const orient, const fix size, const unsigned ctype, const movement_type_t mtype, const unsigned rtype)
const vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
{ {
auto &Objects = LevelUniqueObjectState.Objects; auto &Objects = LevelUniqueObjectState.Objects;
// Some consistency checking. FIXME: Add more debug output here to probably trace all possible occurances back. // Some consistency checking. FIXME: Add more debug output here to probably trace all possible occurances back.
@ -2277,7 +2276,7 @@ static void obj_detach_all(object_array &Objects, object_base &parent)
#if defined(DXX_BUILD_DESCENT_II) #if defined(DXX_BUILD_DESCENT_II)
//creates a marker object in the world. returns the object number //creates a marker object in the world. returns the object number
imobjptridx_t drop_marker_object(const vms_vector &pos, const vmsegptridx_t segnum, const vms_matrix &orient, int marker_num) imobjptridx_t drop_marker_object(const vms_vector &pos, const vmsegptridx_t segnum, const vms_matrix &orient, const unsigned marker_num)
{ {
Assert(Marker_model_num != -1); Assert(Marker_model_num != -1);
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;

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@ -523,7 +523,7 @@ window_event_result check_trigger_sub(object &plrobj, const trgnum_t trigger_num
//----------------------------------------------------------------- //-----------------------------------------------------------------
// Checks for a trigger whenever an object hits a trigger side. // Checks for a trigger whenever an object hits a trigger side.
window_event_result check_trigger(const vcsegptridx_t seg, short side, object &plrobj, const vcobjptridx_t objnum, int shot) window_event_result check_trigger(const vcsegptridx_t seg, const unsigned side, object &plrobj, const vcobjptridx_t objnum, int shot)
{ {
if ((Game_mode & GM_MULTI) && (get_local_player().connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. so this function may be called when we are not playing. if ((Game_mode & GM_MULTI) && (get_local_player().connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. so this function may be called when we are not playing.
return window_event_result::ignored; return window_event_result::ignored;

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@ -396,7 +396,7 @@ void wall_damage(const vmsegptridx_t seg, const unsigned side, fix damage)
//----------------------------------------------------------------- //-----------------------------------------------------------------
// Opens a door // Opens a door
namespace dsx { namespace dsx {
void wall_open_door(const vmsegptridx_t seg, int side) void wall_open_door(const vmsegptridx_t seg, const unsigned side)
{ {
auto &Objects = LevelUniqueObjectState.Objects; auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr; auto &vmobjptr = Objects.vmptr;
@ -1068,7 +1068,7 @@ static int special_boss_opening_allowed(segnum_t segnum, int sidenum)
//playernum is the number the player who hit the wall or fired the weapon, //playernum is the number the player who hit the wall or fired the weapon,
//or -1 if a robot fired the weapon //or -1 if a robot fired the weapon
namespace dsx { namespace dsx {
wall_hit_process_t wall_hit_process(const player_flags powerup_flags, const vmsegptridx_t seg, int side, fix damage, int playernum, const object &obj) wall_hit_process_t wall_hit_process(const player_flags powerup_flags, const vmsegptridx_t seg, const unsigned side, const fix damage, const unsigned playernum, const object &obj)
{ {
fix show_message; fix show_message;