diff --git a/similar/main/multi.cpp b/similar/main/multi.cpp index f515029a2..d15d414aa 100644 --- a/similar/main/multi.cpp +++ b/similar/main/multi.cpp @@ -2745,7 +2745,7 @@ void multi_send_kill(const vobjptridx_t objnum) if (killer_objnum != object_none) { - short s = (short)objnum_local_to_remote(killer_objnum, reinterpret_cast(&multibuf[count+2])); // do it with variable since INTEL_SHORT won't work on return val from function. + const auto s = objnum_local_to_remote(killer_objnum, reinterpret_cast(&multibuf[count+2])); // do it with variable since INTEL_SHORT won't work on return val from function. PUT_INTEL_SHORT(multibuf+count, s); } else @@ -3006,7 +3006,7 @@ void multi_send_trigger(const int triggernum) count += 1; multibuf[count] = Player_num; count += 1; - multibuf[count] = (ubyte)triggernum; count += 1; + multibuf[count] = triggernum; count += 1; multi_send_data(multibuf, count, 2); } @@ -3768,7 +3768,7 @@ void multi_send_kill_goal_counts() for (i=0;i(multibuf+count)=(char)Players[i].KillGoalCount; + multibuf[count] = Players[i].KillGoalCount; count++; } @@ -4778,9 +4778,9 @@ void multi_restore_game(ubyte slot, uint id) multi_send_score(); // send my restored scores. I sent 0 when I loaded the level anyways... } -static void multi_do_msgsend_state(const ubyte *buf) +static void multi_do_msgsend_state(const uint8_t *buf) { - multi_sending_message[static_cast(buf[1])] = (msgsend_state_t)buf[2]; + multi_sending_message[static_cast(buf[1])] = static_cast(buf[2]); } void multi_send_msgsend_state(msgsend_state_t state) @@ -5141,7 +5141,7 @@ void MultiLevelInv_Repopulate(fix frequency) MultiLevelInv_Recount(); // recount current items for (unsigned i = 0; i < MAX_POWERUP_TYPES; i++) { - if (MultiLevelInv_AllowSpawn((powerup_type_t)i)) + if (MultiLevelInv_AllowSpawn(static_cast(i))) MultiLevelInv.RespawnTimer[i] += frequency; else MultiLevelInv.RespawnTimer[i] = 0; @@ -5149,8 +5149,8 @@ void MultiLevelInv_Repopulate(fix frequency) if (MultiLevelInv.RespawnTimer[i] >= F1_0*2) { con_printf(CON_VERBOSE, "MultiLevelInv_Repopulate type: %i - Init: %i Cur: %i", i, MultiLevelInv.Initial[i], MultiLevelInv.Current[i]); - maybe_drop_net_powerup((powerup_type_t)i, 0, 1); MultiLevelInv.RespawnTimer[i] = 0; + maybe_drop_net_powerup(static_cast(i), 0, 1); } } }