diff --git a/src/ObjLoading/Game/T6/BSP/BSP.h b/src/ObjLoading/Game/T6/BSP/BSP.h index 24da266c..26387056 100644 --- a/src/ObjLoading/Game/T6/BSP/BSP.h +++ b/src/ObjLoading/Game/T6/BSP/BSP.h @@ -34,9 +34,9 @@ namespace BSP struct BSPSurface { BSPMaterial material; - int triCount; - int indexOfFirstVertex; - int indexOfFirstIndex; + unsigned triCount; + unsigned indexOfFirstVertex; + unsigned indexOfFirstIndex; }; struct BSPWorld diff --git a/src/ObjLoading/Game/T6/BSP/BSPCalculation.cpp b/src/ObjLoading/Game/T6/BSP/BSPCalculation.cpp index c0d1aef3..8bba32ba 100644 --- a/src/ObjLoading/Game/T6/BSP/BSPCalculation.cpp +++ b/src/ObjLoading/Game/T6/BSP/BSPCalculation.cpp @@ -4,7 +4,7 @@ namespace BSP { - constexpr int MAX_NODE_SIZE = 512; // maximum size a BSP node can be before it becomes a leaf + constexpr auto MAX_NODE_SIZE = 512u; // maximum size a BSP node can be before it becomes a leaf BSPObject::BSPObject( const float xMin, const float yMin, const float zMin, const float xMax, const float yMax, const float zMax, const int objPartitionIndex) diff --git a/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp b/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp index 98f25a46..67defe35 100644 --- a/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp +++ b/src/ObjLoading/Game/T6/BSP/BSPCreator.cpp @@ -61,9 +61,9 @@ namespace BSPSurface surface; size_t partTriangleNum = meshPart.num_triangles; - surface.triCount = static_cast(partTriangleNum); - surface.indexOfFirstVertex = static_cast(vertexVec.size()); - surface.indexOfFirstIndex = static_cast(indexVec.size()); + surface.triCount = static_cast(partTriangleNum); + surface.indexOfFirstVertex = static_cast(vertexVec.size()); + surface.indexOfFirstIndex = static_cast(indexVec.size()); if (mesh->materials.count == 0) { diff --git a/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp index 5ce61734..d17c0a07 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.cpp @@ -17,7 +17,7 @@ namespace BSP void ClipMapLinker::loadDynEnts(clipMap_t& clipMap) const { - int dynEntCount = 0; + uint16_t dynEntCount = 0; clipMap.originalDynEntCount = dynEntCount; clipMap.dynEntCount[0] = clipMap.originalDynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame clipMap.dynEntCount[1] = 0; @@ -495,9 +495,9 @@ namespace BSP { const auto indexOfFirstIndex = surface.indexOfFirstIndex; const auto indexOfFirstVertex = surface.indexOfFirstVertex; - for (auto indexIdx = 0; indexIdx < surface.triCount * 3; indexIdx++) + for (auto indexIdx = 0u; indexIdx < surface.triCount * 3; indexIdx++) { - auto triIndex = bsp.colWorld.indices[indexOfFirstIndex + indexIdx] + indexOfFirstVertex; + auto triIndex = static_cast(bsp.colWorld.indices[indexOfFirstIndex + indexIdx] + indexOfFirstVertex); triIndexVec.emplace_back(triIndex); } } @@ -516,11 +516,11 @@ namespace BSP // so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower const auto indexOfFirstTri = surface.indexOfFirstIndex / 3; const auto indexOfFirstVertex = surface.indexOfFirstVertex; - for (auto triIdx = 0; triIdx < surface.triCount; triIdx++) + for (auto triIdx = 0u; triIdx < surface.triCount; triIdx++) { CollisionPartition partition; partition.triCount = 1; - partition.firstTri = indexOfFirstTri + triIdx; + partition.firstTri = static_cast(indexOfFirstTri + triIdx); partition.nuinds = 3; partition.fuind = static_cast(uniqueIndicesVec.size()); diff --git a/src/ObjLoading/Game/T6/BSP/Linker/GameWorldMpLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/GameWorldMpLinker.cpp index 5c8ee56e..131d780c 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/GameWorldMpLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/GameWorldMpLinker.cpp @@ -24,7 +24,7 @@ namespace BSP gameWorldMp->path.nodeTreeCount = 0; // The game has 128 empty nodes allocated - const auto extraNodeCount = gameWorldMp->path.nodeCount + 128; + const auto extraNodeCount = gameWorldMp->path.nodeCount + 128u; gameWorldMp->path.nodes = m_memory.Alloc(extraNodeCount); gameWorldMp->path.basenodes = m_memory.Alloc(extraNodeCount); gameWorldMp->path.pathVis = nullptr; diff --git a/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp index 2bb5cc1e..f3428515 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/GfxWorldLinker.cpp @@ -75,9 +75,9 @@ namespace BSP gfxSurface->flags = BSPEditableConstants::DEFAULT_SURFACE_FLAGS; gfxSurface->tris.triCount = static_cast(bspSurface.triCount); - gfxSurface->tris.baseIndex = bspSurface.indexOfFirstIndex; + gfxSurface->tris.baseIndex = static_cast(bspSurface.indexOfFirstIndex); - gfxSurface->tris.vertexDataOffset0 = bspSurface.indexOfFirstVertex * sizeof(GfxPackedWorldVertex); + gfxSurface->tris.vertexDataOffset0 = static_cast(bspSurface.indexOfFirstVertex * sizeof(GfxPackedWorldVertex)); gfxSurface->tris.vertexDataOffset1 = 0; std::string surfMaterialName; @@ -666,7 +666,7 @@ namespace BSP void GfxWorldLinker::loadDynEntData(GfxWorld& gfxWorld) const { - int dynEntCount = 0; + unsigned dynEntCount = 0u; gfxWorld.dpvsDyn.dynEntClientCount[0] = dynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame gfxWorld.dpvsDyn.dynEntClientCount[1] = 0; @@ -676,11 +676,11 @@ namespace BSP gfxWorld.dpvsDyn.dynEntClientWordCount[1] = 0; gfxWorld.dpvsDyn.usageCount = 0; - const auto dynEntCellBitsSize = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * gfxWorld.dpvsPlanes.cellCount; + const auto dynEntCellBitsSize = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * static_cast(gfxWorld.dpvsPlanes.cellCount); gfxWorld.dpvsDyn.dynEntCellBits[0] = m_memory.Alloc(dynEntCellBitsSize); gfxWorld.dpvsDyn.dynEntCellBits[1] = nullptr; - const auto dynEntVisData0Size = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * 32; + const auto dynEntVisData0Size = gfxWorld.dpvsDyn.dynEntClientWordCount[0] * 32u; gfxWorld.dpvsDyn.dynEntVisData[0][0] = m_memory.Alloc(dynEntVisData0Size); gfxWorld.dpvsDyn.dynEntVisData[0][1] = m_memory.Alloc(dynEntVisData0Size); gfxWorld.dpvsDyn.dynEntVisData[0][2] = m_memory.Alloc(dynEntVisData0Size); @@ -688,7 +688,7 @@ namespace BSP gfxWorld.dpvsDyn.dynEntVisData[1][1] = nullptr; gfxWorld.dpvsDyn.dynEntVisData[1][2] = nullptr; - const auto dynEntShadowVisCount = gfxWorld.dpvsDyn.dynEntClientCount[0] * (gfxWorld.primaryLightCount - gfxWorld.sunPrimaryLightIndex - 1); + const auto dynEntShadowVisCount = gfxWorld.dpvsDyn.dynEntClientCount[0] * (gfxWorld.primaryLightCount - gfxWorld.sunPrimaryLightIndex - 1u); gfxWorld.primaryLightDynEntShadowVis[0] = m_memory.Alloc(dynEntShadowVisCount); gfxWorld.primaryLightDynEntShadowVis[1] = nullptr;