From 6a2ace3067939fec8ef1cc9d1b51703627836c91 Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 25 Oct 2020 13:12:08 -0700 Subject: [PATCH 1/3] Fix compiler warning --- src/k_battle.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/k_battle.c b/src/k_battle.c index 518ae260f..3b4a0e95f 100644 --- a/src/k_battle.c +++ b/src/k_battle.c @@ -382,7 +382,7 @@ void K_RunBattleOvertime(void) if (battleovertime.radius > 0) { const fixed_t pi = (22 * FRACUNIT) / 7; // loose approximation, this doesn't need to be incredibly precise - const UINT32 orbs = 32; + const INT32 orbs = 32; const angle_t angoff = ANGLE_MAX / orbs; const UINT8 spriteSpacing = 128; From 2c35034960b084cd1e167c7fd0a3e8380b9a3389 Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 25 Oct 2020 13:43:44 -0700 Subject: [PATCH 2/3] Fix invincibility music not ending --- src/p_user.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/p_user.c b/src/p_user.c index b58cdbf84..060709ac7 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1792,6 +1792,8 @@ static void P_CheckInvincibilityTimer(player_t *player) player->mo->color = player->skincolor; G_GhostAddColor((INT32) (player - players), GHC_NORMAL); } + + P_RestoreMusic(player); } } From 4570757c4eaaebf174c9c911e53cfd503c298a47 Mon Sep 17 00:00:00 2001 From: James R Date: Sun, 25 Oct 2020 15:42:14 -0700 Subject: [PATCH 3/3] Fix item respawn time underflow --- src/p_mobj.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index b1b415114..c9cf27b87 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -9945,7 +9945,7 @@ mobjtype_t P_GetMobjtype(UINT16 mthingtype) void P_RespawnSpecials(void) { UINT8 p, pcount = 0; - tic_t time = 30*TICRATE; // Respawn things in empty dedicated servers + INT32 time = 30*TICRATE; // Respawn things in empty dedicated servers mapthing_t *mthing = NULL; if (!(gametyperules & GTR_CIRCUIT) && numgotboxes >= (4*nummapboxes/5)) // Battle Mode respawns all boxes in a different way @@ -9993,7 +9993,7 @@ void P_RespawnSpecials(void) return; // the first item in the queue is the first to respawn - if (leveltime - itemrespawntime[iquetail] < time) + if (leveltime - itemrespawntime[iquetail] < (tic_t)time) return; mthing = itemrespawnque[iquetail];