futureproof and use int16 for skins in menu instead of sint8

This commit is contained in:
SinnamonLat 2022-07-22 14:13:31 +02:00
parent fc4b0d8776
commit fdf57e59db
2 changed files with 5 additions and 5 deletions

View file

@ -511,7 +511,7 @@ void M_FreePlayerSetupColors(void);
#define MAXCLONES MAXSKINS/8
extern struct setup_chargrid_s {
SINT8 skinlist[MAXCLONES];
INT16 skinlist[MAXCLONES];
UINT8 numskins;
} setup_chargrid[9][9];
@ -532,7 +532,7 @@ typedef struct setup_player_s
{
SINT8 gridx, gridy;
UINT8 profilen;
SINT8 skin;
INT16 skin;
SINT8 clonenum;
SINT8 rotate;
UINT8 delay;

View file

@ -843,7 +843,7 @@ static void M_DrawCharSelectCircle(setup_player_t *p, INT16 x, INT16 y)
if (p->mdepth == CSSTEP_ALTS)
{
SINT8 skin;
INT16 skin;
n = (p->clonenum) + numoptions/2;
if (subtract)
@ -946,7 +946,7 @@ static void M_DrawCharSelectCircle(setup_player_t *p, INT16 x, INT16 y)
}
// returns false if the character couldn't be rendered
static boolean M_DrawCharacterSprite(INT16 x, INT16 y, SINT8 skin, INT32 addflags, UINT8 *colormap)
static boolean M_DrawCharacterSprite(INT16 x, INT16 y, INT16 skin, INT32 addflags, UINT8 *colormap)
{
UINT8 spr;
spritedef_t *sprdef;
@ -1451,7 +1451,7 @@ void M_DrawCharacterSelect(void)
UINT8 i, j, k;
UINT8 priority = 0;
INT16 quadx, quady;
SINT8 skin;
INT16 skin;
INT32 basex = optionsmenu.profile != NULL ? 64 : 0;
// Draw page num.