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tr1/carrier: use int32_t rather than int
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This replaces int references with int32_t in the carrier module.
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lahm86 committed Oct 15, 2024
1 parent 5f77267 commit 9323b22
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions src/tr1/game/carrier.c
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ void Carrier_InitialiseLevel(const int32_t level_num)

int32_t total_item_count = g_LevelItemCount;
const GAMEFLOW_LEVEL level = g_GameFlow.levels[level_num];
for (int i = 0; i < level.item_drops.count; i++) {
for (int32_t i = 0; i < level.item_drops.count; i++) {
const GAMEFLOW_DROP_ITEM_DATA *const data = &level.item_drops.data[i];

ITEM *const item = M_GetCarrier(data->enemy_num);
Expand Down Expand Up @@ -131,7 +131,7 @@ void Carrier_InitialiseLevel(const int32_t level_num)
item->carried_item =
GameBuf_Alloc(sizeof(CARRIED_ITEM) * data->count, GBUF_ITEMS);
CARRIED_ITEM *drop = item->carried_item;
for (int i = 0; i < data->count; i++) {
for (int32_t i = 0; i < data->count; i++) {
drop->object_id = data->object_ids[i];
drop->spawn_num = NO_ITEM;
drop->room_num = NO_ROOM;
Expand Down Expand Up @@ -268,7 +268,7 @@ void Carrier_AnimateDrops(void)
}

// Make items that spawn in mid-air or water gracefully fall to the floor.
for (int i = 0; i < g_LevelItemCount; i++) {
for (int32_t i = 0; i < g_LevelItemCount; i++) {
const ITEM *const carrier = Item_Get(i);
CARRIED_ITEM *item = carrier->carried_item;
while (item) {
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