From 9323b225043c0f9c65e1ac19cd236a7d33cd0511 Mon Sep 17 00:00:00 2001 From: lahm86 <33758420+lahm86@users.noreply.github.com> Date: Tue, 15 Oct 2024 13:55:48 +0100 Subject: [PATCH] tr1/carrier: use int32_t rather than int This replaces int references with int32_t in the carrier module. --- src/tr1/game/carrier.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/tr1/game/carrier.c b/src/tr1/game/carrier.c index 8b6ecfed9..4790e77c1 100644 --- a/src/tr1/game/carrier.c +++ b/src/tr1/game/carrier.c @@ -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); @@ -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; @@ -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) {