Codechange: rename byte to uint8_t (#12308)
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@@ -53,7 +53,7 @@ TemporaryStorageArray<int32_t, 0x110> _temp_store;
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}
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}
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static inline uint32_t GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32_t parameter, bool *available)
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static inline uint32_t GetVariable(const ResolverObject &object, ScopeResolver *scope, uint8_t variable, uint32_t parameter, bool *available)
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{
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uint32_t value;
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switch (variable) {
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@@ -103,7 +103,7 @@ static inline uint32_t GetVariable(const ResolverObject &object, ScopeResolver *
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* @param[out] available Set to false, in case the variable does not exist.
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* @return Value
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*/
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/* virtual */ uint32_t ScopeResolver::GetVariable(byte variable, [[maybe_unused]] uint32_t parameter, bool *available) const
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/* virtual */ uint32_t ScopeResolver::GetVariable(uint8_t variable, [[maybe_unused]] uint32_t parameter, bool *available) const
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{
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Debug(grf, 1, "Unhandled scope variable 0x{:X}", variable);
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*available = false;
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@@ -132,7 +132,7 @@ static inline uint32_t GetVariable(const ResolverObject &object, ScopeResolver *
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* Get a resolver for the \a scope.
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* @return The resolver for the requested scope.
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*/
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/* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope, byte)
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/* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope, uint8_t)
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{
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return &this->default_scope;
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}
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@@ -258,7 +258,7 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
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ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
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if (object.callback == CBID_RANDOM_TRIGGER) {
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/* Handle triggers */
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byte match = this->triggers & object.waiting_triggers;
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uint8_t match = this->triggers & object.waiting_triggers;
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bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
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if (res) {
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@@ -268,7 +268,7 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
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}
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uint32_t mask = ((uint)this->groups.size() - 1) << this->lowest_randbit;
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byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
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uint8_t index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
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return SpriteGroup::Resolve(this->groups[index], object, false);
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}
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