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-rw-r--r--src/g_game.c4
-rw-r--r--src/p_enemy.c12
-rw-r--r--src/p_inter.c6
-rw-r--r--src/p_mobj.c16
-rw-r--r--src/p_pspr.c2
-rw-r--r--src/p_user.c2
-rw-r--r--src/r_draw.c4
-rw-r--r--src/v_video.c2
8 files changed, 24 insertions, 24 deletions
diff --git a/src/g_game.c b/src/g_game.c
index 0a2d5862..8d60a5ce 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -1605,7 +1605,7 @@ G_InitNew
if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
{
for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics >>= 1;
+ states[i].tics /= 2;
mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
@@ -1613,7 +1613,7 @@ G_InitNew
else if (skill != sk_nightmare && gameskill == sk_nightmare)
{
for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics <<= 1;
+ states[i].tics *= 2;
mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
diff --git a/src/p_enemy.c b/src/p_enemy.c
index 0ed7f60f..66c446df 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -220,7 +220,7 @@ boolean P_CheckMissileRange (mobj_t* actor)
if (!actor->info->meleestate)
dist -= 128*FRACUNIT; // no melee attack, so fire more
- dist >>= 16;
+ dist /= FRACUNIT;
if (actor->type == MT_VILE)
{
@@ -233,7 +233,7 @@ boolean P_CheckMissileRange (mobj_t* actor)
{
if (dist < 196)
return false; // close for fist attack
- dist >>= 1;
+ dist /= 2;
}
@@ -241,7 +241,7 @@ boolean P_CheckMissileRange (mobj_t* actor)
|| actor->type == MT_SPIDER
|| actor->type == MT_SKULL)
{
- dist >>= 1;
+ dist /= 2;
}
if (dist > 200)
@@ -1149,9 +1149,9 @@ boolean PIT_VileCheck (mobj_t* thing)
corpsehit = thing;
corpsehit->momx = corpsehit->momy = 0;
- corpsehit->height <<= 2;
+ corpsehit->height *= 4;
check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
- corpsehit->height >>= 2;
+ corpsehit->height /= 4;
if (!check)
return true; // doesn't fit here
@@ -1439,7 +1439,7 @@ void A_SkullAttack (mobj_t* actor)
if (dist < 1)
dist = 1;
- actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist;
+ actor->momz = (dest->z+(dest->height / 2) - actor->z) / dist;
}
diff --git a/src/p_inter.c b/src/p_inter.c
index 484178dd..3d494c4a 100644
--- a/src/p_inter.c
+++ b/src/p_inter.c
@@ -678,7 +678,7 @@ P_KillMobj
target->flags &= ~MF_NOGRAVITY;
target->flags |= MF_CORPSE|MF_DROPOFF;
- target->height >>= 2;
+ target->height /= 4;
if (source && source->player)
{
@@ -797,7 +797,7 @@ P_DamageMobj
player = target->player;
if (player && gameskill == sk_baby)
- damage >>= 1; // take half damage in trainer mode
+ damage /= 2; // take half damage in trainer mode
// Some close combat weapons should not
@@ -814,7 +814,7 @@ P_DamageMobj
target->x,
target->y);
- thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+ thrust = damage*(FRACUNIT / 8)*100/target->info->mass;
// make fall forwards sometimes
if ( damage < 40
diff --git a/src/p_mobj.c b/src/p_mobj.c
index 987146d7..6e639811 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -154,8 +154,8 @@ void P_XYMovement (mobj_t* mo)
{
ptryx = mo->x + xmove/2;
ptryy = mo->y + ymove/2;
- xmove >>= 1;
- ymove >>= 1;
+ xmove /= 2;
+ ymove /= 2;
}
else
{
@@ -255,7 +255,7 @@ void P_ZMovement (mobj_t* mo)
mo->player->viewheight -= mo->floorz-mo->z;
mo->player->deltaviewheight
- = (VIEWHEIGHT - mo->player->viewheight)>>3;
+ = (VIEWHEIGHT - mo->player->viewheight) / 8;
}
// adjust height
@@ -271,7 +271,7 @@ void P_ZMovement (mobj_t* mo)
dist = P_AproxDistance (mo->x - mo->target->x,
mo->y - mo->target->y);
- delta =(mo->target->z + (mo->height>>1)) - mo->z;
+ delta = mo->target->z + (mo->height / 2) - mo->z;
if (delta<0 && dist < -(delta*3) )
mo->z -= FLOATSPEED;
@@ -326,7 +326,7 @@ void P_ZMovement (mobj_t* mo)
// Decrease viewheight for a moment
// after hitting the ground (hard),
// and utter appropriate sound.
- mo->player->deltaviewheight = mo->momz>>3;
+ mo->player->deltaviewheight = mo->momz / 8;
S_StartSound (mo, sfx_oof);
}
mo->momz = 0;
@@ -914,9 +914,9 @@ void P_CheckMissileSpawn (mobj_t* th)
// move a little forward so an angle can
// be computed if it immediately explodes
- th->x += (th->momx>>1);
- th->y += (th->momy>>1);
- th->z += (th->momz>>1);
+ th->x += (th->momx / 2);
+ th->y += (th->momy / 2);
+ th->z += (th->momz / 2);
if (!P_TryMove (th, th->x, th->y))
P_ExplodeMissile (th);
diff --git a/src/p_pspr.c b/src/p_pspr.c
index fe32c53f..fde21ecf 100644
--- a/src/p_pspr.c
+++ b/src/p_pspr.c
@@ -816,7 +816,7 @@ void A_BFGSpray (mobj_t* mo)
P_SpawnMobj (linetarget->x,
linetarget->y,
- linetarget->z + (linetarget->height>>2),
+ linetarget->z + (linetarget->height / 4),
MT_EXTRABFG);
damage = 0;
diff --git a/src/p_user.c b/src/p_user.c
index 2ff7f818..70f53031 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -90,7 +90,7 @@ void P_CalcHeight (player_t* player)
FixedMul (player->mo->momx, player->mo->momx)
+ FixedMul (player->mo->momy,player->mo->momy);
- player->bob >>= 2;
+ player->bob /= 4;
if (player->bob>MAXBOB)
player->bob = MAXBOB;
diff --git a/src/r_draw.c b/src/r_draw.c
index 6813ea59..30e27715 100644
--- a/src/r_draw.c
+++ b/src/r_draw.c
@@ -777,7 +777,7 @@ R_InitBuffer
// Handle resize,
// e.g. smaller view windows
// with border and/or status bar.
- viewwindowx = (SCREENWIDTH-width) >> 1;
+ viewwindowx = (SCREENWIDTH-width) / 2;
// Column offset. For windows.
for (i=0 ; i<width ; i++)
@@ -787,7 +787,7 @@ R_InitBuffer
if (width == SCREENWIDTH)
viewwindowy = 0;
else
- viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1;
+ viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) / 2;
// Preclaculate all row offsets.
for (i=0 ; i<height ; i++)
diff --git a/src/v_video.c b/src/v_video.c
index 84882186..63155862 100644
--- a/src/v_video.c
+++ b/src/v_video.c
@@ -364,7 +364,7 @@ V_DrawPatchDirect
#endif
// V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height));
- desttop = destscreen + y*SCREENWIDTH/4 + (x>>2);
+ desttop = destscreen + (y*SCREENWIDTH + x) / 4;
w = SHORT(patch->width);
for ( col = 0 ; col<w ; col++)