foxygit / doom Log in
commit c78ca4cf4a5d95b9e0268f43539e61084cdebe9f
Author:     David Carlier <devnexen@gmail.com>
AuthorDate: Sun Oct 1 09:25:51 2017 +0100
Commit:     David Carlier <devnexen@gmail.com>
CommitDate: Mon Oct 2 21:09:22 2017 +0100

    fixing a handful of abs calls parameter
---
 src/doom/r_segs.c    |  2 +-
 src/hexen/a_action.c | 15 ++++++---------
 2 files changed, 7 insertions(+), 10 deletions(-)

diff --git a/src/doom/r_segs.c b/src/doom/r_segs.c
index 461aa4a4..06881a52 100644
--- a/src/doom/r_segs.c
+++ b/src/doom/r_segs.c
@@ -396,7 +396,7 @@ R_StoreWallRange

     // calculate rw_distance for scale calculation
     rw_normalangle = curline->angle + ANG90;
-    offsetangle = abs(rw_normalangle-rw_angle1);
+    offsetangle = abs((int)rw_normalangle-(int)rw_angle1);

     if (offsetangle > ANG90)
 	offsetangle = ANG90;
diff --git a/src/hexen/a_action.c b/src/hexen/a_action.c
index 21b9e85b..5755d04d 100644
--- a/src/hexen/a_action.c
+++ b/src/hexen/a_action.c
@@ -200,10 +200,9 @@ void A_PotteryCheck(mobj_t * actor)
     if (!netgame)
     {
         pmo = players[consoleplayer].mo;
-        if (P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
-                                                             pmo->y, actor->x,
-                                                             actor->y) -
-                                             pmo->angle) <= ANG45))
+        if (P_CheckSight(actor, pmo)
+	  && (abs((int)R_PointToAngle2(pmo->x, pmo->y, actor->x, actor->y)
+           - (int)pmo->angle) <= ANG45))
         {                       // Previous state (pottery bit waiting state)
             P_SetMobjState(actor, actor->state - &states[0] - 1);
         }
@@ -221,11 +220,9 @@ void A_PotteryCheck(mobj_t * actor)
                 continue;
             }
             pmo = players[i].mo;
-            if (P_CheckSight(actor, pmo) && (abs(R_PointToAngle2(pmo->x,
-                                                                 pmo->y,
-                                                                 actor->x,
-                                                                 actor->y) -
-                                                 pmo->angle) <= ANG45))
+            if (P_CheckSight(actor, pmo)
+              && (abs((int)R_PointToAngle2(pmo->x, pmo->y, actor->x, actor->y)
+               - (int)pmo->angle) <= ANG45))
             {                   // Previous state (pottery bit waiting state)
                 P_SetMobjState(actor, actor->state - &states[0] - 1);
                 return;