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engine: studio: fix signed left shift to unsigned left shift
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@ -50,21 +50,21 @@ Studio models are position independent, so the cache manager can move them.
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#define MAXSTUDIOATTACHMENTS 4 // max attachments per model
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#define MAXSTUDIOATTACHMENTS 4 // max attachments per model
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// client-side model flags
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// client-side model flags
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#define STUDIO_ROCKET (1<<0) // leave a trail
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#define STUDIO_ROCKET (1U<<0) // leave a trail
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#define STUDIO_GRENADE (1<<1) // leave a trail
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#define STUDIO_GRENADE (1U<<1) // leave a trail
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#define STUDIO_GIB (1<<2) // leave a trail
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#define STUDIO_GIB (1U<<2) // leave a trail
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#define STUDIO_ROTATE (1<<3) // rotate (bonus items)
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#define STUDIO_ROTATE (1U<<3) // rotate (bonus items)
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#define STUDIO_TRACER (1<<4) // green split trail
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#define STUDIO_TRACER (1U<<4) // green split trail
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#define STUDIO_ZOMGIB (1<<5) // small blood trail
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#define STUDIO_ZOMGIB (1U<<5) // small blood trail
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#define STUDIO_TRACER2 (1<<6) // orange split trail + rotate
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#define STUDIO_TRACER2 (1U<<6) // orange split trail + rotate
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#define STUDIO_TRACER3 (1<<7) // purple trail
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#define STUDIO_TRACER3 (1U<<7) // purple trail
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#define STUDIO_AMBIENT_LIGHT (1<<8) // force to use ambient shading
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#define STUDIO_AMBIENT_LIGHT (1U<<8) // force to use ambient shading
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#define STUDIO_TRACE_HITBOX (1<<9) // always use hitbox trace instead of bbox
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#define STUDIO_TRACE_HITBOX (1U<<9) // always use hitbox trace instead of bbox
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#define STUDIO_FORCE_SKYLIGHT (1<<10) // always grab lightvalues from the sky settings (even if sky is invisible)
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#define STUDIO_FORCE_SKYLIGHT (1U<<10) // always grab lightvalues from the sky settings (even if sky is invisible)
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#define STUDIO_STATIC_PROP (1<<29) // hint for engine
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#define STUDIO_STATIC_PROP (1U<<29) // hint for engine
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#define STUDIO_HAS_BONEINFO (1<<30) // extra info about bones (pose matrix, procedural index etc)
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#define STUDIO_HAS_BONEINFO (1U<<30) // extra info about bones (pose matrix, procedural index etc)
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#define STUDIO_HAS_BONEWEIGHTS (1<<31) // yes we got support of bone weighting
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#define STUDIO_HAS_BONEWEIGHTS (1U<<31) // yes we got support of bone weighting
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// lighting & rendermode options
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// lighting & rendermode options
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#define STUDIO_NF_FLATSHADE 0x0001
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#define STUDIO_NF_FLATSHADE 0x0001
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