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Fixed some GameFlowScript.cpp warnings:
Remove SkyVelocity1 and SkyVelocity2 - they weren't being used. Change a loop var to a size_t. Make GameScriptInventoryObject.yOffset a short.
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2039df5a27
commit
10419d15a8
5 changed files with 4 additions and 10 deletions
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@ -133,8 +133,6 @@ HEIGHT_TYPES HeightType;
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int HeavyTriggered;
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int HeavyTriggered;
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short SkyPos1;
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short SkyPos1;
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short SkyPos2;
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short SkyPos2;
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signed char SkyVelocity1;
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signed char SkyVelocity2;
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CVECTOR SkyColor1;
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CVECTOR SkyColor1;
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CVECTOR SkyColor2;
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CVECTOR SkyColor2;
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int CutSeqNum;
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int CutSeqNum;
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@ -105,8 +105,6 @@ extern HEIGHT_TYPES HeightType;
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extern int HeavyTriggered;
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extern int HeavyTriggered;
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extern short SkyPos1;
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extern short SkyPos1;
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extern short SkyPos2;
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extern short SkyPos2;
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extern signed char SkyVelocity1;
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extern signed char SkyVelocity2;
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extern CVECTOR SkyColor1;
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extern CVECTOR SkyColor1;
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extern CVECTOR SkyColor2;
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extern CVECTOR SkyColor2;
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extern int CutSeqNum;
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extern int CutSeqNum;
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@ -241,12 +241,10 @@ bool GameFlow::DoGameflow()
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SkyColor1.r = level->Layer1.R;
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SkyColor1.r = level->Layer1.R;
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SkyColor1.g = level->Layer1.G;
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SkyColor1.g = level->Layer1.G;
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SkyColor1.b = level->Layer1.B;
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SkyColor1.b = level->Layer1.B;
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SkyVelocity1 = level->Layer1.CloudSpeed;
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SkyColor2.r = level->Layer2.R;
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SkyColor2.r = level->Layer2.R;
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SkyColor2.g = level->Layer2.G;
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SkyColor2.g = level->Layer2.G;
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SkyColor2.b = level->Layer2.B;
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SkyColor2.b = level->Layer2.B;
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SkyVelocity2 = level->Layer2.CloudSpeed;
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}
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}
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if (level->Storm)
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if (level->Storm)
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@ -269,7 +267,7 @@ bool GameFlow::DoGameflow()
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else
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else
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{
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{
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// Prepare inventory objects table
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// Prepare inventory objects table
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for (int i = 0; i < level->InventoryObjects.size(); i++)
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for (size_t i = 0; i < level->InventoryObjects.size(); i++)
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{
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{
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GameScriptInventoryObject* obj = &level->InventoryObjects[i];
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GameScriptInventoryObject* obj = &level->InventoryObjects[i];
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if (obj->slot >= 0 && obj->slot < INVENTORY_TABLE_SIZE)
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if (obj->slot >= 0 && obj->slot < INVENTORY_TABLE_SIZE)
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@ -29,7 +29,7 @@ associated getters and setters.
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@tparam ItemAction action is this usable, equippable, or examinable?
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@tparam ItemAction action is this usable, equippable, or examinable?
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@return an InventoryObject
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@return an InventoryObject
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*/
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*/
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GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name, ItemEnumPair a_slot, float a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, item_options a_action) :
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GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name, ItemEnumPair a_slot, short a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, item_options a_action) :
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name{ a_name },
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name{ a_name },
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slot{ a_slot.m_pair.second },
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slot{ a_slot.m_pair.second },
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yOffset{ a_yOffset },
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yOffset{ a_yOffset },
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@ -24,7 +24,7 @@ struct GameScriptInventoryObject
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{
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{
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std::string name{};
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std::string name{};
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inv_objects slot{ INV_OBJECT_PISTOLS };
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inv_objects slot{ INV_OBJECT_PISTOLS };
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float yOffset{ 0.0f };
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short yOffset{ 0 };
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float scale{ 1.0f };
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float scale{ 1.0f };
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GameScriptRotation rot{};
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GameScriptRotation rot{};
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rotflags rotationFlags{ rotflags::INV_ROT_X };
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rotflags rotationFlags{ rotflags::INV_ROT_X };
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@ -32,7 +32,7 @@ struct GameScriptInventoryObject
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item_options action{ item_options::OPT_USE };
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item_options action{ item_options::OPT_USE };
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GameScriptInventoryObject() = default;
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GameScriptInventoryObject() = default;
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GameScriptInventoryObject(std::string const & a_name, ItemEnumPair a_slot, float a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, item_options a_actions);
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GameScriptInventoryObject(std::string const & a_name, ItemEnumPair a_slot, short a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, item_options a_actions);
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static void Register(sol::state* lua);
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static void Register(sol::state* lua);
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