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.
This commit is contained in:
hispidence 2021-08-20 02:42:47 +01:00
parent 2039df5a27
commit 10419d15a8
5 changed files with 4 additions and 10 deletions

View file

@ -133,8 +133,6 @@ HEIGHT_TYPES HeightType;
int HeavyTriggered;
short SkyPos1;
short SkyPos2;
signed char SkyVelocity1;
signed char SkyVelocity2;
CVECTOR SkyColor1;
CVECTOR SkyColor2;
int CutSeqNum;

View file

@ -105,8 +105,6 @@ extern HEIGHT_TYPES HeightType;
extern int HeavyTriggered;
extern short SkyPos1;
extern short SkyPos2;
extern signed char SkyVelocity1;
extern signed char SkyVelocity2;
extern CVECTOR SkyColor1;
extern CVECTOR SkyColor2;
extern int CutSeqNum;

View file

@ -241,12 +241,10 @@ bool GameFlow::DoGameflow()
SkyColor1.r = level->Layer1.R;
SkyColor1.g = level->Layer1.G;
SkyColor1.b = level->Layer1.B;
SkyVelocity1 = level->Layer1.CloudSpeed;
SkyColor2.r = level->Layer2.R;
SkyColor2.g = level->Layer2.G;
SkyColor2.b = level->Layer2.B;
SkyVelocity2 = level->Layer2.CloudSpeed;
}
if (level->Storm)
@ -269,7 +267,7 @@ bool GameFlow::DoGameflow()
else
{
// Prepare inventory objects table
for (int i = 0; i < level->InventoryObjects.size(); i++)
for (size_t i = 0; i < level->InventoryObjects.size(); i++)
{
GameScriptInventoryObject* obj = &level->InventoryObjects[i];
if (obj->slot >= 0 && obj->slot < INVENTORY_TABLE_SIZE)

View file

@ -29,7 +29,7 @@ associated getters and setters.
@tparam ItemAction action is this usable, equippable, or examinable?
@return an InventoryObject
*/
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) :
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) :
name{ a_name },
slot{ a_slot.m_pair.second },
yOffset{ a_yOffset },

View file

@ -24,7 +24,7 @@ struct GameScriptInventoryObject
{
std::string name{};
inv_objects slot{ INV_OBJECT_PISTOLS };
float yOffset{ 0.0f };
short yOffset{ 0 };
float scale{ 1.0f };
GameScriptRotation rot{};
rotflags rotationFlags{ rotflags::INV_ROT_X };
@ -32,7 +32,7 @@ struct GameScriptInventoryObject
item_options action{ item_options::OPT_USE };
GameScriptInventoryObject() = default;
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);
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);
static void Register(sol::state* lua);