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Silence a lot of warnings
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parent
f3151fe0b7
commit
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@ -314,6 +314,8 @@ private:
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// Set state
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void setBlend(bool enable)
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{
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RW_UNUSED(enable);
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/// @todo set blendEnabled, currently not possible because other functions keep trashing the state
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#if 0
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if (enable && !blendEnabled) {
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@ -166,7 +166,7 @@ void game_create_vehicle_generator(const ScriptArguments& args)
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void game_set_vehicle_generator_count(const ScriptArguments& args)
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{
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RW_CHECK(args.getWorld()->state->vehicleGenerators.size() > *args[0].globalInteger, "VehicleGenerator out of range");
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if (args.getWorld()->state->vehicleGenerators.size() > *args[0].globalInteger) {
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if ((int)args.getWorld()->state->vehicleGenerators.size() > *args[0].globalInteger) {
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VehicleGenerator& generator = args.getWorld()->state->vehicleGenerators.at(*args[0].globalInteger);
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generator.remainingSpawns = args[1].integer;
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}
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@ -126,7 +126,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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}
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std::string s;
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for (int i = 0; i < ui_maxWantedLevel; ++i) {
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for (size_t i = 0; i < ui_maxWantedLevel; ++i) {
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s += "]";
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}
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ti.text = s;
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@ -232,7 +232,7 @@ void RWGame::newGame()
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void RWGame::saveGame(const std::string& savename)
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{
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RW_UNUSED(savename);
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}
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void RWGame::loadGame(const std::string& savename)
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@ -290,7 +290,7 @@ void RWGame::startScript(const std::string& name)
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std::stringstream ss;
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ss << " " << bp.function->description << ".";
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ss << " Args:";
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for(int a = 0; a < bp.args->getParameters().size(); a++)
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for(size_t a = 0; a < bp.args->getParameters().size(); a++)
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{
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auto& arg = bp.args->getParameters()[a];
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ss << " " << arg.integerValue();
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@ -457,7 +457,7 @@ void RWGame::tick(float dt)
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}
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// Clean up old VisualFX
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for( int i = 0; i < world->effects.size(); ++i )
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for( ssize_t i = 0; i < static_cast<ssize_t>(world->effects.size()); ++i )
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{
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VisualFX* effect = world->effects[i];
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if( effect->getType() == VisualFX::Particle )
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@ -624,7 +624,7 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
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times_index = 0;
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time_average = 0;
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for (int i = 0; i < average_every_frame; ++i) {
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for (size_t i = 0; i < average_every_frame; ++i) {
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time_average += times[i];
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}
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time_average /= average_every_frame;
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@ -718,6 +718,8 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
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void RWGame::renderDebugPaths(float time)
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{
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RW_UNUSED(time);
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btVector3 roadColour(1.f, 0.f, 0.f);
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btVector3 pedColour(0.f, 0.f, 1.f);
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@ -27,12 +27,12 @@ class RWGame
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// must be allocated after Logger setup.
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GameRenderer* renderer;
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ScriptMachine* script;
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GameWindow *window;
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// Background worker
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WorkContext *work;
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bool debugScript;
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HttpServer* httpserver = nullptr;
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std::thread* httpserver_thread = nullptr;
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GameWindow *window;
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std::chrono::steady_clock clock;
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std::chrono::steady_clock::time_point last_clock_time;
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@ -320,8 +320,10 @@ std::string HttpServer::getState() const
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}
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}
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std::string HttpServer::dispatch(std::string method, std::string path)
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std::string HttpServer::dispatch(const std::string& method, const std::string& path)
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{
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RW_UNUSED(method);
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std::stringstream ss;
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std::string mime = "text/html";
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if(path == "/debugger.js") {
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@ -19,6 +19,6 @@ private:
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bool paused;
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const SCMBreakpoint* lastBreakpoint;
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std::string dispatch(std::string method, std::string path);
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std::string dispatch(const std::string& method, const std::string& path);
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std::string getState() const;
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};
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@ -74,7 +74,6 @@ void TcpSocket::disconnect()
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char* TcpSocket::getRemoteAddress() const
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{
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char buffer[INET_ADDRSTRLEN+1] = { };
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return inet_ntoa(addr.sin_addr);
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}
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@ -101,7 +101,6 @@ IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
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void IngameState::startTest()
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{
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auto playerChar = getWorld()->createPlayer({270.f, -605.f, 40.f});
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auto player = new PlayerController(playerChar);
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getWorld()->state->playerObject = playerChar->getGameObjectID();
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@ -26,6 +26,8 @@ void LoadingState::exit()
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void LoadingState::tick(float dt)
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{
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RW_UNUSED(dt);
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// If background work is completed, switch to the next state
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if( getWorld()->_work->isEmpty() ) {
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StateManager::get().exec(next);
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@ -59,7 +59,7 @@ void MenuState::exit()
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void MenuState::tick(float dt)
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{
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RW_UNUSED(dt);
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}
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void MenuState::handleEvent(const SDL_Event& e)
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@ -28,7 +28,7 @@ void PauseState::exit()
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void PauseState::tick(float dt)
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{
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RW_UNUSED(dt);
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}
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void PauseState::draw(GameRenderer* r)
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