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mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 10:22:52 +01:00

Silence a lot of warnings

This commit is contained in:
darkf 2016-08-02 04:00:05 -07:00
parent f3151fe0b7
commit a574649dce
12 changed files with 19 additions and 13 deletions

View File

@ -314,6 +314,8 @@ private:
// Set state
void setBlend(bool enable)
{
RW_UNUSED(enable);
/// @todo set blendEnabled, currently not possible because other functions keep trashing the state
#if 0
if (enable && !blendEnabled) {

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@ -166,7 +166,7 @@ void game_create_vehicle_generator(const ScriptArguments& args)
void game_set_vehicle_generator_count(const ScriptArguments& args)
{
RW_CHECK(args.getWorld()->state->vehicleGenerators.size() > *args[0].globalInteger, "VehicleGenerator out of range");
if (args.getWorld()->state->vehicleGenerators.size() > *args[0].globalInteger) {
if ((int)args.getWorld()->state->vehicleGenerators.size() > *args[0].globalInteger) {
VehicleGenerator& generator = args.getWorld()->state->vehicleGenerators.at(*args[0].globalInteger);
generator.remainingSpawns = args[1].integer;
}

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@ -126,7 +126,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
}
std::string s;
for (int i = 0; i < ui_maxWantedLevel; ++i) {
for (size_t i = 0; i < ui_maxWantedLevel; ++i) {
s += "]";
}
ti.text = s;

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@ -232,7 +232,7 @@ void RWGame::newGame()
void RWGame::saveGame(const std::string& savename)
{
RW_UNUSED(savename);
}
void RWGame::loadGame(const std::string& savename)
@ -290,7 +290,7 @@ void RWGame::startScript(const std::string& name)
std::stringstream ss;
ss << " " << bp.function->description << ".";
ss << " Args:";
for(int a = 0; a < bp.args->getParameters().size(); a++)
for(size_t a = 0; a < bp.args->getParameters().size(); a++)
{
auto& arg = bp.args->getParameters()[a];
ss << " " << arg.integerValue();
@ -457,7 +457,7 @@ void RWGame::tick(float dt)
}
// Clean up old VisualFX
for( int i = 0; i < world->effects.size(); ++i )
for( ssize_t i = 0; i < static_cast<ssize_t>(world->effects.size()); ++i )
{
VisualFX* effect = world->effects[i];
if( effect->getType() == VisualFX::Particle )
@ -624,7 +624,7 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
times_index = 0;
time_average = 0;
for (int i = 0; i < average_every_frame; ++i) {
for (size_t i = 0; i < average_every_frame; ++i) {
time_average += times[i];
}
time_average /= average_every_frame;
@ -718,6 +718,8 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
void RWGame::renderDebugPaths(float time)
{
RW_UNUSED(time);
btVector3 roadColour(1.f, 0.f, 0.f);
btVector3 pedColour(0.f, 0.f, 1.f);

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@ -27,12 +27,12 @@ class RWGame
// must be allocated after Logger setup.
GameRenderer* renderer;
ScriptMachine* script;
GameWindow *window;
// Background worker
WorkContext *work;
bool debugScript;
HttpServer* httpserver = nullptr;
std::thread* httpserver_thread = nullptr;
GameWindow *window;
std::chrono::steady_clock clock;
std::chrono::steady_clock::time_point last_clock_time;

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@ -320,8 +320,10 @@ std::string HttpServer::getState() const
}
}
std::string HttpServer::dispatch(std::string method, std::string path)
std::string HttpServer::dispatch(const std::string& method, const std::string& path)
{
RW_UNUSED(method);
std::stringstream ss;
std::string mime = "text/html";
if(path == "/debugger.js") {

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@ -19,6 +19,6 @@ private:
bool paused;
const SCMBreakpoint* lastBreakpoint;
std::string dispatch(std::string method, std::string path);
std::string dispatch(const std::string& method, const std::string& path);
std::string getState() const;
};

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@ -74,7 +74,6 @@ void TcpSocket::disconnect()
char* TcpSocket::getRemoteAddress() const
{
char buffer[INET_ADDRSTRLEN+1] = { };
return inet_ntoa(addr.sin_addr);
}

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@ -101,7 +101,6 @@ IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
void IngameState::startTest()
{
auto playerChar = getWorld()->createPlayer({270.f, -605.f, 40.f});
auto player = new PlayerController(playerChar);
getWorld()->state->playerObject = playerChar->getGameObjectID();

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@ -26,6 +26,8 @@ void LoadingState::exit()
void LoadingState::tick(float dt)
{
RW_UNUSED(dt);
// If background work is completed, switch to the next state
if( getWorld()->_work->isEmpty() ) {
StateManager::get().exec(next);

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@ -59,7 +59,7 @@ void MenuState::exit()
void MenuState::tick(float dt)
{
RW_UNUSED(dt);
}
void MenuState::handleEvent(const SDL_Event& e)

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@ -28,7 +28,7 @@ void PauseState::exit()
void PauseState::tick(float dt)
{
RW_UNUSED(dt);
}
void PauseState::draw(GameRenderer* r)