X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FObjects%2FPerson.cpp;h=6af3c02d32ff6b7cde2a0227b27f39296d6ec3ec;hb=5dfd07829a5eecc87d100dd8825a81eafbaa86be;hp=8181e815d7e792bd6291259213b2247d100c43fd;hpb=8a677cc9d97d49493c382c8b39ef4b0c46d355a1;p=lugaru.git diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index 8181e81..6af3c02 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -483,7 +483,7 @@ void Person::CheckKick() if (tutoriallevel != 1) emit_sound_at(heavyimpactsound, victim->coords); victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * 120 * damagemult; } victim->Puff(neck); @@ -1532,7 +1532,7 @@ void Person::DoDamage(float howmuch) if (howmuch > damagetolerance * 50 && skeleton.free != 2) { XYZ flatvelocity2; XYZ flatfacing2; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { if (skeleton.free) { flatvelocity2 = skeleton.joints[i].velocity; flatfacing2 = skeleton.joints[i].position * scale + coords; @@ -1675,7 +1675,7 @@ void Person::DoHead() skeleton.specialforward[0] = facing; //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0); - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) { skeleton.FindRotationMuscle(i, animTarget); } @@ -1689,7 +1689,7 @@ void Person::DoHead() void Person::RagDoll(bool checkcollision) { static XYZ change; - static int l, i, j; + static int l, i; static float speed; if (!skeleton.free) { if (id == 0) @@ -1721,7 +1721,7 @@ void Person::RagDoll(bool checkcollision) if (!isnormal(tilt)) tilt = 0; if (!isnormal(tilt2)) tilt2 = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].delay = 0; skeleton.joints[i].locked = 0; skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); @@ -1732,7 +1732,7 @@ void Person::RagDoll(bool checkcollision) skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords; } - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velchange = 0; } @@ -1753,7 +1753,7 @@ void Person::RagDoll(bool checkcollision) speed *= speedmult; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { if ((Animation::animations[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && Animation::animations[animCurrent].height == Animation::animations[animTarget].height) skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((targetFrame().joints[i].position - currentFrame().joints[i].position) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); else @@ -1778,13 +1778,13 @@ void Person::RagDoll(bool checkcollision) int howmany; average = 0; howmany = 0; - for (j = 0; j < skeleton.joints.size(); j++) { + for (unsigned j = 0; j < skeleton.joints.size(); j++) { average += skeleton.joints[j].position; howmany++; } average /= howmany; coords += average * scale; - for (j = 0; j < skeleton.joints.size(); j++) { + for (unsigned j = 0; j < skeleton.joints.size(); j++) { skeleton.joints[j].position -= average; } @@ -1806,7 +1806,7 @@ void Person::RagDoll(bool checkcollision) updatedelay = 0; velocity = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.joints.size(); @@ -2035,7 +2035,7 @@ void Person::DoAnimations() //Footstep sounds if (tutoriallevel != 1 || id == 0) if ((targetFrame().label && (targetFrame().label < 5 || targetFrame().label == 8))) { - int whichsound; + int whichsound = -1; if (onterrain) { if (terrain.getOpacity(coords.x, coords.z) < .2) { if (targetFrame().label == 1) @@ -2075,27 +2075,33 @@ void Person::DoAnimations() if (r == 2) whichsound = highwhooshsound; } - if (Animation::animations[animTarget].attack == neutral) + if (Animation::animations[animTarget].attack == neutral) { whichsound = movewhooshsound; - } else if (targetFrame().label == 4) + } + } else if (targetFrame().label == 4) { whichsound = knifeswishsound; - if (targetFrame().label == 8 && tutoriallevel != 1) + } + if (targetFrame().label == 8 && tutoriallevel != 1) { whichsound = landsound2; + } - emit_sound_at(whichsound, coords, 256.); + if (whichsound != -1) { + emit_sound_at(whichsound, coords, 256.); - if (id == 0) - if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { - if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) { - addEnvSound(coords, 15); - } else { - addEnvSound(coords, 6); + if (id == 0) { + if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { + if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) { + addEnvSound(coords, 15); + } else { + addEnvSound(coords, 6); + } } } - if (targetFrame().label == 3) { - whichsound--; - emit_sound_at(whichsound, coords, 128.); + if (targetFrame().label == 3) { + whichsound--; + emit_sound_at(whichsound, coords, 128.); + } } } @@ -2194,7 +2200,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int j = 0; j < victim->skeleton.joints.size(); j++) { + for (unsigned j = 0; j < victim->skeleton.joints.size(); j++) { victim->skeleton.joints[j].velchange = 0; victim->skeleton.joints[j].locked = 0; } @@ -2356,7 +2362,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2391,7 +2397,7 @@ void Person::DoAnimations() relative.y -= 1; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 100; @@ -2421,7 +2427,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2456,7 +2462,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, 90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -2485,7 +2491,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(head) += relative * damagemult * 100; @@ -2506,7 +2512,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].delay = 0; victim->skeleton.joints[i].locked = 0; @@ -2517,7 +2523,7 @@ void Person::DoAnimations() relative = 0; relative.y = 1; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity.y = relative.y * 10; victim->skeleton.joints[i].position.y += relative.y * .3; victim->skeleton.joints[i].oldposition.y += relative.y * .3; @@ -2540,7 +2546,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 90; } victim->Puff(abdomen); @@ -2567,7 +2573,7 @@ void Person::DoAnimations() victim->skeleton.broken = 0; victim->skeleton.spinny = 1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; //victim->skeleton.joints[i].delay=0; victim->skeleton.joints[i].locked = 0; @@ -2577,7 +2583,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y += .3; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } if (!victim->dead) @@ -2663,7 +2669,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2753,7 +2759,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -2800,7 +2806,7 @@ void Person::DoAnimations() relative = victim->coords - coords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * 30; } victim->jointVel(head) += relative * damagemult * 150; @@ -2847,7 +2853,7 @@ void Person::DoAnimations() Normalise(&relative); relative.y = .3; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * 5; } victim->jointVel(abdomen) += relative * damagemult * 400; @@ -3074,7 +3080,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y -= 1; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 60; } victim->jointVel(head) += relative * damagemult * 230; @@ -3106,7 +3112,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 220; @@ -3137,7 +3143,7 @@ void Person::DoAnimations() victim->skeleton.free = 1; victim->skeleton.broken = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velchange = 0; victim->skeleton.joints[i].locked = 0; //victim->skeleton.joints[i].velocity=0; @@ -3149,13 +3155,13 @@ void Person::DoAnimations() relative.y = -1; Normalise(&relative); if (!victim->dead) { - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 40; } if (victim->dead) { - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20); } } @@ -3188,7 +3194,7 @@ void Person::DoAnimations() DoBlood(.2, 250); } victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(head) += relative * damagemult * 200; @@ -3207,7 +3213,7 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3248,12 +3254,12 @@ void Person::DoAnimations() if (Animation::animations[victim->animTarget].height == middleheight || Animation::animations[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) { victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 15; } relative = DoRotation(relative, 0, -90, 0); relative.y += .1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity = relative * 80; } @@ -3263,11 +3269,11 @@ void Person::DoAnimations() } else { if (victim->damage >= victim->damagetolerance) victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle) victim->skeleton.joints[i].velocity += relative * damagemult * 80; } @@ -3310,7 +3316,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3347,7 +3353,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3376,7 +3382,7 @@ void Person::DoAnimations() relative = victim->coords - oldcoords; relative.y = 0; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 30; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3392,7 +3398,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative.y -= .1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1; @@ -3442,7 +3448,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative.y -= .1; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 70; } victim->jointVel(lefthand) *= .1 - 1; @@ -3474,7 +3480,7 @@ void Person::DoAnimations() relative.y = 0; Normalise(&relative); relative = DoRotation(relative, 0, -90, 0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->jointVel(abdomen) += relative * damagemult * 200; @@ -3494,7 +3500,7 @@ void Person::DoAnimations() Normalise(&relative); if (victim->id == 0) relative /= 30; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } victim->damage = victim->damagetolerance; @@ -3569,12 +3575,12 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && Animation::animations[animTarget].frames[frameCurrent].label == 6) { escapednum = 0; victim->velocity = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } if (animTarget == knifefollowanim) { victim->RagDoll(0); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } } @@ -3627,7 +3633,7 @@ void Person::DoAnimations() if (hasvictim && animTarget == swordsneakattackanim && Animation::animations[animTarget].frames[frameCurrent].label == 6) { escapednum = 0; victim->velocity = 0; - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity = 0; } if (weaponactive != -1) { @@ -3695,7 +3701,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3715,7 +3721,7 @@ void Person::DoAnimations() relative = DoRotation(relative, 0, 90, 0); relative.y = .5; Normalise(&relative); - for (int i = 0; i < victim->skeleton.joints.size(); i++) { + for (unsigned i = 0; i < victim->skeleton.joints.size(); i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->jointVel(head) += relative * damagemult * 200; @@ -3729,7 +3735,7 @@ void Person::DoAnimations() //Animation end - if (frameTarget > Animation::animations[animCurrent].frames.size() - 1) { + if (frameTarget > int(Animation::animations[animCurrent].frames.size()) - 1) { frameTarget = 0; if (wasStop()) { animTarget = getIdle(); @@ -4182,23 +4188,23 @@ void Person::DoAnimations() oldrot = 0; targetrot = 0; } - if (frameCurrent >= Animation::animations[animCurrent].frames.size()) { + if (frameCurrent >= int(Animation::animations[animCurrent].frames.size())) { frameCurrent = Animation::animations[animCurrent].frames.size() - 1; } if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) { //Old rotates - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].position = currentFrame().joints[i].position; } skeleton.FindForwards(); - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; @@ -4210,18 +4216,18 @@ void Person::DoAnimations() } //New rotates - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].position = targetFrame().joints[i].position; } skeleton.FindForwards(); - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.FindRotationMuscle(i, animTarget); } } - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; @@ -4244,12 +4250,12 @@ void Person::DoAnimations() oldframeTarget = frameTarget; oldframeCurrent = frameCurrent; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier; skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target); } offset = currentoffset * (1 - target) + targetoffset * target; - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { if (skeleton.muscles[i].visible) { skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target); skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target); @@ -4280,7 +4286,7 @@ void Person::DoStuff() static XYZ flatfacing; static XYZ flatvelocity; static float flatvelspeed; - static int i, j, l; + static int i, l; static XYZ average; static int howmany; static int bloodsize; @@ -4486,7 +4492,7 @@ void Person::DoStuff() } dead = 2; if (animTarget == knifefollowedanim && !skeleton.free) { - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; skeleton.joints[i].velocity.y = -2; } @@ -4533,7 +4539,7 @@ void Person::DoStuff() endy = starty; for (i = startx; i < endx; i++) { - for (j = starty; j < endy; j++) { + for (int j = starty; j < endy; j++) { if (Random() % 2 == 0) { color = Random() % 85 + 170; if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2) @@ -4829,7 +4835,7 @@ void Person::DoStuff() } if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { - j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); float size = .8; float opacity = .6; @@ -4924,7 +4930,7 @@ void Person::DoStuff() dead = 0; skeleton.free = 1; damage -= 20; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { skeleton.joints[i].velocity = 0; } } @@ -4998,19 +5004,19 @@ void Person::DoStuff() average = 0; howmany = 0; - for (j = 0; j < skeleton.joints.size(); j++) { + for (unsigned j = 0; j < skeleton.joints.size(); j++) { average += skeleton.joints[j].position; howmany++; } average /= howmany; coords += average * scale; - for (j = 0; j < skeleton.joints.size(); j++) { + for (unsigned j = 0; j < skeleton.joints.size(); j++) { skeleton.joints[j].position -= average; } average /= multiplier; velocity = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { velocity += skeleton.joints[i].velocity * scale; } velocity /= skeleton.joints.size(); @@ -5038,7 +5044,7 @@ void Person::DoStuff() } if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { - j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); float size = .2 * 1.2; float opacity = .6; @@ -5057,7 +5063,7 @@ void Person::DoStuff() } if (bloodtoggle && !bled) for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) { - j = terrain.patchobjects[whichpatchx][whichpatchz][l]; + int j = terrain.patchobjects[whichpatchx][whichpatchz][l]; XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0); float size = .8; float opacity = .6; @@ -5124,7 +5130,7 @@ void Person::DoStuff() frameCurrent = 0; target = 0; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { tempanimation.frames[0].joints[i].position = skeleton.joints[i].position; tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0); } @@ -5215,7 +5221,7 @@ void Person::DoStuff() if (middle.y > 0 && animTarget != rollanim) targetoffset.y = middle.y + 1; - for (int i = 0; i < skeleton.joints.size(); i++) { + for (unsigned i = 0; i < skeleton.joints.size(); i++) { tempanimation.frames[0].joints[i].position = skeleton.joints[i].position; tempanimation.frames[0].joints[i].position = DoRotation(tempanimation.frames[0].joints[i].position, 0, -yaw, 0); } @@ -5317,7 +5323,7 @@ void Person::DoStuff() howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5332,7 +5338,7 @@ void Person::DoStuff() howmany = findLength(&velocity) * 4; if (detail == 2) if (environment == snowyenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5377,7 +5383,7 @@ void Person::DoStuff() howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -5393,7 +5399,7 @@ void Person::DoStuff() howmany = findLength(&velocity) * 4; if (detail == 2) if (environment == snowyenvironment) - for (j = 0; j < howmany; j++) { + for (int j = 0; j < howmany; j++) { tempvel.x = float(abs(Random() % 100) - 50) / 20; tempvel.y = float(abs(Random() % 100) - 50) / 20; tempvel.z = float(abs(Random() % 100) - 50) / 20; @@ -6050,7 +6056,7 @@ int Person::DrawSkeleton() } static XYZ mid; static float M[16]; - static int i, j, k; + static int i, k; static int weaponattachmuscle; static int weaponrotatemuscle; static XYZ weaponpoint; @@ -6102,7 +6108,7 @@ int Person::DrawSkeleton() skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (int i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned i = 0; i < skeleton.muscles.size(); i++) { // convenience renames const int p1 = skeleton.muscles[i].parent1->label; const int p2 = skeleton.muscles[i].parent2->label; @@ -6161,7 +6167,7 @@ int Person::DrawSkeleton() glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); if (playerdetail || skeleton.free == 3) { - for (j = 0; j < skeleton.muscles[i].vertices.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles[i].vertices.size(); j++) { XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]]; XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]]; glMatrixMode(GL_MODELVIEW); @@ -6190,7 +6196,7 @@ int Person::DrawSkeleton() } } if (!playerdetail || skeleton.free == 3) { - for (j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) { XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]]; glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -6240,7 +6246,7 @@ int Person::DrawSkeleton() skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3; glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0); - for (j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) { XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]]; glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -6447,12 +6453,12 @@ int Person::DrawSkeleton() i = weaponids[k]; if (weaponactive == k) { if (weapons[i].getType() != staff) { - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponattachmuscle = j; } } - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6462,12 +6468,12 @@ int Person::DrawSkeleton() weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3); } if (weapons[i].getType() == staff) { - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].vertices.size() > 0) { weaponattachmuscle = j; } } - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6491,7 +6497,7 @@ int Person::DrawSkeleton() weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; if (weapons[i].getType() == staff) weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33; - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; } @@ -6502,7 +6508,7 @@ int Person::DrawSkeleton() weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8; else weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8; - for (j = 0; j < skeleton.muscles.size(); j++) { + for (unsigned j = 0; j < skeleton.muscles.size(); j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].vertices.size() > 0) { weaponrotatemuscle = j; }