for (unsigned k = 0; k < Person::players.size(); k++) {
if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
- for (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
size = .4f;
}
if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
- for (int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+ for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
if (Person::players[k]->skeleton.free)
point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
float closestdist = -1;
float distance = 0;
int closest = Hotspot::current;
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
if (closestdist == -1 || distance < closestdist) {
if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
float starty;
startx = screenwidth * 1 / 5;
- if (Dialog::currentScene().location == 1)
+ if (Dialog::currentScene().location == 1) {
starty = screenheight / 16 + screenheight * 4 / 5;
- if (Dialog::currentScene().location == 2)
+ } else {
starty = screenheight * 1 / 5 - screenheight / 16;
+ }
+ // FIXME - What is that char[] building for?
char tempname[264];
int tempnum = 0;
for (int i = 0; i < 264; i++) {
tempname[i] = '\0';
}
- for (int i = 0; i < Dialog::currentScene().name.size(); i++) {
+ for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) {
tempname[tempnum] = Dialog::currentScene().name[i];
if (tempname[tempnum] == '#' || tempname[tempnum] == '\0')
tempname[tempnum] = '\0';
}
tempnum = 0;
- for (int i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
+ for (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) {
tempname[tempnum] = Dialog::currentScene().text[i];
if (Dialog::currentScene().text[i] != '#')
tempnum++;