From: Côme Chilliet Date: Sun, 1 Jan 2017 14:57:43 +0000 (+0100) Subject: Fixed warnings X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=commitdiff_plain;h=b0413eb3e1283a70f502793b7db59c331d38e018 Fixed warnings --- diff --git a/Source/Objects/Object.cpp b/Source/Objects/Object.cpp index aff63df..53166da 100644 --- a/Source/Objects/Object.cpp +++ b/Source/Objects/Object.cpp @@ -222,7 +222,7 @@ void Object::doShadows(XYZ lightloc) if (shadowed > 0) { col = model.normals[j] - DoRotation(lightloc * shadowed, 0, -yaw, 0); Normalise(&col); - for (int k = 0; k < model.Triangles.size(); k++) { + for (unsigned int k = 0; k < model.Triangles.size(); k++) { if (model.Triangles[k].vertex[0] == j) { int l = k * 24; model.vArray[l + 2] = col.x; diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index 7ecd5f5..8534186 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -6089,7 +6089,7 @@ int Person::DrawSkeleton() } static XYZ mid; static float M[16]; - static int i, k; + static int k; static int weaponattachmuscle; static int weaponrotatemuscle; static XYZ weaponpoint; @@ -6129,19 +6129,19 @@ int Person::DrawSkeleton() if (Animation::animations[animTarget].attack == 3) targetheadyaw += 180; } - for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { + for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) { skeleton.drawmodel.vertex[i] = 0; skeleton.drawmodel.vertex[i].y = 999; } - for (i = 0; i < skeleton.drawmodellow.vertexNum; i++) { + for (int i = 0; i < skeleton.drawmodellow.vertexNum; i++) { skeleton.drawmodellow.vertex[i] = 0; skeleton.drawmodellow.vertex[i].y = 999; } - for (i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) { + for (int i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) { skeleton.drawmodelclothes.vertex[i] = 0; skeleton.drawmodelclothes.vertex[i].y = 999; } - for (unsigned i = 0; i < skeleton.muscles.size(); i++) { + for (unsigned int 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; @@ -6352,16 +6352,17 @@ int Person::DrawSkeleton() glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glBegin(GL_POINTS); - if (playerdetail) - for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { + if (playerdetail) { + for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) { XYZ &v0 = skeleton.drawmodel.vertex[i]; glVertex3f(v0.x, v0.y, v0.z); } + } glEnd(); glBegin(GL_LINES); - if (playerdetail) - for (i = 0; i < skeleton.drawmodel.Triangles.size(); i++) { + if (playerdetail) { + for (unsigned int i = 0; i < skeleton.drawmodel.Triangles.size(); i++) { XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]]; XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]]; XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]]; @@ -6372,6 +6373,7 @@ int Person::DrawSkeleton() glVertex3f(v2.x, v2.y, v2.z); glVertex3f(v0.x, v0.y, v0.z); } + } glEnd(); } @@ -6483,7 +6485,7 @@ int Person::DrawSkeleton() if (num_weapons > 0) { for (k = 0; k < num_weapons; k++) { - i = weaponids[k]; + int i = weaponids[k]; if (weaponactive == k) { if (weapons[i].getType() != staff) { for (unsigned j = 0; j < skeleton.muscles.size(); j++) { @@ -6721,7 +6723,6 @@ int Person::DrawSkeleton() */ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model) { - static int i, j; static float distance; static float olddistance; static int intersecting; @@ -6739,8 +6740,8 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, return -1; if (*rotate) *p1 = DoRotation(*p1, 0, -*rotate, 0); - for (i = 0; i < 4; i++) { - for (j = 0; j < model->Triangles.size(); j++) { + for (int i = 0; i < 4; i++) { + for (unsigned int j = 0; j < model->Triangles.size(); j++) { if (model->Triangles[j].facenormal.y <= slopethreshold) { intersecting = 0; distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z))); @@ -6805,7 +6806,7 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, } } } - for (j = 0; j < model->Triangles.size(); j++) { + for (unsigned int j = 0; j < model->Triangles.size(); j++) { if (model->Triangles[j].facenormal.y > slopethreshold) { intersecting = 0; start = *p1;