diff --git a/.gitignore b/.gitignore index 8c15e036..fdac3fd6 100644 --- a/.gitignore +++ b/.gitignore @@ -62,7 +62,7 @@ build # MSTest test Results [Tt]est[Rr]esult*/ [Bb]uild[Ll]og.* - + *_i.c *_p.c *_i.h @@ -141,10 +141,11 @@ UpgradeLog*.htm *.id2 *.nam *.til +*.idb ### Custom user files # User scripts user*.bat # Premake binary -#premake5.exe \ No newline at end of file +#premake5.exe diff --git a/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp b/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp index 36b95acd..3b06fcc2 100644 --- a/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp +++ b/src/Components/Modules/AssetInterfaces/IGfxWorld.cpp @@ -2,13 +2,11 @@ namespace Assets { - void IGfxWorld::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) + void IGfxWorld::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/) { Game::GfxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_GFX_MAP, name.data()).gfxMap; if (map) return; Components::Logger::Error("Missing GfxMap %s... you can't make them yet you idiot.", name.data()); - *(header); - *(builder); } void IGfxWorld::saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder) { @@ -199,21 +197,19 @@ namespace Assets void IGfxWorld::savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::sunflare_t, 96); - Utils::Stream* buffer = builder->getBuffer(); - if(asset->spriteMaterial) { - asset->spriteMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial->name).material; + dest->spriteMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial->name).material; } if(asset->flareMaterial) { - asset->flareMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial->name).material; + dest->flareMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial->name).material; } } - void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int planeCount, Components::ZoneBuilder::Zone* builder) { + void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* /*asset*/, Game::GfxWorldDpvsStatic* /*dest*/, int /*planeCount*/, Components::ZoneBuilder::Zone* /*builder*/) { AssertSize(Game::GfxWorldDpvsStatic, 108); - Utils::Stream* buffer = builder->getBuffer(); + //Utils::Stream* buffer = builder->getBuffer(); } void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder) { @@ -285,7 +281,7 @@ namespace Assets Game::GfxSky* destSkyTable = buffer->dest(); buffer->saveArray(asset->skies, asset->skyCount); - for (char i = 0; i < asset->skyCount; ++i) + for (unsigned char i = 0; i < asset->skyCount; ++i) { Game::GfxSky* destSky = &destSkyTable[i]; Game::GfxSky* sky = &asset->skies[i]; @@ -324,7 +320,7 @@ namespace Assets Game::GfxCellTree* destCellTreeTable = buffer->dest(); buffer->saveArray(asset->aabbTrees, cellCount); - for (char i = 0; i < cellCount; ++i) + for (unsigned char i = 0; i < cellCount; ++i) { Game::GfxCellTree* destCellTree = &destCellTreeTable[i]; Game::GfxCellTree* cellTree = &asset->aabbTrees[i]; @@ -377,7 +373,7 @@ namespace Assets Game::GfxCell* destCellTable = buffer->dest(); buffer->saveArray(asset->cells, cellCount); - for (char i = 0; i < cellCount; ++i) + for (unsigned char i = 0; i < cellCount; ++i) { Game::GfxCell* destCell = &destCellTable[i]; Game::GfxCell* cell = &asset->cells[i]; @@ -562,7 +558,7 @@ namespace Assets Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest(); buffer->saveArray(lightRegion->hulls, lightRegion->hullCount); - for (char j = 0; j < lightRegion->hullCount; ++j) + for (unsigned char j = 0; j < lightRegion->hullCount; ++j) { Game::GfxLightRegionHull* destLightRegionHull = &destLightRegionHullTable[j]; Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j];