[Style] Fixed my code to play nice with warnings

-also updated gitgnore
This commit is contained in:
TheApadayo 2016-12-20 10:08:33 -05:00
parent 8b7c990a53
commit 58cedeaf5d
2 changed files with 12 additions and 15 deletions

1
.gitignore vendored
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@ -141,6 +141,7 @@ UpgradeLog*.htm
*.id2 *.id2
*.nam *.nam
*.til *.til
*.idb
### Custom user files ### Custom user files
# User scripts # User scripts

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@ -2,13 +2,11 @@
namespace Assets 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; Game::GfxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_GFX_MAP, name.data()).gfxMap;
if (map) return; if (map) return;
Components::Logger::Error("Missing GfxMap %s... you can't make them yet you idiot.", name.data()); 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) { 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) { void IGfxWorld::savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder) {
AssertSize(Game::sunflare_t, 96); AssertSize(Game::sunflare_t, 96);
Utils::Stream* buffer = builder->getBuffer();
if(asset->spriteMaterial) { 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) { 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); 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) { 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<Game::GfxSky>(); Game::GfxSky* destSkyTable = buffer->dest<Game::GfxSky>();
buffer->saveArray(asset->skies, asset->skyCount); 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* destSky = &destSkyTable[i];
Game::GfxSky* sky = &asset->skies[i]; Game::GfxSky* sky = &asset->skies[i];
@ -324,7 +320,7 @@ namespace Assets
Game::GfxCellTree* destCellTreeTable = buffer->dest<Game::GfxCellTree>(); Game::GfxCellTree* destCellTreeTable = buffer->dest<Game::GfxCellTree>();
buffer->saveArray(asset->aabbTrees, cellCount); 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* destCellTree = &destCellTreeTable[i];
Game::GfxCellTree* cellTree = &asset->aabbTrees[i]; Game::GfxCellTree* cellTree = &asset->aabbTrees[i];
@ -377,7 +373,7 @@ namespace Assets
Game::GfxCell* destCellTable = buffer->dest<Game::GfxCell>(); Game::GfxCell* destCellTable = buffer->dest<Game::GfxCell>();
buffer->saveArray(asset->cells, cellCount); 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* destCell = &destCellTable[i];
Game::GfxCell* cell = &asset->cells[i]; Game::GfxCell* cell = &asset->cells[i];
@ -562,7 +558,7 @@ namespace Assets
Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest<Game::GfxLightRegionHull>(); Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest<Game::GfxLightRegionHull>();
buffer->saveArray(lightRegion->hulls, lightRegion->hullCount); 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* destLightRegionHull = &destLightRegionHullTable[j];
Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j]; Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j];