[Style] Fixed my code to play nice with warnings
-also updated gitgnore
This commit is contained in:
parent
8b7c990a53
commit
58cedeaf5d
5
.gitignore
vendored
5
.gitignore
vendored
@ -62,7 +62,7 @@ build
|
|||||||
# MSTest test Results
|
# MSTest test Results
|
||||||
[Tt]est[Rr]esult*/
|
[Tt]est[Rr]esult*/
|
||||||
[Bb]uild[Ll]og.*
|
[Bb]uild[Ll]og.*
|
||||||
|
|
||||||
*_i.c
|
*_i.c
|
||||||
*_p.c
|
*_p.c
|
||||||
*_i.h
|
*_i.h
|
||||||
@ -141,10 +141,11 @@ UpgradeLog*.htm
|
|||||||
*.id2
|
*.id2
|
||||||
*.nam
|
*.nam
|
||||||
*.til
|
*.til
|
||||||
|
*.idb
|
||||||
|
|
||||||
### Custom user files
|
### Custom user files
|
||||||
# User scripts
|
# User scripts
|
||||||
user*.bat
|
user*.bat
|
||||||
|
|
||||||
# Premake binary
|
# Premake binary
|
||||||
#premake5.exe
|
#premake5.exe
|
||||||
|
@ -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];
|
||||||
|
Loading…
Reference in New Issue
Block a user