Fixed a couple of warnings

dev
Tomasz Kapuściński 2023-04-15 02:45:33 +02:00
parent 37b403c46d
commit b66ea8bcee
5 changed files with 9 additions and 9 deletions

View File

@ -63,10 +63,10 @@ struct Color : glm::vec4
//! Returns a string (r, g, b, a) //! Returns a string (r, g, b, a)
inline std::string ToString() const inline std::string ToString() const
{ {
std::stringstream s; std::stringstream stream;
s.precision(3); stream.precision(3);
s << "(" << r << ", " << g << ", " << b << ", " << a << ")"; stream << "(" << r << ", " << g << ", " << b << ", " << a << ")";
return s.str(); return stream.str();
} }
inline bool operator==(const Color &other) const inline bool operator==(const Color &other) const

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@ -366,8 +366,8 @@ void CLightning::StrikeAtPos(glm::vec3 pos)
if (dist < deep) if (dist < deep)
{ {
glm::vec3 pos = eye+((m_pos-eye)*0.2f); // like so close! glm::vec3 position = eye+((m_pos-eye)*0.2f); // like so close!
m_sound->Play(SOUND_BLITZ, pos); m_sound->Play(SOUND_BLITZ, position);
m_camera->StartOver(CAM_OVER_EFFECT_LIGHTNING, m_pos, 1.0f); m_camera->StartOver(CAM_OVER_EFFECT_LIGHTNING, m_pos, 1.0f);

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@ -98,7 +98,6 @@ void CPlanet::LoadTexture()
void CPlanet::Draw() void CPlanet::Draw()
{ {
CDevice* device = m_engine->GetDevice();
float eyeDirH = m_engine->GetEyeDirH(); float eyeDirH = m_engine->GetEyeDirH();
float eyeDirV = m_engine->GetEyeDirV(); float eyeDirV = m_engine->GetEyeDirV();

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@ -826,7 +826,8 @@ bool CPyro::EventProcess(const Event &event)
ParticleType type; ParticleType type;
int r = rand()%2; int r = rand()%2;
if (r == 0) type = PARTISMOKE1; if (r == 0) type = PARTISMOKE1;
if (r == 1) type = PARTISMOKE2; else type = PARTISMOKE2;
m_particle->CreateParticle(pos, speed, dim, type, 6.0f); m_particle->CreateParticle(pos, speed, dim, type, 6.0f);
} }

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@ -605,7 +605,7 @@ bool CTerrain::CreateMosaic(int ox, int oy, int step, int objRank)
float pixel = 1.0f/256.0f; // 1 pixel cover (*) float pixel = 1.0f/256.0f; // 1 pixel cover (*)
float dp = 1.0f/512.0f; float dp = 1.0f/512.0f;
glm::vec2 uv; glm::vec2 uv = { 0.0f, 0.0f };
for (int my = 0; my < m_textureSubdivCount; my++) for (int my = 0; my < m_textureSubdivCount; my++)
{ {