diff --git a/src/common/models/models_iqm.cpp b/src/common/models/models_iqm.cpp index b586e4e15..314a6c600 100644 --- a/src/common/models/models_iqm.cpp +++ b/src/common/models/models_iqm.cpp @@ -5,7 +5,6 @@ #include "texturemanager.h" #include "modelrenderer.h" #include "engineerrors.h" -#include "r_utility.h" IQMModel::IQMModel() { @@ -502,7 +501,7 @@ void IQMModel::RenderFrame(FModelRenderer* renderer, FGameTexture* skin, int fra renderer->SetupFrame(this, 0, 0, NumVertices, boneData, boneStartPosition); FGameTexture* lastSkin = nullptr; - for (int i = 0; i < Meshes.Size(); i++) + for (unsigned i = 0; i < Meshes.Size(); i++) { FGameTexture* meshSkin = skin; @@ -556,7 +555,7 @@ void IQMModel::BuildVertexBuffer(FModelRenderer* renderer) void IQMModel::AddSkins(uint8_t* hitlist, const FTextureID* surfaceskinids) { - for (int i = 0; i < Meshes.Size(); i++) + for (unsigned i = 0; i < Meshes.Size(); i++) { if (surfaceskinids && surfaceskinids[i].isValid()) hitlist[surfaceskinids[i].GetIndex()] |= FTextureManager::HIT_Flat; @@ -590,9 +589,9 @@ const TArray IQMModel::CalculateBones(int frame1, int frame2, double i // Interpolate bone between the two frames float bone[16]; - for (int i = 0; i < 16; i++) + for (int j = 0; j < 16; j++) { - bone[i] = from[i] * invt + to[i] * t; + bone[j] = from[j] * invt + to[j] * t; } // Apply parent bone