Even more silencing of compiler warnings

# Conflicts:
#	source/exhumed/src/aistuff.cpp
#	source/exhumed/src/config.cpp
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/status.cpp
This commit is contained in:
sirlemonhead 2019-12-02 16:34:59 +00:00 committed by Christoph Oelckers
parent 2e28647e31
commit fae001df77
16 changed files with 31 additions and 52 deletions

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@ -20,6 +20,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS BEGIN_PS_NS
extern int localclock; extern int localclock;
int TimeSlot[KMaxTimeSlots]; int TimeSlot[KMaxTimeSlots];
@ -32,7 +33,7 @@ void InitTimeSlot()
} }
} }
int GrabTimeSlot(int nVal) int GrabTimeSlot(int UNUSED(nVal))
{ {
return -1; return -1;

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@ -142,7 +142,7 @@ int BuildBubble(int x, int y, int z, short nSector)
return nBubble | 0x140000; return nBubble | 0x140000;
} }
void FuncBubble(int a, int b, int nRun) void FuncBubble(int a, int UNUSED(b), int nRun)
{ {
short nBubble = RunData[nRun].nVal; short nBubble = RunData[nRun].nVal;
assert(nBubble >= 0 && nBubble < kMaxBubbles); assert(nBubble >= 0 && nBubble < kMaxBubbles);

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@ -526,7 +526,7 @@ void SetBulletEnemy(short nBullet, short nEnemy)
} }
} }
int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3) int BuildBullet(short nSprite, int nType, int UNUSED(ebx), int UNUSED(ecx), int val1, int nAngle, int val2, int val3)
{ {
Bullet sBullet; Bullet sBullet;
bulletInfo *pBulletInfo = &BulletInfo[nType]; bulletInfo *pBulletInfo = &BulletInfo[nType];
@ -777,7 +777,7 @@ int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle
return nBulletSprite | (nBullet << 16); return nBulletSprite | (nBullet << 16);
} }
void FuncBullet(int a, int b, int nRun) void FuncBullet(int a, int UNUSED(b), int nRun)
{ {
short nBullet = RunData[nRun].nVal; short nBullet = RunData[nRun].nVal;
assert(nBullet >= 0 && nBullet < kMaxBullets); assert(nBullet >= 0 && nBullet < kMaxBullets);

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@ -121,11 +121,11 @@ static int32_t ydim_from_200_16(int32_t y)
return scale(y, ydim, 200<<16); return scale(y, ydim, 200<<16);
} }
void printext(int x, int y, const char *buffer, short tilenum, char invisiblecol) void printext(int x, int y, const char *buffer, short tilenum, char UNUSED(invisiblecol))
{ {
int i; int i;
unsigned char ch; unsigned char ch;
const int32_t screenwidth = scale(240<<16, xdim, ydim); // const int32_t screenwidth = scale(240<<16, xdim, ydim);
x = xdim_to_320_16(x); x = xdim_to_320_16(x);
y = ydim_to_200_16(y); y = ydim_to_200_16(y);
@ -137,19 +137,6 @@ void printext(int x, int y, const char *buffer, short tilenum, char invisiblecol
xdim_from_320_16(x + (8<<16))-1, ydim_from_200_16(y + (8<<16))-1); xdim_from_320_16(x + (8<<16))-1, ydim_from_200_16(y + (8<<16))-1);
x += (8<<16); x += (8<<16);
} }
#if 0
int i;
char ch;
for(i=0;buffer[i]!=0;i++)
{
ch = buffer[i];
rotatesprite((x-((8&15)<<3))<<16,(y-((8>>4)<<3))<<16,65536L,0,tilenum,0,0,8+16+64+128,x,y,x+7,y+7);
rotatesprite((x-((ch&15)<<3))<<16,(y-((ch>>4)<<3))<<16,65536L,0,tilenum,0,0,8+16+128,x,y,x+7,y+7);
x += 8;
}
#endif
} }
void doTileLoad(int i) void doTileLoad(int i)

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@ -1138,7 +1138,7 @@ void CheckKeys()
{ {
if (ch) if (ch)
{ {
int nStringLen = strlen(sHollyStr); size_t nStringLen = strlen(sHollyStr);
if (ch == asc_Enter) if (ch == asc_Enter)
{ {
@ -1546,7 +1546,6 @@ void DrawClock()
auto pixels = TileFiles.tileMakeWritable(kTile3603); auto pixels = TileFiles.tileMakeWritable(kTile3603);
// nRedTicks = 0;
memset(pixels, -1, 4096); memset(pixels, -1, 4096);
if (lCountDown / 30 != nClockVal) if (lCountDown / 30 != nClockVal)
@ -1620,8 +1619,8 @@ static void G_PrintFPS(void)
static int32_t frameCount; static int32_t frameCount;
static double cumulativeFrameDelay; static double cumulativeFrameDelay;
static double lastFrameTime; static double lastFrameTime;
static float lastFPS, minFPS = std::numeric_limits<float>::max(), maxFPS; static float lastFPS; // , minFPS = std::numeric_limits<float>::max(), maxFPS;
static double minGameUpdate = std::numeric_limits<double>::max(), maxGameUpdate; //static double minGameUpdate = std::numeric_limits<double>::max(), maxGameUpdate;
double frameTime = timerGetHiTicks(); double frameTime = timerGetHiTicks();
double frameDelay = frameTime - lastFrameTime; double frameDelay = frameTime - lastFrameTime;
@ -2040,7 +2039,7 @@ int app_main(int argc, char const* const* argv)
g_frameDelay = calcFrameDelay(r_maxfps + r_maxfpsoffset); g_frameDelay = calcFrameDelay(r_maxfps + r_maxfpsoffset);
// loc_11745: // loc_11745:
FadeOut(0); // FadeOut(0);
// InstallEngine(); // InstallEngine();
//KB_Startup(); //KB_Startup();
InitView(); InitView();

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@ -95,7 +95,7 @@ void BounceGrenade(short nGrenade, short nAngle)
D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite); D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
} }
int ThrowGrenade(short nPlayer, int edx, int ebx, int ecx, int push1) int ThrowGrenade(short nPlayer, int UNUSED(edx), int UNUSED(ebx), int ecx, int push1)
{ {
if (nPlayerGrenade[nPlayer] < 0) if (nPlayerGrenade[nPlayer] < 0)
return -1; return -1;
@ -266,7 +266,7 @@ void ExplodeGrenade(short nGrenade)
DestroyGrenade(nGrenade); DestroyGrenade(nGrenade);
} }
void FuncGrenade(int a, int nDamage, int nRun) void FuncGrenade(int a, int UNUSED(nDamage), int nRun)
{ {
short nGrenade = RunData[nRun].nVal; short nGrenade = RunData[nRun].nVal;
assert(nGrenade >= 0 && nGrenade < kMaxGrenades); assert(nGrenade >= 0 && nGrenade < kMaxGrenades);

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@ -458,7 +458,7 @@ void ProcessSpriteTag(short nSprite, short lotag, short hitag)
int nChannel = runlist_AllocChannel(hitag % 1000); int nChannel = runlist_AllocChannel(hitag % 1000);
// int ebp = nChannel; // int ebp = nChannel;
int nHitag2 = hitag / 1000; // int nHitag2 = hitag / 1000;
int nLotag2 = lotag / 1000; int nLotag2 = lotag / 1000;
if (nLotag2 == 0) { if (nLotag2 == 0) {

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@ -102,7 +102,7 @@ int BuildLavaLimb(int nSprite, int edx, int ebx)
return nLimbSprite; return nLimbSprite;
} }
void FuncLavaLimb(int eax, int ebx, int nRun) void FuncLavaLimb(int eax, int UNUSED(nDamage), int nRun)
{ {
short nSprite = RunData[nRun].nVal; short nSprite = RunData[nRun].nVal;
assert(nSprite >= 0 && nSprite < kMaxSprites); assert(nSprite >= 0 && nSprite < kMaxSprites);
@ -143,7 +143,7 @@ void FuncLavaLimb(int eax, int ebx, int nRun)
} }
} }
int BuildLava(short nSprite, int x, int y, int z, short nSector, short nAngle, int lastArg) int BuildLava(short nSprite, int x, int y, int UNUSED(z), short nSector, short nAngle, int lastArg)
{ {
short nLava = LavaCount; short nLava = LavaCount;
LavaCount++; LavaCount++;

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@ -770,7 +770,7 @@ void SetTorch(int nPlayer, int bTorchOnOff)
StatusMessage(150, buf); StatusMessage(150, buf);
} }
void BuildFlash(short nPlayer, short nSector, int nVal) void BuildFlash(short nPlayer, short UNUSED(nSector), int nVal)
{ {
if (nPlayer == nLocalPlayer) if (nPlayer == nLocalPlayer)
{ {

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@ -106,7 +106,7 @@ void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
var_10 = 111 - var_10; var_10 = 111 - var_10;
int startwallB = startwall; // int startwallB = startwall;
for (int nWall = startwall; nWall <= endwall; nWall++) for (int nWall = startwall; nWall <= endwall; nWall++)
{ {
@ -290,14 +290,11 @@ void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16_t cang) static void G_DrawOverheadMap(int32_t cposx, int32_t cposy, int32_t czoom, int16_t cang)
{ {
int32_t i, j, k, l, x1, y1, x2=0, y2=0, x3, y3, x4, y4, ox, oy, xoff, yoff; int32_t i, j, k, x1, y1, x2=0, y2=0, ox, oy;
int32_t dax, day, cosang, sinang, xspan, yspan, sprx, spry; int32_t z1, z2, startwall, endwall;
int32_t xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
int32_t xvect, yvect, xvect2, yvect2; int32_t xvect, yvect, xvect2, yvect2;
int16_t p;
char col; char col;
uwallptr_t wal, wal2; uwallptr_t wal, wal2;
spritetype *spr;
int32_t tmpydim = (xdim*5)/8; int32_t tmpydim = (xdim*5)/8;

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@ -159,8 +159,6 @@ void MoveThings()
UndoFlashes(); UndoFlashes();
DoLights(); DoLights();
short the_freeze = nFreeze;
if (nFreeze) if (nFreeze)
{ {
if (nFreeze == 1 || nFreeze == 2) { if (nFreeze == 1 || nFreeze == 2) {
@ -313,7 +311,7 @@ int BelowNear(short nSprite)
} }
} }
int movespritez(short nSprite, int z, int height, int flordist, int clipdist) int movespritez(short nSprite, int z, int height, int UNUSED(flordist), int clipdist)
{ {
spritetype* pSprite = &sprite[nSprite]; spritetype* pSprite = &sprite[nSprite];
short nSector = pSprite->sectnum; short nSector = pSprite->sectnum;
@ -492,7 +490,7 @@ int GetSpriteHeight(int nSprite)
} }
// TODO - where is ceildist used? // TODO - where is ceildist used?
int movesprite(short nSprite, int dx, int dy, int dz, int ceildist, int flordist, unsigned int clipmask) int movesprite(short nSprite, int dx, int dy, int dz, int UNUSED(ceildist), int flordist, unsigned int clipmask)
{ {
spritetype *pSprite = &sprite[nSprite]; spritetype *pSprite = &sprite[nSprite];
bTouchFloor = kFalse; bTouchFloor = kFalse;
@ -1150,7 +1148,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
int var_18 = GetMyAngle(nSqrt, ((sprite[nSprite2].z - nHeight) - sprite[nSprite].z) >> 8); int var_18 = GetMyAngle(nSqrt, ((sprite[nSprite2].z - nHeight) - sprite[nSprite].z) >> 8);
int edx = nMyAngle; // int edx = nMyAngle;
int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024); int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024);
int nAngDelta2 = nAngDelta; int nAngDelta2 = nAngDelta;
@ -1163,7 +1161,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
nAngDelta2 = nAngDelta; nAngDelta2 = nAngDelta;
nAngDelta2 >>= 6; nAngDelta2 >>= 6;
edx = ebx; // edx = ebx;
if (nAngDelta2 < 0) if (nAngDelta2 < 0)
nAngDelta2 = -nAngDelta2; nAngDelta2 = -nAngDelta2;

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@ -38,11 +38,12 @@ void UpdateNetInputs()
{ {
} }
/*
int InitNet(short nSocket, int nPlayers) int InitNet(short nSocket, int nPlayers)
{ {
return 0; return 0;
} }
*/
int InitSerial() int InitSerial()
{ {

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@ -674,9 +674,6 @@ int BuildQueenHead(short nQueen)
QueenHead.nTarget = QueenList[nQueen].nTarget; QueenHead.nTarget = QueenList[nQueen].nTarget;
QueenHead.field_2 = 0; QueenHead.field_2 = 0;
QueenHead.nSprite = nSprite2; QueenHead.nSprite = nSprite2;
int nSector2 = sprite[QueenHead.nSprite].sectnum;
assert(nSector2 >= 0 && nSector2 < kMaxSectors);
QueenHead.field_C = 0; QueenHead.field_C = 0;
sprite[nSprite2].owner = runlist_AddRunRec(sprite[nSprite2].lotag - 1, 0x1B0000); sprite[nSprite2].owner = runlist_AddRunRec(sprite[nSprite2].lotag - 1, 0x1B0000);
@ -947,7 +944,7 @@ __MOVEQS:
int dy = Sin(nAngle) << 10; int dy = Sin(nAngle) << 10;
int dz = (RandomSize(5) - RandomSize(5)) << 7; int dz = (RandomSize(5) - RandomSize(5)) << 7;
int nMov = movesprite(nSprite, dx, dy, dz, 0, 0, CLIPMASK1); movesprite(nSprite, dx, dy, dz, 0, 0, CLIPMASK1);
BlowChunks(nSprite); BlowChunks(nSprite);
BuildExplosion(nSprite); BuildExplosion(nSprite);

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@ -146,7 +146,7 @@ void MoveRaToEnemy(short nPlayer)
} }
} }
void FuncRa(int a, int nDamage, int nRun) void FuncRa(int a, int UNUSED(nDamage), int nRun)
{ {
short nPlayer = RunData[nRun].nVal; short nPlayer = RunData[nRun].nVal;
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon; short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;

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@ -132,7 +132,7 @@ int BuildSnake(short nPlayer, short zVal)
int z = (sprite[nPlayerSprite].z + zVal) - 2560; int z = (sprite[nPlayerSprite].z + zVal) - 2560;
short nAngle = sprite[nPlayerSprite].ang; short nAngle = sprite[nPlayerSprite].ang;
short hitsect, hitwall, hitsprite; short hitsect, hitsprite;
int hitx, hity, hitz; int hitx, hity, hitz;
short nSprite; short nSprite;
@ -145,7 +145,6 @@ int BuildSnake(short nPlayer, short zVal)
hity = hitData.pos.y; hity = hitData.pos.y;
hitz = hitData.pos.z; hitz = hitData.pos.z;
hitsect = hitData.sect; hitsect = hitData.sect;
hitwall = hitData.wall;
hitsprite = hitData.sprite; hitsprite = hitData.sprite;
int nSqrt = ksqrt(((hity - y) * (hity - y)) + ((hitx - x) * (hitx - x))); int nSqrt = ksqrt(((hity - y) * (hity - y)) + ((hitx - x) * (hitx - x)));
@ -299,7 +298,7 @@ int FindSnakeEnemy(short nSnake)
return nEnemy; return nEnemy;
} }
void FuncSnake(int a, int nDamage, int nRun) void FuncSnake(int a, int UNUSED(nDamage), int nRun)
{ {
int nMessage = a & 0x7F0000; int nMessage = a & 0x7F0000;

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@ -684,7 +684,7 @@ void UpdateSounds()
return; return;
nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]]; nLocalSectFlags = SectFlag[nPlayerViewSect[nLocalPlayer]];
spritetype *pSprite = &sprite[PlayerList[nLocalPlayer].nSprite]; // spritetype *pSprite = &sprite[PlayerList[nLocalPlayer].nSprite];
int x, y; int x, y;
short ang; short ang;
if (nSnakeCam > -1) if (nSnakeCam > -1)