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- Fix most warnings in Clang under Linux.
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bd5fff4040
commit
026c9a44e9
6 changed files with 6 additions and 6 deletions
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@ -1048,7 +1048,7 @@ struct TMatrix3x3
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{
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double t = 1 - c;
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double sx = s*axis.X, sy = s*axis.Y, sz = s*axis.Z;
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double tx, ty, txx, tyy, u, v;
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double tx = 0, ty = 0, txx = 0, tyy = 0, u = 0, v = 0;
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tx = t*axis.X;
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Cells[0][0] = vec_t( (txx=tx*axis.X) + c );
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@ -800,7 +800,7 @@ int DoCoolgDeath(DSWActor* actor)
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DoActorSlide(actor);
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// slide while falling
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(actor);
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@ -549,7 +549,7 @@ int DoEelDeath(DSWActor* actor)
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DoActorSlide(actor);
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// slide while falling
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(actor);
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@ -525,7 +525,7 @@ int DoHornetDeath(DSWActor* actor)
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DoActorSlide(actor);
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// slide while falling
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
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actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, 1, ACTORMOVETICS);
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@ -3620,7 +3620,7 @@ bool PlayerOnLadder(DSWPlayer* pp)
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// determine where the player is supposed to be in relation to the ladder
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// move out in front of the ladder
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auto npos = lActor->spr.Angles.Yaw.ToVector() * 31.25;
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auto npos = lActor->spr.Angles.Yaw.ToVector() * 31.25;
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pp->LadderSector = near.hitWall->twoSided() ? near.hitWall->nextSector() : near.hitWall->sectorp();
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@ -11397,7 +11397,7 @@ int DoSerpRing(DSWActor* actor)
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zz = own->spr.pos.Z - actor->user.pos.Z;
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// move the center with the player
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actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
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actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
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// go out until its time to come back in
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