- Fix most warnings in Clang under Linux.

This commit is contained in:
Mitchell Richters 2023-10-05 09:57:31 +11:00
parent bd5fff4040
commit 026c9a44e9
6 changed files with 6 additions and 6 deletions

View file

@ -1048,7 +1048,7 @@ struct TMatrix3x3
{
double t = 1 - c;
double sx = s*axis.X, sy = s*axis.Y, sz = s*axis.Z;
double tx, ty, txx, tyy, u, v;
double tx = 0, ty = 0, txx = 0, tyy = 0, u = 0, v = 0;
tx = t*axis.X;
Cells[0][0] = vec_t( (txx=tx*axis.X) + c );

View file

@ -800,7 +800,7 @@ int DoCoolgDeath(DSWActor* actor)
DoActorSlide(actor);
// slide while falling
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);

View file

@ -549,7 +549,7 @@ int DoEelDeath(DSWActor* actor)
DoActorSlide(actor);
// slide while falling
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(actor);

View file

@ -525,7 +525,7 @@ int DoHornetDeath(DSWActor* actor)
DoActorSlide(actor);
// slide while falling
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
auto vec = actor->spr.Angles.Yaw.ToVector() * actor->vel.X;
actor->user.coll = move_sprite(actor, DVector3(vec, 0), actor->user.ceiling_dist, actor->user.floor_dist, 1, ACTORMOVETICS);

View file

@ -3620,7 +3620,7 @@ bool PlayerOnLadder(DSWPlayer* pp)
// determine where the player is supposed to be in relation to the ladder
// move out in front of the ladder
auto npos = lActor->spr.Angles.Yaw.ToVector() * 31.25;
auto npos = lActor->spr.Angles.Yaw.ToVector() * 31.25;
pp->LadderSector = near.hitWall->twoSided() ? near.hitWall->nextSector() : near.hitWall->sectorp();

View file

@ -11397,7 +11397,7 @@ int DoSerpRing(DSWActor* actor)
zz = own->spr.pos.Z - actor->user.pos.Z;
// move the center with the player
actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
actor->spr.pos = DVector3(own->spr.pos.XY(), zz);
// go out until its time to come back in