From 790fc0b28abfd63217ce6be18aec1c71c6ad6c95 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 5 Oct 2023 09:57:31 +1100 Subject: [PATCH] - Fix most warnings in Clang under Linux. --- source/common/utility/vectors.h | 2 +- source/games/sw/src/coolg.cpp | 2 +- source/games/sw/src/eel.cpp | 2 +- source/games/sw/src/hornet.cpp | 2 +- source/games/sw/src/player.cpp | 2 +- source/games/sw/src/weapon.cpp | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) diff --git a/source/common/utility/vectors.h b/source/common/utility/vectors.h index 1dedb2657..c861ffdfa 100644 --- a/source/common/utility/vectors.h +++ b/source/common/utility/vectors.h @@ -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 ); diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index 8990795d9..aed5aab91 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -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); diff --git a/source/games/sw/src/eel.cpp b/source/games/sw/src/eel.cpp index fe5edd86e..4b42d694b 100644 --- a/source/games/sw/src/eel.cpp +++ b/source/games/sw/src/eel.cpp @@ -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); diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 2b6c96215..77b3125a4 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -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); diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index cef3da04f..3cad8a519 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -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(); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index e395e1ed3..1037675c5 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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