Merge pull request #410 from worktycho/master
Micelanious fixes for various warnings
This commit is contained in:
commit
567354b3ca
@ -1,4 +1,3 @@
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// LuaWindow.cpp
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// LuaWindow.cpp
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// Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player
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// Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player
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@ -37,6 +36,10 @@ cLuaWindow::cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_Slo
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m_SlotAreas.push_back(new cSlotAreaArmor(*this));
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m_SlotAreas.push_back(new cSlotAreaArmor(*this));
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break;
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break;
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}
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}
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default:
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{
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break;
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}
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}
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}
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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@ -1,4 +1,3 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#ifndef _WIN32
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#ifndef _WIN32
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@ -908,8 +907,11 @@ void cChunk::ApplyWeatherToTop()
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}
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}
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break;
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break;
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} // case (snowy biomes)
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} // case (snowy biomes)
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// TODO: Rainy biomes should check for farmland and cauldrons
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// TODO: Rainy biomes should check for farmland and cauldrons
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default:
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{
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break;
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}
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} // switch (biome)
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} // switch (biome)
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}
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}
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@ -376,7 +376,6 @@ void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::B
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for (int z = 0; z < cChunkDef::Width; z++)
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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{
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int AbsoluteZ = BaseZ + z;
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for (int x = 0; x < cChunkDef::Width; x++)
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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{
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int VoronoiCellValue = m_Voronoi.GetValueAt(DistortX[x][z], DistortZ[x][z]) / 8;
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int VoronoiCellValue = m_Voronoi.GetValueAt(DistortX[x][z], DistortZ[x][z]) / 8;
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@ -727,6 +726,7 @@ void cBioGenMultiStepMap::FreezeWaterBiomes(cChunkDef::BiomeMap & a_BiomeMap, co
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{
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{
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case biRiver: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenRiver); break;
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case biRiver: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenRiver); break;
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case biOcean: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenOcean); break;
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case biOcean: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenOcean); break;
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default: break;
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}
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}
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} // for x
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} // for x
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idx += 1;
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idx += 1;
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@ -1,4 +1,3 @@
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#include "Globals.h"
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#include "Globals.h"
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#include "FluidSimulator.h"
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#include "FluidSimulator.h"
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@ -138,7 +137,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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*/
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*/
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NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
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NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
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int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
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int X = 0, Z = 0; //Lowest Pos will be stored here
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if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
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if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
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{
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{
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@ -167,14 +166,14 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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{
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{
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LowestPoint = Meta;
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LowestPoint = Meta;
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X = Pos->x;
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X = Pos->x;
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Y = Pos->y;
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Pos->y; //Remove if no side effects
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Z = Pos->z;
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Z = Pos->z;
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}
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}
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}else if(BlockID == E_BLOCK_AIR)
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}else if(BlockID == E_BLOCK_AIR)
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{
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{
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LowestPoint = 9; //This always dominates
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LowestPoint = 9; //This always dominates
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X = Pos->x;
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X = Pos->x;
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Y = Pos->y;
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Pos->y; //Remove if no side effects
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Z = Pos->z;
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Z = Pos->z;
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}
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}
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@ -1,4 +1,3 @@
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// SlotArea.cpp
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// SlotArea.cpp
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// Implements the cSlotArea class and its descendants
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// Implements the cSlotArea class and its descendants
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@ -65,6 +64,10 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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DblClicked(a_Player, a_SlotNum);
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DblClicked(a_Player, a_SlotNum);
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return;
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return;
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}
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}
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default:
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{
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break;
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}
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}
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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@ -443,7 +446,6 @@ void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
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void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
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void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
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{
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{
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const cItem * ResultSlot = GetSlot(0, a_Player);
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cItem & DraggingItem = a_Player.GetDraggingItem();
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cItem & DraggingItem = a_Player.GetDraggingItem();
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// Get the current recipe:
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// Get the current recipe:
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@ -28,9 +28,9 @@ cWindow::cWindow(WindowType a_WindowType, const AString & a_WindowTitle) :
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m_WindowID((++m_WindowIDCounter) % 127),
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m_WindowID((++m_WindowIDCounter) % 127),
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m_WindowType(a_WindowType),
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m_WindowType(a_WindowType),
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m_WindowTitle(a_WindowTitle),
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m_WindowTitle(a_WindowTitle),
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m_Owner(NULL),
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m_IsDestroyed(false),
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m_IsDestroyed(false),
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m_ShouldDistributeToHotbarFirst(true)
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m_ShouldDistributeToHotbarFirst(true),
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m_Owner(NULL)
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{
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{
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if (a_WindowType == wtInventory)
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if (a_WindowType == wtInventory)
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{
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{
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@ -201,6 +201,10 @@ void cWindow::Clicked(
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case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
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case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
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case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return;
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case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return;
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case caRightPaintEnd: OnRightPaintEnd(a_Player); return;
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case caRightPaintEnd: OnRightPaintEnd(a_Player); return;
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default:
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{
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break;
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}
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}
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}
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if (a_SlotNum < 0)
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if (a_SlotNum < 0)
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