ChunkSender is now warnings clean
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@ -87,7 +87,7 @@ public:
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virtual void SendTo(cClientHandle & a_Client) = 0;
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/// Ticks the entity; returns true if the chunk should be marked as dirty as a result of this ticking. By default does nothing.
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virtual bool Tick(float a_Dt, cChunk & a_Chunk) { return false; }
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virtual bool Tick(float /*a_Dt*/, cChunk & /*a_Chunk*/) { return false; }
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protected:
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/// Position in absolute block coordinates
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@ -180,7 +180,7 @@ public:
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/// Converts absolute block coords into relative (chunk + block) coords:
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inline static void AbsoluteToRelative(/* in-out */ int & a_X, int & a_Y, int & a_Z, /* out */ int & a_ChunkX, int & a_ChunkZ )
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inline static void AbsoluteToRelative(/* in-out */ int & a_X, int& /* a_Y */, int & a_Z, /* out */ int & a_ChunkX, int & a_ChunkZ )
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{
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BlockToChunk(a_X, a_Z, a_ChunkX, a_ChunkZ);
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@ -264,7 +264,7 @@ void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
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void cChunkSender::Entity(cEntity * a_Entity)
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void cChunkSender::Entity(cEntity *)
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{
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// Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;)
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}
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@ -351,10 +351,10 @@ public:
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// tolua_end
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/// Called when the specified player right-clicks this entity
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virtual void OnRightClicked(cPlayer & a_Player) {};
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virtual void OnRightClicked(cPlayer &) {};
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/// Returns the list of drops for this pawn when it is killed. May check a_Killer for special handling (sword of looting etc.). Called from KilledBy().
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) {}
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virtual void GetDrops(cItems & /*a_Drops*/, cEntity * /*a_Killer*/ = NULL) {}
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protected:
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static cCriticalSection m_CSCount;
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@ -420,11 +420,11 @@ protected:
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void Dereference( cEntity*& a_EntityPtr );
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private:
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// Measured in degrees (MAX 360°)
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// Measured in degrees (MAX 360°)
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double m_HeadYaw;
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// Measured in meter/second (m/s)
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Vector3d m_Speed;
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// Measured in degrees (MAX 360°)
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// Measured in degrees (MAX 360°)
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Vector3d m_Rot;
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/// Position of the entity's XZ center and Y bottom
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@ -52,7 +52,7 @@ public:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace);
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/// Called by the physics blocktracer when the entity hits another entity
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {}
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virtual void OnHitEntity(cEntity & /*a_EntityHit*/, const Vector3d & /*a_HitPos*/) {}
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/// Called by Chunk when the projectile is eligible for player collection
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virtual void CollectedBy(cPlayer * a_Dest);
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@ -25,7 +25,8 @@ public:
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virtual void Simulate(float a_Dt) = 0;
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/// Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) {};
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virtual void SimulateChunk(float /*a_Dt*/, int /*a_ChunkX*/,
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int /*a_ChunkZ*/, cChunk * /*a_Chunk*/) {};
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/// Called when a block changes
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virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
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