diff --git a/src/Bindings/LuaWindow.cpp b/src/Bindings/LuaWindow.cpp index 18d8b4467..733304eb2 100644 --- a/src/Bindings/LuaWindow.cpp +++ b/src/Bindings/LuaWindow.cpp @@ -1,4 +1,3 @@ - // LuaWindow.cpp // Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player @@ -37,6 +36,10 @@ cLuaWindow::cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_Slo m_SlotAreas.push_back(new cSlotAreaArmor(*this)); break; } + default: + { + break; + } } m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); diff --git a/src/Chunk.cpp b/src/Chunk.cpp index 4386ffcb8..9c195fdf8 100644 --- a/src/Chunk.cpp +++ b/src/Chunk.cpp @@ -1,4 +1,3 @@ - #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #ifndef _WIN32 @@ -908,8 +907,11 @@ void cChunk::ApplyWeatherToTop() } break; } // case (snowy biomes) - // TODO: Rainy biomes should check for farmland and cauldrons + default: + { + break; + } } // switch (biome) } diff --git a/src/Generating/BioGen.cpp b/src/Generating/BioGen.cpp index a0407a145..98999dee9 100644 --- a/src/Generating/BioGen.cpp +++ b/src/Generating/BioGen.cpp @@ -376,7 +376,6 @@ void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::B for (int z = 0; z < cChunkDef::Width; z++) { - int AbsoluteZ = BaseZ + z; for (int x = 0; x < cChunkDef::Width; x++) { int VoronoiCellValue = m_Voronoi.GetValueAt(DistortX[x][z], DistortZ[x][z]) / 8; @@ -727,6 +726,7 @@ void cBioGenMultiStepMap::FreezeWaterBiomes(cChunkDef::BiomeMap & a_BiomeMap, co { case biRiver: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenRiver); break; case biOcean: cChunkDef::SetBiome(a_BiomeMap, x, z, biFrozenOcean); break; + default: break; } } // for x idx += 1; diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp index dac666484..72b2eb628 100644 --- a/src/Simulator/FluidSimulator.cpp +++ b/src/Simulator/FluidSimulator.cpp @@ -1,4 +1,3 @@ - #include "Globals.h" #include "FluidSimulator.h" @@ -138,7 +137,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a */ NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted - int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here + int X = 0, Z = 0; //Lowest Pos will be stored here 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 { @@ -167,14 +166,14 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a { LowestPoint = Meta; X = Pos->x; - Y = Pos->y; + Pos->y; //Remove if no side effects Z = Pos->z; } }else if(BlockID == E_BLOCK_AIR) { LowestPoint = 9; //This always dominates X = Pos->x; - Y = Pos->y; + Pos->y; //Remove if no side effects Z = Pos->z; } diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp index e743f4bb3..61e432665 100644 --- a/src/UI/SlotArea.cpp +++ b/src/UI/SlotArea.cpp @@ -1,4 +1,3 @@ - // SlotArea.cpp // Implements the cSlotArea class and its descendants @@ -65,6 +64,10 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA DblClicked(a_Player, a_SlotNum); return; } + default: + { + break; + } } cItem Slot(*GetSlot(a_SlotNum, a_Player)); @@ -443,7 +446,6 @@ void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player) void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player) { - const cItem * ResultSlot = GetSlot(0, a_Player); cItem & DraggingItem = a_Player.GetDraggingItem(); // Get the current recipe: diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp index 5ca31fa3e..ee75921d1 100644 --- a/src/UI/Window.cpp +++ b/src/UI/Window.cpp @@ -28,9 +28,9 @@ cWindow::cWindow(WindowType a_WindowType, const AString & a_WindowTitle) : m_WindowID((++m_WindowIDCounter) % 127), m_WindowType(a_WindowType), m_WindowTitle(a_WindowTitle), - m_Owner(NULL), m_IsDestroyed(false), - m_ShouldDistributeToHotbarFirst(true) + m_ShouldDistributeToHotbarFirst(true), + m_Owner(NULL) { if (a_WindowType == wtInventory) { @@ -201,6 +201,10 @@ void cWindow::Clicked( case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return; case caRightPaintEnd: OnRightPaintEnd(a_Player); return; + default: + { + break; + } } if (a_SlotNum < 0)