diff options
author | Kent Mein <mein@cs.umn.edu> | 2006-01-30 22:59:33 +0300 |
---|---|---|
committer | Kent Mein <mein@cs.umn.edu> | 2006-01-30 22:59:33 +0300 |
commit | 8e9222ec217ab98980ffd75cd14387a062b46c9a (patch) | |
tree | ae31e42d4c2af0725486263cd70b1f7720606c96 /source/gameengine | |
parent | ed81ff405fc6f0b459c368107343962502c99e37 (diff) |
More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
added newline at end of file.
intern/boolop/intern/BOP_Face2Face.cpp
fixed indentation and had nested declarations of a varible i used
for multiple for loops, changed it to just one declaration.
source/blender/blenkernel/bad_level_call_stubs/stubs.c
added prototypes and a couple other fixes.
source/blender/include/BDR_drawobject.h
source/blender/include/BSE_node.h
source/blender/include/butspace.h
source/blender/render/extern/include/RE_shader_ext.h
added struct definitions
source/blender/src/editmesh_mods.c
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_RaySensor.cpp
removed unused variables;
source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
changed format of case statements to avoid warnings in gcc.
Kent
Diffstat (limited to 'source/gameengine')
4 files changed, 18 insertions, 14 deletions
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp index 776aab59553..071301514fb 100644 --- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp +++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp @@ -79,12 +79,24 @@ void SCA_Joystick::HandleEvents() { switch(m_private->m_event.type) { - case SDL_JOYAXISMOTION: {HANDLE_AXISMOTION(OnAxisMotion);break;} - case SDL_JOYHATMOTION: {HANDLE_HATMOTION(OnHatMotion); break;} - case SDL_JOYBUTTONUP: {HANDLE_BUTTONUP(OnButtonUp); break;} - case SDL_JOYBUTTONDOWN: {HANDLE_BUTTONDOWN(OnButtonDown);break;} - case SDL_JOYBALLMOTION: {HANDLE_BALLMOTION(OnBallMotion);break;} - default: {HANDLE_NOEVENT(OnNothing); break;} + case SDL_JOYAXISMOTION: + HANDLE_AXISMOTION(OnAxisMotion); + break; + case SDL_JOYHATMOTION: + HANDLE_HATMOTION(OnHatMotion); + break; + case SDL_JOYBUTTONUP: + HANDLE_BUTTONUP(OnButtonUp); + break; + case SDL_JOYBUTTONDOWN: + HANDLE_BUTTONDOWN(OnButtonDown); + break; + case SDL_JOYBALLMOTION: + HANDLE_BALLMOTION(OnBallMotion); + break; + default: + HANDLE_NOEVENT(OnNothing); + break; } } } diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 429a9ea7a65..b530edbd17c 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -351,8 +351,6 @@ void KX_BlenderMaterial::setTexData( bool enable ) return; } - int lastblend = 0; - // for each enabled unit for(i=0; (i<mMaterial->num_enabled); i++) { if( !mTextures[i].Ok() ) continue; diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 1c861ee98d1..fb268a6f95a 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -692,7 +692,6 @@ static CollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool p //see if there is any polygons, if not, bail out. - int numUsedPolygons = 0; int numPoints = 0; SimdVector3* points = 0; @@ -1044,11 +1043,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, if (meshobj) materialname = meshobj->GetMaterialName(0); - const char* matname = materialname.ReadPtr(); - - physicscontroller->SetObject(gameobj->GetSGNode()); - } diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp index b7d6ccab15b..b7e672213ef 100644 --- a/source/gameengine/Ketsji/KX_RaySensor.cpp +++ b/source/gameengine/Ketsji/KX_RaySensor.cpp @@ -214,7 +214,6 @@ bool KX_RaySensor::Evaluate(CValue* event) MT_Point3 topoint = frompoint + (m_distance) * todir; MT_Point3 resultpoint; MT_Vector3 resultnormal; - bool ready = false; PHY_IPhysicsEnvironment* pe = m_scene->GetPhysicsEnvironment(); if (!pe) |