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authorTycho Bickerstaff <work.tycho@gmail.com>2013-12-21 16:00:31 +0100
committerTycho Bickerstaff <work.tycho@gmail.com>2013-12-21 16:00:31 +0100
commit38f808ac3d09cbb5bf437243f4b050e196fa582c (patch)
tree7f2be78caedb090c709bd28d96c9fd851bcab592
parentadded FORCE_32 option (diff)
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-rw-r--r--src/BlockEntities/BlockEntity.h2
-rw-r--r--src/ChunkDef.h2
-rw-r--r--src/ChunkSender.cpp2
-rw-r--r--src/Entities/Entity.h8
-rw-r--r--src/Entities/ProjectileEntity.h2
-rw-r--r--src/Simulator/Simulator.h3
6 files changed, 10 insertions, 9 deletions
diff --git a/src/BlockEntities/BlockEntity.h b/src/BlockEntities/BlockEntity.h
index 0d358b556..4a2939b32 100644
--- a/src/BlockEntities/BlockEntity.h
+++ b/src/BlockEntities/BlockEntity.h
@@ -87,7 +87,7 @@ public:
virtual void SendTo(cClientHandle & a_Client) = 0;
/// Ticks the entity; returns true if the chunk should be marked as dirty as a result of this ticking. By default does nothing.
- virtual bool Tick(float a_Dt, cChunk & a_Chunk) { return false; }
+ virtual bool Tick(float /*a_Dt*/, cChunk & /*a_Chunk*/) { return false; }
protected:
/// Position in absolute block coordinates
diff --git a/src/ChunkDef.h b/src/ChunkDef.h
index 8c37e7907..c6f6c50b3 100644
--- a/src/ChunkDef.h
+++ b/src/ChunkDef.h
@@ -180,7 +180,7 @@ public:
/// Converts absolute block coords into relative (chunk + block) coords:
- inline static void AbsoluteToRelative(/* in-out */ int & a_X, int & a_Y, int & a_Z, /* out */ int & a_ChunkX, int & a_ChunkZ )
+ inline static void AbsoluteToRelative(/* in-out */ int & a_X, int& /* a_Y */, int & a_Z, /* out */ int & a_ChunkX, int & a_ChunkZ )
{
BlockToChunk(a_X, a_Z, a_ChunkX, a_ChunkZ);
diff --git a/src/ChunkSender.cpp b/src/ChunkSender.cpp
index fe3ee9b42..2425adf18 100644
--- a/src/ChunkSender.cpp
+++ b/src/ChunkSender.cpp
@@ -264,7 +264,7 @@ void cChunkSender::BlockEntity(cBlockEntity * a_Entity)
-void cChunkSender::Entity(cEntity * a_Entity)
+void cChunkSender::Entity(cEntity *)
{
// Nothing needed yet, perhaps in the future when we save entities into chunks we'd like to send them upon load, too ;)
}
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 9cb36eb14..0d7634f73 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -351,10 +351,10 @@ public:
// tolua_end
/// Called when the specified player right-clicks this entity
- virtual void OnRightClicked(cPlayer & a_Player) {};
+ virtual void OnRightClicked(cPlayer &) {};
/// 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().
- virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) {}
+ virtual void GetDrops(cItems & /*a_Drops*/, cEntity * /*a_Killer*/ = NULL) {}
protected:
static cCriticalSection m_CSCount;
@@ -420,11 +420,11 @@ protected:
void Dereference( cEntity*& a_EntityPtr );
private:
- // Measured in degrees (MAX 360°)
+ // Measured in degrees (MAX 360°)
double m_HeadYaw;
// Measured in meter/second (m/s)
Vector3d m_Speed;
- // Measured in degrees (MAX 360°)
+ // Measured in degrees (MAX 360°)
Vector3d m_Rot;
/// Position of the entity's XZ center and Y bottom
diff --git a/src/Entities/ProjectileEntity.h b/src/Entities/ProjectileEntity.h
index 959e81ae5..e9e377fe0 100644
--- a/src/Entities/ProjectileEntity.h
+++ b/src/Entities/ProjectileEntity.h
@@ -52,7 +52,7 @@ public:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace);
/// Called by the physics blocktracer when the entity hits another entity
- virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {}
+ virtual void OnHitEntity(cEntity & /*a_EntityHit*/, const Vector3d & /*a_HitPos*/) {}
/// Called by Chunk when the projectile is eligible for player collection
virtual void CollectedBy(cPlayer * a_Dest);
diff --git a/src/Simulator/Simulator.h b/src/Simulator/Simulator.h
index 5cd0e8657..3a6252024 100644
--- a/src/Simulator/Simulator.h
+++ b/src/Simulator/Simulator.h
@@ -25,7 +25,8 @@ public:
virtual void Simulate(float a_Dt) = 0;
/// 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
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) {};
+ virtual void SimulateChunk(float /*a_Dt*/, int /*a_ChunkX*/,
+ int /*a_ChunkZ*/, cChunk * /*a_Chunk*/) {};
/// Called when a block changes
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);