SAGA2: Fix more warnings
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1 changed files with 6 additions and 7 deletions
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@ -58,7 +58,6 @@ APPFUNC(cmdControl);
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const uint32 nameListID = MKTAG('N', 'A', 'M', 'E'),
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objListID = MKTAG('O', 'B', 'J', 'E'),
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worldListID = MKTAG('W', 'R', 'L', 'D'),
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objProtoID = MKTAG('P', 'R', 'O', 0),
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actorProtoID = MKTAG('P', 'R', 'O', 1);
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@ -4218,16 +4217,16 @@ GameObject *objectCollision(GameObject *obj, GameWorld *world, const TilePoint &
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obstacle != nullptr;
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iter.next(&obstacle)) {
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TilePoint tp = obstacle->getLocation();
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ProtoObj *proto = obstacle->proto();
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ProtoObj *obstacleProto = obstacle->proto();
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if (obstacle == obj) continue;
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if (tp.z < volume.max.z
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&& tp.z + proto->height > volume.min.z
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&& tp.u - proto->crossSection < volume.max.u
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&& tp.u + proto->crossSection > volume.min.u
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&& tp.v - proto->crossSection < volume.max.v
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&& tp.v + proto->crossSection > volume.min.v) {
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&& tp.z + obstacleProto->height > volume.min.z
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&& tp.u - obstacleProto->crossSection < volume.max.u
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&& tp.u + obstacleProto->crossSection > volume.min.u
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&& tp.v - obstacleProto->crossSection < volume.max.v
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&& tp.v + obstacleProto->crossSection > volume.min.v) {
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// If the actor is dead, then it is not an obstacle.
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if (isActor(obstacle) && ((Actor *)obstacle)->isDead()) continue;
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