SAGA2: Fix remaining warnings in weapons.cpp

This commit is contained in:
Eugene Sandulenko 2021-06-13 16:47:00 +02:00
parent b0d5437227
commit 4eebd6d6bf
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GPG key ID: 014D387312D34F08
3 changed files with 7 additions and 10 deletions

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@ -1295,7 +1295,7 @@ bool PhysicalContainerProto::canToggleLock(
// Unlock or lock the physical container // Unlock or lock the physical container
bool PhysicalContainerProto::acceptLockToggleAction( bool PhysicalContainerProto::acceptLockToggleAction(
ObjectID dObj, ObjectID dObj,
ObjectID enactor) { ObjectID enactor, uint8) {
GameObject *dObjPtr = GameObject::objectAddress(dObj); GameObject *dObjPtr = GameObject::objectAddress(dObj);
// Toggle locked bit // Toggle locked bit

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@ -490,10 +490,7 @@ public:
ObjectID dObj, ObjectID dObj,
ObjectID enactor, ObjectID enactor,
uint8 keyCode); uint8 keyCode);
virtual bool acceptLockToggleAction( virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor, uint8 keyCode);
ObjectID dObj,
ObjectID enactor,
uint8 keyCode);
// Mix this object with another. // Mix this object with another.
bool acceptMix(ObjectID dObj, ObjectID enactor, ObjectID mixObj); bool acceptMix(ObjectID dObj, ObjectID enactor, ObjectID mixObj);
@ -717,7 +714,7 @@ public:
ObjectID dObj, ObjectID dObj,
ObjectID enactor, ObjectID enactor,
uint8 keyCode); uint8 keyCode);
virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor); virtual bool acceptLockToggleAction(ObjectID dObj, ObjectID enactor, uint8 keyCode);
// Insert another object into this object // Insert another object into this object
bool acceptInsertionAction( bool acceptInsertionAction(

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@ -208,18 +208,18 @@ void WeaponStuff::addEffect(WeaponEffect *we) {
void WeaponStuff::addEffect(Common::SeekableReadStream *stream) { void WeaponStuff::addEffect(Common::SeekableReadStream *stream) {
WeaponEffect *we; WeaponEffect *we;
int16 item = stream->readSint16LE(); // spell ID /*int16 item = */stream->readSint16LE(); // spell ID
int16 effectGroup = stream->readSint16LE(); // effect group int16 effectGroup = stream->readSint16LE(); // effect group
if (effectGroup == effectStrike) { if (effectGroup == effectStrike) {
effectDamageTypes effectType = (effectDamageTypes)stream->readSint16LE(); // effect ID effectDamageTypes effectType = (effectDamageTypes)stream->readSint16LE(); // effect ID
int16 targeting = stream->readSint16LE(); // targeting /*int16 targeting = */stream->readSint16LE(); // targeting
int16 baseDice = stream->readSint16LE(); // base dice int16 baseDice = stream->readSint16LE(); // base dice
int16 skillDice = stream->readSint16LE(); // skill dice int16 skillDice = stream->readSint16LE(); // skill dice
int16 baseDamage = stream->readSint16LE(); // attrib change int16 baseDamage = stream->readSint16LE(); // attrib change
int16 skillDamage = stream->readSint16LE(); // attrib change int16 skillDamage = stream->readSint16LE(); // attrib change
int16 reserved0 = stream->readSint16LE(); // min enchant /*int16 reserved0 = */stream->readSint16LE(); // min enchant
int16 reserved1 = stream->readSint16LE(); // min enchant /* int16 reserved1 = */stream->readSint16LE(); // min enchant
int16 diceSides = stream->readSint16LE(); int16 diceSides = stream->readSint16LE();
if (diceSides == 0) if (diceSides == 0)