[Scummvm-git-logs] scummvm master -> d0020eb6c4c22af69a182dab1e80340a7a97dedf
digitall
547637+digitall at users.noreply.github.com
Sun Jul 11 15:29:54 UTC 2021
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
d0020eb6c4 SAGA2: Fix Two Cases of Shadowing Warnings
Commit: d0020eb6c4c22af69a182dab1e80340a7a97dedf
https://github.com/scummvm/scummvm/commit/d0020eb6c4c22af69a182dab1e80340a7a97dedf
Author: D G Turner (digitall at scummvm.org)
Date: 2021-07-11T16:29:09+01:00
Commit Message:
SAGA2: Fix Two Cases of Shadowing Warnings
Changed paths:
engines/saga2/actor.cpp
engines/saga2/button.cpp
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index de7d52cfc9..1f6c838e97 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -383,7 +383,7 @@ bool ActorProto::acceptDamageAction(
assert(isObject(enactor) || isActor(enactor));
int8 pdm = 0; //=perDieMod+(resistant ? -2 : 0);
- int16 damage = 0;
+ int16 damageScore = 0;
Actor *a = (Actor *)GameObject::objectAddress(dObj);
Actor *enactorPtr;
int16 &vitality = a->effectiveStats.vitality;
@@ -392,21 +392,21 @@ bool ActorProto::acceptDamageAction(
if (!a->isImmuneTo((effectImmuneTypes) dType)) {
- damage = absDamage;
+ damageScore = absDamage;
if (dice)
for (int d = 0; d < ABS(dice); d++)
- damage += (g_vm->_rnd->getRandomNumber(sides - 1) + pdm + 1) * (dice > 0 ? 1 : -1);
+ damageScore += (g_vm->_rnd->getRandomNumber(sides - 1) + pdm + 1) * (dice > 0 ? 1 : -1);
}
- if (damage > 0 && resistant)
- damage /= 2;
+ if (damageScore > 0 && resistant)
+ damageScore /= 2;
- if (damage > 0 && isMagicDamage(dType) && makeSavingThrow())
- damage /= 2;
+ if (damageScore > 0 && isMagicDamage(dType) && makeSavingThrow())
+ damageScore /= 2;
- if (damage < 0)
- return acceptHealing(dObj, enactor, -damage);
+ if (damageScore < 0)
+ return acceptHealing(dObj, enactor, -damageScore);
// Apply applicable armor adjustments
if (dType == kDamageImpact
@@ -415,11 +415,11 @@ bool ActorProto::acceptDamageAction(
ArmorAttributes armorAttribs;
a->totalArmorAttributes(armorAttribs);
- damage /= armorAttribs.damageDivider;
- damage = MAX(damage - armorAttribs.damageAbsorbtion, 0);
+ damageScore /= armorAttribs.damageDivider;
+ damageScore = MAX(damageScore - armorAttribs.damageAbsorbtion, 0);
}
- if (damage == 0) return false;
+ if (damageScore == 0) return false;
if (isActor(enactor))
enactorPtr = (Actor *)GameObject::objectAddress(enactor);
@@ -436,26 +436,26 @@ bool ActorProto::acceptDamageAction(
Location al = Location(a->getLocation(), a->IDParent());
if (gruntStyle > 0
&& ((flags & ResourceObjectPrototype::objPropNoSurface)
- || (damage > 2 && (int16)g_vm->_rnd->getRandomNumber(vitality - 1) < (damage * 2))))
+ || (damageScore > 2 && (int16)g_vm->_rnd->getRandomNumber(vitality - 1) < (damageScore * 2))))
makeGruntSound(gruntStyle, al);
if (enactorPtr != NULL) {
enactorPtr->handleSuccessfulStrike(
a,
- damage < vitality ? damage : vitality);
+ damageScore < vitality ? damageScore : vitality);
}
// If we've just lost all vitality, we're dead, else make a
// morale check
- if (damage >= vitality) {
+ if (damageScore >= vitality) {
MotionTask::die(*a);
AddFactionTally(a->faction, factionNumKills, 1);
if (enactorPtr != NULL)
enactorPtr->handleSuccessfulKill(a);
} else
- a->handleDamageTaken(damage);
+ a->handleDamageTaken(damageScore);
- vitality -= damage;
+ vitality -= damageScore;
if (actorToPlayerID(a, pID)) {
updateBrotherControls(pID);
@@ -465,7 +465,7 @@ bool ActorProto::acceptDamageAction(
oldVitality;
baseVitality = a->getBaseStats()->vitality;
- oldVitality = vitality + damage;
+ oldVitality = vitality + damageScore;
if (baseVitality >= vitality * 3
&& baseVitality < oldVitality * 3) {
@@ -477,7 +477,7 @@ bool ActorProto::acceptDamageAction(
}
}
- WriteStatusF(5, "Damage: %d", damage);
+ WriteStatusF(5, "Damage: %d", damageScore);
}
return true;
diff --git a/engines/saga2/button.cpp b/engines/saga2/button.cpp
index 269324d270..15bc73352c 100644
--- a/engines/saga2/button.cpp
+++ b/engines/saga2/button.cpp
@@ -502,8 +502,8 @@ gCompButton::~gCompButton(void) {
}
}
-void gCompButton::dim(bool enable) {
- if (enable) {
+void gCompButton::dim(bool enableFlag) {
+ if (enableFlag) {
if (!dimmed) dimmed = true;
} else {
if (dimmed) dimmed = false;
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