[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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