[Scummvm-git-logs] scummvm master -> 20a3f0e5e95771c85b86a3dcd04b909f3e5dc414
digitall
547637+digitall at users.noreply.github.com
Tue Jun 22 22:03:13 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:
20a3f0e5e9 ICB: Fix Various GCC Set But Not Used Variable Warnings
Commit: 20a3f0e5e95771c85b86a3dcd04b909f3e5dc414
https://github.com/scummvm/scummvm/commit/20a3f0e5e95771c85b86a3dcd04b909f3e5dc414
Author: D G Turner (digitall at scummvm.org)
Date: 2021-06-22T23:02:15+01:00
Commit Message:
ICB: Fix Various GCC Set But Not Used Variable Warnings
Changed paths:
engines/icb/general_npc_animation.cpp
diff --git a/engines/icb/general_npc_animation.cpp b/engines/icb/general_npc_animation.cpp
index 50113b8ac7..524e9aaf92 100644
--- a/engines/icb/general_npc_animation.cpp
+++ b/engines/icb/general_npc_animation.cpp
@@ -374,7 +374,6 @@ void _game_session::Animate_turn_to_pan(__mega_set_names anim_type, uint32 speed
// snap pan
// restore x,z
- PXreal xnext, znext;
uint32 next_pc, info_pc;
PXfloat this_pan_change;
@@ -460,8 +459,9 @@ void _game_session::Animate_turn_to_pan(__mega_set_names anim_type, uint32 speed
// Note, assumes current frame hasn't changed i.e L->info_pc is same
currentFrame->markers[ORG_POS].GetXYZ(&x1, &unused, &z1);
- xnext = x2 - x1;
- znext = z2 - z1;
+ // FIXME: xnext and znext are not used currently...
+ //PXreal xnext = x2 - x1;
+ //PXreal znext = z2 - z1;
// update pc
L->anim_pc = next_pc; // allready computed
@@ -474,11 +474,12 @@ void _game_session::Animate_turn_to_pan(__mega_set_names anim_type, uint32 speed
L->pan_adjust = pan;
+ // FIXME: ang, cang and sang are not used currently...
// calculate the new x and z coordinate from this frames motion offset
// do the z and x together
- PXfloat ang = (L->pan - L->pan_adjust) * TWO_PI;
- PXfloat cang = (PXfloat)PXcos(ang);
- PXfloat sang = (PXfloat)PXsin(ang);
+ // PXfloat ang = (L->pan - L->pan_adjust) * TWO_PI;
+ //PXfloat cang = (PXfloat)PXcos(ang);
+ //PXfloat sang = (PXfloat)PXsin(ang);
// FIXME: x and z are not used currently...
//PXreal x = M->actor_xyz.x + PXfloat2PXreal(xnext * cang + znext * sang);
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