[Scummvm-git-logs] scummvm master -> 95ef0f27656b3518e7b0da982fe862aab81d65de

digitall noreply at scummvm.org
Sun Jul 9 13:37:31 UTC 2023


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:
95ef0f2765 WATCHMAKER: Fix More GCC Compiler Warnings


Commit: 95ef0f27656b3518e7b0da982fe862aab81d65de
    https://github.com/scummvm/scummvm/commit/95ef0f27656b3518e7b0da982fe862aab81d65de
Author: D G Turner (digitall at scummvm.org)
Date: 2023-07-09T14:35:59+01:00

Commit Message:
WATCHMAKER: Fix More GCC Compiler Warnings

These were due to the ocCurPlayer and ocBoth defines having identical
values causing warnings of redundant checks.

Changed paths:
    engines/watchmaker/classes/do_dialog.cpp
    engines/watchmaker/classes/do_player.cpp
    engines/watchmaker/define.h
    engines/watchmaker/ll/ll_anim.cpp
    engines/watchmaker/main.cpp


diff --git a/engines/watchmaker/classes/do_dialog.cpp b/engines/watchmaker/classes/do_dialog.cpp
index 0fefb6c36ae..0d7101b8895 100644
--- a/engines/watchmaker/classes/do_dialog.cpp
+++ b/engines/watchmaker/classes/do_dialog.cpp
@@ -339,9 +339,9 @@ void doDialog(WGame &game) {
 			ForcedCamera = 0;
 			bCutCamera = false;
 			bAllowCalcCamera = false;
-			CameraTargetObj = ocBOTH;
+			CameraTargetObj = ocCURPLAYER;
 			CameraTargetBone = 0;
-			TimeWalk = ocBOTH;
+			TimeWalk = ocCURPLAYER;
 			TimeAnim = aNULL;
 			bPlayerInAnim = false;
 			if (NextDlg != dNULL)
diff --git a/engines/watchmaker/classes/do_player.cpp b/engines/watchmaker/classes/do_player.cpp
index 0d829e6001c..934a660d354 100644
--- a/engines/watchmaker/classes/do_player.cpp
+++ b/engines/watchmaker/classes/do_player.cpp
@@ -134,7 +134,7 @@ void doPlayer(WGame &game) {
 			if (Player)
 				Player->Walk.NumPathNodes = Player->Walk.CurrentStep = Player->Walk.NumSteps = bNotSkippableWalk = 0;
 
-			if ((!bDialogActive) || (TimeWalk == CurPlayer + ocDARRELL) || (TimeWalk == ocBOTH))
+			if ((!bDialogActive) || (TimeWalk == CurPlayer + ocDARRELL) || (TimeWalk == ocCURPLAYER))
 				_vm->_messageSystem.addWaitingMsgs(MP_WAIT_ACT);
 
 			if (TheMessage->event == ME_PLAYERGOTOEXAMINE)
diff --git a/engines/watchmaker/define.h b/engines/watchmaker/define.h
index 3abebddf168..fba68fe687c 100644
--- a/engines/watchmaker/define.h
+++ b/engines/watchmaker/define.h
@@ -623,9 +623,7 @@ namespace Watchmaker {
 #define ocLASTCHAR                          24
 
 #define ocCURPLAYER                         25
-#define ocBOTH                              25
 
-#define ocNOTRANS                           26
 #define oCAMERAMAX                          26
 
 #define oTOOLTIPS                           98
diff --git a/engines/watchmaker/ll/ll_anim.cpp b/engines/watchmaker/ll/ll_anim.cpp
index 066d49aee29..7d9af542ef7 100644
--- a/engines/watchmaker/ll/ll_anim.cpp
+++ b/engines/watchmaker/ll/ll_anim.cpp
@@ -1693,8 +1693,9 @@ void ContinueAnim(Init &init, int32 an) {
 void StopObjAnim(WGame &game, int32 obj) {
 	if (!obj) return;
 
-	if ((obj == ocCURPLAYER) || (obj == ocBOTH))
+	if (obj == ocCURPLAYER) {
 		obj = ocDARRELL + CurPlayer;
+	}
 
 	Init &init = game.init;
 //	Se esiste gia' un'animazione sullo stesso oggetto base, la termina
diff --git a/engines/watchmaker/main.cpp b/engines/watchmaker/main.cpp
index b3099b7791b..1de01c6b4bc 100644
--- a/engines/watchmaker/main.cpp
+++ b/engines/watchmaker/main.cpp
@@ -206,12 +206,12 @@ void Render3DEnvironment(WGame &game) {
 
 		if (game.init.Obj[o48DARRELLSVENUTO].flags & ON) {
 			for (i = 0; i < T3D_MAX_CHARACTERS; i++)
-				if (Character[i] && (i != ocBOTH) && (i != ocDARRELL))
+				if (Character[i] && (i != ocCURPLAYER) && (i != ocDARRELL))
 					if (!t3dTransformCharacter(Character[i]))                                        // Proietta personaggi
 						DebugLogWindow("Can't transform %s", Character[i]->Body->name.c_str());
 		} else {
 			for (i = 0; i < T3D_MAX_CHARACTERS; i++)
-				if (Character[i] && (i != ocBOTH))
+				if (Character[i] && (i != ocCURPLAYER))
 					if (!t3dTransformCharacter(Character[i]))                                        // Proietta personaggi
 						DebugLogWindow("Can't transform %s", Character[i]->Body->name.c_str());
 		}




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