Removed all the warnings from gcc

This commit is contained in:
Linus Probert 2018-03-01 06:04:12 +01:00
parent 2253479532
commit c42e6fa621
3 changed files with 11 additions and 8 deletions

View File

@ -287,7 +287,7 @@ static bool
check_skill_trigger(Player *player, RoomMatrix *matrix, SDL_Event *event)
{
int activeSkill = -1;
for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
if (player->skills[i] && player->skills[i]->active) {
activeSkill = i;
break;

View File

@ -47,6 +47,8 @@ create_default(const char *s_label, Sprite *s)
static bool
skill_use_flurry(Skill *skill, SkillData *data)
{
UNUSED (skill);
Position playerPos = position_to_matrix_coords(&data->player->sprite->pos);
Position targetPos = playerPos;
targetPos.x += (int) data->direction.x;
@ -90,12 +92,13 @@ create_flurry(void)
static bool
skill_sip_health(Skill *skill, SkillData *data)
{
UNUSED (skill);
player_sip_health(data->player);
return true;
}
static Skill *
create_sip_health()
create_sip_health(void)
{
Texture *t = texturecache_add("Items/Potion.png");
Sprite *s = sprite_create();

View File

@ -114,11 +114,11 @@ render_activation_indicator(SkillBar *bar, Camera *cam)
}
static void
render_skills(SkillBar *bar, Player *player, Camera *cam)
render_skills(Player *player, Camera *cam)
{
static SDL_Rect activeSkillBox = { 0, 0, 32, 32 };
for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
if (!player->skills[i])
continue;
@ -140,11 +140,11 @@ render_skills(SkillBar *bar, Player *player, Camera *cam)
}
static void
render_skill_unavailable(SkillBar *bar, Player *player, Camera *cam)
render_skill_unavailable(Player *player, Camera *cam)
{
static SDL_Rect unavailableSkillBox = { 0, 0, 32, 32 };
for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
if (!player->skills[i])
continue;
@ -160,9 +160,9 @@ void
skillbar_render(SkillBar *bar, Player *player, Camera *cam)
{
render_frame(cam);
render_skills(bar, player, cam);
render_skills(player, cam);
render_sprites(bar, cam);
render_skill_unavailable(bar, player, cam);
render_skill_unavailable(player, cam);
render_activation_indicator(bar, cam);
}