Removed all the warnings from gcc
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2253479532
commit
c42e6fa621
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@ -287,7 +287,7 @@ static bool
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check_skill_trigger(Player *player, RoomMatrix *matrix, SDL_Event *event)
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{
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int activeSkill = -1;
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for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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if (player->skills[i] && player->skills[i]->active) {
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activeSkill = i;
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break;
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@ -47,6 +47,8 @@ create_default(const char *s_label, Sprite *s)
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static bool
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skill_use_flurry(Skill *skill, SkillData *data)
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{
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UNUSED (skill);
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Position playerPos = position_to_matrix_coords(&data->player->sprite->pos);
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Position targetPos = playerPos;
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targetPos.x += (int) data->direction.x;
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@ -90,12 +92,13 @@ create_flurry(void)
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static bool
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skill_sip_health(Skill *skill, SkillData *data)
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{
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UNUSED (skill);
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player_sip_health(data->player);
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return true;
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}
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static Skill *
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create_sip_health()
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create_sip_health(void)
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{
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Texture *t = texturecache_add("Items/Potion.png");
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Sprite *s = sprite_create();
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@ -114,11 +114,11 @@ render_activation_indicator(SkillBar *bar, Camera *cam)
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}
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static void
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render_skills(SkillBar *bar, Player *player, Camera *cam)
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render_skills(Player *player, Camera *cam)
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{
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static SDL_Rect activeSkillBox = { 0, 0, 32, 32 };
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for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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if (!player->skills[i])
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continue;
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@ -140,11 +140,11 @@ render_skills(SkillBar *bar, Player *player, Camera *cam)
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}
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static void
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render_skill_unavailable(SkillBar *bar, Player *player, Camera *cam)
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render_skill_unavailable(Player *player, Camera *cam)
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{
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static SDL_Rect unavailableSkillBox = { 0, 0, 32, 32 };
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for (size_t i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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for (int i = 0; i < PLAYER_SKILL_COUNT; ++i) {
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if (!player->skills[i])
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continue;
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@ -160,9 +160,9 @@ void
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skillbar_render(SkillBar *bar, Player *player, Camera *cam)
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{
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render_frame(cam);
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render_skills(bar, player, cam);
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render_skills(player, cam);
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render_sprites(bar, cam);
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render_skill_unavailable(bar, player, cam);
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render_skill_unavailable(player, cam);
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render_activation_indicator(bar, cam);
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}
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