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Windows build fixes and warning avoidance
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@@ -81,8 +81,8 @@ CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox&
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const CMaterialList& ml)
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: CPhysicsActor(uid, true, "CPlayer", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList), xf,
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MakePlayerAnimRes(resId, playerScale), ml, aabb, SMoverData(mass), CActorParameters::None(), stepUp,
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stepDown), x7d0_animRes(resId, 0, playerScale, 0, true), x2d8_fpBounds(aabb),
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x7d8_beamScale(playerScale)
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stepDown), x2d8_fpBounds(aabb), x7d0_animRes(resId, 0, playerScale, 0, true),
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x7d8_beamScale(playerScale)
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{
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x490_gun.reset(new CPlayerGun(uid));
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x49c_gunHolsterRemTime = g_tweakPlayerGun->GetGunNotFiringTime();
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@@ -4489,7 +4489,6 @@ TUniqueId CPlayer::CheckEnemiesAgainstOrbitZone(const rstl::reserved_vector<TUni
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EPlayerZoneInfo info, EPlayerZoneType zone, CStateManager& mgr) const
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{
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zeus::CVector3f eyePos = GetEyePosition();
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zeus::CVector3f lookDir = x34_transform.basis[1].normalized();
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float minEyeToAimMag = 10000.f;
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float minPosInBoxMagSq = 10000.f;
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TUniqueId bestId = kInvalidUniqueId;
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@@ -4604,7 +4603,6 @@ TUniqueId CPlayer::FindBestOrbitableObject(const std::vector<TUniqueId>& ids,
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EPlayerZoneInfo info, CStateManager& mgr) const
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{
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zeus::CVector3f eyePos = GetEyePosition();
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zeus::CVector3f lookDir = x34_transform.basis[1].normalized();
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float minEyeToOrbitMag = 10000.f;
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float minPosInBoxMagSq = 10000.f;
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TUniqueId bestId = kInvalidUniqueId;
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