mirror of https://github.com/PrimeDecomp/prime.git
Fix errors and warnings
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parent
a963804889
commit
9f4fc78c16
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@ -8,6 +8,7 @@
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#include "Kyoto/Math/CVector3f.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "Kyoto/Particles/CParticleGen.hpp"
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#include "Kyoto/Particles/CParticleGen.hpp"
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#include "Kyoto/TToken.hpp"
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#include "Kyoto/TToken.hpp"
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#include "Kyoto/CRandom16.hpp"
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class CGenDescription;
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class CGenDescription;
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class CModVectorElement;
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class CModVectorElement;
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@ -21,7 +21,6 @@ public:
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auto_ptr(const auto_ptr& other) : x0_has(other.x0_has), x4_item(other.x4_item) {
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auto_ptr(const auto_ptr& other) : x0_has(other.x0_has), x4_item(other.x4_item) {
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other.x0_has = false;
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other.x0_has = false;
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}
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}
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// TODO check
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auto_ptr& operator=(const auto_ptr& other) {
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auto_ptr& operator=(const auto_ptr& other) {
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if (&other != this) {
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if (&other != this) {
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if (x0_has) {
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if (x0_has) {
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@ -7,7 +7,7 @@ COBBox::COBBox(const CTransform4f& xf, const CVector3f& extents)
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COBBox::COBBox(CInputStream& in) : mTransform(in), mExtents(in) {}
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COBBox::COBBox(CInputStream& in) : mTransform(in), mExtents(in) {}
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CAABox COBBox::CalculateAABox(const CTransform4f& xf) const {}
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CAABox COBBox::CalculateAABox(const CTransform4f& xf) const { return CAABox(CVector3f::Zero(), CVector3f::Zero()); }
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COBBox COBBox::FromAABox(const CAABox& box, const CTransform4f& xf) {
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COBBox COBBox::FromAABox(const CAABox& box, const CTransform4f& xf) {
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CVector3f center = box.GetCenterPoint();
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CVector3f center = box.GetCenterPoint();
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@ -16,7 +16,7 @@ COBBox COBBox::FromAABox(const CAABox& box, const CTransform4f& xf) {
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return COBBox(final, extents);
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return COBBox(final, extents);
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}
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}
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bool COBBox::LineIntersectsBox(const CMRay& ray, float& penetration) const {}
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bool COBBox::LineIntersectsBox(const CMRay& ray, float& penetration) const { return false; }
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bool COBBox::AABoxIntersectsBox(const CAABox& box) const {
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bool COBBox::AABoxIntersectsBox(const CAABox& box) const {
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return OBBIntersectsBox(FromAABox(box, CTransform4f::Identity()));
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return OBBIntersectsBox(FromAABox(box, CTransform4f::Identity()));
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@ -60,7 +60,7 @@ CGameAllocator::~CGameAllocator() {
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}
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}
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}
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}
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bool CGameAllocator::Initialize(COsContext& ctx) {}
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bool CGameAllocator::Initialize(COsContext& ctx) { return false; }
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void CGameAllocator::Shutdown() {
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void CGameAllocator::Shutdown() {
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ReleaseAll();
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ReleaseAll();
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@ -174,7 +174,7 @@ void* CGameAllocator::Alloc(size_t size, EHint hint, EScope scope, EType type,
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return ++info;
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return ++info;
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}
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}
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CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlock(uint) {}
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CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlock(uint) { return nullptr; }
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CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlockFromTopOfHeap(uint size) {
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CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlockFromTopOfHeap(uint size) {
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SGameMemInfo* iter = x10_last;
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SGameMemInfo* iter = x10_last;
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@ -192,7 +192,7 @@ CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlockFromTopOfHeap(uint si
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return ret;
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return ret;
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}
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}
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uint CGameAllocator::FixupAllocPtrs(SGameMemInfo*, uint, uint, EHint, const CCallStack&) {}
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uint CGameAllocator::FixupAllocPtrs(SGameMemInfo*, uint, uint, EHint, const CCallStack&) { return 0; }
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void CGameAllocator::UpdateAllocDebugStats(uint len, uint roundedLen, uint offset) {
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void CGameAllocator::UpdateAllocDebugStats(uint len, uint roundedLen, uint offset) {
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++x84_;
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++x84_;
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@ -266,7 +266,7 @@ void CGameAllocator::ReleaseAll() {
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void* CGameAllocator::AllocSecondary(size_t size, EHint hint, EScope scope, EType type,
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void* CGameAllocator::AllocSecondary(size_t size, EHint hint, EScope scope, EType type,
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const CCallStack& callstack) {
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const CCallStack& callstack) {
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Alloc(size, hint, scope, type, callstack);
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return Alloc(size, hint, scope, type, callstack);
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};
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};
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bool CGameAllocator::FreeSecondary(const void* ptr) { return Free(ptr); };
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bool CGameAllocator::FreeSecondary(const void* ptr) { return Free(ptr); };
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@ -201,4 +201,7 @@ CVector3f CPhysicsActor::GetMoveToORImpulseWR(const CVector3f& trans, float d) c
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return (GetMass() * impulse) * (1.f / d);
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return (GetMass() * impulse) * (1.f / d);
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}
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}
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CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const {}
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CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const {
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// TODO
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return CAxisAngle();
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}
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