fix compile
This commit is contained in:
@@ -45,7 +45,8 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
|
|||||||
{
|
{
|
||||||
m_b2DAvailable = m_bCharsAvailable = false;
|
m_b2DAvailable = m_bCharsAvailable = false;
|
||||||
|
|
||||||
for(int pn=0;pn<NUM_PLAYERS;pn++)
|
int pn;
|
||||||
|
for(pn=0;pn<NUM_PLAYERS;pn++)
|
||||||
{
|
{
|
||||||
m_iCurrentChar[pn]= -1; // minus 1 indicates no character.
|
m_iCurrentChar[pn]= -1; // minus 1 indicates no character.
|
||||||
m_CurChar[pn].SetName(ssprintf("CharacterIconP%d",pn+1));
|
m_CurChar[pn].SetName(ssprintf("CharacterIconP%d",pn+1));
|
||||||
@@ -89,7 +90,7 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
|
|||||||
{
|
{
|
||||||
GAMESTATE->GetCharacters( apCharacters );
|
GAMESTATE->GetCharacters( apCharacters );
|
||||||
|
|
||||||
for(int i=0; i<apCharacters.size(); i++)
|
for(unsigned i=0; i<apCharacters.size(); i++)
|
||||||
{
|
{
|
||||||
if(apCharacters[i] != NULL) // check its not null
|
if(apCharacters[i] != NULL) // check its not null
|
||||||
{
|
{
|
||||||
@@ -270,7 +271,7 @@ void ScreenSelectMode::SetCharacters()
|
|||||||
{
|
{
|
||||||
vector<Character*> apCharacters;
|
vector<Character*> apCharacters;
|
||||||
GAMESTATE->GetCharacters( apCharacters );
|
GAMESTATE->GetCharacters( apCharacters );
|
||||||
for(int i=0; i<apCharacters.size(); i++)
|
for(unsigned i=0; i<apCharacters.size(); i++)
|
||||||
{
|
{
|
||||||
if(apCharacters[i] != NULL) // check its not null
|
if(apCharacters[i] != NULL) // check its not null
|
||||||
{
|
{
|
||||||
@@ -377,7 +378,7 @@ void ScreenSelectMode::MenuUp(PlayerNumber pn)
|
|||||||
{
|
{
|
||||||
vector<Character*> apCharacters;
|
vector<Character*> apCharacters;
|
||||||
GAMESTATE->GetCharacters( apCharacters );
|
GAMESTATE->GetCharacters( apCharacters );
|
||||||
for(int i=0; i<apCharacters.size(); i++)
|
for(unsigned i=0; i<apCharacters.size(); i++)
|
||||||
{
|
{
|
||||||
if(apCharacters[i] != NULL) // check its not null
|
if(apCharacters[i] != NULL) // check its not null
|
||||||
{
|
{
|
||||||
@@ -423,7 +424,7 @@ void ScreenSelectMode::MenuDown(PlayerNumber pn)
|
|||||||
{
|
{
|
||||||
vector<Character*> apCharacters;
|
vector<Character*> apCharacters;
|
||||||
GAMESTATE->GetCharacters( apCharacters );
|
GAMESTATE->GetCharacters( apCharacters );
|
||||||
for(int i=0; i<apCharacters.size(); i++)
|
for(unsigned i=0; i<apCharacters.size(); i++)
|
||||||
{
|
{
|
||||||
if(apCharacters[i] != NULL) // check its not null
|
if(apCharacters[i] != NULL) // check its not null
|
||||||
{
|
{
|
||||||
@@ -443,7 +444,7 @@ void ScreenSelectMode::MenuDown(PlayerNumber pn)
|
|||||||
m_CurChar[pn].UnloadTexture();
|
m_CurChar[pn].UnloadTexture();
|
||||||
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
|
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
|
||||||
{
|
{
|
||||||
if(m_iCurrentChar[pn] < apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
|
if(m_iCurrentChar[pn] < (int)apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
|
||||||
m_iCurrentChar[pn]++;
|
m_iCurrentChar[pn]++;
|
||||||
else
|
else
|
||||||
m_iCurrentChar[pn] = -1; // set to no character
|
m_iCurrentChar[pn] = -1; // set to no character
|
||||||
|
|||||||
Reference in New Issue
Block a user