diff --git a/stepmania/src/Model.cpp b/stepmania/src/Model.cpp index b056f26cd7..d270bf317b 100644 --- a/stepmania/src/Model.cpp +++ b/stepmania/src/Model.cpp @@ -646,7 +646,7 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate ) for (j = 0; j < (int)pMesh->Vertices.size(); j++) { RageModelVertex *pVertex = &pMesh->Vertices[j]; - int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : pVertex->boneIndex; +// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : pVertex->boneIndex; if (pVertex->boneIndex != -1) { pVertex->p[0] -= m_vpBones[pVertex->boneIndex].mAbsolute.m[3][0]; diff --git a/stepmania/src/RageModelGeometry.cpp b/stepmania/src/RageModelGeometry.cpp index 0a132ff85b..5d54a633a7 100644 --- a/stepmania/src/RageModelGeometry.cpp +++ b/stepmania/src/RageModelGeometry.cpp @@ -32,7 +32,7 @@ void RageModelGeometry::OptimizeBones() // check to see if all vertices have the same bone index bool bAllVertsUseSameBone = true; - char nBoneIndex = !mesh.Vertices.empty() ? mesh.Vertices[0].boneIndex : -1; + char nBoneIndex = !mesh.Vertices.empty() ? mesh.Vertices[0].boneIndex : (char) -1; if( nBoneIndex != -1 ) { for (unsigned j = 1; j < mesh.Vertices.size(); j++) diff --git a/stepmania/src/ezsockets.cpp b/stepmania/src/ezsockets.cpp index 9c6821046e..63a8d098a0 100644 --- a/stepmania/src/ezsockets.cpp +++ b/stepmania/src/ezsockets.cpp @@ -142,7 +142,8 @@ int EzSockets::receive(char *data, int MAXlength) //YES! I know this is a crappy way to do it, but //until someone tells me better... DON'T COMPLAIN - while ((outData.length()0)) { + while( (int) outData.length()0 ) + { desc = ::recv( sock, buf, 1 , 0 ); if (desc!=0) outData+=buf[0];