fix minor warnings
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@@ -263,7 +263,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath, CString sSongBGPath
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int iSpriteArea = int( m_Sprites[0].GetUnzoomedWidth()*m_Sprites[0].GetUnzoomedHeight() );
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int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
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m_iNumSprites = m_iNumParticles = iMaxArea / iSpriteArea;
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m_iNumSprites = m_iNumParticles = min( m_iNumSprites, MAX_SPRITES );
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m_iNumSprites = m_iNumParticles = min( m_iNumSprites, unsigned(MAX_SPRITES) );
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for( unsigned i=0; i<m_iNumSprites; i++ )
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{
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m_Sprites[i].Load( sPath );
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@@ -669,7 +669,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
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float fTotalWidth = m_iNumTilesWide * m_fTilesSpacingX;
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float fTotalHeight = m_iNumTilesHigh * m_fTilesSpacingY;
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ASSERT( m_iNumSprites == m_iNumTilesWide * m_iNumTilesHigh );
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ASSERT( int(m_iNumSprites) == m_iNumTilesWide * m_iNumTilesHigh );
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for( int x=0; x<m_iNumTilesWide; x++ )
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{
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@@ -844,7 +844,7 @@ void BGAnimationLayer::GainingFocus()
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// if movie texture, pause and play movie so we don't waste CPU cycles decoding frames that won't be shown
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m_Sprites[0].GetTexture()->Play();
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for( int i=0; i<m_iNumSprites; i++ )
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for( unsigned i=0; i<m_iNumSprites; i++ )
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m_Sprites[i].Command( m_sCommand );
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}
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