war on -Werror, part 11: const int -> float loss.
Had to work around the inline static const int rule to do it, but at least there is no data loss now.
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+3
-3
@@ -8,7 +8,7 @@ class PlayerState;
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/** @brief An action made against a Player to make things more difficult. */
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struct Attack
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{
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static const int ATTACK_STARTS_NOW = -10000;
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static const inline float ATTACK_STARTS_NOW() { return -10000.f; }
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AttackLevel level;
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/**
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@@ -27,14 +27,14 @@ struct Attack
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void MakeBlank()
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{
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level = ATTACK_LEVEL_1;
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fStartSecond = ATTACK_STARTS_NOW;
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fStartSecond = ATTACK_STARTS_NOW();
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fSecsRemaining = 0;
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sModifiers = RString();
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bOn = false;
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bGlobal = false;
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bShowInAttackList = true;
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}
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Attack(): level(ATTACK_LEVEL_1), fStartSecond(ATTACK_STARTS_NOW),
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Attack(): level(ATTACK_LEVEL_1), fStartSecond(ATTACK_STARTS_NOW()),
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fSecsRemaining(0), sModifiers(RString()),
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bOn(false), bGlobal(false), bShowInAttackList(true)
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{} // MakeBlank() is effectively called here.
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+1
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@@ -2858,7 +2858,7 @@ void Player::UpdateJudgedRows()
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Attack attMineAttack;
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attMineAttack.sModifiers = ApplyRandomAttack();
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attMineAttack.fStartSecond = attMineAttack.ATTACK_STARTS_NOW;
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attMineAttack.fStartSecond = attMineAttack.ATTACK_STARTS_NOW();
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attMineAttack.fSecsRemaining = fAttackRunTime;
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m_pPlayerState->LaunchAttack( attMineAttack );
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+2
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@@ -66,7 +66,7 @@ void PlayerState::Update( float fDelta )
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// You must add sattack by calling GameState::LaunchAttack,
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// or else the sentinel value won't be
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// converted into the current music time.
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ASSERT( attack.fStartSecond != attack.ATTACK_STARTS_NOW );
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ASSERT( attack.fStartSecond != attack.ATTACK_STARTS_NOW() );
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bool bCurrentlyEnabled =
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attack.bGlobal ||
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@@ -116,7 +116,7 @@ void PlayerState::LaunchAttack( const Attack& a )
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* started so it can be removed later. For m_ModsToApply, leave the sentinel in,
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* so Player::Update knows to apply attack transforms correctly. (yuck) */
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m_ModsToApply.push_back( attack );
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if( attack.fStartSecond == attack.ATTACK_STARTS_NOW )
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if( attack.fStartSecond == attack.ATTACK_STARTS_NOW() )
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attack.fStartSecond = m_Position.m_fMusicSeconds;
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m_ActiveAttacks.push_back( attack );
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@@ -979,7 +979,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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Attack a = pi->m_asModifiersQueue[iSongIndex][i];
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if( a.fStartSecond != 0 )
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continue;
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a.fStartSecond = a.ATTACK_STARTS_NOW; // now
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a.fStartSecond = a.ATTACK_STARTS_NOW(); // now
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PlayerOptions po;
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po.FromString( a.sModifiers );
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@@ -1029,7 +1029,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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{
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Attack a = pi->m_asModifiersQueue[iSongIndex][i];
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if( a.fStartSecond == 0 )
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a.fStartSecond = a.ATTACK_STARTS_NOW; // now
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a.fStartSecond = a.ATTACK_STARTS_NOW(); // now
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pi->GetPlayerState()->LaunchAttack( a );
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GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
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