mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-08-12 17:29:54 +00:00
Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember where :D
This commit is contained in:
parent
5ba014640c
commit
b9d402199c
88 changed files with 780 additions and 810 deletions
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@ -93,7 +93,7 @@ std::string getMapTemplateFilename()
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void WarpAreaRender::onRender()
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{
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for (int i = 0; i < dsq->game->warpAreas.size(); i++)
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for (size_t i = 0; i < dsq->game->warpAreas.size(); i++)
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{
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WarpArea *a = &dsq->game->warpAreas[i];
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glTranslatef(a->position.x, a->position.y,0);
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@ -498,7 +498,7 @@ void SceneEditor::openMainMenu()
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void SceneEditor::closeMainMenu()
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{
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inMainMenu = false;
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for (int i = 0; i < mainMenu.size(); i++)
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for (size_t i = 0; i < mainMenu.size(); i++)
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{
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mainMenu[i]->alpha = 0;
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mainMenu[i]->safeKill();
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@ -779,7 +779,7 @@ void SceneEditor::createAquarian()
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std::string t = dsq->getUserInputString("Enter Aquarian:", "");
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stringToUpper(t);
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Vector startPos = dsq->getGameCursorPosition();
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for (int i = 0; i < t.size(); i++)
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for (size_t i = 0; i < t.size(); i++)
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{
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int v = 0;
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if (t[i] >= 'A' && t[i] <= 'Z')
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@ -798,7 +798,7 @@ void SceneEditor::createAquarian()
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Path *SceneEditor::getSelectedPath()
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{
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if (selectedIdx >= 0 && selectedIdx < dsq->game->getNumPaths())
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if (selectedIdx < dsq->game->getNumPaths())
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{
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return dsq->game->getPath(selectedIdx);
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}
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@ -869,7 +869,7 @@ void SceneEditor::toggleWarpAreaRender()
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void SceneEditor::setGridPattern(int gi)
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{
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if (selectedElements.size())
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for (int i = 0; i < selectedElements.size(); ++i)
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for (size_t i = 0; i < selectedElements.size(); ++i)
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selectedElements[i]->setElementEffectByIndex(gi);
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else if (editingElement)
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editingElement->setElementEffectByIndex(gi);
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@ -913,7 +913,7 @@ void SceneEditor::moveToFront()
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dsq->clearElements();
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// move to the foreground ... this means that the editing element should be last in the list (Added last)
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for (int i = 0; i < copy.size(); i++)
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for (size_t i = 0; i < copy.size(); i++)
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{
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if (copy[i] != editingElement)
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dsq->addElement(copy[i]);
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@ -933,7 +933,7 @@ void SceneEditor::moveToBack()
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// move to the background ... this means that the editing element should be first in the list (Added first)
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dsq->addElement(editingElement);
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for (int i = 0; i < copy.size(); i++)
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for (size_t i = 0; i < copy.size(); i++)
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{
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if (copy[i] != editingElement)
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dsq->addElement(copy[i]);
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@ -1039,7 +1039,7 @@ void SceneEditor::deleteSelected()
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{
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if (selectedElements.size()>0)
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->safeKill();
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dsq->removeElement(selectedElements[i]);
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@ -1129,7 +1129,7 @@ void SceneEditor::checkForRebuild()
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if (editType == ET_ELEMENTS && state != ES_SELECTING && !selectedElements.empty())
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{
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bool rebuild = false;
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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if (selectedElements[i]->elementFlag == EF_SOLID || selectedElements[i]->elementFlag == EF_HURT)
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{
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@ -1152,7 +1152,7 @@ void SceneEditor::exitMoveState()
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{
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if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->position = selectedElements[i]->getWorldPosition();
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dummy.removeChild(selectedElements[i]);
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@ -1174,7 +1174,7 @@ void SceneEditor::enterMoveState()
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dummy.rotation = Vector(0,0,0);
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cursorOffset = dsq->getGameCursorPosition();
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groupCenter = getSelectedElementsCenter();
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->position -= groupCenter;
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dummy.addChild(selectedElements[i], PM_NONE);
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@ -1222,7 +1222,7 @@ void SceneEditor::enterRotateState()
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oldRotation = dummy.rotation;
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cursorOffset = dsq->getGameCursorPosition();
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groupCenter = getSelectedElementsCenter();
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->position -= groupCenter;
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dummy.addChild(selectedElements[i], PM_NONE);
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@ -1255,7 +1255,7 @@ void SceneEditor::enterScaleState()
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oldRepeatScale = Vector(1, 1); // not handled for multi-selection
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cursorOffset = dsq->getGameCursorPosition();
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groupCenter = getSelectedElementsCenter();
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->position -= groupCenter;
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dummy.addChild(selectedElements[i], PM_NONE);
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@ -1338,7 +1338,7 @@ void SceneEditor::mouseButtonRightUp()
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{
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if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->position = selectedElements[i]->getWorldPosition();
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selectedElements[i]->rotation = selectedElements[i]->getAbsoluteRotation();
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@ -1352,7 +1352,7 @@ void SceneEditor::mouseButtonRightUp()
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if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->position = selectedElements[i]->getWorldPosition();
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selectedElements[i]->scale = selectedElements[i]->scale * dummy.scale;
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@ -1576,12 +1576,12 @@ public:
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int rows;
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};
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bool getGrassPixel(pngRawInfo *png, int x, int y)
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bool getGrassPixel(pngRawInfo *png, size_t x, size_t y)
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{
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if (x >= png->Width || y >= png->Height || x < 0 || y < 0) return false;
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if (x >= png->Width || y >= png->Height) return false;
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int c = (y*png->Width)*png->Components + x*png->Components;
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size_t c = (y*png->Width)*png->Components + x*png->Components;
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if (png->Data[c] == 128 &&
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png->Data[c+1] == 255 &&
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png->Data[c+2] == 128)
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@ -1618,7 +1618,7 @@ void SceneEditor::skinLevel()
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void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int maxY)
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{
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std::vector<Element*> deleteElements;
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int i = 0;
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size_t i = 0;
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for (i = 0; i < dsq->getNumElements(); i++)
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{
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Element *e = dsq->getElement(i);
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@ -1675,7 +1675,7 @@ void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int m
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offset.z = 0;
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bool skip = false;
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for (int i = 0; i < dsq->getNumElements(); i++)
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for (size_t i = 0; i < dsq->getNumElements(); i++)
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{
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Element *e = dsq->getElement(i);
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if (e->templateIdx <= 4 && e->templateIdx >= 1)
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@ -1692,7 +1692,7 @@ void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int m
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{
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std::vector<int> cantUse;
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cantUse.resize(4);
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int i = 0;
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size_t i = 0;
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for (i = 0; i < dsq->getNumElements(); i++)
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{
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Element *e = dsq->getElement(i);
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@ -1704,10 +1704,10 @@ void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int m
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}
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}
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}
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int useIdx = rand()%cantUse.size()+1;
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size_t useIdx = rand()%cantUse.size()+1;
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for (i = 0; i < cantUse.size(); i++)
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{
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int check = i + idxCount;
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size_t check = i + idxCount;
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if (check >= cantUse.size())
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check -= cantUse.size();
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if (cantUse[check]<=0)
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@ -1728,7 +1728,7 @@ void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int m
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}
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}
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}
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for (int i = 0; i < dsq->getNumElements(); i++)
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for (size_t i = 0; i < dsq->getNumElements(); i++)
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{
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Element *e = dsq->getElement(i);
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if (e->bgLayer == 4 && e->templateIdx >= 1 && e->templateIdx <= 4)
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@ -1747,7 +1747,7 @@ void SceneEditor::generateLevel()
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int maxX=0, maxY=0;
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size_t maxX=0, maxY=0;
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const int YELLOW=0, RED=1, GREEN=2, BLUE=3, PURPLE=4, ORANGE=5, BROWN=6, MAX=7;
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int firstColorX[MAX], firstColorY[MAX];
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int lastColorX[MAX], lastColorY[MAX];
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@ -1780,7 +1780,7 @@ void SceneEditor::generateLevel()
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int scale = TILE_SIZE;
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int c = 0;
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for (int y = 0; y < rawinfo.Height; y++)
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for (size_t y = 0; y < rawinfo.Height; y++)
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{
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Vector lastElement;
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lastElement = Vector(0,0,0);
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@ -1789,7 +1789,7 @@ void SceneEditor::generateLevel()
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Row row;
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rowCount = 0;
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positions.clear();
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for (int x = 0; x < rawinfo.Width; x++)
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for (size_t x = 0; x < rawinfo.Width; x++)
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{
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Vector *e = 0;
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if
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@ -1887,7 +1887,7 @@ void SceneEditor::generateLevel()
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}
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dsq->game->clearObsRows();
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int i = 0;
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size_t i = 0;
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for (i = 0; i < rows.size(); i++)
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{
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int w = rows[i].x2 - rows[i].x1;
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@ -2013,7 +2013,7 @@ void SceneEditor::moveElementToLayer(Element *e, int bgLayer)
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{
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if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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Element *e = selectedElements[i];
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core->removeRenderObject(e, Core::DO_NOT_DESTROY_RENDER_OBJECT);
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@ -2065,7 +2065,7 @@ void SceneEditor::updateMultiSelect()
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selectedElements.clear();
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for (int i = 0; i < dsq->getNumElements(); i++)
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for (size_t i = 0; i < dsq->getNumElements(); i++)
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{
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Element *e = dsq->getElement(i);
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if (e->bgLayer == bgLayer && e->position.x >= p1.x && e->position.y >= p1.y && e->position.x <= p2.x && e->position.y <= p2.y)
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@ -2220,7 +2220,7 @@ void destroyEntityPage()
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se_grad->fadeAlphaWithLife = 1;
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se_grad = 0;
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}
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for (int i = 0; i < qs.size(); i++)
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for (size_t i = 0; i < qs.size(); i++)
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{
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qs[i]->safeKill();
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}
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@ -2249,7 +2249,7 @@ void createEntityPage()
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EntityGroup &group = game->entityGroups[game->sceneEditor.entityPageNum];
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for (int i = 0; i < group.entities.size(); i++)
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for (size_t i = 0; i < group.entities.size(); i++)
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{
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EntityGroupEntity ent = group.entities[i];
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EntityClass *ec = dsq->game->getEntityClassForEntityType(ent.name);
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@ -2260,7 +2260,7 @@ void createEntityPage()
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int type = -1;
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if (ec)
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{
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int j=0;
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size_t j=0;
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for (j = 0; j < dsq->game->entityTypeList.size(); j++)
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{
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if (ec->idx == dsq->game->entityTypeList[j].idx)
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@ -2385,9 +2385,9 @@ void SceneEditor::updateEntityPlacer()
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Element* SceneEditor::cycleElementNext(Element *e1)
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{
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int ce = e1->templateIdx;
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size_t ce = e1->templateIdx;
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int idx=0;
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for (int i = 0; i < dsq->game->elementTemplates.size(); i++)
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for (size_t i = 0; i < dsq->game->elementTemplates.size(); i++)
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{
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if (dsq->game->elementTemplates[i].idx == ce)
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idx = i;
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@ -2409,9 +2409,9 @@ Element* SceneEditor::cycleElementNext(Element *e1)
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Element* SceneEditor::cycleElementPrev(Element *e1)
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{
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int ce = e1->templateIdx;
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int idx=0;
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for (int i = 0; i < dsq->game->elementTemplates.size(); i++)
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size_t ce = e1->templateIdx;
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size_t idx=0;
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for (size_t i = 0; i < dsq->game->elementTemplates.size(); i++)
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{
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if (dsq->game->elementTemplates[i].idx == ce)
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{
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@ -2421,7 +2421,7 @@ Element* SceneEditor::cycleElementPrev(Element *e1)
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}
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ce = idx;
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ce--;
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if (ce < 0)
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if (ce == -1)
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ce = dsq->game->elementTemplates.size()-1;
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idx = dsq->game->elementTemplates[ce].idx;
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if (idx < 1024)
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@ -2459,7 +2459,7 @@ void SceneEditor::nextElement()
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{
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if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i]->rotation.z = 0;
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}
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@ -2471,7 +2471,7 @@ void SceneEditor::nextElement()
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}
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else if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i] = cycleElementNext(selectedElements[i]);
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}
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@ -2519,7 +2519,7 @@ void SceneEditor::prevElement()
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if (dsq->game->elementTemplates.empty()) return;
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if (!selectedElements.empty())
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{
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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selectedElements[i] = cycleElementPrev(selectedElements[i]);
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}
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@ -2566,7 +2566,7 @@ void SceneEditor::moveLayer()
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is >> fromLayer >> toLayer;
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toLayer--;
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fromLayer--;
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for (int i = 0; i < dsq->getNumElements(); i++)
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for (size_t i = 0; i < dsq->getNumElements(); i++)
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{
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Element *e = dsq->getElement(i);
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if (e)
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@ -2606,8 +2606,8 @@ void SceneEditor::selectEnd()
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if (dsq->game->elementTemplates.empty()) return;
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if (!editingElement)
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{
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int largest = 0;
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for (int i = 0; i < dsq->game->elementTemplates.size(); i++)
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size_t largest = 0;
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for (size_t i = 0; i < dsq->game->elementTemplates.size(); i++)
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{
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ElementTemplate et = dsq->game->elementTemplates[i];
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if (et.idx < 1024 && i > largest)
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@ -2671,7 +2671,7 @@ void SceneEditor::cloneSelectedElement()
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{
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std::vector<Element*>copy;
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Vector groupCenter = this->getSelectedElementsCenter();
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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Element *e1 = selectedElements[i];
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Vector dist = e1->position - groupCenter;
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@ -2937,7 +2937,7 @@ void SceneEditor::endDrawingWarpArea(char c)
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Vector SceneEditor::getSelectedElementsCenter()
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{
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Vector c;
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for (int i = 0; i < selectedElements.size(); i++)
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for (size_t i = 0; i < selectedElements.size(); i++)
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{
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c += selectedElements[i]->position;
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}
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@ -3066,9 +3066,12 @@ void SceneEditor::update(float dt)
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selectedIdx = -1;
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selectedNode = -1;
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float smallestDist = sqr(64);
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for (int i = 0; i < dsq->game->getNumPaths(); i++)
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for (size_t i = 0; i < dsq->game->getNumPaths(); i++)
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{
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for (int n = dsq->game->getPath(i)->nodes.size()-1; n >=0; n--)
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if(dsq->game->getPath(i)->nodes.size() == 0) {
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continue;
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}
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for (size_t n = dsq->game->getPath(i)->nodes.size(); n-- > 0; )
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{
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Vector v = dsq->game->getPath(i)->nodes[n].position - dsq->getGameCursorPosition();
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float dist = v.getSquaredLength2D();
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@ -3150,7 +3153,7 @@ void SceneEditor::update(float dt)
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case ES_SELECTING:
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{
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float closest = sqr(800);
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int idx = -1, i = 0;
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size_t i = 0;
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for (i = 0; i < dsq->getNumElements(); i++)
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{
|
||||
Vector dist = dsq->getElement(i)->getFollowCameraPosition() - dsq->getGameCursorPosition();
|
||||
|
@ -3158,7 +3161,6 @@ void SceneEditor::update(float dt)
|
|||
if (len < closest)
|
||||
{
|
||||
closest = len;
|
||||
idx = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3261,7 +3263,7 @@ void SceneEditor::update(float dt)
|
|||
dummy.scale.y = MIN_SIZE;
|
||||
}
|
||||
|
||||
for (int i = 0; i < selectedElements.size(); i++)
|
||||
for (size_t i = 0; i < selectedElements.size(); i++)
|
||||
selectedElements[i]->refreshRepeatTextureToFill();
|
||||
}
|
||||
else if (editingElement)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue