Browse Source

Fix a few compilation warnings

pull/6351/head
Gleb Mazovetskiy 3 years ago
parent
commit
de081b7080
  1. 2
      Source/DiabloUI/settingsmenu.cpp
  2. 4
      Source/missiles.cpp
  3. 2
      Source/monster.cpp

2
Source/DiabloUI/settingsmenu.cpp

@ -320,7 +320,7 @@ void FullscreenChanged()
for (auto &vecItem : vecDialogItems) {
int vecItemValue = vecItem->m_value;
if (vecItemValue < 0 || vecItemValue >= vecOptions.size())
if (vecItemValue < 0 || static_cast<size_t>(vecItemValue) >= vecOptions.size())
continue;
auto *pOption = vecOptions[vecItemValue];

4
Source/missiles.cpp

@ -2304,8 +2304,6 @@ void AddStoneCurse(Missile &missile, AddMissileParameter &parameter)
missile.var2 = monsterId;
monster.petrify();
Player &player = Players[missile._misource];
// And set up the missile to unpetrify it in the future
missile.position.tile = *targetMonsterPosition;
missile.position.start = missile.position.tile;
@ -2448,8 +2446,6 @@ void AddFireWallControl(Missile &missile, AddMissileParameter &parameter)
void AddInfravision(Missile &missile, AddMissileParameter & /*parameter*/)
{
Player &player = Players[missile._misource];
missile._mirange = ScaleSpellEffect(1584, missile._mispllvl);
}

2
Source/monster.cpp

@ -4707,7 +4707,7 @@ MonsterMode Monster::getVisualMonsterMode() const
size_t monsterId = this->getId();
for (auto &missile : Missiles) {
// Search the missile that will restore the original monster mode and use the saved/original monster mode from it
if (missile._mitype == MissileID::StoneCurse && missile.var2 == monsterId) {
if (missile._mitype == MissileID::StoneCurse && static_cast<size_t>(missile.var2) == monsterId) {
return static_cast<MonsterMode>(missile.var1);
}
}

Loading…
Cancel
Save