# HG changeset patch # User sheepluva # Date 1363974697 -3600 # Node ID 7d3af949dd342fa3c10017fc9c35e6331b9a8708 # Parent ea6ee35d94345625c019cc94b3527b182b474dd6 remove engine warnings diff -r ea6ee35d9434 -r 7d3af949dd34 hedgewars/GSHandlers.inc --- a/hedgewars/GSHandlers.inc Fri Mar 22 14:54:20 2013 +0100 +++ b/hedgewars/GSHandlers.inc Fri Mar 22 18:51:37 2013 +0100 @@ -5088,8 +5088,8 @@ procedure updateTarget(Gear:PGear; newX, newY:HWFloat); - var - iter:PGear; +// var +// iter:PGear; begin with Gear^ do begin @@ -5118,10 +5118,10 @@ procedure doStepIceGun(Gear: PGear); const iceWaitCollision:Longint = 0; const iceCollideWithGround:Longint = 1; -const iceWaitNextTarget:Longint = 2; -const iceCollideWithHog:Longint = 4; +//const iceWaitNextTarget:Longint = 2; +//const iceCollideWithHog:Longint = 4; const iceCollideWithWater:Longint = 5; -const waterFreezingTime:Longint = 500; +//const waterFreezingTime:Longint = 500; const groundFreezingTime:Longint = 1000; const iceRadius = 32; const iceHeight = 40; diff -r ea6ee35d9434 -r 7d3af949dd34 hedgewars/uLandGraphics.pas --- a/hedgewars/uLandGraphics.pas Fri Mar 22 14:54:20 2013 +0100 +++ b/hedgewars/uLandGraphics.pas Fri Mar 22 18:51:37 2013 +0100 @@ -278,9 +278,9 @@ var iceSurface: PSDL_Surface; icePixels: PLongwordArray; - pictureX, pictureY: LongInt; - w, c: LongWord; - weight: Longint; + //pictureX, pictureY: LongInt; + w{, c}: LongWord; + //weight: Longint; begin // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness iceSurface:= SpritesData[sprIceTexture].Surface; diff -r ea6ee35d9434 -r 7d3af949dd34 hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Fri Mar 22 14:54:20 2013 +0100 +++ b/hedgewars/uWorld.pas Fri Mar 22 18:51:37 2013 +0100 @@ -74,7 +74,7 @@ timeTexture: PTexture; FPS: Longword; CountTicks: Longword; - prevPoint, prevTargetPoint: TPoint; + prevPoint{, prevTargetPoint}: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt; @@ -221,8 +221,8 @@ uCursor.init(); prevPoint.X:= 0; prevPoint.Y:= cScreenHeight div 2; -prevTargetPoint.X:= 0; -prevTargetPoint.Y:= 0; +//prevTargetPoint.X:= 0; +//prevTargetPoint.Y:= 0; WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2; WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); @@ -642,7 +642,7 @@ AMShiftX:= AMShiftTargetX; AMShiftY:= AMShiftTargetY; prevPoint:= CursorPoint; - prevTargetPoint:= TargetCursorPoint; + //prevTargetPoint:= TargetCursorPoint; AMState:= AMHidden; end; end;